Week Ending October 18, 1997

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Date: Sun, 12 Oct 1997 00:59:27 +0900 
From: Michael House <macross@gol.com> 
Subject: Re: Poll for OS 
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At 16:43 -0700 1997.10.10, Mann, Wade wrote: 
> I am currently developing some software that might be released through 
> Hero Games.  I am trying to figure out the platforms that I should 
> support. 
> 
> How many of you are using win 3.x, win95/nt, and/or Mac? 
 
Mac OS 8-J, on a PowerBook 3400c/200. If possible, I'd like to see a 
PowerPC-native version of this proposed software, in addition to a 
68K version. No Fat Binaries, please. 
 
 
 
Be Seeing You... 
--Michael House, macross@gol.com, www.gainax.co.jp 
GAINAX Co., Ltd. (Opinions expressed are my own unless otherwise specified) 
"Perfection is achieved only by institutions on the point of collapse." 
--C. Northcote Parkinson 
 
 
Date: Sat, 11 Oct 1997 12:02:10 -0500 (CDT) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: Poll for OS 
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> Proud to be using Windows 95---oops.  Wait a second while I 
> reinstall... 
 
 
	Of course, to be an equal opportunity insulter, the Mac-ers have 
it good.  At least they will be getting a real OS.  The microsoft clones 
have to wiat around for a product that will give them even less control 
over their computer. 
 
 
			-Tim Gilberg 
 
Date: Sat, 11 Oct 1997 12:03:30 -0500 (EST) 
From: ALONE AT MIDNIGHT <RAVANOS@jcs1.jcstate.edu> 
Subject: Tragic Tale of a Teenage Dinosaur-Man 
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     I'm new at this Champions thing, so bear with me... 
     I'm planning on running a Scenario with a few of my friends.  One 
of the characters is an ancient Dinosaur-Man awakened from his 
millenium slumber.  He's very big, and weighs alot (15 points of 
Growth and Density Increase [one level each], 0 END, Persistent, 
Always on). 
     It dosen't make much sense that a character using Drain could 
make him shrink (...unless the character has bought Drain with that 
specific special effect [in which case I'd probally design El Shrinko 
with Shrinking Useable Against Others]), since his size is pretty much 
innate and absolute.  Is there anything (aside from buying innane levels 
of Growth and Density Increase with Difficult to Dispel) to represent 
this 'innate-ness'?  Perhaps a Power Modifier ('Innate Power')... 
Should logic just shine through at that point?  (The Sf/x is natural, 
therefore 
 therefore, a Drain wouldn't work- much in the same way a 
Drian wouldn't work against an Elephant's Growth).  Can you 'Drain' his 
Extra-Limb (Tail) away?  (Under a similar logical assumption, Extra 
Limb is a 'Special Power,' assumed to be functioning unless it is turned 
"off," which he couldn't do [would you let a player turn his 'Extra Limb' 
'off'?  Would he get any compensation for being unable to turn his 'Limb' 
on and off?  Would it cost any more points to have an set of extra arms that 
could just appear?) 
     What about actual character creation?  Racial Package Deal or 
Elemental Control: Dino-Man Anatomy? 
     Tell me what you think... 
						Jason Sullivan 
 
Subject: Re: Tragic Tale of a Teenage Dinosaur-Man 
Date: Sat, 11 Oct 97 13:25:48 -0400 
From: John P Weatherman <asahoshi@nr.infi.net> 
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ALONE AT MIDNIGHT RAVANOS@jcs1.jcstate.edu 10/11/97 1:03 PM 
 
>     I'm planning on running a Scenario with a few of my friends.  One 
>of the characters is an ancient Dinosaur-Man awakened from his 
>millenium slumber.  He's very big, and weighs alot (15 points of 
>Growth and Density Increase [one level each], 0 END, Persistent, 
>Always on). 
>     It dosen't make much sense that a character using Drain could 
>make him shrink  
<snip> 
>     What about actual character creation?  Racial Package Deal or 
>Elemental Control: Dino-Man Anatomy? 
 
 
Jason, 
 
This is PURELY A HOUSE RULE but here's how my PBEM groups been handling 
that problem.  If and only if a charater's DI and/or growth is defined  
as innate/racial (0 END, Persistent,Always On...especially always on...) 
we've fiat ruled that it can't be drained.  However, secondary effects 
CAN be.  Specifically, I can't shrink you with a drain but I can drain 
the strength, PD, ED, etc. your size grants.  Also, neither DI nor Growth 
are considered "tight groups" of effects for adjustment power advantages. 
 
In general, this has worked for us, largely because the Always On  
physiology effect is relitively uncommon and it really hasn't been abused. 
Now if everyone suddenly decides they waht to be Dinosaur-Man also, I'd 
definantly make them pay for some outrageous Power Defense with a -3 or 
more limitation Only to defend Growth/DI.  Actually, I modeled it this 
way initially when I came up with this sort of concept until my GM said 
it could be chalked up to Special Effect. 
 
Again, THIS IS A HOUSE RULE, not core Champs, so use at your own risk... 
 
PAX, 
John 
 
Date: Sat, 11 Oct 1997 11:26:16 -0700 
From: Mark Lemming <icepirat@ix.netcom.com> 
Subject: Re: Heromaker: Who uses it? 
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Mike Lehmann wrote: 
>  
>  -=> Quoting Rick Ryker to Mike Lehmann <=- 
>  
>  RR> HERO changed the rules so that you CAN have Density and Growth 
> affect your figured stats for an advantage cost. 
>  
> Must have been a recent change, or a really old one that got fixed 
> along the way. 
 
It existed in Golden Age of Champions by Firebird(?).  Not the GAC that 
was printed by Hero games. So it was based on the Third edition anyhow. 
+1/4 for growth and +1/2 for DI if I remember. 
I don't think it was ever official Hero. 
 
-Mark Lemming 
 
Reply-To: "Filksinger" <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
Subject: Re: GMing Question #1 
Date: Sat, 11 Oct 1997 11:41:32 -0700 
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On 10/10/97 4:29 PM, Rick Ryker wrote: 
 
>> Do you save the human race? 
>> 
>Hell yes!  As I said before, a "no-brainer". 
>The life instinct for survival of the self is only superceded 
>by the life instinct for survival of the species. 
> 
>Going back to your case of the space aliens trying to land. 
>It would be criminal (against life's basic instincts) to side for the 
>aliens. 
>It would be criminal (against life's basic instincts) for the aliens 
to 
>side for you. 
>If their only hope for survival is to land on your planet.  No 
brainer. 
>They are going to.  You just try to stop them. 
>If the aliens trying to land is going to kill millions of people.  No 
>brainer. 
>We're going to do everything in our power to stop them. 
 
 
Interesting. The decision for the survival of the last 800 aliens, on 
the part of the aliens, was declared evil by several of the others who 
previously replied. By extention of what they said, to save the last 
800 humans at the cost of 1,000,000 aliens is also evil. 
 
Thus, the decision you call a "no brainer" was declared "evil" by 
others on this thread. 
 
>But we are getting WAY of track in these posts. 
>This thread was supposed to be about providing your players 
>with No-Win situations where no matter how many options there are 
>none of them will let the players "win". 
 
Well, yes and no. If you are going to use the "antinomy" method of 
creating tragic, "no-win" scenarios, it is very important that you 
know the character's values _very_ well. Otherwise, they simply choose 
one or the other. This example does help to illustrate that. 
 
>Would somebody please define "win"? 
 
Depends upon the scenario. There are a couple of "no-win" scenarios 
possible, with numerous variations. In some there is only one result 
and you can't stop it. In such cases, winning would be stopping the 
unstoppable, or completing the impossible, possibly at great, but 
lesser, cost. In others, you have two (or more) conflicting 
possibilities, which are supposed to be equally bad. Winning would be 
ending the conflict and getting both, possibly at great, but lesser, 
cost. 
 
Such scenarios should be used in only one of three situations. First, 
they could be on a fairly low level. Example: The Crown Jewels of 
England vs. the life of a petty criminal. (Note: Please don't tell me 
these aren't equal. I cannot create antinomy for you, because I don't 
know you. I have trouble enough creating antinomy for even one 
character and player that I know well.) 
 
Second would be if your players are heavily into plumbing the depths 
of their characters, and want to play what happyelf! called, "shaking 
their fists at the sky and bawling their eyes out". For a scenario 
like this, you need to have just the right players, as players who 
don't want to do this generally _really_ don't want to do this. 
 
Third would be if your players asked for a scenario where they would 
fight each other. In such a case, the conflicting situations would be 
chosen to create antinomy (a balance between the equally bad cases) 
for the group as a whole, but the individual characters would pick one 
or the other. 
 
Note that in all but the most minor case, these require players who 
really want to do something like this. Even the minor case should be 
used with the greatest of care, as you might find that the conflict is 
both less fun and more devisive than you planned. 
 
Filksinger 
 
Date: Sat, 11 Oct 1997 13:56:24 -0500 (EST) 
From: ALONE AT MIDNIGHT <RAVANOS@jcs1.jcstate.edu> 
Subject: Tragic Tale of a Lonely Archer 
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     Archer is a hero with a 3d6 KA (32 recoverable charges, 2 handed 
weapon, OAF, Independent, Str miniumum 28, Power Limitation: Cost END) to 
simulate a bow he uses in combat... 
     I want to give him a movement power, namely Swinging, in the form 
of an Arrow with a line attached to it.  How do I simulate this Sf/x, 
considering it will take time and probally a Skill roll to get the arrow 
into the object in question.  It would be impossible for him to use it 
in rapid sucession (like a Spider-Guy would...), or on objects that are 
too dense for the arrow to penetrate.  If he has one recoverable charge, 
could he just pluck it using the cord attached to it?  Would the focus 
be the sing line itself, the arrow, or the bow?  Would it be Linked to 
the previous attack, and if it were, would it cost additional END to  
fire (or would you just buy it with the Limitation: Charges)?  What 
is the DEF and BODY of a swing line?  How long is it?  Would it 
add any bonuses to climbing (and how fast could he climb up it)? 
     ....can anyone out there think of the numerous Sf/x of a piece of rope? 
Sliding across it from an elevation, using it to choke an enemy, tripping 
or 'clotheslining' a number of goons running itno your line of fire,  
entangling someone with a 'bounced' shot, rappling, climbing (again),  
shooting it into a helecopter so the brick in your part can tug it down, 
having other people on it at the same time, tying yourself down to a street 
lamp while Dr. Wind conjures up a storm....  how would these translate into 
game terms?  ...and how much weight could it support?  What if it missed?!? 
     Your feed back would be appreciated. 
                                           Archers of the World, Unite! 
                                           Jason Sullivan 
 
Date: Sat, 11 Oct 1997 15:38:39 -0400 (EDT) 
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From: jprins@interhop.net (John and Ron Prins) 
Subject: Re: Tragic Tale of a Teenage Dinosaur-Man 
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>     I'm new at this Champions thing, so bear with me... 
>     I'm planning on running a Scenario with a few of my friends.  One 
>of the characters is an ancient Dinosaur-Man awakened from his 
>millenium slumber.  He's very big, and weighs alot (15 points of 
>Growth and Density Increase [one level each], 0 END, Persistent, 
>Always on). 
 
Wow, that's x64 mass...why should a Dino-man be denser than any other living 
creature? I could see 5 pips of DI to represent heavy bones and muscle, but 
15 pips? He's be dense as stone... 
 
>     It dosen't make much sense that a character using Drain could 
>make him shrink (...unless the character has bought Drain with that 
>specific special effect [in which case I'd probally design El Shrinko 
>with Shrinking Useable Against Others]), since his size is pretty much 
>innate and absolute. 
 
Don't worry about it. Seriously, how many enemies are you going to see with 
'Drain vs. Growth' or 'Drain vs. Density Increase'. Sure, characters with a 
VPP could do it, but why would they? (I'll point out that a 0 END Persistant 
power racks up a lot of Active Points to be Drained). 
 
>Is there anything (aside from buying innane levels 
>of Growth and Density Increase with Difficult to Dispel) to represent 
>this 'innate-ness'? 
 
You don't need one. It will be so rare that worrying about it is mostly 
pointless. If you _are_ worried about it, buy 10 pips of Power Defense, 
which will be good vs. all sorts of other effects too (BTW, I could say that 
my STR is 'innate' and shouldn't be drainable, but nobody's gonna buy that 
logic - a Drain vs. Growth/DI would have to have the SFX of being a 'shrink 
ray'). If we ever get a Champs 5th Edition, though, I'd like to see Mass as 
a characteristic rather than a power. 
 
>Perhaps a Power Modifier ('Innate Power')... 
>Should logic just shine through at that point?  (The Sf/x is natural, 
>therefore 
> therefore, a Drain wouldn't work- much in the same way a 
>Drian wouldn't work against an Elephant's Growth). 
 
Sure it would, SFX willing. Besides, anybody with a 'shrink ray' gun will 
probably have a multipower with Drain vs. Growth and Shrinking, UAO. How 
does he know which to use? Easy - is it bigger than a human? Drain it. Is it 
human sized or smaller? Shrink it! :-) 
 
>Can you 'Drain' his 
>Extra-Limb (Tail) away? 
 
Yes, but it would have extremely odd SFX (genetic reversion ray??). 
 
>(Under a similar logical assumption, Extra 
>Limb is a 'Special Power,' assumed to be functioning unless it is turned 
>"off," which he couldn't do [would you let a player turn his 'Extra Limb' 
>'off'? 
 
If he doesn't have Distinctive Features, sure. Example: A telekinetic who 
has Extra Limbs (as required) who can then use his STR without using his 
'hands' (still subject to touch triggers/damage shields/whatnot). Or 
somebody with retractable tentacles, or waldos, or extendible tongues, etc. 
 
> Would he get any compensation for being unable to turn his 'Limb' 
>on and off? 
 
Yeah, Distinctive Features, probably. 
 
>Would it cost any more points to have an set of extra arms that 
>could just appear?) 
 
Nope. 
 
>     What about actual character creation?  Racial Package Deal or 
>Elemental Control: Dino-Man Anatomy? 
>     Tell me what you think... 
 
I shy away from racial package deals unless the race is pretty common; even 
then, it's more to set the racial characteristic maxima more than anything 
(and I use the 'if you raise/lower the maxima/minima, the base 
characteristic changes as well' (otherwise, you really pay double duty on 
those characteristics anyway...). Elemental Control would be best. Like: 
 
EC: Dino-Man Anatomy (15) 
A.) 15 pip Growth, 0 END Persistant (+1), Always On (-1/2) 
B.) 15 pip Density Increase, 0 END Persistant (+1), Always On (-1/2) 
C.) 10rED, 10rED Armor [scaly skin] 
D.) 2D6 Hand Killing Attack [bite/claw] 
 
----------------------------------------------------------------------------- 
"Guns-ablazin', fu-fightin', spell-chuckin', rubber-monster-stompin' ACTION!" 
-John comments on Feng Shui 
----------------------------------------------------------------------------- 
John D. Prins 
jprins@interhop.net 
 
Date: Sat, 11 Oct 1997 15:38:43 -0400 (EDT) 
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From: jprins@interhop.net (John and Ron Prins) 
Subject: Re: Antinomy/Tragedy/No-Win Situations and GMing Question #1 
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>it was a No-Win situation.  He was trapped deep inside a complex that it 
>took him several hours to completely infiltrate.  Then the countdown timer 
>was set for 30 seconds...  Now, I'm back at college, and if Joel wants to 
>play, I've already told him that he could be Force, that he would be able to 
>have escaped.  He said, "Cool.  How did I get out?"  I told him, "It doesn't 
>matter, you did, and then a Ranger team picked you up."  Honestly, it *was* 
>a No-Win situation, and there was no conceivable way out. 
 
Hey, this is Champions we're talking here! The explosion threw him through a 
dimensional portal! He was captured via teleportation by his enemies! He was 
rescued by a magician who needed his services! It wasn't really him, just 
his android duplicate! He fell through a fissure in the foundations and came 
face to face with the terrible Mole-Men! He was pulled from the rubble and 
rebuilt into a military cyborg! He got really, really, really lucky and was 
able to dig his way out of the rubble... 
 
Sheesh. In Champions, death is the _easy_ way out.  
 
----------------------------------------------------------------------------- 
"Guns-ablazin', fu-fightin', spell-chuckin', rubber-monster-stompin' ACTION!" 
-John comments on Feng Shui 
----------------------------------------------------------------------------- 
John D. Prins 
jprins@interhop.net 
 
Date: Sat, 11 Oct 1997 15:38:47 -0400 (EDT) 
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From: jprins@interhop.net (John and Ron Prins) 
Subject: Re: Tragic Tale of a Lonely Archer 
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>     Archer is a hero with a 3d6 KA (32 recoverable charges, 2 handed 
>weapon, OAF, Independent, Str miniumum 28, Power Limitation: Cost END) to 
>simulate a bow he uses in combat... 
 
Eugch! Is this for a superhero game? Don't let him take Independant or STR 
Minima. STR Minima is blatant point-mining, as the PC is _SURE_ to have at 
least 28 STR. And Independant is plain stupid (sorry, Bob, it got busted. 
Too bad about those points, huh?). 
 
>     I want to give him a movement power, namely Swinging, in the form 
>of an Arrow with a line attached to it.  How do I simulate this Sf/x, 
>considering it will take time and probally a Skill roll to get the arrow 
>into the object in question.  It would be impossible for him to use it 
>in rapid sucession (like a Spider-Guy would...), or on objects that are 
>too dense for the arrow to penetrate.  If he has one recoverable charge, 
>could he just pluck it using the cord attached to it? 
 
Sure, that works. X" Swinging, One Recoverable Charge, Requires an OCV roll. 
 
>  Would the focus 
>be the sing line itself, the arrow, or the bow? 
 
The bow and arrow. Make them one Focus. If you lose the bow, you lose any 
ranged ability (this falls under 'SFX'). 
 
>Would it be Linked to 
>the previous attack, 
 
Could be, but doesn't have to be. Could 'require a charge from the RKA' 
(-1/4) as another limitation. 
 
>and if it were, would it cost additional END to  
>fire (or would you just buy it with the Limitation: Charges)?  What 
>is the DEF and BODY of a swing line? 
 
Not a lot. 
 
>How long is it? 
 
Probably about 1/2 the inches in your Swinging. 
 
>Would it 
>add any bonuses to climbing (and how fast could he climb up it)? 
 
Some bonuses (or ignore a climbing roll, you've got a rope). Climbing would 
be 1/2 the inches in the Swinging, off the top of my head - or maybe equal 
to 1/2 his Superleap (STR/5 if he has no Superleap). 
 
>     ....can anyone out there think of the numerous Sf/x of a piece of rope? 
 
You don't want SFX, you want powers that can fit into the SFX. 
 
>Sliding across it from an elevation, 
 
Swinging. 
 
> using it to choke an enemy 
 
Buy the 'Choke Hold' martial maneuver or a NND Hand Attack. 
 
>tripping 
>or 'clotheslining' a number of goons running itno your line of fire,  
 
Martial Throw or limited Telekinesis. 
 
>entangling someone with a 'bounced' shot, 
 
Entangle. 
 
> rappling, climbing (again),  
>shooting it into a helecopter so the brick in your part can tug it down, 
 
Stretching. 
 
>having other people on it at the same time, tying yourself down to a street 
>lamp while Dr. Wind conjures up a storm.... 
 
Knockback Resistance. 
 
  how would these translate into 
>game terms?  ...and how much weight could it support?  What if it missed?!? 
 
Champions doesn't handle ordinary rope too well... 
 
The easy route: 
 
15  Variable Power Pool: Piece of Rope [15] 
 6  VPP Control: No Time (+1), Limited Powers (-1/2), OAF - Piece of Rope (-1) 
 3  VPP Skill: Rope-Work [DEX-based] 
-- 
24 points, and plenty handy. BTW, using a piece of rope to 'entangle' 
someone isn't trivial, and should be bought as a separate power (a 15 AP 
Entangle isn't worth much anyways). Rope shouldn't rate more than DEF 2-3 
anyways, as anyone with a knife can go through it in seconds. Define it as 
steel cable and say it's got 6 DEF, or as Unobtanium rope and make it 
indestructible. 
 
 
 
 
----------------------------------------------------------------------------- 
"Guns-ablazin', fu-fightin', spell-chuckin', rubber-monster-stompin' ACTION!" 
-John comments on Feng Shui 
----------------------------------------------------------------------------- 
John D. Prins 
jprins@interhop.net 
 
Date: Sat, 11 Oct 1997 15:08:55 -0500 (CDT) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: Poll for OS 
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> > 	Of course, to be an equal opportunity insulter, the Mac-ers have 
> > it good.  At least they will be getting a real OS.  The microsoft clones 
> > have to wiat around for a product that will give them even less control 
> > over their computer. 
> 
> The sad thing is, I DO use Win95... 
 
 
	Hey, just because I insult the product doesn't mean I don't use 
it.  A summer of installing and working with Win95 convinced me to switch 
away from the DOS6.2/Win3.1 system when I upgraded my computer.  Far too 
many programs, mostly games, need a DOS environment.  Far too many also 
need a Win95 environment (including the new Creation Workshop, I believe). 
I'm happier with 95 than I wasn with 3.1, if only because I've put 
together a host of tricks to tweak it and prevent (most) crashes -- I know 
how to hack a registry, buddy. 
 
	Anyway, I'm looking forward to cross-platform products of the 
future that will free me to go with a graphical Unix box.  Corel 
OfficeSuite is just the first, and I believe Netscape 5 will be as well. 
Now if only the computer game industry will move that way as well.  (Yeah 
right).  'Till then, I have to get my Unix fix by telnetting in to my 
school account -- nothing's gonna make me give up my pine. 
 
 
	Now, to bring this back to Champions -- anyone besides me been 
tempted to run a session or two with Bill Gates as the big villian?  Next 
time I'm in the mood for humor I'm gonna do something of the sort.  Or 
maybe Foxbat kidnaps him for some reason . . . hmmm.  Nope, won't work, 
the players wouldn't want to rescue him. 
 
 
 
			-Tim Gilberg 
 
Reply-To: "Filksinger" <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
Subject: Re: Bright Futures... 
Date: Sat, 11 Oct 1997 14:23:33 -0700 
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-----Original Message----- 
From: Sparx <psansone@i1.net> 
To: champ-l@omg.org <champ-l@omg.org> 
Date: Saturday, October 11, 1997 9:04 AM 
Subject: Bright Futures... 
 
 
<snip> 
>I'd 
like to 
>get my hands on Star Hero, anyone know if that is possible?  Well, 
take it 
>easy and talk at you later. 
 
Off hand, I couldn't say where you would find a copy of Star Hero, but 
I have something almost as good and maybe better. At 
http://galahad.xstor.com/~johntabe/files/strhero2.zip , you can 
download the "beta" version of Star Hero, 4th Ed. rules. So far as I 
know, the completed, playtested version isn't out yet, but this is 
pretty good. 
 
Filksinger 
 
Date: Sat, 11 Oct 1997 19:13:35 -0400 (EDT) 
X-Sender: jprins@interhop.net 
From: jprins@interhop.net (John and Ron Prins) 
Subject: Re: Antinomy/Tragedy/No-Win Situations and GMing Question #1 
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>>>matter, you did, and then a Ranger team picked you up."  Honestly, it *was* 
>>>a No-Win situation, and there was no conceivable way out. 
>> 
>>Hey, this is Champions we're talking here! 
 
>>The explosion threw him through a dimensional portal! 
>Even if a conventional explosion could have thrown him through such a portal 
 
Hey, who knows what they were messing with at that base... 
 
>(perhaps due to 'residue' from when he went to Hell, although the 'residue' 
>would be on his Powered Armor, which he wasn't wearing), he would have no 
>conceivable way of returning from said dimension, without several solo 
>adventures. 
 
And what's wrong with that?  
 
>>He was captured via teleportation by his enemies! 
>The enemies were the ones who blew him up. 
 
Only one set of enemies?? <boggle> Any self-respecting hero should've 
annoyed several dozen villian organizations... 
 
>And their Teleportation 
>technology isn't anywhere *near* reliable enough. 
 
Doesn't have to be reliable - just lucky. 
 
>>He was rescued by a magician who needed his services! 
>The magicians who would be powerful enough to find him and get him out 
>*right before he died* would be powerful enough not to need his services. 
 
Hardly. Mages are forever suffering these niggling restrictions (can't go 
there, can't do this, can't touch that) that the need for minions is 
ever-constant. 
 
>>It wasn't really him, just his android duplicate! 
>But it *was* him, and if it wasn't he wouldn't've earned the XP.  Plus, no 
>true androids, yet. 
 
Not that they know of <nudge, wink>. 
 
>>He fell through a fissure in the foundations and came face to face with the 
>terrible Mole-Men! 
>GAH!  NO!  Nope, no Mole-Men.  Unless it was another of those 
>Extradimensional Portals, then see above. 
 
Don't like the Mole-Men, huh? That's your preogative, I guess. How about 
Lava-Men? :-) 
 
>>He was pulled from the rubble and rebuilt into a military cyborg! 
>This one's possible, but not what Joel wants.  At all. 
 
Okay, somebody who owes him a favor rescues him. Same difference. 
 
>>He got really, really, really lucky and was able to dig his way out of the 
>rubble... 
>Again, this is possible.  Maybe that's what happened, he was just too 
>delirious to remember. 
>> 
>>Sheesh. In Champions, death is the _easy_ way out.  
>> 
>Thanks for belittling me, though. 
 
You're welcome. :-) My point being (I gotta remember to use more smileys!) 
that Champions is supposed to simulate comic book action. And comic book 
characters _don't_ die if they can possibly sell more books. Even if they do 
die, they can come back if the possibility of selling more books because of 
it crops up. Death is, in effect, just another 'radiation accident' for the 
PC to live through. 
 
>I know you're trying to poke holes in my assertion that there was "no way 
>out."  If *he* came up with an idea, I'd probably let him have it.  But he 
>didn't.  HE asked ME, "How did I get out?"  So, it doesn't matter. 
 
Okay, HE doesn't remember - but later, be sure to tell him 'why' and 'how' 
and 'what it's gonna cost him'. Something like this has 'plot hook' written 
all over it... 
 
>Okay, I just responded to this, and wanted to clarify my response.  I 
>realize you were probably not attempting to belittle me, or my gameworld, 
>but at most my assertion that it was a "No-Win" situation. 
 
Basically, that was it - more like your assertion that it was a 'no-escape' 
situation - that you couldn't think up a reasonable explanation. Like that 
he dove through the 'secret escape tunnel' to safety (every villian base has 
at least a half-dozen of these, otherwise the villians would never get 
away...). Though my own leanings are towards something more dramatic... 
 
----------------------------------------------------------------------------- 
"Guns-ablazin', fu-fightin', spell-chuckin', rubber-monster-stompin' ACTION!" 
-John comments on Feng Shui 
----------------------------------------------------------------------------- 
John D. Prins 
jprins@interhop.net 
 
From: mike.lehmann@mail.terminal.net (Mike Lehmann) 
Date: Sat, 11 Oct 1997 15:19:43 -0800 
Organization: Terminal BBS  (403)327-9731 
Subject: Poll for OS 
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 -=> Quoting Wade Mann to Mike Lehmann <=- 
 
 >I am currently developing some software that might be released through 
 >Hero Games.  I am trying to figure out the platforms that I should 
 >support. 
 > 
 >How many of you are using win 3.x, win95/nt, and/or Mac? 
 > 
 >Any information received would be appreciated. 
 
Dos 6.2 and Windows 3.1... Aren't I behind the times? <g> 
 
mike.lehmann@mail.terminal.net - - - - - Justice Krewe / Enigma Watch GM 
- - - - - -  http://www.dfw.net/~aronhead/justice_krewe.html - - - - - - 
 
... "My favorite color?  Red.  No, BluAAAAAHHH!" 
~~~ Blue Wave/386 v2.30 [NR] 
 
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Date: Sun, 12 Oct 1997 10:34:55 +1000 
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From: happyelf! <jonesmj@topaz.cqu.edu.au> 
Subject: Re: GMing Question #1 
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At <who knows>10/11/97, filksinger mostly you wrote: 
>It's place, generally, is only with players who, sometimes for a 
>change of pace, want to plumb their characters depths rather than 
>worry about who wins or loses the battle. Even then, it is only for 
>those who want to plumb tragedy, pain, guilt and loss. Definitely not 
>for everyone. 
> 
>Perhaps background would explain. 
> 
>I had a group for a short while which consisted primarily of some 
>drama students who wanted to do some roleplaying. An additional 
>student wanted to try some soulsearching roleplaying rather than 
>beat-up-the-badguy roleplaying, for a change of pace. 
<snip> 
>Basically, this only really works if the players want a game dedicated 
>to "plumbing depths and (what they call) 'real' roleplaying", rather 
>than the sort of thing that you (and, actually, I, usually) prefer. I 
>suspect that a large part of the reason why we are having this 
>discussion is that these players were probably better suited to a game 
>of "Vampire" than "Champions". 
> 
<snip> 
>I have seen groups that are so heavily into "playing a role" that they 
>don't bother with any sort of dice, or even rules. They decide whether 
>or not their characters win or lose, prevail or fail, simply by which 
>they think fits the character and the aspects of the character they 
>want to explore. These people play role playing games as if they were 
>soap operas, with magic or super powers thrown in for an exotic 
>flavor. This sort of group actually likes this sort of thing, as part 
>of a 
>general diet. I would like to play it once or twice, but that is just 
>too far. 
><snipy-wippy> 
>Well, yes, even in my single extreme example above, they had all kinds 
>of roleplaying options. Saving both worlds was the only one they 
>didn't have. 
> 
>Filksinger 
> 
 
Sorry to start this up again,  
all these arguments(and some more bits i snipped) 
seem to imply (albeit with a great deal of quotation marking) 
that pre-defining a scenario and playing something depressing  
is good role playing. All statements about players individual  
tastes aside, nothing can be further from the truth:  
 
A) predetermined story arcs fly in the face of improvisation, which is 
an integral part of role-playing 
 
B) deep, moody angst-rot is not any more valid than happy, goofy hyjinks.  
please, let us not fall into the eternal pitt of pretentious 'white wolf'  
stule hackneyed gloom! 
 
 
Date: Sun, 12 Oct 1997 10:39:46 +1000 
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From: happyelf! <jonesmj@topaz.cqu.edu.au> 
Subject: Re: Antinomy/Tragedy/No-Win Situations and GMing Question #1 
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At 12:06 PM 10/11/97 +0600, you wrote: 
>        There is room in some games for tragedy, antinomy (like Nimbus final 
>scene, above), and No-Win situations.  They're not for everyone, or all the 
>time (unless you have some peculiar tastes), but they're viable anyway. 
> 
>        This is pretty much also a nod to Filksinger and Michael Jones, who 
>both have put some good points up on the list. 
> 
>- Jerry 
> 
> 
 
yay!! we're number one! we're number one! *lol* 
 
Date: Sat, 11 Oct 1997 17:58:18 -0700 
From: Captain Spith <cptspith@teleport.com> 
Reply-To: cptspith@teleport.com 
Subject: Re: Poll for OS 
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Mann, Wade wrote: 
>  
> I am currently developing some software that might be released through 
> Hero Games.  I am trying to figure out the platforms that I should 
> support. 
>  
> How many of you are using win 3.x, win95/nt, and/or Mac? 
>  
> Any information received would be appreciated. 
 
   I still use Windows 3.1 (not even 3.11? You barBARian!), and am 
currently still actively resisting continuing pressure to upgrade to 
Win'95.  I also know a few people who don't like '95 either, and are 
sticking to 3.x as well. 
 
   -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: Sun, 12 Oct 1997 11:02:12 +1000 
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From: happyelf! <jonesmj@topaz.cqu.edu.au> 
Subject: overlapping reality junctures (qwas: all that stuff) 
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At 03:38 PM 10/11/97 -0400, varios people said: 
>>it was a No-Win situation.  He was trapped deep inside a complex that it 
>>took him several hours to completely infiltrate.  Then the countdown timer 
>>was set for 30 seconds...  Now, I'm back at college, and if Joel wants to 
>>play, I've already told him that he could be Force, that he would be able to 
>>have escaped.  He said, "Cool.  How did I get out?"  I told him, "It doesn't 
>>matter, you did, and then a Ranger team picked you up."  Honestly, it *was* 
>>a No-Win situation, and there was no conceivable way out. 
> 
>Hey, this is Champions we're talking here! The explosion threw him through a 
>dimensional portal! He was captured via teleportation by his enemies! He was 
>rescued by a magician who needed his services! It wasn't really him, just 
>his android duplicate! He fell through a fissure in the foundations and came 
>face to face with the terrible Mole-Men! He was pulled from the rubble and 
>rebuilt into a military cyborg! He got really, really, really lucky and was 
>able to dig his way out of the rubble... 
> 
>Sheesh. In Champions, death is the _easy_ way out.  
> 
 
i think what we have here (and in the previous discussion as well)is a case of 
overlapping reality. I suppose you can say antinomopoly and stuff like that exists  
at a slightly extreme edge of a curve. In the examples above (end of campaign, ect)  
you have two seperate campaigns - one ends and the other begins. NOW, in the 'end'  
campaign perspective, yes, it's a no-win situation. The same way peter parker  
loseing his powers was probably meant as in the 'final' miniseries. BUT in the 'beginning' campaign, that decision is no longer valid, so it's OK to have  
the guy come back and have been miraculously saved- plus i think in the genre 
(superheroic, thought it sounds a little lower-tech than most) this sort of thing 
(he's deffinitley dead. .. no wait he's alive!) is a convention of most settings.  
 
 
 
Date: Sat, 11 Oct 1997 18:06:01 -0700 
From: Captain Spith <cptspith@teleport.com> 
Reply-To: cptspith@teleport.com 
Subject: Re: Poll for OS 
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Mike Lehmann wrote: 
>  
>  -=> Quoting Wade Mann to Mike Lehmann <=- 
>  
>  >I am currently developing some software that might be released through 
>  >Hero Games.  I am trying to figure out the platforms that I should 
>  >support. 
>  > 
>  >How many of you are using win 3.x, win95/nt, and/or Mac? 
>  > 
>  >Any information received would be appreciated. 
>  
> Dos 6.2 and Windows 3.1... Aren't I behind the times? <g> 
 
   No, no, we're just non-conformists.  Those 'high-tech' jocks only do 
it to feel like they 'belong'....    :-)> 
 
   -Capt. Spith 
>  
> mike.lehmann@mail.terminal.net - - - - - Justice Krewe / Enigma Watch GM 
> - - - - - -  http://www.dfw.net/~aronhead/justice_krewe.html - - - - - - 
>  
> ... "My favorite color?  Red.  No, BluAAAAAHHH!" 
> ~~~ Blue Wave/386 v2.30 [NR] 
>  
> ----------------------------------------------------------------------------- 
> Internet: mike.lehmann@mail.terminal.net  <<<<<<<<<<< 
> The TERMINAL BBS                                            Fidonet; 1:358/17 
> Lethbridge, Alberta, Canada                                          1:358/18 
> This message was processed by NetXpres                          (403)327-9741 
> ----------------------------------------------------------------------------- 
 
--  
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, 11 Oct 1997 18:14:19 -0700 
From: Captain Spith <cptspith@teleport.com> 
Reply-To: cptspith@teleport.com 
Subject: Re: question #1. .. 
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happyelf! wrote: 
>  
> At 11:25 PM 10/8/97 -0700, you wrote: 
>  
> >>but it *isn't* the real world- just the gm's opinion, which is often 
> >quite silly. . . 
> >>i.e. 'super martial arts are real, but backpack nukes aren't' 
> > 
> >Of course it isn't the real world- it's a game. However, I fail to see 
> >why an attempt at creating a "real world"-imitating, high realism 
> >game, should be criticized in this manner. 
> > 
> >Filksinger 
> > 
> > 
>  
> becasue it ISN'T REAL!! it's just the gm's assumptions, and the more 
> arrogant gm's are in general about this sort of plot enforcment, 
> them more likely restrictive games will be. .. . . 
 
   It seems to me, 'Elf, that you seem to have the attitude that certain 
game-world configurations are unacceptable to play in.  And YOU talk 
about arrogance!  Just because you have a narrowminded attitude about 
what level of fantasy is acceptable doesn't mean that everybody else 
fits into your parameters.  Would it be fair for a group of PCs to be 
forced to play in a 4-colour comic-book reality when they all wanted to 
play in 'gritty street-justice realism'?   
 
   -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: Sun, 12 Oct 1997 11:25:57 +1000 
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From: happyelf! <jonesmj@topaz.cqu.edu.au> 
Subject: Re: Time Lines for Campaign Worlds 
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(this is all just my opinion, ect.. ) 
 
At 12:47 PM 10/11/97 +0000, you wrote: 
>I'd like to borrow peoples thoughts on time lines. I'm trying to  
>construct a time line for my champions campaign, and I figured that  
>some help would be in order. Responses need not be limited to  
>SuperHero worlds. I'm fairly certain that time lines for fantasy, or  
>science-fiction worlds follow the same basic rules. 
> 
> 
 
hows about actual contributions? even if not fer yer own campaign,  
but just fer fun? ne1 else one the list interested in  
a cooperative 'generic' superheroic timeline? just for the hell of it? *eg* 
 
 
>Some questions that might help replies be more useful. 
> 
>1. What is a time line? 
> - A time line is a chronologically ordered history. A time line  
>   records memorable, and important events for posterity. 
> - I think I have this one covered, but in any project it's important  
>   to define just what you are working with. So if you think I missed  
>   something feel free to post such. 
> 
>2. What purposes do fictional time lines serve? 
> 
 
often useful- if they are complex enough. .for instance for time-travel.  
i have a huge super-duper timeline which is ripped off a historical one  
plus i've added super-stuff and things like that to it. . .it's st out  
like a flow chart so you can see generally what causes what, and when  
cultures interact. .. in a time-travel scenario of mine the pc's went 
back in time and killed a race of nasty dinosaur-men in prehistoric 
south america. NOW, i look on my trusty history flowchart. . . aha!  
those doni-mean and a band of FEATHERES SERPANTS in south america 
wipe each other out in my timeline. . .sooo, when the conquistadors 
get to south america (i think it wuz them) the find a massive empire 
ruled by feathered serpants! *eg* and if the pc's get there too they  
can decide what to do. .. but hell, let's face it- it's not like  
the europeans DESERVE to be rescued. ..  
 
 
 
>3. How do I construct a fictional time line? 
> 
 
structurally, i'd say do a flow-diagram, even though it's not really  
'historially correct'. AND tie it into a map or two. . . 
 
 
 
>4. How do I use a fictional time line? 
> 
 
in copntemplation and modification. make changes and additions after an  
adventure, DON'T attempt to use it as an on-the spot resource (believe  
me, nothing slows the game more'n a flowchart- cept maybe roleaster crit  
tables) 
 
 
 
>Vance Scott 
> 
>Vanquisher of all foes. 
> 
 
 
 
 
Reply-To: "Filksinger" <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
Subject: Re: Antinomy/Tragedy/No-Win Situations and GMing Question #1 
Date: Sat, 11 Oct 1997 18:35:15 -0700 
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-----Original Message----- 
From: John and Ron Prins <jprins@interhop.net> 
To: champ-l@omg.org <champ-l@omg.org> 
Date: Saturday, October 11, 1997 1:35 PM 
Subject: Re: Antinomy/Tragedy/No-Win Situations and GMing Question #1 
 
 
>>it was a No-Win situation.  He was trapped deep inside a complex 
that it 
>>took him several hours to completely infiltrate.  Then the countdown 
timer 
>>was set for 30 seconds...  Now, I'm back at college, and if Joel 
wants to 
>>play, I've already told him that he could be Force, that he would be 
able to 
>>have escaped.  He said, "Cool.  How did I get out?"  I told him, "It 
doesn't 
>>matter, you did, and then a Ranger team picked you up."  Honestly, 
it *was* 
>>a No-Win situation, and there was no conceivable way out. 
> 
>Hey, this is Champions we're talking here! The explosion threw him 
through a 
>dimensional portal! He was captured via teleportation by his enemies! 
He was 
>rescued by a magician who needed his services! It wasn't really him, 
just 
>his android duplicate! He fell through a fissure in the foundations 
and came 
>face to face with the terrible Mole-Men! He was pulled from the 
rubble and 
>rebuilt into a military cyborg! He got really, really, really lucky 
and was 
>able to dig his way out of the rubble... 
 
 
Well, if it hadn't been preplanned as a clear cut, no way out 
scenario, with both the player and the GM in agreement that the 
character was going to die, then any of the above would be a 
possibility, depending upon the campaign world. There should be ways 
out, whether mundane or fanciful, if it was a normal scenario. Of 
course, after it was over, and they changed their minds, all of them 
again become viable possibilities. 
 
However, none of those should happen in a scenario such as he 
described. Why? Because it was intended, from the beginning, as a "you 
will die, there is no way out" scenario. The player went in knowing 
full well that his character would die, and the GM played it that way. 
If I was told I was getting a heroic death for my character, went 
through the paces, and some cheesy cop-out was used to save the 
character, then I personally would feel cheated. 
 
Of course, changing your mind later is OK, if you both agree. 
 
>Sheesh. In Champions, death is the _easy_ way out. 
 
Yes, I suppose so. However, a "heroic death" where you don't die kind 
of loses something, don't you think? 
 
Filksinger 
 
Date: Sun, 12 Oct 1997 11:44:54 +1000 
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From: happyelf! <jonesmj@topaz.cqu.edu.au> 
Subject: Re: question #1. .. 
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At 06:14 PM 10/11/97 -0700, you wrote: 
>> becasue it ISN'T REAL!! it's just the gm's assumptions, and the more 
>> arrogant gm's are in general about this sort of plot enforcment, 
>> them more likely restrictive games will be. .. . . 
> 
>   It seems to me, 'Elf, that you seem to have the attitude that certain 
>game-world configurations are unacceptable to play in.  And YOU talk 
>about arrogance!  Just because you have a narrowminded attitude about 
>what level of fantasy is acceptable doesn't mean that everybody else 
>fits into your parameters.  Would it be fair for a group of PCs to be 
>forced to play in a 4-colour comic-book reality when they all wanted to 
>play in 'gritty street-justice realism'?   
> 
>   -Capt. Spith 
> 
 
 
no!! *yeesh*  no 'gritty' setting is realistic, that's all i'm saying. .  
NO rpg is! a gm should keep that in mind or they will become arrogant.  
I NEVER said there were certain settings you couldn't play in, i NEVER 
even came CLOSE to saying that.  
 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: Grey Areas 
Mail-Copies-To: never 
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-----BEGIN PGP SIGNED MESSAGE----- 
 
>>>>> "GH" == Guy Hoyle <ghoyle1@mail.airmail.net> writes: 
 
GH> I think it would be a good thing to identify some of the "grey areas", 
GH> areas where the vagueness of the official rules has an impact upon the 
GH> way someone runs his campaign. 
 
Remember that Hero is a toolkit system: use what you need, ignore what you 
do not, and season to taste for your particular campaign.  Sometimes the 
rulebook is deliberately vague so as to allow the GM to interpret things in 
a way appropriate to his campaign. 
 
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Version: 2.6.3a 
Charset: noconv 
 
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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: Grey Areas 
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-----BEGIN PGP SIGNED MESSAGE----- 
 
>>>>> "GH" == Guy Hoyle <ghoyle1@mail.airmail.net> writes: 
 
GH> The ones I can think of right now are: 
GH> --Linked (No debates, please!) 
 
The only reason that Linked is vague is because nobody bothered to 
seriously question Hero Games about it until fairly recently.  Besides, it 
is not that Linked is vague, it is that the description is badly phrased. 
 
GH> --Characteristics bought as Powers (with regard to Normal 
GH> Characteristic Maxima) 
 
Strictly speaking, Characteristics bought as Powers should not be exempt 
from NCM.  If the GM rules that they are for whatever reason (and Focus is 
not a valid reason since a Limitation should *never* be of benefit to the 
character) then the NCM bonus for that character should be reduced 
proportionally to how frequently his Characteristics are exceeded. 
 
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--  
Rat <ratinox@peorth.gweep.net>    \ Warning: pregnant women, the elderly, and 
PGP Key: at a key server near you! \ children under 10 should avoid prolonged 
                                    \ exposure to Happy Fun Ball. 
 
Reply-To: "Filksinger" <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
Subject: Re: GMing Question #1 
Date: Sat, 11 Oct 1997 19:17:07 -0700 
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On Saturday, October 11, 1997 6:02 PM, happyelf! wrote: 
 
 
>At <who knows>10/11/97, filksinger mostly you wrote: 
<snip> 
>Sorry to start this up again, 
>all these arguments(and some more bits i snipped) 
>seem to imply (albeit with a great deal of quotation marking) 
>that pre-defining a scenario and playing something depressing 
>is good role playing. All statements about players individual 
>tastes aside, nothing can be further from the truth: 
 
 
I wasn't trying to make it out that way, but it could be read that 
way. That was the attitude of some of the players, I believe, though 
not all. 
 
>A) predetermined story arcs fly in the face of improvisation, which 
is 
>an integral part of role-playing 
 
 
Well, playing a role, as in acting, often involves an entire script, 
already laid out. However, that said, I agree with you. In the case I 
mentioned above, we simply decided to explore in a particular 
direction, not with a predetermined story. It was, for the most part 
(i.e. not entirely, I agree), no more predetermined than most other 
stories in many other games. After all, many campaigns and storylines 
have a general destination in mind, with certain stops along the way 
more or less planned. Ours just happened to include deliberate 
tragedy, moral angst, etc. 
 
>B) deep, moody angst-rot is not any more valid than happy, goofy 
hyjinks. 
>please, let us not fall into the eternal pitt of pretentious 'white 
wolf' 
>stule hackneyed gloom! 
 
Agreed, it isn't superior role playing. It is _different_ role 
playing. Yes, they did, some of them, consider it superior to other 
role playing, but then we Champions players often think that our way 
of roleplaying is superior. It isn't, really, it's just different. 
 
I agree with both of your points above, again in general. This wasn't 
a case of "superior role playing", but of wanting to play something 
different than typical for a Champions game, using the Champions rules 
and a superhero background. They may have considered it superior, but 
it was merely different than typical. Not my usual style, but then 
I'll role play almost anything, on occasion. I don't like angst-ridden 
doom-and-gloom tragedy as a rule, but it was actually kind of fun for 
a little while. 
 
Angst, gloom, fatalism, etc. aren't worse things to role play than 
typical four-color superhero antics, but they are different. As I 
said, I wouldn't run these storylines with most players. 
 
Filksinger 
 
Reply-To: "Filksinger" <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
Subject: Re: overlapping reality junctures (qwas: all that stuff) 
Date: Sat, 11 Oct 1997 19:25:55 -0700 
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On 10/11/97 6:15 PM, happyelf! wrote: 
 
 
 
>i think what we have here (and in the previous discussion as well)is 
a case of 
>overlapping reality. I suppose you can say antinomopoly and stuff 
like that exists 
>at a slightly extreme edge of a curve. 
 
Absolutely. 
 
>In the examples above (end of campaign, ect) 
>you have two seperate campaigns - one ends and the other begins. NOW, 
in the 'end' 
>campaign perspective, yes, it's a no-win situation. The same way 
peter parker 
>loseing his powers was probably meant as in the 'final' miniseries. 
BUT in the 'beginning' campaign, that decision is no longer valid, so 
it's OK to have 
>the guy come back and have been miraculously saved- plus i think in 
the genre 
>(superheroic, thought it sounds a little lower-tech than most) this 
sort of thing 
>(he's deffinitley dead. .. no wait he's alive!) is a convention of 
most settings. 
 
 
There's something wrong here, but I can't quite put my finger on...No, 
wait! Oh, my God! 
 
WE AGREE! 
 
I think we even actually understand each other. Amazing. We did it. 
 
Now, if we can just avoid discussing who convinced who....<BEG> 
 
Seriously, I think we've both made our points on this one, and reached 
an actual agreement and understanding. Feels good, doesn't it? (A bit 
weird, maybe....<G>) 
 
Filksinger 
 
Date: Sun, 12 Oct 1997 13:19:19 +1000 
Date-warning: Date header was inserted by topaz.cqu.edu.au 
From: happyelf! <jonesmj@topaz.cqu.edu.au> 
Subject: Re: GMing Question #1 
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At 07:17 PM 10/11/97 -0700, you wrote: 
> 
> 
>I wasn't trying to make it out that way, but it could be read that 
>way. That was the attitude of some of the players, I believe, though 
>not all. 
> 
 
 
i understand this point, i should have been more clear. . .  
 
 
>>A) predetermined story arcs fly in the face of improvisation, which 
>is 
>>an integral part of role-playing 
> 
> 
>Well, playing a role, as in acting, often involves an entire script, 
>already laid out. However, that said, I agree with you. In the case I 
>mentioned above, we simply decided to explore in a particular 
>direction, not with a predetermined story. It was, for the most part 
>(i.e. not entirely, I agree), no more predetermined than most other 
>stories in many other games. After all, many campaigns and storylines 
>have a general destination in mind, with certain stops along the way 
>more or less planned. Ours just happened to include deliberate 
>tragedy, moral angst, etc. 
> 
 
as i mentioned in another thread, i don't play or gm with any particular 
'flavour' of emotion in mind. i tend to just go with the story and see  
what types of feelings it leads to. . which can be all sorts of things, really. .  
 
 
Date: Sun, 12 Oct 1997 13:37:12 +1000 
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From: happyelf! <jonesmj@topaz.cqu.edu.au> 
Subject: Re: overlapping reality junctures (qwas: all that stuff) 
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At 07:25 PM 10/11/97 -0700, you wrote: 
> 
>There's something wrong here, but I can't quite put my finger on...No, 
>wait! Oh, my God! 
> 
>WE AGREE! 
> 
>I think we even actually understand each other. Amazing. We did it. 
> 
>Now, if we can just avoid discussing who convinced who....<BEG> 
> 
>Seriously, I think we've both made our points on this one, and reached 
>an actual agreement and understanding. Feels good, doesn't it? (A bit 
>weird, maybe....<G>) 
> 
>Filksinger 
> 
> 
 
 
ah, yes, as i've said before, since we both know we're right,  
we were BOUND to start agreeing on something eventually. . *g* 
 
and as for the example above, the idea of reality and campaigns  
is an interesting one, which also leads to more constructive 
plot copncepts- for instance the hero in one campaign becomes a 
villan in another, despite acting exactly the same way. . .  
 
This sort of dualistic perspective i find is very useful for  
working different concepts hrough a campaign. Sure, you want the 
800 gerblorkian refugees with their evil virus to be a moral quandry  
when they reach earth, but it's ok to treat them slightly less seriously  
when the pc's meet them on the galactic rim. . . 
 
 
 
X-Sender: wbandsis@mail.westco.net 
Date: Sat, 11 Oct 1997 23:59:53 -0400 
From: Charles Badger <wbandsis@westco.net> 
Subject: Re: Poll for OS 
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At 17:58 10/11/97 -0700, Captain Spith wrote: 
>Mann, Wade wrote: 
>>  
>> I am currently developing some software that might be released through 
>> Hero Games.  I am trying to figure out the platforms that I should 
>> support. 
>>  
>> How many of you are using win 3.x, win95/nt, and/or Mac? 
>>  
>> Any information received would be appreciated. 
> 
>   I still use Windows 3.1 (not even 3.11? You barBARian!), and am 
>currently still actively resisting continuing pressure to upgrade to 
>Win'95.  I also know a few people who don't like '95 either, and are 
>sticking to 3.x as well. 
 
I have computers with both dos/windows for worgroups and win95.  I used to 
be part of the group that wasn't goin to upgrade but working on a friend's 
machine convinced me otherwise.  Win 95 is a lot harder to crash when 
programming then WFW or Win3.x.  That was what finally convinced me. I still 
make fun of the company who makes them also but then again I wouldn't want 
to see them disappear since my job requires the presence of the operating 
system. So like the company who manufacturer's it I have to side with the 
known vir...., devil..... :) 
 
You know why I was saying the first.... because it's on more and more 
machines every year, takes up system resources and doesn't give them back 
all the qualifications of a virus.  
----- 
Charles T. Badger 
 
 
Date: Sun, 12 Oct 1997 00:54:05 -0700 
From: Captain Spith <cptspith@teleport.com> 
Reply-To: cptspith@teleport.com 
Subject: Re: Heromaker: Customizing it. 
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Jeremiah Driscoll wrote: 
 
> > 
> >   Hm.  I'd understood that there was a Pilipino, which is to Tagalog what 
> >Spanglish is to Spanish (a cross-breeding with English). 
> > 
>         I'm not sure about that, but as a pale white guy (who has to 
> Filipino players), I do know that Tagalog is only one dialect used in the 
> Philippines.  Nimbus (one of my guys) said his 'rents speak a different 
> dialect but had to learn Tagalog because it became the national language by 
> default. 
>         I believe this is correct, but I can't double-check, as Nimbus and 
> Force are out of town this weekend. 
 
   Well, I don't have all the details, but I do have a little knowledge 
from when I lived in Hawaii (EVERYONE spoke their own languages at 
home....) 
   There are several seperate Filipino language dialects which do not 
happily overlap with each other, and one of them, probably Tagalog, is 
in fact an Official National Language in the Philippines. 
 
   -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: Sun, 12 Oct 1997 01:25:13 -0700 
From: Captain Spith <cptspith@teleport.com> 
Reply-To: cptspith@teleport.com 
Subject: Re: Pushing 
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> >>>>> "JD" == Jeremiah Driscoll <jdriscol@vt.edu> writes: 
>  
> JD>         Which Powers are Push-able?  Just Attack Powers?  Are Movement 
> JD> Powers fair game?  What about Teleportation?  Would you allow a 
> JD> character to Push his Force Field?  And how long would *that* last? 
>  
> S.S.Rat counters; 
> 
> First point: there is no such thing as "attack powers".  There are powers 
> that may be used both offensively and defensively. 
>  
> Official Rule: any power that uses END may be pushed.  Pushing constant or 
> continuous powers lasts until the character's next action phase starts. 
>  
> GM's call: powers that have the 0 END advantage may be pushed.  The pushed 
> points should probably still cost END, though. 
 
   I would rule that any power costing END may be pushed.  Official 
rules aside, I allow for powers with the 'costs END' limitation to be 
pushed as well.  I would also rule that Powers bought to 0END could only 
be pushed if they are not purchased with mechanical SFX; You can't 
'push' a bullet from a gun to do more damage.  If a power bought with 
0END were to be pushed, though, it should be at the 'normal' END cost 
for pushing. 
>  
> JD>         Are partial Pushes acceptable?  ex.  A 10d6 EB pushed to only 
> JD> 11d6 (assume no Advantages). 
>  
> Sure, at least in supers games where you decide how many active points you 
> wish to push. 
 
   The games I used to play in had a great Pushing rule.  One could 
decide either to push by up to 10 active points for up to 10 END 
(1pt/1END), OR make an EGO roll for BIG pushes.  Every 1 the EGO roll 
was bested by was 5 active points of push (at the same END cost rate), 
HOWEVER - there was a cost.  The first 10 a.p. cost only END, the next 5 
also did 1D6 damage, the next 5 points +1D6(2D6), the next 5 +2D6(4D6), 
the next 5 +4D6(8D6), etc.  If the self-inflicted damage from pushing 
exceeds the character's STUN, (s)he starts taking BODY (at a rate of 1/3 
of the remaining STUN damage) 
 
  I.E., Capt. Spith has to push his STR to break out of an Entangle and 
stop his teammate from killing someone and stepping all over his Code 
against Killing.  He makes his EGO roll by 6 (rolling 6 vs. his <12 EGO 
roll) and pushes his STR by 30, costing 30 END and causing himself 8D6 
STUN damage straight through.  almost made it.  Next phase, the villian 
has already been killed, so Spith's Code vs. Killing drives him berserk 
and he has to try again.  He rolls a *4!* enabling a 40-point push, but 
he decides to be conservative and only push 30 again.  30 END (which is 
more than he has, so burns some STUN as END) + 8D6 more STUN (which is 
more than he has, so he starts taking BODY), and breaks free of his 
Entangle with a half phase to spare, whereupon he falls to the floor 
twitching in a self-imposed near-coma. 
 
   It's a great tool for allowing great pushes, but still gives a 
cause-and-effect from exceeding one's own abilities... 
 
   BTW, that is an actual event from a game I was in several years 
ago... 
 
   -Capt. (Ouch, that one hurt) 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: Sun, 12 Oct 1997 01:25:13 -0700 
From: Captain Spith <cptspith@teleport.com> 
Reply-To: cptspith@teleport.com 
Subject: Re: Pushing 
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> >>>>> "JD" == Jeremiah Driscoll <jdriscol@vt.edu> writes: 
>  
> JD>         Which Powers are Push-able?  Just Attack Powers?  Are Movement 
> JD> Powers fair game?  What about Teleportation?  Would you allow a 
> JD> character to Push his Force Field?  And how long would *that* last? 
>  
> S.S.Rat counters; 
> 
> First point: there is no such thing as "attack powers".  There are powers 
> that may be used both offensively and defensively. 
>  
> Official Rule: any power that uses END may be pushed.  Pushing constant or 
> continuous powers lasts until the character's next action phase starts. 
>  
> GM's call: powers that have the 0 END advantage may be pushed.  The pushed 
> points should probably still cost END, though. 
 
   I would rule that any power costing END may be pushed.  Official 
rules aside, I allow for powers with the 'costs END' limitation to be 
pushed as well.  I would also rule that Powers bought to 0END could only 
be pushed if they are not purchased with mechanical SFX; You can't 
'push' a bullet from a gun to do more damage.  If a power bought with 
0END were to be pushed, though, it should be at the 'normal' END cost 
for pushing. 
>  
> JD>         Are partial Pushes acceptable?  ex.  A 10d6 EB pushed to only 
> JD> 11d6 (assume no Advantages). 
>  
> Sure, at least in supers games where you decide how many active points you 
> wish to push. 
 
   The games I used to play in had a great Pushing rule.  One could 
decide either to push by up to 10 active points for up to 10 END 
(1pt/1END), OR make an EGO roll for BIG pushes.  Every 1 the EGO roll 
was bested by was 5 active points of push (at the same END cost rate), 
HOWEVER - there was a cost.  The first 10 a.p. cost only END, the next 5 
also did 1D6 damage, the next 5 points +1D6(2D6), the next 5 +2D6(4D6), 
the next 5 +4D6(8D6), etc.  If the self-inflicted damage from pushing 
exceeds the character's STUN, (s)he starts taking BODY (at a rate of 1/3 
of the remaining STUN damage) 
 
  I.E., Capt. Spith has to push his STR to break out of an Entangle and 
stop his teammate from killing someone and stepping all over his Code 
against Killing.  He makes his EGO roll by 6 (rolling 6 vs. his <12 EGO 
roll) and pushes his STR by 30, costing 30 END and causing himself 8D6 
STUN damage straight through.  almost made it.  Next phase, the villian 
has already been killed, so Spith's Code vs. Killing drives him berserk 
and he has to try again.  He rolls a *4!* enabling a 40-point push, but 
he decides to be conservative and only push 30 again.  30 END (which is 
more than he has, so burns some STUN as END) + 8D6 more STUN (which is 
more than he has, so he starts taking BODY), and breaks free of his 
Entangle with a half phase to spare, whereupon he falls to the floor 
twitching in a self-imposed near-coma. 
 
   It's a great tool for allowing great pushes, but still gives a 
cause-and-effect from exceeding one's own abilities... 
 
   BTW, that is an actual event from a game I was in several years 
ago... 
 
   -Capt. (Ouch, that one hurt) 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: Sun, 12 Oct 1997 02:08:04 -0700 
From: Captain Spith <cptspith@teleport.com> 
Reply-To: cptspith@teleport.com 
Subject: Re: Tragic Tale of a Teenage Dinosaur-Man 
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ALONE AT MIDNIGHT wrote: 
>  
>      I'm new at this Champions thing, so bear with me... 
>      I'm planning on running a Scenario with a few of my friends.  One 
> of the characters is an ancient Dinosaur-Man awakened from his 
> millenium slumber.  He's very big, and weighs alot (15 points of 
> Growth and Density Increase [one level each], 0 END, Persistent, 
> Always on). 
 
   <So how do I kep his growth from being drained...> 
 
   I would have to go with the general house rule answer.  If something 
is 0END,Persistent,Always On, it shouldn't be able to be drained.  No 
wait, all the Characteristics are like that.... Alright, let's try this; 
   You can't drain size, but if hit with a drain which would normally 
affect a character's growth, figure the effect based on draining the 
growth, then reduce all growth EFFECTS by the appropriate amount, but 
keep the size and mass; a large enough cfharacter with his associated 
STR drained may not even be able to support his own weight!  Keeping the 
mass will still give the character the KB resistence, but should also 
require extra STR expenditure to accomodate the move the effectively 
heavier body. 
   More generally, this can be applied to ANY physically altering 
AlwaysOn power; drain would affect all the associated benefits, but not 
affect the size/mass/limbs, etc. 
 
   -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: Sun, 12 Oct 1997 02:16:17 -0700 
From: Captain Spith <cptspith@teleport.com> 
Reply-To: cptspith@teleport.com 
Subject: Re: Heromaker: Who uses it? 
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Mark Lemming wrote: 
>  
> Mike Lehmann wrote: 
> > 
> >  -=> Quoting Rick Ryker to Mike Lehmann <=- 
> > 
> >  RR> HERO changed the rules so that you CAN have Density and Growth 
> > affect your figured stats for an advantage cost. 
> > 
> > Must have been a recent change, or a really old one that got fixed 
> > along the way. 
>  
> It existed in Golden Age of Champions by Firebird(?).  Not the GAC that 
> was printed by Hero games. So it was based on the Third edition anyhow. 
> +1/4 for growth and +1/2 for DI if I remember. 
> I don't think it was ever official Hero. 
 
   I don't remember ever seeing anything official, but my group always 
used 'affects figured CHAR' as a +1/4 advantage on Growth or D.I. 
   My current house rule regarding this is that any power that is bought 
as AlwaysOn  (Okay, okay, '0END,Persistent,AlwaysOn'), automatically 
affects any appropriate figured Characteristics, largely to keep ongoing 
bookeeping of character points simpler as experience accrues and is 
spent.  I have no 'cost-effectiveness/balance' reason for this, just the 
idea that "If it's an innate ability, it's treated the same as the rest 
of the STATS." 
   But it _is_ just a house rule.... 
 
   -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: Sun, 12 Oct 1997 02:57:29 -0700 
From: Captain Spith <cptspith@teleport.com> 
Reply-To: cptspith@teleport.com 
Subject: Re: CHAR MAXes 
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X-UID: 66 
 
Robert A. West wrote: 
 
 
> I agree that there is a slight unclarity about how to handle Adjustment 
> Powers. 
>  
> On the side to include them under the rule: 
>         - Adjustment Powers *are* powers that raise characteristics. 
>         - They do not affect figured stats, just like Growth and D.I. 
>         - Heromaker implements it that way. 
>  
> On the side to exclude them under the rule: 
>         - Adjustment powers that *lower* characteristics are not 
>                 included under the original rule.  This produces some 
>                 very odd asymmetries, particularly with Transfer. 
>         - If a list of examples is intended, it generally so indicates. 
>                 Unqualified lists that can plausibly be exhaustive are 
>                 generally meant to be exhaustive. 
>         - Since Hero did not include Density Increase in the Size Powers 
>                 (where IMHO it logically belongs), they have no easy way 
>                 to indicate Growth and Density Increase as a group.  The 
>                 actual phrasing may be as good as can be expected. 
>         - When in doubt, don't nullify a disadvantage. 
>  
> On balance, I would hold that Adjustment Powers are subject to 
> the doubling rule, largely because the asymmetry strikes me as 
> implausible.  I have no doubt whatsoever that, under the rule written, 
> Characteristics purchased as powers are subject to doubling.  Lord only 
> knows what was *intended*. 
 
   I've always played that *Powers* don't fall under the NCM banner; if 
a character with NCM and 18 STR turns on his 4 levels of growth, he now 
has 38 STR - he already has a limitation on the STR that he pays for the 
growth END every phase (or paid points for reduced END) PLUS the END for 
any STR used. 
   If the Growth or D.I. is 'innate' (0END,Persistent,AlwaysOn), then 
the STR (and any other Characteristics gained) are figured in BEFORE any 
other points are paid for stats. 
   I.E. Mongo bought 1 level D.I. and 1 level Growth AlwaysOn, and has 
NCM.  He starts out his CHARs with 20 STR and 11 BODY (among other 
things).  Any STR he buys in addition will be at double cost, and he can 
only buy 9 more BODY at regular cost. 
   I.E. Mongo's brother Spud has 3 levels of growth, AlwaysOn.  I would 
not chrge him extra or reduce his STR foe exceeding 20 STR ('Base' STR 
would be 25), but any STR he buys will be at double cost. 
 
   Armour bought as physical armour, or any other power-based defenses 
(especially if bought through a focus) do not count against the CHAR 
MAX, since they either a)cost END or b)can be lost/taken away. 
 
   An rule I used to implement in reference to NCM, however, affected 
the use of Power Modifiers; any EC, VPP, or MP was affected by the NCM.  
This is an extrapolation of my 'Characteristics as a "Human Abilities 
EC"' concept. 
   I.E.  FireBoy has a flame EC and NCM.  He wants 6DC in his EC, which 
would run him a base of 30 active points, but NCM doubles the cost over 
20 active, so it costs him 40 active points for his powers, thus 
 
   20  EC-Flames 
   20  6D6 EB      (30 active, 40 real) 
   20  15pd/15ed force field (30 act., 40 real) 
   40  20" flight  (40 active, 60 real) 
 
   I used this rule in a 150-point superhero game to make the trade off 
of power level and variety more significant.  It also encouraged players 
to keep individual power levels low (NCM was 'free'/0-point disad), and 
concentrate on versatility. 
 
   <stuff snipped> 
 
> I agree that applying the rule as I interpret it introduces the 
> question of whether powered armor might give one character +15 STR and 
> another +30 STR.  I could see granting waivers on the doubled cost if the 
> special effect made it seem silly and the use was not abusive.  I also 
> think I recall that Defender antedates Normal Characteristic Maxima. 
> Could this be an error in conversion to 4th edition? 
 
   I've always ruled that various 'temporary' CHAR are not affected by 
NCM.  As with armour, force field, growth, and Power Armour based CHAR, 
these are all seperate form the character's actual physical stats in 
that they are not always with the character, and thus are already 
limited.  The complaint that Powered Armour grants a free loophole from 
NCM, is not quite correct; in fact, Powered Armour usually has a Focus 
limitation on it, thus should be unavailable often enough to 'pay for' 
the bonus.  This is OFTEN overlooked by GMs, and thus may seem like a 
freebie, but a -1/2 limitation should put the character in harms way 
without his/her armor every three or four sessions - that's the reason 
for the limitation! 
 
   But as stated before, these are all just house rules that I've used 
at different times in my RPG career. 
 
   -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: Sun, 12 Oct 1997 03:01:07 -0700 
From: Captain Spith <cptspith@teleport.com> 
Reply-To: cptspith@teleport.com 
Subject: Re: Heromaker: Who uses it? 
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Mike Lehmann wrote: 
  
> I also have a related question. 
>  
> Under Density Increase and Growth, those powers provide STR, as well as 
> either PD/ED (non-resistant) or BODY and STUN, respectively. 
>  
> I've always worked under the assumption that the STR granted by these 
> powers cannot affect figured characteristics, because the power already 
> adds to other figured stats (PD or STUN). 
>  
> However, I noticed such a discrepancy in the "Animals" section (pg 
> 196-197, BBB), where (for example) the Horse w/ 15 pts of Growth and 10 
> base STR has 5 PD for free (presumably, from it's now 25 points of STR. 
> This would seem to imply that such STR *does* apply to figured stats. 
 
   I've already mentioned my views on AlwaysOn growth and D.I. in 
another post. though I believe that the official line is that they never 
affect any figured stats (unless there is actually an official advantage 
for it). 
 
   -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: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: Pushing 
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-----BEGIN PGP SIGNED MESSAGE----- 
 
>>>>> "CS" == Captain Spith <cptspith@teleport.com> writes: 
 
CS>    I would rule that any power costing END may be pushed.  Official 
CS> rules aside, I allow for powers with the 'costs END' limitation to be 
CS> pushed as well. 
 
Thing is, most powers that do not require Endurance make no sense if you 
push them.  Push your Life Support, for instance. 
 
CS> I would also rule that Powers bought to 0END could only be pushed if 
CS> they are not purchased with mechanical SFX; You can't 'push' a bullet 
CS> from a gun to do more damage. 
 
But you *can* push a mechanical arm's Strength beyond its rated limits. 
 
-----BEGIN PGP SIGNATURE----- 
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Charset: noconv 
 
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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. 
 
Date: Sun, 12 Oct 1997 08:50:09 -0500 (EST) 
From: ALONE AT MIDNIGHT <RAVANOS@jcs1.jcstate.edu> 
Subject: The Tragic Tale of Norse God of Thunder and The Mad Bomber 
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Greetings Fellows, 
     I have a question as to the powers/Sf/x of items used in combat. 
Norse God of Thunder has his Mystical Mallet that he can throw for 
ridiculous ammounts of damage... and it returns. 
     What is this exactly?  Is it a OAF (it can still be Grabbed or 
hit with a ranged attack-- but it returns to his hand when thrown 
upon his call... It can be deflected and caught by Armored Lativan 
Sorcerer when he possess the Power Galatic, preventing the power from 
being used because it travels along a physical path)?  It is a 
recoverable charge (easiest charge to recover in the world, if it is)? 
     What if there was a thrown object that returned along a certain 
predetermined flight path, like the Dreadlocked Hunting Alien's  
deadly Spinning Slash-Disk?  (I'm thinking either a really limited TK, 
a very weird Area of Effect along an ellipitical path, or perhaps even 
flight and an AI bought just for the weapon [it's crazy, but it's a hi-tech 
'smart' weapon).  How do you deal with unusual mysical gizmos like these? 
      
     The Mad Bomber (a.k.a Grenado) has a bandoleer of grenades.  He 
can throw them, or just drom 'em where they lie.  The throwing aspect is 
muscle powered (using his STR to throw it...).  What are the limitations? 
The book states under notes for Grenades: Must be Thrown. 
It also states the following as possible Limitations for Muscle Powered 
Weapons: OAF, Independent, 1 Recoverable Charge (I don't think this 
applies-- the recoverable part :> ).  How would you work this out in a 
Heroic Campagin if they were 'special' grenedes?  How would you work 
this out in a Superheroic campagin?  What other powers/Sf/x can you see 
a Grenade having (Flash, from the explosion, most probally). 
     ...and what if Grenado decides to let the entire bandoleer of 15  
grenades go 'boom' at once? 
 
     back to Norse God of Thunder...  The Mystcial Mallet returns to his hand. 
Does he take damage?  What if he had a Gauntlet that prevented damage to 
the hand he caught it in (is that 'Personal Immunity'  
bought just for the 
mallet through OIF Gauntlet, 'Hand Only"?). 
     ...and how does the Dreadlocked Hunting Alien not cut his fingers off? 
 
     Yet again, I stand before you, clueless.  Tell me what you think is 
truest to the Champion system, works the best in game mehanics, or just comes 
out to be an unusually weird, but suprisingly workable twist. 
 
                                          Jason 'Ooops!  Sorry!!' Sullivan 
 
X-Sender: bob.greenwade@klock.com 
Date: Sun, 12 Oct 1997 06:59:21 -0700 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Grey Areas 
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At 10:02 PM 10/11/97 -0400, Stainless Steel Rat wrote: 
>>>>>> "GH" == Guy Hoyle <ghoyle1@mail.airmail.net> writes: 
> 
>GH> The ones I can think of right now are: 
>GH> --Linked (No debates, please!) 
> 
>The only reason that Linked is vague is because nobody bothered to 
>seriously question Hero Games about it until fairly recently.  Besides, it 
>is not that Linked is vague, it is that the description is badly phrased. 
 
   I think that this is what Guy was meaning by "grey areas" things that 
may or may not be specifically defined in the rulebook, but which are not 
made clear in any case. 
--- 
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 
 
 
Date: Sun, 12 Oct 1997 10:29:19 -0400 (EDT) 
From: Michael Surbrook <susano@access.digex.net> 
cc: champ-l@omg.org 
Subject: Re: The Tragic Tale of Norse God of Thunder and The Mad Bomber 
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On Sun, 12 Oct 1997, ALONE AT MIDNIGHT wrote: 
 
Okay, I'll try taking a swing at this. 
 
> Greetings Fellows, 
>      I have a question as to the powers/Sf/x of items used in combat. 
> Norse God of Thunder has his Mystical Mallet that he can throw for 
> ridiculous ammounts of damage... and it returns. 
>      What is this exactly?  Is it a OAF (it can still be Grabbed or 
> hit with a ranged attack-- but it returns to his hand when thrown 
> upon his call... It can be deflected and caught by Armored Lativan 
> Sorcerer when he possess the Power Galatic, preventing the power from 
> being used because it travels along a physical path)?  It is a 
> recoverable charge (easiest charge to recover in the world, if it is)? 
 
It really depends upon what *you* want it to be.  In most cases, Thor's 
(and yeah, you can use character names here, we don't mind) hammer is 
written up as an OAF.  The 'throw and have it return' stunt is just a 
special effect of his (x)d6 Energy Blast (physical).  It he could throw it 
and then go find it and pick it up, *that* would be a "single recoverable 
charge".  Being defelected and caught by Doom is an example of Missle 
Defelection/Reflection.   
 
>      What if there was a thrown object that returned along a certain 
> predetermined flight path, like the Dreadlocked Hunting Alien's  
> deadly Spinning Slash-Disk?  (I'm thinking either a really limited TK, 
> a very weird Area of Effect along an ellipitical path, or perhaps even 
> flight and an AI bought just for the weapon [it's crazy, but it's a hi-tech 
> 'smart' weapon).  How do you deal with unusual mysical gizmos like these? 
 
Boil it down to it's basics.  The Predator tosses his blade and it flys 
along an arc and returns to his hand.  *Anything* in the path of the 
attack can be hit.  I would define this as an Area  of Affect: Any.  A few 
other limitations (like No Range and OAF) should simulate everything 
nicely.  If you want a number of different effects for the balde, buy a 
Multipower and tack in RKA, AoE: Line and what ever else you want. 
       
>      The Mad Bomber (a.k.a Grenado) has a bandoleer of grenades.  He 
> can throw them, or just drom 'em where they lie.  The throwing aspect is 
> muscle powered (using his STR to throw it...).  What are the limitations? 
 
If he can toss them or drop them and have them go off a moment later, then 
the Advantage "Time Delay" should be used. 
 
> The book states under notes for Grenades: Must be Thrown. 
 
Actually, I use the Dark Champions Lim of "Range Based on STR" (-1/4), 
since the Active Points x5 Range is usually *way* out of line for most 
grenades. 
 
> It also states the following as possible Limitations for Muscle Powered 
> Weapons: OAF, Independent, 1 Recoverable Charge (I don't think this 
> applies-- the recoverable part :> ).  How would you work this out in a 
> Heroic Campagin if they were 'special' grenedes?  How would you work 
> this out in a Superheroic campagin?  What other powers/Sf/x can you see 
> a Grenade having (Flash, from the explosion, most probally). 
 
OAF is fine.  Independant is not (they blow up... everytime you use them 
you're outta points.)  Recoverable doesn't work either, they blow up.  In 
a Heroic game (where you don't have to pay for weapons and armor and other 
devices, who cares about points?  Design the grenades and use them.  In a 
Superhero game, define the greandes and use any *logical* limitations and 
you are done.  Other powers for grenades? EB, RKA, Entangle, Flash, 
Darkness. 
 
>      ...and what if Grenado decides to let the entire bandoleer of 15  
> grenades go 'boom' at once? 
 
In a Heroic Game, he can and the GM decides how much damage.  IN a 
Superhero game, he should be allowed to do so, but if he wants to do it 
*alot*, then the GM should have him buy a power relating to this trick. 
  
>      back to Norse God of Thunder...  The Mystcial Mallet returns to his hand. 
> Does he take damage?  What if he had a Gauntlet that prevented damage to 
> the hand he caught it in (is that 'Personal Immunity'  
> bought just for the 
> mallet through OIF Gauntlet, 'Hand Only"?). 
 
In order: No, it is part of the SFX.  Uh.. I guess so.  Actually, Thor's 
gauntlet enabled him to *lift* his hammer, not prevent damage from 
catching it.  And as to the damage part upon catching it. That would be a 
Side Effect, Personal Immunity would mean that he couldn't be hurt by his 
hammer being thrown at him. 
 
>      ...and how does the Dreadlocked Hunting Alien not cut his fingers off? 
 
SFX and really quick hands. 
 
  
*************************************************************************** 
* "'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> 
        \"champ-l@omg.org\"" <qts@nildram.co.uk> 
Date: Sun, 12 Oct 97 15:37:56  
Reply-To: "qts" <qts@nildram.co.uk> 
Priority: Normal 
Subject: Re: The Tragic Tale of Norse God of Thunder and The Mad Bomber 
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On Sun, 12 Oct 1997 08:50:09 -0500 (EST), ALONE AT MIDNIGHT wrote: 
 
>Greetings Fellows, 
>     I have a question as to the powers/Sf/x of items used in combat. 
>Norse God of Thunder has his Mystical Mallet that he can throw for 
>ridiculous ammounts of damage... and it returns. 
>     What is this exactly?  Is it a OAF (it can still be Grabbed or 
>hit with a ranged attack-- but it returns to his hand when thrown 
>upon his call... It can be deflected and caught by Armored Lativan 
>Sorcerer when he possess the Power Galatic, preventing the power from 
>being used because it travels along a physical path)?  It is a 
>recoverable charge (easiest charge to recover in the world, if it is)? 
 
Generally, it's a RKA or EB, OIHID (if you check the archives, this has 
been thoroughly thrashed out). Because it virtually never gets 
intercepted/whatever, you could build AL with a mammoth Transfer. If 
you want to make this a regular effect, then OAF or OIF will do. 
 
 
From: "\"qts\" <qts@nildram.co.uk> 
        \"Stainless Steel Rat\"" <qts@nildram.co.uk> 
Date: Sun, 12 Oct 97 15:40:42  
Reply-To: "qts" <qts@nildram.co.uk> 
Priority: Normal 
Subject: Re: Pushing 
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On 12 Oct 1997 09:03:42 -0400, Stainless Steel Rat wrote: 
 
>>>>>> "CS" == Captain Spith <cptspith@teleport.com> writes: 
> 
>CS>    I would rule that any power costing END may be pushed.  Official 
>CS> rules aside, I allow for powers with the 'costs END' limitation to be 
>CS> pushed as well. 
> 
>Thing is, most powers that do not require Endurance make no sense if you 
>push them.  Push your Life Support, for instance. 
 
What about Pushing your Luck? <gdrlf> 
 
Date: Sun, 12 Oct 1997 13:33:36 -0400 (EDT) 
X-Sender: jprins@interhop.net 
From: jprins@interhop.net (John and Ron Prins) 
Subject: Re: The Tragic Tale of Norse God of Thunder and The Mad Bomber 
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>Greetings Fellows, 
>     I have a question as to the powers/Sf/x of items used in combat. 
>Norse God of Thunder has his Mystical Mallet that he can throw for 
>ridiculous ammounts of damage... and it returns. 
>     What is this exactly?  Is it a OAF (it can still be Grabbed or 
>hit with a ranged attack-- but it returns to his hand when thrown 
>upon his call... It can be deflected and caught by Armored Lativan 
>Sorcerer when he possess the Power Galatic, preventing the power from 
>being used because it travels along a physical path)?  It is a 
>recoverable charge (easiest charge to recover in the world, if it is)? 
 
Mjollnir is probably best represented by a Hand Attack with the Ranged 
Advantage. I'd call it a OIF, as it was notoriously hard to take away from 
Thor. The 'returning' part is just the SFX of the Ranged element of the Hand 
Attack (EB could easily substitute, but then Thor's STR doesn't become a 
factor). 
 
>     What if there was a thrown object that returned along a certain 
>predetermined flight path, like the Dreadlocked Hunting Alien's  
>deadly Spinning Slash-Disk?  (I'm thinking either a really limited TK, 
>a very weird Area of Effect along an ellipitical path, or perhaps even 
>flight and an AI bought just for the weapon [it's crazy, but it's a hi-tech 
>'smart' weapon).  How do you deal with unusual mysical gizmos like these? 
 
You could try a Selective Area Effect. Personally, I don't like AE: Line for 
this sort of thing - I think AE: Any would be better, perhaps with a small 
limitation to prevent 'dense' Area Effect attacks. Sort of an AE: Any 
Reasonably Plausible Flight Path.... 
      
>     The Mad Bomber (a.k.a Grenado) has a bandoleer of grenades.  He 
>can throw them, or just drom 'em where they lie.  The throwing aspect is 
>muscle powered (using his STR to throw it...).  What are the limitations? 
 
Range Based on STR (-1/4). Decide on the weight of grenades, and apply the 
STR Throwing chart. 
 
>The book states under notes for Grenades: Must be Thrown. 
>It also states the following as possible Limitations for Muscle Powered 
>Weapons: OAF, Independent, 1 Recoverable Charge (I don't think this 
>applies-- the recoverable part :> ).  How would you work this out in a 
>Heroic Campagin if they were 'special' grenedes? 
 
IGNORE the 'Independant' limitation in that section. It's there if you want 
to build one-of-a-kind magic items for heroic campaigns (and the like), 
where you don't get things back if you lose them (but seldom pay points for 
them yourself anyways, b/c equipment is free). In a superheroic campaign, 
you don't want to use Independant very often. 
 
>  How would you work 
>this out in a Superheroic campagin?  What other powers/Sf/x can you see 
>a Grenade having (Flash, from the explosion, most probally). 
 
Flash, Double Knockback (concussion grenade), Smoke (Darkness), Choking 
Fumes (NND EB)...all sorts of things. 
 
>     ...and what if Grenado decides to let the entire bandoleer of 15  
>grenades go 'boom' at once? 
 
He'll need Autofire, or Time Delayed grenades, or a common Trigger, or just 
a separate, beefy, heavily limited attack that goes boom real nice but eats 
all remaining charges. 
 
>     back to Norse God of Thunder...  The Mystcial Mallet returns to his hand. 
>Does he take damage? 
 
Nope, that's SFX. 
 
>What if he had a Gauntlet that prevented damage to 
>the hand he caught it in (is that 'Personal Immunity'  
>bought just for the 
>mallet through OIF Gauntlet, 'Hand Only"?). 
 
Mostly, I'd ignore it. You _could_ buy some sort of Side Effects or other 
Limitation on the power to simulate him screwing up once in awhile, but I 
wouldn't bother. 
 
>     ...and how does the Dreadlocked Hunting Alien not cut his fingers off? 
 
Good technology, smart weaponry, and fast hands. 
 
----------------------------------------------------------------------------- 
"Guns-ablazin', fu-fightin', spell-chuckin', rubber-monster-stompin' ACTION!" 
-John comments on Feng Shui 
----------------------------------------------------------------------------- 
John D. Prins 
jprins@interhop.net 
 
Date: Sun, 12 Oct 1997 13:33:40 -0400 (EDT) 
X-Sender: jprins@interhop.net 
From: jprins@interhop.net (John and Ron Prins) 
Subject: Re: Pushing 
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>>Thing is, most powers that do not require Endurance make no sense if you 
>>push them.  Push your Life Support, for instance. 
> 
>What about Pushing your Luck? <gdrlf> 
 
Here's a thought - let characters 'push' their luck. No END is involved, but 
for every extra 1D6 of Luck they want, they have to simultaneously roll 1D6 
of Unluck as well. Unluck dice cancel out any Lucky dice - just use the 
remainder. 
 
Example: Lucky Luke has 3D6 Luck and is in a bad situation. He decides to 
Push His Luck and takes an extra 3D6 of Luck. He then rolls NINE dice - 6 
Luck Dice, and 3 Unluck Dice. His Luck Dice come up with one '6', but his 
Unluck come up with two '1's. Lucky Luke trips over his own shoelaces 
instead of rolling to safety... 
 
Alternatively, you could say that for every extra die of Luck they want, the 
lower numbers on the Luck dice become Unluck. Example: Lucky Luke wants two 
(2) extra Luck dice, but now the ones and twos on _all_ his Luck dice are 
Unluck. 
 
Either one makes 'Pushing Your Luck' more risk than it's worth (which is why 
it's called Pushing Your Luck, natch) as before Unluck didn't rear it's ugly 
head on Luck rolls (Luck rolls _never_ make the situation worse, as it stands). 
 
----------------------------------------------------------------------------- 
"Guns-ablazin', fu-fightin', spell-chuckin', rubber-monster-stompin' ACTION!" 
-John comments on Feng Shui 
----------------------------------------------------------------------------- 
John D. Prins 
jprins@interhop.net 
 
From: "\"qts\" <qts@nildram.co.uk> 
        \"John and Ron Prins\"" <qts@nildram.co.uk> 
Date: Sun, 12 Oct 97 19:17:24  
Reply-To: "qts" <qts@nildram.co.uk> 
Priority: Normal 
Subject: Re: Pushing 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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On Sun, 12 Oct 1997 13:33:40 -0400 (EDT), John and Ron Prins wrote: 
 
>>>Thing is, most powers that do not require Endurance make no sense if you 
>>>push them.  Push your Life Support, for instance. 
>> 
>>What about Pushing your Luck? <gdrlf> 
> 
>Here's a thought - let characters 'push' their luck. No END is involved, but 
>for every extra 1D6 of Luck they want, they have to simultaneously roll 1D6 
>of Unluck as well. Unluck dice cancel out any Lucky dice - just use the 
>remainder. 
> 
>Example: Lucky Luke has 3D6 Luck and is in a bad situation. He decides to 
>Push His Luck and takes an extra 3D6 of Luck. He then rolls NINE dice - 6 
>Luck Dice, and 3 Unluck Dice. His Luck Dice come up with one '6', but his 
>Unluck come up with two '1's. Lucky Luke trips over his own shoelaces 
>instead of rolling to safety... 
> 
>Alternatively, you could say that for every extra die of Luck they want, the 
>lower numbers on the Luck dice become Unluck. Example: Lucky Luke wants two 
>(2) extra Luck dice, but now the ones and twos on _all_ his Luck dice are 
>Unluck. 
> 
>Either one makes 'Pushing Your Luck' more risk than it's worth (which is why 
>it's called Pushing Your Luck, natch) as before Unluck didn't rear it's ugly 
>head on Luck rolls (Luck rolls _never_ make the situation worse, as it stands). 
 
Ooh! Evil. I like the latter, but my post *was* a jest, after all. 
 
 
Date: Sun, 12 Oct 1997 13:24:02 -0700 
From: "Robert A. West" <robtwest@erols.com> 
Subject: Re: Normal Characteristic Maxima 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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To: champ-l@omg.org 
X-Status:  
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X-UID: 79 
 
Bob Greenwade wrote: 
>  
>    You have to interpret stuff even more vague than the HSR, and "much 
> more" is at stake there?  I suppose how worried I should be depends on what 
> you do for a living!  (Gee, I hope you don't work at NORAD....)   ;-] 
 
It sounds as if you have never taken a peek at the Internal Revenue Code, nor  
at its implementing regulations!  For that matter, it sounds as if you have  
never read anything written by a big-six consulting firm!  ;-)  For that  
matter, have you never used "man?"  <gd&r from all Unixphiles> 
 
Most user-written requirements are written and reviewed by people who are  
expert at the process being described, but are used by people who have never  
seen the process in question.  Does this sound like publishing a set of game  
rules?  It is very tough to realize the huge number of assumptions that one  
brings to writing a process description, and to communicate those assumptions  
in a clear way, especially if the assumptions include "common sense"  
exceptions. 
 
> . . .                                                    Let's just leave 
> the poor idiots alone and try to figure out what the Dickens they thought 
> they were talking about!   ;-] 
 
Although, unlike you, I have no published modules to my credit, I have a  
great deal of empathy for what it means to write clear rules.  I have been  
involved for twenty years in writing and publishing the PrinceCon system,  
which is the Princeton SGU's variation of D&D (*not* AD&D).  Our original  
goal was to write rules of such clarity that twenty GMs who rarely game  
together can produce consistent results across a weekend-long tournament.   
This is a tough standard, and probably an impossible one to meet. 
 
In fact, one of the reasons that the SGU has placed its rules on the Web is  
so that those people who like our system and use it in their own campaigns  
can see corrections and clarifications as they are approved.   
 
> ... 
> >Lord only knows what was *intended*. 
>  
>    On that last comment, I wouldn't be so sure.  Steve Peterson, 
> has actually come out and said that he doesn't know [what he meant] 
 
Deconstructionism, anyone? 
 
>  
>    And here's where I fall squarely on the other side of the camp from you, 
> though Vox' statement is unclear.  If one has NCM, then a character may buy 
> part of his Characteristics as Powers, provided (a) he sacrifices any 
> Figured Characteristics, and more importantly (b) the GM approves.  In my 
> own campaign, you generally have to purchase the increased Characteristics 
> through a Focus or Battlesuit, or get special permission. 
 
Well, as you said, we are on opposite sides of the camp, both equally  
convinced that we are implementing the rule as expressed.   
 
 
--  
<-------------------------------------------------------> 
Robert A. West		///  "Censorship is tyranny." 
Phone W:(215)466-3628; H:(215)348-9113   
http://www.erols.com/robtwest 
 
 
From: PhilCopp@aol.com 
Date: Sun, 12 Oct 1997 18:36:11 -0400 (EDT) 
Subject: PBeM Games or NYC game 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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Any PBeM Champs gamesout there that need a player? 
 
or  
 
NYC based face to face game that needs a player or two Please E mail me 
 
Thanks 
Phil Copp  
 
Date: Sun, 12 Oct 1997 21:12:55 -0700 
From: Captain Spith <cptspith@teleport.com> 
Reply-To: cptspith@teleport.com 
Subject: Re: Pushing 
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> >Thing is, most powers that do not require Endurance make no sense if you 
> >push them.  Push your Life Support, for instance. 
 
   In which case, you wouldn't  
>  
> What about Pushing your Luck? <gdrlf> 
 
   No, no, that's for the Players, not their characters.... 
 
   -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: Sun, 12 Oct 1997 22:05:12 -0700 
From: Captain Spith <cptspith@teleport.com> 
Reply-To: cptspith@teleport.com 
Subject: Re: Pushing 
Errors-To: owner-champ-l@omg.org 
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X-UID: 83 
 
John and Ron Prins wrote: 
 
> >What about Pushing your Luck? <gdrlf> 
>  
> Here's a thought - let characters 'push' their luck. No END is involved, but 
> for every extra 1D6 of Luck they want, they have to simultaneously roll 1D6 
> of Unluck as well. Unluck dice cancel out any Lucky dice - just use the 
> remainder. 
 
   <more details/example snippoed> 
Actually, I've always played that when a character has both Luck (paid 
for) *and* Unluck, they are at the mercy of both at all times;  when 
making a luck roll their chosen 'luck' number (6 or 1) generates a 
result of unluck on the opposite die result (1 or 6), and the same with 
unluck - whenever unluck is rolled, luck can occur on the opposite die 
result.  I only do this with the players knowledge and approval, of 
course, but someone twisted enough to want both luck AND unluck usually 
likes the extra chaos introduced by this rule... 
 
   -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: Sun, 12 Oct 1997 22:30:40 -0700 
From: "Robert A. West" <robtwest@erols.com> 
CC: hero-l@emerald.omg.org 
Subject: Re: Time Lines for Campaign Worlds 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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X-UID: 80 
 
Vance Scott wrote: 
>  
> I'd like to borrow peoples thoughts on time lines.  
 
All statements are IMHO, by definition.  Forgive me if I am belaboring  
the obvious at any point. 
 
I agree that general principles will apply, but there are also a couple  
of cases that determine how a timeline will be built. 
 
I like to think of campaigns in terms of a "reference world."  All works  
of fiction take an assumed background from previous works of fiction and  
from the real world.  The choice may be explicit or implicit, but it  
exists, and the more the GM understands about his choice, the better the  
campaign will be.  Of course, reference worlds have their "meta-reference  
worlds" and so on to the "ur-reference world", which is reality. 
 
  
> 1. What is a time line? 
 
You omit that most campaigns contain two time lines: one for the GM and  
the other for players.  Changes to the time line will occur as you learn  
more about your campaign world, and those changes should ideally be  
tracked.  Of course, I do this perfectly.  Right.  Sure I do. :-) 
 
>  
> 2. What purposes do fictional time lines serve? 
 
(a) They help the GM get to know his world. 
(b) They help the GM think of history in terms of cause and effect. 
(c) They help the GM avoid embarrassment. 
(d) They help the players get a sense of the campaign world. 
(e) They form a basis for planting clues that players can interpret 
	through their own ingenuity, rather than character die rolls. 
(f) They form a skeleton around which to build narratives. 
(g) They can help inspire and motivate scenarios. 
(h) This list is not exhaustive by any means. 
 
>  
> 3. How do I construct a fictional time line? 
>  
 
Before beginning a timeline, take a look at the timeline for the  
reference world, or reference worlds, and decide how closely you want to  
follow your source.  Some important issues are: 
 
- Adopt the timeline with changes or just be inspired by it? 
- If adopting a timeline, at what point will you begin making significant  
changes?  I call this the "Point of First Divergence." 
- How long does a typical reign/government last?  A typical dynasty or  
political party?  A typical governmental system? 
- What is the timescale for technological change in each era? 
- What is the timescale for societal change in each era? 
- What is the granularity of the time line that you will find useful? 
- What is the current date? 
- How much work are you willing to put into this? 
 
It is important to have good source material to avoid inventing  
absurdities, such as "A short interregnum of 300 years."  I have seen  
people drop such things carelessly into timelines, both for campaigns and  
for published works, and it looks silly.  It is also important not to  
bite off more than you can chew.   
 
I would say that five generations (200 years for humans) is about the  
minimum for a useful timeline.  Be careful about elves, immortals and  
suchlike: they will lengthen timelines of necessity.  Of course, the  
portion of the timeline within PC memory needs to be very detailed, while  
that within the memory of grandparents can be less so, and history before  
that is, well, history. 
 
This is where the reference world comes to the rescue.  It can save you a  
lot of work if you put your fantasy world sometime in the early Fourth  
Age of Middle Earth, because you have a whole history with which to play,  
and can concentrate on those items of importance to your campaign.  For a  
super-heroic or SF campaign, real-world timelines, like real-world maps  
are a *huge* timesaver.  Again, you can concentrate on the aspects of use  
to you. 
 
Now, that you have made your background decisions, lay out the portion of  
your timeline (if any) prior to the Point of First Divergence.  Thus, if  
you determine that superpowers first affected history in 1888, then the  
PoFD is 1888.  The timeline up to that point can be obtained from any  
almanac.  This does not mean that Robert E. Lee and Ulysses S. Grant were  
not metahumans, just that the history of the Civil War is explained by  
them, not changed by them. 
 
Next, lay out your reference timeline from the PoFD onward.  Decide on  
the most important events or general trends for each time period,  
starting with a convenient time scale that represents at least 5% of the  
whole.  This, if PoFD is 1888, then your first time period should be a  
decade.  If you are doing a completely original timeline starting at  
1,000,000 years ago, your initial timescale should be around 50,000  
years. 
 
For each period, decide what you want to keep from your reference  
timeline, and what you want to insert.  Don't worry too much at this  
point about precise dates -- they will probably only get in the way. 
 
Once you have done this, work your way "up the time chart".  Say, you  
have indicated generally what is happening in an epoch (50,000 years):  
there is war between the Light Elves and the Dark Elves; the Dark Elves  
are driven underground after the great Battle of Al'armina and  
become Trolls).  You can now determine events to a precision of  
approximately a myriad (10,000 years).  You should decide in which myriad  
the Great Battle occured, and how the war was prolonged for so long.   
Remember that 10,000 years takes humans from the Paleolithic to the  
Information Age.  You will want to think about why technology did not  
progress, or why it regressed in such a long period. 
 
In each case, think about how events are going to fit together as a  
coherent whole.  At some point, history ceases to be global and becomes  
more local.  Societies will differentiate, and you will want to think  
about how that works.  If World War I was won in 1915 by British  
superheroes, the history of the twentieth century will certainly be  
different: no influenza epidemic in 1919; no Bolshevik Revolution, or if  
so, the troops were home and still loyal to the Tsar; etc. 
 
Iterate the process of moving down the time chart.  As you do, you will  
know dates more and more precisely, and fill in more and more detail on  
each time interval.  Obviously, the closer to the present, the more  
detail you require.  Present-day history classes will cover the influence  
of superpowers on events.  Popular culture will be affected in some way.  
On the other hand, if legend reports that Queen Beruthiel kept  
demonic familiars in the shape of cats, only players with KS: Legends may  
know of it, and even they may not believe it. 
 
> 4. How do I use a fictional time line? 
 
That depends what you are doing.  The detailed knowledge of your campaign  
world gained by constructing a timeline *should* suggest ways to use it.  
For example, 
 
- You may decide to prohibit time travel, to avoid the complications. 
- You may decide to set up a time travel scenario to some crucial point. 
- Events in history will probably suggest scenarios. 
	- Ancient rivalries and animosities come to the surface. 
	- Ancient artifacts are always fodder for any campaign. 
	- Are ancient races going to make a comeback? 
	- Some of it will just make pretty background.  You don't  
		have to put monsters in every set of ruins. 
- Timelines make wonderful hooks for clues of all sorts. 
- Timelines suggest how NPCs have reacted in the past. 
- Timelines form a basis for both PC and NPC characterizations. 
 
And the list goes on....and the list goes on.... 
 
--  
<-------------------------------------------------------> 
Robert A. West		///  "Censorship is tyranny." 
Phone W:(215)466-3628; H:(215)348-9113   
http://www.erols.com/robtwest 
 
Date: Sun, 12 Oct 1997 22:30:40 -0700 
From: "Robert A. West" <robtwest@erols.com> 
CC: hero-l@emerald.omg.org 
Subject: Re: Time Lines for Campaign Worlds 
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: 81 
 
Vance Scott wrote: 
>  
> I'd like to borrow peoples thoughts on time lines.  
 
All statements are IMHO, by definition.  Forgive me if I am belaboring  
the obvious at any point. 
 
I agree that general principles will apply, but there are also a couple  
of cases that determine how a timeline will be built. 
 
I like to think of campaigns in terms of a "reference world."  All works  
of fiction take an assumed background from previous works of fiction and  
from the real world.  The choice may be explicit or implicit, but it  
exists, and the more the GM understands about his choice, the better the  
campaign will be.  Of course, reference worlds have their "meta-reference  
worlds" and so on to the "ur-reference world", which is reality. 
 
  
> 1. What is a time line? 
 
You omit that most campaigns contain two time lines: one for the GM and  
the other for players.  Changes to the time line will occur as you learn  
more about your campaign world, and those changes should ideally be  
tracked.  Of course, I do this perfectly.  Right.  Sure I do. :-) 
 
>  
> 2. What purposes do fictional time lines serve? 
 
(a) They help the GM get to know his world. 
(b) They help the GM think of history in terms of cause and effect. 
(c) They help the GM avoid embarrassment. 
(d) They help the players get a sense of the campaign world. 
(e) They form a basis for planting clues that players can interpret 
	through their own ingenuity, rather than character die rolls. 
(f) They form a skeleton around which to build narratives. 
(g) They can help inspire and motivate scenarios. 
(h) This list is not exhaustive by any means. 
 
>  
> 3. How do I construct a fictional time line? 
>  
 
Before beginning a timeline, take a look at the timeline for the  
reference world, or reference worlds, and decide how closely you want to  
follow your source.  Some important issues are: 
 
- Adopt the timeline with changes or just be inspired by it? 
- If adopting a timeline, at what point will you begin making significant  
changes?  I call this the "Point of First Divergence." 
- How long does a typical reign/government last?  A typical dynasty or  
political party?  A typical governmental system? 
- What is the timescale for technological change in each era? 
- What is the timescale for societal change in each era? 
- What is the granularity of the time line that you will find useful? 
- What is the current date? 
- How much work are you willing to put into this? 
 
It is important to have good source material to avoid inventing  
absurdities, such as "A short interregnum of 300 years."  I have seen  
people drop such things carelessly into timelines, both for campaigns and  
for published works, and it looks silly.  It is also important not to  
bite off more than you can chew.   
 
I would say that five generations (200 years for humans) is about the  
minimum for a useful timeline.  Be careful about elves, immortals and  
suchlike: they will lengthen timelines of necessity.  Of course, the  
portion of the timeline within PC memory needs to be very detailed, while  
that within the memory of grandparents can be less so, and history before  
that is, well, history. 
 
This is where the reference world comes to the rescue.  It can save you a  
lot of work if you put your fantasy world sometime in the early Fourth  
Age of Middle Earth, because you have a whole history with which to play,  
and can concentrate on those items of importance to your campaign.  For a  
super-heroic or SF campaign, real-world timelines, like real-world maps  
are a *huge* timesaver.  Again, you can concentrate on the aspects of use  
to you. 
 
Now, that you have made your background decisions, lay out the portion of  
your timeline (if any) prior to the Point of First Divergence.  Thus, if  
you determine that superpowers first affected history in 1888, then the  
PoFD is 1888.  The timeline up to that point can be obtained from any  
almanac.  This does not mean that Robert E. Lee and Ulysses S. Grant were  
not metahumans, just that the history of the Civil War is explained by  
them, not changed by them. 
 
Next, lay out your reference timeline from the PoFD onward.  Decide on  
the most important events or general trends for each time period,  
starting with a convenient time scale that represents at least 5% of the  
whole.  This, if PoFD is 1888, then your first time period should be a  
decade.  If you are doing a completely original timeline starting at  
1,000,000 years ago, your initial timescale should be around 50,000  
years. 
 
For each period, decide what you want to keep from your reference  
timeline, and what you want to insert.  Don't worry too much at this  
point about precise dates -- they will probably only get in the way. 
 
Once you have done this, work your way "up the time chart".  Say, you  
have indicated generally what is happening in an epoch (50,000 years):  
there is war between the Light Elves and the Dark Elves; the Dark Elves  
are driven underground after the great Battle of Al'armina and  
become Trolls).  You can now determine events to a precision of  
approximately a myriad (10,000 years).  You should decide in which myriad  
the Great Battle occured, and how the war was prolonged for so long.   
Remember that 10,000 years takes humans from the Paleolithic to the  
Information Age.  You will want to think about why technology did not  
progress, or why it regressed in such a long period. 
 
In each case, think about how events are going to fit together as a  
coherent whole.  At some point, history ceases to be global and becomes  
more local.  Societies will differentiate, and you will want to think  
about how that works.  If World War I was won in 1915 by British  
superheroes, the history of the twentieth century will certainly be  
different: no influenza epidemic in 1919; no Bolshevik Revolution, or if  
so, the troops were home and still loyal to the Tsar; etc. 
 
Iterate the process of moving down the time chart.  As you do, you will  
know dates more and more precisely, and fill in more and more detail on  
each time interval.  Obviously, the closer to the present, the more  
detail you require.  Present-day history classes will cover the influence  
of superpowers on events.  Popular culture will be affected in some way.  
On the other hand, if legend reports that Queen Beruthiel kept  
demonic familiars in the shape of cats, only players with KS: Legends may  
know of it, and even they may not believe it. 
 
> 4. How do I use a fictional time line? 
 
That depends what you are doing.  The detailed knowledge of your campaign  
world gained by constructing a timeline *should* suggest ways to use it.  
For example, 
 
- You may decide to prohibit time travel, to avoid the complications. 
- You may decide to set up a time travel scenario to some crucial point. 
- Events in history will probably suggest scenarios. 
	- Ancient rivalries and animosities come to the surface. 
	- Ancient artifacts are always fodder for any campaign. 
	- Are ancient races going to make a comeback? 
	- Some of it will just make pretty background.  You don't  
		have to put monsters in every set of ruins. 
- Timelines make wonderful hooks for clues of all sorts. 
- Timelines suggest how NPCs have reacted in the past. 
- Timelines form a basis for both PC and NPC characterizations. 
 
And the list goes on....and the list goes on.... 
 
--  
<-------------------------------------------------------> 
Robert A. West		///  "Censorship is tyranny." 
Phone W:(215)466-3628; H:(215)348-9113   
http://www.erols.com/robtwest 
 
Reply-To: "Filksinger" <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
Subject: Re: Pushing 
Date: Sun, 12 Oct 1997 22:32:55 -0700 
X-MSMail-Priority: Normal 
X-MimeOLE: Produced By Microsoft MimeOLE V4.71.1712.3 
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: 85 
 
 
On Sunday, October 12, 1997 10:53 AM, John and Ron Prins wrote: 
 
 
>Here's a thought - let characters 'push' their luck. No END is 
involved, but 
>for every extra 1D6 of Luck they want, they have to simultaneously 
roll 1D6 
>of Unluck as well. Unluck dice cancel out any Lucky dice - just use 
the 
>remainder. 
 
 
I like the idea, but I think that it should be allowed to anyone, not 
just people with Luck. Give all players a chance to tempt fate by 
"Pushing their Luck". Lucky players just get more dice on the Luck 
side, unlucky ones get more dice on the Unluck side. 
 
I sometimes do something like this for determining random effects. For 
example, a character doesn't know what button to push on a control 
panel, and so chooses at random, or a group of characters are about to 
have a large rock fall on one of them, and I need to choose which one. 
 
What I would do would be to say, "OK, everyone, luck vs. unluck rolls, 
please." Everyone would roll three dice + their luck for luck, and 
three dice plus their Unluck for Unluck. Then, count both sides 
normally. Successes on one side cancel successes on the other. 
 
Example: Jimmy the Cracker has only seconds to determine which wire to 
cut to stop the explosion. He has no clue whatsoever, so he cuts as 
fast as he can, at random. He rolls three dice of luck and three dice 
of Unluck. Rolling two sixes of luck and one one of Unluck, he gets 
one level of luck. He manages to cut the wire just in time to stop the 
bomb and save the trapped hostages, but not in time to help his 
comrade who was bleeding to death. 
 
Example 2: A group of players are about to be hit with rocks thrown 
from a nearby volcano. One player rolls three levels Unluck, no luck, 
and so gets a really big rock. Two roll at least one level of Unluck 
over their luck, and get hit with smaller rocks. One gets two levels 
of luck, and not only is not hit, but gets to see that the Macguffin 
is about to be hit in time to protect it with his shield. 
 
I like the idea of doing something like this when a player calls for 
it, or whenever the GM thinks it is appropriate. I think I will add it 
to my house rule for "Luck vs. Unluck". 
 
Filksinger 
 
X-Sender: nezmaster@mail.ntr.net 
Date: Mon, 13 Oct 1997 02:46:43 -0400 
From: The Nez Master <nezmaster@ntr.net> 
Subject: ICQ 
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: 84 
 
I've discovered ICQ. Anyone want to start an online champions game via icq 
either  
 the mid afternoons (12-3am) or the late night early morning (12-3am). 
Email me   
 
250, four color with shades of grey, but by no means dark champions.  
play would be once a week. 
 
(ICQ is an internet independent chat programthat works in it's own 
windows..worth checking out!) 
 
 
 
-------------------------Nez Master-------------------- 
      Second founder of the backwards philosophy 
	       http://www.ntr.net/~nezmaster 
	    		Nothing is certain 
_______________________________________________________ 
	 
 
Reply-To: "Filksinger" <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
Subject: Heromaker Printing Problems 
Date: Mon, 13 Oct 1997 02:00:57 -0700 
X-MSMail-Priority: Normal 
X-MimeOLE: Produced By Microsoft MimeOLE V4.71.1712.3 
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: 86 
 
Because I don't have Heromaker, I haven't been paying close attention 
to the Heromaker threads. However, I noticed that several people 
mentioned printing problems. My apologies if someone already pointed 
this out, but on the 7th Hero Games posted an article on solving 
printing problems with Heromaker. 
 
It is written by Theala Sildorian, and can be found at 
http://www.herogames.com/herogames/new/new.html . 
I hope this helps someone. 
 
Filksinger 
 
Comments: Authenticated sender is <b1tlbx98@pop1.sympatico.ca> 
From: "Vance Scott" <vances@sympatico.ca> 
Date: Mon, 13 Oct 1997 09:00:57 +0000 
Subject: Re: Time Lines for Campaign Worlds 
Reply-to: vances@sympatico.ca 
CC: hero-l@emerald.omg.org 
Priority: normal 
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: 89 
 
> hows about actual contributions? even if not fer yer own campaign,  
> but just fer fun? ne1 else one the list interested in  
> a cooperative 'generic' superheroic timeline? just for the hell of it? *eg* 
 
Actually Rook has a time line set-up on his Web page that allows  
submissions, but I think an alternate champions time line would be an  
interesting, and fun project. I think we should limit ourselves to  
the characters presented in the various champioins products.  
  
> >Some questions that might help replies be more useful. 
> > 
> >1. What is a time line? 
> > - A time line is a chronologically ordered history. A time line  
> >   records memorable, and important events for posterity. 
> > - I think I have this one covered, but in any project it's important  
> >   to define just what you are working with. So if you think I missed  
> >   something feel free to post such. 
> > 
> >2. What purposes do fictional time lines serve? 
> > 
>  
> often useful- if they are complex enough. .for instance for time-travel.  
> i have a huge super-duper timeline which is ripped off a historical one  
> plus i've added super-stuff and things like that to it. . .it's st out  
> like a flow chart so you can see generally what causes what, and when  
> cultures interact. .. in a time-travel scenario of mine the pc's went 
> back in time and killed a race of nasty dinosaur-men in prehistoric 
> south america. NOW, i look on my trusty history flowchart. . . aha!  
> those doni-mean and a band of FEATHERES SERPANTS in south america 
> wipe each other out in my timeline. . .sooo, when the conquistadors 
> get to south america (i think it wuz them) the find a massive empire 
> ruled by feathered serpants! *eg* and if the pc's get there too they  
> can decide what to do. .. but hell, let's face it- it's not like  
> the europeans DESERVE to be rescued. ..  
 
Depends if you're of european background, and Spanish background I'd  
immagine. Although, as the feathered serpents are not human it might  
be very important for any human reguardless of background. I must say  
that your time travelling time line flow chart is very entertaining,  
and particularly useful for a time travelling campaign. 
 
> >3. How do I construct a fictional time line? 
> > 
>  
> structurally, i'd say do a flow-diagram, even though it's not really  
> 'historially correct'. AND tie it into a map or two. . . 
>  
 
A map or two, to what purpose? 
 
> >4. How do I use a fictional time line? 
> > 
>  
> in copntemplation and modification. make changes and additions after an  
> adventure, DON'T attempt to use it as an on-the spot resource (believe  
> me, nothing slows the game more'n a flowchart- cept maybe roleaster crit  
> tables) 
>  
 
Sounds like solid advice. 
 
 
Vance Scott 
 
Vanquisher of all foes. 
 
Reply-To: "Filksinger" <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
Subject: Re: Time Lines for Campaign Worlds 
Date: Mon, 13 Oct 1997 03:17:47 -0700 
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On Sunday, October 12, 1997 7:50 PM, Robert A. West wrote: 
 
 
>Vance Scott wrote: 
>> 
>> I'd like to borrow peoples thoughts on time lines. 
> 
>All statements are IMHO, by definition.  Forgive me if I am 
belaboring 
>the obvious at any point. 
> 
>I agree that general principles will apply, but there are also a 
couple 
>of cases that determine how a timeline will be built. 
<snip> 
 
After looking at what you wrote, I have to generally agree with just 
about everything. I have looked at the timeline that I wrote for my 
PBEM game, and it matches yours in almost every respect. The biggest 
difference is that I haven't identified a Point of Divergence, partly 
because in a very real sense, the players are living through it, even 
though paranormals have always existed. 
 
About the only thing I might add is something that I did partly, at 
first, because of download times. I started by writing my timeline 
with each time period (starting in multicentury pieces, and shrinking 
as time went on) prefaced by a description of what was happening in 
paranormal-human relations during this period of time. Then, each time 
period would have specific events, placed at least to the year, 
showing events that occurred during that time period, often explaining 
or illustrating the overall synopsis. However, my PBEM game timeline 
was getting rather long. According to my beta of Front Page 98, it 
would have an average of 17 seconds download time, and was still 
growing. 
 
So I broke it in two. First, I created a general overview only 
timeline, and made that the first thing people who wanted the timeline 
would download. Then, if they wanted more details, they could click on 
the "Detailed Timeline" link, and the full timeline would appear on 
their screen. 
 
I found that I liked the dual timeline. The overview helped me keep 
things in perspective, and I expect it helps others, too. I decided 
that the next time I wanted a timeline, that I would do it in this two 
part form. 
 
That's about all I have to add. Everything else I have to say on the 
subject has just been made a "Yup, he's right there, too," by Robert 
West. 
 
If anyone wants to see my timeline, try 
http://www.geocities.com/TimesSquare/Lair/2816/timeline.htm . I hope 
you find it useful. 
 
Filksinger 
 
Date: Mon, 13 Oct 1997 06:56:33 -0600 
From: Curtis Gibson <Mhoram@apeleon.net> 
Subject: Player input (was:Re: Antinomy/Tragedy/No-Win  
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Jeremiah Driscoll wrote: 
>  
>         Really only putting forth examples here, from my experience... 
>  
>         Players do sometimes ask for things that are downright *horrible* 
> for their characters.   
>         There is room in some games for tragedy, antinomy (like Nimbus final 
> scene, above), and No-Win situations.  They're not for everyone, or all the 
> time (unless you have some peculiar tastes), but they're viable anyway. 
 
I did something like this last year. I had been running a Martial Artist 
Energy projector (Think Marvel Darkforce stuff) and I came up to the GM 
and said "Hey, I'd like you to kill Black Cat, bring her back without 
her Martial arts, have her get possessed by the 'evil' side of her 
powers, go badguy for a while, get captured, depowered sent to jail and 
then turn into a full blown 'mystic' Martial Artist." Yes even then I 
used one sentance for it then 8) 
 
It took about 5 months to play through (with some pretty long streches 
where she was out of play (dead or jailed). It was wonderfull. She's 
been pardoned but a lot of people don't trust her too much.... 
 
And a question, how many of you GMs out there have, or want, this level 
of player input. I get a lot of plot requests from my players and try to 
work them in. I personally think it is wonderfull, but have run into GMs 
that don't want 'the players plotting the campaign'.  Just curious. 
--  
-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 
 
X-Sender: bob.greenwade@klock.com 
Date: Mon, 13 Oct 1997 06:02:49 -0700 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: ICQ 
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At 02:46 AM 10/13/97 -0400, The Nez Master wrote: 
>I've discovered ICQ. Anyone want to start an online champions game via icq 
>either  
> the mid afternoons (12-3am) or the late night early morning (12-3am). 
>Email me   
 
   What time zone? 
 
>250, four color with shades of grey, but by no means dark champions.  
>play would be once a week. 
> 
>(ICQ is an internet independent chat programthat works in it's own 
>windows..worth checking out!) 
 
   Where can one get this? 
--- 
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 
 
 
X-Sender: bob.greenwade@klock.com 
Date: Mon, 13 Oct 1997 06:05:38 -0700 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Pushing 
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At 03:40 PM 10/12/97, \"qts\" <qts@nildram.co.uk> wrote: 
>>Thing is, most powers that do not require Endurance make no sense if you 
>>push them.  Push your Life Support, for instance. 
> 
>What about Pushing your Luck? <gdrlf> 
 
   Hey, I've had this in my games for a long time, even before it appeared 
in the "Champoions Minus" column of Adventurer's Club way back when. 
--- 
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 
 
 
X-Sender: bob.greenwade@klock.com 
Date: Mon, 13 Oct 1997 06:13:57 -0700 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Pushing 
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At 10:32 PM 10/12/97 -0700, Filksinger wrote: 
>I sometimes do something like this for determining random effects. For 
>example, a character doesn't know what button to push on a control 
>panel, and so chooses at random, or a group of characters are about to 
>have a large rock fall on one of them, and I need to choose which one. 
> 
>What I would do would be to say, "OK, everyone, luck vs. unluck rolls, 
>please." Everyone would roll three dice + their luck for luck, and 
>three dice plus their Unluck for Unluck. Then, count both sides 
>normally. Successes on one side cancel successes on the other. 
   [Examples snipped] 
>I like the idea of doing something like this when a player calls for 
>it, or whenever the GM thinks it is appropriate. I think I will add it 
>to my house rule for "Luck vs. Unluck". 
 
   I've done Luck vs Unluck Rolls almost exactly like this for 15 years 
myself, and for very much the same purposes.  (When I don't know how 
something should come out, I just have the player(s) make a Luck vs Unluck 
Roll!) 
   Maybe the Big Guys should consider sliding this into the rules 
somewhere.... 
--- 
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 
 
 
X-Sender: wbandsis@mail.westco.net 
Date: Mon, 13 Oct 1997 10:16:16 -0400 
From: Charles Badger <wbandsis@westco.net> 
Subject: Re: ICQ 
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At 02:46 10/13/97 -0400, The Nez Master wrote: 
>I've discovered ICQ. Anyone want to start an online champions game via icq 
>either  
> the mid afternoons (12-3am) or the late night early morning (12-3am). 
>Email me   
> 
>250, four color with shades of grey, but by no means dark champions.  
>play would be once a week. 
> 
>(ICQ is an internet independent chat programthat works in it's own 
>windows..worth checking out!) 
 
Is that EST or which time zone you talking about? 
----- 
Charles T. Badger 
 
 
Date: Mon, 13 Oct 1997 11:23:31 -0500 (EST) 
From: ALONE AT MIDNIGHT <RAVANOS@jcs1.jcstate.edu> 
Subject: Grey Areas 
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Problems with Multiform and Duplication, 
        If one of your Multiforms or Duplicates has a power Limitation 
"Always On," when you change forms, the power isn't on anymore... 
...so if I could change into a Tyranasauraus Rex who is covered in flames, 
(Growth and KA [Damage Shield] "Always On") I could just switch forms, and 
my powers are 'off.'  Is this a Limitation that's not a Limitation, or 
does the trade off of one forms abilities over another's balance. 
        What about Suceptabilities and Dependencies?  Capt'n Jurassic 
Dino-form gets pretty hungry, and needs fresh meat, or he'll take damage 
every day he goes without...  Do the hunger pangs go away when he changes 
forms?  If they do, when he changes into his Dino-form, is he hungry again? 
Does his Dino-form get hungry when it's 'off'? 
	What about shared conciousness between forms?  (The Capt'n brain 
dosen't shrink to the size of a walnut)  Should it just be designed with 
all of the same psychological Disadvantages and mental capacities?  What 
about the carry over effects from drugs between forms?  Do they exist? 
(...or would it depend on the Sf/x?)  Capt'n Crinos looses a hand... 
but does Jean Pierre, his other form, also loose a hand?  What of the 
death of a multiform?  What about healing while 'off'? 
	...and if none of the above apply to the power normally, what 
Advantages and Limitations could you place on the power so they  
_would_? 
        
 
From: Brian Wong <rook@sanfran.infinex.com> 
Subject: Re: Time Lines for Campaign Worlds 
Date: Mon, 13 Oct 1997 09:32:35 -0700 (PDT) 
Cc: hero-l@omg.org 
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>  
> (this is all just my opinion, ect.. ) 
>  
> At 12:47 PM 10/11/97 +0000, you wrote: 
> >I'd like to borrow peoples thoughts on time lines. I'm trying to  
> >construct a time line for my champions campaign, and I figured that  
> >some help would be in order. Responses need not be limited to  
> >SuperHero worlds. I'm fairly certain that time lines for fantasy, or  
> >science-fiction worlds follow the same basic rules. 
> > 
>  
> hows about actual contributions? even if not fer yer own campaign,  
> but just fer fun? ne1 else one the list interested in  
> a cooperative 'generic' superheroic timeline? just for the hell of it? *eg* 
>  
	Actually, there is just such a thing on the net. 
It's at: 
 
http://www.infinex.com/~rook/LLNW/Timeline.html 
 
	Which is a subpage of: 
 
http://www.infinex.com/~rook/liv_leg.htm 
 
 
Rook 
 
From: Rick Ryker <RRYKER@ctginc.com> 
Subject: RE: I'm baaack! 
Date: Mon, 13 Oct 1997 11:35:44 -0500 
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OPAL wrote: 
 
<snip> 
> Welcom back old-timer!  How long were you playing Champs prior to '87? 
> <snip> 
> It'll be fun to have another one on the list who knows what I'm  
> talking about when I get an attack of version-itis.  :)  
> <snip> 
>  * OFFLINE 1.58 * I am not a Rules Lawyer...I'm a Rules Activist.  
> <snip> 
>  
I first started playing just prior to the release 
of Champions II and the Enemies books. 
 
Actually, I checked a few of my old campaign notes; 
and I was still playing in 1989.  Not quite ten years ago. 
My prized possession is my hard cover first printing 
of the Fourth Edition rules book, Dated 1989. 
 
Some of our best campaigns used rules from all three Champions 
rules books, Espionage, Danger International, and Golden Age Champions. 
We made a lot of compromises to get the rules to work together. 
 
Most of my gaming group play-tested Fantasy Hero and a few others. 
"Which version was that rule from?  Playtest version 99Z?" 
Actually, it didn't get that bad.  But, after play testing FH 
and Robot Warriors, we were very happy to see the rules 
consolidated and re-worked in Fourth Edition. 
 
I like your tag line. 
 
-RICK 
 
Date: Mon, 13 Oct 1997 09:36:01 -0700 
From: "Robert A. West" <robtwest@erols.com> 
Subject: Re: Grey Areas 
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Stainless Steel Rat wrote: 
>  
> Remember that Hero is a toolkit system: use what you need, ignore what you 
> do not, and season to taste for your particular campaign.  Sometimes the 
> rulebook is deliberately vague so as to allow the GM to interpret things in 
> a way appropriate to his campaign. 
>  
 
Is that any reason not to enumerate "grey areas" for discussion?  For  
that matter, if all the ambiguities were really intentional to allow for  
GM interpetation, there would be more discussion of problem areas, such  
as Linked, in the genre/campaign books. 
 
My nominees for this topic are as follows. 
 
Dispel and Suppress: although these are classed as Standard Powers, they  
share the advantage structure of Adjustment Powers.  Do the "defenses  
count double" rules apply to these powers? 
 
Blindness and Darkness: there are few guidelines for handling situations  
where one or both characters cannot perceive things with a targeting  
sense.  The one clear guideline (1/2 DCV and OCV HTT, 0 OCV Ranged)  
produced the absurdity that approximately equal opponents in HTH combat  
are unaffected by being plunged into darkness. 
 
Multiform and Duplication: The rules make many things massively unclear.  
How does one set up a Multiform so that the stronger form is represented  
by power "on" and the weaker by power "off".  The distinction affects the  
treatment of limitations, adjustment powers, Dispel and Suppress.   
Moreover, if a 250-point character (150 pts of disads) builds a 200-point  
multiform, is the multiform built with 100 or 150 points of disads?   
Similar considerations apply to Duplication. 
 
There are times that the dramatics of a situation call for disabling  
wounds, rather than death.  Better mechanics for handling these  
situations would be nice, since players always want to intervene with  
Aid, Regeneration (Usable on Others), etc.  Similarly, the  
effects of sleep deprivation, dehydration and starvation aren't anywhere  
that I have found.  While these things rarely come up, they do come up. 
 
I have my own ways of handling these cases, and will be happy to discuss  
them if people are interested, and if no one can cite me an  
"official" answer. 
 
--  
<-------------------------------------------------------> 
Robert A. West		///  "Censorship is tyranny." 
Phone W:(215)466-3628; H:(215)348-9113   
http://www.erols.com/robtwest 
 
Date: Mon, 13 Oct 1997 12:41:05 -0400 (EDT) 
X-Sender: jprins@interhop.net 
From: jprins@interhop.net (John and Ron Prins) 
Subject: Re: Grey Areas 
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>My nominees for this topic are as follows. 
> 
>Dispel and Suppress: although these are classed as Standard Powers, they  
>share the advantage structure of Adjustment Powers.  Do the "defenses  
>count double" rules apply to these powers? 
 
I'd say yes, as Dispel or Suppress vs. PD would be far, far too cheap and 
effective otherwise. 
 
>Blindness and Darkness: there are few guidelines for handling situations  
>where one or both characters cannot perceive things with a targeting  
>sense.  The one clear guideline (1/2 DCV and OCV HTT, 0 OCV Ranged)  
>produced the absurdity that approximately equal opponents in HTH combat  
>are unaffected by being plunged into darkness. 
 
I don't see how that's absurd. I suppose it's fair to argue that two people 
in the dark shouldn't be hitting one another very often anyways, but people 
in HTH in the dark should know at least where their opponant relatively is 
(a hex isn't that big), and the defender can't guage how to block and dodge 
as well <shrug>. 
 
>Multiform and Duplication: The rules make many things massively unclear.  
>How does one set up a Multiform so that the stronger form is represented  
>by power "on" and the weaker by power "off". 
 
You tack an Accidental Change on the bigger form (i.e. "Change if Multiform 
is Dispelled or Suppressed, 14-"). 
 
>The distinction affects the  
>treatment of limitations, adjustment powers, Dispel and Suppress.   
>Moreover, if a 250-point character (150 pts of disads) builds a 200-point  
>multiform, is the multiform built with 100 or 150 points of disads?   
>Similar considerations apply to Duplication. 
 
You use the same base points - so a 250 pt character (100 base) has a 150 
point Multi and a 50 point Multi. The first Multiform will have a maximum of 
50 points in disadvantages, the second won't need any at all (50<100). 
Personally, I think that you should only be paying for the base points in 
the form anyway... 
 
>There are times that the dramatics of a situation call for disabling  
>wounds, rather than death.  Better mechanics for handling these  
>situations would be nice, since players always want to intervene with  
>Aid, Regeneration (Usable on Others), etc. 
 
Err...don't let the PCs have these powers? :-) Or you could apply the 'Comic 
Book Convention' that attacks likely to do BODY damage only hit: 
 
A.) People who can soak it (high resistant defenses), or 
B.) People who can heal it (regeneration, etc.), or 
C.) People who the plot demands gets hit. 
 
So if the plot demands that UltraMightyMan breaks his leg, his leg gets 
busted, and he gets to hobble around for a while on crutches, learning the 
values of interdependance :-). OTOH, you could swipe a rule from Silhoutte 
mechanics (Dream Pod 9; producers of Heavy Gear and Jovian Chronicles), and 
give the person a -1 penalty to EVERYTHING they do per lost point of BODY. 
Those wounds turn out to be disabling pretty quick. (note that's not a 
direct swipe, but it's close) 
 
 
 
----------------------------------------------------------------------------- 
"Guns-ablazin', fu-fightin', spell-chuckin', rubber-monster-stompin' ACTION!" 
-John comments on Feng Shui 
----------------------------------------------------------------------------- 
John D. Prins 
jprins@interhop.net 
 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: Grey Areas 
Mail-Copies-To: never 
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Organization: The Happy Fun Ball Brigade 
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>>>>> "RAW" == Robert A West <robtwest@erols.com> writes: 
 
RAW> Dispel and Suppress: although these are classed as Standard Powers, 
RAW> they share the advantage structure of Adjustment Powers. 
 
Not really.  Suppressed powers remain suppressed until the suppressor stops 
spending Endurance.  Dispelled powers may be reactivated at full power 
during the dispellee's next action phase.  This is quite unlike the 
return/fade rates of Adjustment Powers. 
 
RAW> Do the "defenses count double" rules apply to these powers? 
 
No, they do not.  This is why they are categorized as Standard Powers 
rather than Adjustment Powers. 
 
RAW> Blindness and Darkness: there are few guidelines for handling 
RAW> situations where one or both characters cannot perceive things with a 
RAW> targeting sense.  The one clear guideline (1/2 DCV and OCV HTT, 0 OCV 
RAW> Ranged) produced the absurdity that approximately equal opponents in 
RAW> HTH combat are unaffected by being plunged into darkness. 
 
Which is in fact pretty close to what should happen.  Equal opponents given 
equal handicaps will remain equally matched.  The only difference between 
reality and Hero is that a Hero fight will be somewhat shorter. 
 
RAW> Multiform and Duplication: The rules make many things massively 
RAW> unclear.  How does one set up a Multiform so that the stronger form is 
RAW> represented by power "on" and the weaker by power "off". 
 
You build it "backwards" and let the special effects handle the rest. 
 
RAW> The distinction affects the treatment of limitations, adjustment 
RAW> powers, Dispel and Suppress.  Moreover, if a 250-point character (150 
RAW> pts of disads) builds a 200-point multiform, is the multiform built 
RAW> with 100 or 150 points of disads?  Similar considerations apply to 
RAW> Duplication. 
 
Both Multiform and Duplication are clear: all forms are built on the same 
base point cost.  If the base cost of the base form is 100 points plus 
disadvantages, then all other forms are built on 100 points plus 
disadvantages. 
 
RAW> There are times that the dramatics of a situation call for disabling 
RAW> wounds, rather than death. 
 
Hero has them... unfortunately they can bog things down severely. 
 
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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. 
 
Date: Mon, 13 Oct 1997 13:51:45 -0300 (ADT) 
From: Trevor Barrie <tbarrie@ibm.net> 
X-Sender: tbarrie@drollsden 
cc: champ-l@omg.org 
Subject: Re: The Tragic Tale of Norse God of Thunder and The Mad Bomber 
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On Sun, 12 Oct 1997, Michael Surbrook wrote: 
 
> > Greetings Fellows, 
> >      I have a question as to the powers/Sf/x of items used in combat. 
> > Norse God of Thunder has his Mystical Mallet that he can throw for 
> > ridiculous ammounts of damage... and it returns. 
> >      What is this exactly? 
>  
> It really depends upon what *you* want it to be.  In most cases, Thor's 
> (and yeah, you can use character names here, we don't mind) hammer is 
> written up as an OAF. 
 
Not to start this debate again, but I'd say in most cases Thor's hammer is 
written up as Only in Hero ID, since he's used in the BBB as an example 
for OIHID. OTOH, the power described above is definitely just a straight 
OAF EB.  
 
 
From: Brian Wong <rook@sanfran.infinex.com> 
Subject: Re: PBeM Games or NYC game 
Date: Mon, 13 Oct 1997 10:07:40 -0700 (PDT) 
Cc: hero-l@omg.org 
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>  
> Any PBeM Champs gamesout there that need a player? 
>  
 
	Only open game I know of is a Fantasy Hero one 
based on the world of the daggerfall video game. 
 
	It's info, from the www.pbem.com website is: 
 
RPG PBeM: Tamriel the rpg/pbem second call 
From: Tony Preece - Chuff78002@aol.com  
Date: Thursday, October 9, 1997 6:16 EDT 
 
                           Daggerfall pbem 2nd call. 
 
It looks as if there's a general lack of interest, so if i don't get 
any more responses pretty darn quickly then it won't happen ! 
I need 4-6 players (maybe as many as 8-10)for a fantasy hero adventure 
set in tamriel, i.e the world of the pc cd rom game, Daggerfall. 
King Lysandu's soul has been put to rest...so why does everyone still 
walk in fear and avoid the shadows at night...this time Sentinel is  
the place where it seems foul things are at work as citizen's are  
disappearing from their homes and off the streets... 
But that's not the only mystery...... 
 
game works on many levels with loadsa plots and action !  game starts  
mid-to late november. 
 
WILL THE PEOPLE WHO HAVE ALREADY EXPRESSED AN INTEREST,PLEASE RECONTACT ME 
SUFFERED SERVER PROBLEMS AND LOST THE ADDRESSES OF THOSE WHO SAID THEY 
WANTED TO PLAY......... 
 
Thank you for your time..... 
 
PS Standard 150 point character's but any race allowed, and class. 
Only exceptions are Daedra, Werewolf's and Vampires. 
 
   Lurkers! 
 
Date: Mon, 13 Oct 1997 10:24:28 -0700 
From: Mark Lemming <icepirat@ix.netcom.com> 
Subject: Re: Poll for OS 
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Tim R. Gilberg wrote: 
 
>         Now, to bring this back to Champions -- anyone besides me been 
> tempted to run a session or two with Bill Gates as the big villian? 
> Next time I'm in the mood for humor I'm gonna do something of the sort.  Or 
> maybe Foxbat kidnaps him for some reason . . . hmmm.  Nope, won't 
> work, the players wouldn't want to rescue him. 
>  
>                         -Tim Gilberg 
 
A friend has him as a recurring villian.  He's actually an ancient 
dragon that has assumed a human form and is slowly taking over the 
world.  Except for the dragon part he's just like this world's 
version... 
 
-Mark 
 
X-Sender: champion@mailhost.cyberhighway.net 
Date: Mon, 13 Oct 1997 11:21:43 -0700 
From: Jim Dickinson <champion@cyberhighway.net> 
Subject: Re: ICQ 
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At 02:46 AM 10/13/97 -0400, The Nez Master wrote: 
>I've discovered ICQ. Anyone want to start an online champions game via icq 
>either  
> the mid afternoons (12-3am) or the late night early morning (12-3am). 
>Email me   
> 
>250, four color with shades of grey, but by no means dark champions.  
>play would be once a week. 
> 
>(ICQ is an internet independent chat programthat works in it's own 
>windows..worth checking out!) 
 
For RPG Chat, I have found PowWow to be much better.  I run 3 different 
24/7 Chat areas with powwow too.  Feel free to stop in and leave a note on 
the built-in message board! 
 
Community Address:				Subject: 
guardhq@portland.cyberhighway.net		SuperHero RPG and Chat 
bronzegriffon@portland.cyberhighway.net	Fantasy RPG and Chat 
shurikin@portland.cyberhighway.net		Star Trek RPG and Chat 
 
 
You can download PowWow at http://tribal.com/powwow 
 
Seeya there! 
JD 
 
Date: Mon, 13 Oct 1997 11:22:36 -0700 
From: Rook <rook@infinex.com> 
Reply-To: rook@infinex.com 
Subject: Re: Time Lines for Campaign Worlds 
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Shelley Chrystal Mactyre wrote: 
 
> Just out of curiosity, am I the only person on the list who finds anything 
> but the most vague of timelines to be restrictive when planning and running 
> a game? 
 
    Possibly. 
 
>  When I was planning my Hudson Hawks campaign, I discussed with the 
> players major events, but both they and I found it much easier to make 
> things up as we went along. 
 
    After making it up, you write down when it happened, thus a timeline is 
born.Do you know when super's began to appear in your world? Why? 
    In your world, the public hates paranormals, why is this? How did it 
happen? What event's ahve occured because of it? 
 
 
>  When, for example, the heroine Firehawk showed 
> up in the game (and she would become a primary NPC), it was just a matter 
> of telling them her public record and moving on from there. 
 
    Her public record is a piece of the timeline... 
 
>  Ditto on 
> villains.  I didn't feel locked into a rigid view of the universe (back 
> then), and one of the main reasons why I strongly considered *not* using 
> the Golden Hawks Universe (though I acquiesced to player opinion) when 
> planning my current FTF game was because I have the ponderous weight of 
> four campaigns that I feel I have to be consistent with when I run.  Now, I 
> can't use X team because the Hawks beat 'em up or have Armstrong show up 
> because of that wacky "Armstrong Debacle" plot from way back when. 
> 
 
    True, but that only adds to the flavor for most of us. 
 
> Now, I have over 400 pages of *stuff* and I think site lurkers are probably 
> more familiar with it than I am these days.  I don't think most players 
> care about timelines -- mine certainly don't, and I do have a high opinion 
> of their ability -- and I wonder why GMs feel it's necessary. 
 
    I got it into my head after having it demanded of me so many times. 
 
>  I mean, I 
> guess I go into a game with a clear view of what I want to accomplish and 
> what the world feels like, and I know enough about history to be internally 
> consistent.  I just see it as a waste of a GM's time -- I'd rather see the 
> GM put work into the plots and the villains than a detailed history. 
> 
 
    History forms the events, which form the people. 
 
> History (and I say this as a person getting her BA in history in December) 
> is all well and good, but really, the emphasis on the game should be, IMHO, 
> on the present and not the past. Timelines force things -- let the players 
> dictate the history and shape of the universe. 
> 
 
    Timelines let you have consistancy without tripping over your own feet. 
 
> Anyway, there's been a ton of discussion about this recently, both here and 
> on #herochat, and I must say, Matthew and I have been shaking our heads 
> over it. =) 
> 
 
    Well, that certainly won't stop it from being discussed. 
 
Many of us find it an invaluable tool. To know a worlds history is to know why 
this or 
that group disputes things. This or that political situation is happeneing. 
Etc... 
    If I make a Korean Super Hero, knowing that historically Korea has been 
attacked 
over an over by Japan will help me gauge his reactions to Japanese Heroes. 
 
    If I make a mutant, knowing there's a group trying to get a mutant 
registration group through, and 
at sucha and such points in history they achived this and that goals will help 
me understand my heroes 
world view. 
 
-- 
Rook 
Also known as Arcady on #herochat #gurps 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) 
Gurps is for discussion of the GURPS RolePlaying Game 
 
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 
 
 
Comments: Authenticated sender is <b1tlbx98@pop1.sympatico.ca> 
From: "Vance Scott" <vances@sympatico.ca> 
Date: Mon, 13 Oct 1997 18:55:04 +0000 
Subject: Re: Time Lines for Campaign Worlds 
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A grand job of answering my questions Robert. I'll try to come up  
with a more detailed response, but that will take some consideration.  
 
 
Vance Scott 
 
Vanquisher of all foes. 
 
Comments: Authenticated sender is <b1tlbx98@pop1.sympatico.ca> 
From: "Vance Scott" <vances@sympatico.ca> 
Date: Mon, 13 Oct 1997 18:55:04 +0000 
Subject: Re: Time Lines for Campaign Worlds 
Reply-to: vances@sympatico.ca 
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A grand job of answering my questions Robert. I'll try to come up  
with a more detailed response, but that will take some consideration.  
 
 
Vance Scott 
 
Vanquisher of all foes. 
 
X-Sender: champion@mailhost.cyberhighway.net (Unverified) 
Date: Mon, 13 Oct 1997 15:14:58 -0700 
From: Jim Dickinson <champion@cyberhighway.net> 
Subject: RE: I'm baaack! 
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At 11:35 AM 10/13/97 -0500, Rick Ryker wrote: 
>Actually, I checked a few of my old campaign notes; 
>and I was still playing in 1989.  Not quite ten years ago. 
>My prized possession is my hard cover first printing 
>of the Fourth Edition rules book, Dated 1989. 
 
I have one of those!  And it was only recently that the binding finally 
came loose...but some hot glue fixed that right up... 
 
(This was one of the things that most people were complaining about with 
those books, was the crappy binding job) 
 
Jim 
 
X-Sender: bastet@pop.iquest.net 
Date: Mon, 13 Oct 1997 17:54:13 -0500 
From: TokyoMark <bastet@iquest.net> 
Subject: Re: Grey Areas 
Cc: champ-l@omg.org 
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>Try the following experiment with two friends.  Rope off a ring ten feet  
>by ten feet.  This represents roughly two adjacent hexes, with a small  
>allowance for the fact that hex boundaries are not roped off.  One friend  
>is with you in the ring, and the other is the timer/scorekeeper.  Have a  
>wrestling match to two out of three falls, or some similar contest, which  
>the timekeeper will time with a stopwatch.  Now, after you have rested,  
>repeat the experiment with both contestants blindfolded.  If the contest  
>does not take measurably longer the second time, look out for Genocide  
>agents, because at least one of you is an unregistered mutant. 
 
Normally I avoid the 'real v. game' situations, but in this case I think 
this example is not very valid.  With highly skilled grapples I've seen a 
number of matches where they closed their eyes while grappling, apparently 
believing they can fight better by feel.  In a stand up striking fight, 
things are about even because while the attacker can't see exactly where to 
punch, his opponant can't see to defend himself if the punch IS going to hit. 
 
TokyoMark 
 
Date: Mon, 13 Oct 1997 20:42:30 -0400 (EDT) 
X-Sender: jprins@interhop.net 
From: jprins@interhop.net (John and Ron Prins) 
Subject: Re: Grey Areas 
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>This does not address the real problem.  Consider two 250-pt characters.  
>Werewolf and Wolfwere both have a superpowered wolf form and a 75-point  
>human form.  Werewolf is in wolf form only under a full moon. Wolfwere is  
>in wolf-form always *except* under a full moon.  
> 
>Werewolf:				 
> 
>238 various werewolf powers 
> 12 75-pt Multiform [15 active] not under a full moon(-1/4) 
>--- 
>250 total 
> 
>Wolfwere: 
> 
>245 various werewolf powers] 
>  5 75-pt Multiform [15 active] only under a full moon(-2) 
>--- 
>250 total = 100 + 150 disads 
> 
>Note that Wolfwere is more powerful in super form and is able to be in  
>super form more often. 
 
I think it's the wrong construct to use; I'd go with a Shapeshift (one form, 
only during the full moon), and a whole bunch of powers (only under the full 
moon, -2). With that kind of limitation, Werewolf would have 400+ Active 
Points of powers available during the full moon, but be a normal the rest of 
the time. And it's easy to key Disadvantages to the same situation. For 
example: Vuln: 2x STUN and BODY to Silver, Only During the Full Moon - It's 
still Common, as he'll only face silver during the full moon, when he's a 
werewolf, but when he is a werewolf, he _will_ face silver. Or Berserk 
During the Full Moon, Accidental Change Under the Full Moon (activating the 
Shapeshift), etc., etc. 
 
>In some campaigns, this might work out all right,  
>since a werewolf will have problems, but in a supers campaign, this will  
>just work out to 15 points of Distinctive Features. 
 
15??? Try 25. Werewolves would certainly be Not Concealable, Extreme 
(werewolves are fairly well-known bugaboos, too, so you'll be facing that 
Silver a lot more...), given the massive entertainment coverage given them 
(not to mention all the legends over the years), none of them in any way 
flattering... 
 
>> You use the same base points - so a 250 pt character (100 base) has a 150 
>> point Multi and a 50 point Multi. The first Multiform will have a maximum of 
>> 50 points in disadvantages, the second won't need any at all (50<100). 
> 
>I am sorry if I was not clear.  What happens as you add points to the  
>multiform?  It does not make sense to add disadvantages once play has  
>begun, but if you don't, then you violate the fundamental rule that a  
>character can always be rebuilt from scratch if you just know the totals.  
 
Huh? Where is that 'fundamental rule'. Look, it's easy. Bob has a 200 point 
multiform. He spends an XP to raise that to a 205 point multiform. 
Effectively, the multiform GETS 5 XP. Not base points, not new disads, _XP_. 
Of course, Bob can't do that unless he's got 246 total points (205+41), 
counting his base points, disads, and XP. 
 
>Multo (giving your example a name) gains 15 experience and decides to  
>spend them on the two multiforms, increasing each by 50 points.  To  
>preserve the formalism of 100 base points, I suppose that we add the new  
>points as "experience" on the character sheets for the multiforms.  So 
> 
>Multo = 100 base + 150 disads + 15 experience = 265 
>Mult1 = 100 base +  50 disads + 50 experience = 200 
>Mult2 =  50 base +   0 disads + 50 experience = 100 
 
Nothing wrong so far, AFAIK. 
 
>Now, I decide to write up an NPC, FormX.  FormX starts life with a 15  
>points Hero Bonus (i.e. experience) , and has a 200 and a 100 point  
>multiform.  By your hypothesis, I have 100 base points and up to 150  
>disads for each. 
> 
>FormX = 100 base + 150 disads + 15 Hero Bonus = 265 
>Form1 = 100 base + 100 disads                 = 200 
>Form2 = 100 base                              = 100 
> 
>Note that FormX has 50 more points of disadvantages in one of his forms  
>than Multo.  Under your rule, the pointing of a character can depend on  
>how that character got its points and when, which is, IMHO, anathema. 
 
No it isn't. Multo came by his XP honestly, earning them with the 'help' of 
his multiforms. FormX didn't - his forms never had the chance to earn their 
XPs, so they have to come up with points via disads. 
 
That's my take on the rules. If I had my way, though, you'd just buy the 
_base_ cost of any form, give it disads for more points (no reflection on 
the main body), and split up the XPs earned among the forms based on how 
often they're used. 
> 
>> Personally, I think that you should only be paying for the base points in 
>> the form anyway... 
> 
>Disagree: that would make multiform the same price as a follower. 
 
Maybe, but you don't get 2x Followers for +5 points, and I'd remove the 
declining costs for additional multiforms (and duplicates). 
  
>The campaign is an "emerging powers" campaign, where metahumans have only  
>been appearing in substantial numbers in the past two years,  
 
<snip scenario to conserve electrons :-)> 
 
>I rolled an 18 for his attempt to move/avoid the 11" shell, so it  
>detonated.  Rolling the 12D6 RKA Explosion, I saw more ones than I ever  
>hope to see again and he managed to survive with one BODY before death.   
>Since the dice had spoken, I decided that he should miraculously survive  
>until help arrives but with horrible disabling wounds. 
 
Hey, what about the Bleeding rules? 
 
>The Navy medivac  
>got him to a nearby Level I trauma center.  The party located him in  
>intensive care, sneaked in via Invisibility and read his chart, asking  
>for a description of the wounds and the treatment being given. 
> 
>I turned to the optional damage rules, and found no help there.   
>Having only seconds to decide, I settled on first and second-degree burns  
>over most of the body, third-degree burns to the face, two atomized ribs,  
>shrapnel punctures of the right auricle, laceration of the superior vena  
>cava, a ruptured spleen, perforations of the stomach and small intestine,  
>a broken right arm and two missing fingers on the right hand. 
 
So what's the problem? You want a damage chart that says "lose this much 
BODY, this happens?"  
 
>[Granted that the above list is probably an express ticket to the morgue  
>in the real world, it has about the right feel, "How did he survive  
>THAT?] 
 
He's a superhero? This is like asking "how'd Chow Yun Fat survive all that 
damage??". ;-) 
	 
>Tanith, by character hypothesis, has big-time healing, that is, a huge  
>Aid and Regeneration Usable by Others.  I have a campaign rule that Regen  
>UbO must take the extra time(-1/2) limitation: 5 minutes per point and  
>have ruled that the power does not prevent scarring, for plot reasons  
>that I hope are obvious.  Nonetheless, Tanith can cure someone from -15  
>to +15 BODY in under five hours. 
 
Handy <nod, nod> 
 
>Curing him up in such a short time struck me as neither reasonable nor  
>dramatically correct, and the players agreed.  Again, I made a set of  
>completely arbitrary rulings about how the healing would work that, while  
>they moved the plot forward and drew no objection from the players, left  
>*me* feeling unsatisfied and more at sea than I like. 
>I am not asking for a full 3-D trauma simulation, but some guidelines to  
>handling this sort of thing would be nice. 
 
!!!! But...but...but...this sort of thing is _always_ GM improvisation, 
unless you're playing something like Rolemaster (or Warhammer FRP). Very few 
games have 'detailed' damage results - for good reason. It _sucks_ being 
told that you just lost a leg, but survived to live another day (after 
months of healing, natch). In most games, it just means "write up a new PC" 
- especially if you're in the middle of a fast moving plot! 
 
>For example, can missing  
>fingers be replaced by regeneration, or does it require a transform? 
 
Oy vey, that's an entire other thread - it really depends on the SFX of the 
Regeneration, I guess. 
 
>I  
>am interested in anything that you have run into that might be helpful,  
>before I simply codify my own rough-and-ready ideas. 
 
Hmmm. I'd say, _don't_ codify it. If somebody takes enough BODY to suffer 
dismemberment (which should be rare in 4-color comic action, unless you're a 
faceless minion or something), work it out with the PC. If they want to take 
on a new Disad (replacing an old one, usually) and add 'character' to the 
character, fine. Otherwise, don't maim a PC, especially in 4-color comic 
action. They have a remarkable tendancy to make complete recoveries from the 
most grevious of injuries, if they recover at all. 
 
----------------------------------------------------------------------------- 
"Guns-ablazin', fu-fightin', spell-chuckin', rubber-monster-stompin' ACTION!" 
-John comments on Feng Shui 
----------------------------------------------------------------------------- 
John D. Prins 
jprins@interhop.net 
 
Date: Mon, 13 Oct 1997 17:52:21 -0700 
From: "Robert A. West" <robtwest@erols.com> 
Subject: Re: Grey Areas 
Errors-To: owner-champ-l@omg.org 
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To: champ-l@omg.org 
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X-UID: 101 
 
John and Ron Prins wrote: 
>  
> >My nominees for this topic are as follows. 
> > 
> >Dispel and Suppress: although these are classed as Standard Powers, they 
> >share the advantage structure of Adjustment Powers.  Do the "defenses 
> >count double" rules apply to these powers? 
>  
> I'd say yes, as Dispel or Suppress vs. PD would be far, far too cheap and 
> effective otherwise. 
 
I absolutely agree.  Personally, I would have classed these two powers  
under Adjustment Powers with unique mechanics, rather than Standard  
Powers with the same mechanics as Adjustment Powers.  But then, I would  
have classed Density Increase as a Size power. 
 
>  
> >Blindness and Darkness: ... [1/2 DCV and OCV HTH] . . . 
> >produced the absurdity that approximately equal opponents in HTH combat 
> >are unaffected by being plunged into darkness. 
>  
> I don't see how that's absurd. I suppose it's fair to argue that two people 
> in the dark shouldn't be hitting one another very often anyways, but people 
> in HTH in the dark should know at least where their opponant relatively is 
> (a hex isn't that big), and the defender can't guage how to block and dodge 
> as well <shrug>. 
 
Try the following experiment with two friends.  Rope off a ring ten feet  
by ten feet.  This represents roughly two adjacent hexes, with a small  
allowance for the fact that hex boundaries are not roped off.  One friend  
is with you in the ring, and the other is the timer/scorekeeper.  Have a  
wrestling match to two out of three falls, or some similar contest, which  
the timekeeper will time with a stopwatch.  Now, after you have rested,  
repeat the experiment with both contestants blindfolded.  If the contest  
does not take measurably longer the second time, look out for Genocide  
agents, because at least one of you is an unregistered mutant. 
 
>  
> >Multiform and Duplication: The rules make many things massively unclear. 
> >How does one set up a Multiform so that the stronger form is represented 
> >by power "on" and the weaker by power "off". 
>  
> You tack an Accidental Change on the bigger form (i.e. "Change if Multiform 
> is Dispelled or Suppressed, 14-"). 
 
This does not address the real problem.  Consider two 250-pt characters.  
Werewolf and Wolfwere both have a superpowered wolf form and a 75-point  
human form.  Werewolf is in wolf form only under a full moon. Wolfwere is  
in wolf-form always *except* under a full moon.  
 
Werewolf:				 
 
238 various werewolf powers 
 12 75-pt Multiform [15 active] not under a full moon(-1/4) 
--- 
250 total 
  
 
Wolfwere: 
 
245 various werewolf powers] 
  5 75-pt Multiform [15 active] only under a full moon(-2) 
--- 
250 total = 100 + 150 disads 
 
Note that Wolfwere is more powerful in super form and is able to be in  
super form more often.  In some campaigns, this might work out all right,  
since a werewolf will have problems, but in a supers campaign, this will  
just work out to 15 points of Distinctive Features. 
 
 
>  
> >The distinction affects the 
> >treatment of limitations, adjustment powers, Dispel and Suppress. 
> >Moreover, if a 250-point character (150 pts of disads) builds a 200-point 
> >multiform, is the multiform built with 100 or 150 points of disads? 
> >Similar considerations apply to Duplication. 
>  
> You use the same base points - so a 250 pt character (100 base) has a 150 
> point Multi and a 50 point Multi. The first Multiform will have a maximum of 
> 50 points in disadvantages, the second won't need any at all (50<100). 
 
I am sorry if I was not clear.  What happens as you add points to the  
multiform?  It does not make sense to add disadvantages once play has  
begun, but if you don't, then you violate the fundamental rule that a  
character can always be rebuilt from scratch if you just know the totals.  
Of course, this rule went out the window with Fuzion, but that is one of  
the many things I don't like about Fusion.   
 
Multo (giving your example a name) gains 15 experience and decides to  
spend them on the two multiforms, increasing each by 50 points.  To  
preserve the formalism of 100 base points, I suppose that we add the new  
points as "experience" on the character sheets for the multiforms.  So 
 
Multo = 100 base + 150 disads + 15 experience = 265 
Mult1 = 100 base +  50 disads + 50 experience = 200 
Mult2 =  50 base +   0 disads + 50 experience = 100 
 
Now, I decide to write up an NPC, FormX.  FormX starts life with a 15  
points Hero Bonus (i.e. experience) , and has a 200 and a 100 point  
multiform.  By your hypothesis, I have 100 base points and up to 150  
disads for each. 
 
FormX = 100 base + 150 disads + 15 Hero Bonus = 265 
Form1 = 100 base + 100 disads                 = 200 
Form2 = 100 base                              = 100 
 
Note that FormX has 50 more points of disadvantages in one of his forms  
than Multo.  Under your rule, the pointing of a character can depend on  
how that character got its points and when, which is, IMHO, anathema. 
 
 
> Personally, I think that you should only be paying for the base points in 
> the form anyway... 
 
 
Disagree: that would make multiform the same price as a follower. 
 
>  
> >There are times that the dramatics of a situation call for disabling 
> . . .  
> Err...don't let the PCs have these powers? :-) Or you could apply the 'Comic 
> Book Convention' that attacks likely to do BODY damage only hit: 
> . . .  [list of eligible targets omitted] 
 
Leaving aside my personal dislike for such a high frequency of  
plot-oriented fudge, it is not a solution to the problem that I posed.   
 
> . . .  
> give the person a -1 penalty to EVERYTHING they do per lost point of BODY. 
 
Actually, the Optional Effects of Damage (p. 162ff) include something  
very similar, but this is not what I was after.  Obviously I made myself  
unclear.  Perhaps an example would be better. 
 
The campaign is an "emerging powers" campaign, where metahumans have only  
been appearing in substantial numbers in the past two years, and are  
still regarded by the mainstream press in the same category as Elvis  
sightings.  Accordingly, there is no legal background for testimony such  
as, "I used my neutrino vision to look under the ground and found X." 
 
The PCs fought and defeated Snow Wolf (an NPC Leni Lenape Shaman) who is  
somehow involved in forcing John Doe (an NCC multiform) into his other  
form: the Jersey Devil.  On interrogating Snow Wolf, he claimed to have  
wanted help in proving his claim that a certain naval base stands on  
sacred ground.  Access to the base is forbidden, because the grounds are  
loaded with stray unspent munitions dating back to the Civil War, and the  
relevant Indian Claims Act requires on-site archaeological finds before a  
claim can be filed.  
 
Tanith (a Wiccan Priestess) and Thunderbolt (a nuclear flying brick)  
overflew the base at night, using special senses to locate likely areas  
for surreptitious exploration.  They landed on an area with a powerful  
aura, only to set off a land mine.  Fortunately, both were running force  
fields and are relatively unharmed.  They evaded detection by the Navy,  
and explored a second area, only to find that a large metal cylinder with  
a dense conical projection at one end was lying just under the surface.   
Contacting a party member with KS/Ordnance by mindlink, they determined  
that it is probably an 8" or 11" HE shell from a naval rifle: around  
12D6KX, probably penetrating.  They discretely returned to base. 
 
They reported the finding to Snow Wolf, who has 20 pts of overconfidence.  
He failed an EGO roll and decided to explore the area on his own in  
animal form.  [GM's note, at this point, I was improvising, because it  
never occurred to me that they would just give Snow Wolf full  
information.]   
 
I rolled an 18 for his attempt to move/avoid the 11" shell, so it  
detonated.  Rolling the 12D6 RKA Explosion, I saw more ones than I ever  
hope to see again and he managed to survive with one BODY before death.   
Since the dice had spoken, I decided that he should miraculously survive  
until help arrives but with horrible disabling wounds.  The Navy medivac  
got him to a nearby Level I trauma center.  The party located him in  
intensive care, sneaked in via Invisibility and read his chart, asking  
for a description of the wounds and the treatment being given. 
 
I turned to the optional damage rules, and found no help there.   
Having only seconds to decide, I settled on first and second-degree burns  
over most of the body, third-degree burns to the face, two atomized ribs,  
shrapnel punctures of the right auricle, laceration of the superior vena  
cava, a ruptured spleen, perforations of the stomach and small intestine,  
a broken right arm and two missing fingers on the right hand. 
 
[Granted that the above list is probably an express ticket to the morgue  
in the real world, it has about the right feel, "How did he survive  
THAT?] 
	 
Tanith, by character hypothesis, has big-time healing, that is, a huge  
Aid and Regeneration Usable by Others.  I have a campaign rule that Regen  
UbO must take the extra time(-1/2) limitation: 5 minutes per point and  
have ruled that the power does not prevent scarring, for plot reasons  
that I hope are obvious.  Nonetheless, Tanith can cure someone from -15  
to +15 BODY in under five hours. 
 
Curing him up in such a short time struck me as neither reasonable nor  
dramatically correct, and the players agreed.  Again, I made a set of  
completely arbitrary rulings about how the healing would work that, while  
they moved the plot forward and drew no objection from the players, left  
*me* feeling unsatisfied and more at sea than I like. 
 
I am not asking for a full 3-D trauma simulation, but some guidelines to  
handling this sort of thing would be nice.  For example, can missing  
fingers be replaced by regeneration, or does it require a transform?  I  
am interested in anything that you have run into that might be helpful,  
before I simply codify my own rough-and-ready ideas. 
  
 
--  
<-------------------------------------------------------> 
Robert A. West		///  "Censorship is tyranny." 
Phone W:(215)466-3628; H:(215)348-9113   
http://www.erols.com/robtwest 
 
Date: Mon, 13 Oct 1997 18:26:36 -0700 
From: "Robert A. West" <robtwest@erols.com> 
Subject: Re: The Tragic Tale of Norse God of Thunder and The Mad Bomber 
Errors-To: owner-champ-l@omg.org 
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Trevor Barrie wrote: 
>  
 
>  
> Not to start this debate again, but I'd say in most cases Thor's hammer is 
> written up as Only in Hero ID, since he's used in the BBB as an example 
> for OIHID. OTOH, the power described above is definitely just a straight 
> OAF EB. 
 
Well, now that you have opened this can of worms . . . 
 
If a weapon is, by its defined magical properties, very hard, but not  
impossible, to grab and take away, then would it not be appropriate to  
point it up as an OIF?  For that matter, should there be something called  
an Obvious Semi-Accessible Focus: OSF(-3/4)? 
 
 
--  
<-------------------------------------------------------> 
Robert A. West		///  "Censorship is tyranny." 
Phone W:(215)466-3628; H:(215)348-9113   
http://www.erols.com/robtwest 
 
 
Date: Mon, 13 Oct 1997 18:28:38 -0700 
From: "Robert A. West" <robtwest@erols.com> 
Subject: Re: Poll for OS 
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Mark Lemming wrote: 
>  
> Tim R. Gilberg wrote: 
>  
> >         Now, to bring this back to Champions -- anyone besides me been 
> > tempted to run a session or two with Bill Gates as the big villian? 
>  
> A friend has him as a recurring villian.  He's actually an ancient 
> dragon that has assumed a human form and is slowly taking over the 
> world.  Except for the dragon part he's just like this world's 
> version... 
 
I don't follow the word "except".  ;-) 
 
--  
<-------------------------------------------------------> 
Robert A. West		///  "Censorship is tyranny." 
Phone W:(215)466-3628; H:(215)348-9113   
http://www.erols.com/robtwest 
 
 
Date: Mon, 13 Oct 1997 21:47:27 -0400 (EDT) 
X-Sender: jprins@interhop.net 
From: jprins@interhop.net (John and Ron Prins) 
Subject: Re: Grey Areas 
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>>Disagree: that would make multiform the same price as a follower. 
> 
>Maybe, but you don't get 2x Followers for +5 points, and I'd remove the 
>declining costs for additional multiforms (and duplicates). 
 
Whoops, make that "you don't get 2x Multiforms for +5 points like you do 
Followers". Someday, I'll learn to self-edit properly...:-)  
 
----------------------------------------------------------------------------- 
"Guns-ablazin', fu-fightin', spell-chuckin', rubber-monster-stompin' ACTION!" 
-John comments on Feng Shui 
----------------------------------------------------------------------------- 
John D. Prins 
jprins@interhop.net 
 
Date: Mon, 13 Oct 1997 19:22:00 -0700 
From: "Robert A. West" <robtwest@erols.com> 
CC: champ-l@omg.org 
Subject: Re: Grey Areas 
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Stainless Steel Rat wrote: 
 
>  
> RAW> Dispel and Suppress: although these are classed as Standard Powers, 
> RAW> they share the advantage structure of Adjustment Powers... 
>  
> Not really.  * * * 
 
I meant the +1/4 for any power of a special effect or tight group and +2  
for all powers simultaneously of the special effect or tight group.   
Clearly the duration advantages are irrelevant. 
 
>  
> RAW> Do the "defenses count double" rules apply to these powers? 
>  
> No, they do not.  This is why they are categorized as Standard Powers 
> rather than Adjustment Powers. 
 
If this is true, then one should always use Suppress vs defenses, since  
it is four times as effective per base point.  The following example  
assumes a strict GM who will not allow Suppress or Telepathy to be both  
maintained and used to attack again without Uncontrolled(+1/2). 
 
50	4D6 Drain vs any PD: inate, Armor, FF, Force Wall(+1/4) 
vs 
27	2D6 Suppress vs any PD(+1/4) 0 END Pers(+1) Uncontrolled(+1/2) 
 
The Drain and Suppress each eliminate 7 active points of PD, but the  
Drain will fade 5/turn, while the Suppress will not fade until the  
opponent flees or finds the way to turn it off.  In practice, most  
methods of turning a power off require leaving the battle at least  
temporarily.  In addition, Suppress is not directly counteracted by an  
Aid as is a Drain.  If we want to increase the active points to be equal,  
we can produce the following horror: 
 
50	2D6 Suppress as above(+1 3/4) 2xAP(+1) No Range Penalty(+1/2) 
	Autofire(+1 1/2) Increased Range(+1/4) 
 
Or increase the maximum range to practical infinity, or... 
 
>  
> RAW> Blindness and Darkness: . . . 
 
> . . .                                      Equal opponents given 
> equal handicaps will remain equally matched.  The only difference between 
> reality and Hero is that a Hero fight will be somewhat shorter. 
 
And other than that, Mrs. Lincoln, how was the play? 
 
The duration of a combat is irrelevant if and only if 
 
- There is no external time pressure (i.e. a bomb ticking away), AND 
- There are no other characters in play, AND 
- Neither character is END limited. 
 
Otherwise, the duration of a combat is most relevant.   
 
>  
> RAW> Multiform and Duplication: The rules make many things massively 
> RAW> unclear.  How does one set up a Multiform so that the stronger form is 
> RAW> represented by power "on" and the weaker by power "off". 
>  
> You build it "backwards" and let the special effects handle the rest. 
 
I have had numerous experienced GMs tell me that I am treading on  
dangerous ground by doing this.  See my reply to John & Ron for  
counterexamples. 
 
 
>  
> RAW> There are times that the dramatics of a situation call for disabling 
> RAW> wounds, rather than death. 
>  
> Hero has them... unfortunately they can bog things down severely. 
>  
 
Again, see my reply to John & Ron for a more lucid explanation of what I  
was looking for.  
 
 
--  
<-------------------------------------------------------> 
Robert A. West		///  "Censorship is tyranny." 
Phone W:(215)466-3628; H:(215)348-9113   
http://www.erols.com/robtwest 
 
From: jonesmj@topaz.cqu.edu.au 
Date: Tue, 14 Oct 1997 12:22:26 +1000 
Date-warning: Date header was inserted by topaz.cqu.edu.au 
Subject: Re: Time Lines for Campaign Worlds 
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At 09:00 AM 10/13/97 +0000, you wrote: 
>> hows about actual contributions? even if not fer yer own campaign,  
>> but just fer fun? ne1 else one the list interested in  
>> a cooperative 'generic' superheroic timeline? just for the hell of it? *eg* 
> 
>Actually Rook has a time line set-up on his Web page that allows  
>submissions, but I think an alternate champions time line would be an  
>interesting, and fun project. I think we should limit ourselves to  
>the characters presented in the various champioins products.  
>  
 
actually i was thinking of going a bit further back that that. . .  
to include lots of other races and stuff. . .but nething 'd be fun.  .  
 
 
> 
>Depends if you're of european background, and Spanish background I'd  
>immagine. Although, as the feathered serpents are not human it might  
>be very important for any human reguardless of background. I must say  
>that your time travelling time line flow chart is very entertaining,  
>and particularly useful for a time travelling campaign. 
> 
 
it was developed with time travel in mind, but setting  
things up graphically tends to give me heaps of ideas, especially  
if interacting with a map. Despite it not being a pure source of data,  
a timeline you set up can act as a useful 'prop' for the gm's creativity. . 
. .but exploiting various trends and 'blind spots' you want to fill in, 
you can come up with new scenarios for 'global' type games 
(i.e. "hmm, i wonder where race X dissapeared to. .. AHA!")  
 
>> structurally, i'd say do a flow-diagram, even though it's not really  
>> 'historially correct'. AND tie it into a map or two. . . 
>>  
> 
>A map or two, to what purpose? 
> 
 
well, a map gives you a real feel for history and the way people move, ect.  
By combining your 'flows' with some shaded areas (a big black and white map 
is best, blow up on a good photocopyer) you can determine how various real world 
cultures can interact with the more fantastic elements. . . . .i believe in a 
timeline which doesn't ignore supers. .. let's say supers turn up in the time 
just before the american civil war, when several brave confederates went into 
south america to 'recruit' a few more states. . .welll, what if one of them  
was a paranormal, who ended up founding a small dynasty? with a map as your  
aid you can find easy implications- would said dynasty be involved in the  
drug trade? would it be considered a millitary threat? you can make some rough 
estimates and be more constructive and 'accurate'.  
 
 
 
Date: Mon, 13 Oct 1997 19:45:40 -0700 
From: "Robert A. West" <robtwest@erols.com> 
CC: champ-l@omg.org 
Subject: Re: Grey Areas 
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TokyoMark wrote: 
>  
>  
> Normally I avoid the 'real v. game' situations, but in this case I think 
 
I understand the reluctance, but I know from experience that players  
who purchase Darkness or Area Effect Flash *expect* that this power can  
be used to turn a combat into blind man's bluff.  I think that the  
expectation is reasonable based on real-world intuition, and I don't  
think it fair nor necessary for the game system to thwart this  
expectation.  In fact, I am suspicious that this was *not* the intended  
result of the rules as written, but that is only a suspicion. 
 
 
> this example is not very valid.  With highly skilled grapples I've seen a 
> number of matches where they closed their eyes while grappling, apparently 
> believing they can fight better by feel.   
 
I always thought that this was done only once grappling holds were  
established, and primarily to protect the eyes from harm. 
 
 
>                                       In a stand up striking fight, 
 
If John and Ron want to try this with padded weapons, or boxing gloves,  
that is their privilege.  I was concerned about safety. 
 
 
> things are about even because while the attacker can't see exactly where to 
> punch, his opponant can't see to defend himself if the punch IS going to hit. 
 
Yes, but fewer blows are going to land, and there is going to be more  
recovery time between blows.  I tried something similar many moons ago,  
using cardboard tubes as weapons, and the results were quite comical as  
the two opponents tried to find one another.  The match was done in  
the basement of Whig Hall, and ended when one attacked a bust of Woodrow  
Wilson, and the other, targeting the noise, also attacked the same  
statue. 
 
 
> TokyoMark 
 
--  
<-------------------------------------------------------> 
Robert A. West		///  "Censorship is tyranny." 
Phone W:(215)466-3628; H:(215)348-9113   
http://www.erols.com/robtwest 
 
Date: Tue, 14 Oct 1997 00:30:12 -0300 (ADT) 
From: Trevor Barrie <tbarrie@ibm.net> 
X-Sender: tbarrie@drollsden 
Reply-To: Trevor Barrie <tbarrie@ibm.net> 
Subject: Re: No-Win Scenarios [Re: GMing Question #1] 
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On Thu, 9 Oct 1997, Robert A. West wrote: 
 
> (4) John & Ron & everyone who minimized the moral dilemma of the last 800  
> survivors of an alien race vs the thousands of humans who would die if  
> they landed, I say, "Shame!  Shame!"  Are any of you really that  
> stone-hearted that you cannot feel the tragedy?  BTW, the word "genocide"  
> is precisely appropriate.  If the aliens really have no other option, and  
> are not a super-altruistic race, they will attempt to land and you will  
> have to blow them up to prevent it.  It may be the first case  
> of justifiable genocide since Cro Magnon exterminated Neanderthal, 
 
How was this justifiable? I'm not suggesting we punish the descendants of 
the perpretrators or anything, but I'm curious what your reasoning is. 
 
X-Sender: wbandsis@mail.westco.net 
Date: Mon, 13 Oct 1997 23:38:12 -0400 
From: Charles Badger <wbandsis@westco.net> 
Subject: URL Question 
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A while back, or at least I htink it was on this list, someone mentioned 
seeing a website that had the MArvel Universe or possibly a versipon a New 
York that was available on the web in a map form similar to the Mega Tokyo 
available on the web at one of the Bubblegum crisis sites.   
 
Does anyone know where this is? I've been lookin for it but my bookmark file 
was recently trashed and the backup didn't have it.  
 
 
Thanks 
----- 
C. Badger 
 
My Feet hurt and I've forgotten how to dance. 
			Lando 
			Babylon 5 
 
 
Date: Tue, 14 Oct 1997 00:54:10 -0300 (ADT) 
From: Trevor Barrie <tbarrie@ibm.net> 
X-Sender: tbarrie@drollsden 
Subject: Re: Tragic Tale of a Teenage Dinosaur-Man 
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On Sat, 11 Oct 1997, ALONE AT MIDNIGHT wrote: 
 
>      I'm new at this Champions thing, so bear with me... 
>      I'm planning on running a Scenario with a few of my friends.  One 
> of the characters is an ancient Dinosaur-Man awakened from his 
> millenium slumber.  He's very big, and weighs alot (15 points of 
> Growth and Density Increase [one level each], 0 END, Persistent, 
> Always on). 
>      It dosen't make much sense that a character using Drain could 
> make him shrink 
 
Well, if you're careful about what Drains you allow, it's a non-issue. As 
a general rule, Drain vs a specific Power (rather than a specific special 
effect) never, ever make sense, so should never, ever be allowed. As long 
as you don't allow "Drain Growth", he only needs to worry about something 
along the lines of "Drain innate physical properties"... and if you allow 
a character to have that, I daresay he or she should be able to effect 
Dino-Man. 
 
>      What about actual character creation?  Racial Package Deal or 
> Elemental Control: Dino-Man Anatomy? 
 
No. 
 
 
Date: Tue, 14 Oct 1997 00:54:54 -0300 (ADT) 
From: Trevor Barrie <tbarrie@ibm.net> 
X-Sender: tbarrie@drollsden 
Subject: Re: Poll for OS 
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On Fri, 10 Oct 1997, Mann, Wade wrote: 
 
> I am currently developing some software that might be released through 
> Hero Games.  I am trying to figure out the platforms that I should 
> support. 
>  
> How many of you are using win 3.x, win95/nt, and/or Mac? 
 
Not me. (Okay, I do have Windows 4.0 on my hard drive, but it's a nuisance 
to have to use it.) 
 
Date: Tue, 14 Oct 1997 01:04:12 -0300 (ADT) 
From: Trevor Barrie <tbarrie@ibm.net> 
X-Sender: tbarrie@drollsden 
Subject: Re: Heromaker: Who uses it? 
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On Fri, 10 Oct 1997, Vox Ludator! wrote: 
 
> p. 122, =Normal Characteristic Maxima= 
>         "Powers that raise Characteristics (Growth, Density Increase) 
>         affect Characteristics normally, and are not counted against 
>         the Characteristic Maxima". 
 
[...] 
  
> You can either take the parenthetical phrase -- "(Growth, Density Increase)" 
> -- as an example or an itemization. 
 
Or as a clarification of the _sort_ of thing they meant (Powers which, 
when activated, have the effect of raising the character's stats. 
Characteristics bought _as_ a Power don't match that description.) 
 
> As a mere example, this has the following ramifications: 
>         1) CHAR supplied by Absorption, Aid, or Transfer are not affected 
>           by CHAR Maxima -- don't halve their effect past 20. 
>         2) PD & ED from Armor don't count against the Maxima of 8 each. 
>         3) CHAR bought with an Advantage or Limitation, thereby becoming 
>           a "Standard Power", do not count against the Maxima for the 
>           corresponding CHAR. 
 
You don't _need_ to apply an Advantage or Limitation to your CHAR to buy 
it as a Power. In other words, if you take this view, then _none_ of your 
stats count against the maxima if you don't want them to - which begs the 
question, why is NCM a Disadvantage? 
 
At any rate, I have difficulty seeing how STR, even STR bought as a Power, 
could ever be seen as a "Power that raises Characteristics". STR moves 
objects, inflicts damage... raising Characteristics isn't part of the 
description as far as I can tell. 
 
> I agree, the last seems strange -- buy your STR 0 END, and it can be as high 
> as you want it?  But the write-up for Defender definitely follows this 
> course, paying only standard costs for his OIF Characteristics.  
 
Defender would hardly be the only officially-published character to have 
mistakes in his character sheet, though. 
 
Date: Tue, 14 Oct 1997 01:18:06 -0300 (ADT) 
From: Trevor Barrie <tbarrie@ibm.net> 
X-Sender: tbarrie@drollsden 
Subject: Re: Desolidification and the environment 
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On Thu, 9 Oct 1997, Robert A. West wrote: 
 
> ==================================================================	 
> Desolid vs NNDs: 
>  
> A desolid character is immune to all attacks, including NNDs, except for  
> the listed special effect and for attacks with Affects Desolid.  The  
> rules are clear on this. 
 
Odd; my copy of the rules doesn't even mention the idea of a "listed 
special effect" (singular) to which the character is vulnerable. What it 
does say is that there has to be a reasonably common _group_ of attacks 
which will affect the character. (Emphasis mine, of course.) However, my 
opinion is that it's silly to think that the player will be able to think 
of and ennumerate _every_ attack which should logically affect the 
character at creation time, and the same applies to deciding what defenses 
will stop an NND. Consequently, NND vs Desolid can only be decided on a 
case-by-case basis. 
 
> (2) Environmental conditions can be modeled as attacks with the  
> limitation, not vs Life Support.  They can also be modeled as everyman  
> susceptabilities.  Personally, I prefer the latter, but either way, it  
> seems straightforward that Desolid would protect one from the effect,  
 
It seems straightforward to me that, in the latter case, Desolid would 
_not_ protect from the effect. I certainly wouldn't allow Desolid to 
protect a character from a Susceptibility for which they gained points, so 
why should it protect from an "everyman" Susc? 
 
> LS vs ED. 
 
Agree with your analysis here. ED and LS: Extreme Temperature protect 
against different things. 
 
Date: Tue, 14 Oct 1997 01:19:35 -0300 (ADT) 
From: Trevor Barrie <tbarrie@ibm.net> 
X-Sender: tbarrie@drollsden 
cc: champ-l@omg.org 
Subject: Re: Reduced END Question 
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On Thu, 9 Oct 1997, Robert A. West wrote: 
 
> (1) What END do you charge for dodge, block, etc? 
 
1. Err, when I remember that rule.:) It's the official rule, and it's 
always seemed reasonable enough. 
 
> (2) Do you in any way factor in STR for blocks?  It seems a reasonable  
> interpretation that Casual STR could allow one to ignore a block as well,  
> but it is equally reasonable to argue that deflecting or sidestepping the  
> blow is a valid SFX for block, and that this requires very little STR. 
 
Thought about it, but for now I just play Blocks by the book. 
 
X-Sender: ludator@mail.softfarm.com 
Date: Mon, 13 Oct 1997 23:43:03 -0500 
From: Vox Ludator! <ludator@mail.softfarm.com> 
Subject: Re: Nonstandard Deviations 
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At 02:57 PM 10/10/97 -0700, Bob Greenwade wrote: 
>   I was, and I'm always bothered when a published character (or other 
>"entity") deviates appreciably from the standard rules.  An occasional 
>variance for an unusual situation is one thing, but this (along with 
>providing a "free point" for characters' primary Professional Skills in 
>Champions of the North by applying the Everyman Skill point toward it) only 
>confuses matters. 
 
If you read the section on Everyman skills, they seem to fall into two 
groups: "shadow" skills that represent 'default use' skills (like Deduction 
or Climbing), and 'freebie' abilities (the AK, PS, and Language) which seem 
to be "real" points in the same sense as the 10s-in=all-CHAR.  Therefore, 
it's possible this wasn't a deviation, but another of those hidden 
feature-not-a-bug bits in the HERO rules. 
 
-- 
Vox 25:17, Patron Saint of Gadflies 
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X-Sender: ludator@mail.softfarm.com 
Date: Mon, 13 Oct 1997 23:43:05 -0500 
From: Vox Ludator! <ludator@mail.softfarm.com> 
Subject: Re: Grey Areas 
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At 03:14 PM 10/11/97 +0000, Guy Hoyle wrote: 
>I think it would be a good thing to identify some of the "grey  
>areas", areas where the vagueness of the official rules has an impact  
>upon the way someone runs his campaign.  This is not an attempt to  
>reawaken old flamefests, however; I just want to understand where  
>these areas are. 
> 
>The ones I can think of right now are: 
>--Linked (No debates, please!) 
>--Characteristics bought as Powers (with regard to Normal  
>Characteristic Maxima) 
 
To begin with, I think the "no debate" should be extended to the entire 
thread, and then double underlined. :]  Then, off the top of my head: 
 
        Everyman Skills (are they all treated identically, or are 
        PS/AK/Language different?) 
 
        Use of multiple powers at once (a little different from the  
        Linked debate -- essentially, how many NON-linked powers can  
        you use in a single attack?) 
 
        The *extent* to which SFX can affect a power. 
 
        Whether Knockback is based off "BODY rolled on the dice" or  
        "BODY actually subtracted from the character's score". 
 
        Which advantages are figured into DC. 
 
-- 
 
Vox 25:17, Patron Saint of Gadflies 
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X-Sender: ludator@mail.softfarm.com 
Date: Mon, 13 Oct 1997 23:43:08 -0500 
From: Vox Ludator! <ludator@mail.softfarm.com> 
Subject: Re: Heromaker: Who uses it? 
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At 01:04 AM 10/14/97 -0300, Trevor Barrie wrote: 
>You don't _need_ to apply an Advantage or Limitation to your CHAR to buy 
>it as a Power. In other words, if you take this view, then _none_ of your 
>stats count against the maxima if you don't want them to - which begs the 
>question, why is NCM a Disadvantage? 
 
p. 60: "Characteristics can be purchased with Power Limitations, Power 
Advantages, and Power Frameworks, just like Powers.  For these purposes, a 
Characteristic should be treated as a Standard Power." 
 
Whether or not you feel "Characteristics bought as Powers" are affected by 
NCM, I think the BBB is rather clear that Characteristics are ONLY 
considered Powers when Power Modifiers are applied to them. 
 
And I'd point out again, NCM isn't much of a Disadvantage anyways. :/ 
 
>At any rate, I have difficulty seeing how STR, even STR bought as a Power, 
>could ever be seen as a "Power that raises Characteristics". STR moves 
>objects, inflicts damage... raising Characteristics isn't part of the 
>description as far as I can tell. 
 
Because it is a Power, and if you buy it your appropriate (native) 
Characteristic is effectively raised while it is activated?   
 
== 
Vox 25:17, Patron Saint of Gadflies 
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X-Sender: shelley@mail.mactyre.net 
Date: Mon, 13 Oct 1997 21:43:38 -0700 
From: Shelley Chrystal Mactyre <shelley@mactyre.net> 
Subject: Re: ICQ 
Cc: champ-l@omg.org 
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At 06:02 AM 10/13/97 -0700, Bob Greenwade wrote: 
>>(ICQ is an internet independent chat programthat works in it's own 
>>windows..worth checking out!) 
> 
>   Where can one get this? 
 
www.icq.com or www.mirabilis.com -- it's a nifty program, and I've been 
using it since Jim Dickinson sent it to me ages ago (thanks, Jim!). ;-) 
It's reliable --  I think just about everyone I know is on it, including my 
younger brother (who uses it to nag me to get him things.)   I think Jim 
has a point, though -- Powwow is much more versatile (and the newer version 
has an interface awfully close to ICQ's). Plus Powwow has a whiteboard 
which allows you to draw something and allow everyone to see it -- very 
helpful if you were running a game.  It also allows for voice 
communication, which could be really interesting.  
 
Shelley Chrystal Mactyre 
www.mactyre.net 
 
Your children will see the stars. 
--Robert A. Heinlein 
 
Comments: Authenticated sender is <korthmat@pilot.msu.edu> 
From: "Matt Korth" <korthmat@cps.msu.edu> 
Organization: I don't think so, Tim. 
Date: Tue, 14 Oct 1997 00:52:23 -0400 
Subject: Bill Gates as Champions Villain (was Re: Poll for OS) 
Priority: normal 
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> 	Now, to bring this back to Champions -- anyone besides me been 
> tempted to run a session or two with Bill Gates as the big villian?  Next 
> time I'm in the mood for humor I'm gonna do something of the sort.  Or 
> maybe Foxbat kidnaps him for some reason . . . hmmm.  Nope, won't work, 
> the players wouldn't want to rescue him. 
 
Well, I *do* have a JPEG picture called "billborg", and a writeup posted  
on the list a long time ago of a typical Borg... 
 
"I am Bill, of Microsoft.  Resistance is futile.  You will be assimilated. 
Your OS will adapt to service mine..." 
 
--M, who notes that there's no way Bill of Microsoft would ever willingly  
use the term "we" or "ours", unlike a typical Borg... 
 
 
 
 
-- 
korthmat@cps.msu.edu  http://www.cps.msu.edu/~korthmat 
*** People who send me UCE/UBE will be crucified. *** 
"Katy, you're a freshman.  Find 2,000 people."  
        --Droz, _PCU_ 
 
From: Daniel Pawtowski <dpawtows@access.digex.net> 
Subject: Re: Bill Gates as Champions Villain (was Re: Poll for OS) 
Date: Tue, 14 Oct 1997 01:01:13 -0400 (EDT) 
Organization: VTSFFC 
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>  
> "I am Bill, of Microsoft.  Resistance is futile.  You will be assimilated. 
> Your OS will adapt to service mine..." 
>  
  And a slightly older joke..... 
 
  "We are Pentium of Borg.  Division is futile.  You will be 
approximated."  Also spoken, of course, by 7.00938 of 8.9999947682. 
 
 
                                   Daniel Pawtowski 
 
   
 
X-Sender: shelley@mail.mactyre.net 
Date: Mon, 13 Oct 1997 22:01:37 -0700 
From: Shelley Chrystal Mactyre <shelley@mactyre.net> 
Subject: Re: Time Lines for Campaign Worlds 
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Just out of curiosity, am I the only person on the list who finds anything 
but the most vague of timelines to be restrictive when planning and running 
a game?  When I was planning my Hudson Hawks campaign, I discussed with the 
players major events, but both they and I found it much easier to make 
things up as we went along.  When, for example, the heroine Firehawk showed 
up in the game (and she would become a primary NPC), it was just a matter 
of telling them her public record and moving on from there.  Ditto on 
villains.  I didn't feel locked into a rigid view of the universe (back 
then), and one of the main reasons why I strongly considered *not* using 
the Golden Hawks Universe (though I acquiesced to player opinion) when 
planning my current FTF game was because I have the ponderous weight of 
four campaigns that I feel I have to be consistent with when I run.  Now, I 
can't use X team because the Hawks beat 'em up or have Armstrong show up 
because of that wacky "Armstrong Debacle" plot from way back when.  
 
Now, I have over 400 pages of *stuff* and I think site lurkers are probably 
more familiar with it than I am these days.  I don't think most players 
care about timelines -- mine certainly don't, and I do have a high opinion 
of their ability -- and I wonder why GMs feel it's necessary.  I mean, I 
guess I go into a game with a clear view of what I want to accomplish and 
what the world feels like, and I know enough about history to be internally 
consistent.  I just see it as a waste of a GM's time -- I'd rather see the 
GM put work into the plots and the villains than a detailed history. 
History (and I say this as a person getting her BA in history in December) 
is all well and good, but really, the emphasis on the game should be, IMHO, 
on the present and not the past. Timelines force things -- let the players 
dictate the history and shape of the universe.  
 
Anyway, there's been a ton of discussion about this recently, both here and 
on #herochat, and I must say, Matthew and I have been shaking our heads 
over it. =)  
 
Shelley Chrystal Mactyre 
www.mactyre.net 
 
Your children will see the stars. 
--Robert A. Heinlein 
 
Date: Tue, 14 Oct 1997 01:09:24 -0500 (EST) 
From: ALONE AT MIDNIGHT <RAVANOS@jcs1.jcstate.edu> 
Subject: THe Tragic Tale of Holy Ground 
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     Vampire Killer B and Doktor Von Helmsley are both vampire hunters. 
Vampire Killer B has a holy sword.  Doktor Von Helmsley has the power of 
faith. 
     Now, how would you work the Sf/x of a holy item, like B's sword? 
What about blessing an object, or an area, as 'sacred ground,' or holding 
a vampire at bay with a cross, or actually burning the blood sucker 
with holy water? 
     I have my own take on everything _but_ the sacred ground (Change 
Enviornment?).  I read something about holy ground under Independant... 
What if you wanted to 'bless' weapons? 
     Tell me what you think. 
                                         Hungry for the answers, 
                                           Jason Sullivan 
 
X-Sender: nezmaster@mail.ntr.net 
Date: Tue, 14 Oct 1997 02:13:15 -0400 
From: The Nez Master <nezmaster@ntr.net> 
Subject: Re: ICQ, Powwow, and game times 
Errors-To: owner-champ-l@omg.org 
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At 09:43 PM 10/13/97 -0700, you wrote: 
>At 06:02 AM 10/13/97 -0700, Bob Greenwade wrote: 
>>>(ICQ is an internet independent chat programthat works in it's own 
>>>windows..worth checking out!) 
>> 
>>   Where can one get this? 
> 
>www.icq.com or www.mirabilis.com -- it's a nifty program, and I've been 
>using it since Jim Dickinson sent it to me ages ago (thanks, Jim!). ;-) 
>It's reliable --  I think just about everyone I know is on it, including my 
>younger brother (who uses it to nag me to get him things.)   I think Jim 
>has a point, though -- Powwow is much more versatile (and the newer version 
>has an interface awfully close to ICQ's). Plus Powwow has a whiteboard 
>which allows you to draw something and allow everyone to see it -- very 
>helpful if you were running a game.  It also allows for voice 
>communication, which could be really interesting.  
> 
 
Two things.  
1> in refrence to this post, where does one get powow? 
2> My time listing of 12-3 (am or pm depending on player preference) was 
EST, sorry for the oversight, i MEANT to post it before. 
 
>Shelley Chrystal Mactyre 
>www.mactyre.net 
> 
>Your children will see the stars. 
>--Robert A. Heinlein 
> 
> 
-------------------------Nez Master-------------------- 
      Second founder of the backwards philosophy 
	       http://www.ntr.net/~nezmaster 
	    		Nothing is certain 
_______________________________________________________ 
	 
 
Reply-To: "Filksinger" <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
Subject: Re: Heromaker: Who uses it? 
Date: Mon, 13 Oct 1997 23:28:15 -0700 
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-----Original Message----- 
From: Trevor Barrie <tbarrie@ibm.net> 
To: champ-l@omg.org <champ-l@omg.org> 
Date: Monday, October 13, 1997 10:03 PM 
Subject: Re: Heromaker: Who uses it? 
 
 
>On Fri, 10 Oct 1997, Vox Ludator! wrote: 
 
>> I agree, the last seems strange -- buy your STR 0 END, and it can 
be as high 
>> as you want it?  But the write-up for Defender definitely follows 
this 
>> course, paying only standard costs for his OIF Characteristics. 
> 
>Defender would hardly be the only officially-published character to 
have 
>mistakes in his character sheet, though. 
> 
 
While I don't remember where (I rarely buy supplements, and thus don't 
have an example available), I have seen other published characters 
with the same "mistake". 
 
Actually, I thought I had seen this explained once in an official 
ruling. Something to the effect that NCM did not apply to 
Characteristics bought with Limitations, or inside a Framework. If I 
recall right, Advantages weren't considered sufficient to avoid NCM. 
 
I don't necessarily agree with this rule, but I have long considered 
this to be a strange but official rule. I wouldn't bet money on it, 
though. (That's my touchstone. If I remember a fact, and I'm willing 
to bet money on it, _don't accept_. I've never lost money that way. (I 
once lost 5 character points that way, though.:)) 
 
Filksinger 
 
Reply-To: "Filksinger" <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
Subject: Re: Bill Gates as Champions Villain (was Re: Poll for OS) 
Date: Tue, 14 Oct 1997 00:14:10 -0700 
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On Monday, October 13, 1997 10:28 PM, Matt Korth wrote: 
 
>Well, I *do* have a JPEG picture called "billborg", and a writeup 
posted 
>on the list a long time ago of a typical Borg... 
 
>"I am Bill, of Microsoft.  Resistance is futile.  You will be 
assimilated. 
>Your OS will adapt to service mine..." 
 
A friend of mine who works for Microsoft started a contest about a 
year ago. He had just gotten a new Timex Datalink watch, and would 
give the old one to whomever wrote the best story to "We are Microsoft 
of the Borg. Resistance is Futile. You will be assimilated." 
 
The winner was a guy who wrote that, after Bill Gates lost the U.S. 
Presidential election, Microsoft went into space using FTL 1.0. 
According to him, Borg stands for "Bill Owns the Rest of the Galaxy." 
 
Filksinger 
 
Reply-To: "Filksinger" <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
Subject: Re: Time Lines for Campaign Worlds 
Date: Tue, 14 Oct 1997 00:16:09 -0700 
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On Monday, October 13, 1997 10:26 PM, Shelley Chrystal Mactyre wrote: 
 
 
>Just out of curiosity, am I the only person on the list who finds 
anything 
>but the most vague of timelines to be restrictive when planning and 
running 
>a game? 
 
No. My timeline is rather vague for exactly the same reasons. I 
already have things to add, though, without the players even asking. 
As I assume I will always be adding things, I kept it rather vague. 
 
Filksinger 
 
Reply-To: "Filksinger" <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
Subject: Re: ICQ 
Date: Tue, 14 Oct 1997 00:36:21 -0700 
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On Monday, October 13, 1997 10:19 PM, Shelley Chrystal Mactyre wrote: 
 
>I think Jim 
>has a point, though -- Powwow is much more versatile (and the newer 
version 
>has an interface awfully close to ICQ's). Plus Powwow has a 
whiteboard 
>which allows you to draw something and allow everyone to see it -- 
very 
>helpful if you were running a game.  It also allows for voice 
>communication, which could be really interesting. 
 
Most of this stuff is also available free from Microsoft as 
NetMeeting, I believe. Part of the IE 4.0 download, and also, I 
believe, available separately. 
 
Filksinger 
 
Date: Tue, 14 Oct 1997 02:11:49 -0700 
From: "Robert A. West" <robtwest@erols.com> 
Subject: Re: Grey Areas 
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John and Ron Prins wrote: 
>  
> >This does not address the real problem.  Consider two 250-pt characters. 
 
[Werewolf vs Wolfwere example deleted] 
 
>  
> I think it's the wrong construct to use; I'd go with a Shapeshift (one form, 
[remainder of discussion deleted] 
 
Oh, bother!  I suppose that you are trying to be helpful, but I am  
interested in discussing a troubling aspect of multiform, not finding a  
work-around for a particular character.  There are lots of reasons you  
might *want* a multiform.  Suppose that the Wolf form has lower INT than  
the human and lacks most skills?  Suppose they are two different  
personalities altogether.  What about the fact that the two forms should  
have totally different disadvantages? 
 
> > 
> >. . .                                  fundamental rule that a 
> >character can always be rebuilt from scratch if you just know the totals. 
>  
> Huh? Where is that 'fundamental rule'.  
 
This is, of course, strictly speaking, a meta-rule.  In game-theoretic  
terms, a Champions character sheet contains no memory of prior states.   
Without bugging a friend for his ancient correspondence with the  
designers on this point, I cannot cite an explicit source; however, I  
find this meta-rule implicit in the treatment of radiation accidents, and  
in the sections of Dark Champions that discuss redesigning characters for  
street-level campaigns.   
 
If the "no state memory" rule is not true, then there must be characters  
that are achievable by a radiation accident that are not achievable  
without one, or vice-versa, or both.  Moreover, if a GM is designing an  
NPC, if there *is* state memory, he must know how much of the "bonus"  
represents experience, how much represents an allowance for the fact that  
the GM does not have time to point-compress NPCs, and how much represents  
an origin under different rules. 
 
Moreover, some disadvantages (primarily Hunted and Reputation) often  
represent prior experience anyway.  The reason that a Reputation or a  
Hunted acquired during play is not worth points is that the character got  
XP in the process of acquiring the reputation or pissing off the hunted. 
 
> . . . [example] 
> >Multo = 100 base + 150 disads + 15 experience = 265 
> >Mult1 = 100 base +  50 disads + 50 experience = 200 
> >Mult2 =  50 base +   0 disads + 50 experience = 100[vs]  
> >FormX = 100 base + 150 disads + 15 Hero Bonus = 265 
> >Form1 = 100 base + 100 disads                 = 200 
> >Form2 = 100 base                              = 100 
> > 
> >Note that FormX has 50 more points of disadvantages in one of his forms 
> >than Multo.  Under your rule, the pointing of a character can depend on 
> >how that character got its points and when, which is, IMHO, anathema. 
>  
> No it isn't. Multo came by his XP honestly, earning them with the 'help' of 
> his multiforms. FormX didn't - his forms never had the chance to earn their 
> XPs, so they have to come up with points via disads. 
 
OK.  Suppose instead of writing "Hero Bonus", I write "XP," and give  
FormX a backstory to explain how he got his experience.  Should this  
change things?  Is Multo required to spend his XP based on which form he  
spent most of an expedition as?  Not in my campaign. 
 
It would be a different matter if forms and followers earned XP directly,  
as do hirelings in many other games.  That is not how Hero works. 
 
>  
> <snip scenario to conserve electrons :-)> 
>  
> >Since the dice had spoken, I decided that he should miraculously survive 
> >until help arrives but with horrible disabling wounds. 
>  
> Hey, what about the Bleeding rules? 
 
This is part of the area that I am talking about. Under strict Hero  
rules, death is a very mechanical thing that occurs on a strict schedule.  
Since the explosion occured, by definition, on segment 12, Snow Wolf  
(Wine Te:me, pronounced Win-ay Tam-ay, more or less) should have bled  
to death post-12, before help could arrive.  This felt dramatically  
wrong, especially since the new player for the evening had already  
decided that his secret ID worked in a hospital, and the appearance of a  
mysterious patient, guarded by ONI, sounded like an excellent lead-in. 
 
The problem was that, once I made the dramatically appropriate decision,  
there was really no convenient way to quantify what I had decided upon.   
Under the basic rules, a person with 20 BODY who is reduced to 0 BODY  
will bleed to death in four minutes, which is really a very short time  
for help to arrive if your world does not involve teleporters.  While  
this is appropriate for running battles quickly, there are times, such as  
this, when I prefer another option. 
 
> [description of wounds omitted] 
 
>  
> So what's the problem? You want a damage chart that says "lose this much 
> BODY, this happens?" 
 
Sigh!  No, of course not, but it would be nice to have some basis for  
quantifying the sort of think that I was doing. 
 
> >Curing him up in such a short time struck me as neither reasonable nor 
> >dramatically correct, and the players agreed.  Again, I made a set of 
> >completely arbitrary rulings about how the healing would work that, while 
> >they moved the plot forward and drew no objection from the players, left 
> >*me* feeling unsatisfied and more at sea than I like. 
> >I am not asking for a full 3-D trauma simulation, but some guidelines to 
> >handling this sort of thing would be nice. 
>  
> !!!! But...but...but...this sort of thing is _always_ GM improvisation, 
> unless you're playing something like Rolemaster (or Warhammer FRP). Very few 
> games have 'detailed' damage results - for good reason. It _sucks_ being 
> told that you just lost a leg, but survived to live another day (after 
> months of healing, natch). In most games, it just means "write up a new PC" 
> - especially if you're in the middle of a fast moving plot! 
 
I think that you are confusing two distinct issues.   
 
(1) Should a system, as a *normal* result of combat, produce a string of  
disabled and dismembered PCs who have to be retired?  Answer: probably  
not, especially if it slows down play. 
 
(2) Should a system have a quantifiable way for a GM to describe  
dismemberment or disfigurement when it is dramatically appropriate?   
Answer, IMHO, yes. 
 
> >For example, can missing 
> >fingers be replaced by regeneration, or does it require a transform? 
>  
> Oy vey, that's an entire other thread - it really depends on the SFX of the 
> Regeneration, I guess. 
 
Actually, quantifying such things is part and parcel of the grey area  
that I wanted to discuss, not a side issue at all. 
 
 
--  
<-------------------------------------------------------> 
Robert A. West		///  "Censorship is tyranny." 
Phone W:(215)466-3628; H:(215)348-9113   
http://www.erols.com/robtwest 
 
 
Date: Tue, 14 Oct 1997 02:26:54 -0700 
From: "Robert A. West" <robtwest@erols.com> 
Subject: Re: Reduced END Question 
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Trevor Barrie wrote: 
>  
> On Thu, 9 Oct 1997, Robert A. West wrote: 
>  
> > (1) What END do you charge for dodge, block, etc? 
>  
> 1. Err, when I remember that rule.:) It's the official rule, and it's 
> always seemed reasonable enough. 
>  
 
Well...I wrote this question just after I had an argument with someone  
about it and failed to find the rule.  It turned out that I was just  
looking past it.  <embarrassed look> 
 
 
--  
<-------------------------------------------------------> 
Robert A. West		///  "Censorship is tyranny." 
Phone W:(215)466-3628; H:(215)348-9113   
http://www.erols.com/robtwest 
 
Date: Tue, 14 Oct 1997 03:01:37 -0700 
From: Captain Spith <cptspith@teleport.com> 
Reply-To: cptspith@teleport.com 
Subject: Re: No-Win Scenarios [Re: GMing Question #1] 
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Trevor Barrie wrote: 
>  
> On Thu, 9 Oct 1997, Robert A. West wrote: 
>  
> > (4) John & Ron & everyone who minimized the moral dilemma of the last 800 
> > survivors of an alien race vs the thousands of humans who would die if 
> > they landed, I say, "Shame!  Shame!"  Are any of you really that 
> > stone-hearted that you cannot feel the tragedy?  BTW, the word "genocide" 
> > is precisely appropriate.  If the aliens really have no other option, and 
> > are not a super-altruistic race, they will attempt to land and you will 
> > have to blow them up to prevent it.  It may be the first case 
> > of justifiable genocide since Cro Magnon exterminated Neanderthal, 
>  
> How was this justifiable? I'm not suggesting we punish the descendants of 
> the perpretrators or anything, but I'm curious what your reasoning is. 
 
   As I interpret this, it would be considered justifiable because the 
alternative would be to allow your own race to die.  Rule #1 of life is 
protect yourself, your family and your race.  The quandry presented 
gives two options (barring any further kibitzing from the peanut 
gallery); either destroy the aliens (inadvertantly exterminating the 
entirety of their species) or allow them to land and exterminate your 
own entire species.  To choose the aliens over the humans would be 
racial treason, thus the only option is to exterminate theirs.  Doesn't 
mean you have to be happy about it. 
 
   -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: Tue, 14 Oct 1997 03:26:55 -0700 
From: Captain Spith <cptspith@teleport.com> 
Reply-To: cptspith@teleport.com 
Subject: Re: The Tragic Tale of Norse God of Thunder and The Mad Bomber 
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Robert A. West wrote: 
 
> Well, now that you have opened this can of worms . . . 
>  
> If a weapon is, by its defined magical properties, very hard, but not 
> impossible, to grab and take away, then would it not be appropriate to 
> point it up as an OIF?  For that matter, should there be something called 
> an Obvious Semi-Accessible Focus: OSF(-3/4)? 
 
   That's splitting hairs a bit too fine for my taste.  A focus should 
be either Accessable or InAccessable.  Considering how often a character 
with a suit of Power Armour defined as OIF is *actually* without the 
armour (in most games), it's asking a lot to expect a GM to have too 
many levels of 'accessibility' for focii. 
   Remember, in comic books, the dynamics of most (if not nearly all) 
examples of power armour and other 'worn' focii actually represent 
OnlyInHeroID.  When Players choose to have armour 'like Iron Man's', 
they need to realize that buying it as a focus will leave them without 
it much more often than Tony Stark (or whoever the hell is using 'The 
Armour' now) is deprived of his.  But many GMs also are confused by the 
attempt to compare the gaming version to the comic version, and are not 
harsh enough on enforcing the limitation. 
   So adding another level of accessability seems to me an attempt to 
create a rule to fix a problem that is one of enforcement, rather than 
lack of resources. 
 
   -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: Tue, 14 Oct 1997 03:33:41 -0700 
From: Captain Spith <cptspith@teleport.com> 
Reply-To: cptspith@teleport.com 
Subject: Re: I'm baaack! 
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Jim Dickinson wrote: 
>  
> At 11:35 AM 10/13/97 -0500, Rick Ryker wrote: 
> >Actually, I checked a few of my old campaign notes; 
> >and I was still playing in 1989.  Not quite ten years ago. 
> >My prized possession is my hard cover first printing 
> >of the Fourth Edition rules book, Dated 1989. 
>  
> I have one of those!  And it was only recently that the binding finally 
> came loose...but some hot glue fixed that right up... 
>  
> (This was one of the things that most people were complaining about with 
> those books, was the crappy binding job) 
 
   I fixed THAT problem, my '89 Champs 4th ed. is currently in a 
three-ring binder; I hole punched all the inner pages, and duct-taped 
the front and back covers onto the front and back of the binder. 
   Actually, this makes it easier for me to keep things organized; all 
my rewrites of the characters I use from the book are conveniently 
inserted in the binder right alongdside the source page for easy 
reference... 
 
   -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: Tue, 14 Oct 97 10:51:24 UT 
From: "Jeff Tolle" <Trigon@classic.msn.com> 
Subject: RE: Tragic Tale of a Lonely Archer 
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I would buy the power as Flying, Then you can give it an activation (Does the  
arrow hit, and penetrate,) and an OAF.  It should also require gestures (i.e.  
you better hold on)  It should be useable by others, and have a limited range 
 
Good Luck 
 
BTW Jason, are you from NC? 
 
Jeff Tolle 
 
-----Original Message----- 
From:	owner-champ-l@omg.org  On Behalf Of ALONE AT MIDNIGHT 
Sent:	Saturday, October 11, 1997 2:56 PM 
To:	champ-l@omg.org 
Subject:	Tragic Tale of a Lonely Archer 
 
     Archer is a hero with a 3d6 KA (32 recoverable charges, 2 handed 
weapon, OAF, Independent, Str miniumum 28, Power Limitation: Cost END) to 
simulate a bow he uses in combat... 
     I want to give him a movement power, namely Swinging, in the form 
of an Arrow with a line attached to it.  How do I simulate this Sf/x, 
considering it will take time and probally a Skill roll to get the arrow 
into the object in question.  It would be impossible for him to use it 
in rapid sucession (like a Spider-Guy would...), or on objects that are 
too dense for the arrow to penetrate.  If he has one recoverable charge, 
could he just pluck it using the cord attached to it?  Would the focus 
be the sing line itself, the arrow, or the bow?  Would it be Linked to 
the previous attack, and if it were, would it cost additional END to  
fire (or would you just buy it with the Limitation: Charges)?  What 
is the DEF and BODY of a swing line?  How long is it?  Would it 
add any bonuses to climbing (and how fast could he climb up it)? 
     ....can anyone out there think of the numerous Sf/x of a piece of rope? 
Sliding across it from an elevation, using it to choke an enemy, tripping 
or 'clotheslining' a number of goons running itno your line of fire,  
entangling someone with a 'bounced' shot, rappling, climbing (again),  
shooting it into a helecopter so the brick in your part can tug it down, 
having other people on it at the same time, tying yourself down to a street 
lamp while Dr. Wind conjures up a storm....  how would these translate into 
game terms?  ...and how much weight could it support?  What if it missed?!? 
     Your feed back would be appreciated. 
                                           Archers of the World, Unite! 
                                           Jason Sullivan 
 
 
Date: Tue, 14 Oct 1997 03:51:43 -0700 
From: Captain Spith <cptspith@teleport.com> 
Reply-To: cptspith@teleport.com 
Subject: Re: Player input (was:Re: Antinomy/Tragedy/No-Win 
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Curtis Gibson wrote: 
 
> <...>I came up to the GM 
> and said "Hey, I'd like you to kill Black Cat, bring her back without 
> her Martial arts, have her get possessed by the 'evil' side of her 
> powers, go badguy for a while, get captured, depowered sent to jail and 
> then turn into a full blown 'mystic' Martial Artist." 
>   <....> how many of you GMs out there have, or want, this level 
> of player input. I get a lot of plot requests from my players and try to 
> work them in. I personally think it is wonderfull, but have run into GMs 
> that don't want 'the players plotting the campaign'.  Just curious. 
 
   Oh, my, I dream of this kind of player input.  In my current game, 
everybody is so busy with reallife all the time that scheduling is a 
bitch, which leaves me weeks to ruminate on all the stuff going on in my 
campaign world in the background. 
   You would think this should help, wouldn't you?  By the time a 
gathering can be arranged, I'm at a loss as to where the PCs can fit 
back into my world.  In fact, I have a game this Saturday, after a 
three-month hiatus and at this time have NO IDEA what I'm going to do.  
I have no problem knowing every last detail of what is going on in every 
area of my world at any given time, but am often caught up short when 
required to actually relate it to the PCs without any outside input or 
suggestions, at least not without it becoming nothing but a seemingly 
pointless combat because I've already played out the setup and 
introduction to the encounter in my head two weeks ago. 
   At the beginning of every gaming session I run, regardless of whether 
I have something planned or not, the FIRST priority is asking all 
players if they have any direction they were planning on/hoping for.  A 
pre-planned adventure can always be savid for later, but a 
player-spawned adventure often depends on the players' mood and/or 
particular state of mind at the time, and could be lost forever if not 
siezed upon immediately. 
 
   -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: Tue, 14 Oct 97 12:06:04 GMT 
X-Sender: smcginn@csm.ex.ac.uk 
From: smcginn@csm.ex.ac.uk (Steve McGinness) 
Subject: Re: No-Win Scenarios [Re: GMing Question #1] 
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At 03:01 AM 14/10/97 -0700, cptspith@com.teleport wrote: 
>Trevor Barrie wrote: 
>> How was this justifiable? I'm not suggesting we punish the descendants of 
>> the perpretrators or anything, but I'm curious what your reasoning is. 
> 
>   As I interpret this,..... 
 
I think you have misinterpreted the actual question. I think Trevor was  
interested in the justifiability of the extermination of Neanderthal by  
Cro-Magnon, obviously your justification for exterminating the aliens is  
spot-on!! :-) 
 
 
Stephen McGinness 
 
X-Sender: bob.greenwade@klock.com 
Date: Tue, 14 Oct 1997 05:41:55 -0700 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Normal Characteristic Maxaima 
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At 01:04 AM 10/14/97 -0300, Trevor Barrie wrote: 
>On Fri, 10 Oct 1997, Vox Ludator! wrote: 
>> I agree, the last seems strange -- buy your STR 0 END, and it can be as 
high 
>> as you want it?  But the write-up for Defender definitely follows this 
>> course, paying only standard costs for his OIF Characteristics.  
> 
>Defender would hardly be the only officially-published character to have 
>mistakes in his character sheet, though. 
 
   But would he be the only one actually in the BBB? 
--- 
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 
 
 
X-Sender: bob.greenwade@klock.com 
Date: Tue, 14 Oct 1997 05:43:26 -0700 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: RE: I'm baaack! 
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At 03:14 PM 10/13/97 -0700, Jim Dickinson wrote: 
>At 11:35 AM 10/13/97 -0500, Rick Ryker wrote: 
>>Actually, I checked a few of my old campaign notes; 
>>and I was still playing in 1989.  Not quite ten years ago. 
>>My prized possession is my hard cover first printing 
>>of the Fourth Edition rules book, Dated 1989. 
> 
>I have one of those!  And it was only recently that the binding finally 
>came loose...but some hot glue fixed that right up... 
> 
>(This was one of the things that most people were complaining about with 
>those books, was the crappy binding job) 
 
   Yeah, that was why, after about two years, I had to toss my hardcover 
Champions and go get a softcover edition. 
   (Though I still want to go get a copy of Champions Deluxe someday before 
they finally vanish from the stores forever.) 
--- 
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 
 
 
X-Sender: bob.greenwade@klock.com 
Date: Tue, 14 Oct 1997 05:47:11 -0700 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Poll for OS 
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At 10:24 AM 10/13/97 -0700, Mark Lemming wrote: 
>Tim R. Gilberg wrote: 
>>         Now, to bring this back to Champions -- anyone besides me been 
>> tempted to run a session or two with Bill Gates as the big villian? 
>> Next time I'm in the mood for humor I'm gonna do something of the sort.  Or 
>> maybe Foxbat kidnaps him for some reason . . . hmmm.  Nope, won't 
>> work, the players wouldn't want to rescue him. 
> 
>A friend has him as a recurring villian.  He's actually an ancient 
>dragon that has assumed a human form and is slowly taking over the 
>world.  Except for the dragon part he's just like this world's 
>version... 
 
   Or maybe he's a robotic vehicle for a hamster bent on world domination. 
--- 
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 
 
 
X-Sender: bob.greenwade@klock.com 
Date: Tue, 14 Oct 1997 05:57:01 -0700 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Time Lines for Campaign Worlds 
Cc: hero-l@emerald.omg.org 
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At 09:00 AM 10/13/97 +0000, Vance Scott wrote: 
>> hows about actual contributions? even if not fer yer own campaign,  
>> but just fer fun? ne1 else one the list interested in  
>> a cooperative 'generic' superheroic timeline? just for the hell of it? *eg* 
> 
>Actually Rook has a time line set-up on his Web page that allows  
>submissions, but I think an alternate champions time line would be an  
>interesting, and fun project. I think we should limit ourselves to  
>the characters presented in the various champioins products.  
 
   As another stipulation, be careful about putting published adventures as 
historical events, in case someone wants to use both the adventure and the 
timeline without having to finagle the latter. 
   The main two exceptions, because of how they affect so much published 
elsewhere in the CU and because they've been given specific dates in the 
published materials, are the Day of the Destroyer (29 January 1990) and the 
Assault on Stronghold (7 Dec 1991, from Classic Organizations).  True, both 
dates are given in the CU timeline, but as I've said they're also events 
that help shape other established "facts." 
--- 
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 
 
 
X-Sender: bob.greenwade@klock.com 
Date: Tue, 14 Oct 1997 05:57:01 -0700 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Time Lines for Campaign Worlds 
Cc: hero-l@emerald.omg.org 
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At 09:00 AM 10/13/97 +0000, Vance Scott wrote: 
>> hows about actual contributions? even if not fer yer own campaign,  
>> but just fer fun? ne1 else one the list interested in  
>> a cooperative 'generic' superheroic timeline? just for the hell of it? *eg* 
> 
>Actually Rook has a time line set-up on his Web page that allows  
>submissions, but I think an alternate champions time line would be an  
>interesting, and fun project. I think we should limit ourselves to  
>the characters presented in the various champioins products.  
 
   As another stipulation, be careful about putting published adventures as 
historical events, in case someone wants to use both the adventure and the 
timeline without having to finagle the latter. 
   The main two exceptions, because of how they affect so much published 
elsewhere in the CU and because they've been given specific dates in the 
published materials, are the Day of the Destroyer (29 January 1990) and the 
Assault on Stronghold (7 Dec 1991, from Classic Organizations).  True, both 
dates are given in the CU timeline, but as I've said they're also events 
that help shape other established "facts." 
--- 
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 
 
 
X-Sender: shelley@mail.mactyre.net 
Date: Tue, 14 Oct 1997 06:15:49 -0700 
From: Shelley Chrystal Mactyre <shelley@mactyre.net> 
Subject: Re: Time Lines for Campaign Worlds 
Cc: champ-l@omg.org 
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Brian, 
 
I believe you've mistaken my meaning.  I consider timelines *before* the 
game starts to be unnecessary.  Obviously, games create their own history 
-- or else I wouldn't have a 16 meg website!  When I enter a game with a 
meticulously structured history and timeline, I get the feeling from the GM 
that he'd rather be dictating a novel than running a roleplaying game -- 
and which has always proven to be the case in those games.  Personally, I 
like the players to have much more of an influence. 
 
At 11:22 AM 10/13/97 -0700, Rook wrote: 
>    After making it up, you write down when it happened, thus a timeline is 
>born.Do you know when super's began to appear in your world? Why? 
>    In your world, the public hates paranormals, why is this? How did it 
>happen? What event's ahve occured because of it? 
 
Right, and these are things which the players have a vague understanding of 
in the beginning, and which get more clearly defined in their game, not 
something I pass out when they show up at my house. 
 
 
>>  When, for example, the heroine Firehawk showed 
>> up in the game (and she would become a primary NPC), it was just a matter 
>> of telling them her public record and moving on from there. 
> 
>    Her public record is a piece of the timeline... 
 
But say I decide two months after I draft the timeline that I don't want 
Firehawk around, or that she really doesn't fit anymore -- the game's moved 
 in another direction.  I'd feel locked into using her, or I'd be forced to 
ignore her.  But my time's been wasted, period. And this would hold true 
with other things.  Say I've written in my timeline of the world that no 
paranormals existed before 1950 -- but then I'm given Protector's 
background (a guy who went back to 1939 and was part of an official team). 
I'd have to reject it.  But in this case: no timeline, no written record, 
and I could be flexible -- and it really added to the game.  
 
>>  Ditto on 
>> villains.  I didn't feel locked into a rigid view of the universe (back 
>> then), and one of the main reasons why I strongly considered *not* using 
>> the Golden Hawks Universe (though I acquiesced to player opinion) when 
>> planning my current FTF game was because I have the ponderous weight of 
>> four campaigns that I feel I have to be consistent with when I run.  Now, I 
>> can't use X team because the Hawks beat 'em up or have Armstrong show up 
>> because of that wacky "Armstrong Debacle" plot from way back when. 
>> 
> 
>    True, but that only adds to the flavor for most of us. 
 
But let the players dictate the stories!  Those stories exist for the sole 
purpose of the fact I wrote them down after they played it -- the plots 
moved the way they did and created the events they did because the 
characters decided to do things their way.  Imposing the Armstrong debacle 
on a group is dry -- nothing like being in the room with Matthew, Marcus, 
and Jennifer arguing about it (which they still do whenever they get 
together) and it's completely meaningless to anyone else (except, I think, 
for the players who are in the room watching them lose all dignity and yell 
at each other!)  You won't get strong feelings without letting them have a 
stake in it.  
 
>    Timelines let you have consistancy without tripping over your own feet. 
 
Goodness, that's what keeping notes is all about!  And don't tell me that's 
also contributing to the timeline -- of course it is.  It's letting the 
*players* contribute to the timeline.  That's the difference.  
 
>> Anyway, there's been a ton of discussion about this recently, both here and 
>> on #herochat, and I must say, Matthew and I have been shaking our heads 
>> over it. =) 
>> 
> 
>    Well, that certainly won't stop it from being discussed. 
 
Er...right.  Of course not -- why would I try?   
 
>Many of us find it an invaluable tool. To know a worlds history is to know 
why 
>this or 
>that group disputes things. This or that political situation is happeneing. 
>Etc... 
>    If I make a Korean Super Hero, knowing that historically Korea has been 
>attacked 
>over an over by Japan will help me gauge his reactions to Japanese Heroes. 
 
Right.  Presumably you'd have the presence of mind (or your GM would) to 
discuss his background before you made him up.   
 
>    If I make a mutant, knowing there's a group trying to get a mutant 
>registration group through, and 
>at sucha and such points in history they achived this and that goals will 
help 
>me understand my heroes 
>world view. 
 
As above.  Brian, I think you value the same things I do in a game, or in 
needing to know the feeling.  The difference here, I think, is that I want 
the players to write history -- with their backgrounds and actions -- more 
than I want to.  When I want to convey a feeling in the game, I devise a 
plot which will allow the characters to interact with something which will 
bring that into being.  With the aforementioned Armstrong Debacle it was 
that I wanted something Babylon 5-eque -- the characters were all very 
loyal, very patriotic, upright heroes who'd never questioned the 
government, and here they were confronted with how to handle uncovering an 
incredible level of corruption -- that was how it started.  How they 
handled it determined the outcome.  This works so much better than if 
someone just read it in a timeline -- and that's why, with that Armstrong 
Debacle page, I wanted them to write their versions of events, in the hope 
people could see the emotions which came out of it.  
 
At any rate, perhaps I'm more sensitive about this issue because of the web 
site.  I have people who write me asking why such and such happened and why 
I did this and why I let my players do that....Example: a person misreading 
a G3 turn (who'd never played Matthew's Chessmen or even read all of it) 
sent me several very impassioned e-mails demanding to know why I mistreated 
the organization and why the newspaper I'd uploaded didn't handle it 
differently. <sigh>   And it happens all the time.  Believe me, flexibility 
is better. Now I have to double check four or five pages before I can make 
an off-hand statement about something in recent history -- and I thank my 
stars that my face-to-face players are largely unfamiliar with the web site! 
 
Shelley Chrystal Mactyre 
www.mactyre.net 
 
Your children will see the stars. 
--Robert A. Heinlein 
 
Date: Tue, 14 Oct 1997 10:09:01 -0400 (EDT) 
From: Bill Svitavsky <bsvitavs@bu.edu> 
Subject: Re: Bill Gates as Champions Villain  
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On Tue, 14 Oct 1997, Matt Korth wrote: 
 
> > 	Now, to bring this back to Champions -- anyone besides me been 
> > tempted to run a session or two with Bill Gates as the big villian?  Next 
> > time I'm in the mood for humor I'm gonna do something of the sort.  Or 
> > maybe Foxbat kidnaps him for some reason . . . hmmm.  Nope, won't work, 
> > the players wouldn't want to rescue him. 
>  
> Well, I *do* have a JPEG picture called "billborg", and a writeup posted  
> on the list a long time ago of a typical Borg... 
 
I had an NPC inspired by both Bill Gates and the net joke/rumor about 
Microsoft buying out the Catholic Church. In this campaign, the existence 
of superhumans had drastically altered the world, with the supers becoming 
feudal warlords as the world broke down into small city-states. One 
Italian super, Leonardo Venturi, was an incredible genius with computers 
and technology, and hence the world's richest man. He bought the Catholic 
Church, partly because he could, and partly because he had a major God 
complex. He liked to tell people he was the Pope's boss. 
 
Date: Tue, 14 Oct 1997 10:53:57 -0400 (EDT) 
X-Sender: jprins@interhop.net 
From: jprins@interhop.net (John and Ron Prins) 
Subject: Re: THe Tragic Tale of Holy Ground 
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X-UID: 150 
 
>     Vampire Killer B and Doktor Von Helmsley are both vampire hunters. 
>Vampire Killer B has a holy sword.  Doktor Von Helmsley has the power of 
>faith. 
>     Now, how would you work the Sf/x of a holy item, like B's sword? 
>What about blessing an object, or an area, as 'sacred ground,' or holding 
>a vampire at bay with a cross, or actually burning the blood sucker 
>with holy water? 
 
Holy items are largely SFX that hit the target creature's Vulnerabilities 
and/or Susceptibilities. For example, most demons and vampires should be 
build with "2x BODY and STUN from Holy Objects" or similar disadvantages. 
Creating sacred ground would be a Change Environment, while blessing an 
object would probably be a Transform (Minor, I'd say). Vampires should have 
Phys.Lim.: Repulsed by Crosses/Garlic, and Susceptibility: XD6 from Holy 
Water. Note this all assumes 'classic' movie vampires, as opposed to Anne 
Rice or VtM-style angsty vampires. Chinese Hopping Vampires are another 
matter :-). 
 
----------------------------------------------------------------------------- 
"Guns-ablazin', fu-fightin', spell-chuckin', rubber-monster-stompin' ACTION!" 
-John comments on Feng Shui 
----------------------------------------------------------------------------- 
John D. Prins 
jprins@interhop.net 
 
Date: Tue, 14 Oct 1997 10:54:00 -0400 (EDT) 
X-Sender: jprins@interhop.net 
From: jprins@interhop.net (John and Ron Prins) 
Subject: Re: Grey Areas 
Errors-To: owner-champ-l@omg.org 
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X-UID: 152 
 
>> I think it's the wrong construct to use; I'd go with a Shapeshift (one form, 
>[remainder of discussion deleted] 
> 
>Oh, bother!  I suppose that you are trying to be helpful, but I am  
>interested in discussing a troubling aspect of multiform, not finding a  
>work-around for a particular character.  There are lots of reasons you  
>might *want* a multiform.  Suppose that the Wolf form has lower INT than  
>the human and lacks most skills?  Suppose they are two different  
>personalities altogether.  What about the fact that the two forms should  
>have totally different disadvantages? 
 
All of which can be worked around! Buy back INT with a Limitation (yes, -4 
INT, Only During a Full Moon (-2), for a total buy-back of 1 point rather 
than 4). You could easily do the same thing with skills, or take the 
Phys.Lim.: Totally Savage in Were-form, making him unable to use most 
'human' skills, but still use Stealth, Shadowing, and whatever else. 
Different personalities is a separate issue - with GM permission, just buy X 
amount of Psych.Lims. for each form, and they only apply when in that 
particular form, and you only get X points for them, not 2 times X. And they 
shouldn't have 'totally different' disadvantages, especially if it's a 
classic werewolf. 
 
I often find Multiform to be the wrong approach. Unless the two forms are 
incredibly different (as opposed to the werewolf example, where you're going 
from human to man-beast, really), a combination of Shapeshift and OIHID (or 
some other situational limitation) often works even better (with more 
available points!). 
 
>If the "no state memory" rule is not true, then there must be characters  
>that are achievable by a radiation accident that are not achievable  
>without one, or vice-versa, or both. 
 
Huh? You keep track of Real Points. The point total of a PC only changes 
through gained XP. Looking at the point totals of base points, disads, and 
XP will always tell you how much the PC costs... 
 
>> No it isn't. Multo came by his XP honestly, earning them with the 'help' of 
>> his multiforms. FormX didn't - his forms never had the chance to earn their 
>> XPs, so they have to come up with points via disads. 
> 
>OK.  Suppose instead of writing "Hero Bonus", I write "XP," and give  
>FormX a backstory to explain how he got his experience.  Should this  
>change things?  Is Multo required to spend his XP based on which form he  
>spent most of an expedition as?  Not in my campaign. 
 
Check out most Champs 'official' writeups - you'll find Multiforms with 
'Hero/Villian Bonuses' (read: XP) sitting in their Multiforms and/or 
Duplicates. But for a PC, when he first buys the Multi/Dupe form, it doesn't 
have XP, b/c the PC has none. If you want to build FormX in the manner of a 
NPC (i.e. 'Hero Bonuses', not worrying about point totals), that's another 
matter. 
 
>> Hey, what about the Bleeding rules? 
> 
>This is part of the area that I am talking about. Under strict Hero  
>rules, death is a very mechanical thing that occurs on a strict schedule.  
>Since the explosion occured, by definition, on segment 12, Snow Wolf  
>(Wine Te:me, pronounced Win-ay Tam-ay, more or less) should have bled  
>to death post-12, before help could arrive.  This felt dramatically  
>wrong, especially since the new player for the evening had already  
>decided that his secret ID worked in a hospital, and the appearance of a  
>mysterious patient, guarded by ONI, sounded like an excellent lead-in. 
 
>The problem was that, once I made the dramatically appropriate decision,  
>there was really no convenient way to quantify what I had decided upon.   
>Under the basic rules, a person with 20 BODY who is reduced to 0 BODY  
>will bleed to death in four minutes, which is really a very short time  
>for help to arrive if your world does not involve teleporters. 
 
??? Your point being? A 10 BODY wound is pretty impressive - like taking a 
shotgun blast to the chest! Or having an arm ripped off! 
 
>I think that you are confusing two distinct issues.   
> 
>(1) Should a system, as a *normal* result of combat, produce a string of  
>disabled and dismembered PCs who have to be retired?  Answer: probably  
>not, especially if it slows down play. 
 
If this is a regular occurance in your Champs games, you need to either stop 
using Killing Attacks or beef up the player's Resistant Defenses. The 
average super-battle produces a lot of knocked out people and a couple of 
flesh wounds, not a bunch of dismembered individuals. If so, you really do 
need that Regen: Useable By Others, and shouldn't be bothered by the speed 
at which the PCs are back in action. 
 
>(2) Should a system have a quantifiable way for a GM to describe  
>dismemberment or disfigurement when it is dramatically appropriate?   
>Answer, IMHO, yes. 
 
IMHO, no, it isn't necessary. There are literally _dozens_ of systems that 
don't and they still work fine. This is the sort of thing that belongs in a 
gritty game (like Millenium's End, which tells you _exactly_ where a bullet 
will hit someone via transparancy templates), but not HERO, which is really 
a heavily cinematic-based game. This is sort of like asking a set of 
vector-based flight mechanics for a Star Wars game :-). 
 
 
 
----------------------------------------------------------------------------- 
"Guns-ablazin', fu-fightin', spell-chuckin', rubber-monster-stompin' ACTION!" 
-John comments on Feng Shui 
----------------------------------------------------------------------------- 
John D. Prins 
jprins@interhop.net 
 
Date: Tue, 14 Oct 1997 07:58:03 -0700 
From: Rook <rook@infinex.com> 
Reply-To: rook@infinex.com 
CC: champ-l@omg.org 
Subject: Re: Disadvantage enforcement... 
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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X-UID: 7 
 
 
 
Richard G Schwerdtfeger wrote: 
 
>      I have somewhat of a problem with disadds and my playing group. 
> 
>      For some background: Until a few months ago, my group played 
>      nothing but AD&D, and had for nearly 8 years. I, extremely bored 
>      with that game, and completely enamored of a game system that I 
>      had recently picked up, decided that I would start a Champions 
>      campaign. 
> 
 
    Hmmm.... I know that story, I was there in 85... If you like Fantasy, 
but aretired of the AD&D ruleset, try Fantasy Hero. 
 
>      Where both they and I had a problem was with Psych Limitations. 
>      How much was something worth? Why was A worth less than B? What 
>      happens if I go against my Limit? Etc. 
> 
>      So here's my question: Has anyone expanded on the Psychological 
>      Limitation rules? Possibly even extended the list of common 
>      limits which was in the BBB? How do GURPS disadds compare 
>      price-wise to Hero? 
> 
 
    Check out:http://biomat.dental.ufl.edu/~jason/disadvantages.html 
 
    It's a list of hundreds of sample disads. 
The only true advice I can give you is look at as many published and net 
character's as you can 
for ideas on what they should be worth. With time it will be second 
nature. 
 
    GURPS disads are mostly psychological, and they're all pre contructed. 
It's very 
hard to do a direct comparison. 
 
    For a good listing of online characters, go to: 
 
http://www.mactyre.net/scm/deejay/champs/writeups.html 
 
 
Rook 
Also known as Arcady on #herochat #gurps 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) 
Gurps is for discussion of the GURPS RolePlaying Game 
 
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 
 
 
Comments: Authenticated sender is <ghoyle1@mail.airmail.net> 
From: "Guy Hoyle" <ghoyle1@mail.airmail.net> 
Date: Tue, 14 Oct 1997 16:30:53 +0000 
Subject: Re: Heromaker: Who uses it? 
Reply-to: ghoyle1@airmail.net 
Priority: normal 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
> <<         Several of my own Players have benefitted from HeroMaker.  I've 
>  gotten a phone call from one of them, he was using HM and wanted me to 
>  explain something about it...  It's helped them understand the game and 
>  character mechanics, and especially how their characters are built. 
>   >> 
>  
> However, the one problem I have found is that it does allow you to break the 
> rules, and if the other champions players are also not too experienced it can 
> get confusing. But generally I have found it to be a great help in 
> understanding game mechanics.... 
 
Of course, you can break the rules WITHOUT Heromaker, too... 
 
Heromaker is basically meant to be used by people who are already  
acquainted with the Hero System.  It's meant to be as flexible as the  
system itself is.  What "rules" in particular is it letting you  
break?  If it's stuff like using Ablative with an Energy Blast,  
there's technically no rule against that in the game, either; it just  
doesn't make much sense, and it doesn't limit the power, so it's not  
really worth any points.  I presume they didn't want to compromise  
the flexibility of the program by eliminating things like that  
(especially since people have found some really unusual uses for  
modifiers). 
 
Guy 
---------------------------------- 
Guy Hoyle (guyhoyle@iname.com) 
http://web2.airmail.net/ghoyle1/ 
Visit The Gamemaster's Bookshelf 
and the PANGAEA Project! 
 
Date: Tue, 14 Oct 1997 10:04:13 -0700 
From: Rook <rook@infinex.com> 
Reply-To: rook@infinex.com 
CC: hero-l@omg.org 
Subject: Re: Korean Girls Built with Heromaker 
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Robert A. West wrote: 
 
> Brian Wong wrote: 
> > 
> > > >to be an effort by drunk GI's to get into the skirts of Korean girls. 
> > > 
> > > Let me tell you from personal experience it works: 
> > >   Seduction, 8 or less, +1 per common language known, +1 per drink over 
> > >     the 2 minimum   :) 
> 
> Limited by Wealth(-1/4) 
> 
> > > 
> >         Only when going after prostitudes. 
> > I never cruised broadway for a $20 screw in the USA, and I didn't use 
> > being in asia as an excuse to do it there either. 
> > 
> >         Though most American's I met did. And I often had to defend myself 
> > in polite Korean society from accusations of being a John by default of my 
> > nationality. 
> 
> That seems odd, as I understand that the biggest customers of the local 
> "hostesses" in East Asia are the Japanese, Korean and, to a lesser 
> extent, Chinese businessman.  The Japanese sex-tour business is 
> apparently legendary. 
> 
 
    Yes it is, a friend of mines girlfriend was killed by a Japanese guy during 
sex. This wasin the time when sex-slavery was still common in Korea, and the 
woman was forced into it. 
 
 
> Of course, being far from home is seen by many as an excuse.  I 
> decline to believe that this is uniquely American in any way, shape or 
> form. 
 
    True, but we have the reputation for it. Weras they are more descreet. 
I lived in Korea specifically for 4 years. I saw countless cases of American's 
out 
of hand. While I did see Koreanonly prostitute areas, they were not out in the 
open. 
Wheras the ones catering to Americans were. 
    Incedentally, a big problem over there now is american GI women who 
prostitute 
on the side. 
 
    And sex slavery of illegal asian immigrants is a growing problem here in the 
USA. 
 
As it is in Japan. They are legendary for it. Just ask any Korean who was alive 
before WWII. 
    I hear the new target for the Japanese sex-trade is young girls kidnapped 
from south america. 
 
But anyay, this has nothing to do with Champions or Hero. 
Sorry for causing this side track... 
 
 
-- 
Rook 
Also known as Arcady on #herochat #gurps 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) 
Gurps is for discussion of the GURPS RolePlaying Game 
 
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 
 
 
From: Brian Wong <rook@sanfran.infinex.com> 
Subject: Re: Time Lines for Campaign Worlds 
Date: Tue, 14 Oct 1997 10:36:37 -0700 (PDT) 
Cc: hero-l@omg.org 
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X-UID: 155 
 
 
Hello; 
 
	It's possible we see 'what a timeline is' diferently. If not, then 
we'll be disagreeing on this point to our graves; but if so, we may find 
something we agree on. 
 
	I don't see it as a highly structured, unflexable item. To me it's 
more of a dtatbase of events, lined up in order. 
	Prior to a campaign beginning I put in a few events to show the 
nature of my world. Or to show major things that will be needed to be 
considered in PC design. 
	For instance, let's say in my world Martin Luthor King Jr. is 
presisdent (to steal from GURPS IST for a second). Well, this differs 
dramatically from real world history, so I'd need to say why and how it 
came about. 
	You gave the example of protector as a hero who traveled back to a date 
that could have been before super's first appeared. Well, if my game had such 
a date, it would also serve as a cut off point for such style origins. As is, 
my world defines it loose enough that Aladin and Hercules may have been early 
Supers... So I don't face this problem too strongly. There is a point in history 
where the super-paradigm shifts out into the open. And would make a cut-off 
for that point. 
	But as I use a world which is neither the published one, nor one where 
super's just appeared yesterday, I need definition. 
 
	I like lots of definition in my PC's and NPC's and in my world  
around them. 
	Therefore I like to have a basic framework upon which I can build. 
Campaign world consistancy is important to me. It's why I prefer DS9 over 
Classic Star Trek. Each event shapes the next. 
	I put enough detail to highlight the world I'm setting my game in. 
Each entry into my timeline before the game begins has a very specific purpose. 
They're not just randomd dates and names. They may look that way, but that's 
how history is. 
	Lets take a look at something from my V&V timeline to highlight this. 
 
	The interplay with Nymph and Captain Patriot gets lots of comments, so 
I'll highlight that. 
	Here it is below: 
6/12/1987  Nymph  San Francisco 
	13 year old Teen Idol Sylvia Chan makes her 
        debate as Nymph, new member of the San 
        Francisco Golden Guard. 
8/13/1987 Nymph and Jerry Fallwell  San Francisco 
	Teen Idol Sylvia Chan (Nymph) announces 
        she is a Pagan who got her powers from the 
        Faerie Realm. Jerry Fallwell announces he is 
        praying for her soul. Sylvia counters that she 
        is praying for his. 
4/1/1993  Nymph in Playboy  San Francisco 
	Nymph (aka Sylvia Chan) poses in Playboy 
        just after her 18th birthday in an 18 page 
        spread. Golden Guard Team Leader Captain 
        Patriot voices strong objections and demands 
        she quit the team. Nymph tells him to get a 
        life and f*** off during an interview on 
        Letterman. In response to a caption under one 
        photo saying "I'm Nymph, but I'm no 
        Nympho", she says while her wording was a 
        little more intelligent, the point was made. 
7/28/1993  Golden Guards Breakup  San Francisco 
	The Golden Guards have a fallout when 
        members disagree on amount of government 
        cooperation desired. Diferring political views 
        and long standing personal conflicts cause the 
        group to have a hostile fragmenting. This 
        leaves the city with no official team. 
 
Nymph/Sylvia basically represents the loved rebel motiff for my V&V world. 
She helps me establish in here a few things. 
1.	First, that in my world, Super's are viewed as celerbrities. 
 
2.	Then she helps set up some of the religious tension, there's an 
	entry just prior where it's shown than the pope and various 
	pagan groups dispute each other's gods as being nothing more than 
	early 'supers' (which in itself sets up the theme that super's have 
	always been among us, in small numbers...). 
 
3.	When she poses in Playboy and causes a breakup of her team over it 
	it highlights morality diferences between two generations of heroes. 
 
	All of these and other events show that there are themes that I wish 
to explore in a game. It helps give players a feel for the mood I'm seeking. 
	The more such detail I provide ahead of time, the better my players 
can sync their character's to the game world. If I get players who don't want 
to play in a world with such themes, then we're probably not compatable; and 
a future conflict is avoided ahead of time. 
 
	When I join a new game, the first thing I ask is what's the world like, 
how will my character be viewed. THis way I can shape my PC to the world's 
needs and paradigms. 
	If I joined "Stan Lee's" game as a mutant, I'd certainly want to know 
who the X-men are and what's happened with them before I stuck my foot in 
that bear trap. 
 
	I look at Shelley's G3 universe online and I have a pretty good idea 
that Nymph would not fit it. Her world shows that Super's are not public Idols. 
	Unfortunatly, I don't know why this is, or when it happened. 
 
	A Timeline servs as the framework. It's the glue that holds all the 
other elements together. 
	It can be altered if needed, it's main purpose is not to read like a 
stale history book; but to show ongoing themes, highlight how the worlds 
paradigms play out, and ensure consistancy. 
	There's a form in the BBB for setting up a campaign, it has you asign 
a value from 1 to 5 for various settings. This to me is not enough. So I do 
up a Timeline that reflects what I mean when I say "mostly 4 color, light 
hearted, but with strong moral-dramas". 
	The Timeline gives specific events, either made up, or from my worlds 
actual play history. Events that reflect the themes I shoot for. 
 
	I could continue, but I still have other email to get to this month. :) 
 
 
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 
 
From: Chris Lynch <chris@lynch1.demon.co.uk> 
Subject: Effective Armour Management (was Norse God of Thunder) 
Date: Tue, 14 Oct 1997 19:00:48 +0100 
X-MSMail-Priority: Normal 
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-----Original Message----- 
From: Captain Spith <cptspith@teleport.com> 
To: champ-l@omg.org <champ-l@omg.org> 
Date: 14 October 1997 02:08 
Subject: Re: The Tragic Tale of Norse God of Thunder and The Mad Bomber 
 
 
>Robert A. West wrote: 
> 
>> Well, now that you have opened this can of worms . . . 
>> 
>> If a weapon is, by its defined magical properties, very hard, but not 
>> impossible, to grab and take away, then would it not be appropriate to 
>> point it up as an OIF?  For that matter, should there be something called 
>> an Obvious Semi-Accessible Focus: OSF(-3/4)? 
> 
>   That's splitting hairs a bit too fine for my taste.  A focus should 
>be either Accessable or InAccessable.  Considering how often a character 
>with a suit of Power Armour defined as OIF is *actually* without the 
>armour (in most games), it's asking a lot to expect a GM to have too 
>many levels of 'accessibility' for focii. 
>   Remember, in comic books, the dynamics of most (if not nearly all) 
>examples of power armour and other 'worn' focii actually represent 
>OnlyInHeroID.  When Players choose to have armour 'like Iron Man's', 
>they need to realize that buying it as a focus will leave them without 
>it much more often than Tony Stark (or whoever the hell is using 'The 
>Armour' now) is deprived of his.  But many GMs also are confused by the 
>attempt to compare the gaming version to the comic version, and are not 
>harsh enough on enforcing the limitation. 
>   So adding another level of accessability seems to me an attempt to 
>create a rule to fix a problem that is one of enforcement, rather than 
>lack of resources. 
> 
>   -Capt. Spith 
 
I had a player once who wanted to build himself a suit of armour as a 
vehicle and pump the vast majority of his points into it. 
At the time I said "NO WAY!" as it far too munchkin-excessive for me (and I 
will usually let you do anything which isn't specifically banned in the 
rules) 
 
However, when I was thinking about this one I realised how many problems 
this overcomes. 
 
1:Damage to the armour. How many times have you seen Iron Man get hit by a 
really big blast of something and some of his systems not go offline or get 
damaged. If you have your armour Only in Hero ID then you can effecttivly 
build a suit of armour that will work at it's peak capacity until it falls 
apart. 
 
2:Having more than one suit of armour. Iron Man at one point was maintaining 
his Standard Red/Gold armour, a suit of stealth armour, a suit of space 
armour and a suit of undersea armour. He also had a old spare suit which 
Rodey used to back him up when things got really rough. It's a lot easier to 
simulate this with a couple of vehicles than with a set of "Only when in 
Stealth/Space/Undersea armours" disads and those expensive "usuable by 
others" for the ones you are not using. 
 
3: Where the hell does he get all the points to build these damn suits 
anyway??? To build a realistic Iron Man clone you need far too many points 
to consider him a reasonable starters character. At least this way you have 
a decent head start if you are trying to do it all within 150 pts! 
 
So, its far to points efficient, but it works. 
After all, if you take his armour away (or give it a good sticking) then he 
stops getting the benefits.......... 
 
How about it? Comments, opinions.... 
 
Thanks, 
Chris. 
 
 
Date: Tue, 14 Oct 1997 11:02:31 -0700 
From: The Lighthouse IPHC <lthsiphc@elbertonga.com> 
Reply-To: lthsiphc@elbertonga.com 
Organization: The Lighthouse 
Subject: I'm back too! 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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My appologies to the list but this is the only way I can think of to get 
back on track.  My ISP crashed almost 2 months ago and I am just now 
getting back on line.  They also lost all the mail that was sent to me 
and by me during this breakdown.  If anyone responded to my questions 
about writeups for characters from Norse Mythology. 
 
PS.  If Will Geiger is still out there I lost your address as well as 
your e-mail address and so that is why I haven't been in contact with 
you in the last few months. 
 
Sorry for taking up space. 
 
Patrick B. 
 
X-Sender: jdriscol@mail.vt.edu 
Date: Wed, 15 Oct 1997 00:20:29 +0600 
From: Jeremiah Driscoll <jdriscol@vt.edu> 
Subject: Re: Korean Girls Built with Heromaker 
Errors-To: owner-champ-l@omg.org 
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At 04:01 PM 10/14/97 -0700, Brian Wong wrote: 
>>  
>> In a message dated 10/11/97 3:06:55 AM, rook@infinex.com wrote: 
>> >can figure out the full thing in a good hour. At the core of it's 
>> development seems 
>> >to be an effort by drunk GI's to get into the skirts of Korean girls. 
>>  
>> Let me tell you from personal experience it works: 
>>   Seduction, 8 or less, +1 per common language known, +1 per drink over 
>>     the 2 minimum   :) 
>>  
>	Only when going after prostitudes. 
I'm gonna have to take issue with this... 
        I go to college in the US, and, while my Seduction skill isn't 
enought to warrant 1pt on, I know MANY guys who use the above rules in real 
life...  They usually don't get the "common language bonus," 'cause that's 
the default, but the drink thing seems about right...  and, no, these girls 
(the ones I've met, anyway) aren't prostitutes. 
 
- Jerry 
 
X-Forwarding-Note: Was sent to herolist@october.com; forwarding to hero-l@omg.org 
From: Opal@october.com (Opal) 
Date: 14 Oct 97 18:47:00 GMT 
X-To: herolist@october.com (herolist)  On 10-10-97 herolist@october.com wrote to All...   h > From: herolist@october.com (herolist)  h > Subject: Poll for OS  h > To: hero-l@october.com (Multiple recipients of Hero)  h > Reply-To: hero-l@october.com (Multiple recipients of Hero)  h >  h >  h >  h > From: "Mann, Wade" <WMann@Rogue.CC.OR.US>  h > Subject: Poll for OS  h > To: champ-l@omg.org  h >  h > I am currently developing some software that might be released through  h > Hero Games.  I am trying to figure out 
Subject: Poll for OS 
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To: herolist@october.com (herolist)  
 On 10-10-97 herolist@october.com wrote to All...  
  
 h > From: herolist@october.com (herolist)  
 h > Subject: Poll for OS  
 h > To: hero-l@october.com (Multiple recipients of Hero)  
 h > Reply-To: hero-l@october.com (Multiple recipients of Hero)  
 h >  
 h >  
 h >  
 h > From: "Mann, Wade" <WMann@Rogue.CC.OR.US>  
 h > Subject: Poll for OS  
 h > To: champ-l@omg.org  
 h >  
 h > I am currently developing some software that might be released through  
 h > Hero Games.  I am trying to figure out the platforms that I should  
 h > support.  
 h >  
 h > How many of you are using win 3.x, win95/nt, and/or Mac?  
 h >  
 h > Any information received would be appreciated.  
 h >  
 h > Wade R. Mann  
 h >  
 h >  
 h >  
 h > ---  
 h >  * Origin: Usenet:Fidonet: Red October Gateway (1:143/241.0)  
  
  
DOS 5.1   (on a 386/20, 2 Mb)  
___  
 * OFFLINE 1.58  
 
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From: Opal@october.com (Opal) 
Date: 14 Oct 97 18:55:02 GMT 
Subject: Pushing 
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 h >         Here's some questions I have about Pushing, I'm looking for  
 h > "official" rulings and also "how do *you* handle it" stuff.  
 h >         Which Powers are Push-able?  
  
All powers that cost END to use.  It's up to the GM if he wants to  
include powers that are bought with the costs END limitation  
(as one player put it "I bought my Luck 'costs endurance' that  
way, I can push my luck!"  
  
 h > Just Attack Powers?  Are Movement  
 h > Powers fair game?  What about Teleportation?  
  
Um.. No, Yes, Yes.  :)  
  
 h > Would you allow a character to Push his Force Field?  And how long woul  
  
Sure, it would last until the characters next action.  
  
 h >         Are partial Pushes acceptable?  ex.  A 10d6 EB pushed to only  
 h > 11d6  
 h > (assume no Advantages).  And, if so, is the extra END based off of  
 h > only how  
 h > much was Pushed?  ex.2.  A 10d6 AP EB pushed to 11d6 AP EB.  Does it  
 h > only  
 h > cost 7 extra END?  
  
Yes, Yes, Yes, Yes.   Pushing costs 1 END per Apt up to a max of 10 extra 
 
Apts of power.  That's only a maximum, you can push as little as you want.  
  
 h >  
 h >         Basically, *any* comments I can get here (on topic, and  
 h > non-threatening : )  would be greatly appreciated and probably  
 h > helpful.  
 h >  
 h > - Jerry  
 h >  
 h >  
 h >  
 h > ---  
 h >  * Origin: Usenet:Fidonet: Red October Gateway (1:143/241.0)  
___  
 * OFFLINE 1.58  
 
From: PopTholian@aol.com 
Date: Tue, 14 Oct 1997 14:55:49 -0400 (EDT) 
Subject: Re:  Re: Poll for OS 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
>currently still actively resisting continuing pressure to upgrade to 
>Win'95.  I also know a few people who don't like '95 either, and are 
>sticking to 3.x as well. 
 
Get a Mac! 
 
Date: Tue, 14 Oct 1997 12:06:21 -0700 (PDT) 
From: Anthony Jackson <ajackson@iii.com> 
Reply-To: Anthony Jackson <ajackson@iii.com> 
Subject: Re: Effective Armour Management (was Norse God of Thunder) 
Cc: champ-l@omg.org 
Errors-To: owner-champ-l@omg.org 
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Chris Lynch writes: 
> I had a player once who wanted to build himself a suit of armour as a 
> vehicle and pump the vast majority of his points into it. 
> At the time I said "NO WAY!" as it far too munchkin-excessive for me (and I 
> will usually let you do anything which isn't specifically banned in the 
> rules) 
 
The major problem with the vehicles rules is that it gets the 'automaton' 
advantage, without paying triple cost for defenses.  Aside from that, vehicles 
tend not to be that horrible, though a vehicle simply doesn't work as a power 
suit, because you really can't do most combat manuevers with one. 
>  
> However, when I was thinking about this one I realised how many problems 
> this overcomes. 
>  
> 1:Damage to the armour. How many times have you seen Iron Man get hit by a 
> really big blast of something and some of his systems not go offline or get 
> damaged. 
This is usually equivalent to either 'stunned' (if they go offline for a short 
period) or 'unconscious' (if they stop working and take a while to restart). 
 
> 2:Having more than one suit of armour. Iron Man at one point was 
> maintaining his Standard Red/Gold armour, a suit of stealth armour, a suit 
> of space armour and a suit of undersea armour. He also had a old spare suit 
> which Rodey used to back him up when things got really rough. 
Backup suits are a special effect.  The multiple different suits would 
represent multiform or a multipower. 
>  
> 3: Where the hell does he get all the points to build these damn suits 
> anyway??? To build a realistic Iron Man clone you need far too many points 
> to consider him a reasonable starters character. At least this way you have 
> a decent head start if you are trying to do it all within 150 pts! 
 
Iron man isn't a particularly reasonable starting character; most established 
comic book characters aren't.  If you take iron man when he started, with his 
original suit, he's probably only about 200 points. 
 
From: Dazzle489@aol.com 
Date: Tue, 14 Oct 1997 15:28:03 -0400 (EDT) 
cc: jdriscol@vt.edu 
Subject: Re: Heromaker: Who uses it? 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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To: champ-l@omg.org 
 
 
<<         Several of my own Players have benefitted from HeroMaker.  I've 
 gotten a phone call from one of them, he was using HM and wanted me to 
 explain something about it...  It's helped them understand the game and 
 character mechanics, and especially how their characters are built. 
  >> 
 
However, the one problem I have found is that it does allow you to break the 
rules, and if the other champions players are also not too experienced it can 
get confusing. But generally I have found it to be a great help in 
understanding game mechanics.... 
 
 
.....now as to Fuzion.....hmm??? 
 
X-Forwarding-Note: Was sent to herolist@october.com; forwarding to hero-l@omg.org 
From: Opal@october.com (Opal) 
Date: 14 Oct 97 19:32:04 GMT 
Subject: Tragic Tale of a Teenage 
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 h > From: ALONE AT MIDNIGHT <RAVANOS@jcs1.jcstate.edu>  
 h > Subject: Tragic Tale of a Teenage Dinosaur-Man  
 h > To: champ-l@omg.org  
 h >  
 h >      I'm new at this Champions thing, so bear with me...  
 h >      I'm planning on running a Scenario with a few of my friends.  One  
 h > of the characters is an ancient Dinosaur-Man awakened from his  
 h > millenium slumber.  He's very big, and weighs alot (15 points of  
 h > Growth and Density Increase [one level each], 0 END, Persistent,  
 h > Always on).  
 h >      It dosen't make much sense that a character using Drain could  
 h > make him shrink (...unless the character has bought Drain with that  
 h > specific special effect [in which case I'd probally design El Shrinko  
 h > with Shrinking Useable Against Others]), since his size is pretty much  
  
In all the years I've played Champions (15), I've never seen a  
'Power Drain: Growth.'  I think this is just one of those things  
you don't have to worry about.  
  
 h > innate and absolute.  Is there anything (aside from buying innane  
 h > levels of Growth and Density Increase with Difficult to Dispel) to repr  
 h > this 'innate-ness'?  Perhaps a Power Modifier ('Innate Power')...  
 h > Should logic just shine through at that point?  (The Sf/x is natural,  
 h > therefore  therefore, a Drain wouldn't work- much in the same way a  
 h > Drian wouldn't work against an Elephant's Growth).  Can you 'Drain'  
  
Drains routinely work against 'innate' abilities (Characteristics for  
instance) so that isn't an argument for the power being undrainable,  
or for an advantage ('Innate Power').  The Dinosaur's power is bought  
correctly - you may want to be careful how you buy any villain's  
'Dr. Shrinker' type powers (Shrinking UAO? Drain: Growth?).  If you  
don't think a certain shrinker's F/X would work against 'innate' growth,  
then they don't work against innate growth (either based on F/X alone,  
or as a limitation, depending on how common 'innate' growth is).  
  
  
  
 h > Extra-Limb (Tail) away?  (Under a similar logical assumption, Extra  
 h > Limb is a 'Special Power,' assumed to be functioning unless it is  
 h > turned  
 h > "off," which he couldn't do [would you let a player turn his 'Extra  
 h > Limb'  
 h > 'off'?  Would he get any compensation for being unable to turn his  
 h > 'Limb'  
 h > on and off?  Would it cost any more points to have an set of extra  
 h > arms that  
 h > could just appear?)  
  
An extra limb that 'turns off' seems a little strange.  I'd be inclined  
to say that extra limbs are Persistant/Always on, by default, and a  
character could take 'Costs End' if he wanted it otherwise (actually,  
that would be odd with a 5 Apt power - I keep forgetting that END is  
1/10 instead of 1/5, like it used to be).  Actually, having an Extra  
Limb you could turn off (effectively varry the number of limbs) might  
be better represented as an advantage...  
  
The old version of Extra Limb cost 10pts per limb, and each limb  
gave you a +1 OCV in HTH combat (no END cost).  The 4th Ed version  
is little more than an F/X you pay 5 pts for (gives you any number  
of limbs, but they have no defined game effect).  I think the  
4th Ed version could do with some expansion.  :)  
  
 h >      What about actual character creation?  Racial Package Deal or  
 h > Elemental Control: Dino-Man Anatomy?  
 h >      Tell me what you think...  
 h >       Jason Sullivan  
  
Racial Package Deals are for races you, the GM, place in your game.  
If Dino-Man is a unique being, he doesn't get a racial package.  
The EC may be questionable.  You'll also find that a lot of things  
that are a consequence of anatomy (like the extra limb) just don't  
fit in an EC anyway.  
___  
 * OFFLINE 1.58 * I am not a Rules Lawyer...I'm a Rules Activist.  
 
From: PopTholian@aol.com 
Date: Tue, 14 Oct 1997 16:04:42 -0400 (EDT) 
cc: hero-l@omg.org 
Subject: Korean Girls Built with Heromaker 
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 10/11/97 3:06:55 AM, rook@infinex.com wrote: 
>can figure out the full thing in a good hour. At the core of it's 
development seems 
>to be an effort by drunk GI's to get into the skirts of Korean girls. 
 
Let me tell you from personal experience it works: 
  Seduction, 8 or less, +1 per common language known, +1 per drink over 
    the 2 minimum   :) 
 
X-Forwarding-Note: Was sent to herolist@october.com; forwarding to hero-l@omg.org 
From: Opal@october.com (Opal) 
Date: 14 Oct 97 21:37:06 GMT 
Subject: The Tragic Tale of Norse 
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 h >  
 h > Greetings Fellows,  
 h >      I have a question as to the powers/Sf/x of items used in combat.  
 h > Norse God of Thunder has his Mystical Mallet that he can throw for  
 h > ridiculous ammounts of damage... and it returns.  
 h >      What is this exactly?  Is it a OAF (it can still be Grabbed or  
 h > hit with a ranged attack-- but it returns to his hand when thrown  
 h > upon his call... It can be deflected and caught by Armored Lativan  
 h > Sorcerer when he possess the Power Galatic, preventing the power from  
 h > being used because it travels along a physical path)?  It is a  
 h > recoverable charge (easiest charge to recover in the world, if it is)?  
  
OK, the easiest way to do this is to make the hammer an OAF.  No charages,  
no wierd limitations, the throwing and returning bit is just an F/X.  So  
it's no different than having an OAF laser gun.  The hammer must be taken  
away in melee, it can't be intercepted in flight, and it returns even  
if missle deflected.  
  
Recoverable charge is right out, since it doesn't represent the return  
property.  
  
 h >      What if there was a thrown object that returned along a certain  
 h > predetermined flight path, like the Dreadlocked Hunting Alien's  
 h > deadly Spinning Slash-Disk?  (I'm thinking either a really limited TK,  
 h > a very weird Area of Effect along an ellipitical path, or perhaps even  
 h > flight and an AI bought just for the weapon [it's crazy, but it's a  
 h > hi-tech  
 h > 'smart' weapon).  How do you deal with unusual mysical gizmos like  
 h > these?  
 h >  
  
This could be handled with Autofire, or an Area effect defined as a  
ring or elipse of hexes (with the selective or non-selective target  
option, as appropriate).  
  
 h >      The Mad Bomber (a.k.a Grenado) has a bandoleer of grenades.  He  
 h > can throw them, or just drom 'em where they lie.  The throwing aspect  
 h > is muscle powered (using his STR to throw it...).  What are the  
 h > limitations?  
  
You'd want to buy an apropriate ranged attack KEX or whatever depending  
on the type of grenade.  Limitations would be:  OAF -1, Charges, and  
'Range limited to throwing distance' -1/4 (no range is a -1/2).  You  
might also want to take a Delay limitation or Triggered advantage  
to represent the fuse.  
  
 h > Weapons: OAF, Independent, 1 Recoverable Charge (I don't think this  
 h > applies-- the recoverable part :> ).  How would you work this out in a  
  
Independent is a bad idea.  This means that if you lose the focus the  
point you put into it are *gone*  
  
 h > Heroic Campagin if they were 'special' grenedes?  How would you work  
 h > this out in a Superheroic campagin?  What other powers/Sf/x can you  
 h > see a Grenade having (Flash, from the explosion, most probally).  
  
Usually, you want to buy a single power, it's just simpler that way.  
Yes, a frag grenade might also deafen people nearby, but that level  
of realism isn't always nescisary or desirable.  
  
 h >      ...and what if Grenado decides to let the entire bandoleer of 15  
 h > grenades go 'boom' at once?  
  
He's going to have to buy it somehow... probably Autofire.  This would  
cause a bunch of explosions in the target hex, and others scattered  
about nearby.  The other alternative - if he has a Multipower of  
grenades - is to have an additional slot for setting the whole thing  
off (big Explosion, and limit that it uses up all remaining charges  
in all the other slots).  
  
 h >      back to Norse God of Thunder...  The Mystcial Mallet returns to  
 h > his hand.  
 h > Does he take damage?  What if he had a Gauntlet that prevented damage  
  
No.  
  
 h >      Yet again, I stand before you, clueless.  Tell me what you think  
 h > is  
 h > truest to the Champion system, works the best in game mehanics, or  
 h > just comes  
 h > out to be an unusually weird, but suprisingly workable twist.  
 h >  
 h >                                           Jason 'Ooops!  Sorry!!'  
 h > Sullivan  
 h >  
 h >  
 h > ---  
 h >  * Origin: Usenet:Fidonet: Red October Gateway (1:143/241.0)  
___  
 * OFFLINE 1.58 * I am not a Rules Lawyer...I'm a Rules Activist.  
 
Date: Tue, 14 Oct 1997 14:51:38 -0700 
From: Captain Spith <cptspith@teleport.com> 
Reply-To: cptspith@teleport.com 
Subject: Re: Poll for OS 
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: 
>  
> >currently still actively resisting continuing pressure to upgrade to 
> >Win'95.  I also know a few people who don't like '95 either, and are 
> >sticking to 3.x as well. 
>  
> Get a Mac! 
 
   But it's the Mac-system-clone aspect of win'95 that turns me off!  I 
like the simpler, more kludgy feel of 3.x in conjunction with DOS. 
 
   -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: Tue, 14 Oct 1997 14:56:29 -0700 
From: "Robert A. West" <robtwest@erols.com> 
Subject: Re: The Tragic Tale of Norse God of Thunder and The Mad Bomber 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
Captain Spith wrote: 
>  
> Robert A. West wrote: 
>  
> > an Obvious Semi-Accessible Focus: OSF(-3/4)? 
>  
>    That's splitting hairs a bit too fine for my taste.  A focus should 
> be either Accessable or InAccessable.  Considering how often a character 
> with a suit of Power Armour defined as OIF is *actually* without the 
> armour (in most games), it's asking a lot to expect a GM to have too 
> many levels of 'accessibility' for focii. 
 
True enough.  You are correct about the potential for abuse.  I was  
really thinking about OAFs that are, in practice, not that accessible,  
such as buying Clinging to hold onto a weapon, or a focus that can be  
used at range, so that it must be grabbed, then carried off. 
 
 
--  
<-------------------------------------------------------> 
Robert A. West		///  "Censorship is tyranny." 
Phone W:(215)466-3628; H:(215)348-9113   
http://www.erols.com/robtwest 
 
 
Date: Tue, 14 Oct 1997 15:19:10 -0700 
From: "Robert A. West" <robtwest@erols.com> 
Subject: Re: No-Win Scenarios [Re: GMing Question #1] 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
Trevor Barrie wrote: 
>  
> On Thu, 9 Oct 1997, Robert A. West wrote: 
>  
> > have to blow them up to prevent it.  It may be the first case 
> > of justifiable genocide since Cro Magnon exterminated Neanderthal, 
>  
> How was this justifiable? I'm not suggesting we punish the descendants of 
> the perpretrators or anything, but I'm curious what your reasoning is. 
 
 
Well, since, as has been pointed out, this is *not* current  
anthropological thinking, I was being a bit facetious in my choice.   
Nevertheless, assume that it did happen for the sake of argument. 
 
It is a widely held law of evolution that one has one species per niche,  
and that any other situation is only temporary.  If one species cannot  
adapt to fill a new niche, the result must be extinction for one in the  
long haul.  Cro-Magnon (I think that is now a deprecated term, but  
forget the more current one) and Neanderthal apparently coexisted for  
some tens of thousands of years.  This is reasonable, so long as each was  
exploiting different resources and the population of each could be  
supported by the available niche. 
 
Tool-using hominids are capable of systematically hunting down and  
killing animals that prey on them.  We can assume that Cro-Magnon and  
Neanderthal did this fairly well, and the population of each burgeoned.   
At some point, the available niches were filled to capacity, and there  
were no unpopulated areas into which to expand.  Remember that hunting  
and gathering require a *lot* of land per unit population. 
 
Since the two species could not (by definition of species) interbreed,  
there was no basis for cooperation.  Eventually, the only way to open up  
a new niche would be to force the present occupant out.  Predators do  
this in the wild all the time: lions kill leopard kits, hyenas kill lion  
cubs, and so on.  Chimpanzees prey on one another, and tribes of  
chimpanzees fight over resources.  Why would it be any different with the  
two species in question?  Where would a moral context come from that  
would override an instinctive question of survival? 
 
Survival is the first, and only, law of nature. 
 
--  
<-------------------------------------------------------> 
Robert A. West		///  "Censorship is tyranny." 
Phone W:(215)466-3628; H:(215)348-9113   
http://www.erols.com/robtwest 
 
 
From: Brian Wong <rook@sanfran.infinex.com> 
Subject: Re: Korean Girls Built with Heromaker 
Date: Tue, 14 Oct 1997 16:01:12 -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 
 
>  
> In a message dated 10/11/97 3:06:55 AM, rook@infinex.com wrote: 
> >can figure out the full thing in a good hour. At the core of it's 
> development seems 
> >to be an effort by drunk GI's to get into the skirts of Korean girls. 
>  
> Let me tell you from personal experience it works: 
>   Seduction, 8 or less, +1 per common language known, +1 per drink over 
>     the 2 minimum   :) 
>  
	Only when going after prostitudes. 
I never cruised broadway for a $20 screw in the USA, and I didn't use 
being in asia as an excuse to do it there either. 
 
	Though most American's I met did. And I often had to defend myself 
in polite Korean society from accusations of being a John by default of my 
nationality. 
 
From: Brian Wong <rook@sanfran.infinex.com> 
Subject: Ablative Energy Blasts (Was: Re: Heromaker: Who uses it?) 
Date: Tue, 14 Oct 1997 16:11:18 -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 
 
>  
> Of course, you can break the rules WITHOUT Heromaker, too... 
>  
> Heromaker is basically meant to be used by people who are already  
> acquainted with the Hero System.  It's meant to be as flexible as the  
> system itself is.  What "rules" in particular is it letting you  
> break?  If it's stuff like using Ablative with an Energy Blast,  
> there's technically no rule against that in the game, either; it just  
> doesn't make much sense, and it doesn't limit the power, so it's not  
> really worth any points.  I presume they didn't want to compromise  
>  
 
	Let's see, ablative is something I've never used, so is it basically 
like it is in Mekton where you lose points of it each time it's hit. Normally 
used on armor... 
	If so, well, perhaps each time Sun-Guy is hit by Darkness powers, 
his Energy Blast gets weaker... 
 
	Or Battery-Dude has only so much power, each time he blasts someone, 
his next blast is so much weaker... 
 
	I'm sure once I get home and look over it I'll be able to come up 
with a justifiable use of the combination. :) 
 
:) 
 
 
Comments: Authenticated sender is <ghoyle1@mail.airmail.net> 
From: "Guy Hoyle" <ghoyle1@mail.airmail.net> 
Date: Tue, 14 Oct 1997 23:57:55 +0000 
Subject: Re: Time Lines for Campaign Worlds 
Reply-to: ghoyle1@airmail.net 
Priority: normal 
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Sender: owner-champ-l@omg.org 
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To: champ-l@omg.org 
X-Status:  
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X-UID: 11 
 
 
> At 10:41 PM 10/14/97 -0700, Robert A. West wrote: 
>  
> [Massive SNIP] 
>  
> >In any event, I am sorry that you feel that all GMs who start their 
> campaigns by  
> >writing backgrounds and timelines are more interested in writing novels than  
> >in GMing.  I hope that you will become more open-minded about this at some 
> time. 
>  
> <sigh> Oh, for Pete's sake. Yes, I'll fervently pray every night to become 
> more open minded in this regard, if it makes you feel better.  Silly me, 
> wanting to give the players a stake in the timeline, by following the old 
> writing adage, "Show, don't tell."  Sheesh!  This is obviously a matter of 
> GM preference, and my way works just jim-dandy for me, and if coming up 
> with timelines before the game starts works for you instead of discussing 
> the feel and general history with the players, well, then, run with it, 
> Robert! 
 
For me, developing a timeline is a useful tool, but shouldn't  
straitjacket the characters or the GM.  I tend to develop timelines  
before the campaign starts, but only up to the point that they are  
necessary.  For example, in most superhero campaigns, it's important  
to know if there are any other supers, and probably when they  
appeared (at least in general, say pre-WWII, the 1970s, ancient  
Greece, whatever).  That would go on a timeline. 
 
There's lots of information that should come up during the course of  
play, or because a GMs scenario needs to establish some kind of  
historical background.  That would go into the timeline later. 
 
I don't think every little detail about the whole history of  
superheroes should be determined from the outset; thgis does tend to  
stifle creativity among players.  But using a timeline for keeping  
track of important information can be crucial. 
 
Guy 
 
---------------------------------- 
Guy Hoyle (guyhoyle@iname.com) 
http://web2.airmail.net/ghoyle1/ 
Visit The Gamemaster's Bookshelf 
and the PANGAEA Project! 
 
Date: Tue, 14 Oct 1997 17:04:54 -0700 
From: "Robert A. West" <robtwest@erols.com> 
Subject: Re: Effective Armour Management (was Norse God of Thunder) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
Chris Lynch wrote: 
>  
>  
> 1:Damage to the armour. How many times have you seen Iron Man get hit by a 
> really big blast of something and some of his systems not go offline or get 
> damaged. If you have your armour Only in Hero ID then you can effecttivly 
> build a suit of armour that will work at it's peak capacity until it falls 
> apart. 
 
Don't forget that  
 
	Any focus that provides defenses to the character is  
	automatically hit by any attack that hits the character. 
 
[Description of Focus, p. 106]. 
 
I recall one character who bought his resistant defenses as OIF Fragile.  
Requiescat In Pace! 
 
> 2:Having more than one suit of armour. Iron Man at one point was maintaining 
> his Standard Red/Gold armour, a suit of stealth armour, a suit of space 
> armour and a suit of undersea armour. He also had a old spare suit that 
> Rodey used to back him up when things got really rough. It's a lot easier to 
> simulate this with a couple of vehicles than with a set of "Only when in 
> Stealth/Space/Undersea armours" disads and those expensive "usuable by 
> others" for the ones you are not using. 
 
Hmmm...in no particular order... 
 
You don't need to buy "Usable by Others" with a Universal Focus.  That's  
what makes it universal. 
 
The Spare Armor should be bought by the follower Rodey. 
 
For the multiple suits that are not usable all at once, first write them up  
individually, as if they were the only suit, using about 2/3 of the real  
points available for suit powers.   
 
Second, buy all powers that are common to all suits, along with the EC and  
the major MP Reserve with a -1/4 limitation, which you can justify according  
to taste. 
 
	- Variable Limitation: choice of OIF  <==my choice 
	- Limited Power: Multiple OIFs 
	- Only in Hero ID. 
 
Also, slots in the MP and EC that are common to all suits take the same  
limitation.   
 
Third, Slots that occur in only one suit take an additional Extra Time  
limitation for however long it takes to change suits, with a x1/2 for time  
used only to start the power.  So long as MP points are committed to that  
power, it is "in use" and can be used freely. 
 
Fourth, powers that are used by only one suit, including any secondary  
Multipowers, should be examined to see if they can be combined in a  
multipower, which should take Var Lim and Extra Time as indicated above.  I  
would be generous in allowing powers normally prohibited from an MP into an  
MP of this type. 
 
Fifth, any powers that cannot be fit into one of the above categories (such  
as powers in an EC that are only usable in one suit) should be taken OIF;  
however, if there are several such powers in each suit, it will be  
point-efficient to place them all into the special multipower above. 
 
Sixth, point-adjust, since the character is going to be over or under the  
available real point total slightly. 
 
Or, you could just make an Armor VPP, with two control costs, one to  
represent reconfiguration by changing armor, and the second to allow instant  
reconfiguration of those powers that would normally be represented by a  
multipower. 
 
>  
> 3: Where the hell does he get all the points to build these damn suits 
> anyway??? To build a realistic Iron Man clone you need far too many points 
> to consider him a reasonable starters character. At least this way you have 
> a decent head start if you are trying to do it all within 150 pts! 
 
Look at the very early (hard-suit) Iron Man, and I think that you will have  
a doable 250-pt character.  The current one has a *lot* of XP! 
 
 
 
--  
<-------------------------------------------------------> 
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> 
        \"Chris Lynch\"" <qts@nildram.co.uk> 
Date: Wed, 15 Oct 97 00:08:41  
Reply-To: "qts" <qts@nildram.co.uk> 
Priority: Normal 
Subject: Re: Effective Armour Management (was Norse God of Thunder) 
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On Tue, 14 Oct 1997 19:00:48 +0100, Chris Lynch wrote: 
 
>2:Having more than one suit of armour. Iron Man at one point was maintaining 
>his Standard Red/Gold armour, a suit of stealth armour, a suit of space 
>armour and a suit of undersea armour. He also had a old spare suit which 
>Rodey used to back him up when things got really rough. It's a lot easier to 
>simulate this with a couple of vehicles than with a set of "Only when in 
>Stealth/Space/Undersea armours" disads and those expensive "usuable by 
>others" for the ones you are not using. 
 
Why not have a Iron Man Suit Multipower? 
 
X-Sender: shelley@mail.mactyre.net 
Date: Tue, 14 Oct 1997 17:20:07 -0700 
From: Shelley Chrystal Mactyre <shelley@mactyre.net> 
Subject: Re: Time Lines for Campaign Worlds 
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 
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At 10:36 AM 10/14/97 -0700, Brian Wong wrote: 
>	I look at Shelley's G3 universe online and I have a pretty good idea 
>that Nymph would not fit it. Her world shows that Super's are not public 
Idols. 
>	Unfortunatly, I don't know why this is, or when it happened. 
 
Luckily the players do -- it happened in game. =)  
 
Shelley Chrystal Mactyre 
www.mactyre.net 
 
Your children will see the stars. 
--Robert A. Heinlein 
 
Comments: Authenticated sender is <ghoyle1@mail.airmail.net> 
From: "Guy Hoyle" <ghoyle1@mail.airmail.net> 
Date: Wed, 15 Oct 1997 00:26:21 +0000 
Subject: Re: Korean Girls Built with Heromaker 
Reply-to: ghoyle1@airmail.net 
Priority: normal 
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<imo> You know, I'm surprised that nobody has pointed out so far that  
this topic's in pretty bad taste. </imo> 
---------------------------------- 
Guy Hoyle (guyhoyle@iname.com) 
http://web2.airmail.net/ghoyle1/ 
Visit The Gamemaster's Bookshelf 
and the PANGAEA Project! 
 
From: "\"qts\" <qts@nildram.co.uk> 
        \"champ-l@omg.org\"" <qts@nildram.co.uk> 
Date: Wed, 15 Oct 97 00:27:40  
Reply-To: "qts" <qts@nildram.co.uk> 
Priority: Normal 
Subject: Re: THe Tragic Tale of Holy Ground 
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On Tue, 14 Oct 1997 01:09:24 -0500 (EST), ALONE AT MIDNIGHT wrote: 
 
>     Vampire Killer B and Doktor Von Helmsley are both vampire hunters. 
>Vampire Killer B has a holy sword.  Doktor Von Helmsley has the power of 
>faith. 
>     Now, how would you work the Sf/x of a holy item, like B's sword? 
 
Give vampires a Vulnerability to Holy weapons (2xStun & Body), or make 
the sword +3d6K, Only vs Evil 
 
>What about blessing an object, or an area, as 'sacred ground,' or holding 
>a vampire at bay with a cross, 
 
The Vampire has a Physical Limitation: cannot enter holy ground, cannot 
approach anyone holding warding object.  
 
In the Fantasy Hero books, the first is modelled as a 3d6 
Susceptibility to Holy Ground. 
 
> or actually burning the blood sucker with holy water? 
 
Susceptibility to holy water. 
 
>What if you wanted to 'bless' weapons? 
 
Transform works well (Note that weapon gains DF: Holy Aura). This also 
works for holy sites                                 
 
Date: Tue, 14 Oct 1997 17:49:15 -0700 
From: RGSchwerdtfeger@directv.com (Richard G Schwerdtfeger) 
Subject: Disadvantage enforcement... 
Content-Description: cc:Mail note part 
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     I have somewhat of a problem with disadds and my playing group.  
      
     For some background: Until a few months ago, my group played  
     nothing but AD&D, and had for nearly 8 years. I, extremely bored  
     with that game, and completely enamored of a game system that I  
     had recently picked up, decided that I would start a Champions  
     campaign. 
      
     But my players, used to playing the chivalrous knight or the wise  
     mage, weren't sure what to do with a new concept: Disadvantages.  
     They understood Hunteds all right, and DNPCs too. Even  
     Vulnerabilities were easy. 
      
     Where both they and I had a problem was with Psych Limitations.  
     How much was something worth? Why was A worth less than B? What  
     happens if I go against my Limit? Etc. 
      
     So here's my question: Has anyone expanded on the Psychological  
     Limitation rules? Possibly even extended the list of common  
     limits which was in the BBB? How do GURPS disadds compare  
     price-wise to Hero?  
      
     Any takers? 
      
     Richard 
 
X-Sender: bob.greenwade@klock.com (Unverified) 
Date: Tue, 14 Oct 1997 17:52:06 -0700 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Nonstandard Deviations 
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At 11:43 PM 10/13/97 -0500, Vox Ludator! wrote: 
>At 02:57 PM 10/10/97 -0700, Bob Greenwade wrote: 
>>   I was, and I'm always bothered when a published character (or other 
>>"entity") deviates appreciably from the standard rules.  An occasional 
>>variance for an unusual situation is one thing, but this (along with 
>>providing a "free point" for characters' primary Professional Skills in 
>>Champions of the North by applying the Everyman Skill point toward it) only 
>>confuses matters. 
> 
>If you read the section on Everyman skills, they seem to fall into two 
>groups: "shadow" skills that represent 'default use' skills (like Deduction 
>or Climbing), and 'freebie' abilities (the AK, PS, and Language) which seem 
>to be "real" points in the same sense as the 10s-in=all-CHAR.  Therefore, 
>it's possible this wasn't a deviation, but another of those hidden 
>feature-not-a-bug bits in the HERO rules. 
 
   That would be my assumption, except that this is the only book in which 
I've noticed this being done. 
--- 
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 
 
 
Date: Tue, 14 Oct 1997 21:05:21 -0400 (EDT) 
From: Michael Surbrook <susano@access.digex.net> 
cc: champ-l@omg.org 
Subject: Re: Poll for OS 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Tue, 14 Oct 1997, Captain Spith wrote: 
 
> PopTholian@aol.com wrote: 
> >  
> > >currently still actively resisting continuing pressure to upgrade to 
> > >Win'95.  I also know a few people who don't like '95 either, and are 
> > >sticking to 3.x as well. 
> >  
> > Get a Mac! 
>  
>    But it's the Mac-system-clone aspect of win'95 that turns me off!  I 
> like the simpler, more kludgy feel of 3.x in conjunction with DOS. 
 
And people wonde rwhy I prefer to stick with my Mac... 
 
*************************************************************************** 
* "'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: bob.greenwade@klock.com (Unverified) 
Date: Tue, 14 Oct 1997 18:08:23 -0700 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Ablative Energy Blasts (Was: Re: Heromaker: Who uses it?) 
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At 04:11 PM 10/14/97 -0700, Brian Wong wrote: 
>> Heromaker is basically meant to be used by people who are already  
>> acquainted with the Hero System.  It's meant to be as flexible as the  
>> system itself is.  What "rules" in particular is it letting you  
>> break?  If it's stuff like using Ablative with an Energy Blast,  
>> there's technically no rule against that in the game, either; it just  
>> doesn't make much sense, and it doesn't limit the power, so it's not  
>> really worth any points. 
> 
> Let's see, ablative is something I've never used, so is it basically 
>like it is in Mekton where you lose points of it each time it's hit. Normally 
>used on armor... 
> If so, well, perhaps each time Sun-Guy is hit by Darkness powers, 
>his Energy Blast gets weaker... 
> 
> Or Battery-Dude has only so much power, each time he blasts someone, 
>his next blast is so much weaker... 
 
   Well, the way I'd have it work is kinda like overheating from use.  The 
first time the character fires the blast, it works normally; the second 
time, it gets a 15-; the third time, 14-; and so on.  If it doesn't work, 
then it doesn't "heat up," so the Activation Roll doesn't go down, but any 
Charges, END, Expendable Foci, and such would still be used. 
--- 
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 
 
 
Date: Tue, 14 Oct 1997 21:09:47 -0400 (EDT) 
From: Michael Surbrook <susano@access.digex.net> 
cc: champ-l@omg.org 
Subject: Re: THe Tragic Tale of Holy Ground 
Errors-To: owner-champ-l@omg.org 
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On Tue, 14 Oct 1997, ALONE AT MIDNIGHT wrote: 
 
>      Vampire Killer B and Doktor Von Helmsley are both vampire hunters. 
> Vampire Killer B has a holy sword.  Doktor Von Helmsley has the power of 
> faith. 
>      Now, how would you work the Sf/x of a holy item, like B's sword? 
> What about blessing an object, or an area, as 'sacred ground,' or holding 
> a vampire at bay with a cross, or actually burning the blood sucker 
> with holy water? 
 
The SFX is just that, SFX.  What determines the special powers of a holy 
sword are the *disadvantages* of 'unholy' creatures (like vampires). 
Susceptabilites, Vulnerabilties and Physcial Limitations are all good for 
defining what happens when the undead run across a holy object. 
 
Blessing an object should be a Transform, a holy aura should be Change 
Enviroment, holding the vampire at bay would be Phys Lim on the part of 
the vampire.  Holy Water could be some from of RKA with the limitation 
"Only vs undead". 
 
>      I have my own take on everything _but_ the sacred ground (Change 
> Enviornment?).  I read something about holy ground under Independant... 
> What if you wanted to 'bless' weapons? 
 
Transformation Attack (minor). 
 
*************************************************************************** 
* "'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: bob.greenwade@klock.com (Unverified) 
Date: Tue, 14 Oct 1997 18:16:32 -0700 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Effective Armour Management (was Norse God of Thunder) 
Errors-To: owner-champ-l@omg.org 
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X-UID: 161 
 
At 07:00 PM 10/14/97 +0100, Chris Lynch wrote: 
>I had a player once who wanted to build himself a suit of armour as a 
>vehicle and pump the vast majority of his points into it. 
>At the time I said "NO WAY!" as it far too munchkin-excessive for me (and I 
>will usually let you do anything which isn't specifically banned in the 
>rules) 
> 
>However, when I was thinking about this one I realised how many problems 
>this overcomes. 
> 
>1:Damage to the armour. How many times have you seen Iron Man get hit by a 
>really big blast of something and some of his systems not go offline or get 
>damaged. If you have your armour Only in Hero ID then you can effecttivly 
>build a suit of armour that will work at it's peak capacity until it falls 
>apart. 
 
   Sean Fannon's rules for the Battlesuit/Cybernetic Limitation handles 
this very effectively.  They appear on his website, or in Issue 11 of 
HeroZine. 
 
>2:Having more than one suit of armour. Iron Man at one point was maintaining 
>his Standard Red/Gold armour, a suit of stealth armour, a suit of space 
>armour and a suit of undersea armour. He also had a old spare suit which 
>Rodey used to back him up when things got really rough. It's a lot easier to 
>simulate this with a couple of vehicles than with a set of "Only when in 
>Stealth/Space/Undersea armours" disads and those expensive "usuable by 
>others" for the ones you are not using. 
 
   I think somewhere in one of the published books there's a suggestion 
that this type of thing can be done with Multiform.  A character that has 
more than one "super" form, whether they're all the same type or different, 
could buy a Multiform; a Powered Armor Multiform could be bought with Extra 
Time (to represent the time it takes to get into and out of the Armor). 
   Thus, the character's main form could be the basic character with all of 
the Multiforms, and the other forms could represent him in each of the 
different suits of armor (perhaps with different Vulnerabilities and such). 
 
>3: Where the hell does he get all the points to build these damn suits 
>anyway??? To build a realistic Iron Man clone you need far too many points 
>to consider him a reasonable starters character. At least this way you have 
>a decent head start if you are trying to do it all within 150 pts! 
 
   Whether you're using OIF, the Battlesuit Limitation, or some other 
method, a powered armor character is often the most powerful on the team 
combat-wise.  One of the old Adventurer's Club magazines had a combat 
rating system, and this system bore out that statement; in fact, a 
powered-armor character I'd built with the intent of him being relatively 
wimpy actually turned out to be the toughest guy on the team! 
 
>So, its far to points efficient, but it works. 
>After all, if you take his armour away (or give it a good sticking) then he 
>stops getting the benefits.......... 
 
   Again, this is true regardless of method. 
--- 
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 
 
 
Date: Tue, 14 Oct 1997 21:49:57 -0400 (EDT) 
X-Sender: jprins@interhop.net (Unverified) 
From: jprins@interhop.net (John and Ron Prins) 
Subject: Re: Grey Areas 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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X-Status:  
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>Are you now agreeing with me that it is a meta-rule that a Champions  
>character sheet must be independent of state history, or are you  
>disagreeing that your rule on multiforms violates this meta-rule?  Are  
>you disagreeing that violating the meta-rule is a bad thing?  I am not  
>sure how to take your comment. 
> 
>Theorem: if your rules are followed on constructing multiforms, then the  
>legal configurations of powers are not solely determined by the number of  
>character points available. 
 
This is true. Depending on how you do things, characters could end up with 
different power levels on the same number of points. That's not a bug, 
that's a feature of the HERO System, where there is often 'a better way'. 
 
>Proof of existence by construction: 
> 
>A is a 250 point character who buys a 100-pt multiform at the start of  
>play, earns 50 XP and increases the multiform to 250 points. 
> 
>B is a 250 point character who does a shapeshifting workaround to  
>multiform.  After earning 20 XP, he has a radiation accident and converts  
>to a 200-pt multiform.  With part of his next 30 XP he buys the multiform  
>up to 250 pts. 
> 
>C is a 250 point character who does a shapeshifting workaround, and  
>postpones his radiation accident until he has earned 50 XP. 
> 
>All three, A, B and C are now 300-pt characters. 
>All three have now spent 50 points on Multiform. 
>A's multiform has 100 base, no disads and 150 XP. 
>B's multiform has 100 base, 100 disads and 50 XP. 
>C's multiform has 100 base, 150 disads and no XP. 
> 
>In fact, there are 51 mathematically distinguishable cases that result in  
>the same base-character point totals and the same number of points spent  
>on multiform, and the distinction is solely when and how the character  
>had his radiation accident.  Since part of an NPC bonus is experience,  
>and part is a substitute for the sort of point-compression that PCs do,  
>the situation becomes even more complex. 
 
Nod, nod. It's a complicated system, HERO. I suppose you confused me with 
earlier comments - you may not be able to tell how a certain character got 
the way he currently is, just from his current character sheet. But that's 
only really relevant for PCs, as you normally don't care about 
point-accounting as much with NPCs, and starting PCs have to follow normal, 
as-is construction. 
 
>> >Under the basic rules, a person with 20 BODY who is reduced to 0 BODY 
>> >will bleed to death in four minutes, which is really a very short time 
>> >for help to arrive if your world does not involve teleporters. 
>>  
>> ??? Your point being? A 10 BODY wound is pretty impressive - like taking a 
>> shotgun blast to the chest! Or having an arm ripped off! 
> 
>In both the real world and in fiction, characters sometimes hold on for  
>extended times, even days, after receiving such extreme wounds. 
 
Obviously, they stopped bleeding (see the Bleeding rules, pg. 165). 
 
>You continue to misunderstand me.  I am not primarily talking about PCs  
>here.  I am concerned about situations in which the players are trying to  
>heal NPCs whose conditions are not easily described in terms of simple  
>BODY totals. 
 
I don't misunderstand. I already said "wing it". How did he get wounded? 
That'll key you to what kind of wounds he's got... 
 
>> >(2) Should a system have a quantifiable way for a GM to describe 
>> >dismemberment or disfigurement when it is dramatically appropriate? 
>> >Answer, IMHO, yes. 
>>  
>> IMHO, no, it isn't necessary. There are literally _dozens_ of systems that 
>> don't and they still work fine.  
> 
>And for lots of them there have been articles and/or supplements with  
>recommendations on who to cover the unusual cases without just being  
>capricious. 
 
I thought a lot before saying this, but I'll say it anyway, and hope you 
don't take offense where none is intended: They're a crutch for the 
unimaginative. I know, you can take that to extreme and say "Well, Mr. 
Creative, why don't you go play free-form diceless roleplaying if you're so 
good??" I'm not 'that good', but I do think that overdependance on charts 
and tables and the like will _hurt_ your creativity in the long run. 
Sometimes it's possible to get too caught up in simulating reality that you 
lose sight of the fact that roleplaying is an escape from reality :-). 
 
>If you prefer caprice, that is your privilege.  I suspect  
>that we are coming from such different places on this discussion that it  
>has become pointless. 
 
Perhaps. Super-precise systems annoy me, I prefer a higher degree of 
abstraction in favour of elegance. I prefer HERO, Silhouette, and Feng Shui 
to Rolemaster or Pheonix Command. If somebody gets hurt, I'd rather come up 
with his wounds on the spot than pull out charts and start cross-referencing 
<shudder>. 
 
On another note, HERO does have a hit location chart. If somebody takes BODY 
and you really want to know what happened, roll on that table! It'll tell 
you where the shot landed! Then you can say "Poor Billy took 12 BODY to his 
right arm. Looks like he'll be called 'Lefty' from now on...", because, from 
the Disabling rules, that just took off Billy's arm (he only had 10 BODY to 
begin with). 
 
To wit: are the disabling rules, combined with the hit location chart, and 
knowing the nature of an attack, not specific enough for you? 
 
----------------------------------------------------------------------------- 
"Guns-ablazin', fu-fightin', spell-chuckin', rubber-monster-stompin' ACTION!" 
-John comments on Feng Shui 
----------------------------------------------------------------------------- 
John D. Prins 
jprins@interhop.net 
 
Date: Tue, 14 Oct 1997 18:56:25 -0700 
From: "Robert A. West" <robtwest@erols.com> 
Subject: Re: Grey Areas 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
John and Ron Prins wrote: 
>  
> >> I think it's the wrong construct to use; I'd go with a Shapeshift  
> > 
> >Oh, bother!  I suppose that you are trying to be helpful, but I am 
> >interested in discussing a troubling aspect of multiform, not finding a 
> >work-around for a particular character. . .  
>  
> All of which can be worked around!  
 
And which IMHO clutters up the character sheet with a lot of extraneous  
limitations and notes.  Change the example to a normal whose body was  
inhabited by the dying spirit of an alien warrior, but who can only  
transform into warrior form under restricted circumstances.  I hope  
that *this* meets your criteria for a Multiform.  Since the Multiform  
must be the human form, which has many fewer points, we run into the  
paradoxical situation that the less often the powerful form is available,  
the more real points are used by the Multiform power, and therefore  
fewer points are available for the power form. 
 
>  
> >If the "no state memory" rule is not true, then there must be characters 
> >that are achievable by a radiation accident that are not achievable 
> >without one, or vice-versa, or both. 
>  
> Huh? You keep track of Real Points. The point total of a PC only changes 
> through gained XP. Looking at the point totals of base points, disads, and 
> XP will always tell you how much the PC costs... 
 
Are you now agreeing with me that it is a meta-rule that a Champions  
character sheet must be independent of state history, or are you  
disagreeing that your rule on multiforms violates this meta-rule?  Are  
you disagreeing that violating the meta-rule is a bad thing?  I am not  
sure how to take your comment. 
 
Theorem: if your rules are followed on constructing multiforms, then the  
legal configurations of powers are not solely determined by the number of  
character points available. 
 
Proof of existence by construction: 
 
A is a 250 point character who buys a 100-pt multiform at the start of  
play, earns 50 XP and increases the multiform to 250 points. 
 
B is a 250 point character who does a shapeshifting workaround to  
multiform.  After earning 20 XP, he has a radiation accident and converts  
to a 200-pt multiform.  With part of his next 30 XP he buys the multiform  
up to 250 pts. 
 
C is a 250 point character who does a shapeshifting workaround, and  
postpones his radiation accident until he has earned 50 XP. 
 
All three, A, B and C are now 300-pt characters. 
All three have now spent 50 points on Multiform. 
A's multiform has 100 base, no disads and 150 XP. 
B's multiform has 100 base, 100 disads and 50 XP. 
C's multiform has 100 base, 150 disads and no XP. 
 
In fact, there are 51 mathematically distinguishable cases that result in  
the same base-character point totals and the same number of points spent  
on multiform, and the distinction is solely when and how the character  
had his radiation accident.  Since part of an NPC bonus is experience,  
and part is a substitute for the sort of point-compression that PCs do,  
the situation becomes even more complex. 
 
Quod erat demonstrandum. 
 
 
> >Under the basic rules, a person with 20 BODY who is reduced to 0 BODY 
> >will bleed to death in four minutes, which is really a very short time 
> >for help to arrive if your world does not involve teleporters. 
>  
> ??? Your point being? A 10 BODY wound is pretty impressive - like taking a 
> shotgun blast to the chest! Or having an arm ripped off! 
 
In both the real world and in fiction, characters sometimes hold on for  
extended times, even days, after receiving such extreme wounds.  One can,  
of course, hand-wave this, and it appears that you prefer to do so.  I  
prefer to have some way to return to the objective and quantifiable.   
This is a valid difference of taste, and it is a stated objective of Hero  
to provide the GM with means to suit various tastes and circumstances. 
 
>  
> If [dismembered or dead PCs are] a regular occurance [you] 
> . . . 
> need that Regen: Useable By Others, and shouldn't be bothered by the speed 
> at which the PCs are back in action. 
 
You continue to misunderstand me.  I am not primarily talking about PCs  
here.  I am concerned about situations in which the players are trying to  
heal NPCs whose conditions are not easily described in terms of simple  
BODY totals. 
 
The reason I mandated Extra Time on Regeneration Usable by Others is that  
some players noted that they could ignore most injury to bystanders in  
the expectation that Tanith would be able to fully cure any normal in  
five minutes (=25 BODY if no extra time).  I am more than happy to see  
regen used on PCs. 
 
>  
> >(2) Should a system have a quantifiable way for a GM to describe 
> >dismemberment or disfigurement when it is dramatically appropriate? 
> >Answer, IMHO, yes. 
>  
> IMHO, no, it isn't necessary. There are literally _dozens_ of systems that 
> don't and they still work fine.  
 
And for lots of them there have been articles and/or supplements with  
recommendations on who to cover the unusual cases without just being  
capricious.  If you prefer caprice, that is your privilege.  I suspect  
that we are coming from such different places on this discussion that it  
has become pointless. 
 
 
>  
> ----------------------------------------------------------------------------- 
> "Guns-ablazin', fu-fightin', spell-chuckin', rubber-monster-stompin' ACTION!" 
> -John comments on Feng Shui 
> ----------------------------------------------------------------------------- 
> John D. Prins 
> jprins@interhop.net 
 
--  
<-------------------------------------------------------> 
Robert A. West		///  "Censorship is tyranny." 
Phone W:(215)466-3628; H:(215)348-9113   
http://www.erols.com/robtwest 
 
Date: Wed, 15 Oct 1997 02:39:30 +0000 
From: David Cooper <raven@castles.com> 
Reply-To: raven@castles.com 
Organization: Raventronics 
Subject: Powwow 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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Hello all 
You can get powwow at http://www.tribal.com/powwow/ 
 
-- 
"Look, mentally I'm older than Lincoln, emotionally 
I'm six years old, physically I look like I'm in my 
twenties, my hormones are going top speed, and I'm 
something evolved from a slug evolved into something 
evolved from an ape. And YOU got the nerve to say 
YOU'RE confused?!?" 
 
 
Date: Tue, 14 Oct 1997 19:57:51 -0700 
From: "Robert A. West" <robtwest@erols.com> 
Subject: Re: Korean Girls Built with Heromaker 
Errors-To: owner-champ-l@omg.org 
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Brian Wong wrote: 
>  
> > >to be an effort by drunk GI's to get into the skirts of Korean girls. 
> > 
> > Let me tell you from personal experience it works: 
> >   Seduction, 8 or less, +1 per common language known, +1 per drink over 
> >     the 2 minimum   :) 
 
Limited by Wealth(-1/4) 
 
> > 
>         Only when going after prostitudes. 
> I never cruised broadway for a $20 screw in the USA, and I didn't use 
> being in asia as an excuse to do it there either. 
>  
>         Though most American's I met did. And I often had to defend myself 
> in polite Korean society from accusations of being a John by default of my 
> nationality. 
 
 
That seems odd, as I understand that the biggest customers of the local  
"hostesses" in East Asia are the Japanese, Korean and, to a lesser  
extent, Chinese businessman.  The Japanese sex-tour business is  
apparently legendary. 
 
Of course, being far from home is seen by many as an excuse.  I  
decline to believe that this is uniquely American in any way, shape or  
form. 
 
--  
<-------------------------------------------------------> 
Robert A. West		///  "Censorship is tyranny." 
Phone W:(215)466-3628; H:(215)348-9113   
http://www.erols.com/robtwest 
 
 
X-Sender: scm@mail.aci.net 
Date: Tue, 14 Oct 1997 20:54:26 -0700 
From: Shelley Chrystal Mactyre <shelley@mactyre.net> 
Subject: Re: Time Lines for Campaign Worlds 
Cc: champ-l@omg.org 
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At 10:41 PM 10/14/97 -0700, Robert A. West wrote: 
 
[Massive SNIP] 
 
>In any event, I am sorry that you feel that all GMs who start their 
campaigns by  
>writing backgrounds and timelines are more interested in writing novels than  
>in GMing.  I hope that you will become more open-minded about this at some 
time. 
 
<sigh> Oh, for Pete's sake. Yes, I'll fervently pray every night to become 
more open minded in this regard, if it makes you feel better.  Silly me, 
wanting to give the players a stake in the timeline, by following the old 
writing adage, "Show, don't tell."  Sheesh!  This is obviously a matter of 
GM preference, and my way works just jim-dandy for me, and if coming up 
with timelines before the game starts works for you instead of discussing 
the feel and general history with the players, well, then, run with it, 
Robert! 
 
 
Shelley Chrystal Mactyre 
www.mactyre.net 
 
Your children will see the stars. 
--Robert A. Heinlein 
 
Reply-To: "Filksinger" <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
Subject: Re: Grey Areas 
Date: Tue, 14 Oct 1997 21:44:49 -0700 
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On Tuesday, October 14, 1997 7:31 PM, John and Ron Prins wrote: 
 
 
<snip> 
>To wit: are the disabling rules, combined with the hit location 
chart, and 
>knowing the nature of an attack, not specific enough for you? 
 
 
Not for what he wants, and I understand his point. 
 
If I have a character who is severely hospitalized, a simple Aid will 
allow the character to recover in seconds. If I have a character who 
is so severely wounded that he will die in a few hours without a 
hospital, then in the Hero system, he can be saved with a Paramedic 
roll, or by special powers, or not at all. What's worse, no matter 
what rules I use, he will be dead in minutes, probably only seconds. 
 
In real life, dying people often live long enough for a paramedic team 
to reach them, or even for days. In Hero, no ambulance would ever get 
there in time. To be even sillier, if they did arrive in time, they 
either fail their paramedic roll, and he dies before he reaches the 
hospital, or they succeed, and the doctors are unnecessary- all he 
needs is rest. 
 
True, you can just make up what happens, and ignore the rules. 
Unfortunately, this leaves you open to rules lawyers ("What do you 
mean my Aid spell can't save him? The rules say it does!"), and forces 
you to wing it even if you don't want to. 
 
What I would prefer is optional rules for something other than "He'll 
bleed to death in 8 turns, unless someone helps him." At the very 
least, I would like more "At the GMs option" to shut up the rules 
lawyers. 
 
X-Sender: ludator@mail.softfarm.com 
Date: Wed, 15 Oct 1997 00:19:05 -0500 
From: Vox Ludator! <ludator@mail.softfarm.com> 
Subject: Re: New Powers Plug-In (Or, I'm Impatient Enough Not To Wait) 
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At 09:55 AM 10/15/97 -0500, Jason A. Dour wrote: 
>-----BEGIN PGP SIGNED MESSAGE----- 
> 
>(NOTE: This has been cross-posted to both the Champs/HERO and the FUZION 
> mailing lists for purposes of getting as much feedback as possible. 
> Before you berate me for posting a primarily FUZION question to the 
> HERO list, realize I came here asking for your expertise.) 
 
But my expertise is in HERO, which means I'm not part of the Fuzion target 
audience (nudge nudge, wink wink). 
 
>My goal for this FUZION plug-in is simple: match HERO4 wherever possible 
>when it comes to power creation.  C:NM:A took us a step closer with Adders 
>and Limiters...what few of them there were.  Now, my plan is to continue 
>that trend with the rest of the HERO4 power creation system.  This may not 
>be ideal, and I may not keep it forever.  What I need right now is a 
>flexible and robust power creation system a la HERO4, without having to 
>switch to the "Divide HERO4 By 5" atrocity.  Whatever revisions and 
>enhancements come later are less important.  
 
I was under the impression that there already existed a system for using 
HERO Advantages and Limitations: that each (+/-)1/4 of Power Modifier 
translated into +/-1 Power Point.  Thus, declaring a power "OAF" reduces its 
cost by 4 points, making a power Sticky adds 2 to the cost, etc. 
 
-- 
Vox 25:17, Patron Saint of Gadflies 
+-----------------------------------------------------------------+ 
| Files corrupt; absolute files corrupt absolutely.               | 
+-----------------------------------------------------------------+ 
   Visit the SoapVox at http://www.io.com/~angilas/soapvox.html 
 
Date: Tue, 14 Oct 1997 22:41:02 -0700 
From: "Robert A. West" <robtwest@erols.com> 
CC: champ-l@omg.org 
Subject: Re: Time Lines for Campaign Worlds 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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Shelley Chrystal Mactyre wrote: 
>  
> I consider timelines *before* the game starts to be unnecessary.   
 
Well, so far we disagree strongly.  Good start! 
 
> . . .                                When I enter a game with a 
> meticulously structured history and timeline, I get the feeling from the GM 
> that he'd rather be dictating a novel than running a roleplaying game -- 
> and which has always proven to be the case in those games.  Personally, I 
> like the players to have much more of an influence. 
 
It has been my experience that, when a player enters a campaign expecting the  
worst, he or she almost always leaves saying, "See!  I was right!"   
 
When I am a player, I don't expect, absent time travel, to influence major world  
events prior to Day 1 of the campaign.  Of course, with time travel, the  
timeline is mutable anyway.  Events *after* Day 1 are, of course, very much in  
the players' hands. 
 
>  
> At 11:22 AM 10/13/97 -0700, Rook wrote: 
> >    After making it up, you write down when it happened, thus a timeline is 
> >born.Do you know when super's began to appear in your world? Why? 
> >    In your world, the public hates paranormals, why is this? How did it 
> >happen? What event's ahve occured because of it? 
>  
> Right, and these are things which the players have a vague understanding of 
> in the beginning, and which get more clearly defined in their game, not 
> something I pass out when they show up at my house. 
 
Well, I suppose that it depends on the players and the campaign.  As a player, I  
prefer to see a lot of the background worked out at or near the start in most  
types of campaign.  As a GM, I find that my players ask detailed questions about  
history and background.  If I haven't worked stuff out carefully, then I end up  
contradicting myself. 
 
In one campaign in which I was a player, our party destroyed an interdimensional  
villain and, unwittingly, changed history dating back a century.  When we got  
back, the world was *very* different.  Our characters spent much of the next two  
runs finding out the history of this alternate timeline, and comparing it to the  
timeline we knew.  My character, as a British subject, was extremely interested  
in the history of the Empire and the Royal Family.  To my delight, the GM had  
actually thought of this, and we had some enjoyable roleplaying. 
 
Of course, there are some types of campaign where this is not necessary, and  
like anything else, it can be overdone.  It is also important to distinguish  
between the timeline that players see, which can be quite general, and the one  
that the GM sees, which contains the real story, at least as the GM understands  
it this week. 
 
> >>  When, for example, the heroine Firehawk showed . . . it was just a matter 
> >> of telling them her public record and moving on from there. 
 
> >    Her public record is a piece of the timeline... 
>  
> But say I decide two months after I draft the timeline that I don't want 
> Firehawk around. . .  
 
Whoa!  I hope you like the view from outside that window!  Please come back  
inside!  :-) 
 
I distinguish between the GM's private timeline (which is definitive, and can be  
changed freely at any time) and the public timeline (which may contain untrue  
statements that are generally believed, and that cannot be changed without  
attracting the notice of the players, and therefore of the PCs). 
 
Only things that are *important* to the GM's understanding of the campaign  
should go on the GM's timeline, and only things that would be noticed by the PCs  
should go on the public timeline.  Of course, all PC adventures belong on the  
public timeline, unless your players have secrets from one another. 
 
If Firehawk was not involved in something really important, then why was it on  
the timeline?  If it was important enough to be on your timeline, then your  
decision that Firehawk "no longer fits" is either a decision that the events  
didn't happen, or that they were done by someone else.  If Firehawk's exploits  
were so well known as to be on the public timeline, then it is messy to delete  
Firehawk, but it can be done. 
 
	- Firehawk is a cover story for some other super. 
	- Firehawk died or retired shortly after the event. 
	- The event never happened, but people think it did. 
	- A time traveller deleted Firehawk, and only the PCs remember. 
	- Ignore Chekhov's Law, and just don't have Firehawk show up. 
 
Each of these decisions, except the last may inspire a scenario, or not.  For  
that matter, if all else fails, just declare that you made a blunder and correct  
the timeline, omitting Firehawk.  People should understand. 
 
 
> But my time's been wasted, period. And this would hold true 
 
Unless Firehawk was originally intended to be the crux of the campaign, you  
shouldn't have spent more than five minutes on her. 
 
11/9/79		Firehawk thwarts an attack on President Carter by Iranian 
		Super Agents. 
11/20/79	Firehawk is invited to form a Secret Service Super Team. 
5/15/83		Firehawk leaves the Super Secret Service for undisclosed 
		reasons.  GM Note: Reagan was simply "cleaning house" of 
		the last Carter appointees, but Firehawk was humiliated, 
		and has refused public service ever since. 
 
That took less than five minutes. 
 
> with other things.  Say I've written in my timeline of the world that no 
> paranormals existed before 1950 -- but then I'm given Protector's 
> background (a guy who went back to 1939 and was part of an official team). 
 
First, if this is the first run, there is nothing wrong with amending the  
timeline on the spot.  There is also nothing wrong with soliciting PC origins  
in advance so that they can be incorporated into the timeline. 
 
If you have an existing campaign with that in the timeline, then no player  
should give you that background without *some* idea of how to make it fit.  It  
passes my credulity that the player could not have come up with an equally  
interesting origin that fit into an existing timeline.  But let's suppose that  
the player *really* likes that origin story. 
 
When you stated "no paranormals before 1950," why did you decide that?  My guess  
is that you didn't want to change the history of World War II to include Supers.  
If that is the important feature of the timeline that must be preserved, kick  
the matter back to the player: explain why there was a super-team in 1939, but  
you didn't appear in World War II, and why most history books don't include you.  
If the explanation satisfies you, there is nothing wrong with revising your  
private timeline to read accordingly: 
 
1936	Protector is the first superhero. 
1939	Protector and others form the Vindicators. 
1941	The Vindicators are sent on a secret mission to destroy a suspected 
	Nazi Super-Team.  All are missing, presumed dead, but no Nazi supers 
	appear during the war, to much relief.   After some editorials comparing 
	Paranormals to the Master Race, it is decided to keep all reports of 
	paranormal activity secret until after the war.  The Vindicators are 
	largely forgotten. 
1950	Eaglehawk, the first post-war, publicly acknowledged paranormal appears. 
	Most people think of this as the first appearance of paranormals. 
1997	A new Superhero, Protector, appears, claiming to be the same as the  
	original Protector of 1939.  This claim is widely disbelieved. 
 
The players can now roleplay "learning" something about the history of the  
campaign world, and events are conserved. 
 
Of course, not every campaign needs a timeline.  If you follow the thesis that  
supers don't change society very much, and that they are just a perturbation on  
history, then a timeline is probably an unnecessary waste.   
 
I happen to think that having supers around would alter society greatly, and  
that these changes are likely to be important to the players.  Accordingly, I  
need to think about this issue from very early on, and a timeline is a good tool  
to work with.  It is, however, only a tool. 
 
In any event, I am sorry that you feel that all GMs who start their campaigns by  
writing backgrounds and timelines are more interested in writing novels than  
in GMing.  I hope that you will become more open-minded about this at some time. 
 
--  
<-------------------------------------------------------> 
Robert A. West		///  "Censorship is tyranny." 
Phone W:(215)466-3628; H:(215)348-9113   
http://www.erols.com/robtwest 
 
X-Sender: scm@mail.aci.net 
Date: Tue, 14 Oct 1997 23:02:29 -0700 
From: Shelley Chrystal Mactyre <shelley@mactyre.net> 
Subject: Re: Time Lines for Campaign Worlds 
Cc: champ-l@omg.org 
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At 11:57 PM 10/14/97 +0000, Guy Hoyle wrote: 
>I don't think every little detail about the whole history of  
>superheroes should be determined from the outset; thgis does tend to  
>stifle creativity among players.  But using a timeline for keeping  
>track of important information can be crucial. 
 
Ah, I see there is a moderate among us! =)  I see what you're saying, Guy 
-- makes perfect sense.  I think one reason I don't worry about writing 
things down anymore is that I game with people I really know well.  It's 
enough for me to say, "The public looks on paranormals with suspicion" and 
leave it at that, because they know me well enough to know that it's only a 
matter of time before a relevant plot pops up which explores things in 
depth.  If people ask me questions about specifics (what was the role of 
paranormals during the Korean Conflict?), then I'll answer them (and make a 
mental note). Also, the players are aware, I think, of the potential for 
collective story building, and they share in the creation process.  I love 
that! It's what makes me think I'm doing my job.  Players often have much 
better ideas about plots and about histories -- and I'd be a fool not to 
capitalize on it.  
 
But back to the timelines: I'm a very seat-of-the-pants style GM.  This 
timeline discussion is happening at an interesting point for me, mainly 
because I have been feeling very bogged down with details in my AI Inc. 
PBEM game -- I'm resolving a plot which started in another of my PBEM 
games, and of course I end up checking details, back and forth and back and 
forth, while I'm trying to respond to turns. For wanting to be flexible, 
I'm very, very serious about maintaining internal consistency, and I'm 
starting to resent it slightly, I think.  Better this, though, than the 
e-mails from lurkers demanding I resolve the plot! <grin>   
 
Shelley Chrystal Mactyre 
www.mactyre.net 
 
Your children will see the stars. 
--Robert A. Heinlein 
 
Date: Tue, 14 Oct 1997 23:11:05 -0700 
From: "Robert A. West" <robtwest@erols.com> 
Subject: Re: Desolidification and the environment 
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Trevor Barrie wrote: 
>  
> On Thu, 9 Oct 1997, Robert A. West wrote: 
>  
> > ================================================================== 
> > Desolid vs NNDs: 
> > 
> > A desolid character is immune to all attacks, including NNDs, except for 
> > the listed special effect and for attacks with Affects Desolid.  The 
> > rules are clear on this. 
>  
> Odd; my copy of the rules doesn't even mention the idea of a "listed 
> special effect" (singular) to which the character is vulnerable. What it 
> does say is that there has to be a reasonably common _group_ of attacks 
> which will affect the character. (Emphasis mine, of course.) However,  
 
And how do you form such groups?  In almost every case of Desolid that  
comes to mind, such groups are defined by special effect.  Perhaps "Armor  
Piercing Physical Attacks" or "Energy Attacks with an Odd Number of Dice"  
are valid groups under the rules, but I am having a hard time envisioning  
the special effect of the Desolid that would justify either choice. 
 
Special Effect of Desolid		Special Effect(s) of attacks 
Cloud of Electrons			Electromagnetic 
Time Warp				Gravitational, Transdimensional 
Mist					Fire; Wind attacks at 1/2 
Magical Phase-out			Magical. 
Astral					Any attack on physical body 
 
OK, so I found an example of a non-special-effect group: transdimensional  
attacks.  All the rest are defined by special effect. 
 
  
>  
> It seems straightforward to me that, in the latter case, Desolid would 
> _not_ protect from the effect. I certainly wouldn't allow Desolid to 
> protect a character from a Susceptibility for which they gained points, so 
> why should it protect from an "everyman" Susc? 
 
I see no reason that most susceptibilities would affect most desolid  
characters.  In some cases, there might be a "disadvantage that is not a  
disadvantage" issue.  I certainly would discuss any planned exceptions  
with the player beforehand. 
 
 
--  
<-------------------------------------------------------> 
Robert A. West		///  "Censorship is tyranny." 
Phone W:(215)466-3628; H:(215)348-9113   
http://www.erols.com/robtwest 
 
From: Peppy0083@aol.com 
Date: Wed, 15 Oct 1997 02:19:48 -0400 (EDT) 
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Date: Wed, 15 Oct 1997 01:35:25 -0500 (EST) 
From: ALONE AT MIDNIGHT <RAVANOS@jcs1.jcstate.edu> 
Subject: Re: Korean Girls Built with Heromaker 
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>> Let me tell you from personal experience it works: 
>>   Seduction, 8 or less, +1 per common language known, +1 per drink over 
>>     the 2 minimum   :) 
 
     Gee, wow...  that's heroic!  Let's not hope our misguided heroes engage 
in any sort of carnal activity.  Having sex with someone who is intoxicated 
might be grounds for a court case where the individual who was drunk 
complied solely because their judgement was impared, which could possibly 
cause our wacky heroes to be charged with rape! 
 
     Ick...  not four color.  For some strange reason, it reminds me of 
"Watchmen." 
 
Date: Wed, 15 Oct 1997 00:35:16 -0700 
From: "Robert A. West" <robtwest@erols.com> 
Subject: Re: Disadvantage enforcement... 
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Richard G Schwerdtfeger wrote: 
>  
>      I have somewhat of a problem with disadds and my playing group. 
>  
>      For some background: Until a few months ago, my group played 
>      nothing but AD&D, and had for nearly 8 years.  
 
Well, when you die, St. Peter will just pass you on...you've already  
served your time in Purgatory. 
 
 
>      Where both they and I had a problem was with Psych Limitations. 
>      How much was something worth? Why was A worth less than B? What 
>      happens if I go against my Limit? Etc. 
 
General Concepts: 
 
1. If A is less likely to come up in actual play, A is worth less. 
2. If A is more easily avoided, A is worth less. 
3. If A is less likely to interfere with optimal play, A is worth less. 
4. The GM can and should adjust the points of disadvantages to reflect  
how they affect actual play. 
 
The first concept is generally the hardest to understand. 
 
A hates cats.  B hates mutants.  Although cats are more common in the  
world than mutants, mutants come up more often in play, so A is worth  
less than B.  Hatred of orcs is irrelevant if orcs don't exist. 
 
Most new players try to pick disadvantages that are worth a lot of points  
but that won't affect their characters.  I passionately hate tapioca.   
This is pointless, literally.  Disadvantages that are not going to be  
disadvantages in actual play are not worth any points. 
 
The second concept is straightforward in the book: 
 
5 points if the character can always deal rationally with it.  A  
character with this level of acrophobia will try hard to find tactics  
that avoid rooftops, but will probably merely shudder if forced onto one. 
 
10 points if the character must make an EGO roll to deal rationally with  
it.  A character with this level of acrophobia would be unable to go up  
onto the roof if he fails the EGO roll. 
 
15 points if the character cannot overcome it, except perhaps in a moment  
of extreme heroism.  Watch the film Vertigo. 
 
Some GMs will allow 20 points for a character whose entire life revolves  
around the Psych Lim. 
 
 
The third concept is really another way of looking at the first.  A Psych  
Lim to hate injustice will often come up in play, but it is unlikely to  
interfere with a hero in a typical campaign where heroes rarely need to  
compromise with evil.  Such campaigns are often called "four color" from  
the printing process used for color comic books.  On the other hand, a  
code against killing can be very inconvenient tactically, even if it is  
heroic. 
 
The fourth concept is an enforcement mechanism as well as an adjustment  
mechanism.  If all the cats die in an alien plague, a hatred of cats is  
now irrelevant, and another disadvantage needs to be found: perhaps an  
irrational love of aliens.   
 
If a player forgets his Psych Lim, the GM can remind him and require  
an action in keeping with it, or an EGO roll, as appropriate.  If the  
player keeps "forgetting", the GM should take those points away from the  
character and not give them back until the player starts role-playing the  
disadvantage, or chooses another one that the GM feels is more likely to  
be played properly.  As a result, the character will temporarily lose  
some powers. 
 
I hope this helps. 
 
 
--  
<-------------------------------------------------------> 
Robert A. West		///  "Censorship is tyranny." 
Phone W:(215)466-3628; H:(215)348-9113   
http://www.erols.com/robtwest 
 
Comments: Authenticated sender is <b1tlbx98@pop1.sympatico.ca> 
From: "Vance Scott" <vances@sympatico.ca> 
Date: Wed, 15 Oct 1997 08:09:13 +0000 
Subject: Re: Time Lines for Campaign Worlds 
Reply-to: vances@sympatico.ca 
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> When I was planning my Hudson Hawks campaign, I discussed with the 
> players major events, but both they and I found it much easier to make 
> things up as we went along   
 
A time line shouldn't be to constraining. It is intended as a GM,  
and player aid, not a muzzle on creativity. It's perfectly ok to add  
or make changes to your time line as it evolves over campaign. A  
fictional time line shouldn't be written in stone, it should  
be written on paper with a pencil. Feel free to use your eraser. 
 
>  I didn't feel locked into a rigid view of the universe (back 
> then), and one of the main reasons why I strongly considered *not* using 
> the Golden Hawks Universe (though I acquiesced to player opinion) when 
> planning my current FTF game was because I have the ponderous weight of 
> four campaigns that I feel I have to be consistent with when I run.  Now, I 
> can't use X team because the Hawks beat 'em up or have Armstrong show up 
> because of that wacky "Armstrong Debacle" plot from way back when.  
  
>  I don't think most players care about timelines -- mine certainly don't, 
>  and I do have a high opinion of their ability -- 
 
The fact that your players wanted to play in the Golden Hawks  
Universe indicates to me the players did want a time line, and a cast  
of characters they were familiar with. 
 
>  and I wonder why GMs feel it's necessary.  
 
A time line isn't necessary. It's supposed to be a useful reference  
for the GM, and players. I feel a time line will help me add depth to  
my campaign. The players can be introduced to the campaign world  
via a rough narrative instead of an essay, or a creating it on the  
fly. 
 
> -- I'd rather see the GM put work into the plots and the villains  
> than a detailed history. 
 
Perhaps you prefer an episodal campaign where the events of one  
scenario don't have much bearing on following ones. Personally I like  
the added depth of a serial. If you are trying to run a serial  
campaign a time line may make your job easier instead of difficult. 
 
> History (and I say this as a person getting her BA in history in December) 
> is all well and good, but really, the emphasis on the game should be, IMHO, 
> on the present and not the past. Timelines force things -- let the players 
> dictate the history and shape of the universe.  
 
As a GameMaster I find it boring or discouraging to play in a game  
where I don't like the player characters, or the world. For me it  
is self defeating to allow the players to define a campaign world,  
and history I don't like. The players wants, and wishes should be  
considered during the creation process, but it's the GM that must be  
satisfied. I'm the one doing the work it's up to me to define the world.  
The creation process seldom works well in commitee, believe me I've  
tried. 
 
> Anyway, there's been a ton of discussion about this recently, both here and 
> on #herochat, and I must say, Matthew and I have been shaking our heads 
> over it. =)  
 
Well, the " Time Lines for Campaign Worlds" thread has had only 13  
posts according to my last count. I can't speak for Herochat as I'm  
not necessarily online when you are. I find most of the posts useful.  
I started this thread to get a diversity of opinion to help in the  
construction of my time line. I was sure that some of the readers oin  
this mail list would provide insights that wouldn't occur to me. I'm  
happy with the responce I've gotten, and would like to thank everyone  
for lending me a hand. 
  
> Your children will see the stars. 
> --Robert A. Heinlein 
  
Heck, I can see the stars most nights. There must have been alot of  
polution in Heinlein's neibourhood. ;) 
 
Vance Scott 
 
Vanquisher of all foes. 
 
From: jonesmj@topaz.cqu.edu.au 
Date: Wed, 15 Oct 1997 18:44:05 +1000 
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At 10:01 PM 10/13/97 -0700, you wrote: 
>Now, I have over 400 pages of *stuff* and I think site lurkers are probably 
>more familiar with it than I am these days.  I don't think most players 
>care about timelines -- mine certainly don't, and I do have a high opinion 
>of their ability -- and I wonder why GMs feel it's necessary.  I mean, I 
>guess I go into a game with a clear view of what I want to accomplish and 
>what the world feels like, and I know enough about history to be internally 
>consistent.  I just see it as a waste of a GM's time -- I'd rather see the 
>GM put work into the plots and the villains than a detailed history. 
>History (and I say this as a person getting her BA in history in December) 
>is all well and good, but really, the emphasis on the game should be, IMHO, 
>on the present and not the past. Timelines force things -- let the players 
>dictate the history and shape of the universe.  
> 
 
huh? what kind of nazi timelines you talkin' about? *lol*  
my flowline thingie changes all the time, and it's probable the 
most pondersome structure you can possibly use. AND i would most  
tactfully suggest that the players in many games don't get a look  
in at the best of times. Also, i don't think ne1 was suggesting  
that people focus on the past, in fact a timeline is a good 
way of writing stuff like that down so's you have it in some sort 
of coherent structure *without* having to go over it Xbillion times. .  
 
>Anyway, there's been a ton of discussion about this recently, both here and 
>on #herochat, and I must say, Matthew and I have been shaking our heads 
>over it. =)  
> 
 
a ton?? yeesh, how 'heavy' was mine and filk's little discussion?  
 
 
>Shelley Chrystal Mactyre 
>www.mactyre.net 
> 
>Your children will see the stars. 
>--Robert A. Heinlein 
> 
 
Date: Wed, 15 Oct 1997 01:47:52 -0700 
From: "Robert A. West" <robtwest@erols.com> 
Subject: Re: Time Lines for Campaign Worlds 
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Shelley Chrystal Mactyre wrote: 
>  
> <sigh> Oh, for Pete's sake. Yes, I'll fervently pray every night to become 
> more open minded in this regard, if it makes you feel better.  Silly me, 
> wanting to give the players a stake in the timeline . . . 
 
Look, I am not commenting on how you run your campaign.  I am  
responding to the first paragraph in your prior post, which sounds as if you go  
into other GM's campaigns with a chip on your shoulder.  That is not fair.  It  
would not be fair of me to go into your campaign, or Happyelf's, or anyone  
else's with a chip on my shoulder, either.  I try to enjoy every GM I encounter  
on his or her own terms.  Sometimes it is a pleasant and novel (err...no pun  
intended) experience.   
 
I hope that I misunderstood your post, and that you *do* give other GM's styles  
a fair shake.  If not, I recommend it. 
 
Well, I am about over the flu now, so I can go back to work, and stop writing  
so much on this silly list.  :-) 
 
  
<-------------------------------------------------------> 
Robert A. West		///  "Censorship is tyranny." 
Phone W:(215)466-3628; H:(215)348-9113   
http://www.erols.com/robtwest 
 
 
From: jonesmj@topaz.cqu.edu.au 
Date: Wed, 15 Oct 1997 18:54:52 +1000 
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At 06:15 AM 10/14/97 -0700, you wrote: 
>Brian, 
> 
>I believe you've mistaken my meaning.  I consider timelines *before* the 
>game starts to be unnecessary.  Obviously, games create their own history 
>-- or else I wouldn't have a 16 meg website!  When I enter a game with a 
>meticulously structured history and timeline, I get the feeling from the GM 
>that he'd rather be dictating a novel than running a roleplaying game -- 
>and which has always proven to be the case in those games.  Personally, I 
>like the players to have much more of an influence. 
> 
>Right, and these are things which the players have a vague understanding of 
>in the beginning, and which get more clearly defined in their game, not 
>something I pass out when they show up at my house. 
> 
> 
 
don't pass it out? uh-hu? what about fred the 100 year old wizard?  
of mick angry of B.E.L.T? some pc have perks and stuff to represent  
this knowlege. .. . 
 
>>    Her public record is a piece of the timeline... 
> 
>But say I decide two months after I draft the timeline that I don't want 
>Firehawk around, or that she really doesn't fit anymore -- the game's moved 
> in another direction.  I'd feel locked into using her, or I'd be forced to 
>ignore her.  But my time's been wasted, period. And this would hold true 
>with other things.  Say I've written in my timeline of the world that no 
>paranormals existed before 1950 -- but then I'm given Protector's 
>background (a guy who went back to 1939 and was part of an official team). 
>I'd have to reject it.  But in this case: no timeline, no written record, 
>and I could be flexible -- and it really added to the game.  
> 
 
what's stopping you from hitting the ol' delete key?  
timelines aren't written in stone, and 'change' can  
include 'alter' as well as 'add'. . 
 
>Imposing the Armstrong debacle 
>on a group is dry -- nothing like being in the room with Matthew, Marcus, 
>and Jennifer arguing about it (which they still do whenever they get 
>together) and it's completely meaningless to anyone else (except, I think, 
>for the players who are in the room watching them lose all dignity and yell 
>at each other!)  You won't get strong feelings without letting them have a 
>stake in it.  
> 
 
it's not meant to be a controversy, just a piece of info.  
Another page in the past that the new pc's might stumble across. .  
 
 
>>    Timelines let you have consistancy without tripping over your own feet. 
> 
>Goodness, that's what keeping notes is all about!  And don't tell me that's 
>also contributing to the timeline -- of course it is.  It's letting the 
>*players* contribute to the timeline.  That's the difference.  
> 
 
so who say's playerts can't contribute to the timeline before or during 
the campaign? i usually set up the campaign with help from the players, 
 b4 they make pc's. .  
 
 
From: jonesmj@topaz.cqu.edu.au 
Date: Wed, 15 Oct 1997 19:01:46 +1000 
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At 10:36 AM 10/14/97 -0700, you wrote: 
<lots of stuff i agree with snipped> 
>	A Timeline servs as the framework. It's the glue that holds all the 
>other elements together. 
>	It can be altered if needed, it's main purpose is not to read like a 
>stale history book; but to show ongoing themes, highlight how the worlds 
>paradigms play out, and ensure consistancy. 
>	There's a form in the BBB for setting up a campaign, it has you asign 
>a value from 1 to 5 for various settings. This to me is not enough. So I do 
>up a Timeline that reflects what I mean when I say "mostly 4 color, light 
>hearted, but with strong moral-dramas". 
>	The Timeline gives specific events, either made up, or from my worlds 
>actual play history. Events that reflect the themes I shoot for. 
> 
>	I could continue, but I still have other email to get to this month. :) 
> 
> 
 
i'd add that i've never used the 'campaign checklist' or whatever out  
of the book, because i consider that to be restriction with no grounds 
(player: "why can't my hero laugh at snoopy?" 
gm: "because the campaign's too gritty!") 
alls i do is set up points and let the pc's rip. I was also talking  
about actual 'distant past' history, like the sinking of atlantis and 
the exodus of various fantasy races, which is well laid out in a timeline.  
 
 
 
>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 
> 
> 
 
 
From: jonesmj@topaz.cqu.edu.au 
Date: Wed, 15 Oct 1997 19:13:35 +1000 
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At 11:02 PM 10/14/97 -0700, you wrote: 
<sinp> *l* 
> 
>But back to the timelines: I'm a very seat-of-the-pants style GM.  
<snip> 
 
actually, so am i, and i find improvisation requires some background. .  
especially because when inventing plots on the fly i can tie events 
into the bigger picture. Let's say my pc's are zooming around deep  
space and i decide to throw in some alien baddies. . .*fake noises of  
paper shuffling* ah-ha! here we are, a nice warlike alien race, and a  
reason for them to be putting past the area. .. . touches like this 
lend plausability to the game as a whole, and a feeling of genuine plot: 
would the average space-hero like to either: 
 
A) bust a nasty alien space ship like a balloon because they 
get attacked by it, or 
 
B) bust a nasty alien scoutship like a baloon, hence aerting 
a small invasion, or even just putting the wind up the local tin-pot  
space-nazi?  
 
>Shelley Chrystal Mactyre 
>www.mactyre.net 
> 
>Your children will see the stars. 
>--Robert A. Heinlein 
> 
 
 
Date: Wed, 15 Oct 1997 02:18:19 -0700 
From: "Robert A. West" <robtwest@erols.com> 
Subject: Grey Areas 
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Here's another.  The grey area of all grey areas. 
 
The dreaded....TRANSFORM......aka the last refuge of a GM. 
 
What's major?  What's minor?  Do cumulative transforms allow something to  
be partially transformed?   
 
Is a transform that gives additional character disadvantages a major or  
minor Transform?  How about one that aggravates an existing disadvantage?  
Do the number of points in question matter? 
 
Character origins often suggest that the character was hit by a transform  
attack.  If a character is going to do this in play, does it need to keep  
a pool of unused points to pay for the temporary followers?  A VPP to pay  
for any new powers granted?  If I transform a character of 250 points,  
does that give me 250 points to put into a writeup for whatever I turned  
it into? 
 
I just know that someone is going to tell me that the GM should just wing  
it.  I can see it coming now....;-) 
 
--  
<-------------------------------------------------------> 
Robert A. West		///  "Censorship is tyranny." 
Phone W:(215)466-3628; H:(215)348-9113   
http://www.erols.com/robtwest 
 
Date: Wed, 15 Oct 97 11:04:50 GMT 
X-Sender: smcginn@csm.ex.ac.uk 
From: smcginn@csm.ex.ac.uk (Steve McGinness) 
Subject: Re: Time Lines for Campaign Worlds 
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I haven't participated in this thread mainly because I usually don't have  
any time to do much of this extensive prep work prior to a game and just  
keep notes to keep me consistant. 
 
I glanced at someone mentioning what happens if things are different in a PC  
that you don't want to change but it conflicts with the timeline?? 
 
Surely the success and attraction of things like the X-Files is precisely  
that the "Truth" might not coincide with the agreed timeline for our world?? :-) 
 
 
Stephen 
 
X-Sender: jdriscol@mail.vt.edu 
Date: Wed, 15 Oct 1997 17:47:31 +0600 
From: Jeremiah Driscoll <jdriscol@vt.edu> 
Subject: Re: Time Lines for Campaign Worlds 
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At 02:14 PM 10/15/97 -0700, Filksinger wrote: 
>On 10/15/97 5:51 AM, Vance Scott wrote: 
> 
>>> Your children will see the stars. 
>>> --Robert A. Heinlein 
> 
>>Heck, I can see the stars most nights. There must have been alot of 
>>polution in Heinlein's neibourhood. ;) 
> 
>You might say that. If I recall correctly, that is from the story 
>"Universe", and the characters lived inside a giant spaceship, and not 
>only couldn't see out, but were not aware that there was anything 
>strange about their world. While they never explained the details, it 
>would appear that the crew were wiped out except for elementary school 
>children, and these were their descendants. 
> 
>An interesting and unusual place for a Champions game. Hmmm. 
> 
Well, DC put out a Robin annual (during the "Tales of Dead Earth" year of 
annuals) where the city was 'New Gotham' and the average person was a 
serf/slave, ruled over by the Technocracy...  There was a powered-armor 
Batman who would attack the Joker-looking security bots, and was a hero to 
some, a rebel to others.  Turns out 'New Gotham' was the inside of a ship 
whose autopilot got screwed with...  the Technocracy arose because the 
descendants of the original crew lost track that they were on a ship... 
 
- Jerry 
 
X-Sender: bob.greenwade@klock.com (Unverified) 
Date: Wed, 15 Oct 1997 05:39:14 -0700 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Grey Areas 
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At 11:43 PM 10/13/97 -0500, Vox Ludator! wrote: 
>        Whether Knockback is based off "BODY rolled on the dice" or  
>        "BODY actually subtracted from the character's score". 
 
   Hm.  I'd thought that this was clear enough, if not from the text then 
from the examples under Knockback and the Combat Example on pages 210-212. 
Does someone (whether on the list, or just known by someone on the list) 
actually use BODY done after defenses for Knockback? 
   I'm going along with your "no debate" rule; I'm just surprised by this 
one.  (The others are indeed all unclear, even with the examples.) 
--- 
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 
 
 
X-Sender: bob.greenwade@klock.com (Unverified) 
Date: Wed, 15 Oct 1997 05:49:34 -0700 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Grey Areas 
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At 10:54 AM 10/14/97 -0400, John and Ron Prins wrote: 
>>> I think it's the wrong construct to use; I'd go with a Shapeshift (one 
form, 
>>[remainder of discussion deleted] 
>> 
>>Oh, bother!  I suppose that you are trying to be helpful, but I am  
>>interested in discussing a troubling aspect of multiform, not finding a  
>>work-around for a particular character.  There are lots of reasons you  
>>might *want* a multiform.  Suppose that the Wolf form has lower INT than  
>>the human and lacks most skills?  Suppose they are two different  
>>personalities altogether.  What about the fact that the two forms should  
>>have totally different disadvantages? 
> 
>All of which can be worked around! Buy back INT with a Limitation (yes, -4 
>INT, Only During a Full Moon (-2), for a total buy-back of 1 point rather 
>than 4). You could easily do the same thing with skills, or take the 
>Phys.Lim.: Totally Savage in Were-form, making him unable to use most 
>'human' skills, but still use Stealth, Shadowing, and whatever else. 
>Different personalities is a separate issue - with GM permission, just buy X 
>amount of Psych.Lims. for each form, and they only apply when in that 
>particular form, and you only get X points for them, not 2 times X. And they 
>shouldn't have 'totally different' disadvantages, especially if it's a 
>classic werewolf. 
 
   All of this is much too complex for most games, and covers the ground 
that Multiform is specifically designed to cover. 
 
>I often find Multiform to be the wrong approach. Unless the two forms are 
>incredibly different (as opposed to the werewolf example, where you're going 
>from human to man-beast, really), a combination of Shapeshift and OIHID (or 
>some other situational limitation) often works even better (with more 
>available points!). 
 
   I'd call those two forms "incredibly different"!  Just compare Jaguar's 
two forms in the BBB (a quite similar situation) to see how different they 
can be!  I mean, what are you asking for -- a teenager who transforms into 
a Trans Am? 
 
>Check out most Champs 'official' writeups - you'll find Multiforms with 
>'Hero/Villian Bonuses' (read: XP) sitting in their Multiforms and/or 
>Duplicates. But for a PC, when he first buys the Multi/Dupe form, it doesn't 
>have XP, b/c the PC has none. If you want to build FormX in the manner of a 
>NPC (i.e. 'Hero Bonuses', not worrying about point totals), that's another 
>matter. 
 
   Hero/Villain/Whatever Bonuses on published NPCs is basically an archaic 
way of labelling the character's experience.  In the case of Multiforms and 
other "secondary entities," this can easily be done by just having the main 
form put more points into Multiform. 
 
>>(2) Should a system have a quantifiable way for a GM to describe  
>>dismemberment or disfigurement when it is dramatically appropriate?   
>>Answer, IMHO, yes. 
> 
>IMHO, no, it isn't necessary. There are literally _dozens_ of systems that 
>don't and they still work fine. This is the sort of thing that belongs in a 
>gritty game (like Millenium's End, which tells you _exactly_ where a bullet 
>will hit someone via transparancy templates), but not HERO, which is really 
>a heavily cinematic-based game. This is sort of like asking a set of 
>vector-based flight mechanics for a Star Wars game :-). 
 
   My answer to this is yes, but it doesn't have to be highly detailed.  In 
Hero, one can lose an arm in some of the grittier games (my first 
experience being when this happened to an NPC bandit in a Fantasy Hero 
game), and other than bleeding (which is also covered in the system) that's 
all the detail I need. 
--- 
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 
 
 
X-Sender: ludator@mail.softfarm.com 
Date: Wed, 15 Oct 1997 07:53:16 -0500 
From: Vox Ludator! <ludator@mail.softfarm.com> 
Subject: Re: Powwow 
Cc: champ-l@omg.org 
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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X-UID: 60 
 
At 12:52 PM 10/15/97 -0700, John Jerles wrote: 
>  Give me a break.  Racial slurs are one thing, but to take a proud 
>tradition and throw it out a window because a few Native Americans felt the 
>need to grab media attention is ridiculous.  If people's lives are so 
>lacking in things to do that they feel the necessity to cry racism over the 
>simplest of things, then they really need to take a look at the bigger 
>picture and see that there are far more important matters in the world. 
>The name of a piece of software means nothing, it's just a name that relays 
>a mental picture of what the product does.  If you don't like it, don't buy 
>it.  But don't waste my time by complaining about the 'Big Bad Software 
>Companys' that don't care about the feelings of people.  Show a little of 
>the courage and the honor that the Native American fore-fathers had and get 
>over it. 
 
N-I-C-E post -- I'm sorry I had to clip so much of it for space purposes. 
 
What gets me about this whole phenomena is ... if the Chiefs and Redskins 
are 'racist' team names, am I supposed to go into a snit over the Vikings? 
(He says, tongue firmly in cheek.) 
 
-- 
Pinkish Swedish-Norwegian Agnostic, not WASP :] 
-- 
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: scm@mail.aci.net 
Date: Wed, 15 Oct 1997 06:17:22 -0700 
From: Shelley Chrystal Mactyre <shelley@mactyre.net> 
Subject: Re: Time Lines for Campaign Worlds 
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At 08:09 AM 10/15/97 +0000, Vance Scott wrote: 
>The fact that your players wanted to play in the Golden Hawks  
>Universe indicates to me the players did want a time line, and a cast  
>of characters they were familiar with. 
 
Vance, my players *defined* the Golden Hawks Universe.  When I started with 
the Hudson Hawks game -- the first one -- I had a vague sense of what I 
wanted to accomplish and how I wanted to get there.  The only thing I 
defined beforehand was PRIMUS -- everything else came after. The darn thing 
wasn't named, and certainly didn't have all this web stuff around. This is 
what I said:  "Hey, now that we're back in Reno I'm thinking about running 
Champions on Friday nights.  Thinking 400 points, 80 active.  World's a lot 
like this one -- paranormal powers pretty rare, not very four color, but 
not Dark Champions, either. PRIMUS exists, with a few differences from CO."  
 
The players asked questions relevant to the characters they were making up, 
and we worked on things together.  It was fun -- I thought about things 
more specifically, and from there the whole thing took off.  To anyone 
who'd followed the PRIMUS site from when I first uploaded it (late March, 
1996) to the site that I have today, they can attest to the fact that it 
grew as my game grew -- and that includes background.  As I thought of more 
evil things that happened in the past and let my players discover them, the 
more web pages started showing up.  Heck, I remember when I couldn't even 
upload the secret history of PRIMUS, because they'd see.  
 
Maybe part of the misconception here is what I think of as defining games. 
More than anything else, most of the website comes from the Hudson Hawks, 
by scope of their activity.  The other games have contributed some, but not 
nearly as much as the HH -- and there was nothing defined when I started 
that game.  
 
The reason I have the site is because of the players -- not the players 
because of the site.  
 
>Perhaps you prefer an episodal campaign where the events of one  
>scenario don't have much bearing on following ones. Personally I like  
>the added depth of a serial. If you are trying to run a serial  
>campaign a time line may make your job easier instead of difficult. 
 
Hardly!  What I do in my games, as I've now stated enough that I'm sure 
everyone's quite sick of reading it, is let events take their course.  My 
games are highly serialized (to the point I'm scared I'll bore people) -- 
but I figure out what's important/interesting to the players in the game by 
seeing what plot hooks they pick up on in the game.  In game.  After the 
thing starts.   
 
>As a GameMaster I find it boring or discouraging to play in a game  
>where I don't like the player characters, or the world. For me it  
>is self defeating to allow the players to define a campaign world,  
>and history I don't like. The players wants, and wishes should be  
>considered during the creation process, but it's the GM that must be  
>satisfied. I'm the one doing the work it's up to me to define the world.  
>The creation process seldom works well in commitee, believe me I've  
>tried. 
 
Um, OK, Vance.  By letting the players help, I don't see how that can 
possibly hurt the game -- for whom are you running the dang thing, anyway? 
I don't know if I'd say I do it by committee, per se, but I've always 
invited discussion and encouraged ideas from players about the game.  If a 
rules question comes up, I'll hear the different sides of the issue, make a 
decision, explain why, and it stands.  No argument.  If someone has an idea 
about the game, "Hey, Shell, I was thinking that it would be really cool if 
in the history of PRIMUS X happened...." then I do the same thing.   
 
I like my players enough to let them in my house and feed them every week, 
they're all friends, and I trust their opinions, too.  Is this a unique way 
of handling situations as they come up in games?  I have heard about (and 
played in a few) games where the GM made all the decisions and wouldn't 
even consider that kind of input, but I thought they were the exception. 
 
>Well, the " Time Lines for Campaign Worlds" thread has had only 13  
>posts according to my last count. I can't speak for Herochat as I'm  
>not necessarily online when you are. I find most of the posts useful.  
>I started this thread to get a diversity of opinion to help in the  
>construction of my time line. I was sure that some of the readers oin  
>this mail list would provide insights that wouldn't occur to me. I'm  
>happy with the responce I've gotten, and would like to thank everyone  
>for lending me a hand. 
 
Sorry that you seem to consider this a personal attack -- anyone who knows 
me also knows that I have my own way of doing things in games and that I'm 
curious about other ways of working things.   As I mentioned before -- this 
is how I work my games.  Appears to work just fine for me, but if you like 
timelines beforehand, more power to you.  Just wondering why, since I 
don't.  No need to get all excited-like or nuthin'.   Many apologizes, 
guys, if that wasn't obvious.  
 
Shelley Chrystal Mactyre 
www.mactyre.net 
 
Your children will see the stars. 
--Robert A. Heinlein 
 
X-Sender: bob.greenwade@klock.com (Unverified) 
Date: Wed, 15 Oct 1997 06:38:09 -0700 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Korean Girls Built with Heromaker 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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At 12:26 AM 10/15/97 +0000, Guy Hoyle wrote: 
><imo> You know, I'm surprised that nobody has pointed out so far that  
>this topic's in pretty bad taste. </imo> 
 
   I might have, except for three things:  (1) The treatment is being kept 
relatively genteel (about as much as it can be considering the subject 
matter).  (2) It's being kept at least on the fringe of being a Hero 
discussion, with Hero mechanics as part of the topic.  (3) I just got the 
whole thread in two downloads, and what I had previously wasn't *quite* 
enough to complain about; I was about to say something, but you beat me to 
the punch. 
--- 
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 
 
 
Date: Wed, 15 Oct 1997 09:55:42 -0500 (EST) 
From: "Jason A. Dour" <jad@bcc.louisville.edu> 
Subject: New Powers Plug-In (Or, I'm Impatient Enough Not To Wait) 
Comments: Getting paid to be a geek is cool... 
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-----BEGIN PGP SIGNED MESSAGE----- 
 
(NOTE: This has been cross-posted to both the Champs/HERO and the FUZION 
 mailing lists for purposes of getting as much feedback as possible. 
 Before you berate me for posting a primarily FUZION question to the 
 HERO list, realize I came here asking for your expertise.) 
 
Well, I've reached a point where the powers plug-in for C:NM just isn't 
going to cut it anymore.  I had hoped to wait it out with the current 
plug-in until the enigmatic "Fuzion Power Workshop" book arrived.  But, 
since there's no word on that book at all, I've had to go forward on doing 
my own plug-in...  (Bruce...Steve: are we gonna see this book before or 
after Bay City?  Do you know?  I'm dying here!)  
 
My goal for this FUZION plug-in is simple: match HERO4 wherever possible 
when it comes to power creation.  C:NM:A took us a step closer with Adders 
and Limiters...what few of them there were.  Now, my plan is to continue 
that trend with the rest of the HERO4 power creation system.  This may not 
be ideal, and I may not keep it forever.  What I need right now is a 
flexible and robust power creation system a la HERO4, without having to 
switch to the "Divide HERO4 By 5" atrocity.  Whatever revisions and 
enhancements come later are less important.  
 
I wanted to poll people on these lists for some particular information: 
 
 * What HERO4 Power Advantages have BIG problems, and what are the fixes? 
 
 * What HERO4 Power Limitations have BIG problems, and what are the fixes? 
 
 * What HERO4 Ads and Lims have you added to make power creation better? 
 
I want to use all of this information to create a HERO4 Fuzion Power 
Plug-In, to completely replace the current checklist plug-in.  I'd greatly 
appreciate any and all information, and your help will be duly noted in 
the plug-in when it is written. 
 
Thanks, 
Jason 
# Jason A. Dour <jad@bcc.louisville.edu>                            1101 
# Programmer Analyst II; Department of Radiation Oncology; Univ. of Lou. 
# Finger for URLs, PGP public key, geek code, PJ Harvey info, et cetera. 
 
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From: Rick Ryker <RRYKER@ctginc.com> 
Subject: RE: Tragic Tale of a Lonely Archer 
Date: Wed, 15 Oct 1997 10:40:27 -0500 
Errors-To: owner-champ-l@omg.org 
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I created an archer character using roughly the example in my copy of 
the Champions Rules Book (4th Ed, 1st Printing). 
 
I bought the bow as a separate focus that has the "Works at range" 
advantage. 
Why?   Because when your bow breaks you'll want to be able to hit your 
darkness arrow against the ground to trigger its area effect darkness 
power. 
 
Basicly, you use the bow to deliver the arrow to the the area/person to 
be affected. 
The powers rest in the arrows and breaking the bow doesn't change that. 
 
I bought the arrows as a VPP with 32 charges and common limitations 
of OAF, no range, no END, (and I forget what else) to make the arrows 
very 
difficult to use without some means to deliver them.  See how they work 
together? 
 
Of course, my archer character had some gadgeteering skill. 
This is necessary.  Otherwise, he'd never be able to spend a few rounds 
desperately trying to modify his Sonic Boom (Flash attack) arrow into a  
sound based weapon to affect the Silencer's weaknesses to sound attacks. 
 
Buy swinging yourself.The line doesn't confer swinging; it just supplies 
the means. 
Swinging won't work without some kind of line handy. 
And 50" of swinging won't do you any good on a 10" line. 
A 10" line will get you 5" of swinging or 10" of climbing. 
But you have to have the skill yourself or risk falling off. 
(Unless this is a magic rope?) 
 
BOD and DEF of a swing line is the same as any rope. 
The thicker the rope the bulkier and heavier. 
If you use some form of thick nylon thread that can support 440 kg of 
tension, 
then you could support the weight of two characters. 
 
Unless the rope is magic, it doesn't give climbing or add any bonus to 
it. 
Remember, climbing requires something to climb; that's all the rope 
provides. 
 
As far as other powers, a rope doesn't give any; it only provides a 
means. 
 
If your character doesn't have Martial Choke with Rope, too bad. 
If your character knows how to give a Martial Choke hold and knows  
how to use a rope as an instrument he may get a bonus to his choke hold. 
 
If you stretch a rope across the street to trip someone, 
that's creative use of a special effect; you just affected the 
environment. 
If the circumstances would dictate that someone trips, then they trip. 
 
Tying someone up with rope takes time. 
There are rules governing that in Danger International somewhere. 
If you want to instantly or quickly entangle someone and/or hold them 
longer than ordinary rope, buy an Bolo Entangler arrow. 
 
Stretching probably wouldn't fit into the bow and arrow SFX. 
Once the arrow leaves the bow, you have no control over it. 
(Of course, you could buy remote control devices for your arrows.) 
 
Once again, if your PCs can take a piece of rope and shoot it through 
the open window of a helicopter, then they just altered the environment. 
The helicopter is tethered by a flimsy piece of rope. 
If your brick pulls to hard on the rope, either the rope breaks, 
the helicopter breaks, or the helicopter comes down. 
 
Bottom line.  My advice: 
Don't spend so much time trying to figure out the powers of a piece of 
rope 
when most of us can readily agree on its effects in certain 
circumstances. 
 
If a PC wants to do something on a regular basis, 
find out what the effects are first.  Usually they can be modeled fairly 
simply. 
 
-RICK 
 
From: Rick Ryker <RRYKER@ctginc.com> 
Subject: RE: Heromaker: Who uses it? 
Date: Wed, 15 Oct 1997 11:12:44 -0500 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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X-UID: 43 
 
 
Alright.  Let's step back and look at this NCM disadvantage again. 
According to HERO any characteristic bought as a power (through 
advantages or limitations) is a Power for purposes of NCM. 
That's the ruling.  Why?  Because NCM was meant to model being 
a "normal" human. 
Our strongest normal human strongmen only have a strength of 20. 
Think about it.  STR 20 means you can lift 4 guys who weigh 220 lbs. 
That's almost a ton! 
Now give that "normal" human an exo-skeleton and he could lift 
anything the suit can lift.  The STR is not his.  It's the suit's. 
But just because he can lift it with the suit on doesn't mean he 
is breaking the NCM disadvantage. 
If you magically gave him STR via an Aid spell, he would only get 
half the STR points.  Why?  Because this power works on power 
points, not on absolute STR points. 
 
If we look at any power that supposedly "breaks" the NCM rule, 
ask yourself if it works on power points or absolute points. 
The NCM affects the cost in power points of an absolute point. 
If a power grants 5 STR, then it is not affected by NCM. 
If the same power grants 5 power points worth of STR, it does. 
 
-RICK 
 
P.S. If you want me to pull out my dusty old rule book, I will. 
 
X-Sender: jdriscol@mail.vt.edu 
Date: Wed, 15 Oct 1997 22:20:51 +0600 
From: Jeremiah Driscoll <jdriscol@vt.edu> 
Subject: Foci and Instant Change 
Errors-To: owner-champ-l@omg.org 
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        Due to some comments on this list last semester (most of which, I 
believe, came from Michael Jones about some guy with both OIHID and OIF), I 
let the player with the D&D type character have Instant Change into his 
Armor (OIF) and Sword (OAF).  The Instant Change was also bought on an OAF, 
which meant that if someone else was holding the Foci and resisting, he 
couldn't change (he would still change into the other Foci, if it were not 
held by a resisting person). 
        Now, I have picked up Heroes for Hire #6 today.  I guess this is a 
bit of a spoiler, so if you haven't read it yet... 
        Anyway, the Black Knight has his Sword of Light and Shield of Knight 
taken away from him (they behave like Foci).  Then, when the Dramatically 
Appropriate Time occurs, he Instant Changes to his normal ID, and then 
Instant Changes right back, and now has all his Foci. 
        How would I model this? 
 
- Jerry 
 
Date: Wed, 15 Oct 1997 11:21:44 -0500 (EST) 
From: "Jason A. Dour" <jad@bcc.louisville.edu> 
cc: champ-l@omg.org 
Subject: Re: New Powers Plug-In (Or, I'm Impatient Enough Not To Wait) 
Comments: Getting paid to be a geek is cool... 
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-----BEGIN PGP SIGNED MESSAGE----- 
 
On Wed, 15 Oct 1997, Vox Ludator! wrote: 
> But my expertise is in HERO, which means I'm not part of the Fuzion target 
> audience (nudge nudge, wink wink). 
 
	Your *HERO4* experience...seeing as how I'm altering HERO4 for use 
with FUZION... 
 
> I was under the impression that there already existed a system for using 
> HERO Advantages and Limitations: that each (+/-)1/4 of Power Modifier 
> translated into +/-1 Power Point.  Thus, declaring a power "OAF" reduces its 
> cost by 4 points, making a power Sticky adds 2 to the cost, etc. 
 
	That is the trend of the conversion, yes, and Bruce and Steve have 
both said as much on the mailing lists.  But it is nowhere in writing, 
leaving Fuzion players to wait goodness only knows how long to get a 
better creation system, or to buy a book for a different game that they 
may never play.  That's why this project exists. 
 
	My primary reason for posting was for feedback on the Ads and Lims 
themselves...and what fixes or additions people have made for the HERO4 
system.  I'm not asking for help in the actual porting necessarily...I 
just am asking for opinions and information regarding HERO4 mechanics. 
 
Jason 
# Jason A. Dour <jad@bcc.louisville.edu>                            1101 
# Programmer Analyst II; Department of Radiation Oncology; Univ. of Lou. 
# Finger for URLs, PGP public key, geek code, PJ Harvey info, et cetera. 
 
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X-Sender: nolan@pop.erols.com 
Date: Wed, 15 Oct 1997 12:30:41 -0400 
From: Scott Nolan <nolan@pop.erols.com> 
Subject: STR: (was:  Heromaker: Who uses it?) 
Errors-To: owner-champ-l@omg.org 
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>Our strongest normal human strongmen only have a strength of 20. 
>Think about it.  STR 20 means you can lift 4 guys who weigh 220 lbs. 
>That's almost a ton! 
 
It is almost -half- a ton.  A ton is 2,000 lbs. 
 
Scott 
 
From: Chris Lynch <chris@lynch1.demon.co.uk> 
Subject: Fw: Effective Armour Management (was Norse God of Thunder) 
Date: Wed, 15 Oct 1997 18:46:50 +0100 
X-MSMail-Priority: Normal 
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-----Original Message----- 
From: Robert A. West <robtwest@erols.com> 
To: champ-l@omg.org <champ-l@omg.org> 
Date: 15 October 1997 12:59 
Subject: Re: Effective Armour Management (was Norse God of Thunder) 
 
 
>Chris Lynch wrote: 
>> 
>> 
>> 1:Damage to the armour. How many times have you seen Iron Man get hit by 
a 
>> really big blast of something and some of his systems not go offline or 
get 
>> damaged. If you have your armour Only in Hero ID then you can effecttivly 
>> build a suit of armour that will work at it's peak capacity until it 
falls 
>> apart. 
> 
>Don't forget that 
> 
> Any focus that provides defenses to the character is 
> automatically hit by any attack that hits the character. 
 
 
Fair enough, I'd forgotten about Foci being breakable. You win that one! 
 
>[Description of Focus, p. 106]. 
> 
>I recall one character who bought his resistant defenses as OIF Fragile. 
>Requiescat In Pace! 
> 
>> 2:Having more than one suit of armour. Iron Man at one point was 
maintaining 
>> his Standard Red/Gold armour, a suit of stealth armour, a suit of space 
>> armour and a suit of undersea armour. He also had a old spare suit that 
>> Rodey used to back him up when things got really rough. It's a lot easier 
to 
>> simulate this with a couple of vehicles than with a set of "Only when in 
>> Stealth/Space/Undersea armours" disads and those expensive "usuable by 
>> others" for the ones you are not using. 
> 
>Hmmm...in no particular order... 
> 
>You don't need to buy "Usable by Others" with a Universal Focus.  That's 
>what makes it universal. 
> 
>The Spare Armor should be bought by the follower Rodey. 
> 
>For the multiple suits that are not usable all at once, first write them up 
>individually, as if they were the only suit, using about 2/3 of the real 
>points available for suit powers. 
> 
>Second, buy all powers that are common to all suits, along with the EC and 
>the major MP Reserve with a -1/4 limitation, which you can justify 
according 
>to taste. 
> 
> - Variable Limitation: choice of OIF  <==my choice 
> - Limited Power: Multiple OIFs 
> - Only in Hero ID. 
> 
>Also, slots in the MP and EC that are common to all suits take the same 
>limitation. 
> 
>Third, Slots that occur in only one suit take an additional Extra Time 
>limitation for however long it takes to change suits, with a x1/2 for time 
>used only to start the power.  So long as MP points are committed to that 
>power, it is "in use" and can be used freely. 
> 
>Fourth, powers that are used by only one suit, including any secondary 
>Multipowers, should be examined to see if they can be combined in a 
>multipower, which should take Var Lim and Extra Time as indicated above.  I 
>would be generous in allowing powers normally prohibited from an MP into an 
>MP of this type. 
> 
>Fifth, any powers that cannot be fit into one of the above categories (such 
>as powers in an EC that are only usable in one suit) should be taken OIF; 
>however, if there are several such powers in each suit, it will be 
>point-efficient to place them all into the special multipower above. 
> 
>Sixth, point-adjust, since the character is going to be over or under the 
>available real point total slightly. 
> 
>Or, you could just make an Armor VPP, with two control costs, one to 
>represent reconfiguration by changing armor, and the second to allow 
instant 
>reconfiguration of those powers that would normally be represented by a 
>multipower. 
> 
 
 
I don't like using VPP for representing suits of armour. Although they would 
obviously be customisable you are left in a bit of a no-win situation. 
If you provide the pool with enough points to make the suits effective at 
thier chosen task you open yourself to a lot of abuse by players. For 
example: A big monster type thing with high defenses is attacking the city. 
The players have two options: Do something innovative, creative and above 
all intelligent to defeat the beast. Alternatively they can charge up their 
powers and do thier best to minimise property damage and wait for Armour to 
get from the lab with his OAF, Independant, 1 charge big gun of doom. He 
only gets to fire it once.... but as it has about a squillion dice of RKA. 
Goodbye big monster. 
On the other hand if you limit the amount of points in the pool so that this 
kind of thing is not effective then you end up with numerous suits of 
armour.... but the difference??? Oh, now I see, this ones got IR sensors. 
Good at night. But this one... ah... in suit radio and life support:Extreme 
heat. Nice for those long hot summer patrols..... 
 
>> 3: Where the hell does he get all the points to build these damn suits 
>> anyway??? To build a realistic Iron Man clone you need far too many 
points 
>> to consider him a reasonable starters character. At least this way you 
have 
>> a decent head start if you are trying to do it all within 150 pts! 
> 
>Look at the very early (hard-suit) Iron Man, and I think that you will have 
>a doable 250-pt character.  The current one has a *lot* of XP! 
 
Even with that amout of XP, four suits.. or that amount of power. How much 
XP is Stan Lee giving out for trouncing the Mandarin again? 
 
> 
> 
>-- 
><-------------------------------------------------------> 
>Robert A. West ///  "Censorship is tyranny." 
>Phone W:(215)466-3628; H:(215)348-9113 
>http://www.erols.com/robtwest 
> 
> 
 
X-Sender: jdriscol@mail.vt.edu 
Date: Thu, 16 Oct 1997 00:15:02 +0600 
From: Jeremiah Driscoll <jdriscol@vt.edu> 
Subject: Japanese Hero's Leaping Ability 
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        While trying to write up some Japanese manga/anime style heroes, I 
ran into this problem.  Often I have seen characters in this medium leap to 
the side of a wall or somesuch, and stay suspended there until they had a 
chance to leap again.  Would this best be modeled by Superleap with Clinging 
(only between own Phases, which I gave a -1/2), or Flight with a Limitation 
(must end Movement touching an object for support, -?)? 
        Like I said, I went with Superleap/Clinging, because it also gave 
the bonus Leaping for STR, and was easier to think of at the time... 
 
- Jerry 
 
Date: Wed, 15 Oct 1997 13:17:01 -0500 (CDT) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: Tragic Tale of a Teenage 
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> Drains routinely work against 'innate' abilities (Characteristics for 
> instance) so that isn't an argument for the power being undrainable, 
> or for an advantage ('Innate Power').  The Dinosaur's power is bought 
> correctly - you may want to be careful how you buy any villain's 
> 'Dr. Shrinker' type powers (Shrinking UAO? Drain: Growth?).  If you 
> don't think a certain shrinker's F/X would work against 'innate' growth, 
> then they don't work against innate growth (either based on F/X alone, 
> or as a limitation, depending on how common 'innate' growth is). 
 
 
	Yes.  Allowing something to work against "innate abilities" opens 
up a heck of a can of worms.  For instance, a young child/baby is 
represented with Shrinking to show decreased size.  This is obviously 
innate.  However, would a drain of innate abilities suddenly make this 
baby the size of an average adult? 
 
 
			-Tim Gilberg 
 
Date: Wed, 15 Oct 1997 13:21:38 -0500 (CDT) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: Powwow 
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> You can get powwow at http://www.tribal.com/powwow/ 
 
 
	That's assuming one wants to support a racist company that uses 
onld sterotypes to sell its product, not to mention bastardizing what is a 
cultural concept. 
 
	Thank you, but no thanks. 
 
 
			-Tim Gilberg 
 
Date: Wed, 15 Oct 1997 13:32:21 -0500 (CDT) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: New Powers Plug-In (Or, I'm Impatient Enough Not To Wait) 
Errors-To: owner-champ-l@omg.org 
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> 	That is the trend of the conversion, yes, and Bruce and Steve have 
> both said as much on the mailing lists.  But it is nowhere in writing, 
> leaving Fuzion players to wait goodness only knows how long to get a 
> better creation system, or to buy a book for a different game that they 
> may never play.  That's why this project exists. 
 
	That seems to be the problem here.  I'd really recommend an 
investment into Heroth, even if you do eventually play Fuzion.  It's a 
rules system that works quite well with only a few problem areas.  It's 
easy to tell that its is a work over 10 years in the making.  Fuzion, 
OTOH, is a first edition product suffering from the first edition syndrome 
-- too many holes to easily plug.  I'd wait 'till second edition before 
fully judging it. 
 
 
			-Tim Gilberg 
 
X-Originating-IP: [206.88.2.1] 
From: "Todd Hanson" <badtodd@hotmail.com> 
Subject: Re: Powwow 
Date: Wed, 15 Oct 1997 12:09:50 PDT 
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Tim Gilberg says: 
 
>> You can get powwow at http://www.tribal.com/powwow/ 
> 
>        That's assuming one wants to support a racist company that uses 
>onld sterotypes to sell its product, not to mention bastardizing what  
is a 
>cultural concept. 
 
 
Umm.. Tim? 
 
what do you find 'racist' about the word 'Powwow'?  it is an actual  
native american word, generally inferring a getting together, or  
meeting.  Nothing derogotory or racist there.  Maybe its the word  
'tribal' that upsets you? 
 
Maybe before you jump to conclusions, you should actually LOOK at the  
web page.  Especially the part where they talk about who they are...  
(ie. a group of native americans funded by native american groups  
working to maintain the native american culture, etc) 
 
 
Did you think 'injuns' don't use computers?? 
 
Todd 
 
______________________________________________________ 
Get Your Private, Free Email at http://www.hotmail.com 
 
X-Sender: jdriscol@mail.vt.edu 
Date: Thu, 16 Oct 1997 01:13:51 +0600 
From: Jeremiah Driscoll <jdriscol@vt.edu> 
Subject: Re: Japanese Hero's Leaping Ability 
Errors-To: owner-champ-l@omg.org 
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>>         While trying to write up some Japanese manga/anime style heroes, I 
>> ran into this problem.  Often I have seen characters in this medium leap to 
>> the side of a wall or somesuch, and stay suspended there until they had a 
>> chance to leap again.  Would this best be modeled by Superleap with Clinging 
>> (only between own Phases, which I gave a -1/2), or Flight with a Limitation 
>> (must end Movement touching an object for support, -?)? 
>>         Like I said, I went with Superleap/Clinging, because it also gave 
>> the bonus Leaping for STR, and was easier to think of at the time... 
> 
>I usually use flight with limitations for this.  Clinging doesn't allow 
>the martial artist to land on places that should not support their weight, 
>something I've  I've seen in anime before.  It's really just a matter of 
>taste though. 
> 
Hmm.  But what Limitations, and at what value? 
maybe... 
2(8)    Flight: 4", x5 END      Used to simulate his reguler (20 STR) 
leaping ability 
8(12)   Flight: +6", must end Phase supported (-1/2) 
 
This'd give him unlimited short flight, equal to his leaping (but would act 
like a *huge* NCM).  The extra 6" would give him the distance that I had in 
mind...  The differences are that he couldn't take the 2x NCM to take an 
Extra Phase leaping.  Unless there's some suggestion? 
 
- Jerry 
 
Date: Wed, 15 Oct 1997 13:16:46 -0600 
From: ek <ek@zianet.com> 
Reply-To: ek@zianet.com 
Subject: unsubscribe 
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unsubscribe 
 
X-Sender: jdriscol@mail.vt.edu 
Date: Thu, 16 Oct 1997 01:17:25 +0600 
From: Jeremiah Driscoll <jdriscol@vt.edu> 
Subject: Re: Japanese Hero's Leaping Ability 
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>I'd have to vote for the Superleap + Clinging combo.  Limiting flight to 
emulate other  
>effects has always bothered me. 
> 
>I'm not quite sure I get the purpose of your (only between own Phases, 
which I gave a  
>-1/2) though - just what is this limitation doing? 
> 
It was to simulate him leaping, ending his leap on the *side* of a building, 
and then, when he gets another action (Phase) he leaps off.  But he couldn't 
just hang there on his own Phase.  Only between his Phase (hence, the 
Limit).  I wasn't sure about it myself, that's why I asked. 
 
- Jerry 
 
X-Sender: jjerles@pacificnet.net 
Date: Wed, 15 Oct 1997 12:52:29 -0700 
From: John Jerles <jjerles@pacificnet.net> 
Subject: Re: Powwow 
Cc: champ-l@omg.org 
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At 01:21 PM 10/15/97 -0500, Tim R. Gilberg wrote: 
> 
> 
>> You can get powwow at http://www.tribal.com/powwow/ 
> 
> 
>	That's assuming one wants to support a racist company that uses 
>onld sterotypes to sell its product, not to mention bastardizing what is a 
>cultural concept. 
> 
>	Thank you, but no thanks. 
> 
> 
>			-Tim Gilberg 
 
  Okay, I'm normally a quiet person on this list, but since Tim broached 
the subject, I'm going to respond.  I am part Cherokee and part Sioux and 
part of just about everything else.  Also, I tend to follow a style of 
Native American religion. 
 
  This politically correctness kick that the world seems to be on is 
getting a little out of hand.  My high school (Where I graduated from in 
81) has been called the 'Braves' for over 40 years.  Now, some Native 
Americans with a attitude has actually convinced the Los Angeles school 
board to remove all the Native American team names from all the schools in 
their area. 
 
  Racism is not giving a product a name that inspires respect and honor. 
Racism is having your home burnt down, or your church blown up, or being 
hung from a tree because of your color, or religion or sexual preference. 
It's being spat upon or slandered in public.  It's having your children 
beaten because they are different.  You don't seem to have a CLUE as to 
what racism is.  If you are of Native American heritage, and you take the 
name of a product as offensive, write an intelligent letter to the 
producers of that product.  Don't cry racism, because all you do then is 
dishoner those that truly experinced it. 
 
  Give me a break.  Racial slurs are one thing, but to take a proud 
tradition and throw it out a window because a few Native Americans felt the 
need to grab media attention is ridiculous.  If people's lives are so 
lacking in things to do that they feel the necessity to cry racism over the 
simplest of things, then they really need to take a look at the bigger 
picture and see that there are far more important matters in the world. 
The name of a piece of software means nothing, it's just a name that relays 
a mental picture of what the product does.  If you don't like it, don't buy 
it.  But don't waste my time by complaining about the 'Big Bad Software 
Companys' that don't care about the feelings of people.  Show a little of 
the courage and the honor that the Native American fore-fathers had and get 
over it. 
 
Sorry to rant, but you really hit a sore spot. 
 
X-Sender: wga@pop.cwru.edu 
Date: Wed, 15 Oct 1997 16:16:13 -0400 
From: Will Austin <wga@po.cwru.edu> 
Subject: Re: Powwow 
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At 01:21 PM 10/15/97 -0500, you wrote: 
> 
> 
>> You can get powwow at http://www.tribal.com/powwow/ 
> 
> 
>	That's assuming one wants to support a racist company that uses 
>onld sterotypes to sell its product, not to mention bastardizing what is a 
>cultural concept. 
> 
>	Thank you, but no thanks. 
 
 
	Uh, why is Powwow racist??  Do you *know* anything about the organization, 
any fact that would cause one to truly decry this organization, or are you 
merely screaming in PC voice. . .?? 
 
 
 
 
 
 
 
============================================================================ 
 
Nomad 
wga@po.cwru.edu 
myrtth@geocities.com 
 
"If you can't giggle, tickle, scream, laugh, run around the room naked, 
pour liquer on each other  
and lick it off, tie each other down, have whipped cream fights, or dance 
and sing with each  
other, then you are having sex too soon. . ." 
							 
============================================================================ 
 
Reply-To: "Filksinger" <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
Subject: Re: Time Lines for Campaign Worlds 
Date: Wed, 15 Oct 1997 14:14:11 -0700 
X-MSMail-Priority: Normal 
X-MimeOLE: Produced By Microsoft MimeOLE V4.71.1712.3 
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On 10/15/97 5:51 AM, Vance Scott wrote: 
 
>> Your children will see the stars. 
>> --Robert A. Heinlein 
 
>Heck, I can see the stars most nights. There must have been alot of 
>polution in Heinlein's neibourhood. ;) 
 
 
You might say that. If I recall correctly, that is from the story 
"Universe", and the characters lived inside a giant spaceship, and not 
only couldn't see out, but were not aware that there was anything 
strange about their world. While they never explained the details, it 
would appear that the crew were wiped out except for elementary school 
children, and these were their descendants. 
 
An interesting and unusual place for a Champions game. Hmmm. 
 
Filksinger 
 
Comments: Authenticated sender is <ghoyle1@mail.airmail.net> 
From: "Guy Hoyle" <ghoyle1@mail.airmail.net> 
Date: Wed, 15 Oct 1997 22:24:49 +0000 
Subject: RE: Heromaker: Who uses it? 
Reply-to: ghoyle1@airmail.net 
Priority: normal 
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> Alright.  Let's step back and look at this NCM disadvantage again. 
> According to HERO any characteristic bought as a power (through 
> advantages or limitations) is a Power for purposes of NCM. 
> That's the ruling.  Why?  Because NCM was meant to model being 
> a "normal" human. 
> Our strongest normal human strongmen only have a strength of 20. 
> Think about it.  STR 20 means you can lift 4 guys who weigh 220 lbs. 
> That's almost a ton! 
 
That's not strictly true.  You can still be a normal human being and  
go over the NCM, at double the cost. 20 is a soft limit for STR, not  
a hard one.  This is so you can have characters like Schwarzenegger  
or Tor Johnson. 
 
 
> If you magically gave him STR via an Aid spell, he would only get 
> half the STR points.  Why?  Because this power works on power 
> points, not on absolute STR points. 
 
This point has not been firmly established yet, unfortunately.  It's  
been done both ways in the published material, and there's no  
specific reference to this in the BBB.  
 
> P.S. If you want me to pull out my dusty old rule book, I will. 
 
Maybe you'd better.  I need some references on all this. 
 
Guy 
---------------------------------- 
Guy Hoyle (guyhoyle@iname.com) 
http://web2.airmail.net/ghoyle1/ 
Visit The Gamemaster's Bookshelf 
and the PANGAEA Project! 
 
From: Brian Wong <rook@sanfran.infinex.com> 
Subject: Re: Time Lines for Campaign Worlds 
Date: Wed, 15 Oct 1997 15:27:04 -0700 (PDT) 
Cc: hero-l@omg.org 
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>  
> On 10/15/97 5:51 AM, Vance Scott wrote: 
>  
> >> Your children will see the stars. 
> >> --Robert A. Heinlein 
>  
> >Heck, I can see the stars most nights. There must have been alot of 
> >polution in Heinlein's neibourhood. ;) 
>  
>  
> You might say that. If I recall correctly, that is from the story 
> "Universe", and the characters lived inside a giant spaceship, and not 
> only couldn't see out, but were not aware that there was anything 
> strange about their world. While they never explained the details, it 
> would appear that the crew were wiped out except for elementary school 
> children, and these were their descendants. 
>  
> An interesting and unusual place for a Champions game. Hmmm. 
 
	Now that would make an interesting feature on a Timeline. :) 
You'd need a good Timeline to keep track of events that caused it, and 
to make sure any clues you leak remain consistant with each other. :) 
 
 
From: "John Desmarais" <John.Desmarais@ibm.net> 
Date: Wed, 15 Oct 97 22:34:52  
Reply-To: "John Desmarais" <John.Desmarais@ibm.net> 
Priority: Normal 
Subject: Re: Foci and Instant Change 
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On Wed, 15 Oct 1997 22:20:51 +0600, Jeremiah Driscoll wrote: 
 
>        Due to some comments on this list last semester (most of which, I 
>believe, came from Michael Jones about some guy with both OIHID and OIF), I 
>let the player with the D&D type character have Instant Change into his 
>Armor (OIF) and Sword (OAF).  The Instant Change was also bought on an OAF, 
>which meant that if someone else was holding the Foci and resisting, he 
>couldn't change (he would still change into the other Foci, if it were not 
>held by a resisting person). 
>        Now, I have picked up Heroes for Hire #6 today.  I guess this is a 
>bit of a spoiler, so if you haven't read it yet... 
>        Anyway, the Black Knight has his Sword of Light and Shield of Knight 
>taken away from him (they behave like Foci).  Then, when the Dramatically 
>Appropriate Time occurs, he Instant Changes to his normal ID, and then 
>Instant Changes right back, and now has all his Foci. 
>        How would I model this? 
 
Simple - a limitation that does limit, isn't a limitation.  If physically taking them away  
didn't rob him of the power then they aren't foci. 
 
From: Rick Ryker <RRYKER@ctginc.com> 
Subject: RE: (was:  Heromaker: Who uses it?) 
Date: Wed, 15 Oct 1997 18:20:23 -0500 
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> >Our strongest normal human strongmen only have a strength of 20. 
> >Think about it.  STR 20 means you can lift 4 guys who weigh 220 lbs. 
> >That's almost a ton! 
>  
> It is almost -half- a ton.  A ton is 2,000 lbs. 
>  
> Scott 
>  
Sheesh.  I can't even do basic math now.  220 x 4 = 880 lbs.  44% of a 
ton. 
It's still just a wee bit more than I an bench press. 
 
-RICK 
 
 
From: Eric Burns <burns@cug.dorm.usm.maine.edu> 
Subject: Poll for OS (fwd) 
Date: Wed, 15 Oct 1997 19:20:27 -0400 (EDT) 
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>  h > From: "Mann, Wade" <WMann@Rogue.CC.OR.US>  
>  h > Subject: Poll for OS  
>  h > To: champ-l@omg.org  
>  h >  
>  h > I am currently developing some software that might be released through  
>  h > Hero Games.  I am trying to figure out the platforms that I should  
>  h > support.  
>  h >  
>  h > How many of you are using win 3.x, win95/nt, and/or Mac?  
>  h >  
>  h > Any information received would be appreciated.  
>  h >  
>  h > Wade R. Mann  
>  h >  
 
Linux rules, anything else is crap! 
 
Actually, I use Windows NT too, but only when I have to. 
 
But, then again, I'm a CS major, and therefore likely to 
be strange and unusual in this respect. 
 
-Eric (still trying to get adopted by Bill Gates) 
 
From: Rick Ryker <RRYKER@ctginc.com> 
Subject: RE: GMing Question #1 
Date: Wed, 15 Oct 1997 18:59:51 -0500 
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In a reply to part of my recent posts you wrote, 
 
> On 10/10/97 4:29 PM, Rick Ryker wrote: 
>  
> >> Do you save the human race? 
> >> 
> >Hell yes!  As I said before, a "no-brainer". 
> >The life instinct for survival of the self is only superceded 
> >by the life instinct for survival of the species. 
> > 
> >Going back to your case of the space aliens trying to land. 
> >It would be criminal (against life's basic instincts) to side for the 
> >aliens. 
> >It would be criminal (against life's basic instincts) for the aliens 
> to 
> >side for you. 
> >If their only hope for survival is to land on your planet.  No 
> brainer. 
> >They are going to.  You just try to stop them. 
> >If the aliens trying to land is going to kill millions of people.  No 
> >brainer. 
> >We're going to do everything in our power to stop them. 
>  
>  
> Interesting. The decision for the survival of the last 800 aliens, on 
> the part of the aliens, was declared evil by several of the others who 
> previously replied. By extention of what they said, to save the last 
> 800 humans at the cost of 1,000,000 aliens is also evil. 
>  
> Thus, the decision you call a "no brainer" was declared "evil" by 
> others on this thread. 
>  
This is about philossophy and morality. 
This is not about GMing.  This is about real life. 
Human life.  Animal life.  Alien life. 
Evil is relative here. 
 
For those humans who will die, the aliens are evil. 
It doesn't matter if they are trying to survive. 
Or if they are the last of their race. 
On the other hand, for the aliens trying to land in order to survive,  
those who would prevent them from landing are the evil ones, 
for preventing them from preserving the lives of the last of their race. 
 
The reason I said this is not a good choice for antimony 
is because both sides are equally Evil and equally Good. 
Which is which will be in the eyes of the survivors. 
It is still a no-brainer for the one whose life hangs in the balance. 
Or whose family, friends, relatives, colleagues, etc...do. 
 
The only way a choice like you have postulated 
would not be simple to make, would be 
if the one making the decision had no stake in the choice. 
Or if he had friends, family, relatives, colleagues, lovers, etc. 
on both sides. 
 
For instance, if you personally had to choose between aiding the North 
or the South during the US civil war and you lived in Kentucky, 
your Mama was from Alabama, and your Daddy was from Boston. 
Or the North/South Vietnam/Korea. 
 
You cannot experience antimony without having a really heavy 
emotional involvement in both sides of the no-win situation. 
 
When the choice is made, 
(and it has to be made -- not making a choice is still a choice), 
you have to live with the results, whether you could have or did 
make a change in the outcome is irrelevant. 
 
-RICK 
 
X-Sender: scm@mail.aci.net 
Date: Wed, 15 Oct 1997 17:04:49 -0700 
From: Shelley Chrystal Mactyre <shelley@mactyre.net> 
Subject: Re: Time Lines for Campaign Worlds 
Cc: champ-l@omg.org 
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At 03:27 PM 10/15/97 -0700, Brian Wong wrote: 
>> An interesting and unusual place for a Champions game. Hmmm. 
> 
>	Now that would make an interesting feature on a Timeline. :) 
>You'd need a good Timeline to keep track of events that caused it, and 
>to make sure any clues you leak remain consistant with each other. :) 
 
LOL!  Very nice, Brian! 
 
There's also, BTW, "For the world is hollow, and I have touched the sky," a 
very rare episode in which McCoy actually got the girl. =) 
 
Shelley Chrystal Mactyre 
www.mactyre.net 
 
Your children will see the stars. 
--Robert A. Heinlein 
 
From: Rick Ryker <RRYKER@ctginc.com> 
Subject: RE: No-Win Scenarios [Re: GMing Question #1] 
Date: Wed, 15 Oct 1997 19:23:49 -0500 
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> ---------- 
> From: 	smcginn@csm.exeter.ac.uk[SMTP:smcginn@csm.exeter.ac.uk] 
> Sent: 	Tuesday, October 14, 1997 7:06 AM 
> To: 	champ-l@omg.org 
> Subject: 	Re: No-Win Scenarios [Re: GMing Question #1] 
>  
> At 03:01 AM 14/10/97 -0700, cptspith@com.teleport wrote: 
> >Trevor Barrie wrote: 
> >> How was this justifiable? I'm not suggesting we punish the 
> descendants of 
> >> the perpretrators or anything, but I'm curious what your reasoning 
> is. 
> > 
> >   As I interpret this,..... 
>  
> I think you have misinterpreted the actual question. I think Trevor 
> was  
> interested in the justifiability of the extermination of Neanderthal 
> by  
> Cro-Magnon, obviously your justification for exterminating the aliens 
> is  
> spot-on!! :-) 
>  
>  
> Stephen McGinness 
>  
Well.  If we are descended from Cro-Magnon, 
and we aren't from Neanderthal, and we are here, 
then we are the biological winners 
and, therefore, Mother Nature says our forebears were right! 
Nature plays the us versus them game all the time. 
Fortunately for you and me, we are part of the us. 
 
-RICK 
 
 
From: Chris Lynch <chris@lynch1.demon.co.uk> 
Subject: Fw: Effective Armour Management (was Norse God of Thunder) 
Date: Thu, 16 Oct 1997 01:26:04 +0100 
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One word: Expense. 
 
 
-----Original Message----- 
From: qts <qts@nildram.co.uk> 
To: champ-l@omg.org <champ-l@omg.org&> Chris Lynch 
<chris@lynch1.demon.co.uk> 
Date: 15 October 1997 09:44 
Subject: Re: Effective Armour Management (was Norse God of Thunder) 
 
 
>On Tue, 14 Oct 1997 19:00:48 +0100, Chris Lynch wrote: 
> 
>>2:Having more than one suit of armour. Iron Man at one point was 
maintaining 
>>his Standard Red/Gold armour, a suit of stealth armour, a suit of space 
>>armour and a suit of undersea armour. He also had a old spare suit which 
>>Rodey used to back him up when things got really rough. It's a lot easier 
to 
>>simulate this with a couple of vehicles than with a set of "Only when in 
>>Stealth/Space/Undersea armours" disads and those expensive "usuable by 
>>others" for the ones you are not using. 
> 
>Why not have a Iron Man Suit Multipower? 
> 
 
X-Sender: bob.greenwade@klock.com 
Date: Wed, 15 Oct 1997 17:26:23 -0700 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: RE: Heromaker: Who uses it? 
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At 11:12 AM 10/15/97 -0500, Rick Ryker wrote: 
> 
>Alright.  Let's step back and look at this NCM disadvantage again. 
>According to HERO any characteristic bought as a power (through 
>advantages or limitations) is a Power for purposes of NCM. 
>That's the ruling.  Why?  Because NCM was meant to model being 
>a "normal" human. 
>Our strongest normal human strongmen only have a strength of 20. 
>Think about it.  STR 20 means you can lift 4 guys who weigh 220 lbs. 
>That's almost a ton! 
>Now give that "normal" human an exo-skeleton and he could lift 
>anything the suit can lift.  The STR is not his.  It's the suit's. 
>But just because he can lift it with the suit on doesn't mean he 
>is breaking the NCM disadvantage. 
>If you magically gave him STR via an Aid spell, he would only get 
>half the STR points.  Why?  Because this power works on power 
>points, not on absolute STR points. 
> 
>If we look at any power that supposedly "breaks" the NCM rule, 
>ask yourself if it works on power points or absolute points. 
>The NCM affects the cost in power points of an absolute point. 
>If a power grants 5 STR, then it is not affected by NCM. 
>If the same power grants 5 power points worth of STR, it does. 
> 
>-RICK 
> 
>P.S. If you want me to pull out my dusty old rule book, I will. 
 
  While I happen to agree with you on the above points, at least in 
principle, I would appreciate a rulebook-based argument (if you'd pardon 
the expression). 
--- 
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: Chris Lynch <chris@lynch1.demon.co.uk> 
MMDF-Warning:  Parse error in original version of preceding line at post.mail.demon.net 
Subject: Re: Powwow 
Date: Thu, 16 Oct 1997 01:31:32 +0100 
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Is that PsychLim: Paranoia (Common, Strong) 
or is it PsychLim: Crys foul of anything on the grounds of racism 
(V.Common,Total) with possibly an assoiated DF, Rep (14- naturally)? 
 
Come on, do you really expect us to believe there is a dark plot behind the 
naming of this product? 
I suppose you also felt cheated when you went to see a Tarzan movie when 
Cheeta turned out to be a monkey? 
 
-----Original Message----- 
From: Tim R. Gilberg <trgilber@hilltop.ic.edu> 
To: champ-l@omg.org <champ-l@omg.org> 
Cc: champ-l@omg.org <champ-l@omg.org> 
Date: 15 October 1997 08:19 
Subject: Re: Powwow 
 
 
> 
> 
>> You can get powwow at http://www.tribal.com/powwow/ 
> 
> 
> That's assuming one wants to support a racist company that uses 
>onld sterotypes to sell its product, not to mention bastardizing what is a 
>cultural concept. 
> 
> Thank you, but no thanks. 
> 
> 
> -Tim Gilberg 
> 
 
X-Sender: bob.greenwade@klock.com 
Date: Wed, 15 Oct 1997 17:34:59 -0700 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: New Powers Plug-In (Or, I'm Impatient Enough Not To Wait) 
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At 09:55 AM 10/15/97 -0500, Jason A. Dour wrote: 
>Well, I've reached a point where the powers plug-in for C:NM just isn't 
>going to cut it anymore.  I had hoped to wait it out with the current 
>plug-in until the enigmatic "Fuzion Power Workshop" book arrived.  But, 
>since there's no word on that book at all, I've had to go forward on doing 
>my own plug-in...  (Bruce...Steve: are we gonna see this book before or 
>after Bay City?  Do you know?  I'm dying here!)  
 
   The last I heard, well after.  My *impression* is summer, but that may 
have been pushed back just as the release of Bay City was pushed back. 
 
>I wanted to poll people on these lists for some particular information: 
> 
> * What HERO4 Power Advantages have BIG problems, and what are the fixes? 
> 
> * What HERO4 Power Limitations have BIG problems, and what are the fixes? 
> 
> * What HERO4 Ads and Lims have you added to make power creation better? 
 
   So I assume you want something that's specifically WrOnG with these 
elements (like how Flash Defense is way to effective against Flashes), as 
opposed to how they're written (like Linked), right? 
   The only problem I can think of offhand (other than the aforementioned 
Flash problem) is Extra Limbs: 5 points can give you a potentially infinite 
number of hands, if that's how many you want.  The specific number of hands 
a character has can make a difference in play, however, especially with 
some of the new Martial Arts rules in The Ultimate Martial Artist. 
   The fixes I like: 
   Flash costs 5 points per 1d6, and each pip Flashes per *segment.* 
   Extra Limbs costs 5 points for +2 arms, 3 points for +2 tentacles, 3 
points for +1 arm, 2 points for +1 tentacle or fully prehensile tail, or 1 
point for a tail that is only "semiprehensile." 
 
>I want to use all of this information to create a HERO4 Fuzion Power 
>Plug-In, to completely replace the current checklist plug-in.  I'd greatly 
>appreciate any and all information, and your help will be duly noted in 
>the plug-in when it is written. 
 
   Good look to ya!  I'd like to see what results!   :-] 
--- 
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 
 
 
X-Sender: bob.greenwade@klock.com 
Date: Wed, 15 Oct 1997 17:41:08 -0700 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Powwow 
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At 12:52 PM 10/15/97 -0700, John Jerles wrote: 
>  This politically correctness kick that the world seems to be on is 
>getting a little out of hand.  My high school (Where I graduated from in 
>81) has been called the 'Braves' for over 40 years.  Now, some Native 
>Americans with a attitude has actually convinced the Los Angeles school 
>board to remove all the Native American team names from all the schools in 
>their area. 
 
   What did they end up calling themselves?  The Celtics?  The Gladiators? 
 
>  Give me a break.  Racial slurs are one thing, but to take a proud 
>tradition and throw it out a window because a few Native Americans felt the 
>need to grab media attention is ridiculous. 
 
   I'm with you.  I see very little in the beratement of my Welsh cousins 
(or much of anything else having to do with the Welsh, except for Tom 
Jones, John Rhys-Davies, and the movie "The Man Who Went Up A Hill And Came 
Down A Mountain"), but I too find the rampant cry of racism over every 
little thing rather sickening. 
   Hey -- anyone want to run a Dark Champions game where the IRA bombs a 
Boston Celtics game because of their insensitivity in using the name? 
--- 
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: Rick Ryker <RRYKER@ctginc.com> 
Subject: RE: Poll for OS 
Date: Wed, 15 Oct 1997 20:00:02 -0500 
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> ---------- 
> From: 	Mann, Wade[SMTP:WMann@Rogue.CC.OR.US] 
> Sent: 	Friday, October 10, 1997 6:43 PM 
> To: 	champ-l@omg.org 
> Subject: 	Poll for OS 
>  
> I am currently developing some software that might be released through 
> Hero Games.  I am trying to figure out the platforms that I should 
> support. 
>  
> How many of you are using win 3.x, win95/nt, and/or Mac? 
>  
> Any information received would be appreciated. 
>  
> Wade R. Mann 
>  
Since I am typing on a company machine, let me give you 
the official version.  Windows 95, Windows NT 4.0 Server /  
WorkStation and any other 32 bit OS Bill thinks we should be  
programming for.  (We're a Microsoft Solutions Provider.) 
 
Personally:  Win95, WinNT, DOS 6.22, Lynux (a little). 
MAC?  Not since I came back from Tokyo in '88. 
 
-RICK 
 
From: "John Desmarais" <John.Desmarais@ibm.net> 
Date: Thu, 16 Oct 97 01:09:07  
Reply-To: "John Desmarais" <John.Desmarais@ibm.net> 
Priority: Normal 
Subject: Re: Japanese Hero's Leaping Ability 
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On Thu, 16 Oct 1997 00:15:02 +0600, Jeremiah Driscoll wrote: 
 
>        While trying to write up some Japanese manga/anime style heroes, I 
>ran into this problem.  Often I have seen characters in this medium leap to 
>the side of a wall or somesuch, and stay suspended there until they had a 
>chance to leap again.  Would this best be modeled by Superleap with Clinging 
>(only between own Phases, which I gave a -1/2), or Flight with a Limitation 
>(must end Movement touching an object for support, -?)? 
>        Like I said, I went with Superleap/Clinging, because it also gave 
>the bonus Leaping for STR, and was easier to think of at the time... 
 
 
I'd have to vote for the Superleap + Clinging combo.  Limiting flight to emulate other  
effects has always bothered me. 
 
I'm not quite sure I get the purpose of your (only between own Phases, which I gave a  
-1/2) though - just what is this limitation doing? 
 
-=>John D. 
 
Reply-To: "Filksinger" <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
Subject: Re: Powwow 
Date: Wed, 15 Oct 1997 19:16:19 -0700 
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On Wednesday, October 15, 1997 11:42 AM,  Tim R. Gilberg wrote: 
> 
>> You can get powwow at http://www.tribal.com/powwow/ 
> 
> 
> That's assuming one wants to support a racist company that uses 
>onld sterotypes to sell its product, not to mention bastardizing what 
is a 
>cultural concept. 
> 
> Thank you, but no thanks. 
 
I'm afraid I don't understand you. What, exactly, to which you object? 
 
I don't know what stereotype you refer to. I see nothing stereotypical 
about either the site or the name. What stereotypical image is being 
used? 
 
Pow-wow is an actual American Indian word. If you wish to claim they 
used it incorrectly, fine, but an incorrect use of a word is not 
racism or stereotyping. 
 
Pow-Wow is a cultural concept, and therefore shouldn't be used for 
other purposes? Thus, I should be offended if someone refers to a 
corporate raider as a "Viking", because some of my ancestors were 
probably Vikings? Japanese roleplayers should be offended at "Ninja 
Hero"? 
 
To claim that we can use words and concepts from some cultures, but 
not others, is offensive to me. It indicates an assumption that using 
some cultures' concepts is complementary to the culture, but using 
other cultures' concepts is automatically insulting to that culture. 
It is assuming that dressing for Halloween as a Viking is 
complimentary to Northern European culture, but dressing as an Apache 
is insulting to American Indian culture. I don't like the implications 
of that. 
 
BTW, my wife is part American Indian, and finds the idea that naming 
the software Powwow is insulting to American Indians rather silly. She 
didn't say so outright, but the rolling eyes spoke volumes. 
 
Filksinger 
 
 
Date: Wed, 15 Oct 1997 23:49:43 -0500 (EST) 
From: Tokyo Mark <bastet@iquest.net> 
X-Sender: bastet@iquest7 
cc: champ-l@omg.org 
Subject: Re: Japanese Hero's Leaping Ability 
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>         While trying to write up some Japanese manga/anime style heroes, I 
> ran into this problem.  Often I have seen characters in this medium leap to 
> the side of a wall or somesuch, and stay suspended there until they had a 
> chance to leap again.  Would this best be modeled by Superleap with Clinging 
> (only between own Phases, which I gave a -1/2), or Flight with a Limitation 
> (must end Movement touching an object for support, -?)? 
>         Like I said, I went with Superleap/Clinging, because it also gave 
> the bonus Leaping for STR, and was easier to think of at the time... 
 
I usually use flight with limitations for this.  Clinging doesn't allow 
the martial artist to land on places that should not support their weight, 
something I've  I've seen in anime before.  It's really just a matter of 
taste though. 
 
 
X-Sender: jdriscol@mail.vt.edu 
Date: Thu, 16 Oct 1997 11:16:03 +0600 
From: Jeremiah Driscoll <jdriscol@vt.edu> 
Subject: Re: Foci and Instant Change 
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At 09:51 AM 10/16/97 GMT, Steve McGinness wrote: 
>I think the example above _is_ actually a limitation. What I'm unclear on is  
>how long it takes to Instant Change as far as game mechanics go. If he can  
>Instant Change twice before anyone else can move then it is less of a  
>limitation but is still a limitation. 
> 
>Consider: 
>Black Knight is fighting Martial Artist and Mr Muscle. Black Knight attacks  
>first then is disarmed of the Shield of Knight before Mr Muscle lays one on  
>him. Much more damage to Black Knight than if the Shield were not able to be  
>taken away.  
> 
And, also, if he's disarmed (his sword, this time), he'd have to drop his 
OIHID Armor and his OIF Shield to Instant Change 2x to get his Sword back. 
If he can only Instant Change 1x/Phase, he'll be in *big* trouble. 
 
>I'd say, can be disarmed is probably a (+1/4) limitation, getting half way  
>to being a focus. You can remove the use of the power for a limited time but  
>not keep it away, unless of course you are able to lock him into the shape  
>he lost the weapons and then you have removed those powers until he can  
>Instant Change, or physically retrieve them himself. 
> 
Well, I've seen "Can be Blocked" on Energy Blasts for -1/2.  So, "Can be 
Disarmed" for -1/2 or -1/4 might be a good one.  To further muddy the 
waters, though, the Black Knight has his Instant Change with "Incantations" 
(he says, "Avalon" to change either way).  This could limit his ability to 
retrieve his weapons even more... 
 
- Jerry 
 
X-Sender: jdriscol@mail.vt.edu 
Date: Thu, 16 Oct 1997 11:19:30 +0600 
From: Jeremiah Driscoll <jdriscol@vt.edu> 
Subject: Re: Foci and Instant Change 
Errors-To: owner-champ-l@omg.org 
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At 06:57 AM 10/16/97 -0400, John P Weatherman wrote: 
>That depends, if the Focii are universal, and I'd expect they are, and the 
person 
>who took them can then use them for a while, maybe even against Black 
Knight, and/ 
>or if the "get them back" power is only "at the Dramatically Appropriate Time", 
>read 1 charge per adventure effect, then there is still a real limitation going 
>on.  If there are no limitations on the "I get it back" effect however, John's 
>right, there's no limitation involved.  Assuming there is a limitation, I'd  
>reduce the Focus limitation by -1/4 (OA Sword -3/4, OIF Armor -1/4). 
> 
Well, they're Universal, one of the villains was going to kill the Knight 
with his own Sword.  It was at that point he switched out of Hero ID and 
back in. 
I don't believe there's an appropriate Charges Limitation on the "I get it 
back" effect, but I'm not sure about the other Limitations.  He has 
Incantations (Avalon!) on his Instant Change, though. 
 
- Jerry 
 
From: Firelynx16@aol.com 
Date: Thu, 16 Oct 1997 01:32:05 -0400 (EDT) 
Subject: hero cannon? 
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Hey all...  
 
I thought this was a very interesting reply to a question about which rule 
books are 'cannon' and which are unofficial.  This seems to say that all 
listed books are official.  You can find this note in the rec.rpg.super-hero 
newsgroup. 
 
Subject: Re: Champions 4th Edition = Rule Bible? 
From: herogames@aol.com (Hero Games) 
Date: Wed, Oct 15, 1997 12:16 EDT 
Message-id: <19971015161601.MAA18792@ladder02.news.aol.com> 
 
Rules for the Hero System can be found in: 
 
Champions 4th Edition Deluxe Hardbound 
Fantasy Hero 
Hero System Almanac I 
Hero System Almanac II 
Dark Champions 
An Eye For An Eye 
Western Hero 
Cyber Hero 
Horror Hero 
The Ultimate Martial Artist 
The Ultimate Mentalist 
The Ultimate Super Mage 
Issues of Adventurers Club magazine 
 
All of which are available from Hero Games. See our web site at 
 www.herogames.com for product and ordering information. If you send us email 
 with your postal address, we'll send you a copy of the Hero News, our 
 newsletter with infromation about new and upcoming products. 
 
Also, on our web site you'll find Digital Hero, a webzine with new articles 
 posted weekly for the Hero System and Fuzion. 
 
-- Steve Peterson, Hero Games, www.herogames.com 
<Send email with your postal address to herogames@aol.com to get on the Hero 
 Plus mailing list; you'll get all the latest Hero news!> 
 
 
 
 
 
 
 
X-Sender: mactyre@mail.aci.net 
Date: Wed, 15 Oct 1997 22:54:24 -0700 
From: Matthew Mactyre <mactyre@aci.net> 
Subject: RE: Heromaker: Who uses it? 
Errors-To: owner-champ-l@omg.org 
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-----BEGIN PGP SIGNED MESSAGE----- 
 
At 10:24 PM 10/15/97 +0000, you wrote: 
>> If you magically gave him STR via an Aid spell, he would only get 
>> half the STR points.  Why?  Because this power works on power 
>> points, not on absolute STR points. 
> 
>This point has not been firmly established yet, unfortunately.  It's  
>been done both ways in the published material, and there's no  
>specific reference to this in the BBB.  
 
Hmm...  This may not be right, but we've always thought of the NCM to apply 
 
to non-enhanced characteristics.  If someone was playing a character with  
powered armor, his strength would reflect the strength of the armor not his 
 
natural strength.  I think the same thing would hold true for magical  
enhancement.  IMHO 
 
Matthew 
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_________________ 
Matthew Mactyre 
mactyre@aci.net 
http://www.mactyre.net 
PGP Key available on request 
PGP fingerprint =  A2 AE 68 AE 2E 96 94 C3  30 ED 53 59 A6 FF 3B 1F 
If you can't describe it with numbers, it isn't a science. 
 
From: jonesmj@topaz.cqu.edu.au 
Date: Thu, 16 Oct 1997 17:14:30 +1000 
Date-warning: Date header was inserted by topaz.cqu.edu.au 
Subject: RE: Heromaker: Who uses it? 
X-Sender: jonesmj@topaz.cqu.edu.au 
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At 10:54 PM 10/15/97 -0700, you wrote: 
>-----BEGIN PGP SIGNED MESSAGE----- 
> 
>At 10:24 PM 10/15/97 +0000, you wrote: 
>>> If you magically gave him STR via an Aid spell, he would only get 
>>> half the STR points.  Why?  Because this power works on power 
>>> points, not on absolute STR points. 
>> 
>>This point has not been firmly established yet, unfortunately.  It's  
>>been done both ways in the published material, and there's no  
>>specific reference to this in the BBB.  
> 
>Hmm...  This may not be right, but we've always thought of the NCM to apply 
> 
>to non-enhanced characteristics.  If someone was playing a character with  
>powered armor, his strength would reflect the strength of the armor not his 
> 
>natural strength.  I think the same thing would hold true for magical  
>enhancement.  IMHO 
> 
>Matthew 
 
i often thought a lower level disadvantage would be in order-  
maybe one which allows stats bought as a focus or OIHID only,  
with a reduced discount? however, how does all this really  
relate to aids and transfers? perhaps magical spells and 'dorph boosts  
would be best portrayed as aids, at full power? it's more valid than  
breraking NCM rules, and i don;t see much of a reason for a 'strenth'  
spell to work better on supers than mundanes. As for power armour, perhaps  
a small enclosed vehicle with extra limbs? it seems extreme,  
but i think NCM should be preserved, at least in terms of the  
actual character stats. . . 
 
 
> 
 
Date: Thu, 16 Oct 1997 01:17:05 -0700 
From: "Robert A. West" <robtwest@erols.com> 
CC: champ-l@omg.org 
Subject: Re: Time Lines for Campaign Worlds 
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: 82 
 
Vance Scott wrote: 
>  
> > Well, I am about over the flu now, so I can go back to work, and stop writing 
> > so much on this silly list.  :-) 
>  
 
I am not going away, just dropping back a notch. 
 
--  
<-------------------------------------------------------> 
Robert A. West		///  "Censorship is tyranny." 
Phone W:(215)466-3628; H:(215)348-9113   
http://www.erols.com/robtwest 
 
 
Date: Thu, 16 Oct 1997 02:01:50 -0700 
From: "Robert A. West" <robtwest@erols.com> 
Subject: Re: Fw: Effective Armour Management (was Norse God of Thunder) 
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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X-UID: 81 
 
Chris Lynch wrote: 
> [I suggested a VPP to represent multiple suits] 
>  
> I don't like using VPP for representing suits of armour. Although they would 
> obviously be customisable you are left in a bit of a no-win situation. 
 
Oh no!  Not a no-win situation!!!!  :-) 
 
[snipped good, detailed discussion of the problems] 
 
You can restrict what powers can come out of a VPP.  IMHO, a VPP that  
contains only powers that are pre-approved by the GM, or only  
configurations of powers that are pre-approved by the GM are valid, and  
entitled to limitations. 
 
I might apply the following limitations to the first control cost, which  
represents changing suits or building a new suit. 
 
Powers are limited to N active points(-1/2) 
Powers are restricted to pre-approved configurations(-1/2) 
Changing configurations requires that the suit be available(-1/2) 
OIF(-1/2) 
Total limitation = -2.  By special effect, designing a new suit (approved  
configuration) requires days, or weeks, or access to special materials. 
 
Now, most power armor includes at least one multipower, but multipowers  
are forbidden in VPPs.  Rather than relaxing this stricture, we can have  
each suit design include a list of powers that conceptually should be in  
a multipower, and allow these to be controlled via a second control cost,  
which only applies to enough of the pool to describe the largest MP of  
any of the suits. 
 
Zero Phase(+1) No skill roll(+1): total advantages=+2. 
Powers are restricted to "MP" set for this suit(-3/4) 
Changing available set requires changing suit(-1/4) 
OIF(-1/2) 
Total limitation = -1 1/2. 
 
If the total real points of each suit are 200 and the MP size is 80, then  
the costs would be: 
 
200	VPP Size Cost 
33	Control Cost -- changing and designing suits 
	No power over 80 active points.  Change powers by changing suit. 
	New suits require extensive time out-of-game. OIF 
48	Control Cost on 80-point "MP" 
	Only applies to 80 points.  Zero phase, no skill roll 
	Only powers on MP list for OIF suit worn. 
--- 
281 
 
I think that this meets most or all of your objections. 
 
 
--  
<-------------------------------------------------------> 
Robert A. West		///  "Censorship is tyranny." 
Phone W:(215)466-3628; H:(215)348-9113   
http://www.erols.com/robtwest 
 
 
Date: Thu, 16 Oct 1997 02:42:19 -0700 
From: Captain Spith <cptspith@teleport.com> 
Reply-To: cptspith@teleport.com 
Subject: Re: Powwow 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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X-UID: 85 
 
Todd Hanson wrote: 
>  
> Tim Gilberg says: 
>  
> >> You can get powwow at http://www.tribal.com/powwow/ 
> > 
> >        That's assuming one wants to support a racist company that uses 
> >onld sterotypes to sell its product, not to mention bastardizing what 
> is a 
> >cultural concept. 
 
    <....> 
 
> Maybe before you jump to conclusions, you should actually LOOK at the 
> web page.  Especially the part where they talk about who they are... 
> (ie. a group of native americans funded by native american groups 
> working to maintain the native american culture, etc) 
>  
> Did you think 'injuns' don't use computers?? 
>  
> Todd 
 
   Game, Set, and Match.  I was going to respond to Mr. G's post, but at 
this point, it would seem horribly redundant. 
 
   -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: Thu, 16 Oct 97 09:51:44 GMT 
X-Sender: smcginn@csm.ex.ac.uk 
From: smcginn@csm.ex.ac.uk (Steve McGinness) 
Subject: Re: Foci and Instant Change 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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X-UID: 84 
 
At 10:34 PM 15/10/97, John Desmarais wrote: 
>>        Anyway, the Black Knight has his Sword of Light and Shield of Knight 
>>taken away from him (they behave like Foci).  Then, when the Dramatically 
>>Appropriate Time occurs, he Instant Changes to his normal ID, and then 
>>Instant Changes right back, and now has all his Foci. 
>>        How would I model this? 
> 
>Simple - a limitation that does limit, isn't a limitation.  If physically  
taking them away  
                                              ^^^^ 
>didn't rob him of the power then they aren't foci. 
> 
 
That's a new variant!! Is that to tame those powergamers who take all kinds  
of real limitations on their powers?? :-) 
 
I think the example above _is_ actually a limitation. What I'm unclear on is  
how long it takes to Instant Change as far as game mechanics go. If he can  
Instant Change twice before anyone else can move then it is less of a  
limitation but is still a limitation. 
 
Consider: 
Black Knight is fighting Martial Artist and Mr Muscle. Black Knight attacks  
first then is disarmed of the Shield of Knight before Mr Muscle lays one on  
him. Much more damage to Black Knight than if the Shield were not able to be  
taken away.  
 
I'd say, can be disarmed is probably a (+1/4) limitation, getting half way  
to being a focus. You can remove the use of the power for a limited time but  
not keep it away, unless of course you are able to lock him into the shape  
he lost the weapons and then you have removed those powers until he can  
Instant Change, or physically retrieve them himself. 
 
 
 
Stephen 
 
Date: Thu, 16 Oct 97 09:59:27 UT 
From: "Jeff Tolle" <Trigon@classic.msn.com> 
Subject: RE: Foci and Instant Change 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
If he has a secret ID lim then the point is moot.  If he is disarmed then he  
runs the risk of exposing his Secret ID when he goes through the instant  
change!! 
 
-----Original Message----- 
From:	owner-champ-l@omg.org  On Behalf Of John P Weatherman 
Sent:	Thursday, October 16, 1997 6:57 AM 
To:	champ-l@omg.org 
Subject:	Re: Foci and Instant Change 
 
John Desmarais John.Desmarais@ibm.net 10/15/97 10:34 PM 
 
>On Wed, 15 Oct 1997 22:20:51 +0600, Jeremiah Driscoll wrote: 
> 
>>        Due to some comments on this list last semester (most of which, I 
>>believe, came from Michael Jones about some guy with both OIHID and OIF), I 
>>let the player with the D&D type character have Instant Change into his 
>>Armor (OIF) and Sword (OAF).  The Instant Change was also bought on an OAF, 
>>which meant that if someone else was holding the Foci and resisting, he 
>>couldn't change (he would still change into the other Foci, if it were not 
>>held by a resisting person). 
>>        Now, I have picked up Heroes for Hire #6 today.  I guess this is a 
>>bit of a spoiler, so if you haven't read it yet... 
>>        Anyway, the Black Knight has his Sword of Light and Shield of Knight 
>>taken away from him (they behave like Foci).  Then, when the Dramatically 
>>Appropriate Time occurs, he Instant Changes to his normal ID, and then 
>>Instant Changes right back, and now has all his Foci. 
>>        How would I model this? 
> 
>Simple - a limitation that does limit, isn't a limitation.  If physically  
>taking them away  
>didn't rob him of the power then they aren't foci. 
> 
That depends, if the Focii are universal, and I'd expect they are, and  
the person 
who took them can then use them for a while, maybe even against Black  
Knight, and/ 
or if the "get them back" power is only "at the Dramatically Appropriate  
Time", 
read 1 charge per adventure effect, then there is still a real limitation  
going 
on.  If there are no limitations on the "I get it back" effect however,  
John's 
right, there's no limitation involved.  Assuming there is a limitation,  
I'd  
reduce the Focus limitation by -1/4 (OA Sword -3/4, OIF Armor -1/4). 
 
PAX, 
John 
 
 
Date: Thu, 16 Oct 1997 03:25:52 -0700 
From: Captain Spith <cptspith@teleport.com> 
Reply-To: cptspith@teleport.com 
Subject: Re: Disadvantage enforcement... 
Errors-To: owner-champ-l@omg.org 
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Richard G Schwerdtfeger wrote: 
 
   <intro snipped...> 
 
>      So here's my question: Has anyone expanded on the Psychological 
>      Limitation rules? Possibly even extended the list of common 
>      limits which was in the BBB? How do GURPS disadds compare 
>      price-wise to Hero? 
 
   Okay, first, let me state that I present no specific answers to your 
questions, here, because I generally dislike 'lists of stuff' and 'hard 
number crunching' involved with topics like this, and tend towards 
sweeping generalizations intended to encompass and include any 
individual examples presented (Oh, just shut up and get on with it, 
Spith) 
 
   My method of ascertaining the value of a Psychological Limitation 
includes looking at its effect from two different directions.  First, 
from the BBB's rules perspective; 
   Frequency (of course) refers specifically how often the limitation 
will affect the character.  Not how often the situation will exist or 
come up in a campaign, but strictly whether or not the character will be 
affected by it as a result of his Disad. 
A 'common' event/situation should probably affect the character 
significantly at least every other gaming session, 'very common' at 
least once per session (or more for particularly long sessions - more 
than 6 or 7 hours at a shot). 
   The intensity of the Psych Lim is something that simply has to be 
judged by the GM and player, though even the lowest intensity needs to 
cause the character to respond to the situation differently than he 
might without the disad, at least to a small degree. 
 
   The other way of looking at Pcych Lims is by taking the total bonus 
gained from it and compare it to the 'level of inconvenience' of other 
disadvantages at the same level. 
 
   I.E.;  SlugMan has a fear of Salt, which has been judged to be an 
uncommon occurence (he can avoid salt in his mundane exploits, and when 
adventuring, seldom will be running into it), and a fanatic/extreme 
reaction, for a total of 15 points.   So every third or fourth game, he 
may have to be sedated to cross the ocean with the team, or a villian 
may discover his Vulnerability and carry a couple of containers of the 
stuff for their next encounter.   So... for 15 points, he could be 
hunted by an equally powerd villian on <11.  On an ongoing basis, his 
problem with salt should be about as inconvenient as his nemesis coming 
out to battle him every other game or so. 
 
   I.E.;  Capt. NiceGuy doesn't like to fight women.  Since there are 
few female villians in his world, and he usually can let a teammate take 
care of the women, this would be uncommon.  Also, if a woman actually 
ticked him off, he would have an easier time changing his mind, so it's 
intensity is at the minimum level.  5 points.  1D6 of Unluck is worth 5 
points, and is only very occasionally inconvenient; from all the 
situations that unluck would be appropriate, only approximately 1/6 of 
those situations will result in bad luck, consequently, those occasional 
times the Capt. finds he has to subdue Miss Chief by himself, he'll 
simply have to find some non-combative way of doing it, or wait until 
she starts insulting his manhood.... 
 
   I hope that this was a little help, anyway.  I think the Bonus Level 
comparison may help until you get the feel for Psych Lim levels. 
 
   -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: Firelynx16@aol.com 
Date: Thu, 16 Oct 1997 06:37:28 -0400 (EDT) 
Subject: Re: hero canon? 
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: 87 
 
In a message dated 97-10-16 01:38:52 EDT, you write: 
  
Oops... make that canon... one 'n'... sorry, it's late. 
 
<< Hey all...  
  
 I thought this was a very interesting reply to a question about which rule 
 books are 'canon' and which are unofficial.  This seems to say that all 
 listed books are official.  You can find this note in the rec.rpg.super-hero 
 newsgroup. 
  
 Subject: Re: Champions 4th Edition = Rule Bible? 
 From: herogames@aol.com (Hero Games) 
 Date: Wed, Oct 15, 1997 12:16 EDT 
 Message-id: <19971015161601.MAA18792@ladder02.news.aol.com> 
  
 Rules for the Hero System can be found in: 
  
 Champions 4th Edition Deluxe Hardbound 
 Fantasy Hero 
 Hero System Almanac I 
 Hero System Almanac II 
 Dark Champions 
 An Eye For An Eye 
 Western Hero 
 Cyber Hero 
 Horror Hero 
 The Ultimate Martial Artist 
 The Ultimate Mentalist 
 The Ultimate Super Mage 
 Issues of Adventurers Club magazine 
  
 All of which are available from Hero Games. See our web site at 
  www.herogames.com for product and ordering information. If you send us 
email 
  with your postal address, we'll send you a copy of the Hero News, our 
  newsletter with infromation about new and upcoming products. 
  
 Also, on our web site you'll find Digital Hero, a webzine with new articles 
  posted weekly for the Hero System and Fuzion. 
  
 -- Steve Peterson, Hero Games, www.herogames.com 
 <Send email with your postal address to herogames@aol.com to get on the Hero 
  Plus mailing list; you'll get all the latest Hero news!> 
  
  
  
  
  
  
  
  
  
  
 
X-Sender: jdriscol@mail.vt.edu 
Date: Thu, 16 Oct 1997 16:45:17 +0600 
From: Jeremiah Driscoll <jdriscol@vt.edu> 
Subject: Re: Foci and Instant Change 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
X-Status:  
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X-UID: 117 
 
>I suppose the -1/2 for "can be blocked" is because it allows HtH manoeuvres  
>that _everyone_  has to affect a ranged attack. I'd keep it to -1/4 because  
>OIF is -1/2 and if you will give people EB, no range, can be disarmed then  
>no-one will take EB, no range, OIF for the same cost. 
> 
Okay, but _everyone_ can perform a regular Disarm as well.  And this would 
have different effects than OIF.  OIFs can't be taken away unless the 
character has been incapacitated.  "Can be Disarmed" Powers could be taken 
away in combat, they would just have an easy way of being retrieved (like 
Instant Changing back and forth real quick).  I don't think -1/2 is too much 
if it isn't too much for "Can be Blocked." 
Also, I know several Players that would take an OIF, because they wouldn't 
lose it during combat...  or because it was thematic. 
 
- Jerry 
 
Subject: Re: Foci and Instant Change 
Date: Thu, 16 Oct 97 06:57:17 -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 
X-Status:  
X-Keywords: 
X-UID: 88 
 
John Desmarais John.Desmarais@ibm.net 10/15/97 10:34 PM 
 
>On Wed, 15 Oct 1997 22:20:51 +0600, Jeremiah Driscoll wrote: 
> 
>>        Due to some comments on this list last semester (most of which, I 
>>believe, came from Michael Jones about some guy with both OIHID and OIF), I 
>>let the player with the D&D type character have Instant Change into his 
>>Armor (OIF) and Sword (OAF).  The Instant Change was also bought on an OAF, 
>>which meant that if someone else was holding the Foci and resisting, he 
>>couldn't change (he would still change into the other Foci, if it were not 
>>held by a resisting person). 
>>        Now, I have picked up Heroes for Hire #6 today.  I guess this is a 
>>bit of a spoiler, so if you haven't read it yet... 
>>        Anyway, the Black Knight has his Sword of Light and Shield of Knight 
>>taken away from him (they behave like Foci).  Then, when the Dramatically 
>>Appropriate Time occurs, he Instant Changes to his normal ID, and then 
>>Instant Changes right back, and now has all his Foci. 
>>        How would I model this? 
> 
>Simple - a limitation that does limit, isn't a limitation.  If physically  
>taking them away  
>didn't rob him of the power then they aren't foci. 
> 
That depends, if the Focii are universal, and I'd expect they are, and  
the person 
who took them can then use them for a while, maybe even against Black  
Knight, and/ 
or if the "get them back" power is only "at the Dramatically Appropriate  
Time", 
read 1 charge per adventure effect, then there is still a real limitation  
going 
on.  If there are no limitations on the "I get it back" effect however,  
John's 
right, there's no limitation involved.  Assuming there is a limitation,  
I'd  
reduce the Focus limitation by -1/4 (OA Sword -3/4, OIF Armor -1/4). 
 
PAX, 
John 
 
X-Sender: bob.greenwade@klock.com (Unverified) 
Date: Thu, 16 Oct 1997 05:34:51 -0700 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Effective Armour Management 
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: 164 
 
At 06:46 PM 10/15/97 +0100, Chris Lynch wrote: 
>If you provide the pool with enough points to make the suits effective at 
>thier chosen task you open yourself to a lot of abuse by players. For 
>example: A big monster type thing with high defenses is attacking the city. 
>The players have two options: Do something innovative, creative and above 
>all intelligent to defeat the beast. Alternatively they can charge up their 
>powers and do thier best to minimise property damage and wait for Armour to 
>get from the lab with his OAF, Independant, 1 charge big gun of doom. He 
>only gets to fire it once.... but as it has about a squillion dice of RKA. 
>Goodbye big monster. 
 
   This scenario actually has quite a bit of damage.  How well can a team 
of heroes hold Hach-U-Rui in check while their gadgteer/powered-armor guy 
builds a weapon capable of stopping him?  Let his path be crossed by an 
ambulance carrying a juvenile DNPC who is on her way to the hospital for a 
heart transplant, and let the sparks fly! 
--- 
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: Firelynx16@aol.com 
Date: Thu, 16 Oct 1997 08:48:46 -0400 (EDT) 
cc: hero-l@omg.org 
Subject: Re: Time Lines for Campaign Worlds 
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: 90 
 
In a message dated 97-10-16 01:14:34 EDT, you write: 
 
<< Just out of curiosity, am I the only person on the list who finds anything 
 but the most vague of timelines to be restrictive when planning and running 
 a game? >> 
 
[big snip] 
 
No, you're not.  I'm a 'by the seat of my pants' GM also, and have found in 
games that I've run that the players really enjoyed the parts they played in 
helping to create the world they reside in.  I have used, and seen other GMs 
use, brief timelines to give their world flavor, character, and depth, but 
for the most part, the majority of the gameworld is brought to life by the GM 
and the players as the game progresses.  Now this is in a supers setting in a 
world that is identical to our own, with the obvious exception of the men and 
women running around in tights.  Other games may require a more detailed 
timeline.  But for a supers game, I prefer to only give rough skeleton anchor 
points and fill in the details as the game or players explore them. 
 
Later, 
'Lynx  
 
X-Sender: jdriscol@mail.vt.edu 
Date: Thu, 16 Oct 1997 18:51:10 +0600 
From: Jeremiah Driscoll <jdriscol@vt.edu> 
Subject: Re: Powwow 
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: 126 
 
>> >	I couldn't count the number of caucasians who tell me their race is 
>> >American, where-as the guy next to them is 'chinese' (the guy who's family 
>> >came over in 1870...). 
>>    
>>     I, for one, never say that my race is American.  That may be my 
>> nationality, but is certainly not my race.  As a "race" American is made up 
>> of several sub-races (Caucasian, black, Asian, Hispanic,etc.) which are 
>> included in it as a whole, not just one.  That's one of the best things 
>> about this country, IMHO, is the diversity.  No other place on this planet 
>> has so many people from different backgrounds and ethniticities. I think 
>> that it is absolutely fantastic. Now, I have a whole different opinion 
>> about Illegal Aliens, but that's a different story entirely. :) 
>>  
>	Isn't it interesting how Illegal immigrants come up in these 
>conversations all the time. 
>	"No I don't hate non-X's, but those Illegals..." 
> 
>	Anyway, an interesting note is that most Illegals in the US 
>are from Canada, second if not third is Mexico, Euro's come in very 
>high as well. 
> 
>	And yes, diversity is one of the few advantages the USA has over most, 
>though all other nations. It's also the strongest weakness. Since more 
>often than not it divides Americans. 
> 
>	But this is another side topic, not relevant to Champions... :) 
> 
Actually, one of my Players currently has a character who is an illegal 
immigrant from Slovakia.  His father is a super-powered supporter of a 
Democratic Dictatorship, and Nicholas embezzled LOTS of money from him, and 
ran away to America to become a hero.  Actually, he bought his way in, and a 
new identity stateside (Wealth: 15pts.). 
 
So there.  : P 
 
- Jerry 
 
X-Sender: jdriscol@mail.vt.edu 
Date: Thu, 16 Oct 1997 19:00:00 +0600 
From: Jeremiah Driscoll <jdriscol@vt.edu> 
Subject: Re: Foci and Instant Change 
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: 125 
 
>The Instant Change cannot be in the Foci, since by nature when his Foci 
>have been taken he cannot use any of their powers.  Likewise, the sword and 
>shield cannot be Foci, since this too easilly circumvents the Limitations. 
>For similar reasons I would hesitate to use OHID, since a Limitation that 
>does not limit the character's use of the powers is worth no bonus 
> 
>In other words, his weapons are "Foci" only by special effect. 
> 
Well, for the character in my game (who doesn't match BK exactly, by any 
means), I tacked on the OAF on the Instant Change not because it was 
inherent in the Focus, but because, if it were held, it couldn't be donned 
instantly. 
BK definately doesn't have that. 
As far as OIHID:  what if he has a Secret ID?  or if the Armor is really 
uncomfortable : ) ?  Or has limited time constraints?  Would OIHID then be 
appropriate? 
 
- Jerry 
 
X-Sender: bob.greenwade@klock.com (Unverified) 
Date: Thu, 16 Oct 1997 06:14:15 -0700 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Foci and Instant Change 
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: 160 
 
At 10:34 PM 10/15/97, John Desmarais wrote: 
>On Wed, 15 Oct 1997 22:20:51 +0600, Jeremiah Driscoll wrote: 
> 
>>        Due to some comments on this list last semester (most of which, I 
>>believe, came from Michael Jones about some guy with both OIHID and OIF), I 
>>let the player with the D&D type character have Instant Change into his 
>>Armor (OIF) and Sword (OAF).  The Instant Change was also bought on an OAF, 
>>which meant that if someone else was holding the Foci and resisting, he 
>>couldn't change (he would still change into the other Foci, if it were not 
>>held by a resisting person). 
>>        Now, I have picked up Heroes for Hire #6 today.  I guess this is a 
>>bit of a spoiler, so if you haven't read it yet... 
>>        Anyway, the Black Knight has his Sword of Light and Shield of Knight 
>>taken away from him (they behave like Foci).  Then, when the Dramatically 
>>Appropriate Time occurs, he Instant Changes to his normal ID, and then 
>>Instant Changes right back, and now has all his Foci. 
>>        How would I model this? 
> 
>Simple - a limitation that does limit, isn't a limitation.  If physically 
taking them away  
>didn't rob him of the power then they aren't foci. 
 
   1.  I think what you meant to say was, "A Limitation that *doesn't* 
limit isn't a Limitation."  (An obvious typo, but even an obvious one needs 
to be pointed out and confirmed when it changes the meaning of a sentence 
that profoundly.) 
   2.  Taking away the sword and shield *did* rob Black Knight of his 
power.  He just had a different than usual method of getting them back. 
--- 
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 
 
 
X-Sender: bob.greenwade@klock.com (Unverified) 
Date: Thu, 16 Oct 1997 06:24:24 -0700 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: hero cannon? 
Errors-To: owner-champ-l@omg.org 
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   [I got your correction, so I'll save the facetious smart-aleck remarks 
for the next person who puts two Ns in canon.] 
 
At 01:32 AM 10/16/97 -0400, Firelynx16@aol.com wrote: 
>Hey all...  
> 
>I thought this was a very interesting reply to a question about which rule 
>books are 'cannon' and which are unofficial.  This seems to say that all 
>listed books are official.  You can find this note in the rec.rpg.super-hero 
>newsgroup. 
> 
>Subject: Re: Champions 4th Edition = Rule Bible? 
>From: herogames@aol.com (Hero Games) 
>Date: Wed, Oct 15, 1997 12:16 EDT 
>Message-id: <19971015161601.MAA18792@ladder02.news.aol.com> 
> 
>Rules for the Hero System can be found in: 
> 
>Champions 4th Edition Deluxe Hardbound 
>Fantasy Hero 
>Hero System Almanac I 
>Hero System Almanac II 
>Dark Champions 
>An Eye For An Eye 
>Western Hero 
>Cyber Hero 
>Horror Hero 
>The Ultimate Martial Artist 
>The Ultimate Mentalist 
>The Ultimate Super Mage 
>Issues of Adventurers Club magazine 
 
   This is actually a little ambiguous on this point.  All Steve is really 
saying there is that this is where rules for the Hero System can be found; 
but how many of these are considered "official, full-fledged parts of the 
Hero System that can be used on all characters"? 
   Obviously C4 (aka BBB) is "canon."  It also seems that characters are 
being built using rules from Dark Champions, An Eye For An Eye, and the 
Ultimate books.  But the special rules in the Almanacs and from the AC 
don't seem to be a part of this.  (The genre books are hard to tell, but 
probably only apply for their own genres.) 
   Note that I'm going by how the guys at Hero treat the matter for the 
sake of published characters, not how we *should* treat it on the list. 
(On that one, I agree with Rat's clarified stance that everything outside 
the BBB should be treated as an optional, alternate ruleset until a new BBB 
is published, with the expanded rules.) 
--- 
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 
 
 
Date: Thu, 16 Oct 1997 08:10:03 -0600 
From: Curtis Gibson <Mhoram@apeleon.net> 
Subject: Re: Time Lines for Campaign Worlds 
Errors-To: owner-champ-l@omg.org 
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Firelynx16@aol.com wrote: 
>  
> In a message dated 97-10-16 01:14:34 EDT, you write: 
>  
> << Just out of curiosity, am I the only person on the list who finds anything 
>  but the most vague of timelines to be restrictive when planning and running 
>  a game? >> 
>  
> [big snip] 
>  
> No, you're not.<...>  Now this is in a supers setting in a 
> world that is identical to our own, with the obvious exception of the men and 
> women running around in tights.  Other games may require a more detailed 
> timeline.  But for a supers game, I prefer to only give rough skeleton anchor 
> points and fill in the details as the game or players explore them. 
 
Finally jumping in on this thread 
 
Good points all. I find that the further you stray away from real 
history the more detailed the timeline needs to be.  
 
When I started my Champs campaign, I had maybe 1/2 of a page of 
handwritten notes for background and timeline. My FH campaign had about 
8 pages typed with a little bitty font 8)   
 
I find that having a timeline is increadibly usefull when the kind of 
adventures you run tie the characters/adventures into the history of the 
world (my FH did this, my Champs did not). It's also good for color (as 
mentioned).  
 
  
--  
-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 
 
X-Sender: mactyre@mail.aci.net 
Date: Thu, 16 Oct 1997 07:14:31 -0700 
From: Matthew Mactyre <mactyre@aci.net> 
Subject: Re: Time Lines for Campaign Worlds 
Cc: hero-l@omg.org 
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-----BEGIN PGP SIGNED MESSAGE----- 
 
At 08:48 AM 10/16/97 -0400, Firelynx16@aol.com wrote: 
 
><< Just out of curiosity, am I the only person on the list who finds  
anything 
> but the most vague of timelines to be restrictive when planning and 
running 
> a game? >> 
 
>timeline.  But for a supers game, I prefer to only give rough skeleton  
anchor 
>points and fill in the details as the game or players explore them. 
 
I have found time lines to be useful in only one regard, large events like  
assassination, political upheaval, natural disasters, etc.  In that sense,  
they add flavor to the game and can be seeds for future adventures.  This 
is  
really true in games like Traveller, where the assassination of the Emperor 
 
can have long reaching effects. I hardly ever make up a time line, choosing 
 
instead to let the game dictate many of the events that effect the players. 
  
I'm sure that time lines can be interesting for the person making them up,  
kind of like making random dungeons in the "old days."  <grin> 
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Charset: noconv 
 
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_________________ 
Matthew Mactyre 
mactyre@aci.net 
http://www.mactyre.net 
PGP Key available on request 
PGP fingerprint =  A2 AE 68 AE 2E 96 94 C3  30 ED 53 59 A6 FF 3B 1F 
If you can't describe it with numbers, it isn't a science. 
 
Date: Thu, 16 Oct 1997 11:17:13 -0300 (ADT) 
From: Trevor Barrie <tbarrie@ibm.net> 
X-Sender: tbarrie@drollsden 
Subject: RE: No-Win Scenarios [Re: GMing Question #1] 
Errors-To: owner-champ-l@omg.org 
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On Wed, 15 Oct 1997, Rick Ryker wrote: 
 
> Well.  If we are descended from Cro-Magnon, 
 
As I understand it, we _are_ Cro-Magnons. 
 
> and we aren't from Neanderthal, and we are here, 
> then we are the biological winners 
> and, therefore, Mother Nature says our forebears were right! 
 
But Mother Nature is completely amoral, and therefore unqualified to make 
a judgement on whether an action is morally justifiable. 
 
Date: Thu, 16 Oct 1997 11:18:36 -0300 (ADT) 
From: Trevor Barrie <tbarrie@ibm.net> 
X-Sender: tbarrie@drollsden 
Subject: Re: Powwow 
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On Wed, 15 Oct 1997, Vox Ludator! wrote: 
 
> What gets me about this whole phenomena is ... if the Chiefs and Redskins 
> are 'racist' team names, am I supposed to go into a snit over the Vikings? 
> (He says, tongue firmly in cheek.) 
 
Well, "Viking" is just a descriptive term, whereas "Redskin" is a racial 
slur. (At least, I wouldn't feel comfortable calling someone that.) Bit of 
a difference there. 
 
Date: Thu, 16 Oct 1997 11:25:20 -0300 (ADT) 
From: Trevor Barrie <tbarrie@ibm.net> 
X-Sender: tbarrie@drollsden 
cc: champ-l@omg.org 
Subject: Re: New Powers Plug-In (Or, I'm Impatient Enough Not To Wait) 
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On Wed, 15 Oct 1997, Jason A. Dour wrote: 
 
>  * What HERO4 Power Advantages have BIG problems, and what are the fixes? 
 
Usable On Others; it shouldn't exist at all. There's no direct correlation 
between the usefulness of doing X to yourself and the usefulness of doing 
X to others, so it's silly to turn one type of Power into the other using 
a simple Power Modifier. 
 
>  * What HERO4 Power Limitations have BIG problems, and what are the fixes? 
 
None that I can think of. 
 
>  * What HERO4 Ads and Lims have you added to make power creation better? 
 
Never seemed necessary. (Of course, there's really no such thing as adding 
a new Limitation, since anything you think of can be slotted under Limited 
Power.) 
 
Date: Thu, 16 Oct 1997 11:33:02 -0300 (ADT) 
From: Trevor Barrie <tbarrie@ibm.net> 
X-Sender: tbarrie@drollsden 
Subject: Re: Desolidification and the environment 
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On Tue, 14 Oct 1997, Robert A. West wrote: 
 
> > > A desolid character is immune to all attacks, including NNDs, except for 
> > > the listed special effect and for attacks with Affects Desolid.  The 
> > > rules are clear on this. 
> >  
> > Odd; my copy of the rules doesn't even mention the idea of a "listed 
> > special effect" (singular) to which the character is vulnerable. What it 
> > does say is that there has to be a reasonably common _group_ of attacks 
> > which will affect the character. (Emphasis mine, of course.) However,  
>  
> And how do you form such groups?  In almost every case of Desolid that  
> comes to mind, such groups are defined by special effect. 
 
By special effectS, yes. The group includes all those attacks whose 
special effects should logically affect someone with that special effect 
of Desolid. 
 
[...] 
> OK, so I found an example of a non-special-effect group: transdimensional  
> attacks.  All the rest are defined by special effect. 
 
Yes, of course. Was this meant to disagree with something I said? 
 
(Wait, how is "transdimensional" not a special effect?) 
 
> > It seems straightforward to me that, in the latter case, Desolid would 
> > _not_ protect from the effect. I certainly wouldn't allow Desolid to 
> > protect a character from a Susceptibility for which they gained points, so 
> > why should it protect from an "everyman" Susc? 
>  
> I see no reason that most susceptibilities would affect most desolid  
> characters. 
 
The rules state that you get no defense against your suscpetibility. 
Desolid isn't technically a defense, of course, but it seems to me that 
the intent of that rule is to make sure that the player can't use their  
Powers or stats to render the Susceptibility irrelevant. 
 
Date: Thu, 16 Oct 1997 11:38:08 -0300 (ADT) 
From: Trevor Barrie <tbarrie@ibm.net> 
X-Sender: tbarrie@drollsden 
Subject: Re: No-Win Scenarios [Re: GMing Question #1] 
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On Tue, 14 Oct 1997, Robert A. West wrote: 
 
> Since the two species could not (by definition of species) interbreed,  
> there was no basis for cooperation. 
 
Why is interfertility necessary for cooperation? 
 
(Aside: I've heard Neandrethal referred to as "homo sapiens neandrethalis" 
(ie, a subspecies of home sapiens) as well as "homo neandrethalis", but 
the former may be out of date (or just wrong).) 
 
> Eventually, the only way to open up a new niche would be to force the 
> present occupant out.  Predators do this in the wild all the time: lions 
> kill leopard kits, hyenas kill lion  cubs, and so on.  Chimpanzees prey on 
> one another, and tribes of chimpanzees fight over resources.  Why would it 
> be any different with the two species in question? 
 
Because the species involved are sentient, and consequently capable of 
being held responsible for their actions. 
 
> Where would a moral context come from that would override an instinctive 
> question of survival? 
 
The same place moral contexts always come from: the person evaluating the 
action. 
 
> Survival is the first, and only, law of nature. 
 
True, but not really relevant IMO. 
 
Date: Thu, 16 Oct 1997 11:39:00 -0300 (ADT) 
From: Trevor Barrie <tbarrie@ibm.net> 
X-Sender: tbarrie@drollsden 
Subject: Re: Poll for OS 
Errors-To: owner-champ-l@omg.org 
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On Tue, 14 Oct 1997, Captain Spith wrote: 
 
>    But it's the Mac-system-clone aspect of win'95 that turns me off!  I 
> like the simpler, more kludgy feel of 3.x in conjunction with DOS. 
 
Well, if it makes you feel any better, Win'95 is still a kludgy Windows in 
conjunction with DOS thing. It's just that now they ship on the same CD. 
 
Date: Thu, 16 Oct 1997 10:40:30 -0400 (EDT) 
X-Sender: jprins@interhop.net 
From: jprins@interhop.net (John and Ron Prins) 
Subject: Re: Universal Foci 
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>	What are Universal Foci?  I believe someone made a reference to them 
>earlier, and from context, they sounded like they had the one-time-cost 
>qualities of Foci with the universal usability of Independent. 
>        That's what I'm looking for to build this damn bow! 
 
Read the whole section on the 'Foci' Limitation. A Universal Foci is one 
that anyone can pick up and use, which is neither an advantage (buddies can 
use it) or disadvantage (enemiew could use it against you!). As for the 
'bow' thing, I'm surprised nobody's come up with this: 
 
Multipower: Arrows, OAF:Arrows (-1), Range Based on STR (-1/4) 
<bunch of arrow slots> 
 
+30 STR, 0 END (+1/2), No Figured Char (-1/2), OAF: Bow (-1), Only for 
adding STR to Standing Throws (-1) 
 
That keeps the bow and the arrows separate. For normal throwing, arrows are 
neither balanced nor aerodynamic (too hard to throw an arrow properly by 
hand), but with the bow (proper launching technique), they become balanced 
and aerodynamic. 
 
----------------------------------------------------------------------------- 
"Guns-ablazin', fu-fightin', spell-chuckin', rubber-monster-stompin' ACTION!" 
-John comments on Feng Shui 
----------------------------------------------------------------------------- 
John D. Prins 
jprins@interhop.net 
 
Date: Thu, 16 Oct 1997 07:40:36 -0700 
From: "Robert A. West" <robtwest@erols.com> 
Subject: Re: Powwow 
Errors-To: owner-champ-l@omg.org 
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Chris Lynch wrote: 
>  
> Is that PsychLim: Paranoia (Common, Strong) 
> or is it PsychLim: Crys foul of anything on the grounds of racism 
> (V.Common,Total) with possibly an assoiated DF, Rep (14- naturally)? 
>  
 
Hmmm...Maybe it is a Berserk?  I have it! Phys Lim: Foot is in mouth. 
 
 
--  
<-------------------------------------------------------> 
Robert A. West		///  "Censorship is tyranny." 
Phone W:(215)466-3628; H:(215)348-9113   
http://www.erols.com/robtwest 
 
X-Sender: ludator@mail.softfarm.com 
Date: Thu, 16 Oct 1997 09:44:15 -0500 
From: Vox Ludator! <ludator@mail.softfarm.com> 
Subject: Re: hero cannon? 
Errors-To: owner-champ-l@omg.org 
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At 03:44 PM 10/16/97 -0400, Stainless Steel Rat wrote: 
>It is less an issue of "canonicity" as core rules vs. optional rules.  The 
>BBB, HSR, and CD are the core rules.  All other officially published rules 
>are optional -- if you would, "officially published house rules". 
 
To be more precise, the Hero System Rulebook is the "core rules", and both 
the BBB and CD happen to contain a copy.  All other rules, including those 
presented in the REST of the BBB/CD, are "officially published house rules". 
 
-- 
Vox 25:17, Patron Saint of Gadflies 
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X-Sender: ludator@mail.softfarm.com 
Date: Thu, 16 Oct 1997 09:44:19 -0500 
From: Vox Ludator! <ludator@mail.softfarm.com> 
Subject: RE: Heromaker: Who uses it? 
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At 06:39 PM 10/16/97 -0500, Rick Ryker wrote: 
> I would insert the word "directly" right after the phrase "Powers that 
> raise Characteristics", because these powers raise Characteristics 
> directly; that is, they don't raise the active power points, they raise 
> the powers. (I'm speaking of Growth and Density Increase here.) 
 
Reasonably enough, except that by inserting any word, you've moved into 
discussing your house rules, which rather weakens your arguments. :] 
 
-- 
Vox 25:17, Patron Saint of Gadflies 
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Date: Thu, 16 Oct 1997 09:47:29 -0500 (EST) 
From: ALONE AT MIDNIGHT <RAVANOS@jcs1.jcstate.edu> 
Subject: Universal Foci 
X-VMS-To: IN%"champ-l@omg.org" 
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	What are Universal Foci?  I believe someone made a reference to them 
earlier, and from context, they sounded like they had the one-time-cost 
qualities of Foci with the universal usability of Independent. 
        That's what I'm looking for to build this damn bow! 
         -Jason "I'm stuck with 32 charges and STILL can't fire it..." Sullivan 
 
Date: Thu, 16 Oct 1997 10:51:52 -0500 (CDT) 
From: Mark Allen Wallace <maw0001@jove.acs.unt.edu> 
cc: champ-l@omg.org 
Subject: unsubscribe 
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unsubscribe. 
 
X-Sender: lizard@dnai.com 
Date: Thu, 16 Oct 1997 09:35:05 -0700 
From: Lizard <lizard@mrlizard.com> 
Subject: Re: Powwow 
Errors-To: owner-champ-l@omg.org 
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At 11:18 AM 10/16/97 -0300, Trevor Barrie wrote: 
>On Wed, 15 Oct 1997, Vox Ludator! wrote: 
> 
>> What gets me about this whole phenomena is ... if the Chiefs and Redskins 
>> are 'racist' team names, am I supposed to go into a snit over the Vikings? 
>> (He says, tongue firmly in cheek.) 
> 
>Well, "Viking" is just a descriptive term, whereas "Redskin" is a racial 
>slur. (At least, I wouldn't feel comfortable calling someone that.) Bit of 
>a difference there. 
> 
> 
<Shrug>For a while, 'Viking'was not a nice thing to call a person -- they 
didn't have the best rep in Europe, you know. And while 'Redskin' might be 
an epithet, then so is the "Fighting Irish", yet, no one gets upset over them. 
 
I could argue that the LACK of ethnic team names is also insulting -- you 
name a team after something you admire, or something you think exemplifies 
the qualities you want to have. So where are the JEWISH team names? Why not 
the New York Rabbis, or the Los Angeles Maccabees? I'm getting very 
offended at the gross under-representation of Jewish ethnic teams. It 
perpetuates the stereotype of Jews as non-athletic, nerdy types who would 
rather run a business than toss a football. This has damaged my 
self-esteem, disenfranchised me from the greater community, and violated my 
personhood. 
 
Who do I sue? 
 
Date: Thu, 16 Oct 97 16:44:12 GMT 
X-Sender: smcginn@csm.ex.ac.uk 
From: smcginn@csm.ex.ac.uk (Steve McGinness) 
Subject: Re: Foci and Instant Change 
Errors-To: owner-champ-l@omg.org 
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At 11:16 AM 16/10/97 +0600, Jeremiah Driscoll wrote: 
>Well, I've seen "Can be Blocked" on Energy Blasts for -1/2.  So, "Can be 
>Disarmed" for -1/2 or -1/4 might be a good one.  To further muddy the 
>waters, though, the Black Knight has his Instant Change with "Incantations" 
>(he says, "Avalon" to change either way).  This could limit his ability to 
>retrieve his weapons even more... 
> 
>- Jerry 
 
I suppose the -1/2 for "can be blocked" is because it allows HtH manoeuvres  
that _everyone_  has to affect a ranged attack. I'd keep it to -1/4 because  
OIF is -1/2 and if you will give people EB, no range, can be disarmed then  
no-one will take EB, no range, OIF for the same cost. 
 
 
Stephen 
 
Date: Thu, 16 Oct 1997 09:51:16 -0700 
From: Mark Lemming <icepirat@ix.netcom.com> 
Subject: Re: No-Win Scenarios [Re: GMing Question #1] 
Errors-To: owner-champ-l@omg.org 
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Trevor Barrie wrote: 
> > Where would a moral context come from that would override an 
> instinctive question of survival? 
>  
> The same place moral contexts always come from: the person evaluating 
> the action. 
 
Or "History is written by the winner." 
 
-Mark 
 
From: Brian Wong <rook@sanfran.infinex.com> 
Subject: What a Timeline is truely good for 
Date: Thu, 16 Oct 1997 10:06:15 -0700 (PDT) 
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> ><< Just out of curiosity, am I the only person on the list who finds  
> anything 
> > but the most vague of timelines to be restrictive when planning and 
> running 
> > a game? >> 
>  
> >timeline.  But for a supers game, I prefer to only give rough skeleton  
> anchor 
> >points and fill in the details as the game or players explore them. 
> I have found time lines to be useful in only one regard, large events like  
> assassination, political upheaval, natural disasters, etc.  In that sense,  
> they add flavor to the game and can be seeds for future adventures.  This 
> is  
> can have long reaching effects. I hardly ever make up a time line, choosing 
> instead to let the game dictate many of the events that effect the players. 
> I'm sure that time lines can be interesting for the person making them up,  
> kind of like making random dungeons in the "old days."  <grin> 
> 
	Actually, it's precisly (sp?) to avoid the 'random' dungeon crawl 
feel that I do make up Timelines in my games. 
 
	Let's step away from SuperHero for a bit and into Fantasy mode 
(if I remember to, I'll try to tie this back to SH by the end of this 
post, but being a 'seat of the pants writer, I often get scrambled, I 
need to start using the writer's Timeline: outlines :) ). 
 
	In my fantasy world, events pregame often do read like a novel. 
I have a world with events going back 10 milion years, before all but 
one of the sentient races was present. Actions where set in motion then 
that are finally coming into play in the current era. The world sets 
itself on the beginnings of an industrial age, having just finished a war 
who's cause was 40 thousand years in the making. 
	For this world I weave a long Timeline showing the how and why of 
these events. I need to show how the worlds cultures developed the way 
they did. Why tensions exist where they do. Etc. 
	To just say: It's fantasy, make and Elf or an Orc or something 
it leaving my players out to dry. 
 
	By doing a complex history to include Timeline, cultural data, 
religions, inter-group tensions, even mating rituals; I give my players 
and myself a living breathing world to enjoy. 
	The timeline is just a graph that shows how it relates together. 
It's like the outline teachers made us prepare for essays back in grade 
school. 
 
	In my Super World; I don't just take the champions universe 
carbon copy and tell my PC's to make a guy with 250 to 300 points who 
wears spandex. 
	I like to pretend I have a unique world with unique themes. I 
know it's pretentious of me, but it's my little vice to do so. As such, 
I prepare my own history for Supers in my world. What have they changed? 
When did they get here? Why are they here? How does there presence affect 
the psych of the world? 
	I find a short and handy why to outline this is to present a 
Timeline. In it I present examples of what Supers have done. Examples of 
how the genre has caused a diferent psychological paradigm in my world 
than in the 'real world'. 
	Sure I have my essays on the nature of Supers. Their mindset. 
How they've altered reality; physically, mentally, as well as spiritually. 
How they are perceived; by both themselves and others. The nature of 
conflict paradigm between hero and villian. Why it exists and why supers 
are drawn by their very nature to chose a side in it. 
	Yes, I have all these essays; but they boil down to being long 
drawn out often dull documents. The Timeline serves as a quick and instant 
'soundbyte' highlighting these paradigms in action. By reading this history 
my players can get a quick and dirty feel for the Super Genre in action as 
I present it in my game. 
	Once they've looked through my timeline and outlines, players wanting 
further detail can go to my essays. But the Timeline suffices for many. 
 
	Once a game starts the Timeline becomes more than an outline. It 
becomes a fluid flow chart, used to help one maintain consistancy. Shelley 
complained that she had reservations on the continued use of her world, as 
there were too many details to track. Perhaps with a timeline these details 
could all be layed out in outline form on a simple graph. Each entry letting 
one know where to go for further detail. 
	This allows for a game to be incredible detailed and complex, yet 
still maintain consistancy with ease. 
	It also helps in forming plots. Lets say I've been running an ongoing 
game for several months and the current plot is winding down. As a GM, I know 
I need to begin dropping leeds for the upcoming major plot. So I look into 
my Timeline for anything possibly unresolved. Or any Pandora's boxes I can 
open. Finding one way back there somewhere, I can make notations on my 
'future' section of my Timeline as to when I plan to drop hints and clues to 
this upcoming plotline. 
 
	Let's look at a comicbook example. The whole marvel mutant thing. 
They've used forshadowing for years to let us know that something was going 
to happen someday. Put on a well managed Timeline Flowchart, this would 
allow the authors to keep it consistant, as well as make sure that hints 
dropped were followed up on. 
 
	I don't know how I could run anything more than a simple game without 
such a flowchart. The Timeline is an invaluable tool for structuring several 
elements of a world: 
	1. It's paradigms 
	2. It's history 
	3. Forshadowing 
	4. Maintaining Consistancy 
	5. Indexing the greater detailed elements of the world 
 
 
	Current notes for my campaign world can be found at: 
http://www.infinex.com/~rook/champs/ 
 
	It's rather sparse so far. Most of my stuff was lost in a monsoon 
some years back; and I've only recently decided to begin reconstruction. 
  
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 
 
 
From: Brian Wong <rook@sanfran.infinex.com> 
Subject: Re: Powwow 
Date: Thu, 16 Oct 1997 10:22:06 -0700 (PDT) 
Cc: hero-l@omg.org 
Errors-To: owner-champ-l@omg.org 
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>  
> On Wed, 15 Oct 1997, Vox Ludator! wrote: 
>  
> > What gets me about this whole phenomena is ... if the Chiefs and Redskins 
> > are 'racist' team names, am I supposed to go into a snit over the Vikings? 
> > (He says, tongue firmly in cheek.) 
>  
> Well, "Viking" is just a descriptive term, whereas "Redskin" is a racial 
> slur. (At least, I wouldn't feel comfortable calling someone that.) Bit of 
> a difference there. 
>  
	Yes, 'Redskin' fit's under the same header as 
Chink 
Jap 
Honkie 
Injun 
Primative 
Savage 
Nigger 
Spic 
Gook 
Wetback 
Jungle Bunny 
Gringo 
Eskimo (yes that's right, it's not a proper word for them) 
Oriental (try using that one in San Francisco's Chinatown) 
Krout (sp?, not up to date on my WWII racial slurs...) 
 
etc... The point should be cear... 
 
Viking fits under the same heading as: 
 
Persian 
Aztec 
Babalonian 
Sumerian 
Mayan 
Roman 
 
(ie, person from no longer existant nationality) 
 
Native American fits under: 
 
Caucasian 
Asian 
Hispanic 
African/African American 
 
American fits under: 
 
English 
Canadian 
Chinese 
Indian (yes, it's a real country out there) 
Iranian 
Cuban 
Somoli 
Inuit (now you know what to call 'most' Eskimo you meet) 
Mexican 
Jamacian 
 
etc... 
 
	I may be wrong on my placement of Inuit, but I believe they 
are mostly soveriegn, and therefore a nationality as well as an ethnicity. 
Please correct me where wrong. 
 
	My point here? Only one of these catagories is considered 'insulting', 
though they are all used incorrectly. 
	I couldn't count the number of caucasians who tell me their race is 
American, where-as the guy next to them is 'chinese' (the guy who's family 
came over in 1870...). 
 
 
Date: Thu, 16 Oct 1997 12:24:39 -0500 (CDT) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: Poll for OS 
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> >    But it's the Mac-system-clone aspect of win'95 that turns me off!  I 
> > like the simpler, more kludgy feel of 3.x in conjunction with DOS. 
> 
> Well, if it makes you feel any better, Win'95 is still a kludgy Windows in 
> conjunction with DOS thing. It's just that now they ship on the same CD. 
 
 
	Heck.  That's the way I want it.  I have too many old programs 
that won't run under Windows (3.1 or 95).  I even set my default boot to 
the prompt. 
 
 
			-Tim Gilberg 
 
X-Sender: mlknight@pop.mindspring.com 
Date: Thu, 16 Oct 1997 11:13:30 -0700 
From: Michelle Knight <mlknight@mindspring.com> 
Subject: Re: Powwow 
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At 10:22 AM 10/16/97 -0700, Brian Wong wrote: 
 
>	I couldn't count the number of caucasians who tell me their race is 
>American, where-as the guy next to them is 'chinese' (the guy who's family 
>came over in 1870...). 
 
   
    I, for one, never say that my race is American.  That may be my 
nationality, but is certainly not my race.  As a "race" American is made up 
of several sub-races (Caucasian, black, Asian, Hispanic,etc.) which are 
included in it as a whole, not just one.  That's one of the best things 
about this country, IMHO, is the diversity.  No other place on this planet 
has so many people from different backgrounds and ethniticities. I think 
that it is absolutely fantastic. Now, I have a whole different opinion 
about Illegal Aliens, but that's a different story entirely. :) 
 
 
Michelle    
 
X-Sender: jdriscol@mail.vt.edu 
Date: Fri, 17 Oct 1997 00:14:35 +0600 
From: Jeremiah Driscoll <jdriscol@vt.edu> 
Subject: Non-Stereotypical Minority Supers 
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        To kind of segue from the "Pow-wow" discussion (if it could be 
called that)... 
 
        What sort of Native American heroes would be considered 
non-stereotypical and non-offensive?  Most of the Marvel ones had some sort 
of "Indian" motif.  I somewhat imagined that some would do that.  I'd like 
to interject some minority Supers into my games (probably as NPCs) but would 
like them to be non-stereotypes.  Yes, some will probably be stereotypical, 
but I want some to be surprising, and I would like them all to have depth. 
A little help (and some opinions) would be greatly appreciated. 
 
- Jerry 
 
Date: Thu, 16 Oct 1997 11:15:49 -0700 
From: Rook <rook@infinex.com> 
Reply-To: rook@infinex.com 
CC: champ-l@omg.org 
Subject: Re: Non-Stereotypical Minority Supers 
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Jeremiah Driscoll wrote: 
 
>         To kind of segue from the "Pow-wow" discussion (if it could be 
> called that)... 
> 
>         What sort of Native American heroes would be considered 
> non-stereotypical and non-offensive?  Most of the Marvel ones had some sort 
> of "Indian" motif.  I somewhat imagined that some would do that.  I'd like 
> to interject some minority Supers into my games (probably as NPCs) but would 
> like them to be non-stereotypes.  Yes, some will probably be stereotypical, 
> but I want some to be surprising, and I would like them all to have depth. 
> A little help (and some opinions) would be greatly appreciated. 
> 
> - Jerry 
 
     A gadgeteer, actually, I think marvel had one for a while, wasn't he called 
"Forge"? 
 
I play an asian guy who's powers are based on techno music and who has no 
martial arts 
in a V&V PBeM. 
 
    Just figure out what the stereotype is for a given group and then avoid it. 
Or use a stereotype 
of another group :) 
    Seeker is one of my favorites. He's your basic ninja, only he's white, 
aussie, and asia-clueless. 
 
-- 
Rook 
Also known as Arcady on #herochat #gurps 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) 
Gurps is for discussion of the GURPS RolePlaying Game 
 
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 
 
 
Date: Thu, 16 Oct 1997 11:35:27 -0700 
From: Rook <rook@infinex.com> 
Reply-To: rook@infinex.com 
CC: champ-l@omg.org 
Subject: Re: What a Timeline is truely good for 
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> >> can have long reaching effects. I hardly ever make up a time line, 
> choosing 
> >> instead to let the game dictate many of the events that effect the 
> players. 
> >> I'm sure that time lines can be interesting for the person making them 
> up, 
> >> kind of like making random dungeons in the "old days."  <grin> 
> <big snip> 
> >       Let's look at a comicbook example. The whole marvel mutant thing. 
> >They've used forshadowing for years to let us know that something was 
> going 
> >to happen someday. Put on a well managed Timeline Flowchart, this would 
> >allow the authors to keep it consistant, as well as make sure that hints 
> >dropped were followed up on. 
> > 
> >       I don't know how I could run anything more than a simple game without 
> >such a flowchart. The Timeline is an invaluable tool for structuring 
> several 
> >elements of a world: 
> >       1. It's paradigms 
> >       2. It's history 
> >       3. Forshadowing 
> >       4. Maintaining Consistancy 
> >       5. Indexing the greater detailed elements of the world 
> 
> Good, Brian, I'm glad you can make such an intricate gaming world via your 
> time lines.  I like to watch what type of world is brought into being from 
> the player input. 
 
    Same here. But I think a frame is needed to start with. Unless I use a 
published world, I needto be able to answer player questions about my world. Once 
I make up an answer, I'd better 
write it down so I have the same answer next time. And nowhere in there have I 
said that a Timeline 
could not be added to and deleted from by player input. I would disapointed if my 
players didn't 
do such. 
    It's just a framework for keeping track of things 'on paper' as opposed to in 
one's heads. 
I've kept much of my universe in my head for head for years, which has resulted 
in a few gaping 
holes in consistancy. What is written down has been kept consistant. I fail to 
see why writing it 
down makes it 'anti-player' input. 
    I could just jot down random notes, sure... But I find it's better to 
organize them. By date seems the 
best method to me. Thus Timeline. There may be other ways as well. But it boils 
down to the same tool. 
 
 
>  I have a rough idea of what is going on in the 
> "universe" 
> at large, but don't structure the game in the same manor you do.  I find it 
> to constraining, and have had too many GMs that are more interested in 
> their 
> plot/time line then the joy of playing, often railroading players into 
> actions they don't what to take in order to further the GMs plot. 
> 
 
    I agree here. I can't stand being railroaded. Many of the online PBeM'sread 
that way. The only exeption I found was the first half of the VC PBeM. 
Unfortunatly, it too fell into railroading in the latter half. The G3 game was 
also a heavy victim of this. Every action taken went against the PC's somehow. 
I'm currently lurking through as many PBeM's as I can. Mostly so I can choose 
the style I'll use when/if I decide to GM one myself. But also to compare and 
note the good and bad points of them. 
    I use Timelines to make sure I'm not forcing something. By writing it down I 
can 
compare what I plan to throw at them, versus what I have thrown at them, versus 
what I do end up throwing at them. I can then correct for the next game when I 
see 
myself forcing a plot or issue wheras my notes show the players clearly trying to 
 
go in another direction. 
 
 
-- 
Rook 
Also known as Arcady on #herochat #gurps 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) 
Gurps is for discussion of the GURPS RolePlaying Game 
 
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 
 
 
From: "qts" <qts@nildram.co.uk> 
Date: Thu, 16 Oct 97 18:49:06  
Reply-To: "qts" <qts@nildram.co.uk> 
Priority: Normal 
Subject: Re: Desolidification and the environment 
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On Tue, 14 Oct 1997 23:11:05 -0700, Robert A. West wrote: 
 
>Trevor Barrie wrote: 
>>  
>> On Thu, 9 Oct 1997, Robert A. West wrote: 
>>  
>> > ================================================================== 
>> > Desolid vs NNDs: 
>> > 
>> > A desolid character is immune to all attacks, including NNDs, except for 
>> > the listed special effect and for attacks with Affects Desolid.  The 
>> > rules are clear on this. 
>>  
>> Odd; my copy of the rules doesn't even mention the idea of a "listed 
>> special effect" (singular) to which the character is vulnerable. What it 
>> does say is that there has to be a reasonably common _group_ of attacks 
>> which will affect the character. (Emphasis mine, of course.) However,  
> 
>And how do you form such groups?  In almost every case of Desolid that  
>comes to mind, such groups are defined by special effect.  Perhaps "Armor  
>Piercing Physical Attacks" or "Energy Attacks with an Odd Number of Dice"  
>are valid groups under the rules, but I am having a hard time envisioning  
>the special effect of the Desolid that would justify either choice. 
> 
>Special Effect of Desolid		Special Effect(s) of attacks 
>Cloud of Electrons			Electromagnetic 
>Time Warp				Gravitational, Transdimensional 
>Mist					Fire; Wind attacks at 1/2 
>Magical Phase-out			Magical. 
>Astral					Any attack on physical body 
> 
>OK, so I found an example of a non-special-effect group: transdimensional  
>attacks.  All the rest are defined by special effect. 
> 
>  
>>  
>> It seems straightforward to me that, in the latter case, Desolid would 
>> _not_ protect from the effect. I certainly wouldn't allow Desolid to 
>> protect a character from a Susceptibility for which they gained points, so 
>> why should it protect from an "everyman" Susc? 
> 
>I see no reason that most susceptibilities would affect most desolid  
>characters.  In some cases, there might be a "disadvantage that is not a  
>disadvantage" issue.  I certainly would discuss any planned exceptions  
>with the player beforehand. 
 
Hear hear! If your PC has an absolute defense against one of his 
Limitations, then that Limitation isn't worth any points! OK, you can 
shade that if the defense is a 1/Day thing or whatever. 
 
This brings on an interesting example: a classical vampire has the 
Physical Limitation 'Cannot Cross Running Water' (Infrequent, Fully), 
but suppose the vampire were also a Vancian magician and could turn the 
water to ice or teleport or something, as long as he had the spells 
available and memorised? I'd change the limitation to Infrequent, 
Partial. Thoughts? 
 
From: "qts" <qts@nildram.co.uk> 
Date: Thu, 16 Oct 97 19:12:24  
Reply-To: "qts" <qts@nildram.co.uk> 
Priority: Normal 
Subject: Re: Grey Areas 
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On Wed, 15 Oct 1997 02:18:19 -0700, Robert A. West wrote: 
 
>Here's another.  The grey area of all grey areas. 
> 
>The dreaded....TRANSFORM......aka the last refuge of a GM. 
> 
>What's major?  What's minor?  
 
It's easiest to do this by example: 
 
Turning a white man black (eg the bag of soot in the face) is a 
Cosmetic Transform 
Turning a black man into an Asiatic is a Minor Transform 
Turning a woman into a frog is a Major Transform 
 
Creating something out of thin air is usually a Major Transform. 
 
> Do cumulative transforms allow something to  
> be partially transformed?   
 
No. 
 
>Is a transform that gives additional character disadvantages a major or  
>minor Transform? 
 
Major. 
 
> How about one that aggravates an existing disadvantage?  
 
This depends: if you're directly affecting the character, then Major; 
if you're affecting some_thing_ which affects the character, then Minor 
or major depending upon the degree of change. 
 
Example: the Norse god Balder was Vulnerable to holly (or was it 
mistletoe?). If you change his Vulnerability from holly to oak, that's 
Major; if you change your oak spear to holly, that's minor; if you 
change your *steel* spear to holly, then that's Major; if you change 
your steel spear to look like it's made of holly, to try and make 
Balder run off, then that's Cosmetic. 
 
>Do the number of points in question matter? 
 
Depends upon the effect: if you're Transforming a price into a frog, 
then no; if you're Ba Kien transforming the local populace into 
Super-boxers, then additional powers have to be balanced by additional 
limitations, and the added points can't exceed the Active Points in the 
power (qv Ninja Hero). Unless the GM so allows it. 
 
 
 
X-Sender: bob.greenwade@klock.com 
Date: Thu, 16 Oct 1997 12:24:34 -0700 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: RE: No-Win Scenarios [Re: GMing Question #1] 
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At 11:17 AM 10/16/97 -0300, Trevor Barrie wrote: 
>On Wed, 15 Oct 1997, Rick Ryker wrote: 
> 
>> Well.  If we are descended from Cro-Magnon, 
> 
>As I understand it, we _are_ Cro-Magnons. 
 
   Only the Americans.  The rest are Homo Sapiens.  ;-] 
--- 
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 
 
 
Reply-To: "Filksinger" <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
Subject: Re: Universal Foci 
Date: Thu, 16 Oct 1997 12:28:31 -0700 
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On  Thursday, October 16, 1997 7:09 AM, ALONE AT MIDNIGHT wrote: 
 
 
> What are Universal Foci?  I believe someone made a reference to them 
>earlier, and from context, they sounded like they had the 
one-time-cost 
>qualities of Foci with the universal usability of Independent. 
>        That's what I'm looking for to build this damn bow! 
 
 
On top of Accessible, Inaccessible, Obvious and Inobvious, there are 
two other qualities of foci that are special effects only and don't 
affect cost. These two are Breakability and Applicability. 
 
Breakability has two forms, Breakable and Unbreakable. A Breakable 
focus can be broken, but can be rebuilt or replaced if broken or 
stolen. An Unbreakable focus cannot be broken, but cannot be replaced 
if stolen. 
 
Applicability is the one you are looking for. A Personal focus can 
only be used by the character in question, except possibly in rare 
circumstances depending upon special effect. An Universal focus can be 
used by anyone, with possible exceptions depending upon circumstances 
and special effect. 
 
If you have a Personal focus, the villain cannot take it and use it 
against you, or anyone else, for that matter. However, you cannot give 
it to a friend, even in an emergency. If you have a Universal focus, 
the villain cannot use it against you, but neither can your friends 
borrow it. 
 
Example: A vibroblade sword built in a lab can be taken from you and 
used to kill you, thus, it is Universal. The mystical sword made to 
only be wielded by "the heir of clan McLomar" is Personal, as only one 
person is "the heir of clan McLomar". This could also give you one of 
those "rare circumstances" that I mentioned, if your kid sister also 
qualifies as "the heir of clan McLomar", or your evil cousin who is 
always trying to steal the "Sword of McLomar". 
 
Filksinger 
 
Date: Thu, 16 Oct 1997 15:29:59 -0400 
From: Josh Street <rjstreet@vnet.ibm.com> 
Organization: IBM of Charlotte 
Subject: Re: Powwow 
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Okay....not meaning to rain on the parade or anything, but this is 
slightly off topic.(How we got from the merits of Powwow vs. ICQ for 
running games to this 
escapes me, but that's off topic too.....). 
 
 
>     I, for one, never say that my race is American.  That may be my 
> nationality, but is certainly not my race.  As a "race" American is 
> made up 
> of several sub-races (Caucasian, black, Asian, Hispanic,etc.) which 
> are 
> included in it as a whole, not just one.  That's one of the best 
> things 
> about this country, IMHO, is the diversity.  No other place on this 
> planet 
> has so many people from different backgrounds and ethniticities. I 
> think 
> that it is absolutely fantastic. Now, I have a whole different opinion 
> 
> about Illegal Aliens, but that's a different story entirely. :) 
> 
> Michelle 
 
 
 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: Foci and Instant Change 
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-----BEGIN PGP SIGNED MESSAGE----- 
 
>>>>> "JD" == Jeremiah Driscoll <jdriscol@vt.edu> writes: 
 
JD>         Anyway, the Black Knight has his Sword of Light and Shield of 
JD> Knight taken away from him (they behave like Foci).  Then, when the 
JD> Dramatically Appropriate Time occurs, he Instant Changes to his normal 
JD> ID, and then Instant Changes right back, and now has all his Foci. 
 
The Instant Change cannot be in the Foci, since by nature when his Foci 
have been taken he cannot use any of their powers.  Likewise, the sword and 
shield cannot be Foci, since this too easilly circumvents the Limitations. 
For similar reasons I would hesitate to use OHID, since a Limitation that 
does not limit the character's use of the powers is worth no bonus 
 
In other words, his weapons are "Foci" only by special effect. 
 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: hero cannon? 
Mail-Copies-To: never 
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Organization: The Happy Fun Ball Brigade 
Date: 16 Oct 1997 15:44:26 -0400 
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>>>>> "F" == Firelynx16 <Firelynx16@aol.com> writes: 
 
F> This seems to say that all listed books are official.  You can find this 
F> note in the rec.rpg.super-hero newsgroup. 
 
It is less an issue of "canonicity" as core rules vs. optional rules.  The 
BBB, HSR, and CD are the core rules.  All other officially published rules 
are optional -- if you would, "officially published house rules". 
 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: Japanese Hero's Leaping Ability 
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>>>>> "JD" == Jeremiah Driscoll <jdriscol@vt.edu> writes: 
 
JD> It was to simulate him leaping, ending his leap on the *side* of a 
JD> building, and then, when he gets another action (Phase) he leaps off. 
 
Okay, there are *two* ways I have seen something like this: one is against 
sheer surfaces (buildings), the other is against angled surfaces (canyon 
walls and such). 
 
The former I would do with a very slightly limited flight: must "stop" 
against a surface at the end of each movement (-1/4). 
 
The latter could be a gimmie for a character with Acrobatics, or an 
Acrobatics roll may be required to maintain balance. 
 
On third thought, the former could be done with Superleap, with Acrobatics 
rolls required to balance on ledges and what-not that might be available on 
the side of the building. 
 
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From: Brian Wong <rook@sanfran.infinex.com> 
Subject: Re: Powwow 
Date: Thu, 16 Oct 1997 13:12:50 -0700 (PDT) 
Cc: hero-l@omg.org 
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> >	I couldn't count the number of caucasians who tell me their race is 
> >American, where-as the guy next to them is 'chinese' (the guy who's family 
> >came over in 1870...). 
>    
>     I, for one, never say that my race is American.  That may be my 
> nationality, but is certainly not my race.  As a "race" American is made up 
> of several sub-races (Caucasian, black, Asian, Hispanic,etc.) which are 
> included in it as a whole, not just one.  That's one of the best things 
> about this country, IMHO, is the diversity.  No other place on this planet 
> has so many people from different backgrounds and ethniticities. I think 
> that it is absolutely fantastic. Now, I have a whole different opinion 
> about Illegal Aliens, but that's a different story entirely. :) 
>  
	Isn't it interesting how Illegal immigrants come up in these 
conversations all the time. 
	"No I don't hate non-X's, but those Illegals..." 
 
	Anyway, an interesting note is that most Illegals in the US 
are from Canada, second if not third is Mexico, Euro's come in very 
high as well. 
 
	And yes, diversity is one of the few advantages the USA has over most, 
though all other nations. It's also the strongest weakness. Since more 
often than not it divides Americans. 
 
	But this is another side topic, not relevant to Champions... :) 
 
X-Originating-IP: [206.88.2.1] 
From: "Todd Hanson" <badtodd@hotmail.com> 
Subject: Re: Foci and Instant Change 
Date: Thu, 16 Oct 1997 14:01:53 PDT 
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the Ratman Sayeth: 
 
>>>>>> "JD" == Jeremiah Driscoll <jdriscol@vt.edu> writes: 
> 
>JD>         Anyway, the Black Knight has his Sword of Light and Shield  
of 
>JD> Knight taken away from him (they behave like Foci).  Then, when the 
>JD> Dramatically Appropriate Time occurs, he Instant Changes to his  
normal 
>JD> ID, and then Instant Changes right back, and now has all his Foci. 
 
>The Instant Change cannot be in the Foci, since by nature when his Foci 
>have been taken he cannot use any of their powers.  Likewise, the sword  
and 
>shield cannot be Foci, since this too easilly circumvents the  
Limitations. 
>For similar reasons I would hesitate to use OHID, since a Limitation  
that 
>does not limit the character's use of the powers is worth no bonus 
> 
>In other words, his weapons are "Foci" only by special effect. 
 
Actually, in this case it IS a limitation: from the time that the  
(accessable?) foci is taken away, he is without them UNTIL HIS NEXT  
ACTION.  Now, for the attack part (sword) I would agree that this is no  
limitation, but for the shield, this would definately qualify as SOME  
kind of limitation.  If villian A takes the focus, villian B (not to  
mentioon C,D and E) can all shoot the Black Knight, and BK won't have  
the benefit of his shield. 
 
Not enough to qualify for foci limitation, as he can get it back with  
his instant change, but definately enough to qualify for OHID. 
 
Todd 
 
------------------------------------------------------- 
Please note that I only SEND from this address - I do 
not receive email at this address.  Please reply to me 
at badtodd@dacmail.net     :)   thanks! 
------------------------------------------------------- 
 
 
______________________________________________________ 
Get Your Private, Free Email at http://www.hotmail.com 
 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: Foci and Instant Change 
Mail-Copies-To: never 
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Date: 16 Oct 1997 18:12:41 -0400 
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>>>>> "TH" == Todd Hanson <badtodd@hotmail.com> writes: 
 
TH> Actually, in this case it IS a limitation: from the time that the 
TH> (accessable?) foci is taken away, he is without them UNTIL HIS NEXT 
TH> ACTION. 
 
Big deal.  That's worth a -0 SFX limitation because it sure is not worth as 
much as -1/4, which equates to being without the powers on a 16+ roll 
*every* time he tries to use them. 
 
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X-Sender: lizard@dnai.com 
Date: Thu, 16 Oct 1997 15:15:43 -0700 
From: Lizard <lizard@mrlizard.com> 
Subject: Re: Powwow 
Errors-To: owner-champ-l@omg.org 
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At 03:29 PM 10/16/97 -0400, Josh Street wrote: 
>Okay....not meaning to rain on the parade or anything, but this is 
>slightly off topic.(How we got from the merits of Powwow vs. ICQ for 
>running games to this 
>escapes me, but that's off topic too.....). 
> 
IIRC, it was because someone wanted to impress us all with his sensitivity 
and compassion by complaining about the use of the name 'PowWow'. I don't 
think very many people were impressed. 
 
From: Rick Ryker <RRYKER@ctginc.com> 
Subject: RE: New Powers Plug-In (Or, I'm Impatient Enough Not To Wait) 
Date: Thu, 16 Oct 1997 17:35:58 -0500 
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> On Wed, 15 Oct 1997, Jason A. Dour wrote: 
>  
> >  * What HERO4 Power Advantages have BIG problems, and what are the 
> fixes? 
>  
> Usable On Others; it shouldn't exist at all. There's no direct 
> correlation 
> between the usefulness of doing X to yourself and the usefulness of 
> doing 
> X to others, so it's silly to turn one type of Power into the other 
> using 
> a simple Power Modifier. 
>  
Actually, I can think of many reasons you might want a power 
that is normally a self-only power.  One in particular is regen. 
Remember, Usable By Others (UBO) must be consciously used. 
Without UOO, you can't regenerate someone who is unconscious. 
 
Date: Thu, 16 Oct 1997 16:26:45 -0700 (PDT) 
From: Anthony Jackson <ajackson@iii.com> 
Reply-To: Anthony Jackson <ajackson@iii.com> 
Subject: Re: New Powers Plug-In (Or, I'm Impatient Enough Not To Wait) 
Cc: champ-l@omg.org 
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Rick Ryker writes: 
>  
> Actually, I can think of many reasons you might want a power 
> that is normally a self-only power.  One in particular is regen. 
> Remember, Usable By Others (UBO) must be consciously used. 
> Without UOO, you can't regenerate someone who is unconscious. 
 
The problem isn't that there's no reason to _want_ a UAO power.  The problem is 
that the UAO mechanic is completely unbalanced, because the value of a UAO 
power is frequently not closely related to the point cost. 
 
The proper way to handle UAO power is probably via transform. 
 
From: Rick Ryker <RRYKER@ctginc.com> 
Subject: RE: Heromaker: Who uses it? 
Date: Thu, 16 Oct 1997 18:39:26 -0500 
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> > According to HERO any characteristic bought as a power (through 
> > advantages or limitations) is a Power for purposes of NCM. 
	<snip> 
> > Our strongest normal human strongmen only have a strength of 20. 
> > Think about it.  STR 20 means you can lift 4 guys who weigh 220 lbs. 
> > That's almost a half ton!  <edited to preserve my sanity>  
>  
> That's not strictly true.  You can still be a normal human being and  
> go over the NCM, at double the cost. 20 is a soft limit for STR, not  
> a hard one.  This is so you can have characters like Schwarzenegger  
> or Tor Johnson. 
>  
> > If you magically gave him STR via an Aid spell, he would only get 
> > half the STR points.  Why?  Because this power works on power 
> > points, not on absolute STR points. 
>  
> This point has not been firmly established yet, unfortunately.  It's  
> been done both ways in the published material, and there's no  
> specific reference to this in the BBB.  
>  
> > P.S. If you want me to pull out my dusty old rule book, I will. 
>  
> Maybe you'd better.  I need some references on all this. 
>  
Quoting from my "Champions" 4th Edition, 1st Printing.   
(Is this the BBB you guys keep referring to?  Big Blue Book?) 
 
CATEGORIES OF POWERS 
 
Pg 53:  ADJUSTMENT POWERS:  "These powers work by adding to or 
subtracting from the number of Character Points in a Power or in a  
Characteristic." 
 
POWER DESCRIPTIONS 
 
Pg 58:  ABSORPTION:  "With this Adjustment Power the cahracter may 
absorb 
the BODY damage of an attack and add that energy, as Character Points, 
to a specific Power or Characteristic.  Each body absorbed becomes 
1 Character Point." 
 
Pg 58:  AID:  "With this Adjustment Power, a character may increase one 
of his 
or someone else's Characteristics or Powers.  The cost is 5 Character 
Points 
for 1d6 of Aid.  The Character Points of Aid apply directly to the 
Active points 
of the Power being Aided." 
 
Pg 60:  CHARACTERISTICS:  "Characteristics can be purchased with Power 
Limitations, Power Advantages, and Power Frameworks, just like Powers. 
For these purposes a Characteristic should be treated as a Standard 
Power. 
The cost is computed as if the Characteristic were a Power." 
[Various rulings regarding Power Limitations, Power Frameworks, and 
Figured Characteristics follow in this section of the book.] 
 
Pg 63:  DISPEL:  "If the remaining total exceeds the Active Point total 
of the target 
Power, the target Power is dispelled." 
 
Pg 64:  DRAIN:  "The total remaining is the total of Active Points lost 
from the 
affected Power or Characteristic." 
 
Pg 85:  SUPPRESS:  "the reamining total is the number of Active Points 
of the 
target's Power or Characteristic that don't work." 
 
Pg 87:  TRANSFER:  "The character may Transfer 1d6 of Active Points of 
an 
opponent's Characteristic or Power for 15 Character Points." 
 
Pg 122:  NORMAL CHARACTERISTIC MAXIMA 
"This represents a character who is a "normal" in a world of superheroes 
or other super-powerful beings.  This Disadvantage can only be purchased 
by characters in a campaign where there are normally no restriction on 
Characteristics (a superheroic campaign).  Characters with this 
Disadvantage 
have the same characteristic maxima as other normals, and to raise 
characteristics above that level costs twice the usual number of points. 
Powers that raise the Characteristics (Growth, Density Increase) affect 
Characteristics normally and are not counted against the 
Chararacteristic 
maxima."  [Table of maxima goes here]  "This advantage also forces the 
character to pay the "normal" rates for increasing his movement rates 
above the normal human maximum.  Characters with this disadvantage 
can also purchase the Disadvantage Age to still further restrict their 
Characteristics.  Normal Characteristic Maxima is worth 20 points." 
 
I would insert the word "directly" right after the phrase "Powers that 
raise 
Characteristics", because these powers raise Characteristics directly; 
that is, they don't raise the active power points, they raise the 
powers. 
(I'm speaking of Growth and Density Increase here.) 
 
All of the adjustment powers raise the Active Points of a Power or 
Characteristic.  Which is why someone with NCM would gain more or  
suffer less from Absorption/Aid/Drain/Suppress/Transfer. 
 
Also, note that Adjustment Powers must target a specific power or 
characteristic. 
If the attack is against the characters STR, it come off his unmodified 
STR. 
For it to come off of his STR-Taken-As-A-Power, the attack would have to 
target 
the STR-Taken-As-A-Power itself (focus or whatever). 
 
The bottom line is:  If the NCM doesn't fit the SFX, don't allow it. 
But usually it is well suited (no pun intended) for most "normal" 
characters. 
 
-RICK 
 
X-Sender: mactyre@mail.aci.net 
Date: Thu, 16 Oct 1997 16:50:14 -0700 
From: Matthew Mactyre <mactyre@aci.net> 
Subject: Re: What a Timeline is truely good for 
Errors-To: owner-champ-l@omg.org 
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-----BEGIN PGP SIGNED MESSAGE----- 
 
At 10:06 AM 10/16/97 -0700, Brian Wong wrote: 
>> can have long reaching effects. I hardly ever make up a time line,  
choosing 
>> instead to let the game dictate many of the events that effect the  
players. 
>> I'm sure that time lines can be interesting for the person making them 
up,  
 
>> kind of like making random dungeons in the "old days."  <grin> 
 
<big snip> 
 
>	Let's look at a comicbook example. The whole marvel mutant thing. 
>They've used forshadowing for years to let us know that something was 
going 
>to happen someday. Put on a well managed Timeline Flowchart, this would 
>allow the authors to keep it consistant, as well as make sure that hints 
>dropped were followed up on. 
> 
>	I don't know how I could run anything more than a simple game without 
>such a flowchart. The Timeline is an invaluable tool for structuring 
several 
>elements of a world: 
>	1. It's paradigms 
>	2. It's history 
>	3. Forshadowing 
>	4. Maintaining Consistancy 
>	5. Indexing the greater detailed elements of the world 
 
Good, Brian, I'm glad you can make such an intricate gaming world via your  
time lines.  I like to watch what type of world is brought into being from  
the player input.  I have a rough idea of what is going on in the 
"universe"  
at large, but don't structure the game in the same manor you do.  I find it 
 
to constraining, and have had too many GMs that are more interested in 
their  
plot/time line then the joy of playing, often railroading players into  
actions they don't what to take in order to further the GMs plot.   
 
This is a total personal preference; heck, I actually need a critical mass 
of  
players (somewhere around 5) to even be able to sustain a game for longer  
than one or two sessions.  Unlike the authors of Marvel, I'm not a writer. 
 
I'm more interested in myself and my players enjoying themselves. 
 
Regards, 
 
Matthew 
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_________________ 
Matthew Mactyre 
mactyre@aci.net 
http://www.mactyre.net 
PGP Key available on request 
PGP fingerprint =  A2 AE 68 AE 2E 96 94 C3  30 ED 53 59 A6 FF 3B 1F 
If you can't describe it with numbers, it isn't a science. 
 
From: Rick Ryker <RRYKER@ctginc.com> 
Subject: RE: New Powers Plug-In (Or, I'm Impatient Enough Not To Wait) 
Date: Thu, 16 Oct 1997 18:58:05 -0500 
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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> Rick Ryker writes: 
> >  
> > Actually, I can think of many reasons you might want a power 
> > that is normally a self-only power.  One in particular is regen. 
> > Remember, Usable By Others (UBO) must be consciously used. 
> > Without UOO, you can't regenerate someone who is unconscious. 
>  
> The problem isn't that there's no reason to _want_ a UAO power.  The 
> problem is 
> that the UAO mechanic is completely unbalanced, because the value of a 
> UAO 
> power is frequently not closely related to the point cost. 
>  
> The proper way to handle UAO power is probably via transform. 
>  
And here I have to disagree.  The Transform rules  make it extremely 
hard to  
do a major transformation -- on purpose.  The idea was If you can kill a 
person 
with a power, you should be able to transform them.  This is why you 
have to exceed 
twice your opponents BODY.  If it was a damage attack, he would be dead. 
 
The Usable By Others (UAO) Power Advantage can be used to turn a 
normally 
non-offensive power, such as Teleport or Shrink, into an offensive one. 
(I may not have the ability to kill you Mister BrickHouse, but I can 
shrink you  
and put you over there!) 
 
This advantage brings its own limitations:  you must be in conscious 
control, 
you must pay END, you must make an attack roll, the attack has no range, 
you cannot affect objects greater than normal human mass, and you must 
define a reasonably common set of defenses which will cancel the attack. 
(All of this is unless of course you pay for additional Power 
Advantages). 
 
-RICK 
 
X-Forwarding-Note: Was sent to herolist@october.com; forwarding to hero-l@omg.org 
From: Opal@october.com (Opal) 
Date: 17 Oct 97 00:01:00 GMT 
Subject: Re: Grey Areas 
X-Ftn-To: herolist@october.com 
X-Listname: Hero 
Reply-To: hero-l@october.com (Multiple recipients of Hero) 
Path: october!opal 
Organization: Fidonet: Red October Alpha * Hero Roleplaying * 408-629-4695 *  
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 h > From: "Robert A. West" <robtwest@erols.com>  
 h > Subject: Re: Grey Areas  
 h >  
 h > Multo (giving your example a name) gains 15 experience and decides to  
 h > spend them on the two multiforms, increasing each by 50 points.  To  
 h > preserve the formalism of 100 base points, I suppose that we add the  
 h > points as "experience" on the character sheets for the multiforms.  So  
 h >  
 h > Multo = 100 base + 150 disads + 15 experience = 265  
 h > Mult1 = 100 base +  50 disads + 50 experience = 200  
 h > Mult2 =  50 base +   0 disads + 50 experience = 100  
  
There seems to be a fundamental misunderstanding of how Multiform  
characters spend Exp.  A multi form is build on the same point  
base as the base form.  So, if you have a 100 + 150 disads +15 exp 
 
base form, then each of the other forms has the same number of base  
points, and the same number of exp (not all of which may be spent)  
and a max of 150 in disads.  In your example the breakdown would  
be:  
  
Multo = 100 +150 +15 = 265 (50 pts in Multiform)  
Mult1 = 100 + 85 +15 = 200  
Mult2 = 100 +  0 + 0 = 100 (and has 15 unspent exp)  
  
The character has only earned 15 exp, there is *no way* his  
multiforms could have 50 exp!  Yes, this does mean adding  
disads after the start of the game, which is a little odd.  
More often, a Multiform character would keep his disads the  
same, and only spend enough exp on multiform to allow each  
form to spend the exp he's earned.  
  
So, Multo would probably spend 3 exp to give Mult 1 15 more  
points.  Mult 2 is so small he hasn't even finish spending his  
base points yet, so he could add up to 6 or 7 points on him  
if he wanted to.  looking something like this:  
  
Multo = 100 + 150 + 15 = 265  (44.5 pts in Multiform)  
Mult1 = 100 +  50 + 15 = 165  
Mult2 = 100 +   0 + 15 = 115  
  
Finally, you can buy down the disads of  Multiforms with earned  
exp, even if you don't put any points into multiform, because  
*your* piont structure has changed:  
  
Multo = 100 +150 + 15 = 265 (35 pts in Multiform)  
Mult1 = 100 + 35 + 15 = 150  
Mult2 =  50 +  0 +  0 =  50 (15 unspent exp)  
  
 h > > Personally, I think that you should only be paying for the base  
 h > points in  
 h > > the form anyway...  
 h >  
 h > Disagree: that would make multiform the same price as a follower.  
  
The way disads work for multiform and duplication is pretty confusing,  
cutting them out of the cost calculation might be helpful, though 
 
you'd probably want to increase the cost of multiform, say by starting  
it at 0 pts... Multiform cost: 30pts for a 0 base pt multiform +5/1pt,  
15pts +10/1 for each additional form.  Forms cannot have more base points  
than the base forms base pts + exp, and cannot have more disads than  
the normal champaign limit.  
  
___  
 * OFFLINE 1.58 * I am not a Rules Lawyer...I'm a Rules Activist.  
 
X-Forwarding-Note: Was sent to herolist@october.com; forwarding to hero-l@omg.org 
From: Opal@october.com (Opal) 
Date: 17 Oct 97 00:13:02 GMT 
Subject: Effective Armour Managem 
X-Ftn-To: herolist@october.com 
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Reply-To: hero-l@october.com (Multiple recipients of Hero) 
Path: october!opal 
Organization: Fidonet: Red October Alpha * Hero Roleplaying * 408-629-4695 *  
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 h > From: Chris Lynch <chris@lynch1.demon.co.uk>  
 h > Subject: Effective Armour Management (was Norse God of Thunder)  
  
 h > I had a player once who wanted to build himself a suit of armour as a  
 h > vehicle and pump the vast majority of his points into it.  
 h > At the time I said "NO WAY!" as it far too munchkin-excessive for me  
 h > (and I  
 h > will usually let you do anything which isn't specifically banned in  
 h > the  
 h > rules)  
  
Because the Hero vehicle rules are so bad, I've always had a similar  
reaction.  
  
 h > However, when I was thinking about this one I realised how many  
 h > problems  
 h > this overcomes.  
 h >  
 h > 1:Damage to the armour. How many times have you seen Iron Man get hit  
 h > damaged. If you have your armour Only in Hero ID then you can  
 h > build a suit of armour that will work at it's peak capacity until it  
 h > falls apart.  
  
Actually, the OIHID armor would *never* fall apart.  A breakable focus  
is the only logical way to go.  Unfortunately, the way foci are bought,  
it would have to have a pretty low defense to be vulnerable - probably  
too low to be practical.  Vehicle only makes sense for a large suit of  
'armor' that can cary other passengers/cargo.  
  
 h > 2:Having more than one suit of armour. Iron Man at one point was  
 h > maintaining his Standard Red/Gold armour, a suit of stealth armour, a s  
 h > space armour and a suit of undersea armour. He also had a old spare sui  
 h > which Rodey used to back him up when things got really rough. It's a lo  
 h > easier to simulate this with a couple of vehicles than with a set of "O  
 h > in Stealth/Space/Undersea armours" disads and those expensive "usuable  
 h > others" for the ones you are not using.  
 h >  
It's certainly *cheaper* - way too cheap in fact.  I'd insist on a focused  
multiform and let Rohdes pay for his own armor (after all Iron Man is paying  
for him as a follower...  
  
 > 3: Where the hell does he get all the points to build these damn suits  
 h > anyway??? To build a realistic Iron Man clone you need far too many  
 h > points  
 h > to consider him a reasonable starters character. At least this way you  
 h > have  
 h > a decent head start if you are trying to do it all within 150 pts!  
  
Assume Iron man gets only one or two exp per issue.... multiply that  
by the number of Iron Man issues, and Avengers issues, and Force Works,  
and Guest Appearances.... this guy could be built on 1000+pts easy.  
  
  
 h > So, its far to points efficient, but it works.  
 h > After all, if you take his armour away (or give it a good sticking)  
 h > then he  
 h > stops getting the benefits..........  
 h >  
 h > How about it? Comments, opinions....  
 h >  
 h > Thanks,  
 h > Chris.  
  
I've never seen a Champions vehicle I actually liked.  
___  
 * OFFLINE 1.58 * Goodmanized for your Frustration.  
 
Date: Thu, 16 Oct 1997 17:13:50 -0700 (PDT) 
From: Anthony Jackson <ajackson@iii.com> 
Reply-To: Anthony Jackson <ajackson@iii.com> 
Subject: Re: New Powers Plug-In (Or, I'm Impatient Enough Not To Wait) 
Cc: champ-l@omg.org 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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X-UID: 131 
 
Rick Ryker writes: 
> And here I have to disagree.  The Transform rules  make it extremely 
> hard to  
> do a major transformation -- on purpose.  The idea was If you can kill a 
> person 
> with a power, you should be able to transform them.  This is why you 
> have to exceed 
> twice your opponents BODY.  If it was a damage attack, he would be dead. 
 
True.  That's why using transform to, say, teleport someone, isn't a major 
transform.  It's a minor transform ;).  But, for example, extra-dimensional 
movement usable against others _should_ be equal in cost to a major transform, 
its just as disabling. 
 
X-Forwarding-Note: Was sent to herolist@october.com; forwarding to hero-l@omg.org 
From: Opal@october.com (Opal) 
Date: 17 Oct 97 00:54:04 GMT 
Subject: Re: Powwow 
X-Ftn-To: herolist@october.com 
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Organization: Fidonet: Red October Alpha * Hero Roleplaying * 408-629-4695 *  
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 h >  
 h > > You can get powwow at http://www.tribal.com/powwow/  
 h >  
 h >  
 h >  That's assuming one wants to support a racist company that uses  
 h > onld sterotypes to sell its product, not to mention bastardizing what  
 h > is a  
 h > cultural concept.  
 h >  
 h >  Thank you, but no thanks.  
 h >  
 h >  
 h >    -Tim Gilberg  
  
  
Hmmm... This brings a Hero-related question to mind... how big  
of a psych lim is knee-jerk Political Correctness?  
  
We've seen the 'Discrimination' disadvantage in a few historical  
settings (Western Hero, GAC), there are some disadvantages peculiar  
to the present as well.  
  
-Opal  
"Anything can be on-topic"  
  
___  
 * OFFLINE 1.58  
 
X-Forwarding-Note: Was sent to herolist@october.com; forwarding to hero-l@omg.org 
From: Opal@october.com (Opal) 
Date: 17 Oct 97 00:58:06 GMT 
Subject: Re: New Powers Plug-In ( 
X-Ftn-To: herolist@october.com 
X-Listname: Hero 
Reply-To: hero-l@october.com (Multiple recipients of Hero) 
Path: october!opal 
Organization: Fidonet: Red October Alpha * Hero Roleplaying * 408-629-4695 *  
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 h > From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu>  
 h > Cc: champ-l@omg.org  
 h > Subject: Re: New Powers Plug-In (Or, I'm Impatient Enough Not To Wait)  
 h > To: champ-l@omg.org  
 h >  
 h >  
 h > >  That is the trend of the conversion, yes, and Bruce and Steve have  
 h > > both said as much on the mailing lists.  But it is nowhere in  
 h > writing,  
 h > > leaving Fuzion players to wait goodness only knows how long to get a  
 h > > better creation system, or to buy a book for a different game that  
 h > they  
 h > > may never play.  That's why this project exists.  
  
Well, if a Hero player wants the background from New Melinium, he's  
also buying a book for a system he'll never play.  I don't see the  
difference.  
  
 h >  That seems to be the problem here.  I'd really recommend an  
 h > investment into Heroth, even if you do eventually play Fuzion.  It's a  
 h > rules system that works quite well with only a few problem areas.  
 h > It's  
 h > easy to tell that its is a work over 10 years in the making.  Fuzion,  
 h > OTOH, is a first edition product suffering from the first edition  
 h > syndrome  
 h > -- too many holes to easily plug.  I'd wait 'till second edition  
 h > before  
 h > fully judging it.  
 h >  
 h >  
 h >    -Tim Gilberg  
 h >  
  
I have to agree.  Fuzion is meant to be a simpler system than Hero,  
throwing in a Hero-level creation system is pointless.  It would make  
Fuzion too complicated.  Remeber the old KISS addage:  
  
Keep It Simple, Steve!  
  
___  
 * OFFLINE 1.58  
 
From: Rick Ryker <RRYKER@ctginc.com> 
Subject: RE: Foci and Instant Change 
Date: Thu, 16 Oct 1997 20:00:36 -0500 
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INSTANT CHANGE:  "A character with this Special Power can  
instantly change from one identity to another and back again." 
"A character can change into any set of clothes he wants for  
10 Character Points." 
 
This doesn't say anything about lugging focii around. 
 
ACCIDENTAL CHANGE:  No.  This doesn't seem right. 
Any of his enemies could repeat the magical incantation. 
 
(OIHI) "Only In Hero ID can also be used to simulate characters 
who seem to have a Focus but somehow never lose it."  (- 1/4) 
 
Well, your character lost his Sword, if only for a phase. 
The OIHI limitation is clearly not enough to model this. 
 
FOCUS:  The Sword:  Well, it was Accessible, and Obvious. 
And it obviously wasn't Immobile or Bulky or Expendable. 
Breakable or Unbreakable?  An unbreakable focus can be broken  
in the one way defined by the character when it was bought. 
An unbreakable focus can still be stolen though. 
If an unbreakable focus is stolen, it has to be retrieved, it can't 
be created again very easily.  Not retrieved, not re-made. 
A breakable focus can be repaired, rebuilt, or replaced by the 
character with some effort.  No break, and no effort here, though. 
Personal or Universal?  Well, universal because his enemy tried 
to whack him with it.  (Unless his enemy also qualifies under 
the special effect of the Universal part of the focus.) 
 
Although it has most of the characteristics of a Focus, 
I would say that this was not a Focus, just a special effect. 
 
The question is:  How did the player lose his special effect weapon? 
 
I would say that this wasn't a focus and he could have just 
wished it back into his hand instead of taking a phase to change 
clothes and a phase to change back.  (5 seconds each) 
 
If it was a focus, then Hero ID or no Hero ID he lost his focus. 
I seem to recall Thor losing his hammer at least once. 
No, that was after he lost his mortal identity (Only In Hero ID). 
I don't think Thor's hammer was a Focus until after he lost 
his mortal identity. 
 
-RICK 
 
---------------------------------------- 
All quotes are from Hero Games' "Super Role-playing Game and HERO System 
Rules; 
Champions: The Super Role-Playing Game (R)" Fourth Edition, First 
Printing dated 1989. 
 
Comments: Authenticated sender is <ghoyle1@mail.airmail.net> 
From: "Guy Hoyle" <ghoyle1@mail.airmail.net> 
Date: Fri, 17 Oct 1997 01:02:04 +0000 
Subject: Re: Non-Stereotypical Minority Supers 
Reply-to: ghoyle1@airmail.net 
Priority: normal 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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> 	I think that is the key.  Don't take the standard sterotypes. 
> Don't put your Indian in Breechcloth and have him cary a Stone Axe -- 
> Unless, of course, he's just woken up from a 500 year sleep.  (Similar 
> things have been done with other Historicals).  Above all, don't just call 
> the character an "Indian" or a "Native American".  He or she has a tribe 
> (or tribes) and will know its unique features.  That's what gets me most 
> -- when everything is just thrown under the heading "Native American" and 
> individual differences are ignored. 
 
Where can we find some information on what the differences between  
the different tribes would be?  Can you recommend any books on the  
subject? 
 
Guy 
---------------------------------- 
Guy Hoyle (guyhoyle@iname.com) 
http://web2.airmail.net/ghoyle1/ 
Visit The Gamemaster's Bookshelf 
and the PANGAEA Project! 
 
From: Rick Ryker <RRYKER@ctginc.com> 
Subject: RE: Heromaker: Who uses it? 
Date: Thu, 16 Oct 1997 20:03:35 -0500 
Errors-To: owner-champ-l@omg.org 
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> At 06:39 PM 10/16/97 -0500, Rick Ryker wrote: 
> > I would insert the word "directly" right after the phrase "Powers 
> that 
> > raise Characteristics", because these powers raise Characteristics 
> > directly; that is, they don't raise the active power points, they 
> raise 
> > the powers. (I'm speaking of Growth and Density Increase here.) 
>  
> Reasonably enough, except that by inserting any word, you've moved 
> into 
> discussing your house rules, which rather weakens your arguments. :] 
>  
Actually no.  Even without the added word, the passage still distinctly 
refers 
to Powers that affect Characteristics not Characteristic Points. 
 
-RICK 
 
From: Rick Ryker <RRYKER@ctginc.com> 
Subject: RE: New Powers Plug-In (Or, I'm Impatient Enough Not To Wait) 
Date: Thu, 16 Oct 1997 20:09:58 -0500 
Errors-To: owner-champ-l@omg.org 
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X-UID: 140 
 
> Rick Ryker writes: 
> > And here I have to disagree.  The Transform rules  make it extremely 
> > hard to  
> > do a major transformation -- on purpose.  The idea was If you can 
> kill a 
> > person 
> > with a power, you should be able to transform them.  This is why you 
> > have to exceed 
> > twice your opponents BODY.  If it was a damage attack, he would be 
> dead. 
>  
> True.  That's why using transform to, say, teleport someone, isn't a 
> major 
> transform.  It's a minor transform ;).  But, for example, 
> extra-dimensional 
> movement usable against others _should_ be equal in cost to a major 
> transform, 
> its just as disabling. 
>  
Why?  They aren't physically or mentally altered.  ;) 
 
That is why the UAO Power Advantage has been marked with a Stop Sign. 
 
On pg 51, "Powers that can radically alter a scenario have been marked 
with a:" 
[picture of a stop sign] "The GM should carefully consider the impact of 
these 
Powers before permitting them in a scenario." 
 
HERO put all the rules in the rule book and said, GM's it's your call if 
you allow 
some of the more "efficent" (as Hero calls them) powers in your 
campaign. 
[paraphrasing is mine] 
 
-RICK 
 
Date: Thu, 16 Oct 1997 22:10:31 -0500 (CDT) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Subject: Powwow -- Response to the response 
Errors-To: owner-champ-l@omg.org 
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	You've all seemed to have quite a bit to say, and I will make a 
response to everyone quickly now that I've had  time to gather some 
thoughts and info.  [this is a little off-topic, if you haven't guessed] 
 
	I will agree with what many have said, but Todd first, the the use 
of the word Powwow isn't necessarily racist.  My original post was quickly 
worded. 
 
	I personally was familiar with the Tribal site and Powwow before 
this discussion.  I just went back to check it out again yesterday.  My 
views on the sight shows a group of caucasians with a token Native 
American to get some Grant money.  They use Native American concepts, but 
not in original context nor with original importance or spiritualism. 
They discuss a philosophy, but it is far from Native American religions 
that I know of -- they support a "warrior's way", but only with one 
lip-service page.  I find much of the site's content to take a non-serious 
and jokular tone in regards to Native American culture and spirituality. 
 
	This brings me to the interview with the "Prophet".  Check it out, 
please.  They've put together an anti-everything rant page at the expense 
of some poor old man.  I find it a sad parody of the respect that most 
Natives have for their Elders. 
 
	That said, the term "powwow" is not merely a racial term.  It is 
actually a European translation of the original tribal speech.  It does, 
however, refer to a meeting, nay a gathering, which held particular 
importance in the spiritual lives of Native Americans.  The songs, dances, 
and ceremonies that occur at powwows are long steeped in tradition.  Using 
the term for an internet chat program -- used to discuss such important 
things from cats to tv shows to rpgs to various sexual perversions -- 
seems to me to bastardize the entire concept.  I would compare this to 
using some word that represents an important Christian tradition as the 
name for some sort of internet program.  What kind of response would I get 
if I called my communications software "communion"? 
 
	On to sports teams.  I only recently have set my mind to the 
wrongness that many Native American -themed names are.  As was earlier 
pointed out, such names as "Redskins" and "Injuns" (I hate that last 
especially) are quite synonimous with "Blackies", "Chinks", "Spics", 
"Kites", "Whops", "Slants", and "Krauts".  These are truely racist terms 
to name a team, but only "Redskins" and "Injuns" seem to be used.  Why 
aren't teams named after the others.  Heck, just rename them to "Dirty 
Savages" and be done with it.  These teams, and ones with less derogatary 
names, take Native American concepts, ideas, symbols, and images and use 
only the most steriotyped.  We get to see Atlanta Braves fans do the 
Tomahawk Chop.  We get to hear the wild chant the MCHS (my highschool's) 
band at football and baseball games. 
 
	The issue of using other peoples as Sports Team names have been 
brought up.  Why is it okay to use Fighting Irish and Vikings, it has been 
asked.  Mostly because those names are representative of the area fans. 
The Minnesota Vikings are in a heavily Scandinavian area with much pride 
in thier history, including the Vikings.  Notre Dame has connections to 
Ireland as well as a surrounding community with many Irish that take pride 
in the fighting spirit the name represents.  Similar to San Francisco and 
its 49rs (Try naming a team the Fags out there and see how far you get, 
btw).  Similar to Green Bay and its Packers. 
 
	The difference with Indian team name is that most were chosen 
without consideration to native Native populatations.  Some try to honour 
their namesakes and do a pretty good job.  Others bastardize the whole 
concept -- ie Atlanta Braves, Kansas City Chiefs, etc.  I would really 
have no problem if a team naming itself after a local tribe went to the 
tribe for permission and tried to make its logo and uniform representative 
of the name.  I'd also have no problem with, say, an Native American 
reservation college calling its sports team the Braves.  That is 
representative much as the Vikings are to Minnesota. 
 
	All this brings me to my point of Cultural theft.  The taking of 
the term powwow for use of an internet chat program takes the term away 
from the culture that originated it.  The meaning is stolen.  This goes 
further.  There are many more examples where cultural ideas, words, and 
beliefs are stolen by others and used to, bluntly, make money.  Look at 
many of the so called spiritualists on the net.  Most are trying to make a 
fast buck by promising spiritual knowledge from the "Indians" or 
"Druids", etc. 
 
	Some have used their own heritage as an arguement to refute me. 
Please, don't be so egotistical.  While I admit your heritages are 
important for forming your opinions, mine is just as important for forming 
mine.  My grandfather was born and raised on a reservation in Minnesota. 
It was he who gave me my granted name at a naming ceremony.  I hope to 
make it to my reservation myself in the near future in order to give my 
services teaching for a few years and learning the language of the Ojibwa 
tribe.  That's my personal background in the matter.  My last name is 
Gilberg (which is Swedish -- and no, I have no problem with the Viking 
team name, the MN Vikings are my favorite football team, in fact) from my 
dad's side. 
 
	I'm sorry to take so long with this post.  I'm sorry to not have 
further elaborated earlier to remove some knee-jerk arguments.  I'm not 
proposing that powwow be shut down.  I don't beleive that is right.  I do 
beleive it is a product that I would be hypocitical to use.  I also felt 
it important to state the fact that I don't agree with the company or its 
product.  Free speech is an important right to me, but it is one that I 
feel comes with a responsibility to use when necessary. 
 
	Thank you, and if anyone has responses, please e-mail privately. 
The list doesn't need any more traffic on this topic. 
 
 
		-Tim Gilberg; Ney-Bon-Wah-Queechi-Do 
 
 
 
 
 
X-Sender: jdriscol@mail.vt.edu 
Date: Fri, 17 Oct 1997 09:29:49 +0600 
From: Jeremiah Driscoll <jdriscol@vt.edu> 
Subject: Re: Poll for OS 
Errors-To: owner-champ-l@omg.org 
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At 05:47 AM 10/14/97 -0700, Bob Greenwade wrote: 
>At 10:24 AM 10/13/97 -0700, Mark Lemming wrote: 
>>Tim R. Gilberg wrote: 
>>>         Now, to bring this back to Champions -- anyone besides me been 
>>> tempted to run a session or two with Bill Gates as the big villian? 
>>> Next time I'm in the mood for humor I'm gonna do something of the sort.  Or 
>>> maybe Foxbat kidnaps him for some reason . . . hmmm.  Nope, won't 
>>> work, the players wouldn't want to rescue him. 
>> 
>>A friend has him as a recurring villian.  He's actually an ancient 
>>dragon that has assumed a human form and is slowly taking over the 
>>world.  Except for the dragon part he's just like this world's 
>>version... 
> 
>   Or maybe he's a robotic vehicle for a hamster bent on world domination. 
> 
I don't know sounds a little too...  Earth C- / Captain Carrot / Zoo Crew 
-ish. 
 
- Jerry 
 
X-Sender: jdriscol@mail.vt.edu 
Date: Fri, 17 Oct 1997 09:34:49 +0600 
From: Jeremiah Driscoll <jdriscol@vt.edu> 
Subject: Re: Grey Areas 
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At 05:49 AM 10/15/97 -0700, Bob Greenwade wrote: 
>   I'd call those two forms "incredibly different"!  Just compare Jaguar's 
>two forms in the BBB (a quite similar situation) to see how different they 
>can be!  I mean, what are you asking for -- a teenager who transforms into 
>a Trans Am? 
> 
Criminy!  What's with all the references?  That's Teen Turbo, right? 
Saturday morning cartoon.  Also did something similar in the "Pole Position" 
cartoon, where two drivers turned into their cars with cheesy computer effects. 
 
- Jerry 
 
From: Firelynx16@aol.com 
Date: Fri, 17 Oct 1997 00:42:47 -0400 (EDT) 
Subject: hero cannon? 
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Hey all...  
 
I thought this was a very interesting reply to a question about which rule 
books are 'cannon' and which are unofficial.  This seems to say that all 
listed books are official.  You can find this note in the rec.rpg.super-hero 
newsgroup. 
 
Subject: Re: Champions 4th Edition = Rule Bible? 
From: herogames@aol.com (Hero Games) 
Date: Wed, Oct 15, 1997 12:16 EDT 
Message-id: <19971015161601.MAA18792@ladder02.news.aol.com> 
 
Rules for the Hero System can be found in: 
 
Champions 4th Edition Deluxe Hardbound 
Fantasy Hero 
Hero System Almanac I 
Hero System Almanac II 
Dark Champions 
An Eye For An Eye 
Western Hero 
Cyber Hero 
Horror Hero 
The Ultimate Martial Artist 
The Ultimate Mentalist 
The Ultimate Super Mage 
Issues of Adventurers Club magazine 
 
All of which are available from Hero Games. See our web site at 
 www.herogames.com for product and ordering information. If you send us email 
 with your postal address, we'll send you a copy of the Hero News, our 
 newsletter with infromation about new and upcoming products. 
 
Also, on our web site you'll find Digital Hero, a webzine with new articles 
 posted weekly for the Hero System and Fuzion. 
 
-- Steve Peterson, Hero Games, www.herogames.com 
<Send email with your postal address to herogames@aol.com to get on the Hero 
 Plus mailing list; you'll get all the latest Hero news!> 
 
 
 
 
 
 
 
Date: Fri, 17 Oct 1997 00:19:14 -0500 (CDT) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: Non-Stereotypical Minority Supers 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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X-UID: 144 
 
 
>         What sort of Native American heroes would be considered 
> non-stereotypical and non-offensive?  Most of the Marvel ones had some sort 
> of "Indian" motif.  I somewhat imagined that some would do that.  I'd like 
> to interject some minority Supers into my games (probably as NPCs) but would 
> like them to be non-stereotypes.  Yes, some will probably be stereotypical, 
> but I want some to be surprising, and I would like them all to have depth. 
> A little help (and some opinions) would be greatly appreciated. 
 
 
	Actually, I've found the comic supers to be pretty good, for the 
most part.  Nothing as bad as Tonto was in the Lone Ranger.  Warpath 
(that's the name, right) from X-Force is actually a favored character of 
mine, mostly as he does hold knowledge of and reverence for his culture 
and history.  It leads to some moral issues and emotional issues at times. 
 
	My favorite PC/NPC character is Derrik Tallcloud, an ex-AIM 
millitant, long-lifed mutant, college Anthropology Professor, 
high-physical-stat mystic with gun.  I even wrote up his (quite powerful) 
spirit visions.  He is of the Ojibwa tribe, and speaks a few Native 
languages. 
 
	I think that is the key.  Don't take the standard sterotypes. 
Don't put your Indian in Breechcloth and have him cary a Stone Axe -- 
Unless, of course, he's just woken up from a 500 year sleep.  (Similar 
things have been done with other Historicals).  Above all, don't just call 
the character an "Indian" or a "Native American".  He or she has a tribe 
(or tribes) and will know its unique features.  That's what gets me most 
-- when everything is just thrown under the heading "Native American" and 
individual differences are ignored. 
 
 
			-Tim Gilberg 
 
X-Sender: jdriscol@mail.vt.edu 
Date: Fri, 17 Oct 1997 12:09:58 +0600 
From: Jeremiah Driscoll <jdriscol@vt.edu> 
Subject: Re: Foci and Instant Change 
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>JD> As far as OIHID: what if he has a Secret ID?  or if the Armor is really 
>JD> uncomfortable : ) ?  Or has limited time constraints?  Would OIHID then 
>JD> be appropriate? 
> 
>OHID means that there is "difficulty" changing between secret and heroic 
>identities.  In the description given there is little or no dificulty 
>apparant in switching identities.  Thus, no bonus. 
> 
So, Instant Change means you can't have OIHID?!?!?!? 
 
Black Knight seems to have (at least) OIHID on his Powers, and has Instant 
Change, Incantations to get to his Hero ID.  I thought that it was legal to 
give OIHID for this... 
 
X-Sender: jdriscol@mail.vt.edu 
Date: Fri, 17 Oct 1997 12:16:51 +0600 
From: Jeremiah Driscoll <jdriscol@vt.edu> 
Subject: RE: Grey Areas 
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>>    I like this plan, at least provisionally.  I've never liked the 
>> rule of 
>> paying for points in "secondary entities" that are covered by 
>> Disadvantages.  It's like paying for them twice, or taking 
>> Disadvantages on 
>> a character without *really* getting points for them. 
>>  
>There is a fundamental difference between a follower bought as a disad 
>and a follower bought with character points. 
> 
I agree with your follow-up statements almost completely.  It's just that 
the other poster wasn't talking about this. 
He was referring to the fact that a Multiform built on 100 base + 100 Disads 
would cost the Base form 40 points, but the Multi form would have to take 
the 100pts of Disads.  He said it was like paying twice...  once with 
points, and once with Disads that will hinder your other form. 
 
- Jerry 
 
now the whole *thread* is a gray area... 
 
Reply-To: "Filksinger" <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
Subject: Re:Powwow 
Date: Thu, 16 Oct 1997 23:56:27 -0700 
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Recently, someone told me that what I said in my post was well said. I 
do thank them, but frankly I am beginning to be sorry I said it. While 
I and others tried to avoid making accusations against or assumptions 
about the original poster,  not everyone has been so courteous. A 
number of the posters seemed to be making "knee-jerk" assumptions by 
assuming the original poster had been doing so himself. 
 
When I made that post, I made a point of _asking_ what, exactly, was 
offensive about the company or the program name. The reason for this 
is that I wanted to know. I don't _know_ that the original poster was 
simply giving a "knee-jerk" reaction. 
 
The poster criticized the company. That could be simply because they 
used American Indian imagery, and it invoked a knee-jerk PC reaction. 
Or it may be that they know more about the company than I do, and had 
good reason to criticize it. 
 
The poster referred to "powwow" as a cultural concept. That could be 
simply an assumption that any use of such concepts from a minority 
group is racist. Or it could be because a powwow is, according to some 
of my sources, at least partially a spiritual or religious ritual, and 
thus he objects the way a Christian might object to it being named 
"prayer meeting", especially considering some of the things talked 
about. 
 
I think that it is excessive to repeatedly accuse the original poster 
of a "knee-jerk PC reaction", at least until they have a chance to 
respond. 
 
Filksinger 
 
X-Sender: jdriscol@mail.vt.edu 
Date: Fri, 17 Oct 1997 13:01:55 +0600 
From: Jeremiah Driscoll <jdriscol@vt.edu> 
Subject: Re: Unbalanced Mental Power ? 
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>     If someone gets a telepathy, and very good mind scan and ego attack 
>for example. He can make a telepathy link with someone of his team, and 
>then away from the danger of the battle, and receiving information about 
>the battle from his partner he could just mind scan and ego attack any 
>opponent his partner could detect, being almost completely safe. And he 
>could even get these powers by an Elemental Control. 
>     Is this right ? What do you think about this ? 
> 
Personally, I've always ran Mind Scan as being (effectively) AE: Radius and 
No Range.  So, the Mentalist would have to Scan in a constant radius around 
himself, including *all* the minds in the area, with the possible exception 
of specifically named minds that he could ignore because he knew them. 
But, otherwise, yeah, I suppose this is rule legal.  I don't find it 
*particularly* heroic, but that could be argued, too.  Maybe the Mentalist 
is a cripple?  Has to stay back at base in his life support unit?  Have him 
run up against a Mental nasty, and then he gets locked up in Mental combat 
while the rest of the team is in regular combat... 
 
- Jerry 
 
Reply-To: "Filksinger" <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
Subject: Re: Non-Stereotypical Minority Supers 
Date: Fri, 17 Oct 1997 00:31:45 -0700 
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From:On Thursday, October 16, 1997 9:37 PM,  Jeremiah Driscoll 
 
 
>        To kind of segue from the "Pow-wow" discussion (if it could 
be 
>called that)... 
> 
>        What sort of Native American heroes would be considered 
>non-stereotypical and non-offensive?  Most of the Marvel ones had 
some sort 
>of "Indian" motif.  I somewhat imagined that some would do that.  I'd 
like 
>to interject some minority Supers into my games (probably as NPCs) 
but would 
>like them to be non-stereotypes.  Yes, some will probably be 
stereotypical, 
>but I want some to be surprising, and I would like them all to have 
depth. 
>A little help (and some opinions) would be greatly appreciated. 
> 
 
That's a very good question. I have a related question, about how to 
know when a stereotype _is_ offensive. 
 
Not long ago, I had an idea for a NPC who might be an honorable-enemy 
type villain, might be a hero, and might be different things at 
different times. However, I couldn't quite decide if he was an 
offensive stereotype. I didn't object to a non-offensive stereotype- 
at least _some_ martial artists in a campaign probably _should_ be 
Asian, if only to avoid a strange anti-stereotype stereotype. ("He 
can't be a ninja, he's Japanese.") 
 
He would have been a paranormal with the ability to create mental 
illusions and project energy. He would, by strong preference, have 
used antique American Indian garb (I hadn't decided what tribe, yet), 
have used his illusions combined with his energy projection to create 
spears, arrows, or stone throwing axes for killing attacks, and have 
some sort of ritual (a "spirit dance", or something) to project his 
enemies or friends into his illusions. Lastly, he would have a "coup 
stick", which would be a 0 Range NND EB. 
 
If he had been a sometimes-villain rather than a outright hero, it 
would have been because of an obsession with driving the white man out 
of his people's (whoever they were, I hadn't decided) territory. At 
any rate, he wouldn't have been Tonto, that's for sure. 
 
The main reason I haven't written him up is that I can't quite decide 
if he's an offensive stereotype. Any ideas? 
 
Filksinger 
 
X-Sender: jdriscol@mail.vt.edu 
Date: Fri, 17 Oct 1997 15:01:34 +0600 
From: Jeremiah Driscoll <jdriscol@vt.edu> 
Subject: RE: Foci and Instant Change 
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Rick Ryker wrote: 
>The Only In Hero ID restrictions cannot be circumvented just by having 
>Instant Change.  First of all, you have to change.  Second, you may not 
>be able to change freely for psychological or practical reasons. 
>("Well, Lois is in trouble.  But I can't change into Superman in the 
>middle 
>of this crowd.  I need to get to a phone booth quick!") 
>I know this is not a good example.  A better one would have Thor's alter 
>ego 
>having to duck behind a partition or something else to hide behind so he 
>can 
>hit the floor with his walking stick.  Which by the way is Instant 
>Change with 
>Power Limitations of OAF and "must hit stick/hammer on ground/floor". 
> 
>If your campaign is nothing but fighting all the time and the characters 
>never 
>need to sleep or change into their non-combat personas, then OIHID is 
>not 
>worth anything.  If your campaign has a fair amount of non-combat time, 
>and/or the character is in his non Hero ID at least part of the time, 
>then it 
>is worth full value, because the Powers are limited for the time the 
>character 
>stays in non-HERO ID.  Just because he has Instant Change doesn't mean 
>he will always change back and forth.  The fact that the character in 
>the 
>example that started this thread did a back to back Instant Change out 
>of 
>and back into his Hero ID is something the GM will have to come up with 
>consequences for.  Make the PC lose his Secret ID disadvantage. 
>Maybe give him a Public ID disadvantage.  Where is the media in all 
>this? 
>"Mr. PlainGuy, would you please tell the world what it's like to be able 
>to 
>change into SuperDuperBoy any time you want to?"  "No comment." 
>"But Mr. PlainGuy, the world wants to know!" 
>"Mommy, can you ask Mr. PlainGuy if he can turn into SuperDuperBoy and 
>rescue my kitty cat for me?  Please?"  "FLASH!  SuperDuperBoy refuses 
>to save little girl's kitty!" 
>If that doesn't work or no one else was around at the time of the 
>change, 
>remember that the villian now knows who SuperDuperBoy is in his non-Hero 
>ID. 
>Time to have the villian make SuperDuperBoy's life a real pain. 
>Hmmm.  Only thing I see here is a GM who is not enforcing the disads. 
> 
*lol* 
Well, actually, the example is taken from the most recent Heroes For Hire 
comic, #6.  But I'll let John Ostrander know he's not enforcing the Black 
Knight's Disads... 
Honestly, I asked to see how this Powers were implemented.  *I* never 
thought you couldn't get OIHID and Instant Change, but Rat (a very 
by-the-booker) said you couldn't.  That was more my incredulity rather than 
a true question. 
Your other points on OIHID are *quite* valid.  Dane (the Black Knight) still 
wouldn't be able to change in the middle of a crowd.  And this Power *could* 
just be a SFX thing, where, now that he's done it once, it won't surprise 
the villains again (well, it won't surprise the readers). 
The more I think about it, his Powers *aren't* Foci, but they *are* OIHID. 
That's why he was able to surprise Ransak when he suddenly "regained" his 
sword.  He never lost it on his character sheet...  it's like those guys 
with guns that aren't foci. 
 
- Jerry 
 
X-Sender: jdriscol@mail.vt.edu 
Date: Fri, 17 Oct 1997 15:06:25 +0600 
From: Jeremiah Driscoll <jdriscol@vt.edu> 
Subject: Re: Foci and Instant Change 
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Stainless Steel Rat emotionlessly intoned: 
>"A Limitation that does not limit the character is worth no bonus." 
> 
Did you have to waste our time just to chant?  Our (mine and Rick Ryker's) 
contention is that it *is* a Limitation.  Possibly not a *combat* oriented 
Limitation...  but then, if you discount those, get rid of 75% of the 
Disadvantages on your sheet, too. 
 
- Jerry 
 
Date: Fri, 17 Oct 1997 03:03:29 -0700 
From: Captain Spith <cptspith@teleport.com> 
Reply-To: cptspith@teleport.com 
Subject: Re: Powwow 
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Filksinger wrote: 
 
   <....> 
 
> The poster criticized the company. That could be simply because they 
> used American Indian imagery, and it invoked a knee-jerk PC reaction. 
> Or it may be that they know more about the company than I do, and had 
> good reason to criticize it. 
 
   <...> 
 
   Although one of the first responses was information to the effect 
that the company presenting the software was being run by the very 
ethnic group in question, thus (I guess) was using the term(s) as 
'empowering' language. 
 
   Isn't it interesting that when a person uses certain words to 
describe or refer to a person or 'icon' of another culture, it is 
'bigoted' or 'insensitive', but when a person uses those same words to 
refer to their own people of cultural icans, they are 'empowering' 
words? 
 
   -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, 17 Oct 1997 03:24:09 -0700 
From: Captain Spith <cptspith@teleport.com> 
Reply-To: cptspith@teleport.com 
Subject: Re: Time Lines for Campaign Worlds 
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>   Guy sed;  
> > 
> > 
> >I don't think every little detail about the whole history of 
> >superheroes should be determined from the outset; thgis does tend to 
> >stifle creativity among players.  But using a timeline for keeping 
> >track of important information can be crucial. 
> 
>   Then Shelley sed;  
> 
> Ah, I see there is a moderate among us! =)  I see what you're saying, Guy 
> -- makes perfect sense.  I think one reason I don't worry about writing 
> things down anymore is that I game with people I really know well.  It's 
> enough for me to say, "The public looks on paranormals with suspicion" and 
> leave it at that, because they know me well enough to know that it's only a 
> matter of time before a relevant plot pops up which explores things in 
> depth.  If people ask me questions about specifics (what was the role of 
> paranormals during the Korean Conflict?), then I'll answer them (and make a 
> mental note). Also, the players are aware, I think, of the potential for 
> collective story building, and they share in the creation process.  I love 
> that! It's what makes me think I'm doing my job.  Players often have much 
> better ideas about plots and about histories -- and I'd be a fool not to 
> capitalize on it. 
>  
> But back to the timelines: I'm a very seat-of-the-pants style GM.  This 
> timeline discussion is happening at an interesting point for me, mainly 
> because I have been feeling very bogged down with details in my AI Inc. 
> PBEM game -- I'm resolving a plot which started in another of my PBEM 
> games, and of course I end up checking details, back and forth and back and 
> forth, while I'm trying to respond to turns. For wanting to be flexible, 
> I'm very, very serious about maintaining internal consistency, and I'm 
> starting to resent it slightly, I think.  Better this, though, than the 
> e-mails from lurkers demanding I resolve the plot! <grin> 
 
   Okay, here's my take on the whole timelines thing.  I don't actually 
write up timelines for my games (I run SuperHero games, but the one I'm 
doing now is 200 years into the future, so I'm not relying on existing 
history that much), but I find that I end up with one, anyway. 
   When I create my world, I first decide what it looks like 
geographically, what it looks like socially and politically, and who 
populates it (significant NPC's - both villian groups and enough 
'neutral' ones to make the world actually seem populated).  Once that is 
done, I go through every character sheet I have written up and make sure 
to retrofit the world to accomodate them, and 'find out' if they have 
affected history, or are a result of history.  Every 'fact of reality' 
also has to be placed in the scheme of history to keep things 
consistent; I.E. in my world, San Fransisco is SOUTH of L.A. (due 
originally to a simple slip of the tongue during my first game, and 
refusal to admit I goofed - "No, I MEANT to say that!"), so I had to 
decide why this was.  Not only did this give interesting history, but 
added fabulous new aspects to the 'historical legends' present in the 
game.  (It was teleported in its entirety by a Super-Villian during a 
battle 50 years before the game's beginning.  No, this was NOT a typical 
power-level for my game). 
   Anyhow, when all facets in the current reality the PCs are introduced 
into are fully fleshed out in their origins and places in the world and 
history, I now have a de facto timeline leading up to the game;  simply 
be answering all the major questions regarding the hows and whys of the 
current world. 
 
   -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, 17 Oct 1997 04:14:58 -0700 
From: Captain Spith <cptspith@teleport.com> 
Reply-To: cptspith@teleport.com 
Subject: Re: Non-Stereotypical Minority Supers 
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Jeremiah Driscoll wrote: 
>  
>         To kind of segue from the "Pow-wow" discussion (if it could be 
> called that)... 
>  
>         What sort of Native American heroes would be considered 
> non-stereotypical and non-offensive?  Most of the Marvel ones had some sort 
> of "Indian" motif.  I somewhat imagined that some would do that.  I'd like 
> to interject some minority Supers into my games (probably as NPCs) but would 
> like them to be non-stereotypes.  Yes, some will probably be stereotypical, 
> but I want some to be surprising, and I would like them all to have depth. 
> A little help (and some opinions) would be greatly appreciated. 
 
   I think Puma (I don't remember if that's his label or not) from 
Spider-Man comics was well done; he was raised in a Native tribe and 
learned to transform to a Puma, but led his normal life as a cutthroat 
'Hostile Takeover' businessman. 
 
   I have to say, the question really comes down to; what would your 
PLAYERS find offensive or not?  If a character you come up with is just 
fine with your gaming group, but might offend your neighbor three doors 
down, you really don't have to worry, unless you ask your neighbor three 
doors down to join your game.  Then ask him/her. 
   I think that any legitimate attempt to learn enough about the culture 
you are attempting to emulate - specifically the *current* 
representation of the culture - there should be no problem.  
Alternately, if possible, model the character after a specific real-life 
person of the appropriate background.  Then nobody can accuse you of 
being inaccurate in your interpretation of the culture involved. 
 
   I have a mercenary group of Powered Armour types in my game, of 
varied ethnicity, and have a mix of the rather stereotypical and the 
mundanely Americanized.  There's a (ironically enough) Native American 
who has a hot temper and is often spouting off about oppression and his 
cultural identity (this one's based on a guy I actually knew), on the 
other end of the spectrum, there's a Black (sorry, "African American") 
woman who is the scientist/inventor who formed the group and created the 
armour.  And a completely Americanized Korean who is struggling to learn 
basic Martial Arts in American Dojos. 
 
   I think the potential for colour (no pun intended) and variety in a 
game outweighs the possiblity of someone taking it the wrong way and 
getting offended.  Remember, the bottom line is that it is a game, and a 
fantasy world, and quite frankly, even broad stereotypes may very well 
have completely legitimate origins and histories in a fantasy world.  
Stereotypes wouldn't exist if there weren't actually people like them - 
not as a large portion of the whole, but enough that one will 
occasionally see them in life. 
 
   So have at it, and if your intentions are good ones, I wouldn't worry 
overmuch over the results. 
 
   -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' 
 
X-Sender: mactyre@mail.aci.net 
Date: Fri, 17 Oct 1997 05:18:09 -0700 
From: Matthew Mactyre <mactyre@aci.net> 
Subject: Re: Power modifiers 
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-----BEGIN PGP SIGNED MESSAGE----- 
 
At 03:44 PM 10/17/97 -0700, Rick Holding wrote: 
>What's peoples opinions on Area of Effect applied to non attack powers, like  
Life  
>Support, Flight ....or Teleport. 
 
I'm for them.  No, seriously, are you asking if we allow them?  I certainly  
do.  It allows you to created/simulate a larger number of powers as seen in  
comic books or (sometimes) real life. 
 
Matthew 
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Charset: noconv 
 
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_________________ 
Matthew Mactyre 
mactyre@aci.net 
http://www.mactyre.net 
PGP Key available on request 
PGP fingerprint =  A2 AE 68 AE 2E 96 94 C3  30 ED 53 59 A6 FF 3B 1F 
If you can't describe it with numbers, it isn't a science. 
 
X-Sender: jdriscol@mail.vt.edu 
Date: Fri, 17 Oct 1997 18:21:16 +0600 
From: Jeremiah Driscoll <jdriscol@vt.edu> 
Subject: Re: Poll for OS 
Errors-To: owner-champ-l@omg.org 
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To: champ-l@omg.org 
 
>>>   Or maybe he's a robotic vehicle for a hamster bent on world domination. 
>>> 
>>I don't know sounds a little too...  Earth C- / Captain Carrot / Zoo Crew 
>>-ish. 
> 
>   It actually is from Pinky & the Brain.  (The Brain was about to try this 
>when Snowball the Hamster beat him to it.) 
> 
Oh.  I was thinking of the time that Captain Carrot and his Amazing Zoo Crew 
had to stop a special effects hamster who had been fired by Steven 
Spielbirddog.  He constructed this giant jogging wheel, see... 
 
- Jerry 
 
Date: Fri, 17 Oct 1997 07:29:36 -0500 (EST) 
From: "Jason A. Dour" <jad@bcc.louisville.edu> 
cc: champ-l@omg.org 
Subject: Re: New Powers Plug-In ( 
Comments: Getting paid to be a geek is cool... 
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-----BEGIN PGP SIGNED MESSAGE----- 
 
This letter is probably pointless, but I feel it had to be said anyway... 
 
On 17 Oct 1997, Opal wrote: 
> Well, if a Hero player wants the background from New Melinium, he's  
> also buying a book for a system he'll never play.  I don't see the  
> difference.  
 
	As I stated in my original post, I was asking for HERO4 thoughts, 
experiences, and knowledge -- *NOT* Fuzion-specific information.  Is that 
*NOT* what this list is about -- helping with HERO4?  Is it truly 
impossible for someone to get helpful information instead of being told 
that they're going about their gaming incorrectly?  Had I posted my same 
questions, but instead were asking for help with making my HERO4 game run 
more smoothly, would I have received different response?  More than 
likely, I would have.  
 
	If I had only wanted Fuzion information, I would have restricted 
my poll to the Fuzion list I created.  Instead, I went to the forums that 
were most applicable, and here found not helpful knowledge, but off-handed 
dismissal.  
 
> I have to agree.  Fuzion is meant to be a simpler system than Hero,  
> throwing in a Hero-level creation system is pointless.  It would make  
> Fuzion too complicated.  Remeber the old KISS addage:  
 
	Well, contrary to what you or some of the other thread writers 
might believe, I *DO* own HERO4.  In fact, I probably own 75% or more of 
all HERO4 products.  Does that mean I know *everything* about HERO4?  No. 
Does that mean I shouldn't solicit intelligent input from other sources? 
No.  But obviously, since I'm one of the traitorous players who have moved 
to Fuzion over HERO4, I don't deserve help from the members of this forum. 
 
Disappointed, 
Jason 
# Jason A. Dour <jad@bcc.louisville.edu>                            1101 
# Programmer Analyst II; Department of Radiation Oncology; Univ. of Lou. 
# Finger for URLs, PGP public key, geek code, PJ Harvey info, et cetera. 
 
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X-Sender: bob.greenwade@klock.com (Unverified) 
Date: Fri, 17 Oct 1997 05:50:03 -0700 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: The Dreaded TRANSFORM (was Grey Areas) 
Errors-To: owner-champ-l@omg.org 
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At 07:12 PM 10/16/97, qts wrote: 
>On Wed, 15 Oct 1997 02:18:19 -0700, Robert A. West wrote: 
> 
>>Here's another.  The grey area of all grey areas. 
>> 
>>The dreaded....TRANSFORM......aka the last refuge of a GM. 
>> 
>>What's major?  What's minor?  
> 
>It's easiest to do this by example: 
> 
>Turning a white man black (eg the bag of soot in the face) is a 
>Cosmetic Transform 
>Turning a black man into an Asiatic is a Minor Transform 
>Turning a woman into a frog is a Major Transform 
 
   My general rule on this is: 
   If the Transform does not affect the character sheet (except maybe a 
word or two at most), it's a Cosmetic Transform. 
   If it shifts a few of the target's points around, but the total is the 
same, it's a Minor Transform. 
   If it changes the point total, it's a Major Transform. 
   The number of points that can be shifted with a Minor Transform is the 
maximum that could be rolled on the dice.  Similarly, a Major Transform 
could either add or subtract the same maximum.  (Again, this is a general 
rule, with many possibilities for exceptions that would seem obscene if it 
were a hard rule.) 
 
>Creating something out of thin air is usually a Major Transform. 
 
   With ya on that; I think the rulebook even says so. 
 
>> Do cumulative transforms allow something to  
>> be partially transformed?   
> 
>No. 
 
   Agreed, though it would be nice if there was an Advantage (+1/2?) that 
could make a Cumulative Transform into a Gradual Transform. 
 
>>Is a transform that gives additional character disadvantages a major or  
>>minor Transform? 
> 
>Major. 
 
   Agreed, for the above-stated reason (it changes the point totals). 
 
>> How about one that aggravates an existing disadvantage?  
> 
>This depends: if you're directly affecting the character, then Major; 
>if you're affecting some_thing_ which affects the character, then Minor 
>or major depending upon the degree of change. 
> 
>Example: the Norse god Balder was Vulnerable to holly (or was it 
>mistletoe?). If you change his Vulnerability from holly to oak, that's 
>Major; if you change your oak spear to holly, that's minor; if you 
>change your *steel* spear to holly, then that's Major; if you change 
>your steel spear to look like it's made of holly, to try and make 
>Balder run off, then that's Cosmetic. 
 
   By my system, the first would be Minor, the rest Cosmetic.  (I'm not 
saying that your judgements are bad here; I'm just recycling your example. 
It always helps to be environmentally conscious, even in cyberspace.) 
 
>>Do the number of points in question matter? 
> 
>Depends upon the effect: if you're Transforming a price into a frog, 
>then no; if you're Ba Kien transforming the local populace into 
>Super-boxers, then additional powers have to be balanced by additional 
>limitations, and the added points can't exceed the Active Points in the 
>power (qv Ninja Hero). Unless the GM so allows it. 
 
   Agreed there.  If you're just trying to add a Disadvantage ("Worships 
Foxbat"), then the number of points should be limited.  If you're trying to 
make gross changes ("He's a chicken, I tell you!  A giant chicken!"), then 
why bother? 
--- 
Bob's Original Hero Stuff Page! 
   http://www.klock.com/public/users/bobg/original.htm 
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X-Sender: scm@mail.aci.net 
Date: Fri, 17 Oct 1997 06:18:24 -0700 
From: Shelley Chrystal Mactyre <shelley@mactyre.net> 
Subject: PBEM Railroading?  Nature of the Beast 
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At 11:35 AM 10/16/97 -0700, Rook wrote: 
>    I agree here. I can't stand being railroaded. Many of the online 
PBeM'sread 
>that way. The only exeption I found was the first half of the VC PBeM. 
>Unfortunatly, it too fell into railroading in the latter half. The G3 game 
was 
>also a heavy victim of this. Every action taken went against the PC's 
somehow. 
>I'm currently lurking through as many PBeM's as I can. Mostly so I can choose 
>the style I'll use when/if I decide to GM one myself. But also to compare and 
>note the good and bad points of them. 
 
Hm....I suppose that once you've run a PBEM game it will make a little more 
sense to you how things work, but as for G3 -- they had *lots* of choices. 
What you don't see as a lurker is that I as a GM had to compensate for 
everything from players dropping off the face of the universe, making 
sexual innuendos that made it impossible for them to stay in the game, 
having babies, and just generally not picking up on things.  When your 
players send you 50K of turns every week, if you don't maintain strict 
control it will all go to hell in a handbasket within a fortnight and 
you'll never get anything done.  PBEM is easy to criticize, but not so easy 
to do.  The fact I'm still deluged with requests to play in my PBEM games 
(even in that game, which is pretty clearly marked as being over) tells me 
that I think I did *something* right!  But I'd be more than happy to have 
this conversation with you after you've run PBEM for a year or so.  
 
Shelley Chrystal Mactyre 
www.mactyre.net 
 
Your children will see the stars. 
--Robert A. Heinlein 
 
X-Sender: bob.greenwade@klock.com 
Date: Fri, 17 Oct 1997 06:28:13 -0700 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Grey Areas 
Errors-To: owner-champ-l@omg.org 
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At 12:01 AM 10/17/97 GMT, Opal wrote: 
>There seems to be a fundamental misunderstanding of how Multiform  
>characters spend Exp.  A multi form is build on the same point  
>base as the base form.  So, if you have a 100 + 150 disads +15 exp 
>base form, then each of the other forms has the same number of base  
>points, and the same number of exp (not all of which may be spent)  
>and a max of 150 in disads.  In your example the breakdown would  
>be:  
>  
>Multo = 100 +150 +15 = 265 (50 pts in Multiform)  
>Mult1 = 100 + 85 +15 = 200  
>Mult2 = 100 +  0 + 0 = 100 (and has 15 unspent exp)  
 
   I'll say there's a misunderstanding -- what you're describing here is 
the Third Edition version of Multiform! 
   Not that the description you were responding to was much better.  In 
fact, I see nothing in the BBB that says anything about Multiforms earning 
experience.  The only way I can see to increase the point value of a 
Multiform is to put more points into it, at the usual rate of 1 point spent 
per 5 points improved.  (I see the same rule for Followers and most other 
"secondary entities.") 
 
>The character has only earned 15 exp, there is *no way* his  
>multiforms could have 50 exp!  Yes, this does mean adding  
>disads after the start of the game, which is a little odd.  
>More often, a Multiform character would keep his disads the  
>same, and only spend enough exp on multiform to allow each  
>form to spend the exp he's earned.  
 
   I'm not quite sure how most of this matches up (or not) with what I said 
in the above paragraph.  Obviously, we disagree on whether Multiforms can 
have experience points at all, but I *think* the principle of your last 
sentence is fundamentally correct. 
   However, a Multiform can have more points than the base character if the 
base character spends 1:1 point for the extras. 
 
> h > > Personally, I think that you should only be paying for the base  
> h > points in  
> h > > the form anyway...  
> h >  
> h > Disagree: that would make multiform the same price as a follower.  
>  
>The way disads work for multiform and duplication is pretty confusing,  
>cutting them out of the cost calculation might be helpful, though 
>you'd probably want to increase the cost of multiform, say by starting  
>it at 0 pts... Multiform cost: 30pts for a 0 base pt multiform +5/1pt,  
>15pts +10/1 for each additional form.  Forms cannot have more base points  
>than the base forms base pts + exp, and cannot have more disads than  
>the normal champaign limit. 
 
   I like this plan, at least provisionally.  I've never liked the rule of 
paying for points in "secondary entities" that are covered by 
Disadvantages.  It's like paying for them twice, or taking Disadvantages on 
a character without *really* getting points for them. 
--- 
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 
 
 
X-Sender: bob.greenwade@klock.com 
Date: Fri, 17 Oct 1997 06:31:00 -0700 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: hero cannon? 
Errors-To: owner-champ-l@omg.org 
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At 09:44 AM 10/16/97 -0500, Vox Ludator! wrote: 
>At 03:44 PM 10/16/97 -0400, Stainless Steel Rat wrote: 
>>It is less an issue of "canonicity" as core rules vs. optional rules.  The 
>>BBB, HSR, and CD are the core rules.  All other officially published rules 
>>are optional -- if you would, "officially published house rules". 
> 
>To be more precise, the Hero System Rulebook is the "core rules", and both 
>the BBB and CD happen to contain a copy.  All other rules, including those 
>presented in the REST of the BBB/CD, are "officially published house rules". 
 
   If you *really* want to get picky, the whole shootin' match is actually 
"officially published house rules," since the system originally was just 
something that some college kid drew up while not particularly paying 
attention in class.   ;-] 
   (If you don't understand that statement, don't bother trying....) 
--- 
Bob's Original Hero Stuff Page! 
   http://www.klock.com/public/users/bobg/original.htm 
Homepage of the Merry-Go-Round Webring!  (Wanna join?) 
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X-Sender: bob.greenwade@klock.com 
Date: Fri, 17 Oct 1997 07:08:53 -0700 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Non-Stereotypical Minority Supers 
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At 11:15 AM 10/16/97 -0700, Rook wrote: 
>I play an asian guy who's powers are based on techno music and who has no 
>martial arts in a V&V PBeM. 
 
   You want worse?  I'm toying with the idea of an Asian character who 
knows five different martial arts:  capoeira, krav maga, pankration, 
savate, and wrestling. 
 
>    Just figure out what the stereotype is for a given group and then 
avoid it. 
>Or use a stereotype of another group :) 
 
   Or use the stereotype, but with a twist (preferably offbeat). 
 
>    Seeker is one of my favorites. He's your basic ninja, only he's white, 
>aussie, and asia-clueless. 
 
   And he's a good example of a twisted stereotype. 
--- 
Bob's Original Hero Stuff Page! 
   http://www.klock.com/public/users/bobg/original.htm 
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X-Sender: ludator@mail.softfarm.com 
Date: Fri, 17 Oct 1997 09:10:47 -0500 
From: Vox Ludator! <ludator@mail.softfarm.com> 
Subject: RE: Heromaker: Who uses it? 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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At 08:03 PM 10/16/97 -0500, Rick Ryker wrote: 
> Actually no.  Even without the added word, the passage still distinctly 
> refers to Powers that affect Characteristics not Characteristic Points. 
 
A meaningless distinction unless it's explicitly stated to exclude the 
latter, since it's impossible to alter the latter without changing the former. 
 
-- 
Vox 25:17, Patron Saint of Gadflies 
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X-Sender: ludator@mail.softfarm.com 
Date: Fri, 17 Oct 1997 09:10:51 -0500 
From: Vox Ludator! <ludator@mail.softfarm.com> 
Subject: Re: Grey Areas 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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At 09:34 AM 10/17/97 +0600, Jeremiah Driscoll wrote: 
> Criminy!  What's with all the references?  That's Teen Turbo, right? 
> Saturday morning cartoon.  Also did something similar in the "Pole 
> Position" cartoon, where two drivers turned into their cars with cheesy 
> computer effects. 
 
No, =Pole Position= had the =Knight Rider= like racing cars with detachable 
computer brains and hovercraft conversions.  (Boy, am I a child of the 80s). 
 
-- 
Vox 25:17, Patron Saint of Gadflies 
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X-Sender: ludator@mail.softfarm.com 
Date: Fri, 17 Oct 1997 09:10:52 -0500 
From: Vox Ludator! <ludator@mail.softfarm.com> 
Subject: Re: The Tragic Spawning of the Grey Area 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
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At 11:04 AM 10/17/97 -0500, ALONE AT MIDNIGHT wrote: 
>  Anyone here rember the Galaxy Rangers, kind of an outer space western? 
>  Each character could activate a power by pressing a little badge.  I 
> believe there was a male lead who had cybernetic arms he could summon up 
> at a moment's notice, a female mentalist, another male who had three 
> dimensional real world VR programs (like those 'bits' from Tron, only  
> with individual personalities and abilities), two droids, and a crazy 
> blonde guy who could absorb and/or take on the properties of any matter 
> or energy. 
 
That'd be "Goose", the metamorph. ("I am NOT a metamorph!") :] 
 
Yes, I remember this show very well.  Had some of the neatest music in 
cartoondom, and a surprisingly well-developed cast of recurring villains.  I 
was always a fan of the Scarecrow. 
 
== 
Vox 25:17, Patron Saint of Gadflies 
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X-Sender: ludator@mail.softfarm.com 
Date: Fri, 17 Oct 1997 09:10:54 -0500 
From: Vox Ludator! <ludator@mail.softfarm.com> 
Subject: Re: Grey Areas 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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At 05:39 AM 10/15/97 -0700, Bob Greenwade wrote: 
>   Hm.  I'd thought that this was clear enough, if not from the text then 
>from the examples under Knockback and the Combat Example on pages 210-212. 
>Does someone (whether on the list, or just known by someone on the list) 
>actually use BODY done after defenses for Knockback? 
 
I remember getting a lecture from one of the frequent posters here once on 
how the wording of the passage 'clearly' (I try to avoid using the word 
'clearly' with ANYTHING related to HERO :/ ) showed KB was based on BODY 
taken after defenses. 
 
-- 
Vox 25:17, Patron Saint of Gadflies 
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X-Sender: bob.greenwade@klock.com 
Date: Fri, 17 Oct 1997 07:21:22 -0700 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Non-Stereotypical Minority Supers 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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X-UID: 185 
 
At 12:14 AM 10/17/97 +0600, you wrote: 
>        To kind of segue from the "Pow-wow" discussion (if it could be 
>called that)... 
> 
>        What sort of Native American heroes would be considered 
>non-stereotypical and non-offensive?  Most of the Marvel ones had some sort 
>of "Indian" motif.  I somewhat imagined that some would do that.  I'd like 
>to interject some minority Supers into my games (probably as NPCs) but would 
>like them to be non-stereotypes.  Yes, some will probably be stereotypical, 
>but I want some to be surprising, and I would like them all to have depth. 
>A little help (and some opinions) would be greatly appreciated. 
 
   Long Walker (from the Allies book) is a sort-of satire on 
antistereotyping: she's intentionally directed her life as far away from 
stereotypical Native American things as she possibly could, and then she 
goes and has a superheroine origin that's so stereotypically Native 
American it makes you want to weep from sympathy. 
   I've never played a Native American as a PC, nor used one as an NPC in 
my games -- a situation that should probably change. 
   In my fictional work, I have only one Native American character, a 
rather eccentric robot pilot and medic named Elvis Eaglespeaker.  (The 
setting is a futuristic science-fiction one.  I'm leaning toward making him 
Navajo, since I have an inexplicable affection for that tribe, though my 
knowledge of them is admittedly weak and I suspect that I'll have to change 
his surname.)  In addition to Western medicine, he's into acupuncture and 
Chinese herbal medicine.  He also has an off-beat sense of humor -- lost in 
the wilderness, he adopts an air of mystery, tells his colleagues, "Here's 
a trick for starting a fire that my grandfather taught me," and then slowly 
reaches into his pocket to pull out a Bic lighter. 
   As I mention in a separate post, I like characters who offer odd twists 
to familiar stereotypes. 
   I personally have rarely been offended by stereotypes if the characters 
who fit into them do not remain ciphers.  One of my favorite characters 
from television remains the white cop from "Sanford and Son" (I cannot 
recall the name).  I fit quite neatly into the "white-bread American" type 
that he was designed to fit, and he was simply a stereotype joke when 
introduced, but he did get some depth later on in the program's run, and -- 
perhaps most importantly -- was clearly shown to be a person of good basic 
moral character. 
   Sometimes, though, a stereotype can be a useful thing.  Half of the 
characters in Horror Enemies are stereotypes (though Maze is a kewl twist 
on a stereotype), but they are such to make a point, sometimes about 
stereotypes themselves. 
--- 
Bob's Original Hero Stuff Page! 
   http://www.klock.com/public/users/bobg/original.htm 
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X-Sender: bob.greenwade@klock.com 
Date: Fri, 17 Oct 1997 07:31:30 -0700 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Power modifiers 
Errors-To: owner-champ-l@omg.org 
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At 03:44 PM 10/17/97 -0700, Rick Holding wrote: 
>What's peoples opinions on Area of Effect applied to non attack powers, 
like Life  
>Support, Flight ....or Teleport. 
 
   I recommend four basic rules: 
   1) It must be bought either Usable Against Others, or possibly Usable By 
Others. 
   2) It should not be done if there's a different way to represent it. 
Teleport, for example, already allows the character to bring others along 
for the ride (one of the first Champions games I ever GMed had one of the 
characters teleport the whole team "behind enemy lines" for a surprise 
attack).  If you don't want to require that all of them be touching, just 
let Teleport be bought at Range.  Similarly, Flight in an area could 
arguably be better represented with an attached TK Area Effect at No Range. 
 Use careful judgement. 
   3) Keep a "Stop Sign" on it, since it can easily become unbalancing 
and/or confusing in a game.  Life Support AE UAO would not be a problem, 
and Flight would probably only be used out of combat, but Desolidification 
or Invisibility AE UAO could easily be abused. 
   4) Since the mechanics of this type of thing isn't spelled out in the 
book, carefully define the mechanics of how the Power works at the time 
that it's bought, and stick as close to it as possible. 
--- 
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   http://www.klock.com/public/users/bobg/original.htm 
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X-Sender: bob.greenwade@klock.com 
Date: Fri, 17 Oct 1997 07:43:33 -0700 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Powwow -- Response to the response 
Errors-To: owner-champ-l@omg.org 
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At 10:10 PM 10/16/97 -0500, Tim R. Gilberg wrote: 
> That said, the term "powwow" is not merely a racial term.  It is 
>actually a European translation of the original tribal speech.  It does, 
>however, refer to a meeting, nay a gathering, which held particular 
>importance in the spiritual lives of Native Americans.  The songs, dances, 
>and ceremonies that occur at powwows are long steeped in tradition.  Using 
>the term for an internet chat program -- used to discuss such important 
>things from cats to tv shows to rpgs to various sexual perversions -- 
>seems to me to bastardize the entire concept.  I would compare this to 
>using some word that represents an important Christian tradition as the 
>name for some sort of internet program.  What kind of response would I get 
>if I called my communications software "communion"? 
 
   Actually, speaking as a very conservative Chrisitian, this sounds like 
it could be cool, if done tastefully and respectfully.  (What you described 
in reference to Powwow was, I agree with you, *not* done tastefully and 
respectfully.) 
--- 
Bob's Original Hero Stuff Page! 
   http://www.klock.com/public/users/bobg/original.htm 
Homepage of the Merry-Go-Round Webring!  (Wanna join?) 
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From: Rick Ryker <RRYKER@ctginc.com> 
Subject: RE: Ablative Energy Blasts (Was: Re: Heromaker: Who uses it?) 
Date: Fri, 17 Oct 1997 10:00:27 -0500 
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> At 04:11 PM 10/14/97 -0700, Brian Wong wrote: 
> >> Heromaker is basically meant to be used by people who are already  
> >> acquainted with the Hero System.  It's meant to be as flexible as 
> the  
> >> system itself is.  What "rules" in particular is it letting you  
> >> break?  If it's stuff like using Ablative with an Energy Blast,  
> >> there's technically no rule against that in the game, either; it 
> just  
> >> doesn't make much sense, and it doesn't limit the power, so it's 
> not  
> >> really worth any points. 
> > 
> > Let's see, ablative is something I've never used, so is it basically 
> >like it is in Mekton where you lose points of it each time it's hit. 
> Normally 
> >used on armor... 
> > If so, well, perhaps each time Sun-Guy is hit by Darkness powers, 
> >his Energy Blast gets weaker... 
> > 
> > Or Battery-Dude has only so much power, each time he blasts someone, 
> >his next blast is so much weaker... 
>  
>    Well, the way I'd have it work is kinda like overheating from use. 
> The 
> first time the character fires the blast, it works normally; the 
> second 
> time, it gets a 15-; the third time, 14-; and so on.  If it doesn't 
> work, 
> then it doesn't "heat up," so the Activation Roll doesn't go down, but 
> any 
> Charges, END, Expendable Foci, and such would still be used. 
>  
This sounds like a variation of BurnOut.  Variable BurnOut?  Ablative 
BurnOut? 
BurnOut is like Activation except you only roll if it successfully 
activated 
(so you can take both Activation and BurnOut to represent an X 
prototype). 
 
-RICK 
 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: Foci and Instant Change 
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>>>>> "JD" == Jeremiah Driscoll <jdriscol@vt.edu> writes: 
 
JD> As far as OIHID: what if he has a Secret ID?  or if the Armor is really 
JD> uncomfortable : ) ?  Or has limited time constraints?  Would OIHID then 
JD> be appropriate? 
 
OHID means that there is "difficulty" changing between secret and heroic 
identities.  In the description given there is little or no dificulty 
apparant in switching identities.  Thus, no bonus. 
 
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From: Rick Ryker <RRYKER@ctginc.com> 
Subject: RE: New Powers Plug-In (Or, I'm Impatient Enough Not To Wait) 
Date: Fri, 17 Oct 1997 10:12:23 -0500 
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>    So I assume you want something that's specifically WrOnG with these 
> elements (like how Flash Defense is way to effective against Flashes), 
> as 
> opposed to how they're written (like Linked), right? 
>  
Actually, HERO makes defenses more powerful than the attack 
they defend against on purpose. 
 
-RICK 
 
PS:  I suppose you want me to dig out an offical quote for this too? 
 
From: Rick Ryker <RRYKER@ctginc.com> 
Subject: RE: hero cannon? 
Date: Fri, 17 Oct 1997 10:20:37 -0500 
Errors-To: owner-champ-l@omg.org 
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> >Subject: Re: Champions 4th Edition = Rule Bible? 
> >From: herogames@aol.com (Hero Games) 
> > 
> >Champions 4th Edition Deluxe Hardbound 
> >Fantasy Hero 
> >Hero System Almanac I 
> >Hero System Almanac II 
> >Dark Champions 
> >An Eye For An Eye 
> >Western Hero 
> >Cyber Hero 
> >Horror Hero 
> >The Ultimate Martial Artist 
> >The Ultimate Mentalist 
> >The Ultimate Super Mage 
> >Issues of Adventurers Club magazine 
>  
>    This is actually a little ambiguous on this point.  All Steve is 
> really 
> saying there is that this is where rules for the Hero System can be 
> found; 
> but how many of these are considered "official, full-fledged parts of 
> the 
> Hero System that can be used on all characters"? 
>  
>  
Before I stopped playing (1989), we used any and all rules 
we could get our hands on if the GM agreed it fit his campaign. 
After all, we were mostly play-testing anyway. 
 
If you look at the rules before 4th Edition and the references above 
that also existed before 4th Edition, you will find that most of these 
'optional' 
rules were included in 4th Edition (if only stream-lined a bit). 
Especially the Adventurers Club.  As a matter of fact, the AC usually 
published clarifications to parts of the rules that seemed ambiguous. 
 
Most of the questions in this forum have been hashed over before in AC. 
"There is nothing new under the sun."  (Who said this?  Biblical?) 
 
-RICK 
 
 
Date: Fri, 17 Oct 1997 11:23:32 -0400 (EDT) 
X-Sender: jprins@interhop.net 
From: jprins@interhop.net (John and Ron Prins) 
Subject: Re: Grey Areas 
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>>I often find Multiform to be the wrong approach. Unless the two forms are 
>>incredibly different (as opposed to the werewolf example, where you're going 
>>from human to man-beast, really), a combination of Shapeshift and OIHID (or 
>>some other situational limitation) often works even better (with more 
>>available points!). 
> 
>   I'd call those two forms "incredibly different"!  Just compare Jaguar's 
>two forms in the BBB (a quite similar situation) to see how different they 
>can be!  I mean, what are you asking for -- a teenager who transforms into 
>a Trans Am? 
 
Jaguar has 'incredibly different' forms due to the sheer number of skills 
the multiform has. Not to mention the radical intellect change. For an 
example of what I'm talking about, think Tigra (sometime Avenger). NOT a 
multiform - heck, it's close enough to rate OIHID in my books. When 
multiform renders a great deal of the disadvantages as redundant (same psych 
lims, same vulnerabilities and susceptibilities, etc.), the PC is better off 
using shapeshift/OIHID than Multiform. 
 
As another example, look at Wolvesbane (Marvel), the mutant take on a 
'classic' werewolf. Does her personality change in wolf-shape? Not much. Do 
her powers change all that much? No again, just some statistic changes and 
an enhancement of senses (really). Do her disadvantages change all that 
much? No again - aside from the loss of fine manipulation in 'full wolf' 
form and distinctive features, it's still her. I'd argue for Shapeshift 
combined with OIHID powers and stat changes. 
 
You want Multiform, Sauron (again, Marvel), that's a Multiform. Completely 
different personality, powers, and disadvantages to the 'human' form. 
 
----------------------------------------------------------------------------- 
"Guns-ablazin', fu-fightin', spell-chuckin', rubber-monster-stompin' ACTION!" 
-John comments on Feng Shui 
----------------------------------------------------------------------------- 
John D. Prins 
jprins@interhop.net 
 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: Non-Stereotypical Minority Supers 
Mail-Copies-To: never 
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>>>>> "GH" == Guy Hoyle <ghoyle1@mail.airmail.net> writes: 
 
GH> Where can we find some information on what the differences between  
GH> the different tribes would be?  Can you recommend any books on the  
GH> subject? 
 
Oh, man, the books would fill a small library.  You've got Eskimo-Aleut, 
Algonkin-Wakashan, Nadene, Penutian, Hokan-Siouan, and Aztec-Tanoan as 
major classifications.  Within each you will find anywhere from one to 
several dozen distinct nations.  Each nation may be divided up into any 
number of tribes.  You can find books at any level, from the personal to 
the total overview. 
 
I strongly recomend "Ceremony" and "The Way to Rainy Mountain". 
Unfortunately I forget the respective authors' names. 
 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: Power modifiers 
Mail-Copies-To: never 
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>>>>> "BG" == Bob Greenwade <bob.greenwade@klock.com> writes: 
 
BG>    1) It must be bought either Usable Against Others, or possibly 
BG> Usable By Others. 
 
Just remember that when you apply Usable Against Others to a power it then 
may be used to make attacks.  As such, you need to define a reasonably 
common defense or set of defenses against the power -- and this can be 
difficult for powers that normally have no defense and do no damage. 
Usable Against Others on movement powers should be considered a last 
resort. 
 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: Non-Stereotypical Minority Supers 
Mail-Copies-To: never 
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Date: 17 Oct 1997 11:41:22 -0400 
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>>>>> "BG" == Bob Greenwade <bob.greenwade@klock.com> writes: 
 
BG>    You want worse?  I'm toying with the idea of an Asian character who 
BG> knows five different martial arts:  capoeira, krav maga, pankration, 
BG> savate, and wrestling. 
 
You should see "Showdown in Little Tokyo" for a beautiful twist of 
stereotypes: Brandon Lee as the thoroughly "American" type, Dolph Lundgren 
raised Samurai. 
 
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Subject: RE: New Powers Plug-In (Or, I'm Impatient Enough Not To Wait) 
Date: Fri, 17 Oct 97 11:46:17 -0400 
x-sender: DFair@pop.worldweb.net 
From: David Fair <DFair@sdslink.com> 
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>>    So I assume you want something that's specifically WrOnG with these 
>> elements (like how Flash Defense is way to effective against Flashes), 
>> as 
>> opposed to how they're written (like Linked), right? 
>>  
>Actually, HERO makes defenses more powerful than the attack 
>they defend against on purpose. 
> 
>-RICK 
> 
>PS:  I suppose you want me to dig out an offical quote for this too? 
 
No, I think we all agree on that... BUT Flash defense for the minimum  
purchase of 5 points negates the average 5 dice flash attack that costs  
10 times as much! (or is it 5, either way, FD is far too effective. 
 
Dave 
 
 
The popularity of Windows surged in 1995, when  | 
Microsoft began shipping Windows 95, which      |  David A. Fair 
included many innovations that the Macintosh    |  SDS International 
had introduced 10 years earlier.                |  dfair@sdslink.com 
          - Reuters, Friday, July 18, 1997      | 
 
From: Rick Ryker <RRYKER@ctginc.com> 
Subject: RE: Grey Areas 
Date: Fri, 17 Oct 1997 10:46:42 -0500 
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> >The way disads work for multiform and duplication is pretty 
> confusing,  
> >cutting them out of the cost calculation might be helpful, though 
> >you'd probably want to increase the cost of multiform, say by 
> starting  
> >it at 0 pts... Multiform cost: 30pts for a 0 base pt multiform 
> +5/1pt,  
> >15pts +10/1 for each additional form.  Forms cannot have more base 
> points  
> >than the base forms base pts + exp, and cannot have more disads than  
> >the normal champaign limit. 
>  
>    I like this plan, at least provisionally.  I've never liked the 
> rule of 
> paying for points in "secondary entities" that are covered by 
> Disadvantages.  It's like paying for them twice, or taking 
> Disadvantages on 
> a character without *really* getting points for them. 
>  
There is a fundamental difference between a follower bought as a disad 
and a follower bought with character points. 
 
The disad friend/follower is someone who gets into trouble -- a lot. 
The exact frequency is determines the number of points when bought. 
He is a meant to be a plot device and provides a distraction. 
 
The follower bought with character points is someone who is usually 
around a lot to help the main character who paid points for him. 
He provides assistance. 
 
That these two persons can be the same just means that your sidekick 
(to use an old Golden Age Champions term) helps you a lot (a la Rhodey) 
but also frequently gets into trouble (plot device). 
 
-RICK 
 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: Non-Stereotypical Minority Supers 
Mail-Copies-To: never 
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Organization: The Happy Fun Ball Brigade 
Date: 17 Oct 1997 11:51:44 -0400 
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>>>>> "BG" == Bob Greenwade <bob.greenwade@klock.com> writes: 
 
BG>    I've never played a Native American as a PC, nor used one as an NPC 
BG> in my games -- a situation that should probably change. 
 
It can be difficult.  The mindset of a "traditional" Amerindian can be 
extremely alien to just about anyone.  Of course, anyone brought up in 
"middle America" is going to be a lot like anyone else you know. 
 
Something to try some night when you have about 15 minutes to kill, 
preferably someplace quiet.  Look up at the moon and the stars, but avoid 
calling them "the moon" and "stars".  Try to totally divorce them from what 
they are called and accept them for what they are. 
 
If you can do that you will have experienced a tiny bit of how someone who 
had never heard of the "white man" lived his life. 
 
BG> "Here's a trick for starting a fire that my grandfather taught me," and 
BG> then slowly reaches into his pocket to pull out a Bic lighter. 
 
You know, that is perfect.  The ceremony is critical, even for simple 
things like starting a fire with a pocket lighter. 
 
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Date: Fri, 17 Oct 1997 11:04:42 -0500 (EST) 
From: ALONE AT MIDNIGHT <RAVANOS@jcs1.jcstate.edu> 
Subject: The Tragic Spawning of the Grey Area 
X-VMS-To: IN%"champ-l@omg.org" 
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Well... if people are going to make references to Saturday Morning cartoons, 
	Anyone here rember the Galaxy Rangers, kind of an outer space western? 
Each character could activate a power by pressing a little badge.  I believe 
there was a male lead who had cybernetic arms he could summon up at a 
moment's notice, a female mentalist, another male who had three dimensional 
real world VR programs (like those 'bits' from Tron, only with individual 
personalities and abilities), two droids, and a crazy blonde guy who could 
absorb and/or take on the properties of any matter or energy. 
	Anyone here remember this, or have I gone off the deep end of 
obscure? 
					Jason 'Buckaroo' Sullivan 
 
From: Rick Ryker <RRYKER@ctginc.com> 
Subject: RE: Foci and Instant Change 
Date: Fri, 17 Oct 1997 11:21:16 -0500 
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> >>>>> "JD" == Jeremiah Driscoll <jdriscol@vt.edu> writes: 
>  
> JD> As far as OIHID: what if he has a Secret ID?  or if the Armor is 
> really 
> JD> uncomfortable : ) ?  Or has limited time constraints?  Would OIHID 
> then 
> JD> be appropriate? 
>  
> OHID means that there is "difficulty" changing between secret and 
> heroic 
> identities.  In the description given there is little or no dificulty 
> apparant in switching identities.  Thus, no bonus. 
>  
The rules make no mention of difficulty being a necessity for OIHI. 
Actually, the Rule Book gives an example of a character who has both the 
Instant Change Power and most of the hiss Powers with the Only In Hero 
ID 
(OIHI) Power Advantage.  With full bonuses. 
The bonus is because he won't always have the power. 
He could have a Secret ID and not want to change. 
He could be unconscious and not able to change. 
His Instant Change power may be suppressed making him unable to change. 
 
-RICK 
 
 
From: Rick Ryker <RRYKER@ctginc.com> 
Subject: RE: Power modifiers 
Date: Fri, 17 Oct 1997 11:22:24 -0500 
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> >>>>> "BG" == Bob Greenwade <bob.greenwade@klock.com> writes: 
>  
> BG>    1) It must be bought either Usable Against Others, or possibly 
> BG> Usable By Others. 
>  
> Just remember that when you apply Usable Against Others to a power it 
> then 
> may be used to make attacks.  As such, you need to define a reasonably 
> common defense or set of defenses against the power -- and this can be 
> difficult for powers that normally have no defense and do no damage. 
> Usable Against Others on movement powers should be considered a last 
> resort. 
>  
The rules atate that you MUST define a reasonably common defense. 
 
-RICK 
 
Date: Fri, 17 Oct 1997 13:45:37 -0300 (EST) 
From: Rodrigo Cesar Gevaerd de Faria <gevaerd@laranjeiras.lci.ufrj.br> 
Subject: Unbalanced Mental Power ? 
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     If someone gets a telepathy, and very good mind scan and ego attack 
for example. He can make a telepathy link with someone of his team, and 
then away from the danger of the battle, and receiving information about 
the battle from his partner he could just mind scan and ego attack any 
opponent his partner could detect, being almost completely safe. And he 
could even get these powers by an Elemental Control. 
     Is this right ? What do you think about this ? 
 
		[]s. 
 
Date: Fri, 17 Oct 1997 11:55:13 -0500 (CDT) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: Power modifiers 
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> What's peoples opinions on Area of Effect applied to non attack powers, like Life 
> Support, Flight ....or Teleport. 
 
 
	Many of these would actually first require UBO.  All AE allows is 
use of the power without having to touch the other users. 
 
 
			-Tim Gilberg 
 
From: Brian Wong <rook@sanfran.infinex.com> 
Subject: Re: Non-Stereotypical Minority Supers 
Date: Fri, 17 Oct 1997 09:56:32 -0700 (PDT) 
Cc: hero-l@omg.org 
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> > 
> >        What sort of Native American heroes would be considered 
> >non-stereotypical and non-offensive?  Most of the Marvel ones had 
>  
> That's a very good question. I have a related question, about how to 
> know when a stereotype _is_ offensive. 
>  
> Not long ago, I had an idea for a NPC who might be an honorable-enemy 
> type villain, might be a hero, and might be different things at 
>  
> He would have been a paranormal with the ability to create mental 
> illusions and project energy. He would, by strong preference, have 
> used antique American Indian garb (I hadn't decided what tribe, yet), 
> have used his illusions combined with his energy projection to create 
> spears, arrows, or stone throwing axes for killing attacks, and have 
> some sort of ritual (a "spirit dance", or something) to project his 
> enemies or friends into his illusions. Lastly, he would have a "coup 
> stick", which would be a 0 Range NND EB. 
>  
> If he had been a sometimes-villain rather than a outright hero, it 
> would have been because of an obsession with driving the white man out 
> of his people's (whoever they were, I hadn't decided) territory. At 
> any rate, he wouldn't have been Tonto, that's for sure. 
>  
> The main reason I haven't written him up is that I can't quite decide 
> if he's an offensive stereotype. Any ideas? 
 
	To avoid that issue just base him on people involved in one 
of the current Native American cultural movements. I know the reservations 
in and around the central California region are promoting a new  
"red path" or "shining path" (ok, I can't recall the name, shining path 
is a communist geurilla (sp?) movement in Peru...) movement. 
	The idea behind this group is to get off drinking and poverty 
by promoting the older traditional values and religions of tribes. Sorry 
I don't have more detail. But I can imagine someone taking this down 
the wrong tangent could become very racist and begin terrorist attacks 
on the local 'white community'. Something this movement is against doing 
to my knowledge. 
	The ghost dance mentioned in Shadowrun was an actual 
historical movement. I believe it was the cause behind the massacare at 
Wounded Knee; which was repeated on a smaller scale in the 70's when 
the FBI went after AIM at that same location. AIM had gone out there 
to do a spiritual cleansing for the people who died there. 
	The FBI had/has AIM on it's list of dangerous groups. But AIM 
has been mostly neutralized since one of it's best leaders was found in 
the desert dead and with her hands missing (in her tribe's religion, you 
only go to heaven if your body is whole). AIM claims the FBI did it. The 
FBI says she died of natural causes, despite the bullet hole in her head. 
	So... 
	What am I getting at? Well, the members of AIM are all now older 
men with wife's who keep them in check (most "plains Indians" hold that 
are brash and foolhardy and need women to straighten them out and keep 
them from doing foolish things, by the same count, most of them are either 
matrilinial or matriarchal or both). Therefore they're not likely to do 
anything rash these days. They claim they were never violent and never 
had violent goals. Though the FBI would dispute this. 
	However a "young buck" might get it into his head to take up the 
torch were "those senile old men" left off... 
 
	There is a growing racist movement on the reservations as well. 
They're getting their own versions of the KKK and the Nation of Islam, 
though it's not organized. It is present as an undercurrent among the 
disenfranchized (sp?). 
	All of this could combine to make a Native American super who 
follows traditional teachings that have been warped to justify his 
youthful vengence. 
	It's a character I myself have long thought of using as well. 
 
Rook 
(my grandfather may have been chinese, but two of my other grandparents 
were natives (1 south am, 1 north am)) 
	Not that that makes me an expert, but I just wanted to state it 
before somebody cries foul at what they percieve as an asian claiming 
to know something about native am's. 
 
 
X-Sender: lizard@dnai.com 
Date: Fri, 17 Oct 1997 10:18:57 -0700 
From: Lizard <lizard@dnai.com> 
Subject: Re: Non-Stereotypical Minority Supers 
Errors-To: owner-champ-l@omg.org 
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At 12:14 AM 10/17/97 +0600, Jeremiah Driscoll wrote: 
>        To kind of segue from the "Pow-wow" discussion (if it could  
be 
>called that)... 
> 
>        What sort of Native American heroes would be considered 
>non-stereotypical and non-offensive?  Most of the Marvel ones had  
some sort 
>of "Indian" motif.  I somewhat imagined that some would do that.   
I'd like 
>to interject some minority Supers into my games (probably as NPCs)  
but would 
>like them to be non-stereotypes.  Yes, some will probably be  
stereotypical, 
>but I want some to be surprising, and I would like them all to have  
depth. 
>A little help (and some opinions) would be greatly appreciated. 
> 
The simplest thing to do, possibly, would be to take someone from one  
of the countless enemies books and simply assign him/her an ethnicity  
other than Generic European, without otherwise altering their  
personality, psych lims, powers, etc. Why not make Foxbat Japanese,  
for example? His background wouldn't need to change at all -- there  
are plenty of wealthy Japanese living in America. The same applies to  
a lot of characters. 
 
IMO, if you begin with an ethnicity, you're likely to build in  
stereotypes almost subconsciously. Don't begin with "I want a Black  
villain" or "I want a Chinese superhero" -- design an interesting  
character, THEN toss on an ethnicity. 'Ethnic first' design would be  
appropriate when you want a culturally-themed hero.  
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: Foci and Instant Change 
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>>>>> "JD" == Jeremiah Driscoll <jdriscol@vt.edu> writes: 
 
JD> So, Instant Change means you can't have OIHID?!?!?!? 
 
Pretty much.  If unrestricted Instant Change allows you to circumvent the 
restrictions of OHID then OHID is worth no bonus. 
 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: Foci and Instant Change 
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>>>>> "RR" == Rick Ryker <RRYKER@ctginc.com> writes: 
 
RR> The rules make no mention of difficulty being a necessity for OIHI. 
 
It mentions that there are difficultings in *changing* between normal and 
heroic identites.  The nature of the difficulties do not need to be tied to 
game mechanics, but they must be there or the limitation is meaningless and 
thus worth no bonus. 
 
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From: Brian Wong <rook@sanfran.infinex.com> 
Subject: Re: What a Timeline is truely good for 
Date: Fri, 17 Oct 1997 10:29:08 -0700 (PDT) 
Cc: hero-l@omg.org 
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>  
> Rook wrote: 
> >     I agree here. I can't stand being railroaded. Many of the online PBeM'sread 
> > that way. The only exeption I found was the first half of the VC PBeM. 
> > Unfortunatly, it too fell into railroading in the latter half. 
> Railroading? I don't feel railroaded. What are you referring to? 
 
	Yeah, I know it wasn't actual railroading from talking to you. But 
it looked that way. The moral code vs. killing debate and the sudden romance 
both had the look of being pushed. 
	On the whole though, I think it's the best written PBeM I've read so 
far. It looked to have lots of player input and freedom, with several diferent 
writing styles and a GM who appears (to us outsiders) to take a sit back 
and let them create attitude to the game. 
	Some of the PBeM's I've read have a constant feel of having been 
totally rewritten and editied at every level by the GM, with very little 
control in the player's hands. Weather or not it was the case, it's what it 
appears to be from an outside view. 
	I very much admire VC's troupe style. While so far I think it's all 
been one GM; it looks as though all players had heavy input into the story. 
	Something I hope to be able to copy someday. 
 
 
From: Brian Wong <rook@sanfran.infinex.com> 
Subject: Re: Non-Stereotypical Minority Supers 
Date: Fri, 17 Oct 1997 10:36:02 -0700 (PDT) 
Cc: hero-l@omg.org 
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> characters in Horror Enemies are stereotypes (though Maze is a kewl twist 
 
	Horror Enemies? 
Did I miss something in my shopping cart? 
 
Date: Fri, 17 Oct 1997 13:02:40 -0500 (CDT) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: Non-Stereotypical Minority Supers 
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> Oh, man, the books would fill a small library.  You've got Eskimo-Aleut, 
> Algonkin-Wakashan, Nadene, Penutian, Hokan-Siouan, and Aztec-Tanoan as 
> major classifications.  Within each you will find anywhere from one to 
> several dozen distinct nations.  Each nation may be divided up into any 
> number of tribes.  You can find books at any level, from the personal to 
> the total overview. 
 
	I'm actually not too strong on each of the main classifications. 
I'm really only familiar with the Algonquin (Algonkin) which is where the 
Ojibwa are from.  (Incedentally, Ojibwa is just Chippewa spelled slightly 
different.  Both are assigned from outside sources.  The tribe calls 
itself Asseniboine -- meaning, basically, "the people".) 
 
> I strongly recomend "Ceremony" and "The Way to Rainy Mountain". 
> Unfortunately I forget the respective authors' names. 
 
 
	Ceremony is by Leslie Marmon Silko.  I'm not sure about the other, 
but I think it's by N. Scott Momaday -- he also wrote "House Made of 
Dawn". 
 
	I'll get back to the list with as complete a list as I can -- 
culled from my family and my Undergrad 300-level Native American Lit 
class.  Check in later. 
 
 
			-Tim Gilberg 
 
Date: Fri, 17 Oct 1997 13:13:59 -0500 (CDT) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: Powwow 
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>    Although one of the first responses was information to the effect 
> that the company presenting the software was being run by the very 
> ethnic group in question, thus (I guess) was using the term(s) as 
> 'empowering' language. 
 
	Except its not, exactly.  The group mentions some "warrior way" 
philosophy, but that is based more on Eastern traditions than Native 
American.  The staff is mostly white, with only one Native that I saw. 
 
>    Isn't it interesting that when a person uses certain words to 
> describe or refer to a person or 'icon' of another culture, it is 
> 'bigoted' or 'insensitive', but when a person uses those same words to 
> refer to their own people of cultural icans, they are 'empowering' 
> words? 
 
	Not so much bigoted as insensitive, perhaps.  It depends.  As I 
stated in my post, using the ideas, concepts, and beliefs of a culture 
without that culture's permission is straight out cultural theft.  The 
concept is nebulous in the legal arena, but it is getting more 
recognition.  I would point everyone to the "Wannabi Tribe" home page, 
which pointed out the worst examples on the net, but the maintaniner shut 
it down to concentrate on legal action against the perpretators.  Instead, 
check out the "A Line in the Sand" page, dedicated to guarding against 
cultural theft -- at least of Native American culture. 
 
	The URL is http://hanksville.phast.umass.edu:8000/cultprop/ 
 
	Really a good informative site. 
 
 
			-Tim Gilberg 
 
 
Date: Fri, 17 Oct 1997 13:32:02 -0500 (CDT) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: RE: New Powers Plug-In (Or, I'm Impatient Enough Not To Wait) 
Errors-To: owner-champ-l@omg.org 
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> >    So I assume you want something that's specifically WrOnG with these 
> > elements (like how Flash Defense is way to effective against Flashes), 
> > as 
> > opposed to how they're written (like Linked), right? 
> > 
> Actually, HERO makes defenses more powerful than the attack 
> they defend against on purpose. 
 
 
	Yes, but generally not that grossly more powerful.  While it will 
take 36 pts to cancel out your average EB blast at 60 AP, it will take 
only pts to cancel out your average flash at 60 AP.  That's way too much 
power in that defense. 
 
 
			-Tim Gilberg 
 
From: Rick Ryker <RRYKER@ctginc.com> 
Subject: RE: Foci and Instant Change 
Date: Fri, 17 Oct 1997 13:33:36 -0500 
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> >>>>> "RR" == Rick Ryker <RRYKER@ctginc.com> writes: 
>  
> RR> The rules make no mention of difficulty being a necessity for 
> OIHI. 
>  
> It mentions that there are difficultings in *changing* between normal 
> and 
> heroic identites.  The nature of the difficulties do not need to be 
> tied to 
> game mechanics, but they must be there or the limitation is 
> meaningless and 
> thus worth no bonus. 
>  
It mentions them because it normally takes time to change clothes. 
The Instant Change power gives you the ability to change clothes 
instantly. 
The example in the rule book gives this as an example of how you can 
give 
a character the Only In Hero ID power limitation and still allow him to 
get 
into battle quickly without having to find a phone booth to duck in to 
(which would be kind of hard now-a-days anyway). 
 
-RICK 
 
From: Rick Ryker <RRYKER@ctginc.com> 
Subject: RE: Foci and Instant Change 
Date: Fri, 17 Oct 1997 13:48:42 -0500 
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> >>>>> "JD" == Jeremiah Driscoll <jdriscol@vt.edu> writes: 
>  
> JD> So, Instant Change means you can't have OIHID?!?!?!? 
>  
> Pretty much.  If unrestricted Instant Change allows you to circumvent 
> the 
> restrictions of OHID then OHID is worth no bonus. 
>  
The Only In Hero ID restrictions cannot be circumvented just by having 
Instant Change.  First of all, you have to change.  Second, you may not 
be able to change freely for psychological or practical reasons. 
("Well, Lois is in trouble.  But I can't change into Superman in the 
middle 
of this crowd.  I need to get to a phone booth quick!") 
I know this is not a good example.  A better one would have Thor's alter 
ego 
having to duck behind a partition or something else to hide behind so he 
can 
hit the floor with his walking stick.  Which by the way is Instant 
Change with 
Power Limitations of OAF and "must hit stick/hammer on ground/floor". 
 
If your campaign is nothing but fighting all the time and the characters 
never 
need to sleep or change into their non-combat personas, then OIHID is 
not 
worth anything.  If your campaign has a fair amount of non-combat time, 
and/or the character is in his non Hero ID at least part of the time, 
then it 
is worth full value, because the Powers are limited for the time the 
character 
stays in non-HERO ID.  Just because he has Instant Change doesn't mean 
he will always change back and forth.  The fact that the character in 
the 
example that started this thread did a back to back Instant Change out 
of 
and back into his Hero ID is something the GM will have to come up with 
consequences for.  Make the PC lose his Secret ID disadvantage. 
Maybe give him a Public ID disadvantage.  Where is the media in all 
this? 
"Mr. PlainGuy, would you please tell the world what it's like to be able 
to 
change into SuperDuperBoy any time you want to?"  "No comment." 
"But Mr. PlainGuy, the world wants to know!" 
"Mommy, can you ask Mr. PlainGuy if he can turn into SuperDuperBoy and 
rescue my kitty cat for me?  Please?"  "FLASH!  SuperDuperBoy refuses 
to save little girl's kitty!" 
If that doesn't work or no one else was around at the time of the 
change, 
remember that the villian now knows who SuperDuperBoy is in his non-Hero 
ID. 
Time to have the villian make SuperDuperBoy's life a real pain. 
Hmmm.  Only thing I see here is a GM who is not enforcing the disads. 
 
-RICK 
 
From: Rick Ryker <RRYKER@ctginc.com> 
Subject: RE: Time Lines for Campaign Worlds 
Date: Fri, 17 Oct 1997 14:01:05 -0500 
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In many campaigns that I've been in, the GM used our own present day 
timeline. 
 
Remember that history in the history books is just the "official" 
version of what happened. 
The premise is that nobody believes in things that just can't exist. 
(i.e., UFOs.) 
Everything in history may or may not have happened with para-normals 
present, 
but the actual causes are glossed over, since no one would believe the 
truth anyway. 
 
The sinking of the Spanish Armada was the work of English government 
para-normals. 
The Kamikaze ("Divine Wind") that sunk Kublai Khan's fleet off the coast 
of Japan? 
Same thing.  Japanese para-normals beat the Mongolian para-normals in 
battle. 
 
The newspapers in our campaign world would report the consequences of 
our 
episodes, but our Player Characters and NPCs wouldn't ever be named. 
 
It seems that the earthquake in San Francisco was just the aftermath of 
a battle. 
El Nino on the west coast of Mexico was the result of a para-normal's 
weather powers. 
 
This also helped a lot whenever time travel happened to get introduced. 
We go back in time.  We try to stop some evil thing fom happening. 
Supers from that time period intercept us.  Big battle happens.  Dresden 
burns. 
It was reported as a massive bombing strike by the British.  But we know 
better. 
 
-RICK 
 
From: Chris Lynch <chris@lynch1.demon.co.uk> 
MMDF-Warning:  Parse error in original version of preceding line at post.mail.demon.net 
Subject: Re: Fw: Effective Armour Management (was Norse God of Thunder) 
Date: Fri, 17 Oct 1997 20:02:08 +0100 
X-MSMail-Priority: Normal 
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Thats certainly a perfectly good way of doing it, and is a lot lower on the 
munchkin scale than my initial suggestion. If this was the way I was asked 
to do it in a campaign by my GM,I certainly wouldn't have any objections. 
 
By the way, thanks for complimenting my discussion of the problem (it didn't 
go unnoticed!) 
 
TTFN 
Chris. 
 
 
-----Original Message----- 
From: Robert A. West <robtwest@erols.com> 
To: champ-l@omg.org <champ-l@omg.org> 
Date: 16 October 1997 08:11 
Subject: Re: Fw: Effective Armour Management (was Norse God of Thunder) 
 
 
>Chris Lynch wrote: 
>> [I suggested a VPP to represent multiple suits] 
>> 
>> I don't like using VPP for representing suits of armour. Although they 
would 
>> obviously be customisable you are left in a bit of a no-win situation. 
> 
>Oh no!  Not a no-win situation!!!!  :-) 
> 
>[snipped good, detailed discussion of the problems] 
> 
>You can restrict what powers can come out of a VPP.  IMHO, a VPP that 
>contains only powers that are pre-approved by the GM, or only 
>configurations of powers that are pre-approved by the GM are valid, and 
>entitled to limitations. 
> 
>I might apply the following limitations to the first control cost, which 
>represents changing suits or building a new suit. 
> 
>Powers are limited to N active points(-1/2) 
>Powers are restricted to pre-approved configurations(-1/2) 
>Changing configurations requires that the suit be available(-1/2) 
>OIF(-1/2) 
>Total limitation = -2.  By special effect, designing a new suit (approved 
>configuration) requires days, or weeks, or access to special materials. 
> 
>Now, most power armor includes at least one multipower, but multipowers 
>are forbidden in VPPs.  Rather than relaxing this stricture, we can have 
>each suit design include a list of powers that conceptually should be in 
>a multipower, and allow these to be controlled via a second control cost, 
>which only applies to enough of the pool to describe the largest MP of 
>any of the suits. 
> 
>Zero Phase(+1) No skill roll(+1): total advantages=+2. 
>Powers are restricted to "MP" set for this suit(-3/4) 
>Changing available set requires changing suit(-1/4) 
>OIF(-1/2) 
>Total limitation = -1 1/2. 
> 
>If the total real points of each suit are 200 and the MP size is 80, then 
>the costs would be: 
> 
>200 VPP Size Cost 
>33 Control Cost -- changing and designing suits 
> No power over 80 active points.  Change powers by changing suit. 
> New suits require extensive time out-of-game. OIF 
>48 Control Cost on 80-point "MP" 
> Only applies to 80 points.  Zero phase, no skill roll 
> Only powers on MP list for OIF suit worn. 
>--- 
>281 
> 
>I think that this meets most or all of your objections. 
> 
> 
>-- 
><-------------------------------------------------------> 
>Robert A. West ///  "Censorship is tyranny." 
>Phone W:(215)466-3628; H:(215)348-9113 
>http://www.erols.com/robtwest 
> 
> 
 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: Foci and Instant Change 
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>>>>> "RR" == Rick Ryker <RRYKER@ctginc.com> writes: 
 
RR> Instant Change power gives you the ability to change clothes instantly. 
RR> The example in the rule book gives this as an example of how you can 
RR> give a character the Only In Hero ID power limitation and still allow 
RR> him to get into battle quickly without having to find a phone booth to 
RR> duck in to (which would be kind of hard now-a-days anyway). 
 
"A Limitation that does not limit the character is worth no bonus." 
 
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From: Rick Ryker <RRYKER@ctginc.com> 
Subject: RE: Non-Stereotypical Minority Supers 
Date: Fri, 17 Oct 1997 14:03:50 -0500 
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> 	I'm actually not too strong on each of the main classifications. 
> I'm really only familiar with the Algonquin (Algonkin) which is where 
> the 
> Ojibwa are from.  (Incedentally, Ojibwa is just Chippewa spelled 
> slightly 
> different.  Both are assigned from outside sources.  The tribe calls 
> itself Asseniboine -- meaning, basically, "the people".) 
>  
Actually, most peoples' names for themselves mean pretty much the same 
thing. 
Germans called themselves Allemagne (sp) which meant "All the People" 
(Remember there were many germanic tribes back then, each of which was a 
people.) 
 
-RICK 
 
X-Sender: ctaylor@pop.cyberis.net 
Date: Fri, 17 Oct 1997 12:03:54 -0700 
From: Christopher Taylor <ctaylor@cyberis.net> 
Subject: Re: Unbalanced Mental Power ? 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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>     If someone gets a telepathy, and very good mind scan and ego attack 
>for example. He can make a telepathy link with someone of his team, and 
>then away from the danger of the battle, and receiving information about 
>the battle from his partner he could just mind scan and ego attack any 
>opponent his partner could detect, being almost completely safe. And he 
>could even get these powers by an Elemental Control. 
>     Is this right ? What do you think about this ? 
 
Yep, I had one character do this, he used mental illusions to scary effect 
too, amazingly capable guy with the power.  He would stay back in the bus as 
they called their shuttle and use LOS and mind scan to nail people, it was 
really good, and funny cause he couldnt fly the thing.  One time I actually 
crashed his shuttle, and he was a lot more careful after that. 
 
---------------------------------------------------------- 
Sola Gracia		Sola Scriptura		Sola Fide 
Soli Gloria Deo		Solus Christus		Corum Deo 
----------------------------------------------------------- 
 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: Non-Stereotypical Minority Supers 
Mail-Copies-To: never 
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Date: 17 Oct 1997 15:04:32 -0400 
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>>>>> "TRG" == Tim R Gilberg <trgilber@hilltop.ic.edu> writes: 
 
TRG> The tribe calls itself Asseniboine -- meaning, basically, "the 
TRG> people".) 
 
You will find that most tribes' or nations' names for themselves translates 
as "the people" or something similar. 
 
[...] 
 
TRG> 	Ceremony is by Leslie Marmon Silko.  I'm not sure about the other, 
TRG> but I think it's by N. Scott Momaday -- he also wrote "House Made of 
TRG> Dawn". 
 
Two points for Tim. 
 
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--  
Rat <ratinox@peorth.gweep.net>    \ Do not taunt Happy Fun Ball. 
PGP Key: at a key server near you! \  
                                    \  
 
X-Sender: ctaylor@pop.cyberis.net 
Date: Fri, 17 Oct 1997 12:12:16 -0700 
From: Christopher Taylor <ctaylor@cyberis.net> 
Subject: RE: hero cannon? 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
>Most of the questions in this forum have been hashed over before in AC. 
>"There is nothing new under the sun."  (Who said this?  Biblical?) 
 
Much like this mailing list heh heh, thats from Ecclesiates and its pretty true 
 
---------------------------------------------------------- 
Sola Gracia		Sola Scriptura		Sola Fide 
Soli Gloria Deo		Solus Christus		Corum Deo 
----------------------------------------------------------- 
 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: Foci and Instant Change 
Mail-Copies-To: never 
X-No-Archive: yes 
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Organization: The Happy Fun Ball Brigade 
Date: 17 Oct 1997 15:34:59 -0400 
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>>>>> "JD" == Jeremiah Driscoll <jdriscol@vt.edu> writes: 
 
JD> Did you have to waste our time just to chant?  Our (mine and Rick 
JD> Ryker's) contention is that it *is* a Limitation.  Possibly not a 
JD> *combat* oriented Limitation...  but then, if you discount those, get 
JD> rid of 75% of the Disadvantages on your sheet, too. 
 
Given that the described use of Instant Change was specifically to overcome 
any disadvantages to Focus or OHID, I believe that it did need being said. 
The character in question clearly was *NOT* limited by either Focus or 
OHID.  He was able to retrieve his weapons with no effort; likewise he was 
able to switch between normal and heroic identities without restriction. 
 
So, no bonus. 
 
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From: "\"qts\" <qts@nildram.co.uk> 
        \"champ-l@omg.org\"" <qts@nildram.co.uk> 
Date: Fri, 17 Oct 97 20:05:14  
Reply-To: "qts" <qts@nildram.co.uk> 
Priority: Normal 
Subject: Re: The Dreaded TRANSFORM (was Grey Areas) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Fri, 17 Oct 1997 05:50:03 -0700, Bob Greenwade wrote: 
 
>At 07:12 PM 10/16/97, qts wrote: 
>>On Wed, 15 Oct 1997 02:18:19 -0700, Robert A. West wrote: 
>> 
>>>Here's another.  The grey area of all grey areas. 
>>> 
>>>The dreaded....TRANSFORM......aka the last refuge of a GM. 
>>> 
>>>What's major?  What's minor?  
>> 
>>It's easiest to do this by example: 
>> 
>>Turning a white man black (eg the bag of soot in the face) is a 
>>Cosmetic Transform 
>>Turning a black man into an Asiatic is a Minor Transform 
>>Turning a woman into a frog is a Major Transform 
> 
>   My general rule on this is: 
>   If the Transform does not affect the character sheet (except maybe a 
>word or two at most), it's a Cosmetic Transform. 
 
Yes. 
    
>If it shifts a few of the target's points around, but the total is the 
>same, it's a Minor Transform. 
 
Shifting point is definately Major - shifting SFX can be minor. 
 
>   If it changes the point total, it's a Major Transform. 
>   The number of points that can be shifted with a Minor Transform is the 
>maximum that could be rolled on the dice.  Similarly, a Major Transform 
>could either add or subtract the same maximum.  (Again, this is a general 
>rule, with many possibilities for exceptions that would seem obscene if it 
>were a hard rule.) 
 
But balanced with Disadvantages if points are added. 
 
>>Creating something out of thin air is usually a Major Transform. 
> 
>   With ya on that; I think the rulebook even says so. 
> 
>>> Do cumulative transforms allow something to  
>>> be partially transformed?   
>> 
>>No. 
> 
>   Agreed, though it would be nice if there was an Advantage (+1/2?) that 
>could make a Cumulative Transform into a Gradual Transform. 
 
The problem here is that you get to a stage where the effect is 
affecting the target without the character having paid points for it.  
Example: a prince being turned into a frog is going to gradually lose 
COM. 
 
If you want to do this, then it seems perfectly sensible to me that you 
buy an addition power, eg Drain, with appropriate effects. I'd do it 
like a poison, with Gradual Effect. 
 
>>> How about one that aggravates an existing disadvantage?  
>> 
>>This depends: if you're directly affecting the character, then Major; 
>>if you're affecting some_thing_ which affects the character, then Minor 
>>or major depending upon the degree of change. 
>> 
>>Example: the Norse god Balder was Vulnerable to holly (or was it 
>>mistletoe?). If you change his Vulnerability from holly to oak, that's 
>>Major; if you change your oak spear to holly, that's minor; if you 
>>change your *steel* spear to holly, then that's Major; if you change 
>>your steel spear to look like it's made of holly, to try and make 
>>Balder run off, then that's Cosmetic. 
> 
>   By my system, the first would be Minor, the rest Cosmetic.   
 
In the first example, you're semi-permanently affecting the character, 
definitely a Major Transform; in the second you're changing the SFX of 
your attack. See above for my delineations. 
 
>(I'm not 
>saying that your judgements are bad here; I'm just recycling your example. 
>It always helps to be environmentally conscious, even in cyberspace.) 
 
<chuckle> 
 
>>>Do the number of points in question matter? 
>> 
>>Depends upon the effect: if you're Transforming a price into a frog, 
>>then no; if you're Ba Kien transforming the local populace into 
>>Super-boxers, then additional powers have to be balanced by additional 
>>limitations, and the added points can't exceed the Active Points in the 
>>power (qv Ninja Hero). Unless the GM so allows it. 
> 
>   Agreed there.  If you're just trying to add a Disadvantage ("Worships 
>Foxbat"), then the number of points should be limited.  If you're trying to 
>make gross changes ("He's a chicken, I tell you!  A giant chicken!"), then 
>why bother? 
 
Agreed, you shouldn't try to balance things like that. 
 
 
X-Sender: bob.greenwade@klock.com (Unverified) 
Date: Fri, 17 Oct 1997 13:22:03 -0700 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Vehicle Biblio References 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 09:34 AM 10/17/97 +0600, Jeremiah Driscoll wrote: 
>At 05:49 AM 10/15/97 -0700, Bob Greenwade wrote: 
>>   I'd call those two forms "incredibly different"!  Just compare Jaguar's 
>>two forms in the BBB (a quite similar situation) to see how different they 
>>can be!  I mean, what are you asking for -- a teenager who transforms into 
>>a Trans Am? 
>> 
>Criminy!  What's with all the references?  That's Teen Turbo, right? 
>Saturday morning cartoon.  Also did something similar in the "Pole Position" 
>cartoon, where two drivers turned into their cars with cheesy computer 
effects. 
 
   I was hoping someone could come up with Teen Turbo.  I'm trying to build 
a bibliography of source material for vehicle-based adventures, and this 
title was staying just out of my mental grasp. 
   I'd forgotten all about Pole Position, too.  Gotta add that.   :-] 
   Thanks! 
--- 
Bob's Original Hero Stuff Page! 
   http://www.klock.com/public/users/bobg/original.htm 
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X-Sender: bob.greenwade@klock.com (Unverified) 
Date: Fri, 17 Oct 1997 13:25:01 -0700 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Poll for OS 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 09:29 AM 10/17/97 +0600, Jeremiah Driscoll wrote: 
>At 05:47 AM 10/14/97 -0700, Bob Greenwade wrote: 
>>At 10:24 AM 10/13/97 -0700, Mark Lemming wrote: 
>>>Tim R. Gilberg wrote: 
>>>>         Now, to bring this back to Champions -- anyone besides me been 
>>>> tempted to run a session or two with Bill Gates as the big villian? 
>>>> Next time I'm in the mood for humor I'm gonna do something of the 
sort.  Or 
>>>> maybe Foxbat kidnaps him for some reason . . . hmmm.  Nope, won't 
>>>> work, the players wouldn't want to rescue him. 
>>> 
>>>A friend has him as a recurring villian.  He's actually an ancient 
>>>dragon that has assumed a human form and is slowly taking over the 
>>>world.  Except for the dragon part he's just like this world's 
>>>version... 
>> 
>>   Or maybe he's a robotic vehicle for a hamster bent on world domination. 
>> 
>I don't know sounds a little too...  Earth C- / Captain Carrot / Zoo Crew 
>-ish. 
 
   It actually is from Pinky & the Brain.  (The Brain was about to try this 
when Snowball the Hamster beat him to it.) 
--- 
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Comments: Authenticated sender is <b1tlbx98@pop1.sympatico.ca> 
From: "Vance Scott" <vances@sympatico.ca> 
Date: Fri, 17 Oct 1997 20:46:57 +0000 
Subject: Re: Time Lines for Campaign Worlds 
Reply-to: vances@sympatico.ca 
Priority: normal 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
> >As a GameMaster I find it boring or discouraging to play in a game  
> >where I don't like the player characters, or the world. For me it  
> >is self defeating to allow the players to define a campaign world,  
> >and history I don't like. The players wants, and wishes should be  
> >considered during the creation process, but it's the GM that must be  
> >satisfied. I'm the one doing the work it's up to me to define the world.  
> >The creation process seldom works well in commitee, believe me I've  
> >tried. 
>  
> Um, OK, Vance.  By letting the players help, I don't see how that can 
> possibly hurt the game 
 
Power Gamers. Not every gamer thinks of the welfare of the game, but  
instead of advantages that their characters can have through  
definition of the world. I'm the champions Guru of my group the  
others aren't as familiar with super hero rpg as I am. 
 
 
 
> -- for whom are you running the dang thing, anyway? 
 
Me, and I think anyone who answers differently are deceiving  
themselves, or an extremely rare individual. 
 
> I have heard about (and 
> played in a few) games where the GM made all the decisions and wouldn't 
> even consider that kind of input, but I thought they were the exception. 
 
As i said I've tried gaming by commitee it don't work. If the players  
have a good idea i'm more than happy to hear it.  
  
> Sorry that you seem to consider this a personal attack. 
 
I Didn't take it personal. 
 
>  Just wondering why, since I don't.  
 
I thought the list of uses that both Robert West and I compiled  
answered the why question rather well. 
 
> No need to get all excited-like or nuthin'.   Many apologizes, 
> guys, if that wasn't obvious.  
 
I rather thought you wanted a reply. I wasn't offended, but it seems  
others may have been. 
 
Vance Scott 
 
Vanquisher of all foes. 
 
X-Sender: bob.greenwade@klock.com (Unverified) 
Date: Fri, 17 Oct 1997 13:50:24 -0700 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: RE: Ablative Energy Blasts (Was: Re: Heromaker: Who uses it?) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 10:00 AM 10/17/97 -0500, Rick Ryker wrote: 
>>    Well, the way I'd have it work is kinda like overheating from use. 
>> The 
>> first time the character fires the blast, it works normally; the 
>> second 
>> time, it gets a 15-; the third time, 14-; and so on.  If it doesn't 
>> work, 
>> then it doesn't "heat up," so the Activation Roll doesn't go down, but 
>> any 
>> Charges, END, Expendable Foci, and such would still be used. 
>>  
>This sounds like a variation of BurnOut.  Variable BurnOut?  Ablative 
>BurnOut? 
>BurnOut is like Activation except you only roll if it successfully 
>activated 
>(so you can take both Activation and BurnOut to represent an X 
>prototype). 
 
   Burnout is a little different from what I'm describing.  Let's take an 
example for two weapons with the same Limitation level: 
 
Use  Ablative                         13+ Burnout 
1st  Works; acts now on 15-           Works; roll 8; still good 
2nd  Roll 8; works; acts now on 14-   Works; roll 11; still good 
3rd  Roll 11; works; acts now on 13-  Works; roll 14; burns out 
4th  Roll 14; does not work           Does not work 
5th  Roll 8; works; acts now on 12-   Does not work 
 
   See the difference? 
--- 
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   http://www.klock.com/public/users/bobg/original.htm 
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X-Sender: bob.greenwade@klock.com (Unverified) 
Date: Fri, 17 Oct 1997 14:01:10 -0700 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: RE: Grey Areas 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 10:46 AM 10/17/97 -0500, Rick Ryker wrote: 
>> >The way disads work for multiform and duplication is pretty 
>> confusing,  
>> >cutting them out of the cost calculation might be helpful, though 
>> >you'd probably want to increase the cost of multiform, say by 
>> starting  
>> >it at 0 pts... Multiform cost: 30pts for a 0 base pt multiform 
>> +5/1pt,  
>> >15pts +10/1 for each additional form.  Forms cannot have more base 
>> points  
>> >than the base forms base pts + exp, and cannot have more disads than  
>> >the normal champaign limit. 
>>  
>>    I like this plan, at least provisionally.  I've never liked the 
>> rule of 
>> paying for points in "secondary entities" that are covered by 
>> Disadvantages.  It's like paying for them twice, or taking 
>> Disadvantages on 
>> a character without *really* getting points for them. 
>>  
>There is a fundamental difference between a follower bought as a disad 
>and a follower bought with character points. 
 
   A "Follower" bought *as* as Disad isn't a Follower; it's a DNPC.  It 
also has nothing to do with what I was talking about. 
   What I was talking about was that, in most cases, a "secondary entity" 
based on 75 points with 75 points of Disadvantages costs the main character 
just as much as one  based on 100 points with 50 points of Disadvantages, 
or one based on 150 points with no Disadvantages.  This isn't true of 
Followers (which use Base Points), but it is true of Duplicates and 
Multiforms.  (I'm not clear on Summon for this one.) 
 
>That these two persons can be the same just means that your sidekick 
>(to use an old Golden Age Champions term) helps you a lot (a la Rhodey) 
>but also frequently gets into trouble (plot device). 
 
   I would not allow a character to take the same individual as both a 
Follower and a DNPC.  The character is either a DNPC with useful Skills, a 
Follower with Disadvantages that get him into trouble, or a fellow PC. 
--- 
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X-Sender: bob.greenwade@klock.com (Unverified) 
Date: Fri, 17 Oct 1997 14:03:27 -0700 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: RE: hero cannon? 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 10:20 AM 10/17/97 -0500, Rick Ryker wrote: 
>If you look at the rules before 4th Edition and the references above 
>that also existed before 4th Edition, you will find that most of these 
>'optional' 
>rules were included in 4th Edition (if only stream-lined a bit). 
>Especially the Adventurers Club.  As a matter of fact, the AC usually 
>published clarifications to parts of the rules that seemed ambiguous. 
 
   A lot of this attitude seemed to change after the 4th ed came out, 
though.  A number of books since then have had expansions of the rules, but 
not all of the rules expansions have found their way into other volumes. 
 
>Most of the questions in this forum have been hashed over before in AC. 
>"There is nothing new under the sun."  (Who said this?  Biblical?) 
 
   Solomon, I believe. 
--- 
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X-Sender: lizard@dnai.com 
Date: Fri, 17 Oct 1997 14:09:14 -0700 
From: Lizard <lizard@dnai.com> 
Subject: Re: Powwow 
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 
 
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At 01:13 PM 10/17/97 -0500, Tim R. Gilberg wrote: 
> 
>	Not so much bigoted as insensitive, perhaps.  It depends.  As I 
>stated in my post, using the ideas, concepts, and beliefs of a  
culture 
>without that culture's permission is straight out cultural theft.  
 
Since I cannot ask a 'culture' for anything, how can it give me  
permission? Where do I write to "Indian Culture" to ask for  
permission to use one of their symbols? Is there a form to fill out?  
The entire concept of 'cultural theft' is ridiculous, and, frankly,  
more than a little revolting. 
 
 The 
>concept is nebulous in the legal arena, but it is getting more 
>recognition.  I would point everyone to the "Wannabi Tribe" home  
page, 
>which pointed out the worst examples on the net, but the maintaniner  
shut 
>it down to concentrate on legal action against the perpretators.   
Instead, 
>check out the "A Line in the Sand" page, dedicated to guarding  
against 
>cultural theft -- at least of Native American culture. 
 
There is no such thing as 'cultural theft', because a 'culture'  
cannot own anything -- a 'culture' does not exist as reified entity.  
Only individuals can exist, and, while an individual can own specific  
creative works, they cannot own a culture.(In other words, I can own  
a book I wrote. I cannot own the concept of 'novel', even though that  
concept is linked to a specific culture. If a Native American writes  
a novel, using a literary form which is purely European, does that  
mean he is committing 'cultural theft'?) 
 
Or do you think all those High School teams with psuedo-Greek warrior  
insignia are 'stealing' Greek culture? The Greeks of today are the  
direct physical and cultural descendants of the Greeks who worshipped  
Zeus and told tales of Achilles and Ulyysses -- why so little fuss  
over 'cultural theft' from them? 
 
Should I be allowed to create 'anime style' game worlds, since I'm  
not Japanese? Perhaps I ought to avoid superheroes entirely, since  
the Nieztchian inspiration would be stealing from German culture.  
Hell, the entire concept of role-playing descends from theatre, which  
is from the Greeks -- and I never asked 'Greek Culture' for  
permission to steal one of their sacred rites. (And, YES -- ancient  
Greek theatre was as ritualised and important to them as the powwow  
was to the tribes which practiced it.) 
 
EVERYTHING is 'cultural theft' since we are all living in a polyglot  
society which has built "its" culture on bits and pieces "stolen"  
from countless others. To claim that one culture ought to be  
'protected' from such 'theft' is ridiculous. It's also racist --  
implying that culture (a set of learned behaviors) can be linked to  
genetic heritage, and enforced by law. (I dimly recall at least one  
case where an artist was told he was not allowed to produce crafts in  
an 'Indian' style, because he was not of the correct ancestry. THAT  
is an *obscenity*. Similair issues are occuring in Australia. No one  
has a right to tell someone else what they can create or think, and  
if I am inspired by Japanese, or Native American, or Australian  
Aborigine art or myth or craft, then I have EVERY right to create  
according to my inspiration, just as members of that culture have a  
right to imitate Jewish art, craft, or myth, if they are so  
inspired.) 
 
(I, speaking as a Representative Of Jewish Culture (and who is to  
claim I am not?), hereby grant permission to all peoples of all races  
and ancestry to use our icons, myths, legends, traditions, and slang  
for your own creative works, in perpetuity and without further  
obligation. Have fun!) 
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X-Sender: bob.greenwade@klock.com (Unverified) 
Date: Fri, 17 Oct 1997 14:13:19 -0700 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Non-Stereotypical Minority Supers 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 10:36 AM 10/17/97 -0700, Brian Wong wrote: 
>> characters in Horror Enemies are stereotypes (though Maze is a kewl twist 
> 
> Horror Enemies? 
>Did I miss something in my shopping cart? 
 
   Creatures of the Night: Horror Enemies. 
   Featuring the Devil's Advocates (of whom Maze is a member), the Totems, 
the Great Beast, Archimago, and Rev. Gil Purdue, to name just the stereotypes. 
   It's written by Dean Shomshak (author of The Ultimate Super Mage), but I 
recommend its purchase anyway.  A lot of the stuff there is really 
interesting. 
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Date: Fri, 17 Oct 1997 16:14:17 -0500 (CDT) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Subject: More on Powwow and Tribal.com 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
	I just had the opportunity to go meandering through "A Line in the 
Sand Page".  I found some references to Tribal.com and Powwow, things I 
hadn't actually seen before. 
 
	It's a lot worse than I orignailly thought.  Before, I just would 
refuse to use it and hope others did the same.  Now I fervrently urge 
others to not use the product and to write or e-mail the company 
expressing outrage at the product and site. 
 
	The company is *NOT* founded or owned or funded by any natives or 
native tribes.  In fact, it is a sub-corporation of McAfee, the virus 
people.  (Whose products I from this time refuse to use.)  I didn't 
explore the whole thing before, but it seems to be a great joke to McAfee. 
Check out the editorial at URL 
 
	http://indy4.fdl.cc.mn.us/~isk/editorial.html 
 
 
	Here is a link to an explination on how the page is quite racist 
(yes, I mean that term now) and offensive to native american cultures. 
There is also some email back and forth from the author to McAfee where he 
trates the whole subject as a farce. 
 
	I'm quite angry after reading it right now, but I urge others to 
check out the editorial.  Its a little more justification for my earlier 
views than I previously provided. 
 
 
 
			-Tim Gilberg 
 
X-Sender: bob.greenwade@klock.com (Unverified) 
Date: Fri, 17 Oct 1997 14:16:35 -0700 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Power modifiers 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 11:36 AM 10/17/97 -0400, Stainless Steel Rat wrote: 
>BG>    1) It must be bought either Usable Against Others, or possibly 
>BG> Usable By Others. 
> 
>Just remember that when you apply Usable Against Others to a power it then 
>may be used to make attacks.  As such, you need to define a reasonably 
>common defense or set of defenses against the power -- and this can be 
>difficult for powers that normally have no defense and do no damage. 
>Usable Against Others on movement powers should be considered a last 
>resort. 
 
   I agree, especially with the last sentence.  If one wants an AE 
movement, I'd recommend representing it with an AE TK Linked to the 
Movement. 
--- 
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 
 
 
X-Sender: bob.greenwade@klock.com (Unverified) 
Date: Fri, 17 Oct 1997 14:31:21 -0700 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Unbalanced Mental Power ? 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 01:45 PM 10/17/97 -0300, Rodrigo Cesar Gevaerd de Faria wrote: 
> 
>     If someone gets a telepathy, and very good mind scan and ego attack 
>for example. He can make a telepathy link with someone of his team, and 
>then away from the danger of the battle, and receiving information about 
>the battle from his partner he could just mind scan and ego attack any 
>opponent his partner could detect, being almost completely safe. And he 
>could even get these powers by an Elemental Control. 
>     Is this right ? What do you think about this ? 
 
   I would allow this.  In fact, it's a little disappointing that the 
Flashmen (in Allies) don't have a character like this.  However, the 
character is in for some complications. 
   First of all, any Mentalist IMC would be Hunted by Headhunter.  I'm 
giving some serious consideration to giving him a following, too.  Since 
most mentalists are also mutants, that adds PSI (who wants to recruit all 
mutant mentalists) and Genocide (whose current main activity is trying to 
exterminate all supposedly "good" mutants) to the Hunted roster. 
   Then again, it won't take much for the villains to figure out what this 
mentalist is up to, and either counterstrike or try to duplicate it.  In 
fact, Steve Long calls this "The Mentalist Sniper Syndrome" in The Ultimate 
Mentalist (page 89), and gives some recommendations on counteracting it. 
   My main tactic for this would be counteraction and reciprocation.  The 
majority of villain groups I use have at least one mentalist; if they're 
not capable of doing this specific trick, they can do something similar. 
Those that don't can develop and/or bring with them appropriate equipment, 
like Mental Detectors and weapons with No Range Penalty.  Smear campaigns 
in the press are cool too, for those using underhanded tactics. 
   Oh, and one mechanical note:  mechanically speaking, the mentalist could 
not accurately get position information from his colleague via Telepathy, 
or even Mind Link (though the latter is recommended for mentalists for 
unrelated reasons).  Nor would he need to, if he had Mind Scan.  But if he 
wants to target opponents without Mind Scan (which is, by most accounts 
including TUM, detectable by the target), he could get Clairsentience on 
Sight.  (Whether he'd need to buy that Clairsentience as a Targeting Sense 
is a matter of interpretation.) 
   Now I hope I haven't started yet another debate on mechanics.... 
--- 
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: "John Desmarais" <John.Desmarais@ibm.net> 
Date: Fri, 17 Oct 97 22:36:11  
Reply-To: "John Desmarais" <John.Desmarais@ibm.net> 
Priority: Normal 
Subject: Re: Minimum costs 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Sat, 18 Oct 1997 11:21:42 -0700, Rick Holding wrote: 
 
>-- Thanks for the responses on my last question.  AoE applied to non  
>attack powers is used occassionly by our gaming group with restrictions.  
> As far as I know, none of us also apply the useable against others as  
>well but neither is selective targeting on the AoE. 
> 
>	the next question is minimum costs.  Many powers have a minimum  
>cost associated with the power (Flight, Teleport, Tunneling, Flash  
>Defence, etc).  The argument at the moment is whether the minimum cost is  
>before or after the application of power advantages.  Any comments? 
 
Since the rules use the terminology "character points" I have always assumed this  
included advantages and limitations; as character points are the actual points you  
spend to buy things.  Frameworks, however, obvuscate the issue.  Also, as a GM, I  
make special allowances for low end games (Fantasy Hero, Justice Inc, etc...). 
 
Date: Fri, 17 Oct 1997 15:41:38 -0700 
From: Rick Holding <rholding@ActOnline.com.au> 
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 
X-Status:  
X-Keywords: 
X-UID: 147 
 
Trevor Barrie wrote: 
 
> > It seems straightforward to me that, in the latter case, Desolid would 
> > _not_ protect from the effect. I certainly wouldn't allow Desolid to 
> > protect a character from a Susceptibility for which they gained points, so 
> > why should it protect from an "everyman" Susc? 
> > 
> > I see no reason that most susceptibilities would affect most desolid 
> > characters. 
> > 
> > The rules state that you get no defense against your suscpetibility. 
> > Desolid isn't technically a defense, of course, but it seems to me that 
> > the intent of that rule is to make sure that the player can't use their 
> > Powers or stats to render the Susceptibility irrelevant. 
> 	Desolid as a defence protecting from susceptibilities may or may not work  
depending on the susceptibiliy itself.  If the susceptibility is a substance that must  
come in contact with the person (Salt for instance) then desoldification may protect him  
or her from it depending on the special effects of the desolid (shifted to a higher  
plane).  
       On the other hand, if its from radiation (green argonite meteorites) or special 
areas (Vampires vs holy ground or crosses) then being desolid probarly wont help a bit. 
-- 
----------------------------------------------------------- 
Ricky Holding    Email: rholding@ActOnline.com.au 
Work is only there to give us time to talk about play 
----------------------------------------------------------- 
 
Date: Fri, 17 Oct 1997 15:44:22 -0700 
From: Rick Holding <rholding@ActOnline.com.au> 
Subject: Power modifiers 
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: 146 
 
What's peoples opinions on Area of Effect applied to non attack powers, like Life  
Support, Flight ....or Teleport. 
----------------------------------------------------------- 
Ricky Holding    Email: rholding@ActOnline.com.au 
Work is only there to give us time to talk about play 
----------------------------------------------------------- 
 
--  
----------------------------------------------------------- 
Ricky Holding    Email: rholding@ActOnline.com.au 
Work is only there to give us time to talk about play 
----------------------------------------------------------- 
 
Date: Fri, 17 Oct 1997 15:49:23 -0700 
From: Rick Holding <rholding@ActOnline.com.au> 
Subject: Re: Foci and Instant Change 
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: 148 
 
> Rick Ryker wrote: 
> > 
> > INSTANT CHANGE:  "A character with this Special Power can 
> > instantly change from one identity to another and back again." 
> > "A character can change into any set of clothes he wants for 
> > 10 Character Points." 
> > 
> > This doesn't say anything about lugging focii around. 
> > 
> > ACCIDENTAL CHANGE:  No.  This doesn't seem right. 
> > Any of his enemies could repeat the magical incantation. 
> > 
> > (OIHI) "Only In Hero ID can also be used to simulate characters 
> > who seem to have a Focus but somehow never lose it."  (- 1/4) 
> > 
> > Well, your character lost his Sword, if only for a phase. 
> > The OIHI limitation is clearly not enough to model this. 
> > 
> > FOCUS:  The Sword:  Well, it was Accessible, and Obvious. 
> > And it obviously wasn't Immobile or Bulky or Expendable. 
> > Breakable or Unbreakable?  An unbreakable focus can be broken 
> > in the one way defined by the character when it was bought. 
> > An unbreakable focus can still be stolen though. 
> > If an unbreakable focus is stolen, it has to be retrieved, it can't 
> > be created again very easily.  Not retrieved, not re-made. 
> > A breakable focus can be repaired, rebuilt, or replaced by the 
> > character with some effort.  No break, and no effort here, though. 
> > Personal or Universal?  Well, universal because his enemy tried 
> > to whack him with it.  (Unless his enemy also qualifies under 
> > the special effect of the Universal part of the focus.) 
> > 
> > Although it has most of the characteristics of a Focus, 
> > I would say that this was not a Focus, just a special effect. 
> > 
> > The question is:  How did the player lose his special effect weapon? 
> > 
> > I would say that this wasn't a focus and he could have just 
> > wished it back into his hand instead of taking a phase to change 
> > clothes and a phase to change back.  (5 seconds each) 
> > 
> > If it was a focus, then Hero ID or no Hero ID he lost his focus. 
> > I seem to recall Thor losing his hammer at least once. 
> > No, that was after he lost his mortal identity (Only In Hero ID). 
> > I don't think Thor's hammer was a Focus until after he lost 
> > his mortal identity. 
> > 
> > -RICK 
> > 
> > ---------------------------------------- 
> > All quotes are from Hero Games' "Super Role-playing Game and HERO System 
> > Rules; 
> > Champions: The Super Role-Playing Game (R)" Fourth Edition, First 
> > Printing dated 1989.  
--      I had a character, (recently killed after ten years of play), who 
had a sword, shield and armour.  The armour and shield were foci with all 
the pro's and con's which go with it. 
  
        The sword was a special effect that could be taken and disarmed 
and all the rest.  It was to all intents and purposes a foci.  But it was 
not brought with the foci limits.  It had a couple of small limitations 
that I had to be unheld to use it and if taken. I needed to spend a half 
phase to call it back, actually shouting out its name.  Both of these got 
me a 1/4 back each. 
----------------------------------------------------------- 
Ricky Holding    Email: rholding@ActOnline.com.au 
Work is only there to give us time to talk about play 
----------------------------------------------------------- 
 
--  
----------------------------------------------------------- 
Ricky Holding    Email: rholding@ActOnline.com.au 
Work is only there to give us time to talk about play 
----------------------------------------------------------- 
 
X-Sender: mactyre@mail.aci.net 
Date: Fri, 17 Oct 1997 16:16:50 -0700 
From: Matthew Mactyre <mactyre@aci.net> 
Subject: Re: What a Timeline is truely good for 
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 
 
-----BEGIN PGP SIGNED MESSAGE----- 
 
At 11:35 AM 10/16/97 -0700, Rook wrote: 
>    I agree here. I can't stand being railroaded. Many of the online  
PBeM'sread 
>that way. The only exeption I found was the first half of the VC PBeM. 
>Unfortunatly, it too fell into railroading in the latter half. The G3 game  
was 
>also a heavy victim of this. Every action taken went against the PC's  
somehow. 
>I'm currently lurking through as many PBeM's as I can. Mostly so I can  
choose 
>the style I'll use when/if I decide to GM one myself. But also to compare  
and 
>note the good and bad points of them. 
 
Brian,  
 
You don't know what you are talking about here.  I have the advantage of  
looking over Shelley's shoulder when she is running the G3 games, and she  
doesn't railroad players into any action.  There are times when the players  
need to be pointed in a certain direction to further the plot.  In a face to  
face game this is a much easier proposition, in PBEM it is more like  
cooperative storytelling and the GM often has to lead the way.  I'm sure when  
you have run as much PBEM as Shelley has you'll understand the process  
better. 
 
Regards, 
 
Matthew 
-----BEGIN PGP SIGNATURE----- 
Version: PGP for Personal Privacy 5.0 
Charset: noconv 
 
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_________________ 
Matthew Mactyre 
mactyre@aci.net 
http://www.mactyre.net 
PGP Key available on request 
PGP fingerprint =  A2 AE 68 AE 2E 96 94 C3  30 ED 53 59 A6 FF 3B 1F 
If you can't describe it with numbers, it isn't a science. 
 
Date: Fri, 17 Oct 1997 20:44:07 -0300 (EST) 
From: Rodrigo Cesar Gevaerd de Faria <gevaerd@laranjeiras.lci.ufrj.br> 
cc: champ-l@omg.org 
Subject: Re: Unbalanced Mental Power ? 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
>    Oh, and one mechanical note:  mechanically speaking, the mentalist could 
> not accurately get position information from his colleague via Telepathy, 
> or even Mind Link (though the latter is recommended for mentalists for 
> unrelated reasons).  Nor would he need to, if he had Mind Scan.  But if he 
> wants to target opponents without Mind Scan (which is, by most accounts 
> including TUM, detectable by the target), he could get Clairsentience on 
> Sight.  (Whether he'd need to buy that Clairsentience as a Targeting Sense 
> is a matter of interpretation.) 
 
        Can someone with Mind Scan search for "hostile opponents that 
might be attacking his friends" without even knowing who might that 
opponents do or if they exist? What is the minimum information he 
need to know to be able to try to "connect" to an enemy by mind scan ? Or 
what side effects there could be depending on his knowledge? (like 
targeting a random person for example) 
 
                  []s. 
 
Date: Fri, 17 Oct 1997 17:23:18 -0700 
From: Rick Holding <rholding@ActOnline.com.au> 
CC: champ-l@omg.org 
Subject: Re: Power modifiers 
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: 153 
 
David Streeter wrote: 
>  
> On 17 Oct 97 at 15:44, Rick Holding rhetorically propounded: 
>  
> > What's peoples opinions on Area of Effect applied to non attack powers, like Life 
> > Support, Flight ....or Teleport. 
>  
> Reasonably useless unless also bought with usable by/against others. 
>  
> David 
> -------------------------------------------------- 
> David Streeter <surturz@zip.com.au> 
> Synchrotech Software 
> Pager: Dial 016020 & Quote Pager #247689 to operator 
 
-- Its a grey area.  The various AoE's apply the effects of the power to  
everybody within the area.  Nowhere in the write-up, other than with the  
examples, does it say that it must be an attack.  While I admit that  
Useable against others and by others is available, I can't see any reason  
why AoE can't also be used in restricted cases. 
 
----------------------------------------------------------- 
Ricky Holding    Email: rholding@ActOnline.com.au 
Work is only there to give us time to talk about play 
----------------------------------------------------------- 
 
Date: Fri, 17 Oct 1997 17:23:20 -0700 (PDT) 
From: Anthony Jackson <ajackson@iii.com> 
Reply-To: Anthony Jackson <ajackson@iii.com> 
Subject: Re: Unbalanced Mental Power ? 
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 
 
Rodrigo Cesar Gevaerd de Faria writes: 
         Can someone with Mind Scan search for "hostile opponents that 
> might be attacking his friends" without even knowing who might that 
> opponents do or if they exist? What is the minimum information he 
> need to know to be able to try to "connect" to an enemy by mind scan ? Or 
> what side effects there could be depending on his knowledge? (like 
> targeting a random person for example) 
 
Mind scan is _horribly_ vague about such things; judging by the wording it 
might well be possible to mindscan for 'villians'.  Certainly, it seems like 
mindscan for 'the person who robbed the bank last week' might be possible, 
since that is (probably) a unique individual. 
 
We've never really come up with solid rules for mindscan in the games I've been 
in; I usually would limit it to people you 'know', or have at least met, but 
there's no really solid rule. 
 
Date: Fri, 17 Oct 1997 20:23:54 -0400 (EDT) 
From: Michael Surbrook <susano@access.digex.net> 
cc: champ-l@omg.org 
Subject: Re: Non-Stereotypical Minority Supers 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On 17 Oct 1997, Stainless Steel Rat wrote: 
 
> >>>>> "GH" == Guy Hoyle <ghoyle1@mail.airmail.net> writes: 
>  
> GH> Where can we find some information on what the differences between  
> GH> the different tribes would be?  Can you recommend any books on the  
> GH> subject? 
 
<snip> 
 
> I strongly recomend "Ceremony" and "The Way to Rainy Mountain". 
> Unfortunately I forget the respective authors' names. 
 
For info on the plains indians and their world view, I recommend 
"The Mystic Warriors of the Plains" by Thomas Mails 
 
*************************************************************************** 
* "'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, 17 Oct 1997 20:40:27 -0400 (EDT) 
From: Michael Surbrook <susano@access.digex.net> 
cc: champ-l@omg.org 
Subject: Re: Non-Stereotypical Minority Supers 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
> >        What sort of Native American heroes would be considered 
> >non-stereotypical and non-offensive?  Most of the Marvel ones had some sort 
> >of "Indian" motif.  I somewhat imagined that some would do that.  I'd like 
> >to interject some minority Supers into my games (probably as NPCs) but would 
> >like them to be non-stereotypes.  Yes, some will probably be stereotypical, 
> >but I want some to be surprising, and I would like them all to have depth. 
> >A little help (and some opinions) would be greatly appreciated. 
 
I have a Native American PC that I plaid for a while Mary (aka Merriya) 
Highwolf, better known to most as Koyotie.  A Souix indian, she is a 
native of Canada (and in the game) Canada's only real paranormal 
operative.  Her powers where stats all near the human maxima (20) with a 
DEX of 33 and a SPD of 7.  Naturally, she's a martial artist, using a mix 
of Shotokan karate and kabri-kablong/le drit.  About the only thing 
'traditional' about her is the fact she wears a feather in her hair (for 
counting coup).  She certainly wasn't steeped in all the mystical 
traditions that many Native American characters seem to be in most comics. 
A full character sheet is avalaible on my web site. 
 
*************************************************************************** 
* "'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, 17 Oct 1997 20:53:38 -0400 (EDT) 
X-Sender: jprins@interhop.net 
From: jprins@interhop.net (John and Ron Prins) 
Subject: RE: Ablative Energy Blasts (Was: Re: Heromaker: Who uses it?) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
>>>This sounds like a variation of BurnOut.  Variable BurnOut?  Ablative 
>>BurnOut? 
 
Heh. A fellow gamer in University had me help him flesh out his 
'construction tools and items' gadget pool. We came up with "The I-BEAM". 
 
As you might guess, this is a big steel I-beam, which basically was a decent 
sized Hand Attack with some advantages (AE: Cone, I believe, for those 
devastating sweeping attacks), and Ablative Burnout (-3/4). Basically, as he 
kept hitting his opponant(s), the I-beam kept taking more and more damage, 
until it finally broke and had to be replaced :-). 
 
Mechanically, he attacked people, hit them, and rolled his activation 
(ablative). If the declining activation roll failed, it 'burned out'. 
 
----------------------------------------------------------------------------- 
"Guns-ablazin', fu-fightin', spell-chuckin', rubber-monster-stompin' ACTION!" 
-John comments on Feng Shui 
----------------------------------------------------------------------------- 
John D. Prins 
jprins@interhop.net 
 
Date: Fri, 17 Oct 1997 17:27:31 -0800 
From: rbezold <rbezold@nwrain.com> 
Subject: unsubscribe 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
unsubscribe 
 
Subject: Re: Grey Areas 
X-Juno-Line-Breaks: 0-4,6,8-16 
From: dwtoomey@juno.com (David W Toomey) 
Date: Sat, 18 Oct 1997 00:15:19 EDT 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
>   However, a Multiform can have more points than the base character  
>if the 
>base character spends 1:1 point for the extras. 
 
 
 No, the most expensive version, not counting Multiform costs *is* the 
base character, 
and has to pay the multiform costs for the others.  If one of the other 
forms becomes  
more expensive, than *it* becomes the base. 
 
 
 
David W Toomey 
dwtoomey@juno.com 
 
 
From: Firelynx16@aol.com 
Date: Sat, 18 Oct 1997 01:34:22 -0400 (EDT) 
Subject: Fwd: Hero canon? 
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 97-10-17 11:03:59 EDT, Hero Games writes: 
 
Thought the list might be interested in seeing this.   
 
 
<< In a message dated 97-10-17 00:38:49 EDT, you write: 
  
 << I have a question for you about the different rulebooks.  Is it right or 
wrong to say that the Hero System Rules (those found in the hardbound 4th ed) 
are the only 'official' rules, and that every other book contains 'optional' 
rules, or do all carry the same 'officialness'?  I understand that each GM is 
free to use whichever rules they prefer.  however I'm confused when people 
dismiss rules outright simply because they aren't 'canon'.   I've spoken with 
players and GMs who will not accept rules from other books  such as Negative 
Characteristics from Almanac, because they are not in the 'official core 
rules' and are therefore optional at best.  Is there an official position 
from Herogames? >> 
  
 Our official position is that all rules are optional; each GM should decide 
for themselves what rules to use. The rules in the Hero System rulebook 
(which is included in Champions 4th Edition) cover most situations pretty 
well. However, we've presented many other rules in other books, either as 
variants or rules for other situations not covered in the basic rules. 
 Whether or not those rules are used is up to the GM in each case; we don't 
think that our opinion should be held over that of an individual GM. Each GM 
should make their rule choices as they see fit, to make the game suit their 
own style, and their sense of what is fun. We tend to like most of the 
optional rules we've presented, otherwise we wouldn't have presented them. 
But that doesn't mean we use those rules all of the time, or that all of us 
at Hero hold each of those rules in the same esteem. Opinions vary, and 
that's as it should be, or so we think. 
  
 -- Steve Peterson, Hero Games >> 
 
 
--------------------- 
Forwarded message: 
Subj:    Re: Hero canon? 
Date:    97-10-17 11:03:59 EDT 
From:    Hero Games 
To:      Firelynx16 
 
In a message dated 97-10-17 00:38:49 EDT, you write: 
 
<< I have a question for you about the different rulebooks.  Is it right or 
wrong to say that the Hero System Rules (those found in the hardbound 4th ed) 
are the only 'official' rules, and that every other book contains 'optional' 
rules, or do all carry the same 'officialness'?  I understand that each GM is 
free to use whichever rules they prefer.  however I'm confused when people 
dismiss rules outright simply because they aren't 'canon'.   I've spoken with 
players and GMs who will not accept rules from other books  such as Negative 
Characteristics from Almanac, because they are not in the 'official core 
rules' and are therefore optional at best.  Is there an official position 
from Herogames? >> 
 
Our official position is that all rules are optional; each GM should decide 
for themselves what rules to use. The rules in the Hero System rulebook 
(which is included in Champions 4th Edition) cover most situations pretty 
well. However, we've presented many other rules in other books, either as 
variants or rules for other situations not covered in the basic rules. 
 Whether or not those rules are used is up to the GM in each case; we don't 
think that our opinion should be held over that of an individual GM. Each GM 
should make their rule choices as they see fit, to make the game suit their 
own style, and their sense of what is fun. We tend to like most of the 
optional rules we've presented, otherwise we wouldn't have presented them. 
But that doesn't mean we use those rules all of the time, or that all of us 
at Hero hold each of those rules in the same esteem. Opinions vary, and 
that's as it should be, or so we think. 
 
-- Steve Peterson, Hero Games 
 
Date: Fri, 17 Oct 1997 22:46:26 -0700 
From: Captain Spith <cptspith@teleport.com> 
Reply-To: cptspith@teleport.com 
Subject: Re: Grey Areas 
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: 
 
>    What I was talking about was that, in most cases, a "secondary entity" 
> based on 75 points with 75 points of Disadvantages costs the main character 
> just as much as one  based on 100 points with 50 points of Disadvantages, 
> or one based on 150 points with no Disadvantages.  This isn't true of 
> Followers (which use Base Points), but it is true of Duplicates and 
> Multiforms.  (I'm not clear on Summon for this one.) 
 
   This shouldn't make any difference, though, since most games will 
have all players on the same scale (all 100+150 or all 75+75, etc.), 
thus there would be no character inequities, and as for the follower(s); 
the comparative savings reflects the fact that a follower is 
GM-CONTROLLED, based on the player's original conception; Dupes and 
Multis are directly controlled by the player, thus more expensive to 
reflect more control. 
 
   -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, 17 Oct 1997 23:20:53 -0700 
From: Captain Spith <cptspith@teleport.com> 
Reply-To: cptspith@teleport.com 
Subject: Re: New Powers Plug-In ( 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
Jason A. Dour wrote: 
>  
> -----BEGIN PGP SIGNED MESSAGE----- 
>  
> This letter is probably pointless, but I feel it had to be said anyway... 
>  
> On 17 Oct 1997, Opal wrote: 
> > Well, if a Hero player wants the background from New Melinium, he's 
> > also buying a book for a system he'll never play.  I don't see the 
> > difference. 
>  
>         As I stated in my original post, I was asking for HERO4 thoughts, 
> experiences, and knowledge -- *NOT* Fuzion-specific information.  Is that 
> *NOT* what this list is about -- helping with HERO4?  Is it truly 
> impossible for someone to get helpful information instead of being told 
> that they're going about their gaming incorrectly? 
 
   <some of rant snipped> 
  
>         Well, contrary to what you or some of the other thread writers 
> might believe, I *DO* own HERO4.  In fact, I probably own 75% or more of 
> all HERO4 products.  Does that mean I know *everything* about HERO4?  No. 
> Does that mean I shouldn't solicit intelligent input from other sources? 
> No.  But obviously, since I'm one of the traitorous players who have moved 
> to Fuzion over HERO4, I don't deserve help from the members of this forum. 
 
   Allow me, please, to interject at this juncture.... 
   First of all, Yes there have been posts to your request belying the 
attitude of many of the died-in-the wool, hard-ass C4 loyalists.  But 
that's what many if not most of the members of this list are.  As a 
result of this attitude, there was something of a letdown after all of 
the hype about the Fuzion system, and many are worried about the 
potential lack of support for their (our) favorite gaming system.  This 
makes some people testy.... 
 
   That said, I wouldn't give up too quickly on your request; every few 
weeks or so there is a topic or question that spawns vitriol and 
name-calling and heated debates verging on fisticuffs, but they calm 
down and blow over, and things are actually learned to a greater or 
lesser degree when it's all done.  Dunno why, but that's the little 
community we have here.  Anyway, if you just stick it out a bit, I'll 
bet you will run across someone who will actually answer your 
question(s). 
   (In fact, I would put in my own two cents, but I lost the original 
question/post - if you'd like to repost, you may get a warmer reception 
this time.  Or the next....) 
 
   -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, 17 Oct 1997 23:33:47 -0700 
From: Captain Spith <cptspith@teleport.com> 
Reply-To: cptspith@teleport.com 
Subject: Re: Non-Stereotypical Minority Supers 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
Stainless Steel Rat wrote: 
 
> TRG> The tribe calls itself Asseniboine -- meaning, basically, "the 
> TRG> people".) 
>  
> You will find that most tribes' or nations' names for themselves translates 
> as "the people" or something similar. 
 
   This is a timeless concept;  from Star Trek (Okay, so it's not from 
'real time') 
 
   "They say they are human." 
   "Every species is 'human' in their own language..." 
 
 
   -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' 
 
X-Sender: scm@mail.aci.net 
Date: Fri, 17 Oct 1997 23:38:43 -0700 
From: Shelley Chrystal Mactyre <shelley@mactyre.net> 
Subject: Re: Time Lines for Campaign Worlds 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 08:46 PM 10/17/97 +0000, Vance Scott wrote: 
>Power Gamers. Not every gamer thinks of the welfare of the game, but  
>instead of advantages that their characters can have through  
>definition of the world. I'm the champions Guru of my group the  
>others aren't as familiar with super hero rpg as I am. 
> 
 
Ah...sorry.  I'm very happy with my gaming group -- they're very 
interesting, very different people with all sorts of experiences, and on 
top of that, they're all friends.  I wouldn't game with the type of people 
you're describing, so that would probably explain why I didn't understand 
your POV before.  In my case, I can afford to be trusting, knowing that as 
a whole we're much more likely to create a world and background reflecting 
our differences, and thus creating something more real. But then again, 
your players might surprise you, if you give them a chance.   
 
Shelley Chrystal Mactyre 
www.mactyre.net 
 
Your children will see the stars. 
--Robert A. Heinlein 
 
Date: Sat, 18 Oct 1997 00:02:02 -0700 
From: Captain Spith <cptspith@teleport.com> 
Reply-To: cptspith@teleport.com 
Subject: Re: Minimum costs 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
Rick Holding wrote: 
  
>         the next question is minimum costs.  Many powers have a minimum 
> cost associated with the power (Flight, Teleport, Tunneling, Flash 
> Defence, etc).  The argument at the moment is whether the minimum cost is 
> before or after the application of power advantages.  Any comments? 
 
   I believe that the minimum cost is is based on 'effective' power 
(otherwise known as "before advantages").  Think of it as the minimum 
'quanta' (as in 'quantum mechanics'), whereas the 'minimum cost' is the 
smallest unit a power can be broken down into.  Advantages are forces 
acting upon the minimum quanta, but cannot reduce the minimum size of 
it.  (Sorry, I've just been rereading Stephen Hawking's "A Brief History 
of Time") 
 
   Personally, however, I don't generally worry about minimum costs in 
my games, since I'm always running across situations that require, say, 
only 1" of flight.  It would have to be naturally suggested from the 
character concept, of course.... 
 
   -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, 18 Oct 1997 12:26:24 -0300 (ADT) 
From: Trevor Barrie <tbarrie@ibm.net> 
X-Sender: tbarrie@drollsden 
Subject: Re: What a Timeline is truely good for 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Fri, 17 Oct 1997, Matthew Mactyre wrote: 
 
> You don't know what you are talking about here.  I have the advantage of  
> looking over Shelley's shoulder when she is running the G3 games, and she  
> doesn't railroad players into any action.  There are times when the players  
> need to be pointed in a certain direction to further the plot. 
 
By definition, this _is_ railroading. Whether you consider it acceptable 
or not is, of course, a matter of play style. 
 
Date: Sat, 18 Oct 1997 10:38:12 -0700 
From: Rick Holding <rholding@ActOnline.com.au> 
Subject: Re: Foci and Instant Change 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
Rick Ryker wrote: 
>  
> > >>>>> "JD" == Jeremiah Driscoll <jdriscol@vt.edu> writes: 
> > 
> > JD> So, Instant Change means you can't have OIHID?!?!?!? 
> > 
> > Pretty much.  If unrestricted Instant Change allows you to circumvent 
> > the 
> > restrictions of OHID then OHID is worth no bonus. 
> > 
> The Only In Hero ID restrictions cannot be circumvented just by having 
> Instant Change.  First of all, you have to change.  Second, you may not 
> be able to change freely for psychological or practical reasons. 
> ("Well, Lois is in trouble.  But I can't change into Superman in the 
> middle 
> of this crowd.  I need to get to a phone booth quick!") 
> I know this is not a good example.  A better one would have Thor's alter 
> ego 
> having to duck behind a partition or something else to hide behind so he 
> can 
> hit the floor with his walking stick.  Which by the way is Instant 
> Change with 
> Power Limitations of OAF and "must hit stick/hammer on ground/floor". 
>  
> If your campaign is nothing but fighting all the time and the characters 
> never 
> need to sleep or change into their non-combat personas, then OIHID is 
> not 
> worth anything.  If your campaign has a fair amount of non-combat time, 
> and/or the character is in his non Hero ID at least part of the time, 
> then it 
> is worth full value, because the Powers are limited for the time the 
> character 
> stays in non-HERO ID.  Just because he has Instant Change doesn't mean 
> he will always change back and forth.  The fact that the character in 
> the 
> example that started this thread did a back to back Instant Change out 
> of 
> and back into his Hero ID is something the GM will have to come up with 
> consequences for.  Make the PC lose his Secret ID disadvantage. 
> Maybe give him a Public ID disadvantage.  Where is the media in all 
> this? 
> "Mr. PlainGuy, would you please tell the world what it's like to be able 
> to 
> change into SuperDuperBoy any time you want to?"  "No comment." 
> "But Mr. PlainGuy, the world wants to know!" 
> "Mommy, can you ask Mr. PlainGuy if he can turn into SuperDuperBoy and 
> rescue my kitty cat for me?  Please?"  "FLASH!  SuperDuperBoy refuses 
> to save little girl's kitty!" 
> If that doesn't work or no one else was around at the time of the 
> change, 
> remember that the villian now knows who SuperDuperBoy is in his non-Hero 
> ID. 
> Time to have the villian make SuperDuperBoy's life a real pain. 
> Hmmm.  Only thing I see here is a GM who is not enforcing the disads. 
>  
> -RICK 
 
-- And how many people who have OIHID have any armour when they are  
normal.  Sniper from the roof is all it takes. 
----------------------------------------------------------- 
Ricky Holding    Email: rholding@ActOnline.com.au 
Work is only there to give us time to talk about play 
----------------------------------------------------------- 
 
Date: Sat, 18 Oct 1997 10:56:31 -0700 
From: Rick Holding <rholding@ActOnline.com.au> 
Subject: Re: Grey Areas 
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: 
>  
> At 05:39 AM 10/15/97 -0700, Bob Greenwade wrote: 
> >   Hm.  I'd thought that this was clear enough, if not from the text then 
> >from the examples under Knockback and the Combat Example on pages 210-212. 
> >Does someone (whether on the list, or just known by someone on the list) 
> >actually use BODY done after defenses for Knockback? 
>  
> I remember getting a lecture from one of the frequent posters here once on 
> how the wording of the passage 'clearly' (I try to avoid using the word 
> 'clearly' with ANYTHING related to HERO :/ ) showed KB was based on BODY 
> taken after defenses. 
>  
> -- 
> Vox 25:17, Patron Saint of Gadflies 
> +-----------------------------------------------------------------+ 
> | Files corrupt; absolute files corrupt absolutely.               | 
> +-----------------------------------------------------------------+ 
>    Visit the SoapVox at http://www.io.com/~angilas/soapvox.html 
 
-- Knockback is determined by the amount of body of the attack.  Look at  
the example of the advantage double knockback in the BBB (p94).  Also  
page 166 gives several examples of knockback done.  The amount of defence  
of the target is academic.  The only things that will change the amount  
of knockback are increased mass, knockback resistance or the use of  
flight or strength to hold yourself in position (which has bad effects on  
your DCV. 
----------------------------------------------------------- 
Ricky Holding    Email: rholding@ActOnline.com.au 
Work is only there to give us time to talk about play 
----------------------------------------------------------- 
 
Date: Sat, 18 Oct 1997 11:21:42 -0700 
From: Rick Holding <rholding@ActOnline.com.au> 
Subject: Minimum costs 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
-- Thanks for the responses on my last question.  AoE applied to non  
attack powers is used occassionly by our gaming group with restrictions.  
 As far as I know, none of us also apply the useable against others as  
well but neither is selective targeting on the AoE. 
 
	the next question is minimum costs.  Many powers have a minimum  
cost associated with the power (Flight, Teleport, Tunneling, Flash  
Defence, etc).  The argument at the moment is whether the minimum cost is  
before or after the application of power advantages.  Any comments? 
----------------------------------------------------------- 
Ricky Holding    Email: rholding@ActOnline.com.au 
Work is only there to give us time to talk about play 
----------------------------------------------------------- 
 
From: mike.lehmann@mail.terminal.net (Mike Lehmann) 
Date: Sat, 18 Oct 1997 15:06:09 -0800 
Organization: Terminal BBS  (403)327-9731 
Subject: Grey Areas 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 -=> Quoting Bob Greenwade to Mike Lehmann <=- 
 
 BG> What I was talking about was that, in most cases, a "secondary 
 BG> entity" based on 75 points with 75 points of Disadvantages costs the 
 BG> main character just as much as one  based on 100 points with 50 points 
 BG> of Disadvantages, or one based on 150 points with no Disadvantages.  
 BG> This isn't true of Followers (which use Base Points), but it is true of 
 BG> Duplicates and Multiforms.  (I'm not clear on Summon for this one.) 
 
I usually go with 40% Base points and 60% Disads, so that 150-pt entity would be 60 base and 90 disads, IMO. 
  
mike.lehmann@mail.terminal.net - - - - - Justice Krewe / Enigma Watch GM 
- - - - - -  http://www.dfw.net/~aronhead/justice_krewe.html - - - - - - 
 
... A penny saved...  is a Congressional oversight. 
~~~ Blue Wave/386 v2.30 [NR] 
 
 
 JM> I can' 
----------------------------------------------------------------------------- 
Internet: mike.lehmann@mail.terminal.net  <<<<<<<<<<< 
The TERMINAL BBS                                            Fidonet; 1:358/17 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: Minimum costs 
Mail-Copies-To: never 
X-No-Archive: yes 
X-Attribution: Rat 
Organization: The Happy Fun Ball Brigade 
Date: 18 Oct 1997 21:29:05 -0400 
Lines: 26 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
-----BEGIN PGP SIGNED MESSAGE----- 
 
>>>>> "RH" == Rick Holding <rholding@ActOnline.com.au> writes: 
 
RH> 	the next question is minimum costs.  Many powers have a minimum  
RH> cost associated with the power (Flight, Teleport, Tunneling, Flash  
RH> Defence, etc).  The argument at the moment is whether the minimum cost is  
RH> before or after the application of power advantages.  Any comments? 
 
"Minimum costs" are for the base power before any advantages. 
 
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Version: 2.6.3a 
Charset: noconv 
 
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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: Firelynx16@aol.com 
Date: Sat, 18 Oct 1997 23:24:09 -0400 (EDT) 
Subject: Fwd: Hero canon?(Steve Peterson's answer) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
I don't know if i did this right the first time, so here it is again.  Sorry 
if it's a duplicate. 
--------------------- 
Forwarded message: 
Subj:    Re: Hero canon? 
Date:    97-10-17 11:03:59 EDT 
From:    Hero Games 
To:      Firelynx16 
 
In a message dated 97-10-17 00:38:49 EDT, you write: 
 
<< I have a question for you about the different rulebooks.  Is it right or 
wrong to say that the Hero System Rules (those found in the hardbound 4th ed) 
are the only 'official' rules, and that every other book contains 'optional' 
rules, or do all carry the same 'officialness'?  I understand that each GM is 
free to use whichever rules they prefer.  however I'm confused when people 
dismiss rules outright simply because they aren't 'canon'.   I've spoken with 
players and GMs who will not accept rules from other books  such as Negative 
Characteristics from Almanac, because they are not in the 'official core 
rules' and are therefore optional at best.  Is there an official position 
from Herogames? >> 
 
Our official position is that all rules are optional; each GM should decide 
for themselves what rules to use. The rules in the Hero System rulebook 
(which is included in Champions 4th Edition) cover most situations pretty 
well. However, we've presented many other rules in other books, either as 
variants or rules for other situations not covered in the basic rules. 
 Whether or not those rules are used is up to the GM in each case; we don't 
think that our opinion should be held over that of an individual GM. Each GM 
should make their rule choices as they see fit, to make the game suit their 
own style, and their sense of what is fun. We tend to like most of the 
optional rules we've presented, otherwise we wouldn't have presented them. 
But that doesn't mean we use those rules all of the time, or that all of us 
at Hero hold each of those rules in the same esteem. Opinions vary, and 
that's as it should be, or so we think. 
 
-- Steve Peterson, Hero Games 


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