Week Ending October 25, 1997

From: jonesmj@topaz.cqu.edu.au 
Date: Sun, 19 Oct 1997 14:47:07 +1000 
Date-warning: Date header was inserted by topaz.cqu.edu.au 
Subject: Re: What a Timeline is truely good for 
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At 12:26 PM 10/18/97 -0300, you wrote: 
>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. 
> 
> 
 
Precisely. railroading is to be avoided, even if you consider it  
'acceptable'. This is another of those behaviours that a gm should  
guard against over-using, or even useing at all. .  
 
From: "Len Carpenter" <redlion@voicenet.com> 
Subject: Re: More on Powwow and Tribal.com 
Date: Sun, 19 Oct 1997 00:51:32 -0400 
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> From: Tim R. Gilberg <trgilber@hilltop.ic.edu> 
> To: champ-l@omg.org 
> Subject: More on Powwow and Tribal.com 
> Date: Friday, October 17, 1997 5:14 PM 
>  
> 	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 
>  
 
 
Being part Cherokee, I thought it important to check out these 
various websites, including the URL 
Tim Gilberg lists above, produced by Paula Giese.  I agree completely 
with Tim Gilberg's views. 
Tribal.com is a sham and a tax dodge that would make many hardworking 
con artists squirm with 
unease.  John McAfee's condescending and abusive attitude toward 
Paula Giese, who has the 
courage and common sense to point out the "emporor has no clothes," 
makes John McAfee a lousy 
businessman in addition to being the patron of racist operation.  
Smart bigots at least have the sense 
to supress their racist attitudes when dealing with potential 
customers. 
 
That Tribal Voice, supposedly an educational website, has also 
provided links to sites devoted to 
tasteless adult material as examples of "Indian humor" is also 
disturbing.  I'm no prude or advocate of 
censorship, but I do think there are things on the Web kids should 
not be readily guided toward. 
 
This is one consumer that McAfee Associates has alienated forever. 
 
There are several posters to this mailing list who owe Tim Gilberg an 
apology. 
   
 
Len Carpenter 
redlion@early.com 
 
 
X-Sender: scm@mail.aci.net 
Date: Sun, 19 Oct 1997 00:28:34 -0700 
From: Shelley Chrystal Mactyre <shelley@mactyre.net> 
Subject: Re: What a Timeline is truly good for 
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At 12:26 PM 10/18/97 -0300, Trevor Barrie wrote: 
>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. 
 
This is another case of just not understanding how to run a PBEM game, I 
think, or at least not doing so according to any PBEM I've seen, run, or 
played in.  I'd be more than willing to create a lurker list for a turn or 
two if it would help clear things up.   
 
That being said -- I don't think there's a GM alive who hasn't had to help 
out their players with an extra clue or two when they aren't picking up on 
things -- if you're running a *storyline* you have a plot, by definition. 
If you're a competent GM, then you can roll with the changes.  If you're 
not, then you can't.  Guiding a plot isn't the same thing as beating your 
players over the head with it.  
 
Shelley Chrystal Mactyre 
www.mactyre.net 
 
Your children will see the stars. 
--Robert A. Heinlein 
 
Date: Sun, 19 Oct 1997 00:57:08 -0700 
From: Rook <rook@infinex.com> 
Reply-To: rook@infinex.com 
Subject: Railroading (Was Re: What a Timeline is truly good for) 
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> > 
> >> 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. 
> 
> This is another case of just not understanding how to run a PBEM game, I 
> think, or at least not doing so according to any PBEM I've seen, run, or 
> played in.  I'd be more than willing to create a lurker list for a turn or 
> two if it would help clear things up. 
 
    I'm a player in several PBeM games right now by the way. 
Only one of them railroads me to any degree. That's also the one that moves 
the slowest. And in that one it's a case of a character conception that got it's 
 
definition mixed between me and the GM (we had diferent ideas about what I was 
playing, and together failed to sync our ideas well enough ahead of time). 
 
    In none of the games I play do my turns or actions get rewritten for me or 
am I told 
I have to do something or another. Even in the above plot the railroading stops 
at: 
"Well before you can do that this interupts you:" 
 
    In the best run game I'm in, A WW:Mage game (A system I haven't seen a 
rulebook for since 
1990, but the GM is so good I could care less), we just go with it. The GM 
maintinas the games 
flow by having two NPC's in the group. These NPC's mere;y ask questions when we 
get stalled, 
or answer our questions when we have them and when they could reasonably know 
the answer. 
 
    I've yet to have a turn rewritten, or to have it happen to any other player. 
And there are a few 
players in there who'se writing styles definatly clash. But we're given the 
freedom to go with it. 
    If I didn't know from the GM telling me, I'd almost think there wasn't one. 
Save for the fact that 
the guy who 'plays the werewolf' also is the one who describes the scenes and 
writes turns for the 
random people we meet. 
    I'd drop all my champs games in a heartbeat if I had to for that game. And I 
don't even like 
Storyteller that much. But I like that GM. 
 
 
-- 
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: Sun, 19 Oct 1997 10:42:05 -0500 (EST) 
From: ALONE AT MIDNIGHT <RAVANOS@jcs1.jcstate.edu> 
Subject: Black Hole 
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	How would you simulate the effects of a black hole? 
	What about a character whose Sf/x are  
 
 
 
 
 powers are those which simulate 
the forces and Sf/x of a black hole.  (I know this is cosmicly powerful, 
but humor a guy, won't ya?) 
						-Jason 
 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: Black Hole 
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Date: 19 Oct 1997 11:43:46 -0400 
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>>>>> "AAM" == ALONE AT MIDNIGHT <RAVANOS@jcs1.jcstate.edu> writes: 
 
AAM> How would you simulate the effects of a black hole? 
 
If you get within a certain distance, the event horizon, you are drawn into 
the point singularity at the heart and cease to exist. 
 
Power: Extradimensional Movement, Area of Effect Radius (big radius), 
Usable Against Others, No Normal Defense: having no mass (insubstantial, 
such as with some forms of Desolidification).  Continuous is an option. 
 
Note that radiant energy *does* have mass, so Desolidification SFX based on 
radiant energy forms does not qualify as a defense.  In other words, there 
really is no defense against a real black hole. 
 
"Here, have a point singularity."  <Kachunk!>  "Have two, they're small." 
<Kachunk!> 
 
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--  
Rat <ratinox@peorth.gweep.net>    \ When not in use, Happy Fun Ball should be 
PGP Key: at a key server near you! \ returned to its special container and 
                                    \ kept under refrigeration. 
 
Date: Sun, 19 Oct 1997 10:48:24 -0500 (EST) 
From: ALONE AT MIDNIGHT <RAVANOS@jcs1.jcstate.edu> 
Subject: Multiple Personality syndrome 
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	How would you design a character with Multiple Personalities? 
We're talking 4 or five seperate, distinct personalities who would 
have certains skills (or even powers) unique to each.  I'm concearned, 
because I don't feel Psychological Limitation defines each well enough. 
Some possibilities I've thought of would be 'Accidental Change' or 
'Multiform: Only effects mental statistics & personality." 
	...and if each has it's own Disadvantages.   
				Crazy for being so lonely, 
					Jason Sullivan 
 
Date: Sun, 19 Oct 1997 11:59:33 -0400 (EDT) 
X-Sender: jprins@interhop.net 
From: jprins@interhop.net (John and Ron Prins) 
Subject: Re: Multiple Personality syndrome 
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>	How would you design a character with Multiple Personalities? 
>We're talking 4 or five seperate, distinct personalities who would 
>have certains skills (or even powers) unique to each.  I'm concearned, 
>because I don't feel Psychological Limitation defines each well enough. 
>Some possibilities I've thought of would be 'Accidental Change' or 
>'Multiform: Only effects mental statistics & personality." 
>	...and if each has it's own Disadvantages.   
 
I may be alone on this one, but I'd build the base character, then give him 
4 'Followers', which are in fact Artificial Intelligences that can 'take 
over' the 'main' personality thanks to Accidental Changes, or maybe even 
opposed EGO Rolls (the 'base' personality should probably have the best EGO 
roll to keep this under control). The nice thing about AIs is that you only 
have to buy DEX, INT, EGO and SPD, plus skills - they aren't that expensive. 
50 points each + Disads, x4 Followers, that's 20 points total for a LOT of 
variety. 
 
Each AI would have its own Psych.Lims, as well as 'Accidental Change', and 
perhaps psychosomatic vulnerabilities/susceptibilities, berserks, 
dependancies, etc. 
 
I'd also recommend a Triggered STUN/END Aid when a new personality 'takes 
over', mainly to allow the 'main' personality to be knocked out, and one of 
the subordinates takes charge. 
 
----------------------------------------------------------------------------- 
"Guns-ablazin', fu-fightin', spell-chuckin', rubber-monster-stompin' ACTION!" 
-John comments on Feng Shui 
----------------------------------------------------------------------------- 
John D. Prins 
jprins@interhop.net 
 
X-Sender: lizard@dnai.com 
Date: Sun, 19 Oct 1997 12:25:30 -0700 
From: Lizard <lizard@dnai.com> 
Subject: Re: Black Hole 
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At 10:42 AM 10/19/97 -0500, ALONE AT MIDNIGHT wrote: 
>	How would you simulate the effects of a black hole? 
>	What about a character whose Sf/x are  
> 
> 
> 
> 
> powers are those which simulate 
>the forces and Sf/x of a black hole.  (I know this is cosmicly  
powerful, 
>but humor a guy, won't ya?) 
 
A lot of TK, probably with the limit ("Only to pull things towards  
me"), density increase (duh), darkness w/no range (possibly bought  
with 'explosion', so that it gets darker the closer you get to him).  
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Reply-To: "Filksinger" <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
Subject: Re: Black Hole 
Date: Sun, 19 Oct 1997 12:55:30 -0700 
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From: On Sunday, October 19, 1997 8:08 AM, ALONE AT MIDNIGHT wrote: 
 
 
> How would you simulate the effects of a black hole? 
> What about a character whose Sf/x are 
> powers are those which simulate 
>the forces and Sf/x of a black hole.  (I know this is cosmicly 
powerful, 
>but humor a guy, won't ya?) 
 
 
Telekinesis, only to attract people towards self. 
EB, to simulate the energy burst released by rotating black holes as 
they suck in matter. 
A massively destructive NND 0 Range HKA or BODY Drain, to simulate 
objects being sucked into the event horizon, never to escape. 
Massive defenses, perhaps based upon Desolidification, to show that 
anything that hits him is harmlessly sucked in, doing no damage. 
 
Filksinger 
 
X-Sender: scm@mail.aci.net 
Date: Sun, 19 Oct 1997 13:12:07 -0700 
From: Shelley Chrystal Mactyre <shelley@mactyre.net> 
Subject: Question about Links Categories 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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To: champ-l@omg.org 
 
Greetings, all --  
 
My Champions links page (http://www.mactyre.net/scm/links.html) is becoming 
unwieldy -- at last count I had 136 links, and they're listed under a 
couple of categories, like PBEM games, organizations, campaign worlds, and 
the like.  I've had a bunch of requests for me to annotate the dang thing, 
but I'm not really sure how I should do it.  Should I keep the categories 
and maybe include a few comments, should I alphabetize and include a few 
comments, should I make value judgements as to the merit of sites, rank 
them, what?  Obviously there are sites which are much more useful than 
others, but I'm not sure I'm comfortable with judging the quality of 
others' work.  
 
The links page is the most commonly accessed page, receiving around a 
hundred hits a day, and I'd wager that members of this list are among those 
using it.  So what would you all like to see?  Should I leave it alone? 
Annotate it?  Rank it? If I do choose to annotate it, should I come up with 
a key (as I believe George Ruban suggested about a year ago), and use that 
to say which sites have backgrounds or character sheets or art in a 
shorthand form?  
 
Thanks in advance, 
 
Shelley Chrystal Mactyre 
www.mactyre.net 
 
Your children will see the stars. 
--Robert A. Heinlein 
 
Date: Sun, 19 Oct 1997 18:57:50 -0200 (EDT) 
From: Rodrigo Cesar Gevaerd de Faria <gevaerd@laranjeiras.lci.ufrj.br> 
Subject: Secret ID/OIHID against Chars 
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Sender: owner-champ-l@omg.org 
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	A character was created mostly with only in hero ID disvantages. I 
would like some ideas of how these could be used against him, without 
isolating him from the rest of the group, making everyone participate in a 
single adventure where he would suffer from the OIHID disvantage. I've 
being thinking that as noone knows his secret ID, nothing would happen to 
him in that ID, as he isn't an important person in it. (he is a priest, 
but i guess a more general response might be better)  
	And if what happened was just near him, he could just walk out, 
change to hero id, and would not suffer much from the hero id. The only 
think i have thought that does not let that happen was imprisonment, what 
is not only very tough, but also kind of nosense with an unimportant 
person. 
	Does anyone have any ideas to offer ? 
	Thanks. 
 
PS.: Yes, me and the group are kind of newbie in this game. 
 
Reply-To: "Filksinger" <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
Subject: Re: Secret ID/OIHID against Chars 
Date: Sun, 19 Oct 1997 14:14:33 -0700 
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On Sunday, October 19, 1997 1:23 PM, Rodrigo Cesar Gevaerd de Faria 
wrote: 
 
 
 
> A character was created mostly with only in hero ID disvantages. I 
>would like some ideas of how these could be used against him, without 
>isolating him from the rest of the group, making everyone participate 
in a 
>single adventure where he would suffer from the OIHID disvantage. 
 
<snip> 
 
>The only 
>think i have thought that does not let that happen was imprisonment, 
what 
>is not only very tough, but also kind of nosense with an unimportant 
>person. 
> Does anyone have any ideas to offer ? 
 
Imprisonment is perfect. He is imprisoned in a bank, along with 12 
other hostages. He can't get out of sight, and he has his captors 
_and_ the other prisoners to think about when it comes to his Secret 
ID. 
 
Another is entrapment of some other sort. Trap him in some disaster 
with other people, and make certain he can't get away from them in a 
convincing manner. 
 
Another possibility is entrap him by a crowd. Try finding a truly 
private place at Disneyland, for example. Cameras saw you go in, and 
even in a bathroom stall, other people saw you go in and would see you 
come out. If they refuse to leave quickly, you are stuck. 
Additionally, he could simply be in the middle of a big crowd, and his 
problem could be nothing worse than getting out of a panicked crowd 
long enough to change. 
 
Put a bug on him when he is a hero. Let the villains track him down as 
the priest. Now, let him convince them he has no powers. He doesn't, 
so unlike other people with secret IDs, he cannot be caught out by 
tests for powers. However, the tests for powers could be inconvenient 
or even fatal if he doesn't change. He cannot change into the hero and 
go after them even if he gets away, as they are sure to think they 
were right, even if they were wrong. Since they are right, he can't 
even stand next to himself to prove he is two people. 
 
This should get you started. 
 
Filksinger 
 
From: "qts" <qts@nildram.co.uk> 
Date: Sun, 19 Oct 97 22:46:18  
Reply-To: "qts" <qts@nildram.co.uk> 
Priority: Normal 
Subject: Re: Black Hole 
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Sender: owner-champ-l@omg.org 
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To: champ-l@omg.org 
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X-UID: 21 
 
On Sun, 19 Oct 1997 12:55:30 -0700, Filksinger wrote: 
 
>From: On Sunday, October 19, 1997 8:08 AM, ALONE AT MIDNIGHT wrote: 
> 
> 
>> How would you simulate the effects of a black hole? 
>> What about a character whose Sf/x are 
>> powers are those which simulate 
>>the forces and Sf/x of a black hole.  (I know this is cosmicly 
>powerful, 
>>but humor a guy, won't ya?) 
> 
> 
>Telekinesis, only to attract people towards self. 
>EB, to simulate the energy burst released by rotating black holes as 
>they suck in matter. 
>A massively destructive NND 0 Range HKA or BODY Drain, to simulate 
>objects being sucked into the event horizon, never to escape. 
>Massive defenses, perhaps based upon Desolidification, to show that 
>anything that hits him is harmlessly sucked in, doing no damage. 
 
Don't forget Absorbtion with a long decay time. 
 
X-Sender: wbandsis@mail.westco.net 
Date: Sun, 19 Oct 1997 18:58:44 -0400 
From: "C. Badger" <wbandsis@westco.net> 
Subject: Re: Question about Links Categories 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 13:12 10/19/97 -0700, Shelley Chrystal Mactyre wrote: 
>The links page is the most commonly accessed page, receiving around a 
>hundred hits a day, and I'd wager that members of this list are among those 
>using it.  So what would you all like to see?  Should I leave it alone? 
>Annotate it?  Rank it? If I do choose to annotate it, should I come up with 
>a key (as I believe George Ruban suggested about a year ago), and use that 
>to say which sites have backgrounds or character sheets or art in a 
>shorthand form?  
 
Annottate it.  
 
For instance  
By genre Pulp, modern, sci-fi(futuristic), heroic, fantasy 
By type campaign world, characters, package deals, weapons ect. 
 
Nothing else might let the owner give a short paragraph review of what all 
the site has.,.... 
----- 
C. Badger 
 
My Feet hurt and I've forgotten how to dance. 
			Londo 
			Babylon 5 
 
 
X-Sender: wbandsis@mail.westco.net 
Date: Sun, 19 Oct 1997 18:58:46 -0400 
From: "C. Badger" <wbandsis@westco.net> 
Subject: Re: Secret ID/OIHID against Chars 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 18:57 10/19/97 -0200, Rodrigo Cesar Gevaerd de Faria wrote: 
>	And if what happened was just near him, he could just walk out, 
>change to hero id, and would not suffer much from the hero id. The only 
>think i have thought that does not let that happen was imprisonment, what 
>is not only very tough, but also kind of nosense with an unimportant 
>person. 
>	Does anyone have any ideas to offer ? 
>	Thanks. 
 
Your welcome 
 
Well If a group performed a robbery and in getting away their vehicle broke 
down and they entered the church during a service and held everyone hostage. 
He would now have the problem of being in his secret id, need to use his 
powers but not being able to change without letting others know.  The rest 
of the players would then be in on trying to rescue the hostages without 
getting anyone inside killed. 
----- 
C. Badger 
 
My Feet hurt and I've forgotten how to dance. 
			Londo 
			Babylon 5 
 
 
From: "\"qts\" <qts@nildram.co.uk> 
        \"Rodrigo Cesar Gevaerd de Faria\"" <qts@nildram.co.uk> 
Date: Sun, 19 Oct 97 23:00:41  
Reply-To: "qts" <qts@nildram.co.uk> 
Priority: Normal 
Subject: Re: Secret ID/OIHID against Chars 
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On Sun, 19 Oct 1997 18:57:50 -0200 (EDT), Rodrigo Cesar Gevaerd de 
Faria wrote: 
 
>	A character was created mostly with only in hero ID disvantages. I 
>would like some ideas of how these could be used against him, without 
>isolating him from the rest of the group, making everyone participate in a 
>single adventure where he would suffer from the OIHID disvantage. I've 
>being thinking that as noone knows his secret ID, nothing would happen to 
>him in that ID, as he isn't an important person in it. (he is a priest, 
>but i guess a more general response might be better)  
>	And if what happened was just near him, he could just walk out, 
>change to hero id, and would not suffer much from the hero id. The only 
>think i have thought that does not let that happen was imprisonment, what 
>is not only very tough, but also kind of nosense with an unimportant 
>person. 
>	Does anyone have any ideas to offer ? 
>	Thanks. 
> 
>PS.: Yes, me and the group are kind of newbie in this game. 
> 
 
What a wonderful secret ID! But you seem to be thinking purely along 
combat lines; how about some role-playing? 
 
Do the other characters know he's a priest? If not, maybe you could 
have one of them seek spiritual guidance. Or perhaps a supervillian (a 
Hunted, perchance?) who wants to go straight. Or is it because the 
supervillian thinks he's found out the Hero's Secret ID? How does the 
priest use knowledge gained in confidence without breaking his 
religious vows? 
 
How about a visit from the Pope/Chief Rabbi/whatever? The PC is in the 
middle of a crowd of fellow priests in a televised service when 
disaster strikes and super-powered terrorists hold the Pope and 
congregation to ransom, live on TV! 
 
Date: Sun, 19 Oct 1997 17:40:35 -0700 
From: Captain Spith <cptspith@teleport.com> 
Reply-To: cptspith@teleport.com 
Subject: Sci-Fi Con 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
Well, in a few more weeks, I will be attending Orycon 19 and was 
wonsering if there were ano other Convention goers who would be 
attending.  It is always interesting to actually meet people I have 
gotten to "know" online. 
   OTOH if anybody wants info on the thing, leave a note, and I'll find 
the URL of their web page which (mostly) has all the information one 
should need.... 
 
   -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, 19 Oct 1997 19:22:55 -0700 
From: Mark Lemming <icepirat@ix.netcom.com> 
Subject: Re: 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 
X-Status:  
X-Keywords: 
X-UID: 1 
 
Len Carpenter wrote: 
>  
> > From: Tim R. Gilberg <trgilber@hilltop.ic.edu> 
> > 
> >       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'd like to point out that Tribal is not a sub-corporation of McAfee 
Associates.  While John McAfee may have some say at Tribal, he hasn't 
been at McAfee Associates for at least two years. 
 
-Mark Lemming 
 
X-Sender: nolan@pop.erols.com 
Date: Sun, 19 Oct 1997 22:34:01 -0400 
From: Scott Nolan <nolan@pop.erols.com> 
Subject: Fantasy Hero Cantrip Question 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
X-Status:  
X-Keywords: 
X-UID: 5 
 
I run a Fantasy Hero game.  All sorcerers in the game have a basic spell 
called "Cantrip".  Forget the mechanics, they're unimportant to the 
question.  The intention of the spell is to allow a wide variety of basic 
abilities matching the special effects of the particular school of sorcery. 
 Pyromancers can start fires, dry clothes, make their eyes blaze with 
light, etc.  All minor, non-combat effects. 
 
A player asked me what that would do for his diviner, a school with 
detection and divination abilities.  Obviously, it might be able to tell 
him where he left the keys to his camel, but what practical usage might 
such a spell have for a diviner?  Could it allow him to know people's names 
when he met them?  Could it predict the results of a hand of poker?  On 
sheer game balance terms, I'd be for the former and against the latter. 
 
What else can you think of? 
 
Scott 
 
Date: Sun, 19 Oct 1997 22:53:48 -0400 (EDT) 
From: Michael Surbrook <susano@access.digex.net> 
Subject: Re: Question about Links Categories 
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: 2 
 
On Sun, 19 Oct 1997, Shelley Chrystal Mactyre wrote: 
 
> Greetings, all --  
>  
> My Champions links page (http://www.mactyre.net/scm/links.html) is becoming 
> unwieldy -- at last count I had 136 links, and they're listed under a 
> couple of categories, like PBEM games, organizations, campaign worlds, and 
> the like.  I've had a bunch of requests for me to annotate the dang thing, 
> but I'm not really sure how I should do it.  Should I keep the categories 
> and maybe include a few comments, should I alphabetize and include a few 
> comments, should I make value judgements as to the merit of sites, rank 
> them, what?  Obviously there are sites which are much more useful than 
> others, but I'm not sure I'm comfortable with judging the quality of 
> others' work.  
 
Annotation would be nice.  You might try marking sites that seem to be 
upadted regularly or have a wide variety (or a lot of in depth) material. 
Having the site creatires write a few commetns could be nice.  Having a 
short list of termas aofter each link (like character sheets, gadgets, 
worldbooks etc) could be nice as well as general content (4 color, Dark 
Champions, fantasy, pulp, SF, anime). 
 
*************************************************************************** 
* "'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 * 
*************************************************************************** 
 
Reply-To: "Filksinger" <filksinger@geocities.com> 
From: "Filksinger" <filksinger@geocities.com> 
Subject: Re: More on Powwow and Tribal.com 
Date: Sun, 19 Oct 1997 20:21:30 -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: 4 
 
On Sunday, October 19, 1997 7:52 PM, Mark Lemming wrote: 
> 
>I'd like to point out that Tribal is not a sub-corporation of McAfee 
>Associates.  While John McAfee may have some say at Tribal, he hasn't 
>been at McAfee Associates for at least two years. 
> 
 
Thanks for the reminder. John McAfee may be partly responsible for 
what is happening at Tribal, but McAfee software shouldn't be blamed 
because of that. 
 
OTOH, if they do own interest in Tribal, then handle that as you will. 
 
Filksinger 
 
Reply-To: "Filksinger" <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
Subject: Re: Sci-Fi Con 
Date: Sun, 19 Oct 1997 20:24:27 -0700 
X-MSMail-Priority: Normal 
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To: champ-l@omg.org 
X-Status:  
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X-UID: 3 
 
On Sunday, October 19, 1997 6:01 PM, Captain Spith 
 
>Well, in a few more weeks, I will be attending Orycon 19 and was 
>wonsering if there were ano other Convention goers who would be 
>attending.  It is always interesting to actually meet people I have 
>gotten to "know" online. 
 
I live in Seattle, and would like to make it to Orycon, but probably 
won't. I haven't for years, because of a con just north of Seattle at 
the end of October every year, but they just quit, so maybe I can make 
it. 
 
OTOH, my finances are shot. I doubt it, but I'll let you know. 
 
>   OTOH if anybody wants info on the thing, leave a note, and I'll 
find 
>the URL of their web page which (mostly) has all the information one 
>should need.... 
> 
Sounds good. I undoubtedly have it only a few clicks away from one of 
my bookmarks, but that will be easier. 
 
Filksinger 
 
From: Firelynx16@aol.com 
Date: Mon, 20 Oct 1997 00:11:36 -0400 (EDT) 
cc: hero-l@omg.org 
Subject: Re: Multiple Personality syndrome 
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: 6 
 
In a message dated 97-10-19 10:52:35 EDT, you write: 
 
<< 	How would you design a character with Multiple Personalities? 
 We're talking 4 or five seperate, distinct personalities who would 
 have certains skills (or even powers) unique to each.  I'm concearned, 
 because I don't feel Psychological Limitation defines each well enough. 
 Some possibilities I've thought of would be 'Accidental Change' or 
 'Multiform: Only effects mental statistics & personality." 
 	...and if each has it's own Disadvantages.   
 				Crazy for being so lonely, 
 					Jason Sullivan 
  >> 
 
I have an NPC called Discordia who has several personalities, some super, 
some not, all bought as Multiforms: No Conscious Control.   In her case, some 
of the personalities come with powers that change her outward appearance. 
 The NCC allows for the control to be governed by the GM based on the 
situations at hand instead of a dice roll. 
 
Date: Sun, 19 Oct 1997 21:32:56 -0700 
From: "Robert A. West" <robtwest@erols.com> 
Subject: Re: Nonstandard Deviations 
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: 11 
 
Bob Greenwade wrote: 
>  
> At 11:43 PM 10/13/97 -0500, Vox Ludator! wrote: 
> >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. 
 
I am confused as to why this is even an issue.  HSR p. 19, "Everyman  
Skills" reads in part: 
 
	All characters start with some ability in a few Skills, which 
	reflects the fact that everybody knows how to do these things 
	to some extent.  * * *  These Skills may be purchased and  
	improved just like any other Skills.  In this case the full  
	cost must be paid - the Everyman familiarity does not reduce 
	the cost. 
 
	All characters begin with 4 Character Points in their native 
	language; they will be literate if most members of the society 
	are.  Characters also have 1 Character Point (that is, 
	Familiarity) in Home Area Knowledge, and 1 Character Point 
	in an appropriate Professional Skill.  These should be noted 
	on the Character Sheet, since they can be improved like normal 
	Skills.  These Skills are given free, so the cost shouldn't be 
	added in to the character's cost total. 
 
This seems to be explicit and unequivocal: if you want 5 points  
(scholarly knowledge, or imitate dialects, or literacy if nonstandard) in  
your native language, it costs one point.  If you want AK: Home or  
PS: Primary Profession at 11-, it will cost one point, not two.   
Unfortunately, *every* sample character on pp. 130-134 violates this  
rule.  Go figure. 
 
--  
<-------------------------------------------------------> 
Robert A. West		///  "Censorship is tyranny." 
Phone W:(215)466-3628; H:(215)348-9113   
http://www.erols.com/robtwest 
 
 
Date: Sun, 19 Oct 1997 23:27:25 -0700 
From: Captain Spith <cptspith@teleport.com> 
Reply-To: cptspith@teleport.com 
Subject: Re: Sci-Fi Con 
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: 7 
 
Filksinger wrote: 
 
   <....> 
 
> >   OTOH if anybody wants info on the thing, leave a note, and I'll 
> find 
> >the URL of their web page which (mostly) has all the information one 
> >should need.... 
> > 
> Sounds good. I undoubtedly have it only a few clicks away from one of 
> my bookmarks, but that will be easier. 
 
   The address of the Orycon 19 Home Page is: 
 
                 http://www.teleport.com/~osfci/orycon19/index.html 
 
   For those interested, my wife is running the Art Show and has her own 
page for that (and her own personal stuff) @ 
 
                 
http://www.geocities.com/Area51/Dimension/5486/artshow.html 
 
   Memberships are now up to $45, as they will be at the door.  I look 
forward to potentially seeing anybody who decides to/is able to go.  I 
will be spending a good amount of time helping out at the Art Show, 
hanging with the DJ at the dance(s), and maybe even gaming.  My Badge 
name will be, 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' 
 
X-Sender: nezmaster@mail.ntr.net 
Date: Mon, 20 Oct 1997 02:50:26 -0400 
        champ-l@omg.org 
From: The Nez Master <nezmaster@ntr.net> 
Subject: Re: Secret ID/OIHID against Chars 
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: 8 
 
At 06:57 PM 10/19/97 -0200, Rodrigo Cesar Gevaerd de Faria wrote: 
>	A character was created mostly with only in hero ID disvantages. I 
>would like some ideas of how these could be used against him, without 
>isolating him from the rest of the group, making everyone participate in a 
>single adventure where he would suffer from the OIHID disvantage. I've 
>being thinking that as noone knows his secret ID, nothing would happen to 
>him in that ID, as he isn't an important person in it. 
Ask the player, hey you've got this limitation here. In what game ways do 
you think it's limiting. Maybe the player will have some ideas. If neither 
of you get any, it's not a limitation, 0 points. 
 
 
 (he is a priest, 
>but i guess a more general response might be better)  
>	And if what happened was just near him, he could just walk out, 
>change to hero id, and would not suffer much from the hero id.  
 
Ick. Dozens of reasons this can't happen. Other people watching, police 
lines keeping crowds under control, being some part of the focus of 
attention, beingin a swarmed crowd (ever try to leave a crowded event 
quickly, especially if panic is in the air), or just plain ol needing to be 
there. 
> The only 
>think i have thought that does not let that happen was imprisonment, what 
>is not only very tough, but also kind of nosense with an unimportant 
>person. 
 
1> Just as a mood effect, stress time. Make him play out the angst of not 
having time to devote to people, because he is living two lives. Work not 
getting done, just remind him while he's fighting Dr Destroyer that he has 
an appointment in 30 minutes with some one for an interview (or in his 
case, a counseling, a membership drive, an appearance, a wedding,) 
 
2> Put in situations when he is busy elsewhere when he gets a phone call 
from the group. He will have to face making himself look bad in front of 
some paritionaers by skipping out on something, or letting Mechanon destroy 
humanity. You think villians never attack on Sunday morning. 
 
3> He see's people he personally knows involved in something. He's with a 
freind in his id, when he see's some villian attack. The friend or 
aquaintence is of course noblein heart, and will not let his preist freind 
be endagnered, no way is he getting out of sight. 
 
4>During a time when lots of people are focused on him, soemthing intense 
happens. The multitudes look to their freind and leader for focus and 
leadership. "Help us decide what to do" would be difficult to meet with 
running away changing ids. 
 
Some of these may feel like your taking the pc out of part of the aciton. 
You are, that's the nature of the thing. Of course, most of these are plain 
ol secret id stuff, but that will bring in the OHID stuff by it's very 
nature. (especially for defenses and movement powers.) 
 
Now, ohid with public id is tougher, and some would argue not much of a 
limitation. I would say if he also had instant change, it's not really a 
limitaiotn at all. Without instant change, it can be really bad. Since 
everyone knows who he did (or with no id, can find out), he's a target, and 
soonthe villians will figure out 'hit him hard and fast, and he can't change.  
 
 
 
 
>	Does anyone have any ideas to offer ? 
>	Thanks. 
> 
>PS.: Yes, me and the group are kind of newbie in this game. 
> 
> 
-------------------------Nez Master-------------------- 
      Second founder of the backwards philosophy 
	       http://www.ntr.net/~nezmaster 
	    		Nothing is certain 
_______________________________________________________ 
	 
 
Date: Mon, 20 Oct 97 10:03:42 GMT 
X-Sender: smcginn@csm.ex.ac.uk 
From: smcginn@csm.ex.ac.uk (Steve McGinness) 
Subject: Re: Fantasy Hero Cantrip Question 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
X-Status:  
X-Keywords: 
X-UID: 9 
 
At 10:34 PM 19/10/97 -0400, Scott Nolan wrote: 
>A player asked me what that would do for his diviner, a school with 
>detection and divination abilities.  Obviously, it might be able to tell 
>him where he left the keys to his camel, but what practical usage might 
>such a spell have for a diviner?  Could it allow him to know people's names 
>when he met them?  Could it predict the results of a hand of poker?  On 
>sheer game balance terms, I'd be for the former and against the latter. 
> 
>What else can you think of? 
> 
>Scott 
 
It depends, there are all kinds of things that would be useful, but it's  
difficult to see what would be game imbalancing. I'm just going to give my  
head free rein and you can sort them out. 
 
....."Oh! and I think I might just need this!" 
        an ability to have something to hand when required 
 
....."The chemists shop should be just round the corner" 
       an ability to know where his way around even unfamiliar towns 
 
....."I _knew_ you were going to say that!" 
       a constant feeling of deja vu! 
 
......"I wouldn't do that if I were you" 
       _knows_  the local by-laws, aware of  laws commonly known 
 
......."actually it's pronounced "Mill-guy" not Milngavie!" 
        knows how the locals say something rather than the obvious way 
 
......."Come in!!" knock knock 
         aware of someone about to enter his domicile 
 
 
 
Stephen 
 
X-Sender: jdriscol@mail.vt.edu 
Date: Mon, 20 Oct 1997 16:44:29 +0600 
From: Jeremiah Driscoll <jdriscol@vt.edu> 
Subject: Re: Nonstandard Deviations 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
X-Status:  
X-Keywords: 
X-UID: 24 
 
Robert A. West wrote: 
>Bob Greenwade wrote: 
>> At 11:43 PM 10/13/97 -0500, Vox Ludator! wrote: 
>> >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. 
> 
>I am confused as to why this is even an issue.  HSR p. 19, "Everyman  
>Skills" reads in part: 
> 
>	All characters start with some ability in a few Skills, which 
>	reflects the fact that everybody knows how to do these things 
>	to some extent.  * * *  These Skills may be purchased and  
>	improved just like any other Skills.  In this case the full  
>	cost must be paid - the Everyman familiarity does not reduce 
>	the cost. 
> 
>	All characters begin with 4 Character Points in their native 
>	language; they will be literate if most members of the society 
>	are.  Characters also have 1 Character Point (that is, 
>	Familiarity) in Home Area Knowledge, and 1 Character Point 
>	in an appropriate Professional Skill.  These should be noted 
>	on the Character Sheet, since they can be improved like normal 
>	Skills.  These Skills are given free, so the cost shouldn't be 
>	added in to the character's cost total. 
> 
>This seems to be explicit and unequivocal: if you want 5 points  
>(scholarly knowledge, or imitate dialects, or literacy if nonstandard) in  
>your native language, it costs one point.  If you want AK: Home or  
>PS: Primary Profession at 11-, it will cost one point, not two.   
>Unfortunately, *every* sample character on pp. 130-134 violates this  
>rule.  Go figure. 
> 
I guess you didn't look at the end of the first paragraph that you quoted. 
It clearly states that "the Everyman familiarity doesn't reduce the cost." 
Yes, it could be argued that the second paragraph seems like it may 
contradict this, and so do the characters in Champions of the North (or at 
least that's what someone said).  *This* is why the discussion is here. 
 
I personally don't allow the Everyman skills to reduce the costs of buying 
them up, and I think I'm correct in this.  Even if I'm not, it winds up 
being "I'm correct IMC."  But I have let characters (mostly NPCs, whom some 
argue don't necessarily need to be *point* balanced) to get a PS: A at 11- 
for 2 points, and PS: B at 8- for 0 points (reflecting the everyman skills). 
And that's probaby a work-around to the rules, too. 
 
- Jerry 
 
Reply-To: "Filksinger" <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
Subject: Re: Fantasy Hero Cantrip Question 
Date: Mon, 20 Oct 1997 04:27:27 -0700 
X-MSMail-Priority: Normal 
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X-UID: 12 
 
Sunday, October 19, 1997 9:01 PM, Scott Nolan wrote: 
 
 
>I run a Fantasy Hero game.  All sorcerers in the game have a basic 
spell 
>called "Cantrip".  Forget the mechanics, they're unimportant to the 
>question.  The intention of the spell is to allow a wide variety of 
basic 
>abilities matching the special effects of the particular school of 
sorcery. 
> Pyromancers can start fires, dry clothes, make their eyes blaze with 
>light, etc.  All minor, non-combat effects. 
> 
>A player asked me what that would do for his diviner, a school with 
>detection and divination abilities.  Obviously, it might be able to 
tell 
>him where he left the keys to his camel, but what practical usage 
might 
>such a spell have for a diviner?  Could it allow him to know people's 
names 
>when he met them?  Could it predict the results of a hand of poker? 
On 
>sheer game balance terms, I'd be for the former and against the 
latter. 
> 
>What else can you think of? 
> 
 
Some people might have a Fate written upon them so boldly that 
diviners can see it automatically. ("Aaaiiieee!!! I see your Doom 
written upon your face! Since before Time began, your fate has been 
decided!") You might know more than a person's name, such as what they 
wish to do or what happened to them earlier today. Sometimes they 
might get no more than, "That one's purpose is so strong that I know 
not what it is." This vagueness will help preserve game balance. Other 
possibilities might be to know minor things in general, without a 
reason for knowing them. ("We're going to freeze out here!" "No, my 
friend. There is a fire and warmth waiting for us just over this 
hill.") In this case, Danger Sense might be desirable as a adjunct to 
the cantrip. ("How was I to know that the fire and warmth were 
cannibals?") 
 
Filksinger 
 
Date: Mon, 20 Oct 1997 09:47:04 -0400 
From: Geoffrey Speare <geoff@omg.org> 
Subject: Fantasy Hero Cantrip Question 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
X-Status:  
X-Keywords: 
X-UID: 13 
 
> A player asked me what that would do for his diviner, a school with 
> detection and divination abilities.  Obviously, it might be able to tell 
> him where he left the keys to his camel, but what practical usage might 
> such a spell have for a diviner?  Could it allow him to know people's names 
> when he met them?  Could it predict the results of a hand of poker?  On 
> sheer game balance terms, I'd be for the former and against the latter. 
 
Your calls sound good; other ideas: 
 
See around corners without poking your head around; 
 
Low-resolution, nonspecific detect magic (only works on STRONG magic, vague as 
to type and exact location); 
 
Which way the guard is going to turn; 
 
One card in a hand of poker (maybe :-), and; 
 
Which other characters are PCs. :-) 
 
Geoff Speare 
 
Date: Mon, 20 Oct 1997 09:51:00 -0400 
From: Geoffrey Speare <geoff@omg.org> 
Subject: Black Hole 
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> 	How would you simulate the effects of a black hole? 
 
Flight, Usable Against Others, AOE. (SFX is gravity; anything which stops 
gravity stops the UAO.) 
 
Big Mucking Killing Attack for the EVent Horizon, plus Flash, etc. 
 
Extra dimensional travel. :-) 
 
For a character, I'd probably replace the Flight with TK only because the 
Flight gets abusive.  
 
I actually had a brick with AOE TK, only to draw people into him, called 
Undertow. Along with his weather-power gal-friend Azimuth they formed Horizon 
(where the sky and sea meet), a two-person NPC hero team. 
 
Geoff Speare 
 
From: Brian Wong <rook@sanfran.infinex.com> 
Subject: Re: Fantasy Hero Cantrip Question 
Date: Mon, 20 Oct 1997 09:17:05 -0700 (PDT) 
Cc: hero-l@omg.org 
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>  
> >All sorcerers in the game have a basic spell 
> >question.  The intention of the spell is to allow a wide variety of 
> >abilities matching the special effects of the particular school of 
> > 
> >A player asked me what that would do for his diviner, a school with 
> >detection and divination abilities.  Obviously, it might be able to 
> tell 
> >him where he left the keys to his camel, but what practical usage 
> might 
> >such a spell have for a diviner?  Could it allow him to know people's 
> > 
> >What else can you think of? 
>  
> Some people might have a Fate written upon them so boldly that 
> diviners can see it automatically. ("Aaaiiieee!!! I see your Doom 
> written upon your face! Since before Time began, your fate has been 
> decided!") You might know more than a person's name, such as what they 
> reason for knowing them. ("We're going to freeze out here!" "No, my 
> friend. There is a fire and warmth waiting for us just over this 
> hill.") In this case, Danger Sense might be desirable as a adjunct to 
> the cantrip. ("How was I to know that the fire and warmth were 
> cannibals?") 
> 
	My mother reads Tarot and has for some years. She claims she can get 
a general feel for people now pretty much right as they come her, before the 
cards are even dealt (it's not her occupation btw, she's proffessionally a 
college teacher). 
 
	So seeing the fate thing is not a bad idea. Other things would be 
like the deja vu concept, or getting vague feelings and impressions about 
everything you encounter. 
 
	The fire and warmth over the next hill might be too detailed. But 
saying "I feel it would benifit us to continue up ahead" might be good. 
Or even "The road ahead has rewards and can help with our current delima, but 
I send it involve some diffulculty to achieve. Let me cast some magics to 
fully understand this." 
 
	A character who'se day is going to be filled with the promise of 
adventure might awake feeling "Something grand will happen today, be 
prepared for great change." But not know why or how until a full divination 
is cast. 
 
	Essentially, just give them automatic divinations of a very vague 
and minor nature. 
 
	Where a true spell might say the villiage is about to be visited 
by Dwarven Traders seeking help in their quest; the auto-divin would just say 
"somone is coming bearing tidings of adventure". 
 
 
From: Chris Lynch <chris@lynch1.demon.co.uk> 
Subject: Fw: Multiple Personality syndrome 
Date: Mon, 20 Oct 1997 18:27:58 +0100 
X-MSMail-Priority: Normal 
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-----Original Message----- 
From: ALONE AT MIDNIGHT <RAVANOS@jcs1.jcstate.edu> 
To: champ-l@omg.org <champ-l@omg.org> 
Date: 19 October 1997 04:53 
Subject: Multiple Personality syndrome 
 
 
> How would you design a character with Multiple Personalities? 
>We're talking 4 or five seperate, distinct personalities who would 
>have certains skills (or even powers) unique to each.  I'm concearned, 
>because I don't feel Psychological Limitation defines each well enough. 
>Some possibilities I've thought of would be 'Accidental Change' or 
>'Multiform: Only effects mental statistics & personality." 
> ...and if each has it's own Disadvantages. 
> Crazy for being so lonely, 
> Jason Sullivan 
 
If you can't use the skills of one personality when another is dominant, 
then you could set them up as ultra slots in a multipower. 
If the player has difficulty in switching from one personality to another, 
then apply an activation or skill roll to the changing  of the multipower 
slots. 
If the player has no control at all then this is worth a heavier 
disadvantage and then an accidental change on top of this. 
 
Now my question: How about a character who has traumatic flashbacks? I'm 
torn between enraged/berserk and physical limitation (the flashbacks are so 
vivid that he is incapacitated whilst he is undergoing them)? 
 
X-Sender: dalger@thyme.cisco.com 
Date: Mon, 20 Oct 1997 14:02:57 -0700 
From: Douglas Alger <dalger@cisco.com> 
Subject: Re: Black Hole 
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>>> How would you simulate the effects of a black hole? 
>>> What about a character whose Sf/x are 
>>> powers are those which simulate 
>>>the forces and Sf/x of a black hole. 
 
 
I have a character with the powers of a dwarf star. He has Shrinking, 
Density and considerable knockback resistance, in addition to TK to pull 
people toward him. Together with Teleport (he can shrink down to 
microscopically small and travel along an electron, then grow again), he is 
obscenely effective. Nothing like a brick who is difficult to see and hit, 
then teleports away when you finally can see him. 
 
He absolutely spattered villains the first time I played him. Although none 
of his individual powers were above the average levels found in our 
campaign, I had to cut everything back to keep him from giving GMs too hard 
a time.  
 
- Doug 
 
Date: Mon, 20 Oct 1997 19:01:15 -0700 
From: Rick Holding <rholding@ActOnline.com.au> 
Subject: Re: Fantasy Hero Cantrip Question 
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Scott Nolan wrote: 
>  
> I run a Fantasy Hero game.  All sorcerers in the game have a basic spell 
> called "Cantrip".  Forget the mechanics, they're unimportant to the 
> question.  The intention of the spell is to allow a wide variety of basic 
> abilities matching the special effects of the particular school of sorcery. 
>  Pyromancers can start fires, dry clothes, make their eyes blaze with 
> light, etc.  All minor, non-combat effects. 
>  
> A player asked me what that would do for his diviner, a school with 
> detection and divination abilities.  Obviously, it might be able to tell 
> him where he left the keys to his camel, but what practical usage might 
> such a spell have for a diviner?  Could it allow him to know people's names 
> when he met them?  Could it predict the results of a hand of poker?  On 
> sheer game balance terms, I'd be for the former and against the latter. 
>  
> What else can you think of? 
>  
> Scott 
 
-- Predict what the weather is going to be for the next day.  Always  
knows what pack contains the salt.  Find the spot for the bed roll which  
doesnt have rocks, ants, etc around it.  Perhaps as far as having a short  
term (several seconds) view the path to avoid misplacing his feet or  
disturbing minor pests. 
 
   It depends on just how much power you wish to invest in the cantrip  
and what other "spells" are available to the players. 
----------------------------------------------------------- 
Ricky Holding    Email: rholding@ActOnline.com.au 
Work is only there to give us time to talk about play 
----------------------------------------------------------- 
 
X-Forwarding-Note: Was sent to herolist@october.com; forwarding to hero-l@omg.org 
From: Opal@october.com (Opal) 
Date: 21 Oct 97 03:41:02 GMT 
Subject: Re: Non-Stereotypical Mi 
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 h > >         What sort of Native American heroes would be considered  
 h > > non-stereotypical and non-offensive?  Most of the Marvel ones had  
 h > some sort  
 h > > of "Indian" motif.  I somewhat imagined that some would do that.  
 h > I'd like  
 h > > to interject some minority Supers into my games (probably as NPCs)  
 h > but would  
 h > > like them to be non-stereotypes.  Yes, some will probably be  
 h > stereotypical,  
 h > > but I want some to be surprising, and I would like them all to have  
 h > depth.  
 h > > A little help (and some opinions) would be greatly appreciated.  
  
Avoiding stereotypes isn't that hard.  One thing to remember is that  
just because someone of Native American decent gets superpowers, doesn't  
mean he's automatically going to have a 'theme' based on his ancestral  
culture.  Base his theme on his powers or his personal interest, base  
his psychlims on personal experiences, make the character an individual,  
don't make race the central theme... First off, don't think "I need to  
have a Native American (or Black or whatever) character in this game  
to prove I'm not a racist."  If you start off on that foot you'll just  
be engaging in pointless tokenism.  
  
When I build characters I usually start with an image, so it's easy  
for me to decide on the race and sex of the character early on, the  
name and powers then flow naturally.  Alot of characters can also  
start with a name or a power set.  How do character ideas 'come to  
you'?  
  
Making a character non-offensive is a lot harder.  If you make a  
stereotyped character some people will jump on you for being  
insensitive.  If, as I suggest above, you minimize the impact of  
race or culture, you might also be attacked for undervaluing that  
culture.  And, unless you're actually Native American or whatever,  
if you try to create a sensitive well researched, cultural super,  
you may well face upset people who think you're 'stealing' from  
thier culture.  
  
Finally, stereotypes are usefull.  Every character can't be fully  
developed and deep.  Some just need to be quickly described and  
understood.  No one complains when yet another greedy business  
tycoon, racist neo-nazi, or bigoted redneck is cast as a villain -  
and those are pretty pervasive stereotypes.  Some character types  
almost *have* to be stereotypes - the super-patriot, for instance  
(when the guy in the red-white-&-blue spandex shows up you just  
*know* how he's going to act).  And aren't some stereotypes just  
plain positive:  super-patriot, brave, or knight in armor - don't  
they all just scream hero?  
  
___  
 * OFFLINE 1.58  
 
Date: Mon, 20 Oct 1997 23:33:40 -0500 (EST) 
From: ALONE AT MIDNIGHT <RAVANOS@jcs1.jcstate.edu> 
Subject: FutureGuy 
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	FutureGuy is a superhero from the future who uses his nifty 
gadgets to fight crime in the past.  All of his gear is powered by 
special Amirium-369 Power Cells (that are securely mounted on his 
belt). 
	The A-369 PC belt is an END Reserve of 200, with a REC of 50. 
The belt is shielded, and contains the dangerous, radioactive element 
A-369.  Both the belt and shielding are very resistant to damage. 
The Amirium element has a side effect of being non-teleportable 
due to it's unusual properties. 
	The unit functions well, in most cases.  If the outer 
core is breeched, however, the battery leaks it's harmful 
stored radiation.  This can be mended, however, by FutureGuy... 
but not usually 'on the fly.'  Amirium radiation, in it's 
uncondensed form, has properties akin to that of other 
hard radiation types. 
 
	Here's my query: 
	I've figured the END cost for the belt with the following 
Adv./Lim.: 
	*END 200:	BC = 20 
	  Hardened	AC = 25 
	  IIF (Mobile, Unbreakable, Universal) 
			RC = 20 
 
	[I'm new at this... so if this is wrong, correct me please] 
 
	Now, here's my boggle.  THe REC of 50 also has the advantage of 
Hardened, but, when the battery is breached, the REC gets spotty, sometimes 
replenishing the END, getting weaker and weaker with increased damage. 
In addition, when it is struck, there is a chance of a radiation leak 
with affects the character and the area. 
	When the REC no longer functions, and all of the END is wasted, 
the radiation levels 'die down' doing more subtle damage to the character 
(i.e. long term effects like cancer and radiation poisoning). 
	This is a IIF (Moble, Universal) but the shielding is not 
Unbreakable.  I was thinking of purchasing Ablative for REC only 
to simulate the steady leak, and Side Effect for REC only to represent 
the Intense Radiation of the leak (AC of power). 
	According to game mechanics, how much would the Real Cost be? 
 
	Also, the 'Side Effect' would switch from 'Intense Radiation' 
to 'Passive Radiation.'  Does this effect the Lim 'Side Effect' in any 
way?  The 'Intense Radiation' should have the following properties: 
Continuous (stays around from phase to phase), Explosion (the 'leak' 
damages thinsg surroudig it, but range lessens the intensity),  
Invisible Power Effects (you take damage, but don't really feel it 
or see it glowing), Indirect (goes through barriers like normal 
walls), NND (defense is lead/radiation shielding or LS: Radiation). 
The radiation would do No Knockback. 
	First, are my Adv. for the radiation valid or bunk?  Can you have 
a ranged Special Effect (like an RKA)?  What about the Lim. (No KB), 
the Side Effect is calculated on Active Points, but the Lim. doesn't  
factor into that (or does it?).  How often would the character take 
damage?  When would it stop?  Does the Side Effect feed off the END  
Reserve as far as the AC goes or is it 0 END? 
	About the 'secondary' effect of 'Passive Radiation'  Would 
it go into effect when the REC doesn't function (gone) or when the 
END is depleated (through use or 'leakage' [assuming the SE would 
feed off the END Reserve])?  What would you make the Passive Radiation 
SE (Transformation, a Drain, or Phys. Lim.: Radiation Poisioning/Cancer). 
Could you even have a 'changing' m 
 Side Effect? 
 
	I have a feeling this is going to be throughly thrashed and  
flamed...  please do.  :)  I'm getting used to the system... 
 
					-Jason Sullivan 
 
X-Forwarding-Note: Was sent to herolist@october.com; forwarding to hero-l@omg.org 
From: Opal@october.com (Opal) 
Date: 21 Oct 97 05:17:04 GMT 
Subject: Re: Grey Areas 
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 h > >characters spend Exp.  A multi form is build on the same point  
 h > >base as the base form.  So, if you have a 100 + 150 disads +15 exp  
 h > >base form, then each of the other forms has the same number of base  
 h > >points, and the same number of exp (not all of which may be spent)  
 h > >and a max of 150 in disads.  In your example the breakdown would  
 h > >be:  
 h > >  
 h > >Multo = 100 +150 +15 = 265 (50 pts in Multiform)  
 h > >Mult1 = 100 + 85 +15 = 200  
 h > >Mult2 = 100 +  0 + 0 = 100 (and has 15 unspent exp)  
 h >  
 h >    I'll say there's a misunderstanding -- what you're describing here  
 h > is  
 h > the Third Edition version of Multiform!  
  
Huh?  How so?  I will admit that I have version-itis pretty bad,  
but what exactly is 3rd Ed about the above?  
  
 h >    Not that the description you were responding to was much better.  
 h > In  
 h > fact, I see nothing in the BBB that says anything about Multiforms  
 h > earning  
 h > experience.  The only way I can see to increase the point value of a  
 h > Multiform is to put more points into it, at the usual rate of 1 point  
 h > spent  
 h > per 5 points improved.  (I see the same rule for Followers and most  
 h > other  
 h > "secondary entities.")  
  
Multiforms and Duplicates are not secondary entities.  The character  
earns exp regardless of which form he's in.  The Multiform power defines  
the maximum points you can spend on each form, but, all those points  
still have to come from somewhere - base points, disadvantages, or  
experience.  
  
 h >  
 h > >The character has only earned 15 exp, there is *no way* his  
 h > >multiforms could have 50 exp!  Yes, this does mean adding  
 h > >disads after the start of the game, which is a little odd.  
 h > >More often, a Multiform character would keep his disads the  
 h > >same, and only spend enough exp on multiform to allow each  
 h > >form to spend the exp he's earned.  
 h >  
 h >    I'm not quite sure how most of this matches up (or not) with what I  
 h > said  
 h > in the above paragraph.  Obviously, we disagree on whether Multiforms  
 h > can  
 h > have experience points at all, but I *think* the principle of your  
 h > last  
 h > sentence is fundamentally correct.  
 h >    However, a Multiform can have more points than the base character  
 h > if the  
 h > base character spends 1:1 point for the extras.  
 h >  
You're thinking of Followers.  With Multiform, the highest point form is  
automatically the 'base' form.  If one of the multiforms was bought up  
higher than the original, the cost of the Multiform power would have  
to be completely recalculated with the highest-point form as the 'base.'  
  
 h > >it at 0 pts... Multiform cost: 30pts for a 0 base pt multiform  
 h > +5/1pt,  
 h > >15pts +10/1 for each additional form.  Forms cannot have more base  
 h > points  
 h > >than the base forms base pts + exp, and cannot have more disads than  
 h > >the normal champaign limit.  
 h >  
 h >    I like this plan, at least provisionally.  I've never liked the  
 h > rule of  
 h > paying for points in "secondary entities" that are covered by  
 h > Disadvantages.  It's like paying for them twice, or taking  
 h > Disadvantages on  
 h > a character without *really* getting points for them.  
 h > ---  
  
  
___  
 * OFFLINE 1.58 * I am not a Rules Lawyer...I'm a Rules Activist.  
 
X-Sender: champion@mailhost.cyberhighway.net 
Date: Mon, 20 Oct 1997 22:28:40 -0700 
From: Jim Dickinson <champion@cyberhighway.net> 
Subject: Re: More on Powwow and Tribal.com 
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<x-html><html> 
At 02&#58;22 AM 10&#47;20&#47;97 +0000, Mark Lemming wrote&#58;<p> 
&gt;&gt; &gt; Check out the editorial at URL<br> 
&gt;&gt; &gt;<br> 
&gt;&gt; &gt;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <a 
href="http://indy4.fdl.cc.mn.us/~isk/editorial.html">http&#58;&#47;&#47;indy4.fdl.cc.mn.us&#47;~isk&#47;editorial.html</a><br> 
&gt;&gt; &gt;<p> 
>From that page&#58;<p> 
<blockquote type=cite>In general how Powwow works (for Windows PC's only) 
is that a database of information on each registered user is kept by 
Tribal Voice, Inc. on its network. The Powwow software is 
memory-resident, and opens each computer (or networks) it runs on to 
contact and chatting, tripping, tribalizing, etc., from any other user. 
It may or may not plant a piece of itself in hidden ways in user systems 
(i.e. so you couldn't actually get rid of it or actually &quot;turn it 
off&quot;. That would be rather hard to determine, and ought to be 
grounds for uneasiness about it. Tribal Voice offers a Yellow Page 
service for businesses that use it.<br> 
</blockquote><br>This is an paragraph that touts her ignorance to anyone 
who has dared &quot;desecrate&quot; their computer by installing the 
software.  It doesn't work this way.  If she can be this wrong about the 
simple mechanics of the program that I challenge the validity of the rest 
of her slanted comments.<p> 
This person has clearly formed a strong, one-sided opinion, and has 
clearly slanted her entire editorial around it.  But I will assume that 
any other clear-minded individual might be able to deduce this on their 
own.  To blindly accept what this person says without looking at the 
program or website themselves is making an ignorant mistake as well.<p> 
I happen to like PW in a lot of ways.  But I formed this opinion through 
USING the program, not by poking at it with a virtual 
&quot;Anti-Racist&quot; stick.  I don't want to argue with anyone about 
this -- if you like the program, and aren't offended by the use of the 
Native American terms, whether actually made by Native Americans or not, 
then have fun.  If you are offended by the use of these terms unless used 
solely by TRUE (verifiable) Native Americans, or you just don't like the 
software, or are paranoid about some aspect of that software burying 
itself deep in your system to contact &quot;big brother&quot; (or maybe I 
should use some Native American equivalent to Big Brother to be more 
genre-oriented) and tell them secrets about you and your computer...well, 
then don't use PW.   But it that's that case, you must be running Windows 
95 because we all know Bill Gates is the Anti-Christ....<p> 
Jim<p> 
<BR> 
 
<font face="Courier New, 
Courier">_________________________________________________________________<br> 
Jim Dickinson -=- Portland. OR&nbsp; USA -=- 
champion@cyberhighway.net<br> 
                    WWW Role-Playing Resource&#58;<br> 
Castle Game 
Knight&#58;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 
http&#58;&#47;&#47;www.cyberhighway.net&#47;~jd&#47;cgk<br> 
Join the Circle of HEROs&#58;&nbsp;&nbsp;&nbsp;&nbsp; 
http&#58;&#47;&#47;www.cyberhighway.net&#47;~jd&#47;coh<br> 
-----------------------------------------------------------------</font></html> 
 
</x-html>X-Forwarding-Note: Was sent to herolist@october.com; forwarding to hero-l@omg.org 
From: Opal@october.com (Opal) 
Date: 21 Oct 97 05:33:06 GMT 
Subject: Unbalanced Mental Power 
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 h >  
 h >      If someone gets a telepathy, and very good mind scan and ego  
 h > attack  
 h > for example. He can make a telepathy link with someone of his team,  
 h > and  
 h > then away from the danger of the battle, and receiving information  
 h > about  
 h > the battle from his partner he could just mind scan and ego attack any  
 h > opponent his partner could detect, being almost completely safe. And  
 h > he  
 h > could even get these powers by an Elemental Control.  
 h >      Is this right ? What do you think about this ?  
 h >  
 h >   []s.  
  
It's mechanicall correct (though there might be some question as  
to what a telepathic link really lets you do - you might have  
to Mind Scan the entire area, rather than getting location info  
from the link) but I don't think much of the idea for a super  
hero game.  
  
One option that might make the idea more acceptable:  If the  
character has mind link with one, specific other character  
in the group, instead of general Telepath, and could only  
project thier other powers to that characters general area  
while that character is conscious to act as his eyes and  
ears, then it would be OK from a game balance standpoint.  
(the character can't be attacked, but if his forward  
observer is taken down, he's not a problem anymore).  
  
___  
 * OFFLINE 1.58  
 
X-Forwarding-Note: Was sent to herolist@october.com; forwarding to hero-l@omg.org 
From: Opal@october.com (Opal) 
Date: 21 Oct 97 05:53:08 GMT 
Subject: Re: Foci and Instant Cha 
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 h > Given that the described use of Instant Change was specifically to  
 h > overcome  
 h > any disadvantages to Focus or OHID, I believe that it did need being  
 h > said.  
 h > The character in question clearly was *NOT* limited by either Focus or  
 h > OHID.  He was able to retrieve his weapons with no effort; likewise he  
 h > was  
 h > able to switch between normal and heroic identities without  
 h > restriction.  
 h >  
 h > So, no bonus.  
  
I think that in this case, it was the way it was run that was in  
error.  The evil knight should have Instant changed back into  
normal (which presumably loses him some SPD and Defenses), lost  
the rest of his phase due to the way changing SPD works, gotten  
thoughly trashed (I beleive he was about to be hit by his own  
sword) if not killed, and if he miraculously survived, changed  
back and still not had his weapons (they were OAFs, they were  
taken away, live with it).   It's not that the combination of  
Focus, OIHID, and Instant Change is intrinsicly broken, it just  
has to be run correctly.  Switching between normal and hero ID  
multiple times with Instant Change is no more reasonable than  
switching multipower slots more than once in a phase.  
  
___  
 * OFFLINE 1.58  
 
X-Forwarding-Note: Was sent to herolist@october.com; forwarding to hero-l@omg.org 
From: Opal@october.com (Opal) 
Date: 21 Oct 97 07:13:10 GMT 
Subject: Re: Grey Areas 
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 h > >    What I was talking about was that, in most cases, a "secondary  
 h > entity"  
 h > > based on 75 points with 75 points of Disadvantages costs the main  
 h > character  
 h > > just as much as one  based on 100 points with 50 points of  
 h > Disadvantages,  
 h > > or one based on 150 points with no Disadvantages.  This isn't true  
 h > of  
 h > > Followers (which use Base Points), but it is true of Duplicates and  
 h > > Multiforms.  (I'm not clear on Summon for this one.)  
  
Sorta... All duplicates and multiforms are built on the same base points  
as the main character.  So a 100 base point super hero would always get  
a 100 + 50 point character when he pays for 150, never 75+ 75 (thoug it  
would certainly be OK to give him one), and certainly never 150 pts  
flat out.  Experience can be thought of as adding to base points, so  
if the character were to earn 50 exp, that 150 pt duplicate or multiform  
could be 150 pts w/no disads.  
  
 h >    This shouldn't make any difference, though, since most games will  
 h > have all players on the same scale (all 100+150 or all 75+75, etc.),  
 h > thus there would be no character inequities, and as for the  
 h > follower(s);  
 h > the comparative savings reflects the fact that a follower is  
 h > GM-CONTROLLED, based on the player's original conception; Dupes and  
 h > Multis are directly controlled by the player, thus more expensive to  
 h > reflect more control.  
 h >  
 h >    -Capt. Spith  
  
  
  
___  
 * OFFLINE 1.58  
 
Date: Tue, 21 Oct 1997 00:18:40 -0700 
From: "Robert A. West" <robtwest@erols.com> 
Subject: Nonstandard Deviations: WARNING! Long, Pedagogical. 
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Jeremiah Driscoll wrote: 
> 
> > 
> I guess you didn't look at the end of the first paragraph that you quoted. 
> It clearly states that "the Everyman familiarity doesn't reduce the cost." 
 
Forgive me if the following sounds like a review of Reading Comprehension 
101, but I think that you are being obtuse. 
 
First, you omitted the beginning of the sentence, "In this case..." 
Clearly, there is a contrast being made, but a contrast to what?  To 
normal skills?  Unlikely, since the full cost must be paid for normal 
skills as well, so there is no need to say anything, and certainly 
nothing unique to this case.  What then?  Obviously the contrast is to 
some other class to be named in the remainder of the passage. 
 
Let's look at the preceding sentence.  Emphasis mine. 
 
        These Skills may be *purchased and* improved just like any 
        other Skills. 
 
For now, let's just leave that alone.  We'll come back to it after we 
consider the second paragraph carefully.  The first two sentences read: 
 
        All characters begin with 4 character points in their native 
        language; they will be literate if the most members of the 
        society are.  Characters also have 1 Character Point 
        (Familiarity) in Home Area Knowledge, and 1 Character Point 
        in an appropriate Professional Skill. 
 
Ignoring the odd locution, "The most members of the society," note how  
this contrasts to the corresponding sentence in the first paragraph: 
 
        All characters have Familiarity (an 8- roll) with these Skills. 
 
In the first paragraph, there is a reference to Familiarity as such.  In 
the second paragraph, the primary reference is to Character Points, and 
familiarity is mentioned only parenthetically and therefore 
nonrestrictively.  Why the distinction?  Perhaps these three Skills are 
to be treated differently in some way, and that way relates to a 
character point. 
 
Continuing with the next sentence: 
 
        These should be noted on the Character Sheet, since they can 
        be improved like normal Skills. 
 
Interesting!  The word "these" refers only to those skills mentioned in 
the second paragraph.  If it were intended to include the skills in the 
first paragraph, there would have been a paragraph break at this point. 
Moreover, "these" should refer, in careful writing, to the most recent 
collection: in this case the trio of LS, AK, PS.  If it were intended to 
include all Everyman Skills, then the sentence should read, "All these 
Skills..." 
 
Now, why is the author so concerned that these skills be noted on the 
character sheet, and indifferent whether the other Everyman Skills are so 
noted?  Well, we have not yet looked at the adverbial clause.  Apparently 
the author is concerned that we know the reason -- these skills should be 
noted because they can be improved, "Like normal Skills." 
 
How are normal skills improved?  One just buys them up with normal 
character points.  What about the other Everyman skills?  It says in the 
first paragraph that they, "May be *purchased and* improved just like any 
other Skills."  [emphasis mine again]  Hmmm...  It seems that the first 
group of skills must be purchased before they can be improved, yet the 
second may be simply improved.  This looks like a contrast, and it seems 
to be that the second group has been, in some sense, already purchased. 
Perhaps that is why the author went out of his way to mention "Character 
Points" in connection with the second set of skills. 
 
Now, on to the last sentence: 
 
        These Skills are given free, so the cost shouldn't be addd in 
        to the character's cost total. 
 
What does this mean?  Perhaps these skills cost nothing, no matter how 
far up they are bought?  Probably not, since that would be a very silly 
rule.  Are all Everyman skills, of both types, meant?  Again, almost 
certainly not, since the first paragraph has already made it abundantly 
clear that there is no cost associated with those skills.  Besides, when 
paragraphs correspond to cases that are distinct in some way, any 
statements that can be seen as distinct *are* distinct. 
 
This leaves the only reasonable conclusion, that the second set of skills 
are noted as being free, precisely to avoid any confusion over the fact 
that they were spoken of initially in terms of Character Points, and the 
fact that those character points count, even if the skill is bought up. 
 
If, by any chance, this *isn't* what the authors meant, they certainly 
did an excellent job of sowing confusion. 
 
 
> I personally don't allow the Everyman skills to reduce the costs of buying 
> them up, and I think I'm correct in this. 
 
If my character's native language is english, and I want to be able to 
imitate accents, are you *actually* going to charge me *five* character 
points for this???  I hope not.  As for PS: vocation and AK: Home, I see 
no reason not to grant what the rules plainly say, despite the fact that 
most examples do not conform to it. 
 
--  
<-------------------------------------------------------> 
Robert A. West		///  "Censorship is tyranny." 
Phone W:(215)466-3628; H:(215)348-9113   
http://www.erols.com/robtwest 
 
X-Forwarding-Note: Was sent to herolist@october.com; forwarding to hero-l@omg.org 
From: Opal@october.com (Opal) 
Date: 21 Oct 97 07:22:12 GMT 
Subject: Multiple Personality syn 
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 h >  How would you design a character with Multiple Personalities?  
 h > We're talking 4 or five seperate, distinct personalities who would  
 h > have certains skills (or even powers) unique to each.  I'm concearned,  
 h > because I don't feel Psychological Limitation defines each well  
 h > enough.  
 h > Some possibilities I've thought of would be 'Accidental Change' or  
 h > 'Multiform: Only effects mental statistics & personality."  
 h >  ...and if each has it's own Disadvantages.  
 h >     Crazy for being so lonely,  
 h >      Jason Sullivan  
  
I've tried to do this twice.  The only way that works really well  
for me is Multiform + Accidental Change.  The problem is that  
you end up with very weak characters after paying for 4 or 5  
forms.  If you can get your GM to approve a 'mental stats and  
personality' limitation, it'd probably work a lot better.  
  
A psych or physical limitation alone doesn't usually do it -  
unless there just isn't much of a difference among the forms....  
  
___  
 * OFFLINE 1.58  
 
X-Forwarding-Note: Was sent to herolist@october.com; forwarding to hero-l@omg.org 
From: Opal@october.com (Opal) 
Date: 21 Oct 97 07:31:14 GMT 
Subject: Re: Question about Links 
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Path: october!opal 
Organization: Fidonet: Red October Alpha * Hero Roleplaying * 408-629-4695 *  
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 h > >  
 h > > My Champions links page (http://www.mactyre.net/scm/links.html) is  
 h > > unwieldy -- at last count I had 136 links, and they're listed under  
 h > > couple of categories, like PBEM games, organizations, campaign  
 h > > the like.  I've had a bunch of requests for me to annotate the dang  
 h > > but I'm not really sure how I should do it.  Should I keep the  
 h > > and maybe include a few comments, should I alphabetize and include a  
 h > > comments, should I make value judgements as to the merit of sites,  
 h > > them, what?  Obviously there are sites which are much more useful  
 h > > others, but I'm not sure I'm comfortable with judging the quality of  
 h > > others' work.  
  
I think alphabetize within each category and include a few comments  
about each site.  
  
Thank you,  
  
Opal  
(Who makes frequent use of your site)  
  
___  
 * OFFLINE 1.58  
 
X-Forwarding-Note: Was sent to herolist@october.com; forwarding to hero-l@omg.org 
From: Opal@october.com (Opal) 
Date: 21 Oct 97 07:40:16 GMT 
Subject: Fantasy Hero Cantrip Que 
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 h >  
 h > A player asked me what that would do for his diviner, a school with  
 h > detection and divination abilities.  Obviously, it might be able to  
 h > tell  
 h > him where he left the keys to his camel, but what practical usage  
 h > might  
 h > such a spell have for a diviner?  Could it allow him to know people's  
 h > names  
 h > when he met them?  Could it predict the results of a hand of poker?  
 h > On  
 h > sheer game balance terms, I'd be for the former and against the  
 h > latter.  
  
OK:  low (10x) power magnifier or telescope functions.  Tricks  
like guessing what card you just picked or what object your'e  
thinking of.  Using Tarot & similar divination techniques to find  
out fairly obvious facts about a person, or make very vague (astrology  
column of your local newspaper) predictions.  As to the specific things  
you mentioned.  I'd let him know the name someone is about to give him,  
or finish peoples sentences, or tell is someones probably bluffing in  
poker, but not True Names (or even real names if the person is concealing  
thiers, like a Secret ID, for instance) or exact results of complex  
random events (ie 'he's bluffing,' not 'you know exactly what everyone  
has in thier hand'.  
  
___  
 * OFFLINE 1.58 * --------------------------------------------------  
 
X-Sender: jdriscol@mail.vt.edu 
Date: Tue, 21 Oct 1997 17:22:00 +0600 
From: Jeremiah Driscoll <jdriscol@vt.edu> 
Subject: Re: Foci and Instant Cha 
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>Personally, I'd use Restrainable. A 1/4 Limitation from the Hero 
>Almanac 1, restrainable is used to simulate innate powers that can be 
>restrained. For example, Angel has wings, with which he flies. His 
>wings can be grabbed or entangled, taking the power, but they cannot 
>be removed. 
> 
>A similar limitation could be used for the Black Knight. Combined with 
>OIHID, it is so close to the effects that we have been discussing that 
>I'd probably call the "weapon can be taken outright, but is recovered 
>by Instant Change" nothing more than a Special Effect. 
> 
This sounds like the most acceptable so far, although it has different SFX 
than wings and such...  I thought I had seen the value for Restrainable at 
-1/2, though.  I don't actually have the Almanac, just have seen this Lim 
used before. 
 
- Jerry 
 
X-Sender: bob.greenwade@klock.com (Unverified) 
Date: Tue, 21 Oct 1997 06:56:15 -0700 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Grey Areas 
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At 07:13 AM 10/21/97 GMT, Opal wrote: 
> h > >    What I was talking about was that, in most cases, a "secondary  
> h > entity"  
> h > > based on 75 points with 75 points of Disadvantages costs the main  
> h > character  
> h > > just as much as one  based on 100 points with 50 points of  
> h > Disadvantages,  
> h > > or one based on 150 points with no Disadvantages.  This isn't true  
> h > of  
> h > > Followers (which use Base Points), but it is true of Duplicates and  
> h > > Multiforms.  (I'm not clear on Summon for this one.)  
>  
>Sorta... All duplicates and multiforms are built on the same base points  
>as the main character.  So a 100 base point super hero would always get  
>a 100 + 50 point character when he pays for 150, never 75+ 75 (thoug it  
>would certainly be OK to give him one), and certainly never 150 pts  
>flat out.  Experience can be thought of as adding to base points, so  
>if the character were to earn 50 exp, that 150 pt duplicate or multiform  
>could be 150 pts w/no disads.  
 
   Hm...  I don't know how I missed that paragraph in Duplication and 
Multiform [the same paragraph in two different locations].  You're 
approximately right on what you say here, except that I get the impression 
that if the base character is 100+150+50 then each duplicate/multiform 
should have the same structure. 
   This does make somewhat more sense than what I thought to be the case 
(whether you're interpreting the passage correctly, or I am). 
--- 
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: Tue, 21 Oct 1997 07:03:41 -0700 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Grey Areas 
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At 05:17 AM 10/21/97 GMT, Opal wrote: 
> h > >Multo = 100 +150 +15 = 265 (50 pts in Multiform)  
> h > >Mult1 = 100 + 85 +15 = 200  
> h > >Mult2 = 100 +  0 + 0 = 100 (and has 15 unspent exp)  
> h >  
> h >    I'll say there's a misunderstanding -- what you're describing here 
is  
> h > the Third Edition version of Multiform!  
>  
>Huh?  How so?  I will admit that I have version-itis pretty bad,  
>but what exactly is 3rd Ed about the above?  
 
   Never mind.  I was misintepreting part of what you were saying; it was 
clarified by a later post of yours. 
 
> h >    Not that the description you were responding to was much better.  
> h > In  
> h > fact, I see nothing in the BBB that says anything about Multiforms  
> h > earning  
> h > experience.  The only way I can see to increase the point value of a  
> h > Multiform is to put more points into it, at the usual rate of 1 point  
> h > spent  
> h > per 5 points improved.  (I see the same rule for Followers and most  
> h > other  
> h > "secondary entities.")  
>  
>Multiforms and Duplicates are not secondary entities.  The character  
>earns exp regardless of which form he's in.  The Multiform power defines  
>the maximum points you can spend on each form, but, all those points  
>still have to come from somewhere - base points, disadvantages, or  
>experience.  
 
   Your first sentence depends on how one defines "secondary entities." 
The definition I use stems from the character sheet: if the PC has to pay 
points for it, then it's secondary.  Followers, Vehicles, Bases, Summonees, 
Duplicates, and Multiforms are all "secondary entities" in this sense. 
   As secondary entities Multiforms do not gain experience for themselves. 
The base character earns all experience (even for events centering on a 
Duplicate or alternate Multiform), and spends it from there. 
 
> h >    However, a Multiform can have more points than the base character  
> h > if the  
> h > base character spends 1:1 point for the extras.  
> h >  
>You're thinking of Followers.  With Multiform, the highest point form is  
>automatically the 'base' form.  If one of the multiforms was bought up  
>higher than the original, the cost of the Multiform power would have  
>to be completely recalculated with the highest-point form as the 'base.'  
 
   Actually, I was thinking of Summon. 
--- 
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, 21 Oct 97 14:16:01 GMT 
X-Sender: smcginn@csm.ex.ac.uk 
From: smcginn@csm.ex.ac.uk (Steve McGinness) 
Subject: Re: Unbalanced Mental Power 
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At 05:33 AM 21/10/97 GMT, Multiple recipients of Hero wrote: 
> h > If someone gets a telepathy, and very good mind scan and ego attack  
> h > for example. He can make a telepathy link with someone of his team,  
> h > and  then away from the danger of the battle, and receiving information  
> h > about the battle from his partner he could just mind scan and ego  
attack any  
> h > opponent his partner could detect, being almost completely safe. And  
> h > he could even get these powers by an Elemental Control.  
> h >      Is this right ? What do you think about this ?  
>  
[snip] 
>  
>One option that might make the idea more acceptable:  If the  
>character has mind link with one, specific other character  
>in the group, instead of general Telepath, and could only  
>project thier other powers to that characters general area  
>while that character is conscious to act as his eyes and  
>ears, then it would be OK from a game balance standpoint.  
>(the character can't be attacked, but if his forward  
>observer is taken down, he's not a problem anymore).  
>  
 
I faced a similar problem to this with my old gaming group and wimped out of  
a decision. Two fo the players wanted to play a composite hero, one was a  
brick type who would be very physical whilst the other was a cripple who  
piggy-backed on the brick. They wanted to share damage etc and utilise the  
brick as the mobile carrier for the mentalist. If the brick was knocked  
unconcious then the mentalist would snap back to his room and if the  
mentalist was knocked unconcious the brick would recieve some psychic  
feedback due to the enforced withdrawal. 
 
I couldn't decide how to do it and so told them no. I thought I would  
mention it because it was so similar to what was just mentioned, and that  
perhaps the construction of such a character might be distracting for the  
group?? 
 
 
Stephen "interested to see ideas on this" McGinness 
 
X-Forwarding-Note: Was sent to herolist@october.com; forwarding to hero-l@omg.org 
From: smcginn@csm.ex.ac.uk (Steve McGinness) 
Date: Tue, 21 Oct 97 14:16:01 GMT 
X-To: hero-l@com.october (Multiple recipients of Hero), champ-l@org.omg 
Subject: Re: Unbalanced Mental Power 
X-Listname: Hero 
Reply-To: hero-l@october.com (Multiple recipients of Hero) 
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At 05:33 AM 21/10/97 GMT, Multiple recipients of Hero wrote: 
> h > If someone gets a telepathy, and very good mind scan and ego attack  
> h > for example. He can make a telepathy link with someone of his team,  
> h > and  then away from the danger of the battle, and receiving information  
> h > about the battle from his partner he could just mind scan and ego  
attack any  
> h > opponent his partner could detect, being almost completely safe. And  
> h > he could even get these powers by an Elemental Control.  
> h >      Is this right ? What do you think about this ?  
>  
[snip] 
>  
>One option that might make the idea more acceptable:  If the  
>character has mind link with one, specific other character  
>in the group, instead of general Telepath, and could only  
>project thier other powers to that characters general area  
>while that character is conscious to act as his eyes and  
>ears, then it would be OK from a game balance standpoint.  
>(the character can't be attacked, but if his forward  
>observer is taken down, he's not a problem anymore).  
>  
 
I faced a similar problem to this with my old gaming group and wimped out of  
a decision. Two fo the players wanted to play a composite hero, one was a  
brick type who would be very physical whilst the other was a cripple who  
piggy-backed on the brick. They wanted to share damage etc and utilise the  
brick as the mobile carrier for the mentalist. If the brick was knocked  
unconcious then the mentalist would snap back to his room and if the  
mentalist was knocked unconcious the brick would recieve some psychic  
feedback due to the enforced withdrawal. 
 
I couldn't decide how to do it and so told them no. I thought I would  
mention it because it was so similar to what was just mentioned, and that  
perhaps the construction of such a character might be distracting for the  
group?? 
 
 
Stephen "interested to see ideas on this" McGinness 
 
 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: Multiple Personality syn 
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-----BEGIN PGP SIGNED MESSAGE----- 
 
>>>>> "O" == Opal <Opal@october.com> writes: 
 
O> I've tried to do this twice.  The only way that works really well for me 
O> is Multiform + Accidental Change.  The problem is that you end up with 
O> very weak characters after paying for 4 or 5 forms.  If you can get your 
O> GM to approve a 'mental stats and personality' limitation, it'd probably 
O> work a lot better. 
 
A character I designed but never played (the game folded before it started) 
had something similar... except that it was not a disadvantage.  I built it 
around a Multipower.  All the skills available to a "personality mode" were 
wedged into an ultra slot. 
 
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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: bob.greenwade@klock.com 
Date: Tue, 21 Oct 1997 08:34:26 -0700 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Mentally Unbalanced 
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At 02:16 PM 10/21/97 GMT, Steve McGinness wrote: 
>I faced a similar problem to this with my old gaming group and wimped out of  
>a decision. Two fo the players wanted to play a composite hero, one was a  
>brick type who would be very physical whilst the other was a cripple who  
>piggy-backed on the brick. They wanted to share damage etc and utilise the  
>brick as the mobile carrier for the mentalist. If the brick was knocked  
>unconcious then the mentalist would snap back to his room and if the  
>mentalist was knocked unconcious the brick would recieve some psychic  
>feedback due to the enforced withdrawal. 
> 
>I couldn't decide how to do it and so told them no. I thought I would  
>mention it because it was so similar to what was just mentioned, and that  
>perhaps the construction of such a character might be distracting for the  
>group?? 
 
   This is an interesting concept!  I can see a lot of stuff that could be 
done to implement, though it utilizes a lot of house rules and probably 
doesn't represent what the players wanted quite exactly. 
   First, of course, I'd want to be sure that both players would be coming 
regularly, or at least would always be coming in together.  It'd be 
terrible to have one of them show and the other not, leaving the one who 
came with nothing to do.  I gather that most folks on the list have had 
considerably less problem with this than I have, so it's probably not a 
huge concern. 
   The sharing of damage, where something felt by one is felt by both, is 
something I've seen several different ways.  Some take it as a Physical 
Limitation, and I've also seen it represented with Susceptibility.  I like 
the idea of using a variant form of Vulnerability for this type of thing. 
Treat it as a 2x Vulnerability to all damage, except that both the extra 
damage and the Disadvantage itself are taken by the other character.  It's 
handled a little differently, in that the targeted character's defenses do 
count against the hurt character's damage, but this can be offset by some 
modifier like -5 points or 1/2x value.  This would be Very Common for most 
things, and bought separately (with a GM's call to make it less then Very 
Common) for Adjustment, Flash, and Mental attacks. 
   The mentalist snapping back to his room when the Brick goes down could 
be represented with a Teleport, 1 fixed location, with lots of extra 
distance.  The modifiers most strongly suggested by the description are 0 
END Persistent, Trigger, Always On. 
   The mental feedback felt by the brick would rather obviously be a 
Susceptibility, probably 3d6, to the mentalist getting knocked out. 
 
   That much said, however, they do seem slightly unbalanced in that the 
brick can continue to function without the mentalist but the mentalist is 
out of the picture should be brick be rendered unconscious.  I'd recommend 
the following modifier to the concept:  Forget sending the mentalist away 
when the brick is knocked out.  But as much as the mentalist is dependent 
on the brick for mobility, so the brick should be dependent on the 
mentalist for something, and I'd suggest senses. 
   So the brick, on his character sheet, is Blind and Deaf, and has 
Clairsentience for Normal Sight and Normal Hearing that only functions 
through the mentalist's senses (modify to your own taste and interpretation 
of the rules).  When the mentalist goes down, the brick can still function 
somewhat, but is literally fighting blind.  (To make matters worse, he 
might even go Berserk when blinded.) 
   Of course, all of this would make the characters extremely vulnerable, 
with an incredibly profound weakness that villains will be constantly 
seeking to exploit (which, I can only assume, was the players' intent). 
They can make up for it by having good defenses; the brick high PD and ED, 
and the Mentalist maybe a level of Shrinking. 
--- 
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X-Sender: bob.greenwade@klock.com 
Date: Tue, 21 Oct 1997 09:16:16 -0700 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Foci and Instant Change 
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At 03:34 PM 10/17/97 -0400, Stainless Steel Rat wrote: 
>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. 
 
   "No effort" and "without restriction" are not the only problems to be 
overcome in this case.  The fact that his opponents did not take advantage 
of the fact that he was essentially defenseless for the moment that he was 
in civilian ID is not of his own doing -- at least, as far as I can tell. 
Also, as far as I could tell, the removed weapons could have been used 
against him. 
--- 
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X-Sender: bob.greenwade@klock.com 
Date: Tue, 21 Oct 1997 09:17:50 -0700 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Grey Areas 
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At 10:46 PM 10/17/97 -0700, Captain Spith wrote: 
>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. 
 
   But it *does* make a difference, and the fact that all players in most 
games are on the same scale is actually what makes it as much of a problem 
as it is.  If my 250-point PC has paid for a 200-point multiform (at a cost 
of 40 points), is there any reason I should make him a 100+100 character as 
opposed to a 200+0 character? 
   I can handle the fact that Duplicates and Multiforms are more expensive 
than Followers.  It makes perfectly good sense to me.  If they did not, 
then there should be some other restriction that makes them harder to 
handle (like costing END to maintain).  The problem is that if the 
Dupe/Multi has Disadvantages, then that form is paying for the points 
(through the Disadvantage), and so is the base character. 
--- 
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X-Sender: bob.greenwade@klock.com 
Date: Tue, 21 Oct 1997 09:18:55 -0700 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Grey Areas 
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At 12:15 AM 10/18/97 EDT, David W Toomey wrote: 
>>   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. 
 
   I checked, and you're right; Multiform is the exception among "secondary 
entities" to the rule I gave above. 
   However, I don't know if a secondary Multiform should (strictly 
speaking) be allowed to become more powerful than the original base form. 
--- 
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X-Sender: bob.greenwade@klock.com 
Date: Tue, 21 Oct 1997 09:20:26 -0700 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: RE: Non-Stereotypical Minority Supers 
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At 02:03 PM 10/17/97 -0500, Rick Ryker wrote: 
>Germans called themselves Allemagne (sp) which meant "All the People" 
 
   Does that mean that Hitler proved Lincoln wrong by fooling All the 
People all of the time? 
   (Sorry; arguably bad taste there.  I just couldn't resist the pun.) 
--- 
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X-Sender: bob.greenwade@klock.com 
Date: Tue, 21 Oct 1997 09:22:13 -0700 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: The Dreaded TRANSFORM (was Grey Areas) 
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At 08:05 PM 10/17/97, \"qts\" <qts@nildram.co.uk> wrote: 
>>   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. 
 
   That's debatable, but I'll go along with it in general.  It depends 
somewhat on how much of a shift in SFX. 
 
>>   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. 
 
   I'll go along with that -- subject to the same limit. 
 
>>>> 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. 
 
   How does the character not pay points for it?  If I have a Major 
Transform (prince into frog) with a +1/2 Advantage for Cumulative and 
another +1/2 Advantage for Gradual, I'm paying 30 points per 1d6.  That's 
2d6 at the 60 point level.  So if I hit the prince with it and roll an 
average of 7 BODY, and I need 20 points to completely Transform the Prince 
(10 BODY), he goes one-third of the way into becoming a frog, suffering 
one-third of the point alterations. 
 
>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. 
 
   The thing with this is that many Transforms that change point totals add 
*and* subtract points.  And then there are those Cosmetic Transforms, which 
don't alter point totals at all, but can be done in a gradual way (like 
white man into black man, or some such; halfway would be mulatto or 
something similar). 
   As a partial solution for the former problem, I once suggested a new 
Adjustment Power which I called Alter.  For 15 points/1d6, one could (at No 
Range) shift a target's points from one specific Power or Characteristic to 
another (like INT to STR).  It's basically like an Aid linked to a Drain. 
 
>>>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 dunno about that.  I mean, changing a small detail like the SFX of 
one's Vulnerability is a good deal less profound than changing him into a 
mouse. 
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X-Sender: bob.greenwade@klock.com 
Date: Tue, 21 Oct 1997 09:23:47 -0700 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Unbalanced Mental Power ? 
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At 08:44 PM 10/17/97 -0300, Rodrigo Cesar Gevaerd de Faria wrote: 
>>    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) 
 
   Oh, now I see what the Telepathy is good for.  It's to identify 
specifically *whom* the mentalist is trying to zap.  Doy.  I don't know why 
I didn't come up with that in the first place.  (Though still you'd be 
better using Mind Link for that.) 
   As for this specific question, it's highly subject to debate.  I don't 
know that I'd allow this myself; or, if it was attempted in a reasonably 
logical manner, I'd have the character make a PER Roll for each mind he 
found with this method at a cumulative -2 for each mind (sort of like a 
mental Sweep maneuver). 
   A better Power for this would be Detect.  The ideal mechanic that I'd 
recommend would be Detect Emotions, Ranged, Discriminatory, Targeting, No 
Range Penalty, Costs END.  With this, the character could not only mentally 
scan an area for hostile feelings and intentions toward his comrades, but 
also use the sense to target his mental attacks. 
   The way your mentalist is doing this is mechanically sound, though. 
--- 
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X-Sender: bob.greenwade@klock.com 
Date: Tue, 21 Oct 1997 09:24:23 -0700 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Foci and Instant Change 
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At 01:23 PM 10/17/97 -0400, Stainless Steel Rat wrote: 
>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. 
 
   But if unrestricted Instant Change does not allow you to circumvent the 
restrictions of OIHID, or Instant Changing into Hero ID would cause some 
other problem, then OIHID would be worth a bonus, right? 
--- 
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Date: Tue, 21 Oct 1997 13:37:16 -0500 (CDT) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: More on Powwow and Tribal.com 
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	Well, racism always has been justified with whatever means 
possible, but . . . 
 
On Mon, 20 Oct 1997, Jim Dickinson wrote: 
> <blockquote type=cite>In general how Powwow works (for Windows PC's only) 
> is that a database of information on each registered user is kept by 
> Tribal Voice, Inc. on its network. The Powwow software is 
> memory-resident, and opens each computer (or networks) it runs on to 
> contact and chatting, tripping, tribalizing, etc., from any other user. 
> It may or may not plant a piece of itself in hidden ways in user systems 
> (i.e. so you couldn't actually get rid of it or actually &quot;turn it 
> off&quot;. That would be rather hard to determine, and ought to be 
> grounds for uneasiness about it. Tribal Voice offers a Yellow Page 
> service for businesses that use it.<br> 
> </blockquote><br>This is an paragraph that touts her ignorance to anyone 
> who has dared &quot;desecrate&quot; their computer by installing the 
> software.  It doesn't work this way.  If she can be this wrong about the 
> simple mechanics of the program that I challenge the validity of the rest 
> of her slanted comments.<p> 
 
 	Hmmmm.  I really have no idea how the software works, as I've not 
run it.  I do know a little about ICQ, a similar piece of software, and 
have seen *it* wreak havok on computers after being installed then 
uninstalled.  The setup software for the technology involved tends to mess 
up network settings.  We had to re-format and totally reinstall Win95 on a 
couple of systems in our computer lab. 
 
	As for the thought that it may keep itself hidden on the HD; this 
isn't something to be worried about?  I very carefully check all software 
I install to look for hidden "hooks".  (I've found a couple.)  I know how 
to hack most out; however, registry editing can be a chore. 
 
	But I am disturbed at your conclusion that someone being mistaken 
as to the way a piece of software works is therefore wrong about 
everything.  This just does not follow.  I don't judge someone because 
they can't tell me exactly how a Web Browser works.  Not everyone is as 
computer literate as I.  However, people who aren't as good with computers 
may know a good deal more about other subjects than I -- on many subjects 
I'd bet on it. 
 
> This person has clearly formed a strong, one-sided opinion, and has 
> clearly slanted her entire editorial around it.  But I will assume that 
> any other clear-minded individual might be able to deduce this on their 
> own.  To blindly accept what this person says without looking at the 
> program or website themselves is making an ignorant mistake as well.<p> 
 
	Actually, she provides links to check out that what she is saying 
about the company is true.  The actual workings of the software aren't the 
issue. 
 
> I happen to like PW in a lot of ways.  But I formed this opinion through 
> USING the program, not by poking at it with a virtual 
> &quot;Anti-Racist&quot; stick. 
 
	Hmmm.  And I refuse to use a program put out by a racist company. 
Even if it does work.  It is not morally correct nor is it just. 
 
>  I don't want to argue with anyone about 
> this -- if you like the program, and aren't offended by the use of the 
> Native American terms, whether actually made by Native Americans or not, 
> then have fun.  If you are offended by the use of these terms unless used 
> solely by TRUE (verifiable) Native Americans, or you just don't like the 
> software, or are paranoid about some aspect of that software burying 
> itself deep in your system to contact &quot;big brother&quot; (or maybe I 
> should use some Native American equivalent to Big Brother to be more 
> genre-oriented) and tell them secrets about you and your computer...well, 
> then don't use PW.   But it that's that case, you must be running Windows 
> 95 because we all know Bill Gates is the Anti-Christ....<p> 
 
 
	Hmmm.  I bet if you lived in the 19th century you would have had 
no compunction about wearing clothes mad from slave-picked cotton.   And 
you probably would have justified your position with selective quotes and 
logic, taking only the information that you wanted. 
 
	I can see you really don't see the point that the company is 
taking spiritual and cultural contexts and using them to make fun of the 
Native culture.  At the same time, the company is representing itself as 
"authentic" which will sorely modify the perception of many of these 
concepts.  You can go ahead and use an exploitive product from a racist 
company, I can't stop you, but I can judge on the injustness of your 
actions. 
 
 
				-Tim Gilberg 
 
Reply-To: "Filksinger" <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
Subject: Re: Foci and Instant Cha 
Date: Tue, 21 Oct 1997 13:08:15 -0700 
X-MSMail-Priority: Normal 
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On Tuesday, October 21, 1997 2:17 AM, Opal wrote: 
> 
> 
>I think that in this case, it was the way it was run that was in 
>error.  The evil knight should have Instant changed back into 
>normal (which presumably loses him some SPD and Defenses), lost 
>the rest of his phase due to the way changing SPD works, gotten 
>thoughly trashed (I beleive he was about to be hit by his own 
>sword) if not killed, and if he miraculously survived, changed 
>back and still not had his weapons (they were OAFs, they were 
>taken away, live with it).   It's not that the combination of 
>Focus, OIHID, and Instant Change is intrinsicly broken, it just 
>has to be run correctly.  Switching between normal and hero ID 
>multiple times with Instant Change is no more reasonable than 
>switching multipower slots more than once in a phase. 
> 
Uh, I think you missed something. The "evil knight" was the Black 
Knight, a Marvel comics character. The described maneuver was used in 
a recent Marvel comic, and we were trying to define it in Champions 
terms. 
 
It isn't a truly unacceptable maneuver. Surprising one's enemy by 
doing _anything_ truly unusual can be a life saver, even in real life. 
Even changing to one's Secret ID could cause a, "What the hell?" 
reaction which could delay the execution long enough to change back, 
thus disarming the opponent. 
 
The problem is describing the limitation involved. He can be disarmed, 
which is a disadvantage. He takes an entire phase before he gets back 
his weapon, shield, or armor (use Instant Change, wait to next phase, 
use it again). He has to turn into his unarmored form, one without any 
skills or powers in some cases, possibly in the middle of combat, in 
order to get back his devices without suffering the limitations of a 
Focus. 
 
OIHID covers part of this, but not the "can be disarmed or restrained 
like a Focus" part. Focus covers more, but it is too broad: you can't 
recover a focus by such a method. 
 
Personally, I'd use Restrainable. A 1/4 Limitation from the Hero 
Almanac 1, restrainable is used to simulate innate powers that can be 
restrained. For example, Angel has wings, with which he flies. His 
wings can be grabbed or entangled, taking the power, but they cannot 
be removed. 
 
A similar limitation could be used for the Black Knight. Combined with 
OIHID, it is so close to the effects that we have been discussing that 
I'd probably call the "weapon can be taken outright, but is recovered 
by Instant Change" nothing more than a Special Effect. 
 
Filksinger 
 
X-Sender: bob.greenwade@klock.com (Unverified) 
Date: Tue, 21 Oct 1997 13:41:58 -0700 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Fw: Multiple Personality syndrome 
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At 06:27 PM 10/20/97 +0100, Chris Lynch wrote: 
>Now my question: How about a character who has traumatic flashbacks? I'm 
>torn between enraged/berserk and physical limitation (the flashbacks are so 
>vivid that he is incapacitated whilst he is undergoing them)? 
 
   Either could be used, depending on the severity and dynamic of the 
problem. 
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X-Sender: bob.greenwade@klock.com (Unverified) 
Date: Tue, 21 Oct 1997 14:19:44 -0700 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Foci and Instant Cha 
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At 01:08 PM 10/21/97 -0700, Filksinger wrote: 
>Personally, I'd use Restrainable. A 1/4 Limitation from the Hero 
>Almanac 1, restrainable is used to simulate innate powers that can be 
>restrained. For example, Angel has wings, with which he flies. His 
>wings can be grabbed or entangled, taking the power, but they cannot 
>be removed. 
 
   Restrainable in HSA1 is -1/2.  And the situation under discussion isn't 
quite covered under Restrainable, though a similar Limitation might. 
--- 
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 
 
 
Comments: Authenticated sender is <ghoyle1@mail.airmail.net> 
From: "Guy Hoyle" <ghoyle1@mail.airmail.net> 
Date: Tue, 21 Oct 1997 22:39:35 +0000 
Subject: Re: Tangent PbeM 
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 
X-Status:  
X-Keywords: 
X-UID: 53 
 
 
> 	At this moment a hero appear:the 1st Atom. He tried stop that Nuclear 
> insanity but he there was to many nukes. After this incident the southest 
> state of US is Georgia. Where was Florida now is a strange part of the 
> ocean full of mutant lifeforms called Sea Devils (mutated anthropormophic 
> fishes).  
 
Ahem. What about Texas? It runs farther south than Georgia. 
---------------------------------- 
Guy Hoyle (guyhoyle@iname.com) 
http://web2.airmail.net/ghoyle1/ 
Visit The Gamemaster's Bookshelf 
and the PANGAEA Project! 
 
Reply-To: "Filksinger" <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
Subject: Re: Foci and Instant Cha 
Date: Tue, 21 Oct 1997 16:52:18 -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:  
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X-UID: 52 
 
On 10/21/97 2:55 PM, Jeremiah Driscoll wrote: 
 
 
<snip> 
>This sounds like the most acceptable so far, although it has 
different SFX 
>than wings and such... 
 
Thank you. 
 
> I thought I had seen the value for Restrainable at 
>-1/2, though.  I don't actually have the Almanac, just have seen this 
Lim 
>used before. 
 
I don't know where my HA1 is, but you are correct. I had forgotten 
that is was exactly the same as the difference between an OIF and a 
OAF. 
 
Filksinger 
 
X-Sender: avatar@pop-gw.homeshopping.com.br 
Date: Tue, 21 Oct 1997 22:09:44 -0200 
From: "Rafael Sant'Anna Meyer" <avatar@br.homeshopping.com.br> 
Subject: Tangent Universe 
Errors-To: owner-champ-l@omg.org 
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X-Hero: champ-l 
To: champ-l@omg.org 
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X-UID: 50 
 
 
	Hi People, 
 
	I was reading some hot comics (one-shot) and I found some interesting 
characters. The best character are the Flash (IMHO).  I would like know if 
anyone could give a help to build a EC with her powers. 
 
 
Eletric Avatar 
avatar@br.homeshopping.com.br 
eletric_avatar@hotmail.com 
UIN:3291380 
 
X-Forwarding-Note: Was sent to herolist@october.com; forwarding to hero-l@omg.org 
From: Opal@october.com (Opal) 
Date: 22 Oct 97 00:11:00 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 *  
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: 58 
 
 
 
 h > From: "Jason A. Dour" <jad@bcc.louisville.edu>  
 h > This letter is probably pointless, but I feel it had to be said  
 h > anyway...  
 h > On 17 Oct 1997, Opal wrote:  
 h > > Well, if a Hero player wants the background from New Melinium, he's  
 h > > also buying a book for a system he'll never play.  I don't see the  
 h > > difference.  
 h >  
 h >  As I stated in my original post, I was asking for HERO4 thoughts,  
 h > experiences, and knowledge -- *NOT* Fuzion-specific information.  Is  
 h > *NOT* what this list is about -- helping with HERO4?  Is it truly  
 h > impossible for someone to get helpful information instead of being  
 h > that they're going about their gaming incorrectly?  Had I posted my  
 h > questions, but instead were asking for help with making my HERO4 game  
 h > more smoothly, would I have received different response?  More than  
 h > likely, I would have.  
 
 
In your original post you made a statement to the effect that it was  
wrong for Fuzion players to be forced to buy HERO4 to get a good power  
creation system.  I was just responding to that statement.  This list  
is for discussion, and, when someone ventures an opinion I disagree with,  
it's OK for me to make my own opinion on the matter known.  Isn't it?  
  
 h >  If I had only wanted Fuzion information, I would have restricted  
 h > my poll to the Fuzion list I created.  Instead, I went to the forums  
 h > that  
 h > were most applicable, and here found not helpful knowledge, but  
 h > off-handed  
 h > dismissal.  
  
I did not intend to be off-handed or dismissive.  I was only replying  
to one part of your post.  I know it certainly wasn't what you were  
after.  It's just that now that Hero Games is trying to support both  
Hero and Fuzion, Hero players go begging for new material, and Fuzion  
players are anxious for new suplements.  The guys at Hero can only do  
so much.  Fuzion is supposed to be a rules-lite game, adaptable to many  
settings, so Hero & RTal can put out lots of cool settings and expand  
thier customer base a bit.  Hero is very system-oriented and being  
kept around for us jaded die-hards.  
  
Each system is unique.  Hero-level complexity would kill Fuzion.  Wonderful  
new settings would be wasted on Hero.  It works out.  I can design my  
hideously complex Hero character and port him into a Fuzion setting, or  
get conversions off the web site and use a Fuzion setting with Hero rules.  
  
 h > > I have to agree.  Fuzion is meant to be a simpler system than Hero,  
 h > > throwing in a Hero-level creation system is pointless.  It would  
 h > make  
 h > > Fuzion too complicated.  Remeber the old KISS addage:  
 h >  
 h >  Well, contrary to what you or some of the other thread writers  
 h > might believe, I *DO* own HERO4.  In fact, I probably own 75% or more  
 h > all HERO4 products.  Does that mean I know *everything* about HERO4?  
 h > Does that mean I shouldn't solicit intelligent input from other  
 h > No.  But obviously, since I'm one of the traitorous players who have  
 h > to Fuzion over HERO4, I don't deserve help from the members of this  
 h >  
  
I don't consider you a traitor.  I play Fuzion and Hero, both.  Obviously  
I've been playing Hero a lot longer, but both games have thier good  
sides.  Fuzion's good side is it's simplicity and speed of play.  I  
just think that a complex powers plug-in would make Fuzion into a  
poor Hero clone.  I don't want to see Fuzion marginalized the way  
Champions was, because it became too complex.  
  
Nothing I said (here or in my previous post) was meant to be a personal  
attack on you, or to tell you how to play your games.  It's all just  
my opinions about a couple of games that a really want to see do well.  
I am very sorry that my comments came accross so negatively.  
  
 h > Disappointed,  
 h > Jason  
  
Opal  
(Who hates to see anyone disappointed)  
  
PS:  I do have a number of variants I use.  Most of them are probably  
irrellevant to Fuzion, but a few might be useful to you.  You can  
find them on the Red October web page:  
  
http://www.october.com/Public/HeroRules/VARIANTS.ZIP  
  
the file is in zipped .txt format.  I recently updated it, but the  
changes may not have shown up yet.  
  
  
  
  
  
___  
 * OFFLINE 1.58  
 
Date: Tue, 21 Oct 1997 17:46:30 -0700 
From: Rick Holding <rholding@ActOnline.com.au> 
Subject: Re: FutureGuy 
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: 30 
 
ALONE AT MIDNIGHT wrote: 
>  
>         FutureGuy is a superhero from the future who uses his nifty 
> gadgets to fight crime in the past.  All of his gear is powered by 
> special Amirium-369 Power Cells (that are securely mounted on his 
> belt). 
>         The A-369 PC belt is an END Reserve of 200, with a REC of 50. 
> The belt is shielded, and contains the dangerous, radioactive element 
> A-369.  Both the belt and shielding are very resistant to damage. 
> The Amirium element has a side effect of being non-teleportable 
> due to it's unusual properties. 
>         The unit functions well, in most cases.  If the outer 
> core is breeched, however, the battery leaks it's harmful 
> stored radiation.  This can be mended, however, by FutureGuy... 
> but not usually 'on the fly.'  Amirium radiation, in it's 
> uncondensed form, has properties akin to that of other 
> hard radiation types. 
>  
>         Here's my query: 
>         I've figured the END cost for the belt with the following 
> Adv./Lim.: 
>         *END 200:       BC = 20 
>           Hardened      AC = 25 
>           IIF (Mobile, Unbreakable, Universal) 
>                         RC = 20 
>  
>         [I'm new at this... so if this is wrong, correct me please]	As far as I know, the unbreakable definition for a focus means that it can not  
be broken except by one way defined at the start.  Consequently, the use of the hardened  
advantage is a waste of points (at this time). 
  
>         Now, here's my boggle.  THe REC of 50 also has the advantage of 
> Hardened, but, when the battery is breached, the REC gets spotty, sometimes 
> replenishing the END, getting weaker and weaker with increased damage. 
> In addition, when it is struck, there is a chance of a radiation leak 
> with affects the character and the area. 
 
	From this, the recovery side of the IIF is NOT unbreakable and hence can be  
damaged by attacks directed at the focus.  In this case, the hardened advantage will  
lessen the chance of armour piecing attacks breaching the shielding.  As for the  
reduction of the recovery levels, try using the ablative technique where every time the  
battery is damaged, the battery aquires a greater activation roll and a corresponding  
reduction in power levels (14- is 90%, 13- 85%, etc).  What amount of disadvantage this  
would be is between you and your GM but I would give it -3/4 or perhaps even -1. 
 
	The radiation leak would be brought as activation modified by roll only when  
struck. 
 
>         When the REC no longer functions, and all of the END is wasted, 
> the radiation levels 'die down' doing more subtle damage to the character 
> (i.e. long term effects like cancer and radiation poisoning). 
>         This is a IIF (Moble, Universal) but the shielding is not 
> Unbreakable.  I was thinking of purchasing Ablative for REC only 
> to simulate the steady leak, and Side Effect for REC only to represent 
> the Intense Radiation of the leak (AC of power). 
>         According to game mechanics, how much would the Real Cost be? 
 
	(Sorry, didn't read far enough the second time.  Refer above.) 
  
>         Also, the 'Side Effect' would switch from 'Intense Radiation' 
> to 'Passive Radiation.'  Does this effect the Lim 'Side Effect' in any 
> way?  The 'Intense Radiation' should have the following properties: 
> Continuous (stays around from phase to phase), Explosion (the 'leak' 
> damages thinsg surroudig it, but range lessens the intensity), 
> Invisible Power Effects (you take damage, but don't really feel it 
> or see it glowing), Indirect (goes through barriers like normal 
> walls), NND (defense is lead/radiation shielding or LS: Radiation). 
> The radiation would do No Knockback. 
>         First, are my Adv. for the radiation valid or bunk?  Can you have 
> a ranged Special Effect (like an RKA)?  What about the Lim. (No KB), 
> the Side Effect is calculated on Active Points, but the Lim. doesn't 
> factor into that (or does it?).  How often would the character take 
> damage?  When would it stop?  Does the Side Effect feed off the END 
> Reserve as far as the AC goes or is it 0 END? 
>         About the 'secondary' effect of 'Passive Radiation'  Would 
> it go into effect when the REC doesn't function (gone) or when the 
> END is depleated (through use or 'leakage' [assuming the SE would 
> feed off the END Reserve])?  What would you make the Passive Radiation 
> SE (Transformation, a Drain, or Phys. Lim.: Radiation Poisioning/Cancer). 
> Could you even have a 'changing' m 
>  Side Effect? 
 
	How radiation is handled depends on the way the ref is going to play it.  There  
is no real difference between intense radiation and passive radiation (as you describe  
it) except the amount of time needed to build up enough rads to die.  What you allocate  
to passive radiation, I would use for intense expanded to include AOE explosion and  
invisible to two sense groups (plus, if you wish, indirect.  ALthough even some cover  
between you and the source cant hurt.)  Anybody with the appropiate sense to detect  
radiation (by whatever means) will sense the leak (and hopefully do something about it). 
 
	If your referee likes radiation accidents in the comic book sense, your leaking  
battery will give him/her many opportunities to have the heroes (and villians) gain  
extra powers and abilities.  If thats the case, talk to him about the possibilities and  
ramifications of the deed. 
 
	You can define the side effect to be whatever you wish, even if it changes  
depending on the condition.  All that is required is that te total cost of the effect is  
at least the level of the side effect paid for. 
>  
>         I have a feeling this is going to be throughly thrashed and 
> flamed...  please do.  :)  I'm getting used to the system... 
>  
>                                         -Jason Sullivan	Gods, what ever happens, just dont let me be anywhere near the walking pile when  
he has an accident. 
--  
----------------------------------------------------------- 
Ricky Holding    Email: rholding@ActOnline.com.au 
Work is only there to give us time to talk about play 
----------------------------------------------------------- 
 
X-Sender: avatar@pop-gw.homeshopping.com.br 
Date: Tue, 21 Oct 1997 23:24:02 -0200 
From: "Rafael Sant'Anna Meyer" <avatar@br.homeshopping.com.br> 
Subject: Tangent PbeM 
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: 51 
 
	Hi, 
 
	I am open a Tangent PBEM (or PBPOWWOW or ICQ if everybody have this 
programs). 
 
	A brief information about the Universe for who didn't read the comics.  
 
	At Cuban Missiles crisis in  60's the Pres Kennidy made a big mistake:send 
some nukes to blow out Fidel's Reds and show how the America act in a crisis. 
 
	At this moment a hero appear:the 1st Atom. He tried stop that Nuclear 
insanity but he there was to many nukes. After this incident the southest 
state of US is Georgia. Where was Florida now is a strange part of the 
ocean full of mutant lifeforms called Sea Devils (mutated anthropormophic 
fishes).  
 
	At the 60's the US govern created the ultimate democracy platoon to clean 
all kind of communist menace at any democratic nation, the Steel men. They 
fought at Praga's Spring and won. Their sucess was big enought to elect a 
Steel man for president. 
 
	Behind the scenes there are a secret society called Nightwing. Created by 
Vandal Savage at 1700's the Nightwing control all America by Sorcery (White 
or Black),blackmails or by making some dirty works. After the American 
Idependence they split in 2 branchs. The American was a agent of the world 
change and the European (Meridian) fought against the monarchy fall. Now 
the Nightwing is the most secret federal agency. Even the President don't 
know about them. They have security clearance level 4. And their leaders 
have security clearance level Alpha. 
 
	Now it 1997 and this is the World Situation: 
 
	-The Atom I grandson made his debut The atom III is the hero#1 of america. 
The third generation of the Heroes is a kind of hero who nobody can doubt 
of his loyalty. 
 
	-Lia "The Flash" Nelson is starring the newest holo with Amazing Special 
effects technology developted by herself. This 16 y.o. is the most hunted 
celebrity of America.  
 
	-The chaosbringer Joker is the one-woman revolution. Some more fanatical 
followers of her filosophy (the  life is a big joke and the world how we 
know is the worst gag of the reality) is growing among the College 
students. Her terrorism acts always is followed of a maniacal laught. She 
fight the sistem with pratical Jokes and using media. 
 
	-Some persons told about how the world will be destroyed. They 
self-proclaimed came from the future. The press call them Doom Patrol. The 
1st prophecy happened. A soviet space shuttle was destroyed before its take 
off. 
 
	 
	The role of characters: 
 
	The characters must be a Tangent version of a DC Universe character. The 
forbidden heros (or villains) are:Lex Luthor,Batman,Superman,Aquaman,Green 
LAntern,Wildcat, and all cited above. 
	 
	They'll be members of Nightwing organization. 
 
	Data about the campgain: 
 
	-Base 150 + 150 from disads. 
	-No VPPs. 
	-No Alien origns. 
	-The tecnology is 10 years more advanced than ours. Think a Cyberpunk 
(without to many implants) theme with Supers and other freaks. 
	-Shapeshifters,Spellcasters,Assassins 
	-NO CASUAL KILLER or TRIGGERHAPPY! 
 
	Normal Technology cost no point. Implants are a -1/2 limitation.  
 
	Power Armor is a -1 Limitation and gain 1 level of Density Increase per 10 
active points. (New Power for Power Armors:Density Decrease - cost 15 
points per level. Halves the weight per level).  
 
	Netrunners are accept. 
 
	Packages accepts: 
 
	Wizards (from FH) 
	Any military 
	Any from Cyberhero 
 
	Nightwing package (obrigatory) (0 Points) 
	Nightwing membership 
	Federal Police Powers 
	FAM:Light Weapons 	 
	+1 OCV a kind of weapon 
	FAM:a kind of area of action (magic,dirty operations or Nightwing secrets) 
	Choice 3:Bribing,Bureaucratics,Combat Driving / Piloting , Conversation, 
Deduction, Shadowing, Streetwise, KS:Magic,Shapeshift control or Criminology) 
 
	Disads: 
	Watched by Nightwing 11- 
	Secret Nightwing operations (11-) 
	Reputation  
	DF:Nightwing 
	Hunted by Meridian,11- 
 
 
	More details e-mail me. 
 
	4 Slots only. 
Eletric Avatar 
avatar@br.homeshopping.com.br 
eletric_avatar@hotmail.com 
UIN:3291380 
 
X-Sender: mactyre@mail.aci.net 
Date: Tue, 21 Oct 1997 23:16:13 -0700 
From: Matthew Mactyre <mactyre@aci.net> 
Subject: Re: More on Powwow and Tribal.com 
Cc: JD Dickinson <jd@cyberhighway.net> 
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: 54 
 
-----BEGIN PGP SIGNED MESSAGE----- 
 
At 01:37 PM 10/21/97 -0500, you wrote: 
 
>	Hmmm.  And I refuse to use a program put out by a racist company. 
>Even if it does work.  It is not morally correct nor is it just. 
> 
>>  I don't want to argue with anyone about 
>> this -- if you like the program, and aren't offended by the use of the 
>> Native American terms, whether actually made by Native Americans or not, 
>> then have fun.  If you are offended by the use of these terms unless used 
>> solely by TRUE (verifiable) Native Americans, or you just don't like the 
>> software, or are paranoid about some aspect of that software burying 
>> itself deep in your system to contact &quot;big brother&quot; (or maybe I 
>> should use some Native American equivalent to Big Brother to be more 
>> genre-oriented) and tell them secrets about you and your computer...well, 
>> then don't use PW.   But it that's that case, you must be running Windows 
>> 95 because we all know Bill Gates is the Anti-Christ....<p> 
> 
> 
>	Hmmm.  I bet if you lived in the 19th century you would have had 
>no compunction about wearing clothes mad from slave-picked cotton.   And 
>you probably would have justified your position with selective quotes and 
>logic, taking only the information that you wanted. 
 
Wow!  I've been following this thread for several days and this has now sunk  
to a new low.  I don't remember Jim directly insulting you, and I would hope  
that we could keep this discussion above the belt.   
 
>	I can see you really don't see the point that the company is 
>taking spiritual and cultural contexts and using them to make fun of the 
>Native culture.  At the same time, the company is representing itself as 
>"authentic" which will sorely modify the perception of many of these 
>concepts.  You can go ahead and use an exploitive product from a racist 
>company, I can't stop you, but I can judge on the injustness of your 
>actions. 
 
Who are you to judge?  I'm partially Native American, and only the short  
registration period imposed by the Bureau of Indian Affairs during the late  
19th century prevents me from being part of that proud people, legally.  I'm  
not offended by the term Powwow; however, I am offended by hypocrisy.  You  
have attempted to impose your morals on this list, which I find more  
offensive than the term Powwow. 
 
Do you use the phone?  Do you make long distance phone calls?  You do know  
that the tariff imposed from long distance charges goes to support the Dept.  
of Energy.  I'm sure you understand that they are responsible for unethical  
testing in which 1000s of human subjects were exposed to radiation in the  
interest of "National Security."  I guess you support human experimentation  
if you call your mother long distance.  Right? 
 
Or how about sugar?  Do you use the stuff?  Do you know how humans are  
exploited on a daily bases for its production?  It is no coincidence that  
most of the people working those sugar cane fields are Black or Hispanic.  I  
guess it makes you a racist if you sweeten your tea.   
 
How about clothes?  I'm sure you wear them (or if you don't, I don't want to  
know about it).  How many Southeast Asian and Hispanic children are exploited  
to put the clothes on your back?  I guess you are a racist if you wear  
clothes. 
 
There are those of us that only buy C&H sugar, that use Internet Phone, and  
buy American clothes (although Kathie Lee can attest to that not being any  
guarantee).  But to call someone a racist for not supporting your viewpoint  
is absurd.  We live in a world full of injustice, but each of us has to  
choose our battles.   
 
I'm hoping this thread will end and we can get back to the important work of  
furthering 4th Hero. However, you've given me an idea for a great NPC. 
 
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. 
 
Date: Wed, 22 Oct 97 09:54:06 GMT 
X-Sender: smcginn@csm.ex.ac.uk 
From: smcginn@csm.ex.ac.uk (Steve McGinness) 
Subject: Re: Fw: Multiple Personality syndrome 
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: 57 
 
At 06:27 PM 20/10/97 +0100, Chris Lynch wrote: 
>Now my question: How about a character who has traumatic flashbacks? I'm 
>torn between enraged/berserk and physical limitation (the flashbacks are so 
>vivid that he is incapacitated whilst he is undergoing them)? 
> 
 
There's also the possibility of doing something like side effects (though  
I'm not sure how you would cost it) where he will be subject to a  
60ActivePoint hallucination, that someone around him becomes the focus of  
the flashback. Mr NiceGuy suddenly shows his true identity as the RobotGuy  
who once tortured you on his table, putting all the cybernetic implants in  
your flesh that at once give you your powers whilst causing you constant  
pain.......meanwhile everyone is trying to pry your hands away from the neck  
of Mr NiceGuy wondering what the hell you mean by "I'll teach you to play  
with the feelings of others!!" :-) :-) 
 
 
Stephen 
 
From: Dave Mattingly <DaveM@FocusSoft.com> 
Subject: Re: Foci and Instant Change 
Date: Wed, 22 Oct 1997 08:03:23 -0400 
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: 59 
 
Filksinger wrote: 
 
> The problem is describing the limitation involved. He can be  
> disarmed, which is a disadvantage. He takes an entire phase  
> before he gets back his weapon, shield, or armor (use Instant  
> Change, wait to next phase, use it again). He has to turn into  
> his unarmored form, one without any skills or powers in some  
> cases, possibly in the middle of combat, in order to get back  
> his devices without suffering the limitations of a Focus. 
 
It sounds to me like a recoverable focus. Use the recoverable modifier 
for charges. He can wait until the end of combat to get his focus back 
(all the bad guys are knocked out, so he just picks it up), or he can 
recover it by some other GM-approved method (spend two phases to turn 
back into Joe Blow then back to Super Sword while in a dangerous 
situation). 
 
Consider it a Recoverable OAF, at -1/2. 
 
Dave Mattingly 
 
From: Legionair <Legionair@aol.com> 
Date: Wed, 22 Oct 1997 08:14:08 EDT 
Subject: Re: Tangent Universe 
Organization: AOL (http://www.aol.com) 
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-Keywords: 
X-UID: 60 
 
In a message dated 97-10-22 07:58:15 EDT, avatar@br.homeshopping.com.br 
(Rafael Sant'Anna Meyer) writes: 
 
<< I was reading some hot comics (one-shot) and I found some interesting 
 characters. The best character are the Flash (IMHO).  I would like know if 
 anyone could give a help to build a EC with her powers. >> 
 
I actually prefered the Green Lantern tangent comic.  The other ones were 
pretty good though. 
 
Jason Galterio 
 
From: Dave Mattingly <DaveM@FocusSoft.com> 
Cc: "'smcginn@csm.exeter.ac.uk'" <smcginn@csm.ex.ac.uk> 
Subject: Re: Foci and Instant Change 
Date: Wed, 22 Oct 1997 08:43:16 -0400 
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Stephen McGinness wrote: 
 
> I think I can see where you are coming from but it isn't put  
> forward very well. Are you suggesting that it works exactly  
> like an OAF but there is a ritual you can use to bring it back  
> to you even if it is remote in time and space (sorry I was  
> getting carried away!!:-)  ) 
 
Yes, that is what I was getting at. Anyone can retrieve their focus 
normally (going and getting it), but since this focus can be retrieved 
by another method, no matter where it is, the limitation isn't the full 
OAF amount. 
 
Dave Mattingly 
http://www.geocities.com/area51/cavern/1905/pwrpnt.html 
 
Date: Wed, 22 Oct 1997 08:40:36 -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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On 22 Oct 1997, Opal wrote: 
> In your original post you made a statement to the effect that it was  
. . . 
> it's OK for me to make my own opinion on the matter known.  Isn't it?  
 
Yes, it is OK to voice your opinion...but generally, constructive opinions 
are not only better received, but also more helpful.  I may have been a 
bit harsh, but I don't find it to be particularly unfounded -- there has 
been a history of knee-jerk reactionism to Fuzion by devoted Hero gamers.  
 
I alluded that the "Divide By 5" method was not something that was 
preferable for mass consumption, as it entails at the very least switching 
design systems, and at most learning another system's power creation 
simply because no-one has taken the time to do a rough translation that 
pre-empts the Db5 method.  I'm not saying it's preferable to whatever 
system HG/RTAL come up with later...but it will be better than what's 
presently available, IMHO.  
 
> I did not intend to be off-handed or dismissive.  I was only replying  
. . . 
> kept around for us jaded die-hards.  
 
I felt dismissed less because of you expressing your opinions, but because 
you offered no help even after expressing your opinions.  I've found your 
input especially helpful many times, and was disappointed that you seemed 
to be part of the trend of thread, "Send those Fuzion boys packing!" 
 
> I just think that a complex powers plug-in would make Fuzion into a  
> poor Hero clone.  I don't want to see Fuzion marginalized the way  
> Champions was, because it became too complex.  
 
Which is fine, and I can understand your opinion and concern.  But I'm of 
the point of view that it will help Fuzion in the short term.  Yes, it'll 
be a clonish patch from a complex yet largely good system, but it'll still 
help out many people's gaming...  
 
> PS:  I do have a number of variants I use.  Most of them are probably  
> irrellevant to Fuzion, but a few might be useful to you.  You can  
> find them on the Red October web page:  
 
I'll take a look at these.  Thanks for clarifying your position.  8) 
 
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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Date: Wed, 22 Oct 97 13:42:38 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 08:03 AM 22/10/97 -0400, Dave Mattingly wrote: 
>It sounds to me like a recoverable focus. Use the recoverable modifier 
>for charges. He can wait until the end of combat to get his focus back 
>(all the bad guys are knocked out, so he just picks it up), or he can 
>recover it by some other GM-approved method (spend two phases to turn 
>back into Joe Blow then back to Super Sword while in a dangerous 
>situation). 
> 
>Consider it a Recoverable OAF, at -1/2. 
> 
>Dave Mattingly 
> 
 
Surely all foci are recoverable!! I think if the focus _wasn't _ recoverable  
then you would have an even bigger limitation value for it!!  
 
I think I can see where you are coming from but it isn't put forward very  
well. Are you suggesting that it works exactly like an OAF but there is a  
ritual you can use to bring it back to you even if it is remote in time and  
space (sorry I was getting carried away!!:-)  ) 
 
Then I think you might have a way of describing the function desired. I'd  
shy away from the terminology though. 
 
 
Stephen McGinness 
 
Date: Wed, 22 Oct 1997 09:41:20 -0500 
From: Max <garymo@ipa.net> 
Reply-To: garymo@ipa.net 
Subject: Re: New Powers Plug-In ( 
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I have noticed a disturbing trend for pointless arguments/disagreements 
between Fuzion and Champions4 players.  I have played Champions for over 
16 years....yes, I'm an old timer.  Over the years, I have seen many 
people become disenchanted with the system as it has gotten 
progressively more difficult.  The first edition Champions rules were 
very simple, as was character creation.  By the time Champions4 came 
out, the rules system had become so top-heavy, that only a very few new 
players were interested in spending the time necessary to play the 
game.  I have seen single combat situations that took 
days...literally...to play out.  Additionally, if you want to bring in 
new "meat" to your campaign, it can sometimes be difficult to find 
individuals who are interested in spending several hours creating a new 
character.  Yes, C4 is a fantastically detailed game system, but 
"newbies" are increasingly difficult to come by.  Fuzion, while it 
looses some of the "intensity" of the C4 system, is much easier to 
learn.  IMHO, both systems have a place in this forum. 
 
                Max 
 
-- 
When he concentrates, prepare against him; where he is strong, avoid 
him. Pretend inferiority and encourage his arrogance. Invulnerability 
depends on one's self; the enemy's vulnerability on him. 
  Sun Tzu 
 
 
X-Sender: jdriscol@mail.vt.edu 
Date: Wed, 22 Oct 1997 21:10:18 +0600 
From: Jeremiah Driscoll <jdriscol@vt.edu> 
Subject: RE: Foci and Instant Cha 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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>I didn't know about the Power Limitation "Restrainable". 
>Before 4th Edition the examples for Angel's wings used some form of 
>a modifed OIF to simulate the restrainable aspect of his wings. 
>I never did like the way that was presented. 
>Restrainable sounds much more reasonable as a limitation. 
> 
In some very poor cases, OAF was used, too.  I think restrainable is sort of 
the difference between Accessible and Inaccessible... that would explain why 
it is worth -1/2 as well.  I think I would go with this to model the Black 
Knight's new weapons...  That, and Incantations on his Instant Change. 
 
- Jerry 
 
From: Brian Wong <rook@sanfran.infinex.com> 
Subject: Interspecies cooperation/competition as a campaign theme 
Date: Wed, 22 Oct 1997 08:59:15 -0700 (PDT) 
Cc: hero-l@omg.org 
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> [Interspecies conflict stuff clipped] 
  
> Although this is getting a bit afield, I think it interesting as a  
> thought exercise, as if it formed background for a campaign.  I make no  
> claims that it represents reality, or even currently accepted taxonomy. 
> >  
> 
	This actually makes for a fanscinating campaign bckground for 
either a fantasy or Sci Fi world. 
	Setting up logical reasons for diferent species to compete or get along 
can add a lot of detail to a game world. It's something most of them tend to 
lack. 
	Anyone ever sit down and try to decide why Orc's and Elves 
would fight? In my fantasy world I stopped declaring any one 'race' as inheritantly 
evil years ago. In order to keep a state of conflict I tried to explain 
each race's view on the competition for resources from it's own viewpoint. 
	This inter species conflict therefore plays a major role in several 
keypoints in my worlds history. And to some extant, even in the current 
era. 
 
	For Sci Fi it is a classic theme seen throughout the genre. When 
alien X invades/is invaded by alien Y... 
 
> I have no idea whether we, with our modern technolgy and concepts and  
> with a rich fund of speculative literature that should prepare us for the  
> event, will find a way to coexist with the first non-human sentient  
> species we encounter.  I have no idea whether they will be interested in  
> coexisting with us.  Will we even be able to communicate, or will the  
> structure of our minds be so different as to preclude it? 
>  
 
From: Brian Wong <rook@sanfran.infinex.com> 
Subject: Hero / Fuzion on this list (was: Re: New Powers Plug-In () 
Date: Wed, 22 Oct 1997 09:05:52 -0700 (PDT) 
Cc: hero-l@omg.org 
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> "newbies" are increasingly difficult to come by.  Fuzion, while it 
> looses some of the "intensity" of the C4 system, is much easier to 
> learn.  IMHO, both systems have a place in this forum. 
> 
	Fuzion has no place in this forum. 
It has it's own mailing list. There's good reason they're seperate. 
I wouldn't want to see Fuzion discusion here anymore than I would 
DC Heroes, V&V, Marvel, or even Superbabes discussion here. 
	This list is for Champions/Hero discussion It is not a forum 
for generic superhero RPG discussion. 
 
-- 
  
Rook 
Also known as Arcady on #herochat, #Fuzionchat, #gurps, #V&V, 
and #SuperHeroChat in DALnet IRC 
 
My Champions Webpage is at: 
http://www.infinex.com/~rook/champs/ 
 
Editor of the Super-Hero Networld project for Living Legends at: 
http://www.infinex.com/~rook/liv_leg.htm 
 
From: Bill Burcham <bburcham@summitelectric.com> 
Subject: RE: More on Powwow and Tribal.com 
Date: Wed, 22 Oct 1997 10:30:48 -0600 
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Matthew- 
 
Well said! I salute you. This thread is becoming tiresome. Can we put it 
to rest? 
 
============ 
Bill Burcham (bburcham@summitelectric.com) 
Network/Systems Administrator 
SUMMIT Electric Supply 
 
Hear-Forget, See-Learn, Do-Understand 
 
	-----Original Message----- 
	From:	Matthew Mactyre [SMTP:mactyre@aci.net] 
	Sent:	Wednesday, October 22, 1997 12:16 AM 
	To:	champ-l@omg.org 
	Cc:	JD Dickinson 
	Subject:	Re: More on Powwow and Tribal.com 
 
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	At 01:37 PM 10/21/97 -0500, you wrote: 
 
	>	Hmmm.  And I refuse to use a program put out by a racist 
company. 
	>Even if it does work.  It is not morally correct nor is it 
just. 
	> 
	>>  I don't want to argue with anyone about 
	>> this -- if you like the program, and aren't offended by the 
use of the 
	>> Native American terms, whether actually made by Native 
Americans or not, 
	>> then have fun.  If you are offended by the use of these terms 
unless used 
	>> solely by TRUE (verifiable) Native Americans, or you just 
don't like the 
	>> software, or are paranoid about some aspect of that software 
burying 
	>> itself deep in your system to contact &quot;big brother&quot; 
(or maybe I 
	>> should use some Native American equivalent to Big Brother to 
be more 
	>> genre-oriented) and tell them secrets about you and your 
computer...well, 
	>> then don't use PW.   But it that's that case, you must be 
running Windows 
	>> 95 because we all know Bill Gates is the Anti-Christ....<p> 
	> 
	> 
	>	Hmmm.  I bet if you lived in the 19th century you would 
have had 
	>no compunction about wearing clothes mad from slave-picked 
cotton.   And 
	>you probably would have justified your position with selective 
quotes and 
	>logic, taking only the information that you wanted. 
 
	Wow!  I've been following this thread for several days and this 
has now sunk  
	to a new low.  I don't remember Jim directly insulting you, and 
I would hope  
	that we could keep this discussion above the belt.   
 
	>	I can see you really don't see the point that the 
company is 
	>taking spiritual and cultural contexts and using them to make 
fun of the 
	>Native culture.  At the same time, the company is representing 
itself as 
	>"authentic" which will sorely modify the perception of many of 
these 
	>concepts.  You can go ahead and use an exploitive product from 
a racist 
	>company, I can't stop you, but I can judge on the injustness of 
your 
	>actions. 
 
	Who are you to judge?  I'm partially Native American, and only 
the short  
	registration period imposed by the Bureau of Indian Affairs 
during the late  
	19th century prevents me from being part of that proud people, 
legally.  I'm  
	not offended by the term Powwow; however, I am offended by 
hypocrisy.  You  
	have attempted to impose your morals on this list, which I find 
more  
	offensive than the term Powwow. 
 
	Do you use the phone?  Do you make long distance phone calls? 
You do know  
	that the tariff imposed from long distance charges goes to 
support the Dept.  
	of Energy.  I'm sure you understand that they are responsible 
for unethical  
	testing in which 1000s of human subjects were exposed to 
radiation in the  
	interest of "National Security."  I guess you support human 
experimentation  
	if you call your mother long distance.  Right? 
 
	Or how about sugar?  Do you use the stuff?  Do you know how 
humans are  
	exploited on a daily bases for its production?  It is no 
coincidence that  
	most of the people working those sugar cane fields are Black or 
Hispanic.  I  
	guess it makes you a racist if you sweeten your tea.   
 
	How about clothes?  I'm sure you wear them (or if you don't, I 
don't want to  
	know about it).  How many Southeast Asian and Hispanic children 
are exploited  
	to put the clothes on your back?  I guess you are a racist if 
you wear  
	clothes. 
 
	There are those of us that only buy C&H sugar, that use Internet 
Phone, and  
	buy American clothes (although Kathie Lee can attest to that not 
being any  
	guarantee).  But to call someone a racist for not supporting 
your viewpoint  
	is absurd.  We live in a world full of injustice, but each of us 
has to  
	choose our battles.   
 
	I'm hoping this thread will end and we can get back to the 
important work of  
	furthering 4th Hero. However, you've given me an idea for a 
great NPC. 
 
	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. 
 
X-Sender: lizard@dnai.com 
Date: Wed, 22 Oct 1997 09:49:57 -0700 
From: Lizard <lizard@mrlizard.com> 
Subject: Champions too complex? Was Fuzion new powers... 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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At 09:41 AM 10/22/97 -0500, Max wrote: 
>I have noticed a disturbing trend for pointless arguments/disagreements 
>between Fuzion and Champions4 players.  I have played Champions for over 
>16 years....yes, I'm an old timer.  Over the years, I have seen many 
>people become disenchanted with the system as it has gotten 
>progressively more difficult.  The first edition Champions rules were 
>very simple, as was character creation.  
 
I, too, have played Champions since Day I, and I disagree. C4 is a 
progressive evolution, and about 85% of the rules in it were also in First 
Edition, albeit in somewhat different form. Adding new powers doesn't make 
character creation take longer, since you still have the same number of 
points. VPPs are not significantly more complex than multipowers or 
elemental controls, which were in First. Martial arts has gotten a lot more 
complex, yes, but only if you want to play a martial artist. Most of the 
other combat rules -- hit location, crippling, etc -- are not used in 
4-color games. 
 
The 'core' of the combat rules -- the speed chart, OCV, etc -- is 
essentially unchanged. PD and ED, Resistant vs. non-Resistant defenses, 
reading dice in five different ways -- all of that is as it always was. 
 
Date: Wed, 22 Oct 1997 10:43:43 -0700 
From: "Robert A. West" <robtwest@erols.com> 
Subject: Re: No-Win Scenarios [Re: GMing Question #1] 
Errors-To: owner-champ-l@omg.org 
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Reality Check: This discussion is about a *hypothetical* conflict between  
Cro-Magnon and Neanderthal that resulted in the extinction of  
Neanderthal, which I have assumed to be a different species.  This view  
is by no means the consensus; if expressed by an anthropologist, it might  
be considered radical or reactionary or both at once. 
 
Although this is getting a bit afield, I think it interesting as a  
thought exercise, as if it formed background for a campaign.  I make no  
claims that it represents reality, or even currently accepted taxonomy. 
 
Trevor Barrie wrote: 
>  
> 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? 
>  
 
I can think of no observed instances of extended interspecies cooperation  
among the anthropoid apes, yet all the anthropoid apes can form  
cooperative societies among their own kind.  The Benobo chimpanzees, who  
may be our nearest relatives, have a relatively conflict-free society (at  
least, compared with other chimpanzees) in which copulation is the  
standard prelude to all manner of cooperative activity.  I don't think it  
an unreasonable inference that interfertility is the first, instinctive,  
basis for cooperation. 
 
Also, consider that the domestication of the dog, which *is* a form of  
interspecies cooperation, did not take place until tens of thousands of  
years after the date in question. 
 
 
> (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).) 
 
Well, it *is* misspelled.  ;-)  "Neanderthal" is the name of the valley  
in Westphalia where a skeleton was unearthed in 1856 or 1857 that now  
forms the type for the taxon.  The spelling of place-names in Neo-Latin  
follows the language of origin. 
 
As I remarked earlier, this entire Cro-Magnon/Neanderthal thread is based  
on a whimsical remark that I made.  I made that remark in the full  
knowledge that it probably does not conform to current anthropological  
thinking, partly because I am aware that current thinking is subject to  
change without notice. 
 
There was an interesting discussion of the Neanderthal issue by Stephen  
Jay Gould in Natural History magazine within the past year.  He had  
interesting insights into how societal preconceptions color the  
interpretation of evidence, as well as his usual praise for the  
ascendancy of cladistics as a means of understanding evolution.  I  
commend the article to anyone who is interested in the subject. 
 
In any event, some researchers regard Neanderthal as a subspecies, others  
as a separate species.  Given our incomplete understanding of the  
dynamics of speciation, I doubt that the issue is resolvable.  Remember  
that few of the rules of genetics are inviolate: mules are on rare  
occasion fertile; offspring sometimes get both halves of one chromosome  
from the same parent; it is all but certain that genetic material is on  
occasion transferred from one species to another by viruses, and the new  
genetic code is then transferred to offspring.  Even if we had DNA  
samples, we do not understand what is the borderline between subspecies  
and species, and it is probably silly to imagine that a clean line  
exists. 
 
>  
> > . . .   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. 
 
Well, you assume a lot in that sentence.  Is sentience a binary state, or  
a continuum?  How much of moral responsibility depends on having a  
society and technology that make the choice in question feasible?  We are  
not accustomed to thinking of domesticating animals as a technology, but  
it was a *huge* advance, so much so that it constitutes part of the  
"Paleolithic Revolution."  Was extended interspecies cooperation even a  
possible concept yet? 
 
>  
> > 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. 
 
While I am not normally a fan of cultural relativism, remember that we  
are discussing hypothetical societies in the *eolithic* stage, if that.   
Think of the awful gulf of years and events that separate us from them.   
They not only lacked writing, they probably had little or no language.   
They had not yet learned to make rope, tan hides, build structures or  
domesticate animals.  They may not have even achieved a tribal structure. 
 
Consider how little we know about the *religion* (as opposed to the  
literary myths) of the Greeks and Romans.  We know next-to-nothing about  
neolithic religion, nothing about paleolithic religion, and we don't even  
know if eolithic religion existed. 
 
I have no idea whether we, with our modern technolgy and concepts and  
with a rich fund of speculative literature that should prepare us for the  
event, will find a way to coexist with the first non-human sentient  
species we encounter.  I have no idea whether they will be interested in  
coexisting with us.  Will we even be able to communicate, or will the  
structure of our minds be so different as to preclude it? 
 
How much moreso would the situation have been in the dawn of time, with  
no common language, no conceptual tools for developing one, and so on? 
 
>  
> > Survival is the first, and only, law of nature. 
>  
> True, but not really relevant IMO. 
 
Extremely relevant, IMO.   
 
 
 
--  
<-------------------------------------------------------> 
Robert A. West		///  "Censorship is tyranny." 
Phone W:(215)466-3628; H:(215)348-9113   
http://www.erols.com/robtwest 
 
Date: Wed, 22 Oct 1997 10:51:02 -0700 
From: Rook <rook@infinex.com> 
Reply-To: rook@infinex.com 
CC: hero-l@omg.org 
Subject: Re: Champions too complex? Was Fuzion new powers... 
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: 18 
 
> >I have noticed a disturbing trend for pointless arguments/disagreements 
> >between Fuzion and Champions4 players.  I have played Champions for over 
> >16 years....yes, I'm an old timer.  Over the years, I have seen many 
> >people become disenchanted with the system as it has gotten 
> >progressively more difficult.  The first edition Champions rules were 
> >very simple, as was character creation. 
> 
> I, too, have played Champions since Day I, and I disagree. C4 is a 
> progressive evolution, and about 85% of the rules in it were also in First 
> Edition, albeit in somewhat different form. Adding new powers doesn't make 
> character creation take longer, since you still have the same number of 
> points. VPPs are not significantly more complex than multipowers or 
> elemental controls, which were in First. Martial arts has gotten a lot more 
> complex, yes, but only if you want to play a martial artist. Most of the 
> other combat rules -- hit location, crippling, etc -- are not used in 
> 4-color games. 
> 
> The 'core' of the combat rules -- the speed chart, OCV, etc -- is 
> essentially unchanged. PD and ED, Resistant vs. non-Resistant defenses, 
> reading dice in five different ways -- all of that is as it always was. 
 
    This is what I've always told people... Not that anyone's ever believed me. 
 
Personally I find champions simple and Fuzion complex... 
 
    Too many diferent types of points... cunfusing explanations, conflicting 
rules systems... 
 
-- 
Rook 
Also known as Arcady on #herochat, #Fuzionchat, #gurps, #V&V, 
and #SuperHeroChat in DALnet IRC 
 
My Champions Webpage is at: 
http://www.infinex.com/~rook/champs/ 
 
Editor of the Super-Hero Networld project for Living Legends at: 
http://www.infinex.com/~rook/liv_leg.htm 
 
 
Date: Wed, 22 Oct 1997 11:31:41 -0700 
From: Rook <rook@infinex.com> 
Reply-To: rook@infinex.com 
Subject: Setting a power level and making sure the PC is 3D 
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: 21 
 
Had a intersting conversation on #herochat that made me think to ask 
this here as well. 
 
    So here it is: 
 
<Arcady> one think I really liked about GURPS Supers was an odd rule it 
had for character creation 
<Arcady> in GURPS, you have 100 points, or 500 in Supers. 
<Arcady> so to make a Super you first made a 100 point normal PC 
<Crunchy> right.   So make a 100 point character, THEN tack on the 
powers. 
<Arcady> then you had 400 more points to add powers... 
<Arcady> yeah 
<Arcady> it forces 3d characters 
<Crunchy> That can be done in Champs, too. 
<Arcady> I may try the same thing in Hero 
<Arcady> but 
<Crunchy> the higher power levels you can use a similar rule. 
<Arcady> your PC would then be a 50+50 normal with powers added on...? 
<Arcady> or a 75+75 normal 
<Crunchy> Hmm. 
<Arcady> and how many points for the powers in order to get a BBB power 
level 
<Crunchy> Well, just like with the points for powers, don't set a hard 
limit. 
<Arcady> that's where I don't yet have a good answer... 
<Crunchy> Just ask to see the "pre-powered" character. 
<Arcady> maybe I should post this to the hero-l list 
<Crunchy> Might get some good feedback. 
 
 
-- 
Rook 
Also known as Arcady on #herochat, #Fuzionchat, #gurps, #V&V, 
and #SuperHeroChat in DALnet IRC 
 
My Champions Webpage is at: 
http://www.infinex.com/~rook/champs/ 
 
Editor of the Super-Hero Networld project for Living Legends at: 
http://www.infinex.com/~rook/liv_leg.htm 
 
 
Comments: Authenticated sender is <Thanos@mail.zip.com.au> 
From: "Robert Challenger" <Thanos@zip.com.au> 
Organization: Team Vigilance 
Date: Wed, 22 Oct 1997 19:04:45 +0000 
Subject: Re: Tangent PbeM 
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: 56 
 
On 21 Oct 97  Rafael Sant'Anna Meyer mumbled something about: 
 
>  
> 	I am open a Tangent PBEM (or PBPOWWOW or ICQ if everybody have this 
> programs). 
>  
 
 I notice that every time some new one-shot happens in comics, you  
seem to run a PBEM based on it [amalgam, etc] I was just wondering if  
these are all still going, and if so, could someone tell me what  
theyre like?? 
 
 [it just seems that Rafael must be almost dead from running all the  
ones ive seen him advertise starting] 8) 
 
 
--------------------------------------------------- 
I imagine bugs and girls have a dim perception that  
nature played a cruel trick on them, but they lack 
the intelligence to really comprehend the magnitude 
of it - Calvin 
        Robert Challenger | thanos@zip.com.au 
 
X-Sender: bob.greenwade@klock.com (Unverified) 
Date: Wed, 22 Oct 1997 13:59:17 -0700 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Hero / Fuzion on this list (was: 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 
X-Status:  
X-Keywords: 
X-UID: 26 
 
At 09:05 AM 10/22/97 -0700, Brian Wong wrote: 
>> "newbies" are increasingly difficult to come by.  Fuzion, while it 
>> looses some of the "intensity" of the C4 system, is much easier to 
>> learn.  IMHO, both systems have a place in this forum. 
>> 
> Fuzion has no place in this forum. 
>It has it's own mailing list. There's good reason they're seperate. 
>I wouldn't want to see Fuzion discusion here anymore than I would 
>DC Heroes, V&V, Marvel, or even Superbabes discussion here. 
> This list is for Champions/Hero discussion It is not a forum 
>for generic superhero RPG discussion. 
 
   Where would one go, then, to discuss comparisons between Fuzion and 
Hero?  Or even conversions between the two?  Surely the Fuzion list is no 
better or worse suited to such discussions than this one! 
--- 
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: jdriscol@mail.vt.edu 
Date: Thu, 23 Oct 1997 03:08:59 +0600 
From: Jeremiah Driscoll <jdriscol@vt.edu> 
Subject: Re: Setting a power level and making sure the PC is 3D 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
X-Status:  
X-Keywords: 
X-UID: 24 
 
><Arcady> one think I really liked about GURPS Supers was an odd rule it 
>had for character creation 
><Arcady> in GURPS, you have 100 points, or 500 in Supers. 
><Arcady> so to make a Super you first made a 100 point normal PC 
><Crunchy> right.   So make a 100 point character, THEN tack on the 
>powers. 
><Arcady> then you had 400 more points to add powers... 
><Arcady> yeah 
><Arcady> it forces 3d characters 
><Crunchy> That can be done in Champs, too. 
><Arcady> I may try the same thing in Hero 
><Arcady> but 
><Crunchy> the higher power levels you can use a similar rule. 
><Arcady> your PC would then be a 50+50 normal with powers added on...? 
><Arcady> or a 75+75 normal 
><Crunchy> Hmm. 
><Arcady> and how many points for the powers in order to get a BBB power 
>level 
><Crunchy> Well, just like with the points for powers, don't set a hard 
>limit. 
><Arcady> that's where I don't yet have a good answer... 
><Crunchy> Just ask to see the "pre-powered" character. 
><Arcady> maybe I should post this to the hero-l list 
><Crunchy> Might get some good feedback. 
> 
Well, firstly, you don't *have* to make a 100 pointer in GURPS and then tack 
on the extra points in powers...  In fact, a GURPS true Normal is only 25 
points worth.  Some character conceptions, especially in the GURPS IST world 
require the Powers to be an integral part of the character, and the 
character wouldn't be the same (personality, Mental Disadvantages, or 
Skills) without the Powers. 
However, for other types of characters, it would be highly appropriate to 
think of what the character was like before the advent of their Powers. 
Rather educational for the player, I imagine.  Requiring the separate 
write-up is a step I wouldn't take with my own players, really.  Well, almost... 
One character I helped a friend write up (for Hero) wasn't going to be aware 
of his Powers on Day One, and so only picked a few.  I set aside 50 points 
and 50 points of Disads, to be used at my discretion.  So, we wrote up the 
character almost as a Super Normal, specializing in Martial Arts and 
instructing skills (his day job).  The character is fairly well 3D, but I 
don't really think it's because of the process.  More the player. 
Again, I think this idea *can* work, and may help problem players with 
certain conceptions.  But, some players won't need it, and it just *won't* 
work on a lot of character types. 
 
- Jerry 
My 2 cents. 
 
Date: Wed, 22 Oct 1997 15:52:06 -0700 
From: "Robert A. West" <robtwest@erols.com> 
Subject: Re: Desolidification and the environment 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
Trevor Barrie wrote: 
>  
> On Tue, 14 Oct 1997, Robert A. West wrote: 
>  
> > > > the listed special effect and for attacks with Affects Desolid.   
> > > 
> > > Odd; my copy of the rules doesn't even mention the idea of a "listed 
> > > special effect" (singular) to which the character is vulnerable.  
> > 
> > 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. 
 
Then I don't see why you objected to my reference to the listed special  
effect that affects a desolid character.  
 
> [...] 
> > 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? 
 
Well, you were disagreeing with this very point earlier, so either you  
have changed your mind, or we have been talking past one another. 
 
>  
> (Wait, how is "transdimensional" not a special effect?) 
>  
 
Transdimensional is a Power Modifier, not a special effect.  Special  
effects of Transdimensional might include a miniature interdimensional  
portal through which the character uses the power, an avatar of the  
character that appears in the other dimension, time travel, astral  
projection, etc. 
 
 
> > >                        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. 
 
You can, however, legitimately use a power not to be there, and desolid  
without the -1/2 limitation (can't go through solid objects) is generally  
a way not to be there.  Suppose that a character were susceptable to  
strong ultrasonics (active sonar up close, sonic attacks, certain lab  
equipment), shouldn't a Silence field (bought as Darkness to Sound Group)  
nullify the effect? 
 
> 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. 
 
By this logic, if environmental effects are everyman susceptabilities,  
then Life Support also cannot protect against them, which is silly. 
 
I would *not* award points for a susceptibility if a character had  
Desolid 0 END Persistent and had attacks bought with the +2 advantage  
"Affects Physical World".  If the character has standard desolid, then I  
would award half points if the desolid protected from it, because the  
susceptability would merely force the character to flee, which *is* as  
disadvantage.  If the character has desolid not through objects (-1/2),  
then I would award 75% of the points, since the character can be trapped,  
or even 100% if I felt that the susceptibility should affect the  
character when desolid. 
 
So, go ahead, give half, quarter or even no points for the everyman  
susceptabilities!  ;-) 
 
 
--  
<-------------------------------------------------------> 
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: Desolidification and the environment 
Date: Wed, 22 Oct 1997 15:52:42 -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 
 
> Why go so far afield?  Can a vampire in the form of a bat fly across  
> running water?  Can he be carried by a follower?  Dracula's  
> coach-and-four took him across bridges, one must assume -- streams are  
> not rare in Transylvania.  All of these affect the disadvantage. 
>  
> As an interesting aside, look at the poem, Sir Gawain and the Green  
> Knight.  The Green Knight could not, as a being of witchcraft, cross  
> running water.  Instead, he pole-vaulted across the water, using his  
> sword as the pole.  Clearly, the poet felt that the stricture was not to  
> *touch* running water. 
>  
> If you take the extreme form, that a character cannot cross any vertical  
> surface that passes through the bed of a flowing stream, then this is one  
> heck of a disadvantage, unless you are running in an arid place.  The  
> average distance between streams in the eastern U.S. is around a mile. 
>  
> 
	We could take this to it's full and proper extreme. 
SOmewhere in space there must be millions of planets out there that have 
running streams of water... 
In addition, on earth, every case of plumbing, not to mention underground 
bodies of water, heck, even clouds are running water... 
	Therefore, if a plane is made perpendicular to every spot in the 
universe with running water, I stipulate that all the universe will be 
touched by these planes. 
 
	Thusly, the individual with 'cannot cross running water' is incapable 
of any form of motion. Even at the molecular level... Hmm... not to mention 
the water that is probably within their body... 
 
:) 
:) 
:) 
 
	Obviously, at some point, we have to draw lines of reasonability on 
these things. 
 
-- 
Rook 
Also known as Arcady on #herochat, #Fuzionchat, #gurps, #V&V, 
and #SuperHeroChat in DALnet IRC 
 
My Champions Webpage is at: 
http://www.infinex.com/~rook/champs/ 
 
Editor of the Super-Hero Networld project for Living Legends at: 
http://www.infinex.com/~rook/liv_leg.htm 
 
Date: Wed, 22 Oct 1997 16:42:59 -0700 
From: "Robert A. West" <robtwest@erols.com> 
Subject: Re: Desolidification and the environment 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
qts wrote: 
 
>  
> 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. 
 
If the defense is to go desolid and be ineffectual while spending END,  
there is still a substantial disadvantage, IMHO.  This is, of course,  
where judgment is required. 
 
>  
> 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? 
 
Why go so far afield?  Can a vampire in the form of a bat fly across  
running water?  Can he be carried by a follower?  Dracula's  
coach-and-four took him across bridges, one must assume -- streams are  
not rare in Transylvania.  All of these affect the disadvantage. 
 
As an interesting aside, look at the poem, Sir Gawain and the Green  
Knight.  The Green Knight could not, as a being of witchcraft, cross  
running water.  Instead, he pole-vaulted across the water, using his  
sword as the pole.  Clearly, the poet felt that the stricture was not to  
*touch* running water. 
 
If you take the extreme form, that a character cannot cross any vertical  
surface that passes through the bed of a flowing stream, then this is one  
heck of a disadvantage, unless you are running in an arid place.  The  
average distance between streams in the eastern U.S. is around a mile. 
 
 
--  
<-------------------------------------------------------> 
Robert A. West		///  "Censorship is tyranny." 
Phone W:(215)466-3628; H:(215)348-9113   
http://www.erols.com/robtwest 
 
X-Sender: wbandsis@mail.westco.net 
Date: Wed, 22 Oct 1997 19:51:02 -0400 
From: "C. Badger" <wbandsis@westco.net> 
Subject: Re: Hero / Fuzion on this list (was: 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 
 
At 09:05 10/22/97 -0700, Brian Wong wrote: 
>	Fuzion has no place in this forum. 
>It has it's own mailing list. There's good reason they're seperate. 
>I wouldn't want to see Fuzion discusion here anymore than I would 
>DC Heroes, V&V, Marvel, or even Superbabes discussion here. 
>	This list is for Champions/Hero discussion It is not a forum 
>for generic superhero RPG discussion. 
 
Unless the chat about any of th systems are about conversions between and to 
hero...... :) 
 
Besides some of the talk about comparing systems and possible power 
tranlations I've found interesting. 
----- 
C. Badger 
 
My Feet hurt and I've forgotten how to dance. 
			Londo 
			Babylon 5 
 
 
From: Rick Ryker <RRYKER@ctginc.com> 
Subject: RE: Heromaker: Who uses it? 
Date: Wed, 22 Oct 1997 18:58:19 -0500 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
> 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. 
>  
Obverse does not equal converse.  The distinction is there. 
It is possible to alter the former without changing the latter. 
I.e., increase Characteristics without changing the total 
Characteristic Points. 
This is why stats given by the powers listed (Growth and Density 
Increase) 
do not affect Character Points or affect point totals based on 
restrictions 
on changes (increases/decreases) in Character Points. 
 
-RICK 
 
From: Rick Ryker <RRYKER@ctginc.com> 
Subject: RE: Ablative Energy Blasts (Was: Re: Heromaker: Who uses it?) 
Date: Wed, 22 Oct 1997 19:12:34 -0500 
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? 
> >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? 
>  
I see the difference now.  However, if I understand the way Ablative  
Armor works with Defensive Powers, the EB would only decrease its 
"Ablative" Activation Roll if the power actually worked.  So it would 
be: 
 
1st Try:  18-  Roll whatever: works.  Acts now on 15- 
2nd Try:  15-  Roll 8: works.  Now 14- 
3rd Try:  14-  Roll 11:  works.  Now 13- 
4th Try:  13-  Roll 14:  fails.  Still 13- 
5th Try:  13-  Roll 10:  works.  Now 12- 
 
Combined with Activation and Burnout, this would provide a truly 
useless "Cross Your Fingers And Hope It Works" prototype weapon. 
Hmmm...  (Evil GM grin) 
 
Comments on Ablative Offensive Powers: 
I suppose this would be because the electrical contacts didn't connect? 
No juice equals no power?  Each use reduces the available power? 
Successful activation is dependent on percentage of juice available? 
END Battery maybe?  With special GM defined limitation "based on % 
full"? 
Maybe every ten precent less than full END equals -1 on the die roll? 
Starting at 18- (always works) of course. 
 
From: jonesmj@topaz.cqu.edu.au 
Date: Thu, 23 Oct 1997 10:28:21 +1000 
Date-warning: Date header was inserted by topaz.cqu.edu.au 
Subject: Re: Hero / Fuzion on this list (was: Re: New Powers Plug-In () 
X-Sender: jonesmj@topaz.cqu.edu.au 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 07:51 PM 10/22/97 -0400, you wrote: 
>At 09:05 10/22/97 -0700, Brian Wong wrote: 
>>	Fuzion has no place in this forum. 
>>It has it's own mailing list. There's good reason they're seperate. 
>>I wouldn't want to see Fuzion discusion here anymore than I would 
>>DC Heroes, V&V, Marvel, or even Superbabes discussion here. 
>>	This list is for Champions/Hero discussion It is not a forum 
>>for generic superhero RPG discussion. 
> 
>Unless the chat about any of th systems are about conversions between and to 
>hero...... :) 
> 
>Besides some of the talk about comparing systems and possible power 
>tranlations I've found interesting. 
 
i agree. the list should be 'more' rather than less, even if you overlap a little. . and for the record? hero isn't more comple than fizion. . that's a new wives tale *lol* 
 
 
 
>----- 
>C. Badger 
> 
>My Feet hurt and I've forgotten how to dance. 
>			Londo 
>			Babylon 5 
> 
> 
> 
 
X-Sender: jdriscol@mail.vt.edu 
Date: Thu, 23 Oct 1997 06:31:47 +0600 
From: Jeremiah Driscoll <jdriscol@vt.edu> 
Subject: Re: Setting a power level and making sure the PC is 3D 
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: 30 
 
>   Fortunately for me, in my game most of the players (well about half, 
>I guess) are unfamiliar with the system, so rely on me for character 
>creation; they give me the concept, I crunch the numbers. 
 
Actually, this is the same situation I am faced with, except more so.  Up 
until recently, *none* of my players knew the system.  I was the only one 
with the book, to boot.  So I did *all* the number crunching.  That's okay. 
I *like* number crunching.  I'm studying to be an engineer.  I'm a 
math-head.  In fact, I'm finishing up some Vector and Complex Ananlysis 
homework right now... 
Now, some of my players have access to the rules, and even Heromaker.  They 
are learning the system.  They can write up their own characters.  Good, you 
say?  I don't like it.  1) I like number crunching (did I mention that?). 
2) I have less control over their characters.  I find myself saying "no" a 
lot more.  Actually I tend to say, "um... how about this instead?"  But the 
idea is still there. 
I still find it best to sit down and hash out the characters one-on-one. 
And I think next time I start up a *group* of heroes, I'll have all of us 
sit down, so the characters complement each other. 
 
>  The first 
>thing I establish is 'What does/did the character do as a normal 
>person?'  Always establish a basic person before building a Super-Hero 
>(or Agent or whatever).  Even if the advent of power completely changes 
>a character's psychological makeup, basic body structure, or whatever, 
>there is a 'historical reference point' to help give a character 
>conception depth. 
 
Again, this is true in many cases, and is very useful for them.  However, it 
still isn't a hard rule.  Some characters are based around their 
powers/motivation.  Some have a motivation because of their powers (mutants 
who want to rid the world of anti-mutant sentiment) or their powers due to 
motivation (Batman).  But, in most cases, your point is valid. 
 
- Jerry, who needs more sleep, and thus apologizes if he: 
        rambled, 
        misspelled, 
        or insulted (although I think I may've avoided all three) 
 
From: Rick Ryker <RRYKER@ctginc.com> 
Subject: RE: Desolidification and the environment 
Date: Wed, 22 Oct 1997 19:33:06 -0500 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
> 	Obviously, at some point, we have to draw lines of reasonability 
> on 
> these things. 
>  
It is precisely here that we MUST disagree. 
If we allow ourselves to draw lines of reasonability then we might 
*GASP* 
actually agree on something, and then what would we argue about!  :) 
 
-RICK 
 
X-Sender: bob.greenwade@klock.com 
Date: Wed, 22 Oct 1997 17:40:58 -0700 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Vampires vs Water 
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: 11 
 
At 04:42 PM 10/22/97 -0700, Robert A. West wrote: 
>> 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? 
> 
>Why go so far afield?  Can a vampire in the form of a bat fly across  
>running water?  Can he be carried by a follower?  Dracula's  
>coach-and-four took him across bridges, one must assume -- streams are  
>not rare in Transylvania.  All of these affect the disadvantage. 
> 
>As an interesting aside, look at the poem, Sir Gawain and the Green  
>Knight.  The Green Knight could not, as a being of witchcraft, cross  
>running water.  Instead, he pole-vaulted across the water, using his  
>sword as the pole.  Clearly, the poet felt that the stricture was not to  
>*touch* running water. 
> 
>If you take the extreme form, that a character cannot cross any vertical  
>surface that passes through the bed of a flowing stream, then this is one  
>heck of a disadvantage, unless you are running in an arid place.  The  
>average distance between streams in the eastern U.S. is around a mile. 
 
   This brings to mind a question that's been on the back burner for quite 
a while, and I'd like to get a consensus of thought. 
   An NPC motorcycle gang in a manuscript I'm working up is led by a 
vampire (the other members aren't much less savory).  Of course, as a 
vampire, the leader cannot cross running water. 
   The question is, could he cross rivers and streams on his Harley?  Could 
he drive himself, or would one of the other gang members have to do the 
actual driving? 
--- 
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, 22 Oct 1997 17:42:22 -0700 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Desolidification and the environment 
Errors-To: owner-champ-l@omg.org 
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At 03:52 PM 10/22/97 -0700, Brian Wong wrote: 
> We could take this to it's full and proper extreme. 
 
   That, IMHO, is an oxymoron in that an extreme cannot be both full and 
proper.   ;-] 
--- 
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: Question about Links Categories 
Date: Wed, 22 Oct 1997 19:59:00 -0500 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
> From: 	Shelley Chrystal Mactyre[SMTP:shelley@mactyre.net] 
> Sent: 	Sunday, October 19, 1997 3:12 PM 
> To: 	champ-l@omg.org 
> Subject: 	Question about Links Categories 
>  
> Greetings, all --  
>  
> My Champions links page (http://www.mactyre.net/scm/links.html) is 
> becoming 
> unwieldy -- at last count I had 136 links, and they're listed under a 
> couple of categories, like PBEM games, organizations, campaign worlds, 
> and 
> the like.  I've had a bunch of requests for me to annotate the dang 
> thing, 
> but I'm not really sure how I should do it.  Should I keep the 
> categories 
> and maybe include a few comments, should I alphabetize and include a 
> few 
> comments, should I make value judgements as to the merit of sites, 
> rank 
> them, what?  Obviously there are sites which are much more useful than 
> others, but I'm not sure I'm comfortable with judging the quality of 
> others' work.  
>  
> The links page is the most commonly accessed page, receiving around a 
> hundred hits a day, and I'd wager that members of this list are among 
> those 
> using it.  So what would you all like to see?  Should I leave it 
> alone? 
> Annotate it?  Rank it? If I do choose to annotate it, should I come up 
> with 
> a key (as I believe George Ruban suggested about a year ago), and use 
> that 
> to say which sites have backgrounds or character sheets or art in a 
> shorthand form?  
>  
> Thanks in advance, 
>  
> Shelley Chrystal Mactyre 
> www.mactyre.net 
>  
> Your children will see the stars. 
> --Robert A. Heinlein 
>  
The best solution is probably to let the site managers know that you 
want 
to annotate the links to their sites.  Most sites would be glad to 
provide this 
if only to allow web surfers to see how their sites are different than 
others'. 
You will also probably have a problem with the size of the annotations. 
You may want to limit the size the anotations. 
 
If you want a quick down and dirty way to annotate sites until you can 
get their respective managers to provide one for you, try looking at the 
source 
code for the default page on each site and skim off any META comments 
that might provide keywords for indexing. 
 
-RICK 
 
From: Rick Ryker <RRYKER@ctginc.com> 
Subject: RE: Foci and Instant Cha 
Date: Wed, 22 Oct 1997 20:06:16 -0500 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
Richard Thomas Ryker 
Programmer Analyst 
ComputerLand Technology Group, Inc. 
 
 
> ---------- 
> From: 	Filksinger[SMTP:filkhero@usa.net] 
> Reply To: 	Filksinger 
> Sent: 	Tuesday, October 21, 1997 3:08 PM 
> To: 	champ-l@omg.org 
> Subject: 	Re: Foci and Instant Cha 
>  
> On Tuesday, October 21, 1997 2:17 AM, Opal wrote: 
> > 
> > 
> >I think that in this case, it was the way it was run that was in 
> >error.  The evil knight should have Instant changed back into 
> The problem is describing the limitation involved. He can be disarmed, 
> which is a disadvantage. He takes an entire phase before he gets back 
> his weapon, shield, or armor (use Instant Change, wait to next phase, 
> use it again). He has to turn into his unarmored form, one without any 
> skills or powers in some cases, possibly in the middle of combat, in 
> order to get back his devices without suffering the limitations of a 
> Focus. 
>  
> OIHID covers part of this, but not the "can be disarmed or restrained 
> like a Focus" part. Focus covers more, but it is too broad: you can't 
> recover a focus by such a method. 
>  
> Personally, I'd use Restrainable. A 1/4 Limitation from the Hero 
> Almanac 1, restrainable is used to simulate innate powers that can be 
> restrained. For example, Angel has wings, with which he flies. His 
> wings can be grabbed or entangled, taking the power, but they cannot 
> be removed. 
>  
I didn't know about the Power Limitation "Restrainable". 
Before 4th Edition the examples for Angel's wings used some form of 
a modifed OIF to simulate the restrainable aspect of his wings. 
I never did like the way that was presented. 
Restrainable sounds much more reasonable as a limitation. 
 
-RICK 
 
From: Rick Ryker <RRYKER@ctginc.com> 
Subject: RE: Grey Areas 
Date: Wed, 22 Oct 1997 20:27:03 -0500 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
> 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. 
>  
I don't bother trying to avoid "clearly".  I always find an occasion 
where I think it IS clear. 
[Throat clearing] 
I distinctly remember having to subtract dice from the _total_ KB before 
defenses. 
After all, I don't care how much you can soak, 
if I hit you with a locomotive, you're moving, buddy. 
Besides, the comic books always had superheroes being thrown around like 
dolls. 
If you want to take less Knock Back buy it. 
 
I will find the proper references for another post on this subject 
shortly. 
I'm currently assigned out-of-house at a client site, so I don't get to 
read these very often. 
 
-RICK 
 
Date: Wed, 22 Oct 1997 22:51:35 -0300 (ADT) 
From: Trevor Barrie <tbarrie@ibm.net> 
X-Sender: tbarrie@drollsden 
Subject: Re: Desolidification and the environment 
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On Wed, 22 Oct 1997, Robert A. West wrote: 
 
> > By special effectS, yes. The group includes all those attacks whose 
> > special effects should logically affect someone with that special effect 
> > of Desolid. 
>  
> Then I don't see why you objected to my reference to the listed special  
> effect that affects a desolid character.  
 
Because you seemingly were (and still are) subscribing to the common 
mistake that the character picks a single special effect to which they're 
vulnerable and that's it, while the BBB doesn't actually say that at all. 
 
> > (Wait, how is "transdimensional" not a special effect?) 
>  
> Transdimensional is a Power Modifier, not a special effect. 
 
Never heard of it. From one of the Almanacs? 
 
> > 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. 
>  
> By this logic, if environmental effects are everyman susceptabilities,  
> then Life Support also cannot protect against them, which is silly. 
 
When you buy Life Support you are, in effect, buying off said 
susceptibilies. 
 
Date: Wed, 22 Oct 1997 23:14:29 -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 Wed, 22 Oct 1997, Robert A. West wrote: 
 
> > Why is interfertility necessary for cooperation? 
>  
> I can think of no observed instances of extended interspecies cooperation  
> among the anthropoid apes, yet all the anthropoid apes can form  
> cooperative societies among their own kind. 
 
Granted, but _we_ can, as you point out below. I think it's safe to say 
that the species in question are closer to us than to the apes (one 
actually being us and all). 
 
> The Benobo chimpanzees, who may be our nearest relatives, have a relatively 
> conflict-free society (at least, compared with other chimpanzees) in which 
> copulation is the standard prelude to all manner of cooperative activity. 
> I don't think it an unreasonable inference that interfertility is the first, 
> instinctive, basis for cooperation. 
 
You don't need to be interfertile with something to copulate with it, 
though. 
 
> > > . . .   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. 
>  
> Well, you assume a lot in that sentence.  Is sentience a binary state, or  
> a continuum? 
 
Yes. 
Probably.:) 
At any rate, you referred to the action as "justifiable", which I thought 
implied that you agreed that it was possible to judge the action on a 
moral basis. One doesn't usually refer to the actions of animals as 
justifiable or not; the concept just doesn't apply. 
 
> We are not accustomed to thinking of domesticating animals as a technology, 
> but it was a *huge* advance, so much so that it constitutes part of the  
> "Paleolithic Revolution."  Was extended interspecies cooperation even a  
> possible concept yet? 
 
Who's to say? A lot depends on how intelligent you think these beings 
were, but I'm inclined to think they weren't significantly less clever 
than us, if at all. Enormous differences in level of knowledge, of course, 
but the idea that people - even ones different from ourselves - have a 
right to exist is basic enough that I don't think it's dependent on any 
technology. 
 
> Consider how little we know about the *religion* (as opposed to the  
> literary myths) of the Greeks and Romans.  We know next-to-nothing about  
> neolithic religion, nothing about paleolithic religion, and we don't even  
> know if eolithic religion existed. 
 
Heck, I didn't even know the _term_ "eolithic" existed.:) 
 
> > > Survival is the first, and only, law of nature. 
> >  
> > True, but not really relevant IMO. 
>  
> Extremely relevant, IMO.   
 
Nature is completely amoral. When discussing whether something is right or 
wrong, its laws therefore don't apply. 
 
 
Date: Wed, 22 Oct 1997 23:17:27 -0300 (ADT) 
From: Trevor Barrie <tbarrie@ibm.net> 
X-Sender: tbarrie@drollsden 
Subject: Re: Non-Stereotypical Mi 
Errors-To: owner-champ-l@omg.org 
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On 21 Oct 1997, Opal wrote: 
 
> Finally, stereotypes are usefull.  Every character can't be fully  
> developed and deep.  Some just need to be quickly described and  
> understood.  No one complains when yet another greedy business  
> tycoon, racist neo-nazi, or bigoted redneck is cast as a villain -  
 
I've certainly heard people complain about those stereotypes - 
occasionally the first, definitely the third. (Haven't seen many people 
stand up for malligned neo-nazis, though:), although over-use of the 
stereotype can draw complaints of boredom.) 
 
Reply-To: "Filksinger" <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
Subject: Re: Foci and Instant Cha 
Date: Wed, 22 Oct 1997 19:17:53 -0700 
X-MSMail-Priority: Normal 
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On 10/22/97 6:36 PM, Rick Ryker wrote: 
 
 
<snip> 
>I didn't know about the Power Limitation "Restrainable". 
>Before 4th Edition the examples for Angel's wings used some form of 
>a modifed OIF to simulate the restrainable aspect of his wings. 
>I never did like the way that was presented. 
>Restrainable sounds much more reasonable as a limitation. 
 
Restrainable is from the Hero System Almanac 1. I liked it overall, 
and I included virtually all the rules and suggestions applicable to 
superhero games into my campaigns, including the spirit rules. 
Restrainable was one of my favorites. 
 
Filksinger 
 
Date: Wed, 22 Oct 1997 23:22:54 -0300 (ADT) 
From: Trevor Barrie <tbarrie@ibm.net> 
X-Sender: tbarrie@drollsden 
Subject: Re: What a Timeline is truly good for 
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On Sun, 19 Oct 1997, Shelley Chrystal 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. 
>  
> This is another case of just not understanding how to run a PBEM game, I 
> think, or at least not doing so according to any PBEM I've seen, run, or 
> played in. 
 
Oh, by all means, enlighten me then. How is PBEM role-playing so 
completely different from face-to-face role-playing that terminology has 
to be completely redefined? 
 
> That being said -- I don't think there's a GM alive who hasn't had to help 
> out their players with an extra clue or two when they aren't picking up on 
> things -- if you're running a *storyline* you have a plot, by definition. 
 
But of course, GMing an RPG doesn't _necessarily_ entail running a 
plot/set storyline.  
 
> If you're a competent GM, then you can roll with the changes.  If you're 
> not, then you can't.  Guiding a plot isn't the same thing as beating your 
> players over the head with it.  
 
The only difference is your point of view. "Railroading" and "guiding" 
have different connotations, but the denotations are the same. 
 
Date: Wed, 22 Oct 1997 23:24:12 -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 Thu, 16 Oct 1997, Bob Greenwade 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.  ;-] 
 
Wait, I thought Cro-Magnons _were_ Homo Sapiens. Am I out of date here? 
 
 
Reply-To: "Filksinger" <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
Subject: Re: Desolidification and the environment 
Date: Wed, 22 Oct 1997 19:28:36 -0700 
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On 10/22/97 2:36 PM, Robert A. West wrote: 
 
 
<snip> 
> 
>Why go so far afield?  Can a vampire in the form of a bat fly across 
>running water?  Can he be carried by a follower?  Dracula's 
>coach-and-four took him across bridges, one must assume -- streams 
are 
>not rare in Transylvania.  All of these affect the disadvantage. 
 
 
In the book "The Dracula Tapes", by Fred Saberhagen, Dracula was quite 
pleased with trains. He liked the fact that in a train he could travel 
more quickly than on horseback, and that he felt not even a tug when 
going over running water. He had found that crossing running water had 
previously required a coach, because a strong horse had a tendency to 
falter badly while crossing, if it was carrying him. 
 
I recommend the book. Dracula, in this book, isn't a villain. He is, 
as he explains, the injured party. _Everything_ described in the 
original book is explained conveniently by Dracula. The thing I liked 
most was that his explainations were far more reasonable than the 
original in some cases. 
 
>As an interesting aside, look at the poem, Sir Gawain and the Green 
>Knight.  The Green Knight could not, as a being of witchcraft, cross 
>running water.  Instead, he pole-vaulted across the water, using his 
>sword as the pole.  Clearly, the poet felt that the stricture was not 
to 
>*touch* running water. 
 
I had been reading a fantasy novel, whose title I can't remember, 
where there were elite soldiers who were trained for, among other 
things, "wizard's war". This included such things as using traps, 
because traps cannot be found by Mind Scan. 
 
This got me to thinking, and I have now determined why magic is 
rumored to be unable to cross running water. If you have to fight 
someone who needs Gestures and Incantations to fight, such as many 
wizards, deep running water is a good defense. He can't fight and 
swim, can't fight while having trouble standing, and with luck, he 
won't be able to do Incantations if he falls, at least until he stops 
choking. 
 
Filksinger 
 
Date: Wed, 22 Oct 1997 23:50:01 -0300 (ADT) 
From: Trevor Barrie <tbarrie@ibm.net> 
X-Sender: tbarrie@drollsden 
Subject: Re: Normal Characteristic Maxaima 
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On Tue, 14 Oct 1997, Bob Greenwade 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? 
 
No, although it's the most obvious error. That '+10" Superleap (9" total)' 
on Jaguar's sheet can't be right, and there are a couple of math errors on 
Stalker. There are probably others. Nothing that leaps off the page, 
though. 
 
Date: Wed, 22 Oct 1997 23:51:54 -0300 (ADT) 
From: Trevor Barrie <tbarrie@ibm.net> 
X-Sender: tbarrie@drollsden 
cc: champ-l@omg.org 
Subject: Re: No-Win Scenarios [Re: GMing Question #1] 
Errors-To: owner-champ-l@omg.org 
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On Thu, 16 Oct 1997, Mark Lemming wrote: 
 
> 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." 
 
I don't see the connection. 
 
 
From: jonesmj@topaz.cqu.edu.au 
Date: Thu, 23 Oct 1997 13:04:53 +1000 
Date-warning: Date header was inserted by topaz.cqu.edu.au 
Subject: Re: Hero / Fuzion on this list (was: Re: New Powers Plug-In () 
X-Sender: jonesmj@topaz.cqu.edu.au 
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At 06:33 PM 10/22/97 -0700, you wrote: 
>On Wednesday, October 22, 1997 6:00 PM, jonesmj@topaz.cqu.edu.au 
>wrote: 
> 
> 
><snip> 
>>i agree. the list should be 'more' rather than less, even if you 
>overlap a little. 
> 
>Agreed. Reference to other systems should not be forbidden. If 
>Champions is an integral part of the discussion, then it should be 
>allowed. 
> 
>Otherwise, we would run into a situation where we couldn't talk about 
>an optional rule in Champions, if the rule was derived from a 
>different game. 
> 
>> . and for the record? hero isn't more comple than fizion. . that's a 
>new wives tale *lol* 
> 
> 
>Not more complete? Hero has a considerably larger and more 
>customizable powers system than Fuzion. The fact that you can port in 
>powers from Champions is meaningless, as those powers do not come from 
>Fuzion. If you need to use another system to fill in the holes in 
>Fuzion, then, at least in that area (Powers), the other system must be 
>more complete. 
> 
>Filksinger 
> 
> 
 
doh! typo, i meant 'not more complex'. . .  
 
From: Egyptoid@aol.com 
Date: Wed, 22 Oct 1997 23:50:06 -0400 (EDT) 
Subject: Re:  Re: New Powers Plug-In ( 
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In a message dated 10/22/97 7:58:45 AM, jad@bcc.louisville.edu wrote: 
>there has 
>been a history of knee-jerk reactionism to Fuzion by devoted Hero gamers.  
 
Perhaps it's justified because Fuzion is so mediocre? 
and Hero works so well? 
 
X-Sender: scm@mail.aci.net 
Date: Wed, 22 Oct 1997 21:19:38 -0700 
From: Shelley Chrystal Mactyre <shelley@mactyre.net> 
Subject: Re: What a Timeline is truly good for 
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At 11:22 PM 10/22/97 -0300, Trevor wrote: 
>Oh, by all means, enlighten me then. How is PBEM role-playing so 
>completely different from face-to-face role-playing that terminology has 
>to be completely redefined? 
 
Well, I have tried explaining, and since it's not working, I think I have a 
better idea.  Why don't you announce to the list or r.g.f.s-h that you want 
to run a Champions PBEM game.  Wait for the flood of e-mail to subside. 
Select four or so players you think will do really well and that are 
prolific writers. Start running a game.   
 
You can do what I did -- put out a two-three page turn every Sunday night, 
and let the players send you responses (conversation with PCs and NPCs) 
until Thursday or Friday (by that time it should be over twenty pages). 
Have them send you a "turn response" every Friday as well -- that would be 
stuff they're doing outside of the main plot, that you let them write on 
their own.  Compile these and make them available online for the players to 
review.  Send out a new turn the next Sunday.  Repeat for one year, taking 
breaks for major events such as Christmas and finals.  
 
If you have any questions about how to do this, take a look at 
http://www.mactyre.net/scm/pbem/pbem.html and you'll see an example of how 
I did just that in my first PBEM game.  In just less than one year (with a 
couple months off for breaks), I ended up with fifty turns.  I had 
turnover, like any PBEM will, and I dealt with it to the best of my 
ability.  I dealt with players not picking up on clues to the best of my 
ability.  <shrug>  I didn't hear any complaints about the way I ran the 
game from the players, though.  
 
>> That being said -- I don't think there's a GM alive who hasn't had to help 
>> out their players with an extra clue or two when they aren't picking up on 
>> things -- if you're running a *storyline* you have a plot, by definition. 
> 
>But of course, GMing an RPG doesn't _necessarily_ entail running a 
>plot/set storyline.  
 
I run both FTF and PBEM Champions, and there is a big, big difference.  But 
you know, perhaps my skills are just grossly limited, and you wouldn't have 
any trouble with it.  Heck, no telling till you try, Trevor.  I'd be 
interested to see how it worked out, myself.  Why don't you make your 
announcement for the game, and let us all know in three months how it's 
going? I'd be more than willing to forward my waiting list of forty+ people 
to you just to help you get started.  Just say the word.  
 
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: Hero / Fuzion on this list (was: Re: New Powers Plug-In () 
Date: Wed, 22 Oct 1997 21:25:13 -0700 
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On 10/22/97 8:43 PM, jonesmj@topaz.cqu.edu.au wrote: 
 
 
>doh! typo, i meant 'not more complex'. . . 
 
That's a relief. There were times when I thought you were off base, 
but this time I wasn't sure you were in the stadium. I was downright 
afraid to ask what your justifications were for _that_.<G> 
 
Filksinger 
 
Date: Wed, 22 Oct 1997 22:21:59 -0700 
From: "Robert A. West" <robtwest@erols.com> 
Subject: Re: Desolidification and the environment 
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Brian Wong wrote: 
>  
>         We could take this to it's full and proper extreme. 
> SOmewhere in space there must be millions of planets out there that have 
> running streams of water... 
>  
>         Obviously, at some point, we have to draw lines of reasonability on 
> these things. 
 
No argument there.  Of course, the GM's view of reason and the player's  
view will differ in detail.  Eventually, those differences will become  
vitally important in the middle of a scenario.  This is why I prefer to  
do the rules lawyering up front, rather than on the fly. 
 
In the instant case, because of the difficulties outlined, I would prefer  
to point a vampire as having a per segment Body Susceptability to contact  
with running water in naturally-occuring streams.  Thus, flying over the  
stream, or passing over it via a Change Environment/Freezing Cold spell  
is well defined and acceptable. 
 
I have approved some disadvantages about which I had doubts, but warned  
they player that I will review the character after ten runs.  If I find  
that the disadvantage is not worth the points, then another must be  
chosen.  In fact, IMHO, a GM has both the right and the duty to  
periodically review all disads and limitations to see how they are  
actually playing. 
 
--  
<-------------------------------------------------------> 
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: Thu, 23 Oct 1997 15:39:34 +1000 
Date-warning: Date header was inserted by topaz.cqu.edu.au 
Subject: Re: What a Timeline is truly good for 
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At 09:19 PM 10/22/97 -0700, you wrote: 
>I run both FTF and PBEM Champions, and there is a big, big difference.  But 
>you know, perhaps my skills are just grossly limited, and you wouldn't have 
>any trouble with it.  Heck, no telling till you try, Trevor.  I'd be 
>interested to see how it worked out, myself.  Why don't you make your 
>announcement for the game, and let us all know in three months how it's 
>going? I'd be more than willing to forward my waiting list of forty+ people 
>to you just to help you get started.  Just say the word.  
> 
>Shelley Chrystal Mactyre 
>www.mactyre.net 
> 
>Your children will see the stars. 
>--Robert A. Heinlein 
> 
 
 
okay, the "i've done it you haven't" argument is invalid. If your saying  
that 'this is how i do it' then fine, but i'd tactfully suggest that that  
sort of non-logic is pointless in a general discussion. I might have a  
game in which beating the crap out of my players bring good role playing,  
but what the hell does that prove?  
 
nothing.  
 
Please people, let's try and generalise? we all have our own experiance,  
hell, i'd say i out- gm you all, but what does it matter? The idea here  
is to put forth general rules of thumb which are a good idea, not 
harp on about our own experiences in a way which makes any discussion  
pointless.  
 
From: jonesmj@topaz.cqu.edu.au 
Date: Thu, 23 Oct 1997 16:12:34 +1000 
Date-warning: Date header was inserted by topaz.cqu.edu.au 
Subject: Re: Champions too complex? Was Fuzion new powers... 
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At 10:51 AM 10/22/97 -0700, you wrote: 
>    This is what I've always told people... Not that anyone's ever believed me. 
> 
>Personally I find champions simple and Fuzion complex... 
> 
>    Too many diferent types of points... cunfusing explanations, conflicting 
>rules systems... 
> 
 
precisely. . .it's a case of an organises system built along with  
several strong themes as opposed to what could only be described  
as a haphazard mess. .  
 
>-- 
>Rook 
>Also known as Arcady on #herochat, #Fuzionchat, #gurps, #V&V, 
>and #SuperHeroChat in DALnet IRC 
> 
>My Champions Webpage is at: 
>http://www.infinex.com/~rook/champs/ 
> 
>Editor of the Super-Hero Networld project for Living Legends at: 
>http://www.infinex.com/~rook/liv_leg.htm 
> 
> 
> 
 
X-Sender: scm@mail.aci.net 
Date: Wed, 22 Oct 1997 23:33:30 -0700 
From: Shelley Chrystal Mactyre <shelley@mactyre.net> 
Subject: Re: Time Lines for Campaign Worlds 
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At 12:45 AM 10/23/97 -0700, Robert A. West wrote: 
 
>Shelley's description of an RPG reminds me of a pot-luck party: everyone  
>brings their favorite dish, and the host provides the plates, utensils,  
>and a few essential dishes.   
 
LOL!  About what you'd expect from a minister's daughter, I imagine.  I 
spent half my childhood at church potlucks!   
 
Shelley Chrystal Mactyre 
www.mactyre.net 
 
Your children will see the stars. 
--Robert A. Heinlein 
 
X-Sender: scm@mail.aci.net 
Date: Wed, 22 Oct 1997 23:50:06 -0700 
From: Shelley Chrystal Mactyre <shelley@mactyre.net> 
Subject: Re: What a Timeline is truly good for 
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At 03:39 PM 10/23/97 +1000, jonesmj@topaz.cqu.edu.au wrote: 
>okay, the "i've done it you haven't" argument is invalid.  
 
Oh, for Pete's sake.  One more time.... 
 
I've been lucky enough to have some wonderful conversations with other PBEM 
GMs about how we run our games, what we do to further plots, how we 
interact with players.  (As an aside, I'm one of the most "liberal" in 
terms of plot and interaction, which I found interesting, especially in 
light of this discussion).  And I've never had a problem communicating with 
them -- we all have a common frame of reference, even though we run things 
very differently.  If you haven't run a PBEM game, you really don't know 
how it works. That's not a value judgement, just a statement of fact. You 
can always make some educated guesses, but it's not the same thing.  Do the 
work for a couple of months and you'll see what I mean.  I love talking to 
other PBEM GMs, so talk to me about it, too, once you've done it for a while. 
 
Here's simpler example.  Say you've never had chocolate ice cream, but you 
have had vanilla.  Someone's trying to describe chocolate to you.  Well, 
you know it's cold, and you know that it will melt in your mouth, but the 
actual taste isn't going to be the same and it won't make sense until 
you've tried it.  And this is kind of like Champions, actually.  You know 
what a face to face game is, and how you like it to be run.  And you know 
that it uses a particular system, like Champions.  However, the mode of 
running a PBEM game is, by definition, vastly different than playing around 
a table (or, in my case, the living room floor), and thus it's a whole 
different ball game.  Heck, GM styles are completely different across the 
FTF board, so adding PBEM increases variability that much more, all under 
the wonderful umbrella of Champions games.   
 
Also, if anyone's interested in starting a PBEM game and isn't sure how 
exactly it works, let me know and I'd be happy to have you lurk for a turn 
or two and you can see how I handle things.  
 
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: Desolidification and the environment 
Date: Thu, 23 Oct 1997 00:36:47 -0700 
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On Wednesday, October 22, 1997 11:10 PM, Robert A. West wrote: 
>Trevor Barrie wrote: 
<snip> 
>> > > (Wait, how is "transdimensional" not a special effect?) 
>> > 
>> > Transdimensional is a Power Modifier, not a special effect. 
>> 
>> Never heard of it. From one of the Almanacs? 
> 
>Hero System Rules, page 97. 
 
It's also in the errata to the BBB, which is floating around the web 
somewhere (I think I have it on my machine), and in Mystic Masters, a 
book on running superhero sorcerers. 
 
Filksinger 
 
Date: Thu, 23 Oct 1997 00:45:06 -0700 
From: "Robert A. West" <robtwest@erols.com> 
Subject: Re: Time Lines for Campaign Worlds 
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After my counterproductive exchange with Shelley, I have sat this one  
out for a while, on the tbeory that you learn more by listening than by  
speaking.  I have found myself thinking of an RPG in terms of a dinner  
party. 
 
Shelley's description of an RPG reminds me of a pot-luck party: everyone  
brings their favorite dish, and the host provides the plates, utensils,  
and a few essential dishes.  My style could be compared to a formal  
party, where the dishes have been carefully selected, there is a wine for  
each course, and the entire experience has been conceived of as a  
coherent whole. 
 
Neither of these types of party is better or worse than the other, and  
the world would be poorer if there were only one type.  There are rules  
of conduct for each.  If you are attending a pot-luck party, you are  
expected to bring something for consumption that evening, but to do this  
at a formal party (unless specially requested by the host) would be an  
insult to the host's preparations.  If you attend a formal party, you are  
expected to reciprocate to the best of your ability by holding a party of  
your own. 
 
Now, take the group that I game with in Philadelphia.  There are six of  
us who have been gaming together since 1979.  All of us are experienced  
GMs, and three of us are currently running our campaigns in an informal  
sort of rotation.  Each campaign has a timeline and other associated  
background material, some of which is for the GM's use alone, and some of  
which is for the players' use.  I believe that these timelines enhance  
our roleplaying experiences. 
 
My Champions campaign is set in current time with super powers just  
appearing.  The players' copy of the timeline is very simple, since the  
Point of First Divergence was the opening day of the campaign.  The  
GM-only timeline shows events in the past that were influenced by supers  
whose powers were concealed or discounted by the mainstream press, and  
these events are being revealed in play.  I have explicitly restricted  
character origins and disadvantages to suit.  Some characters' origins  
involve the secret use of powers before Day One, and these have impelled  
changes to the GM-only timeline, but the rule of no reliably attested use  
of powers prior to 10/1/95 is inviolate. 
 
My PrinceCon FRP campaign is set in the World of Rachlem, which has an  
elaborate history and a peculiar social structure.  Much of the history  
of the world is wrapped up with this structure, and it would be difficult  
for most players to contribute to it without revealing things that are  
better revealed in actual play.  The players *have* made use of the  
timeline in play, and have had fun comparing events noted on tomb walls  
and ancient ruins with events known from the timeline for the same  
period. 
 
Ken's Atlantean campaign is entitled, "The Magic Returns."  We were given  
at the outset a description and history of the world as our characters  
knew it, which we realized, on metagaming grounds, was a tissue of lies,  
since it omitted any mention of magic or monsters. Nevertheless, it tells  
us what our characters *think* happened, so that we can be appropriately  
astonished, skeptical or both when we discover the truth. 
 
Scott's AD&D campaign dates back to original D&D.  He runs the campaign  
until the power level gets untenable, then declares a disaster and  
restarts the campaign fifty, a hundred or two hundred years in the  
future.  The timeline includes the exploits of PCs in prior incarnations  
of the campaign, GM-written filler between the close of one incarnation  
and the start of the next, and the GM-written history from before the  
start of the campaign.  The filler between incarnations is subject to  
discussion with the players whose characters survived (and usually  
caused) the disaster that closed the campaign, but the other players have  
little or no influence on it.  This filler generally explains, at least  
in part, the new social order of the new campaign. 
 
Steve is toying with the idea of running a Fantasy Hero campaign.  I  
assume from his comments that, if he does, he will have a fairly complete  
setting in mind, and will develop both a real and a public timeline to  
suit. 
 
The point of all this is that we each get plenty of chance to showcase  
our creativity in our own campaigns, and are more than content to allow  
the others to showcase theirs.  I would feel very odd if Ken asked me  
about what the history of his campaign should look like.  I much prefer  
that he tell me that part -- it *is* history after all, and then I will   
do what I think is in character, given the beliefs and experiences that  
are implied by the history that I am given. 
 
I suppose that I view a campaign setting as a pre-existing thing, that  
represents a personal expression and investment of time and emotion on  
the part of the GM.  When PCs are invited in, they change that setting,  
but only in a forward-going direction (absent time travel, of course). 
 
--  
<-------------------------------------------------------> 
Robert A. West		///  "Censorship is tyranny." 
Phone W:(215)466-3628; H:(215)348-9113   
http://www.erols.com/robtwest 
 
 
Date: Thu, 23 Oct 1997 00:49:28 -0700 
From: "Robert A. West" <robtwest@erols.com> 
Subject: Re: Minimum costs 
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Stainless Steel Rat wrote: 
>  
>  
> >>>>> "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. 
>  
 
I absolutely agree.  Of course, minimum costs can be waived with good  
reason, and a lot of published characters have less than minimum amounts  
of some power. 
 
--  
<-------------------------------------------------------> 
Robert A. West		///  "Censorship is tyranny." 
Phone W:(215)466-3628; H:(215)348-9113   
http://www.erols.com/robtwest 
 
Date: Thu, 23 Oct 1997 01:51:09 -0700 
From: "Robert A. West" <robtwest@erols.com> 
Subject: Re: Desolidification and the environment 
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Trevor Barrie wrote: 
>  
>  
> Because you seemingly were (and still are) subscribing to the common 
> mistake that the character picks a single special effect to which they're 
> vulnerable and that's it, while the BBB doesn't actually say that at all. 
 
Good Lord!  I never intended anything so wooden, and never dreamed that  
anyone would think that I did.  Most often, a single special effect will  
either produce an appropriately diverse group of attacks, or it stands as  
a convenient shorthand and is understood as such.  In other cases, the  
class might not be conveniently so described. 
 
Also, understand that "special effect" may be fairly broad (such as  
magic) or fairly narrow (such as magical lightning bolts).  Obviously, a  
broad special effect description is more likely to satisfactorily cover  
the ground, or nearly so. 
 
>  
> > > (Wait, how is "transdimensional" not a special effect?) 
> > 
> > Transdimensional is a Power Modifier, not a special effect. 
>  
> Never heard of it. From one of the Almanacs? 
 
Hero System Rules, page 97. 
 
>  
> When you buy Life Support you are, in effect, buying off said 
> susceptibilies. 
 
If the book phrased it that way, I might agree with you.  I think that it  
is equally justifiable to say that you are buying a power that  
counteracts the susceptibility, which is now worth no points.  Of course,  
it wasn't worth any points to begin with.   
 
In any event, allowing a character to obtain, as a side-effect of  
Desolid, one two or even three 3-point powers strikes me as no threat to  
balance. 
 
--  
<-------------------------------------------------------> 
Robert A. West		///  "Censorship is tyranny." 
Phone W:(215)466-3628; H:(215)348-9113   
http://www.erols.com/robtwest 
 
Date: Thu, 23 Oct 1997 01:57:55 -0700 
From: Captain Spith <cptspith@teleport.com> 
Reply-To: cptspith@teleport.com 
Subject: Re: Ablative  
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Actually, as soon as I saw the power limitation "Ablative"'s writeup 
I didn't like it, so I changed it.  At least for defenses such as normal 
PD and armour. 
   A character who takes the ablative limitation on armour will have 
just that; armour that gets chipped away when hit.  Every attack that 
hits the armour needs a roll for location (ignore damage modifiers for 
location if you don't use 'em), and the BODY of the attack takes away 
that much armour in that location.  This way, the overall coverage still 
takes some time to be blown away, but an attacker who notices the 
ablative nature can target exposed sections (if (s)he is a good enough 
shot to make the attempt worthwhile....) 
 
   -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, 23 Oct 1997 02:23:40 -0700 
From: Captain Spith <cptspith@teleport.com> 
Reply-To: cptspith@teleport.com 
Subject: Re: New Powers Plug-In ( 
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Egyptoid@aol.com wrote: 
>  
> In a message dated 10/22/97 7:58:45 AM, jad@bcc.louisville.edu wrote: 
> >there has 
> >been a history of knee-jerk reactionism to Fuzion by devoted Hero gamers. 
>  
> Perhaps it's justified because Fuzion is so mediocre? 
> and Hero works so well? 
 
   Now, now, let's don't start up again...   >:-)> 
 
--  
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, 23 Oct 1997 02:51:50 -0700 
From: Captain Spith <cptspith@teleport.com> 
Reply-To: cptspith@teleport.com 
Subject: Re: Setting a power level and making sure the PC is 3D 
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Jeremiah Driscoll wrote: 
>  
> ><Arcady> one think I really liked about GURPS Supers was an odd rule it 
> >had for character creation 
> ><Arcady> in GURPS, you have 100 points, or 500 in Supers. 
> ><Arcady> so to make a Super you first made a 100 point normal PC 
> ><Crunchy> right.   So make a 100 point character, THEN tack on the 
> >powers. 
> ><Arcady> then you had 400 more points to add powers... 
> ><Arcady> yeah 
> ><Arcady> it forces 3d characters 
> ><Crunchy> That can be done in Champs, too. 
 
   <rest of conversation snipped> 
 
> Well, firstly, you don't *have* to make a 100 pointer in GURPS and then tack 
> on the extra points in powers...  In fact, a GURPS true Normal is only 25 
> points worth.  Some character conceptions, especially in the GURPS IST world 
> require the Powers to be an integral part of the character, and the 
> character wouldn't be the same (personality, Mental Disadvantages, or 
> Skills) without the Powers. 
 
   <rest of dissertation snipped> 
 
   Fortunately for me, in my game most of the players (well about half, 
I guess) are unfamiliar with the system, so rely on me for character 
creation; they give me the concept, I crunch the numbers.  The first 
thing I establish is 'What does/did the character do as a normal 
person?'  Always establish a basic person before building a Super-Hero 
(or Agent or whatever).  Even if the advent of power completely changes 
a character's psychological makeup, basic body structure, or whatever, 
there is a 'historical reference point' to help give a character 
conception depth. 
   It's the same as (and, in fact can include) asking why and how a 
character gained super powers (or entered the Secret Service, or joined 
the Orc War...), rather than just having a new character appear with no 
personal explaination or apparent motivation.  Not that the other 
characters (or even players) know, but both the player in question and 
the GM should always know where the character came from, how (s)he got 
there, and why (s)he is motivated to do what (s)he does. 
   I find that this process is not a function of any system, rather a 
result of a gaming group's desire for depth of character.  Fuzion even 
has a whole 'Origin Path', but it won't make any difference in character 
depth if the player doesn't care. 
 
   -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, 23 Oct 97 11:47:27 GMT 
X-Sender: smcginn@csm.ex.ac.uk 
From: smcginn@csm.ex.ac.uk (Steve McGinness) 
Subject: Comic book martial artists.... 
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Martial artists have, for a long time, been my particular dislike about  
Champions. Now there are comic book martial artists that are very powerful  
and able to sock it out with the superpowered types, but they are virtualy  
then superpowered in their own right. There is a loss of flavour attached to  
it.  
 
I have come up with a variety of house rules to try to make them more to my  
liking and some work, most don't :-) but the ablative discussions caused me  
to remember a failed experiment. 
 
I thought that perhaps the martial artists would benefit (concept wise) by  
having an ablative style defence to represent the blows which glance past or  
miss altogether. The ablative modifier would enforce the fact that this can  
be done for only so long before your luck runs out. I never got it to be  
cost effective, so my martial artists still went for unfeasably high DEX and  
PD despite it being contrary to a strict interpretation of their concept,  
and allowed because it helped them remain competitive in the game. 
 
I think the concept of the ablative defence came indirectly from the SDC  
concept in Heroes Unlimited (I apologise unreservedly for using those swear  
words on this list! :-) but it's true). 
 
Anyone have any similar ideas or an idea on how to make my idea work?? 
 
 
Stephen 
 
X-Sender: bob.greenwade@klock.com (Unverified) 
Date: Thu, 23 Oct 1997 05:52:31 -0700 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: More on Powwow and Tribal.com 
Errors-To: owner-champ-l@omg.org 
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At 12:51 AM 10/19/97 -0400, Len Carpenter wrote: 
>Tribal.com is a sham and a tax dodge that would make many hardworking 
>con artists squirm with 
>unease.  John McAfee's condescending and abusive attitude toward 
>Paula Giese, who has the 
>courage and common sense to point out the "emporor has no clothes," 
>makes John McAfee a lousy 
>businessman in addition to being the patron of racist operation.  
> 
>That Tribal Voice, supposedly an educational website, has also 
>provided links to sites devoted to 
>tasteless adult material as examples of "Indian humor" is also 
>disturbing.  I'm no prude or advocate of 
>censorship, but I do think there are things on the Web kids should 
>not be readily guided toward. 
> 
>This is one consumer that McAfee Associates has alienated forever. 
 
   I tend to agree.  (I'll have to check things out for myself to finalize 
any sort of decision, though.) 
 
>There are several posters to this mailing list who owe Tim Gilberg an 
>apology. 
 
   I don't recall saying anything derisive, but if I said anything that was 
perceived as out of line, I do apologize. 
   I think now some people will be able to recognize why so many people 
were upset over Dean Shomshak's derisive comments in The Ultimate Super 
Mage about people of religious belief. 
 
   PS: For some reason my postings have been bouncing back to me after 
about 3 days instead of going to the list (this one is a re-send), so if 
things seem a tad behind please bear with me. 
--- 
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 (Unverified) 
Date: Thu, 23 Oct 1997 05:53:51 -0700 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Ablative  
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At 01:57 AM 10/23/97 -0700, Captain Spith wrote: 
>Actually, as soon as I saw the power limitation "Ablative"'s writeup 
>I didn't like it, so I changed it.  At least for defenses such as normal 
>PD and armour. 
>   A character who takes the ablative limitation on armour will have 
>just that; armour that gets chipped away when hit.  Every attack that 
>hits the armour needs a roll for location (ignore damage modifiers for 
>location if you don't use 'em), and the BODY of the attack takes away 
>that much armour in that location.  This way, the overall coverage still 
>takes some time to be blown away, but an attacker who notices the 
>ablative nature can target exposed sections (if (s)he is a good enough 
>shot to make the attempt worthwhile....) 
 
   I agree that this is a better way to do it in games that use Hit 
Locations.  For those that don't, the way it's written is the way to do it. 
--- 
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X-Sender: bob.greenwade@klock.com (Unverified) 
Date: Thu, 23 Oct 1997 05:58:40 -0700 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Desolidification and the environment 
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At 10:51 PM 10/22/97 -0300, Trevor Barrie wrote: 
>> > (Wait, how is "transdimensional" not a special effect?) 
>>  
>> Transdimensional is a Power Modifier, not a special effect. 
> 
>Never heard of it. From one of the Almanacs? 
 
   BBB, page 97, second column.  (As though you're probably not going to 
get ten responses before mine to point this out.) 
--- 
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X-Sender: bob.greenwade@klock.com (Unverified) 
Date: Thu, 23 Oct 1997 06:03:08 -0700 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Vampires vs Water 
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At 07:28 PM 10/22/97 -0700, Filksinger wrote: 
>This got me to thinking, and I have now determined why magic is 
>rumored to be unable to cross running water. If you have to fight 
>someone who needs Gestures and Incantations to fight, such as many 
>wizards, deep running water is a good defense. He can't fight and 
>swim, can't fight while having trouble standing, and with luck, he 
>won't be able to do Incantations if he falls, at least until he stops 
>choking. 
 
   I think that the explanation (at least, the real-world explanation) is a 
little simpler, but somewhat more esoteric, than that. 
   Though we don't see the connection much in our own society, running 
water is a traditional symbol of the flow of life.  Vampires are supposedly 
a form of "undead," and so they cannot "cross the flow of life," any more 
than a beam of darkness can penetrate light (remember, I'm talking 
real-world here). 
--- 
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X-Sender: bob.greenwade@klock.com (Unverified) 
Date: Thu, 23 Oct 1997 06:29:43 -0700 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: RE: Foci and Instant Cha 
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At 09:10 PM 10/22/97 +0600, Jeremiah Driscoll wrote: 
>>I didn't know about the Power Limitation "Restrainable". 
>>Before 4th Edition the examples for Angel's wings used some form of 
>>a modifed OIF to simulate the restrainable aspect of his wings. 
>>I never did like the way that was presented. 
>>Restrainable sounds much more reasonable as a limitation. 
>> 
>In some very poor cases, OAF was used, too.  I think restrainable is sort of 
>the difference between Accessible and Inaccessible... that would explain why 
>it is worth -1/2 as well.  I think I would go with this to model the Black 
>Knight's new weapons...  That, and Incantations on his Instant Change. 
 
   Restrainable basically means that it can be Entangled, or Grabbed and 
held, but unlike a Focus it cannot be taken away. 
--- 
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X-Sender: bob.greenwade@klock.com (Unverified) 
Date: Thu, 23 Oct 1997 06:33:57 -0700 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Normal Characteristic Maxaima 
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At 11:50 PM 10/22/97 -0300, Trevor Barrie wrote: 
>On Tue, 14 Oct 1997, Bob Greenwade 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? 
> 
>No, although it's the most obvious error. That '+10" Superleap (9" total)' 
>on Jaguar's sheet can't be right, and there are a couple of math errors on 
>Stalker. There are probably others. Nothing that leaps off the page, 
>though. 
 
   On Jaguar and Stalker, these are math errors.  An error in the 
understanding of the rules -- in the rulebook itself, no less -- is an 
entirely different magnitude of things. 
--- 
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Date: Thu, 23 Oct 1997 10:08:07 -0400 (EDT) 
X-Sender: nexus@uky.campus.mci.net 
From: Kim Foster <nexus@uky.campus.mci.net> 
Subject: Villain Help 
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I wanted to ask the list for suggestions for powers. The character is a 
villianous mastermind whose sfx is based on "real" stage magic, that is 
gimmicks that looks at least superfically like stage magic but have real 
occult power. Does anyone have any suggestions? 
 
 
 
I know violence doesn't solve all problems... 
	But it sure feels good! 
		Felicia:DS3:Vampire Savior 
 
Date: Thu, 23 Oct 1997 10:35:26 -0400 (EDT) 
X-Sender: jprins@interhop.net 
From: jprins@interhop.net (John and Ron Prins) 
Subject: Re: Comic book martial artists.... 
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>Martial artists have, for a long time, been my particular dislike about  
>Champions. Now there are comic book martial artists that are very powerful  
>and able to sock it out with the superpowered types, but they are virtualy  
>then superpowered in their own right. There is a loss of flavour attached to  
>it.  
 
True. Comic book martial artists tend to fall into two categories: those 
able to soak lots of damage because they're superhuman, and those that are 
virtually unhittable (but go down the moment they are hit). Most fall into 
the second category, but there are a few from the first. 
 
>I have come up with a variety of house rules to try to make them more to my  
>liking and some work, most don't :-) but the ablative discussions caused me  
>to remember a failed experiment. 
> 
>I thought that perhaps the martial artists would benefit (concept wise) by  
>having an ablative style defence to represent the blows which glance past or  
>miss altogether. 
 
I think this would be better represented by Damage Reduction with a Skill 
Roll - like a DEX roll. This better simulates the 'roll with the punch' or 
'deflect the blow' than Ablative, IMHO. Besides, with Ablative the defense 
will always work the first time... 
 
>The ablative modifier would enforce the fact that this can  
>be done for only so long before your luck runs out. I never got it to be  
>cost effective, so my martial artists still went for unfeasably high DEX and  
>PD despite it being contrary to a strict interpretation of their concept,  
>and allowed because it helped them remain competitive in the game. 
 
Define 'unreasonably high' DEX and PD. Let's face it, having a 3-4 CV 
advantage isn't enough to keep you in a fight if you've only got 8-12 PD. As 
you say above, they sort of need it to remain competitive in the game. Lots 
of energy projectors in comics don't have jack for defenses either, but that 
doesn't stop Champs players from buying forcefields and the like - which 
aren't all that common, really. Not rare, but I'd say at least 50%, if not 
more, of energy projectors don't have exotic defenses (Cyclops, Havok, 
Jubilee, Gambit) but instead rely on cover, mobility, agility, and body armor. 
 
What you've got to do as a GM is to _restrict_ everybody else's DEX to lower 
levels. Martial Artists built to 'realistic' standards will get creamed 
every time by those DEX 18 Bricks. Ask the other players (and NPC villians) 
why they should, under their character concept, get more than 10-12 DEX. 
Suddenly that 23 DEX martial artist isn't looking so bad - especially with 
the combat levels he'll have. With a 6-7 CV advantage, they won't grumble so 
much about crappy PD. 
 
On another note: The unreasonable damage dished out by Champs martial 
artists. It's often on the Brick-level, which shouldn't be. Check the Green 
Dragon write-up in 'Watchers of the Dragon'. Tell me he couldn't tear his 
way right out of a standard jail cell. 
 
Solution? Make all 'normal' (non-killing, non-NND) martial arts maneuvers 
have 'Reduced Penetration'. So Joe MA with 20 STR could do a straight 4D6 
punch, or haul out his Offensive Strike and do 8D6 Reduced Penetration. 
Little change in effectiveness against low-defense humans, makes MA-vs.-MA 
combat last longer (as it should), and renders MAs less effective vs. Bricks 
- as it should be. Also keeps Martial Artists from punching through brick 
walls on a regular basis (buy the board-busting trick as an HA if you want it). 
 
 
----------------------------------------------------------------------------- 
"You know, I feel pretty good." 
"Yeah, me too. I've got a real positive attitude." 
----------------------------------------------------------------------------- 
John D. Prins 
jprins@interhop.net 
 
X-Originating-IP: [206.88.2.1] 
From: "Todd Hanson" <badtodd@hotmail.com> 
Subject: Re: Setting a power limit 
Date: Thu, 23 Oct 1997 08:04:34 PDT 
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Rook says: 
 
(conversation from herochat about having the PCs create a 'normal' and  
then adding powers) 
 
 
We have done this in our games, and it worked so well that it has become  
our standard.  Each player is required to build their character as they  
would be in their 'normal' identity.  We didnt set a 'hard' limit on how  
many points they had to spend on their normal ID (although we did set a  
MINIMUM).  They could use how ever many points they needed to fill out  
skills, contacts, perks etc that the PC would have as a normal.  When  
they (and the GM) were happy with the normal, they were allowed to spend  
the remainder of their points on superpowers. 
 
This made a big difference in how the campaign went.  Previous to this,  
at least half of the players always built characters that were useless  
outside of combat.  If the game wasn't at least headed towards combat,  
these players sat around being bored and disrupting the game for the  
people who were trying to do anything 'noncombat'.  As a result, the  
noncombat stuff tended to get glossed over so we could fast forward to  
the combat.  (I had just joined the group... I didnt have much control  
over this... YET) 
 
After we started using the above method, several of the combat-only  
players begin to actually participate in the non-combat portions of the  
game.  Now that they had skills that were actually useful, they found  
that they enjoyed the investigation/roleplaying parts of the game as  
well. This has helped move the game into more roleplaying and less hack  
and slash.   
 
 
Todd 
 
 
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not receive email at this address.  Please reply to me 
at badtodd@dacmail.net     :)   thanks! 
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______________________________________________________ 
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Date: Thu, 23 Oct 1997 12:18:24 EDT 
Subject: Cromags vs. Neanderthals 
X-Juno-Line-Breaks: 0-7,12-13,15-16,19-20,23-24,31-32,43-47 
From: dman666@juno.com (Darren B Hansen) 
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> Survival is the first, and only, law of nature. 
>  
> True, but not really relevant IMO. 
> 
>Extremely relevant, IMO.   
 
 
Okay, This statement must be examined.  We're dealing with a situation 
where 2 groups are attempting to survive in a "hostile" environment.  
Forget everything you know about how people think, becasue unless you've 
lived through a "survival situation" you can't really understand the mind 
set involved. 
 
Now, grooup A is the Cromags and group B are the Neans (I refuse to waste 
tons of time typing those terms each time I need them!!) 
 
Cooperation is not an option for these groups, survival procludes it on 
any but the most grudging level (We wont fight you and you wont fight us 
while we drink from the same water hole.  Ancient cooperation in action!) 
 
Now, one group might feasably struggle with the other, and possibly be 
integrated (If there was an imbalance of males to females, then females 
would be "kept" after a conflict with another group.) 
 
Now, if some Cromags smashed up a group of Neans then it's entirely 
possible some Nean woman was kept by some Cromag who didn't have a mate.  
There you have your possibility of inter breeding, now it's a waste to 
think (but they're not compatible) because the tribes genetic specialist 
hasn't gotten that far in his studies yet so she doesn't know!!  Now when 
you start mixing DNA you can end up with some pretty scary things, as we 
all know. 
 
So, to answer the whimsical thought "could this happen" Yes it most 
assuradly could.  To answer the scientific question "could we as a 
species be the resultant offspring" Yes we could.  To answer the all 
important gaminig question "is this important"  YES, because it makes for 
great plot.....What if when you mix a Cromag and a Nean you get a 
Para-Normal?  Maybe not active powers, but the passive gene for it?  
Okay, now as more and more people with the Para-Normal (P gene) factor 
interbreed, the gene becomes stronger.  Occassionally through history 
Active Paras have come up and as time wore on more and more until we have 
the population we have now in the 20th centruy of Super Heroes 
EVERYWHERE!!!!! 
 
Just a thought! 
 
**DMAN 
 
X-Sender: ctaylor@pop.cyberis.net 
Date: Thu, 23 Oct 1997 09:36:14 -0700 
From: Christopher Taylor <ctaylor@cyberis.net> 
Subject: Re: Minimum costs 
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>> "Minimum costs" are for the base power before any advantages. 
>>  
> 
>I absolutely agree.  Of course, minimum costs can be waived with good  
>reason, and a lot of published characters have less than minimum amounts  
>of some power. 
 
Okay, perhaps I have been playing with some more restrained than average 
players, but Ive never seen the need for minimum costs on most powers.  I 
just have people define a minimum level that NNDs require the defense for 
(so you cant buy 1 of each defense and expect to bounce the NNDs that target 
those). 
 
---------------------------------------------------------- 
Sola Gracia		Sola Scriptura		Sola Fide 
Soli Gloria Deo		Solus Christus		Corum Deo 
----------------------------------------------------------- 
 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: Comic book martial artists.... 
Mail-Copies-To: never 
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Organization: The Happy Fun Ball Brigade 
Date: 23 Oct 1997 12:41:19 -0400 
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-----BEGIN PGP SIGNED MESSAGE----- 
 
>>>>> "SM" == Stephen McGinness <smcginn@csm.exeter.ac.uk> writes: 
 
SM> Well many of them would have a DEX in the 26-32 range but insist that 
SM> they were just highly trained normals. That is _not_ true to concept so 
SM> I called it unreasonable. 
 
Time to repost my DEX/Speed guidelines. 
 
People with little or no combat training are Speed 2, DEX 8-11.  This is 
more than 99% of the world's population. 
 
People with a goodly amount of combat training might manage to muster a 
Speed 3.  DEX will be in the 12-15 range. 
 
Those with extensive combat training and plenty of combat experience will 
be Speed 3, with a very few at speed 4; DEX in the 13-18 range. 
 
Beyond DEX 18 you are looking at the likes of Olympic gymnasts that have to 
work almost constantly to maintain there level of performance, especially 
those rare few who manage to exceed 20. 
 
A highly-trained normal is going to hit peak around DEX 15-18.  Beyond that 
he realistically is going to be adding skill levels before increasing DEX. 
 
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--  
Rat <ratinox@peorth.gweep.net>    \ Happy Fun Ball may stick to certain types 
PGP Key: at a key server near you! \ of skin. 
                                    \  
 
Date: Thu, 23 Oct 97 16:50:59 GMT 
X-Sender: smcginn@csm.ex.ac.uk 
From: smcginn@csm.ex.ac.uk (Stephen McGinness) 
Subject: Re: Comic book martial artists.... 
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At 10:35 AM 23/10/97, John and Ron Prins wrote: 
>>I thought that perhaps the martial artists would benefit (concept wise) by  
>>having an ablative style defence to represent the blows which glance past or  
>>miss altogether. 
> 
>I think this would be better represented by Damage Reduction with a Skill 
>Roll - like a DEX roll. This better simulates the 'roll with the punch' or 
>'deflect the blow' than Ablative, IMHO. Besides, with Ablative the defense 
>will always work the first time... 
 
Well, I was looking at a way of "letting" them avoid the first blow, perhaps  
teh second,  and part of the third, then have to worry about taking the full  
force thereafter. The damage reduction method _was_ another way that I came  
up with and _did_ prove more popular, even if I didn't really like it being  
used too much. 
 
>>cost effective, so my martial artists still went for unfeasably high DEX and  
>>PD despite it being contrary to a strict interpretation of their concept,  
>>and allowed because it helped them remain competitive in the game. 
> 
>Define 'unreasonably high' DEX and PD. Let's face it, having a 3-4 CV 
>advantage isn't enough to keep you in a fight if you've only got 8-12 PD. As 
>you say above, they sort of need it to remain competitive in the game. Lots 
 
Well many of them would have a DEX in the 26-32 range but insist that they  
were just highly trained normals. That is _not_ true to concept so I called  
it unreasonable. 
 
>of energy projectors in comics don't have jack for defenses either, but that 
>doesn't stop Champs players from buying forcefields and the like - which 
>aren't all that common, really. Not rare, but I'd say at least 50%, if not 
>more, of energy projectors don't have exotic defenses (Cyclops, Havok, 
>Jubilee, Gambit) but instead rely on cover, mobility, agility, and body armor. 
 
Good point. I haven't ever gone after the energy projectors with the same  
zeal as I did the martial artists. Perhaps I am biased against them?? :-) 
 
>What you've got to do as a GM is to _restrict_ everybody else's DEX to lower 
>levels. Martial Artists built to 'realistic' standards will get creamed 
>every time by those DEX 18 Bricks. Ask the other players (and NPC villians) 
>why they should, under their character concept, get more than 10-12 DEX. 
>Suddenly that 23 DEX martial artist isn't looking so bad - especially with 
>the combat levels he'll have. With a 6-7 CV advantage, they won't grumble so 
>much about crappy PD. 
 
I guess it's all about the arms race thing. Lower DEX means more expensive  
SPD, and you need to keep up with the Joneses. I have been without a  
face-to-face gaming group for some time now and when I do start again I will  
have a whole raft of mechanisms to sort these issues out. 
 
>On another note: The unreasonable damage dished out by Champs martial 
>artists. It's often on the Brick-level, which shouldn't be. Check the Green 
>Dragon write-up in 'Watchers of the Dragon'. Tell me he couldn't tear his 
>way right out of a standard jail cell. 
 
Your looking down the same path as I was. The damage was the other thing  
that upset me. Sure, martial artists should be able to duke it out with  
bricks but the _styles_ should be radically different and the damage done  
should be different too. I have come up with methods to sort that out, but  
I've already spoken about this sort of stuff on the list. 
 
>Solution? Make all 'normal' (non-killing, non-NND) martial arts maneuvers 
>have 'Reduced Penetration'. So Joe MA with 20 STR could do a straight 4D6 
>punch, or haul out his Offensive Strike and do 8D6 Reduced Penetration. 
>Little change in effectiveness against low-defense humans, makes MA-vs.-MA 
>combat last longer (as it should), and renders MAs less effective vs. Bricks 
>- as it should be. Also keeps Martial Artists from punching through brick 
>walls on a regular basis (buy the board-busting trick as an HA if you want it). 
 
Like I said. I did it differently. I used the method of increasing damage  
done due to getting better than the required to-hit roll. That works too.  
 
 
 
Stephen 
 
From: Brian Wong <rook@sanfran.infinex.com> 
Subject: Re: Setting a power level and making sure the PC is 3D 
Date: Thu, 23 Oct 1997 10:03:41 -0700 (PDT) 
Cc: hero-l@omg.org 
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Hello; 
	Ok everyone, I posted that around midnight last nigh in between yawns, 
so I failed to fully elaborate my question. Let do so now. 
 
	THe goal I'm seeking is this: 
How do you ensure a three dimensional character yet maintain a certain 
power level. My prefered power level is the one shown by 'most of the guys' 
in the BBB. However, I feel those character's are lacking in true dimension 
on their character sheets. I notice most Fantasy Hero or Danger International 
character's have more flavor than the average Champions character. 
 
	This is simply because the powers and 'super high' stats take up 
so many of the points... 
	TO achieve that power level in the BBB takes all 250 points, which 
tends to leave the character as nothing more than a skeleton of powers and 
stats. 
	To solve this I figure one would need to raise the starting point 
total, yet keep the power level constant. I figured maybe 20 more points that 
would be restricted to non power fleshing out. 
 
	After we discused that I remembered the suggestion in GURPS that I 
showed below. Crunchy had the idea of making the player show a non powered 
version of the PC, then a powered one. 
 
	Now, even for characters whose power is an integral part of them 
more fleshing out is needed. 
	THe question is just how to best do it without changing the power 
level from the games chosen level. 
>  
> ><Arcady> one think I really liked about GURPS Supers was an odd rule it 
> >had for character creation 
> ><Arcady> in GURPS, you have 100 points, or 500 in Supers. 
> ><Arcady> so to make a Super you first made a 100 point normal PC 
> ><Crunchy> right.   So make a 100 point character, THEN tack on the 
> >powers. 
> ><Arcady> then you had 400 more points to add powers... 
> ><Arcady> yeah 
> ><Arcady> it forces 3d characters 
> ><Crunchy> That can be done in Champs, too. 
> ><Arcady> I may try the same thing in Hero 
> ><Arcady> but 
> ><Crunchy> the higher power levels you can use a similar rule. 
> ><Arcady> your PC would then be a 50+50 normal with powers added on...? 
> ><Arcady> or a 75+75 normal 
> ><Crunchy> Hmm. 
> ><Arcady> and how many points for the powers in order to get a BBB power 
> >level 
> ><Crunchy> Well, just like with the points for powers, don't set a hard 
> >limit. 
> ><Arcady> that's where I don't yet have a good answer... 
> ><Crunchy> Just ask to see the "pre-powered" character. 
> ><Arcady> maybe I should post this to the hero-l list 
> ><Crunchy> Might get some good feedback. 
> > 
> Well, firstly, you don't *have* to make a 100 pointer in GURPS and then tack 
> on the extra points in powers...  In fact, a GURPS true Normal is only 25 
> points worth.  Some character conceptions, especially in the GURPS IST world 
> require the Powers to be an integral part of the character, and the 
> character wouldn't be the same (personality, Mental Disadvantages, or 
> Skills) without the Powers. 
 
	Agreed, in fact; it's why I never used that suggestion in GURPS. 
I understand why they made it. And I admire it's goal. But like the rule of 
X in Fuzion, I think the way it was implemented fails under test. 
 
	The issue is not so much to find out what the person was like 
before the power. The goal is to make sure that the character in question, 
powers and all; is as fleshed out as your typical FH or DI character. 
 
	The best advice I can come up with is to tell my players to 
build a power level that is equivalent to the BBB. Using from 250 to 300 
points to do so, more/less as needed. THe PC should then be fully fleshed 
out in background skills and abilities as per the story. I would be watching 
not the point total, but the power level achieved with those points. 
	To which end I would have to analyze in character on it's own in 
relation to the others and to the power level I've chosen (BBB in mycase) 
 
	I really can't say I could even say so much as max this many attack 
dice or this many CV's.... 
	I don't see a quick and dirty method of doing it... 
 
	After all, which is more potent. A guy with 10d6 EB and 18 PD/ED/MD/pow 
Def/Flash Def. 7CV with 2 skill levels. 
 
	Or a guy with CV 18, yet 5 PD and ED, and an attack at 5d6... 
THe 18 CV sounds extreme, but one hit and the guy is down...  
 
	This is where I like the concept of the Rule of X over the active 
point limits of Hero. But I feel neither one fully achieves what they each 
desire to do. 
	But that's a whole seperate subject... 
 
X-Sender: bob.greenwade@klock.com (Unverified) 
Date: Thu, 23 Oct 1997 10:12:27 -0700 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Black Hole 
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At 11:43 AM 10/19/97 -0400, Stainless Steel Rat wrote: 
>-----BEGIN PGP SIGNED MESSAGE----- 
> 
>>>>>> "AAM" == ALONE AT MIDNIGHT <RAVANOS@jcs1.jcstate.edu> writes: 
> 
>AAM> How would you simulate the effects of a black hole? 
> 
>If you get within a certain distance, the event horizon, you are drawn into 
>the point singularity at the heart and cease to exist. 
> 
>Power: Extradimensional Movement, Area of Effect Radius (big radius), 
>Usable Against Others, No Normal Defense: having no mass (insubstantial, 
>such as with some forms of Desolidification).  Continuous is an option. 
 
   NND is not necessary with UAO.  The defenses against UAO (generically) 
are of basically the same types as those for NND, and there's no other 
alteration that NND can give to this Power other than an increase in cost. 
 
>Note that radiant energy *does* have mass, so Desolidification SFX based on 
>radiant energy forms does not qualify as a defense.  In other words, there 
>really is no defense against a real black hole. 
 
   I'd just make the XDM a Gate, and use TK to draw those around it into 
the gate. 
 
>"Here, have a point singularity."  <Kachunk!>  "Have two, they're small." 
><Kachunk!> 
 
   "You want fries with that?" 
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X-Sender: bob.greenwade@klock.com (Unverified) 
Date: Thu, 23 Oct 1997 10:13:47 -0700 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Multiple Personality syndrome 
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At 10:48 AM 10/19/97 -0500, ALONE AT MIDNIGHT wrote: 
> How would you design a character with Multiple Personalities? 
>We're talking 4 or five seperate, distinct personalities who would 
>have certains skills (or even powers) unique to each.  I'm concearned, 
>because I don't feel Psychological Limitation defines each well enough. 
>Some possibilities I've thought of would be 'Accidental Change' or 
>'Multiform: Only effects mental statistics & personality." 
> ...and if each has it's own Disadvantages.   
 
   Actually, in my view, how one handles Multiple Personality Disorder in 
game terms (speaking generally here) depends on how distinct and different 
the Personalities are in game terms.  In your case, a series Multiforms 
with Accidental Change is probably the best route, especially if the 
different forms have different Powers.  (A long series of Powers, Skills, 
etc. with the Limitation "Only in Form X" can get hard to manage.) 
   FWIW arguably the two best examples of MPD in published characters are 
Angstrom in Champions Presents #1 and Chaos in The Mutant File.  They take 
two different angles on MPD, each valid for the character in question. 
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X-Sender: bob.greenwade@klock.com (Unverified) 
Date: Thu, 23 Oct 1997 10:14:33 -0700 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Question about Links Categories 
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At 01:12 PM 10/19/97 -0700, Shelley Chrystal Mactyre wrote: 
>Greetings, all --  
> 
>My Champions links page (http://www.mactyre.net/scm/links.html) is becoming 
>unwieldy -- at last count I had 136 links, and they're listed under a 
>couple of categories, like PBEM games, organizations, campaign worlds, and 
>the like.  I've had a bunch of requests for me to annotate the dang thing, 
>but I'm not really sure how I should do it.  Should I keep the categories 
>and maybe include a few comments, should I alphabetize and include a few 
>comments, should I make value judgements as to the merit of sites, rank 
>them, what?  Obviously there are sites which are much more useful than 
>others, but I'm not sure I'm comfortable with judging the quality of 
>others' work.  
> 
>The links page is the most commonly accessed page, receiving around a 
>hundred hits a day, and I'd wager that members of this list are among those 
>using it.  So what would you all like to see?  Should I leave it alone? 
>Annotate it?  Rank it? If I do choose to annotate it, should I come up with 
>a key (as I believe George Ruban suggested about a year ago), and use that 
>to say which sites have backgrounds or character sheets or art in a 
>shorthand form?  
 
   The only thing I would suggest is to divide it up.  Put the different 
categories on separate pages, with some brief comments about what each 
category entails. 
   If you do work things up with a "key" for what's on a site, I'd suggest 
going the icon route, with a small graphical icon telling what's on a site. 
 Hero Guy could indicate character sheets, a wrench could be HeroMaker 
files, a globe would mean campaign world descriptions, etc. 
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X-Sender: bob.greenwade@klock.com (Unverified) 
Date: Thu, 23 Oct 1997 10:15:09 -0700 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Secret ID/OIHID against Chars 
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At 02:50 AM 10/20/97 -0400, The Nez Master wrote: 
>1> Just as a mood effect, stress time. Make him play out the angst of not 
>having time to devote to people, because he is living two lives. Work not 
>getting done, just remind him while he's fighting Dr Destroyer that he has 
>an appointment in 30 minutes with some one for an interview (or in his 
>case, a counseling, a membership drive, an appearance, a wedding,) 
> 
>2> Put in situations when he is busy elsewhere when he gets a phone call 
>from the group. He will have to face making himself look bad in front of 
>some paritionaers by skipping out on something, or letting Mechanon destroy 
>humanity. You think villians never attack on Sunday morning. 
> 
>3> He see's people he personally knows involved in something. He's with a 
>freind in his id, when he see's some villian attack. The friend or 
>aquaintence is of course noblein heart, and will not let his preist freind 
>be endagnered, no way is he getting out of sight. 
> 
>4>During a time when lots of people are focused on him, soemthing intense 
>happens. The multitudes look to their freind and leader for focus and 
>leadership. "Help us decide what to do" would be difficult to meet with 
>running away changing ids. 
 
   These are all good suggestions for handling Secret ID or the fact that 
the character is a priest, but aren't really affected by OIHID that much. 
 
>Now, ohid with public id is tougher, and some would argue not much of a 
>limitation. I would say if he also had instant change, it's not really a 
>limitaiotn at all. Without instant change, it can be really bad. Since 
>everyone knows who he did (or with no id, can find out), he's a target, and 
>soonthe villians will figure out 'hit him hard and fast, and he can't 
change.  
 
   This latter fact is what I would say would still make the Public 
ID/OIHID a valid Disadvantage/Limitation combo.  Grond might not eliminate 
him, but a nutcase with a sniper rifle could put him down in a single shot. 
   However, there would still have to be some reason that the character 
would have a hard time staying in Hero ID all the time and leading a normal 
life.  An extremely strange appearance, extreme size, flaming hair, the 
smell of sulpher and brimstone, or a variety of other things could count. 
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X-Sender: bob.greenwade@klock.com (Unverified) 
Date: Thu, 23 Oct 1997 10:15:39 -0700 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Secret ID/OIHID against Chars 
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At 06:57 PM 10/19/97 -0200, Rodrigo Cesar Gevaerd de Faria wrote: 
> A character was created mostly with only in hero ID disvantages. I 
>would like some ideas of how these could be used against him, without 
>isolating him from the rest of the group, making everyone participate in a 
>single adventure where he would suffer from the OIHID disvantage. I've 
>being thinking that as noone knows his secret ID, nothing would happen to 
>him in that ID, as he isn't an important person in it. (he is a priest, 
>but i guess a more general response might be better)  
> And if what happened was just near him, he could just walk out, 
>change to hero id, and would not suffer much from the hero id. The only 
>think i have thought that does not let that happen was imprisonment, what 
>is not only very tough, but also kind of nosense with an unimportant 
>person. 
> Does anyone have any ideas to offer ? 
 
   The easy way to do that is to make him a subject in a hostage crisis. 
He could be eating at a fancy restaurant with the Monsignor, or even with 
another PC in civilian ID, when a bunch of VIPER agents burst in and makes 
an instant hostage situation (like the "Ascension" scenario in the VIPER 
sourcebook).  You could even make matters even worse by giving one of the 
agents some kind of anti-Catholic, anti-clergy, or general anti-religious 
paranoia. 
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X-Sender: bob.greenwade@klock.com (Unverified) 
Date: Thu, 23 Oct 1997 10:16:42 -0700 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Fantasy Hero Cantrip Question 
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At 10:34 PM 10/19/97 -0400, Scott Nolan wrote: 
>I run a Fantasy Hero game.  All sorcerers in the game have a basic spell 
>called "Cantrip".  Forget the mechanics, they're unimportant to the 
>question.  The intention of the spell is to allow a wide variety of basic 
>abilities matching the special effects of the particular school of sorcery. 
> Pyromancers can start fires, dry clothes, make their eyes blaze with 
>light, etc.  All minor, non-combat effects. 
> 
>A player asked me what that would do for his diviner, a school with 
>detection and divination abilities.  Obviously, it might be able to tell 
>him where he left the keys to his camel, but what practical usage might 
>such a spell have for a diviner?  Could it allow him to know people's names 
>when he met them?  Could it predict the results of a hand of poker?  On 
>sheer game balance terms, I'd be for the former and against the latter. 
 
   I'm with you on that judgement.  Anything that could be done better with 
another Power (Precognition, in this case) shouldn't be allowed.  (Though 
what constitutes "done better" is, of course, a matter of opinion.) 
   The Diviner's Cantrip could possibly also enable him to pull Sherlock 
Holmes-style tricks on people he meets:  "I perceive that you have just 
returned from Afghanistan," his first words to Watson, being a perfect 
example. 
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Date: Thu, 23 Oct 1997 10:24:21 -0700 
From: Samuel.Bell@Eng.Sun.COM (Sam Bell) 
Subject: Re: Villain Help 
X-Sun-Charset: US-ASCII 
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->  
-> I wanted to ask the list for suggestions for powers. The character is a 
-> villianous mastermind whose sfx is based on "real" stage magic, that is 
-> gimmicks that looks at least superfically like stage magic but have real 
-> occult power. Does anyone have any suggestions? 
->  
 
How about the power to saw people in half? 
 
							-Sam 
 
X-Sender: bob.greenwade@klock.com (Unverified) 
Date: Thu, 23 Oct 1997 10:25:35 -0700 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Comic book martial artists.... 
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At 10:35 AM 10/23/97 -0400, John and Ron Prins wrote: 
>>I thought that perhaps the martial artists would benefit (concept wise) by  
>>having an ablative style defence to represent the blows which glance past 
or  
>>miss altogether. 
> 
>I think this would be better represented by Damage Reduction with a Skill 
>Roll - like a DEX roll. This better simulates the 'roll with the punch' or 
>'deflect the blow' than Ablative, IMHO. Besides, with Ablative the defense 
>will always work the first time... 
 
   Not if it starts out with an Activation Roll.  I'm with you in 
principle, though; what was suggested above is better represented with RSR. 
 
>What you've got to do as a GM is to _restrict_ everybody else's DEX to lower 
>levels. Martial Artists built to 'realistic' standards will get creamed 
>every time by those DEX 18 Bricks. Ask the other players (and NPC villians) 
>why they should, under their character concept, get more than 10-12 DEX. 
>Suddenly that 23 DEX martial artist isn't looking so bad - especially with 
>the combat levels he'll have. With a 6-7 CV advantage, they won't grumble so 
>much about crappy PD. 
 
   I think this is a good guiding rule for all-original campaigns, or those 
where the GM doesn't mind the work of converting published villains to 
those standards.  It does make better sense for beginning heroes to start 
with a max of 14 DEX and 3 SPD unless there's a specific reason to have 
them higher. 
   Of course, you could always start the PCs with that lowered DEX and SPD, 
but leave the villains where they are.  The heroes will then have to catch 
up, and probably have to learn teamwork ("What's that?") along the way. 
And the extra points can be used by buy spare bits of equipment, Contacts, 
investigation Skills, and the like. 
 
>On another note: The unreasonable damage dished out by Champs martial 
>artists. It's often on the Brick-level, which shouldn't be. Check the Green 
>Dragon write-up in 'Watchers of the Dragon'. Tell me he couldn't tear his 
>way right out of a standard jail cell. 
 
   Well, he *does* get referred to Stronghold on that basis.  That's why 
the lawsuit to declare Stronghold unconstitutional bore his name. 
 
>Solution? Make all 'normal' (non-killing, non-NND) martial arts maneuvers 
>have 'Reduced Penetration'. So Joe MA with 20 STR could do a straight 4D6 
>punch, or haul out his Offensive Strike and do 8D6 Reduced Penetration. 
>Little change in effectiveness against low-defense humans, makes MA-vs.-MA 
>combat last longer (as it should), and renders MAs less effective vs. Bricks 
>- as it should be. Also keeps Martial Artists from punching through brick 
>walls on a regular basis (buy the board-busting trick as an HA if you want 
it). 
 
   To be perfectly honest, while I see where you're coming from on this, I 
really don't like it.  For one thing, what's to balance the brick against 
the Martial Artist in this case?  He can still pretty easily clean the MA's 
clock with one punch, once he finally connects. 
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From: Brian Wong <rook@sanfran.infinex.com> 
Subject: Re: What a Timeline is truly good for 
Date: Thu, 23 Oct 1997 10:29:36 -0700 (PDT) 
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> that it uses a particular system, like Champions.  However, the mode of 
> running a PBEM game is, by definition, vastly different than playing around 
> a table (or, in my case, the living room floor), and thus it's a whole 
> different ball game.  Heck, GM styles are completely different across the 
> FTF board, so adding PBEM increases variability that much more, all under 
> the wonderful umbrella of Champions games.   
> 
	I would agree to that. Being a player in about 5 or so PBeM's 
right now. It requires much more writing :) 
	Or rather, actions must be described and explained in much greater 
detail. And characterization seems to play a bigger role. It's much more 
suited towards playing things which are a radical departure from onself. 
 
	I'm not so sure I agree that it requires greater control on the GM's 
part. None of my GM's seem to do anymore that retcon when I type to far, 
or correct me when I do/say something which is outside the worlds parameters. 
 
	However, I will agree to hold on passing full judgement until my 
own boots have mud on them... 
  
>  
> Your children will see the stars. 
> 
	Considering polution today, I doubt it. :( 
I know the four years I spent in Korea where starless and sky was not blue. 
I actually thought the white to brownish white was normal until I returned 
to the USA and realized the sky is blue, then changes to black with spots at 
night. :) 
  
 
From: Brian Wong <rook@sanfran.infinex.com> 
Subject: Re: Desolidification and the environment 
Date: Thu, 23 Oct 1997 10:32:37 -0700 (PDT) 
Cc: hero-l@omg.org 
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> >> > > (Wait, how is "transdimensional" not a special effect?) 
> >> > Transdimensional is a Power Modifier, not a special effect. 
> >> Never heard of it. From one of the Almanacs? 
> >Hero System Rules, page 97. 
>  
> It's also in the errata to the BBB, which is floating around the web 
> somewhere (I think I have it on my machine), and in Mystic Masters, a 
> book on running superhero sorcerers. 
 
	Yes, it was missing from the first printing of 4th edition, along with 
a few other power modifiers. I have two copies of the BBB. My first printing 
lacks this, but I had it in the erratta in an issue of Adv Club... 
	My newer Deluxe copy has it in there. 
 
X-Sender: bob.greenwade@klock.com (Unverified) 
Date: Thu, 23 Oct 1997 10:44:52 -0700 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Villain Help 
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At 10:08 AM 10/23/97 -0400, Kim Foster wrote: 
>I wanted to ask the list for suggestions for powers. The character is a 
>villianous mastermind whose sfx is based on "real" stage magic, that is 
>gimmicks that looks at least superfically like stage magic but have real 
>occult power. Does anyone have any suggestions? 
 
   As usual, I'm going to think off the top of my head: 
 
   Pulling flowers from the sleeve creates a pheromonal aura that either 
causes some specific emotional reaction, or just generally puts those in 
the area under the villain's Mind Control. 
   The hat is a "bag of tricks" from which the villain can pull any small 
object (built as a VPP with appropriate modifiers). 
   He sticks a Follower in a box and saws her in two; this becomes 
Duplication, Usable Against Others (with scads of Limitations). 
   By the same token, he could also have the ability to transform an 
"assistant" into a tiger or other animal (or the assistant could have that 
power herself). 
   Flash Powder becomes real Flashes. 
   Summoning real pigeons (as opposed to pulling them from out of hiding) 
to serve various functions is another possibility. 
   Playing cards are another matter.  The face cards could act as Summons 
for up to a dozen combatants (and the Jokers could add two more).  What 
function the others could serve is beyond me. 
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X-Sender: bob.greenwade@klock.com (Unverified) 
Date: Thu, 23 Oct 1997 11:04:41 -0700 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Minimum costs 
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At 09:36 AM 10/23/97 -0700, Christopher Taylor wrote: 
>>> "Minimum costs" are for the base power before any advantages. 
>>>  
>> 
>>I absolutely agree.  Of course, minimum costs can be waived with good  
>>reason, and a lot of published characters have less than minimum amounts  
>>of some power. 
> 
>Okay, perhaps I have been playing with some more restrained than average 
>players, but Ive never seen the need for minimum costs on most powers.  I 
>just have people define a minimum level that NNDs require the defense for 
>(so you cant buy 1 of each defense and expect to bounce the NNDs that target 
>those). 
 
   I rarely use or allow NNDs where the defense is a certain amount of a 
particular defense.  If I want something similar, I opt for AVLD. 
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X-Sender: bob.greenwade@klock.com (Unverified) 
Date: Thu, 23 Oct 1997 11:15:46 -0700 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Setting a power level and making sure the PC is 3D 
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At 10:03 AM 10/23/97 -0700, Brian Wong wrote: 
> This is simply because the powers and 'super high' stats take up 
>so many of the points... 
> TO achieve that power level in the BBB takes all 250 points, which 
>tends to leave the character as nothing more than a skeleton of powers and 
>stats. 
> To solve this I figure one would need to raise the starting point 
>total, yet keep the power level constant. I figured maybe 20 more points that 
>would be restricted to non power fleshing out. 
 
   I've found that 100+200 characters make nice, round figures.  Take a 
look at some of the characters on my website (the Justifiers, at least -- 
they're PCs) and see if that's close to what you have in mind. 
 
> The issue is not so much to find out what the person was like 
>before the power. The goal is to make sure that the character in question, 
>powers and all; is as fleshed out as your typical FH or DI character. 
 
   Just as a general guideline, I suggest that all players pay attention to 
what their lives are like outside superheroing. 
   In the olden days (he says in his best "old man" voice), if you wanted a 
character to know physics and integral calculus, be fluent in 17 languages, 
and have enough money to own half the state of Nebraska, you just said so 
at creation time, and there it was.  Now you'd have to pay points for all 
of that. 
   While there are more places to spend points, though, there are also more 
places to get points from.  Unusual Looks has become Distinctive Features, 
and you can take it more than once.  Dependences, Reputations, and 
Rivalries are new concerns.  And you no longer get just half value for the 
third and fourth instances of the same type of Disadvantage. 
   Of course, back then you were expected to do 100+100 characters, and the 
BBB now says 100+150.  But I like 100+200.  TEHO. 
 
> I really can't say I could even say so much as max this many attack 
>dice or this many CV's.... 
> I don't see a quick and dirty method of doing it... 
> 
> After all, which is more potent. A guy with 10d6 EB and 18 PD/ED/MD/pow 
>Def/Flash Def. 7CV with 2 skill levels. 
> 
> Or a guy with CV 18, yet 5 PD and ED, and an attack at 5d6... 
>THe 18 CV sounds extreme, but one hit and the guy is down...  
 
   Use caution here.  A 24d6 attack, even with a low-CV and low-defense 
character, can be pretty devestating (unless it's a "Power of last resort," 
with Side Effects and a bunch of other Limitations that make its use 
undesirable as a regular practice). 
 
> This is where I like the concept of the Rule of X over the active 
>point limits of Hero. But I feel neither one fully achieves what they each 
>desire to do. 
> But that's a whole seperate subject... 
 
   That I can think of, I've never seen anything in any RPG that *fully* 
achieves what it sets out to do.  We have to settle for a reasonable 
facsimile (at least, until cyberware becomes a marketplace commonality). 
--- 
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: Thu, 23 Oct 1997 13:27:15 -0500 
From: Vox Ludator! <ludator@mail.softfarm.com> 
Subject: Re: Interspecies cooperation/competition as a campaign theme 
Cc: hero-l@omg.org 
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At 08:59 AM 10/22/97 -0700, Brian Wong wrote: 
>	Anyone ever sit down and try to decide why Orc's and Elves 
>would fight?  
 
Well, TSR did this way back in =Unearthed Arcana= (at least from one 
faction's view); they blamed it on an ancient conflict between the topkick 
deities of those races. 
 
For my own part, I also dislike arbitrarily thumping one race/culture as 
"EVIL!" unless there's some cosmological reason for it -- for example, in 
one campaign I ran, sort of a "Tangent Universe" for D&D, goblins & 
hobgoblins were inherently evil, but it was because they were essentially a 
REALLY minor form of devil/demon.  Orcs were thought of as 'evil' by a lot 
of the inhabitants, but were more "Vikings on an adrenaline high" -- you 
could reason with an Orc if you had to. 
 
-- 
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: Thu, 23 Oct 1997 15:30:54 -0400 (EDT) 
X-Sender: jprins@interhop.net 
From: jprins@interhop.net (John and Ron Prins) 
Subject: Re: Comic book martial artists.... 
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>>On another note: The unreasonable damage dished out by Champs martial 
>>artists. It's often on the Brick-level, which shouldn't be. Check the Green 
>>Dragon write-up in 'Watchers of the Dragon'. Tell me he couldn't tear his 
>>way right out of a standard jail cell. 
> 
>   Well, he *does* get referred to Stronghold on that basis.  That's why 
>the lawsuit to declare Stronghold unconstitutional bore his name. 
 
I thought it was more a matter of him escaping through skill and stealth 
rather than plain brute force. As written, a holding cell wouldn't hold him, 
yet the WotD book clearly has it doing so. 
 
>>Solution? Make all 'normal' (non-killing, non-NND) martial arts maneuvers 
>>have 'Reduced Penetration'. So Joe MA with 20 STR could do a straight 4D6 
>>punch, or haul out his Offensive Strike and do 8D6 Reduced Penetration. 
>>Little change in effectiveness against low-defense humans, makes MA-vs.-MA 
>>combat last longer (as it should), and renders MAs less effective vs. Bricks 
>>- as it should be. Also keeps Martial Artists from punching through brick 
>>walls on a regular basis (buy the board-busting trick as an HA if you want 
>it). 
> 
>   To be perfectly honest, while I see where you're coming from on this, I 
>really don't like it.  For one thing, what's to balance the brick against 
>the Martial Artist in this case?  He can still pretty easily clean the MA's 
>clock with one punch, once he finally connects. 
 
So? That's why MAs take NNDs, throws, and high mobility. It takes guile, not 
power, for a MA to beat a brick. Or at least it should. I could say the same 
thing of the MA vs. a flying energy projector. How is that balanced? The MA 
can't get an attack in. What happens when Hulk meets Daredevil? DD sure 
doesn't knock out the Hulkster, that's for sure. 
 
And if a MA _can_ knock out a Brick thanks to those 12-14D6 martial attacks, 
he can tear his way through reinforced concrete walls, which certainly seems 
odd for a person of 'normal' human strength. Similar to the 'blade' 
limitation, there's only so much a 'unaugmented' human being can break. 
While a martial artist might push the limit, snapping I-beams should be out 
unless he's got some sort of truly 'super' power (Iron Fist, Spiderman). 
 
 
 
----------------------------------------------------------------------------- 
"You know, I feel pretty good." 
"Yeah, me too. I've got a real positive attitude." 
----------------------------------------------------------------------------- 
John D. Prins 
jprins@interhop.net 
 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: Minimum costs 
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-----BEGIN PGP SIGNED MESSAGE----- 
 
>>>>> "CT" == Christopher Taylor <ctaylor@cyberis.net> writes: 
 
CT> Okay, perhaps I have been playing with some more restrained than 
CT> average players, but Ive never seen the need for minimum costs on most 
CT> powers.  I just have people define a minimum level that NNDs require 
CT> the defense for (so you cant buy 1 of each defense and expect to bounce 
CT> the NNDs that target those). 
 
Well, the primary reason for minimum costs is to prevent "defense abuse" 
against NNDs.  Spread about 10 points around various and sundry defenses 
and you can attain invulnerability against just about any NND -- except for 
the minimum cost requirements.  These are primarilly for use in superheroic 
games. 
 
For heroic-level games in which powers are available, minimum costs may be 
waived... but the GM should be careful when he does so. 
 
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Version: 2.6.3a 
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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. 
 
X-Sender: bob.greenwade@klock.com 
Date: Thu, 23 Oct 1997 14:31:54 -0700 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Fantasy Hero Cantrip Question 
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At 09:47 AM 10/20/97 -0400, Geoffrey Speare wrote: 
>> A player asked me what that would do for his diviner, a school with 
>> detection and divination abilities.  Obviously, it might be able to tell 
>> him where he left the keys to his camel, but what practical usage might 
>> such a spell have for a diviner?  Could it allow him to know people's names 
>> when he met them?  Could it predict the results of a hand of poker?  On 
>> sheer game balance terms, I'd be for the former and against the latter. 
> 
>Your calls sound good; other ideas: 
> 
>See around corners without poking your head around; 
 
   Nah.  Save that one for Clairvoyance. 
 
>Low-resolution, nonspecific detect magic (only works on STRONG magic, 
vague as 
>to type and exact location); 
 
   I like that one.  Get a real Detect Magic for the detailed look, but 
this is a sort of Mystic Awareness. 
 
>Which way the guard is going to turn; 
 
   Good one. 
 
>One card in a hand of poker (maybe :-), and; 
 
   Maybe is right.  Perhaps the GM could allow it, but make it a tad 
unreliable. 
 
>Which other characters are PCs. :-) 
 
   Oh, definitely. 
 
   Oh, and how about how much change he has in his pocket (without counting 
it)? 
--- 
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: lizard@dnai.com 
Date: Thu, 23 Oct 1997 15:06:52 -0700 
From: Lizard <lizard@mrlizard.com> 
Subject: Re: Villain Help 
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At 10:24 AM 10/23/97 -0700, Sam Bell wrote: 
> 
>->  
>-> I wanted to ask the list for suggestions for powers. The character is a 
>-> villianous mastermind whose sfx is based on "real" stage magic, that is 
>-> gimmicks that looks at least superfically like stage magic but have real 
>-> occult power. Does anyone have any suggestions? 
>->  
 
I created precisely this villain for my WW2 game;he also had mental 
illusions. He had scarves for entangle, razor-edged playing cards for 
throwing, smoke bombs, and a small VPP based on pulling stuff out of a hat. 
 
X-Sender: scm@mail.aci.net 
Date: Thu, 23 Oct 1997 15:24:59 -0700 
From: Shelley Chrystal Mactyre <shelley@mactyre.net> 
Subject: Re: What a Timeline is truly good for 
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At 10:29 AM 10/23/97 -0700, Brian Wong wrote: 
>   I would agree to that. Being a player in about 5 or so PBeM's 
>right now. It requires much more writing :) 
 
Lots and lots and lots of writing!  I think the best PBEM GMs are the ones 
who trick their players into doing most of the writing (she said, hoping 
none of her players are on the list).  ;-) 
 
>> Your children will see the stars. 
>> 
>   Considering polution today, I doubt it. :( 
>I know the four years I spent in Korea where starless and sky was not blue. 
>I actually thought the white to brownish white was normal until I returned 
>to the USA and realized the sky is blue, then changes to black with spots at 
>night. :) 
 
The one advantage to living in this hick state (other than no one thinking 
it odd that liberals such as myself have a pick-up truck, dogs, and a gun) 
is that on clear nights you can see the Milky Way away from the city 
lights.  It's absolutely incredible.   If you ever find yourself in Nevada, 
folks, I can tell you it's much prettier to go out in the middle of the 
desert and look up than go into a casino and look down.   
 
Speaking of which...anyone besides me ever set a Champions adventure in 
Nevada?   Vegas trips or something?  
 
But I'll work on a new .sig sometime soon.  I like the stars one, though! =) 
 
Shelley Chrystal Mactyre 
www.mactyre.net 
 
Your children will see the stars. 
--Robert A. Heinlein 
 
From: Egyptoid@aol.com 
Date: Thu, 23 Oct 1997 19:01:40 -0400 (EDT) 
Subject: Re: Villain Help 
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stage powers: 
 
escape artistry at 26 or less 
contortionist 
 
card tricks: 
produce info about characters by reading cards out of deck 
telepathy 
 
ESP: 
clairvoyance to spot hidden items and inobvious foci 
 
teleport small objects 
into hand, into pocket, into pocket dimension! 
 
Date: Thu, 23 Oct 1997 17:05:10 -0700 
From: Rick Holding <rholding@ActOnline.com.au> 
Subject: Re: What a Timeline is truly good for 
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Shelley Chrystal Mactyre wrote: 
 
> Well, I have tried explaining, and since it's not working, I think I have a 
> better idea.  Why don't you announce to the list or r.g.f.s-h that you want 
> to run a Champions PBEM game.  Wait for the flood of e-mail to subside. 
> Select four or so players you think will do really well and that are 
> prolific writers. Start running a game. 
 
	Sorry, but as I have only recently joined in this type of discussion, I am not  
up on all of the abreviations used.  I have worked out most of them but without  
upsetting anybody's sensabilities, what the hell does r.g.f.s-h stand for. 
 
--  
----------------------------------------------------------- 
Ricky Holding    Email: rholding@ActOnline.com.au 
Work is only there to give us time to talk about play 
----------------------------------------------------------- 
 
X-Sender: jdriscol@mail.vt.edu 
Date: Fri, 24 Oct 1997 09:09:53 +0600 
From: Jeremiah Driscoll <jdriscol@vt.edu> 
Subject: RE: Foci and Instant Cha 
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Bob Greenwade wrote: 
>At 09:10 PM 10/22/97 +0600, Jeremiah Driscoll wrote: 
>>>I didn't know about the Power Limitation "Restrainable". 
>>>Before 4th Edition the examples for Angel's wings used some form of 
>>>a modifed OIF to simulate the restrainable aspect of his wings. 
>>>I never did like the way that was presented. 
>>>Restrainable sounds much more reasonable as a limitation. 
>>> 
>>In some very poor cases, OAF was used, too.  I think restrainable is sort of 
>>the difference between Accessible and Inaccessible... that would explain why 
>>it is worth -1/2 as well.  I think I would go with this to model the Black 
>>Knight's new weapons...  That, and Incantations on his Instant Change. 
> 
>   Restrainable basically means that it can be Entangled, or Grabbed and 
>held, but unlike a Focus it cannot be taken away. 
> 
Which means that it's even more appropriate for Dane's weapons... he could 
get them back by Instant Changing... which means he could be disarmed, but 
it would actually be a Grab manuever versus his weapons (which aren't Foci, 
the way I'm thinking). 
 
- Jerry 
 
X-Sender: jdriscol@mail.vt.edu 
Date: Fri, 24 Oct 1997 09:14:49 +0600 
From: Jeremiah Driscoll <jdriscol@vt.edu> 
Subject: Re: Foci and Instant Change 
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At 09:16 AM 10/21/97 -0700, Bob Greenwade wrote: 
>At 03:34 PM 10/17/97 -0400, Stainless Steel Rat wrote: 
>>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. 
> 
>   "No effort" and "without restriction" are not the only problems to be 
>overcome in this case.  The fact that his opponents did not take advantage 
>of the fact that he was essentially defenseless for the moment that he was 
>in civilian ID is not of his own doing -- at least, as far as I can tell. 
>Also, as far as I could tell, the removed weapons could have been used 
>against him. 
> 
Yes, it was not really his doing that the villains didn't whomp him.  The 
rest of the team also attacked from surprise at this point.  And also, yes, 
the weapons did seem to be usable on him, as he was being held prisoner, 
with his own sword at his throat. 
 
I again say that this was a character in a comic (the Black Knight from 
Heroes for Hire from Marvel), and that I was asking for ways of modeling 
some described powers... 
 
- Jerry 
 
From: Rick Ryker <RRYKER@ctginc.com> 
Subject: RE: Grey Areas 
Date: Thu, 23 Oct 1997 23:24:19 -0500 
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> >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. 
>  
Then you're given up alot of great plot devices 
that you could be using against your PCs. 
 
If a PC takes a DNPC (regardless of whether he is a follower or not), 
you (the GM) automatically get greater control of that PCs world. 
If you play the DNPC disadvantage to the max, 
your PCs will be begging to buy off the disadvantage 
-- even if it's for a super talented normal. 
 
Remember, most sidekicks get into alot of trouble. 
 
Followers aren't generally supposed to be used for this purpose. 
Since the PC paid points for his follower, he has reason to get irate if 
you 
keep kidnapping his followers or putting them into all sorts of other 
perils. 
 
On the other hand, if a PC gets points for a DNPC 
(even an extremely talented DNPC), 
then most GMs get irate if the DNPC winds up helping the PCs 
more often than he/she gets into trouble. 
 
When you allow a PC to take the same person as a follower 
and as a DNPC, your implying that having this DNPC/follower around 
is beneficial a lot of the time but is also usually a great pain in the 
neck 
for all the trouble that comes with him following the PC around. 
 
Besides rarely in life or even in the 4 color world is anyone 
totally useful or totally disadvantageous. 
 
-RICK 
 
From: Rick Ryker <RRYKER@ctginc.com> 
Subject: RE: Setting a power level and making sure the PC is 3D 
Date: Thu, 23 Oct 1997 23:43:50 -0500 
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	I remember one campaign we had that was set in a post-holocaust 
world. 
	We were para-normals who were about to discover our powers. 
	The GM had us create DI characters on a 75 point base. 
	Mine was a tough guy private eye type. 
	We spent about two episodes tracking down the bad guys DI style 
	before we each had our "accidents". 
	The result was some very well rounded characters that had things 
that 
	they could do even if their powers were temporarily off. 
 
	-RICK 
 
From: Rick Ryker <RRYKER@ctginc.com> 
Subject: RE: Villain Help 
Date: Thu, 23 Oct 1997 23:51:39 -0500 
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> stage powers: 
>  
> escape artistry at 26 or less 
> contortionist 
>  
> card tricks: 
> produce info about characters by reading cards out of deck 
> telepathy 
>  
> ESP: 
> clairvoyance to spot hidden items and inobvious foci 
>  
> teleport small objects 
> into hand, into pocket, into pocket dimension! 
>  
This sounds familiar. 
I had a stage magician who bought an extremely limited teleport: 
words or gestures, only inanimate items less than 10 lbs, 
from/to 4 pre-planned locations that he could change 
but had to memorize before hand. 
He stored lock picks and other tools to help with his escape routines! 
He also had a knack for snatching focii and making them disappear. 
 
-RICK 
 
Date: Fri, 24 Oct 1997 01:32:11 -0500 (CDT) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: More on Powwow and Tribal.com 
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> >There are several posters to this mailing list who owe Tim Gilberg an 
> >apology. 
> 
>    I don't recall saying anything derisive, but if I said anything that was 
> perceived as out of line, I do apologize. 
 
	Now, now, I'm not fishing for apologies.  However, I do want 
complete and utter control over your souls.  Nothing major. 
 
>    I think now some people will be able to recognize why so many people 
> were upset over Dean Shomshak's derisive comments in The Ultimate Super 
> Mage about people of religious belief. 
 
 
	Nice corrolary -- though he did at least keep from taking any 
"major" beliefs and turning them into a game system.  If it had been a 
bastardized Judeo-Christian system, people would have been much angrier, 
IMHO.  As it is, who really worships Blake's Zoas? 
 
 
			-Tim Gilberg 
 
Reply-To: "Filksinger" <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
Subject: Re: Vampires vs Water 
Date: Fri, 24 Oct 1997 00:00:47 -0700 
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On Thursday, October 23, 1997 10:52 PM, Bob Greenwade wrote: 
<snip> 
>   I think that the explanation (at least, the real-world 
explanation) is a 
>little simpler, but somewhat more esoteric, than that. 
 
Oh, _real world_. My parents visited there once, but from what they 
said, I didn't miss much. I was disappointed, though, as all I got was 
a t-shirt which read, "My parents visited reality and all I got was a 
lousy t-shirt." 
 
>   Though we don't see the connection much in our own society, 
running 
>water is a traditional symbol of the flow of life.  Vampires are 
supposedly 
>a form of "undead," and so they cannot "cross the flow of life," any 
more 
>than a beam of darkness can penetrate light (remember, I'm talking 
>real-world here). 
 
I believe that's right. In a similar way, a vampire cannot enter a 
house without permission because of an old proverb, "The Devil may 
enter no house unbidden, but once invited, no man can make him leave." 
 
At least, that's my guess. 
 
Filksinger 
 
X-Sender: jdriscol@mail.vt.edu 
Date: Fri, 24 Oct 1997 15:47:31 +0600 
From: Jeremiah Driscoll <jdriscol@vt.edu> 
Subject: Re: Vampires vs Water 
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Brian Wong wrote: 
>> > 
>> >   This brings to mind a question that's been on the back burner for quite 
>> >a while, and I'd like to get a consensus of thought. 
>> >   An NPC motorcycle gang in a manuscript I'm working up is led by a 
>> >vampire (the other members aren't much less savory).  Of course, as a 
>> >vampire, the leader cannot cross running water. 
>> >   The question is, could he cross rivers and streams on his Harley?  Could 
>> >he drive himself, or would one of the other gang members have to do the 
>> >actual driving? 
> 
>	Anybody see the Interview with a Vampire movie? I think it's 
>buried in my Laser Disc collection somewhere... 
> 
>	At the end of that movie the interviewer is crossing the Bay Bridge 
>in his car when suddenly Lestat (the Vampire Antagonist of the film) pops 
>out from hiding in the back seat of his car. 
> 
Which wasn't a scene in any of the books, but it does illustrate that point. 
The vampires in that movie (and those books) are not *traditional* vampires, 
and thus have a different definition...  It's possible that they *were* 
affected by the running water bit, but I read 3 or 4 of the Anne Rice 
novels, and can't remember it coming into play. 
Also, of course, Vampire: the Masquerade vampires aren't affected by running 
water, either. 
 
- Jerry 
 
X-Sender: bob.greenwade@klock.com 
Date: Fri, 24 Oct 1997 06:01:01 -0700 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: RE: Followers/DNPCs 
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At 11:24 PM 10/23/97 -0500, Rick Ryker wrote: 
>>    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. 
>>  
>Then you're given up alot of great plot devices 
>that you could be using against your PCs. 
 
   I don't see why. 
 
>If a PC takes a DNPC (regardless of whether he is a follower or not), 
>you (the GM) automatically get greater control of that PCs world. 
 
   Again, I don't see why. 
 
>If you play the DNPC disadvantage to the max, 
>your PCs will be begging to buy off the disadvantage 
>-- even if it's for a super talented normal. 
 
   This part I agree with. 
 
>Remember, most sidekicks get into alot of trouble. 
 
   That's what Followers' Disadvantages are for. 
 
>Followers aren't generally supposed to be used for this purpose. 
>Since the PC paid points for his follower, he has reason to get irate if 
>you 
>keep kidnapping his followers or putting them into all sorts of other 
>perils. 
 
   The PC paid points for the Power he bought through a Focus, and still 
gets that Focus taken away every so often.  There's not much reason that a 
Follower couldn't occasionally get kidnapped.  A PC has at least as much 
cause to be protective of a Follower as he does to be protective of a 
raygun or magic amulet. 
   If the Follower happens to have a Disadvantage or three that gets him 
into more trouble than average, well, that's why he gets points for those 
Disads. 
   And if all else fails, the PC can get a "Protective of Sidekick" Psych 
Limit. 
 
>On the other hand, if a PC gets points for a DNPC 
>(even an extremely talented DNPC), 
>then most GMs get irate if the DNPC winds up helping the PCs 
>more often than he/she gets into trouble. 
 
   Which is precisely the reason that I don't allow the same NPC to be both 
a Follower and a DNPC. 
 
>When you allow a PC to take the same person as a follower 
>and as a DNPC, your implying that having this DNPC/follower around 
>is beneficial a lot of the time but is also usually a great pain in the 
>neck 
>for all the trouble that comes with him following the PC around. 
 
   Again (and sorry for repeating myself), that's what Followers' 
Disadvantages are good for.  (Maybe an "Exasperated by Sidekick" Psych Limit?) 
 
>Besides rarely in life or even in the 4 color world is anyone 
>totally useful or totally disadvantageous. 
 
   You are correct, sir!  That's precisely the reason why Followers have 
Disadvantages, and why DNPCs may have Useful Skills. 
--- 
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, 24 Oct 1997 06:04:35 -0700 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Villain Help 
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At 03:06 PM 10/23/97 -0700, Lizard wrote: 
>At 10:24 AM 10/23/97 -0700, Sam Bell wrote: 
>> 
>>-> I wanted to ask the list for suggestions for powers. The character is a 
>>-> villianous mastermind whose sfx is based on "real" stage magic, that is 
>>-> gimmicks that looks at least superfically like stage magic but have real 
>>-> occult power. Does anyone have any suggestions? 
> 
>I created precisely this villain for my WW2 game;he also had mental 
>illusions. He had scarves for entangle, razor-edged playing cards for 
>throwing, smoke bombs, and a small VPP based on pulling stuff out of a hat. 
 
   Sounds like a better setup for a gadgeteer based on stage magic than a 
wizard based on stage magic. 
--- 
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X-Sender: bob.greenwade@klock.com 
Date: Fri, 24 Oct 1997 06:11:31 -0700 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: PBEMs & Nevada 
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At 03:24 PM 10/23/97 -0700, Shelley Chrystal Mactyre wrote: 
>At 10:29 AM 10/23/97 -0700, Brian Wong wrote: 
>>   I would agree to that. Being a player in about 5 or so PBeM's 
>>right now. It requires much more writing :) 
> 
>Lots and lots and lots of writing!  I think the best PBEM GMs are the ones 
>who trick their players into doing most of the writing (she said, hoping 
>none of her players are on the list).  ;-) 
 
   I'm going to see how it goes with my Fantasy Hero PBEM.  I have two of 
the players' actual turns started, and so far the writing chores seem to be 
divided about 50/50.  How things go when all 12+ get going (assuming they 
ever do) remains to be seen. 
 
>The one advantage to living in this hick state (other than no one thinking 
>it odd that liberals such as myself have a pick-up truck, dogs, and a gun) 
>is that on clear nights you can see the Milky Way away from the city 
>lights.  It's absolutely incredible.   If you ever find yourself in Nevada, 
>folks, I can tell you it's much prettier to go out in the middle of the 
>desert and look up than go into a casino and look down.   
> 
>Speaking of which...anyone besides me ever set a Champions adventure in 
>Nevada?   Vegas trips or something?  
 
   I did something in the early days, when Stronghold had just recently 
been published without a clear determination of where it's located (one of 
the books now says northwestern New Mexico, I think).  All it said at the 
time was that it was in an isolated locale, and may have added that it was 
in the desert or some such. 
   Anyway, I scanned maps of the Southwest, and finally decided to place 
Stronghold at a locale about 50 miles northeast of where you are [Reno]. 
It just seemed to be rather poetic at the time to put all of the nation's 
captured supervillains near a town called Nixon.   :-] 
--- 
Bob's Original Hero Stuff Page! 
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X-Sender: scm@mail.aci.net 
Date: Fri, 24 Oct 1997 07:04:52 -0700 
From: Shelley Chrystal Mactyre <shelley@mactyre.net> 
Subject: Thank you! 
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Thanks to everyone who's helped me come up with ideas for the Gratuitous 
Links page!  I've gotten some wonderful feedback, and think I have an idea 
of what I'm going to do now. I don't want to divide the page up, even 
though it is getting long, but what I am going to do is have both a page 
like the one I have now with an icon system, as well as having a separate 
page which lists links alphabetically by what's on them (i.e., a list of 
all sites with character sheets, all sites with usable artwork, all sites 
with sourcebooks, that type of thing).  I will incorporate some of the 
other suggestions I've gotten -- a pick of the month, for example -- as 
well.  Now if I can just get the time to update it (it's fifth currently on 
the HTML to-do list.) <sigh>  
 
Thank you to everyone who's responded, both on the list and personally!   
 
Shelley Chrystal Mactyre 
www.mactyre.net 
 
Your children will see the stars. 
--Robert A. Heinlein 
 
From: "VANSICKLE, James" <jvansickle@shl.com> 
Subject: RE: Vampires vs Water 
Date: Fri, 24 Oct 1997 09:10:36 -0500 
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I have always preferred Palladium's view on it.  A vampire typically has 
a phobia of water due to his vulnerability to it.  Hence when he tries 
to cross running water, it activates that Psych Disad.  Depending on how 
extreme you take it, crossing running water could entail having to 
blindfold and bind the vampire to control his phobia attack or simply 
carry him across. 
 
>---------- 
>From: 	Bob Greenwade[SMTP:bob.greenwade@klock.com] 
>Sent: 	Friday, October 24, 1997 9:05 AM 
>To: 	champ-l@omg.org 
>Subject: 	Re: Vampires vs Water 
> 
>At 04:42 PM 10/22/97 -0700, Robert A. West wrote: 
>>> 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? 
>> 
>>Why go so far afield?  Can a vampire in the form of a bat fly across  
>>running water?  Can he be carried by a follower?  Dracula's  
>>coach-and-four took him across bridges, one must assume -- streams are  
>>not rare in Transylvania.  All of these affect the disadvantage. 
>> 
>>As an interesting aside, look at the poem, Sir Gawain and the Green  
>>Knight.  The Green Knight could not, as a being of witchcraft, cross  
>>running water.  Instead, he pole-vaulted across the water, using his  
>>sword as the pole.  Clearly, the poet felt that the stricture was not to  
>>*touch* running water. 
>> 
>>If you take the extreme form, that a character cannot cross any vertical  
>>surface that passes through the bed of a flowing stream, then this is one  
>>heck of a disadvantage, unless you are running in an arid place.  The  
>>average distance between streams in the eastern U.S. is around a mile. 
> 
>   This brings to mind a question that's been on the back burner for quite 
>a while, and I'd like to get a consensus of thought. 
>   An NPC motorcycle gang in a manuscript I'm working up is led by a 
>vampire (the other members aren't much less savory).  Of course, as a 
>vampire, the leader cannot cross running water. 
>   The question is, could he cross rivers and streams on his Harley?  Could 
>he drive himself, or would one of the other gang members have to do the 
>actual driving? 
>--- 
>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, 24 Oct 1997 07:54:05 -0700 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: More on Powwow and Tribal.com 
Cc: champ-l@omg.org 
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At 01:32 AM 10/24/97 -0500, Tim R. Gilberg wrote: 
>>    I think now some people will be able to recognize why so many people 
>> were upset over Dean Shomshak's derisive comments in The Ultimate Super 
>> Mage about people of religious belief. 
> 
> Nice corrolary -- though he did at least keep from taking any 
>"major" beliefs and turning them into a game system.  If it had been a 
>bastardized Judeo-Christian system, people would have been much angrier, 
>IMHO.  As it is, who really worships Blake's Zoas? 
 
   That's the main reason I find the book worth buying at all.  I only know 
about Shomshak's bigotry from the posting on this list of the comments from 
the introduction to TUSM, and from his writings in Creatures of the Night: 
Horror Enemies. 
   (It's also pretty clear, especially from his opening comments under "The 
Satanic Cult Conspiracy," that he doesn't know what he's talking about when 
it comes to factual matters.  Any cop I've ever been in contact with and 
discussed the topic with knows for an absolute fact that there really are 
Satanists out there making blood sacrifices, and sometimes human 
sacrifices.  Shomashak wrote it off as paranoid superstitious poppycock, 
and as far as I can tell did so without doing any research on the matter at 
all.) 
   His fiction is quite good, however, and I'll take what he gives in that 
realm, at least to a point.  In fact, going back to the topic of 
stereotypes, Rev. Gil Purdue (a stereotypical character if I ever saw one) 
is one of my favorites.  Who better to challenge a Christian PC, than a 
sincerely misguided quasi-Christian cult leader like Purdue? 
--- 
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, 24 Oct 1997 07:54:05 -0700 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: More on Powwow and Tribal.com 
Cc: champ-l@omg.org 
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At 01:32 AM 10/24/97 -0500, Tim R. Gilberg wrote: 
>>    I think now some people will be able to recognize why so many people 
>> were upset over Dean Shomshak's derisive comments in The Ultimate Super 
>> Mage about people of religious belief. 
> 
> Nice corrolary -- though he did at least keep from taking any 
>"major" beliefs and turning them into a game system.  If it had been a 
>bastardized Judeo-Christian system, people would have been much angrier, 
>IMHO.  As it is, who really worships Blake's Zoas? 
 
   That's the main reason I find the book worth buying at all.  I only know 
about Shomshak's bigotry from the posting on this list of the comments from 
the introduction to TUSM, and from his writings in Creatures of the Night: 
Horror Enemies. 
   (It's also pretty clear, especially from his opening comments under "The 
Satanic Cult Conspiracy," that he doesn't know what he's talking about when 
it comes to factual matters.  Any cop I've ever been in contact with and 
discussed the topic with knows for an absolute fact that there really are 
Satanists out there making blood sacrifices, and sometimes human 
sacrifices.  Shomashak wrote it off as paranoid superstitious poppycock, 
and as far as I can tell did so without doing any research on the matter at 
all.) 
   His fiction is quite good, however, and I'll take what he gives in that 
realm, at least to a point.  In fact, going back to the topic of 
stereotypes, Rev. Gil Purdue (a stereotypical character if I ever saw one) 
is one of my favorites.  Who better to challenge a Christian PC, than a 
sincerely misguided quasi-Christian cult leader like Purdue? 
--- 
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: Eric Burns <burns@cug.dorm.usm.maine.edu> 
Subject: Multilingual Telepathy? 
Date: Fri, 24 Oct 1997 10:59:33 -0400 (EDT) 
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Quick question: will telepathy allow you to read the mind 
of someone whose language you don't understand?  Could 
and american who speaks only english read the mind of a 
brazilian who speaks only portugese, for instance? 
 
-Eric 
 
From: Eric Burns <burns@cug.dorm.usm.maine.edu> 
Subject: Multilingual Telepathy? 
Date: Fri, 24 Oct 1997 10:59:33 -0400 (EDT) 
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Quick question: will telepathy allow you to read the mind 
of someone whose language you don't understand?  Could 
and american who speaks only english read the mind of a 
brazilian who speaks only portugese, for instance? 
 
-Eric 
 
Date: Fri, 24 Oct 1997 10:12:19 -0500 (EST) 
From: ALONE AT MIDNIGHT <RAVANOS@jcs1.jcstate.edu> 
Subject: The Destroyers 
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Oh Ye of Many Words, 
	There was a group of villians which I simply and absolutely 
_loved_!  They were the Destroyers. 
	You might know them from two places: 
	     1)  Villians and Vigilantes 
             2)  The Elementals comic book (from the 80's) 
 
	They were Electrocutioner, Rat-man, Anihilhator, Behemoth, Chryslis, 
and Shapeshifter. 
	They were created by Bill Willingham, and I know them from 
Elementals fame.  I've never seen the V&V versions, or histories. 
	If anyone knows where I can find the V&V version (I'm dying to 
hear their histories), or has a Champions conversion, lay it on me! 
 
					Eddie Fink Rules. 
					     Jason Sullivan 
 
From: Brian Wong <rook@sanfran.infinex.com> 
Subject: Re: The Destroyers 
Date: Fri, 24 Oct 1997 08:49:39 -0700 (PDT) 
Cc: hero-l@omg.org 
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> 	There was a group of villians which I simply and absolutely 
> _loved_!  They were the Destroyers. 
> 	You might know them from two places: 
> 	     1)  Villians and Vigilantes 
>              2)  The Elementals comic book (from the 80's) 
> 	They were Electrocutioner, Rat-man, Anihilhator, Behemoth, Chryslis, 
> and Shapeshifter. 
 
 
> 	They were created by Bill Willingham, and I know them from 
> Elementals fame.  I've never seen the V&V versions, or histories. 
 
	Really? I have the V&V version, but never saw the comic version. 
I've heard of Elementals, but couldn't find #1 when I first heard of it, and 
I don't like to read incomplete stories in my comic books... 
 
	I forget what Jeff Dee's policy is about posting that kind of stuff 
though, but I imagine I could dig up some info and describe them. 
 
X-Sender: bob.greenwade@klock.com 
Date: Fri, 24 Oct 1997 09:10:53 -0700 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Multilingual Telepathy? 
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At 10:59 AM 10/24/97 -0400, Eric Burns wrote: 
>Quick question: will telepathy allow you to read the mind 
>of someone whose language you don't understand?  Could 
>and american who speaks only english read the mind of a 
>brazilian who speaks only portugese, for instance? 
 
   Every source I can find makes it a GM's call. 
   TUM suggests that if Telepathy is normally language dependent, then 
making it language exclusive is a +1/2 Advantage; and if it's normally 
language exclusive, then making it language dependent is a -1/2 Limitation. 
 I'd lower that to +/- 1/4 myself, but then I tend to games that are 
linguistically homogenous.  If I allowed Telepathy in my sci-fi setting, 
it'd probably be 1/2. 
--- 
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, 24 Oct 1997 09:20:33 -0700 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: The Dreaded TRANSFORM 
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At 09:59 AM 10/24/97 -0700, Robert A. West wrote: 
>Bob Greenwade wrote: 
>>  
>>  
>> >>>> Do cumulative transforms allow something to 
>> >>>> be partially transformed? 
>> >>> 
>> >>>No. 
> 
>While I agree that this is the standard and simple answer, it *does*  
>leave a lot of potentially dramatic effects right out. 
 
   Agreed... unless we come up with another way to do it, such as the 
method we spend the rest of the post discussing.   :-] 
 
>> >>   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. 
>>  
>>    How does the character not pay points for it?  If I have a Major 
>> Transform (prince into frog) with a +1/2 Advantage for Cumulative and 
>> another +1/2 Advantage for Gradual, I'm paying 30 points per 1d6.   
> 
>I have thought about, as a house rule, allowing a transform to have  
>partial effect once the character is into negative "BODY".  Perhaps this  
>would be worth a +1/4 advantage: 
> 
> +1/4 Partial transform 
> +1/2 Cumulative Transform 
> +3/4 Gradual Transform (same rules as partial transform) 
> +1   Gradual Transform 
 
   I like this! 
   Basically, what you're saying is that if I have a Partial Transform and 
use it on you, and I exceed your BODY but not twice your BODY, then you 
suffer from, say, half the effect? 
 
>Another grey area that I have found is that some GMs count BODY damage  
>towards a transform, while others do not.  Each seems to make sense for  
>certain special effects. 
 
   Maybe I'm just being dense, but I'm not sure I'm with you here.  Could 
you give an illustration to help? 
 
>>    As a partial solution for the former problem, I once suggested a new 
>> Adjustment Power which I called Alter.  For 15 points/1d6, one could (at No 
>> Range) shift a target's points from one specific Power or Characteristic to 
>> another (like INT to STR).  It's basically like an Aid linked to a Drain. 
> 
>Why invent a new power? This is just a Transfer, Usable Against  
>Others(+1) Same target for both effects(-1/2) = 20/die. 
 
   Think "Meta-Power," like using Force Field rather than Armor that Costs 
END.  Your construct for this is good (and would probably be preferable in 
most GMs' campaigns), but mine is just a tad cleaner. 
   Mind you, I only use Meta-Powers sparingly.  But I do occasionally use 
them. 
  
>>    I dunno about that.  I mean, changing a small detail like the SFX of 
>> one's Vulnerability is a good deal less profound than changing him into a 
>> mouse. 
> 
>This is my reason for bringing this up in the first place.  The way that  
>Transform is written, it is a Major Transform to give a character 1D6  
>Unluck, to make him blind or to turn him into a mouse.  While this is not  
>a problem for NPCs, it makes the power very awkward for PCs, especially  
>if you have a lot of wargamers in your group. 
 
   So, what are you getting at here?  (Not arguing, just trying to help....) 
 
>Note that I say "wargamers" rather than "power gamers."  To me,  
>"wargamer" connotes someone who understands game-balance issues  
>(most often from a long acquaintence with Napoleonics, board games, and  
>so on) and will be fairly content with any reasonable ruling, so long as  
>other PCs and the NPCs are treated the same way.  "Power gamer" connotes  
>people who are out to grab as much power as possible, and don't give a  
>darn about game balance. 
 
   Good distinction. 
--- 
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Reply-To: "Filksinger" <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
Subject: Re: Villain Help 
Date: Fri, 24 Oct 1997 09:20:58 -0700 
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On Thursday, October 23, 1997 7:44 AM, Kim Foster wrote: 
 
 
>I wanted to ask the list for suggestions for powers. The character is 
a 
>villianous mastermind whose sfx is based on "real" stage magic, that 
is 
>gimmicks that looks at least superfically like stage magic but have 
real 
>occult power. Does anyone have any suggestions? 
 
 
After seeing all the suggestions you've gotten, I'm surprised no one 
mentioned Teleportation, Only when can't be seen (-1), with Darkness, 
Charges, 1 Hex (smoke bombs). This allows for the "How did he get from 
the tank of water behind the curtain to become one of the stage 
hands?" and throwing a smoke bomb on the floor and vanishing. 
 
Filksinger 
 
Filksinger 
 
Date: Fri, 24 Oct 1997 09:30:50 -0700 
From: "Robert A. West" <robtwest@erols.com> 
Subject: Re: Grey Areas 
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Rick Ryker wrote: 
>  
> > 
> >    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. 
> > 
> Then you're given up alot of great plot devices 
> that you could be using against your PCs. 
>  
 
One could construct a "synthetic DNPC" out of a follower, by having the  
base character take Psych Lim: protective of follower and having the  
follower take Unluck.  This could actually be more points than the DNPC: 
 
10	DNPC 14- as powerful 
 
vs 
 
20	Psych Lim: must protect follower (very common, strong) 
7	3D6 Unluck -- limited to getting into trouble at the start 
	of adventures(x1/2) 
 
Note that method 2 is not only worth more points, but the follower gets  
into trouble less than half the time, as opposed to 90% of the time for  
the DNPC.  Personally, I think that the DNPC method is more  
straightforward. 
 
--  
<-------------------------------------------------------> 
Robert A. West		///  "Censorship is tyranny." 
Phone W:(215)466-3628; H:(215)348-9113   
http://www.erols.com/robtwest 
 
 
Date: Fri, 24 Oct 1997 09:30:50 -0700 
From: "Robert A. West" <robtwest@erols.com> 
Subject: Re: Grey Areas 
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Rick Ryker wrote: 
>  
> > 
> >    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. 
> > 
> Then you're given up alot of great plot devices 
> that you could be using against your PCs. 
>  
 
One could construct a "synthetic DNPC" out of a follower, by having the  
base character take Psych Lim: protective of follower and having the  
follower take Unluck.  This could actually be more points than the DNPC: 
 
10	DNPC 14- as powerful 
 
vs 
 
20	Psych Lim: must protect follower (very common, strong) 
7	3D6 Unluck -- limited to getting into trouble at the start 
	of adventures(x1/2) 
 
Note that method 2 is not only worth more points, but the follower gets  
into trouble less than half the time, as opposed to 90% of the time for  
the DNPC.  Personally, I think that the DNPC method is more  
straightforward. 
 
--  
<-------------------------------------------------------> 
Robert A. West		///  "Censorship is tyranny." 
Phone W:(215)466-3628; H:(215)348-9113   
http://www.erols.com/robtwest 
 
 
Date: Fri, 24 Oct 1997 09:59:08 -0700 
From: "Robert A. West" <robtwest@erols.com> 
Subject: Re: The Dreaded TRANSFORM (was Grey Areas) 
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Bob Greenwade wrote: 
>  
>  
> >>>> Do cumulative transforms allow something to 
> >>>> be partially transformed? 
> >>> 
> >>>No. 
 
While I agree that this is the standard and simple answer, it *does*  
leave a lot of potentially dramatic effects right out. 
> >> 
> >>   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. 
>  
>    How does the character not pay points for it?  If I have a Major 
> Transform (prince into frog) with a +1/2 Advantage for Cumulative and 
> another +1/2 Advantage for Gradual, I'm paying 30 points per 1d6.   
 
I have thought about, as a house rule, allowing a transform to have  
partial effect once the character is into negative "BODY".  Perhaps this  
would be worth a +1/4 advantage: 
 
	+1/4 Partial transform 
	+1/2 Cumulative Transform 
	+3/4 Gradual Transform (same rules as partial transform) 
	+1   Gradual Transform 
 
 
Another grey area that I have found is that some GMs count BODY damage  
towards a transform, while others do not.  Each seems to make sense for  
certain special effects. 
 
 
>    As a partial solution for the former problem, I once suggested a new 
> Adjustment Power which I called Alter.  For 15 points/1d6, one could (at No 
> Range) shift a target's points from one specific Power or Characteristic to 
> another (like INT to STR).  It's basically like an Aid linked to a Drain. 
 
Why invent a new power? This is just a Transfer, Usable Against  
Others(+1) Same target for both effects(-1/2) = 20/die. 
 
 
>  
> >>>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 dunno about that.  I mean, changing a small detail like the SFX of 
> one's Vulnerability is a good deal less profound than changing him into a 
> mouse. 
 
This is my reason for bringing this up in the first place.  The way that  
Transform is written, it is a Major Transform to give a character 1D6  
Unluck, to make him blind or to turn him into a mouse.  While this is not  
a problem for NPCs, it makes the power very awkward for PCs, especially  
if you have a lot of wargamers in your group. 
 
Note that I say "wargamers" rather than "power gamers."  To me,  
"wargamer" connotes someone who understands game-balance issues  
(most often from a long acquaintence with Napoleonics, board games, and  
so on) and will be fairly content with any reasonable ruling, so long as  
other PCs and the NPCs are treated the same way.  "Power gamer" connotes  
people who are out to grab as much power as possible, and don't give a  
darn about game balance. 
 
--  
<-------------------------------------------------------> 
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: Black Hole 
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-----BEGIN PGP SIGNED MESSAGE----- 
 
>>>>> "BG" == Bob Greenwade <bob.greenwade@klock.com> writes: 
 
BG>    NND is not necessary with UAO.  The defenses against UAO (generically) 
BG> are of basically the same types as those for NND, and there's no other 
BG> alteration that NND can give to this Power other than an increase in 
BG> cost. 
 
Yes, there is.  UAO requires reasonably common defenses to be defined.  NND 
changes that to an unusual non-defense power for defense.  Being 
desolidified does not qualify as a reasonably common defense because it is 
not a defense in the traditional sense.  Thus, NND is required for this 
effect. 
 
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--  
Rat <ratinox@peorth.gweep.net>    \ Happy Fun Ball may stick to certain types 
PGP Key: at a key server near you! \ of skin. 
                                    \  
 
X-Sender: champion@mailhost.cyberhighway.net 
Date: Fri, 24 Oct 1997 11:01:22 -0700 
From: Jim Dickinson <champion@cyberhighway.net> 
Subject: PBeM Styles (was: What a Timeline is truly good for) 
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At 11:50 PM 10/22/97 -0700, Shelley Chrystal Mactyre wrote: 
>At 03:39 PM 10/23/97 +1000, jonesmj@topaz.cqu.edu.au wrote: 
>>okay, the "i've done it you haven't" argument is invalid.  
> 
>Oh, for Pete's sake.  One more time.... 
> 
>I've been lucky enough to have some wonderful conversations with other PBEM 
>GMs about how we run our games, what we do to further plots, how we 
>interact with players.   
 
yadda...yadda... 
 
:-) 
 
One thing to keep in mind, is that there are lots of different ways to do a 
PBeM.  Frankly, I think Shelley has found the "way" that makes for a more 
interesting "read" from the web -- because that way everyone is sort of 
engaged in "collective story-telling" instead.   
 
However, I have been in some other games where the GM tried to run it like 
a FTF game, and he chose to solicit "moves" from everyone the same way a GM 
would go around the table and ask "What are you doing now?"  And then he 
would, about once a week or so, write up a huge turn that would incorporate 
what everyone "wanted to do" somehow and advance the plot a pinch.  A 
couple of times, he wrote in details of PCs doing things that the PCs 
believed their characters WOULDN'T do, and it ruffled a few feathers a bit, 
but overall it wasn't bad.  Frankly, it kept some of the same feel of 
"mystery" that you often have at a FTF game about where the plot is going. 
 
However, there would often have to be lots of Questions and Answers sent 
back and forth via email as players tried to gather information about what 
their PCs could see, hear, smell, know, and this often took a lot of time. 
 
Also, games like this require a GM with no life, who can spend tremendous 
amounts of time writing out all kinds of details for players, so they can 
react properly.  And also, these kinds of games are often very short-lived 
because the GM gets busy or burns out. 
 
When I ran my New Champions game (a I want to resume some day, honest!  I 
just need to simplify my life some more first) I relied about 80% 
(sometimes more) on players to write their views of that segment of the 
plot, basically allowing them free license to "enhance" the story as they 
saw fit... and then I played the role of "editor" fitting all of the 
submissions together into logical sequences and making sure tense was 
working, etc. 
 
I then worked in other scenes, where villains and NPCs were interacting, 
either with each other, or with the heroes, and also edited the content of 
the submissions as necessary to make everything fit and make sense.  My 
edits and additions were my way of advancing the plot, and feeding new 
information to the players.  Very seldom did a player need to ask me what 
the surroundings were like, or what objects were nearby, etc.  The only 
times I ever really ran into trouble were in combats, where I tried to 
"chunk" it down into 3-4 phase bites, and play it out from there. 
 
Aside from combat, I thought this was the most interesting way to run the 
game.  I was often surprised, and even more often entertained by players' 
submissions.  It made running the game fun for all of my players...except 
one or two who got turned off by having to write so much.  So very quickly, 
I had all players who loved to write, and I gotta tell ya...almost every 
one was a real champ about it!  They made for a GREAT story!  I am just 
sorry I couldn't keep it going.  It was a lot of fun!  (hang in there 
guys...I'll restart it someday....hehehehe) 
 
Jim 
 
P.S. - It's really good to see Shelley and Matt on this list!  They have 
been such great contributors to Champs on the WWW, I look forward to 
reading more from them here.  ;-) 
 
 
Date: Fri, 24 Oct 1997 11:09:29 -0700 
From: "Robert A. West" <robtwest@erols.com> 
Subject: Re: Interspecies cooperation/competition as a campaign theme 
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Vox Ludator! wrote: 
>  
> At 08:59 AM 10/22/97 -0700, Brian Wong wrote: 
> >       Anyone ever sit down and try to decide why Orc's and Elves 
> >would fight? 
>  
>  
> For my own part, I also dislike arbitrarily thumping one race/culture as 
> "EVIL!" unless there's some cosmological reason for it  
 
Let us not forget whence the orc/elf and orc/dwarf conflicts are stolen  
(errr....borrowed).  In Middle Earth, the orcs (along with  trolls and  
dragons) were created by the Vala Melkor, aka Morgoth, the author of  
evil. The dwarves were created by the Vala Aule, creator of smithing and  
handiwork, and the elves and humans were created by Eru, who created the  
world and the Ainir, who became the Valar and the Maiar.  Tolkien got  
the term "orc" from an Anglo-Saxon word for a minor demon. 
 
Frankly, I think it a little silly to borrow the race and the conflicts,  
and not to borrow the background to some extent.  If I use orcs, I am  
telling the players that they may hack and slash without moral qualm.  If  
I want them to have moral qualms, I use something else. 
 
 
--  
<-------------------------------------------------------> 
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: Overdoing/Underdoing Disads? 
Date: Fri, 24 Oct 1997 11:12:08 -0700 (PDT) 
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Overdoing/Underdoing Disads? 
 
	How harsh are most of us on character disads? 
 
Do you look for a chance at every turn to stomp on a PC using it's disads? 
 
Do you just ignore them for the most part? 
 
Use them as minor subplots or to flesh out a character? 
 
Or some mix of these methods? 
 
	Should a character with a DNPC always find themselves rescuing 
the DNPC from danger? Or they should they mostly find themselves just 
being sidetracked into subplots with that DNPC? 
 
	Where does one draw the line on this? 
 
Rook 
Also known as Arcady on #herochat, #Fuzionchat, #gurps, #V&V, 
and #SuperHeroChat in DALnet IRC 
 
My Champions Webpage is at: 
http://www.infinex.com/~rook/champs/ 
 
Editor of the Super-Hero Networld project for Living Legends at: 
http://www.infinex.com/~rook/liv_leg.htm 
 
Date: Fri, 24 Oct 1997 11:16:45 -0700 
From: RGSchwerdtfeger@directv.com (Richard G Schwerdtfeger) 
Subject: Re[2]: More on Powwow and Tribal.com 
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I've got USM, but have only printed out and read the first chapter or two. 
 
What exactly is it that Deam Shomshak said that was so offensive? 
 
Richard 
 
______________________________ Reply Separator _________________________________ 
Subject: Re: More on Powwow and Tribal.com 
Author:  Bob Greenwade <bob.greenwade@klock.com> at DTVCCGATE 
Date:    10/24/97 7:54 AM 
 
 
At 01:32 AM 10/24/97 -0500, Tim R. Gilberg wrote: 
>>    I think now some people will be able to recognize why so many people  
>> were upset over Dean Shomshak's derisive comments in The Ultimate Super  
>> Mage about people of religious belief. 
> 
> Nice corrolary -- though he did at least keep from taking any  
>"major" beliefs and turning them into a game system.  If it had been a 
>bastardized Judeo-Christian system, people would have been much angrier,  
>IMHO.  As it is, who really worships Blake's Zoas? 
      
   That's the main reason I find the book worth buying at all.  I only know 
about Shomshak's bigotry from the posting on this list of the comments from  
the introduction to TUSM, and from his writings in Creatures of the Night:  
Horror Enemies. 
   (It's also pretty clear, especially from his opening comments under "The 
Satanic Cult Conspiracy," that he doesn't know what he's talking about when  
it comes to factual matters.  Any cop I've ever been in contact with and  
discussed the topic with knows for an absolute fact that there really are  
Satanists out there making blood sacrifices, and sometimes human  
sacrifices.  Shomashak wrote it off as paranoid superstitious poppycock,  
and as far as I can tell did so without doing any research on the matter at  
all.) 
   His fiction is quite good, however, and I'll take what he gives in that 
realm, at least to a point.  In fact, going back to the topic of  
stereotypes, Rev. Gil Purdue (a stereotypical character if I ever saw one)  
is one of my favorites.  Who better to challenge a Christian PC, than a  
sincerely misguided quasi-Christian cult leader like Purdue? 
--- 
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 
      
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Date: Fri, 24 Oct 1997 07:54:05 -0700 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: More on Powwow and Tribal.com 
Cc: champ-l@omg.org 
In-Reply-To: <Pine.OSF.3.92.971024012953.20911A-100000@hilltop.ic.edu> 
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From: Brian Wong <rook@sanfran.infinex.com> 
Subject: Re: Vampires vs Water 
Date: Fri, 24 Oct 1997 11:22:32 -0700 (PDT) 
Cc: hero-l@omg.org 
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> > 
> >   This brings to mind a question that's been on the back burner for quite 
> >a while, and I'd like to get a consensus of thought. 
> >   An NPC motorcycle gang in a manuscript I'm working up is led by a 
> >vampire (the other members aren't much less savory).  Of course, as a 
> >vampire, the leader cannot cross running water. 
> >   The question is, could he cross rivers and streams on his Harley?  Could 
> >he drive himself, or would one of the other gang members have to do the 
> >actual driving? 
 
	Anybody see the Interview with a Vampire movie? I think it's 
buried in my Laser Disc collection somewhere... 
 
	At the end of that movie the interviewer is crossing the Bay Bridge 
in his car when suddenly Lestat (the Vampire Antagonist of the film) pops 
out from hiding in the back seat of his car. 
 
From: "VANSICKLE, James" <jvansickle@shl.com> 
Subject: RE: Vampires vs Water 
Date: Fri, 24 Oct 1997 13:23:43 -0500 
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True, but I don't think the movie showed the Vampires having a large 
aversion to water (running or not).  But then again, it's been years 
since I have seen it so I could be wrong. 
 
>---------- 
>From: 	Brian Wong[SMTP:rook@sanfran.infinex.com] 
>Sent: 	Friday, October 24, 1997 1:22 PM 
>To: 	jvansickle@shl.com 
>Cc: 	hero-l@omg.org 
>Subject: 	Re: Vampires vs Water 
> 
>> > 
>> >   This brings to mind a question that's been on the back burner for quite 
>> >a while, and I'd like to get a consensus of thought. 
>> >   An NPC motorcycle gang in a manuscript I'm working up is led by a 
>> >vampire (the other members aren't much less savory).  Of course, as a 
>> >vampire, the leader cannot cross running water. 
>> >   The question is, could he cross rivers and streams on his Harley? 
>>Could 
>> >he drive himself, or would one of the other gang members have to do the 
>> >actual driving? 
> 
>	Anybody see the Interview with a Vampire movie? I think it's 
>buried in my Laser Disc collection somewhere... 
> 
>	At the end of that movie the interviewer is crossing the Bay Bridge 
>in his car when suddenly Lestat (the Vampire Antagonist of the film) pops 
>out from hiding in the back seat of his car. 
> 
 
Date: Fri, 24 Oct 1997 11:35:10 -0700 
From: Samuel.Bell@Eng.Sun.COM (Sam Bell) 
Subject: Re: Re[2]: More on Powwow and Tribal.com 
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-> From RGSchwerdtfeger@directv.com Fri Oct 24 11:29:04 1997 
-> > 
-> > Nice corrolary -- though he did at least keep from taking any  
-> >"major" beliefs and turning them into a game system.  If it had been a 
-> >bastardized Judeo-Christian system, people would have been much angrier,  
-> >IMHO.  As it is, who really worships Blake's Zoas? 
->       
->    That's the main reason I find the book worth buying at all.  I only know 
-> about Shomshak's bigotry from the posting on this list of the comments from  
-> the introduction to TUSM, and from his writings in Creatures of the Night:  
-> Horror Enemies. 
 
"Bigotry"? That's a strong word. It looks to me like he just calls them like 
he sees them, and you don't happen to agree. 
 
->    (It's also pretty clear, especially from his opening comments under "The 
-> Satanic Cult Conspiracy," that he doesn't know what he's talking about when  
-> it comes to factual matters.  Any cop I've ever been in contact with and  
-> discussed the topic with knows for an absolute fact that there really are  
-> Satanists out there making blood sacrifices, and sometimes human  
-> sacrifices.  Shomashak wrote it off as paranoid superstitious poppycock,  
-> and as far as I can tell did so without doing any research on the matter at  
-> all.) 
 
Good for Shomashak. He's probably aware that despite rumors, hard evidence of 
Satanic sacrifices is non-existant. 
 
								-Sam 
 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: Black Hole 
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To: champ-l@omg.org 
 
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>>>>> "RAW" == Robert A West <robtwest@erols.com> writes: 
 
RAW> Huh?  I have never interpreted "reasonably common defense" for UAO to 
RAW> mean a defense power limited to the list given under adjustment 
RAW> powers, which is what I infer that you mean. 
 
Back up; that is *NOT* what I meant. 
 
What I meant is that "being desolidified" is *NOT* a reasonably common 
defense by any definition.  The qualification was unnecessary and 
confusing.  So NND is not only appropriate, but required for the effect. 
 
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--  
Rat <ratinox@peorth.gweep.net>    \ Caution: Happy Fun Ball may suddenly 
PGP Key: at a key server near you! \ accelerate to dangerous speeds. 
                                    \  
 
X-Sender: bob.greenwade@klock.com 
Date: Fri, 24 Oct 1997 14:32:43 -0700 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Black Hole 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 01:51 PM 10/24/97 -0400, Stainless Steel Rat wrote: 
>>>>>> "BG" == Bob Greenwade <bob.greenwade@klock.com> writes: 
> 
>BG>    NND is not necessary with UAO.  The defenses against UAO (generically) 
>BG> are of basically the same types as those for NND, and there's no other 
>BG> alteration that NND can give to this Power other than an increase in 
>BG> cost. 
> 
>Yes, there is.  UAO requires reasonably common defenses to be defined.  NND 
>changes that to an unusual non-defense power for defense.  Being 
>desolidified does not qualify as a reasonably common defense because it is 
>not a defense in the traditional sense.  Thus, NND is required for this 
>effect. 
 
   I'm not meaning to be argrumentative here, but I have no idea what 
you're trying to say, nor what distinction you're trying to make. 
--- 
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 
 
 
Comments: Authenticated sender is <ghoyle1@mail.airmail.net> 
From: "Guy Hoyle" <ghoyle1@mail.airmail.net> 
Date: Fri, 24 Oct 1997 21:38:25 +0000 
Subject: Re: Re[2]: More on Powwow and Tribal.com 
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 
 
 
> On Fri, 24 Oct 1997, Sam Bell wrote: 
>  
> >>Good for Shomashak. He's probably aware that despite rumors, hard evidence of 
> >>Satanic sacrifices is non-existant. 
> >>  
> >>    And what is your source for this? 
> >  
> > the latter in part quotes the New York Times: 
> >  
> > --------------------------------------------------------------------------- 
> >  
> > DEVIL GETS MORE THAN HIS DUE? 
> > By Daniel Goleman 
> > New York Times 
> >  
> > [...] 
> > Although the survey found occassional cases of lone abusers who used 
> > ritualistic trappings, it found no substantiated reports of well-organized 
> > satanic rings of people who sexually abuse children. 
> >  
> > In a survey of more than 11,000 psychiatric and police workers throughout 
> > the country, conducted for the National Center on Child Abuse and Neglect, 
> > researchers found more than 12,000 accusations of group cult sexual abuse 
> > based on satanic ritual, but not one that investigators had been able to 
> > substantiate.[...] 
>  
> Yeah, whenever I'm in doubt about the authenticity of a reported Satanic 
> ritual, I always turn to the New York Times too. 
 
So, I presume you have some well-substantiated cases of authentic  
Satanic rituals, then?  Just as those judges at Salem did?  Not to  
say that Satanism doesn't exist, but I don't believe human  
sacrifice is a significant cause of death in this country. 
 
And as far as I know, the New York Times has a pretty good reputation  
as newspapers go. 
---------------------------------- 
Guy Hoyle (guyhoyle@iname.com) 
http://web2.airmail.net/ghoyle1/ 
Visit The Gamemaster's Bookshelf 
and the PANGAEA Project! 
 
From: HTC0NY@aol.com 
Date: Fri, 24 Oct 1997 17:45:51 -0400 (EDT) 
Subject: re: the destroyers 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
 
i've talked with Jeff Dee about reprinting portions of the V&V adventure 
books.  the material containing within is Copyright and property of the 
original author (Bill Willingham in the case of the Destroyers, i believe). 
 FGU holds exclusive publishing rights to the Destroyers.  
 
i believe that a Champions transliteration of the V&V stats from "Death Duel 
with the Destroyers" would violate neither of these, unless you actually 
copied significant test from the adventure book. 
 
once upon a long time ago, i did transliterations.  i'll see if i can find 
them, and no one else posts them first, i'll try to post them. 
 
patric 
 
patricr@aol.com 
http://members.aol.com/morpheusxx 
 
Date: Fri, 24 Oct 1997 14:47:48 -0700 
From: "Robert A. West" <robtwest@erols.com> 
Subject: Re: Black Hole 
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: 
 
> >>>>> "BG" == Bob Greenwade <bob.greenwade@klock.com> writes: 
>  
> BG>    NND is not necessary with UAO.  The defenses against UAO (generically) 
> BG> are of basically the same types as those for NND . . .  
>  
> Yes, there is.  UAO requires reasonably common defenses to be defined.  NND 
> changes that to an unusual non-defense power for defense.  Being 
> desolidified does not qualify as a reasonably common defense because it is 
> not a defense in the traditional sense.  Thus, NND is required for this 
> effect.                                  
Huh?  I have never interpreted "reasonably common defense" for UAO to  
mean a defense power limited to the list given under adjustment powers,  
which is what I infer that you mean.  Example: 
 
Fly UAO (special effect, the opponent slowly levitates away from tbe  
batlle) might have as a "reasonably common defense" any of the following  
three powers: flight, teleport, growth or density increase.  These would  
make sense to me as GM: you can use flight or teleport "casually" to  
remain where you are, and you are limited in the amount that you can  
lift. 
 
--  
<-------------------------------------------------------> 
Robert A. West		///  "Censorship is tyranny." 
Phone W:(215)466-3628; H:(215)348-9113   
http://www.erols.com/robtwest 
 
 
Date: Fri, 24 Oct 1997 15:12:11 -0700 
From: "Robert A. West" <robtwest@erols.com> 
Subject: Re: The Dreaded TRANSFORM 
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: 
>  
>  
> >I have thought about, as a house rule, allowing a transform to have 
> >partial effect once the character is into negative "BODY".  Perhaps this 
> >would be worth a +1/4 advantage: 
> > 
> > +1/4 Partial transform 
> > +1/2 Cumulative Transform 
> > +3/4 Gradual Transform (same rules as partial transform) 
> > +1   Gradual Transform 
>  
>    I like this! 
>    Basically, what you're saying is that if I have a Partial Transform and 
> use it on you, and I exceed your BODY but not twice your BODY, then you 
> suffer from, say, half the effect? 
 
Or pro-rata, based on the number of transform-BODY done.  It would depend  
on the effect desired. 
 
>  
> >Another grey area that I have found is that some GMs count BODY damage 
> >towards a transform, while others do not.  Each seems to make sense for 
> >certain special effects. 
>  
>    Maybe I'm just being dense, but I'm not sure I'm with you here.  Could 
> you give an illustration to help? 
 
Sorry, I should have been clearer.  Suppose that X begins with 10 BODY,  
has taken 5 BODY from a killing attack, and is now hit with a 3D6  
Cumulative Transform, rolling 16.  Depending on the GM and the effect of  
the transform, I have seen GMs rule: 
 
1) That X has 5 BODY remaining before bleeding starts, and 5  
transform-BODY remaining before the transform takes effect. 
2) That X has taken 5 BODY and 21 Transform-BODY and is transformed. 
3) That ruling 2 applies only for Transform used to represent a maiming  
event (you are badly scarred by the attack). 
 
I am waffling between position 1 and 3 myself. 
 
>  
> >>    As a partial solution for the former problem, I once suggested a new 
> >> Adjustment Power which I called Alter.  For 15 points/1d6, one could (at No 
> >> Range) shift a target's points from one specific Power or Characteristic to 
> >> another (like INT to STR).  It's basically like an Aid linked to a Drain. 
> > 
> >Why invent a new power? This is just a Transfer, Usable Against 
> >Others(+1) Same target for both effects(-1/2) = 20/die. 
>  
>    Think "Meta-Power," like using Force Field rather than Armor that Costs 
> END.  Your construct for this is good (and would probably be preferable in 
> most GMs' campaigns), but mine is just a tad cleaner. 
 
Hmmm...I have always called these "encapsulated powers," representing a  
power, advantages and limitations treated as a base power.  Or, do you  
mean something else by a Meta-Power? 
 
> > 
> >This is my reason for bringing this up in the first place.  The way that 
> >Transform is written, it is a Major Transform to give a character 1D6 
> >Unluck, to make him blind or to turn him into a mouse.  While this is not 
> >a problem for NPCs, it makes the power very awkward for PCs, especially 
> >if you have a lot of wargamers in your group. 
>  
>    So, what are you getting at here?  (Not arguing, just trying to help....) 
 
Sorry again, my day for being unclear. 
 
Almost everyone agrees that giving a character an uncompensated  
disadvantage that the character did not possess originally is a Major  
Transform.  Consider two characters who want to be able to do this: 
 
Vorpal wants a power on his sword that can cut off limbs.  This is a  
major transform (15/die) that results in the disadvantage: 
 
	Missing Limb (all the time, greatly)		20 
 
 
Shamrock wants to be able to inflict Unluck on characters.  He would like  
this to come in small (1D6), medium (2D6), large (3D6), extra large (4D6)  
and super-economy (5D6) sizes.  Since virtually all characters have no  
Unluck to begin with, all of these are Major Transforms, and cost 15/die. 
 
Here we have reasonable powers (although Vorpal clearly belongs in a Dark  
Champions game) that have the same cost, but vastly different size of  
effect.  This is what I meant by Transform's being a "grey area." 
 
--  
<-------------------------------------------------------> 
Robert A. West		///  "Censorship is tyranny." 
Phone W:(215)466-3628; H:(215)348-9113   
http://www.erols.com/robtwest 
 
X-Sender: bob.greenwade@klock.com (Unverified) 
Date: Fri, 24 Oct 1997 15:24:59 -0700 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: The Dreaded TRANSFORM 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 03:12 PM 10/24/97 -0700, Robert A. West wrote: 
>Bob Greenwade wrote: 
>> >I have thought about, as a house rule, allowing a transform to have 
>> >partial effect once the character is into negative "BODY".  Perhaps this 
>> >would be worth a +1/4 advantage: 
>> > 
>> > +1/4 Partial transform 
>> > +1/2 Cumulative Transform 
>> > +3/4 Gradual Transform (same rules as partial transform) 
>> > +1   Gradual Transform 
>>  
>>    I like this! 
>>    Basically, what you're saying is that if I have a Partial Transform and 
>> use it on you, and I exceed your BODY but not twice your BODY, then you 
>> suffer from, say, half the effect? 
 
   Pro-rata is what Gradual is for. 
 
>Or pro-rata, based on the number of transform-BODY done.  It would depend  
>on the effect desired. 
>> >Another grey area that I have found is that some GMs count BODY damage 
>> >towards a transform, while others do not.  Each seems to make sense for 
>> >certain special effects. 
>>  
>>    Maybe I'm just being dense, but I'm not sure I'm with you here.  Could 
>> you give an illustration to help? 
> 
>Sorry, I should have been clearer.  Suppose that X begins with 10 BODY,  
>has taken 5 BODY from a killing attack, and is now hit with a 3D6  
>Cumulative Transform, rolling 16.  Depending on the GM and the effect of  
>the transform, I have seen GMs rule: 
> 
>1) That X has 5 BODY remaining before bleeding starts, and 5  
>transform-BODY remaining before the transform takes effect. 
>2) That X has taken 5 BODY and 21 Transform-BODY and is transformed. 
>3) That ruling 2 applies only for Transform used to represent a maiming  
>event (you are badly scarred by the attack). 
 
   Oh, I see... BODY damage already taken.  Thanks.   :-] 
 
>I am waffling between position 1 and 3 myself. 
 
   I would tend to go with 1.  For situations where ruling 3 might be 
called for, I *might* invent a new Advantage. 
 
>>    Think "Meta-Power," like using Force Field rather than Armor that Costs 
>> END.  Your construct for this is good (and would probably be preferable in 
>> most GMs' campaigns), but mine is just a tad cleaner. 
> 
>Hmmm...I have always called these "encapsulated powers," representing a  
>power, advantages and limitations treated as a base power.  Or, do you  
>mean something else by a Meta-Power? 
 
   No, that's it.  Same idea, different name. 
 
>> >This is my reason for bringing this up in the first place.  The way that 
>> >Transform is written, it is a Major Transform to give a character 1D6 
>> >Unluck, to make him blind or to turn him into a mouse.  While this is not 
>> >a problem for NPCs, it makes the power very awkward for PCs, especially 
>> >if you have a lot of wargamers in your group. 
>>  
>>    So, what are you getting at here?  (Not arguing, just trying to 
help....) 
> 
>Sorry again, my day for being unclear. 
> 
>Almost everyone agrees that giving a character an uncompensated  
>disadvantage that the character did not possess originally is a Major  
>Transform.  Consider two characters who want to be able to do this: 
> 
>Vorpal wants a power on his sword that can cut off limbs.  This is a  
>major transform (15/die) that results in the disadvantage: 
> 
> Missing Limb (all the time, greatly)  20 
> 
>Shamrock wants to be able to inflict Unluck on characters.  He would like  
>this to come in small (1D6), medium (2D6), large (3D6), extra large (4D6)  
>and super-economy (5D6) sizes.  Since virtually all characters have no  
>Unluck to begin with, all of these are Major Transforms, and cost 15/die. 
> 
>Here we have reasonable powers (although Vorpal clearly belongs in a Dark  
>Champions game) that have the same cost, but vastly different size of  
>effect.  This is what I meant by Transform's being a "grey area." 
 
   Either you're just plain lousy at making yourself clear here, or I'm 
just not seeing what your problem is.  I don't think you're so lousy at 
being clear, since everything else seems to be coming through clearly.  So 
I think I'll just leave this aspect of the discussion alone, and maybe 
someone else can have a comment that will clarify it for me. 
--- 
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, 24 Oct 1997 15:36:24 -0700 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Re[2]: 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 
 
At 11:35 AM 10/24/97 -0700, Sam Bell wrote: 
> 
>-> From RGSchwerdtfeger@directv.com Fri Oct 24 11:29:04 1997 
>-> > 
>-> > Nice corrolary -- though he did at least keep from taking any  
>-> >"major" beliefs and turning them into a game system.  If it had been a 
>-> >bastardized Judeo-Christian system, people would have been much angrier,  
>-> >IMHO.  As it is, who really worships Blake's Zoas? 
>->       
>->    That's the main reason I find the book worth buying at all.  I only 
know 
>-> about Shomshak's bigotry from the posting on this list of the comments 
from  
>-> the introduction to TUSM, and from his writings in Creatures of the 
Night:  
>-> Horror Enemies. 
> 
>"Bigotry"? That's a strong word. It looks to me like he just calls them like 
>he sees them, and you don't happen to agree. 
 
   I basically expected a response more or less like that from you, Sam, 
considering that you're narrow enough to share his views. 
   I wonder... is it also your view that John McAffee was just calling them 
like he sees them? 
 
>->    (It's also pretty clear, especially from his opening comments under 
"The 
>-> Satanic Cult Conspiracy," that he doesn't know what he's talking about 
when  
>-> it comes to factual matters.  Any cop I've ever been in contact with and  
>-> discussed the topic with knows for an absolute fact that there really are  
>-> Satanists out there making blood sacrifices, and sometimes human  
>-> sacrifices.  Shomashak wrote it off as paranoid superstitious poppycock,  
>-> and as far as I can tell did so without doing any research on the 
matter at  
>-> all.) 
> 
>Good for Shomashak. He's probably aware that despite rumors, hard evidence of 
>Satanic sacrifices is non-existant. 
 
   And what is your source for 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-Originating-IP: [206.88.2.1] 
From: "Todd Hanson" <badtodd@hotmail.com> 
Subject: Re: Vampires vs Water 
Date: Fri, 24 Oct 1997 15:38:25 PDT 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
>       Anybody see the Interview with a Vampire movie? I think it's 
>buried in my Laser Disc collection somewhere... 
> 
>       At the end of that movie the interviewer is crossing the Bay  
Bridge 
>in his car when suddenly Lestat (the Vampire Antagonist of the film)  
pops 
>out from hiding in the back seat of his car. 
 
Actually, I think you're reading more into this scene than was there. I  
don't remember it as having anything to do with the fact that they were  
going over a bridge. 
 
In fact.. in that same movie, didn't they take a long voyage on a ship  
to France? 
 
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 
 
Reply-To: "Filksinger" <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
Subject: Re: More on Powwow and Tribal.com 
Date: Fri, 24 Oct 1997 15:39:55 -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 
 
On Friday, October 24, 1997 11:02 AM, Bob Greenwade wrote: 
 
 
<snip> 
>   (It's also pretty clear, especially from his opening comments 
under "The 
>Satanic Cult Conspiracy," that he doesn't know what he's talking 
about when 
>it comes to factual matters.  Any cop I've ever been in contact with 
and 
>discussed the topic with knows for an absolute fact that there really 
are 
>Satanists out there making blood sacrifices, and sometimes human 
>sacrifices.  Shomashak wrote it off as paranoid superstitious 
poppycock, 
>and as far as I can tell did so without doing any research on the 
matter at 
>all.) 
 
I _did_ do some research on the topic. I found this much: 1) No one I 
could find who made claims that there are real Satanists making human 
sacrifices in the US can point to an actual, verifiable case (with the 
possible exception of the case of the Manson family), and 2) The FBI 
denies that it has evidence showing them to exist. 
 
A few years ago, a former FBI agent claimed to know about such things, 
and claimed that the FBI was covering it up/ ignoring it. He claimed 
to know where bodies were buried that had been sacrificed in such a 
manner. The newspapers made a big deal about it. Most of the people 
that I found who claim to "know" about such things pointed to him, 
when they gave me anything at all concrete. 
 
The thing they ignored was that the newspapers printed hasty (and 
quiet) retractions when investigation showed not one body at any of 
the sites. According to the rather skimpy reporting after that point, 
not one piece of evidence he claimed to have panned out. 
 
Filksinger 
 
Date: Fri, 24 Oct 1997 15:53:46 -0700 
From: Rick Holding <rholding@ActOnline.com.au> 
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 
X-Status:  
X-Keywords: 
X-UID: 37 
 
Stainless Steel Rat wrote: 
 
> >>>>> "CT" == Christopher Taylor <ctaylor@cyberis.net> writes: 
>  
> CT> Okay, perhaps I have been playing with some more restrained than 
> CT> average players, but Ive never seen the need for minimum costs on most 
> CT> powers.  I just have people define a minimum level that NNDs require 
> CT> the defense for (so you cant buy 1 of each defense and expect to bounce 
> CT> the NNDs that target those). 
>  
> Well, the primary reason for minimum costs is to prevent "defense abuse" 
> against NNDs.  Spread about 10 points around various and sundry defenses 
> and you can attain invulnerability against just about any NND -- except for 
> the minimum cost requirements.  These are primarilly for use in superheroic 
> games. 
>  
> For heroic-level games in which powers are available, minimum costs may be 
> waived... but the GM should be careful when he does so. 
 
	I must admit that when I posted the original question, defences was not what I  
was origionally looking at.  Tunneling, teleport, and flying all have minimum costs.   
They go on, in each power, to describe various add on's like extra mass, extra non  
combat multiples and, in the case of tunneling, extra defence that can be bored through.  
 The question really should have been, are you limited to the "20 pts for 10 inches" to  
make the "20 pts minimum cost" as appossed to "10 pts for 5 inches, x2 non combat,  
+100kg" to make the "20 pts minimum cost".  Other powers may have the same "options"  
open to them. 
 
	I throw this back into the ring. 
--  
----------------------------------------------------------- 
Ricky Holding    Email: rholding@ActOnline.com.au 
Work is only there to give us time to talk about play 
----------------------------------------------------------- 
 
Date: Fri, 24 Oct 1997 16:05:23 -0700 
From: Rick Holding <rholding@ActOnline.com.au> 
Subject: Re: Setting a power level and making sure the PC is 3D 
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: 39 
 
Rick Ryker wrote: 
>  
>         I remember one campaign we had that was set in a post-holocaust 
> world. 
>         We were para-normals who were about to discover our powers. 
>         The GM had us create DI characters on a 75 point base. 
>         Mine was a tough guy private eye type. 
>         We spent about two episodes tracking down the bad guys DI style 
>         before we each had our "accidents". 
>         The result was some very well rounded characters that had things 
> that 
>         they could do even if their powers were temporarily off. 
>  
>         -RICK 
 
-- 	I played in a campaign that was much the same except it was still the real world  
and the PC got together to fight off a group of alien invaders.  (Much like the old TV  
series, The Invaders, that I have only just started to watch).  We started of as 75  
point normals then underwent some sort of change that gave an extra 75 points sometime  
during the campaign. 
 
	We have found in many years of playing that, while the first couple of  
characters were very flat and combat orientated, a large number of points are used to  
give the character flavour in the way of non combat skills, perks and talents (as much  
as 40-50 out of 250).  Time, and opportunity, will tell. 
----------------------------------------------------------- 
Ricky Holding    Email: rholding@ActOnline.com.au 
Work is only there to give us time to talk about play 
----------------------------------------------------------- 
 
Date: Fri, 24 Oct 1997 16:08:06 -0700 
From: Samuel.Bell@Eng.Sun.COM (Sam Bell) 
Subject: Re: Re[2]: More on Powwow and Tribal.com 
X-Sun-Charset: US-ASCII 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
-> From bob.greenwade@klock.com Fri Oct 24 15:48:44 1997 
-> > 
-> >"Bigotry"? That's a strong word. It looks to me like he just calls them like 
-> >he sees them, and you don't happen to agree. 
->  
->    I basically expected a response more or less like that from you, Sam, 
-> considering that you're narrow enough to share his views. 
->    I wonder... is it also your view that John McAffee was just calling them 
-> like he sees them? 
 
Not wanting to cry 'bigot' at the first opportunity makes ME narrow-minded? Right. 
 
-> > 
-> >Good for Shomashak. He's probably aware that despite rumors, hard evidence of 
-> >Satanic sacrifices is non-existant. 
->  
->    And what is your source for this? 
 
Lot's.  A good place to start is the AFU archives: 
 
http://www.urbanlegends.com/religion/satanic_groups_debunking.html 
 
and 
 
http://www.urbanlegends.com/religion/satanic_rings_debunked.html 
 
the latter in part quotes the New York Times: 
 
--------------------------------------------------------------------------- 
 
DEVIL GETS MORE THAN HIS DUE? 
By Daniel Goleman 
New York Times 
 
[...] 
Although the survey found occassional cases of lone abusers who used 
ritualistic trappings, it found no substantiated reports of well-organized 
satanic rings of people who sexually abuse children. 
 
In a survey of more than 11,000 psychiatric and police workers throughout 
the country, conducted for the National Center on Child Abuse and Neglect, 
researchers found more than 12,000 accusations of group cult sexual abuse 
based on satanic ritual, but not one that investigators had been able to 
substantiate.[...] 
 
Previous smaller studies conducted by the Michigan State Police, the 
Virginia Crime Commission, the Office of the Attorney General in Utah, and a 
study by the British government had similar findings. 
 
--------------------------------------------------------------------------- 
 
Now why don't you post your sources, Bob. Or are you just blowing smoke? 
 
								-Sam 
 
Date: Fri, 24 Oct 1997 20:30:34 -0500 (CDT) 
From: Devan <rlewis@lonestar.jpl.utsa.edu> 
Subject: Re: Re[2]: 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 
 
On Fri, 24 Oct 1997, Sam Bell wrote: 
 
>>Good for Shomashak. He's probably aware that despite rumors, hard evidence of 
>>Satanic sacrifices is non-existant. 
>>  
>>    And what is your source for this? 
>  
> the latter in part quotes the New York Times: 
>  
> --------------------------------------------------------------------------- 
>  
> DEVIL GETS MORE THAN HIS DUE? 
> By Daniel Goleman 
> New York Times 
>  
> [...] 
> Although the survey found occassional cases of lone abusers who used 
> ritualistic trappings, it found no substantiated reports of well-organized 
> satanic rings of people who sexually abuse children. 
>  
> In a survey of more than 11,000 psychiatric and police workers throughout 
> the country, conducted for the National Center on Child Abuse and Neglect, 
> researchers found more than 12,000 accusations of group cult sexual abuse 
> based on satanic ritual, but not one that investigators had been able to 
> substantiate.[...] 
 
Yeah, whenever I'm in doubt about the authenticity of a reported Satanic 
ritual, I always turn to the New York Times too. 
 
-- D 
 
From: jonesmj@topaz.cqu.edu.au 
Date: Sat, 25 Oct 1997 11:52:19 +1000 
Date-warning: Date header was inserted by topaz.cqu.edu.au 
Subject: Re: Re[2]: More on Powwow and Tribal.com 
X-Sender: jonesmj@topaz.cqu.edu.au 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 08:30 PM 10/24/97 -0500, you wrote: 
> 
>Yeah, whenever I'm in doubt about the authenticity of a reported Satanic 
>ritual, I always turn to the New York Times too. 
> 
>-- D 
> 
> 
 
 
look, can we quit this? the fact is that satanic hysteria, along with anti- D&d and anti rock music rationales, are strong forces in the neglect of proper study into the nature of teen suicide and simmilar problems. because of stupidity like this, more people die than they otherwise should. Instead of looking for 'signs of depression or alienation' some parents look for 'signs of satanic culthood', and other ridiculous rubbish.  
If anyone here wants to 'blame it on the boogieman', or blindly follow the lead of so called 'religious man' or 'cult cop' for whatever reason, kindly bugger off to 'arts.rec.unsubstantiated.fundamentalist.trash.com'. 
 
 
 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: Black Hole 
Mail-Copies-To: never 
X-No-Archive: yes 
X-Attribution: Rat 
Organization: The Happy Fun Ball Brigade 
Date: 24 Oct 1997 22:33:33 -0400 
Lines: 31 
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----- 
 
>>>>> "BG" == Bob Greenwade <bob.greenwade@klock.com> writes: 
 
BG>    I'm not meaning to be argrumentative here, but I have no idea what 
BG> you're trying to say, nor what distinction you're trying to make. 
 
Normally, if you put UAO on a power you must define a reasonably common 
defense or set of defenses which protect against it. 
 
"Being desolidified" (more properly speaking, "having no mass") does not 
qualify as "a reasonably common defense or set of defenses". 
 
Therefore, in order for "being desolidified" to be the defense against this 
particular UAO Extradimensional Movement, NND is required. 
 
-----BEGIN PGP SIGNATURE----- 
Version: 2.6.3a 
Charset: noconv 
 
iQCVAwUBNFFaep6VRH7BJMxHAQE6yAQAuJSrCjntterV3O8qrJg9iskOxRLixx9l 
mNOcVQtYqxxzbmwQZoevBV8r8PuBYZGTKCHvMWDB4V4mkWXfLSBRyebZX7pTHghk 
PvMCAq1AtBf7Bu7ioxo7RPwpROHeaMdkLNfW6+8ckXlPi+QYGRfN743JMRsx3nxj 
BOQpfTIdklM= 
=pmbG 
-----END PGP SIGNATURE----- 
 
--  
Rat <ratinox@peorth.gweep.net>    \ Caution: Happy Fun Ball may suddenly 
PGP Key: at a key server near you! \ accelerate to dangerous speeds. 
                                    \  
 
X-Sender: lizard@dnai.com 
Date: Fri, 24 Oct 1997 20:20:04 -0700 
From: Lizard <lizard@dnai.com> 
Subject: Re: Re[2]: 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 
 
-----BEGIN PGP SIGNED MESSAGE----- 
Hash: SHA1 
 
At 03:36 PM 10/24/97 -0700, Bob Greenwade wrote: 
>At 11:35 AM 10/24/97 -0700, Sam Bell wrote: 
>>Good for Shomashak. He's probably aware that despite rumors, hard  
evidence of 
>>Satanic sacrifices is non-existant. 
> 
>   And what is your source for this? 
> 
Everyone whose actually studied the issue. 
 
Name one. An actual, honest-to-Satan human sacrifice would be  
national news. You (or someone) claimed that cops "know" these things  
happen, so why hasn't it made the headlines? They 'know' it happens,  
thus, there have been arrests, charges filed, evidence produced,  
convictions handed down -- and we all missed it? We, in the role  
playing hobby, the hobby usually mentioned in one breath with  
'satanism' and 'weird cults'? Yeah, right. Pull the other one, it's  
got bells on. 
 
The whole 'satanic cult' nonsense was made up by shady Christian  
fundementalists (a redundancy) and quack 'recovered memory'  
psychiatrists. It is a FRAUD -- absolutely, totally, and completely.  
(Occasionally, someone who commits murder will whine about Satan in  
order to get off on an insanity plea, but such rarely fools even the  
sort of people who can't get out of jury duty.) 
-----BEGIN PGP SIGNATURE----- 
Version: PGP for Personal Privacy 5.0 
Charset: noconv 
 
iQA/AwUBNFFlZDKf8mIpTvjWEQIZ+wCfRJf+27ZawJYxPfFRbVNVxq5mc0gAoPqN 
ZUKxPigd7EvUtG4HvJaJNnLU 
=DBip 
-----END PGP SIGNATURE----- 
 
From: jonesmj@topaz.cqu.edu.au 
Date: Sat, 25 Oct 1997 14:14:36 +1000 
Date-warning: Date header was inserted by topaz.cqu.edu.au 
Subject: Re: Re[2]: More on Powwow and Tribal.com 
X-Sender: jonesmj@topaz.cqu.edu.au 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 11:48 PM 10/24/97 -0700, you wrote: 
>Guy Hoyle wrote: 
> 
>>  
>> So, I presume you have some well-substantiated cases of authentic 
>> Satanic rituals, then?  Just as those judges at Salem did?  Not to 
>> say that Satanism doesn't exist, but I don't believe human 
>> sacrifice is a significant cause of death in this country. 
> 
>Among my many acquaintences over the years, I have known three or four  
>avowed Satan-worshippers.  These people averred a belief in both Yahwe  
>and Satan and opted to worship the latter, so I think that the term  
>"Satanist" can be reasonably applied.  These people claimed to have  
>conducted animal sacrifices, and in one case to have performed a human  
>sacrifice, but the method claimed was not what one would expect. 
> 
 
and was false. . .does the phrase 'try-hard goth' mean anything to you?  
there are numerous satanic cults- such as the processans, who deriverd  
from scientology. But they\irs (and others) existance has NOTHING to do with the mythology of the anti-satanist movement.  
 
 
>The girl in question, who IIRC was angry with her ex-lover because he was  
>now sleeping with her mother, claimed to have worked a ritual devoting  
>him to Satan.  Within a week, he was killed in an automobile accident,  
>and she asserted that fulfilled the ritual; Satan claimed his own. 
> 
 
uh-huh? and this is proof of what? dopeyness? none of this validates any  
sort of 'cult cop' mentality, except as a back-drop to a gratifying real- 
life power-fantasy. .  
 
 
>Please note that I have no independent confirmation of any of the events.  
>She could have been putting me on, or telling the truth.  I merely record  
>the conversation as accurately as my memory will allow. 
> 
 
okay, i've had several conversations where people say "satanism  
doesn't exist in any valid way, with reguards to how it is portrayed". .  
so. ...  
 
 
>As a practical matter, there are enough unsolved, apparently motiveless  
>murders and disappearances every year that one cannot exclude the  
>possibility that some are due to human sacrifice.  Frankly, I find the  
>possibility neither more incredible, nor more horrifying, than I find  
>the well-authenticated cases of Ted Bundy and Gary Heidnick. 
> 
 
yes, and they could be alien abductees. . .or maybe they got superpowers?  
the point is that none of the numbers involved match up to even the most  
conservative estimates given by 'cult cops' and 'troubles citizens'. 
There is no satanic conspicacy, no recruiting, and nothing which  
genuinley validates the original point of contention.  
 
 
 
 
 
X-Sender: ludator@mail.softfarm.com 
Date: Sat, 25 Oct 1997 00:20:14 -0500 
From: Vox Ludator! <ludator@mail.softfarm.com> 
Subject: Re: Vampires vs Water 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 06:03 AM 10/23/97 -0700, Bob Greenwade wrote: 
>   I think that the explanation (at least, the real-world explanation) is a 
>little simpler, but somewhat more esoteric, than that. 
>   Though we don't see the connection much in our own society, running 
>water is a traditional symbol of the flow of life.  Vampires are supposedly 
>a form of "undead," and so they cannot "cross the flow of life," any more 
>than a beam of darkness can penetrate light (remember, I'm talking 
>real-world here). 
 
Close, though it's more accurate to depict running water, sunlight, garlic, 
etc. as symbols of health and purity, therefore coming into conflict with 
the vampire's nature as a metaphor for disease (plague in medieval Europe, 
more like consumption in Victorian era ... in the modern era, the vampire 
seems to have become a metaphor for *venereal* disease, the ramifications of 
which I'll leave to the reader). 
 
For my own part, I've always interpreted the ban against running water as a 
ban against *voluntarily* crossing running water, even over a bridge, in a 
vehicle, etc.  Thus, Dracula's gypsy servants can carry his coffin (with him 
inert inside) over streams, but were it night, he couldn't ride the carriage 
over the bridge. 
 
== 
 
-- 
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: ludator@mail.softfarm.com 
Date: Sat, 25 Oct 1997 00:20:16 -0500 
From: Vox Ludator! <ludator@mail.softfarm.com> 
Subject: Re: Interspecies cooperation/competition as a campaign theme 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 11:09 AM 10/24/97 -0700, Robert A. West wrote: 
>Let us not forget whence the orc/elf and orc/dwarf conflicts are stolen  
>(errr....borrowed).  In Middle Earth, the orcs (along with  trolls and  
>dragons) were created by the Vala Melkor, aka Morgoth, the author of  
>evil. The dwarves were created by the Vala Aule, creator of smithing and  
>handiwork, and the elves and humans were created by Eru, who created the  
>world and the Ainir, who became the Valar and the Maiar.  Tolkien got  
>the term "orc" from an Anglo-Saxon word for a minor demon. 
> 
>Frankly, I think it a little silly to borrow the race and the conflicts,  
>and not to borrow the background to some extent.  If I use orcs, I am  
>telling the players that they may hack and slash without moral qualm.  If  
>I want them to have moral qualms, I use something else. 
 
But most fantasy games DON'T borrow these races from Tolkien, at least not 
directly.  Yes, the word "orc" is taken from Middle Earth, but an AD&D or 
Warhammer orc (ork) is not really the same as Tolkien's version -- much in 
the same way that Tolkien himself borrowed the words "elf", "dwarf", and 
"goblin" and "orc", then used them in quite a different fashion from the 
original source. 
 
-- 
 
> 
>--  
><-------------------------------------------------------> 
>Robert A. West		///  "Censorship is tyranny." 
>Phone W:(215)466-3628; H:(215)348-9113   
>http://www.erols.com/robtwest 
> 
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: ludator@mail.softfarm.com 
Date: Sat, 25 Oct 1997 00:20:19 -0500 
From: Vox Ludator! <ludator@mail.softfarm.com> 
Subject: Re: Vampires vs Water 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 11:22 AM 10/24/97 -0700, Brian Wong wrote: 
>	Anybody see the Interview with a Vampire movie? I think it's 
>buried in my Laser Disc collection somewhere... 
> 
>	At the end of that movie the interviewer is crossing the Bay Bridge 
>in his car when suddenly Lestat (the Vampire Antagonist of the film) pops 
>out from hiding in the back seat of his car. 
 
Bad example, since Anne Rice basically tossed the book on vampires.  IIRC, 
her vampires aren't bothered by crosses or garlic, for example (I seem to 
recall Louis attempting confessional and ending up killing the priest). 
 
And of course, her vampires pull the modern-day smoke-n-burn reaction to 
sunlight, while traditional vampires merely became weak and/or comatose 
during daylight hours. 
 
-- 
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-Forwarding-Note: Was sent to herolist@october.com; forwarding to hero-l@omg.org 
From: "Robert A. West" <robtwest@erols.com> 
Date: Fri, 24 Oct 1997 23:09:47 -0700 
X-To: Multiple recipients of Hero <hero-l@october.com> 
Subject: Re: Unbalanced Mental Power 
X-Listname: Hero 
Reply-To: hero-l@october.com (Multiple recipients of Hero) 
X-Smtp-Ip-Host: smtp2.erols.com ip 205.252.116.102 
X-Smtp-Mail-From: robtwest@erols.com 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
 
Opal wrote: 
>  
>  h > 
>  h >      If someone gets a telepathy, and very good mind scan and ego 
>  h > attack 
>  h > for example. He can make a telepathy link with someone of his team, 
>  h > and 
>  h > then away from the danger of the battle, and receiving information 
>  h > about 
>  h > the battle from his partner he could just mind scan and ego attack any 
>  h > opponent his partner could detect, being almost completely safe.  
 
 
Mental powers require "line of sight", which I (and I think most other  
GMs) interpret to mean "must be able to perceive the target with a  
targeting sense."  Telepathy is not a sense, let alone a targeting sense.  
What you want is Clairsentience: normal vision, Limited Power: requires a  
successful ECV roll (-1).  I would give breakout rolls at each increment  
on the time chart as well.  The reason that I would give such a large  
limitation is that the target, not the user, is in control of what is  
seen and when. 
 
 
 
>  
> It's mechanicall correct (though there might be some question as 
> to what a telepathic link really lets you do - you might have 
> to Mind Scan the entire area, rather than getting location info 
> from the link) but I don't think much of the idea for a super 
> hero game. 
>  
 
Actually, this makes one heck of a villain.  I built a character on 175  
points along these lines, and it made for a nice case of antinomy.  My  
apologies if I already mentioned it in that thread, but my records  
indicate that I did not. 
 
The villain used mental powers to get revenge on those he held  
responsible for his quadruplegia, his wife's death and his son's mental  
retardation (all the result of industrial accidents -- did I mention 5D6  
Unluck?).  He combined fully-invisible EGO Drain, Suppress Mental Defense  
and Mind Control, exercised through EGO-based Clairsentience, to compel  
his victims to commit murders and other crimes in front of witnesses, and  
compelled the only witness who could harm him to commit suicide by  
driving off the Palisades in view of one of the PCs, who almost died  
trying to save her. 
 
If you wonder how he did this on ~175 points, his powers were mainly in  
an EC, most took Extra Time(5 min) and all (including the EC pool) were  
IAF Bulky Fragile(-1 3/4).  He got max points for Physical Limitation,  
and was Dependent on the medication that also formed the basis of his  
powers (the IAF was an IV drip).  He was entitled to the Bulky limitation  
on his focus, because the arrangement made it difficult for him to be  
moved. 
 
This posed a neat problem in antinomy for those characters with codes  
against killing.  If they deprived him of his focus, he would probably  
die.  If they did not, he would probably kill other victims.  There is no  
legal precident concerning Mind Control in my world, and attempting to  
set one would require several characters to violate their Secret IDs. 
 
--  
<-------------------------------------------------------> 
Robert A. West		///  "Censorship is tyranny." 
Phone W:(215)466-3628; H:(215)348-9113   
http://www.erols.com/robtwest 
 
 
Date: Fri, 24 Oct 1997 23:48:26 -0700 
From: "Robert A. West" <robtwest@erols.com> 
Subject: Re: Re[2]: 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 
 
Guy Hoyle wrote: 
 
>  
> So, I presume you have some well-substantiated cases of authentic 
> Satanic rituals, then?  Just as those judges at Salem did?  Not to 
> say that Satanism doesn't exist, but I don't believe human 
> sacrifice is a significant cause of death in this country. 
 
Among my many acquaintences over the years, I have known three or four  
avowed Satan-worshippers.  These people averred a belief in both Yahwe  
and Satan and opted to worship the latter, so I think that the term  
"Satanist" can be reasonably applied.  These people claimed to have  
conducted animal sacrifices, and in one case to have performed a human  
sacrifice, but the method claimed was not what one would expect. 
 
The girl in question, who IIRC was angry with her ex-lover because he was  
now sleeping with her mother, claimed to have worked a ritual devoting  
him to Satan.  Within a week, he was killed in an automobile accident,  
and she asserted that fulfilled the ritual; Satan claimed his own. 
 
Please note that I have no independent confirmation of any of the events.  
She could have been putting me on, or telling the truth.  I merely record  
the conversation as accurately as my memory will allow. 
 
As a practical matter, there are enough unsolved, apparently motiveless  
murders and disappearances every year that one cannot exclude the  
possibility that some are due to human sacrifice.  Frankly, I find the  
possibility neither more incredible, nor more horrifying, than I find  
the well-authenticated cases of Ted Bundy and Gary Heidnick. 
 
>--  
<-------------------------------------------------------> 
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: The Dreaded TRANSFORM 
Date: Sat, 25 Oct 1997 02:43:02 -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 
 
On Friday, October 24, 1997 4:03 PM, Bob Greenwade wrote: 
 
 
>At 03:12 PM 10/24/97 -0700, Robert A. West wrote: 
<snip> 
>>Almost everyone agrees that giving a character an uncompensated 
>>disadvantage that the character did not possess originally is a 
Major 
>>Transform.  Consider two characters who want to be able to do this: 
>> 
>>Vorpal wants a power on his sword that can cut off limbs.  This is a 
>>major transform (15/die) that results in the disadvantage: 
>> 
>> Missing Limb (all the time, greatly)  20 
>> 
>>Shamrock wants to be able to inflict Unluck on characters.  He would 
like 
>>this to come in small (1D6), medium (2D6), large (3D6), extra large 
(4D6) 
>>and super-economy (5D6) sizes.  Since virtually all characters have 
no 
>>Unluck to begin with, all of these are Major Transforms, and cost 
15/die. 
>> 
>>Here we have reasonable powers (although Vorpal clearly belongs in a 
Dark 
>>Champions game) that have the same cost, but vastly different size 
of 
>>effect.  This is what I meant by Transform's being a "grey area." 
> 
>   Either you're just plain lousy at making yourself clear here, or 
I'm 
>just not seeing what your problem is.  I don't think you're so lousy 
at 
>being clear, since everything else seems to be coming through 
clearly.  So 
>I think I'll just leave this aspect of the discussion alone, and 
maybe 
>someone else can have a comment that will clarify it for me. 
 
 
I believe what he is trying to say is that Major Transform covers too 
many things and too broad a power level. 
 
With most attacks, to get a greater effect I need to spend more 
points. This is not true of Transform, once you reach the Major level. 
 
The degree of change _and_ the degree of usefulness of that change are 
completely independent of the number of dice of Major Transform I 
possess. A Major Transform that has a relatively small effect on the 
target (1d6 Unluck) and a Major Transform that has a large effect on 
the target (6d6 Unluck) cost the same amount. If I am a villain, the 
Major Transform "Human into Statue" is less generally useful than the 
Major Transform "Human into Statuette" (since I can move a statuette 
easily) which itself is generally less useful than Major Transform 
"Human into Willing Slave." However, they cost exactly the same 
amount. 
 
I sometimes think that Transform, especially Major Transform, should 
have a modifier. For -20 points, a minor problem (that still requires 
a Major Transform), i.e. 1d6 Unluck, Fear of Heights, uncommon, 
moderate.  For -10 points, a non-disabling, not especially useful, but 
significant transformation, i.e. 3d6 Unluck, Claustrophobia, common, 
strong. For +0 points, a disabling or generally useful transformation, 
i.e. "Human into Statue" or "Human into Friend". (Note that "friend" 
is not a slave, and may still find it necessary to beat you up or 
arrest you; he just likes you.) For +10 points, an especially useful 
Transformation, such as "Human to Unwilling Slave" (be careful how you 
phrase those commands, OK?). Lastly, for +20 points, a very useful 
Transformation, such as "Human into Willing Slave". 
 
These are just off the top of my head, mind you, but it might not be a 
bad idea. 
 
Filksinger 
 
X-Sender: jdriscol@mail.vt.edu 
Date: Sat, 25 Oct 1997 16:11:36 +0600 
From: Jeremiah Driscoll <jdriscol@vt.edu> 
Subject: Re: Funky Powers 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
>	I would like to start discussing how one may represent some of 
>the funkier power possibilities in Champions. 
>	Yes, ol' AaM has decided to pose that question which will (undoubtly) 
>be followed by a tetaillion other posts, which will spawn yet more and more 
>posts... 
> 
>	I'll start with two power/effects: 
> 
>	Atom-man is a hero made of two normal personas, teenage Ronald Roni 
>and scientist Doctor Simmians.  Together they form 'ATOM MAN,' composite hero. 
> 
Okay, "Atom-man" (I think you're allowed to call him Firestorm, AaM) has a 
Multiform to one of his two lesser forms...  Probably the Doc, because he 
has more skills (i.e. is worth more points than Ronnie).  Then the Doc buys 
Duplication, Always On, to get Ronnie as another physical body.  This way, 
when not in "Atom-man" form, he'll always be both normals. 
 
The only problem I see with this is that it still doesn't let you simulate 
the ability to combine at range like the real Atom-man... er, Firestorm, 
could.  Possibly, a long range Teleport, only to bring one Duplicate to the 
other... which would be bought UAO by whichever normal you want to have the 
most points... that way, he could involuntarily combine with the other 
normal guy, like in the comics.  Of course, if you wanted both of them to 
involuntarily combine, they would both need the power...  hmmm.  Well, I 
knew this was going to be expensive... 
 
Also, get Mind Link for the Duplicate normal forms...  A Psych Lim for the 
Hero form to say that the personality that caused the recombination is in 
control... the other one is just a "voice" in their head...  and, 
unfortunately, I don't know what Firestorm could *do* beyond that.  My 
brother had the comics, and I haven't read them in a very long time.  The 
Super-Powers Team cartoon suggests a huge variable Transform, 
Desolidification, Flight (I know he could do *this* one), LS: for space, and 
EB.  I don' know for sure. 
 
Good luck for this... but beware.  He's not going to be *close* to 250pts! 
 
And that Green Knight... <shudders>  You're on your own!  : ) 
 
- Jerry 
 
Comments: Authenticated sender is <b1tlbx98@pop1.sympatico.ca> 
From: "Vance Scott" <vances@sympatico.ca> 
Date: Sat, 25 Oct 1997 12:18:59 +0000 
Subject: Re: Overdoing/Underdoing Disads? 
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 
 
> Overdoing/Underdoing Disads? 
>  
>How harsh are most of us on character disads? 
 
Not very harsh. 
 
> Do you look for a chance at every turn to stomp on a PC using it's disads? 
 
Not even close. 
  
> Do you just ignore them for the most part? 
 
Pretty much. The nature of the weakness determines how often I'll use  
it. I put an effort into keeping track of those weaknesses that can't  
be ignored. Enrageds, Vulnerabilities, etc. I reward players for good  
role play partially by how well they stayed inside their psych lims.  
I use Hunteds as more of a personal grudge against a particular hero  
than a mechanical die roll where they show up to pound the hero. 
  
> Use them as minor subplots or to flesh out a character? 
 
Of course. 
  
> Or some mix of these methods? 
 
As stated above. 
 
>  
> 	Should a character with a DNPC always find themselves rescuing 
> the DNPC from danger? Or they should they mostly find themselves just 
> being sidetracked into subplots with that DNPC? 
 
I'd say no. Personally I limit my player occurance of DNPCs, or  
hunteds to an 8- to avoid that problem. Brainstorm a variety of ways  
you can exploit a DNPC rather than just using the same old hostage  
situation. Your DNPC complains that the hero doesn't spend enough  
time with her, and maybe suspects he's keeping someone on the side,  
etc. 
  
> 	Where does one draw the line on this? 
 
The point where it becomes stale, or boring. It's time to move in a  
new direction when those feelings are evoked. 
 
 
Vance Scott 
 
Vanquisher of all foes. 
 
Comments: Authenticated sender is <b1tlbx98@pop1.sympatico.ca> 
From: "Vance Scott" <vances@sympatico.ca> 
Date: Sat, 25 Oct 1997 12:19:00 +0000 
Subject: Re: Multilingual Telepathy? 
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 
 
> Quick question: will telepathy allow you to read the mind 
> of someone whose language you don't understand?  Could 
> and american who speaks only english read the mind of a 
> brazilian who speaks only portugese, for instance? 
>  
> -Eric 
 
Examining my own thought process I'd have to say no, or at the very  
best a jumbled message. Language provides form and structure to  
thoughts, just because a person can read my mind does mean they'll be  
able to understand it. My thought processes are carried out in  
english without understanding that language a person would only pick  
up the underlying emotions that accompany the words, and would have  
to deduce their meaning. 
 
 
 
Vance Scott 
 
Vanquisher of all foes. 
 
X-Sender: bob.greenwade@klock.com (Unverified) 
Date: Sat, 25 Oct 1997 06:35:39 -0700 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Black Hole 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 10:33 PM 10/24/97 -0400, Stainless Steel Rat wrote: 
>-----BEGIN PGP SIGNED MESSAGE----- 
> 
>>>>>> "BG" == Bob Greenwade <bob.greenwade@klock.com> writes: 
> 
>BG>    I'm not meaning to be argrumentative here, but I have no idea what 
>BG> you're trying to say, nor what distinction you're trying to make. 
> 
>Normally, if you put UAO on a power you must define a reasonably common 
>defense or set of defenses which protect against it. 
> 
>"Being desolidified" (more properly speaking, "having no mass") does not 
>qualify as "a reasonably common defense or set of defenses". 
> 
>Therefore, in order for "being desolidified" to be the defense against this 
>particular UAO Extradimensional Movement, NND is required. 
 
   I still don't get it.  If "being desolidified" isn't "reasonably common" 
for purposes of UAO, then what does NND bring into the picture? 
--- 
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: Sat, 25 Oct 1997 06:41:44 -0700 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: The Dreaded TRANSFORM 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 02:43 AM 10/25/97 -0700, Filksinger wrote: 
>I believe what he is trying to say is that Major Transform covers too 
>many things and too broad a power level. 
> 
>With most attacks, to get a greater effect I need to spend more 
>points. This is not true of Transform, once you reach the Major level. 
> 
>The degree of change _and_ the degree of usefulness of that change are 
>completely independent of the number of dice of Major Transform I 
>possess. A Major Transform that has a relatively small effect on the 
>target (1d6 Unluck) and a Major Transform that has a large effect on 
>the target (6d6 Unluck) cost the same amount. If I am a villain, the 
>Major Transform "Human into Statue" is less generally useful than the 
>Major Transform "Human into Statuette" (since I can move a statuette 
>easily) which itself is generally less useful than Major Transform 
>"Human into Willing Slave." However, they cost exactly the same 
>amount. 
 
   Hm.  Whether this is what the other person was saying or not, this is 
certainly a legitimate problem. 
   Yes, what is needed is either the modification elements you gave (not 
bad for just off the top of your head), or another level of Transform, 
which I suppose we could call Profound, at 20 points per die. 
   Or both. 
--- 
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: Sat, 25 Oct 1997 06:44:29 -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 11:09 PM 10/24/97 -0700, Robert A. West wrote: 
>>  h >      If someone gets a telepathy, and very good mind scan and ego 
>>  h > attack 
>>  h > for example. He can make a telepathy link with someone of his team, 
>>  h > and 
>>  h > then away from the danger of the battle, and receiving information 
>>  h > about 
>>  h > the battle from his partner he could just mind scan and ego attack any 
>>  h > opponent his partner could detect, being almost completely safe.  
> 
> 
>Mental powers require "line of sight", which I (and I think most other  
>GMs) interpret to mean "must be able to perceive the target with a  
>targeting sense."  Telepathy is not a sense, let alone a targeting sense.  
>What you want is Clairsentience: normal vision, Limited Power: requires a  
>successful ECV roll (-1).  I would give breakout rolls at each increment  
>on the time chart as well.  The reason that I would give such a large  
>limitation is that the target, not the user, is in control of what is  
>seen and when. 
 
   I guess you missed the part where the mentalist targets the victims with 
Mind Scan.  (It wasn't in the above-quoted text, after all.)   :-] 
--- 
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: Sat, 25 Oct 1997 06:51:17 -0700 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Re[2]: 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 
 
At 06:57 AM 10/25/97 -0700, Robert A. West wrote: 
>The nightmare of the fundamentalists, that there is a huge conspiracy of  
>Satan-worshippers who engage in human sacrifice on a regular basis, is  
>IMHO an extraordinary claim, and I have seen nothing to make me take it  
>seriously.  The possibility that human sacrifice happens sporadically is  
>IMHO a fairly ordinary claim in view of the verifiable horrors that  
>surround us. 
 
   Seeker makes a valid point in "Watchers of the Dragon," that one should 
not dismiss an extraaordinary claim just because it's extraordinary (if I 
may use a paraphrase to match your wording). 
 
>If it makes you feel safer or happier to deny that it is even possible,  
>that is your privilege.  I hope that you are correct.  In the long run,  
>neither of our opinions matter on this subject. 
 
   Which is why I'm largely dropping this thread. 
--- 
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: Sat, 25 Oct 1997 06:57:43 -0700 
From: "Robert A. West" <robtwest@erols.com> 
Subject: Re: Re[2]: 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 
 
jonesmj@topaz.cqu.edu.au wrote: 
>  
> >                               These people claimed to have 
> >conducted animal sacrifices, and in one case to have performed a human 
> >sacrifice, but the method claimed was not what one would expect. 
> > 
>  
> and was false. . .does the phrase 'try-hard goth' mean anything to you? 
 
I think that I apprehend the phrase, but the term "gothic" in the present  
context was fifteen years in the future when this conversation occurred.  
I am aware (as I stated later in my post) of the possibility that my leg  
was being pulled, but I recount the story because the thread reminded me  
of it, and as a reminder that there are people out there who have no  
moral qualms about such stuff. 
 
> there are numerous satanic cults- such as the processans, who deriverd 
> from scientology. But they\irs (and others) existance has NOTHING to do with the mythology of the anti-satanist movement. 
 
Well, *there* is a blanket statement for you!  You remind me of a friend  
who was a rabbinical student who stated that the biblical account of the  
Passion had to be false, because anyone as exalted as the Sanhedrin is  
incapable of committing serious sin. 
 
I have seen no proof that it occurs, but I will not make unprovable  
blanket statements that it does not.  The rule of the skeptic is not that  
extraordinary claims should be ruled out, but that they require  
extraordinary proof, and require substantial proof to be seriously  
entertained.  Ordinary claims require ordinary proof, but one can take  
them seriously on very slight evidence. 
 
The nightmare of the fundamentalists, that there is a huge conspiracy of  
Satan-worshippers who engage in human sacrifice on a regular basis, is  
IMHO an extraordinary claim, and I have seen nothing to make me take it  
seriously.  The possibility that human sacrifice happens sporadically is  
IMHO a fairly ordinary claim in view of the verifiable horrors that  
surround us. 
 
If it makes you feel safer or happier to deny that it is even possible,  
that is your privilege.  I hope that you are correct.  In the long run,  
neither of our opinions matter on this subject. 
 
--  
<-------------------------------------------------------> 
Robert A. West		///  "Censorship is tyranny." 
Phone W:(215)466-3628; H:(215)348-9113   
http://www.erols.com/robtwest 
 
X-Sender: bob.greenwade@klock.com (Unverified) 
Date: Sat, 25 Oct 1997 07:24:00 -0700 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Re[2]: 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 
 
At 04:08 PM 10/24/97 -0700, Sam Bell wrote: 
> 
>-> From bob.greenwade@klock.com Fri Oct 24 15:48:44 1997 
>-> > 
>-> >"Bigotry"? That's a strong word. It looks to me like he just calls 
them like 
>-> >he sees them, and you don't happen to agree. 
>->  
>->    I basically expected a response more or less like that from you, Sam, 
>-> considering that you're narrow enough to share his views. 
>->    I wonder... is it also your view that John McAffee was just calling 
them 
>-> like he sees them? 
> 
>Not wanting to cry 'bigot' at the first opportunity makes ME 
narrow-minded? Right. 
 
   No.  Unwaveringly insisting that a certain demographic is inherently 
inferior to yourself, as you did quite openly during as previous discussion 
on this topic was winding down, makes you narrow-minded.  It is, after all, 
the very definition of bigoted. 
   And I noticed you dodged the point about McAffee. 
--- 
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: ctaylor@pop.cyberis.net 
Date: Sat, 25 Oct 1997 08:04:40 -0700 
From: Christopher Taylor <ctaylor@cyberis.net> 
Subject: Re: hobbitz 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
>I am reasonably sure that "hobbit" is pure Tolkien. 
 
Actually is an old english word like brownie and pixie, so its more or less 
public domain, but the connection in the public eye with Tolkien is so 
strong, they probably would have a court case if you used it. 
 
---------------------------------------------------------- 
Sola Gracia		Sola Scriptura		Sola Fide 
Soli Gloria Deo		Solus Christus		Corum Deo 
----------------------------------------------------------- 
 
Date: Sat, 25 Oct 1997 10:02:31 -0700 
From: Rook <rook@infinex.com> 
Reply-To: rook@infinex.com 
Subject: Re: Funky Powers 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
> > 
> >       Atom-man is a hero made of two normal personas, teenage Ronald Roni 
> >and scientist Doctor Simmians.  Together they form 'ATOM MAN,' composite hero. 
> > 
> Okay, "Atom-man" (I think you're allowed to call him Firestorm, AaM) has a 
> Multiform to one of his two lesser forms...  Probably the Doc, because he 
> has more skills (i.e. is worth more points than Ronnie).  Then the Doc buys 
> Duplication, Always On, to get Ronnie as another physical body.  This way, 
> when not in "Atom-man" form, he'll always be both normals. 
> 
> The only problem I see with this is that it still doesn't let you simulate 
> the ability to combine at range like the real Atom-man... er, Firestorm, 
> could. 
 
    Duplication based on ECV? Then get mind link, only for using voluntary mental 
powers... 
 
    I'm not sure if that's 100% legal, but it sounds good. I'll have to check it 
against the book... 
 
-- 
Rook 
Also known as Arcady on #herochat, #Fuzionchat, #gurps, #V&V, 
and #SuperHeroChat in DALnet IRC 
 
My Champions Webpage is at: 
http://www.infinex.com/~rook/champs/ 
 
Editor of the Super-Hero Networld project for Living Legends at: 
http://www.infinex.com/~rook/liv_leg.htm 
 
 
 
Date: Sat, 25 Oct 1997 12:13:35 -0500 (EST) 
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Date: Sat, 25 Oct 1997 12:09:41 -0500 (EST) 
From: ALONE AT MIDNIGHT <RAVANOS@jcs1.jcstate.edu> 
Subject: Funky Powers 
To: Champs-l@omg.org 
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Content-type: TEXT/PLAIN; CHARSET=US-ASCII 
 
	I would like to start discussing how one may represent some of 
the funkier power possibilities in Champions. 
	Yes, ol' AaM has decided to pose that question which will (undoubtly) 
be followed by a tetaillion other posts, which will spawn yet more and more 
posts... 
 
	I'll start with two power/effects: 
 
	Atom-man is a hero made of two normal personas, teenage Ronald Roni 
and scientist Doctor Simmians.  Together they form 'ATOM MAN,' composite hero. 
 
	Garn Green was exposed to some odd radiation and chemicals when in 
an unfortunate car crash.  When he awoke, his head was lying a good fifteen 
feet away.  Snatching his head off the ground, he ran away from the police and 
EMT crews that were arriving on the scene.  He found he could detach and 
reattach hsi body parts at will;  they would be both animate (capable of 
normal function, able to 'crawl' back if necessary) and could transmit 
sensory information back to him (i'll just stick my head in this tree here 
and wait for Commandad Chaos to rob the bank!).  While he wouldn't bleed 
when he voulantarily severed a limb, he could still feel pain (*ouch*!  My 
foot!).  Donning a suit of green armor, a green sword, and some green hair 
dye, he roams the streets as the incrdulous Green Knight...  (I'll bite 
your knee caps off!  It's only a flesh wound!). 
 
	I believe I've seen both of these powers used in comics (especially 
the latter with cyborgs and robots). 
 
	Any clue?  :)  Suprise me. 
 
			...and she said she liked my eyes, so I gave her one, 
						Jason Sullivan 
 
--Boundary_(ID_+g9HbA2h2UuClskTGXh3+Q)-- 
 
Date: Sat, 25 Oct 1997 13:53:32 -0500 (EST) 
From: ALONE AT MIDNIGHT <RAVANOS@jcs1.jcstate.edu> 
Subject: Funky Powers 
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  From: ALONE AT MIDNIGHT <RAVANOS@jcs1.jcstate.edu> 
  To: Champs-l@omg.org 
  Subject: Funky Powers 
 
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Date: Sat, 25 Oct 1997 12:09:41 -0500 (EST) 
From: ALONE AT MIDNIGHT <RAVANOS@jcs1.jcstate.edu> 
Subject: Funky Powers 
To: Champs-l@omg.org 
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	I would like to start discussing how one may represent some of 
the funkier power possibilities in Champions. 
	Yes, ol' AaM has decided to pose that question which will (undoubtly) 
be followed by a tetaillion other posts, which will spawn yet more and more 
posts... 
 
	I'll start with two power/effects: 
 
	Atom-man is a hero made of two normal personas, teenage Ronald Roni 
and scientist Doctor Simmians.  Together they form 'ATOM MAN,' composite hero. 
 
	Garn Green was exposed to some odd radiation and chemicals when in 
an unfortunate car crash.  When he awoke, his head was lying a good fifteen 
feet away.  Snatching his head off the ground, he ran away from the police and 
EMT crews that were arriving on the scene.  He found he could detach and 
reattach hsi body parts at will;  they would be both animate (capable of 
normal function, able to 'crawl' back if necessary) and could transmit 
sensory information back to him (i'll just stick my head in this tree here 
and wait for Commandad Chaos to rob the bank!).  While he wouldn't bleed 
when he voulantarily severed a limb, he could still feel pain (*ouch*!  My 
foot!).  Donning a suit of green armor, a green sword, and some green hair 
dye, he roams the streets as the incrdulous Green Knight...  (I'll bite 
your knee caps off!  It's only a flesh wound!). 
 
	I believe I've seen both of these powers used in comics (especially 
the latter with cyborgs and robots). 
 
	Any clue?  :)  Suprise me. 
 
			...and she said she liked my eyes, so I gave her one, 
						Jason Sullivan 
 
--Boundary_(ID_+g9HbA2h2UuClskTGXh3+Q)-- 
 
From: HTC0NY@aol.com 
Date: Sat, 25 Oct 1997 17:16:41 -0400 (EDT) 
Subject: Re: Funky Powers 
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 97-10-25 12:28:40 EDT, you write: 
 
> 	Atom-man is a hero made of two normal personas, teenage Ronald Roni 
>  and scientist Doctor Simmians.  Together they form 'ATOM MAN,' composite  
> hero. 
 
DC Comics Firestorm.  use Duplication, possible linked to Multiform.  the 
super-powered hero form is the unDuplicated form.  when Duplicated, the 
result is two non-powered forms.  for simplicity, it may be useful to have 
"the original" undergo a Multiform to a non-powered form. 
 
example:  Atom Man has atomic powers.  he "splits" in to Roni (the original) 
and Dr. Simmians, the dupliate.  Roni loses the atomic powers, and possibly 
some of his skills.  (depending on the character conception). 
 
>  	Garn Green was exposed to some odd radiation and chemicals when in 
>  an unfortunate car crash.  When he awoke, his head was lying a good 
fifteen 
>  feet away.  Snatching his head off the ground, he ran away from the police 
 
> and 
>  EMT crews that were arriving on the scene.  He found he could detach and 
>  reattach hsi body parts at will;  they would be both animate (capable of 
>  normal function, able to 'crawl' back if necessary) and could transmit 
>  sensory information back to him (i'll just stick my head in this tree here 
>  and wait for Commandad Chaos to rob the bank!).  While he wouldn't bleed 
>  when he voulantarily severed a limb, he could still feel pain (*ouch*!  My 
>  foot!).  Donning a suit of green armor, a green sword, and some green hair 
>  dye, he roams the streets as the incrdulous Green Knight...  (I'll bite 
>  your knee caps off!  It's only a flesh wound!). 
 
hmm, trickier.  i see two different ideas here.  the first is the character 
who could voluntarily detach body parts and the second is a character who 
does it involuntarily.   
 
i've also seen these characters in comics.  the former could pull himself 
apart and apparently had some form of TK which allowed his disjointed body 
parts to float around and accomplish tasks without a physical anchor.  the 
Arthurian Green Knight is an excellent example of the latter. 
 
i would work the first using Duplication.  a number of other issues crop up, 
depending on how you want to work the effect and/or game mechanics. 
if the character can detach any limb or any part, you may need a VPP to cover 
the results.  you may need to add levels of Shrinking, and certain Duplicates 
may have Physical Limitations such as reduced move or blind.  Mind Link would 
be appropriate. 
 
and the latter, Green Knight, could be a form of Duplication + Trigger, or 
even just a special effect of high defenses. 
 
(i once played a character with high levels of Armor and Damage Reduction and 
the SFX was "no obvious effect", meaning that while according to game 
mechanics he took no damage from handguns, the SFX was a big hole in him.) 
 
just a voice from the electronic void. 
 
patric 
 
patricr@aol.com 
http://members.aol.com/morpheusxx 
 
X-Sender: lizard@dnai.com 
Date: Sat, 25 Oct 1997 15:13:00 -0700 
From: Lizard <lizard@dnai.com> 
Subject: Re: Re[2]: 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 
 
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Hash: SHA1 
 
At 06:51 AM 10/25/97 -0700, Bob Greenwade wrote: 
 
>   Seeker makes a valid point in "Watchers of the Dragon," that one  
should 
>not dismiss an extraaordinary claim just because it's extraordinary  
(if I 
>may use a paraphrase to match your wording). 
> 
And this is followed with the classic aphorism:Extraordinary claims  
require extraordinary proof. 
 
For example, if I told you I have a black and white cat curled up  
under my desk, it is unlikely you would demand evidence, and my owrd  
ought to suffice. If I were to say I have a martian curled up under  
my desk, you would be right in demanding more than my say-so before  
accepting the matter. 
 
The idea that thousands, or tens of thousands, of people are murdered  
in 'satanic cults', with no bodies, no evidence, no witnesses except  
unreliable 'recovered memory' advocates demands extraordinary proof.  
Is it *possible*? Sure. Is it PROBABLE? Not in the slightest. 
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From: Legionair@aol.com 
Date: Sat, 25 Oct 1997 22:00:55 -0400 (EDT) 
Subject: Re: Multilingual Telepathy? 
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 97-10-25 12:39:41 EDT, you write: 
 
<< Examining my own thought process I'd have to say no, or at the very  
 best a jumbled message. Language provides form and structure to  
 thoughts, just because a person can read my mind does mean they'll be  
 able to understand it. My thought processes are carried out in  
 english without understanding that language a person would only pick  
 up the underlying emotions that accompany the words, and would have  
 to deduce their meaning. >> 
 
I disagree.  Thoughts are electrically impulses.  Languages are just the form 
we use to communicate those thoughts to other people...  Otherwise, people 
who are unable to communicate are unable to think as well? 
 
Of course there is no clear cut answer to this, so we could debate about it 
for days...  But I don't think the list is really meant for that.  :) 
 
Jason Galterio 
 
Date: Sat, 25 Oct 1997 20:15:49 -0700 
From: Rick Holding <rholding@ActOnline.com.au> 
Subject: Re: Black Hole 
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: 
 
> BG>    I'm not meaning to be argrumentative here, but I have no idea what 
> BG> you're trying to say, nor what distinction you're trying to make. 
>  
> Normally, if you put UAO on a power you must define a reasonably common 
> defense or set of defenses which protect against it. 
>  
> "Being desolidified" (more properly speaking, "having no mass") does not 
> qualify as "a reasonably common defense or set of defenses". 
>  
> Therefore, in order for "being desolidified" to be the defense against this 
> particular UAO Extradimensional Movement, NND is required. 
 
	If you are after some other defences for dodging the effects of a  
black hole, try teleport (a VERY long way), your own version of  
extradimensional movement or FTL (assuming you are in space).  Any of these  
should keep you above the event horizon and hence could clasify as "a set of  
defences". 
--  
----------------------------------------------------------- 
Ricky Holding    Email: rholding@ActOnline.com.au 
Work is only there to give us time to talk about play 
----------------------------------------------------------- 


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