Week Ending November 22, 1997

X-Sender: jdriscol@mail.vt.edu 
Date: Sun, 16 Nov 1997 05:51:23 +0500 
From: Jeremiah Driscoll <jdriscol@vt.edu> 
Subject: TUSV: Dive for Cover and... 
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        Can a vehicle Dive for Cover?  I'm specifically asking about a 
specific example...  How many people have heard of Secret Service men 
"taking a bullet" for the President?  Well, in _Air Force One_, an Air Force 
pilot "took a MISSLE" for the President... in a fighter jet.  Dive for 
Cover?  Or GM ruling? 
        Also...  Neon Genesis Evangelion.  Anime, giant (biologic) mecha... 
I really can't say much else about it...  I just watched episodes 17-24, and 
I'll see 25+26 tomorrow.  Right now, I'm having trouble wrapping (warping?) 
my brain around it...  but it would be a *damn* interesting source for 
mecha!!!  and... ICK! 
 
- Jerry 
 
Date: Sun, 16 Nov 1997 00:31:34 -0200 (EDT) 
From: Rodrigo Cesar Gevaerd de Faria <gevaerd@laranjeiras.lci.ufrj.br> 
Reply-To: Rodrigo Cesar Gevaerd de Faria <gevaerd@laranjeiras.lci.ufrj.br> 
Subject: Marvel Write-ups - Boomerang 
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On Sat, 15 Nov 1997, happyelf wrote: 
 
> me tto. all interpretations are welcome to the lkst i'd say 
> , just put them in on epost fer one character. . .and don't  
> post EVERYBODY all at once.. .  
>  
   I agree, and as the copies may come quite slow anyway, i will send them 
to the list. Here is the first one, one that someone asked for, boomerang. 
I used Herobase to type him, and its ASCII converter is larger the screen 
so I will just attach a TXT file. The only attribute from the chars I will 
send in that was just guessed is PRE and COM, as there is nothing like it 
in Marvel RPG. 
 
                            []s. 
 
Name     : Boomerang                                 Game  : Champions                     
Secret ID:                                           Player:                               
Value Char      Cost Base Max  Pts   Pts.          Powers/Skills                       End 
  15  Str........x1    10 N/A   5     40 Multipower - boot jets                            
  24  Dex........x3    10 N/A  42           0 END(+1/2)                                    
  20  Con........x2    10 N/A  20           OIF (-1/2)                                     
  20  Body.......x2    10 N/A  20                                                          
  15  Int........x1    10 N/A   5      5 m Flight 10" x 4                                0 
  10  Ego........x2    10 N/A   0                                                          
  10  Pre........x1    10 N/A   0      7 m Energy Blast 8d6                              0 
  10  Com........x.5   10 N/A   0           Reduced by Range(-1/4)                         
   3  PD.........x1     3 N/A   0                                                          
   4  ED.........x1     4 N/A   0                                                          
   4  SPD........x10  3.4 N/A   6    175 Multipower fixed slots - boomerangs               
   7  Rec........x2     7 N/A   0           0 END (+1/2)                                   
  40  End........x.5   40 N/A   0        (no OAF cause not only 1 focus for whole MP)      
  38  Stun.......x1    38 N/A   0      4 m Energy Blast vs PD: 12d6 EX - explosive boo   0 
        Characteristics Cost:  98           OAF(-1)                                        
                                            Explosion(+1/2)                                
Disadvantages              0+ Pts.          1 Charge Only, goes safely back to him on      
Reputation (8-)                  5       the same Phase if it doesn't hit anything(-1)     
Hunted by NYPD (less, NCI,      15                                                         
limited to NY, 14-)                    4 m HKA 3d6+1K, 4d6+1K with STR - knife boomera   0 
PL: Greedy (common, strong)     15          OAF(-1)                                        
                                            May be thrown and return to him safely if      
                                         it isn't blocked (+1/4)                           
                                            Concentrate to 1/2 DCV (-1/4)                  
                                                                                           
                                       2 m Flash 3d6 vs hearing - sound boomerang        0 
                                            OAF (-1)                                       
                                            Concentrate to 1/2 DCV (-1/4)                  
                                                                                           
                                       4 m Flash 7d6 vs sight - tear gas boomerang       0 
                                            OAF (-1)                                       
                                            Concentrate to 1/2 DCV (-1/4)                  
                                            1 Charge, continuous for 1 turn (-1 1/4)       
                                            Area Effect 7" radius (+1)                     
                                       3 m Energy Blast 7d6 NND - tear gas boomerang     0 
                                            OAF (-1)                                       
                                            Concentrate to 1/2 DCV (-1/4)                  
                                            NND (+1)  defenses for gas attack              
                                            Area Effect 7"radius (+1 1/4)                  
                                            Linked with Flash above (-1/2)                 
                                            1 Charge, continuous for 1 turn (-1 1/4)       
                                       1 m Energy Blast 6d6 - quite normal boomerang     0 
                                            OAF (-1)                                       
                                            Cannot spread or bounce (-1/4)                 
                                            1 Charge Only, goes safely back to him on      
                                         the same phase if it doesn't hit anything(-1)     
                                                                                           
                                      18 4 CS with boomerangs, 2 CS with thrown weapon     
 
   Exp:   Disadvantages Total:  35   263:Powers / Skills Cost 
   -326      Experience Spent+ 326    98+Characteristics Cost 
                 Total Points= 361   361=Total Cost 
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
Reply-To: "Filksinger" <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
Subject: Creating light 
Date: Sat, 15 Nov 1997 21:39:38 -0800 
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It has frequently been pointed out in this list that lights are very 
expensive in Champions. I have been trying to find a decent way to get 
around this for a while, and when looking at the thread "Shouting 
Really Loud", I got an idea. 
 
Levels are often used in Champions for a variety of effects that are 
not easily explained. In the Gadgets! book, levels were used to reduce 
an opponent's activation roll. The weapon created an energy field that 
would crawl around the surface of armor, looking for an opening. It 
was described as having 3 levels, only to negate activation rolls. If 
your armor activated on a 14-, then the armor would fail on an 11- vs 
this weapon. 
 
The use of levels in enhancing your voice caused me to have an idea. 
How about using UAO as a way of giving people levels they may not 
want, such as positive levels to opponents PER or negative levels to 
their own DCV. 
 
Possible uses: 
 
The Peace Field: -5 lvls with OCV (25 pts), AE (+1), UAO (+1), Active 
100 pts. "I can't seem to concentrate on hitting him. I just don't 
feel like fighting." 
 
Lantern: +3 w/ sight (6), Explosion (+1/2), UAO (+1), only to negate 
penalties caused by the dark (-1), OAF Fragile (-1 1/2) Active 15 
pts., Real 4. 
 
Headlights: (Note: Headlights use an Explosive Cone advantage. The 
cone affects only a 60 degree cone, and costs only half as much as 
Explosion, including area increases. The limitation Fragile is the 
relative of Restrainable; just as Restrainable simulates those powers 
that can be interfered with by grabs or entangles, but not easily 
taken away, Fragile simulates those powers easily disabled, but cannot 
be taken away easily enough to count as a focus, such as a headlight.) 
+4 w/ sight (8 pts), Explosive Cone (+1/4), -1 PER / 9" (+1), UAO 
(+1), only to negate penalties caused by the dark (-1), Fragile 
(-1/2), can disable car if left on too long without car running 
(-1/4),  Active 26 pts., Real 8 pts. 
 
The last one is the one we've been talking about most lately; how to 
define headlights. There you are, for 8 pts., a power that negates 
dark night penalties totally for the first 18  meters, and helps to 
see up to 92 meters. It also allows anyone, anywhere, looking into 
that area to have the same advantages as the people in the car. Keep 
in mind that headlights do not actually light things up that well, it 
can still be hard to see people at a distance, even though they are 
directly in front of your face and in the middle of a flat, open area. 
This is why they are only truly useful up to 92 meters, and in fact 
probably deserve considerably less. 
 
Filksinger 
 
Date: Sat, 15 Nov 1997 22:54:38 -0800 
From: "Robert A. West" <robtwest@erols.com> 
Subject: Re: Funky Powers (the 3rd Generation) 
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To: champ-l@omg.org 
 
Egyptoid@aol.com wrote: 
>  
>  
> Yes the cost is limited. This is BTW the Hydra thing from the Bestiary. 
>  
> Medusa (aka Hair-Gal) could have speed 4  (20 points) 
> and then 4 more Speed, only to do Hair VPP actions (-1)  cost 20 points also. 
 
Too generous IMHO.  My schedule for SPD limitations, FWIW. 
 
Cannot Recover or unstun (note 1)			-1/4 
Cannot abort an action from this phase			-1/4 
Cannot hold an action from this phase			-1/4 
Cannot use one power, multipower, VPP, or tight group	-1/4 
Cannot use several powers				-1/2 
Linked to a specified power (notes 2,3)			-1/2 
Limited to an MP/VPP or group of powers (note 3)	-1/2 
Limited to a restricted MP/VPP or a few powers (note 3)	-3/4 
Limited to a single power (notes 3,4)			-1 
 
Notes: 
1)	This is implicit in any -1/2 or more limitation except 
	"cannot use several powers," so no additional limitation 
	is permitted. 
2)	Power must require a half-action, END, a charge, or trigger 
	a side-effect or be otherwise disadvantageous to use.   
3)	SPD may be entitled to other limitations that apply to the  
	base power(s).  This power may not be used to recover nor unstun. 
4)	If the power is rarely useful, this may be increased. 
 
 
--  
<-------------------------------------------------------> 
Robert A. West		///  "Censorship is tyranny." 
Phone W:(215)466-3628; H:(215)348-9113   
http://www.erols.com/robtwest 
 
 
Date: Sun, 16 Nov 1997 01:46:19 -0800 
From: Captain Spith <cptspith@teleport.com> 
Reply-To: cptspith@teleport.com 
Subject: Re: Creating light 
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Filksinger wrote: 
   <<Description of 'Eureka' event and various effects detailed>> 
 
> Headlights: (Note: Headlights use an Explosive Cone advantage. The 
> cone affects only a 60 degree cone, and costs only half as much as 
> Explosion, including area increases. The limitation Fragile is the 
> relative of Restrainable; just as Restrainable simulates those powers 
> that can be interfered with by grabs or entangles, but not easily 
> taken away, Fragile simulates those powers easily disabled, but cannot 
> be taken away easily enough to count as a focus, such as a headlight.) 
> +4 w/ sight (8 pts), Explosive Cone (+1/4), -1 PER / 9" (+1), UAO 
> (+1), only to negate penalties caused by the dark (-1), Fragile 
> (-1/2), can disable car if left on too long without car running 
> (-1/4),  Active 26 pts., Real 8 pts. 
>  
> The last one is the one we've been talking about most lately; how to 
> define headlights. There you are, for 8 pts., a power that negates 
> dark night penalties totally for the first 18  meters, and helps to 
> see up to 92 meters. It also allows anyone, anywhere, looking into 
> that area to have the same advantages as the people in the car. 
 
   Good one!  I still will probably stubbornly stick with light 
illusions and simply fudge the specifics for my own purposes, but that 
was a very well considered construct, and quite readily 
game-mechanic-friendly as well!  Kudos! 
 
--  
   -Capt. Spith 
   Savior of Humanity 
   Secular Messiah 
 
From: "\"qts\" <qts@nildram.co.uk> 
        \"champ-l@omg.org\"" <qts@nildram.co.uk> 
Date: Sun, 16 Nov 97 10:34:53  
Reply-To: "qts" <qts@nildram.co.uk> 
Priority: Normal 
Subject: Re: Big-Top Blow-out! 
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On Fri, 14 Nov 1997 19:13:01 -0500 (EST), ALONE AT MIDNIGHT wrote: 
 
>	It has come time for me to ask the greatest of all requests. 
> 
>	I need information....  on anything remotely related to the 
>circus. 
 
Try CLOWN :} 
qts 
 
Home: qts@nildram.co.uk. 
 
X-Sender: ludator@mail.softfarm.com 
Date: Sun, 16 Nov 1997 04:52:15 -0600 
From: Vox Ludator! <ludator@mail.softfarm.com> 
Subject: Re: Essay: How do I? (long!) 
Cc: champ-l@omg.org 
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At 10:21 AM 11/14/97 -0500, Michael Surbrook wrote: 
>Except the TK is "Affects all parts of target" which lets one Grab and 
>pull, but not crush or punch. 
 
I know the book says otherwise, but I've never seen where "affects all parts 
of target" would affect a crush -- it's definitely possible to squeeze "all 
parts of a target" (increase in air pressure, for example, or ... well, 
gravity).  And losing BOTH grab and punch damage should be a little more 
than a -1/4 Limitation. 
 
In any case, I'd say the functionality of this power is enough to just /not 
buy that limitation/ and call it part of SFX if you're not comfortable 
mucking with the Limitation. 
 
--  
Vox 25:17, Patron Saint of Gadflies 
+-----------------------------------------------------------------+ 
| "The only thing necessary for the triumph of evil is for good   | 
| men to do nothing." -- Edmund Burke (1729-1797)                 | 
+-----------------------------------------------------------------+ 
   Visit the SoapVox at http://www.io.com/~angilas/soapvox.html 
 
X-Sender: jdriscol@mail.vt.edu 
Date: Sun, 16 Nov 1997 16:17:58 +0500 
From: Jeremiah Driscoll <jdriscol@vt.edu> 
Subject: Re: I need a miracle! 
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At 02:31 PM 11/16/97 -0500, Joe Claffey Jr. wrote: 
> I'm having a problem with modeling the consecration rituals, though. I 
>want to base it on a Cosmetic Transform, but dirt has a *lot* of BODY 
>(16/hex). 
 
But isn't that a *cubic* hex?  That is, one hex across (diameter) and one 
hex (2m) deep?  So, if it only extended down *a little* ways...  you'd have 
a greater area... 
 
- Jerry 
 
Date: Sun, 16 Nov 1997 03:28:03 -0800 
From: Captain Spith <cptspith@teleport.com> 
Reply-To: cptspith@teleport.com 
Subject: Re: Heroic characters paying for weaponry? 
Errors-To: owner-champ-l@omg.org 
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Richard G Schwerdtfeger wrote: 
>  
>      Here's a question for you: 
>  
>      Do any GMs make their heroic-level characters pay for any weaponry or 
>      equipment that they might carry? 
 
   I would go by a very basic rule-of-thumb.  Okay two. 
 
   If a character Always has a particular weapon, and the weapon is 
considered by the player to be an intrinsic part of the character's 
conception, then it costs points.  Free weaponry also tends to give the 
players more of a variety of weapons used in the course of a campaign, 
while 'paid for' weapons will have PCs using the same one all the time.  
Unless you set up a 'weapon pool' method of paying for weapons - whether 
through a VPP or simply as a game-specific or house rule 
 
   If weaponry is available for free to the PC(s), then it will be 
available for free to the NPCs.  This may seem pointless (so to speak), 
but even though NPCs are not required to be at the same CHAR cost level 
as PCs, and the GM can spend as many points on NPCs as (s)he bloody well 
pleases, it is still a guage as to how evenly matched the combatants 
are.  Evenly 'matched' NPCs with much more powerful free weaponry will 
make more of a difference than NPCs who - after paying points for their 
weapons - are on the same point level as PCs who have paid points for 
their weapons. 
 
   I actually have a small isue going the other direction; I run 
SuperHeroic games, but require Weapon Familiarities to negate the -3 OCV 
penalty for unfamiliar weapons.  Weapons that are part of a Hero's 
Powers (thus paid points for) do not require familiarities, as I 
consider that as implicit in the points already spent on the weapon, 
however, this 'implicit' WF doesn't apply to similar weapons unless the 
hero's weapon is bought STRICTLY by the 'real weapon' designs in the 
book.  Alternately, any available 'normal/real-world' weaponry is 
occasionally available for free, but the WF is required to use them 
unpenalized. 
 
--  
   -Capt. Spith 
   Savior of Humanity 
   Secular Messiah 
 
X-Sender: bob.greenwade@klock.com 
Date: Sun, 16 Nov 1997 06:25:14 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Heroic characters paying for weaponry? 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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To: champ-l@omg.org 
 
At 10:54 AM 11/15/97 +0000, The Ineffable Guy Hoyle wrote: 
>Knowing what is and isn't "normal equipment" is hard, though.  In my  
>pulp campaign, someone wanted to buy shoes with spring-loaded daggers  
>in the toes as "normal equipment"!  (They had the backing of one of  
>the most experienced GMs in our group, too.) 
> 
>As a rule of thumb, I define "normal equipment" as any item normally  
>available in a store or a mail-order catalog.  Equipment available to  
>policemen and the military (not top-level secret military research)   
>is also allowed.  Thus, such things as gas masks, bullet proof vests,  
>handcuffs, flashlights, etc., are allowed freely in my campaign,  
>which is set in the 1930s.  Bear in mind that bullet-proof vests and  
>portable radio transmitters would automatically be Bulky. 
> 
>Gas bombs, blackout bombs, tear gas grenades, personal body armor  
>(also Bulky), suction-cup climbing gear, battery-powered  
>electric cattleprods, "wirepoons", Batarangs, etc., would all be  
>bought with points.  I really like the term "signature equipment"  
>for this kind of gear, which would probably be available to  
>top-secret organizations. 
 
   I agree with this assessment.  "Normal equipment" is something that's 
available to the general public.  This stuff you describe in the last 
paragraph would definitely be "signature equipment." 
   However, I'd only allow most of the stuff in the second paragraph to be 
bought without a point cost if the PCs were police or military. 
--- 
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: Sun, 16 Nov 1997 06:37:35 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: TUSV: Dive for Cover and... 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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To: champ-l@omg.org 
 
At 05:51 AM 11/16/97 +0500, Jeremiah Driscoll wrote: 
>        Can a vehicle Dive for Cover?  I'm specifically asking about a 
>specific example...  How many people have heard of Secret Service men 
>"taking a bullet" for the President?  Well, in _Air Force One_, an Air Force 
>pilot "took a MISSLE" for the President... in a fighter jet.  Dive for 
>Cover?  Or GM ruling? 
 
   I'd call that a Dive for Cover.  I hadn't really considered the 
distinction of Diving into an attack (which is less restricted than Diving 
away from one) until you brought it up here.  I did already have the 
possibility of a vehicle (with legs, or sometimes with special equipment to 
Superleap) Diving for Cover the normal way. 
 
>        Also...  Neon Genesis Evangelion.  Anime, giant (biologic) mecha... 
>I really can't say much else about it...  I just watched episodes 17-24, and 
>I'll see 25+26 tomorrow.  Right now, I'm having trouble wrapping (warping?) 
>my brain around it...  but it would be a *damn* interesting source for 
>mecha!!!  and... ICK! 
 
   I'll take a look and see if it's at Hollywood Video. 
--- 
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: Sun, 16 Nov 1997 20:05:12 +0500 
From: Jeremiah Driscoll <jdriscol@vt.edu> 
Subject: Re: Filipino Heroes/Villains/Folklore 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 05:45 PM 11/16/97 GMT, Michael Adams wrote: 
>Remember many Filopinos are Catholic, though some are Muslim. Also thier basic 
>racial/cultural roots are Malay. So if you mix Spanish Catholic, some 
>psuedo-Buddhist, with Muslim and like you might get an idea. 
> 
I think this may help out the most, from what I've gotten...  it's at least 
a starting point. 
 
>I believe there is a few comparitive religion books around, and maybe even one 
>on SE Asian/SW Pacific mythologies. 
> 
If anyone knows some titles...  <hopeful> 
 
>PS: Malay as in Maleo-Polynesian (sp). 
> 
Post Script or Professional Skill?  I was just a little confused, as you put 
it before your name...  and it doesn't look like a PS, more like a KS.  : ) 
 
- Jerry 
 
Date: Sun, 16 Nov 1997 10:24:37 -0500 (EST) 
From: Bill Svitavsky <bsvitavs@bu.edu> 
Reply-To: Bill Svitavsky <bsvitavs@bu.edu> 
Subject: Re: Creating light 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
 
On Sat, 15 Nov 1997, Filksinger wrote: 
 
> Levels are often used in Champions for a variety of effects that are 
> not easily explained. In the Gadgets! book, levels were used to reduce 
> an opponent's activation roll. The weapon created an energy field that 
> would crawl around the surface of armor, looking for an opening. It 
> was described as having 3 levels, only to negate activation rolls. If 
> your armor activated on a 14-, then the armor would fail on an 11- vs 
> this weapon. 
>  
> The use of levels in enhancing your voice caused me to have an idea. 
> How about using UAO as a way of giving people levels they may not 
> want, such as positive levels to opponents PER or negative levels to 
> their own DCV. 
>  
> Possible uses: 
>  
> The Peace Field: -5 lvls with OCV (25 pts), AE (+1), UAO (+1), Active 
> 100 pts. "I can't seem to concentrate on hitting him. I just don't 
> feel like fighting." 
>  
 
These negative levels are entirely inconsistent with the BBB rules, even 
if they did make it into a Hero product. Published Hero characters are 
pretty poor adherents to the rules, sadly. I'd rather go with a Suppress 
vs. DEX or Suppress vs. Levels. 
 
 
> Lantern: +3 w/ sight (6), Explosion (+1/2), UAO (+1), only to negate 
> penalties caused by the dark (-1), OAF Fragile (-1 1/2) Active 15 
> pts., Real 4. 
>  
> Headlights: (Note: Headlights use an Explosive Cone advantage. The 
> cone affects only a 60 degree cone, and costs only half as much as 
> Explosion, including area increases. The limitation Fragile is the 
> relative of Restrainable; just as Restrainable simulates those powers 
> that can be interfered with by grabs or entangles, but not easily 
> taken away, Fragile simulates those powers easily disabled, but cannot 
> be taken away easily enough to count as a focus, such as a headlight.) 
> +4 w/ sight (8 pts), Explosive Cone (+1/4), -1 PER / 9" (+1), UAO 
> (+1), only to negate penalties caused by the dark (-1), Fragile 
> (-1/2), can disable car if left on too long without car running 
> (-1/4),  Active 26 pts., Real 8 pts. 
>  
> The last one is the one we've been talking about most lately; how to 
> define headlights. There you are, for 8 pts., a power that negates 
> dark night penalties totally for the first 18  meters, and helps to 
> see up to 92 meters. It also allows anyone, anywhere, looking into 
> that area to have the same advantages as the people in the car. Keep 
> in mind that headlights do not actually light things up that well, it 
> can still be hard to see people at a distance, even though they are 
> directly in front of your face and in the middle of a flat, open area. 
> This is why they are only truly useful up to 92 meters, and in fact 
> probably deserve considerably less. 
>  
 
These lights are brilliant! (Pun intended.)  
 
Actually, by my reading of the vehicle focus rules, I'd give them a focus 
bonus (OIF); though they can't be easily taken away (it takes one of those 
stupid headlight screwdrivers!), they can be attacked separately from the 
rest of the vehicle. Cheesy, yes, but I believe that's how the rules read. 
Besides, 8 points is still a lot to pay for headlights. 
 
The one other solution to the headlight/flashlight problem I've enjoyed 
(but wouldn't use) was once suggested by someone on this list: 1d6 EB, 
Does No Stun, Does No Body, Special Effect: Gives off light. 
 
 
 
Date: Sun, 16 Nov 1997 11:09:44 -0500 (EST) 
From: Michael Surbrook <susano@access.digex.net> 
cc: champ-l@omg.org 
Subject: Re: TUSV: Dive for Cover and... 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Sun, 16 Nov 1997, Bob Greenwade wrote: 
 
> >        Also...  Neon Genesis Evangelion.  Anime, giant (biologic) mecha... 
> >I really can't say much else about it...  I just watched episodes 17-24, and 
> >I'll see 25+26 tomorrow.  Right now, I'm having trouble wrapping (warping?) 
> >my brain around it...  but it would be a *damn* interesting source for 
> >mecha!!!  and... ICK! 
>  
>    I'll take a look and see if it's at Hollywood Video. 
 
If your are going to watch some mecha anime, then try and find Kishin Corp 
from Pioneer.  WWII giant robots!  They looks to be steam driven, have 
engines that require hand cranking, vacuum tubes that blow out when 
powering, are run by foot pedals and hand cranks the works!  Normally I 
can't stand the giant robot gnere (just a bit too silly for me) but this 
series is way cool! 
 
Another source for cool vehicle designs is Johji Manage's managa Caravan 
Kidd, Drakuun and Outlanders.  The latter has a lot of 'living' spaceships 
and the like.  The main race in the book grows ther spaceships, fighter 
craft, shuttle and tanks from different animals.  Very similar to the 
brood warrior starships in the X-men.  In the first two, we see a *lot* of 
WWI and WWII technology mixed with high tech.  Thus we get immense 
Missouri-styled battleships that run off of steam power and float via 
anti-grav; tanks mounted on the backs of huge lizards, airships and jets 
bombers... all sorts of really cool retro-tech.   
 
*************************************************************************** 
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *  
*               Michael Surbrook / susano@access.digex.net                *  
*        Visit "Surbrook's Stuff' the Hero Games resource site at:        *    
*              http://www.access.digex.net/~susano/index.html             * 
*            Attacked Mystification Police / AD Police / ESWAT            * 
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark * 
*************************************************************************** 
 
X-Sender: jdriscol@mail.vt.edu 
Date: Sun, 16 Nov 1997 21:38:13 +0500 
From: Jeremiah Driscoll <jdriscol@vt.edu> 
Subject: Re: TUSV: vehicles withi 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 12:45 AM 11/17/97 GMT, Opal wrote: 
>I absolutely dispise the guided-missle-bought-bought-as-a-vehicle thing.  
>It's an attack, it should be bought as an attack.  If it's guided, it  
>can have NRM, or extra OCV, and/or something like the Missle limitation  
>out of Star Hero or Slow missle out of Robot Warriors.  
>  
Well, what are the parameters of these Limitations?  I've never seen either 
Star Hero or Robot Warriors, but I might want to build a Radar-Guided-Missle 
someday (or one that homed in on Mutant signatures... hmm.). 
 
- Jerry 
 
Date: Sun, 16 Nov 1997 11:41:37 -0500 (EST) 
From: ALONE AT MIDNIGHT <RAVANOS@jcs1.jcstate.edu> 
Subject: Area of Effect:  Joined circles 
X-VMS-To: IN%"champ-l@omg.org" 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
        Cold-snap can create AE fields of killing cold.  They cost no 
END to maintain, and once set up, can exist indefinitely on their own. 
If he were to set up AE fields of killing cold that joined, would they 
do the combined damage of the two fields, the higher of the two damage 
rolls, or simply the same damage.  Also, where the two 'cold' circles 
joined, would it be 'colder'? 
	Can you push an AE to be larger? 
	Would an equal ammount of heat vs. cold field cancel each other out? 
	Tell me what you think. 
							--Jason 
 
X-Forwarding-Note: Was sent to herolist@october.com; forwarding to hero-l@omg.org 
From: Michael.Adams@october.com (Michael Adams) 
Date: 16 Nov 97 17:19:10 GMT 
Subject: Role Playing Militias 
X-Ftn-To: herolist@october.com 
X-Listname: Hero 
Reply-To: hero-l@october.com (Multiple recipients of Hero) 
Path: october!michael.adams 
Organization: Fidonet: Red October Alpha * Hero Roleplaying * 408-629-4695 *  
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
 
Anyone do such a thing?  
 
Especially for a Dark Champions/HERO game? 
 
Basically ideas for names, organization, motives and like. 
 
Mike Adams 
 
 
Date: Sun, 16 Nov 1997 09:26:38 -0800 
From: Rook <rook@infinex.com> 
Subject: Re: TUSV: Dive for Cover and... (Mecha Anime) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
 
Michael Surbrook wrote: 
 
> On Sun, 16 Nov 1997, Bob Greenwade wrote: 
> 
> > >        Also...  Neon Genesis Evangelion.  Anime, giant (biologic) mecha... 
> > >I really can't say much else about it...  I just watched episodes 17-24, and 
> > >I'll see 25+26 tomorrow.  Right now, I'm having trouble wrapping (warping?) 
> > >my brain around it...  but it would be a *damn* interesting source for 
> > >mecha!!!  and... ICK! 
> > 
> >    I'll take a look and see if it's at Hollywood Video. 
> 
> If your are going to watch some mecha anime, then try and find Kishin Corp 
> from Pioneer.  WWII giant robots!  They looks to be steam driven, have 
 
> Another source for cool vehicle designs is Johji Manage's managa Caravan 
> Kidd, Drakuun and Outlanders.  The latter has a lot of 'living' spaceships 
 
    The ultimate 'genre' source for Mecha is anything with "Gundam" in the title. 
At least the anime crowd tends to consider it the standard bearer for what is 
'mecha genre'. 
    Another really cool flick is Gunbuster, though it's more into the people behind 
the mechs than the mechas themselves. 
    Patlabor (sp?) is a good example of smaller, street level mecha, as is 
Megazone23 (which also presents a really cool postulation for 'fooling all of the 
people all of the time'). 
 
    I think we all already know the value of Macross (Robotech). 
For mech in a semi fantasy setting there's Aura Battler Dunbine (sp?) and 5 Star 
Stories. 
 
For a good 'car-based' anime there's Riding Bean (cool example of a vehicle that 
can turn all four wheels, and of a character who's primary 'tool' is his car.) 
 
 
I hope I'm not restating what's been said, but those are off the top of my head. :) 
 
-- 
Rook 
 
Super Hero Links Page: 
http://www.infinex.com/~rook/SH/SHlinks.html 
 
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-Forwarding-Note: Was sent to herolist@october.com; forwarding to hero-l@omg.org 
From: Michael.Adams@october.com (Michael Adams) 
Date: 16 Nov 97 17:28:28 GMT 
Subject: In Praise of Bob Quinlan 
X-Ftn-To: herolist@october.com 
X-Listname: Hero 
Reply-To: hero-l@october.com (Multiple recipients of Hero) 
Path: october!michael.adams 
Organization: Fidonet: Red October Alpha * Hero Roleplaying * 408-629-4695 *  
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
 
I concur with the statement of REF: Red October and Bob Quinlan. I'd say it 
even if I did not have any files on Red October. I have been visiting RO since 
c.1989 or there abouts. So if anyone has any quality ideas/supplments/etc then 
stop by and post it. 
 
Mike Adams 
 
 
X-Forwarding-Note: Was sent to herolist@october.com; forwarding to hero-l@omg.org 
From: Michael.Adams@october.com (Michael Adams) 
Date: 16 Nov 97 17:31:50 GMT 
Subject: Re: In Praise of Bob Quinlan 
X-Ftn-To: herolist@october.com 
X-Listname: Hero 
Reply-To: hero-l@october.com (Multiple recipients of Hero) 
Path: october!michael.adams 
Organization: Fidonet: Red October Alpha * Hero Roleplaying * 408-629-4695 *  
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
 
telnet october.com 
 
Where you can peruse history of the HERO game system. Talk to some of the 
people who made it happen.  
 
PS: Tell the authors how thier files are for everyone likes kudos. 
 
Mike Adams 
 
 
Date: Sun, 16 Nov 1997 12:33:17 -0500 (EST) 
From: Bill Svitavsky <bsvitavs@bu.edu> 
Subject: Re: Growth 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
 
On Sun, 16 Nov 1997, Robert A. West wrote: 
 
> Captain Spith wrote: 
> >  
> >  
> >    Remember that although Jimmy Jiant is really really big, while his 
> > hand is now as large as a cow, his target, relatively speaking, is a 
> > small as a - uh - very small thing.  Compared to a fly, my hand (and 
> > everything else) is HUGE, but this doesn't make the fly easier for me to 
> > hit, does it? 
>  
> Wrong example.  If I were to model a real-world fly, I would give it: 
>  
> Danger Sense (sfx sensitive hairs that sense air movement) 
> 360 sense on sight (sfx compound eyes) 
> +N PER to sight (sfx 100/sec refresh rate vs 12/sec for human) 
> Lightning Reflexes (sfx smaller, specialize nervous system) 
> SPD 12 (sfx multiple limbs + high metabolism) 
> Superleap and Flight 
> Levels in Dive for Cover and Dodge (sfx multiple limbs) 
>  
 
I would also give it 50% or 75% Damage Reduction vs. Physical Attacks, 
Does Not Work if Struck Against a Surface. 
 
Flying insects (or other small flying creatures for that matter) don't 
have much inertia, so if an object strikes them they're quite likely to 
bounce away unharmed. Try using a flyswatter to kill a fly in mid-air, 
rather than against a surface - it won't work. 
 
This is one of my favorite powers to throw onto Shrinking characters. 
 
 
 
Date: Sun, 16 Nov 1997 12:36:19 -0500 (EST) 
From: Michael Surbrook <susano@access.digex.net> 
cc: champ-l@omg.org 
Subject: Re: Area of Effect:  Joined circles 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Sun, 16 Nov 1997, ALONE AT MIDNIGHT wrote: 
 
>         Cold-snap can create AE fields of killing cold.  They cost no 
> END to maintain, and once set up, can exist indefinitely on their own. 
 
Whew...  0 END, Continuous, Uncontrolled, Persistant and AoE... thats +3.5 
in Advantages alone!  That's one expensive power! 
 
> If he were to set up AE fields of killing cold that joined, would they 
> do the combined damage of the two fields, the higher of the two damage 
> rolls, or simply the same damage.  Also, where the two 'cold' circles 
> joined, would it be 'colder'? 
 
Combining the damage doesn't sound like a good idea.  Yes, it is 
technically two sepeate atatcks, but I think buy joing the two fields 
you've just merged them into one big AoE.  Just use one damage roll.  I 
also don't think it would be any colder in the area where the two fields 
joined.   
 
> 	Can you push an AE to be larger? 
 
I guess so.  The problem comes with pushing.  You can push a power by 10 
Active points (or more).  Where do you get to add this?  To the base power 
before advantages?  If so, then pushing your AoE EB by 10 points before 
calculating the AoE advantage will certainly increase the AoE as well. 
 
> 	Would an equal ammount of heat vs. cold field cancel each other out? 
 
Sure.  Look under 'Uncontrolled'.  You need a reasonably common set of 
defenses to turn it off.  Heat fields and the like should count. 
 
*************************************************************************** 
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *  
*               Michael Surbrook / susano@access.digex.net                *  
*        Visit "Surbrook's Stuff' the Hero Games resource site at:        *    
*              http://www.access.digex.net/~susano/index.html             * 
*            Attacked Mystification Police / AD Police / ESWAT            * 
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark * 
*************************************************************************** 
 
Date: Sun, 16 Nov 1997 12:36:22 -0500 (EST) 
From: ALONE AT MIDNIGHT <RAVANOS@jcs1.jcstate.edu> 
Subject: Help the dunce! (Calculating STR) 
X-VMS-To: IN%"Champ-l@omg.org" 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
	I know the ammount you can lift STR wise doubles every 5 points 
of STR.  Is there a formula I could use to figure out how much you could lift 
with a particular STR? 
 
X-Forwarding-Note: Was sent to herolist@october.com; forwarding to hero-l@omg.org 
From: Michael.Adams@october.com (Michael Adams) 
Date: 16 Nov 97 17:39:22 GMT 
Subject: Inspirations for a game world (was: fantasy books in games) 
X-Ftn-To: herolist@october.com 
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Reply-To: hero-l@october.com (Multiple recipients of Hero) 
Path: october!michael.adams 
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 
 
 
 
Yes sort of. I have a world (universe - pocket?) that is based on a combo of 
celtic/greek mythology, with strong innermixtures of Star Trek tech and Michael 
Moorcock/P.J. Farmer/R. Zelazny and Tolkien at times. 
 
Proof of A. Clarkes statement about high enbough tech looks like magic. Or high 
enough magic looks like tech. 
 
 
 
X-Forwarding-Note: Was sent to herolist@october.com; forwarding to hero-l@omg.org 
From: Michael.Adams@october.com (Michael Adams) 
Date: 16 Nov 97 17:45:44 GMT 
Subject: Filipino Heroes/Villains/Folklore 
X-Ftn-To: herolist@october.com 
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Path: october!michael.adams 
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 
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Remember many Filopinos are Catholic, though some are Muslim. Also thier basic 
racial/cultural roots are Malay. So if you mix Spanish Catholic, some 
psuedo-Buddhist, with Muslim and like you might get an idea. 
 
I believe there is a few comparitive religion books around, and maybe even one 
on SE Asian/SW Pacific mythologies. 
 
PS: Malay as in Maleo-Polynesian (sp). 
 
Mike Adams 
 
 
Date: Sun, 16 Nov 1997 18:38:23 +0000 
From: David Cooper <raven@castles.com> 
Reply-To: raven@castles.com 
Organization: Raventronics 
CC: champ-l@omg.org 
Subject: Re: Xcel Charcter Sheet 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
Chris Brecken wrote: 
 
> I have an Xcel charcter sheet for champions, which i wouldent mind if 
> some people were evaluate... 
> Any one who wants a copy send me a mail message and i wil post them a 
> copy. (Idident want to clog up the bandwidth of this board with it!!!) 
> 
> Cheers 
> 
> PS anyone interested in some charcter conversions from an old system 
> called Golden Heroes to Champions. I have them on paper, but could type 
> them up if there was some interest... 
> 
> Chris 
 
Send please. I've been looking for a good Sheet. 
 
-- 
"Look, mentally I'm older than Lincoln, emotionally 
I'm six years old, physically I look like I'm in my 
twenties, my hormones are going top speed, and I'm 
something evolved from a slug evolved into something 
evolved from an ape. And YOU got the nerve to say 
YOU'RE confused?!?" 
 
 
X-Sender: bob.greenwade@klock.com 
Date: Sun, 16 Nov 1997 11:02:04 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Area of Effect:  Joined circles 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 11:41 AM 11/16/97 -0500, ALONE AT MIDNIGHT wrote: 
>        Cold-snap can create AE fields of killing cold.  They cost no 
>END to maintain, and once set up, can exist indefinitely on their own. 
>If he were to set up AE fields of killing cold that joined, would they 
>do the combined damage of the two fields, the higher of the two damage 
>rolls, or simply the same damage.  Also, where the two 'cold' circles 
>joined, would it be 'colder'? 
 
   I personally would tend to go with the higher of the two, though the 
specific special effects (that is, the "scientific" principles and 
assumptions involved) could easily sway my decision. 
 
> Can you push an AE to be larger? 
 
   Again, it depends on the SFX.  On the whole, though, I'd tend to say no, 
though there are some cases where I'd increase the Area Effect in 
proportion to the amount that the Power was Pushed. 
 
> Would an equal ammount of heat vs. cold field cancel each other out? 
 
   GM's call.  Some might figure them to cancel out; others might rule that 
it's the system shock more than the actual temperature that does much of 
the damage.  For me, it would depend on the special effects. 
 
> Tell me what you think. 
--- 
Bob's Original Hero Stuff Page! 
   http://www.klock.com/public/users/bobg/original.htm 
Homepage of the Merry-Go-Round Webring!  (Wanna join?) 
   http://www.klock.com/public/users/bobg/merrhome.htm 
 
 
Date: Sun, 16 Nov 1997 19:28:40 +0000 
From: Chris Brecken <Christopher.Brecken@sunderland.ac.uk> 
Subject: Xcel Charcter Sheet 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
I have an Xcel charcter sheet for champions, which i wouldent mind if 
some people were evaluate... 
Any one who wants a copy send me a mail message and i wil post them a 
copy. (Idident want to clog up the bandwidth of this board with it!!!) 
 
Cheers 
 
PS anyone interested in some charcter conversions from an old system 
called Golden Heroes to Champions. I have them on paper, but could type 
them up if there was some interest... 
 
Chris 
 
--  
"Don't put your trust in foolish promises sworn. 
 Nor cryptic message scrawled upon every wall" 
 
  Tony Clarkin, 
  The Spirit 
 
X-Sender: jrc@pop1.nai.net 
Date: Sun, 16 Nov 1997 14:31:46 -0500 
From: "Joe Claffey Jr." <jrc@mail1.nai.net> 
Subject: Re: I need a miracle! 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
>	How to you represent miracles and general holiness in a HERO 
>campagin?  If you use a VPP, what are valid limitations (the example 
>above shows the 'power' used without concious control, but Hothael 
>and his brother Hosepth could not control the actual effects)? 
>Could a 'base' (the church) possess the same type of holiness? 
>...and would it be possible to pool the unfettered righteous might 
>of Hosepth, Hothael, the bulky foci 'Cross of the Savior' and the 
>holy ground of the church in the midsts of the heroic battle against 
>the evil Dhampri Strogo, Overlord of Darkness? 
> 
>	Tell me what you think. 
 
 In a Fantasy Hero campaign that I'm working on, demons (and other 
creatures of that ilk) tend to have a Succeptibility to being on holy 
ground, Vulnerabilities to being hit with holy weapons, and the like. Auras 
of holiness are handled with Change Enviroment and Cosmetic Transforms 
(ground to holy ground). 
 
 I'm having a problem with modeling the consecration rituals, though. I 
want to base it on a Cosmetic Transform, but dirt has a *lot* of BODY 
(16/hex). I'm trying to come up with a ritual that will allow a priest to 
bless a church (or other appropriate site) in a few hours or so, but won't 
cost a rediculous amount of points. Change Enviroment w/ O END and 
Persistant gives the proper effect, but the power is linked to the priest 
and not the gods. Any suggestions? 
 
  Joe Claffey               | "In the end, everything is a gag." 
  jrc@ct1.nai.net           |               - Charlie Chaplin 
 
 
Date: Sun, 16 Nov 1997 19:31:52 +0000 
From: Chris Brecken <Christopher.Brecken@sunderland.ac.uk> 
Subject: Lightning Reflexes!!! 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
This may sound stupid, but where did this power/advantage come from, and 
whats the cost etc etc... 
 
Chris Brecken 
--  
"Don't put your trust in foolish promises sworn. 
 Nor cryptic message scrawled upon every wall" 
 
  Tony Clarkin, 
  The Spirit 
 
Date: Sun, 16 Nov 1997 11:32:29 -0800 
From: "Robert A. West" <robtwest@erols.com> 
Subject: Re: Growth 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
Captain Spith wrote: 
>  
>  
>    Remember that although Jimmy Jiant is really really big, while his 
> hand is now as large as a cow, his target, relatively speaking, is a 
> small as a - uh - very small thing.  Compared to a fly, my hand (and 
> everything else) is HUGE, but this doesn't make the fly easier for me to 
> hit, does it? 
 
Wrong example.  If I were to model a real-world fly, I would give it: 
 
Danger Sense (sfx sensitive hairs that sense air movement) 
360 sense on sight (sfx compound eyes) 
+N PER to sight (sfx 100/sec refresh rate vs 12/sec for human) 
Lightning Reflexes (sfx smaller, specialize nervous system) 
SPD 12 (sfx multiple limbs + high metabolism) 
Superleap and Flight 
Levels in Dive for Cover and Dodge (sfx multiple limbs) 
 
Of course, the GM might have to run combat using millihexes (2mm) ;-). 
 
Now, try using a flyswatter, which has invisibility to the special effect  
of the fly's Danger Sense (sfx air holes).  Try hitting an ant or  
stepping on a small bug, which lack most of the above powers.  Aside from  
squeamishness, these are made easier by my size, yet the ant and the bug  
are within one or two levels of shrinking of the fly. 
 
A hand is, normally, about 10cm across.  The formula to compute points of  
growth to make an object that normally has a characteristic linear  
dimension of L increase to G is 
 
	Growth = 15 * (log G - log L)/log 2. 
 
The base of the logarithm is irrelevant: common or Naperian will do  
equally well.  This rule implements the rule that 15 points of Growth  
doubles height and width (obviously modeling most creatures as  
cylinders).  For the instant case: 
 
	Growth - 15 * (log 2 - log .1)/log 2 = 64.8 rounds to 65. 
 
65 points of growth is 13 levels, but you could argue that someone with  
12 levels of growth could get the same effect by using an open hand.  If  
someone has spent 65 points on Growth, I am willing to *give* him an  
AoE/hex attack with his STR for free.  Good Lord, the man is 80m tall and  
weighs 819 metric tons! 
 
BTW, note that under this interpretation, the character would have to buy  
any non-area attacks separately as powers.  Fine manipulation is a bit  
tough for someone the size of a sequoia! 
 
 
--  
<-------------------------------------------------------> 
Robert A. West		///  "Censorship is tyranny." 
Phone W:(215)466-3628; H:(215)348-9113   
http://www.erols.com/robtwest 
 
Date: Sun, 16 Nov 1997 19:33:39 +0000 
From: Chris Brecken <Christopher.Brecken@sunderland.ac.uk> 
Subject: Re: Lightning Reflexes!!! 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
I feal a little stupid, but i was talking about lightning reflexes. 
Seams my hands were moving faster than my brain could follow them. 
>  
> This may sound stupid, but where did this power/advantage come from, and 
> whats the cost etc etc... 
>  
> Chris Brecken 
> -- 
> "Don't put your trust in foolish promises sworn. 
>  Nor cryptic message scrawled upon every wall" 
>  
>   Tony Clarkin, 
>   The Spirit 
 
--  
"Don't put your trust in foolish promises sworn. 
 Nor cryptic message scrawled upon every wall" 
 
  Tony Clarkin, 
  The Spirit 
 
Date: Sun, 16 Nov 1997 12:09:55 -0800 
From: "Robert A. West" <robtwest@erols.com> 
Subject: Re: Powers and Travel Time 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
ALONE AT MIDNIGHT wrote: 
>  
>         How fast does a power get to a target? 
>         What are the velocity of powers?  How long does it take a given 
> power to reach a given target?  If the answer is 'instantaneous,' then how 
> would you represent a power that needs time to travel to it's target 
> (perhaps giving the defending character time to move out of the way). 
>  
 
I have done this as follows: 
 
If the power must be maintained in some way (such as a TV-guided missile)  
as it wends its way to the target, then this is just an unusual SFX on  
Extra Time. 
 
If the power need not be maintained, but can be stopped by reasonable  
means (such as shooting the missle with an EB), or avoided by diving  
for cover or running away, then this is both Time Delay Advantage (+1/4)  
and Extra Time limitation. 
 
If the power cannot be stopped or avoided by reasonable means (an  
intelligent guided missile) then this is the Time Delay advantage, with a  
limitation on the advantage that the time is fixed by range (-1).  It may  
also be better to do the power as a follower or a vehicle if it has a  
significant flight time to the target and has targeting intelligence. 
 
--  
<-------------------------------------------------------> 
Robert A. West		///  "Censorship is tyranny." 
Phone W:(215)466-3628; H:(215)348-9113   
http://www.erols.com/robtwest 
 
Date: Sun, 16 Nov 1997 14:18:49 -0600 
From: Max <garymo@ipa.net> 
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Subject: unsubscribe 
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Unsubscribe. 
 
-- 
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 
 
 
Date: Sun, 16 Nov 1997 15:23:53 -0500 (EST) 
From: Bill Svitavsky <bsvitavs@bu.edu> 
Subject: Re: Lightning Reflexes!!! 
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On Sun, 16 Nov 1997, Chris Brecken wrote: 
 
> This may sound stupid, but where did this power/advantage come from, and 
> whats the cost etc etc... 
>  
 
 
It was in one of the Dark Champions supplements - maybe Eye for an Eye. I 
know it was a Steve Long book. That alone may be why people are a little 
skeptical about it - he's done some pretty questionable things with the 
rules. 
 
Lightning Reflexes isn't really a new power/characteristic anyway. It's 
simply DEX bought with a -1 limitation that it doesn't affect DCV or most 
DEX rolls, acting mainly to determine when you act in the phase. 
 
 
 
Date: Sun, 16 Nov 1997 21:37:57 +0000 
From: David Cooper <raven@castles.com> 
Reply-To: raven@castles.com 
Organization: Raventronics 
CC: champ-l@omg.org 
Subject: Re: Xcel Charcter Sheet 
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Tim R. Gilberg wrote: 
 
> > "Look, mentally I'm older than Lincoln, emotionally 
> > I'm six years old, physically I look like I'm in my 
> > twenties, my hormones are going top speed, and I'm 
> > something evolved from a slug evolved into something 
> > evolved from an ape. And YOU got the nerve to say 
> > YOU'RE confused?!?" 
> 
>         What is this quote from? 
> 
>                         -Tim Gilberg 
 
 It's from a Japanese Anima, called Robotech 
 
-- 
"Look, mentally I'm older than Lincoln, emotionally 
I'm six years old, physically I look like I'm in my 
twenties, my hormones are going top speed, and I'm 
something evolved from a slug evolved into something 
evolved from an ape. And YOU got the nerve to say 
YOU'RE confused?!?" 
 
 
X-Sender: wbandsis@mail.westco.net 
Date: Sun, 16 Nov 1997 16:48:31 -0500 
From: "C. Badger" <wbandsis@westco.net> 
Subject: Re: Xcel Charcter Sheet 
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At 19:28 11/16/97 +0000, Chris Brecken wrote: 
>I have an Xcel charcter sheet for champions, which i wouldent mind if 
>some people were evaluate... 
>Any one who wants a copy send me a mail message and i wil post them a 
>copy. (Idident want to clog up the bandwidth of this board with it!!!) 
> 
>Cheers 
> 
>PS anyone interested in some charcter conversions from an old system 
>called Golden Heroes to Champions. I have them on paper, but could type 
>them up if there was some interest... 
 
Definitely post both to me if you would. Just make sure the spreadsheet is 
pkzipped first if possible.....   
 
Thanks 
----- 
C. Badger 
 
My Feet hurt and I've forgotten how to dance. 
			Londo 
			Babylon 5 
 
 
Date: Sun, 16 Nov 1997 14:00:08 -0800 
From: "Robert A. West" <robtwest@erols.com> 
Subject: Re: Growth 
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Bill Svitavsky wrote: 
>  
>  
> I would also give it 50% or 75% Damage Reduction vs. Physical Attacks, 
> Does Not Work if Struck Against a Surface. 
>  
> Flying insects (or other small flying creatures for that matter) don't 
> have much inertia, so if an object strikes them they're quite likely to 
> bounce away unharmed. Try using a flyswatter to kill a fly in mid-air, 
> rather than against a surface - it won't work. 
>  
 
Good point, although I *have* killed flies by swatting them in mid-air.   
Usually, they are killed by knockback damage when they hit a surface, but  
sometimes they are dead from the impact. 
 
Why not just take Armor Limited by Knockback(-1/4)? This would have the  
desired effect in most cases and be much cheaper.  Also, add Roll with  
a Punch to the three manoeuvres allowed for the 3-pt levels. 
 
--  
<-------------------------------------------------------> 
Robert A. West		///  "Censorship is tyranny." 
Phone W:(215)466-3628; H:(215)348-9113   
http://www.erols.com/robtwest 
 
 
Date: Sun, 16 Nov 1997 14:09:23 -0800 
From: "Robert A. West" <robtwest@erols.com> 
Subject: Re: Help the dunce! (Calculating STR) 
Errors-To: owner-champ-l@omg.org 
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ALONE AT MIDNIGHT wrote: 
>  
>         I know the ammount you can lift STR wise doubles every 5 points 
> of STR.  Is there a formula I could use to figure out how much you could lift 
> with a particular STR? 
 
OK, you asked for it, but you will need a scientific calculator: 
 
	Lift = 25 * 2^(STR/5) kilograms. 
 
Thus, a 37 STR can lift 25*2^(37/5) = 25*2^7.4 = 25*168.9 = 4,222kg.  A  
kilogram is about 2.2 pounds if you need to think in traditional units,  
so the formula becomes 
 
	Lift = 55 * 2^(STR/5) pounds, 
 
and a 37 STR lifts 9,288 lb. 
 
The converse formula, the STR to lift an object of weight W, is  
 
	STR = 5*(log W - log 25kg)/log 2. 
 
Expressed in pounds, 
 
	STR = 5*(log W - log 55lb)/log 2. 
 
For our example, lifting 4,222kg = 9,288lb requires a STR of 36.99927,  
which rounds to 37 in anyone's book. 
 
 
--  
<-------------------------------------------------------> 
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: I need a miracle! 
Date: Sun, 16 Nov 1997 14:19:45 -0800 
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On Sunday, November 16, 1997 11:03 AM, Joe Claffey Jr. wrote: 
 
 
<snip> 
> I'm having a problem with modeling the consecration rituals, though. 
I 
>want to base it on a Cosmetic Transform, but dirt has a *lot* of BODY 
>(16/hex). I'm trying to come up with a ritual that will allow a 
priest to 
>bless a church (or other appropriate site) in a few hours or so, but 
won't 
>cost a rediculous amount of points. Change Enviroment w/ O END and 
>Persistant gives the proper effect, but the power is linked to the 
priest 
>and not the gods. Any suggestions? 
 
 
Make it a 1d6 Cosmetic Transform, Cumulative, AE 1 hex. Then, have him 
walk slowly around the area in question. Up the dice or the area to 
increase the effect. Add ritual implements (foci), prayers 
(incantations), concentrate, and maybe gestures (repeatedly doing the 
"sign of the cross" or equivalent, waving incense, etc.). 
 
Filksinger 
 
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From: Opal@october.com (Opal) 
Date: 17 Nov 97 00:07:06 GMT 
Subject: Energy Solidification 
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 h >  How would you represent this in Champions?  I understand  
 h > the shaping part would probally be a VPP with the apropiate energy  
 h > being the Sf/x, but what about a character who could just  
 h > solidify the powers of others, as well as mundane energy sources.  
 h >       -Jason  
  
Probably linked Force Wall & the energy attack of your choice,  
or linked Entangle (sepparate target) and energy attack.  
  
VPP is always an option (i mean that, for anything).  Also, someone's  
bound to mention Transform (ugh).  For the character who solidifies  
existing energy, you'd probably just have a limited form of Force  
Wall or Entangle - if he can solidify just about any energy ("I'll  
solidify the light in the room so no one can move!"), an F/X for  
same.  
  
___  
 * OFFLINE 1.58  
 
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From: Opal@october.com (Opal) 
Date: 17 Nov 97 00:20:08 GMT 
Subject: I need a miracle! 
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 h >  How to you represent miracles and general holiness in a HERO  
 h > campagin?  If you use a VPP, what are valid limitations (the example  
 h > above shows the 'power' used without concious control, but Hothael  
 h > and his brother Hosepth could not control the actual effects)?  
 h > Could a 'base' (the church) possess the same type of holiness?  
 h > ...and would it be possible to pool the unfettered righteous might  
 h > of Hosepth, Hothael, the bulky foci 'Cross of the Savior' and the  
 h > holy ground of the church in the midsts of the heroic battle against  
 h > the evil Dhampri Strogo, Overlord of Darkness?  
 h >  
 h >  Tell me what you think.  
 h >       -Jason  
  
In that particular case, it was probably a Suceptiblity on the part  
of the Undead, not a particular power of the area that was functioning.  
  
Uncontrolled is a good limitation for representing miracles that a 
 
diety choses to bestow on the faithful from time to time.  Discretionary  
powers supplied by a diety could take a minor limitation: Power comes  
from a Soruce -1/4, which just means that the given power might not  
function, or might function differently depending on the motivation  
of the being providing it.  Such a character might also have a  
Watched by the diety (talk about 'more powerful').  
___  
 * OFFLINE 1.58  
 
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From: Opal@october.com (Opal) 
Date: 17 Nov 97 00:21:10 GMT 
Subject: Re: TUSV (Vechiles/Weapo 
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 h >  
 h >  Rad Dude is a character who has an Ubatanium reinforced  
 h > skateboard.  He uses it to bat evil villians over the head, as  
 h > a shield whilst in the midsts of battle, and as a really speedy  
 h > ground vechile.  
 h >  
 h >  Lasher, the whip weilding hero, wants to build a handheld  
 h > swing line as a vechile, as well as adding powers on to it  
 h > (like entangle) in a power pool.  
 h >  
 h >  What do you think of this idea?  
 h >        -Jason  
 h >  
  
I hope you're kidding.  These are clearly foci.  
  
___  
 * OFFLINE 1.58  
 
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From: Opal@october.com (Opal) 
Date: 17 Nov 97 00:35:12 GMT 
Subject: Two weapon style 
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 h > From: ALONE AT MIDNIGHT <RAVANOS@jcs1.jcstate.edu>  
 h >  
 h >  Wolfram the Mongoose is a theif with style.  He often fights  
 h > with two weapons at the same time, and likes to strike with them  
 h > simultaneously.  He also uses two crossbows at the same time during  
 h > interrogations, pointing one each at the king's men, promising he'll  
 h > shoot  
 h > the man who gives him the least information.  
 h >  
 h >  How would you simulate this effect?  
 h >  
  
The crossbows aren't a problem... he's only going to fire one of  
them.  I doubt he could use a 'cover' manuever on both simultaneously,  
but as long as they're just sitting there.  Likewise, when using two  
ranged weapons simultaneously the only major advantage you have is  
more ammo, and a backup you don't have to waste a 1/2phase drawing  
if the other jams.  
  
In melee you have a number of options.  You could just use the  
WF: off hand from Ninja Hero & UMA (costs 1pt, gives you a +1 DCV  
whenever you fight with two weapons).  By the same token you could  
take some extra levels when using two weapons (+2 w/ two-weapon  
style).  If you actually want to hit two opponents at once, you can  
use a Sweep manuever, with the F/X of stricking each victim with  
a different weapon.  If you want to hit the same sucker twice, you  
can buy limited Autofire on your attack.  If you're useing dissimilar  
weapons (rapier & baton, for instance), you can link them, with a  
limitation that you have to hit by at least 2 for both to strike.  
  
One thing I did in 3rd Ed, was to buy the 1st weapon as a KA  
(or whatever), OAF, and the 2nd as an Extra Limb, (OAF).  Back  
then, Extra Limb cost 10pts per limb and each one gave you a  
+1 OCV.  The idea was that the 1st OAF taken away was the Extra  
Limb, the 2nd was the KA... 
 
  
___  
 * OFFLINE 1.58  
 
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From: Opal@october.com (Opal) 
Date: 17 Nov 97 00:39:14 GMT 
Subject: Re: Growth 
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>    Remember that although Jimmy Jiant is really really big, while his  
> hand is now as large as a cow, his target, relatively speaking,is a  
> small as a - uh - very small thing.  Compared to a fly, my hand (and  
> everything else) is HUGE, but this doesn't make the fly easier for me  
> hit, does it?  
> --  
  
Doesn't it?  Try hitting a fly with your hand, or with a slightly  
larger fly swatter.  Tough, but you can do it, right?  Now try  
hitting one with a broomhandle....  
  
Actually, it's pretty easy to hit exactly the spot a fly is sitting  
at with a flyswatter.  When you don't get them, it's because they  
fly off at the last second.  You see, they have compound eyes that  
are very good at spoting movement, and an instinctive reaction to  
flee at first sign of movement.  In other words, they have levels  
with sight, 360 vision, Lightning Reflexes.... and they Dive for  
Cover away from the flyswatter.  hee hee  :)  
  
___  
 * OFFLINE 1.58  
 
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From: Opal@october.com (Opal) 
Date: 17 Nov 97 00:45:16 GMT 
Subject: Re: TUSV: vehicles withi 
X-Ftn-To: Opal 
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> From: Bob Greenwade <bob.greenwade@klock.com>  
> At 09:52 PM 11/8/97 GMT, Opal wrote:  
>>One question though:  Vehicles are bought as Followers, & you can  
>> doublethe number of followers for +5 points.  Say I buy a big vehicle  
>>50 points (250pt vehicle)  I want it to have a 50pt shuttle craft,  
>>if I spend 5 pts, I get another 250pt vehicle (which as far as I know  
>>scratch, it cost 10pts.  What do I do?  Have the 250pt vehicle pay 10  
>>it's points for the 50pt one?  That means it costs me 2 pts for  
>> 10pt >power... but then, for 5pts I can get another 250pt one.  
>>  
>    A vehicle may own another vehicle if the second vehicle is tied  
> to the first one.  An elevator, a *dedicated* carrier, or a  
> "guided missile" weapon are three examples.  The shuttles would gener  
  
I absolutely dispise the guided-missle-bought-bought-as-a-vehicle thing.  
It's an attack, it should be bought as an attack.  If it's guided, it  
can have NRM, or extra OCV, and/or something like the Missle limitation  
out of Star Hero or Slow missle out of Robot Warriors.  
  
> bought separately (unless the GM decided that they're close enough to  
> a part of the main vehicle that they can be bought as sub-vehicles).  
  
I see, so a shuttle with Flight as it's only movement power would be  
very dependent on the mothership with FTL, if it's a campaign where  
star-hopping is the major focus.  But if characters made only very  
infrequent interplanetary trips, it would be bought sepparately.  
  
>>Back in Champions III they had a process called 'breaking down  
>>you could do something simillar here.  Something like:  
>    [example snipped]  
>>Buying followers is simpler in the 4th ed, the Camps III bit was  
>>really messy.  :)  
  
> I thought about reviving this, but for this very reason decided not to  
> (especially since one of the Sample Campaign Settings involves owning  
> scads of vehicles).  
> ---  
  
The problem is that if you don't do something like that, it's  
enormously expensive to have a few vehicles of different point levels  
compared to having a huge fleet of high-powered vehicles.  
  
And, adapted to 4th ed, it's not that messy, beacuse the math is  
much simpler (that's what I meant to say, anyway).  
  
___  
 * OFFLINE 1.58  
 
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From: Opal@october.com (Opal) 
Date: 17 Nov 97 00:46:18 GMT 
Subject: Re: Acronyms 
X-Ftn-To: Opal 
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  h > >  
  h > > Come up with one for "GENOCIDE" and I'll really be impressed.:)  
  
  h >  
  h > Global Eugenic Normalization Organization for Classification,  
 h > Identification, Detection and Elimination.  
  h >  
  h > You may substitute "Genome" for "Global," but I think that is  
 weaker.  
 h > <------------------------------------------------------->  
  h > Robert A. West  ///  "Censorship is tyranny."  
  
OK, I'm impressed.  How bout substituting Extermination for  
Elimination.  
Make's em sound nastier.  :)  
  
Or maybe I just like Daleks.  
  
ex-ter-min-ate! Ex-Ter-Min-Ate! EX-TER-MIN-ATE!  
  
___  
 * OFFLINE 1.58  
 
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From: Opal@october.com (Opal) 
Date: 17 Nov 97 00:47:20 GMT 
Subject: Spirit rules... 
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>      I'm planning a present-day paranormal investigations campaign,  
>      not sure about the Spirit rules.  
>      Some of the opposition will be ghosts and demons. Are the  
>      rules as presented in Horror Hero and the Almanac a good way  
>      rid of these bad guys? Are the Shift Spirit powers priced  
>      what they are worth, or are they overpriced (as they seem)?  
>      Any comments?  
>  
>      Richard  
>  
  
The Spirit Rule are Horrible. The Powers are definite not overpriced,  
infact, I couldn't immagine them being overpriced, no matter how  
much you charged for them.  They just shouldn't exist.  
  
You're better off representing spirits, ghosts and such as  
Desolid characters.  
  
___  
 * OFFLINE 1.58  
 
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From: Opal@october.com (Opal) 
Date: 17 Nov 97 00:50:22 GMT 
Subject: Filipino Heroes/Villains 
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To: champ-l@omg.org 
 
 
 
 h > From: Jeremiah Driscoll <jdriscol@vt.edu>  
 h >         I was wondering...  has anyone on the list written up Filipino  
 h > heroes or villains, or know of where I could get information on  
 h > myth or folklore?  Seems I will be running a game or two for my friend  
 h > his sister and maybe two others...  and they're all Filipino, and I'm  
 h > some ignorant white dude.  I may set the game in the Philippines, but  
 h > like to include some real life background flavor in the NPC  
 h > Any help at all would be appreciated.  
 h >  
 h > - Jerry  
  
You're just some ignorant white guy, and you should set your game  
somewhere you're familliar with.  Or at least somewhere that you  
and your players are equally unfamilliar with.  
  
Trust me.  
  
___  
 * OFFLINE 1.58  
 
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From: Opal@october.com (Opal) 
Date: 17 Nov 97 00:55:24 GMT 
Subject: Moveable Force Wall 
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 h >  
 h >   What advantages/limitations would you give to a Force Wall that move  
 h > with his creator but also can only be created so that its creator is  
 h > its  
 h > center ?  
 h >   And what more if its size and form is fixed ?  
  
I assume that FW move with the creator, if centered on him.  Otherwise,  
they're stationary.  No Range 1/2 gives you a force wall that can only  
be centered on your hex, or the ring of hexes around you.  If it's  
a small (1 hex) or variable shape FW, it might be worth an additional  
limitation if it can only be centered on you (means you can never  
use it to entrap people).  For a fixed size and form, probably a -1/4  
(akin to the Beam limitation).  
  
___  
 * OFFLINE 1.58  
 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: Lightning Reflexes!!! 
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-----BEGIN PGP SIGNED MESSAGE----- 
 
>>>>> "BS" == Bill Svitavsky <bsvitavs@bu.edu> writes: 
 
BS> It was in one of the Dark Champions supplements - maybe Eye for an 
BS> Eye. I know it was a Steve Long book. That alone may be why people are 
BS> a little skeptical about it - he's done some pretty questionable things 
BS> with the rules. 
 
While I am one of Long's more vociferous detractors, I consider "Lightning 
Reflexes" to be one of Long's few elegant solutions to a real-world 
problem: zanshin. 
 
Zanshin is a mental state in which thought and action are the same thing. 
It really exists, and it is impressive to see a master Iaidoka 
(practicioner of Iaido).  It is not that he is superhumanly fast, it is 
that his reaction time is astounding -- because he does not need to waste 
time thinking about what to do.  The thought to strike and the strike 
itself occour simultaneously. 
 
-----BEGIN PGP SIGNATURE----- 
Version: 2.6.3a 
Charset: noconv 
 
iQCVAwUBNG+WUZ6VRH7BJMxHAQFf6QQApaAZfFmka6OdKM+9cQyaa492ZqQCFjnA 
PdbzgWUt29zZPug18gI0W00jeZjdQ5gwblOlZqwK30CgS3nbOGOsTvBueBbr37Of 
tmwS1aIyp3jpu2Z+32m2iUG+TJ0rNnz4RBUE9snNNxfk0ZJ3tTWobi8J7U4gPKca 
dOPwQcblDDI= 
=39Xr 
-----END PGP SIGNATURE----- 
 
--  
Rat <ratinox@peorth.gweep.net>    \ Happy Fun Ball contains a liquid core, 
PGP Key: at a key server near you! \ which, if exposed due to rupture, should 
                                    \ not be touched, inhaled, or looked at. 
 
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From: Opal@october.com (Opal) 
Date: 17 Nov 97 00:59:26 GMT 
Subject: Btilc 
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 h > even before the 'magic potion'. Though I really wonder what that magic  
 h > potion does -  
 h >  
 h > "See things no one else can see, do things no one else can do!"  
 h >  
 h > I was thinking maybe a whole bunch of little Aids (STR, DEX, CON, PRE,  
 h > (+1/2), Fade Rate: 5 CP per 5 Hours (+1), OAF Magic Potion (-1),  
 h >  
 h > That's 44 real points, but really spiff for assaulting Lo Pan's  
 h > underground  
 h > sanctuary.  
  
The potion may just have enabled the whole adventure.  If you think  
of the strange temple that Lo Pan had underneath his building as  
being an alternate, mystical realm, it could only be reached by people  
able to percieve and act on it.  That would make the potion  
Extra Dimensional Movement...  
  
 h > Then there's the Six Demon Bag "Wind, Fire, Thunder, all that good  
 h > stuff!"  
 h > ------  
  
___  
 * OFFLINE 1.58  
 
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From: Opal@october.com (Opal) 
Date: 17 Nov 97 01:05:28 GMT 
Subject: Screaming Really Loud 
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 h > I'm trying to figure out how to implement two fairly minor powers  
 h > in an affordable way.  
 h >  
 h > 1.  Being able to scream really loud: loud enough to be heard from  
 h > miles around.  Does no damage, just loud.  (and obnoxious, I guess)  
 h >  
 h > 2.  Generating a light, like a lantern.  Just a light, nothing  
 h > special.  
 h >  
  
That's easy: Change Environment, or if you want people to understand  
the scream, Images.  
  
 h > Any ideas how to build these powers _cheaply_?  
 h > -Eric  
  
Oh, cheaply, never mind.  The problem is that the way you buy  
up area for CE and Images is +5 pts per doubling, while the way  
you buy up area for AE attacks is a +1/4 advantage.  Usualy the  
CE is cheaper, but when you buy a minimum cost attack it falls  
appart.  It's much cheaper (at 2.5 Apt per doubling) to buy an  
area effect: huge, 2d EBp hail storm, than an area effect: huge 
 
Change environment: Rain.  
  
In your example, it's cheaper to buy a 1d Flash: hearing F/X scream  
over a huge area than to buy the Image over that area.  Mind you,  
with images you might not need to - the sound occurs in one hex  
but could carry some distance, assign your Image's per roll penalties  
as bonuses to hearing it from a distance.  :)  
  
___  
 * OFFLINE 1.58  
 
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From: Opal@october.com (Opal) 
Date: 17 Nov 97 01:38:30 GMT 
Subject: Heroic characters paying 
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 h > From: RGSchwerdtfeger@directv.com (Richard G Schwerdtfeger)  
 h >      Here's a question for you:  
 h >  
 h >      Do any GMs make their heroic-level characters pay for any  
 h > weaponry or equipment that they might carry?  
 h >  
 h >      For my paranormal investigations campaign, I'm thinking of making  
 h > the players pay for those items that they would always be carrying,  
 h > like a personal sidearm, or a magic dagger, or a bullet-proof vest.  
 h > Then, if they need some heavier fire-power for an adventure, they can  
 h > request it from their bosses. If I deem it proper, I'll give them what  
 h > they need.  
 h >  
  
Generally, I think it's a good idea for players to pay for anything  
unusual for the setting.  If your investigators are in modern day  
America, there's nothing unusual about the side arm (assuming the  
character has the Perk for the permit), the bullet-proof vest would  
be a bit odd (grey area), the magic dagger would certainly have  
to be bought with character points.  
  
 h >      Considering this will probably only be 10 or 15 points (out of a  
 h > total of 150), do you think this is a good idea or a bad idea? Do you  
 h > think it will cause players to want to spend more on weaponry (like an  
 h > assault rifle) and less on investigative skills, since they have  
 h > to pay the points anyways?  
 h >  
 h >      Richard  
  
I think you'll find that if you allow 'normal' weaponry, some players  
will react by concentrating on skills, since combat is 'covered,' others  
will take advantage of it by picking up lots of levels with the available  
weapons, and some will try to come up with thier own offensive abilities  
for the sake of 'uniqueness' and end up wasting points.  If you have  
players build thier own equipment, then all of them will spend some  
points on getting what they think they need.  Some will, thus have  
fewer skills, and others will buy something 'unique' like they wanted  
anyway, and be about the same.  
  
  
I think it helps to give characters some flexibility.  If you want to  
use perfectly ordinary equipment you should be able to, and focus on  
skills and abilities.  If you want some 'special' equipment or abilities  
you should pay for them, though not quite as much if the 'special'  
stuff accomplishes about the same thing as is generally available.  
Star Hero had a 'Replaceable -1/2' limitation for any power that was  
largely duplicated by existing equipment (I believe the example was  
an alien with 2d RKAe 'laser beam eyes' in a game where 2d RKAe 'blasters'  
were readily available.  You probably won't be able to find Star  
Hero, but here's a more detailed version of Replaceable:  
  
Replaceable  -1/4 to -1  
     Replaceable is a limitation given to powers that are  
duplicated by easily obtainable, independent, foci.  For instance  
a warrior buying a sword in a fantasy game or a superhero who  
wears an ordinary bullet-proof vest.  In no case can a power be  
both replaceable and independent.  
     A focus that is virtually identical to independent foci  
commonly available in the campaign receives a -1 replaceable  
limitation.  Such a power must be bought almost exactly the same  
way as the independent item it resembles.  Its special effects  
can differ only slightly. Advantages and limitations should vary  
by only 1/4 each.  And, the power should be bought to within 1  
DC, 1 DEF, or about 5 Apts of the independent one.  
     A power that has different special effects and limitations  
than the available independent foci that most closely duplicates  
it can get a -1/2 Replaceable limitation. It must be of about the  
same power level (+/-1 or 2 DC, DEF or about 10 or 15 Apts) as  
similar independent foci and have no more than +1/2 more in  
advantages.  
     Powers that are different from those commonly available as  
independent foci but which still have similar effects and  
employment and are not of a radically different power level can  
receive a -1/4 Replaceable limitation.  
  
  
___  
 * OFFLINE 1.58  
 
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From: Opal@october.com (Opal) 
Date: 17 Nov 97 01:45:32 GMT 
Subject: TUSV: Bibliography 
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 h > From: Bob Greenwade <bob.greenwade@klock.com>  
 h >  
 h >    Maybe some of you folks on the list will know better than me...  
 h >    How well would the "Planet of the Apes" moves and TV series fit in  
 h > the  
 h > index for TUSV?  I remember for sure that there were wagons and such  
 h > (pretty standard far as these things go), but I'm trying to recall if  
 h > there  
 h > were any horse-drawn tanks or contraptions like that.  
 h > ---  
  
It was a long time ago, but I seem to remember something like that  
in the TV show.  
  
However, you want wierd low-tech Vehicles, watch re-runs of  
Wild! Wild! West.  
  
Also, there was John Wayne movie called The War Wagon that had  
an armored, gattling gun armed, stage coach.  (of course you  
spend the entire film asking 'Why don't they shoot the horses?")  
  
___  
 * OFFLINE 1.58  
 
Date: Sun, 16 Nov 1997 18:53:29 -0800 
From: "Robert A. West" <robtwest@erols.com> 
Subject: Nuclear (not Necular) Bombs - long 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
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Catching up on some old reading, I just perused the thread on  
"Thermonecular Bombs."  Here are some random observations, that may or  
may not be relevant to your game, depending on your style. 
 
The real-world information comes from various sources over the years.  If  
you can find it, I commend a wonderful monograph entitled, "The Effects  
of Nuclear Weapons," published in 1963 by the Atomic Energy Commission,  
the predecessor to the Department of Energy. 
 
*Why do it?* 
Putting in a terrorist group with a nuke can make for an exciting plot.   
Of course, the bomb is never *supposed* to go off -- the heroes are  
supposed to win, after all, but they *might* fail, and it is reasonable  
for a GM to quantify what would happen if they did.   
 
How far must the PCs go to save themselves when that counter hits zero?   
How much destruction would there be?  If a flying PC elects to fly the  
bomb out to sea, how far does the PC have to take it, and what would be  
the effects if he did?  How far must he lob it to survive? 
 
*Size matters.* 
Terrorists are more likely to make use of subkiloton tactical devices  
(such as obsolete 155mm atomic shells and Atomic Demolition Munitions)  
than Strategic weapons.  Thermonuclear devices are *always* strategic  
weapons, because there is a lower limit of about 40kt on their size,  
assuming that they are fission-triggered.  A pinch-field-trigger (see  
Larry Niven's Protector) would have no lower limit, but is beyond current  
technology. 
 
Estimates of the Hiroshima weapon have been recently downgraded to 12kt.  
Most people tend to overestimate the yield of strategic warheads.   
High-yield warheads were designed in the 1950s and early 60s to destroy  
hardened military installations.  The huge size was necessitated by the  
fact that our CEP (circular error probable) was more than 1 kilometer for  
missile launched weapons, and problematic for gravity bombs.  Since any  
nuke will produce 3000psi overpressure within 100m of ground zero, it is  
better to produce many precisely-aimed 40kt explosions than one  
multimegaton explosion, and this has been the trend since about 1965. 
 
The standard warhead for a solid-fueled ICBM or SLBM ranges from 1  
megaton (for a single warhead) down to as small as 40kt for the smallest  
MIRV warheads in the inventory.  A Trident missile allegedly will carry  
twenty 40kt warheads, or a smaller number of larger warheads.  The Titan  
missile (liquid-fueled) carried a warhead of up to nine megatons, but was  
retired around 1985 after a missile exploded in its silo.  (A worker  
dropped a wrench, puncturing the skin and rupturing a fuel line.  The  
warhead was hurled, intact, about a mile.) 
 
The huge 20 megaton and larger weapons were all gravity bombs.  These  
weapons have been largely obsolete for about twenty years, since the  
nuclear-tipped cruise missile became practical.  I know of no published  
material covering whether any B-1 or B-2 bombers are so equipped, but I  
doubt it. 
 
*Escaping or throwing nuclear bombs:* 
The radius of destruction of a nuclear bomb goes up less-than-linearly in  
the yield.  This is obvious, if you think about it, since a larger  
warhead will waste a lot of energy atomizing things that the smaller  
warhead will merely pulverize, and pulverizing is usually more than  
enough. 
 
IIRC, the formula is  
 
	Pressure = K*F(h/W)*W/r^2.5 
 
K*W^.4, where W is the warhead yield, F(h/W) is a function of the height  
of burst relative to yield, and K is a constant of nature.  Since, in  
game terms, static overpressure is roughly equivalent to damage class,  
for an optimum airburst, we get a given DC at 
 
	Radius = Constant * W^0.4 
 
For a Hiroshima-class weapon at optimum airburst, destruction of  
reinforced concrete buildings (about 6D6K AoE, I estimate) occurs up to  
about 2500m (1250") from ground zero IIRC.  This will kill many, but not  
all, 250-pt characters, especially when combined with other effects.  A  
groundburst (which would be more likely for terrorists) would have this  
effect over about half the radius (625"). 
 
For a subkiloton weapon, this would be reduced to 462", 231" for a  
groundburst.  This means that many PCs, seeing the counter nearing zero,  
could escape to ranges at which their defenses would be relevant. 
 
In fact, considering that bombs are dropped by real-world planes that  
must then exit the area of destruction before the bomb explodes, this  
should not even be that difficult.  The standard method, developed by  
Chuck Yeager, is to release the bomb while in a steep climb at an  
altitude greater than the optimum airburst.  The bomb is thus lobbed for  
a considerable distance, while the plane completes an Immelman turn and  
runs for home using afterburners.  For planes that cannot do this, such  
as the B-52D, the bomb must be dropped from near-maximum altitude, or the  
plane must use a SRAM. 
 
*EMP* 
What is commonly referred to as Electromagnetic Pulse is probably  
a combination of three effects.  There is very little unclassified  
research on this subject, so the following information is based on  
articles in Scientific American and Jane's Defense Weekly in the early  
1980's. 
 
1) Prompt ionizing radiation from the blast can cause irreversable  
transitions in doped semiconductors, thereby "frying" the active  
components on which the circuits rely.  For small ordinary nuclear  
blasts, this effect is important only in areas of over 100psi  
overpressure, which will destroy most devices outright. 
 
2) A sufficiently high-yield burst will cause Compton scattering in the  
ionosphere, particularly if the burst is high-altitude as well.  This  
will expose a wide area to X-rays and high-energy electrons. 
 
3) When a conductor is exposed to ionizing radiation (such as X-rays), a  
potential difference accumulates along it.  This potential is  
proportional to the length of the conductor and the intensity of the  
radiation.  Along a transmission line, the potential difference could be  
thousands of volts, which would take out the power grid over large areas  
and destroy any equipment hooked up to the grid without massive surge  
protection. 
 
IIRC, true EMP is a combination of effects 2 and 3.  This  
probably requires an ionospheric burst of 20 or 30 megatons. 
 
*Neutron Bomb* 
This is one of the most misunderstood weapons in history.  If you want to  
use the comic-book version in your campaign, fine.  I only want people to  
realize that they are implementing a parody of a real device. 
 
The official term for the device is the "Enhanced Radiation Weapon,"  
because it produces more *prompt* radiation than an ordinary nuclear  
weapon of similar yield will.  If dropped on a city, it will destroy both  
life and property about as well as any other nuclear device of similar  
yield; it was designed to solve a specific problem. 
 
If Soviet tanks were to break through NATO defensive lines and threaten  
German cities, the tanks would be too close to the cities to use ordinary  
nuclear explosives.  Destroying a tank requires about 300psi of static  
overpressure, and a tank column would cover about a 2km-4km front.  A  
device that would produce that much overpressure over so wide an area  
would easily destroy buildings (20 psi static) several miles away.   
Moreover, tall buildings can be toppled by dynamic overpressure at even  
greater ranges. 
 
Enter the following thought: tanks contain sensitive equipment and human  
beings that are vulnerable to prompt radiation.  Since radiation is  
absorbed by the atmosphere, prompt radiation falls off in intensity even  
faster with radius than does blast.  If a weapon could be devised to  
produce more of its yield in the form of radiation, and less as blast,  
then it could be used to defend a city without destroying the city, or to  
defend troops without killing them. 
 
This is, of course, the point that was picked up by our scientifically-  
illiterate press, and twisted into a bomb that could be dropped on a city  
and kill only the people.  There were two flies in the ointment.  One was  
that the press's version was tailor-made for Anti-American propaganda:  
"Here is the perfect capitalist weapon!"  The second is that, although  
the crews would be given a lethal dose of radiation, they would not die  
for about three hours.  Fighting a battle against an army that *knows* it  
is going to die is not a pleasant prospect.  Afterwards, Soviet reserve  
crews could easily man the remaining tanks, most of which would not have  
dangerous levels of residual radiation inside. 
 
Again, the fictional version can make a good story, but some GMs may  
prefer to attempt a writeup that is closer to the real thing. 
 
 
--  
<-------------------------------------------------------> 
Robert A. West		///  "Censorship is tyranny." 
Phone W:(215)466-3628; H:(215)348-9113   
http://www.erols.com/robtwest 
 
Date: Sun, 16 Nov 1997 21:30:13 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: Xcel Charcter Sheet 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
> "Look, mentally I'm older than Lincoln, emotionally 
> I'm six years old, physically I look like I'm in my 
> twenties, my hormones are going top speed, and I'm 
> something evolved from a slug evolved into something 
> evolved from an ape. And YOU got the nerve to say 
> YOU'RE confused?!?" 
 
 
	What is this quote from? 
 
 
			-Tim Gilberg 
 
From: Egyptoid@aol.com 
Date: Sun, 16 Nov 1997 22:32:36 -0500 (EST) 
Subject: Re:  Role Playing Militias 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
In my JLA campaign the KKK is heavily funded by GENOCIDE. 
The biggest and beefiest of the bigots get to be agent trainees. 
-- 
elliott 
 
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From: Opal@october.com (Opal) 
Date: 17 Nov 97 03:48:00 GMT 
Subject: Re: Creating light 
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X-Hero: champ-l 
To: champ-l@omg.org 
 
 
 
 h > >  
 h > > The Peace Field: -5 lvls with OCV (25 pts), AE (+1), UAO (+1),  
 h > Active  
 h > > 100 pts. "I can't seem to concentrate on hitting him. I just don't  
 h > > feel like fighting."  
 h > >  
 h >  
 h > These negative levels are entirely inconsistent with the BBB rules,  
 h > even  
 h > if they did make it into a Hero product. Published Hero characters are  
 h > pretty poor adherents to the rules, sadly. I'd rather go with a  
 h > Suppress  
 h > vs. DEX or Suppress vs. Levels.  
 h >  
  
I agree about the negative levels, but in this case, they're completely  
unnesciary, since you can just make them + DCV levels instead with  
the same effect.  Acutually my group did this a while back.  We called  
it 'The A-Team Theme' when you played it, everyone got +8 DCV.  (the  
character was called the 'Conductor' all his powers had a specific  
theme music to go with them)  
  
___  
 * OFFLINE 1.58 * --------------------------------------------------  
 
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From: Opal@october.com (Opal) 
Date: 17 Nov 97 03:56:02 GMT 
Subject: Area of Effect:  Joined 
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 h >         Cold-snap can create AE fields of killing cold.  They cost no  
 h > END to maintain, and once set up, can exist indefinitely on their own.  
 h > If he were to set up AE fields of killing cold that joined, would they  
 h > do the combined damage of the two fields, the higher of the two damage  
 h > rolls, or simply the same damage.  Also, where the two 'cold' circles  
 h > joined, would it be 'colder'?  
  
Presumably, if each one is set up at a diffent time, and doing it's own  
damage, the higher roll would apply, so in a sense it might be slightly  
'colder' where the circles overlap.  But in general, the area is just  
being extended and  overlaps can be ignored.  
  
 h >  Can you push an AE to be larger?  
  
Sure.  
  
 h >  Would an equal ammount of heat vs. cold field cancel each other out?  
 h >  Tell me what you think.  
 h >        --Jason  
  
GM call.  If the F/X are just right, maybe.  Otherwise, you might get  
frozen solid and then incenerated, or vice versa.  
  
___  
 * OFFLINE 1.58  
 
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From: Opal@october.com (Opal) 
Date: 17 Nov 97 03:59:04 GMT 
X-To: herolist@october.com (herolist)  h > I would also give it 50% or 75% Damage Reduction vs. Physical Attacks,  h > Does Not Work if Struck Against a Surface.  h >  h > Flying insects (or other small flying creatures for that matter) don't  h > have much inertia, so if an object strikes them they're quite likely  h > bounce away unharmed. Try using a flyswatter to kill a fly in mid-air,  h > rather than against a surface - it won't work.  h > 
Subject: Re: Growth 
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To: herolist@october.com (herolist)  
 h > I would also give it 50% or 75% Damage Reduction vs. Physical Attacks,  
 h > Does Not Work if Struck Against a Surface.  
 h >  
 h > Flying insects (or other small flying creatures for that matter) don't  
 h > have much inertia, so if an object strikes them they're quite likely  
 h > bounce away unharmed. Try using a flyswatter to kill a fly in mid-air,  
 h > rather than against a surface - it won't work.  
 h >  
  
Don't ask me why, but when I was a kid I went to a lot of trouble doing  
exactly that.  And, yes, the flys did die.  BTW, they're easier to hit  
if you swing into they're flight path.  :)  
  
 h > This is one of my favorite powers to throw onto Shrinking characters.  
  
___  
 * OFFLINE 1.58  
 
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From: Opal@october.com (Opal) 
Date: 17 Nov 97 04:08:06 GMT 
Subject: Re: Essay: How do I? (lo 
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 h >  
 h > I know the book says otherwise, but I've never seen where "affects all  
 h > of target" would affect a crush -- it's definitely possible to squeeze  
 h > parts of a target" (increase in air pressure, for example, or ...  
 h > gravity).  And losing BOTH grab and punch damage should be a little  
 h > than a -1/4 Limitation.  
 h >  
  
I think the idea is it affects all parts of the target at once, and in  
the same way.  So you could move the target to the left, but crushing  
the target would require moving the left side to the right, and the  
right side to the left....  It's just semantics.  
  
I think the reason it exists is just to simulate pre-4th Ed TK.  Which  
was 5pts/5 STR and couldn't be used to punch or squeeze (it also had  
a limited range of 1 hex / Apts instead of 1/5).  
  
 h > In any case, I'd say the functionality of this power is enough to just  
 h > /not buy that limitation/ and call it part of SFX if you're not comfort  
 h > mucking with the Limitation.  
  
___  
 * OFFLINE 1.58  
 
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From: Opal@october.com (Opal) 
Date: 17 Nov 97 04:17:08 GMT 
Subject: Nuclear (not Necular) Bo 
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Thanks for the info.  Expecially the Nuetron Bomb stuff.  I've  
tried to explain the tactics behind it so many times (not in  
the list, but real life) and people never seemed to get it.  
I did not know that it took so long to kill it's victims  
though.  I always thought it was more effective than that.  
Nice to know that it was dropped ... er cancelled ...  
for a practical reason too.  
  
___  
 * OFFLINE 1.58  
 
Date: Sun, 16 Nov 1997 20:46:59 -0800 
From: Rook <rook@infinex.com> 
Subject: Re: Filipino Heroes/Villains 
Errors-To: owner-champ-l@omg.org 
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>  h > From: Jeremiah Driscoll <jdriscol@vt.edu> 
>  h >         I was wondering...  has anyone on the list written up Filipino 
>  h > heroes or villains, or know of where I could get information on 
>  h > myth or folklore?  Seems I will be running a game or two for my friend 
>  h > his sister and maybe two others...  and they're all Filipino, and I'm 
>  h > some ignorant white dude.  I may set the game in the Philippines, but 
>  h > like to include some real life background flavor in the NPC 
>  h > Any help at all would be appreciated. 
>  h > 
>  h > - Jerry 
> 
> You're just some ignorant white guy, and you should set your game 
> somewhere you're familliar with.  Or at least somewhere that you 
> and your players are equally unfamilliar with. 
> 
 
    Wow.    Now that's an incredably racist statement to make. 
 
Here we have a guy who has found himself a group of players all of the same 
ethnicity, but one 
diferent from himself. In a show of good faith he has put out a call for help 
in learning as much as he 
can about his new players' culture. 
    I wish I could find more people willing to take that step. 
 
It's the step I took when I was living in Korea. And I got comments like yours 
from countless other americans I encountered. However every Korean I met was 
absolutley flattered and amazed that I had 
put forth so much effort to learn about them with no obvious reward or goal for 
it. 
    I left that country with countless friends and experiences I will treasure 
for the rest of my life. 
And I left a lot of Koreans behind who could point to at least one American 
with appreciation. 
 
 
    No. I'd whole heartedly encourage this guy to learn as much as he can. And 
if he can impress his players with whatever inklings he learns, it will be well 
worth it. It's been my experience that most people appreciate it when outsiders 
try to learn their ways and understand them. Providing it's done in good faith 
and friendship. 
 
    I just wish I knew something about the Philipines so that I could help this 
guy. 
 
-- 
Rook 
 
Super Hero Links Page: 
http://www.infinex.com/~rook/SH/SHlinks.html 
 
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: ludator@mail.softfarm.com 
Date: Sun, 16 Nov 1997 22:56:50 -0600 
From: Vox Ludator! <ludator@mail.softfarm.com> 
Subject: Re: Essay: How do I? (lo 
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At 04:08 AM 11/17/97 GMT, Opal wrote: 
>I think the idea is it affects all parts of the target at once, and in  
>the same way.  So you could move the target to the left, but crushing  
>the target would require moving the left side to the right, and the  
>right side to the left....  It's just semantics.  
 
Okay, I can buy this explanation.  But IMO, such a drastic change should be 
at least -1/2, not -1/4 -- "cannot punch" and "cannot squeeze" would be 
worth -1/4 apiece. (*Sigh* back to the old HOMERULE.TXT ...) 
  
-- 
Vox 25:17, Patron Saint of Gadflies 
+-----------------------------------------------------------------+ 
| "The only thing necessary for the triumph of evil is for good   | 
| men to do nothing." -- Edmund Burke (1729-1797)                 | 
+-----------------------------------------------------------------+ 
   Visit the SoapVox at http://www.io.com/~angilas/soapvox.html 
 
X-Sender: ludator@mail.softfarm.com 
Date: Sun, 16 Nov 1997 22:56:52 -0600 
From: Vox Ludator! <ludator@mail.softfarm.com> 
Subject: Re: FAQ? 
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At 02:32 AM 11/17/97 -0500, Eric Pawtowski wrote: 
>Where is the FAQ?  I have a simple issue that has to be answered in  
>it.  (Essentially, if a character standing 5" from a wall takes  
>10" of KB and hits said wall, does the character take 10d6 or 5d6  
>damage?) 
 
        You take 10d6 damage, IF the combined DEF/BODY of the wall is 10 or 
more. 
        If you hit a wall or other obstruction, you take 1d6 per inch of KB, 
up to the DEF+BODY of the structure; if the DEF+BODY is less than the total 
KB, you blow through the structure, subtracting the DEF+BODY from the 
remaining KB.   
        So if the wall is DEF 2, BODY 2, your character will take 4d6 damage 
and land one hex behind the wall.  If the wall is DEF 4, BODY 4, you'll take 
8d6 damage and land in a pile of rubble in the middle of the wall hex.  If 
the wall is DEF 8, BODY 8, you'll take the full 10d6 damage and stop in the 
hex in front of the wall. 
        (Has anyone else wondered why KB damage isn't x"/3 to conform with 
Move-Through and other collision/velocity damages?) 
 
-- 
Vox 25:17, Patron Saint of Gadflies 
+-----------------------------------------------------------------+ 
| "The only thing necessary for the triumph of evil is for good   | 
| men to do nothing." -- Edmund Burke (1729-1797)                 | 
+-----------------------------------------------------------------+ 
   Visit the SoapVox at http://www.io.com/~angilas/soapvox.html 
 
X-Sender: ludator@mail.softfarm.com 
Date: Sun, 16 Nov 1997 22:56:54 -0600 
From: Vox Ludator! <ludator@mail.softfarm.com> 
Subject: Re: Xcel Charcter Sheet 
Cc: champ-l@omg.org 
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At 09:37 PM 11/16/97 +0000, David Cooper wrote: 
> It's from a Japanese Anima, called Robotech 
 
<Nitpick> 
[1] I think you meant "anime", in which case you don't have to put the 
nation of origin in front of it. There is no Canadian or German anime to the 
best of my knowledge. :] 
 
[2] "Robotech" isn't precisely Japanese -- much like Saban chopped up and 
redubbed a number of 'sentai' shows to create =Mighty Morphin' Power 
Rangers=, and Sandy Frank hacked up "Gatchaman" to give us =Battle of the 
Planets=, Carl Macek strung three unrelated anime series (Macross, Southern 
Cross, and Mospeada) together and redubbed them to create a unified plot, 
then called the entire product "Robotech".  (The quote, incidentally, I'm 
guessing comes from the third portion).  
 
Whether products like Robotech, including "Battle of the Planets" (which 
Saban recently redid under the name "Eagle Riders"), and the short-lived 
"Technoman", still count as 'anime' is a question I'll leave to someone else. :/ 
</Nitpick> 
 
Vox 25:17, Patron Saint of Gadflies 
+-----------------------------------------------------------------+ 
| "The only thing necessary for the triumph of evil is for good   | 
| men to do nothing." -- Edmund Burke (1729-1797)                 | 
+-----------------------------------------------------------------+ 
   Visit the SoapVox at http://www.io.com/~angilas/soapvox.html 
 
From: Eric Pawtowski <epawtows@cray-ymp.acm.stuorg.vt.edu> 
Subject: FAQ? 
Date: Mon, 17 Nov 1997 02:32:45 -0500 (EST) 
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Where is the FAQ?  I have a simple issue that has to be answered in  
it.  (Essentially, if a character standing 5" from a wall takes  
10" of KB and hits said wall, does the character take 10d6 or 5d6  
damage?) 
 
   Eric 
 
Reply-To: "Filksinger" <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
Subject: Re: Acronyms 
Date: Mon, 17 Nov 1997 01:01:21 -0800 
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On Sunday, November 16, 1997 5:52 PM, Opal wrote: 
 
<snip> 
> 
>Or maybe I just like Daleks. 
> 
>ex-ter-min-ate! Ex-Ter-Min-Ate! EX-TER-MIN-ATE! 
> 
 
Daleks. The only villains ever created with the Psych Lim: Must say 
exterminate a number of times proportional to the number of points 
that living targets are based on before attacking. 
 
Thus, a random normal gets maybe one "Exterminate" tops, soldiers get 
two or three, and the Doctor gets six before someone says, "Wait! We 
want the Doctor alive!" 
 
Filksinger 
 
Reply-To: "Filksinger" <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
Subject: Re: FAQ? 
Date: Mon, 17 Nov 1997 01:16:51 -0800 
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On Sunday, November 16, 1997 10:57 PM, Eric Pawtowski wrote: 
 
 
>Where is the FAQ?  I have a simple issue that has to be answered in 
>it.  (Essentially, if a character standing 5" from a wall takes 
>10" of KB and hits said wall, does the character take 10d6 or 5d6 
>damage?) 
 
 
10d6. If hit with 10" knockback, and the wall is 9" away, he would 
still take 10d6. 
 
I'll email you the FAQ. 
 
Filksinger 
 
Reply-To: "Filksinger" <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
Subject: Re: Filipino Heroes/Villains 
Date: Mon, 17 Nov 1997 01:21:52 -0800 
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On Sunday, November 16, 1997 8:14 PM, Rook wrote: 
 
 
<snip> 
> 
>    Wow.    Now that's an incredably racist statement to make. 
> 
>Here we have a guy who has found himself a group of players all of 
the same 
>ethnicity, but one 
>diferent from himself. In a show of good faith he has put out a call 
for help 
>in learning as much as he 
>can about his new players' culture. 
>    I wish I could find more people willing to take that step. 
<snip> 
 
I agree with everything you say, except the very first comment. The 
_original_ poster referred to _himself_ as an "ignorant white dude". 
The other poster was merely using the same term, albeit misquoted. I 
don't believe there was any racist intent, the poster was simply 
trying to prevent the person from embarrassing themselves. 
 
I have seen GMs thoroughly embarrassed by attempting to do what the 
original poster suggested, and in one case it wrecked the game. I 
suspect that is an experience the second poster has had as well, and 
is simply recommending that he not repeat it. No racism was involved. 
 
Filksinger 
 
Date: Mon, 17 Nov 1997 02:43:24 -0700 
From: Curtis Gibson <Mhoram@apeleon.net> 
Subject: Re: Screaming Really Loud 
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>  
>  h > I'm trying to figure out how to implement two fairly minor powers 
>  h > in an affordable way. 
>  h > 
>  h > 1.  Being able to scream really loud: loud enough to be heard from 
>  h > miles around.  Does no damage, just loud.  (and obnoxious, I guess) 
 
I haven't yet seen a suggestion for the way the groups around here do 
this.... 
 
Images (details to follow). The rationale behind our interpertation; 
images area defines the area of the image, not the area of those that 
can percieve it. Those outside the image still sense it... ie someone 
has a huge area of images, and creates the image of a skyscraper then 
anyone who could normally see the skyscraper can see the image whether 
they are in the 'area' of the images or not. 
 
Now for a loud scream you buy images, base size (ie the sound is coming 
from one hex) and you buy up the per roll, with the modifier _not_ to 
disbelieve but to sense the thing in the first place (same cost). I have 
a character with a loudspeaker in his supersuit and he has +6 to per 
rolls IE when he uses the loudspeaker everyone has +6 to hearing 
perception to hear what he is saying. 
 
A quick glance at the optional hearing perception roll modifiers (page 
138 HSR) shows that a +6 is the equivilant of a grenade going off. That 
is usually enough for most people.  
 
A linked presence attack is great for the kiai shock screamer types too. 
--  
-Mhoram 
Why is it a penny for your thoughts, but you have to put your 
 two cents in. Somebody's makin' a penny somewhere. -Stephen Wright 
 
From: "\"qts\" <qts@nildram.co.uk> 
        \"Rook\"" <qts@nildram.co.uk> 
Date: Mon, 17 Nov 97 11:43:45  
Reply-To: "qts" <qts@nildram.co.uk> 
Priority: Normal 
Subject: Re: Filipino Heroes/Villains 
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On Sun, 16 Nov 1997 20:46:59 -0800, Rook wrote: 
 
>>  h > From: Jeremiah Driscoll <jdriscol@vt.edu> 
>>  h >         I was wondering...  has anyone on the list written up Filipino 
>>  h > heroes or villains, or know of where I could get information on 
>>  h > myth or folklore?  Seems I will be running a game or two for my friend 
>>  h > his sister and maybe two others...  and they're all Filipino, and I'm 
>>  h > some ignorant white dude.  I may set the game in the Philippines, but 
>>  h > like to include some real life background flavor in the NPC 
>>  h > Any help at all would be appreciated. 
>>  h > 
>>  h > - Jerry 
>> 
>> You're just some ignorant white guy, and you should set your game 
>> somewhere you're familliar with.  Or at least somewhere that you 
>> and your players are equally unfamilliar with. 
>> 
> 
>    Wow.    Now that's an incredably racist statement to make. 
 
<snip> 
 
Hear hear! 
 
I do hope that when you go abroad to do business, you attempt to fit in 
with their society - you'll do far better that way than by acting the 
arrogant American 
qts 
 
Home: qts@nildram.co.uk. 
 
X-Forwarding-Note: Was sent to herolist@october.com; forwarding to hero-l@omg.org 
From: ALONE AT MIDNIGHT <RAVANOS@jcs1.jcstate.edu> 
Date: Mon, 17 Nov 1997 07:42:23 -0500 (EST) 
X-To: hero-l@october.com 
Subject: Re: TUSV: vehicles withi 
X-Listname: Hero 
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What's the Missile Limitation from Star Hero like? 
What's the Slow Missile Limitation from Robot Warriors like? 
 
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From: ALONE AT MIDNIGHT <RAVANOS@jcs1.jcstate.edu> 
Date: Mon, 17 Nov 1997 07:46:09 -0500 (EST) 
X-To: hero-l@october.com 
Subject: Re: TUSV (Vechiles/Weapo 
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	I wasn't kidding. 
 
X-Sender: bob.greenwade@klock.com 
Date: Mon, 17 Nov 1997 05:29:13 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Area of Effect:  Joined circles 
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At 11:02 AM 11/16/97 -0800, Bob Greenwade wrote: 
>> Can you push an AE to be larger? 
> 
>   Again, it depends on the SFX.  On the whole, though, I'd tend to say no, 
>though there are some cases where I'd increase the Area Effect in 
>proportion to the amount that the Power was Pushed. 
 
   After seeing some other folks' responses to this, I'm changing my 
thoughts.  I'd say that you can either Push a Power with certain 
Advantages, or without, as defined in cooperation with the GM when the 
Power is bought.  Thus, an AE EB could either be pushed 2d6 without an 
increase in area, or 1d6 with an increase (determined, like I said, when 
the Power is bought). 
--- 
Bob's Original Hero Stuff Page! 
   http://www.klock.com/public/users/bobg/original.htm 
Homepage of the Merry-Go-Round Webring!  (Wanna join?) 
   http://www.klock.com/public/users/bobg/merrhome.htm 
 
 
X-Sender: bob.greenwade@klock.com 
Date: Mon, 17 Nov 1997 05:35:56 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Lightning Reflexes!!! 
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At 07:31 PM 11/16/97 +0000, Chris Brecken wrote: 
>This may sound stupid, but where did this power/advantage come from, and 
>whats the cost etc etc... 
 
   It originally appeared in An Eye For An Eye, and was reprinted in a 
sidebar in The Ultimate Mentalist. 
   Lightning reflexes costs 3 points for +2 DEX for purposes of combat 
order, or 1 point for +1 DEX for purposes of combat order for one action 
only. 
--- 
Bob's Original Hero Stuff Page! 
   http://www.klock.com/public/users/bobg/original.htm 
Homepage of the Merry-Go-Round Webring!  (Wanna join?) 
   http://www.klock.com/public/users/bobg/merrhome.htm 
 
 
X-Sender: bob.greenwade@klock.com 
Date: Mon, 17 Nov 1997 05:46:50 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: TUSV: vehicles withi 
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At 12:45 AM 11/17/97 GMT, Opal wrote: 
>>    A vehicle may own another vehicle if the second vehicle is tied  
>> to the first one.  An elevator, a *dedicated* carrier, or a  
>> "guided missile" weapon are three examples.  The shuttles would gener  
>  
>I absolutely dispise the guided-missle-bought-bought-as-a-vehicle thing.  
>It's an attack, it should be bought as an attack.  If it's guided, it  
>can have NRM, or extra OCV, and/or something like the Missle limitation  
>out of Star Hero or Slow missle out of Robot Warriors.  
 
   That's my general feeling, though there are occasional cases where a 
guided missile is better bought as a vehicle.  For example, what you 
describe would miss once and then be gone.  If bought as a sub-vehicle, it 
could miss the target the first time out and then turn around for another 
try.  It's much easier to do it that way than to try to develop some new 
Advantage and then determine stuff like flight speed and turn mode. 
 
>> bought separately (unless the GM decided that they're close enough to  
>> a part of the main vehicle that they can be bought as sub-vehicles).  
>  
>I see, so a shuttle with Flight as it's only movement power would be  
>very dependent on the mothership with FTL, if it's a campaign where  
>star-hopping is the major focus.  But if characters made only very  
>infrequent interplanetary trips, it would be bought sepparately.  
 
   That's it precisely.  (Though in the latter case, it might be 
permissible to have the shuttles get together to buy the mothership.) 
 
>>>Back in Champions III they had a process called 'breaking down  
>>>you could do something simillar here.  Something like:  
>>    [example snipped]  
>>>Buying followers is simpler in the 4th ed, the Camps III bit was  
>>>really messy.  :)  
>  
>> I thought about reviving this, but for this very reason decided not to  
>> (especially since one of the Sample Campaign Settings involves owning  
>> scads of vehicles).  
>  
>The problem is that if you don't do something like that, it's  
>enormously expensive to have a few vehicles of different point levels  
>compared to having a huge fleet of high-powered vehicles.  
> 
>And, adapted to 4th ed, it's not that messy, beacuse the math is  
>much simpler (that's what I meant to say, anyway).  
 
   Based on this argument, I'll give it some serious consideration. 
--- 
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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From: Michael.Adams@october.com (Michael Adams) 
Date: 17 Nov 97 14:28:18 GMT 
Subject: Re: Filipino Heroes/Villains 
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Path: october!michael.adams 
Organization: Fidonet: Red October Alpha * Hero Roleplaying * 408-629-4695 *  
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I doubt Opals comments are racist. More like from experiance. Most DM/GMs are 
not experianced enough to do another culture. Basically start with the familiar 
and work to the different. After all in any culture there is alot of social 
rules that most non-native people are totally confused by, and often end up 
insulting someone (unless the locals are willing enough to relaize that you are 
ignorant and forgive and work with you, after all racism goes both way). 
First maybe the GM should play in a cultural setting closer to his own, then 
work it towards the one his players will understand. Especially since most 
rules and supplements are often eurocentrical (not as much as it once was). 
 
I give the GM who wants to play for his players cultural benefit my best, 
he/she has her/his work cut out and it will be interesting, but  many DM/GMs 
just do not h ave the experiance to do it, but well worth the try. 
 
Mike Adams 
try spending 6 years in an Eskimo town/village. 
 
 
Date: Mon, 17 Nov 1997 10:19:35 -0500 
From: Bruce Crow <BCROW@cnmc.org> 
Subject: Filipino Heroes/Villains/Folklore -Reply 
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Michael Adams said: 
 
snip 
>Remember many Filopinos are Catholic, though some are Muslim. Also 
>thier basic 
>racial/cultural roots are Malay. So if you mix Spanish Catholic, some 
>psuedo-Buddhist, with Muslim and like you might get an idea. 
snip 
 
Many of the filipino friends I have met in my asian wanderings have also 
been descendants of aztec slaves brought from mexico by the spanish 
and liguistically Tagolag has many Aztec words. I also read a figure that 
said that as many as 30% of filipinos have ethnic chinese origins too. Of 
all the foreign cultures, filipino is not the easiest with which to start. 
 
snip 
>First maybe the GM should play in a cultural setting closer to his own, 
>then 
>work it towards the one his players will understand. Especially since 
>most 
>rules and supplements are often eurocentrical. 
snip 
 
I agree. But there are many GMs who do a decent job portraying cultures 
other than their own. It is just far more work than for which most people 
have time. As if GMs aren't busy enough as it is. Doing it poorly is worse 
than not doing it at all, especially if you're doing it for people familiar with 
culture. 
 
Date: Mon, 17 Nov 1997 10:07:57 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: FAQ? 
Errors-To: owner-champ-l@omg.org 
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To: champ-l@omg.org 
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X-UID: 17 
 
 
 
> Where is the FAQ?  I have a simple issue that has to be answered in 
> it.  (Essentially, if a character standing 5" from a wall takes 
> 10" of KB and hits said wall, does the character take 10d6 or 5d6 
> damage?) 
 
 
	So simple it's not in the FAQ.  But that doesn't stop many GMs I 
know from messing this ruling up. 
 
	You take your total KB in damage when hitting a solid upright 
surface, like a wall, up to the def and bod total of said surface.  If 
you go your whole KB distance and land on the ground, you take your total 
KB/2 in damage. 
 
	So in the above example, the damage would be 10d6, unless of 
course that wall has less than 10 in def+bod. 
 
 
			-Tim Gilberg 
 
X-Sender: champion@mailhost.cyberhighway.net 
Date: Mon, 17 Nov 1997 08:57:58 -0800 
From: Jim Dickinson <champion@cyberhighway.net> 
Subject: Re: FAQ? 
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At 02:32 AM 11/17/97 -0500, Eric Pawtowski wrote: 
>Where is the FAQ?  I have a simple issue that has to be answered in  
>it.  (Essentially, if a character standing 5" from a wall takes  
>10" of KB and hits said wall, does the character take 10d6 or 5d6  
>damage?) 
 
That would depend on the DEF and BOD of the wall.  If the wall is only 2/2, 
then he would take 4D6 and go through the wall an inch.  If the wall was a 
5/5 wall, then he would take 10d6 and break the wall. 
 
(This is from memory...I'm sure if it's wrong, someone will correct me.) 
 
Jim 
_________________________________________________________________ 
Jim Dickinson -=- Portland. OR  USA -=- champion@cyberhighway.net 
 WWW Role-Playing Resource: 
Castle Game Knight:           http://www.cyberhighway.net/~jd/cgk 
Join the Circle of HEROs:     http://www.cyberhighway.net/~jd/coh 
-----------------------------------------------------------------  
 
X-Originating-IP: [206.88.2.1] 
From: "Todd Hanson" <badtodd@hotmail.com> 
Subject: fantasy hero campaign help 
Date: Mon, 17 Nov 1997 12:03:56 CST 
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Well, this weekend's gaming ended with me being voted to begin running  
Fantasy Hero (lucky me).  My few experiences with Fantasy Hero have not  
been good ones (mostly due to a few powergamers who insisted on building  
campaign-imbalancing characters - I wasnt the GM so I had no control). 
 
Anyway, my reason for posting: I would like to ask some help from any  
experienced Fantasy Hero GMs out there. 
 
My specific questions: 
 
1. Do you allow martial arts?  If so, do you allow them to be used with  
weapons? 
 
2. What magic system do you use?  I'm leaning towards the one they use  
in the books (with the colleges), but I'm not real thrilled with some of  
the limitations that they include (especially the 'must have x points in  
the college') 
 
3. What kind of damage/defenses should these guys be throwing around?  
I'll be starting with (probably) 150 pt characters (is that too high?) 
 
4. Do you restrict adjustment powers? a couple of dice of  
aid/drain/transfer in a fantasy campaign (where power defense will be  
next to non-existant) seems to be VERY overpowered. 
 
5. Are there any limitations you encourage/disallow on magic? 
 
6. What do you do about races?  I don't like the way the packages in the  
book do them, especially the characteristic maxima part and some of the  
hokey psych lims.  I'm thinking about rewriting them to not include the  
hokey psych lims (hates goblins? This seems more like a role playing  
issue than a psych lim), and to just buy the extra stats outright - a  
dwarf will start with a 13 strenght instead of a 10. If he wants to buy  
it above 20, he pays double just like everyone else. (the way the  
packages are NOW, he is paying the extra pts to go to 23 whether he does  
it or not) 
 
7. Do you do anything with gods?  I'm thinking about using the 'Faiths  
and Avatars' book for AD&D (one of the best books they ever put out). If  
a PC wants to play a religous based character, I'll write up the granted  
powers and make them part of a package.  Is this more trouble than its  
worth? 
 
 
 
Any help would be VERY much appreciated.  In fact, if anybody would like  
to discuss this further off-list, please email me at badtodd@dacmail.net  
(not the address on this message - I only send email from that address) 
 
Thanks! 
 
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 
 
Date: Mon, 17 Nov 1997 13:37:09 -0500 
From: Geoffrey Speare <geoff@omg.org> 
Subject: fantasy hero campaign help 
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> 1. Do you allow martial arts?  If so, do you allow them to be used with  
> weapons? 
 
In general, no. The world I run most often had one culture that could use 
Martial Arts, but that culture had some drawbacks that compensated (like not 
using weapons for the most part). However, even that had problems; at this 
point, I would either use Skill levels or an alternate cost system for martial 
arts that I devised but haven't used yet. 
 
> 2. What magic system do you use?  I'm leaning towards the one they use  
> in the books (with the colleges), but I'm not real thrilled with some of  
> the limitations that they include (especially the 'must have x points in  
> the college') 
 
I, like many others, just plain don't like the system in the books. Apart from 
the rules restrictions, I feel that the book system has no consistency, and 
thus is an excellent way to ruin any atmosphere you might try to create in 
your game. 
 
I use a magic system based tightly on the world, which includes a couple 
different types of mages (VPPs where you must buy a KS for each spell; buy 
each spell seperately with no framework; and other, sneakier methods :-). 
 
> 3. What kind of damage/defenses should these guys be throwing around?  
 
Defenses should be low low low. 8 PD (not armor, just PD) is amazingly useful, 
and high DEF armor is very effective as well. On the other hand, anyone who's 
willing to take the penalties can get whatever armor your society 
provides. The same goes for weapons. 
 
This means that you have to /carefully/ watch defense magic; a 15/15 Force 
Field is godlike, and should probably not be allowed.  
 
As guidelines, I'd say 2.5d6K should probably be the upper limit. Season to 
taste.  
 
> I'll be starting with (probably) 150 pt characters (is that too high?) 
 
IMO it's too high, but I like low fantasy. For low fantasy, I'd try 50 + 
25. One thing to watch for with 75 + 75 is that you rapidly run out of disads 
(since few fantasy characters have Susceptibilities and the like). I'd 
consider raising the category limit from 25 to 50.  
 
> 4. Do you restrict adjustment powers? a couple of dice of  
> aid/drain/transfer in a fantasy campaign (where power defense will be  
> next to non-existant) seems to be VERY overpowered. 
 
I closely restrict all powers, but yes, adjustment powers need to be watched.  
 
> 5. Are there any limitations you encourage/disallow on magic? 
 
Too many to mention, and it all depends on what you want to do with your 
campaign world. In general, consider what the effects of a given spell/ability 
would have on society (example: if a 1d6 RKA fire spell is easy and reliable, 
blacksmiths go out of business; if flight is easy and reliable, mages towers 
lose their doors, etc.).  
 
> 6. What do you do about races?  I don't like the way the packages in the  
> book do them, especially the characteristic maxima part 
 
I keep the cost breakpoints for maxima the same for all races, but change the 
point at which GM permission is required. Thus, the big strong race might be 
able to go to STR 23 without GM permission (still paying 16 points), while at 
the same time they might require permission for INT 18. That way there's no 
question of cost imbalance.  
 
> and some of the  
> hokey psych lims.  I'm thinking about rewriting them to not include the  
> hokey psych lims (hates goblins? This seems more like a role playing  
> issue than a psych lim), and to just buy the extra stats outright - a  
 
I give the player a breakdown on what the race and its culture are like, and 
let them (within limits) take it from there.  
 
> 7. Do you do anything with gods?  I'm thinking about using the 'Faiths  
> and Avatars' book for AD&D (one of the best books they ever put out). If  
> a PC wants to play a religous based character, I'll write up the granted  
> powers and make them part of a package.  Is this more trouble than its  
> worth? 
 
In order to preserve the concept of faith, gods don't play a direct role in my 
world.  
 
There are a bunch of other issues that leap to mind, and I feel like 
typing. :-)  
 
If you are playing with a bunch of hardened Champs players, get ready for 
transition difficulties. Most Champs games let players build whatever they 
want; in a fantasy game, the GM has to exercise a lot more control if he wants 
to create a consistent atmosphere for the game. I even go so far as to require 
players to commit to a race (with minimal information on that race) before 
I'll show them the details of what the race is like.  
 
I'd suggest a "dream sequence" sample combat before you start in earnest, so 
that everyone gets a better idea of the differences between heroic and 
superheroic combat.  
 
I would use hit locations, impairing/disabling, and encumbrance. I wouldn't 
use Bleeding. I have a bunch of house rules (including an alternate way to do 
encumbrance) at http://oasis.ot.com/~myrrh/hero.html which you might want to 
look at.  
 
One thing to watch out for is high stats. Especially in a 150 pt game, it's 
very easy for a player to buy lots of 18s and 20s and become a pain in the 
neck. :-)  
 
Hope this helps, 
 
Geoff Speare 
 
(If you want to talk more in private, send to geoff@omg.org, although this 
seems a fine topic for general list discussion.) 
 
Date: Mon, 17 Nov 1997 13:43:33 -0500 (EST) 
From: ALONE AT MIDNIGHT <RAVANOS@jcs1.jcstate.edu> 
Subject: Power questions... 
X-VMS-To: IN%"champ-l@omg.org" 
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	Captain Pureheart has an ability that lets him see through illusions. 
His True Sight would be purchased as ? 
	 
 
Date: Mon, 17 Nov 1997 13:46:23 -0500 (EST) 
From: ALONE AT MIDNIGHT <RAVANOS@jcs1.jcstate.edu> 
Subject: Questionable powers... 
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	How do simulate a hero with the power of Animate Matter (i.e. he 
can create golems out of thin air from readily available materials, like 
giant boulders...  or he could animate a car...).  The effects are temporary. 
 
Date: Mon, 17 Nov 1997 13:56:45 -0500 
From: Geoffrey Speare <geoff@omg.org> 
Subject: Power questions... 
Errors-To: owner-champ-l@omg.org 
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> 	Captain Pureheart has an ability that lets him see through illusions. 
> His True Sight would be purchased as ? 
 
Enhanced Senses? 
 
Geoff Speare 
 
Date: Mon, 17 Nov 1997 14:00:19 -0500 (EST) 
From: ALONE AT MIDNIGHT <RAVANOS@jcs1.jcstate.edu> 
Subject: The Abyss 
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	The Abyss is a villain who can summon disgusting, decaying hands 
out of cracks which form underneath her opponents.  The arms grow stronger 
as the opponent's life force wanes. 
	I was thinking of modeling this as an Entangle (takes no damage 
from attack, no 'walls' can be made with entangle, Area of Effect: Radius, 
Indirect, Personal Immunity, Uncontrolled, Concentration (1/2 DCV, activation 
only), Gestures, Limited Power: Only works from the ground)... 
	...how do I model the 'life force wanes, arms get stronger' part? 
 
X-Sender: ctaylor@pop.cyberis.net 
Date: Mon, 17 Nov 1997 11:30:18 -0800 
From: Christopher Taylor <ctaylor@cyberis.net> 
Subject: Re: fantasy hero campaign help 
Errors-To: owner-champ-l@omg.org 
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all my Fantasy Hero stuff is posted on my web page, including the magic 
system, what martial arts I allow, skills, weapons, and so forth.  Its all 
in Word format, and zipped up. 
 
In general, I have players start at 100 points, 150 is Conan level 
characters, I like the guys to be more simple at first.  I dont allow just 
ANY martial arts, only the maneuvers and packages I create.  Most of them 
are simply fighting styles and local training, very little is actual 
'martial arts'. 
 
and anything over 6DC is high in my opinion, any defenses over 8 resistant 
are extreme.  This keeps the fear of normal people alive, even that loser 
peasant can kill you if he gets lucky that way.  The magic system I use is 
somewhat complex, but really works well once you are used to it. 
 
For races, I made them all balance out to 0 points with their inherent 
disads, and didnt count the package against PC points... and then made the 
world predominantly human (so getting armor for your guy or finding anything 
that fits is unlikely, plus the world thinks other races are wierd). 
 
Religious stuff I didnt use at ALL in my first game, and in the second I 
made it very simple, one diety, with several different temples, and each one 
had its own rituals and powers that you could access.  The priests werent in 
control of the pool, but could request things... and sometimes they get 
nothing at all. 
 
---------------------------------------------------------- 
Sola Gracia		Sola Scriptura		Sola Fide 
Soli Gloria Deo		Solus Christus		Corum Deo 
----------------------------------------------------------- 
 
X-Sender: ludator@mail.softfarm.com 
Date: Mon, 17 Nov 1997 13:30:45 -0600 
From: Vox Ludator! <ludator@mail.softfarm.com> 
Subject: Re: Xcel Charcter Sheet 
Cc: champ-l@omg.org 
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At 11:28 PM 11/17/97 -0500, Tokyo Mark wrote: 
>Depends on how technical you want to get.:)  The commonly accepted use of 
>anime in the US is for Japanese animation.  But in Japan anything animated 
>is anime.  My Japanese teacher already corrected one of my speaches to 
>remind me that if I like Japanese animation and want to be clear I need to 
>say Japanese anime (nihon no anime).   
 
Ah, but we weren't speaking Japanese, were we?  
 
(Ha! I've never been out-semanticed! :] Look out, sonny! ;]) 
 
"Japanese sashimi", "German autobahn", "Russian perestroika", etc. are all 
redundant terms in this fashion.  We borrow the latter term without 
forgetting its country of origin, and therefore the corresponding national 
adjective is not needed; the shift in language acts in its stead. 
 
Ergo, "anime" = "Japanese (for) animation" = "Japanese animation". 
 
(There is an exception to this, that being Latin: when one shifts 
unexpectedly to a Latin phrase, all that is implied is that the speaker is 
pretentious. ;] ) 
 
-- 
Vox 25:17, Patron Saint of Gadflies 
+-----------------------------------------------------------------+ 
| "The only thing necessary for the triumph of evil is for good   | 
| men to do nothing." -- Edmund Burke (1729-1797)                 | 
+-----------------------------------------------------------------+ 
   Visit the SoapVox at http://www.io.com/~angilas/soapvox.html 
 
From: Bill Burcham <bburcham@summitelectric.com> 
Subject: FW: Power questions... 
Date: Mon, 17 Nov 1997 12:32:28 -0700 
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How about a Detect Illusion, Sense, Ranged, and Discriminatory (to see 
what is reality behind the illusion). 
 
============ 
Bill Burcham (bburcham@summitelectric.com) 
Network/Systems Administrator 
SUMMIT Electric Supply 
 
Hear-Forget, See-Learn, Do-Understand 
 
	-----Original Message----- 
	From:	Geoffrey Speare [SMTP:geoff@omg.org] 
	Sent:	Monday, November 17, 1997 11:57 AM 
	To:	champ-l@omg.org 
	Subject:	Power questions... 
 
	> 	Captain Pureheart has an ability that lets him see 
through illusions. 
	> His True Sight would be purchased as ? 
 
	Enhanced Senses? 
 
	Geoff Speare 
 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: Questionable powers... 
Mail-Copies-To: never 
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X-Attribution: Rat 
Organization: The Happy Fun Ball Brigade 
Date: 17 Nov 1997 14:33:37 -0500 
Lines: 27 
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-----BEGIN PGP SIGNED MESSAGE----- 
 
>>>>> "AAM" == ALONE AT MIDNIGHT <RAVANOS@jcs1.jcstate.edu> writes: 
 
AAM> 	How do simulate a hero with the power of Animate Matter (i.e. he 
AAM> can create golems out of thin air from readily available materials, 
AAM> like giant boulders...  or he could animate a car...).  The effects 
AAM> are temporary. 
 
For the umpteenth time, define the special effects first, then pick powers 
that simulate those effects. 
 
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Charset: noconv 
 
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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. 
                                    \  
 
Date: Mon, 17 Nov 1997 11:39:32 -0800 
From: Rook <rook@infinex.com> 
Subject: Re: fantasy hero campaign help 
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Todd Hanson wrote: 
 
> Well, this weekend's gaming ended with me being voted to begin running 
> Fantasy Hero (lucky me).  My few experiences with Fantasy Hero have not 
> been good ones (mostly due to a few powergamers who insisted on building 
> campaign-imbalancing characters - I wasnt the GM so I had no control). 
> 
> Anyway, my reason for posting: I would like to ask some help from any 
> experienced Fantasy Hero GMs out there. 
> 
> My specific questions: 
> 
> 1. Do you allow martial arts?  If so, do you allow them to be used with 
> weapons? 
> 
 
    I do. But if you think you may have powergamers; don't. If you do allow 
it, allowit with weapons and make the styles available yourself. Build up a 
fencing style, a staff-combat 
style, and a few others proper for the setting you choose. 
    Don't allow combat levels over 3. You can break this rule once you're 
more comfortable with the 
game, but keep it for now. More than 3 levels will unbalance a character who 
lacks some other offsetting weakpoint. 
 
> 2. What magic system do you use?  I'm leaning towards the one they use 
> in the books (with the colleges), but I'm not real thrilled with some of 
> the limitations that they include (especially the 'must have x points in 
> the college') 
> 
 
    I've never used the spells in the books.I use a system whereby all mages 
had VPP's with powers built using a combination of skills. But I DON'T 
Recommend you do that until you are VERY familiar with balancing a FH game. 
 
    So what do I recommend for a newcommer? 
First, give them all a 5 point VPP, no more or less. Call this their cantrip 
and tweaking ability. 
Then let them design spells on their own. Set power limits as you would for 
a champions game. 
 
    I think no powers over 30 active points works fine for a starter game. 
This limits attacks to 6d6 EB or 
2d6 KA. About the worst a player with a non magical weapon might do. If you 
feel uncomfortable there, 
cut it to 25. Don't cut it to less than that or your mages will be too weak 
in comparision to the your non-mages. 
    Make each player who wishes to play a mage design a magic system for 
that mage, plus at least a page of info on how and why that system is the 
way it is. 
    I find if I make a player rationalize it into an essay; they're less 
likely to abuse it. 
 
> 3. What kind of damage/defenses should these guys be throwing around? 
> I'll be starting with (probably) 150 pt characters (is that too high?) 
> 
 
    150 is ideal. 75 points + 75 diads. Les than this encourages shallow 2D 
combat monsters.More than this may be hard to deal with for a new GM. 
 
> 4. Do you restrict adjustment powers? a couple of dice of 
> aid/drain/transfer in a fantasy campaign (where power defense will be 
> next to non-existant) seems to be VERY overpowered. 
> 
 
    No. Just stick them to the same 30 active point limit. That will cut 
it's power enough in mostcases. 
 
> 5. Are there any limitations you encourage/disallow on magic? 
> 
 
    No. But don't let in any Extra Dimensional movement usable against 
others attacks. Most powerful PCI ever saw was built on 120 points. He had 
just enough defense to survive one round of being hit, then 
an extradimensional movement power to move outside of time... 
 
> 6. What do you do about races?  I don't like the way the packages in the 
> book do them, especially the characteristic maxima part and some of the 
> hokey psych lims.  I'm thinking about rewriting them to not include the 
> hokey psych lims (hates goblins? This seems more like a role playing 
> issue than a psych lim), and to just buy the extra stats outright - a 
> dwarf will start with a 13 strenght instead of a 10. If he wants to buy 
> it above 20, he pays double just like everyone else. (the way the 
> packages are NOW, he is paying the extra pts to go to 23 whether he does 
> it or not) 
> 
 
    On the psych lim issue. Keep in mind that the racial and cultural 
packages are seperate. An Elf raised by Dwarves would have the elf racial, 
but dwarf cultural. Rewrite the cultural ones to fit your fantasy world. 
Don't rewrite the racial unless you think your players can handle something 
called and elf that doesn't resemble what they ussually think of when they 
think elf. 
    Also keep in mind that the disads in a package deal reduce the package 
deals cost, not add to the total disads a player has. There are difering 
views on this ruling, but unless you choose it that way (which is the way 
heromaker does it) it becomes restrictive to play a non-human. 
    I tend to agree with you on the Stats issue. 
 
 
> 7. Do you do anything with gods?  I'm thinking about using the 'Faiths 
> and Avatars' book for AD&D (one of the best books they ever put out). If 
> a PC wants to play a religous based character, I'll write up the granted 
> powers and make them part of a package.  Is this more trouble than its 
> worth? 
> 
 
    I always do Clerics as a VPP.write it up like this: 
VPP, no choice on powers selection. 
    Cleric prays to her faith and gets whatever the gods feel like giving. 
 
Now, that's from the players point of view. From you point of view, have a 
list of likely things that they will get depending on how faithful they are, 
and what they need. 
 
Keep in mind my 30 active point limit guide. 
The VPP should be: 
30 point pool, no choice of how powers change (-1/2), skill roll (-0, as is 
default setting on VPP), side Effect: Unknowingly gets a spell that is 
harmful to current needs as next spell cast. (-1/2), restricted type of 
powers: only those spells fitting the nature of Clerics Diety (-1/2). 
 
    That's 36 points. Leaving the Cleric with 114 points for skills/stats. 
45-70 of which will go to stats. 
 
Other guidelines: 
 
Force the players to spend at least 20 points on 'background' 
non-combat/adventuring stuff. 
 
Set up stat guidlines as per page 35 of FH. 
 
Don't worry about the detailed math of a power made from a VPP, just make 
sure it's cheap enough to fit in. Getting detailed will only slow you down. 
 
Make everyone take at least one package deal. Even if it's a custom built 
one. 
 
Provide as much setting info as possible BEFORE character creation. This 
will encourage more role-play oriented PC's and less roll-play oriented 
ones. 
 
-- 
Rook 
 
Super Hero Links Page: 
http://www.infinex.com/~rook/SH/SHlinks.html 
 
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: Mon, 17 Nov 1997 11:45:09 -0800 
From: Rook <rook@infinex.com> 
Subject: Re: Questionable powers... 
Errors-To: owner-champ-l@omg.org 
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>         How do simulate a hero with the power of Animate Matter (i.e. he 
> can create golems out of thin air from readily available materials, like 
> giant boulders...  or he could animate a car...).  The effects are temporary. 
 
 Special effect on summoning, follower, or even telekinisis, EB, Force Wall, 
etc... 
 
-- 
Rook 
 
Super Hero Links Page: 
http://www.infinex.com/~rook/SH/SHlinks.html 
 
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: "\"qts\" <qts@nildram.co.uk> 
        \"champ-l@omg.org\" <champ-l@omg.org&> 
        \"Todd Hanson\"" <qts@nildram.co.uk> 
Date: Mon, 17 Nov 97 19:45:37  
Reply-To: "qts" <qts@nildram.co.uk> 
Priority: Normal 
Subject: Re: fantasy hero campaign help 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Mon, 17 Nov 1997 12:03:56 CST, Todd Hanson wrote: 
 
>Well, this weekend's gaming ended with me being voted to begin running  
>Fantasy Hero (lucky me).  My few experiences with Fantasy Hero have not  
>been good ones (mostly due to a few powergamers who insisted on building  
>campaign-imbalancing characters - I wasnt the GM so I had no control). 
> 
>Anyway, my reason for posting: I would like to ask some help from any  
>experienced Fantasy Hero GMs out there. 
> 
>My specific questions: 
> 
>1. Do you allow martial arts?  If so, do you allow them to be used with  
>weapons? 
 
If running a European campaign, VERY restricted. 
 
>2. What magic system do you use?  I'm leaning towards the one they use  
>in the books (with the colleges), but I'm not real thrilled with some of  
>the limitations that they include (especially the 'must have x points in  
>the college') 
 
I prefer a Vancian VPP with seperate KS:Particular Style of Magic (eg 
KS Ice Magic 18-) for mages. This allows the mage to change spells, 
which is very important. 
 
For priest types, I use a VPP where all powers are controlled by the 
power concerned, and the petitioner must make a roll (one skill per 
deity). 
 
 
>3. What kind of damage/defenses should these guys be throwing around?  
>I'll be starting with (probably) 150 pt characters (is that too high?) 
 
If they're going to be Kights, then DEF 8 is appropriate, but a PD of 6 
is ok. 
 
>4. Do you restrict adjustment powers? a couple of dice of  
>aid/drain/transfer in a fantasy campaign (where power defense will be  
>next to non-existant) seems to be VERY overpowered. 
 
Power Defense is very appropriate for Holy Warriors. 
 
>5. Are there any limitations you encourage/disallow on magic? 
 
Foci, incantations, gestures for a Vancian system. Side effects are 
fun. 
 
>6. What do you do about races?  I don't like the way the packages in the  
>book do them, especially the characteristic maxima part and some of the  
>hokey psych lims.  I'm thinking about rewriting them to not include the  
>hokey psych lims (hates goblins? This seems more like a role playing  
>issue than a psych lim), and to just buy the extra stats outright - a  
>dwarf will start with a 13 strenght instead of a 10. If he wants to buy  
>it above 20, he pays double just like everyone else. (the way the  
>packages are NOW, he is paying the extra pts to go to 23 whether he does  
>it or not) 
 
Agreed. 
 
>7. Do you do anything with gods?  I'm thinking about using the 'Faiths  
>and Avatars' book for AD&D (one of the best books they ever put out). If  
>a PC wants to play a religous based character, I'll write up the granted  
>powers and make them part of a package.  Is this more trouble than its  
>worth? 
 
Priests in my last campaign were rather different. They took their 
powers from a *pantheon*, and within that pantheon had a patron. There 
were no 'granted powers', but requests for particular miracles got 
bonuses (eg asking the goddess of healing to cure a wound) or penalties 
as apropriate. 
 
 
>Any help would be VERY much appreciated.  In fact, if anybody would like  
>to discuss this further off-list, please email me at badtodd@dacmail.net  
>(not the address on this message - I only send email from that address) 
 
Don't try mailing me directly from hotmail - I've had so much spam from 
there that anything from hotmail.com is automatically deleted. 
qts 
 
Home: qts@nildram.co.uk. 
 
Date: Mon, 17 Nov 1997 11:45:46 -0800 (PST) 
From: Anthony Jackson <ajackson@iii.com> 
Reply-To: Anthony Jackson <ajackson@iii.com> 
Subject: Re: Power questions... 
Cc: champ-l@omg.org 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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To: champ-l@omg.org 
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X-UID: 31 
 
ALONE AT MIDNIGHT writes: 
>      Captain Pureheart has an ability that lets him see through illusions. 
> His True Sight would be purchased as ? 
>       
This depends on what 'illusions' are.  In general, this would be one of: 
+perception, enhanced senses, or mental defense. 
 
Date: Mon, 17 Nov 1997 11:46:18 -0800 
From: Rook <rook@infinex.com> 
CC: hero-l@omg.org 
Subject: Re: The Abyss 
Errors-To: owner-champ-l@omg.org 
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ALONE AT MIDNIGHT wrote: 
 
>         The Abyss is a villain who can summon disgusting, decaying hands 
> out of cracks which form underneath her opponents.  The arms grow stronger 
> as the opponent's life force wanes. 
>         I was thinking of modeling this as an Entangle (takes no damage 
> from attack, no 'walls' can be made with entangle, Area of Effect: Radius, 
> Indirect, Personal Immunity, Uncontrolled, Concentration (1/2 DCV, activation 
> only), Gestures, Limited Power: Only works from the ground)... 
>         ...how do I model the 'life force wanes, arms get stronger' part? 
 
Transfer from body into the entangle. 
 
-- 
Rook 
 
Super Hero Links Page: 
http://www.infinex.com/~rook/SH/SHlinks.html 
 
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: ludator@mail.softfarm.com 
Date: Mon, 17 Nov 1997 13:49:44 -0600 
From: Vox Ludator! <ludator@mail.softfarm.com> 
Subject: Apologia 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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To: champ-l@omg.org 
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X-UID: 11 
 
Apologies to the list -- the last message (Re: Xcel Charcter Sheet) I posted 
was meant as a private reply (I doubt the list really cares to hear me 
quibble amateur linguistics :/).  My mailer tacked the champs-l address in 
both the To: and CC: fields, and I'd forgotten to check both. Frack. 
 
-- 
Vox 25:17, Patron Saint of Gadflies 
+-----------------------------------------------------------------+ 
| "The only thing necessary for the triumph of evil is for good   | 
| men to do nothing." -- Edmund Burke (1729-1797)                 | 
+-----------------------------------------------------------------+ 
   Visit the SoapVox at http://www.io.com/~angilas/soapvox.html 
 
Date: Mon, 17 Nov 1997 15:03:12 -0500 (EST) 
From: Bill Svitavsky <bsvitavs@bu.edu> 
Subject: Re: The Abyss 
Errors-To: owner-champ-l@omg.org 
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On Mon, 17 Nov 1997, ALONE AT MIDNIGHT wrote: 
 
> 	The Abyss is a villain who can summon disgusting, decaying hands 
> out of cracks which form underneath her opponents.  The arms grow stronger 
> as the opponent's life force wanes. 
> 	I was thinking of modeling this as an Entangle (takes no damage 
> from attack, no 'walls' can be made with entangle, Area of Effect: Radius, 
> Indirect, Personal Immunity, Uncontrolled, Concentration (1/2 DCV, activation 
> only), Gestures, Limited Power: Only works from the ground)... 
> 	...how do I model the 'life force wanes, arms get stronger' part? 
>  
 
BODY Transfer into STR. 
 
 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: FW: Power questions... 
Mail-Copies-To: never 
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Organization: The Happy Fun Ball Brigade 
Date: 17 Nov 1997 15:05:29 -0500 
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-----BEGIN PGP SIGNED MESSAGE----- 
 
>>>>> "BB" == Bill Burcham <bburcham@summitelectric.com> writes: 
 
BB> How about a Detect Illusion, Sense, Ranged, and Discriminatory (to see 
BB> what is reality behind the illusion). 
 
Um, won't work.  That will detect the illusion, not what the illusion is 
masking, even with discriminatory. 
 
So it is time to back up and define "illusion".  Once you do that, the 
"defense", what is used to see through the illusion, should be readilly 
apparant. 
 
I am leaning towards a few plusses to sight perception rolls, as per 
Geoff's comment, based on the assumption that the "illusion" is created 
with Images. 
 
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Version: 2.6.3a 
Charset: noconv 
 
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--  
Rat <ratinox@peorth.gweep.net>    \ Do not use Happy Fun Ball on concrete. 
PGP Key: at a key server near you! \  
                                    \  
 
X-Sender: ctaylor@pop.cyberis.net 
Date: Mon, 17 Nov 1997 12:11:17 -0800 
From: Christopher Taylor <ctaylor@cyberis.net> 
Subject: Re: Power questions... 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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To: champ-l@omg.org 
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X-UID: 35 
 
At 01:43 PM 11/17/97 -0500, you wrote: 
>	Captain Pureheart has an ability that lets him see through illusions. 
>His True Sight would be purchased as ? 
 
I bought this as truesight, NRAY blocked by opaque objects... you can see in 
the dark and totally see through any illusion, see invisible, etc... dragons 
have this, but you cant see through objects. 
 
---------------------------------------------------------- 
Sola Gracia		Sola Scriptura		Sola Fide 
Soli Gloria Deo		Solus Christus		Corum Deo 
----------------------------------------------------------- 
 
X-Sender: ctaylor@pop.cyberis.net 
Date: Mon, 17 Nov 1997 12:14:45 -0800 
From: Christopher Taylor <ctaylor@cyberis.net> 
Subject: Re: The Abyss 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
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At 02:00 PM 11/17/97 -0500, you wrote: 
>	The Abyss is a villain who can summon disgusting, decaying hands 
>out of cracks which form underneath her opponents.  The arms grow stronger 
>as the opponent's life force wanes. 
>	I was thinking of modeling this as an Entangle (takes no damage 
>from attack, no 'walls' can be made with entangle, Area of Effect: Radius, 
>Indirect, Personal Immunity, Uncontrolled, Concentration (1/2 DCV, activation 
>only), Gestures, Limited Power: Only works from the ground)... 
>	...how do I model the 'life force wanes, arms get stronger' part? 
 
 
Transfer, goes to entangle dice/damage... kinda spendy cause it has to be 
uncontrolled, continuous, and even indirect... but it works... I made a 
heinous Genocide bomb that was an ED transfer to damage dice then it went off. 
 
---------------------------------------------------------- 
Sola Gracia		Sola Scriptura		Sola Fide 
Soli Gloria Deo		Solus Christus		Corum Deo 
----------------------------------------------------------- 
 
Date: Mon, 17 Nov 1997 15:23:19 -0500 
From: Bruce Crow <BCROW@cnmc.org> 
Subject: fantasy hero campaign help -Reply 
Content-Disposition: inline 
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>1. Do you allow martial arts?  If so, do you allow them to be used with  
weapons? 
 
No,  I have found that in the Fantasy Hero game I run, it doesn*t blend  
well. The problem is that not every one used it and GMing style for  
combat is different with martial arts than with what most people think  
of as *Fantasy*. I favor skill levels for weapons. 
 
>2. What magic system do you use?  I'm leaning towards the one they use  
in the books (with the colleges), but I'm not real thrilled with some of  
the limitations that they include (especially the 'must have x points in  
the college') 
 
I created my own magic system. Not something I suggest you do in an  
hour or two you happen to have free.  But on the off chance you have a 
system from fiction that you like, you could try to duplicate it for a single  
character. 
At the very least pick a few colleges and flesh them out. Dump the rest. 
 
>3. What kind of damage/defenses should these guys be throwing around?  
I'll be starting with (probably) 150 pt characters (is that too high?) 
 
Take a look at your standard fantasy weapon. A sword in most cases. Don*t  
let your players do much more damage than it could do, unless you want  
swords to be obsolete. Same goes with defenses. If the baddest normal suit  
of armor is an 8 rDEF, don*t let your players run around with more than that.  
The two should be close in level to each other as well. Once the English had 
the longbow, plate armor lost its attractiveness. 
I certainly wouldn*t go any higher than 150 pts. But I have started with  
ranges from 75 to 150 total. 
 
>4. Do you restrict adjustment powers? a couple of dice of  
aid/drain/transfer in a fantasy campaign (where power defense will be  
next to non-existent) seems to be VERY overpowered. 
 
Yes, a couple of dice is very powerful. I use a magic system that significantly restricts such powers and other powers as well.  For example, I don*t allow flight or teleport, except as an independent (he he) OAF. Needless to say, the number of PCs with such powers was small enough to control. 
 
>5. Are there any limitations you encourage/disallow on magic? 
 
I don*t discourage magic, but I encourage non magic using characters by  
not letting spell casters have a clear advantage. I*ve only had a few spell casters over the years. Most players elected to find a spell casting NPC as a friend, rather than play one. The few who did play spell casters, seemed to enjoy it. Many elected for magic items though few put large numbers of points in them. 
 
>6. What do you do about races?  I don't like the way the packages in the book do them, especially the characteristic maxima part and some of the  
hokey psych lims.  I'm thinking about rewriting them to not include the  
hokey psych lims (hates goblins? This seems more like a role playing  
issue than a psych lim), and to just buy the extra stats outright - a  
dwarf will start with a 13 strenght instead of a 10. If he wants to buy  
it above 20, he pays double just like everyone else. (the way the  
packages are NOW, he is paying the extra pts to go to 23 whether he does it or not) 
 
I write my own racial packages, but generally allow what ever in the way of  PC races. I do limit it to non flying races. I did allow a pixie PC once, though it couldn't fly very fast. 
 
>7. Do you do anything with gods?  I'm thinking about using the 'Faiths  
and Avatars' book for AD&D (one of the best books they ever put out). If  
a PC wants to play a religious based character, I'll write up the granted  
powers and make them part of a package.  Is this more trouble than its  
worth? 
 
It is only a problem if gods don't play a part in you campaign. It can be done. I use religions and churches in mine, but not much in the way of gods (as far as the PCs know. Far more goes on behind the scenes than most PCs realize). They just aren*t that predictable to mortals. 
_________ 
 
Over all remember what you want the world to look like. If you want castles, don*t make magic so powerful, or common, that any spell caster (or PC) could waste one in three minutes. If you want a world where travel from one place to the next takes time (*Brave heroes, you only have one month to reach the evil keep and rescue the princess*), don*t give out teleport or flying. And don*t worry about limiting you PCs too much. A good PC will find all the holes in your limitations. 
Watch out for players who want to play Champions in a fantasy world. It is a different genre, not just a different setting. 
 
 
From: "\"qts\" <qts@nildram.co.uk> 
        \"champ-l@omg.org\"" <qts@nildram.co.uk> 
Date: Mon, 17 Nov 97 20:33:56  
Reply-To: "qts" <qts@nildram.co.uk> 
Priority: Normal 
Subject: Re: The Abyss 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Mon, 17 Nov 1997 14:00:19 -0500 (EST), ALONE AT MIDNIGHT wrote: 
 
>	The Abyss is a villain who can summon disgusting, decaying hands 
>out of cracks which form underneath her opponents.  The arms grow stronger 
>as the opponent's life force wanes. 
>	I was thinking of modeling this as an Entangle (takes no damage 
>from attack, no 'walls' can be made with entangle, Area of Effect: Radius, 
>Indirect, Personal Immunity, Uncontrolled, Concentration (1/2 DCV, activation 
>only), Gestures, Limited Power: Only works from the ground)... 
>	...how do I model the 'life force wanes, arms get stronger' part? 
> 
 
Linked (aarrgh!) Absorb to Entangle 
qts 
 
Home: qts@nildram.co.uk. 
 
X-Sender: jdriscol@mail.vt.edu 
Date: Tue, 18 Nov 1997 01:59:35 +0500 
From: Jeremiah Driscoll <jdriscol@vt.edu> 
Subject: Everyman Skills and Perks 
Errors-To: owner-champ-l@omg.org 
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        What sort of variants on Everyman Skills do other GMs use (for 
Modern Campaigns, primarily)?  The list in the BBB seems fairly complete... 
but I'm sure someone has added to it.  My other question about the skills 
is:  how many people interpret AK(Hometown), PS(Profession) and 
Language(Native) to be improvable skills?  As in, these are "freebie" skill 
points. 
        The other aspect arises from the discussion of TUSV on the list. 
Everyman Vehicles have already been discussed, and seems to be fairly 
resolved (for me, anyway).  What about Everyman Computers?  Being *very* 
lenient with Disadvantages, you could make a pretty good one for 0 points... 
Even limiting the Disads, a passable one could be purchased for nothing. 
How much of this should be allowed? 
        Any input on this would be appreciated.  Thanx. 
 
- Jerry 
 
X-Sender: ctaylor@pop.cyberis.net 
Date: Mon, 17 Nov 1997 13:04:47 -0800 
From: Christopher Taylor <ctaylor@cyberis.net> 
Subject: Fantasy Hero stuff 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
I noticed after that post on what I do with FH games I neglected to put the 
URL to my web page on it, like a stunning idiot (which, on reflection, is 
better than being just ANY idiot): 
 
http://www.cyberis.net/~lancec/fhero.htm 
 
---------------------------------------------------------- 
Sola Gracia		Sola Scriptura		Sola Fide 
Soli Gloria Deo		Solus Christus		Corum Deo 
----------------------------------------------------------- 
 
X-Sender: jdriscol@mail.vt.edu 
Date: Tue, 18 Nov 1997 02:06:01 +0500 
From: Jeremiah Driscoll <jdriscol@vt.edu> 
Subject: Non-BBB Perks 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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        I have seen (on some web-sites, I think) some non-BBB, or GM 
defined, Perquisites.  Things like "Black Belt," "Master's Degree," 
"Accredited Martial Arts Instructor," and "Doctorate."  Are these from any 
specific books, or were they truly GM defined?  Do other GMs charge for 
these?  I'm trying to decide on it myself... 
        If these are not charged for, what are appropriate KS or PS levels 
for each of the above Perks?  I am assuming an earned degree, not a 
hand-out...  although charging for the Perk, as above, would still be 
appropriate for a hand-out diploma/belt. 
 
- Jerry 
 
Reply-To: "Lisa Hartjes" <beren@unforgettable.com> 
From: "\"Lisa Hartjes\" <beren@unforgettable.com> 
        \"John \\"BioStorm\\" Jerles\"" <jjerles@pacificnet.net&> 
        "Jason \"Jezebel\" G." <Legionair@aol.com&> 
        "Greg \"Boreas\" Haslam" <greg@apvco.com&> 
        "E. David \"Totem\" Miller" <seleena@fred.net&> 
        "Duane \"Nathan Phillips\" Morris" <duane@turing.sci.yorku.ca&> 
        "Tad Kelson" <remmie@null.net&> "Rob Wallace" <knight@sympac.com.au&> 
        "Paul Koch" <pkoch@isd.ne&> t, "Neale Davidson" <nealed@erols.com&> 
        "Michelle Knight" <mlknight@mindspring.com&> 
        "Mia Karen Sherman" <seraph@wam.umd.edu&> 
        "Matt Korth" <korthmat@pilot.msu.edu&> 
        "Kenneth W. Crist Jr." <kayuucee@cfar.umd.edu&> 
        "David W Toomey" <dwtoomey@juno.com&> <d005608c@dc.seflin.org&> 
        "Charles T. Badger" <wbandsis@westco.net&> 
        "Luke Whitehead" <magician@bc1.com&> "Wyrdlyng" <wyrdlyng@g&> 
        eocities.com, "Michael Telford" <mtelford@vancouver.net&> 
        "Len Undy" <bryce144@fan.net.au&> 
        "Cheryl Sheppard" <clas@telusplanet.net&> 
        "Alex Hunter" <alex_hunter@email.fpl.com&> 
        "Aaron & Mary in Maryland" <AAMW@EARTHLINK.NET&> 
        "Rafael Sant'Anna Meyer" <avatar@br.homeshopping.com.br&> 
        "Gary Ciaramella" <BlkDoogan@aol.com&> "Erik Yocum" <ecy@umich.edu&> 
        "David Holst" <dh@cray.com> 
Subject: Change in Home Page address 
Date: Mon, 17 Nov 1997 18:25:32 -0500 
X-MSMail-Priority: Normal 
X-MimeOLE: Produced By Microsoft MimeOLE V4.71.1712.3 
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Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
Sorry to anyone who gets this message more than once. 
 
My home page has changed, and all the Quantum Universe pages have moved. 
There are now at the url below. 
 
 
Lisa Hartjes 
beren@unforgettable.com 
Home:  http://www.fortunecity.com/roswell/daniken/79 
"What do you mean, don't press the red button......." 
 
X-Sender: bob.greenwade@klock.com 
Date: Mon, 17 Nov 1997 15:46:59 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: The Abyss 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 02:00 PM 11/17/97 -0500, ALONE AT MIDNIGHT wrote: 
> The Abyss is a villain who can summon disgusting, decaying hands 
>out of cracks which form underneath her opponents.  The arms grow stronger 
>as the opponent's life force wanes. 
> I was thinking of modeling this as an Entangle (takes no damage 
>from attack, no 'walls' can be made with entangle, Area of Effect: Radius, 
>Indirect, Personal Immunity, Uncontrolled, Concentration (1/2 DCV, activation 
>only), Gestures, Limited Power: Only works from the ground)... 
 
   Drop the "No Walls" Limitation (I *think* this is defined when the Power 
is bought) and the Personal Immunity, and reduce the AoE to One Hex 
(arguable), and I think you have a winner there. 
 
> ...how do I model the 'life force wanes, arms get stronger' part? 
 
   Use a Transfer for this (STUN, END, and/or BODY to the Power itself). 
--- 
Bob's Original Hero Stuff Page! 
   http://www.klock.com/public/users/bobg/original.htm 
Homepage of the Merry-Go-Round Webring!  (Wanna join?) 
   http://www.klock.com/public/users/bobg/merrhome.htm 
 
 
X-Sender: bob.greenwade@klock.com 
Date: Mon, 17 Nov 1997 15:48:24 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: fantasy hero campaign help 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 12:03 PM 11/17/97 CST, Todd Hanson wrote: 
>1. Do you allow martial arts?  If so, do you allow them to be used with  
>weapons? 
 
   I do, to a limited extent.  I allow the simpler styles (such as boxing, 
wrestling, and dirty infighting), and some of the Japanese weapon-based 
styles with the names changed.  A player can also request another published 
martial arts style, or make up one of his own, as long as it's reasonable. 
   Whether any given GM should allow them or not should depend more on the 
setting than any concerns about game balance; as far as I can tell, the 
latter isn't much to worry about. 
 
>2. What magic system do you use?  I'm leaning towards the one they use  
>in the books (with the colleges), but I'm not real thrilled with some of  
>the limitations that they include (especially the 'must have x points in  
>the college') 
 
   I use the one in the books, as published (plus those on my own website, 
and one or two invented by players).  However, that's mostly because I 
didn't want to take the extensive time that would be needed in making up a 
whole new system.  (I have used a home-brewed system in the past, but I 
don't have the notes for that any more; I may redevelop it at some time in 
the future.) 
 
>3. What kind of damage/defenses should these guys be throwing around?  
>I'll be starting with (probably) 150 pt characters (is that too high?) 
 
   150 pt characters (75+75) is probably about right.  I told the players 
in my PBEM that I allowed anywhere from 75-125 points in Disads, depending 
on how complicated they wanted their characters' lives to be, and I got 
folks at both ends of that range and in between. 
   As for damage/defenses, I allow PCs to start with up to 3 DEF total in 
worn armor, and a general maximum of 6-8 DEF for spells and purchased 
armor.  Attacks typically max out at 6 DCs to start, 8 DCs overall. 
 
>4. Do you restrict adjustment powers? a couple of dice of  
>aid/drain/transfer in a fantasy campaign (where power defense will be  
>next to non-existant) seems to be VERY overpowered. 
 
   Personally, I haven't come across any problems so far.  Someone else may 
have different experiences. 
 
>5. Are there any limitations you encourage/disallow on magic? 
 
   Since I follow the published magic system, I go by the guidelines there. 
   One characteristic of my old homebrew system was that any spell required 
fuel or energy of some sort.  Thus any spell had to either cost END or use 
an Expendable Focus. 
 
>6. What do you do about races?  I don't like the way the packages in the  
>book do them, especially the characteristic maxima part and some of the  
>hokey psych lims.  I'm thinking about rewriting them to not include the  
>hokey psych lims (hates goblins? This seems more like a role playing  
>issue than a psych lim), and to just buy the extra stats outright - a  
>dwarf will start with a 13 strenght instead of a 10. If he wants to buy  
>it above 20, he pays double just like everyone else. (the way the  
>packages are NOW, he is paying the extra pts to go to 23 whether he does  
>it or not) 
 
   Now this one is a crazy thing.  Since my setting is that described in 
Flying Buffalo's CityBook series (and related tomes), I get to use some of 
the classic races, but (thanks to CityBook V: Sideshow) there are a lot of 
strange "Exotic" races ranging from Trolls and Orcs to Chervka, Ruffiri, 
and Lurkkans (don't ask).  I even have a half-Elf, half-Troll as a PC! 
These I've had to work up myself, and I don't have that section done yet. 
   I use the Characteristic Maxima; that can become an issue in 
development.  (I also didn't want to deal with the issue of explaining to 
the players why this particular detail is different; it was an ease of use 
thing.) 
   As to the Psych Limits, I just figure that these are things that are 
taught to children of those races as they're brought up by their own 
people.  Most of the Exotics were raised by Humans anyway, so it hasn't 
become an real issue. 
 
>7. Do you do anything with gods?  I'm thinking about using the 'Faiths  
>and Avatars' book for AD&D (one of the best books they ever put out). If  
>a PC wants to play a religous based character, I'll write up the granted  
>powers and make them part of a package.  Is this more trouble than its  
>worth? 
 
   Maybe, maybe not.  Personally I just wrote up synopses of all of the 
gods in the published books and my own works, and let the priestly PCs take 
whichever Church would apply to their individual characters (treating the 
Churches more as ministry styles than separate institutions).  This has 
turned out to be fairly successful thus far, though I haven't gotten far 
into things with any of my priest PCs.  What you describe doesn't seem like 
it's much more or less work than that. 
--- 
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, 18 Nov 1997 13:01:08 +1000 
Date-warning: Date header was inserted by topaz.cqu.edu.au 
From: happyelf <jonesmj@topaz.cqu.edu.au> 
Subject: Re: Questionable powers... 
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At 02:33 PM 11/17/97 -0500, you wrote: 
>-----BEGIN PGP SIGNED MESSAGE----- 
> 
>>>>>> "AAM" == ALONE AT MIDNIGHT <RAVANOS@jcs1.jcstate.edu> writes: 
> 
>AAM> 	How do simulate a hero with the power of Animate Matter (i.e. he 
>AAM> can create golems out of thin air from readily available materials, 
>AAM> like giant boulders...  or he could animate a car...).  The effects 
>AAM> are temporary. 
> 
>For the umpteenth time, define the special effects first, then pick powers 
>that simulate those effects. 
> 
 
um, he did? it's an actual entity, i'd advise useing summon. . . 
 
 
 
 
>-----BEGIN PGP SIGNATURE----- 
>Version: 2.6.3a 
>Charset: noconv 
> 
>iQCVAwUBNHCcBp6VRH7BJMxHAQFSFAP+NCgO7EhlfaRd+apV+D5c4blgqRVOTXYw 
>1ivvJdmaghqcfIENtyGA0yPA+FvNLdKhLxdY2laWvsh38r2LLMSwhzItyB5Omau2 
>0m8gUK8+WYr+Qq0CtXCKKARojuTSDwxs07OS5BMHe5FlpLYzvP4fxaZZlYZ81aKQ 
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>=5zep 
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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. 
>                                    \  
> 
> 
 
Reply-To: "Filksinger" <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
Subject: Re: fantasy hero campaign help 
Date: Mon, 17 Nov 1997 20:03:51 -0800 
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On Monday, November 17, 1997 9:41 AM, Todd Hanson wrote: 
<snip> 
 
>My specific questions: 
> 
>1. Do you allow martial arts?  If so, do you allow them to be used 
with 
>weapons? 
 
Generally, I'll allow both. An armed version of Dirty Infighting could 
be used for generally skilled warriors, while some other arts could be 
used for other concepts. 
 
Mostly, this is an effect of setting than it is a game mechanics 
problem. 
 
>2. What magic system do you use?  I'm leaning towards the one they 
use 
>in the books (with the colleges), but I'm not real thrilled with some 
of 
>the limitations that they include (especially the 'must have x points 
in 
>the college') 
 
Use that one unless you plan on creating your own. Alternatively, if 
someone else created a homegrown magic system that you like, you can 
use that instead. 
 
Don't drop the standard system without replacing it _and_ carefully 
thinking about the consequences of your new system. 
 
>3. What kind of damage/defenses should these guys be throwing around? 
>I'll be starting with (probably) 150 pt characters (is that too 
high?) 
 
The damage and defenses shouldn't get much beyond human norms. An ogre 
character might have a 10 PD, a 300-year-old elven mage may have a 23 
INT. 
 
To determine the damage that you intend to allow, calculate the damage 
done by a strong fighter with a good weapon, including levels and 
martial arts. Then, make that your damage ceiling for wizards and that 
sort. 
 
>4. Do you restrict adjustment powers? a couple of dice of 
>aid/drain/transfer in a fantasy campaign (where power defense will be 
>next to non-existant) seems to be VERY overpowered. 
 
A warrior gets his 1d6+1 HKA (or more) for free, simply by buying a 
sword, the wizard gets to pay points for his. It balances. 
 
>5. Are there any limitations you encourage/disallow on magic? 
 
Depends upon the effect you are going for. In some campaigns wizards 
are powerful only with considerable time, equipment, etc. This 
simulates ritual magic, where you would be a fool to make an enemy of 
a wizard, but can easily kill one if he isn't prepared for you. Other 
possibilities are where wizards are largely limited by effort (Extra 
END, no End Reserve allowed), or get their powers from other sources 
(source may refuse, or otherwise involve risk), or where spells must 
be prepared in advance (D&D, or "The Dying Earth"). 
 
>6. What do you do about races?  I don't like the way the packages in 
the 
>book do them, especially the characteristic maxima part and some of 
the 
>hokey psych lims.  I'm thinking about rewriting them to not include 
the 
>hokey psych lims (hates goblins? This seems more like a role playing 
>issue than a psych lim), and to just buy the extra stats outright - a 
>dwarf will start with a 13 strenght instead of a 10. If he wants to 
buy 
>it above 20, he pays double just like everyone else. (the way the 
>packages are NOW, he is paying the extra pts to go to 23 whether he 
does 
>it or not) 
 
I think your way is best. I have found that when people have to pay 
for a higher CHA maxima, they tend to make characters who are the 
maximum all around, to make up the lost points. 
 
>7. Do you do anything with gods?  I'm thinking about using the 
'Faiths 
>and Avatars' book for AD&D (one of the best books they ever put out). 
If 
>a PC wants to play a religous based character, I'll write up the 
granted 
>powers and make them part of a package.  Is this more trouble than 
its 
>worth? 
 
Details can be worked out with the input of the player, sometimes. The 
gods don't need to be spelled out, only the religion as it affects the 
players. 
 
<snip> 
 
Filksinger 
 
Date: Mon, 17 Nov 1997 23:28:17 -0500 (EST) 
From: Tokyo Mark <bastet@iquest.net> 
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> <Nitpick> 
> [1] I think you meant "anime", in which case you don't have to put the 
> nation of origin in front of it. There is no Canadian or German anime to the 
> best of my knowledge. :] 
 
Depends on how technical you want to get.:)  The commonly accepted use of 
anime in the US is for Japanese animation.  But in Japan anything animated 
is anime.  My Japanese teacher already corrected one of my speaches to 
remind me that if I like Japanese animation and want to be clear I need to 
say Japanese anime (nihon no anime).   
</Nitpick> 
 
Tokyo Mark 
 
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From: Opal@october.com (Opal) 
Date: 18 Nov 97 04:53:46 GMT 
Subject: Re: TUSV: vehicles withi 
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 h> Well, what are the parameters of these Limitations?   
 h> I've never seen either 
 h> Star Hero or Robot Warriors, but I might want to  
 h> build a Radar-Guided-Missle 
 h> someday (or one that homed in on Mutant signatures... hmm.). 
 
My coppies are both packed away, but as I remember it a Slow 
Missle could be shot down (targeted like a focus) and took 
the balance of the phase to reach the victim.  It was a -1/2. 
(Again to the best of my memory from almost 10 years ago) 
 
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From: Opal@october.com (Opal) 
Date: 18 Nov 97 04:57:24 GMT 
Subject: Re: Filipino Heroes/Villains 
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 h>     No. I'd whole heartedly encourage this guy to  
 h> learn as much as he can. And 
 h> if he can impress his players with whatever inklings  
 h> he learns, it will be well 
 h> worth it. It's been my experience that most people  
 h> appreciate it when outsiders 
 h> try to learn their ways and understand them.  
 h> Providing it's done in good faith 
 h> and friendship. 
 
All I can say is that my experiences have been the oposite 
of yours.  When I have tried to gather cultural information for 
a game or portray an ethnic character or setting - to persons 
from that setting - I have gotten nothing but grief for  
inaccuracy or insensitivity.  Thus I make it a point to run 
either settings that I am very familliar with from personal 
experience, completely fictional ones (the best alternative), 
or ones that all my players are unfamilliar with.  Games really 
suffer when players are constantly correcting the GM. 
 
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From: Opal@october.com (Opal) 
Date: 18 Nov 97 05:05:28 GMT 
Subject: Re: Filipino Heroes/Villains 
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 h> I do hope that when you go abroad to do business, you attempt to fit in 
 h> with their society - you'll do far better that way than by acting the 
 h> arrogant American 
 h> qts 
 
You've got me dead backwards there.  Many people are offended by 
the use of thier culture by those (especially whites) not of 
that culture.  Witness the powwow thread that blazed though 
this list not long ago.   
  
When you run a game, you as GM, are creating a universe, basicly 
whatever you say is truth within the game.  If you aren't very 
very knowledgeable about another culture, you can deeply offend 
someone, by setting your game in that culture and flubbing up. 
It's safer to run what you know. 
 
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From: Michael.Adams@october.com (Michael Adams) 
Date: 18 Nov 97 05:10:10 GMT 
Subject: Re: Filipino Heroes/Villains 
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I had forgotten about the Chinese part of the filipino genome, but there is 
also a Japanese as well from just before Japan closed it's borders. 
 
But I did not know of the Mexican Indian part. 
 
 
 
Morgoth 
 
 
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From: Opal@october.com (Opal) 
Date: 18 Nov 97 05:19:14 GMT 
Subject: Re: TUSV: vehicles withi 
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 h>    That's my general feeling, though there are occasional cases where a 
 h> guided missile is better bought as a vehicle.  For example, what you 
 h> describe would miss once and then be gone.  If  
 h> bought as a sub-vehicle, it 
 h> could miss the target the first time out and then  
 h> turn around for another 
 h> try.  It's much easier to do it that way than to try  
 h> to develop some new 
 h> Advantage and then determine stuff like flight speed and turn mode. 
 
:)  You mean like this: 
   
Tenacious +1/2                                              <NEW> 
     The Tenacious advantage represents an attack (like a guided 
missile) that keeps trying to hit its target on consecutive 
phases.  Tenacious attacks 'lock on' a target using a targeting 
sense chosen from those of the character purchasing it.  
Additional or alternate senses can be bought linked to the 
attack.  To use a tenacious attack, the character attacks the 
target's hex.  If it hits the hex, the tenacious attack makes a 
perception roll (based on the INT of the character that bought 
it) to lock on to the target.  If their are several possible 
targets in the same hex, a failed perception roll (-1 per 
additional figure in the hex) will cause the attack to lock on to 
the wrong target.   
     Once it has locked on, the attack tries to hit the target on 
each of the attacker's phases.  The tenacious attack can travel 
its maximum range each phase (divide by the number of segments in 
the character's phase to determine its velocity) in pursuit of a 
target.  The tenacious attack has the OCV of the character that 
bought it plus any levels that have been Linked to the attack.  
The attacker must spend END on the attack for each phase he 
wishes it to attack.  Once it hits, the tenacious attack is 
dissipated, regardless of how much END it has left.  It is 
certainly possible to escape a tenacious attack.  Obvious tactics 
include: moving into densely populated hexes, hiding in smoke or 
darkness, or flashing the attack's sense.  Attacks bought through 
a focus can also be attacked in flight (DCV = OCV +2). 
   
Or this: 
   
Seeking +1                                                  <NEW> 
     A seeking attack behaves in a manner similar to a tenacious 
one but is more sophisticated.  To use a seeking attack the 
character simply programs the target's appearance (to the 
attack's sense) and releases the attack.  The attack travels its 
maximum range per phase (either in a straight line or in some 
other pre-determined search pattern) until it finds its target or 
runs out of END.   
     When it passes within detection range of its target the 
attack makes a perception roll (taking no special penalties for 
number of figures in a hex).  Success indicates that the attack 
has locked on and will begin making hit rolls like a tenacious 
attack.  Failure indicates that the target was not acquired and 
another perception roll can be made next phase if the target is 
still nearby.  Seeking attacks will only lock on to the wrong 
target on a roll of eighteen or when some form of disguise of 
Images is used.  Seeking attacks can be programmed to move more 
slowly to increase the chances of spotting a difficult target. 
   
-Opal 
Have Variants, will email. 
 
Date: Mon, 17 Nov 1997 23:28:51 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Reply-To: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: Filipino Heroes/Villains 
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> I doubt Opals comments are racist. More like from experiance. Most DM/GMs are 
> not experianced enough to do another culture. Basically start with the familiar 
> and work to the different. After all in any culture there is alot of social 
 
 
	I think I have to concur to an extent.  It's possible to do, and 
to do well, but it takes some research.  Without that extra work, the 
mistakes will be problematic _especially_ if one of the players knows more 
about the subject than you. 
 
	For example, I know very little about LA.  I have a player that 
lived in LA for quite a while.  For me to run a campaign set in LA would 
only invite problems with the player pointing out the obvious mistakes. 
 
	Now, I could do extra research into the city, but I don't really 
have the time.  I'll stick with a city none of my players know more about 
than me. 
 
 
			-Tim Gilberg 
 
X-Originating-IP: [207.24.16.23] 
From: "Garrett Hashimoto" <constantine1000@hotmail.com> 
Subject: Need converters please. 
Date: Mon, 17 Nov 1997 21:58:11 PST 
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Hello, I need some help. Can anyone send me or direct me to any  
champions-Marvel converters out there please. I know their is one out  
there I had it before but lost it when My harddrive decided to die on  
me.:( Thanks for anyone who can help me. 
 
______________________________________________________ 
Get Your Private, Free Email at http://www.hotmail.com 
 
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From: Opal@october.com (Opal) 
Date: 18 Nov 97 07:59:02 GMT 
Subject: fantasy hero campaign he 
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 h > 1. Do you allow martial arts?  If so, do you allow them to be used  
 h > with weapons?  
 h >  
  
Yes and yes.  Would you like to see some examples?  
  
 h > 2. What magic system do you use?  I'm leaning towards the one they use  
 h > in the books (with the colleges), but I'm not real thrilled with some  
 h > of the limitations that they include (especially the 'must have x point  
 h > in the college')  
 h >  
  
Must have X points in the college is practically like using EC's -  
may as well do that.  
  
There's a lot of room to be flexible with magick, it depends on what  
you want.  Should wizards have a few, specific spells they're really  
good at (maybe only 1 combat spell), then a modified college system,  
without too many limitations is a good idea.  If they should have  
a slightly broader repretoir, but still conected in some way, Colleges  
or ECs.  If wizards can have a variety of flashy powers, let them  
take Multipowers.  If they have less potent, but versatile improvisational  
magick, VPPs might be in order.    Generally, the greater the versatility  
the lower the Apts should be.  A wizard with a handful of spells might  
have one at 60+Apts, one with a multipower should be kept under 50,  
a VPP user you might want to cap at 30.  
  
If you're not using Frameworks, wizards should be pointed towards  
Variable Advantage as an alternative.  A 'fire wizard' can cover a lot  
of special effects with a single Variable advantage energy KA.  
  
 h > 3. What kind of damage/defenses should these guys be throwing around?  
 h > I'll be starting with (probably) 150 pt characters (is that too high?)  
 h >  
  
150pts is good for heroic characters, it makes the warriors very tough  
and highly skilled (the stuff of legend, or at least impressive bar  
fights), and allows for wizards to get a reasonable level of magic.  
  
People die in the typical fantasy genre.  Attacks can range from 4 DC  
for relatively whimpy (but still likely dangerous to some opponents) to  
8, 10, even 12+  
  
Defenses on the other hand should be *low* and kept that way.  Don't  
let wizards have force fields.  Keep the armor you design relatively  
low-def (6 is reasonable, 8 DEF plate should be really encumbering,  
magickal armor should be less encumbering but similar DEF).  If  
wizards want DEF, Force Wall is a good option - it's actual DEF  
is low for the Apts, but it's still a good defense - keep the DEF of  
force walls similar to that of Armor.  
  
Keep to this for the monsters too, don't go throwing 20 resitant  
defense dragons at your party (10 or 12 maybe)  :)  And consider  
making some of the automata (ie not taking stun), in genre mighty  
hero's rarely KO the beasts, but they do skewer them through the  
heart.  
  
I'd suggest using at least some of the optional damage rules, and  
keeping the default body for 'normals' and throw-away villains  
low (5-8).  
  
  
  
 h > 4. Do you restrict adjustment powers? a couple of dice of  
 h > aid/drain/transfer in a fantasy campaign (where power defense will be  
 h > next to non-existant) seems to be VERY overpowered. 
 
 h >  
  
I don't restrict adjustment powers (except that you might want to define  
several different sub-F/X for magic).  But, Power Defense wasn't that  
rare, there were plenty of minor magickal wards and charms for protection.  
I did allow for less-than-minimum cost Power DEF.  
  
 h > 5. Are there any limitations you encourage/disallow on magic?  
 h >  
  
I like the D&D flavor:  Incantations, Gestures, expendable materials,  
Foci, and extra time.  
  
 h > 6. What do you do about races?  I don't like the way the packages in  
 h > the book do them, especially the characteristic maxima part and some of  
 h > the hokey psych lims.  I'm thinking about rewriting them to not include  
 h > the hokey psych lims (hates goblins? This seems more like a role playin  
 h > issue than a psych lim), and to just buy the extra stats outright - a  
 h > dwarf will start with a 13 strenght instead of a 10. If he wants to  
 h > buy it above 20, he pays double just like everyone else. (the way the  
 h > packages are NOW, he is paying the extra pts to go to 23 whether he  
 h > does it or not)  
 h >  
  
Yeah, the current packages aren't ideal, but they are far less abusive  
than the ones they replaced.  Do design your own.  
  
 h > 7. Do you do anything with gods?  I'm thinking about using the 'Faiths  
 h > and Avatars' book for AD&D (one of the best books they ever put out).  
 h > a PC wants to play a religous based character, I'll write up the  
 h > powers and make them part of a package.  Is this more trouble than its  
 h > worth?  
  
Some things to consider for priests.  Some priests might have powers  
that are consistent and useable - they might have a small limitation  
(-1/4) because thier diety might occasionally withold thier abilities.  
Others might have some awe-inspiring powers that aren't really there's  
to use (Uncontrolled -2).  Activation rolls can be used for those  
in between.  Conceptually there's really no differnece between 'priest  
spells' and 'granted powers' and I'm not sure I'd want priests using  
the same type and breadth of spells as wizards.  
  
A Package is a good idea for a priesthood - their abiliteis are  
likely to be closely proscribed.  
___  
 * OFFLINE 1.58  
 
X-Forwarding-Note: Was sent to herolist@october.com; forwarding to hero-l@omg.org 
From: Opal@october.com (Opal) 
Date: 18 Nov 97 08:03:04 GMT 
Subject: Power questions... 
X-Ftn-To: herolist@october.com 
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Path: october!opal 
Organization: Fidonet: Red October Alpha * Hero Roleplaying * 408-629-4695 *  
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 h > From: ALONE AT MIDNIGHT <RAVANOS@jcs1.jcstate.edu>  
 h >  Captain Pureheart has an ability that lets him see through illusions.  
 h > His True Sight would be purchased as ?  
 h > ---  
  
Ego Defense vs Mental Illusions.  
+ to perception for Images or  
  
If your GM will let you do it.  Levels that add to either perception  
vs Images, or to the Ego roll vs Mental Illusions only.  Say 3pts  
apiece?  Maybe 5?   It can be a dangerous precedent.  I once added  
my two overall levels to my Ego roll to break out of a mental  
power.... led to days of back and forth about wether it was ballanced,  
and those were 10pt levels.  :)  
  
___  
 * OFFLINE 1.58  
 
X-Forwarding-Note: Was sent to herolist@october.com; forwarding to hero-l@omg.org 
From: Opal@october.com (Opal) 
Date: 18 Nov 97 08:07:06 GMT 
Subject: Questionable powers... 
X-Ftn-To: herolist@october.com 
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Path: october!opal 
Organization: Fidonet: Red October Alpha * Hero Roleplaying * 408-629-4695 *  
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 h > From: ALONE AT MIDNIGHT <RAVANOS@jcs1.jcstate.edu>  
 h >  How do simulate a hero with the power of Animate Matter (i.e. he 
 
  
 h > can create golems out of thin air from readily available materials,  
 h > like  
 h > giant boulders...  or he could animate a car...).  The effects are  
 h > temporary.  
 h > ---  
  
The classic aproach to this is Telekinisis, possibly with a limitation  
depending on what sort of things can be animated.  There was version  
called 'Animate Object' TK at a -1/2 limitation, only worked on  
objects that had some potential to move, like cars or articulated  
figures.  
  
Summon is the other option, and should be fairly self explanitory.  
  
Transform really shouldn't be an option.  (possible exception for  
vehicles and the like that are already built on points - adding  
INT and EGO to a vehicle (and paying for it with psychlims like  
'Uncontrollable bloodlust') has some precedent in really bad  
movies.  
___  
 * OFFLINE 1.58  
 
Date: Tue, 18 Nov 1997 03:12:36 -0500 (EST) 
From: Tokyo Mark <bastet@iquest.net> 
X-Sender: bastet@iquest7 
cc: champ-l@omg.org 
Subject: Re: Filipino Heroes/Villains 
Errors-To: owner-champ-l@omg.org 
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>  h> I do hope that when you go abroad to do business, you attempt to fit in 
>  h> with their society - you'll do far better that way than by acting the 
>  h> arrogant American 
>  h> qts 
>  
> You've got me dead backwards there.  Many people are offended by 
> the use of thier culture by those (especially whites) not of 
> that culture.  Witness the powwow thread that blazed though 
> this list not long ago.   
 
I'm actually a little puzzled by this.  In the gaming sense, when GMing I 
stick with what I know as a GM.  If I HAVE to run a game in a place 
someone else knows more about than me, I'll usually ask they correct me 
if I have something wrong.  But when I have lived or traveled 
in other countries I've found I get a far more friendly reaction from 
people if I make an attempt to learn the language and fit in. 
 
TokyoMark 
 
X-Sender: jdriscol@mail.vt.edu 
Date: Tue, 18 Nov 1997 14:33:26 +0500 
From: Jeremiah Driscoll <jdriscol@vt.edu> 
Subject: Re: Filipino Heroes/Villains 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 11:15 AM 11/18/97 -0800, Mark Lemming wrote: 
>Seems like what a lot of people are saying is that you shouldn't try 
>to portray any thing but what you're intimaetly familiar with.  If you 
>get anything wrong, you'll start a blood feud. 
>Is everyone so thin skinned now?  If the people you game with are 
>friends, then you should already know to some extent how easily they 
>are offended.  Then try not to overstep that. 
>The person who was thinking of doing a Filipino game can start off 
>with easily obtained info and as the campaign progresses branch 
>into more specific parts of the culture.  This sounds like an excellent 
>way to learn more. 
> 
As the "ignorant white dude" who started all this (my own words), I've been 
concerned by the reaction as well.  Problem is, I only know one of the guys 
who'll be playing.  He's a great friend, and a regular player.  He was 
bragging up our exploits, and his sister and a few other friends from back 
home want to play now. 
Looks like it might just be a one shot, too, at least for now.  So, learning 
as I go along isn't really an option.  I'm trying to get the "easily 
obtained info," and I'm even having problems with that!  I'm also trying to 
talk to the Players about it, to at least get their general overviews of the 
islands.  I had intended to change some of it, anyway, to fit in with my 
not-exactly-real-world game world.  I have until just after Christmas to get 
it together... 
Pray for me, if your gods would help someone like me, and I'll keep ya'll 
updated... 
 
- Jerry 
 
Date: Tue, 18 Nov 1997 03:35:52 -0600 (CST) 
X-Sender: mlnunn@scrtc.blue.net 
From: Michael Nunn <mlnunn@scrtc.blue.net> 
Subject: TV Characters 
Errors-To: owner-champ-l@omg.org 
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I have two quick questions... 
 
Has anyone done a write-up of the main characters from the Hercules TV show? 
 
Is there a Champ's / AD&D conversion? 
 
How's this for bad, I am the editor of "Herozine" a Fanzine for Super Hero 
RPG's, focusing on Champions, but in order to play in a real game I have to 
run AD&D at least half the time to keep my players... 
 
:( 
 
Michael  
Rising Force Publications 
Herozine The Superhero RPG Fanzine... 
http://members.aol.com/hzineweb/index.htm 
 
X-Forwarding-Note: Was sent to herolist@october.com; forwarding to hero-l@omg.org 
From: ALONE AT MIDNIGHT <RAVANOS@jcs1.jcstate.edu> 
Date: Tue, 18 Nov 1997 06:29:22 -0500 (EST) 
X-To: hero-l@october.com 
Subject: Re: TUSV: vehicles withi 
X-Listname: Hero 
Reply-To: hero-l@october.com (Multiple recipients of Hero) 
X-Smtp-Ip-Host: jcs1.jcstate.edu ip 204.117.72.52 
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     Do you have any homeborne Adv./Lim.?  These were good. 
 
Date: Tue, 18 Nov 1997 09:52:18 -0200 (EDT) 
From: Rodrigo Cesar Gevaerd de Faria <gevaerd@laranjeiras.lci.ufrj.br> 
Reply-To: Rodrigo Cesar Gevaerd de Faria <gevaerd@laranjeiras.lci.ufrj.br> 
Subject: Marvel Char : Sentinel VII 
Errors-To: owner-champ-l@omg.org 
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    This is the anti-mutant robot. I'm sure that everyone who reads X-Men 
know exactly what it is. He is pretty tough indeed... just don't get hit 
by his attacks and you shall be okay :) 
    For you who think strange the -3 PER and the +3" Running, that's 
because I just tried to convert exactly what it would be from Marvel 
Superheroes, where for example, its PER roll is not as good as it got from 
its big intelligence in Hero. 
 
 
Name     : Sentinel VII                              Game  : Champions          
 
Value Char      Cost Base Max  Pts  Growth 
  33  Str........x1    10 N/A  23   + 25   = 58 Str 
  20  Dex........x3    10 N/A  30  
  47  Con........x2    10 N/A  74  
  42  Body.......x2    10 N/A  64   + 5    = 47 Body 
  32  Int........x1    10 N/A  22  
   0  Ego........x2    10 N/A -20  
  20  Pre........x1    10 N/A  10  
  12  Com........x.5   10 N/A   1  
   7  PD.........x1     7 N/A   0   + 5    = 12 PD 
   9  ED.........x1     9 N/A   0   
   4  SPD........x10  3.0 N/A  10  
  16  Rec........x2    16 N/A   0   + 5    = 21 Rec 
  94  End........x.5   94 N/A   0  
  83  Stun.......x1    83 N/A   0   0 Stun, takes no stuns       
        Characteristics Cost: 214  
                                   
Disadvantages                  Pts. 
Distinctive Features            25 
  (not concealable, extreme)       
                                   
                                   
   pts Powers                                         END 
 
       Automaton                                         
     ?    Immune to any mental attacks                   
    45    Takes no Stun                                  
                                                         
    41 Armor (11, 11)                                  0 
          Hardened (+1/4)                                
                                                         
   150 Variable Power Pool - Countermeasures 120 pts 
          Only occurs when is attacked (-1/2)            
          Only powers to conter-attack or defend         
       from an enemy (-1/2)                              
                                                         
     3 Countermeasure Skill Roll INT-Based  15-          
                                                         
    55 Flight 25" x 4                                1/5" 
                                                         
    33 Growth: 6m height, 3m width, 3200kg, +5 BODY,   0 
       -3 DCV, +3 PER rool against, +4m additional       
       reach, +25 STR, -5" Knockback                     
          0 END (+1/2)                                   
          Persistent (+1/2)                              
          Always On (-1/2)                               
                                                         
       Life Support                                      
    10    Doesn't need to breath                         
     3    Immune to Disease                              
     3    Safe in Vacuum/High Pressure                   
     5    Doesn't need to eat, excrete or sleep          
                                                         
    67 Regeneration 20 Body/Turn (fixing himself up)  1/Body 
          Only if raw material is available (-1/2)          
          Power costs Endurance (-1/2)                   
          Concentrate at 0 DCV while fixing himself      
       up, for at least 1 turn (cannot stop in middle 
       of fixing) (-1)                          
                                                         
       Enhanced Senses                                   
    -6    -2 PER roll with all senses                    
    35    Telescopic (+4) Ranged Discriminatory          
       Tracking Life Type Detection with +3 PER roll     
       (detects mutants) 
                                                         
   154 RKA 5d6-1K  (plasma on palms)                  max:10 
          2 Armor Piercing (+1) 
          Penetrating (+1/2) 
          1/2 END (+1/4) 
          No KnockBack (-1/4)               
   175 Energy Blast 7d6+7d6 (eye beams)               max:13 
          2 Armor Piercing (+1) 
          1/2 END (+1/4) 
	  Reduced Penetration (-1/2) 
          Continuous (+1) 
          Uncontrolled (+1/2)          
   190 Energy Blast 14d6 (heat ray on chest)          max:15 
          2 Armor Piercing (+1) 
          Penetrating (+1/2) 
          1/2 END (+1/4) 
          Reduced by Range (-1/2) 
          Continuous (+1) 
          Uncontrolled (+1/2) 
          No KnockBack (-1/4) 
          Area Effect (hex) and can spread this area (+3/4) 
   6   Running +3" 
   19  Ambidexterity, Bump of Direction, Eidetic Memory, 
       Lightining Calculator 
 
 
   Exp:   Disadvantages Total:  25  1012:Powers / Skills Cost 
   -1201      Experience Spent+1201   214+Characteristics Cost 
                 Total Points=1226  1226=Total Cost 
 
CV (Dex/3):  7   Phases: 3 6 9 12              
 
 
Date: Tue, 18 Nov 1997 05:53:22 -0800 
From: "Robert A. West" <robtwest@erols.com> 
CC: champ-l@omg.org 
Subject: Re: Apologia 
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 
 
Vox Ludator! wrote: 
>  
> Apologies to the list -- the last message (Re: Xcel Charcter Sheet) I posted 
> was meant as a private reply (I doubt the list really cares to hear me 
> quibble amateur linguistics :/).   
 
Apologia n. A statement in defense of principles. 
 
I think that you meant, "apology," pure and simple. ;-) 
 
 
> (Ha! I've never been out-semanticed! :] Look out, sonny! ;]) 
 
Ha!  Well, now you have!  ;-D ;-P  :-) 
 
No apologies for this message, let's just not turn it into a major  
thread! 
 
--  
<-------------------------------------------------------> 
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 
Date: Tue, 18 Nov 1997 06:46:16 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Non-BBB Perks 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 02:06 AM 11/18/97 +0500, Jeremiah Driscoll wrote: 
>        I have seen (on some web-sites, I think) some non-BBB, or GM 
>defined, Perquisites.  Things like "Black Belt," "Master's Degree," 
>"Accredited Martial Arts Instructor," and "Doctorate."  Are these from any 
>specific books, or were they truly GM defined?  Do other GMs charge for 
>these?  I'm trying to decide on it myself... 
>        If these are not charged for, what are appropriate KS or PS levels 
>for each of the above Perks?  I am assuming an earned degree, not a 
>hand-out...  although charging for the Perk, as above, would still be 
>appropriate for a hand-out diploma/belt. 
 
   Black Belt and Accredited Martial Arts Instructor are in TUMA; each 
costs 1 point. 
   The Master's and Doctorate I've never seen in print, and would define as 
a Professional Skill in the field anyway (at the Characteristic Roll for a 
Masters, +2 for Doctorate).  If one were to assume that such degrees are 
Perks (they do open a few doors that one can't get through with just a 
Bachelor's, after all), then I'd charge 1 point for a Master's and 2 for a 
Doctorate. 
--- 
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: scm@mail.aci.net 
Date: Tue, 18 Nov 1997 08:08:49 -0800 
From: Shelley Chrystal Mactyre <shelley@mactyre.net> 
Subject: Re: Non-BBB Perks 
Cc: champ-l@omg.org 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 06:46 AM 11/18/97 -0800, Bob Greenwade wrote: 
>   The Master's and Doctorate I've never seen in print, and would define as 
>a Professional Skill in the field anyway (at the Characteristic Roll for a 
>Masters, +2 for Doctorate).  If one were to assume that such degrees are 
>Perks (they do open a few doors that one can't get through with just a 
>Bachelor's, after all), then I'd charge 1 point for a Master's and 2 for a 
>Doctorate. 
 
I've been making players pay points for degrees for a couple of years now 
(that info's posted somewhere on one of my PBEM pages), as well as 
meticulous accounting for the years they spent in school in their 
backgrounds.  I got *so* tired of seeing every other character submission 
having five masters and four Ph.Ds (yes, that one really happened, and of 
course from a guy who'd never finished college -- and he was outraged I 
made him tone it down!)  
 
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: Xcel Charcter Sheet 
Date: Tue, 18 Nov 1997 08:55:36 -0800 
X-MSMail-Priority: Normal 
X-MimeOLE: Produced By Microsoft MimeOLE V4.71.1712.3 
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Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Monday, November 17, 1997 8:53 PM, Vox Ludator! wrote: 
<snip> 
 
>(There is an exception to this, that being Latin: when one shifts 
>unexpectedly to a Latin phrase, all that is implied is that the 
speaker is 
>pretentious. ;] ) 
> 
And better educated than you are, probably. 
 
Filksinger 
 
Date: Tue, 18 Nov 1997 12:25:25 -0500 (EST) 
From: Bill Svitavsky <bsvitavs@bu.edu> 
Subject: Re: Non-BBB Perks 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
 
On Tue, 18 Nov 1997, Shelley Chrystal Mactyre wrote: 
 
> At 06:46 AM 11/18/97 -0800, Bob Greenwade wrote: 
> >   The Master's and Doctorate I've never seen in print, and would define as 
> >a Professional Skill in the field anyway (at the Characteristic Roll for a 
> >Masters, +2 for Doctorate).  If one were to assume that such degrees are 
> >Perks (they do open a few doors that one can't get through with just a 
> >Bachelor's, after all), then I'd charge 1 point for a Master's and 2 for a 
> >Doctorate. 
>  
> I've been making players pay points for degrees for a couple of years now 
> (that info's posted somewhere on one of my PBEM pages), as well as 
> meticulous accounting for the years they spent in school in their 
> backgrounds.  I got *so* tired of seeing every other character submission 
> having five masters and four Ph.Ds (yes, that one really happened, and of 
> course from a guy who'd never finished college -- and he was outraged I 
> made him tone it down!)  
>  
 
The one problem I can see with this meticulous accounting is that it could 
easily discourage characters from having rich backgrounds. I'm no power 
gamer, but if I'm just barely managing to scrape together the points for 
my basic concept, I'm going to be a little reluctant to spend 10 points on 
my degrees, my liberal arts education, my memberships in professional 
organizations, and so on. 
 
One fault of the Hero System is that it's difficult to have a lot of minor 
skills, perks, etc. If you get too picky, a character with a well-rounded 
education, a few hobbies, and an active professional and social life is 
going to be unable to afford the kind of powers that a poorly conceived 
two-dimensional character can buy easily. 
 
I tend to get around this problem by making some generous assumptions. If 
you've got Physics 14-, you probably have a graduate degree in it and know 
a fair amount about math as well. I do encourage people to buy  PS: 
Physicist as well as SC: Physics, reflecting that they know their 
colleagues, know how to apply for grants, etc. as well as to do stuff in 
the lab. 
 
A friend of mine favors the more detailed approach, but to allow it gave 
250 point characters an additional free 50 "Background Points" which we 
could spend on job skills, education, hobbies, contacts, etc. This could 
get quite ambiguous ("But computer hacking is my hobby!"), but with a 
group of good role-players resulted in a lot of character depth.  
 
 
Date: Tue, 18 Nov 1997 13:06:04 -0500 (EST) 
From: ALONE AT MIDNIGHT <RAVANOS@jcs1.jcstate.edu> 
Subject: Doppleganger 
X-VMS-To: IN%"champ-l@omg.org" 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
Greetings, 
	I'm writing an adventure for Champions.  At one point, the characters 
are confronted (at seperate times) by evil Dopplegangers of themself. 
	The Dopplegangers exist to eventually possess the hero, but may 
only possess a hero when he 'kills' it (think of it as a symbolic surrender 
to the hero's darker side). 
	The Dopplegangers know all of the characters' fears and limitations; 
the Dopplegangers themselves lack a certain number of these fears or  
limitations (ex: a character who was horribly mutilated in a fire would 
have a doppleganger who wasn't [probally because that would frustrate the 
hero even more];  a character who has a Code vs. Killing would have a  
Doppleganger who would lack the character's Code vs. Killing). 
	Since the Dopplegangers are evil, I was thinking of actually giving 
them Psychological Limitations of an 'evil' nature (ex: the character who has 
the Code vs. Killing might have a Doppleganger who would have Casual Killer). 
	Does anybody out there have any advice or comments as to how 
the confrontation might run?  Do you think the heroes will get splattered or 
their Dopplegangers smashed? 
 
	I'm basing this scenerio loosely off of an issue of Teen Titans where 
Trigon has each of the heroes battling their own dark nemesi... 
	I was also inspired by evil Ash from Evil Dead III: Army of Darkness. 
 
	Tell me what you think. 
							-Jason 
 
From: "John Desmarais" <John.Desmarais@ibm.net> 
Date: Tue, 18 Nov 97 18:33:44  
Reply-To: "John Desmarais" <John.Desmarais@ibm.net> 
Priority: Normal 
Subject: Re: TV Characters 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Tue, 18 Nov 1997 03:35:52 -0600 (CST), Michael Nunn wrote: 
 
>I have two quick questions... 
> 
>Has anyone done a write-up of the main characters from the Hercules TV show? 
> 
>Is there a Champ's / AD&D conversion? 
 
The Fantasy Hero book has tables and suggestions for converting AD&D to Hero, as  
well as several other systems. 
 
 
 
 
>How's this for bad, I am the editor of "Herozine" a Fanzine for Super Hero 
>RPG's, focusing on Champions, but in order to play in a real game I have to 
>run AD&D at least half the time to keep my players... 
 
AD&D is one of the "constants" in the gaming world.  Almost anyone who has ever  
gamed knows how to play AD&D.  I've been pretty successful at converting AD&D  
players to Hero, usually by running Fantasy Hero using one of TSR's game worlds  
(Forgotten Realms is my personal fave). 
 
Date: Tue, 18 Nov 1997 11:15:49 -0800 
From: Mark Lemming <icepirat@ix.netcom.com> 
Organization: McAfee 
Subject: Re: Filipino Heroes/Villains 
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> I do hope that when you go abroad to do business, you attempt 
>  h> to fit in 
>  h> with their society - you'll do far better that way than by  
>  h> acting the arrogant American 
>  h> qts 
>  
> You've got me dead backwards there.  Many people are offended by 
> the use of thier culture by those (especially whites) not of 
> that culture.  Witness the powwow thread that blazed though 
> this list not long ago. 
>  
> When you run a game, you as GM, are creating a universe, basicly 
> whatever you say is truth within the game.  If you aren't very 
> very knowledgeable about another culture, you can deeply offend 
> someone, by setting your game in that culture and flubbing up. 
> It's safer to run what you know. 
 
Seems like what a lot of people are saying is that you shouldn't try 
to portray any thing but what you're intimaetly familiar with.  If you 
get anything wrong, you'll start a blood feud. 
Is everyone so thin skinned now?  If the people you game with are 
friends, then you should already know to some extent how easily they 
are offended.  Then try not to overstep that. 
The person who was thinking of doing a Filipino game can start off 
with easily obtained info and as the campaign progresses branch 
into more specific parts of the culture.  This sounds like an excellent 
way to learn more. 
 
-Mark 
 
Date: Tue, 18 Nov 1997 14:25:17 -0500 
From: Gypsy <klgeorge@gte.net> 
Subject: Re: DCH to Hero conversion help needed 
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: 48 
 
 
 
Lisa Hartjes wrote: 
 
> Hi! 
> 
> I've got a really old campaign idea from a DC Heroes game I was a player in 
> and I'm thinking of seeing if I can convert it to Hero.  The help I need is 
> for converting power levels.  For example, how many AP's would a level of 2 
> be for powers?  What skill roll would result from a 2 in Detective? 
> 
> If there is a conversion chart out there, I'd appreciate it if someone can 
> lead me to it. 
> 
> Thanks in advance for your help! 
> 
> Lisa Hartjes 
> beren@unforgettable.com 
> Home:  http://www.fortunecity.com/roswell/daniken/79 
> "What do you mean, don't press the red button......." 
 
There was an article on coverting DC Heros characters to Champions in the 
Adventures Club #10, summer 1987, issue. It was by George MacDonald and Steve 
Peterson. 
 
Gypsy 
 
 
Date: Tue, 18 Nov 1997 14:54:14 -0500 (EST) 
From: William K Bushway <wbushway@osf1.gmu.edu> 
Cc: champ-l@omg.org 
Subject: Re: Doppleganger 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Tue, 18 Nov 1997, ALONE AT MIDNIGHT wrote: 
 
> Greetings, 
> 	I'm writing an adventure for Champions.  At one point, the characters 
> are confronted (at seperate times) by evil Dopplegangers of themself. 
 
<Snippity snip> 
 
> 	Since the Dopplegangers are evil, I was thinking of actually giving 
> them Psychological Limitations of an 'evil' nature (ex: the character who has 
> the Code vs. Killing might have a Doppleganger who would have Casual Killer). 
 
	This is how I would do it.  If your characters have unusual 
susceptibilities <sp?>, you may want to look intro creating "opposite" 
susceptibilities for their dopplegangers.  I.E., IIRC, Bizarro was weak 
against a certain color of Kryptonite that was harmless to Superman. 
 
> 	Does anybody out there have any advice or comments as to how 
> the confrontation might run?  Do you think the heroes will get splattered or 
> their Dopplegangers smashed? 
 
	Some ideas: 
 
	If your heros work well as a team, make each of the dopplegangers 
a loner.  Give your players bonuses for "switching opponents", instead 
going at their own doppleganger.  This will reinforce the value of 
teamwork, and show how much the characters know about their teammates. 
 
	However, if your players are loners themselves, have the 
dopplegangers work as a cohesive unit.  You'll still be showing the 
players the value of teamwork, only this time with negative reinforcement. 
 
	If one of your players is taken by his doppleganer, do it "off 
camera."  Ask the player if he'd like to play the doppelganger, and have 
him infiltrate the team.  Side plots aplenty! 
 
	          William K. Bushway, wbushway@osf1.gmu.edu 
	          http://Mason.GMU.edu/~wbushway/index.html 
	   "I'm betting that I'm just abnormal enough to survive." 
		    -The Tick, The Tick Vs.The Breadmaster 
 
X-Sender: scm@mail.aci.net 
Date: Tue, 18 Nov 1997 12:28:14 -0800 
From: Shelley Chrystal Mactyre <shelley@mactyre.net> 
Subject: Re: Non-BBB Perks 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 12:25 PM 11/18/97 -0500, Bill Svitavsky wrote: 
>The one problem I can see with this meticulous accounting is that it could 
>easily discourage characters from having rich backgrounds. I'm no power 
>gamer, but if I'm just barely managing to scrape together the points for 
>my basic concept, I'm going to be a little reluctant to spend 10 points on 
>my degrees, my liberal arts education, my memberships in professional 
>organizations, and so on. 
 
I see your point, but in my games, problems are far more likely to be 
solved by thinking and using skills than by using what's in the power 
framework.  If you pay points for a degree (and let's face it, two points 
for a Ph.D is hardly a hardship -- drop your REC or CON down one and get 
over it -- heck, that's one night's EPs to make up the difference) then I 
assume you have university contacts, have published, and that you're known 
in your field.  It's actually quite the bonus package. I don't let players 
just buy really high skill levels in sciences without some justification, 
either, and if you want to be a doctor in my campaigns -- whoof!  I've got 
a ton of science skills that you have to buy first.  I don't, however, make 
people pay for an undergrad degree or justify those skills, but I don't 
expect them to have skills in excess of INT rolls, either.   
 
I've personally completed twenty credits of chemistry for my minor, but I 
couldn't possibly see myself having more than an 8- in chemistry, organic 
chemistry, or analytic chemistry, because of the level of depth isn't there 
in undergrad coursework.  I can do the problems in the book, but put a 
professional journal article in front of me and my eyes will glaze over. If 
I'd majored in chem, I could see having 11- skills, and if it became my 
career afterwards, then an INT roll.  If I'd done it my whole life, I can 
see it being higher.  But to be really, really accomplished in a scientific 
field at the young age most Champions characters are at, IMHO, requires 
graduate work.  Of course there can be exceptions, and players who wished 
to do something different could talk to me about it, but I've never had 
negative feedback on this front from any of them.  
 
>One fault of the Hero System is that it's difficult to have a lot of minor 
>skills, perks, etc. If you get too picky, a character with a well-rounded 
>education, a few hobbies, and an active professional and social life is 
>going to be unable to afford the kind of powers that a poorly conceived 
>two-dimensional character can buy easily. 
 
But perks and skill familiarities are cheap!  Powers are usually the very 
last thing I think of when making up a Champions character -- buying the 
background skills, perks, and talents is the most fun part of character 
generation for me.  If your GM doesn't reward roleplaying, I can see where 
it's a problem, but I don't play or run  games where gaming mechanics take 
precedence over well rounded characters.  
 
 
Shelley Chrystal Mactyre 
www.mactyre.net 
 
Your children will see the stars. 
--Robert A. Heinlein 
 
Date: Tue, 18 Nov 1997 15:51:19 -0500 (EST) 
From: Michael Surbrook <susano@access.digex.net> 
Subject: Re: fantasy hero campaign he 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On 18 Nov 1997, Opal wrote: 
 
> Defenses on the other hand should be *low* and kept that way.  Don't  
> let wizards have force fields.  Keep the armor you design relatively  
> low-def (6 is reasonable, 8 DEF plate should be really encumbering,  
> magickal armor should be less encumbering but similar DEF).  If  
> wizards want DEF, Force Wall is a good option - it's actual DEF  
> is low for the Apts, but it's still a good defense - keep the DEF of  
> force walls similar to that of Armor.  
 
I have to disagree here.  Fantasy Hero lists a number of different armor 
types and their DEF most of which work pretty well. 
 
DEF 6 represent 'average' mail armor, what virtually *everyone* who could 
afford it wore during most of the middle ages.  The thickest (or heaviest 
armor) is full plate, which is DEF 8 (or *maybe* 9).  Full plate *isn't* 
all that encumbering.  A well made suit fits just was well as a suit of 
clothing. It is the over all mass of a suit of armor that begins to slow 
and tire someone out, but a very strong character can over come that. 
 
The best option with armor is to break down for -0 DCV (no armor), -1 DCV 
(1/2 armor) and -2 DCV (full armor).  PCs then can buy +1 DCV "Only to 
counteract armor penalties" (-1) for 2 points each.  This keeps things 
simple and playable. 
 
Note that Force Walls stop all Stun, which makes them much more effective 
than standard Armor.  Force Fields might work better for certain spell 
effects. 
 
*************************************************************************** 
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *  
*               Michael Surbrook / susano@access.digex.net                *  
*        Visit "Surbrook's Stuff' the Hero Games resource site at:        *    
*              http://www.access.digex.net/~susano/index.html             * 
*            Attacked Mystification Police / AD Police / ESWAT            * 
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark * 
*************************************************************************** 
 
Date: Tue, 18 Nov 1997 15:22:47 -0600 
From: Alex Rojas <rojasa@uthscsa.edu> 
Subject: RE: Filipino Heroes/Villains 
X-Sender: rojasa@arwen.uthscsa.edu 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
>Pray for me, if your gods would help someone like me, and I'll keep ya'll 
>updated... 
> 
>- Jerry 
 
Good luck, hope these help.  
 
http://www.evoserve.com/guest/realms/ 
http://www.lookup.com/Homepages/77463/option1.html 
http://www.pitt.edu/~filipina/legends.html 
http://www.pitt.edu/~filipina/mythology.html 
 
 
Alex 
 
X-Sender: bob.greenwade@klock.com 
Date: Tue, 18 Nov 1997 14:49:26 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Non-BBB Perks 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 12:25 PM 11/18/97 -0500, Bill Svitavsky wrote: 
>One fault of the Hero System is that it's difficult to have a lot of minor 
>skills, perks, etc. If you get too picky, a character with a well-rounded 
>education, a few hobbies, and an active professional and social life is 
>going to be unable to afford the kind of powers that a poorly conceived 
>two-dimensional character can buy easily. 
 
   Something I've observed over the years is that, while there are a lot 
more places to spend points in the Hero System than there were in 1981 
(First Edition Champions), there are also a lot more places to get them from. 
   Sure, in the old days, if my character was filthy rich, had four 
degrees, could speak seventeen languages fluently, and was a close personal 
friend of the President of the United States, all you had to do was say so; 
nowadays it'd take up fifty points or more. 
   At the same time, the early editions had no Accidental Change, 
Dependence, Normal Characteristic Maxima, Reputation, or Rivalry, and 
Berserk, Distinctive Features (then called "Unusual Looks,"), and Hunted 
weren't as broad.  So I could get those 50 extra points by picking up on 
those Disadvantages, or by just taking full value for all of my 
Psychological Limitations and such. 
   Originally a superhero (100 base points) was considered well defined if 
he had 100 points worth of Disads.  When the BBB came out, 150 points was 
the norm.  These days I'm seeing 200 points in Disads on beginning 
characters (such as the Justifiers) and all is well because of the many 
innovations now in the Hero System.  And as time goes on, even that number 
may increase. 
   Besides, as Shelley points out elsewhere, most of this stuff is pretty 
cheap on the whole, at least taken individually.  In a lot of sessions, 
having 30 points worth of investigative skills is going to be worth a whole 
lot more than having an extra 30-point weapon.  It will probably also be 
worth more than having another 10 Active Points to each of the Powers in 
your Elemental Control.  So your Energy Blast is 12d6 rather than 10d6; 
that's not going to help you stop the bad guy from destroying the state of 
Michigan if you can't figure out where he's operating from. 
   Personally, I'd rather have a PC with a few less points in the primary 
Powers and a couple of archetype tricks and background skills than a 
full-powered PC with nothing to create around.  But maybe that's just the 
writer in me. 
   Of course, 100+100 characters are still absolutely viable.  They may be 
less powerful overall and/or less well roundedf, but they also have less 
problems.  It's all a matter of campaign tastes. 
--- 
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-Forwarding-Note: Was sent to herolist@october.com; forwarding to hero-l@omg.org 
From: Rick Holding <rholding@ActOnline.com.au> 
Date: Tue, 18 Nov 1997 18:32:24 -0800 
X-To: Multiple recipients of Hero <hero-l@october.com> 
Subject: Missiles (was TUSV: vehicles within vehicles) 
X-Listname: Hero 
Reply-To: hero-l@october.com (Multiple recipients of Hero) 
X-Smtp-Ip-Host: magic.actonline.com.au ip 203.29.91.2 
X-Smtp-Mail-From: rholding@ActOnline.com.au 
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X-Status:  
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X-UID: 19 
 
 
 
Opal wrote: 
> 
> :)  You mean like this: 
>  
> Tenacious +1/2                                              <NEW> 
>      The Tenacious advantage represents an attack (like a guided 
> missile) that keeps trying to hit its target on consecutive 
> phases.  Tenacious attacks 'lock on' a target using a targeting 
> sense chosen from those of the character purchasing it. 
> Additional or alternate senses can be bought linked to the 
> attack.  To use a tenacious attack, the character attacks the 
> target's hex.  If it hits the hex, the tenacious attack makes a 
> perception roll (based on the INT of the character that bought 
> it) to lock on to the target.  If their are several possible 
> targets in the same hex, a failed perception roll (-1 per 
> additional figure in the hex) will cause the attack to lock on to 
> the wrong target. 
>      Once it has locked on, the attack tries to hit the target on 
> each of the attacker's phases.  The tenacious attack can travel 
> its maximum range each phase (divide by the number of segments in 
> the character's phase to determine its velocity) in pursuit of a 
> target.  The tenacious attack has the OCV of the character that 
> bought it plus any levels that have been Linked to the attack. 
> The attacker must spend END on the attack for each phase he 
> wishes it to attack.  Once it hits, the tenacious attack is 
> dissipated, regardless of how much END it has left.  It is 
> certainly possible to escape a tenacious attack.  Obvious tactics 
> include: moving into densely populated hexes, hiding in smoke or 
> darkness, or flashing the attack's sense.  Attacks bought through 
> a focus can also be attacked in flight (DCV = OCV +2). 
>  
> Or this: 
>  
> Seeking +1                                                  <NEW> 
>      A seeking attack behaves in a manner similar to a tenacious 
> one but is more sophisticated.  To use a seeking attack the 
> character simply programs the target's appearance (to the 
> attack's sense) and releases the attack.  The attack travels its 
> maximum range per phase (either in a straight line or in some 
> other pre-determined search pattern) until it finds its target or 
> runs out of END. 
>      When it passes within detection range of its target the 
> attack makes a perception roll (taking no special penalties for 
> number of figures in a hex).  Success indicates that the attack 
> has locked on and will begin making hit rolls like a tenacious 
> attack.  Failure indicates that the target was not acquired and 
> another perception roll can be made next phase if the target is 
> still nearby.  Seeking attacks will only lock on to the wrong 
> target on a roll of eighteen or when some form of disguise of 
> Images is used.  Seeking attacks can be programmed to move more 
> slowly to increase the chances of spotting a difficult target. 
>  
> -Opal 
> Have Variants, will email. 
 
Very nice!!!  An interesting variation on the continueing charges or  
uncontrolled continueos modifiers.  Was this more or less of the cuff or  
do you in fact have several more like these? 
--  
----------------------------------------------------------- 
Ricky Holding    Email: rholding@ActOnline.com.au 
Work is only there to give us time to talk about play 
----------------------------------------------------------- 
 
 
X-Sender: bsvitavs@acs-mail.bu.edu 
Date: Tue, 18 Nov 1997 23:36:55 -0500 
From: bsvitavs@bu.edu (Bill Svitavsky) 
Subject: Re: Non-BBB Perks 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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X-UID: 2 
 
>At 12:25 PM 11/18/97 -0500, Bill Svitavsky wrote: 
>>The one problem I can see with this meticulous accounting is that it could 
>>easily discourage characters from having rich backgrounds. I'm no power 
>>gamer, but if I'm just barely managing to scrape together the points for 
>>my basic concept, I'm going to be a little reluctant to spend 10 points on 
>>my degrees, my liberal arts education, my memberships in professional 
>>organizations, and so on. 
> 
>I see your point, but in my games, problems are far more likely to be 
>solved by thinking and using skills than by using what's in the power 
>framework. 
 
I like the sound of your games. But big flashy powers are an important part 
of superhero games, too, and I think it takes some effort to leave room for 
both. 
 
> 
>>One fault of the Hero System is that it's difficult to have a lot of minor 
>>skills, perks, etc. If you get too picky, a character with a well-rounded 
>>education, a few hobbies, and an active professional and social life is 
>>going to be unable to afford the kind of powers that a poorly conceived 
>>two-dimensional character can buy easily. 
> 
>But perks and skill familiarities are cheap!  Powers are usually the very 
>last thing I think of when making up a Champions character -- buying the 
>background skills, perks, and talents is the most fun part of character 
>generation for me.  If your GM doesn't reward roleplaying, I can see where 
>it's a problem, but I don't play or run  games where gaming mechanics take 
>precedence over well rounded characters. 
> 
 
Yes, perks and skill familiarities are relatively cheap, but they can still 
add up quickly. There are games out there where characters can easily have 
30 or 40 skills to some small degree, and Hero just doesn't do that kind of 
thing well. 
 
I'll use myself as an example. I've got 2 Master's degrees, Knowledge 
Skills of at least 11- in Literature, the Humanities, and Library Science, 
Professional Skills of Teaching and Librarianship, points in French, Old 
English, Greek and Latin, I can read music and used to play a few 
instruments, I have Area Knowledge of at least 4 places I've lived, 
additional KS's of gaming, comics, and speculative fiction, and 
familiarities with myth, Jungian psychology, and various other interests. 
If I were being really meticulous, I could add some specializations within 
the KS's I've already mentioned (18th Century English literature, the Hero 
System, etc.) and various minor talents (I'm good with cats, and I can 
catch a stack of quarters off my elbow.) Plus, I could probably spend 5-10 
points in characteristics. My total could easily be between 35 and 50 
points. 
 
Granted, I'm a little overeducated and a big geek. But I'm not all that 
exceptional; a librarian would be pretty run of the mill as superhero 
Secret ID's go. In fact, many heroes are brilliant scientists or experts on 
one thing or another, and frequently that's just backstory. And even 
nongeniuses can have diverse bodies of knowledge which become useful on 
occasion. 
 
30 points is a lot to a 250 point character. As much as I create and 
encourage well-rounded characters, I can understand that the language a 
hero took in high school is going to be one of the first things shaved off 
when it comes to balancing points, and a player may very well have to 
choose between a character's inkwell collection and his or her in-depth 
knowledge of Gilligan's Island. And you do see this sort of thing in 
comics: Blue Beetle, for example, is pretty knowledgeable about Russian 
literature, and who knows how many languages Batman speaks? 
 
I mentioned my friends 50 point "fleshing out" bonus - that's one way to 
encourage this sort of depth, but it's easily abused. I prefer to have 
characters spend a few points on their major areas of knowledge, but accept 
that if the player consistently role-plays a lifestyle or interest, there 
may be occasions where he or she should get a relevent INT roll even if the 
knowledge skill isn't on the character sheet. 
 
 
From: "Len Carpenter" <redlion@voicenet.com> 
Subject: RE: Fantasy Hero Campaign Help  
Date: Wed, 19 Nov 1997 00:18:41 -0500 
X-MSMail-Priority: Normal 
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To: champ-l@omg.org 
X-Status:  
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X-UID: 3 
 
 
 
Having every character in an FH campaign be a mass of 18s and 20s for 
primary stats can be a pain, as well as boring.  A house rule of mine is 
to add a mandatory disadvantage for hero-level campaigns that affects the 
cost of the primary characteristics.  Up to 15 (or 16, in the case of 
Comeliness), the cost is normal.  From 16 to 20, (or 17-20, in the case of 
Comeliness), the cost is doubled.  Above 20, the cost is tripled.  Above 
25, if the GM permits such high scores, the cost is quadrupled.  So a 
knight's 20 STR would cost 5+10=15 points, and a barbarian's impressive 25 
STR 5+10+15=30 points.  A 21 DEX, intended to top those swashbuckling 20 
DEX characters, would cost 15+30+9=54 points.  (Makes for some hairy 
spreadsheet formulas, though.) 
 
This makes the point-cost curve a bit more like GURPS, where stats that 
get closer to the human max get more and more costly.  It also makes 
skills, skill levels, and magic spells seem cheaper in contrast to high 
stats.   For the sake of simplicity, the figured characteristics I would 
leave alone.  Heroic characters usually don't buy up to maximum STUN or 
END, anyway. 
 
This disadvantage, worth 10 to 20 points, depending on how much the GM 
wants to discourage or permit high stats, is not counted against the 
character's 75-point maximum for disadvantages.  (I do the same thing for 
racial and professional package bonuses.)  I would limit beginning human 
characters to an 18 max in all primary characteristics.  A character who 
wants a 20 stat has to buy it with experience points:  it gives a 
character something to look forward to.  So I would set the disadvantage 
as worth 10 points.   The disadvantage would apply to normal character 
types only, not to fantastic beings or unusual creatures.  The higher cost 
of stats has no effect on how adjustment powers like Drain and Aid 
work--the official rules still apply. 
 
On a related note, the STR minima for some weapons are absurdly high, so 
making STR a little more costly doesn't hurt characters where the GM 
reduces the minima to reasonable levels.  A STR minimum formula of Active 
Points/3 is more reasonable than the official Active Points/2.  No melee 
weapon should have a STR minimum higher than 13.   
 
Changing CHAR costs like this does affect racial packages.  To keep things 
simple, I would remove all CHAR maxima and minima from packages.  With 
these higher point costs, it's tough to balance the package costs.  The 
character who buys up to or above the max in stats can get points for 
nothing, or the more average fellow who doesn't buy up his stats wastes 
points by staying average.  If a race has a 23 DEX max, this could cost 9 
or 18 points in a racial package, depending on how you view the value of 
the bonus, normal cost or double cost.  Either way, a considerable saving 
or waste can be involved. 
 
 
I consider it a flaw in the HERO system that a CHAR roll or skill roll 
doesn't improve enough from an average of 8 to the human max of 20, a base 
11- to a 13- roll, roughly a 20% better chance of succeeding.  To make 
high stats more meaningful, I've tinkered with the way CHAR and skill 
rolls are calculated for all HERO campaigns, changing the base roll 
formula to 8+(CHA/3).  The human max of 20 gets a base 15- roll now.  
Instead of having to buy a stat up to 43 to get a base 18- roll, a 29 stat 
gets you the same roll, so point inflation for superhero characters loses 
a bit of its incentive.  If it seems that characters are benefiting too 
often from their high skill rolls, be more liberal in assessing difficulty 
penalties to rolls.  A character's stats need not be a mass of 13s and 
18s, with break-points now occurring at 11, 14, 17, and 20.  The increased 
costs of stats are partly balanced against the higher skill rolls the 
characters gain. 
 
 
Another change--some weapons are easier to master than others.  
Historically, the great advantage of the crossbow over the longbow was 
that it took soldiers a lot less time to learn the slower crossbow, while 
an English yeoman had to spend several years of constant practice to 
become a proficient archer, worthy of the battlefields in France.  I broke 
down weapon familiarities into a lengthier table that assesses each weapon 
or weapon group's cost based on this--2 points for familiarity with a 
particular crossbow, for example, 5 points for the longbow. 
 
A warrior who wants to learn a wide range of weapons could wind up 
spending a lot of points.  For this fellow, I offer a new 3-point skill 
enhancer:  Weapons Master, which reduces the cost of each weapon 
familiarity purchased by one point. 
 
 
Every character's sheet should include at least four Psych. Limitations, 
even if several of them are at zero cost because the character has made 
his max of 25 points for any one Disadvantage category.  It helps to 
better define the hero's personality. 
 
 
 
Len Carpenter 
redlion@early.com 
 
X-Forwarding-Note: Was sent to herolist@october.com; forwarding to hero-l@omg.org 
From: Michael.Adams@october.com (Michael Adams) 
Date: 19 Nov 97 05:49:48 GMT 
Subject: Michael Surbrook and adaptations. 
X-Listname: Hero 
Reply-To: hero-l@october.com (Multiple recipients of Hero) 
Path: october!michael.adams 
Organization: Fidonet: Red October Alpha * Hero Roleplaying * 408-629-4695 *  
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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Michael, ever thought about doing a game supplment? 
 
I suspect you could post it here on Red October if you wish (telnet 
october.com) 
 
Or .. publish it or ... 
 
Morgoth 
 
 
X-Sender: jdriscol@mail.vt.edu 
Date: Wed, 19 Nov 1997 16:54:55 +0500 
From: Jeremiah Driscoll <jdriscol@vt.edu> 
Subject: DNPC: Pets 
Errors-To: owner-champ-l@omg.org 
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X-UID: 31 
 
        Has anyone allowed this?  Most Pets would be Incompetent, surely... 
but I don't have write-ups for a large number of animals.  I don't own the 
Bestiary.  The one I'm specifically looking for is...  a Vietnamese 
pot-bellied pig.  A smart one.  If anyone can help me out, I'd really 
appreciate it. 
 
- Jerry 
 
Date: Wed, 19 Nov 1997 06:55:38 -0500 (EST) 
From: ALONE AT MIDNIGHT <RAVANOS@jcs1.jcstate.edu> 
Subject: Zero-Gravity & Precarious Places 
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	What are the penalties assigned to being in zero G or upside down? 
Are there any skills or perks that can negate this penalty? 
					-Jason 
 
Date: Wed, 19 Nov 1997 03:56:35 -0800 
From: Captain Spith <cptspith@teleport.com> 
Reply-To: cptspith@teleport.com 
Subject: Re: Non-BBB Perks 
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Bill Svitavsky wrote: 
 
> >But perks and skill familiarities are cheap!  Powers are usually the very 
> >last thing I think of when making up a Champions character -- buying the 
> >background skills, perks, and talents is the most fun part of character 
> >generation for me.  If your GM doesn't reward roleplaying, I can see where 
> >it's a problem, but I don't play or run  games where gaming mechanics take 
> >precedence over well rounded characters. 
> > 
>  
> Yes, perks and skill familiarities are relatively cheap, but they can still 
> add up quickly. There are games out there where characters can easily have 
> 30 or 40 skills to some small degree, and Hero just doesn't do that kind of 
> thing well. 
 
   (hisself as an example snipped) 
 
> 30 points is a lot to a 250 point character. As much as I create and 
> encourage well-rounded characters, I can understand that the language a 
> hero took in high school is going to be one of the first things shaved off 
> when it comes to balancing points, and a player may very well have to 
> choose between a character's inkwell collection and his or her in-depth 
> knowledge of Gilligan's Island. And you do see this sort of thing in 
> comics: Blue Beetle, for example, is pretty knowledgeable about Russian 
> literature, and who knows how many languages Batman speaks? 
>  
> I mentioned my friends 50 point "fleshing out" bonus - that's one way to 
> encourage this sort of depth, but it's easily abused. I prefer to have 
> characters spend a few points on their major areas of knowledge, but accept 
> that if the player consistently role-plays a lifestyle or interest, there 
> may be occasions where he or she should get a relevent INT roll even if the 
> knowledge skill isn't on the character sheet. 
 
   Actually I've never seen it as that much of a quandry.  In the HERO 
system, I don't believe that EVERYTHING has to have a point value.  I 
mean it is assumed that everybody has a place of residence, but nobody 
makes their players build their house/apartment as a base (okay, maybe 
somewhere SOMEONE does) before buying characteristics and skills... 
   Basically, a hero with a really big brain full of good stuff will 
have to pay a chunk of points for it, but that is because 'a big brain 
full of good stuff' will be part of the hero's bag of tricks.  Skills 
and perks that USUALLY don't impact the adventures should be allowed for 
free and - as you said - if they are roleplayed consistently and 
established well, can be used on occasion.  Also, any KS, AK, Science or 
whatnot that is originally included for free as part of the character's 
'colour' can always be paid for at a later time with experience if it 
gets used too often. 
 
--  
   -Capt. Spith 
   Savior of Humanity 
   Secular Messiah 
 
X-Forwarding-Note: Was sent to herolist@october.com; forwarding to hero-l@omg.org 
From: "Sean Pavlish" <pavlish@erols.com> 
Date: Wed, 19 Nov 1997 08:00:01 -0500 
X-To: "Multiple recipients of Hero" <hero-l@october.com> 
Subject: Re: Michael Surbrook and adaptations. 
X-Listname: Hero 
Reply-To: hero-l@october.com (Multiple recipients of Hero) 
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Mike is currently writing a book for Hero; Kazei 5.  The manuscript is 
supposed to go in for review at the first of the year...  The book is a dark 
champs type setting, very cool. 
 
Sean 
 
-----Original Message----- 
From: Michael Adams <Michael.Adams@october.com> 
To: champ-l@omg.org <champ-l@omg.org> 
Date: Wednesday, November 19, 1997 1:08 AM 
Subject: Michael Surbrook and adaptations. 
 
 
 
 
Michael, ever thought about doing a game supplment? 
 
I suspect you could post it here on Red October if you wish (telnet 
october.com) 
 
Or .. publish it or ... 
 
Morgoth 
 
 
 
 
 
Reply-To: "Lisa Hartjes" <beren@unforgettable.com> 
From: "Lisa Hartjes" <beren@unforgettable.com> 
Subject: DCH to Hero conversion help needed 
Date: Wed, 19 Nov 1997 08:15:39 -0500 
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Hi! 
 
I've got a really old campaign idea from a DC Heroes game I was a player in 
and I'm thinking of seeing if I can convert it to Hero.  The help I need is 
for converting power levels.  For example, how many AP's would a level of 2 
be for powers?  What skill roll would result from a 2 in Detective? 
 
If there is a conversion chart out there, I'd appreciate it if someone can 
lead me to it. 
 
Thanks in advance for your help! 
 
 
Lisa Hartjes 
beren@unforgettable.com 
Home:  http://www.fortunecity.com/roswell/daniken/79 
"What do you mean, don't press the red button......." 
 
 
Date: Wed, 19 Nov 1997 09:15:31 -0500 
From: Geoffrey Speare <geoff@omg.org> 
Subject: Fantasy Hero Campaign Help 
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> On a related note, the STR minima for some weapons are absurdly high, so 
> making STR a little more costly doesn't hurt characters where the GM 
> reduces the minima to reasonable levels.  A STR minimum formula of Active 
> Points/3 is more reasonable than the official Active Points/2.  No melee 
> weapon should have a STR minimum higher than 13.   
 
I disagree; you just have to remember that it's quite possible to use weapons 
with a STR min higher than your STR. I had a STR 13 character who used a 
greatsword on a regular basis: the -1 OCV for being understrength was 
countered by the +1 OCV of the sword, making it a great way to do 2d6K.  
 
Geoff Speare 
 
From: "Sean Pavlish" <pavlish@erols.com> 
Subject: Possession type question 
Date: Wed, 19 Nov 1997 10:05:06 -0500 
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I'd like some feedback from you all on the list about a creature I'm 
attempting to write up for Fantasy Hero. 
 
The creature in itself has Desolid and Invisibility with no fringe.  I got 
this part down, no problems here. 
 
The problem comes from the creatures ability to jump into a dead corpse and 
use that corpse to affect the real world. 
 
I would like some feedback on how to best write this ability up.  Oh, and I 
don't have horror hero, so that doesn't help me much. 
 
It had been suggested to write up stats and such with the lim that it requires 
a corpse or something like that, and I thought about giving him TK to move the 
body around with no range on it.  Anyone know of better examples? 
 
Sean 
 
Date: Wed, 19 Nov 1997 10:25:40 -0500 (EST) 
From: Michael Surbrook <susano@access.digex.net> 
cc: champ-l@omg.org 
Subject: Re: Michael Surbrook and adaptations. 
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On 19 Nov 1997, Michael Adams wrote: 
 
> Michael, ever thought about doing a game supplment? 
 
Actually, I'm working a worldbook for Hero Games called "Kazei 5", an 
anime/cyberpunk sourcebook.  I hope to have it out to Hero by the end of 
the year.  For a preview, visit my website. 
 
I have several other minor suppliemnt/worldbooks on my site, including 
a barebones fantasy universe, an SF universe and some extesive notes on my 
Silent Mobius universe adaption. 
 
I wouldn't mind doing some more, although time constraints would limit 
how much I could do by myself.   
 
Did you have a particular subject matter in mind? 
 
Me, I wanna do "Wuxia Hero" - a Hero sourcebook for HK action flims. 
 
*************************************************************************** 
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *  
*               Michael Surbrook / susano@access.digex.net                *  
*        Visit "Surbrook's Stuff' the Hero Games resource site at:        *    
*              http://www.access.digex.net/~susano/index.html             * 
*            Attacked Mystification Police / AD Police / ESWAT            * 
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark * 
*************************************************************************** 
 
Date: Wed, 19 Nov 1997 10:45:14 -0500 (EST) 
From: Michael Surbrook <susano@access.digex.net> 
cc: champ-l@omg.org 
Subject: Re: Fantasy Hero Campaign Help 
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On Wed, 19 Nov 1997, Geoffrey Speare wrote: 
 
>  
> > On a related note, the STR minima for some weapons are absurdly high, so 
> > making STR a little more costly doesn't hurt characters where the GM 
> > reduces the minima to reasonable levels.  A STR minimum formula of Active 
> > Points/3 is more reasonable than the official Active Points/2.  No melee 
> > weapon should have a STR minimum higher than 13.   
>  
> I disagree; you just have to remember that it's quite possible to use weapons 
> with a STR min higher than your STR. I had a STR 13 character who used a 
> greatsword on a regular basis: the -1 OCV for being understrength was 
> countered by the +1 OCV of the sword, making it a great way to do 2d6K.  
 
And I'm going to disagree with your disagreement.  ^_^ 
 
I probably have an STR of 8 or 9 and I can use a standard broadsword with 
no problem.  I can also weild a 4 1/2' hand-and-a-hald sword pretty well. 
I think that the STR mins are way to high for most weapons.  Swords should 
have a STR of 10, greatswords maybe 13, polearms the same. 
 
My gaming group did an extensive re-write of weapons from FH and NH (and 
UMA), lowering STR Mins (and in some cases damage) all around... Actually, 
we axed OCV bonuses for most everything, altered damage scores and removed 
such things as +1 Stun mods (and added AP to axes).  The numbers come out 
much nicer. 
 
As a counter balance to the lowered STR Mins, the cost for STR became 2 
points per point of STR.  I didn't like *that* response, but hey, you 
can't have everything... 
 
*************************************************************************** 
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *  
*               Michael Surbrook / susano@access.digex.net                *  
*        Visit "Surbrook's Stuff' the Hero Games resource site at:        *    
*              http://www.access.digex.net/~susano/index.html             * 
*            Attacked Mystification Police / AD Police / ESWAT            * 
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark * 
*************************************************************************** 
 
X-Sender: bob.greenwade@klock.com 
Date: Wed, 19 Nov 1997 07:53:22 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Zero-Gravity & Precarious Places 
Errors-To: owner-champ-l@omg.org 
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At 06:55 AM 11/19/97 -0500, ALONE AT MIDNIGHT wrote: 
> What are the penalties assigned to being in zero G or upside down? 
>Are there any skills or perks that can negate this penalty? 
 
   The most current rules about Zero Gravity are in TUMA. 
   Essentially, combat actions that normally require the character's feet 
to be planted formly on the ground or which otherwise make use of gravity 
are at -3 OCV, and Martial Arts strikes are at -1 DC.  Knockback is at 
-1d6, of course, and is divided between the attacker and defender. 
   There is also a 3-point DEX-based Professional Skill, Zero-G Combat, 
that a character can have to negate this penalty. 
--- 
Bob's Original Hero Stuff Page! 
   http://www.klock.com/public/users/bobg/original.htm 
Homepage of the Merry-Go-Round Webring!  (Wanna join?) 
   http://www.klock.com/public/users/bobg/merrhome.htm 
 
 
Date: Wed, 19 Nov 1997 11:02:56 -0500 
From: Geoffrey Speare <geoff@omg.org> 
Subject: Possession type question 
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> The problem comes from the creatures ability to jump into a dead corpse and 
> use that corpse to affect the real world. 
 
> I would like some feedback on how to best write this ability up.  Oh, and I 
> don't have horror hero, so that doesn't help me much. 
 
If the creature's abilities don't really vary no matter what corpse is used, 
then it seems pretty easy; have it go non-Desolid non-Invisible and give it 
the appropriate stats/abilities.  
 
If the abilities vary with the corpse (animating a dragon vs. animating a 
person, for example), then you probably have to take the ugly path of defining 
the upper power limit and then putting a "based on corpse" limitation on 
everything. 
 
Geoff Speare 
 
From: "D. Michael Basinger" <dbasinge@arches.uga.edu> 
Date: Wed, 19 Nov 1997 11:06:30 -0500 (EST) 
Priority: NORMAL 
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I have some character sheets for Champions/Hero 4th edition on my  
web page. One is in a Excel 7.0 for Win95 spreadsheet, and the  
other is a Acrobat PDF. Try them out and let me know if you like  
them. If you have any suggestion let me know. 
 
You can find them at  
http://www.arches.uga.edu/~dbasinge/champ4th.html 
 
Thanks, 
Mike 
 
-- 
D. Michael Basinger 
dbasinge@arches.uga.edu 
 
 
X-Sender: ludator@mail.softfarm.com 
Date: Wed, 19 Nov 1997 10:46:25 -0600 
From: Vox Ludator! <ludator@mail.softfarm.com> 
Subject: Re: Possession type question 
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At 04:20 PM 11/19/97 -0500, Dave Mattingly wrote: 
>Geist: This spirit actually must enter the target body to control it. 
>But instead buying Affect Desolid on her Mind Control, she never becomes 
>fully desolid, and actually uses no-size-change shrinking and no range 
>mind control. The resulting possessed character looks like a disturbing 
>mixture of the two people.  
 
"No size change shrinking"?  :[___] <- jawdrop 
 
I suppose after "non-insubstantial Desolidification" and "can-be-seen 
Invisibility", the trend of "f*** the purpose and just lift the mechanics" 
was bound to continue. 
 
What's next?   Multiform, does not change? Swimming, not in water? 
 
-- 
Vox 25:17, Patron Saint of Gadflies 
+-----------------------------------------------------------------+ 
| "The only thing necessary for the triumph of evil is for good   | 
| men to do nothing." -- Edmund Burke (1729-1797)                 | 
+-----------------------------------------------------------------+ 
   Visit the SoapVox at http://www.io.com/~angilas/soapvox.html 
 
X-Sender: ludator@mail.softfarm.com 
Date: Wed, 19 Nov 1997 10:46:26 -0600 
From: Vox Ludator! <ludator@mail.softfarm.com> 
Subject: Re:  Re: Xcel Charcter Sheet 
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At 09:01 PM 11/19/97 -0500, Egyptoid@aol.com wrote: 
>Where does everyone's Campaign-wide Average PC Power Level fall? 
 
I usually play in games that start around 250-300 points.  My current PC is 
265, but he's explicitly a "rookie" character, equivalent to 'Year One' types. 
 
> All these names are copyright somebody and neither this list nor the 
> write-ups referenced could possibly be seen as a challenge to that. 
 
No -- they're TRADEMARKS.  You can't copyright singular terms or names. 
 
-- 
Vox 25:17, Patron Saint of Gadflies 
+-----------------------------------------------------------------+ 
| "The only thing necessary for the triumph of evil is for good   | 
| men to do nothing." -- Edmund Burke (1729-1797)                 | 
+-----------------------------------------------------------------+ 
   Visit the SoapVox at http://www.io.com/~angilas/soapvox.html 
 
X-Sender: jdriscol@mail.vt.edu 
Date: Wed, 19 Nov 1997 22:57:50 +0500 
From: Jeremiah Driscoll <jdriscol@vt.edu> 
Subject: Re: DNPC: Pets 
Errors-To: owner-champ-l@omg.org 
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Michael Adams wrote: 
>Maybe have a dog or cat hero and have a DNPC human (grin). 
> 
Yeah, but I haven't had anyone want to play Rin-Tin-Tin, or Rex, The Wonder 
Dog, yet... 
 
- Jerry 
 
From: "Sean Pavlish" <pavlish@erols.com> 
Subject: Math Question 
Date: Wed, 19 Nov 1997 13:54:52 -0500 
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Hey, 
 
How does the math work out when figuring advantages and add ons. 
 
For example, lets say you have a gun. 
 
Would you add the points (+5 per) for OCV bonuses to the active points prior 
to multiplying advantages or afterwards. 
 
Thus 15 active with one level of ocv at zero end (to keep simple) 
 
would it be 20 x 1/2 = 30 
or 15 x 1/2 = 22, then + 5 = 27 
 
I am assuming the first, but am unsure.  Also what about the opposite of 
negitive add ons and limitations... 
 
Lets say same thing with a -1 OCV 
 
would it be 15/2 (-1 for OAF) - 5 (for the negative OCV Level) = 2 
or 15 - 5 = 10, then divide by 2 = 5 
 
Thanks 
Sean 
 
 
Date: Wed, 19 Nov 1997 14:08:08 -0500 (EST) 
From: ALONE AT MIDNIGHT <RAVANOS@jcs1.jcstate.edu> 
Subject: Re: Possession type question 
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>The problem comes from the creatures ability to jump into a dead corpse and 
>use that corpse to effect the real world. 
 
	Honestly, I'd probally go for a Transform on inanimate corpses 
into animated corpses, the animated 'automaton' corpse could then be 
used as a body by the incorporeal monster...  kind of like riding in 
an abondoned car, only yuckier. 
	You could probally slap on some Lim. to the transform as 
well as the animated 'automaton' corpse. 
	Susept. to holy items, Phys. Lim: Rotting, Distinctive Features: 
Dead, corpse like shambler, etc. come to mind for the corpse. 
	The incorporeal being, on the other hand, will probally have to be 
concious and within the corpse for it to stay animated. 
 
X-Sender: bob.greenwade@klock.com (Unverified) 
Date: Wed, 19 Nov 1997 12:24:25 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Math Question 
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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At 01:54 PM 11/19/97 -0500, Sean Pavlish wrote: 
>Hey, 
> 
>How does the math work out when figuring advantages and add ons. 
> 
>For example, lets say you have a gun. 
> 
>Would you add the points (+5 per) for OCV bonuses to the active points prior 
>to multiplying advantages or afterwards. 
> 
>Thus 15 active with one level of ocv at zero end (to keep simple) 
> 
>would it be 20 x 1/2 = 30 
>or 15 x 1/2 = 22, then + 5 = 27 
> 
>I am assuming the first, but am unsure.  Also what about the opposite of 
>negitive add ons and limitations... 
> 
>Lets say same thing with a -1 OCV 
> 
>would it be 15/2 (-1 for OAF) - 5 (for the negative OCV Level) = 2 
>or 15 - 5 = 10, then divide by 2 = 5 
 
   There's no official ruling in any published work that I know of, but 
what appears to be the practice (and the way I've generally done it) is 
that OCV bonuses and penalties are added after most Advantages, but before 
Limitations.  Thus your 15 base point weapon with +1/2 Advantage and -1 
Limitation would be worth 13 real points. 
--- 
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, 20 Nov 1997 01:26:31 +0500 
From: Jeremiah Driscoll <jdriscol@vt.edu> 
Subject: Re: DNPC: Pets 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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At 09:59 PM 11/19/97 -0800, Shelley Mactyre wrote: 
>At 10:57 PM 11/19/97 +0500, Jeremiah Driscoll wrote: 
>>Michael Adams wrote: 
>>>Maybe have a dog or cat hero and have a DNPC human (grin). 
>>> 
>>Yeah, but I haven't had anyone want to play Rin-Tin-Tin, or Rex, The Wonder 
>>Dog, yet... 
> 
>A fellow player in my husband's GURPS Traveller game, oh, about four years 
>ago now, brought in a cat PC.  Made raiding the Vargr base *really* 
>interesting! =) 
> 
Unfortunately, I don't know Traveller, so I don't get your reference, but 
(according to my bro) there is a woman in Fredericksburg who (at the local 
game shop) would always play some version of a cat...  either humanoid or 
not.  The GURPS Supers game that was run there, she was a cat with powers 
that had no range, I believe...  she was also nigh-invulnerable (really high 
DR).  They figured out that the most effective attack they could do as a 
team was to have the really strong guy *throw* the cat at someone...  it 
would do damage to the target, none to the cat, and then the cat could use 
her powers...  Of course, the cat's Player was a little upset by the 
suggestion.  : ) 
 
- Jerry 
 
From: "\"qts\" <qts@nildram.co.uk> 
        \"Multiple recipients of Hero\" <hero-l@october.com&> 
        \"Opal\"" <qts@nildram.co.uk> 
Date: Wed, 19 Nov 97 20:45:22  
Reply-To: "qts" <qts@nildram.co.uk> 
Priority: Normal 
Subject: Re: Filipino Heroes/Villains 
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On 18 Nov 97 05:05:28 GMT, Opal wrote: 
 
> 
> 
> h> I do hope that when you go abroad to do business, you attempt to fit in 
> h> with their society - you'll do far better that way than by acting the 
> h> arrogant American 
> 
>You've got me dead backwards there.  Many people are offended by 
>the use of thier culture by those (especially whites) not of 
>that culture. 
 
More respect you for trying. 
 
qts 
 
Home: qts@nildram.co.uk. 
 
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From: "qts" <qts@nildram.co.uk> 
Date: Wed, 19 Nov 97 20:45:22 
X-To: "champ-l@omg.org" <champ-l@omg.org&>        "Multiple recipients of Hero" <hero-l@october.com&>        "Opal" <Opal@october.com> 
Subject: Re: Filipino Heroes/Villains 
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On 18 Nov 97 05:05:28 GMT, Opal wrote: 
 
> 
> 
> h> I do hope that when you go abroad to do business, you attempt to fit in 
> h> with their society - you'll do far better that way than by acting the 
> h> arrogant American 
> 
>You've got me dead backwards there.  Many people are offended by 
>the use of thier culture by those (especially whites) not of 
>that culture. 
 
More respect you for trying. 
 
qts 
 
Home: qts@nildram.co.uk. 
 
 
X-Sender: bob.greenwade@klock.com (Unverified) 
Date: Wed, 19 Nov 1997 12:45:37 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Character sheets 
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At 11:06 AM 11/19/97 -0500, D. Michael Basinger wrote: 
>I have some character sheets for Champions/Hero 4th edition on my  
>web page. One is in a Excel 7.0 for Win95 spreadsheet, and the  
>other is a Acrobat PDF. Try them out and let me know if you like  
>them. If you have any suggestion let me know. 
> 
>You can find them at  
>http://www.arches.uga.edu/~dbasinge/champ4th.html 
 
   I took a look, grabbed the pdf version, and printed it out.  It looks 
good from here. 
   I've also bookmarked your website, and will be keeping an eye on it.  It 
shows some promise.   :-] 
--- 
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: Dave Mattingly <DaveM@FocusSoft.com> 
Subject: Re: Possession type question 
Date: Wed, 19 Nov 1997 16:20:04 -0500 
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Here's how I did it with a character who possesses live bodies. 
 
On page http://www.geocities.com/Area51/Cavern/1905/haym15g.html of my 
Haymaker Size and Density Powers article, I have this character snippet: 
 
[[ 
Geist: This spirit actually must enter the target body to control it. 
But instead buying Affect Desolid on her Mind Control, she never becomes 
fully desolid, and actually uses no-size-change shrinking and no range 
mind control. The resulting possessed character looks like a disturbing 
mixture of the two people.  
]] 
 
The relevant powers looks like this: 
 
40 Desolid MP 
4u Desolid 
4u Shrinking (no size change) {+8 DCV, -8 PER, +12" KB} 
 
18 -12" KB (linked to Shrinking) 
 
 7 Possession EC (no range)  
55 18d Mind Control (no range) 
 5 Mind Link, any one mind (no range) 
13 Clinging +30 STR 
 
So instead of worrying about the affects solid cost for his powers, he 
just becomes solid, but hard to hit. Perhaps a similar approach could be 
used in the corpse-possessing character. 
 
Dave Mattingly 
http://www.geocities.com/SoHo/5953 
 
Date: Wed, 19 Nov 1997 13:52:58 -0800 
From: Captain Spith <cptspith@teleport.com> 
Reply-To: cptspith@teleport.com 
Subject: Re: Math Question 
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Sean Pavlish wrote: 
>  
> Hey, 
> How does the math work out when figuring advantages and add ons. 
> For example, lets say you have a gun. 
> Would you add the points (+5 per) for OCV bonuses to the active points prior 
> to multiplying advantages or afterwards. 
>  
> Thus 15 active with one level of ocv at zero end (to keep simple) 
> would it be 20 x 1/2 = 30 
> or 15 x 1/2 = 22, then + 5 = 27 
>  
> I am assuming the first, but am unsure.  Also what about the opposite of 
> negitive add ons and limitations... 
> Lets say same thing with a -1 OCV 
>  
> would it be 15/2 (-1 for OAF) - 5 (for the negative OCV Level) = 2 
> or 15 - 5 = 10, then divide by 2 = 5 
 
 
   Don't take this as gospel, but I think this is it. 
   Any add-ons or subtract-ons are included before limitations are 
taken.  Since the modifiers (OCVs in your examples) are integral parts 
of the focii (or whatever powers in question) the take the same 
limitations as everything else. 
 
   If the OCV were added on after limitations, for example, you might as 
well simply buy the OCV level for everything it might apply to.  And 
since the OCV penalty ONLY affects the power it's attatched to, the 
point savings is reduced. 
 
--  
   -Capt. Spith 
   Savior of Humanity 
   Secular Messiah 
 
Date: Wed, 19 Nov 1997 16:30:30 -0600 (CST) 
X-Sender: psansone@i1.net 
From: psansone@i1.net (Sparx) 
Subject: Re: Energy Solidification 
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>AAM>         Energy solidification is a power that allows a hero to 
>AAM> solidify energy. 
> 
>Entangle, maybe Transformation Attack, other powers that simulate the 
>effects of what you are trying to accomplish. 
> 
>Seriously, Jason, you need to take a step back and look at the effects you 
>are trying to create and then pick powers to model them, rather than the 
>other way around.  If you did you would be posting questions much less 
>frequently. 
 
Not to insult anyone here, but really, I like the questions.  I prefer  
someone ask as many questions as possible.  Sometimes we think in different  
ways to create the same power.  That can be seen true by looking at this  
list.  His questions get us to think and start some conversation, and  
probably answer some questions we might have.  So in my opinion, though I  
haven't done much answering due to work, keep asking!!!  Take it easy and  
talk at you later. 
 
 
Sparx 
 
===================================================== 
Dog for sale: eats anything and is fond of children. 
+++++++++++++++++++++++++++++++++++++++++++++++++++++ 
Check out #herochat on DALnet an IRC for Champions Conversation 
+++++++++++++++++++++++++++++++++++++++++++++++++++++ 
 
X-Sender: scm@mail.aci.net 
Date: Wed, 19 Nov 1997 15:22:00 -0800 
From: Shelley Chrystal Mactyre <shelley@mactyre.net> 
Subject: Re: DNPC: Pets 
Cc: champ-l@omg.org 
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At 04:54 PM 11/19/97 +0500, Jeremiah Driscoll wrote: 
>        Has anyone allowed this?  Most Pets would be Incompetent, surely... 
>but I don't have write-ups for a large number of animals.  I don't own the 
>Bestiary.  The one I'm specifically looking for is...  a Vietnamese 
>pot-bellied pig.  A smart one.  If anyone can help me out, I'd really 
>appreciate it. 
 
I don't have problems with DNPC pets, myself.  They're worth disadvantage 
points, that's for sure!  We have two dogs (a Queensland Heeler cross and a 
Border Collie) and three ferrets, and a lot of time goes into feeding, 
cleaning, and playing with all of them. Nika, the Border Collie is probably 
the best example: she has useful skills (barks when the phone rings, when 
the washing machine is off balance, knows all my friends and the ferrets by 
name, and, on top of it all, she even intimidates Jehovah's Witnesses).  I 
think the first incarnation of "Glucose Girl" had all the pets made up as 
separate DNPCs, and she was listed as competent with useful skills, 
occurred 14- (it's seriously limiting when you can't leave the dog alone 
for more than five hours or she'll pop!)  I've brought DNPC pets into the 
game for my PCs -- a 100 IQ German Shepherd, for example.  Most people I 
know have pets, and are deeply attached to them.  Makes sense for pets to 
show up in play, too.   
 
Boars, but not pigs, are listed in the Hero Bestiary as follows: 
 
13 STR 
17 DEX 
15 CON 
12 BODY 
5 INT 
5 EGO 
13 PRE 
10 COM 
8 PD 
4 ED 
3 SPD 
8 REC 
30 END 
28 STUN 
 
They were given a 1 pip HKA for their bite, a HKA for their tusks, +2 PD 
armor, +5 PRE (create fear), UV Vision, +4 smell perception, concealment 
12- and +3 HTH combat. Disads were irrelevant to pigs excepting the no fine 
manipulation.  I don't know if I'd use much of this for pot-bellied pigs. 
I think your average pig's brighter than a 5, has shrinking, and a higher 
speed than 3 (I've seen pigs move *really* fast!).   
 
Shelley Chrystal Mactyre 
www.mactyre.net 
 
Your children will see the stars. 
--Robert A. Heinlein 
 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: Energy Solidification 
Mail-Copies-To: never 
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X-Attribution: Rat 
Organization: The Happy Fun Ball Brigade 
Date: 19 Nov 1997 18:33:09 -0500 
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-----BEGIN PGP SIGNED MESSAGE----- 
 
>>>>> "S" == Sparx <psansone@i1.net> writes: 
 
S> Not to insult anyone here, but really, I like the questions.  I prefer 
S> someone ask as many questions as possible.  Sometimes we think in 
S> different ways to create the same power. 
 
Then would it not be better to start with ideas for powers for effects, 
with a request for comments? 
 
-----BEGIN PGP SIGNATURE----- 
Version: 2.6.3a 
Charset: noconv 
 
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=hYgB 
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--  
Rat <ratinox@peorth.gweep.net>    \ Happy Fun Ball contains a liquid core, 
PGP Key: at a key server near you! \ which, if exposed due to rupture, should 
                                    \ not be touched, inhaled, or looked at. 
 
From: Egyptoid@aol.com 
Date: Wed, 19 Nov 1997 21:01:21 -0500 (EST) 
Subject: Re:  Re: Xcel Charcter Sheet 
Errors-To: owner-champ-l@omg.org 
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Hero-Game-Masters: 
 
Here's a list of the majority of the comic book characters (and their 
point totals) from the Deejay pages as hosted by Shelley. Most of these 
were done by Sam, Spock, George, Larson, and many others contributed as 
well. Now that I've dropped enough names, I'll get to my point. :) 
 
I figured the average point values for all these characters: 529 points. 
To me it seems the majority of these are way over the power 
level urged on new players: Meaning the 250 point beginning 
hero, 100 base points plus 150 disads. Also around 70% of these 
weigh in well high of the "high-powered" character of 375 points. 
 
Even when you toss out the high end like Superboy, and the low-end 
such as Tarantula, the average is still a hefty 488 points. 
 
So my question is: 
 
Where does everyone's Campaign-wide Average PC Power Level fall?  <<< 
 
Mine is right at 475 points. But then I'm often getting told 
what a disgustingly powerful campaign I run. My players started 
at 150 point base, plus up to 225 points of Disads, and most have 
around 100 points of experience or other bonuses. The Campaign's 
been running with basically the same line-up for 7 months, playing 
weekly. Comments anyone? 
-- 
Elliott 
 
(Statistics Follow) 
 
 
Of 158 Heroes Examined: 
======================== 
250 points:    8 
375 points:   43 
500 points:   45          Information Source: 
750 points:   40          =================== 
over 750:     22 
         http://www.mactyre.net/scm/deejay/champs/writeups.html 
 
 Mean:   528.53                        Duo-Damsel           442 
                                       Dream-Girl           441 
 Median: 487.74                        Tellus               439 
                                       Tyroc                439 
                                       Lightning-Lad        433 
                                       Lightning-Lass       433 
                                       Black-Panther        428 
Superman            1661               Psylocke             427 
Supergirl           1650               Robotman             425 
Superboy            1583               Tiger-Shark          423 
Spectre             1497               Baron-Zemo           422 
Mon-El              1479               Rocket-Red           422 
Thor                1230               Atmos                414 
Flash               1223               Sunspot              414 
Martian-Manhunter   1180               Havok                410 
Absorbing-Man       1104               Fire                 408 
Green-Lantern        996               Star-Boy             405 
Enchantress          907               Tigra                403 
Shrinking-Violet     905               Black-Canary         401 
Klaw                 883               Black-Knight         399 
Iron-Man             854               Hawkman              395 
Chameleon-Boy        810               Phantom-Girl         395 
Hercules             798               Hawkwoman            390 
Storm                793               Invisible-Kid        387 
Human-Torch          787               Puck                 387 
Vision               779               Wasp                 385 
Captain-Marvel       776               Iron-Monroe          379 
Maxima               758               Blue-Beetle          377 
Ultra-Boy            752               Fixer                372 
Wonder-Woman         752               Shaman               371 
Wonderman            727               Beetle               368 
Johnny-Quick         720               Warpath              366 
Professor-X          714               Shadowcat            362 
Wolverine            713               Wrecker              362 
Blok                 707               Shatterstar          357 
Dawnstar             705               Shining-Knight       357 
Mr-Fantastic         697               Bouncing-Boy         356 
G-A-Flash            695               Magnetic-Kid         355 
Goliath              690               Domino               349 
Executioner          686               Titania              349 
Invisible-Woman      645               Scarlet-Witch        344 
Starfox              640               Beast                342 
White-Witch          631               Commander-Steel      342 
Power-Girl           628               G-A-Hawkman          341 
Thing                625               Guardian             341 
Cable                624               Fury                 340 
Moonstone            617               Mockingbird          337 
Captain-America      609               Scorpion             333 
Grey-Gargoyle        592               Starman              328 
Brainiac-5           589               Green-Arrow          325 
Radioactive-Man      582               Firebrand            322 
Colossal-Boy         579               Hawkeye              322 
She-Hulk             579               Sandman              318 
Elongated-Man        571               Boom-Boom            314 
Uncle-Sam            558               Falcon               314 
Colossus             557               Deadpool             311 
Timber-Wolf          555               Judomaster           304 
Cyclops              552               Ice                  302 
Batman               546               Screaming-Mimi       296 
Iceman               546               Crimson-Avenger      290 
Richard-Kent         545               Liberty-Belle        290 
Sif                  545               Air-Wave             288 
Karate-Kid           543               Shocker              277 
Archangel            542               Jubilee              274 
Mr-Miracle           535               Dr-Mid-Nite          271 
Quicksilver          518               Husk                 270 
Banshee              516               Synch                270 
Whirlwind            516               Wrecking-Crew        267 
Jocasta              515               Wolfsbane            266 
Dr-Light             513               Tarantula            242 
Sun-Boy              504               Hourman              239 
Chemical-King        499               Wildcat              235 
Dr-Fate              497               Amazing-Man          229 
Shadow-Lass          496               Atom                 227 
Yellowjacket         496               Melter               226 
Aquaman              492               Matter-Eater-Lad     220 
Rogue                492               Egghead              198 
Marvel-Girl          490                
Blackout             486                
Cosmic-Boy           481                
Polar-Boy            474                
Nightcrawler         472                
Sunfire              466                
Siryn                452                
Black-Widow          449           All these names are copyright 
Beast                447            somebody and neither this list nor the 
Mr-Hyde              445             write-ups referenced could  
Cannonball           444              possibly be seen as a challenge to 
that. 
 
 
X-Forwarding-Note: Was sent to herolist@october.com; forwarding to hero-l@omg.org 
From: Michael.Adams@october.com (Michael Adams) 
Date: 20 Nov 97 03:42:28 GMT 
Subject: Re: DNPC: Pets 
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Reply-To: hero-l@october.com (Multiple recipients of Hero) 
Path: october!michael.adams 
Organization: Fidonet: Red October Alpha * Hero Roleplaying * 408-629-4695 *  
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Personnally most animals I know unless they are totally inbred are often less 
dependent on their so called master than people think. But heh I live in Alaska 
were some people confuses humans with animals. Most cats/dogs and such if cut 
off from huamsn will take care of themselves quite nicely (though I know a 
chichuaua that was totally useless or two) though not as fat, lazy, and coach 
potato as their home bound fellows. I will agree to take care of a dog lot of 
dogs can be time consuming and such, but that is the fun of dog mushing 
(feeding, training, caring for, and a small multitude of things.). Basically 
contrary to what some people liek to think, most pets are pretty competent and 
though living with humans is nicer than living the wild life, many times we 
need them more than they need us. 
 
Maybe have a dog or cat hero and have a DNPC human (grin). 
 
 
X-Forwarding-Note: Was sent to herolist@october.com; forwarding to hero-l@omg.org 
From: Michael.Adams@october.com (Michael Adams) 
Date: 20 Nov 97 03:48:34 GMT 
Subject: Star Ship Trooper Game? 
X-Listname: Hero 
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Path: october!michael.adams 
Organization: Fidonet: Red October Alpha * Hero Roleplaying * 408-629-4695 *  
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Is there any such animal? If there is, how close to the book versus the movie? 
 
Morgoth 
 
 
X-Sender: scm@mail.aci.net 
Date: Wed, 19 Nov 1997 20:10:13 -0800 
From: Shelley Chrystal Mactyre <shelley@mactyre.net> 
Subject: Campaign Power Levels 
Cc: champ-l@omg.org 
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At 09:01 PM 11/19/97 -0500, Egyptoid@aol.com wrote: 
 
>Where does everyone's Campaign-wide Average PC Power Level fall?  <<< 
> 
>Mine is right at 475 points. But then I'm often getting told 
>what a disgustingly powerful campaign I run. My players started 
>at 150 point base, plus up to 225 points of Disads, and most have 
>around 100 points of experience or other bonuses. The Campaign's 
>been running with basically the same line-up for 7 months, playing 
>weekly. Comments anyone? 
 
It depends entirely on what I want to accomplish with a campaign.  When I 
want heroes that can save the world and have experience, the game (Hudson 
Hawks, Golden Gate Guardians, other older games) starts at 400 points (and 
that's making them all buy requisite skills and perks, of course <g>). 
When I want characters of minimal power level and high skill, the game is 
200 points (Armitage Investigations, Inc.).  For inexperienced characters 
of reasonable power level, it's 250 points (Hudson City 11367).   Honestly, 
it doesn't matter to me anymore what the power level of the game is. 
Combat is usually what happens to in order to find out more of the plot, 
and isn't the plot itself (usually -- I do run mindless combats on occasion 
just to throw people off...or at least, that's my excuse when I'm really 
unprepared). 
 
Shelley Chrystal Mactyre 
www.mactyre.net 
 
Your children will see the stars. 
--Robert A. Heinlein 
 
Date: Wed, 19 Nov 1997 23:19:55 -0500 (EST) 
From: Michael Surbrook <susano@access.digex.net> 
Subject: Re: Star Ship Trooper Game? 
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On 20 Nov 1997, Michael Adams wrote: 
 
> Is there any such animal? If there is, how close to the book versus the movie? 
 
Avalon Hill had/has such a beast, and from what I've heard it follows the 
book quite well. 
 
*************************************************************************** 
* "'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 * 
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Date: Thu, 20 Nov 1997 00:02:24 -0500 (EST) 
From: Tokyo Mark <bastet@iquest.net> 
X-Sender: bastet@iquest7 
cc: champ-l@omg.org 
Subject: Re: Star Ship Trooper Game? 
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> On 20 Nov 1997, Michael Adams wrote: 
>  
> > Is there any such animal? If there is, how close to the book versus the movie? 
>  
> Avalon Hill had/has such a beast, and from what I've heard it follows the 
> book quite well. 
 
It was a pretty cool wargame.  The Skinny's were easy but the bugs were 
pretty tough.  The tunnel system was tricky at times to use in the game, 
because it was done on a separate sheet.  A computer game version would be 
really good. 
 
TokyoMark 
 
X-Sender: scm@mail.aci.net 
Date: Wed, 19 Nov 1997 21:59:01 -0800 
From: Shelley Chrystal Mactyre <shelley@mactyre.net> 
Subject: Re: DNPC: Pets 
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At 10:57 PM 11/19/97 +0500, Jeremiah Driscoll wrote: 
>Michael Adams wrote: 
>>Maybe have a dog or cat hero and have a DNPC human (grin). 
>> 
>Yeah, but I haven't had anyone want to play Rin-Tin-Tin, or Rex, The Wonder 
>Dog, yet... 
 
A fellow player in my husband's GURPS Traveller game, oh, about four years 
ago now, brought in a cat PC.  Made raiding the Vargr base *really* 
interesting! =) 
 
Shelley Chrystal Mactyre 
www.mactyre.net 
 
Your children will see the stars. 
--Robert A. Heinlein 
 
Date: Thu, 20 Nov 1997 00:06:35 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: Possession type question 
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> "No size change shrinking"?  :[___] <- jawdrop 
 
	A little out there, but valid. 
 
> I suppose after "non-insubstantial Desolidification" and "can-be-seen 
> Invisibility", the trend of "f*** the purpose and just lift the mechanics" 
> was bound to continue. 
 
	Oh, come off it!  Champions is a game of mechanics used to define 
effects.  There's no such thing as a default effect, repeat, no such thing 
as a default effect.  I'd actually call the above Shrinking with the Invis 
Power effect -- it's an advantage, not a limitation. 
 
> What's next?   Multiform, does not change? Swimming, not in water? 
 
	Can't really think of any uses for the other two, mostly because 
of what mechanics they grant.  Gliding, only along the ground is a very 
valid mechanic, however. 
 
 
			-Tim Gilberg 
 
X-Sender: ludator@mail.softfarm.com 
Date: Thu, 20 Nov 1997 02:00:29 -0600 
From: Vox Ludator! <ludator@mail.softfarm.com> 
Subject: Re: Possession type question 
Cc: champ-l@omg.org 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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To: champ-l@omg.org 
 
At 12:06 AM 11/20/97 -0600, Tim R. Gilberg wrote: 
>	Oh, come off it!  Champions is a game of mechanics used to define 
>effects.  There's no such thing as a default effect, repeat, no such thing 
>as a default effect.  I'd actually call the above Shrinking with the Invis 
>Power effect -- it's an advantage, not a limitation. 
 
I'm not talking about a "default effect".  This is written into the 
mechanics: Shrinking is defined from sentence one as "A character with this 
Size Power can decrease in size".  That's what the power DOES -- it makes 
you smaller.  That's ALL it does.  Everything else under the description is 
merely an explanation of the benefits of being that small. 
 
-- 
Vox 25:17, Patron Saint of Gadflies 
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   Visit the SoapVox at http://www.io.com/~angilas/soapvox.html 
 
X-Sender: ludator@mail.softfarm.com 
Date: Thu, 20 Nov 1997 02:00:31 -0600 
From: Vox Ludator! <ludator@mail.softfarm.com> 
Subject: Re: Possession type question 
Cc: champ-l@omg.org 
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To: champ-l@omg.org 
 
At 10:51 AM 11/20/97 -0600, Tim R. Gilberg wrote: 
>> > Can't really think of any uses for the other two, mostly because 
>> >of what mechanics they grant.  Gliding, only along the ground is a very 
>> >valid mechanic, however. 
>> 
>>    Yep.  Put it in an OAF and call it a skateboard.   :-] 
> 
>	Heck, I was thinking just to not leave traces of passing. 
 
It would be far more valid to just buy Invisible Power Effects on one's 
running, and just about as cheap.  "Gliding along the ground" is a nonce 
construction, since you must drop 1" per Phase to maintain your forward 
velocity, and you don't HAVE the 1" to drop. 
 
-- 
 
Vox 25:17, Patron Saint of Gadflies 
+-----------------------------------------------------------------+ 
| "The only thing necessary for the triumph of evil is for good   | 
| men to do nothing." -- Edmund Burke (1729-1797)                 | 
+-----------------------------------------------------------------+ 
   Visit the SoapVox at http://www.io.com/~angilas/soapvox.html 
 
X-Sender: nezmaster@ntr.net 
Date: Thu, 20 Nov 1997 05:05:04 -0500 
From: Nez Master <nezmaster@ntr.net> 
Subject: Re: DNPC: Pets 
Errors-To: owner-champ-l@omg.org 
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At 10:57 PM 11/19/97 +0500, you wrote: 
>Michael Adams wrote: 
>>Maybe have a dog or cat hero and have a DNPC human (grin). 
>> 
>Yeah, but I haven't had anyone want to play Rin-Tin-Tin, or Rex, The Wonder 
>Dog, yet... 
 
If in the same point class, I'll do it. IT would be really neat! Especially 
in a heroic game. The difficulty would be being left out of the 
communicating. But I'd love doing it for a few games. And I refuse to 
pantomine with it, (not having hands and all.).  
 
> 
>- Jerry 
> 
> 
-------------------------Nez Master-------------------- 
      Second founder of the backwards philosophy 
	       http://www.ntr.net/~nezmaster 
	    		Nothing is certain 
_______________________________________________________ 
	 
 
X-Sender: jdriscol@mail.vt.edu 
Date: Thu, 20 Nov 1997 15:47:12 +0500 
From: Jeremiah Driscoll <jdriscol@vt.edu> 
Subject: Re: DNPC: Pets 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 12:27 PM 11/20/97 -0800, mcallahan@home.com wrote: 
>I was in a game where the Gm allowed a DNPC:pet dog, the player had also  
>thought that it should be taken as incompetent. So the GM gave him an 
>incopetent dog... 
>GM "You hear a "woof, thunk" from the bedroom 
>Player "Oh great, Sparkys locked himself in the closet again" 
>It ended up as a running joke for the whole campaign. 
> 
<snicker...>  No, I wouldn't make it an incompetent, just Incompetent. 
After all, it's point total is -25... as you wrote it, anyway.  I might even 
give it some skills, or something...  And, yes, it'll be a running gag, but 
only really because I'm going to have it get hit with a Growth Ray or 
something...  : ) 
 
>An "about this big" Pot bellied pig writeup 
 
<greatly appreciated write-up snipped> 
 
>1 pip HKA reduced penetration (bite) 
What would this *do*, anyway?  1/2 pip of damage x2, applied against 
Resistant Defenses... it works *exactly* like the same power w/o Reduced 
Penetration.  It's still completely stopped by 1 rPD.  I might translate it 
to 1d6 No Range EB... still has a (theoretical) chance to do BODY, but 
won't, usually.  Maybe even make it Reduced Penetration, to reflect how most 
bites are written up. 
 
>Total cost -25 pts 
> 
See?  I told you it was Incompetent!  lol 
 
>You might want to up the int to 7, that would put it in the 
>dolphin/great ape range of intelligence 
> 
What *are* the intelligence ranges for animals, anyway? 
 
>"Have you seen anything unusual" 
>"We saw an elephant make love to a pig" 
>"No, no, I said UNUSUAL 
> 
Maybe I should ask for a write-up for an elephant, too... lol 
"Kick ass!" 
 
- Jerry 
 
Date: Thu, 20 Nov 1997 05:54:20 -0500 (EST) 
From: Tokyo Mark <bastet@iquest.net> 
X-Sender: bastet@iquest7 
cc: champ-l@omg.org 
Subject: Re: DNPC: Pets 
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>  
> If in the same point class, I'll do it. IT would be really neat! Especially 
> in a heroic game. The difficulty would be being left out of the 
> communicating. But I'd love doing it for a few games. And I refuse to 
> pantomine with it, (not having hands and all.).  
>  
 
I'd be tempted (If the GM allowed) to get a mind link with another PC so 
we could do the classic Lassie stuff. 
 
Lassie:  Bark! 
 
Billy:  What's that, girl?  Mom's in the barn and it's on fire? 
 
TokyoMark 
 
Date: Thu, 20 Nov 1997 03:30:54 -0800 
From: Captain Spith <cptspith@teleport.com> 
Reply-To: cptspith@teleport.com 
Subject: Re: DCH to Hero conversion help needed 
Errors-To: owner-champ-l@omg.org 
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X-UID: 53 
 
Gypsy wrote: 
>  
> Lisa Hartjes wrote: 
>  
> > Hi! 
> > 
> > I've got a really old campaign idea from a DC Heroes game I was a player in 
> > and I'm thinking of seeing if I can convert it to Hero.  The help I need is 
> > for converting power levels.  For example, how many AP's would a level of 2 
> > be for powers?  What skill roll would result from a 2 in Detective? 
> > 
> > If there is a conversion chart out there, I'd appreciate it if someone can 
> > lead me to it. 
> > 
> > Thanks in advance for your help! 
> > 
> > Lisa Hartjes 
> > beren@unforgettable.com 
> > Home:  http://www.fortunecity.com/roswell/daniken/79 
> > "What do you mean, don't press the red button......." 
>  
> There was an article on coverting DC Heros characters to Champions in the 
> Adventures Club #10, summer 1987, issue. It was by George MacDonald and Steve 
> Peterson. 
>  
> Gypsy 
 
   If you find it, though, be careful and only use the results as a 
_guideline_ for your characters;  that's the conversion system which 
gave Batman a SPD 7.... 
 
 
--  
   -Capt. Spith 
   Savior of Humanity 
   Secular Messiah 
 
Subject: Campaign-wide Average PC Power Level 
Date: Thu, 20 Nov 97 07:46:24 -0500 
x-sender: DFair@pop.worldweb.net 
From: David Fair <DFair@sdslink.com> 
Errors-To: owner-champ-l@omg.org 
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>Where does everyone's Campaign-wide Average PC Power Level fall?  <<< 
 
I long ago got disgusted by how much you couldn't buy with the standard  
250 points (background skills, perks, etc). To design an average  
professional person in america today takes anywhere from 150-175 points.  
To do myself (several hobbies, college degree, Combat Flight [A-10], car,  
base, other skills) took 168 points! 
 
These days our characters are built as people first, with all the  
experiences & background stuff you want to fit your conception. It's all  
free. You can then spend up to 250 points on combat/adventuring stuff. If  
your background is used heavily in your adventuring, then you have to pay  
for half of it. 
 
                                         |  David A. Fair 
        Think Different                  |  SDS International 
                                         |  dfair@sdslink.com 
 
X-Sender: jdriscol@mail.vt.edu 
Date: Thu, 20 Nov 1997 18:12:00 +0500 
From: Jeremiah Driscoll <jdriscol@vt.edu> 
Subject: Re: Reduced END Movement & NCM 
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 PM 11/20/97 -0500, Eric Burns wrote: 
>Flight - 10" (20pts), x16 NCM (x32) (+20pts = 40pts) 
> 
>So far so good.  Now here's the rub: GFH wants to buy the advantage 
>1/2 END (+1/4) for his flight power.  Does this advantage apply 
>just to the 10", or does GFH have to purchase it on the whole 
>power.  In other words, does GFH's flight power look like this: 
> 
>Flight - 10" (20pts), 1/2 END [+1/4] (+5 = 25pts);  
>         x16 NCM (x32) (+20pts = 45pts) 
> 
I would let the Player buy this, and it would mean that he only gets the 1/2 
END cost at speeds up to his base x2 NCM.  If he goes faster, he burns full END. 
I also let Players buy differing END costs on parts of a Power.  Ex: EBs 
that are exponentially difficult (higher END cost for additional dice). 
 
>or like this: 
> 
>Flight - 10" (20pts), x16 NCM (x32) (+20pts = 40pts),  
>         1/2 END [+1/4] (+10pts = 50pts) 
> 
This is the way most characters buy it.  This is standard. 
 
>I tend to think the second is correct, but an example in the BBB 
>(mosquito) seems to do it the first way.  What do you think, folks?  
> 
Actually, if you look at him, he's only supposed to have TEN inches of 
Flight...  the give away is that this now works out to the 45 points listed, 
and gives the 80" listed under max flight speed, after NCM. 
 
Flight - 10"(20pts), +x4 NCM (total: x8, 80" Noncombat) (+10pts = 30pts), 0 
END [+1/4] (+15pts).  45 points. 
 
- Jerry 
 
ps - I never caught this before, because I never looked that closely at 
Mosquito... 
 
X-Sender: bob.greenwade@klock.com 
Date: Thu, 20 Nov 1997 06:02:56 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Possession type question 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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To: champ-l@omg.org 
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X-UID: 56 
 
At 12:06 AM 11/20/97 -0600, Tim R. Gilberg wrote: 
>> What's next?   Multiform, does not change? Swimming, not in water? 
> 
> Can't really think of any uses for the other two, mostly because 
>of what mechanics they grant.  Gliding, only along the ground is a very 
>valid mechanic, however. 
 
   Yep.  Put it in an OAF and call it a skateboard.   :-] 
--- 
Bob's Original Hero Stuff Page! 
   http://www.klock.com/public/users/bobg/original.htm 
Homepage of the Merry-Go-Round Webring!  (Wanna join?) 
   http://www.klock.com/public/users/bobg/merrhome.htm 
 
 
Date: Thu, 20 Nov 1997 09:07:22 -0500 (EST) 
From: "D. Michael Basinger" <dbasinge@arches.uga.edu> 
X-Sender: dbasinge@archa13.cc.uga.edu 
cc: champ-l@omg.org 
Subject: Re: DCH to Hero conversion help needed 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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On Thu, 20 Nov 1997, Captain Spith wrote: 
 
> Gypsy wrote: 
> >  
> > There was an article on coverting DC Heros characters to Champions in the 
> > Adventures Club #10, summer 1987, issue. It was by George MacDonald and Steve 
> > Peterson. 
> >  
> > Gypsy 
>  
>    If you find it, though, be careful and only use the results as a 
> _guideline_ for your characters;  that's the conversion system which 
> gave Batman a SPD 7.... 
 
The way Batman is written in the comics, he is one of the few "Normals" I 
would let have a SPD 7. 
 
Mike 
 
-- 
D. Michael Basinger 
dbasinge@arches.uga.edu 
http://www.arches.uga.edu/~dbasinge 
 
X-Sender: jdriscol@mail.vt.edu 
Date: Thu, 20 Nov 1997 19:07:54 +0500 
From: Jeremiah Driscoll <jdriscol@vt.edu> 
Subject: Re: DNPC: Pets 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 03:43 PM 11/20/97 -0800, Bob Greenwade wrote: 
>At 07:02 PM 11/20/97 -0500, Eric Burns wrote: 
>>> Int 2 fish, sharks, snakes 
>>> Int 3 rabbits, bats, owls 
>>> Int 4 rats, wolverines, mules 
>>> Int 5 Horses bears, eagles 
>>> Int 6 cats, dogs, dumb monkies 
>>> Int 7 dolphins, smart monkies 
>>> At least thats what the beastiary has to say 
>>>  
>>> mcallahan@home.com 
>>>  
>> 
>>Int 4 the average television writer 
>>Int 3 people who call psychic hotlines 
> 
> Int 2 Fox TV Network daytime programming executives 
> 
Especially whoever decided to axe The Tick. 
 
- Jerry 
 
Date: Thu, 20 Nov 1997 09:12:09 -0500 (EST) 
From: "D. Michael Basinger" <dbasinge@arches.uga.edu> 
X-Sender: dbasinge@archa13.cc.uga.edu 
cc: champ-l@omg.org 
Subject: Re: Campaign-wide Average PC Power Level 
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Sender: owner-champ-l@omg.org 
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On Thu, 20 Nov 1997, David Fair wrote: 
 
> >Where does everyone's Campaign-wide Average PC Power Level fall?  <<< 
>  
> I long ago got disgusted by how much you couldn't buy with the standard  
> 250 points (background skills, perks, etc). To design an average  
> professional person in america today takes anywhere from 150-175 points.  
> To do myself (several hobbies, college degree, Combat Flight [A-10], car,  
> base, other skills) took 168 points! 
 
I usually start with a base of 125, and encourge people to use those 25 
pts to flesh out the character. 
 
Mike 
 
-- 
D. Michael Basinger 
dbasinge@arches.uga.edu 
http://www.arches.uga.edu/~dbasinge 
 
X-Authentication-Warning: listbox2.cern.ch: Host sp052.cern.ch [137.138.129.237] claimed to be sp052 
Date: Thu, 20 Nov 1997 15:57:38 +0100 
From: Maiko Real <Maiko.Real@cern.ch> 
Organization: CERN. European Lab. for Particle Physics 
Subject: (no subject) 
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Hi, I'm desperatly searching for a champion's fantasy-hero campaign(s) 
and characters.... 
I hope that you can help me please! 
 
 
             Cheers, 
                  Maiko 
 
Date: Thu, 20 Nov 1997 10:34:08 -0500 (EST) 
From: ALONE AT MIDNIGHT <RAVANOS@jcs1.jcstate.edu> 
Subject: Marvel Conversions:  Doctor Doom 
X-VMS-To: IN%"champ-l@omg.org" 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
	Anyone here have the stats for Doctor Doom converted from 
Marvel into Champions? 
 
Date: Thu, 20 Nov 1997 10:25:30 -0600 (CST) 
X-Sender: psansone@i1.net 
From: psansone@i1.net (Sparx) 
Subject: Re: fantasy hero campaign help 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
>Anyway, my reason for posting: I would like to ask some help from any  
>experienced Fantasy Hero GMs out there. 
> 
>My specific questions: 
> 
>1. Do you allow martial arts?  If so, do you allow them to be used with  
>weapons? 
 
My gaming group has built specific martial arts packages that can be allowed  
in Fantasy Hero.  Usually these packages come with the disadvantage: Code vs  
Weapons stating that the person would never rely upon a mere weapon when he  
or she can do so much better.  There is also a limited armor class we allow  
due to the fact it is hard to do a flying kick in plate mail.  I don't  
remember all of the different packages right now, but there were 4 or 5, I  
know one we had was a weapon specialist martial arts class, they were the  
only ones that were allowed weapons and usually had Find Weakness with a  
specific weapon and/or different levels with that weapon. 
 
>2. What magic system do you use?  I'm leaning towards the one they use  
>in the books (with the colleges), but I'm not real thrilled with some of  
>the limitations that they include (especially the 'must have x points in  
>the college') 
 
We use the Colleges from the book, but usually when building the character  
take out the X points in college, however I have had players that use it,  
either way is fine with me as long as they stick to the limitation if they  
take it. 
 
>3. What kind of damage/defenses should these guys be throwing around?  
>I'll be starting with (probably) 150 pt characters (is that too high?) 
 
We started our last game with 250 points, though it was kind of high, it was  
a heavily skills oriented game so many points when into skills, then magic  
items, and spells.  Weapons that could be bought with gold were just bought  
with gold.  Experience points were handed out very rarely on account of the  
fact we started a high campaign and when you have the chance to buy better  
stuff with gold (including some magic items), that sort of replaces the need  
for experience points in a way.  Starting the game we were allowed no more  
than 45 active points offense and no more than 12 points of DEF. 
 
>4. Do you restrict adjustment powers? a couple of dice of  
>aid/drain/transfer in a fantasy campaign (where power defense will be  
>next to non-existant) seems to be VERY overpowered. 
 
Powers weren't a major part of any of our campaigns unless they came from  
magic, in which case we normally ran spells straight from the book with very  
few changes. 
 
>5. Are there any limitations you encourage/disallow on magic? 
 
None I can think of off hand. 
 
>6. What do you do about races?  I don't like the way the packages in the  
>book do them, especially the characteristic maxima part and some of the  
>hokey psych lims.  I'm thinking about rewriting them to not include the  
>hokey psych lims (hates goblins? This seems more like a role playing  
>issue than a psych lim), and to just buy the extra stats outright - a  
>dwarf will start with a 13 strenght instead of a 10. If he wants to buy  
>it above 20, he pays double just like everyone else. (the way the  
>packages are NOW, he is paying the extra pts to go to 23 whether he does  
>it or not) 
 
Personally, I like the packages.  That's me though.  I like your idea, but  
now you are re-writing every package, which gives you little time to come up  
with new packages.  We managed to extend are races about 5 or 6 more before  
gametime by brainstorming package ideas.  As for the Hates Goblins, well,  
yes, that very well could be role played, but it could be a psych lim.  I  
don't remember what package has that off hand, but if it were a Dwarf you  
could claim there has been a great Dwarven-Goblin War going on for the past  
years in your RPG world and most Dwarves would naturally hate goblins due to  
that fact. 
 
>7. Do you do anything with gods?  I'm thinking about using the 'Faiths  
>and Avatars' book for AD&D (one of the best books they ever put out). If  
>a PC wants to play a religous based character, I'll write up the granted  
>powers and make them part of a package.  Is this more trouble than its  
>worth? 
 
I don't really make much use of gods yet.  In the AD&D campaign I ran a  
while back I had a Paladin of Artemis so she came into play.  I woiuld bring  
them into Fantasy Hero if it ever got around to a religious area of the  
cleric in question, but for the most part my players aren't that concerned.   
The only Sun Priest we have worships the Sun, no god, just the Sun.  That  
was one way he could have played the character and he did a good job of it.   
I suppose he could have made it a god, but he knew it was the sun, and he  
honored it.  Did a good job role playing it too. 
 
>Any help would be VERY much appreciated.  In fact, if anybody would like  
>to discuss this further off-list, please email me at badtodd@dacmail.net  
>(not the address on this message - I only send email from that address) 
> 
>Thanks! 
  
Well, hope I helped out a bit.  If you do want to discuss this off list,  
feel free to e-mail me.  Granted I only check this mailbox about once or  
twice a week so I can't guarantee how quickly I'll get back with you.  Take  
it easy and talk at you later. 
 
 
Sparx 
 
===================================================== 
Dog for sale: eats anything and is fond of children. 
+++++++++++++++++++++++++++++++++++++++++++++++++++++ 
Check out #herochat on DALnet an IRC for Champions Conversation 
+++++++++++++++++++++++++++++++++++++++++++++++++++++ 
 
From: mike.lehmann@mail.terminal.net (Mike Lehmann) 
Date: Thu, 20 Nov 1997 08:37:12 -0800 
Organization: Terminal BBS  (403)327-9731 
Subject: Campaign-wide Average PC Power Level 
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 
 
 >Where does everyone's Campaign-wide Average PC Power Level fall?  <<< 
 
Lemme see... 
 
For heroes, 100 Base + 0 to 20 Gift Points + 130 to 150 Disads. 
 
For villains, 100 Base + 150 Disads + 11 to 30 XP/"Villain bonus". 
 
Gift points are given for character writeup, creativity, and all-around  
effort by a new player. Villains are given a little extra "oomph", but  
heroes tend to have a few less flaws. 
 
Some of our oldest players have earned approximately 20 XP (1 week of  
game time or 2 years of real time ;), but we also have new players  
coming into the campaign. 
 
GM: mike.lehmann@mail.terminal.net                       | Justice Krewe 
Webpage: http://www.dfw.net/~aronhead/justice_krewe.html | Knightwatch 
Short waiting list, lurkers welcome (Write to me!)...    | Enigma Watch 
 
... The tyrant is never safe from those whom he oppresses. 
~~~ Blue Wave/386 v2.30 [NR] 
 
----------------------------------------------------------------------------- 
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The TERMINAL BBS                                            Fidonet; 1:358/17 
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Date: Thu, 20 Nov 1997 10:47:05 -0600 (CST) 
X-Sender: psansone@i1.net 
From: psansone@i1.net (Sparx) 
Subject: Re: Campaign-wide Average PC Power Level 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
>> >Where does everyone's Campaign-wide Average PC Power Level fall?     
My normal Super Hero Campaign falls at around 300 points. 
 
I usually run Heroic (Star Guardians and Fantasy Hero) around 150 points to  
200 points. 
 
Dark Champions I was thinking of doing around 250 points but have yet to run  
one, Suggestions?? 
 
Lately I've run some lower level SuperHeroic 200 pts and I'm getting a 250  
point ready prepped now, but for my normal game group we started at 300 some  
of the players after years of playing are around the 400 - 500 point area  
now.  Take it easy and talk at you later. 
 
 
Sparx 
 
===================================================== 
Dog for sale: eats anything and is fond of children. 
+++++++++++++++++++++++++++++++++++++++++++++++++++++ 
Check out #herochat on DALnet an IRC for Champions Conversation 
+++++++++++++++++++++++++++++++++++++++++++++++++++++ 
 
Date: Thu, 20 Nov 1997 11:48:58 -0500 
From: Bruce Crow <BCROW@cnmc.org> 
Subject: (no subject) -Reply 
Content-Disposition: inline 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
>Hi, I'm desperatly searching for a champion's fantasy-hero campaign(s) 
>and characters.... 
>I hope that you can help me please! 
>             Cheers, 
>                  Maiko 
 
Are you looking for a campaign to join locally or published materials? 
 
Date: Thu, 20 Nov 1997 10:51:27 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: Possession type question 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
 
> > Can't really think of any uses for the other two, mostly because 
> >of what mechanics they grant.  Gliding, only along the ground is a very 
> >valid mechanic, however. 
> 
>    Yep.  Put it in an OAF and call it a skateboard.   :-] 
 
 
	Heck, I was thinking just to not leave traces of passing. 
 
 
			-Tim Gilberg 
 
Date: Thu, 20 Nov 1997 09:40:40 -0800 
From: Samuel.Bell@Eng.Sun.COM (Sam Bell) 
Subject: Re: Marvel Conversions:  Doctor Doom 
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 RAVANOS@jcs1.jcstate.edu Thu Nov 20 07:31:58 1997 
-> Subject: Marvel Conversions:  Doctor Doom 
-> X-VMS-To: IN%"champ-l@omg.org" 
-> MIME-version: 1.0 
-> X-Hero: champ-l 
-> To: champ-l@omg.org 
->  
-> 	Anyone here have the stats for Doctor Doom converted from 
-> Marvel into Champions? 
->  
 
Dr Doom (Victor von Doom) 
18 Str  8   15 +15 Str, Doesn't Add to Figured, 0 End 
20 Dex 30  120 32/32 Hardened Armor 
18 Con 16   60 1/2 Resistant Physical and Energy Damage Reduction 
14 Bod  8   22 Life Support: Self Contained Breathing, Pressure, 
28 Int 18        Temperature, Radiation, Disease 
23 Ego 26    5 Lack of Weakness 
23 Pre 13   10 Flash Def 
10 Com  -   15 23pts Mental Def 
 8 Pd   4   89 33" Flight, 0 End, x8 non-combat, 1/2 DCV (-1/4) 
 8 Ed   4    3 Bump of Direction "Gyroscopic Guidance System" 
 5 Spd 20 
 8 Rec  -  135 18d6 Energy Blast, 0 End 
36 End  -  200 30/30 Forcewall, Hardened, Personal Immunity, 0 End, No Rng 
40 Stn  8        
      ---    9 Telescopic Vision, +6 vs Range Mods 
      155   25 Radar, 360 degrees 
            10 High Range Radio Hearning 
 
	     3 Linguist 
	    10 4pts English, 4pts German, 3pts French, 3pts Latin 
	     6 KS: Magical Planes, Talismans, Extra-dimensional Beings 11- 
	     9 Bureacratics, High Society, Oratory 14- 
            24 Comp Programming, Cryptography, Deduction, Inventor, 
		 Paramedic, Sec Systems, Systems Op, Tactics 15- 
             6 Electronics, Mechanics 11- 
	     6 Weaponsmith: Slugthowers, Energy 11- 
	     3 Scientist 
	     6 Astrophysics, Biophysics, Chemistry, Metallurgy, 
	         Robotics, Temporal Physics 11- 
            30 3 Overall levels 
	    15 +3 w/Int Based Skills 
	    25 +5 w/Science Skills 
	     6 +3 w/Robotics 
 
            15 Filthy Rich 
	    10 Head of State 
           --- 
          +892 = 1047 
 100+ 
  25 Distinctive Features: Either mask or horribly scarred face.  Not concealable, 
 	Extreme reaction 
  25 Psyche: Megalomaniac (Very Common, Total) 
  25 Psyche: Honorable (Very Common, Total) 
  20 Psyche: Protects subjects (Common, Total) 
  15 Psyche: Protects works of art (Uncommon, Total) 
  15 Psyche: Wants to redeem mother (Uncommon, Total) 
  20 Psyche: Hates Reed Richards (Common, Total) 
  20 Psyche: Arrogant (Common, Strong) 
  10 Public ID 
  20 Reputation: Megalomaniacal dictator & global threat, 14- 
 752 The rest of his Psyche disads 
---- 
1047 
 
This is a rather simple version of Marvel's ultimate baddy.  He has used a lot of  
different weapons down the years, but he always comes back to simple gauntlet-blasters. 
The forcewall I gave him is pretty wimpy, since the real thing is supposed to  
let him survive a close range a-bomb.  It should suffice for most campaigns. 
 
His 10 Com is with the mask on.  Without the mask, it is considerably lower. 
 
=============================================================================== 
Character write-up by Sam Bell.  Permission granted to duplicate and trasmit,  
as long as this note is not removed.  Send comments to sam@shonen.Eng.Sun.COM 
=============================================================================== 
 
 
From: Dave Mattingly <DaveM@FocusSoft.com> 
Subject: Re: Possession type question 
Date: Thu, 20 Nov 1997 13:35:39 -0500 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
Vox said: 
>I'm not talking about a "default effect".  This is written into the 
>mechanics: Shrinking is defined from sentence one as "A character  
>with this Size Power can decrease in size".  That's what the power  
>DOES -- it makes you smaller.  That's ALL it does.  Everything else  
>under the description is merely an explanation of the benefits of  
>being that small. 
 
Something I sometimes do when identifying the effects of a power is to 
imagine: "What if there were no visible effects to this at all?" I then 
look at merely the effects and see what else might possibly fit it. 
That's how I designed the Shrinking possessor. 
 
The same method led me to invisible Invisibility (an oxymoron if I ever 
heard one). Is has the result of putting attackers without special 
senses at 0 OCV. This makes it a reasonable approximation of an 
invulnerability field. 
 
Dave Mattingly 
 
From: "qts" <qts@nildram.co.uk> 
Date: Thu, 20 Nov 97 18:44:23  
Reply-To: "qts" <qts@nildram.co.uk> 
Priority: Normal 
Subject: Re: Nested Force Walls 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Thu, 20 Nov 1997 12:58:39 -0600, Jeff Hebert wrote: 
 
>I have a player who wants his character to throw nested force walls -- one 
>transparent to PD, the other to ED. When centered together, they would 
>effectively make one force wall. 
> 
>My question to the list is, can he throw both in one phase, or must he 
>throw them separately? 
> 
>The BBB states that to establish a FW at range requires an attack roll to 
>target the hex. My argument is that when he throws the first one, that 
>attack roll terminates his phase, and he can't throw the second one until 
>his next phase. His argument is that in terms of special effects they are 
>basically the same wall, and since he isn't targeting a person or doing 
>actual damage, we should bend the rules a bit to allow them both to go off 
>at once. 
> 
>What are your thoughts on the matter? 
 
What you really have is three versions of one power. So either buy it 
as a multipower with ultra slots, or as a power with a Partially 
Limited Variable Advantage and/or Variable Limitations 
qts 
 
Home: qts@nildram.co.uk. 
 
X-Sender: jhebert@texas.net (Unverified) 
Date: Thu, 20 Nov 1997 12:58:39 -0600 
From: Jeff Hebert <jhebert@texas.net> 
Subject: Nested Force Walls 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
I have a player who wants his character to throw nested force walls -- one 
transparent to PD, the other to ED. When centered together, they would 
effectively make one force wall. 
 
My question to the list is, can he throw both in one phase, or must he 
throw them separately? 
 
The BBB states that to establish a FW at range requires an attack roll to 
target the hex. My argument is that when he throws the first one, that 
attack roll terminates his phase, and he can't throw the second one until 
his next phase. His argument is that in terms of special effects they are 
basically the same wall, and since he isn't targeting a person or doing 
actual damage, we should bend the rules a bit to allow them both to go off 
at once. 
 
What are your thoughts on the matter? 
 
Jeff 
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 
               Jeff Hebert 
            jhebert@texas.net 
    Visit the home page of The Crusaders! -- 
 http://lonestar.texas.net/~jhebert/crusaders.htm 
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 
 
Date: Thu, 20 Nov 1997 17:17:48 -0200 (EDT) 
From: Rodrigo Cesar Gevaerd de Faria <gevaerd@laranjeiras.lci.ufrj.br> 
Subject: Marvel Char: Juggernaut 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
   This is Professor X's half-brother. He found a mystical stone which 
gave him powers. See if your heroes can scratch this guy :p 
 
 
Name     : Juggernaut                                 
Secret ID:                                 
Value Char      Cost Base Max  Pts 
  50  Str........x1    10 N/A  40  
   7  Dex........x3    10 N/A  -9  
  49  Con........x2    10 N/A  78  
  47  Body.......x2    10 N/A  74  
  10  Int........x1    10 N/A   0  
  16  Ego........x2    10 N/A  12  
  23  Pre........x1    10 N/A  13  
  10  Com........x.5   10 N/A   0  
  10  PD.........x1    10 N/A   0  
  10  ED.........x1    10 N/A   0  
   1  SPD........x10  1.7 N/A  -7  
  20  Rec........x2    20 N/A   0  
  98  End........x.5   98 N/A   0  
  99  Stun.......x1    97 N/A   2  
        Characteristics Cost: 203  
                                   
Disadvantages              0+ Pts. 
Income Level Poor                5 
DF: his size                    20 
Physical Lim: can't swim        15 
PL: Overconfidence              15 
Reputation (11-)                10 
                                   
                                   
   pts. Power/Skill                                   END 
    
   438 Armor (73, 73)                                  0 
          4 x Hardened (+1)                              
                                                         
    13 Growth: 400kg, +10 STR, -2"KB, -1DCV,           0 
       +1 PER roll against, +2 BODY and STUN,            
       height: 3m                                        
          Always on (-1/2)                               
          0 END (+1/2)                                   
          Persistent (+1/2)                              
                                                         
    32 Mental Defense: -43 to mental attacks           0 
          Provided by his helmet IIF(-1/4)               
                                                         
    40 Regeneration: 6 BODY/Turn                       0 
         Only if he takes no dam during a turn(-1/2)     
                                                         
    -3 Enhanced Senses: -1 PER roll with all senses    0 
                                                         
       Life Support                                      
     3    immunity to radiation                          
    10    need not to breath                             
     1    immunity to intense cold                       
     3    immunity to disease                            
                                                         
     4 Knowledge: Military (13-)                         
    25 5 Combat Skills with melee combat                 
                                                         
    68 Running +34"                                      
                                                         
   Exp:   Disadvantages Total:  65   634:Powers / Skills Cost 
   -772      Experience Spent+ 772   203+Characteristics Cost 
                 Total Points= 837   837=Total Cost 
 
 
X-Sender: jdriscol@mail.vt.edu 
Date: Fri, 21 Nov 1997 00:18:02 +0500 
From: Jeremiah Driscoll <jdriscol@vt.edu> 
Subject: Re: Marvel Char: Juggernaut 
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 
 
Looks like this write-up is translated right from a certain MSH web-page I 
been lookin' at.  Seems like Rodrigo did a pretty good job, too.  Pretty 
faithful to their home-brew write-up of Juggy, which is supposed to be current. 
 
- Jerry 
 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: Nested Force Walls 
Mail-Copies-To: never 
X-No-Archive: yes 
X-Attribution: Rat 
Organization: The Happy Fun Ball Brigade 
Date: 20 Nov 1997 14:18:47 -0500 
Lines: 44 
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----- 
 
>>>>> "JH" == Jeff Hebert <jhebert@texas.net> writes: 
 
JH> I have a player who wants his character to throw nested force walls -- 
JH> one transparent to PD, the other to ED. When centered together, they 
JH> would effectively make one force wall. 
 
Um, not quite, but close enough. 
 
JH> My question to the list is, can he throw both in one phase, or must he 
JH> throw them separately? 
 
Unless he is somehow limited, such as with a Multipower, there is nothing 
preventing him from using as many powers in his action phase as he desires, 
other than the need to spend Endurance. 
 
JH> The BBB states that to establish a FW at range requires an attack roll 
JH> to target the hex. My argument is that when he throws the first one, 
JH> that attack roll terminates his phase, and he can't throw the second 
JH> one until his next phase. 
 
Nothing in the BBB prevents him from "throwing" both Force Walls at once, 
as a single action.  There are several examples in the BBB of multiple 
powers being used simultaneously to make a single attack.  Whether or not 
you, as the GM, decide that this requires a power modifier is your call as 
a GM.  My opinion is that it does not, but there is no solid, "official" 
ruling at this time. 
 
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--  
Rat <ratinox@peorth.gweep.net>    \ Do not taunt Happy Fun Ball. 
PGP Key: at a key server near you! \  
                                    \  
 
Date: Thu, 20 Nov 1997 11:21:33 -0800 (PST) 
From: Anthony Jackson <ajackson@iii.com> 
Reply-To: Anthony Jackson <ajackson@iii.com> 
Subject: Re: Nested Force Walls 
Cc: champ-l@omg.org 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
Jeff Hebert writes: 
> I have a player who wants his character to throw nested force walls -- one 
> transparent to PD, the other to ED. When centered together, they would 
> effectively make one force wall. 
>  
> My question to the list is, can he throw both in one phase, or must he 
> throw them separately? 
>  
> The BBB states that to establish a FW at range requires an attack roll to 
> target the hex. My argument is that when he throws the first one, that 
> attack roll terminates his phase, and he can't throw the second one until 
> his next phase. His argument is that in terms of special effects they are 
> basically the same wall, and since he isn't targeting a person or doing 
> actual damage, we should bend the rules a bit to allow them both to go off 
> at once. 
>  
> What are your thoughts on the matter? 
 
See the Great Linked Debate (tm) rear its ugly head!  Basically, the answer to 
this depends on your answer to the GLD. 
Camp 1 says you can use more than one power in a phase, you just can't make 
more than one attack roll.  This means that if you have two attack powers, you 
can use them simultaneously on a target with a single attack roll.  If you take 
this choice, he can clearly use both force walls at once, as long as its on a 
single target. 
Camp 2 says that the linked disadvantage is somehow _special_, and that you can 
only use two attack powers at once if they're linked.  In this case, he could 
use the force walls together if he takes the 'linked' disadvantage on one of 
them -- and he would _have_ to take the linked disadvantage, and would have to 
use them together. 
 
Incidentally, _why_ does he want to do this in the first place?  So he can have 
a wall where if the PD goes down the ED doesn't?  So he can _choose_ to block 
physical, energy, or both?  The first one doesn't make much sense, the second 
one can probably be resolved better with a multipower (1 slot with regular FW, 
one with PD-transparent, 1 with ED-transparent). 
 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: Possession type question 
Mail-Copies-To: never 
X-No-Archive: yes 
X-Attribution: Rat 
Organization: The Happy Fun Ball Brigade 
Date: 20 Nov 1997 14:26:24 -0500 
Lines: 27 
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----- 
 
>>>>> "DM" == Dave Mattingly <DaveM@FocusSoft.com> writes: 
 
DM> Something I sometimes do when identifying the effects of a power is to 
DM> imagine: "What if there were no visible effects to this at all?" 
 
The flaw in your reasoning is to assume that powers have effects.  They do 
not.  Effects have powers.  You look at the effect to determine the powers 
to use, not the other way around.  Otherwise you wind up with exactly this 
situation: misuse of a power when another will work better. 
 
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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. 
                                    \  
 
Date: Thu, 20 Nov 1997 11:31:53 -0800 (PST) 
From: Anthony Jackson <ajackson@iii.com> 
Reply-To: Anthony Jackson <ajackson@iii.com> 
Subject: Re: Marvel Char: Juggernaut 
Cc: champ-l@omg.org 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
Rodrigo Cesar Gevaerd de Faria writes: 
>  
>    This is Professor X's half-brother. He found a mystical stone which 
> gave him powers. See if your heroes can scratch this guy :p 
Probably...the stun lottery is your friend.  Not a very accurate conversion 
anyway. 
>  
> Name     : Juggernaut                                 
> Secret ID:                                 
> Value Char      Cost Base Max  Pts 
>   50  Str........x1    10 N/A  40  
Going by OHTMU stats, Juggernaut has STR 60.  Going by demonstrated abilities, 
he has a strength of 80-90, with extra strength only usable to avoid being 
stopped. 
>    7  Dex........x3    10 N/A  -9  
Rather low.  Juggernaut is less agile than most heroes, but he isn't notably 
more clumsy than a normal human.  I'd give him 10 or 11. 
>    1  SPD........x10  1.7 N/A  -7  
The closest equivalent to 'spd' in comic books is 'number of panels received'.  
By this measure Juggs has a SPD of at least 4. 
>                                    
> Disadvantages              0+ Pts. 
> Income Level Poor                5 
Um...no.  He has plenty of money, from Black Tom and all.  He doesn't care much 
about money, though. 
>                                    
>                                    
>    pts. Power/Skill                                   END 
>     68 Running +34"   
Um...just give him +4" running with a speed of 4.  He doesn't teleport about 
the battlefield or anything. 
Also, he should have at least 10" of knockback resistance, probably more like 
15-20". 
 
Date: Thu, 20 Nov 1997 11:41:10 -0800 
From: Mark Lemming <icepirat@ix.netcom.com> 
Organization: McAfee 
Subject: Re: Campaign-wide Average PC Power Level 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
David Fair wrote: 
>  
> >Where does everyone's Campaign-wide Average PC Power Level fall?  <<< 
 
Current Campaign: 
 
17 PC's ranging from 520 to 1263; averaging at 781. 
 
-Mark 
 
Date: Thu, 20 Nov 1997 11:43:05 -0800 
From: Samuel.Bell@Eng.Sun.COM (Sam Bell) 
Subject: Re: Marvel Char: Juggernaut 
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 
 
 
Here's a different way to do it: 
 
Juggernaut 
100 Str  80    7 1 level Growth, Always On 
 14 Dex  12    7 1 level Density Increase, Always On 
 63 Con 106   50 0 End Str 
 20 Bod  18  140 Fully Hardened Resistant Pd & Ed 
 13 Int   3   70 2x Hardened Resistant 40/40 Pd/Ed 
 20 Ego  20   10 Lack of Weakness 
 28 Pre  18   10 Flash Def vs Visual 
 10 Com   -   10 Power Defense 
 80 Pd   61   10 Flash Def vs Hearing group 
 80 Ed   76   30 Full Life Support 
  4 Spd  16   11 20pts Mental Defense, OIF "Skullcap" 
 31 Rec   -    5 +10 Mental Defense, OAF "Outer Helmet" 
126 End   -   20 10" Knockback Resistance 
 97 Stn   -   27 +20" Knockback Resistance,  
	---        Only vs being pushed backwards (-1/2) 
	410   62 1" Tunneling, 20 Def 
	      30 +20d6 Hand Attack, 0 End, Only w/Move Throughs (-1/2), 
		   Body Only (-1/2), Only to insure at least 1" of 
		   Knock-back (-1) 
              35 7 OCV levels 
             --- 
	    +544 = 954 
 
Here's Cain before his recent trip inside the Ruby.  He claims to 
be tougher now, but I haven't seen it yet. 
 
=============================================================================== 
Character write-up by Sam Bell.  Permission granted to duplicate and trasmit,  
as long as this note is not removed.  Send comments to sam@shonen.Eng.Sun.COM 
=============================================================================== 
 
 
Date: Thu, 20 Nov 1997 14:58:50 -0500 (EST) 
X-Sender: jprins@interhop.net 
From: jprins@interhop.net (John and Ron Prins) 
Subject: Re: Marvel Char: Juggernaut 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
>   This is Professor X's half-brother. He found a mystical stone which 
>gave him powers. See if your heroes can scratch this guy :p 
> 
> 
>Name     : Juggernaut                                 
>Secret ID:                                 
>Value Char      Cost Base Max  Pts 
>  50  Str........x1    10 N/A  40  
 
+10 STR for growth. 60 STR?? That's it?? 
 
>   7  Dex........x3    10 N/A  -9  
 
Juggsey is not that clumsy. I'd rate him at 12 DEX. 
 
>  49  Con........x2    10 N/A  78  
>  47  Body.......x2    10 N/A  74  
 
Yeah, these are right. 
 
>  10  Int........x1    10 N/A   0  
>  16  Ego........x2    10 N/A  12  
>  23  Pre........x1    10 N/A  13  
>  10  Com........x.5   10 N/A   0  
>  10  PD.........x1    10 N/A   0  
>  10  ED.........x1    10 N/A   0  
>   1  SPD........x10  1.7 N/A  -7  
 
Come on...Juggs take on supers on a regular basis. He's slow, but faster 
than the average Joe. 3 SPD. 
 
>  20  Rec........x2    20 N/A   0  
>  98  End........x.5   98 N/A   0  
>  99  Stun.......x1    97 N/A   2  
>        Characteristics Cost: 203  
>                                   
>Disadvantages              0+ Pts. 
>Income Level Poor                5 
 
Given that Juggs has total life support, his needs are low, and he can 
always swipe $$$, this isn't warranted. 
 
>DF: his size                    20 
>Physical Lim: can't swim        15 
>PL: Overconfidence              15 
>Reputation (11-)                10 
 
Not to mention Vulnerability: 2x STUN from Ego Attack, which is about the 
ONLY way he _ever_ gets taken down - though Nimrod did paralyse him with a 
sonic attack (probably a DEX Suppress). Cain was also a 'troubled' soul - 
abused by his father at a young age - though I'm not sure how to model this 
in Champs terms. Probably Psych.Lim.: Angry at the whole world (Com., Moderate). 
                              
>   pts. Power/Skill                                   END 
>    
>   438 Armor (73, 73)                                  0 
>          4 x Hardened (+1)                              
 
Why the odd numbers? And Double Hardened would suffice. 
                                                         
>    13 Growth: 400kg, +10 STR, -2"KB, -1DCV,           0 
>       +1 PER roll against, +2 BODY and STUN,            
>       height: 3m                                        
>          Always on (-1/2)                               
>          0 END (+1/2)                                   
>          Persistent (+1/2)                              
>                                                         
>    32 Mental Defense: -43 to mental attacks           0 
>          Provided by his helmet IIF(-1/4)               
>                                                         
>    40 Regeneration: 6 BODY/Turn                       0 
>         Only if he takes no dam during a turn(-1/2)     
 
Huh? Where's the justification for this lim? 
                                                         
>    -3 Enhanced Senses: -1 PER roll with all senses    0 
>                                                         
>       Life Support                                      
>     3    immunity to radiation                          
>    10    need not to breath                             
>     1    immunity to intense cold                       
>     3    immunity to disease                            
 
I'm pretty sure Juggs rated Total Life Support. He got stuck in space for a 
couple years at one point, didn't he? 
                                                         
>     4 Knowledge: Military (13-)                         
>    25 5 Combat Skills with melee combat                 
>                                                         
>    68 Running +34"                                      
 
What? Juggs wasn't a fast runner - even if you are trying to account for the 
lack of SPD you give him. 
 
IMHO, this is not an accurate representation of Juggernaut's abilities. What 
about his 'unstoppability'? Basically, if he started walking in a direction, 
NOTHING (practically) could stop him. Probably an amalgam of Clinging, Extra 
STR for forcing his way forward, and Tunnelling with a low distance but VERY 
high DEF penetration. 
 
----------------------------------------------------------------------------- 
"By all that's unholy, the Enigma Force has given Captain Universe the power 
to back up his sickening platitudes!" 
----------------------------------------------------------------------------- 
John D. Prins 
jprins@interhop.net 
 
Date: Thu, 20 Nov 1997 12:03:16 -0800 
From: Mark Lemming <icepirat@ix.netcom.com> 
Organization: McAfee 
Subject: Re: Marvel Char: Juggernaut 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
Rodrigo Cesar Gevaerd de Faria wrote: 
>  
>    This is Professor X's half-brother. He found a mystical stone which 
> gave him powers. See if your heroes can scratch this guy :p 
>  
> Name     : Juggernaut 
> Secret ID: 
> Value Char      Cost Base Max  Pts 
>   50  Str........x1    10 N/A  40 
 
Probably on par if you go by Marvel stats, but in a champs write-up 
he should be stronger. 
 
>    7  Dex........x3    10 N/A  -9 
 
Seems silly. 8 dex I could see since he doesn't seem that clumsy 
compared to most normals. And if you're going to give him a 7, you 
might as well give him a 5. 
 
>    1 Speed .... 
 
Seems a bit slow to me. I'd give him a three at least. 
 
> Disadvantages              0+ Pts. 
> Income Level Poor                5 
> DF: his size                    20 
> Physical Lim: can't swim        15 
 
I disagree with the Income Level, but I gave up on reading X-Men when 
Caine was still hanging out with Black Tom. 
 
DF: size.  In theory, the Always On limitation with the Growth already 
reflects this disad. 
 
Can't swim:  10 points maybe, but I lean toward 5.  
 
 
On powers and skills: 
 
Knockback resistance should be higher that the -2"  that the Growth gave 
him. 
 
I feel he's lacking in the skill department, but can't think of some 
off the top of my head. 
 
-Mark 
 
X-Sender: jhebert@texas.net 
Date: Thu, 20 Nov 1997 14:06:24 -0600 
From: Jeff Hebert <jhebert@texas.net> 
Subject: Re: Nested Force Walls 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 11:21 AM 11/20/97 -0800, Anthony Jackson wrote: 
>Jeff Hebert writes: 
>> I have a player who wants his character to throw nested force walls -- one 
>> transparent to PD, the other to ED. When centered together, they would 
>> effectively make one force wall. 
>>  
>> My question to the list is, can he throw both in one phase, or must he 
>> throw them separately? 
 
<<snip>> 
 
>See the Great Linked Debate (tm) rear its ugly head!   
... 
>Incidentally, _why_ does he want to do this in the first place?  So he can 
have 
>a wall where if the PD goes down the ED doesn't?  So he can _choose_ to block 
>physical, energy, or both?  The first one doesn't make much sense, the second 
>one can probably be resolved better with a multipower (1 slot with regular 
FW, 
>one with PD-transparent, 1 with ED-transparent). 
 
Actually, he already has it in a multipower on two multi slots. 
 
He's a magnetic character, and he wants to be able to tune the force wall 
to screen out specific things -- it can either screen out matter, energy, 
or both. The problem with 1 regular FW slot is that the defense isn't 
variable -- he couldn't "fine tune" it.  
 
If it were a force field, there wouldn't be a problem -- you make one multi 
slot that has +x PD, another multi slot with xED, and mix and match the 
levels to fine tune the defense to whatever kind of attacker you're facing 
(as long as the active point total of both slots combined doesn't exceed 
the reserve, of course). So with a 20PD force field in one slot and a 20ED 
in the other, you could have 20/0, 15/5, 10/10, etc. He wants to do the 
same with a Force Wall to protect others, but the attack roll is the 
sticking point. This particular character is a strong code vs killing guy, 
so he wants to be able to offer maximum protection to crowds -- "Look, a 
rock fall!" and he whips out the maximum PD wall. "Look, it's Flame Guy!" 
and he whips out a maximum ED wall. "Look, it's Flame Guy falling with a 
rock slide!" and he mixes them. 
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 
               Jeff Hebert 
            jhebert@texas.net 
    Visit the home page of The Crusaders! -- 
 http://lonestar.texas.net/~jhebert/crusaders.htm 
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 
 
Date: Thu, 20 Nov 1997 15:16:26 -0500 (EST) 
From: Bill Svitavsky <bsvitavs@bu.edu> 
Subject: Re: Marvel Char: Juggernaut 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
 
 
I like the write-up, but I didn't see anything on there to reflect that 
NOTHING can stop Juggy from moving, no matter what the DEF. I'd suggest 
adding either a BODY Drain vs. obstacles, a 1 pip NND HKA vs. obstacles, 
or maybe NND Tunneling. 
 
X-Sender: ctaylor@pop.cyberis.net 
Date: Thu, 20 Nov 1997 12:18:14 -0800 
From: Christopher Taylor <ctaylor@cyberis.net> 
Subject: Re: Non shrinking shrinking 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
>I'm not talking about a "default effect".  This is written into the 
>mechanics: Shrinking is defined from sentence one as "A character with this 
>Size Power can decrease in size".  That's what the power DOES -- it makes 
>you smaller.  That's ALL it does.  Everything else under the description is 
>merely an explanation of the benefits of being that small. 
 
It works well for simulating density decrease, as it works out as well.  You 
lose the benefits but weigh a lot less, and get the extra KB.  My Vision 
type character used it, get really light, have someone toss you, and fire up 
the Density increase for the big punch.  Very nasty move throughs that way. 
 
---------------------------------------------------------- 
Sola Gracia		Sola Scriptura		Sola Fide 
Soli Gloria Deo		Solus Christus		Corum Deo 
----------------------------------------------------------- 
 
Date: Thu, 20 Nov 1997 12:27:51 -0800 
From: mcallahan <mcallahan@home.com> 
Reply-To: mcallahan@home.com 
Subject: Re: DNPC: Pets 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
>        Has anyone allowed this?  Most Pets would be Incompetent, surely... 
>but I don't have write-ups for a large number of animals.  I don't own the 
>Bestiary.  The one I'm specifically looking for is...  a Vietnamese 
>pot-bellied pig.  A smart one.  If anyone can help me out, I'd really 
>appreciate it. 
 
I was in a game where the Gm allowed a DNPC:pet dog, the player had also  
thought that it should be taken as incompetent. So the GM gave him an 
incopetent dog... 
GM "You hear a "woof, thunk" from the bedroom 
Player "Oh great, Sparkys locked himself in the closet again" 
It ended up as a running joke for the whole campaign. 
 
An "about this big" Pot bellied pig writeup 
 
-5 str 
10 dex 
10 con 
5 body 
6 int 
5 ego 
8 pre 
10 com 
2 pd 
2 ed 
2 spd 
4 rec 
20 end 
10 stun 
 
-2" Running 
10 pts shrinking persistant always on (-2 per rolls, +2dcv, +3KB) 
1 pip HKA reduced penetration (bite) 
Tracking scent 
+3 to smell perception 
 
Phys Lim: No fine Manipulation 
 
Total cost -25 pts 
 
You might want to up the int to 7, that would put it in the 
dolphin/great ape range of intelligence 
 
mcallahan@home.com 
"Have you seen anything unusual" 
"We saw an elephant make love to a pig" 
"No, no, I said UNUSUAL 
 
X-Originating-IP: [206.88.2.1] 
From: "Todd Hanson" <badtodd@hotmail.com> 
Subject: Re: Marvel Char: Juggernaut 
Date: Thu, 20 Nov 1997 14:38:57 CST 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
Rodrigo Cesar Gevaerd de Faria says: 
 
>   This is Professor X's half-brother. He found a mystical stone which 
>gave him powers. See if your heroes can scratch this guy :p 
 
Well.. I'd be willing to be that my players (all based on 275 pts, max  
of 12 DCs, none of them built to be combat monsters) would take this guy  
out by the bottom of phase 3.  Heck, the majority of them would take  
this guy out in a 1 on 1 fight. 
 
Speed 1?  DCV 1??   Let's see, between move-throughs, hay-makers,  
attacks vs special defenses (drains, NND's, etc), this guy would be  
toast.   
 
Juggernaut should be MUCH tougher, and on about half of the points. 
 
 
Todd 
 
 
Name     : Juggernaut                                 
Secret ID:                                 
Value Char      Cost Base Max  Pts 
  50  Str........x1    10 N/A  40  
   7  Dex........x3    10 N/A  -9  
  49  Con........x2    10 N/A  78  
  47  Body.......x2    10 N/A  74  
  10  Int........x1    10 N/A   0  
  16  Ego........x2    10 N/A  12  
  23  Pre........x1    10 N/A  13  
  10  Com........x.5   10 N/A   0  
  10  PD.........x1    10 N/A   0  
  10  ED.........x1    10 N/A   0  
   1  SPD........x10  1.7 N/A  -7  
  20  Rec........x2    20 N/A   0  
  98  End........x.5   98 N/A   0  
  99  Stun.......x1    97 N/A   2  
        Characteristics Cost: 203  
                                   
Disadvantages              0+ Pts. 
Income Level Poor                5 
DF: his size                    20 
Physical Lim: can't swim        15 
PL: Overconfidence              15 
Reputation (11-)                10 
                                   
                                   
   pts. Power/Skill                                   END 
    
   438 Armor (73, 73)                                  0 
          4 x Hardened (+1)                              
                                                         
    13 Growth: 400kg, +10 STR, -2"KB, -1DCV,           0 
       +1 PER roll against, +2 BODY and STUN,            
       height: 3m                                        
          Always on (-1/2)                               
          0 END (+1/2)                                   
          Persistent (+1/2)                              
                                                         
    32 Mental Defense: -43 to mental attacks           0 
          Provided by his helmet IIF(-1/4)               
                                                         
    40 Regeneration: 6 BODY/Turn                       0 
         Only if he takes no dam during a turn(-1/2)     
                                                         
    -3 Enhanced Senses: -1 PER roll with all senses    0 
                                                         
       Life Support                                      
     3    immunity to radiation                          
    10    need not to breath                             
     1    immunity to intense cold                       
     3    immunity to disease                            
                                                         
     4 Knowledge: Military (13-)                         
    25 5 Combat Skills with melee combat                 
                                                         
    68 Running +34"                                      
                                                         
   Exp:   Disadvantages Total:  65   634:Powers / Skills Cost 
   -772      Experience Spent+ 772   203+Characteristics Cost 
                 Total Points= 837   837=Total Cost 
 
 
 
 
 
______________________________________________________ 
Get Your Private, Free Email at http://www.hotmail.com 
 
X-Sender: ctaylor@pop.cyberis.net 
Date: Thu, 20 Nov 1997 12:41:00 -0800 
From: Christopher Taylor <ctaylor@cyberis.net> 
Subject: Re: Campaign-wide Average PC Power Level 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 11:41 AM 11/20/97 -0800, you wrote: 
>David Fair wrote: 
>>  
>> >Where does everyone's Campaign-wide Average PC Power Level fall?  <<< 
 
Fantasy Hero campaign: 50+50 with about 20 xps 
 
Champions campaign I run: 150+100 disads, plus around 40 xps 
 
Champions campaign I play: 35+150 disads, plus about 5 xps 
 
---------------------------------------------------------- 
Sola Gracia		Sola Scriptura		Sola Fide 
Soli Gloria Deo		Solus Christus		Corum Deo 
----------------------------------------------------------- 
 
Date: Thu, 20 Nov 1997 12:45:16 -0800 
From: mcallahan <mcallahan@home.com> 
Reply-To: mcallahan@home.com 
Subject: Campaign-wide Average PC Power Level 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
>I long ago got disgusted by how much you couldn't buy with the standard  
>250 points (background skills, perks, etc). To design an average  
>professional person in america today takes anywhere from 150-175 points.  
>To do myself (several hobbies, college degree, Combat Flight [A-10], car,  
>base, other skills) took 168 points! 
 
So, you're a 150pt character with some xp, don't forget you're a heroic 
level character, so you didn't pay character points for your car or 
house, 
or any equiptment. With a little brual honesty (gee, my strength is only  
an 11 isn't it) most people I know build comforably at the 100 pt 
competent 
normal level (plus exp). 
 
Date: Thu, 20 Nov 1997 15:48:50 -0500 (EST) 
From: Michael Surbrook <susano@access.digex.net> 
cc: champ-l@omg.org 
Subject: Re: Campaign-wide Average PC Power Level 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
>Where does everyone's Campaign-wide Average PC Power Level fall?  <<< 
 
Lesse: 
 
Fantasy Hero (feudal Japan): 125 to 140 
 
Anime/cyberpunk game 1: 250 to 375 
 
Anime/cyberpunk game 2: 250 to 300 
 
Anime/cyberpunk game 3: ~350 
 
Wild Martial Arts: 200 tp 225 
 
4 Color game 1: 260 to 275 
 
4 Color game 2: 250 
 
*************************************************************************** 
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *  
*               Michael Surbrook / susano@access.digex.net                *  
*        Visit "Surbrook's Stuff' the Hero Games resource site at:        *    
*              http://www.access.digex.net/~susano/index.html             * 
*            Attacked Mystification Police / AD Police / ESWAT            * 
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark * 
*************************************************************************** 
 
X-Originating-IP: [206.88.2.1] 
From: "Todd Hanson" <badtodd@hotmail.com> 
Subject: Campaign-wide Average PC Power Level 
Date: Thu, 20 Nov 1997 15:03:22 CST 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
mcallahan says:  
 
>or any equiptment. With a little brual honesty (gee, my strength is  
only  
>an 11 isn't it) most people I know build comforably at the 100 pt 
competent 
>normal level (plus exp). 
 
This is the key point.  Whenever somebody claims that they have written  
themselves up and it took an unrealistic amount of points, I ask to see  
the write up.  It never fails that they over-estimate their own  
abilities.  Because they went to the gym a couple times, they have an 13  
STR (I've seen people give themselves an 18!), they finished college, so  
they must have at least a 15 int, they consider themselves attractive,  
so a 16 com is called for, they can drive a car, so of COURSE they have  
combat driving... 
 
if you want a realistic write up, ask a friend to decide all of the  
stats.. you would be surprised at the difference in opinion. 
 
 
Todd 
 
______________________________________________________ 
Get Your Private, Free Email at http://www.hotmail.com 
 
From: Dave Mattingly <DaveM@FocusSoft.com> 
Subject: Re: Marvel Char: Juggernaut 
Date: Thu, 20 Nov 1997 16:26:34 -0500 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
Here's a toned-down 250-point Juggernaut I've used in the past. 
 
Juggernaut 
 
60 STR 50 
11 DEX  3 
35 CON 50 
15 BOD 10 
10 INT    
10 EGO    
30 PRE 20 
10 COM    
20 PD   8 
15 ED   8 
 3 SPD 9 
19 REC    
70 END    
63 STN    
 
60 Armor +20 DEF 
15 +5 w/ punch, haymaker, move through 
 
 8 Ego Def 10 
 6 Power Def 6 
 3 Streetwise 15- 
 
10 Public ID 
20 Rep: Super Villain 
15 DF: Juggernaut 
10 Enraged in Combat,11,11 
25 Overconfident (vc,tot) 
15 Combative (com,str) 
15 Hunted: Police 14- 
25 Hunted: Supergroup 14- 
15 3d Unluck 
 
Dave Mattingly 
http://www.geocities.com/SoHo/5953 
 
Date: Thu, 20 Nov 1997 13:54:13 -0800 
From: mcallahan <mcallahan@home.com> 
Reply-To: mcallahan@home.com 
Subject: Re: DNPC: Pets 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
>>1 pip HKA reduced penetration (bite) 
>What would this *do*, anyway?  1/2 pip of damage x2, applied against 
>Resistant Defenses... it works *exactly* like the same power w/o Reduced 
>>Penetration.  It's still completely stopped by 1 rPD.  I might translate it 
to 1d6 No Range EB... still has a (theoretical) chance to do BODY, but 
>won't, usually.  Maybe even make it Reduced Penetration, to reflect how most 
>bites are written up. 
 
It seems to be the opinion of the hero beastiary that all bites are 
reduced pen 
even 1 pip ones (I agree it's odd, but hey, it saves you a point) 
 
>>You might want to up the int to 7, that would put it in the 
>>dolphin/great ape range of intelligence 
>> 
>What *are* the intelligence ranges for animals, anyway? 
 
Int 2 fish, sharks, snakes 
Int 3 rabbits, bats, owls 
Int 4 rats, wolverines, mules 
Int 5 Horses bears, eagles 
Int 6 cats, dogs, dumb monkies 
Int 7 dolphins, smart monkies 
At least thats what the beastiary has to say 
 
mcallahan@home.com 
 
Date: Thu, 20 Nov 1997 15:58:29 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: Possession type question 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
 
> DM> Something I sometimes do when identifying the effects of a power is to 
> DM> imagine: "What if there were no visible effects to this at all?" 
> 
> The flaw in your reasoning is to assume that powers have effects.  They do 
> not.  Effects have powers.  You look at the effect to determine the powers 
> to use, not the other way around. 
 
	Almost got it there, Rat. 
 
	Effects need powers to define them. 
 
	Powers come with set mechanics. 
 
	Therefore, to define an effect, find the mix of mechanics that 
will do what you want.  Powers _do_ have effects, in game terms.  They are 
used to make the special effect desired. 
 
 
> Otherwise you wind up with exactly this 
> situation: misuse of a power when another will work better. 
 
 
	Hmmm.  Seems to have worked fine to me.  Might not be my first 
choice, but it used existing game mechanics of game powers to fit a 
desired SFX.  That's Champions. 
 
 
			-Tim Gilberg 
 
Date: Thu, 20 Nov 1997 16:04:18 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: Nested Force Walls [Or, the Linked Debate once Again] 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
 
	Well, it was available for YDLD (Ye Dread Linked Debate) to be 
avoided, but the Champion of the "Yes you cans" had to fire an unexpected 
and unwise attack furthering that particular position.  That said, take 
cover. 
 
> JH> My question to the list is, can he throw both in one phase, or must he 
> JH> throw them separately? 
> 
> Unless he is somehow limited, such as with a Multipower, there is nothing 
> preventing him from using as many powers in his action phase as he desires, 
> other than the need to spend Endurance. 
 
	And, of course, the one attack per phase rule. 
 
> Nothing in the BBB prevents him from "throwing" both Force Walls at once, 
> as a single action.  There are several examples in the BBB of multiple 
> powers being used simultaneously to make a single attack.  Whether or not 
 
	He doesn't point out that these examples include a certain 
(necessary) power modifier. 
 
> you, as the GM, decide that this requires a power modifier is your call as 
> a GM.  My opinion is that it does not, but there is no solid, "official" 
> ruling at this time. 
 
 
	At least an attempt at recognizing the confusing status of this 
subject.  There actually once was two official rulings, of varying degrees 
of obfusacation, taking opposite points of view.  Common sense (from the 
"No you can't" camp) will say an attack power (read, power requiring an 
attack action) is just that, an attack.  You'll see logic trying to state 
otherwise. 
 
 
			-Tim Gilberg [diving for cover -- how much AOE do 
				      you think YDLD has?] 
 
Subject: Writing Up Yourself 
Date: Thu, 20 Nov 97 17:06:27 -0500 
x-sender: DFair@pop.worldweb.net 
From: David Fair <DFair@sdslink.com> 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
>>or any equipment. With a little brutal honesty (gee, my strength is only 
>>an 11 isn't it) most people I know build comfortably at the 100 pt 
>>competent normal level (plus exp). 
> 
>This is the key point.  Whenever somebody claims that they have written  
>themselves up and it took an unrealistic amount of points, I ask to see  
>the write up.  It never fails that they over-estimate their own  
>abilities.  Because they went to the gym a couple times, they have an 13  
>STR (I've seen people give themselves an 18!), they finished college, so  
>they must have at least a 15 int, they consider themselves attractive,  
>so a 16 com is called for, they can drive a car, so of COURSE they have  
>combat driving... 
> 
>if you want a realistic write up, ask a friend to decide all of the  
>stats.. you would be surprised at the difference in opinion. 
 
I don't have my write up of myself (168 points) with me, but I was  
realistic according to the other players in my group (I did us all,  
ranging from 153-181 points, as I recall; it was about 2 years ago).  
IIRC, i had no stats over 13, and only bought 3-4 skills past the base  
level. I did buy a LOT of skills. Lets face it, I've got a masters degree  
(electrical engineering), I have been in the military for 15 years (so  
you can put me down for combat driving, combat piloting and more  
transport familiarities & weapons familiarities than you may believe  
should even exist), worked as a network admin for 3 years, ran a 3-star  
hotel (Crowne Plaza, assistant manager) for 2, was a talk-radio DJ for 3  
(part-time), etc. And that doesn't even cover my hobbies, perks (can you  
say contacts?), home and car(s). 
 
100 points wouldn't do a complete write-up of my kids. Ok, that's a gross  
exaggeration, but my point is this: 250 points ain't near enough to write  
up an adult human who has lived, worked, and studied in civilized society  
_AND_ give them superpowers to boot. 
 
PS. My COM was an 8, my INT was a 13. I used our SAT & OCS scores to  
determine the latter, my own opinion for the former. 
 
                                         |  David A. Fair 
        Think Different                  |  SDS International 
                                         |  dfair@sdslink.com 
 
X-Sender: matthew@mail.mactyre.net (Unverified) 
Date: Thu, 20 Nov 1997 14:10:54 -0800 
From: Matthew Mactyre <mm@mactyre.net> 
Subject: Re: Nested Force Walls 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
-----BEGIN PGP SIGNED MESSAGE----- 
 
At 12:58 PM 11/20/97 -0600, Jeff Hebert wrote: 
>I have a player who wants his character to throw nested force walls - 
 one 
>transparent to PD, the other to ED. When centered together, they 
would 
>effectively make one force wall. 
> 
>My question to the list is, can he throw both in one phase, or must 
he 
>throw them separately? 
 
I would consider them separate attacks and thus end his phase.  Sounds 
like he is trying to exceed some point limitation in the game with 
some creative rule bending.   
 
Another possibility is to allow him to make a "standard" force wall 
that blocks both PD and ED and just call it special effect for them to 
appear as separate force walls.  There are a couple of other ideas 
that come to mind, a modification of a power framework, etc.  However, 
I wouldn't allow his first idea in any of my games.  IMHO 
 
Matthew 
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Version: PGP for Business Security 5.5 
 
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_______________ 
Matthew Mactyre 
mm@mactyre.net  http://www.mactyre.net/ 
Join us on Dalnet in #gurpschat or #herochat 
 
X-Sender: bob.greenwade@klock.com 
Date: Thu, 20 Nov 1997 14:50:57 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Campaign-wide Average PC Power Level 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 10:47 AM 11/20/97 -0600, Sparx wrote: 
>>> >Where does everyone's Campaign-wide Average PC Power Level fall?     
>My normal Super Hero Campaign falls at around 300 points. 
 
   I'm not sure how I missed the original question (not written by Sparx, 
just so everyone understands), but... 
   In the past, I've run and played in a number of superhero campaigns, all 
with 100 base points but with various levels of Disadvantages including 
100, 150, 200, and no true limit (most characters in this case ranged 
250-325 -- the latter being my guy, who had 8 Hunters, a complication which 
the GM didn't exploit as much as he could have). 
   I've found that, while all have worked, the 100+200 games have worked 
best.  The characters have the most depth and enough problems that 
adventures (and other stories) keep rolling along more or less naturally, 
at least with a mature group. 
   Similarly, of the numerous heroic-level (75 base point) games I've been 
involved with, the ideal has been 75+125.  I've tried 75+150, but it ends 
up too loaded down (just as the "no true limit" superhero game did). 
   As with most things in gaming, others' experiences may vary. 
--- 
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: Curt Hicks <exucurt@exu.ericsson.se> 
Date: Thu, 20 Nov 1997 17:00:48 -0600 (CST) 
Subject: writing up yourself / points for skills 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
My own two bits: 
 
I started thinking about this after the other day's discussion about  
rounding out characters... 
 
Depending on how 'detailed' ? / 'intensive' ? / 'anal' ? you want to get, I can  
see somebody spending a GREAT deal of points just on their careers/jobs. 
For instance, I've been working at one company for over 10 years.   
 
If I wanted to, I could easily spend background points on  
 
contacts / allies / favors / knowledge skills / different or more 
specified professional skills (i.e. not just software engineer, but  
design group leader, project test leader, tester, etc. etc.) / reputation.. 
 
 
Curt Hicks 
 
X-Sender: bob.greenwade@klock.com 
Date: Thu, 20 Nov 1997 15:06:52 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Nested Force Walls 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 12:58 PM 11/20/97 -0600, Jeff Hebert wrote: 
>I have a player who wants his character to throw nested force walls -- one 
>transparent to PD, the other to ED. When centered together, they would 
>effectively make one force wall. 
> 
>My question to the list is, can he throw both in one phase, or must he 
>throw them separately? 
> 
>The BBB states that to establish a FW at range requires an attack roll to 
>target the hex. My argument is that when he throws the first one, that 
>attack roll terminates his phase, and he can't throw the second one until 
>his next phase. His argument is that in terms of special effects they are 
>basically the same wall, and since he isn't targeting a person or doing 
>actual damage, we should bend the rules a bit to allow them both to go off 
>at once. 
> 
>What are your thoughts on the matter? 
 
   Personally, if face with this situation, I'd be very tempted to kill the 
player. 
   But seriously, folks... [Who?  Me?] 
   Clearly, these are *not* one Force Wall.  What this player is trying to 
do is use a simple +1/2 Advantage to create a Force Wall whose PD stays up 
when its ED is broken, and vice versa.  That is definitely not according to 
Hoyle; they are two different Force Walls. 
   Either the Force Wall has PD and is Transparent to Energy attacks, or it 
has ED and is Transparent to Physical attacks. 
   Part of the problem may be that these two Powers are bought completely 
separately; I'd have them bought as fixed slots in a Multipower. 
   Another possible ruling is that the "transparent" element on one Force 
Wall cancels out all the defense of the other when the coexist in the same 
space.  The main trouble with this, though, is that it's dirty pool the 
first time it's used ("What?  The spitwad went *right through*?  How could 
that be?"), and easily circumvented later ("I'll just stagger them a few 
inches apart" -- or even putting them a full scale inch apart would make 
life difficult for any opponents). 
--- 
Bob's Original Hero Stuff Page! 
   http://www.klock.com/public/users/bobg/original.htm 
Homepage of the Merry-Go-Round Webring!  (Wanna join?) 
   http://www.klock.com/public/users/bobg/merrhome.htm 
 
 
Date: Thu, 20 Nov 1997 18:27:10 -0500 (EST) 
From: ALONE AT MIDNIGHT <RAVANOS@jcs1.jcstate.edu> 
Subject: Not-so-normal write-ups 
X-VMS-To: IN%"champ-l@omg.org" 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
	I'd like to see some normal write ups of you people.  Yeah, you. 
I wouldn't mind if they were a bit humorous, either... 
	I double dare you. 
	...OK!  OK!  It's my pathetic half-arsed way of wanting to get to know 
all of you better.  :) 
		All that is good and pure!  His Psychological Limitations! 
						Jason Sullivan 
 
Reply-To: "Lisa Hartjes" <beren@unforgettable.com> 
From: "\"Lisa Hartjes\" <beren@unforgettable.com> 
        \"Hero System Listserv\"" <hero-l@emerald.omg.org&> 
        "Tad Kelson" <remmie@null.net&> "Rob Wallace" <knight@sympac.com.au&> 
        "Paul Koch" <pkoch@isd.net&> "Neale Davidson" <nealed@erols.com&> 
        "Michelle Knight" <mlknight@mindspring.com&> 
        "Mia Karen Sherman" <seraph@wam.umd.edu&> 
        "Matt Korth" <korthmat@pilot.msu.edu&> "Kenneth W. Crist Jr." <kayuuc>, 
        ee@cfar.umd.edu, 
        "Duane \"Nathan Phillips\" Morris" <duane@turing.sci.yorku.ca&> 
        "David W Toomey" <dwtoomey@juno.com&> <d005608c@dc.seflin.org&> 
        "Charles T. Badger" <wbandsis@westco.net&> 
        "Luke Whitehead" <magician@bc1.com&> 
        "Wyrdlyng" <wyrdlyng@geocities.com&> 
        "Michael Telford" <mtelford@vancouver.net&> 
        "Len Undy" <bryce144@fan.net.au&> 
        "Cheryl Sheppard" <clas@telusplanet.ne&> t, 
        "Alex Hunter" <alex_hunter@email.fpl.com&> 
        "Aaron & Mary in Maryland" <AAMW@EARTHLINK.NET&> 
        "tina mcgeraldsmith" <tmcsmith14@hotmail.com&> 
        "Women In Gaming ListServ" <wig@dedaana.otd.com&> 
        "Women In Gaming Open List" <wig@list.pitt.edu&> 
        "Rafael Sant'Anna Meyer" <avatar@br.homeshopping.com.br&> 
        "Gary Ciaramella" <BlkDoogan@aol.com&> "Erik Yocum" <ecy@umich.edu&> 
        "David Holst" <dh>, 
        "@cray.co" <AlexBobb@aol.com&> 
        \"Alex Rojas\" <rojasa@uthscsa.edu&> \"John S. Turner\" <avery1@flash.net&> 
        \"Stormme Kinkade\" <stormme@earthling.net&> 
        \"John \\"BioStorm\\ 
Subject: Bouncing email 
Date: Thu, 20 Nov 1997 18:43:35 -0500 
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 
 
If anyone was wondering why email being sent to me in the past 48 hours has 
been bouncing, my former ISP decided to close down my account without 
informing it was going to happen, or why. 
 
So, if you sent me mail in the past 48 hours, please resend it.  It might 
not have made it to me. 
 
For the listserv managers, please make sure that the email address for me 
has been changed to beren@unforgettable.com otherwise it will never make it 
to me ever again. 
 
 
Lisa Hartjes 
beren@unforgettable.com 
Home:  http://www.fortunecity.com/roswell/daniken/79 
"What do you mean, don't press the red button......." 
 
X-Sender: bob.greenwade@klock.com 
Date: Thu, 20 Nov 1997 15:43:59 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: DNPC: Pets 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 07:02 PM 11/20/97 -0500, Eric Burns wrote: 
>> Int 2 fish, sharks, snakes 
>> Int 3 rabbits, bats, owls 
>> Int 4 rats, wolverines, mules 
>> Int 5 Horses bears, eagles 
>> Int 6 cats, dogs, dumb monkies 
>> Int 7 dolphins, smart monkies 
>> At least thats what the beastiary has to say 
>>  
>> mcallahan@home.com 
>>  
> 
>Int 4 the average television writer 
>Int 3 people who call psychic hotlines 
 
 Int 2 Fox TV Network daytime programming executives 
--- 
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: Thu, 20 Nov 1997 15:48:52 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Reduced END Movement & NCM 
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 PM 11/20/97 -0500, Eric Burns wrote: 
>I have a question about the point cost of movement powers.  Let's 
>say Generic Flying Hero buys 10" of flight with a 16x modifier on 
>NCM to make his total non-combat movement 32x as fast as his combat 
>movement.  So, basically: 
> 
>Flight - 10" (20pts), x16 NCM (x32) (+20pts = 40pts) 
> 
>So far so good.  Now here's the rub: GFH wants to buy the advantage 
>1/2 END (+1/4) for his flight power.  Does this advantage apply 
>just to the 10", or does GFH have to purchase it on the whole 
>power.  In other words, does GFH's flight power look like this: 
> 
>Flight - 10" (20pts), 1/2 END [+1/4] (+5 = 25pts);  
>         x16 NCM (x32) (+20pts = 45pts) 
> 
>or like this: 
> 
>Flight - 10" (20pts), x16 NCM (x32) (+20pts = 40pts),  
>         1/2 END [+1/4] (+10pts = 50pts) 
> 
>I tend to think the second is correct, but an example in the BBB 
>(mosquito) seems to do it the first way.  What do you think, folks?  
 
   I've always done it the second way, and HeroMaker agrees with me (I 
checked it out using your example), so I'd just say assume Mosquito's 
variance is an error. 
--- 
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: Reduced END Movement & NCM 
Date: Thu, 20 Nov 1997 18:57:21 -0500 (EST) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
I have a question about the point cost of movement powers.  Let's 
say Generic Flying Hero buys 10" of flight with a 16x modifier on 
NCM to make his total non-combat movement 32x as fast as his combat 
movement.  So, basically: 
 
Flight - 10" (20pts), x16 NCM (x32) (+20pts = 40pts) 
 
So far so good.  Now here's the rub: GFH wants to buy the advantage 
1/2 END (+1/4) for his flight power.  Does this advantage apply 
just to the 10", or does GFH have to purchase it on the whole 
power.  In other words, does GFH's flight power look like this: 
 
Flight - 10" (20pts), 1/2 END [+1/4] (+5 = 25pts);  
         x16 NCM (x32) (+20pts = 45pts) 
 
or like this: 
 
Flight - 10" (20pts), x16 NCM (x32) (+20pts = 40pts),  
         1/2 END [+1/4] (+10pts = 50pts) 
 
I tend to think the second is correct, but an example in the BBB 
(mosquito) seems to do it the first way.  What do you think, folks?  
 
-Eric 
 
From: Eric Burns <burns@cug.dorm.usm.maine.edu> 
Subject: Re: DNPC: Pets 
Date: Thu, 20 Nov 1997 19:02:34 -0500 (EST) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
> Int 2 fish, sharks, snakes 
> Int 3 rabbits, bats, owls 
> Int 4 rats, wolverines, mules 
> Int 5 Horses bears, eagles 
> Int 6 cats, dogs, dumb monkies 
> Int 7 dolphins, smart monkies 
> At least thats what the beastiary has to say 
>  
> mcallahan@home.com 
>  
 
Int 4 the average television writer 
Int 3 people who call psychic hotlines 
 
-Eric 
 
From: Eric Burns <burns@cug.dorm.usm.maine.edu> 
Subject: Re: DCH to Hero conversion help needed 
Date: Thu, 20 Nov 1997 19:04:33 -0500 (EST) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
> The way Batman is written in the comics, he is one of the few "Normals" I 
> would let have a SPD 7. 
>  
> Mike 
>  
 
So Batman can run 30 MPH?  I guess I missed that issue... 
 
-e 
 
Date: Thu, 20 Nov 1997 20:36:22 -0500 
From: Geoffrey Speare <geoff@omg.org> 
Subject: Possession type question 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
> I'm not talking about a "default effect".  This is written into the 
> mechanics: Shrinking is defined from sentence one as "A character with this 
> Size Power can decrease in size".  That's what the power DOES -- it makes 
> you smaller.  That's ALL it does.  Everything else under the description is 
> merely an explanation of the benefits of being that small. 
 
I knew this was going to come up again. :-)  
 
I personally take the entire set of Shrinking effects (size change, DCV, 
increased knockback, etc.) as the effect of the power; thus, Shrinking "no 
size change" is a great way to do Density Decrease (if you have some bizarre 
need to pay points for it, that is :-). It's a philosophical difference in the 
way you and I look at the power descriptions -- so of course we have to argue 
about it over several days now. :-) 
 
Geoff Speare 
 
From: jonesmj@topaz.cqu.edu.au 
Date: Fri, 21 Nov 1997 12:08:03 +1000 
Date-warning: Date header was inserted by topaz.cqu.edu.au 
Subject: Re: Marvel Char: Juggernaut 
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 11:31 AM 11/20/97 -0800, you wrote: 
>Rodrigo Cesar Gevaerd de Faria writes: 
>>  
>>    This is Professor X's half-brother. He found a mystical stone which 
>> gave him powers. See if your heroes can scratch this guy :p 
>Probably...the stun lottery is your friend.  Not a very accurate conversion 
>anyway. 
 
 
actually, this was a good conversion for the original juggernaught- y'know, the guy  
that cyclops managed to kick off him when he fell on him? 
 
 
From: jonesmj@topaz.cqu.edu.au 
Date: Fri, 21 Nov 1997 12:12:07 +1000 
Date-warning: Date header was inserted by topaz.cqu.edu.au 
Subject: Re: Marvel Char: Juggernaut 
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 11:43 AM 11/20/97 -0800, you wrote: 
> 
>Here's a different way to do it: 
> 
>Juggernaut 
>100 Str  80    7 1 level Growth, Always On 
 
i'd object to this. no way he can lift this much, that's why the hulk beat 
him recently (my best guess is that 'celestrial hulk' had 100str.) 
Give him 100 str- if you want to alter stats, i say make dc heros less 
powerful, not marvel guys more powerful. . . 
 
>Here's Cain before his recent trip inside the Ruby.  He claims to 
>be tougher now, but I haven't seen it yet. 
> 
>=============================================================================== 
>Character write-up by Sam Bell.  Permission granted to duplicate and trasmit,  
>as long as this note is not removed.  Send comments to sam@shonen.Eng.Sun.COM 
>=============================================================================== 
> 
> 
> 
 
From: jonesmj@topaz.cqu.edu.au 
Date: Fri, 21 Nov 1997 12:17:25 +1000 
Date-warning: Date header was inserted by topaz.cqu.edu.au 
Subject: Re: Marvel Char: Juggernaut 
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 02:58 PM 11/20/97 -0500, you wrote: 
>>   This is Professor X's half-brother. He found a mystical stone which 
>>gave him powers. See if your heroes can scratch this guy :p 
>> 
>> 
>>Name     : Juggernaut                                 
>>Secret ID:                                 
>>Value Char      Cost Base Max  Pts 
>>  50  Str........x1    10 N/A  40  
> 
>+10 STR for growth. 60 STR?? That's it?? 
> 
 
yes, that's it. class 100 strenth, unerthly in old  
marvel talk. .  
 
>>Income Level Poor                5 
> 
>Given that Juggs has total life support, his needs are low, and he can 
>always swipe $$$, this isn't warranted. 
> 
 
. . . however he's currently spending all he can curing black tom. ..  
 
 
 
>>    40 Regeneration: 6 BODY/Turn                       0 
>>         Only if he takes no dam during a turn(-1/2)     
> 
>Huh? Where's the justification for this lim? 
>                                                         
 
check out x-force (guest starring spidey and juggie) 
whichever twonk was writing it decided shatterstar 
could stab juggy in the eyes *lol* but he regenerated. .  
what this lim means is that *if* the pc's manage to  
cancel his defences (like thor did once) they can actually 
take him down. . . ..  
 
 
 
> 
 
From: jonesmj@topaz.cqu.edu.au 
Date: Fri, 21 Nov 1997 12:20:41 +1000 
Date-warning: Date header was inserted by topaz.cqu.edu.au 
Subject: Re: Marvel Char: Juggernaut 
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 12:03 PM 11/20/97 -0800, you wrote: 
>Rodrigo Cesar Gevaerd de Faria wrote: 
>>  
>>    This is Professor X's half-brother. He found a mystical stone which 
>> gave him powers. See if your heroes can scratch this guy :p 
>>  
>> Name     : Juggernaut 
>> Secret ID: 
>> Value Char      Cost Base Max  Pts 
>>   50  Str........x1    10 N/A  40 
> 
>Probably on par if you go by Marvel stats, but in a champs write-up 
>he should be stronger. 
> 
 
no, he should not. what are you people on? his main power is  
being indestructable. . . . if you give him ultra-ultra strenth as well,  
lots of the sneaky ways to undo him won't work. . like when spidey sunk him in  
concrete.  
 
 
Date: Thu, 20 Nov 1997 19:06:29 -0800 
From: Rook <rook@infinex.com> 
CC: hero-l@omg.org 
Subject: Re: Campaign-wide Average PC Power Level 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
 
David Fair wrote: 
 
> >Where does everyone's Campaign-wide Average PC Power Level fall?  <<< 
> 
> I long ago got disgusted by how much you couldn't buy with the standard 
> 250 points (background skills, perks, etc). 
> These days our characters are built as people first, with all the 
> experiences & background stuff you want to fit your conception. It's all 
> free. You can then spend up to 250 points on combat/adventuring stuff. If 
> your background is used heavily in your adventuring, then you have to pay 
> for half of it. 
 
Taken from my webpage I use: 
(The full details are at: 
    http://www.infinex.com/~rook/champs/camprule.html 
) 
 
Character Formation (How to stuff your Bear, How much cotton to use, what 
kinds of buttons can be used for the eyes...) 
 
            Power Level should be set to be about as powerful as the 
characters depicted in the Basic 
                        Rule-set. If you do not have this rule-set but have 
the 
                        Herosystem Rule-set instead, consult me on this. 
                        Point Totals 
 
                            Exact point totals are not important. What is 
                            important is the power level and concept. Use 
however 
                            many or few points it takes to get a fully 
fleshed out 
                            character who is about as powerful (give or take 
a bit) 
                            as the characters we see in the basic book, 
without 
                            being so bland of detail as they are. 
                                Final point total should be between 250 to 
300 
                                points. Or perhaps more if needed, or less if 
not 
                                needed. 
                                Base points should be around 120. Or rather 
                                the difference between the Final Total and 
                                the Total of the Disads. 
                                Disads Total should be the difference 
                                between Base Points and the Final Total. 
 
            Character abilities should be much more diverse than that shown 
in the basic rule-set however. 
            Define your Powers Concept to it's full extant, but keep the 
power level down to that mentioned 
            above. Have all powers fitting the character, yet none which are 
there just to fill in gaps or 
            spend points. 
            If a power makes sense, is well fleshed out, and is used in a way 
that doesn't violate the chosen 
            power level; it will be allowed. 
 
                Variable Power Pools will require at least a page of 
explanation into how they work 
                and what limits them. 
 
            Character should have a full compliment of Appropriate Background 
skills. Ask yourself what this 
            person is without their powers, then fill that out completely. 
            Background Story. I expect a good page or two of detail on the 
character's history, personality, 
            and abilities. An actual story helps as well; showing the 
character having to deal with some major 
            turning point in life, a major moral crisis, or something along 
those lines. An illustration, even if 
            it's a scanned an modified version of some other work, goes a 
long way here. 
 
 
-- 
Rook 
 
Super Hero Links Page: 
http://www.infinex.com/~rook/SH/SHlinks.html 
 
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: Thu, 20 Nov 1997 21:15:39 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: Possession type question 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
> I knew this was going to come up again. :-) 
 
	What!?  The list has *seen* this discussion before?!? 
 
> I personally take the entire set of Shrinking effects (size change, DCV, 
> increased knockback, etc.) as the effect of the power; thus, Shrinking "no 
 
	And on the same token, the entire set of effects of each and every 
power is the effect of the power.  As limitations allow a power to lose an 
effect (it does less, therefor it is less usefull), a power could 
conceivably be pared down to merely one of its effects. 
 
	Thus, Gliding only allows one to stay off of the ground, though 
forward motion is of course severely hampered by lack of descent. 
 
	Thus, someone could be desolid yet still be unable to pass through 
any substances, merely having attacks seem to pass right through.  (Of 
course, said character would still be unable to affect the physical world 
while in this state.) 
 
	Etc.  Etc. 
 
	This *is* the Hero system.  Take one effect, find the powers that 
will simulate said effect, shake before using. 
 
 
			-Tim Gilberg 
 
 
X-Sender: ludator@mail.softfarm.com 
Date: Thu, 20 Nov 1997 21:57:45 -0600 
From: Vox Ludator! <ludator@mail.softfarm.com> 
Subject: Re: Non shrinking shrinking 
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 
 
At 12:18 PM 11/20/97 -0800, Christopher Taylor wrote: 
> It works well for simulating density decrease, as it works out as well. 
> You lose the benefits but weigh a lot less, and get the extra KB.  My 
> Vision type character used it, get really light, have someone toss you, 
> and fire up the Density increase for the big punch.  Very nasty move 
> throughs that way. 
 
IMO, "density decrease" short of insubstantiality (about the only way the 
Vision ever uses this trick) is not a useful ability.  After all, look 
what's left of the Shrinking Power after removing the size change element: 
all that remains is the disadvantageous portion (the extra KB).  Sounds more 
like a Physical Limitation than a Power to me. 
 
-- 
Vox 25:17, Patron Saint of Gadflies 
+-----------------------------------------------------------------+ 
| "The only thing necessary for the triumph of evil is for good   | 
| men to do nothing." -- Edmund Burke (1729-1797)                 | 
+-----------------------------------------------------------------+ 
   Visit the SoapVox at http://www.io.com/~angilas/soapvox.html 
 
X-Sender: ludator@mail.softfarm.com 
Date: Thu, 20 Nov 1997 21:57:47 -0600 
From: Vox Ludator! <ludator@mail.softfarm.com> 
Subject: Re: Possession type question 
Cc: champ-l@omg.org 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
X-Status:  
X-Keywords: 
X-UID: 16 
 
At 03:58 PM 11/20/97 -0600, Tim R. Gilberg wrote: 
>	Almost got it there, Rat. 
 
Actually, I'd say he was exactly right. 
 
>	Effects need powers to define them. 
>	Powers come with set mechanics. 
> 
>	Therefore, to define an effect, find the mix of mechanics that 
>will do what you want.  Powers _do_ have effects, in game terms.  They are 
>used to make the special effect desired. 
 
This approach is something like setting up a chessboard with 2 more rooks 
instead of bishops.  Sure, it could be useful -- but utility != validity. 
 
Powers come with set mechanics, but you do NOT match the mechanics to the 
effects.  You match the POWERS with the effects, and let the mechanics take 
care of themselves. 
 
-- 
Vox 25:17, Patron Saint of Gadflies 
+-----------------------------------------------------------------+ 
| "The only thing necessary for the triumph of evil is for good   | 
| men to do nothing." -- Edmund Burke (1729-1797)                 | 
+-----------------------------------------------------------------+ 
   Visit the SoapVox at http://www.io.com/~angilas/soapvox.html 
 
X-Sender: ludator@mail.softfarm.com 
Date: Thu, 20 Nov 1997 21:57:49 -0600 
From: Vox Ludator! <ludator@mail.softfarm.com> 
Subject: Re: Possession type question 
Cc: champ-l@omg.org 
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At 09:15 PM 11/20/97 -0600, Tim R. Gilberg wrote: 
>> I knew this was going to come up again. :-) 
> 
>	What!?  The list has *seen* this discussion before?!? 
 
I think he was referring to the "first sentence principle" which was 
threaded somewhere into my posts. 
 
>	And on the same token, the entire set of effects of each and every 
>power is the effect of the power.  As limitations allow a power to lose an 
>effect (it does less, therefor it is less usefull), a power could 
>conceivably be pared down to merely one of its effects. 
 
... at which point one will realize there is a better way of executing that 
effect. 
 
-- 
Vox 25:17, Patron Saint of Gadflies 
+-----------------------------------------------------------------+ 
| "The only thing necessary for the triumph of evil is for good   | 
| men to do nothing." -- Edmund Burke (1729-1797)                 | 
+-----------------------------------------------------------------+ 
   Visit the SoapVox at http://www.io.com/~angilas/soapvox.html 
 
X-Sender: ludator@mail.softfarm.com 
Date: Thu, 20 Nov 1997 21:57:51 -0600 
From: Vox Ludator! <ludator@mail.softfarm.com> 
Subject: Re: On the ground gliding 
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At 06:00 AM 11/21/97 -0500, ALONE AT MIDNIGHT wrote: 
>	If you have Gliding, only on the ground, so you hovered mere 
>inches off the floor, could you use your forward motion from, let's 
>say, running, to get you moving? 
 
Yes -- and then you stop when you switch to Gliding, because you can't fall 
1" and therefore can't maintain forward velocity. :/  That's the way it 
works -- you can't Glide at 0" off the ground. 
 
>	How would you simulate the effects of a character with Air Walking 
>(the ability to walk in air as if it were sold)? 
 
6" Flight, No Turn Mode (+1/2). 
 
>	What sort of powers/limitations would you use to simulate 
>Levitation? 
 
If you mean AD&D style levitation, "Flight, Only along vertical plane (-1)". 
Vox 25:17, Patron Saint of Gadflies 
+-----------------------------------------------------------------+ 
| "The only thing necessary for the triumph of evil is for good   | 
| men to do nothing." -- Edmund Burke (1729-1797)                 | 
+-----------------------------------------------------------------+ 
   Visit the SoapVox at http://www.io.com/~angilas/soapvox.html 
 
Date: Thu, 20 Nov 1997 23:25:17 -0600 (CST) 
X-Sender: mlnunn@scrtc.blue.net 
From: Michael Nunn <mlnunn@scrtc.blue.net> 
Subject: Re: Writing Up Yourself 
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I can see both sides of the coin, I wrote up my self using a true Hero 
sourcebook aproach, I was very expensive, over 200 points, most of those on 
my military training, Army Ranger school, Airborne, Air Assault, Sniper 
school, a ton of other military schools plus I was also a EMT.  I have my 
doubts about some of those CHAR requiriments, I don't think I have a 18+ 
STR, a reguirement for Ranger school.   
 
On the other hand I did it in a more realistic fashion, I cost under 100 and 
still had most of the things I feel I should have. 
 
The level of the game you will be playing in should dictate the approach you 
use. 
 
Rising Force Publications 
Herozine The Superhero RPG Fanzine... 
http://members.aol.com/hzineweb/index.htm 
 
From: "D. Michael Basinger" <dbasinge@arches.uga.edu> 
Subject: Character: Revanaut 
Date: Fri, 21 Nov 1997 02:46:05 -0500 (Eastern Standard Time) 
Priority: NORMAL 
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Here is a character I created last night when I could not sleep. 
 
Name: Revanaut 
Secret ID: John Digger 
Note: 
John was a truck driver and factory worker for a living. One month he  
could not pay the "protection" money the local mafia wanted. They took  
John and his family out and killed them. A Voice (tm) offer John a  
cahnce to go back and seek justice againist the ones who killed home.  
He came back stronger and very resistance to damage, but still dead. He  
trained himself in detective work and martial arts, and became  
Revanaut: The Decomposing Detective. 
 
+-----------------------------------+----------------------------------------+ 
|VALUE CHARACTERISTIC COST BASE  PTS|NAME: John Digger                       | 
|   30 Strength         x1    10   0|HERO ID: Revanaut                       | 
|   18 Dexterity        x3    10  24|PLAYER:                                 | 
|   18 Constitution     x2    10  16|----------------------------------------+ 
|   14 Body             x2    10   8| PTS             POWERS              END| 
|   15 Intelligence     x1    10   5|  10 EC (10),"Dead"                     | 
|   15 Ego              x2    10  10|10a) +20 STR                           2| 
|   15 Presence         x1    10   5|10b) +20 PD                             | 
|    8 Comeliness       x1/2  10  -1|10c) +20 ED                             | 
|   26 Physical Defens  x1     6   0|20d) Life Support,doesn't breathe,      | 
|   24 Energy Defense   x1     4   0|     doesn't eat/sleep/excrete,safe     | 
|    5 Speed            x10  2.8  22|     in vacuum/pressure,safe in         | 
|   10 Recovery         x2    10   0|     radiation,safe in heat/cold,       | 
|   36 Endurance        x1/2  36   0|     immune to disease,immune to        | 
|   40 Stun             x1    38   2|     aging                              | 
|       Characteristics Cost:     91| 8e) 20/20 Damage Resistance,Does not   | 
+-----------------------------------+     prevent penetration(-1/4)          | 
|DISADVANTAGES         BASE: 100+PTS|15f) 4D6 Ego Attack,"Call from the      | 
|Secret ID,"John Digger"          15|     grave",Must have killed someone    | 
|Enraged,"When someone is         10|     before(-1)                        4| 
| killed",uncommon,occur 14-,       |10g) 2 BODY Regen                       | 
| recover 11-                       |   4 2 Levels: Ego Attack               | 
|Psych Lim,"Code vs Killing",     25|   3 Forensic Medicine 12-              | 
| very common,total                 |   3 Security Systems 12-               | 
|Rep,"The Decomposing             10|   3 Streetwise 12-                     | 
| Detective",occur 11-              |   3 Disguise 11-                       | 
|Distinctive,"Dead",easily        10|   3 Simulate Death                     | 
| concealable,major                 |   5 Criminology 13-                    | 
|Hunted,"Game city mafia",more    20|   5 Deduction 13-                      | 
| powerful,non-combat influence,    |   5 Interrogation 13-                  | 
| harsh,appear 8-                   |   3 Lockpicking 13-                    | 
|Psych Lim,"Hatred of Firearms",  15|   3 Paramedic 12-                      | 
| common,strong                     |   4 M Strike,"Punch"                   | 
|Vuln,"Fire",very common,x1 1/2   15|   5 Off Strike,"Roundhouse"            | 
| stun                              |   4 Nerve Strike,"Low Blow"            | 
|Vuln,"Fire",very common,x1 1/2   15|   4 Martial Disarm                     | 
| body                              |   4 Martial Escape                     | 
|Unluck,1D6                        5|   2 TF,Small (Cars),Large              | 
|Psych Lim,"Uncomfortable in      10|     (Semi-Trucks)                      | 
| social settings",common,          |   3 PS: Detective 12-,(INT based)      | 
| moderate                          |                                        | 
|                                   |                                        | 
|                                   |                                    
|          Disadvantages Total : 150| 159 : Powers Total                     | 
|             Experience Spent +   0|  91 + Characteristic Total             | 
|                 Total Points = 250| 250 = Total Cost                       | 
+-----------------------------------+----------------------------------------+ 
 
-- 
D. Michael Basinger 
dbasinge@arches.uga.edu 
 
Date: Thu, 20 Nov 1997 23:57:44 -0800 
From: mcallahan <mcallahan@home.com> 
Reply-To: mcallahan@home.com 
Subject: Re: Writing Up Yourself 
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>I can see both sides of the coin, I wrote up my self using a true Hero 
>sourcebook aproach, I was very expensive, over 200 points, most of those on 
>my military training, Army Ranger school, Airborne, Air Assault, Sniper 
>school, a ton of other military schools plus I was also a EMT.  I have my 
>doubts about some of those CHAR requiriments, I don't think I have a 18+ 
>STR, a reguirement for Ranger school.   
 
What source book has the ranger shcool with an 18 STR requirment? 
As an odd sidenote the strongest man on earth Kirk Karwoski could/can 
lift 
455Kg, giving him a strength of 21 (ish) (at least I think he's the 
strongest, 
thoes guys who run the weighlifting/powerlifting webpages have a 
language all 
their own). 
Personaly I write up EMT training as the basic 3 pts of paramedic (I'm 
EMT-IA 
certified, so I know of which I speak), consider that they always show 
up in  
pair so they can compliment each others skill rolls, and the equiptmnt 
in the  
rig is good for a plus or two, so they are more effective than their 
skill 
alone would indicate. (Also EMT's never actually get sent to real 
emergencies, 
Paramedics do.) 
 
mcallahan@home.com 
 
Reply-To: "Filksinger" <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
Subject: Re: DNPC: Pets 
Date: Fri, 21 Nov 1997 01:57:52 -0800 
X-MSMail-Priority: Normal 
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On Wednesday, November 19, 1997 7:34 PM, Jeremiah Driscoll wrote: 
 
<snip> 
>Yeah, but I haven't had anyone want to play Rin-Tin-Tin, or Rex, The 
Wonder 
>Dog, yet... 
> 
 How about Power Pooch?:) 
 
Filksinger 
 
Date: Fri, 21 Nov 1997 06:00:35 -0500 (EST) 
From: ALONE AT MIDNIGHT <RAVANOS@jcs1.jcstate.edu> 
Subject: On the ground gliding 
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	If you have Gliding, only on the ground, so you hovered mere 
inches off the floor, could you use your forward motion from, let's 
say, running, to get you moving? 
 
	How would you simulate the effects of a character with Air Walking 
(the ability to walk in air as if it were sold)? 
	What sort of powers/limitations would you use to simulate 
Levitation? 
 
Date: Fri, 21 Nov 1997 05:39:07 -0600 (CST) 
X-Sender: mlnunn@scrtc.blue.net 
From: Michael Nunn <mlnunn@scrtc.blue.net> 
Subject: Re: Writing Up Yourself 
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At 11:57 PM 11/20/97 -0800, mcallahan wrote: 
>>I can see both sides of the coin, I wrote up my self using a true Hero 
>>sourcebook aproach, I was very expensive, over 200 points, most of those on 
>>my military training, Army Ranger school, Airborne, Air Assault, Sniper 
>>school, a ton of other military schools plus I was also a EMT.  I have my 
>>doubts about some of those CHAR requiriments, I don't think I have a 18+ 
>>STR, a reguirement for Ranger school.   
> 
>What source book has the ranger shcool with an 18 STR requirment? 
I think it was "Here there be Tigers" or it could have been one of the Dark 
Champions books.  It's been awhile. 
 
>As an odd sidenote the strongest man on earth Kirk Karwoski could/can 
>lift >455Kg, giving him a strength of 21 (ish) (at least I think he's the 
>strongest,thoes guys who run the weighlifting/powerlifting webpages have a 
>language all their own). 
>Personaly I write up EMT training as the basic 3 pts of paramedic (I'm 
>EMT-IA certified, so I know of which I speak), consider that they always show 
>up in pair so they can compliment each others skill rolls, and the equiptmnt 
>in the rig is good for a plus or two, so they are more effective than their 
>skill alone would indicate. (Also EMT's never actually get sent to real 
>emergencies, Paramedics do.) 
 
I agree, I was an EMT for 2 years, I got 4 days of training in the Army 
called combat life savers, I felt like I learned alot more there.   
Rising Force Publications 
Herozine The Superhero RPG Fanzine... 
http://members.aol.com/hzineweb/index.htm 
 
Date: Fri, 21 Nov 1997 03:39:48 -0800 
From: Captain Spith <cptspith@teleport.com> 
Reply-To: cptspith@teleport.com 
Subject: Re: Campaign Power Levels 
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Egyptoid@aol.com wrote: 
 
>Where does everyone's Campaign-wide Average PC Power Level fall?  <<< 
 
   In my current campaign (4-colour Superhero), PCs are 100+175 with the 
stipulation that 25 points or more are spent on character development 
stuff like hobbies, random talents and other stuff like that. 
   My last game (which was my current game-world 200 years ago) was 
100+50; the first emergence/re-emergence of superheroes in the world.  I 
wanted them to be basically normals with a power or two; powerful but 
still definitely vulnerable. 
 
   And every game I have ever played a character in has been 100+150.  
It is a very comfortable power level.  It's usually hard to get 
everything you want into only 250 points, but it makes a player think 
about what the character *really* needs, and gives immediately a 
direction to go with accrued experience. 
 
--  
   -Capt. Spith 
   Savior of Humanity 
   Secular Messiah 
 
X-Sender: ghost@mail.softfarm.com 
Date: Fri, 21 Nov 1997 05:52:29 -0600 
From: Bryce Berggren <ghost@softfarm.com> 
Subject: Re: Non shrinking shrinking 
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At 03:36 PM 11/21/97 -0500, Geoffrey Speare wrote: 
>> Are you people beginning to see just how silly this is?  Please, work from 
>> the effects back to the power(s) that simulate the effects rather than 
>> trying to wedge a power into fitting an effect. 
> 
>I want some of the effects listed in the Shrinking table; thus, I buy 
>Shrinking and limit out the ones I don't want. Simple!  
> 
>Geoff Speare 
 
I dunno, Geoff. Normally you seem on the ball, but ... ignoring the first 
sentence principle for a moment here, there are six mechanical elements 
to the Shrinking (weight lessen, height lessen, DCV bonus, PER penalty, 
KB increase, growth velocity). To use it for "density decrease," you have 
to limit out 4 of them. Any time 2/3 of the power isn't right for what 
you want to do, somehow I'm thinking the power /period/ isn't right for 
what you want to do. 
 
It's like Long's suggestion somewhere of KB with the limitation that 
it only prevents the damage, not the actual knocking back. Sure, this 
technically is playable from a purely theoretical standpoint, but it 
makes more sense to buy extra PD against Knockback, since it's specifically 
/meant/ to prevent damage. 
 
 
H. G. 
 
He beats his fists against the posts 
and still insists he sees the ghosts 
 
X-Sender: bob.greenwade@klock.com 
Date: Fri, 21 Nov 1997 05:49:58 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: DNPC: Pets 
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At 07:07 PM 11/20/97 +0500, Jeremiah Driscoll wrote: 
>> Int 2 Fox TV Network daytime programming executives 
>> 
>Especially whoever decided to axe The Tick. 
 
   That would be the Fox Kids' Network.  I'm referencing the 
all-to-short-lived Fox After Breakfast, which execs retooled into 
unrecognizability, and then replaced with a second incarnation of the Vicki 
Lawrence Show (which lasted about 8 weeks). 
--- 
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: Writing up yourself 
Date: Fri, 21 Nov 1997 08:18:38 CST 
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David Fair says: 
 
>I don't have my write up of myself (168 points) with me, but I was  
>realistic according to the other players in my group (I did us all,  
>ranging from 153-181 points, as I recall; it was about 2 years ago).  
>IIRC, i had no stats over 13, and only bought 3-4 skills past the base 
 
If you can dig this up, I would be interested in seeing it. 
 
 
>level. I did buy a LOT of skills. Lets face it, I've got a masters  
degree  
>(electrical engineering), I have been in the military for 15 years (so  
>you can put me down for combat driving, combat piloting and more  
 
 
What do you consider 'combat driving' and 'combat piloting'?  Unless  
you've had extensive training/experience driving and flying while in a  
combat situation, these would be covered already by your transport  
familiarities. 
 
 
>transport familiarities & weapons familiarities than you may believe  
 
Okay, Transport familarities:  Ground vehicles for 2 pts and probably 1  
pt for planes (or 2 pts if you also learned helicopters), another 2 pts  
for small arms, maybe a pt or 2 in uncommon if you've learned grenade  
launchers etc.  This is still only 5-8 pts to cover just about anything  
earth based (or did you train at area 51?) 
 
 
>should even exist), worked as a network admin for 3 years, ran a 3-star  
>hotel (Crowne Plaza, assistant manager) for 2, was a talk-radio DJ for  
3  
>(part-time), etc. And that doesn't even cover my hobbies, perks (can  
you  
>say contacts?), home and car(s). 
 
I'm assuming you have quite a few points tied up in home and car..  
unless you consider yourself a superhero, you don't pay points for  
those. 
 
As for the skills, you'd be surprised at how few skills most jobs  
actually require.. and most of those will be at the familiarity level.   
Most hobbies wouldnt even be something that you would pay points for  
(KS:Stamp collecting? KS:Hero Rules?).  As for contacts, I would bet  
that most of them are merely aquaintances.   
 
 
I still maintain my position that anybody who spends a large amount of  
points building 'themselves' is over-estimating their own abilities.  
(and/or charging themselves points for things they shouldnt be) 
 
 
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! 
------------------------------------------------------- 
 
 
______________________________________________________ 
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From: Dave Mattingly <DaveM@FocusSoft.com> 
Subject: Re: Non shrinking shrinking 
Date: Fri, 21 Nov 1997 09:44:31 -0500 
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Vox wrote: 
>IMO, "density decrease" short of insubstantiality (about the only way  
>the Vision ever uses this trick) is not a useful ability.  ... Sounds  
>more like a Physical Limitation than a Power to me. 
 
What about when you need to cross a rope bridge, or when you need to be 
thrown a great distance, or when you use it against others so that you 
can knock them back further, or when you reduce your mass for 
teleporting purposes, etc. 
 
Here's a few examples from 
http://www.geocities.com/area51/cavern/1905/haym15f.html: 
 
Example: The Apparition, besides becoming desolid, can become semi-solid 
with 3 levels of no-size-change Shrinking and 12 linked levels of 
Knockback Resistance. When semi-solid, he has +6 DCV, he has a -6 to PER 
rolls against him, he weighs only 1/2 a pound, and he takes (a net of) 
3" less Knockback (since it's hard to push mist around - except for 
wind-based attacks -- just like it's hard to throw a balloon as far as a 
basketball).  
 
Example: Paperboy can become light as a feather. He buys 5 levels of 
no-size-change Shrinking, to weigh 1/10 of an ounce. He'll travel an 
extra 15" when knocked back. It's a good thing he has paper-airplane 
gliding!  
 
And if only the weight reduction (and not the DCV or PER modifiers) is 
desired, Shrinking with a mass-only limitation -1/2 can be bought.  
 
Example: The Walker of Worlds can decrease his mass. With 2 levels of 
Shrinking, mass only, he doesn't get +4 DCV or -4 to PER rolls against 
him, but he does get 1/64x Mass, and +6" Knockback. He also looks funny 
getting around using that half-walk half-leap that the astronauts used 
on the moon.  
 
Example: Little John ("Don't let the name fool you - in real life I'm 
actually very big.") has 15 points of Growth, always on, giving him a 
3/4 ton mass. Dr. Lightfoot runs across a rope bridge to escape, knowing 
that the bridge can't hold Little John's weight. What the villain 
doesn't realize is that Little John can reduce his mass with some 
effort. Using his 1 level of mass-only Shrinking, Little John's weight 
is that of a normal man.  
 
 
Dave Mattingly 
 
Date: Fri, 21 Nov 1997 09:48:28 -0500 (EST) 
From: Bill Svitavsky <bsvitavs@bu.edu> 
Reply-To: Bill Svitavsky <bsvitavs@bu.edu> 
Subject: Re: Writing Up Yourself 
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On Thu, 20 Nov 1997, David Fair wrote: 
 
> 100 points wouldn't do a complete write-up of my kids. Ok, that's a gross  
> exaggeration, but my point is this: 250 points ain't near enough to write  
> up an adult human who has lived, worked, and studied in civilized society  
> _AND_ give them superpowers to boot. 
 
As much as I love the Hero System, I think this is an inherent flaw which 
is not easily remedied by giving characters more points. That was my point 
in my original list of my skills, which (I think) started this thread. 
 
If it takes 250 points, or even 50 - 100 points, just to describe a normal 
adult, then a lot of the basis of comparison of power levels has already 
gone out the window. A 60 point power isn't as significant an addition to 
a character already built on dozens - or hundreds - of points. And 
something has gone wrong with the scale if my Full Life Support, Flight, 
and FTL are comparable in cost to your in depth knowledge of 30 different 
role-playing games. 
 
Moreover, the breakdown of levels of skill in Hero doesn't work well in 
dealing with typical levels of skill. I used to write BASIC programs back 
in high school, and I've taken a course in PASCAL, but I don't know if I'd 
go so far as to give myself an 8- in computer programming. And if I do 
have an 8-, what did I have when this stuff was fresh in my mind: an 11-? 
11- was defined in Champions II as enough to hold a job in the skill! 
 
Hero glosses over an awful lot in dealing with skills. For equal costs, I 
could buy KS: Beavis & Butthead Trivia 14- or PS: Concert Pianist 14-. 
There's no attempt made to address the difficulty in developing one skill 
vs. another, and little attempt to differentiate usefulness. 
 
That's why I still prefer an informal approach to general skills. I assume 
a given superhero is a well-rounded, functional adult with a normal range 
of interests, unless the character concept says otherwise. Trying to buy 
every last skill just doesn't work well in Hero terms. 
 
 
 
 
Date: Fri, 21 Nov 1997 10:09:57 -0500 
From: Geoffrey Speare <geoff@omg.org> 
Subject: Writing Up Yourself 
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> As much as I love the Hero System, I think this is an inherent flaw which 
> is not easily remedied by giving characters more points. That was my point 
> in my original list of my skills, which (I think) started this thread. 
 
I don't think it's an inherent flaw of Hero so much as a question of how much 
detail is appropriate for simulating reality.  
 
> That's why I still prefer an informal approach to general skills. I assume 
> a given superhero is a well-rounded, functional adult with a normal range 
> of interests, unless the character concept says otherwise. Trying to buy 
> every last skill just doesn't work well in Hero terms. 
 
A perfect solution, since most of the time, buying every last skill doesn't 
really enhance game play any.  
 
Geoff Speare 
 
Date: Fri, 21 Nov 1997 10:11:33 -0500 (EST) 
X-Sender: jprins@interhop.net 
From: jprins@interhop.net (John and Ron Prins) 
Subject: Re: Character: Revanaut 
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>Name: Revanaut 
 
>John was a truck driver and factory worker for a living. One month he  
>could not pay the "protection" money the local mafia wanted. They took  
>John and his family out and killed them. A Voice (tm) offer John a  
>cahnce to go back and seek justice againist the ones who killed home.  
>He came back stronger and very resistance to damage, but still dead. He  
>trained himself in detective work and martial arts, and became  
>Revanaut: The Decomposing Detective. 
> 
>+-----------------------------------+----------------------------------------+ 
>|VALUE CHARACTERISTIC COST BASE  PTS|NAME: John Digger                       | 
>|   30 Strength         x1    10   0|HERO ID: Revanaut                       | 
>|   18 Dexterity        x3    10  24|PLAYER:                                 | 
>|   18 Constitution     x2    10  16|----------------------------------------+ 
>|   14 Body             x2    10   8| PTS             POWERS              END| 
>|   15 Intelligence     x1    10   5|  10 EC (10),"Dead"                     | 
>|   15 Ego              x2    10  10|10a) +20 STR                           2| 
>|   15 Presence         x1    10   5|10b) +20 PD                             | 
>|    8 Comeliness       x1/2  10  -1|10c) +20 ED                             | 
 
Somehow, these don't strike me as 'dead' abilities. Or even Undead 
abilities. Definitely a 'not in my campaign' Elemental Control - and I'm 
generally pretty lenient with ECs. But raw characteristics in an EC - that 
especially sets off bells in my head. 
 
>|   26 Physical Defens  x1     6   0|20d) Life Support,doesn't breathe,      | 
>|   24 Energy Defense   x1     4   0|     doesn't eat/sleep/excrete,safe     | 
>|    5 Speed            x10  2.8  22|     in vacuum/pressure,safe in         | 
 
Awfully fast for a dead guy. :-) 
 
>|   10 Recovery         x2    10   0|     radiation,safe in heat/cold,       | 
>|   36 Endurance        x1/2  36   0|     immune to disease,immune to        | 
>|   40 Stun             x1    38   2|     aging                              | 
>|       Characteristics Cost:     91| 8e) 20/20 Damage Resistance,Does not   | 
>+-----------------------------------+     prevent penetration(-1/4)          | 
>|DISADVANTAGES         BASE: 100+PTS|15f) 4D6 Ego Attack,"Call from the      | 
>|Secret ID,"John Digger"          15|     grave",Must have killed someone    | 
>|Enraged,"When someone is         10|     before(-1)                        4| 
>| killed",uncommon,occur 14-,       |10g) 2 BODY Regen                       | 
 
Most of these really don't belong in a 'Dead' EC either. Though I like the 
SFX of the EGO Attack - but I'd make it Mental Illusions instead (a big one, 
that goes for at least STUN damage). 
 
>| recover 11-                       |   4 2 Levels: Ego Attack               | 
>|Psych Lim,"Code vs Killing",     25|   3 Forensic Medicine 12-              | 
>| very common,total                 |   3 Security Systems 12-               | 
 
Code vs. Killing for a corpse. I find that amusing :-). At least for this 
guy, being dead ain't so bad...why should he object? :-) 
 
>|Rep,"The Decomposing             10|   3 Streetwise 12-                     | 
>| Detective",occur 11-              |   3 Disguise 11-                       | 
>|Distinctive,"Dead",easily        10|   3 Simulate Death                     | 
 
Heh. "Simulate" Death. He shouldn't even need to buy it. Just go limp and 
fool everyone! 
 
>| concealable,major                 |   5 Criminology 13-                    | 
>|Hunted,"Game city mafia",more    20|   5 Deduction 13-                      | 
>| powerful,non-combat influence,    |   5 Interrogation 13-                  | 
>| harsh,appear 8-                   |   3 Lockpicking 13-                    | 
>|Psych Lim,"Hatred of Firearms",  15|   3 Paramedic 12-                      | 
>| common,strong                     |   4 M Strike,"Punch"                   | 
>|Vuln,"Fire",very common,x1 1/2   15|   5 Off Strike,"Roundhouse"            | 
>| stun                              |   4 Nerve Strike,"Low Blow"            | 
>|Vuln,"Fire",very common,x1 1/2   15|   4 Martial Disarm                     | 
>| body                              |   4 Martial Escape                     | 
>|Unluck,1D6                        5|   2 TF,Small (Cars),Large              | 
>|Psych Lim,"Uncomfortable in      10|     (Semi-Trucks)                      | 
>| social settings",common,          |   3 PS: Detective 12-,(INT based)      | 
>| moderate                          |                                        | 
 
I dunno. You've got some interesting ideas, but I think your Elemental 
Control is questionable (at best) and some of your Psych.Lims., while 
certainly four-color, are inappropriate for the walking dead. Besides, why 
bother with the Martial Arts and Detective skills? He's dead! Give him 
spiffy 'talk to the dead' Retrocognition (or Psychometry), Mind Scanning 
('Soul Location'), some 'surprise' powers (Tunnelling), 0 END of all his 
powers (the dead don't get tired), a Code of Vengeful Justice (or something) 
and you've got something appropriately spooky. Oh yeah, you need more PRE. 
 
----------------------------------------------------------------------------- 
"By all that's unholy, the Enigma Force has given Captain Universe the power 
to back up his sickening platitudes!" 
----------------------------------------------------------------------------- 
John D. Prins 
jprins@interhop.net 
 
Date: Fri, 21 Nov 1997 10:28:14 -0500 (EST) 
From: ALONE AT MIDNIGHT <RAVANOS@jcs1.jcstate.edu> 
Subject: Re: Non shrinking shrinking 
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>  ...is not a useful ability.  After all, look 
> what's left of the Shrinking Power after removing the size change element: 
>all that remains is the disadvantageous portion (the extra KB).  Sounds more 
>like a Physical Limitation than a Power to me. 
 
	Aye, tis' a limitation in a way...  but also think of the ability to 
walks across rice paper, or pressure plates. 
 
	And it tis' a very 'Comic Book' effect. 
 
X-Sender: scm@mail.aci.net 
Date: Fri, 21 Nov 1997 08:23:16 -0800 
From: Shelley Chrystal Mactyre <shelley@mactyre.net> 
Subject: Re: Writing Up Yourself 
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At 10:09 AM 11/21/97 -0500, Geoffrey Speare wrote: 
>> That's why I still prefer an informal approach to general skills. I assume 
>> a given superhero is a well-rounded, functional adult with a normal range 
>> of interests, unless the character concept says otherwise. Trying to buy 
>> every last skill just doesn't work well in Hero terms. 
> 
>A perfect solution, since most of the time, buying every last skill doesn't 
>really enhance game play any.  
 
Oh, I don't know.  I've had KS: Comic books become very useful in a game 
where the PCs were transported to the Marvel or DC universe.  I've had PS: 
pianist useful for one of my characters when supervillains attacked the 
symphony and the pianist was injured (and it was a public relations coup to 
boot).   I like to conceive adventures where people use esoteric skills -- 
I try to give every character I make hobbies that they've spent points on, 
because it really rounds them out, and I don't consider dropping points in 
skills much of a hardship, because as I mentioned earlier I reward players 
for it. =) 
 
KS: wedding coordinator and KS: particle physics may cost the same amount 
of points, and they may represent two people's different hobbies or 
professions (to take myself and an uncle as an example).  What's wrong with 
that?  If I two PCs with those skills a game, I'd come up with different 
adventures where both had a chance to shine in their respective fields.   
 
Shelley Chrystal Mactyre 
www.mactyre.net 
 
Your children will see the stars. 
--Robert A. Heinlein 
 
Date: Fri, 21 Nov 1997 14:44:16 -0200 (EDT) 
From: Rodrigo Cesar Gevaerd de Faria <gevaerd@laranjeiras.lci.ufrj.br> 
Reply-To: Rodrigo Cesar Gevaerd de Faria <gevaerd@laranjeiras.lci.ufrj.br> 
Subject: Re: Marvel Char: Juggernaut (long) 
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   First of all this is the Juggernaut of quite a while time ago. I don't 
know how he is now (or if he has really changed... I think someone 
commented this) 
   I just translated the Marvel Superheroes RPG to Hero through some rules 
I created... the reason of those stats are: 
 
On Thu, 20 Nov 1997, Anthony Jackson wrote: 
 
> Rodrigo Cesar Gevaerd de Faria writes: 
> >  
> >   50  Str........x1    10 N/A  40  
> Going by OHTMU stats, Juggernaut has STR 60.  Going by demonstrated abilities, 
> he has a strength of 80-90, with extra strength only usable to avoid being 
> stopped. 
 
    Just used the STR equivalent stat, which gave STR of 60, that's 50 + 
10 of his growth. He would not be more strong than STR 60 really, but 
he can receive some extra strength only usable to avoid being stopped. 
 
    And by the way, what is OHTMU ? 
 
> >    7  Dex........x3    10 N/A  -9  
> Rather low.  Juggernaut is less agile than most heroes, but he isn't notably 
> more clumsy than a normal human.  I'd give him 10 or 11. 
 
    This is just the AG (agility) stat of Marvel Superheroes. He has the 
2nd worst possible stat in it (Poor)... the worst (feeble) I considered 
about 5 and Poor 7. Normal humans would have stat TY (forgot what word 
this means) which is the 3rd worst possible stat. According to them he 
would be a bit clumsy than a normal human... maybe not 7, but 8, but I 
agree that his dexterity is lesser than a normal human. 
 
> >    1  SPD........x10  1.7 N/A  -7  
> The closest equivalent to 'spd' in comic books is 'number of panels received'.  
> By this measure Juggs has a SPD of at least 4. 
> > 
 
    This I used the average of AG and IN stats. Juggernaut is really very 
horrible in this aspect at Marvel Superheroes RPG. I think his SPD should 
not be more than 3... probably 2... but maybe also 1... just imagine 
juggernaut fighting for example policemen... I don't think he would do a 
number of actions more than the number of shots the policemen would fire.  
                                    
> >    pts. Power/Skill                                   END 
> >     68 Running +34"   
> Um...just give him +4" running with a speed of 4.  He doesn't teleport 
about 
> the battlefield or anything. 
 
    That running is just so that his maximum running speed would be 
equivalent in the one in Marvel Superheroes... in this case, about 13 m/s 
(noncombat). Maybe his big speed is also one of the facts that make him 
more unstoppable. 
    In cases when characters with speed very low are in combat, I usually 
treat them as they have double speed but act only half phase in each 
phase... this avoids the problem of a character move and then stay 
"paralysed" for quite a time. In case of big movements like this, they can 
be divided by segments to see each segment where he is. This doesn't let 
him teleport. Of course, the combat gets a little more complex, but also 
more realistic. 
 
 
> Also, he should have at least 10" of knockback resistance, probably more like 
> 15-20". 
>  
    Not sure if he would have knockback resistance just because if he is 
heavy or also have some other reason. If just because he is heavy than he 
would have just the knockback resistance given by growth... if there would 
also be another reason than that's alright. 
    Thinking directly on comics, cyclop could only push him as he did if 
he has about 24 DC if Juggernaut have about 15-20" KB res. 
 
 
    Actually what I would add is: extra strength and knockback resistance, 
both only usable against stopping him; and maybe alter his speed. 
 
Date: Fri, 21 Nov 1997 10:53:53 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: Non shrinking shrinking 
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> > It works well for simulating density decrease, as it works out as well. 
> > You lose the benefits but weigh a lot less, and get the extra KB.  My 
> > Vision type character used it, get really light, have someone toss you, 
> > and fire up the Density increase for the big punch.  Very nasty move 
> > throughs that way. 
> 
> IMO, "density decrease" short of insubstantiality (about the only way the 
> Vision ever uses this trick) is not a useful ability.  After all, look 
> what's left of the Shrinking Power after removing the size change element: 
> all that remains is the disadvantageous portion (the extra KB).  Sounds more 
> like a Physical Limitation than a Power to me. 
 
 
	Well, for some reason you still have an increased DCV, unless you 
include that it the limitation (I would in most cases) which would up the 
limitation value.  Also, specify "no growth attack adds".  Which leaves 
you with, yes, the (somewhat) disadvantageous increased KB.  Not totally, 
though, as KB damage *does not* increase.  Also, you are light enough to 
do _______.   Fill in the blank. 
 
 
			-Tim Gilberg 
 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: Nested Force Walls [Or, the Linked Debate once Again] 
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>>>>> "TRG" == Tim R Gilberg <trgilber@hilltop.ic.edu> writes: 
 
TRG> 	Well, it was available for YDLD (Ye Dread Linked Debate) to be 
TRG> avoided, but the Champion of the "Yes you cans" had to fire an 
TRG> unexpected and unwise attack furthering that particular position. 
TRG> That said, take cover. 
 
Pardon me, Tim, but the list readership was asked for *opinions*, and I 
gave mine. 
 
Deal with it. 
 
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Date: Fri, 21 Nov 1997 10:55:36 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: Possession type question 
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> >> I knew this was going to come up again. :-) 
> > 
> >	What!?  The list has *seen* this discussion before?!? 
> 
> I think he was referring to the "first sentence principle" which was 
> threaded somewhere into my posts. 
 
	Ah.  Nope.  Never seen it.  Must be a figment of your imagination. 
 
> >	And on the same token, the entire set of effects of each and every 
> >power is the effect of the power.  As limitations allow a power to lose an 
> >effect (it does less, therefor it is less usefull), a power could 
> >conceivably be pared down to merely one of its effects. 
> 
> ... at which point one will realize there is a better way of executing that 
> effect. 
 
 
	Quite possibly.  Also, quite possibly not.  For instance, I _like_ 
that 1d6 EB, does no BOD, does no stun, does no KB  (SFX-Flashlight). 
Cheap and it works. 
 
 
			-Tim Gilberg 
 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: Possession type question 
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>>>>> "TRG" == Tim R Gilberg <trgilber@hilltop.ic.edu> writes: 
 
>> The flaw in your reasoning is to assume that powers have effects.  They do 
>> not.  Effects have powers.  You look at the effect to determine the powers 
>> to use, not the other way around. 
 
TRG> 	Almost got it there, Rat. 
 
TRG> 	Effects need powers to define them. 
 
"Effects have powers." 
 
TRG> 	Powers come with set mechanics. 
 
"[Powers] do not [have effects]." 
 
Where did I misspeak? 
 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: Non shrinking shrinking 
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>>>>> "DM" == Dave Mattingly <DaveM@FocusSoft.com> writes: 
 
DM> What about when you need to cross a rope bridge, 
 
Flight or gliding. 
 
DM> or when you need to be thrown a great distance, 
 
Ditto. 
 
DM> or when you use it against others so that you can knock them back 
DM> further, 
 
Extra KB on the attack. 
 
DM> or when you reduce your mass for teleporting purposes, etc. 
 
Illegal, as it circumvents a mechanic inherent in the power. 
 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: On the ground gliding 
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>>>>> "VL" == Vox Ludator! <ludator@mail.softfarm.com> writes: 
 
VL> Yes -- and then you stop when you switch to Gliding, because you can't 
VL> fall 1" and therefore can't maintain forward velocity. :/ That's the 
VL> way it works -- you can't Glide at 0" off the ground. 
 
Yup, which is why I have a problem with using Gliding as a "walk without a 
trace" effect.  But I suppose it is workable if you balance "cannot lose 
altitude" with "cannot gain altitude", leaving you with a +/-0 modifier... 
but now you have limited Flight. 
 
>> How would you simulate the effects of a character with Air Walking 
>> (the ability to walk in air as if it were sold)? 
VL> 6" Flight, No Turn Mode (+1/2). 
 
No, use skill levels to negate the turn mode (or reduce it to 1") instead 
of creating a new advantage. 
 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: writing up yourself / points for skills 
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>>>>> "CH" == Curt Hicks <exucurt@exu.ericsson.se> writes: 
 
CH> Depending on how 'detailed' ? / 'intensive' ? / 'anal' ? you want to 
CH> get, I can see somebody spending a GREAT deal of points just on their 
CH> careers/jobs.  For instance, I've been working at one company for over 
CH> 10 years. 
 
So you have a 12- roll, give or take a little bit, in whatever single 
professional skill encompasses your job, and maybe a few 8- to 11- skills 
to support it.  I do not consider 10 points to be a great deal even for a 
"normal" person. 
 
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Date: Fri, 21 Nov 1997 09:27:12 -0800 (PST) 
From: Anthony Jackson <ajackson@iii.com> 
Reply-To: Anthony Jackson <ajackson@iii.com> 
Subject: Re: Marvel Char: Juggernaut (long) 
Cc: champ-l@omg.org 
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Rodrigo Cesar Gevaerd de Faria writes: 
>    I just translated the Marvel Superheroes RPG to Hero through some rules 
> I created... the reason of those stats are: 
You tried to translate certain stats literally, which is generally a bad thing. 
 
>     Just used the STR equivalent stat, which gave STR of 60, that's 50 + 
> 10 of his growth. He would not be more strong than STR 60 really, but 
> he can receive some extra strength only usable to avoid being stopped. 
>  
>     And by the way, what is OHTMU ? 
 
Official Handbook of the Marvel Universe.  Most likely the same source as where 
MSH got its stats.  The figures it gives for people's strengths, based on 
demonstrated ability (i.e. what they actually do in a comic book), are 
generally ludicrously low.  You'll be more accurate if you just assume that 
someone with supposed lifting ability of 10-100 tons has a Hero strength of 
40+(T/2) or thereabout (for lower strength, direct conversion is reasonable), 
which gives Juggernaut (class 90, I think) a strength of about 85. 
 
Date: Fri, 21 Nov 1997 16:02:55 -0200 (EDT) 
From: Rodrigo Cesar Gevaerd de Faria <gevaerd@laranjeiras.lci.ufrj.br> 
Subject: Re: Marvel Char: Juggernaut - Strength 
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On Fri, 21 Nov 1997, Anthony Jackson wrote: 
> Official Handbook of the Marvel Universe.  Most likely the same source as where 
> MSH got its stats.  The figures it gives for people's strengths, based on 
> demonstrated ability (i.e. what they actually do in a comic book), are 
> generally ludicrously low.  You'll be more accurate if you just assume that 
> someone with supposed lifting ability of 10-100 tons has a Hero strength of 
> 40+(T/2) or thereabout (for lower strength, direct conversion is reasonable), 
> which gives Juggernaut (class 90, I think) a strength of about 85. 
 
     I think that's really too much... STR 85 would be able to lift 3,200 
tons.  
 
 
Date: Fri, 21 Nov 1997 10:51:20 -0800 (PST) 
From: Anthony Jackson <ajackson@iii.com> 
Reply-To: Anthony Jackson <ajackson@iii.com> 
Subject: Re: Marvel Char: Juggernaut - Strength 
Cc: champ-l@omg.org 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
X-Status:  
X-Keywords: 
X-UID: 32 
 
Rodrigo Cesar Gevaerd de Faria writes: 
>  
>      I think that's really too much... STR 85 would be able to lift 3,200 
> tons.  
 
Juggernaut isn't all that big on the lifting feats, but he has a tendency to go 
head to head with the hulk, who is -- and the hulk has a tendency to pick up 
mountains.  3200 tons isn't nearly as much as it sounds like; its a small cargo 
ship, or a few locomotives, or a ball of rock between 10 and 15 meters across.  
Hell, at 60 strength juggs can barely pick up and throw a tank (he'll toss it 
about 4 meters), and can only damage it by haymakering on the side walls.  Your 
average 747 weighs around 150 tons, and I've seen characters who aren't 
supposed to be as strong as juggs heave them around. 
 
X-Sender: wga@pop.cwru.edu 
Date: Fri, 21 Nov 1997 13:59:28 -0500 
From: Will Austin <wga@po.cwru.edu> 
Subject: Re: Marvel Char: Juggernaut - Strength 
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: 34 
 
<x-rich>At 04:02 PM 11/21/97 -0200, you wrote: 
 
>On Fri, 21 Nov 1997, Anthony Jackson wrote: 
 
>> Official Handbook of the Marvel Universe.  Most likely the same source as where 
 
>> MSH got its stats.  The figures it gives for people's strengths, based on 
 
>> demonstrated ability (i.e. what they actually do in a comic book), are 
 
>> generally ludicrously low.  You'll be more accurate if you just assume that 
 
>> someone with supposed lifting ability of 10-100 tons has a Hero strength of 
 
>> 40+(T/2) or thereabout (for lower strength, direct conversion is reasonable), 
 
>> which gives Juggernaut (class 90, I think) a strength of about 85. 
 
> 
 
>     I think that's really too much... STR 85 would be able to lift 3,200 
 
>tons.  
 
 
	But would be plausible for the Juggernaut given the strength he's shown in the comics. . . 
 
 
 
 
 
 
 
============================================================================ 
 
 
Nomad 
 
wga@po.cwru.edu 
 
myrtth@geocities.com 
 
 
"Wee such stuff as dreams are made on, and our little life is rounded 
with a sleep." 
 
						--Shakespeare, <bold><italic>The Tempest</italic></bold>, 
IV.i.148	 
 
============================================================================ 
 
</x-rich> 
Date: Fri, 21 Nov 1997 10:59:32 -0800 
From: Samuel.Bell@Eng.Sun.COM (Sam Bell) 
Subject: Re: Marvel Char: Juggernaut - Strength 
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 
X-Status:  
X-Keywords: 
X-UID: 37 
 
 
-> From gevaerd@laranjeiras.lci.ufrj.br Fri Nov 21 10:10:07 1997 
->  
-> On Fri, 21 Nov 1997, Anthony Jackson wrote: 
-> > Official Handbook of the Marvel Universe.  Most likely the same source as where 
-> > MSH got its stats.  The figures it gives for people's strengths, based on 
-> > demonstrated ability (i.e. what they actually do in a comic book), are 
-> > generally ludicrously low.  You'll be more accurate if you just assume that 
-> > someone with supposed lifting ability of 10-100 tons has a Hero strength of 
-> > 40+(T/2) or thereabout (for lower strength, direct conversion is reasonable), 
-> > which gives Juggernaut (class 90, I think) a strength of about 85. 
->  
->      I think that's really too much... STR 85 would be able to lift 3,200 
-> tons.  
->  
 
I disagree. 3200 tons sounds like a lot, but it translates to a hunk of rock 
a little less than 5 hexes on a side. Not that earthshaking, really. 
 
Here's what I wrote on this very subject more than a year ago: 
 
(lifted from the faq to my write-ups) 
 
4.3 Why did you give character X Str Y, when the Marvel Handbook says 
        they should have Str Z? 
A:  The Official Handbook of the Marvel Universe is a wondeful book. 
    I have great admiration for Mark Gruenwald and Peter Sanderson, 
    however, the strengths are wrong at the high end.  They do not 
    correspond to what has been shown in the comics, time and time 
    again.  Let's use the Thing for an example.  The OHOTMU says he 
    can lift 85 tons.  85 tons sounds like a lot, but it corresponds 
    to a block of stone 2.77m on a side.  Ben uses rocks that size 
    to throw at people, one handed.  If we figure backwards for 
    champions str (85 tons = 58.66 Str) things get worse.  Ben can't 
    uproot a medium sized tree (5def 8 bod) in a single phase, 
    he can't crush a howitzer barrel (6 def 8 body) with his bare 
    hands: is this the blue-eyed idol o' millions? 
 
    Another problem is that all the brick's strengths come out too 
    close together if we figure backwards from OHOTMU: 
                OHOTMU          figured str 
    Doc Samson  50 tons         54.83 
    Colossus    75 tons         57.75 
    Thing       85 tons         58.66 
    Thor       100 tons         59.83 
 
    In the comics, Thor is significantly stronger than Colossus, and 
    2.08 str is not significant enough, IMHO (Yes, I know all about 
    the logarithmic nature of Champs Str, I just think that Thor is 
    more than 1.333 times stronger than Colossus). 
  
    So what to do?  I needed a yardstick from which to measure power 
    levels, and strength seemed the best.  After all, which is better, 
    Vision's heat vision or the Human Torch's blast?  It is hard to tell 
    from the comics.  But it is clear that Wonderman is stronger than 
    Powerman, even though the two never arm-wrestled.  How do we know? 
    Because there have been enough contests of strength down the years 
    to accurately gauge everyone's relative Strs (even though the 
    absolute values are vague).  I had to make an executive decision 
    and arrived at this formula: 
 
    Write-up's Str= Greater Of [ Str figured backwards from OHOTMU value, 
                                 OHOTMU value in tons] 
  
    Not only does this address the problems mentioned above, but it has 
    the important benefit of 'feeling right' to me.  85 Str sounds about 
    right for the Thing and 58.66 doesn't, IMHO.  I could have done it 
    any number of other ways, but I had to pick one, and this is what I 
    picked.  Many people don't like this, and I don't blame them.  As 
    soon as they come up with a better way to do it, then write-up and 
    post 200+ characters using their system, I'll be happy to sit back 
    and offer my constructive criticism. 
 
							-Sam 
 
Date: Fri, 21 Nov 1997 15:14:10 -0500 (EST) 
X-Sender: jprins@interhop.net 
From: jprins@interhop.net (John and Ron Prins) 
Subject: Re: Marvel Char: Juggernaut - Strength 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
>Rodrigo Cesar Gevaerd de Faria writes: 
>>  
>>      I think that's really too much... STR 85 would be able to lift 3,200 
>> tons.  
> 
>Juggernaut isn't all that big on the lifting feats, but he has a tendency to go 
 
Very true. Juggs doesn't do a whole lot of lifting period - he's more of an 
in-yer-face fighter than a tosser. I don't ever recall seeing him strain to 
lift things, though. The only way to judge Juggs strength is the amount of 
collateral damage he dishes out - which is LOTS. I don't know if he's 
actually completely unstoppable, but his 'general' unstoppableness merits a 
LOT of STR.  
 
>head to head with the hulk, who is -- and the hulk has a tendency to pick up 
>mountains.  3200 tons isn't nearly as much as it sounds like; its a small cargo 
>ship, or a few locomotives, or a ball of rock between 10 and 15 meters across.  
>Hell, at 60 strength juggs can barely pick up and throw a tank (he'll toss it 
>about 4 meters), 
 
Which is rediculous. I'd bet Juggs could toss a tank for a couple miles. 
 
----------------------------------------------------------------------------- 
"By all that's unholy, the Enigma Force has given Captain Universe the power 
to back up his sickening platitudes!" 
----------------------------------------------------------------------------- 
John D. Prins 
jprins@interhop.net 
 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: Non shrinking shrinking 
Mail-Copies-To: never 
X-No-Archive: yes 
X-Attribution: Rat 
Organization: The Happy Fun Ball Brigade 
Date: 21 Nov 1997 15:29:22 -0500 
Lines: 30 
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----- 
 
>>>>> "TRG" == Tim R Gilberg <trgilber@hilltop.ic.edu> writes: 
 
TRG> 	Well, for some reason you still have an increased DCV, unless you 
TRG> include that it the limitation (I would in most cases) which would up 
TRG> the limitation value. 
 
If with limited shrinking size does not change, then CV does not change 
since the increased DCV is due to decreased size. 
 
Are you people beginning to see just how silly this is?  Please, work from 
the effects back to the power(s) that simulate the effects rather than 
trying to wedge a power into fitting an effect. 
 
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--  
Rat <ratinox@peorth.gweep.net>    \ If Happy Fun Ball begins to smoke, get 
PGP Key: at a key server near you! \ away immediately. Seek shelter and cover 
                                    \ head. 
 
Date: Fri, 21 Nov 1997 15:36:42 -0500 
From: Geoffrey Speare <geoff@omg.org> 
Subject: Non shrinking shrinking 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
> Are you people beginning to see just how silly this is?  Please, work from 
> the effects back to the power(s) that simulate the effects rather than 
> trying to wedge a power into fitting an effect. 
 
I want some of the effects listed in the Shrinking table; thus, I buy 
Shrinking and limit out the ones I don't want. Simple!  
 
Geoff Speare 
 
Date: Fri, 21 Nov 1997 18:49:33 -0200 (EDT) 
From: Rodrigo Cesar Gevaerd de Faria <gevaerd@laranjeiras.lci.ufrj.br> 
Reply-To: Rodrigo Cesar Gevaerd de Faria <gevaerd@laranjeiras.lci.ufrj.br> 
Subject: Re: Marvel Strength 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Fri, 21 Nov 1997, Sam Bell wrote: 
 
>  
> -> From gevaerd@laranjeiras.lci.ufrj.br Fri Nov 21 10:10:07 1997 
> ->      I think that's really too much... STR 85 would be able to lift 3,200 
> -> tons.  
> ->  
>  
> I disagree. 3200 tons sounds like a lot, but it translates to a hunk of rock 
> a little less than 5 hexes on a side. Not that earthshaking, really. 
>  
> Here's what I wrote on this very subject more than a year ago: 
>  
> (lifted from the faq to my write-ups) 
 
<snip> 
 
>                 OHOTMU          figured str 
>     Doc Samson  50 tons         54.83 
>     Colossus    75 tons         57.75 
>     Thing       85 tons         58.66 
>     Thor       100 tons         59.83 
> 
<snip> 
 
     I understood your point of view, but I think I am one of those, that 
as you said, doesn't like to put Thor to 100 STR just to be a lot more of 
the others. If you put to 100 STR because you think he can lift more 
than I agree, but not just to bystand others. To me, that happens just 
because their strength is already so huge, that adding that "little :)" 
more doesn't affect much the STR. That's how Hero seems to be in my 
vision, that's why his stats are exponencial.  In my opinion the stats 
would be just that... (the figured) 
  
     How did you calculate the size of rock you can lift with X Strength ? 
That seems useful. 
 
 
                              []s. 
 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: Non shrinking shrinking 
Mail-Copies-To: never 
X-No-Archive: yes 
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To: champ-l@omg.org 
 
-----BEGIN PGP SIGNED MESSAGE----- 
 
>>>>> "GS" == Geoffrey Speare <geoff@omg.org> writes: 
 
GS> I want some of the effects listed in the Shrinking table; thus, I buy 
GS> Shrinking and limit out the ones I don't want. Simple! 
 
Like what?  List the effects you want. 
 
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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. 
                                    \  
 
Date: Fri, 21 Nov 1997 13:09:40 -0800 (PST) 
From: Anthony Jackson <ajackson@iii.com> 
Reply-To: Anthony Jackson <ajackson@iii.com> 
Subject: Re: Marvel Strength 
Cc: champ-l@omg.org 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
Rodrigo Cesar Gevaerd de Faria writes: 
>   
>      How did you calculate the size of rock you can lift with X Strength ? 
> That seems useful. 
 
The weight of a boulder is typically 1-2*D^3 tons, where D is diameter in 
meters; a spherical boulder has a volume of 4/3*pi*R^3, or roughly .53D^3, and 
will probably have a density of 2-4 tons/m^3; most boulders are, of course, 
fairly irregular, but this is reasonable as a rough estimate. 
Incidentally, a typical comic book boulder (the sort various energy projectors 
like to reduce to rubble to demonstrate their power) is usually about 3 meters 
across, giving it a weight of about 50 tons; it also has a DEF of 4-5, and 
(using the body for simple inanimate objects table) has about 13 body.  This 
implies that a typical high-end energy projector (cyclops, say) in the MU is 
throwing about 18 dice (16 if we're really conservative), and juggernaut's 
attacks should at least be on a par with that. 
 
Date: Fri, 21 Nov 1997 15:24:24 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: Marvel Char: Juggernaut (long) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
>     This I used the average of AG and IN stats. Juggernaut is really very 
> horrible in this aspect at Marvel Superheroes RPG. I think his SPD should 
> not be more than 3... probably 2... but maybe also 1... just imagine 
> juggernaut fighting for example policemen... I don't think he would do a 
> number of actions more than the number of shots the policemen would fire. 
 
 
	OK.  Here's our problem.  This debate is going on with two 
different sources being used to justify arguments. 
 
	Time to put a stop to something pointless. 
 
	The best way, repeat, the best way to "convert" a character is to 
look at the abilities from the most reliable source and work out Champions 
terms, keeping in mind the Champions mechanics. 
 
	In this case, one of our debators is trying to forward the Marvel 
RPG as source, which had an awful lot of poorly thought out mistakes. 
Here, the solution is to look at the comic book sources. 
 
	In this case, even though the RPG says he is only so strong, he 
has demonstrated being much stronger, in Champs terms.  Same on SPD and 
DEX, where he is a little better than typical, rather than worse. 
 
	Look at the most reliable source.  Repeat after me class -- Look 
at the most reliable source. 
 
 
			-Tim Gilberg 
 
Date: Fri, 21 Nov 1997 15:25:42 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: On the ground gliding 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
> VL> Yes -- and then you stop when you switch to Gliding, because you can't 
> VL> fall 1" and therefore can't maintain forward velocity. :/ That's the 
> VL> way it works -- you can't Glide at 0" off the ground. 
> 
> Yup, which is why I have a problem with using Gliding as a "walk without a 
> trace" effect.  But I suppose it is workable if you balance "cannot lose 
> altitude" with "cannot gain altitude", leaving you with a +/-0 modifier... 
> but now you have limited Flight. 
 
 
	Which is what Gliding should be, anyway; rather than a seperate 
power. 
 
 
			-Tim Gilberg 
 
Date: Fri, 21 Nov 1997 15:29:29 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: Non shrinking shrinking 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
 
> DM> What about when you need to cross a rope bridge, 
> 
> Flight or gliding. 
> 
> DM> or when you need to be thrown a great distance, 
> 
> Ditto. 
 
	Possibly, but a Density Decrease seems to fit better.  Though I 
could see flight or superleap, UBO for the second. 
 
> DM> or when you use it against others so that you can knock them back 
> DM> further, 
> 
> Extra KB on the attack. 
 
	But your "Anti-Inertia" ray will affect your target for your 
teammate's attacks as well.   Either Density Decrease, UAO, or, perhaps, 
suppress/dispell KB resist.  (But you'd have to allow those dice normally 
rolled for KB resist to be Suppressed/Dispelled.  That's messy) 
 
> DM> or when you reduce your mass for teleporting purposes, etc. 
> 
> Illegal, as it circumvents a mechanic inherent in the power. 
 
	Um.  Wrong.  In that case, someone who is just plain shrunk would 
be illegal for circumventing that same mechanic.  Try again, Rat.  This 
time use some real arguments rather than ways to spurriously justify your, 
"It's not the way I play Hero" argument. 
 
 
			-Tim Gilberg 
 
From: "VANSICKLE, James" <jvansickle@shl.com> 
Subject: RE: empathy 
Date: Fri, 21 Nov 1997 15:31:14 -0600 
Encoding: 19 TEXT 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
Try "Accidental Change: Effected by mob emotions." 
 
>---------- 
>From: 	potroast@theoven[SMTP:darkwraith@worldnet.att.net] 
>Sent: 	Friday, November 21, 1997 3:27 PM 
>To: 	champ-l@omg.org 
>Subject: 	empathy 
> 
>Hi, 
>	I'm designing a empathy-based character, I'm haveing a little promblem 
>hammering out two disads: "leaking"- projecting the character's emotions on 
>normals (and on a really good roll, supers) around her.  Also "imprinting"- 
>having the surrounding her become her own. your help would greatly be 
>appeciated. 
>								--Potroast 
>"Anyone who says "like taking candy from a baby" has, obviously, never 
>tried it" 
> 
> 
 
Date: Fri, 21 Nov 1997 15:32:51 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: Possession type question 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
> TRG> 	Effects need powers to define them. 
> 
> "Effects have powers." 
> 
> TRG> 	Powers come with set mechanics. 
> 
> "[Powers] do not [have effects]." 
> 
> Where did I misspeak? 
 
 
	More in the Non Sequitur (sp?) you leapt to.  I'd go back to your 
original post, but I deleated it. 
 
 
			-Tim Gilberg 
 
Date: Fri, 21 Nov 1997 16:34:54 -0500 (EST) 
From: Bill Svitavsky <bsvitavs@bu.edu> 
Subject: Re: empathy 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
 
On Sat, 22 Nov 1997, potroast@theoven wrote: 
 
> 	I'm designing a empathy-based character, I'm haveing a little promblem 
> hammering out two disads: "leaking"- projecting the character's emotions on 
> normals (and on a really good roll, supers) around her.  Also "imprinting"- 
> having the surrounding her become her own. your help would greatly be 
> appeciated. 
 
A few dice of Telepathy, Area Effect, Emotions Only, No Conscious Control 
would probably do this, but as you say, these are disadvantages, not 
powers as such. 
 
The "leaking" I would call a physical limitation, determining the point 
value from the frequency of occurence and the severity of effect. If the 
effect were too useful, I'd charge for it as a power as well, but probably 
you've already bought some empathic powers already. 
 
The imprinting is more likely a Psych Lim, since I assume she can control 
the absorbed feeling to some degree with an EGO Roll, and surely can 
control her actions to some extent even when deeply affected. 
 
 
 
 
Date: Fri, 21 Nov 1997 15:37:58 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: Non shrinking shrinking 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
> TRG> 	Well, for some reason you still have an increased DCV, unless you 
> TRG> include that it the limitation (I would in most cases) which would up 
> TRG> the limitation value. 
> 
> If with limited shrinking size does not change, then CV does not change 
> since the increased DCV is due to decreased size. 
 
	No, not actually.  That is the rationale, but those are two 
seperate mechanics provided by this power.  I'd probably go with common 
sense and include them together (along with the -PER modifiers) in a 
(quite limiting) limitation.  Face it, the power ain't all that useful, 
therefore, it ain't all that expensive. 
 
> Are you people beginning to see just how silly this is?  Please, work from 
> the effects back to the power(s) that simulate the effects rather than 
> trying to wedge a power into fitting an effect. 
 
	Eh?  Now you're contradicting yourself.  You just agreed with me 
that to define a SFX in Champions you must use existing powers and their 
mechanics.  This does, and quite well as its the only thing that actually 
includes the effect of reducing Mass. 
 
 
			-Tim Gilberg 
 
Date: Fri, 21 Nov 1997 15:43:50 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: empathy 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
> 	I'm designing a empathy-based character, I'm haveing a little promblem 
> hammering out two disads: "leaking"- projecting the character's emotions on 
> normals (and on a really good roll, supers) around her.  Also "imprinting"- 
> having the surrounding her become her own. your help would greatly be 
> appeciated. 
 
 
		Ah, interesting. 
 
	The first one is a simple mind control with lots (and I mean lots) 
of modifiers.  First, an AOE to cover a radius of people around her. 
Might need some extra area. 
 
	Now, limitations.  First is Emotions Only, at -1/2.  Then, only 
emotions character currently under, -? -- maybe -1/2, maybe -1, I'd go 
with the latter. 
 
	Perhaps this will be at 0END, persistent, always on as well?  Or 
maybe only when actively using powers. 
 
	The second is more difficult.  I need some clarification.  To what 
extent can the character change the area around?  Small atmospheric 
changes?  A drabness or brightness, perhaps?  What? 
 
 
		-Tim Gilberg 
 
Date: Fri, 21 Nov 1997 15:46:25 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: Marvel Strength 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
>      I understood your point of view, but I think I am one of those, that 
> as you said, doesn't like to put Thor to 100 STR just to be a lot more of 
> the others. If you put to 100 STR because you think he can lift more 
> than I agree, but not just to bystand others. To me, that happens just 
> because their strength is already so huge, that adding that "little :)" 
> more doesn't affect much the STR. That's how Hero seems to be in my 
> vision, that's why his stats are exponencial.  In my opinion the stats 
> would be just that... (the figured) 
 
 
	But you miss the point.  The problem with going with MSH rules 
figured STRs is that game grossly underestimated STRs.  You would have 
seen that if you had read the entire post.  These heros can lift a lot 
more than that game grants them.   For instance, at that 60 STR, these 
heros could, as someone just said, through a tank but 4 meters.  That's 
just plain wrong. 
 
 
			-Tim Gilberg 
 
Date: Fri, 21 Nov 1997 13:53:34 -0800 
From: Samuel.Bell@Eng.Sun.COM (Sam Bell) 
Subject: Re: Marvel Strength 
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 gevaerd@laranjeiras.lci.ufrj.br Fri Nov 21 12:48:23 1997 
->  
->   
->      How did you calculate the size of rock you can lift with X Strength ? 
-> That seems useful. 
->  
 
Well, first I figure out how many tons they can lift: 
 
	lift(tons) = 0.025*2^^(Str/5) 
 
Since 1 cubic meter of water = 1 metric ton, that tells me how much water the character 
could lift. Then I just divide by the specific density of the material in question: 
 
	Wood 0.5-1.0grams/cm^^3 
	Rock  ~4.0grams/cm^^3 
	Iron  ~8.0grams/cm^^3 
	Lead ~11.0grams/cm^^3 
	Gold ~19.0grams/cm^^3 
 
This gives me the volume of material X that a character can lift. Take the cube root to 
get the size of one edge. 
 
So 85 Str = 3276.8 tons = 819 m^^3 of rock = a cube 9.35m (a little less than 5") on a side. 
 
									-Sam 
 
Date: Fri, 21 Nov 1997 16:00:34 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: Marvel Strength 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
 
> across, giving it a weight of about 50 tons; it also has a DEF of 4-5, and 
> (using the body for simple inanimate objects table) has about 13 body.  This 
> implies that a typical high-end energy projector (cyclops, say) in the MU is 
> throwing about 18 dice (16 if we're really conservative), and juggernaut's 
> attacks should at least be on a par with that. 
 
 
	And of course, should have a STR high enough to throw said boulder 
anywhere from a few dozen meters to a few miles to a few hundred miles. 
(More, perhaps?) 
 
 
			-Tim Gilberg 
 
X-Sender: ctaylor@pop.cyberis.net 
Date: Fri, 21 Nov 1997 16:04:39 -0800 
From: Christopher Taylor <ctaylor@cyberis.net> 
Subject: Strength 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
With bricks I have been building lately, I buy them extra STR only lift 
items (nondamaging, cant hold, only pick things up) and HTA levels, so thier 
actual strength isnt titanic and silly, but they will LOOK like characters 
from the comics. 
 
---------------------------------------------------------- 
Sola Gracia		Sola Scriptura		Sola Fide 
Soli Gloria Deo		Solus Christus		Corum Deo 
----------------------------------------------------------- 
 
Date: Fri, 21 Nov 1997 16:33:07 -0800 (PST) 
From: Anthony Jackson <ajackson@iii.com> 
Reply-To: Anthony Jackson <ajackson@iii.com> 
Subject: Re: Strength 
Cc: champ-l@omg.org 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
Christopher Taylor writes: 
> With bricks I have been building lately, I buy them extra STR only lift 
> items (nondamaging, cant hold, only pick things up) and HTA levels, so 
> thier actual strength isnt titanic and silly, but they will LOOK like 
> characters from the comics. 
 
Why?  Just give them the extra strength, it isn't like 15-18d6 is actually all 
that much damage, and it usually better matches their ability to do damage to 
the scenery as well. 
 
Date: Fri, 21 Nov 1997 23:52:23 -0200 (EDT) 
From: Rodrigo Cesar Gevaerd de Faria <gevaerd@laranjeiras.lci.ufrj.br> 
Subject: Re: Marvel Strength 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Fri, 21 Nov 1997, Tim R. Gilberg wrote: 
> >      I understood your point of view, but I think I am one of those, that 
> > as you said, doesn't like to put Thor to 100 STR just to be a lot more of 
> > the others. If you put to 100 STR because you think he can lift more 
> > than I agree, but not just to bystand others. To me, that happens just 
> > because their strength is already so huge, that adding that "little :)" 
> > more doesn't affect much the STR. That's how Hero seems to be in my 
> > vision, that's why his stats are exponencial.  In my opinion the stats 
> > would be just that... (the figured) 
>  
> 	But you miss the point.  The problem with going with MSH rules 
> figured STRs is that game grossly underestimated STRs.  You would have 
> seen that if you had read the entire post.  
 
   That is why I used an IF in the third line. In one part of the post he 
said the STR was very low... this would be IF = true. In other he seemed 
to argue against the fact that if one lift 100 tons and other 75 tons the 
difference of their strength be only 2... this would be IF = false. 
   According to you, the IF would be true, in this case, as I said, I 
agree and regret the fact that information not being right.  
 
> more than that game grants them.   For instance, at that 60 STR, these 
> heros could, as someone just said, through a tank but 4 meters.  That's 
> just plain wrong. 
>  
   I am not in position to argue about how much strength juggs would have 
because I saw only a few stories with him.... but what I thought of him by 
what I have seen was exactly that... a tank is very heavy... only with a 
push he would do a standing throw of 12m. But a car he could make a 
standing throw of 24m without any problem. That's one crossroad to 
another where I live. These seemed quite reasonable to me based on what I 
saw of him. But I am sure there is people here who knows him pretty better 
than me. Although this is not really related to the list, I think it would 
be OK if someone describe a throw of this kind (car, tank, etc)  
that showed in a story just to finish off this topic. If the person 
does not want to send to the list, may send to me... I am curious now. 
 
 
Date: Fri, 21 Nov 1997 17:57:17 -0800 
From: Mark Lemming <icepirat@ix.netcom.com> 
Organization: McAfee 
Subject: Re: Reduced END Movement & NCM 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
Jeremiah Driscoll wrote: 
>  
> At 06:57 PM 11/20/97 -0500, Eric Burns wrote: 
> >Flight - 10" (20pts), x16 NCM (x32) (+20pts = 40pts) 
> > 
> >So far so good.  Now here's the rub: GFH wants to buy the advantage 
> >1/2 END (+1/4) for his flight power.  Does this advantage apply 
> >just to the 10", or does GFH have to purchase it on the whole 
> >power.  In other words, does GFH's flight power look like this: 
> > 
> >Flight - 10" (20pts), 1/2 END [+1/4] (+5 = 25pts); 
> >         x16 NCM (x32) (+20pts = 45pts) 
> > 
> I would let the Player buy this, and it would mean that he only 
> gets the 1/2 END cost at speeds up to his base x2 NCM.  If he goes 
> faster, he burns full END. 
 
Problem. You do not spend additional END for Non-Combat Movement. 
I'd say the page number, but the BBB is not at my work. 
 
> I also let Players buy differing END costs on parts of a Power. 
> Ex: EBs that are exponentially difficult (higher END cost for 
> additional dice). 
 
Perfectly OK, but a different topic. 
 
-Mark 
 
From: Egyptoid@aol.com 
Date: Fri, 21 Nov 1997 20:59:39 -0500 (EST) 
Subject: Re:  Not-so-normal write-ups 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
you go first... 
 
X-Sender: ctaylor@pop.cyberis.net 
Date: Fri, 21 Nov 1997 18:01:57 -0800 
From: Christopher Taylor <ctaylor@cyberis.net> 
Subject: Re: Strength 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 04:33 PM 11/21/97 -0800, you wrote: 
>Christopher Taylor writes: 
>> With bricks I have been building lately, I buy them extra STR only lift 
>> items (nondamaging, cant hold, only pick things up) and HTA levels, so 
>> thier actual strength isnt titanic and silly, but they will LOOK like 
>> characters from the comics. 
> 
>Why?  Just give them the extra strength, it isn't like 15-18d6 is actually all 
>that much damage, and it usually better matches their ability to do damage to 
>the scenery as well. 
 
Because they damage the opponents similarly, and I think Champions players 
really lose track of just how strong even 30 STR is.  Strength does a lot of 
different things, including jump and the ability to hold someone in your 
arms, not ALL kinds of strength neccessarily include each of strength's 
benefits. 
 
---------------------------------------------------------- 
Sola Gracia		Sola Scriptura		Sola Fide 
Soli Gloria Deo		Solus Christus		Corum Deo 
----------------------------------------------------------- 
 
From: jonesmj@topaz.cqu.edu.au 
Date: Sat, 22 Nov 1997 12:10:53 +1000 
Date-warning: Date header was inserted by topaz.cqu.edu.au 
Subject: Re: Strength 
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 04:33 PM 11/21/97 -0800, you wrote: 
>Christopher Taylor writes: 
>> With bricks I have been building lately, I buy them extra STR only lift 
>> items (nondamaging, cant hold, only pick things up) and HTA levels, so 
>> thier actual strength isnt titanic and silly, but they will LOOK like 
>> characters from the comics. 
> 
>Why?  Just give them the extra strength, it isn't like 15-18d6 is actually all 
>that much damage, and it usually better matches their ability to do damage to 
>the scenery as well. 
> 
 
well, how about tk instead? it's not like you can lift a jumbo jet with your hands without tearing it apart anyway. .   
 
Date: Fri, 21 Nov 1997 18:57:25 -0800 
From: Rook <rook@infinex.com> 
Subject: Re: Writing Up Yourself 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
> >> That's why I still prefer an informal approach to general skills. I assume 
> >> a given superhero is a well-rounded, functional adult with a normal range 
> >> of interests, unless the character concept says otherwise. Trying to buy 
> >> every last skill just doesn't work well in Hero terms. 
> > 
> >A perfect solution, since most of the time, buying every last skill doesn't 
> >really enhance game play any. 
 
    Yeah. 
 
If you want detailed skill lists, you go to Fuzion or GURPS. 
If you want difficulty levels with it, go to GURPS. 
 
Champions started out as a 4 color Super Hero RPG. And this is where it works 
best. 
It's never been good for serious or detailed genres. 
 
    Much as I hate to admit it, Fuzion is a much better choice for a game needing 
detailed 
skills and a hard core feel. Of course, it loses it in the powers area, but 
that's fitting with the 
'realism' genre, which likes to ignore the fact that super's have powers as often 
as it can... 
 
-- 
Rook 
 
Super Hero Links Page: 
http://www.infinex.com/~rook/SH/SHlinks.html 
 
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, 21 Nov 1997 19:01:08 -0800 
From: Rook <rook@infinex.com> 
CC: hero-l@omg.org 
Subject: Re: Strength 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
Hmm 
    I think for you GURPS Supers would be the perfect RPG choice. 
It's always been critisized for the very point you seem to desire. That of doing 
 
comparable damge at lower lifting capacities. 
 
    A brick in GURPS on an equal damage ability to a normal power level energy 
projector 
might have a lifting ability of as little as 1 to 3 tons or so. 
 
 
> With bricks I have been building lately, I buy them extra STR only lift 
> items (nondamaging, cant hold, only pick things up) and HTA levels, so thier 
> actual strength isnt titanic and silly, but they will LOOK like characters 
> from the comics. 
 
-- 
Rook 
 
Super Hero Links Page: 
http://www.infinex.com/~rook/SH/SHlinks.html 
 
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: ctaylor@pop.cyberis.net 
Date: Fri, 21 Nov 1997 19:21:57 -0800 
From: Christopher Taylor <ctaylor@cyberis.net> 
Subject: Re: Strength 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
>Hmm 
>    I think for you GURPS Supers would be the perfect RPG choice. 
>It's always been critisized for the very point you seem to desire. That of 
>doing comparable damge at lower lifting capacities. 
> 
>    A brick in GURPS on an equal damage ability to a normal power level energy 
>projector might have a lifting ability of as little as 1 to 3 tons or so. 
 
um, Im not sure what you are trying to say here, the bricks do as much 
damage as energy projectors with the same power level?  Exactly how does 
this differ from every other game system? 
 
---------------------------------------------------------- 
Sola Gracia		Sola Scriptura		Sola Fide 
Soli Gloria Deo		Solus Christus		Corum Deo 
----------------------------------------------------------- 
 
X-Originating-IP: [207.24.16.23] 
From: "Garrett Hashimoto" <constantine1000@hotmail.com> 
Subject: Re: On the ground gliding 
Date: Fri, 21 Nov 1997 19:27:30 PST 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
 
 
 
> 
>	If you have Gliding, only on the ground, so you hovered mere 
>inches off the floor, could you use your forward motion from, let's 
>say, running, to get you moving? 
> 
>	How would you simulate the effects of a character with Air Walking 
>(the ability to walk in air as if it were sold)? 
>	What sort of powers/limitations would you use to simulate 
>Levitation? 
> 
How about just flying "Only on ground,Only at walking pace"? So maybe  
just buying 3" of flying or something. 
 
As for levitation, X" flying "Only for going straight up or down"? 
 
 
 
______________________________________________________ 
Get Your Private, Free Email at http://www.hotmail.com 
 
Date: Fri, 21 Nov 1997 22:51:30 -0500 (EST) 
From: Michael Surbrook <susano@access.digex.net> 
Subject: Re: Strength 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Fri, 21 Nov 1997, Rook wrote: 
 
> Hmm 
>     I think for you GURPS Supers would be the perfect RPG choice. 
> It's always been critisized for the very point you seem to desire. That of doing 
>  
> comparable damge at lower lifting capacities. 
>  
>     A brick in GURPS on an equal damage ability to a normal power level energy 
> projector 
> might have a lifting ability of as little as 1 to 3 tons or so. 
 
Heh, I've always felt that GURPS Supers bricks were *far* to weak.  *None* 
of them ever seemed to have the lifting ability of many comicbook 
characters. 
 
*************************************************************************** 
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *  
*               Michael Surbrook / susano@access.digex.net                *  
*        Visit "Surbrook's Stuff' the Hero Games resource site at:        *    
*              http://www.access.digex.net/~susano/index.html             * 
*            Attacked Mystification Police / AD Police / ESWAT            * 
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark * 
*************************************************************************** 
 
From: jonesmj@topaz.cqu.edu.au 
Date: Sat, 22 Nov 1997 14:02:44 +1000 
Date-warning: Date header was inserted by topaz.cqu.edu.au 
Subject: Re: Writing Up Yourself 
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 06:57 PM 11/21/97 -0800, you wrote: 
>> >> That's why I still prefer an informal approach to general skills. I assume 
>> >> a given superhero is a well-rounded, functional adult with a normal range 
>> >> of interests, unless the character concept says otherwise. Trying to buy 
>> >> every last skill just doesn't work well in Hero terms. 
>> > 
>> >A perfect solution, since most of the time, buying every last skill doesn't 
>> >really enhance game play any. 
> 
>    Yeah. 
> 
>If you want detailed skill lists, you go to Fuzion or GURPS. 
>If you want difficulty levels with it, go to GURPS. 
> 
>Champions started out as a 4 color Super Hero RPG. And this is where it works 
>best. 
>It's never been good for serious or detailed genres. 
> 
 
excuse me? look, it's often a simple case of a lot of clunky additional rules 
being considered 'better' because they're overly complex. Detailed 
skill lists can be achieved in any game, if the SOURCE matirial is good.  
Remember, HERO is a multi-genre system, it isn't meant to be ultra- 
specific. It's childs play to make up skills, and hero involves the  
maixm of 'vague vs specific' skill areas so that you don't have to  
worry too much about imbalances. If a game needs detailed skill lists,  
it's a matter of the sourcebooks you use, or the work you put in, not  
the fundamental asects of the system. The only reason champions hasn't  
been good for such genres, is that the support for the game has been bad.  
 
 
Date: Fri, 21 Nov 1997 23:08:43 -0800 
From: Rook <rook@infinex.com> 
Subject: Re: Strength 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
 
> >Hmm 
> >    I think for you GURPS Supers would be the perfect RPG choice. 
> >It's always been critisized for the very point you seem to desire. That of 
> >doing comparable damge at lower lifting capacities. 
> > 
> >    A brick in GURPS on an equal damage ability to a normal power level energy 
> >projector might have a lifting ability of as little as 1 to 3 tons or so. 
> 
> um, Im not sure what you are trying to say here, the bricks do as much 
> damage as energy projectors with the same power level?  Exactly how does 
> this differ from every other game system? 
 
    Should have been simple. 
 
A 12d6 attack Brick in champs is lifting 100 tons. That's equiv to the energy 
projector's 12d6. 
    Average for most games. 
 
Average for GURPS is about 13d6. 
    This gives a Brick who lifts 3,000 lbs. or 34,200 lbs. if they push it (extra 
effort). 
 
While both characters are average damage capacity for their relative game systems, 
one has a much 
higher lifting ability than the other. 
    In this case Hero comes out 4-color, and GURPS modern style. 
 
 
-- 
Rook 
 
Super Hero Links Page: 
http://www.infinex.com/~rook/SH/SHlinks.html 
 
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, 21 Nov 1997 23:11:35 -0800 
From: Rook <rook@infinex.com> 
CC: hero-l@omg.org 
Subject: Re: Strength 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
> > Hmm 
> >     I think for you GURPS Supers would be the perfect RPG choice. 
> > It's always been critisized for the very point you seem to desire. That of doing 
> > 
> > comparable damge at lower lifting capacities. 
> > 
> >     A brick in GURPS on an equal damage ability to a normal power level energy 
> > projector 
> > might have a lifting ability of as little as 1 to 3 tons or so. 
> 
> Heh, I've always felt that GURPS Supers bricks were *far* to weak.  *None* 
> of them ever seemed to have the lifting ability of many comicbook 
> characters. 
 
    Personally I agree. I prefer a more 4-color game. But it seemed like the person 
here 
was complaining about Hero bricks being able to lift more than they should when made 
at the 
same power level of the non-brick characters. 
    A person who feels that way is better using a system like GURPS where the brick 
will be on power 
with the other PC's without having a very high lifting capacity. 
 
-- 
Rook 
 
Super Hero Links Page: 
http://www.infinex.com/~rook/SH/SHlinks.html 
 
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, 21 Nov 1997 23:21:13 -0800 
From: Rook <rook@infinex.com> 
CC: hero-l@omg.org 
Subject: Re: Writing Up Yourself 
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: 
 
> At 06:57 PM 11/21/97 -0800, you wrote: 
> >> >> That's why I still prefer an informal approach to general skills. I assume 
> >> >> a given superhero is a well-rounded, functional adult with a normal range 
> >> >> of interests, unless the character concept says otherwise. Trying to buy 
> >> >> every last skill just doesn't work well in Hero terms. 
> >> > 
> >> >A perfect solution, since most of the time, buying every last skill doesn't 
> >> >really enhance game play any. 
> > 
> >    Yeah. 
> > 
> >If you want detailed skill lists, you go to Fuzion or GURPS. 
> >If you want difficulty levels with it, go to GURPS. 
> > 
> >Champions started out as a 4 color Super Hero RPG. And this is where it works 
> >best. 
> >It's never been good for serious or detailed genres. 
> > 
> 
> excuse me? look, it's often a simple case of a lot of clunky additional rules 
> being considered 'better' because they're overly complex. 
 
    I disagree. As someone else said, to make a 'detailed character in Hero I 
spend about 100 to 200 on skills, then I end up spending only 100 for a set of 
super powers, this seems off-balance. The powers should cost about 10 times more. 
 
    This is achieved well in both GURPS and Fuzion. where the cost between the 
powers 
and skills is dramatically diferent enough to justify detailed skills without making 
it cost more 
than the powers set. 
 
    Hero just doesn't do that well, not without totally skewing the way the point 
costs work. 
Hero is a much better Super Hero game than either Fuzion of GURPS. But only if you 
stick to 
the genre (as I do). That means it needs to be four color and just totally skip out 
on some of the 
details. 
    Personally, when I run a SUPER game I think it's anal to aks for degree perks or 
prerequisite 
skills on my sciences. That's just not how the genre works. It isn't that 'precise'. 
I jot down 
PS: Scientist 12- and I'm done. 
    If I want more, I'll do it in a system set up for it. A system with a very 
diferent cost between 
powers and skills, or with a dificulty and prerequisite system built in. 
 
 
 
-- 
Rook 
 
Super Hero Links Page: 
http://www.infinex.com/~rook/SH/SHlinks.html 
 
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-Originating-IP: [207.24.16.23] 
From: "Garrett Hashimoto" <constantine1000@hotmail.com> 
Subject: Hero Conversions 
Date: Sat, 22 Nov 1997 02:00:15 PST 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
Please can anyone tell me where I can get a Marvel to Hero conversion  
rules from? I want to run a Champions game in the Marvel Universe.  
Thanks you. 
 
______________________________________________________ 
Get Your Private, Free Email at http://www.hotmail.com 
 
Reply-To: "Filksinger" <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
Subject: Re: Campaign-wide Average PC Power Level 
Date: Sat, 22 Nov 1997 04:25:56 -0800 
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: 24 
 
On Thursday, November 20, 1997 4:39 AM, David Fair wrote: 
 
 
>>Where does everyone's Campaign-wide Average PC Power Level fall? 
<<< 
> 
>I long ago got disgusted by how much you couldn't buy with the 
standard 
>250 points (background skills, perks, etc). To design an average 
>professional person in america today takes anywhere from 150-175 
points. 
>To do myself (several hobbies, college degree, Combat Flight [A-10], 
car, 
>base, other skills) took 168 points! 
 
I understand the problem, but I think a lot of it comes from what you 
decide Familiarity is. Many years ago, before the 4th Ed., some 
supplement from Hero said that an 8- was the equivalent of a 
_Bachelor's Degree_. No, really. 
 
This partly solves the problem, but it creates new ones. It means, of 
course, that many knowledges, professional skills, or sciences that 
you may understand well enough to get you a job or allow you to be 
called knowledgeable wouldn't even go on the sheet. This is, I 
believe, one of the greatest weaknesses of the Hero system. 
 
Filksinger 
 
Date: Sat, 22 Nov 1997 11:52:57 -0500 (EST) 
From: Mikhael Bornstein - AERE/W94 <mbornste@acs.ryerson.ca> 
Subject: Re: Writing Up Yourself 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
I've been following this thread closely and I think that either I  
overestimate the value of skills in champions or other people  
underestimate them.  I've been playing since '84 and I think that 2  
or 3 points in a skill is a big deal.  It represents a fairly significant  
level of expertise.     
 
For example, a practising lawyer would have PS: Lawyer (11-) and  
PERK: Law license.  That's it.  For those three point a character would  
have to spend 3 or 4 years in an undergraduate program, three years  
in law school, at year articling, and pass their bar exam.  It would  
take that character 8 years to get those three points.   
 
A professional engineer? PS: Mechanical Engineer (11-) and Perk:  
Engineering Licence.  Those three points represent 4 years in an accredited  
engineering program, 3 years of professionally related experience, and the  
successful completion of a professional ethics exam. 
 
I have always interpreted this to mean that an 11- rating on a skill  
means that the character is good enough to make a living performing that  
skill.  I have always interpreted familiarity (8-) with a skill to  
represent a "talented amteur".  The sort of person who with a little  
seasoning and experience could become a professional.  Anything less that  
that would not be worth points although a character could include it in  
their background. 
 
You sing with your church choir:		No skill 
You solo for your church choir  
and perform for free at local events:		FAM: PS: Singer(8-) 
You have performed professionally, would 
be asked to do so again, & got paid:		PS: Singer (11-) 
 
A skill generally covers a lot of ground.  You get a lot of stuff for  
those 2 points.  Another example. PS: Aerospace  
Engineer (11-) would give the character an understanding of who' who in  
the aerospace industry, what companies are in that industry, what laws  
and regulations govern that industry, what an aerospace engineer does,  
stress analysis, calculus, thermodynamics, chemistry, physics, aerospace  
vehicles, computer programming, technical writing, aerospace structure  
design, aerodynamics, fluid dynamics, propulsion methods, engine design,  
rocket design ("Yes, as a matter of fact I am a rocket scientist."),  
mechanics, electronics, and a whole lot more.  The professional skill  
doesn't give you the same knowledge of calculus that someone with SS:  
Mathematics (11-) would have but you would have the level of knowledge  
that would be typical of someone in that profession.   
 
Obviously if I wanted to buy all those skills it would cost hundreds of  
points.  I don't have to because it is all covered in the professional  
skill.  I need all that stuff to practice the profession, so I get it  
for 2 points.  A specialist (a heart surgeon or an aerospace engineer  
working in the stress analysis department) could either buy PS: Heart  
Surgeon or PS: Aerospace engineer and SS: Stress Analysis.     
 
In general this is how I've always thought of skill: 
 
11-		Most practising members of a profession 
11- & KS: 11-	A typical specialist   
13-		Your the guy other members of the profession go to when  
		they have a really tough problem.  You are likely to also  
		have a complementary skill. 
15- or 16-	One of the top people in your field.  A recognized expert. 
17- or 18-	Move over Newton or Mozart.  Make room for me! 
 
Using this sort of definition, we have no champions style skills at most of  
what we all do every day.  But that's OK because skills in champions are  
supposed to reflect knowledge and abilities that are useful in a  
role-playing game.  a player who pays points for a skill or ability  
should expect to receive some significant advantage for it.  
 
A SKILL THAT WILL NEVER BE USED DURING THE COURSE OF PLAY SHOULD NOT COST  
POINTS.  It can easily be included in a character's background.   
Obviously this requires some judgement on the part of the GM.  If a  
player has spent a lot of points in an area that I don't think will ever  
be useful I would tell him not to spend the points.  KS: Beavis &  
Butthead (14-) will not be worth any points in any campaign I run because  
as I've never seen the show.  
 
I encourage my players to spend about 50 points in skills.  As a GM I  
want their characters to be hyper-competent.  I want them to be top  
experts in their fields.  I want them to have complementary skills.  I  
want them to be like comic book or movie characters (Move over Buckaroo,  
I'm a rock musician, brain surgeon, particle physicist, and top criminal  
lawyer.)  I also want them to have some quirky knowledge skills that I  
can use as hooks to drag them into a scenario or make them centre of an  
adventure (Good thing you know so much about baseball cards Captain  
Trivia, or we never would have made it across the American lines.)  But I  
don't want them to spend points to detail every trivial fact of their  
existence (It's OK Bob, you don't have to buy familiarity with toothbushes  
to maintain good oral hygiene.)  For that I have them type up  
descriptions and backgrounds.  That is where they put all the stuff that  
isn't worth point but helps round out the character and make it seem real. 
 
Sorry for the rant.  I went on much longer than I had planned.  Let me  
finish  
by saying that if someone is a Green Beret or SWAT team member they will  
probably take between 100 and 150 points to describe in champions.  They  
are going to have lots of skills that will be useful in combat and other  
role playing situations.  But most of use can easily be simulated as  
normals (5 pts.) or skilled normals (35 pts.). 
 
I would like to hear what you think, 
 
Mikhael 
 
X-Sender: bob.greenwade@klock.com 
Date: Sat, 22 Nov 1997 09:16:07 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Not-so-normal write-ups 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 06:27 PM 11/20/97 -0500, ALONE AT MIDNIGHT wrote: 
> I'd like to see some normal write ups of you people.  Yeah, you. 
>I wouldn't mind if they were a bit humorous, either... 
> I double dare you. 
> ...OK!  OK!  It's my pathetic half-arsed way of wanting to get to know 
>all of you better.  :) 
>  All that is good and pure!  His Psychological Limitations! 
 
   This is an interesting idea.  It might even provide some GMs as a source 
of "Normal" NPCs for a superhero fight taking place at a gaming convention. 
   It'll have to wait a while for my write-up, between the coming holiday 
and work on TUSV.  Still, I'll try to whip something together. 
--- 
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, 22 Nov 1997 09:25:09 -0800 
From: Christopher Taylor <ctaylor@cyberis.net> 
Subject: Re: Strength 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
>> >    A brick in GURPS on an equal damage ability to a normal power level 
energy 
>> >projector might have a lifting ability of as little as 1 to 3 tons or so. 
>> 
>> um, Im not sure what you are trying to say here, the bricks do as much 
>> damage as energy projectors with the same power level?  Exactly how does 
>> this differ from every other game system? 
> 
>    Should have been simple. 
> 
>A 12d6 attack Brick in champs is lifting 100 tons. That's equiv to the energy 
>projector's 12d6. 
>    Average for most games. 
> 
>Average for GURPS is about 13d6. 
>    This gives a Brick who lifts 3,000 lbs. or 34,200 lbs. if they push it 
>(extra effort). 
 
yeah thats a term he lifted from Hero :) 
 
>While both characters are average damage capacity for their relative game 
systems, 
>one has a much 
>higher lifting ability than the other. 
>    In this case Hero comes out 4-color, and GURPS modern style. 
 
I guess Im still stupid, Im not sure why this is more modern style, seems 
like every character in Image can lift 500 tons and carries a gun, how is 
this more representative?  Why do you think that someone who can do that 
much damage should be weaker? 
 
---------------------------------------------------------- 
Sola Gracia		Sola Scriptura		Sola Fide 
Soli Gloria Deo		Solus Christus		Corum Deo 
----------------------------------------------------------- 
 
X-Sender: bob.greenwade@klock.com 
Date: Sat, 22 Nov 1997 09:34:04 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Non shrinking shrinking 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 09:57 PM 11/20/97 -0600, Vox Ludator! wrote: 
>At 12:18 PM 11/20/97 -0800, Christopher Taylor wrote: 
>> It works well for simulating density decrease, as it works out as well. 
>> You lose the benefits but weigh a lot less, and get the extra KB.  My 
>> Vision type character used it, get really light, have someone toss you, 
>> and fire up the Density increase for the big punch.  Very nasty move 
>> throughs that way. 
> 
>IMO, "density decrease" short of insubstantiality (about the only way the 
>Vision ever uses this trick) is not a useful ability.  After all, look 
>what's left of the Shrinking Power after removing the size change element: 
>all that remains is the disadvantageous portion (the extra KB).  Sounds more 
>like a Physical Limitation than a Power to me. 
 
   Well, there's always the reduced weight, which can be handy when trying 
to cross that rickety floor.... um, I'm sure there's more....   :-] 
--- 
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: Sat, 22 Nov 1997 09:51:50 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: On the ground gliding 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 09:57 PM 11/20/97 -0600, Vox Ludator! wrote: 
>At 06:00 AM 11/21/97 -0500, ALONE AT MIDNIGHT wrote: 
>> If you have Gliding, only on the ground, so you hovered mere 
>>inches off the floor, could you use your forward motion from, let's 
>>say, running, to get you moving? 
> 
>Yes -- and then you stop when you switch to Gliding, because you can't fall 
>1" and therefore can't maintain forward velocity. :/  That's the way it 
>works -- you can't Glide at 0" off the ground. 
 
   You can if you're at the top of a hill.  (Ever go tobogganing?  That's 
clearly Gliding, Only On Top of Snow.) 
   I'd also argue that another entity could provide some initial movement, 
and in fact will be saying as much in TUSV.  After all, this is the classic 
way that gliders (you know, airplanes without motors) get their start; 
they're towed by a regular airplane, and then released. 
 
>> How would you simulate the effects of a character with Air Walking 
>>(the ability to walk in air as if it were sold)? 
> 
>6" Flight, No Turn Mode (+1/2). 
 
   I tend to agree with you on this one, except that No Turn Mode is only a 
+1/4 Advantage (the inverse of the -1/4 Turn Mode Limitation for Running). 
 
>> What sort of powers/limitations would you use to simulate 
>>Levitation? 
> 
>If you mean AD&D style levitation, "Flight, Only along vertical plane (-1)". 
 
   Ditto. 
--- 
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: Sat, 22 Nov 1997 10:09:45 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Writing Up Yourself 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 11:52 AM 11/22/97 -0500, Mikhael Bornstein - AERE/W94 wrote: 
>I've been following this thread closely and I think that either I  
>overestimate the value of skills in champions or other people  
>underestimate them.  I've been playing since '84 and I think that 2  
>or 3 points in a skill is a big deal.  It represents a fairly significant  
>level of expertise.     
> 
>For example, a practising lawyer would have PS: Lawyer (11-) and  
>PERK: Law license.  That's it.  For those three point a character would  
>have to spend 3 or 4 years in an undergraduate program, three years  
>in law school, at year articling, and pass their bar exam.  It would  
>take that character 8 years to get those three points.   
 
   The lawyer should also have a KS: Law for the specialty he works in, 
whether it's as broad as Civil Law or as narrow as Constitutional Appeals 
Law.  (Most if not all other phases of the law would get a reduced Roll for 
being related.) 
   I'd also tend to make the PS characteristic-based, using either INT, 
EGO, or PRE, depending on how the individual goes about things. 
   But still, I'm talking about a total of only 6 points to represent a 
competent attorney (not really that much more than your 3). 
 
>A professional engineer? PS: Mechanical Engineer (11-) and Perk:  
>Engineering Licence.  Those three points represent 4 years in an accredited  
>engineering program, 3 years of professionally related experience, and the  
>successful completion of a professional ethics exam. 
 
   Again, some KS for actually knowing the material should be included here. 
 
>I have always interpreted this to mean that an 11- rating on a skill  
>means that the character is good enough to make a living performing that  
>skill.  I have always interpreted familiarity (8-) with a skill to  
>represent a "talented amteur".  The sort of person who with a little  
>seasoning and experience could become a professional.  Anything less that  
>that would not be worth points although a character could include it in  
>their background. 
> 
>You sing with your church choir:  No skill 
>You solo for your church choir  
>and perform for free at local events:  FAM: PS: Singer(8-) 
>You have performed professionally, would 
>be asked to do so again, & got paid:  PS: Singer (11-) 
 
   A musical instrument would still cost a 1 point Familiarity.  To be good 
at it, though, would be worth 2 points (for college-level performing, where 
you generally need to be to perform at a nightclub).  Studio and similar 
work would require higher Rolls (these are *extremely* demanding 
environments). 
   (As though anyone here cared....) 
 
>A skill generally covers a lot of ground.  You get a lot of stuff for  
>those 2 points.  Another example. PS: Aerospace  
>Engineer (11-) would give the character an understanding of who' who in  
>the aerospace industry, what companies are in that industry, what laws  
>and regulations govern that industry, what an aerospace engineer does,  
>stress analysis, calculus, thermodynamics, chemistry, physics, aerospace  
>vehicles, computer programming, technical writing, aerospace structure  
>design, aerodynamics, fluid dynamics, propulsion methods, engine design,  
>rocket design ("Yes, as a matter of fact I am a rocket scientist."),  
>mechanics, electronics, and a whole lot more.  The professional skill  
>doesn't give you the same knowledge of calculus that someone with SS:  
>Mathematics (11-) would have but you would have the level of knowledge  
>that would be typical of someone in that profession.   
> 
>Obviously if I wanted to buy all those skills it would cost hundreds of  
>points.  I don't have to because it is all covered in the professional  
>skill.  I need all that stuff to practice the profession, so I get it  
>for 2 points.  A specialist (a heart surgeon or an aerospace engineer  
>working in the stress analysis department) could either buy PS: Heart  
>Surgeon or PS: Aerospace engineer and SS: Stress Analysis.     
 
   I tend to agree with you on much of this.  A PS gives some of the basic 
knowledge and contacts needed to perform a job.  However, one would still 
need whatever KS or SS the job required; PS: Heart Surgeon would not give 
KS: Medicine, and KS: Medicine would not give Paramedic Skill!  However, 
the three together (plus a License) should be sufficient for a heart surgeon. 
 
>In general this is how I've always thought of skill: 
> 
>11-  Most practising members of a profession 
>11- & KS: 11- A typical specialist   
 
   I'd call it one KS for the first, two for the second.  The rest (which I 
snipped I'm in agreement on. 
 
>Using this sort of definition, we have no champions style skills at most of  
>what we all do every day.  But that's OK because skills in champions are  
>supposed to reflect knowledge and abilities that are useful in a  
>role-playing game.  a player who pays points for a skill or ability  
>should expect to receive some significant advantage for it.  
> 
>A SKILL THAT WILL NEVER BE USED DURING THE COURSE OF PLAY SHOULD NOT COST  
>POINTS.  It can easily be included in a character's background.   
>Obviously this requires some judgement on the part of the GM.  If a  
>player has spent a lot of points in an area that I don't think will ever  
>be useful I would tell him not to spend the points.  KS: Beavis &  
>Butthead (14-) will not be worth any points in any campaign I run because  
>as I've never seen the show.  
 
   For this kind of thing I include General Knowledge (8-) as an Everyman 
Skill.  I give bonuses for things "everyone" would know, and use straight 
rolls for "cultural references" (like Beavis and Butthead).  If (following 
your example) the player determines that the character is a fan of a 
certain TV show, this gives a bonus for that show, but a penalty for any 
other show, especially one that was unrelated and dissimilar. 
--- 
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-Forwarding-Note: Was sent to herolist@october.com; forwarding to hero-l@omg.org 
From: Opal@october.com (Opal) 
Date: 22 Nov 97 18:24:02 GMT 
Subject: Re: Filipino Heroes/Vill 
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 
 
 
 
 h > > You've got me dead backwards there.  Many people are offended by  
 h > > the use of thier culture by those (especially whites) not of  
 h > > that culture.  Witness the powwow thread that blazed though  
 h > > this list not long ago.  
 h >  
 h > I'm actually a little puzzled by this.  In the gaming sense, when  
 h > GMing I stick with what I know as a GM.  If I HAVE to run a game in a p  
  
Well, I was speaking in a gaming sense, still.  
  
 h > someone else knows more about than me, I'll usually ask they correct  
 h > me  
 h > if I have something wrong.  But when I have lived or traveled  
 h > in other countries I've found I get a far more friendly reaction from  
 h > people if I make an attempt to learn the language and fit in.  
 h >  
 h > TokyoMark  
  
Sounds reasonable to me.  
___  
 * OFFLINE 1.58  
 
X-Sender: scm@mail.aci.net 
Date: Sat, 22 Nov 1997 10:24:36 -0800 
From: Shelley Chrystal Mactyre <shelley@mactyre.net> 
Subject: Re: Writing Up Yourself 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 11:21 PM 11/21/97 -0800, Rook wrote: 
>    Personally, when I run a SUPER game I think it's anal to aks for 
degree perks or 
>prerequisite 
>skills on my sciences. That's just not how the genre works. It isn't that 
'precise'. 
>I jot down 
>PS: Scientist 12- and I'm done. 
>    If I want more, I'll do it in a system set up for it. A system with a 
very 
>diferent cost between 
>powers and skills, or with a dificulty and prerequisite system built in. 
 
Well, as one of the "anal" people who requires her players to spend points 
for the things that will help them out in roleplaying situations, I've 
found that skill requirements only add to roleplaying.  Besides, I value 
realism in all things, roleplaying especially -- I can't stand games or 
novels where we have "*Poof* I invent it!" and "*Poof* you're cured!" 
Seems to be more laziness on the author or GM's part than anything else. 
Of course, I prefer "genre" comics which  are grittier and more realistic, 
too, so perhaps that's part of my conception. Not everything superhero is 
Golden Age anymore.  
 
I like to run games which have a firm "realistic" feel to them, whatever 
the genre, and skills are an inherent part of that.   When I start hearing 
complaints from my players I'll rethink my position -- their opinions, 
after all, are really the only ones which matter, all due respect for list 
members aside.  =) 
 
 
Shelley Chrystal Mactyre 
www.mactyre.net 
 
Your children will see the stars. 
--Robert A. Heinlein 
 
X-Forwarding-Note: Was sent to herolist@october.com; forwarding to hero-l@omg.org 
From: Opal@october.com (Opal) 
Date: 22 Nov 97 18:30:04 GMT 
Subject: Missiles (was TUSV: vehi 
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 
 
 
 
 h > From: Rick Holding <rholding@ActOnline.com.au>  
 h > Subject: Missiles (was TUSV: vehicles within vehicles)  
 h > Reply-To: hero-l@october.com (Multiple recipients of Hero)  
 h > To: champ-l@omg.org  
 h > >  
 h > > Tenacious +1/2                                              <NEW>  
 h > >  
 h > > Seeking +1                                                  <NEW>  
 h > >  
 h > > -Opal  
 h > > Have Variants, will email.  
 h >  
 h > Very nice!!!  An interesting variation on the continueing charges or  
 h > uncontrolled continueos modifiers.  Was this more or less of the cuff  
 h > or do you in fact have several more like these?  
 h > --  
  
Thank you.  Definitely not off the cuff.  I came up with Tenacious in  
1986.  It's actually based Area Effect, the idea was that ultimately,  
it just makes a hit much more likely, which is what AE does.  It's  
been updated to 4th Ed since then.  Seeking, one of my players roughed  
out for a character, and I later used it in my Robot Warriors game,  
and I ultimately, updated it to 4th Ed.  
  
I have a whole file of rules variants that I like to use.  An old version  
of it is on Red October http://www.october.com/ in the Red October file  
areas: VARIANTS.ZIP.  I'm trying to get my most recent version U/Ld but  
it's not there yet.  
___  
 * OFFLINE 1.58  
 
Date: Sat, 22 Nov 1997 13:47:53 -0500 (EST) 
X-Sender: jprins@interhop.net (Unverified) 
From: jprins@interhop.net (John and Ron Prins) 
Subject: Re: Writing Up Yourself 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
>For example, a practising lawyer would have PS: Lawyer (11-) and  
>PERK: Law license.  That's it.  For those three point a character would  
 
>A professional engineer? PS: Mechanical Engineer (11-) and Perk:  
>Engineering Licence. 
 
Hardly. Somebody graduating from any Engineering course wouldn't even have 
PS: Engineer. He'd have SS: (type of) Engineering 11-, and SS: Mathematics 
8-, SS: Physics 8-, and possibly SS: Chemistry 8- (depending on the branch 
of engineering). Being a practicing engineer is a LOT different from just 
knowing the science behind it. PS: Engineering involves the actual legal 
procedures, protocols, and hands-on experience in the workplace. All the 
technical knowledge is really covered by the Science branch of engineering. 
It even says in the PS writeup that PS represent practical, not theoretical 
knowledge. Somebody wet'n'bloody out of university typically has very little 
practical knowledge. 
 
The same goes for a Lawyer. A graduate might have PS: Lawyer 8-, but he'd 
probably have KS: Law 11-, PS: Research 8-, Oratory 8-. The 'professional' 
aspect of a skill more represents (to my mind at least) the ability to use 
your other skills to make money. Someone with a high PS: Lawyer would have a 
very good reputation, be able to charge hefty fees, and likely be a partner 
in a major firm. Someone with a low PS: Lawyer could still have massive 
legal knowledge (KS: Law) but never gets the good cases, or doesn't bring 
them off to proper execution (i.e. his courtroom manner needs work). 
 
This attitude that a PS: is all encompassing is a little odd. If a guy has 
PS: Truck Driver, he still needs his Transport Familiarity with big rigs. 
The PS: helps him find the best routes (shortest, least obstructed), and 
helps him follow (or get around) trucking laws, but it doesn't help him 
drive (that would be TF: or Combat Driving if he's REAL good), and it 
doesn't help him maintain his rig beyond the most basic of things - for that 
he'd need Mechanics (and every truck driver I ever met was at least a 
halfway decent mechanic - i.e. I'd say they had 8- with Mechanics. A real 
auto mechanic would have both Mechanics and PS: Auto Mechanic (and probably 
FAM w/ Electronics, too). 
  
>You sing with your church choir:		No skill 
 
Depends how good your choir is. Some church choirs generate revenue. If 
you've been with the choir a while and are good as a choir singer, I see no 
problem with giving PS: Choir Singer 8-, or even higher. 
 
>A skill generally covers a lot of ground.  You get a lot of stuff for  
>those 2 points.  Another example. PS: Aerospace  
>Engineer (11-) would give the character an understanding of who' who in  
>the aerospace industry, what companies are in that industry, what laws  
>and regulations govern that industry, what an aerospace engineer does,  
>stress analysis, calculus, thermodynamics, chemistry, physics, aerospace  
>vehicles, computer programming, technical writing, aerospace structure  
>design, aerodynamics, fluid dynamics, propulsion methods, engine design,  
>rocket design ("Yes, as a matter of fact I am a rocket scientist."),  
>mechanics, electronics, and a whole lot more.  The professional skill  
>doesn't give you the same knowledge of calculus that someone with SS:  
>Mathematics (11-) would have but you would have the level of knowledge  
>that would be typical of someone in that profession.   
 
Note that someone who was a _Mathematician_ would have SS: Mathematics 11- 
(or more) AND PS: Mathematician. Someone in Aerospace Engineering has PS: 
Aerospace Engineer 11-, SS: Aerospace Engineering 11-, SS: Mathematics 8-, 
SS: Physics 8-, SS: Mechanical Engineering 8-, Electrical Engineering 8-, 
Computer Programming 8-, and a handful of other skills. Note that this 
doesn't make him a 'qualified' general Mech.Eng., or Elec.Eng., or Computer 
Programmer, but he would have a background in said skills and be able to 
perform minor tasks in those areas, even if they are NOT related to the 
aerospace industry. 
 
>Obviously if I wanted to buy all those skills it would cost hundreds of  
>points.  I don't have to because it is all covered in the professional  
>skill. 
 
I don't agree. Champions, by the book, grossly underestimates the skill 
requirements of a Doctor. Having Paramedic, KS: Medicine and Licensed Doctor 
is NOT enough. My brother's a doctor, and I know what he went through and 
what he learned to get there. In Canada at least, you have to have at least 
3 years of undergraduate work in a related science. My brother got a degree 
in Biochemistry. That alone would give him SS: Biochemistry 11- and probably 
SS: Chemistry 8- (if not more) and SS: Mathematics 8-. [BTW, you yourself 
call a FAM as a 'good hobbyist' - well, you've got to be more than a 
'hobbyist' at math to get a degree in most sciences]. Then he started 
medschool. First year alone would have given him KS: Anatomy 11-. He already 
had Paramedic 8- (St.John's training) before he hit university. Over the 
next few years, he gets KS: Medicine, improves his paramedic, gains basic 
surgical skills (PS: Surgery 8-, which certainly goes beyond Paramedic), and 
goodness knows what other skills, like SS: Pathology 8-, KS: Pharmacuticals, 
and more. And, finally, of course, PS: Doctor and his license. Anybody who 
thinks Paramedic and KS: Medicine is enough to get a license has no clue 
just what a doctor has to learn. 
 
Champions just tends to abstract in the name of playability. That doesn't 
make it _accurate_, just easier. People writing themselves up want to be 
accurate, and that costs points. 
 
>A SKILL THAT WILL NEVER BE USED DURING THE COURSE OF PLAY SHOULD NOT COST  
>POINTS. 
 
How does this apply to people writing themselves up? Some people do and 
would rate KS: Beavis and Butthead. And you can never tell what is or isn't 
going to be 'relevant' in a campaign. Most people don't have more than a 
handful of hobbies. Some people, however, have had multiple professions, 
many hobbies, and lots of other interests. They do rate those skills, b/c 
they've invested major time in them. 
 
>existence (It's OK Bob, you don't have to buy familiarity with toothbushes  
>to maintain good oral hygiene.) 
 
That's a bit rediculous. But if he collected and/or designed toothbrushes in 
his spare time, he certainly should buy KS: Toothbrushes or something. But 
few super-types actually have those kind of 'lesser' hobbies. They don't 
have the time for them. When was the last time you saw Spiderman display his 
great knowledge of current TV programming? Right - Spidey doesn't have the 
time to watch much TV. 
 
>Sorry for the rant.  I went on much longer than I had planned.  Let me  
>finish  
>by saying that if someone is a Green Beret or SWAT team member they will  
>probably take between 100 and 150 points to describe in champions.  They  
>are going to have lots of skills that will be useful in combat and other  
>role playing situations.  But most of use can easily be simulated as  
>normals (5 pts.) or skilled normals (35 pts.). 
 
Bottom line is that's because they probably KNOW, by direct knowledge, or 
serious observation/study, just what a Green Beret/SWAT member has to know. 
As opposed to the GM who just wants faceless SWAT members for the villians 
to mow down before meeting the super-PCs, who doesn't have the time or need 
to find out exactly what they really DO have. He just puts down PS: SWAT 
member, gives him a gun, and goes. Good for playability, but not at all 
accurate. 
 
 
----------------------------------------------------------------------------- 
"By all that's unholy, the Enigma Force has given Captain Universe the power 
to back up his sickening platitudes!" 
----------------------------------------------------------------------------- 
John D. Prins 
jprins@interhop.net 
 
X-Forwarding-Note: Was sent to herolist@october.com; forwarding to hero-l@omg.org 
From: Opal@october.com (Opal) 
Date: 22 Nov 97 18:53:06 GMT 
Subject: Re: fantasy hero campaig 
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 
 
 
 
 h > From: Michael Surbrook <susano@access.digex.net>  
 h >  
 h > > Defenses on the other hand should be *low* and kept that way.  Don't  
 h > > let wizards have force fields.  Keep the armor you design relatively  
 h > > low-def (6 is reasonable, 8 DEF plate should be really encumbering,  
 h >  
 h > DEF 6 represent 'average' mail armor, what virtually *everyone* who  
 h > afford it wore during most of the middle ages.  The thickest (or  
 h > heaviest armor) is full plate, which is DEF 8 (or *maybe* 9).  Full pla  
 h > *isn't* all that encumbering.  A well made suit fits just was well as a  
 h >  
  
Oh yes, I know that.  (I started playing D&D 17 years ago, I have  
heard that from SCA'ers sooooo many times!)  And, I'm sorry I didn't  
mention that I was speaking from a sort of heroic fantasy (where  
you don't want everyone armored up from head to toe, it's just  
not that dashing - unless you're going for the sort of fairy  
tale knight-in-shining-armour routine (or you really liked the  
move Excalibur) in which case you wouldn't want armor to be  
encumbering at all) and game-balance perspective.  I want players  
to have a good reason to choose among the different types of  
armor, not just the usual get the highest DEF and buy 'manuevering  
in armor' DCV levels to cancel the penalty thing.  I understand  
that its unrealistic, but I guess I just don't like realism all  
that much (or I'd be playing GURPS by Steve 'reality check' Jackson).  
  
 h > Note that Force Walls stop all Stun, which makes them much more  
 h > effective  
 h > than standard Armor.  Force Fields might work better for certain spell  
 h > effects.  
  
If you're trying to keep DEF low, it's conventient to use FW instead  
of FF.  FF is very cheap and it can be hard to explain to the character  
why he can't have a 5 pt spell to defend himslef.  FW keep the costs  
(Apts, anyway), more in line, and when DEF is kept low, will be penetrated  
much more often.  Also they're less convenient the FF - they limit what  
you can do when hiding behind them.  
  
For instance, if I set a max resistant DEF of 10, some of the warriors  
will go to the trouble of buying Independent magickal armor with that  
def, some will take Plate, inspite of the small standard Encumbrance  
penalty, and some will prefer slightly lighter armor.  But, all the  
wizards will buy a 10 DEF Force Field because it is sooo cheap - and  
all the powergamers will have 10/10 FF with 0 END & Persistant with  
lengthy start-up rituals (for a high limitation) and Dificult to  
Dispel.  
  
Of course, that's just my experience, I know some people have players  
with more restraint.  (heck, I don't have that much restraint, I  
like playing wizards, I want my wizard character to live!)  :) :)  
  
___  
 * OFFLINE 1.58  
 
X-Forwarding-Note: Was sent to herolist@october.com; forwarding to hero-l@omg.org 
From: Opal@october.com (Opal) 
Date: 22 Nov 97 19:05:08 GMT 
Subject: Possession type question 
X-Ftn-To: herolist@october.com 
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Reply-To: hero-l@october.com (Multiple recipients of Hero) 
Path: october!opal 
Organization: Fidonet: Red October Alpha * Hero Roleplaying * 408-629-4695 *  
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
 
 h > From: "Sean Pavlish" <pavlish@erols.com>  
 h > Subject: Possession type question  
 h >  
 h > I'd like some feedback from you all on the list about a creature I'm  
 h > attempting to write up for Fantasy Hero.  
 h >  
 h > The creature in itself has Desolid and Invisibility with no fringe.  I  
 h > this part down, no problems here.  
 h >  
 h > The problem comes from the creatures ability to jump into a dead  
 h > corpse and use that corpse to affect the real world.  
 h >  
  
*WARNING: do not use the Spirit Rules!*  
  
(OK, personal bias taken care of)  
  
What you can do is have the creatures Desol and Invis 0 END & Persistant,  
and instead of taking 'always on' have them only turned off when there  
is a handy body to 'inhabit.'  Give the creature stats appropriate for  
a dead body.  If you think bodies vary greatly in there stats, give  
him those of a really useful body, with a Physical Limitation that  
he only has those of an availble dead body when solid.  
  
The drawback to this is that the creature could be killed if the  
body its inhabiting is destroyed.  Just give it lots of BOD and  
have it go desolid again before that happens (or you may want it  
to have a way it can be killed while manifested - fire perhaps?  
magic?).  
  
___  
 * OFFLINE 1.58  
 
X-Forwarding-Note: Was sent to herolist@october.com; forwarding to hero-l@omg.org 
From: Opal@october.com (Opal) 
Date: 22 Nov 97 19:30:10 GMT 
Subject: Campaign-wide Average PC 
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 
 
 
 
 h > I long ago got disgusted by how much you couldn't buy with the  
 h > 250 points (background skills, perks, etc). To design an average  
 h > professional person in america today takes anywhere from 150-175  
 h > points.  
 h >  
  
You're going into way too much detail in the skills/perks if it takes  
150+pts to buy normals.  I'd find broader background skills, and  
basic 1 pt familiarities instead of full skills helps.  Aside from  
that, though, as long as everyone is aware of it, fine.  People who  
just wander into such games get confused.  You buy your 14- Sci:  
Physics, and Systems Ops, and find out you can't run an experiment 
 
because you don't have KS: Scientific Method, Prof: Particle  
Excelerator Operator, Sci: Data Analysis, and Perk: Liscensed  
Particle Excellerator.  (Oh, and Sci: Particle Physics, Quantum  
Physcis.... list goes on for a few pages...).  I'm just guessing 
 
because I know nothing about the subject. But I have run into  
situations where perfectly reasonable characters were penalized 
 
for not taking very nit-picky Sciences or KS, it just doesn't seem  
to me that it's the point of the game.  
  
  
 h > These days our characters are built as people first, with all the  
 h > experiences & background stuff you want to fit your conception. It's  
 h > free. You can then spend up to 250 points on combat/adventuring stuff.  
 h > If your background is used heavily in your adventuring, then you have t  
 h > pay for half of it.  
 h >                                          |  David A. Fair  
  
I can't fault you for handling it that way.  Though at that point,  
I'd say the other option is to drop background skills entirely and  
just go back to defining your background, since there's no points  
involved.  
___  
 * OFFLINE 1.58  
 
X-Forwarding-Note: Was sent to herolist@october.com; forwarding to hero-l@omg.org 
From: Opal@october.com (Opal) 
Date: 22 Nov 97 19:48:12 GMT 
Subject: Re: Nested Force Walls 
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 
 
 
 
 h >  
 h > Actually, he already has it in a multipower on two multi slots.  
 h >  
 h > He's a magnetic character, and he wants to be able to tune the force  
 h > to screen out specific things -- it can either screen out matter,  
 h > or both. The problem with 1 regular FW slot is that the defense isn't  
 h > variable -- he couldn't "fine tune" it.  
 h >  
  
Ohhhh.... <going back to delete my original response>  
  
Sure, it's OK to throw them both at once.  As long as it's at  
exactly the same area.  
  
Just don't let him buy them too high.  If you'd normally allow no  
more than a 12 DEF force wall, limit each of his to 12/0.  
  
Oh, and you might have to gloss over the area of the force wall,  
if you feel that having half your multi points in FW means you  
can only affect a smaller area....  
  
The bit about attack rolls is a rules detail, it's not clear  
wether you can combine two powers that aren't linked.  However  
you feel about this, you, as the GM, can make an exception  
in this one specific case.  
___  
 * OFFLINE 1.58  
 
X-Forwarding-Note: Was sent to herolist@october.com; forwarding to hero-l@omg.org 
From: Opal@october.com (Opal) 
Date: 22 Nov 97 19:51:14 GMT 
Subject: Re: DNPC: Pets 
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 
 
 
 
 h > From: mcallahan <mcallahan@home.com>  
 h >  
 h > >>1 pip HKA reduced penetration (bite)  
 h > >What would this *do*, anyway?  1/2 pip of damage x2, applied against  
 h > >Resistant Defenses... it works *exactly* like the same power w/o  
 h > Reduced Penetration.  It's still completely stopped by 1 rPD.  I migh  
 h >  
 h > It seems to be the opinion of the hero beastiary that all bites are  
 h > reduced pen even 1 pip ones (I agree it's odd, but hey, it saves you a  
  
Ummm... I gues if the critter has a STR of 5, that adds to the KA,  
and it's two 1 pip KAs against PDr....  
  
Otherwise, I guess that's why they have minimum costs.  
  
___  
 * OFFLINE 1.58  
 
Date: Sat, 22 Nov 1997 11:58:57 -0800 
From: Rook <rook@infinex.com> 
Subject: Re: Strength 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
> >> >    A brick in GURPS on an equal damage ability to a normal power level 
> energy 
> >> >projector might have a lifting ability of as little as 1 to 3 tons or so. 
> >> 
> >> um, Im not sure what you are trying to say here, the bricks do as much 
> >> damage as energy projectors with the same power level?  Exactly how does 
> >> this differ from every other game system? 
> > 
> >    Should have been simple. 
> > 
> >A 12d6 attack Brick in champs is lifting 100 tons. That's equiv to the energy 
> >projector's 12d6. 
> >    Average for most games. 
> > 
> >Average for GURPS is about 13d6. 
> >    This gives a Brick who lifts 3,000 lbs. or 34,200 lbs. if they push it 
> >(extra effort). 
> 
> yeah thats a term he lifted from Hero :) 
> 
> >While both characters are average damage capacity for their relative game 
> systems, 
> >one has a much 
> >higher lifting ability than the other. 
> >    In this case Hero comes out 4-color, and GURPS modern style. 
> 
> I guess Im still stupid, Im not sure why this is more modern style, seems 
> like every character in Image can lift 500 tons and carries a gun, how is 
> this more representative? 
 
    It is a reflection of the modern comics theme, which likes less 
powerfullHeroes who are more vulnerable to the real world and forced to stay 
closer to 
real world physics. 
    It's best an example of "Wildcards", but I think it would hold for several 
Image characters 
as well, though not all. 
    Personally, I prefer a Silver Age 4-color feel, so I use Hero or V&V, 
depending on preference of 
the day. (V&V is ussually lower power than champs, but not always.) 
 
 
>  Why do you think that someone who can do that 
> much damage should be weaker? 
> 
 
    I don't recall saying that, could you please provide an exact quote of where I 
said that exact statement? 
 
    If you're just disagreeing with me in order to disagree, then I may withdraw 
from this. But if you can 
quote where you feel I've stated that I agree with GURPS' outlook, then please do 
so. I merely presented 
their outlook. I believe it would be better suited for someone who wanted Heroes 
who were 'closer to 
reality'. 
 
    Don't confuse my examples with my preferences and opinions. 
 
-- 
Rook 
 
Super Hero Links Page: 
http://www.infinex.com/~rook/SH/SHlinks.html 
 
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: Egyptoid@aol.com 
Date: Sat, 22 Nov 1997 15:06:36 -0500 (EST) 
Subject: Re:  Re: Marvel Char: Juggernaut 
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 11/22/97 12:24:13 PM, DaveM@FocusSoft.com wrote: 
>Here's a toned-down 250-point Juggernaut I've used in the past. 
>Juggernaut 
>60 STR 50 
>11 DEX  3 
 
This wouldn't be the same Juggernaut that held off all the X-Men 
and at other times the Avengers?!? 
 
You better post those "toned down 250 point" versions of Wolverine, 
Thor, Cpt.America, etc that must've fought this guy. 
-- 
Elliott 
 
From: Egyptoid@aol.com 
Date: Sat, 22 Nov 1997 15:06:40 -0500 (EST) 
Subject: Re:  Re: Writing Up Yourself 
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 11/22/97 8:19:49 AM, mlnunn@scrtc.blue.net wrote: 
>I can see both sides of the coin, I wrote up my self using a true Hero 
>sourcebook aproach, I was very expensive, over 200 points, most of those on 
>my military training, Army Ranger school, Airborne, Air Assault, Sniper 
>school, a ton of other military schools plus I was also a EMT.  I have my 
>doubts about some of those CHAR requiriments, I don't think I have a 18+ 
>STR, a reguirement for Ranger school.   
 
It's not an unrealistic number. I wrote up Frank Farmer, the ultimate 
bodyguard from the Whitney Houston, Kevin Costner movie, "THE BODYGUARD". 
I stuck to normal stat levels, and only wrote what he demonstrated competency 
with during the movie, and he went over 325 points... 
-- 
Elliott 
 
X-Forwarding-Note: Was sent to herolist@october.com; forwarding to hero-l@omg.org 
From: Opal@october.com (Opal) 
Date: 22 Nov 97 20:17:02 GMT 
Subject: Re: Possession type ques 
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 
 
 
 
 h > From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu>  
 h >  
 h >  Thus, Gliding only allows one to stay off of the ground, though  
 h > forward motion is of course severely hampered by lack of descent.  
 h >  
  
You know, I finally noticed a problem with this one (it's been how  
many years?)  
  
"The shoa-lin priest can walk on rice paper without leaving a mark,  
but not uphill unless there are thermals."  :)  
  
___  
 * OFFLINE 1.58  
 
Date: Sat, 22 Nov 1997 12:18:35 -0800 
From: Rook <rook@infinex.com> 
CC: hero-l@omg.org 
Subject: Re: Writing Up Yourself 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
 
Shelley Chrystal Mactyre wrote: 
 
> At 11:21 PM 11/21/97 -0800, Rook wrote: 
> >    Personally, when I run a SUPER game I think it's anal to aks for 
> degree perks or prerequisite skills on my sciences. That's just not how 
 
> the genre works. It isn't that 'precise'. 
> >I jot down 
> >PS: Scientist 12- and I'm done. 
> >    If I want more, I'll do it in a system set up for it. A system with a 
> very diferent cost between 
> >powers and skills, or with a dificulty and prerequisite system built in. 
> 
> Well, as one of the "anal" people who requires her players to spend points 
> for the things that will help them out in roleplaying situations, I've 
> found that skill requirements only add to roleplaying.  Besides, I value 
> realism in all things, roleplaying especially -- I can't stand games or 
> novels where we have "*Poof* I invent it!" and "*Poof* you're cured!" 
 
> Seems to be more laziness on the author or GM's part than anything else. 
 
    It's not that I don't require the skill, it's that I don't feel it needs 
to be broken downinto it's component parts. My Super World's don't make any 
attempt to rationalize the 
existance of super powers. There is no mutant gene, mathematical formula to 
magic, or scematic 
to a super-gadget. It just is. Reality is warped. 
    A Super scientist has a PS in 'Super Science' not in physics or genetics 
or whatever. 
        But I'm not golden age either. I love to go into depth on personality 
and moral issues. 
 
    Astro City says it best: It's not the real world with supers added in. 
It's a Super World with real 
people added in. 
    They have lives, emotions, and depth. But they work on a diferent 
paradigm. What parts are fuzzy and 
what parts are detailed are a bit diferent. 
    Anyway, that's my take. Comic's like Watchmen or Wild Cards or Punisher 
have proved that there are 
other valid views to take. Just they're not the one's I use. 
 
 
> Of course, I prefer "genre" comics which  are grittier and more realistic, 
> too, so perhaps that's part of my conception. Not everything superhero is 
> Golden Age anymore. 
> 
 
    I for one stopped reading comics around 1990 for this exact reason. When 
Iread about something as unreal as Super Heroes, I want it to be 'comicy'. 
I've started 
reading again now that we have titles like Astro City. 
 
 
> I like to run games which have a firm "realistic" feel to them, whatever 
> the genre, and skills are an inherent part of that. 
 
    I like to run my games with a diferent flavor for each genre I choose.If I 
did 'hard-core' sci fi I'd obviously require much more depth to these issues 
than if I did Super Hero. I run my Super Hero with a 4-color Silver Age feel. 
The best 
genre example I can give of what I shoot for is Astro City or ThunderBolts. 
When I do 'dark' 
it comes out like Batman: Animated Series. 
 
    I don't do Watchmen or Wildcards. 
 
Shelley I know you've often stated on #herochat or #gurps that you use GURPS 
for all but Super Hero. 
Considering the flavor I think you're going for above, you might want to give 
GURPS Supers a serious 
try. It can be made into a runable game with a little work. :) I've done it 
before, and the GURPS lists 
are any indication, so have others. 
    Personally I can't stand it. I play Super's for it's un-realism. Which is 
why my copy of Dark Champions 
has done nothing but collect dust since I bought it... 
 
-- 
Rook 
 
Super Hero Links Page: 
http://www.infinex.com/~rook/SH/SHlinks.html 
 
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-Forwarding-Note: Was sent to herolist@october.com; forwarding to hero-l@omg.org 
From: Opal@october.com (Opal) 
Date: 22 Nov 97 20:21:04 GMT 
Subject: On the ground gliding 
X-Ftn-To: herolist@october.com 
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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 
 
 
 
 h > From: ALONE AT MIDNIGHT <RAVANOS@jcs1.jcstate.edu>  
 h >  
 h >  If you have Gliding, only on the ground, so you hovered mere  
 h > inches off the floor, could you use your forward motion from, let's  
 h > say, running, to get you moving?  
 h >  
  
Sure.  But, going uphill would be hard.  
  
 h >  How would you simulate the effects of a character with Air Walking  
 h > (the ability to walk in air as if it were sold)?  
  
Flight, to exactly the same inches as your running (including non  
combat), and an advantage for no turn mode (if you don't have  
too much running, a few levels hould take care of it).  
  
 h >  What sort of powers/limitations would you use to simulate  
 h > Levitation?  
  
Flight, heavily limited for Levitating yourself.  For levitating  
objects & other people, TK.  
___  
 * OFFLINE 1.58  
 
X-Forwarding-Note: Was sent to herolist@october.com; forwarding to hero-l@omg.org 
From: Opal@october.com (Opal) 
Date: 22 Nov 97 20:29:06 GMT 
Subject: Re: Possession type ques 
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Organization: Fidonet: Red October Alpha * Hero Roleplaying * 408-629-4695 *  
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 h > From: Vox Ludator! <ludator@mail.softfarm.com>  
 h > At 09:15 PM 11/20/97 -0600, Tim R. Gilberg wrote:  
 h > >> I knew this was going to come up again. :-)  
 h > >  
 h > > What!?  The list has *seen* this discussion before?!?  
 h >  
 h > I think he was referring to the "first sentence principle" which was  
 h > threaded somewhere into my posts.  
 h >  
  
I don't like stuff like 'first sentence' or 'highest cost' or whatever.  
Next we'll be using Gematria (sp?) to analyze the BBB and prove  
mathmatically that Growth & DI are the same power and Shrinking is  
the oposite of Growth and therefore is already Density Decrease... :)  
  
Hero is effects based, if you can get just the effect you want,  
who cares what power you used to get it.  
  
 h > > And on the same token, the entire set of effects of each and every  
 h > >power is the effect of the power.  As limitations allow a power to  
 h > >effect (it does less, therefor it is less usefull), a power could  
 h > >conceivably be pared down to merely one of its effects.  
 h >  
 h > ... at which point one will realize there is a better way of executing  
 h > that  
 h > effect.  
 h > --  
 
 
Actually, I've found that paring away at a power to simulate a difficult  
effect almost always works better than heaping Advantages on some  
other power with a 'closer effect.'  For one thing, "Limitted Power"  
gives you a lot of leeway, and there's no corresponding advantage  
that allows you that kind of flexibility.  
  
___  
 * OFFLINE 1.58  
 
Date: Sat, 22 Nov 1997 15:40:12 -0500 (EST) 
From: Mikhael Bornstein - AERE/W94 <mbornste@acs.ryerson.ca> 
cc: champ-l@omg.org 
Subject: Re: Writing Up Yourself 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Sat, 22 Nov 1997, Bob Greenwade wrote: 
>    The lawyer should also have a KS: Law for the specialty he works in, 
> whether it's as broad as Civil Law or as narrow as Constitutional Appeals 
> Law.  (Most if not all other phases of the law would get a reduced Roll for 
> being related.) 
>    I'd also tend to make the PS characteristic-based, using either INT, 
> EGO, or PRE, depending on how the individual goes about things. 
>    But still, I'm talking about a total of only 6 points to represent a 
> competent attorney (not really that much more than your 3). 
 
Good point.  I probably over stated my point.  All my players create  
characters who are experts in their fields.  PS (14-) and several KS  
are the norm. If a player just wanted the PS I would probably let it go.   
 
>    A musical instrument would still cost a 1 point Familiarity.  To be good 
> at it, though, would be worth 2 points (for college-level performing, where 
> you generally need to be to perform at a nightclub).  Studio and similar 
> work would require higher Rolls (these are *extremely* demanding 
> environments). 
>    (As though anyone here cared....) 
 
I have a friend who is a professional singer.  She has performed in many  
clubs and recorded in the studio.  So I tend to be a little bit of a snob  
about these things.  I'm not sure that she'd agree that the studio is  
more demanding  
 
>    I tend to agree with you on much of this.  A PS gives some of the basic 
> knowledge and contacts needed to perform a job.  However, one would still 
> need whatever KS or SS the job required; PS: Heart Surgeon would not give 
> KS: Medicine, and KS: Medicine would not give Paramedic Skill!  However, 
> the three together (plus a License) should be sufficient for a heart surgeon. 
 
I know two paramedics and neither of them have good things to say  
about most doctors skill at emergency medicine.  I'm not sure I'd require  
a character who was a doctor to buy paramedic skill, but I've never had a  
player who created a doctor without it. 
 
>    For this kind of thing I include General Knowledge (8-) as an Everyman 
> Skill.  I give bonuses for things "everyone" would know, and use straight 
> rolls for "cultural references" (like Beavis and Butthead).  If (following 
> your example) the player determines that the character is a fan of a 
> certain TV show, this gives a bonus for that show, but a penalty for any 
> other show, especially one that was unrelated and dissimilar. 
  
I use an INT roll at -3 for general knowlege/current events.  But if a  
character had "Beavis and Buttheads biggest fan" in their background I  
probably wouldn't make them roll.  
 
Thanks for the feedback. 
 
Mikhael 
 
From: "potroast@theoven" <darkwraith@worldnet.att.net> 
Subject: empathy 
Date: Sat, 22 Nov 1997 14:44:53 -0600 
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To: champ-l@omg.org 
 
Hi, 
	I'm designing a empathy-based character, I'm haveing a little promblem 
hammering out two disads: "leaking"- projecting the character's emotions on 
normals (and on a really good roll, supers) around her.  Also "imprinting"- 
having the surrounding her become her own. your help would greatly be 
appeciated. 
								--Potroast 
"Anyone who says "like taking candy from a baby" has, obviously, never 
tried it" 
 
X-Sender: scm@mail.aci.net 
Date: Sat, 22 Nov 1997 12:52:03 -0800 
From: Shelley Chrystal Mactyre <shelley@mactyre.net> 
Subject: Re: Writing Up Yourself 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 12:18 PM 11/22/97 -0800, Rook wrote: 
>    I for one stopped reading comics around 1990 for this exact reason. When 
>Iread about something as unreal as Super Heroes, I want it to be 'comicy'. 
>I've started 
>reading again now that we have titles like Astro City. 
 
Oh, I don't know.  I take the majority of my inspiration from comics like 
the early Elementals.  They had dark themes, but were real people acting 
heroically.  Real people are, for me, the key, which is why I find skills 
so gosh-darn important to characterization.   
 
>Shelley I know you've often stated on #herochat or #gurps that you use GURPS 
>for all but Super Hero. 
>Considering the flavor I think you're going for above, you might want to give 
>GURPS Supers a serious 
>try. It can be made into a runable game with a little work. :) I've done it 
>before, and the GURPS lists 
>are any indication, so have others. 
 
I own every published edition of GURPS Supers, as a matter of fact.  As 
soon as I feel that it simulates superheroes as well as Champions, I *will* 
likely switch, primarily for the reason that Steve Jackson Games is a 
viable company which supports its products.  
 
>    Personally I can't stand it. I play Super's for it's un-realism. Which is 
>why my copy of Dark Champions 
>has done nothing but collect dust since I bought it... 
 
Actually, I find Dark Champions to be anything *but* realistic!  I mean, we 
have all the technology available in our universe to have vigilantism on 
the order of DC, but do we?  No, of course not.  Realism in the superhero 
genre to me means that there are valid physical explanation of phenomena, 
there is internal consistency within the universe related to that 
phenomena, and people and organizations are also consistent.   There's 
PRIMUS, for example (http://www.mactyre.net/scm/primus.html).  I get mail 
all the time thanking me for making them more real-world.  That's not 
Watchmen-esque, that's just paying attention to detail, and rationally 
considering what constitutes a federal agency's involvement in a world with 
superpowers. 
 
I think everything superhero can and ought to be quantified, since science 
is what it is, and there are always grad students needing thesis topics. 
Example: look at "Ghostbusters."  The film took the supernatural genre -- 
one of the most difficult to explain -- and distilled it down to jargon. 
The superhero game I *really* want to run will be the one which takes place 
in the Ghostbusters universe, about fifteen years after the events in the 
film allowed for strong paranormal abilities to exist.  Ah, if I only had 
more time!  
 
Shelley Chrystal Mactyre 
www.mactyre.net 
 
Your children will see the stars. 
--Robert A. Heinlein 
 
Date: Sat, 22 Nov 1997 15:19:47 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: Strength 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
 
> >Why?  Just give them the extra strength, it isn't like 15-18d6 is actually all 
> >that much damage, and it usually better matches their ability to do damage to 
> >the scenery as well. 
> > 
> 
> well, how about tk instead? it's not like you can lift a jumbo jet with your hands without tearing it apart anyway. . 
 
 
	Then why could TK do it? 
 
	If you want to bring in that type of real-world debate, the whole 
argument falls apart.  I mean, geez, no one could ever lift anywhere close 
to one ton in the real world. 
 
	Of course, in the comics, characters lift Jumbo Jets and we don't 
see the real world effect of a piece or two ripped off.  Go with the 
source. 
 
 
			-Tim Gilberg 
 
Date: Sat, 22 Nov 1997 17:21:37 -0500 (EST) 
From: Michael Surbrook <susano@access.digex.net> 
cc: champ-l@omg.org 
Subject: Re:  Re: Writing Up Yourself 
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On Sat, 22 Nov 1997 Egyptoid@aol.com wrote: 
 
> In a message dated 11/22/97 8:19:49 AM, mlnunn@scrtc.blue.net wrote: 
> >I can see both sides of the coin, I wrote up my self using a true Hero 
> >sourcebook aproach, I was very expensive, over 200 points, most of those on 
> >my military training, Army Ranger school, Airborne, Air Assault, Sniper 
> >school, a ton of other military schools plus I was also a EMT.  I have my 
> >doubts about some of those CHAR requiriments, I don't think I have a 18+ 
> >STR, a reguirement for Ranger school.   
>  
> It's not an unrealistic number. I wrote up Frank Farmer, the ultimate 
> bodyguard from the Whitney Houston, Kevin Costner movie, "THE BODYGUARD". 
> I stuck to normal stat levels, and only wrote what he demonstrated competency 
> with during the movie, and he went over 325 points... 
 
Most of which was paid for by the 100 point Physical Limitation of "Must 
hang around Whiteny Houston and listen to her crappy singing". 
 
*************************************************************************** 
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *  
*               Michael Surbrook / susano@access.digex.net                *  
*        Visit "Surbrook's Stuff' the Hero Games resource site at:        *    
*              http://www.access.digex.net/~susano/index.html             * 
*            Attacked Mystification Police / AD Police / ESWAT            * 
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark * 
*************************************************************************** 
 
Date: Sat, 22 Nov 1997 17:31:51 -0500 (EST) 
From: Michael Surbrook <susano@access.digex.net> 
Subject: Re: fantasy hero campaig 
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On 22 Nov 1997, Opal wrote: 
 
>  h > From: Michael Surbrook <susano@access.digex.net>  
 
>  h > DEF 6 represent 'average' mail armor, what virtually *everyone* who  
>  h > afford it wore during most of the middle ages.  The thickest (or  
>  h > heaviest armor) is full plate, which is DEF 8 (or *maybe* 9).  Full pla  
>  h > *isn't* all that encumbering.  A well made suit fits just was well as a  
>  h >  
>   
> Oh yes, I know that.  (I started playing D&D 17 years ago, I have  
> heard that from SCA'ers sooooo many times!)  And, I'm sorry I didn't  
> mention that I was speaking from a sort of heroic fantasy (where  
> you don't want everyone armored up from head to toe, it's just  
> not that dashing - unless you're going for the sort of fairy  
> tale knight-in-shining-armour routine (or you really liked the  
> move Excalibur) in which case you wouldn't want armor to be  
> encumbering at all) and game-balance perspective.  I want players  
> to have a good reason to choose among the different types of  
> armor, not just the usual get the highest DEF and buy 'manuevering  
> in armor' DCV levels to cancel the penalty thing.  I understand  
> that its unrealistic, but I guess I just don't like realism all  
> that much (or I'd be playing GURPS by Steve 'reality check' Jackson).  
 
 
In the FH PBEM game I am in, the GM doesn't restrain the PCs from using 
any armor they want, he just makes sure that whatever they use makes sense 
for the origin.  So, the dwarf warrior wears mail, as does the elven 
warrior and the human warrior mage.  The half-elf fencer wears heavy 
leather, and a couple of wizard types don't wear any armor.  The only one 
in heavy transitional plate is my paladin. 
 
Unless you're playing with a bunch of munchkins who care more about CV 
and DEF than conception, tinkering with the numbers in order to force 
the PCs to take accetable (to the GM) stinks.  The GM should make sure the 
PCs are going by character concept and world background, not taking 
whatever gives them the most plusses. 
 
*************************************************************************** 
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *  
*               Michael Surbrook / susano@access.digex.net                *  
*        Visit "Surbrook's Stuff' the Hero Games resource site at:        *    
*              http://www.access.digex.net/~susano/index.html             * 
*            Attacked Mystification Police / AD Police / ESWAT            * 
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark * 
*************************************************************************** 
 
Date: Sat, 22 Nov 1997 17:36:24 -0500 (EST) 
From: Michael Surbrook <susano@access.digex.net> 
cc: champ-l@omg.org 
Subject: Re: Writing Up Yourself 
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Around here, we usually consider an 8- to mean that one has a reasonable 
amount of practical knowledge in the skill.   
 
An 11- is enough to hold a steady job, and means the character usually 
knows the answers to most questions.   
 
A 14- (or most CHA based rolls) means you are *very* good, and can perform 
quite well under stressful situtations and not screw up. 
 
The PS: usually covers most one needs to know, while additional KS and SS 
skills help round the character out.  Most of the area GMs don't require 
that much detail in the character sheet.  Usually, we prefer to list 
skills that will actually affect gameplay. 
 
*************************************************************************** 
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *  
*               Michael Surbrook / susano@access.digex.net                *  
*        Visit "Surbrook's Stuff' the Hero Games resource site at:        *    
*              http://www.access.digex.net/~susano/index.html             * 
*            Attacked Mystification Police / AD Police / ESWAT            * 
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark * 
*************************************************************************** 
 
From: Legionair@aol.com 
Date: Sat, 22 Nov 1997 18:14:02 -0500 (EST) 
Subject: Re: Marvel Conversions:  Doctor Doom 
Errors-To: owner-champ-l@omg.org 
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In a message dated 97-11-21 20:15:10 EST, RAVANOS@jcs1.jcstate.edu writes: 
 
<< Anyone here have the stats for Doctor Doom converted from 
 Marvel into Champions? >> 
 
Why not just use the stats for Dr. Destroyer with a small magic pool? 
 
Jason 
 
X-Sender: bob.greenwade@klock.com 
Date: Sat, 22 Nov 1997 15:21:38 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Writing Up Yourself 
Cc: champ-l@omg.org 
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At 03:40 PM 11/22/97 -0500, Mikhael Bornstein - AERE/W94 wrote: 
>On Sat, 22 Nov 1997, Bob Greenwade wrote: 
>>    The lawyer should also have a KS: Law for the specialty he works in, 
>> whether it's as broad as Civil Law or as narrow as Constitutional Appeals 
>> Law.  (Most if not all other phases of the law would get a reduced Roll for 
>> being related.) 
>>    I'd also tend to make the PS characteristic-based, using either INT, 
>> EGO, or PRE, depending on how the individual goes about things. 
>>    But still, I'm talking about a total of only 6 points to represent a 
>> competent attorney (not really that much more than your 3). 
> 
>Good point.  I probably over stated my point.  All my players create  
>characters who are experts in their fields.  PS (14-) and several KS  
>are the norm. If a player just wanted the PS I would probably let it go.   
 
   I strongly recommend that you require an appropriate KS, SS, or other 
Skill, at least for technical and professional jobs. 
 
>>    A musical instrument would still cost a 1 point Familiarity.  To be good 
>> at it, though, would be worth 2 points (for college-level performing, where 
>> you generally need to be to perform at a nightclub).  Studio and similar 
>> work would require higher Rolls (these are *extremely* demanding 
>> environments). 
>>    (As though anyone here cared....) 
> 
>I have a friend who is a professional singer.  She has performed in many  
>clubs and recorded in the studio.  So I tend to be a little bit of a snob  
>about these things.  I'm not sure that she'd agree that the studio is  
>more demanding  
 
   That's a different point for singers vs instrumentalists.  My musical 
background is in the latter category (two points in sax, one each in flute 
& bassoon, by the standards I've set above), and I've done some singing as 
well (not sure where I'd fall in on that; probably one point, maybe two). 
I could probably get by doing studio work as a singer, but I wouldn't last 
ten minutes as a studio sax man. 
 
>>    I tend to agree with you on much of this.  A PS gives some of the basic 
>> knowledge and contacts needed to perform a job.  However, one would still 
>> need whatever KS or SS the job required; PS: Heart Surgeon would not give 
>> KS: Medicine, and KS: Medicine would not give Paramedic Skill!  However, 
>> the three together (plus a License) should be sufficient for a heart 
surgeon. 
> 
>I know two paramedics and neither of them have good things to say  
>about most doctors skill at emergency medicine.  I'm not sure I'd require  
>a character who was a doctor to buy paramedic skill, but I've never had a  
>player who created a doctor without it. 
 
   Which, of course, supports what I was saying; I suspect that we're 
closer to agreement on this particular point than most would realize. 
--- 
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, 22 Nov 1997 18:23:27 -0500 (EST) 
From: Mikhael Bornstein - AERE/W94 <mbornste@acs.ryerson.ca> 
cc: champ-l@omg.org 
Subject: Re: Writing Up Yourself 
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On Sat, 22 Nov 1997, John and Ron Prins wrote: 
> Hardly. Somebody graduating from any Engineering course wouldn't even have 
> PS: Engineer. He'd have SS: (type of) Engineering 11-, and SS: Mathematics 
> 8-, SS: Physics 8-, and possibly SS: Chemistry 8- (depending on the branch 
> of engineering). Being a practicing engineer is a LOT different from just 
> knowing the science behind it. PS: Engineering involves the actual legal 
> procedures, protocols, and hands-on experience in the workplace. All the 
> technical knowledge is really covered by the Science branch of engineering. 
> It even says in the PS writeup that PS represent practical, not theoretical 
> knowledge. Somebody wet'n'bloody out of university typically has very little 
> practical knowledge. 
 
The example I gave was for someone who was a licensed professional  
engineer.  This person, in Ontario, would have a minimum of three years of  
professional experience. I agree that someone who just graduated from  
university with an "A" might have SS: (11-).  I suspect that for a "B"  
or "C" student an 8- might be more accurate.  I agree that a practising  
engineer would probably have SS: Engineering (11-).  However, that SS  
would also cover what a typical engineer would know about mathematics,  
physics , and chemistry.  Remember that to get PS: mechanical engineer 
(11-) and SS: mechanical engineer (11-) and PERK: engineering license would  
take seven years of relevant education and work experience.  That's seven  
year for 5 points! those points cover a lot of ground.   
 
> The same goes for a Lawyer. A graduate might have PS: Lawyer 8-, but he'd 
> probably have KS: Law 11-, PS: Research 8-, Oratory 8-. The 'professional' 
> aspect of a skill more represents (to my mind at least) the ability to use 
> your other skills to make money. Someone with a high PS: Lawyer would have a 
> very good reputation, be able to charge hefty fees, and likely be a partner 
> in a major firm. Someone with a low PS: Lawyer could still have massive 
> legal knowledge (KS: Law) but never gets the good cases, or doesn't bring 
> them off to proper execution (i.e. his courtroom manner needs work). 
 
> This attitude that a PS: is all encompassing is a little odd. If a guy has 
> PS: Truck Driver, he still needs his Transport Familiarity with big rigs. 
> The PS: helps him find the best routes (shortest, least obstructed), and 
> helps him follow (or get around) trucking laws, but it doesn't help him 
> drive (that would be TF: or Combat Driving if he's REAL good), and it 
> doesn't help him maintain his rig beyond the most basic of things - for that 
> he'd need Mechanics (and every truck driver I ever met was at least a 
> halfway decent mechanic - i.e. I'd say they had 8- with Mechanics. A real 
> auto mechanic would have both Mechanics and PS: Auto Mechanic (and probably 
> FAM w/ Electronics, too). 
 
A PS isn't all encompassing and it won't replace any other  
skill.  However it does represent the knowledge that a typical member of  
that profession would possess.      
 
> Note that someone who was a _Mathematician_ would have SS: Mathematics 11- 
> (or more) AND PS: Mathematician. Someone in Aerospace Engineering has PS: 
> Aerospace Engineer 11-, SS: Aerospace Engineering 11-, SS: Mathematics 8-, 
> SS: Physics 8-, SS: Mechanical Engineering 8-, Electrical Engineering 8-, 
> Computer Programming 8-, and a handful of other skills. Note that this 
> doesn't make him a 'qualified' general Mech.Eng., or Elec.Eng., or Computer 
> Programmer, but he would have a background in said skills and be able to 
> perform minor tasks in those areas, even if they are NOT related to the 
> aerospace industry. 
 
I wouldn't disagree with the first two, but the rest are not necessary.   
If you want to be a better computer programmer than a typical aerospace  
engineer then buy the skill, but it isn't neccessary. 
 
> I don't agree. Champions, by the book, grossly underestimates the skill 
> requirements of a Doctor. Having Paramedic, KS: Medicine and Licensed Doctor 
> is NOT enough. My brother's a doctor, and I know what he went through and 
> what he learned to get there. In Canada at least, you have to have at least 
> 3 years of undergraduate work in a related science. My brother got a degree 
> in Biochemistry. That alone would give him SS: Biochemistry 11- and probably 
> SS: Chemistry 8- (if not more) and SS: Mathematics 8-. [BTW, you yourself 
 
The SS: Biochemistry would also include a knowledge of chemistry. 
 
> call a FAM as a 'good hobbyist' - well, you've got to be more than a 
> 'hobbyist' at math to get a degree in most sciences]. Then he started 
 
That's not quite what I meant.  By a "Talented Amateur" I meant someone  
who was almost as good as a professional.  Someone who could with some  
experience become a professional.  Even familiarity with a skill would  
represent years of practice with that skill. 
 
> medschool. First year alone would have given him KS: Anatomy 11-. He already 
> had Paramedic 8- (St.John's training) before he hit university. Over the 
> next few years, he gets KS: Medicine, improves his paramedic, gains basic 
> surgical skills (PS: Surgery 8-, which certainly goes beyond Paramedic), and 
> goodness knows what other skills, like SS: Pathology 8-, KS: Pharmacuticals, 
> and more. And, finally, of course, PS: Doctor and his license. Anybody who 
> thinks Paramedic and KS: Medicine is enough to get a license has no clue 
> just what a doctor has to learn. 
 
Anyone who has completed a 4 year undergraduate degree will have  
completed at least 20 year-long courses, maybe more.  That doesn't mean  
that that person should have to pay familiarity with 20 skills.  I  
complete a minor in economics and I don't think that would be worth FAM:  
economics (8-).  The SS: Medicine would represent all that stuff that a  
Doctor would learn in Med school.   
 
It's not that champions underestimates  
all the work that goes into becoming a licensed professional.  It is just  
that almost any skill in champions represents a huge commitment in terms  
effort and time.  Think about how much time it would take to gain the  
abilities that 3 points points in acrobatics would give you.  How about 3  
points in forensic medicine or security systems.   
 
> Champions just tends to abstract in the name of playability. That doesn't 
> make it _accurate_, just easier. People writing themselves up want to be 
> accurate, and that costs points. 
>  
> >A SKILL THAT WILL NEVER BE USED DURING THE COURSE OF PLAY SHOULD NOT COST  
> >POINTS. 
>  
> How does this apply to people writing themselves up? Some people do and 
> would rate KS: Beavis and Butthead. And you can never tell what is or isn't 
> going to be 'relevant' in a campaign. Most people don't have more than a 
> handful of hobbies. Some people, however, have had multiple professions, 
> many hobbies, and lots of other interests. They do rate those skills, b/c 
> they've invested major time in them. 
 
As a GM I have a pretty good idea what is likely to be useful in a  
campaign that I run.  If it turns out that I made a mistake and something  
in a character description should be on the character's skill list, then  
I might shave some experience points or award a couple extra ones.  I  
think that a detailed description of a character's background is as  
important as the character sheet for exactly that reason. 
 
If someone has an exceptional background then of course they will need  
more points.  I gave the example of a green beret.  Anyone who has  
lots of combat skill will be expensive because combat skill are  
expensive relative to background skills.  Someone who has  
attained a high level of expertise in several professions might also take  
more points to write up, but those people would be pretty rare. 
 
>  
> >existence (It's OK Bob, you don't have to buy familiarity with toothbushes  
> >to maintain good oral hygiene.) 
>  
> That's a bit rediculous. But if he collected and/or designed toothbrushes in 
> his spare time, he certainly should buy KS: Toothbrushes or something. But 
> few super-types actually have those kind of 'lesser' hobbies. They don't 
> have the time for them. When was the last time you saw Spiderman display his 
> great knowledge of current TV programming? Right - Spidey doesn't have the 
> time to watch much TV. 
 
The example was meant to be ridiculous.  The Hero system doesn't sweat  
the small stuff.  The vast personally important minutia of our everyday  
lives is simply ignored by the hero system.  If a few points represents  
years of education and experience then anything less than a major commitment  
in your life isn't worth spending points on.  
 
I don't think that this is a flaw in the hero system.  I don't think that  
a novel doesn't cover every detail of a protagonist's life is a failure  
either.  Champions focuses on the broad abilities and significant areas  
of expertise because that is what is important in a role-playing game. 
 
> >Sorry for the rant.  I went on much longer than I had planned.  Let me  
> >by saying that if someone is a Green Beret or SWAT team member they will  
> >probably take between 100 and 150 points to describe in champions.  They  
> >are going to have lots of skills that will be useful in combat and other  
> >role playing situations.  But most of use can easily be simulated as  
> >normals (5 pts.) or skilled normals (35 pts.). 
>  
> Bottom line is that's because they probably KNOW, by direct knowledge, or 
> serious observation/study, just what a Green Beret/SWAT member has to know. 
> As opposed to the GM who just wants faceless SWAT members for the villians 
> to mow down before meeting the super-PCs, who doesn't have the time or need 
> to find out exactly what they really DO have. He just puts down PS: SWAT 
> member, gives him a gun, and goes. Good for playability, but not at all 
> accurate. 
 
Champions is my favorite role-playing game.  I feel that playibility is  
important.  I also think that accuracy to a character comes out in the  
role-playing, not in the game mechanics. 
 
> ----------------------------------------------------------------------------- 
> "By all that's unholy, the Enigma Force has given Captain Universe the power 
> to back up his sickening platitudes!" 
> ----------------------------------------------------------------------------- 
> John D. Prins 
> jprins@interhop.net 
>  
>  
 
X-Sender: bob.greenwade@klock.com 
Date: Sat, 22 Nov 1997 15:29:54 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re:  Re: Writing Up Yourself 
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 
 
At 05:21 PM 11/22/97 -0500, Michael Surbrook wrote: 
>On Sat, 22 Nov 1997 Egyptoid@aol.com wrote: 
>> It's not an unrealistic number. I wrote up Frank Farmer, the ultimate 
>> bodyguard from the Whitney Houston, Kevin Costner movie, "THE BODYGUARD". 
>> I stuck to normal stat levels, and only wrote what he demonstrated 
competency 
>> with during the movie, and he went over 325 points... 
> 
>Most of which was paid for by the 100 point Physical Limitation of "Must 
>hang around Whiteny Houston and listen to her crappy singing". 
 
   Just so nobody ever attributes Kevin Kostner with enough the "imitate 
dialects" element for the English language. 
--- 
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: Wednesday, March 31, 1999 01:49 PM