Week Ending December 20, 1997

From: Brian Wong <rook@shell.infinex.com> 
Subject: Re: Villian groups 
Date: Sun, 14 Dec 1997 00:44:55 +0000 (GMT) 
Cc: champ-l@omg.org 
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>  
> can anyone out there spell 'gestalt'?  
> 
	Hmm. 
There's one for the 'fifth edition'. A 'Combine' Power. 
Two or more people with this power can combine into a greater whole. 
 
Unless it's better just doing in reverse with multiform and duplication... 
  
 
X-Sender: wbandsis@mail.westco.net 
Date: Sat, 13 Dec 1997 19:45:55 -0500 
From: "C. Badger" <wbandsis@westco.net> 
Subject: Re: Crossover Adventures 
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At 09:34 12/13/97 -0500, Jamie Rosen wrote: 
>>  I think that a book of crossover adventure with *several* universes would be 
>>neat. CU, NMU, and a few others I could think of would be cool. Maybe that' an 
>>idea -- a book of several such adventures, with conversions for each 
>>applicable gaming system. I don't see that the licensing would be too 
>>difficult (given our past success with licensing). 
>> 
>>  So let me ask you, what universes would *you* folks like to see in such a 
>>product? Mind you, this would be a one-time product, not an ongoing series... 
> 
>Heck, let's go crazy here: 
> 
>Marvel (pref. the MU as it was a few  years back, not now) 
>DC 
>Amalgam? 
>SA 
>Champs. 
>Maybe Dark Horse' Comics Greatest World 
>Marvel's New Universe (*I* liked it) 
 
Also Tangent. 
 
Another would be the one that First Comics comic Grimjack. Had where the 
city was called Cynosure or something close to it. It was supposed to be the 
crossroads of the multiverse..... 
----- 
C. Badger 
 
My Feet hurt and I've forgotten how to dance. 
			Londo 
			Babylon 5 
 
 
From: Firelynx16 <Firelynx16@aol.com> 
Date: Sat, 13 Dec 1997 19:47:06 EST 
Subject: Re: Link: Disadvantage or Advantage (long) 
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In a message dated 97-12-13 19:15:00 EST, you write: 
 
<< GS> "To use an Energy Blast, the character states his target and makes an 
 GS> Attack Roll." (HSR p.65) 
  
 So, we have a specific case of Energy Blast always reqiring an attack roll. 
 How about RKA, Flash, etc.,? 
  
 What about the classic schtick of firing one's six-shooter in the air to 
 get everyone's attention?  Is that an attack?  If so, what is the target? 
 What gets hit by this attack. 
  
 There is no target.  Westerns ignore the fact that the bullet will 
 eventually come back down as fast as it was fired up.  There is no target, 
 there is no DCV, there is no attack roll. 
  
 GS> "An Instant Power lasts just long enough for the character using the 
 GS> power to make an Attack Roll." (HSR p.52) 
  
 I do not dispute this, nor does it contradict me when I reiterate the BBB 
 that activation of a power is a 0-phase action.  Use of a power or powers 
 to make an attack is a half-phase attack action -- technically it is the 
 act of making the attack, not the use of the power, that constitutes the 
 attack action.  You activate the Energy Blast as a 0-phase action, and use 
 it in an attack as a half-phase action.  The EB ceases to exist at the end 
 of the attack action.  Standard Champions combat timing. 
  
 The dispute is whether or not an Energy Blast and Flash activated as 
 0-phase actions may be used as a single half-phase attack action.  If they 
 may with a limitation then they should without that limitation, because a 
 limitation is *supposed* to restrict the usefulness of a power. 
  >> 
 
The Limitation comes from the fact that you can't use the Limited Linked Power 
by itself... in fact, you have no control over that one Power anymore... it's 
just along for the ride.  That is worth the price of the Limitation simply 
because there will be times that you would wish to use *only* the Limited 
Power by itself, and not the Power it is Linked to, but you can't.  In the 
example of the EB and a Linked Flash, there would be many times you would only 
wish to blind an opponent, not damage him/her also with the EB.  The Linked 
Limitation has therefore put you at a disadvantage.  Now, GMs must closely 
monitor characters with the Linked Disad, so they don't simply buy another 
Flash.  If that's the case, then the Linked Flash has lost it's Limitation 
value, and deserves no points. 
 
'Lynx 
 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: Link: Disadvantage or Advantage (long) 
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>>>>> "AJ" == Anthony Jackson <ajackson@iii.com> writes: 
 
AJ> Actually, it does; its just that the target of an aid ordinarily 
AJ> _wants_ to be hit, and thus pending extreme circumstances the attack 
AJ> roll can be assumed to be successful. 
 
An attack roll is part of the process of making an attack.  If you do not 
roll it, you have not made an attack. 
 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: Ninja Hero v. TUMA/ Desol Super Dodge 
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>>>>> "TRG" == Tim R Gilberg <trgilber@hilltop.ic.edu> writes: 
 
>> Right there we have a contradiction between the desired effect -- being 
>> unhittable -- and the game mechanics. 
 
TRG> 	Not a valid agument, Rat. 
 
Bullshit, it is an argument based entirely on special effects. 
 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: Extra Time on a Triggered Power 
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>>>>> "g" == ghoyle1 <ghoyle1@mail.airmail.net> writes: 
 
g> Is anybody else as bugged by this as I am? I don't think that the  
g> Extra Time should be worth the full limitation in these  
g> circumstances.  How do you handle injectible drugs in your campaigns? 
 
Remember: a limitation that does not limit the character is worth no bonus. 
 
Also remember: that Extra Time limitation means that she cannot prepare her 
formula during combat, so she will have an extremely limited supply. 
Personally, I would use Charges instead of Extra Time. 
 
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X-Sender: ctaylor@pop.cyberis.net 
Date: Sat, 13 Dec 1997 17:21:53 -0800 
From: Christopher Taylor <ctaylor@cyberis.net> 
Subject: Sidebars 
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personally I dont like sidebars, they are annoying tricks, in my opinion, 
put what you need in the text... I just think you need lots of art in your 
books, preferably by me! LOL 
 
---------------------------------------------------------- 
Sola Gracia		Sola Scriptura		Sola Fide 
Soli Gloria Deo		Solus Christus		Corum Deo 
----------------------------------------------------------- 
 
Date: Sat, 13 Dec 1997 20:23:38 -0500 (EST) 
X-Sender: jprins@interhop.net 
From: jprins@interhop.net (John and Ron Prins) 
Subject: Re: Extra Time on a Triggered Power 
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>>One of the characters in my campaign is using an INT Drain which  
>>takes 5 minutes to prepare, but it is also built with a Trigger, so  
>>that it can be delivered in combat; essentially, she has to inject  
>>a potion into someone for the drug to take effect. 
>> 
>Wouldn't this be illegal?  She has prepared an attack, and she can't use 
>another attack without deep-sixing the preparations, right?  Or does 
>Trigger bypass this?  (It very well may.) 
 
It would. Though this method should be bought as a Delayed Effect, not a 
Trigger, if you're going to use it in combat. Trigger should be a 
victim-activated thing. 
> 
>>Is anybody else as bugged by this as I am? I don't think that the  
>>Extra Time should be worth the full limitation in these  
>>circumstances.  How do you handle injectible drugs in your campaigns? 
 
You can't go pro-rating limitations based on the other limitations or 
advantages involved. Why not? Well, for one thing, the more limitations you 
pile on a power, the less point savings is garnered from each limitation. 
For example, on a 60 AP power, a -1/2 limitation gives you a 20 point 
savings. But TWO -1/2 limitations only give a 15 point limitation each. If 
the two limitations are not 'inherently the same thing', you shouldn't lower 
the value of them. 
 
What do I mean by 'Inherently the same thing'? Well, take for example the 
following two limitations, costed as if they were in two different powers 
(note that the limitations given are IMHO): 
 
Only in Antarctica (-1, unless you do lots of adventuring in Antarctica) 
Only in Temperatures below 5 degrees Centigrade (-3/4) 
 
Now, considering that most of the time, most of Antarctica is at or below 5 
degrees C, The second limitation isn't nearly worth as much when the two are 
combined (i.e. if you're in Antarctica, you can pretty much guarantee 
satisfying the other). If you did combine the two limitations in a single 
power, I'd cost it out like this: 
 
Only in Antarctica (-1) 
Only in Temps below 5 degrees C (-1/4) 
 
BUT, this sort of reasoning doesn't apply to most limitations. Extra Time is 
not 'worth less' when applied to a Triggered power, nor is 'Requires a 
Pentagram' on an Extra Time power. As long as the conditions of each 
limitation can be considered to be separate from the other lims and 
advantages, there's no reason to change their values. 
 
----------------------------------------------------------------------------- 
"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: Sat, 13 Dec 1997 20:23:42 -0500 (EST) 
X-Sender: jprins@interhop.net 
From: jprins@interhop.net (John and Ron Prins) 
Subject: SPD Adjustment, Shapeshift gripes 
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To: champ-l@omg.org 
 
>> > Arg. Am I the only one who thinks SPD 'only for X' should be outlawed in 
>> > the 5th edition? 
 
>> Nope.  I don't care for it either. 
 
>	Heck, I'd like to see a discussion on SPD pointing out the major 
>problems and headaches with adjustment powers affecting SPD. 
 
Indeed. Personally, I don't allow them, after seeing what my SPD draining 
hero could do with them. Ick. They're just so 'messy' and require extra 
'figure-outing' time that it's not worth having them - Champs combat takes 
enough time as it is without people going around making lots of SPD changes. 
I even prefer Multiform characters to construct 'easy' SPD arrangements, 
like 3/6 or 2/4, or do their changing on Phase 12 (but at least you can 
pre-calculate where multiform/OIHID characters are involved). Heck, I 
typically prefer Shapeshift/OIHID constructs to Multiform anyways... 
 
Speaking of Shapeshift, should a 5th edition rear its head, I'd like to see 
the matter addressed of a _limited_, defined number of forms. For example, 
as it stands you get 1 form for 10 points, a 'bunch' of forms for 20 points, 
and 'any' form for 30 points. What if I only want 2 forms? (though I'd 
suggest that it go: 10 points for the first form, +2 points per additional 
form up to 4 additional forms, and after that you just blow the wad and buy 
the 20 point level.) 
 
----------------------------------------------------------------------------- 
"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: Sun, 14 Dec 1997 02:07:03 +0000 
From: Mark Lemming <icepirat@ix.netcom.com> 
Subject: Re: CHAR: KARZA DRONES 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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To: champ-l@omg.org 
 
John and Ron Prins wrote: 
>  
> >KARZA'S DRONE PEOPLE 
> > 
> >   18  STR                 DF: Pretty/Handsome, but slack 
> >   11  DEX                 DF: Serial Number Tattoos 
> >   11  CON                 DF: Human, unless examined at Genetic Level 
>  
> <rant mode: ON> 
>  
> Excuse me, but how could this be in any way _worth_ points in Champions? I 
> mean, if there's only _one_, very specific, not-likely-to-be-used method of 
> discerning that they're 'not human', how is this a 'distinctive feature'? 
> Sure, it's an interesting little biological quirk, but it's about a 
> distinctive a feature as DF: Diabetic or DF: Sterile. It's not even worth a 
> piddling 5 points, IMHO. 
>  
> <rant mode: OFF> 
 
Good rant.  I'd like to add my own observation. 
Egyptoid: Please put your costs down for disads and the like. I'm curious what 
you consider to 
be the fair costs. 
 
>  
> >   +2 SPEED, Only for Job related actions or to fire weapon. 
>  
> Arg. Am I the only one who thinks SPD 'only for X' should be outlawed in the 
> 5th edition? 
 
Maybe not outlawed, but I hate the casual use of it. 
 
>  
> >   Ultravision 
>  
> You mean Ultraviolet Vision? 
 
Or how about Ultra-violent vision? 
 
-Mark 
 
Date: Sun, 14 Dec 1997 02:16:34 +0000 
From: Mark Lemming <icepirat@ix.netcom.com> 
Subject: Re: Link: Disadvantage or Advantage (long) 
Errors-To: owner-champ-l@omg.org 
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GoldRushG wrote: 
>  
> << You can't use EB without the attack roll, and making the attack roll ends 
> your 
> phase.>> 
>  
>   What about a warning shot? ;) 
>  
>   Mark @ GRG 
 
As a house rule, I'd allow the warning shot to not take anytime, but the End 
cost or charge would 
be spent. There are times when following the letter of the rules can be a 
pain. 
 
-Mark 
 
Date: Sun, 14 Dec 1997 12:39:57 +1000 
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From: happyelf <jonesmj@topaz.cqu.edu.au> 
Subject: Re: Greetings 
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At 04:37 AM 12/13/97 +0000, Brian Wong wrote: 
>> And a request:  a full-figure 'posed shot' of the main heroes/villians/npcs.  I 
>> don't know about anyone else, but I like to scan in the pictures, color them and 
>> print them out.  Then, when it comes time for the PCs to encounter them, I can 
>> SHOW them what the person they're seeing looks like. It's alot easier, and more 
>> fun for the players than just doing the standard 'this one is a woman with 
>> blonde hair in a skimpy red costume'. 
>>  
>	One cool thing Hero/ICE did once was with "Zodiac Conspiracy". On a page 
>with no stats or anything were pics of the NPC's. This way I could simply 
>show that page without some keen player noting the *2 Vuln to Ice Cream in the 
>disads section... 
> 
 
 
yes! the zodiac pages rules. . .i even meade them into a poster *g*  
 
Date: Sat, 13 Dec 1997 22:28:38 -0500 (EST) 
From: Bill Svitavsky <bsvitavs@bu.edu> 
Subject: Re: Ninja Hero v. TUMA/ Desol Super Dodge 
Errors-To: owner-champ-l@omg.org 
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On Sat, 13 Dec 1997, Tim R. Gilberg wrote: 
 
>  
> > This doesn't work smoothly. You end up with a finite amount of damage 
> > capacity, you have to pay a fortune to ignore STUN and BODY from both 
> > energy and physical attacks, and you have to pay a fortune or for some 
> > reason the ghost can't pass through high DEF materials. And then you have 
> > to set things up so that you can't attack while you're tunneling, unless 
> > somebody else is tunneling just like you, etc. Whatever its flaws, 
> > Desolidification is necessary as a power. 
>  
> 	True.  I think Affects Desol needs to go, however. 
>  
 
I agree. Rather than a generic +1/2 Advantage that for some reason affects 
any desolid character, regardless of special effect, I'd have a bunch of 
+1/4 Advantages like Affects Ghosts/Spirits, Affects Dimensional Shifted, 
Affects Temporally Displaced, etc. Actually, I think I'd still call it one 
advantage, but require SFX to be specified in order to determine 
applicability. 
 
I might also do something similar for Hardened. Why should titanium steel 
walls stop a dimension walking teleporter?  
 
 
Date: Sun, 14 Dec 1997 14:16:21 +1000 
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From: happyelf <jonesmj@topaz.cqu.edu.au> 
Subject: Champions5th Edition- ha 
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At 05:51 AM 12/13/97 -0800, Bob Greenwade wrote: 
>   Opal has a fix for Hand Attack which most of the folks on the list like. 
> (I know Bill and I both do, but he and I tend to agree on things anyway.) 
>   Hey Opal!  Do you mind posting that again, for Mark?   :-] 
 
 
ummm, this isn't that 'clearly seperate from the body' thang is it. . .? 
Okay. . . it's time for everyone to post their thingies on ha. . . . . 
 
I actually worked out a 5 pt per d6 idea , where the advantage of ha 
is that str dice added *automatically* get the benifits of 
advantages (and lmitations) placed on the ha power , BUT only 
like hka- limited to one dice of str damage per dice of ha damage 
. . . 
 
From: ErolB1 <ErolB1@aol.com> 
Date: Sat, 13 Dec 1997 23:40:10 EST 
Subject: Re: Yet Another Power Problem... 
Organization: AOL (http://www.aol.com) 
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In a message dated 97-12-13 21:54:25 EST, lizard wrote:  
 
> Basically, I'm looking for a mechanic that gives a third party a one- 
>  shot or charge-shot use of a power, with the actual mechanic for  
>  creating that power as a seperate thing. That is, I need to gesture,  
>  incant, and hold some teeth to give the 'bite' power to a bag, but  
>  the bag doesn't need to gesture, incant, etc, to use it -- and the  
>  'power' goes away under a set of conditions. Further, I don't think  
>  such a temporary usage should require permenant expenditure of  
>  character points with each use of the power-granting-power.  
>   
>  It looks like some kind of 'usable by others' is being called for  
>  here, with one 'power' to grant the other power. Isn't there  
>  something in Almanac I about this? 
 
Trigger. BBB p 97. The example they give there is of a magical trap: An area- 
effect Entangle on a room in a wizard's tower. "If a visible thief tries to 
enter the room, then the Entangle will be set off, likely trapping him until 
Arkelos [the wizard] returns." 
 
Erol K. Bayburt 
Evil Genius for a Better Tomorrow 
 
Date: Sun, 14 Dec 1997 15:05:08 +1000 
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From: happyelf <jonesmj@topaz.cqu.edu.au> 
Subject: Re: Champions 5th Edition 
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At 03:17 PM 12/13/97 -0500, GoldRushG wrote: 
>  One other note. Keep in mind that, primarily because of financial 
>considerations, we are looking at printing the Hero System rules book 
>separately, with Champions being a genre book. Champions would have the super 
>power rules in there, as well as a *much* better treatment of the genre, 
>examples, no "official universe" inside (rather examples and notes on creating 
>several different types, etc., but the Hero System "core" rules would be in 
>the Hero System rules book. 
> 
 
um. . there are no 'super hero' rules. there's just heroic/superheroic characters.  
 
 
>  I realize this may not be a popular decision, and I'm willing to hear well 
>reasoned discussion for or against the idea. But please consider that 
>reprinting the BBB as it is now would cost *us* a lot of money, and the retail 
>price would likely be $40 or more (and that for a softcover with no 
>software!). We want folks to buy it, and the only way to keep the prices 
>reasonable is to limit some of the content. This seems the most logical way to 
>do that. 
> 
 
genre books are fine, but *please do not* split up the rules in them. . . 
 
From: GoldRushG <GoldRushG@aol.com> 
Date: Sun, 14 Dec 1997 00:05:57 EST 
Subject: Re: Champions  5th Edition 
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<< Small change that I've always liked: allowing Acrobatics to be used  
as complementary to Breakfall.  Makes Acrobatics much more useful.>> 
 
  Definitely! Complimentary Skills are always a good thing and if logical 
should always be allowed by the GM, IMO. One of the new skills I've added to 
Law & Order is "KS: Patrol Area" (not a "new" skill, really), which is a 
Complimentary Skill to Combat Driving during pursuits (i.e., car chases). It 
makes sense; knowing your area well makes it easier to avoid those potholes, 
know when hairpin turns are coming up, etc. 
 
  Mark @ GRG 
 
From: GoldRushG <GoldRushG@aol.com> 
Date: Sun, 14 Dec 1997 00:06:00 EST 
Subject: PART 
Organization: AOL (http://www.aol.com) 
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<< Well, that's nice. Now what the heck is "PART"?:)>> 
 
  PART stands for the Paranormal Alert Response Team, San Angelo PD's 
specialized team of officers who respond to incidents involving supers. They 
are primarily made up of SWAT and ex-SWAT members, although they are sorely 
out-classed in the core book. In the PART Sourcebook, we're planning to give 
them a federal "DOJ grant," and they'll be using those funds to buy newer, 
better armor, gadgets, weapons, vehicles, etc. 
 
  The supplement will also include some new villains (from the "PART case 
files"), a few new skills, some tips on playing and GMing PART adventures, 
creating PART PCs (in case some folks go for that sort of thing), PART tactics 
(just how *do* they capture and transport those supervillains?), some PART- 
based adventures, NPC write-ups of PART personnel, and so on. 
 
  We'll be uploading an illo of a standard PART member when we update the web 
pages. 
 
  Mark @ GRG 
 
From: GoldRushG <GoldRushG@aol.com> 
Date: Sun, 14 Dec 1997 00:06:02 EST 
Subject: Kurt's comments 
Organization: AOL (http://www.aol.com) 
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<< well, keep in mind the comments made in the UNDERGROUND game. . .>> 
 
  And what would those be? 
 
  Mark @ GRG 
 
From: GoldRushG <GoldRushG@aol.com> 
Date: Sun, 14 Dec 1997 00:06:05 EST 
Subject: Re: Greetings 
Organization: AOL (http://www.aol.com) 
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<< Hmmm, any plans to go overseas? Australia, maybe? *g* I expect it'd  
be quite a stretch. .. . .>> 
 
  Not much of a stretch at all. If an Australian distributor would pout in an 
order for products, we'd fill it. 
 
  Mark @ GRG 
 
From: GoldRushG <GoldRushG@aol.com> 
Date: Sun, 14 Dec 1997 00:06:08 EST 
Subject: Re: Yet Another Power Problem... 
Organization: AOL (http://www.aol.com) 
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<< Thief reaches into bag, gets hand chomped (call it a 1d6 HKA). How to do 
this as a spell? >> 
 
  1d6 HKA, Indirect, Persistent, Trigger? 
 
  Mark @ GRG 
 
From: GoldRushG <GoldRushG@aol.com> 
Date: Sun, 14 Dec 1997 00:06:12 EST 
Subject: Re: Greetings 
Organization: AOL (http://www.aol.com) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
<< The other comment is "No more hard covers"  In my group we have 5 copies of 
the BBB all 5 have fallen apart. >> 
 
  That was the fault f the printer. The reprinting of the BBB in "Champions 
Deluxe" has a much higher quality stitch, "textbook"-style binding. Mine has 
not fallen apart. Actually, none of the 1,000 or so copies I have have fallen 
apart. <LOL> No complaints from distributors or customers, either. 
 
  Mark @ GRG 
 
From: GoldRushG <GoldRushG@aol.com> 
Date: Sun, 14 Dec 1997 00:06:17 EST 
Subject: Re: Cardboard Heroes 
Organization: AOL (http://www.aol.com) 
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<< Yup.  If the quality was high enough. >> 
 
  You're not getting off the hook that easy, you can-of-worms-opener, you! :D 
 
  Just how do you define "high enough" quality? 
 
  Mark @ GRG 
 
Date: Sun, 14 Dec 1997 15:09:30 +1000 
Date-warning: Date header was inserted by topaz.cqu.edu.au 
From: happyelf <jonesmj@topaz.cqu.edu.au> 
Subject: Re: Villian groups 
X-Sender: jonesmj@topaz.cqu.edu.au 
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At 03:26 PM 12/13/97 -0600, John Stefanski wrote: 
>Humor me on this one! 
> 
>I like to construct scenarios with touches of current events and or people  
>twisted enough to fit into a four color genre. Has anyone put together a  
>villain group based on the Spice Girls? You have five different  
>personalities that could be used to create five different villains banded  
>together to promote "Girl Power." 
> 
 
can anyone out there spell 'gestalt'?  
 
Or as they put it on australian radio. ..  
 
"I AM EVIL SPICE!" 
 
*lol* 
 
 
> 
 
From: "Sean Pavlish" <pavlish@erols.com> 
Subject: Re: Ninja Hero v. TUMA/ Desol Super Dodge 
Date: Sun, 14 Dec 1997 00:10:08 -0500 
X-MSMail-Priority: Normal 
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>  Hmm.. a character that uses Desolidification, with Totally Invisible power 
>effects... with the special effect of "awesome Zen-like martial arts ability 
>to avoid blows" or some such (a la Remo Williams, or legendary ninja 
>abilities, etc). Too wild? Too GROSS? 
> 
>  Mark @ GRG 
 
 
A friend of mine ran a campaign with an NPC with that exact power.  The guys 
that played definately had a very difficult time with it in the run and the GM 
had a difficult time dodging things after...(when they figured it out)   :) 
 
Sean 
 
From: "Sean Pavlish" <pavlish@erols.com> 
Subject: Re: Ninja Hero v. TUMA/ Desol Super Dodge 
Date: Sun, 14 Dec 1997 00:10:08 -0500 
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>  Hmm.. a character that uses Desolidification, with Totally Invisible power 
>effects... with the special effect of "awesome Zen-like martial arts ability 
>to avoid blows" or some such (a la Remo Williams, or legendary ninja 
>abilities, etc). Too wild? Too GROSS? 
> 
>  Mark @ GRG 
 
 
A friend of mine ran a campaign with an NPC with that exact power.  The guys 
that played definately had a very difficult time with it in the run and the GM 
had a difficult time dodging things after...(when they figured it out)   :) 
 
Sean 
 
From: "Sean Pavlish" <pavlish@erols.com> 
Subject: Re: Greetings 
Date: Sun, 14 Dec 1997 00:17:36 -0500 
X-MSMail-Priority: Normal 
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>The other comment is "No more hard covers"  In my group we have 5 copies of 
>the BBB all 5 have fallen apart. 
> 
>Juat a general question to the list, did that happen to everyone? 
> 
 
 
Right down the middle.  The spines of the books from various RPG companies 
just don't seem to hack it anymore...  What do they do... Look for the 
cheapest glue out there on the market? 
 
Sean 
 
Date: Sun, 14 Dec 1997 00:18:45 -0500 (EST) 
From: Michael Surbrook <susano@access.digex.net> 
cc: champ-l@omg.org 
Subject: Re: Cardboard Heroes 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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To: champ-l@omg.org 
 
On Sun, 14 Dec 1997, GoldRushG wrote: 
 
> << Yup.  If the quality was high enough. >> 
>  
>   You're not getting off the hook that easy, you can-of-worms-opener, you! :D 
>  
>   Just how do you define "high enough" quality? 
 
The cardboard heroes painted by Jeff Dee and Denis Loubet were high 
quality illos.  The SJ Games dragon counters were okay.  The Japan set 
werte pretty good.  The Alien Enemies set didn't look so hot.  The 
Shadowrun figurtes that came with the GM screen are a mixed bag.  Some 
look really cool and some look junky.  There are also a bit samll, making 
it hard to see what the figure is (tthey are also a bit muddy). 
The Streetfighter counters are all pretty well done, except they don't 
have a front and a back, just two fronts.  It's nice to have a front and 
back view of everything. 
 
(I have (or had) all the SJG cardboard heoes in 25mm.  I also have 
Shadowrun and Streetfighter counters as well as the old Autoduel Champions 
counters.  Love the things!) 
 
It would also be nice to see more than just supers.  SJG was talking about 
SF counters and all that before stopping production. 
 
*************************************************************************** 
* "'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, 14 Dec 1997 00:22:43 -0500 (EST) 
From: Michael Surbrook <susano@access.digex.net> 
cc: champ-l@omg.org 
Subject: Re: PART 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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To: champ-l@omg.org 
 
On Sun, 14 Dec 1997, GoldRushG wrote: 
 
> << Well, that's nice. Now what the heck is "PART"?:)>> 
>  
>   PART stands for the Paranormal Alert Response Team,  
 
Hahaha...  way back from 1990-95, when I ran my "Justice Alliance" game, 
we had PaCT.  The "Paranormal Containment Team".   
 
*************************************************************************** 
* "'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, 14 Dec 1997 15:28:11 +1000 
Date-warning: Date header was inserted by topaz.cqu.edu.au 
From: happyelf <jonesmj@topaz.cqu.edu.au> 
Subject: Re: Greetings 
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At 12:06 AM 12/14/97 -0500, GoldRushG wrote: 
><< Hmmm, any plans to go overseas? Australia, maybe? *g* I expect it'd  
>be quite a stretch. .. . .>> 
> 
>  Not much of a stretch at all. If an Australian distributor would pout in an 
>order for products, we'd fill it. 
> 
>  Mark @ GRG 
> 
 
 
hmm, i was thinkin more along the lines of an airdrop? *lol* 
 
Date: Sun, 14 Dec 1997 15:31:10 +1000 
Date-warning: Date header was inserted by topaz.cqu.edu.au 
From: happyelf <jonesmj@topaz.cqu.edu.au> 
Subject: Re: Kurt's comments 
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To: champ-l@omg.org 
 
At 12:06 AM 12/14/97 -0500, GoldRushG wrote: 
><< well, keep in mind the comments made in the UNDERGROUND game. . .>> 
> 
>  And what would those be? 
> 
>  Mark @ GRG 
> 
 
Well, basically i'd ask us all to recognise the difference  
between genuine heros who can make a difference(even in a  
gritty setting) and joke-heros who don't really stand a  
chance. . . ..  
 
From: "Sean Pavlish" <pavlish@erols.com> 
Cc: <champ-l@omg.org> 
Subject: Re: It's Not Easy Being Green 
Date: Sun, 14 Dec 1997 00:36:49 -0500 
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>I think Bob's been working too hard on TUSV lately. 
> 
 
 
I'll second that...  Bob, take a day off... Take two...  
 
LOL 
 
Sean 
 
X-Sender: jdriscol@mail.vt.edu 
Date: Sun, 14 Dec 1997 00:51:58 -0500 
From: Jeremiah Driscoll <jdriscol@vt.edu> 
Subject: Re: It's Not Easy Being Green 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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To: champ-l@omg.org 
 
At 09:00 AM 12/13/97 -0800, Bob Greenwade wrote: 
Well, he wrote a bunch of stuff about Greenies. 
 
I encourage you, sir, to look at the thread entitled "Spiderman and the 
color green" on the rec.arts.comics.marvel.universe newsgroup.  If anyone's 
interested, that is... 
 
- Jerry 
 
Comic geek extraordinaire, I suppose... 
 
From: "Len Carpenter" <redlion@voicenet.com> 
Subject: Re: Velocity and Damage 
Date: Sun, 14 Dec 1997 01:09:54 -0500 
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> >knowledgeable who can criticize or correct this approach.  For 
example, 
> >applying this method to falling damage doesn't come close to 
producing the 
> >recommended 30d6 damage for a terminal velocity skydive sans 
parachute, so 
> >some modifications (i.e. kludges) would be in order for the true 
realism 
> >freaks. 
>  
> IMO, the 30d6 number is a wee bit overrated compared to the rest of 
the 
> system. 30 BODY is enough to distintegrate a normal; given a 
normal's 
> survivability in just about every other aspect of the system, I'd 
argue 
> that a consistent velocity damage rule which had terminal velocity 
doing 
> less damage was not necessarily broken.  
>  
> Geoff Speare 
> 
 
 
Here's my take on falling damage.  The velocity of a falling body is 
equal to the initial velocity, plus acceleration due to gravity 
(about 10 m/sec in Earth's gravity well) multiplied by the time of 
fall.  Assuming the initial velocity for a skydive is zero, the 
simple formula is v = g * t.  The distance fallen, in simple form, is 
equal to one-half acceleration multiplied by time squared, or d = 0.5 
* g * t^2. 
 
Terminal Velocity for a falling human typically ranges from 50 m/sec 
to 70 m/sec for a skydive, depending on the height of the fall and 
the way the body falls.  Here are some sample numbers for the time of 
fall, distance fallen, velocity of body, kinetic energy of 100 kg 
body falling at a given velocity, and damage dice.  I assume air 
resistance is negligible up until the time terminal velocity is 
reached, at which point the body no longer accelerates and falls with 
constant velocity.  Actually, air resistance increases the time it 
takes to reach terminal velocity.  A real skydiver falls longer and 
farther before reaching terminal velocity.  
 
 
  Time     Distance   Velocity   Kinetic Energy   Damage Dice 
(seconds)  (meters)    (m/sec)      (joules) 
 
   .5          1          5            1,200          5d6 
  1.0          5         10            5,000         7d6 
  1.5         10         15           10,000          9d6 
  2.0         20         20           20,000         10d6 
  2.5         30         25           30,000         10d6 
  3.0         45         30           45,000         11d6 
  3.5         60         35           60,000          11d6 
  4.0         80         40           75,000         12d6 
  4.5        100         45          100,000         12d6 
  5.0        125         50          120,000         12d6 
  6.0        180         60          180,000         13d6 
  7.0        250         70          240,000         13d6 
 
 
The damage doesn't seem great enough for a high fall.  Even a healthy 
normal stands a fair chance of walking away, something very rare in 
the real world.  The GM could rule that certain forms of 
weapon-stopping armor don't help much in a high fall, while the 
impressive PD of a professional boxer also isn't meant to suck up the 
damage of a skydive.  Aside from arguments with the players, it still 
suffers the fault of not going far enough to make high falls deadly. 
 
An alternate tack is not to treat the damage as general, but to use 
the Hit Location table and treat the fall as specific damage to 
particular body areas, dividing the damage energy among two or three 
or four body areas.  Instead of suffering 100,000 joules or 12d6 
general damage, the skydiver suffers 50,000 joules or 11d6 damage to 
two separate locations, or even 25,000 joules or 10d6 damage to four 
separate areas, and apply the Impairing and Disabling rules.  Yes, 
the fallen hero survives, but now he has two shattered legs, broken 
ribs with internal bleeding, and a left arm so twisted in would make 
Gumby gag. 
 
Any other suggested solutions? 
 
 
 
Len Carpenter 
redlion@early.com 
 
 
  
 
X-Sender: ludator@mail.softfarm.com 
Date: Sun, 14 Dec 1997 00:22:23 -0600 
From: Vox Ludator! <ludator@mail.softfarm.com> 
Subject: Re: Champions  5th Editi 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 01:25 AM 12/14/97 -0800, Opal wrote: 
>b> Opal has a fix for Hand Attack which most of the folks on the list  
>b> like. (I know Bill and I both do, but he and I tend to agree on things  
>b> anyway.)  
>  
>Now if Rat and Vox and Tim Gilberg all liked it... (no wait, thats  
>the coming Apocolypse!)  
 
Don't duck and cover just yet. :^| To begin with, the only thing really 
wrong with the original HA isn't really something wrong with HA: its price. 
HA costs 3 pts. because 1d6 worth of STR cost 5 points.  One is left with 
either the option of raising STR's cost, or living with HA. 
 
The trouble is, HA is NOT the normal-damage equivalent of HKA. There's no 
need for such a power (a normal damage power that lets you add STR), because 
the paradigm shifts for normal damage -- STR is not added to HA, HA is added 
to STR, and that's the way it should be: /STR/ is the equivalent of HKA (you 
can use combat maneuvers with just STR, for example). 
  
>     Though it cannot be 'spread' in the manner of an Energy  
>Blast, an HA can be manipulated to improve OCV at the price of  
>damage.  Each 1d6 of damage sacrificed gives a +1 OCV.  Since an  
>HA - even when not focused - is assumed to be somewhat separate  
>from the character using it, it can be used to Block an  
>opponent's attack. 
 
This is where I have the real problem: exactly why are HA's "assumed to be 
somewhat separate from the character using it"?  The two most common SFX 
besides weapons (i.e. Focus) that I've seen HA used for in the past are 
superspeed punches and superdense skin.  Neither is separate from the 
character in any fashion, and it seems like a far easier approach to buy OCV 
bonuses with combat levels in addition to HA damage than to box them 
together and force players to limit them out. 
 
-- 
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, 14 Dec 1997 00:22:25 -0600 
From: Vox Ludator! <ludator@mail.softfarm.com> 
Subject: Open Apology 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
Useful Tip: Never, ever answer mail while under the influence of sleep 
deprivation. 
 
I'd like to apologize to the list for a major blunder o' mine.  Even as I 
was typing away to answer Kev's "fundamentalist voice" message, my brain is 
thinking "I'm so clever, I'm making a private response."  Only, of course, I 
sent it to the list anyways because my mind was futzing up which addresses 
went on which messages. 
 
If you feel you really have to flame me for opening up a religious debate on 
the list, go right ahead -- I deserve it (*sigh*). But at least know that I 
realize I did make a mistake, and I'm sorry for it.  The only religious 
arguments that belong on this list are Linked debates (*duck*). 
 
-- 
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, 14 Dec 1997 00:22:27 -0600 
From: Vox Ludator! <ludator@mail.softfarm.com> 
Subject: Re: Champions 5th Edition 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 10:45 AM 12/14/97 -0500, Michael Surbrook wrote: 
>I would not call Chris Cloutier's art mediocre.  It is certainly a lot 
>more dynamic and creative than Mark Williams stuff ever was (that was 
>mediocre), and if spends some time on the peice it can turn out excellent. 
>I still say that Madame Moonlight has one of the best costume designs in 
>all of the Champions books. 
> 
>I think Chris's only real drawback is his stuff may be a touch too 
>'cartoony' for most books. 
 
Yes, double underline the word "most".  That is a MAJOR drawback, and 
probably what leads it to be classed "mediocre". 
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: "Len Carpenter" <redlion@voicenet.com> 
Subject: TUSV and Energy Conversions 
Date: Sun, 14 Dec 1997 01:39:19 -0500 
X-MSMail-Priority: Normal 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
>>Here's another take on a previous TUSV thread on the damage caused by a 
>>moving vehicle hitting a building. 
>> 
>>To get a better grasp on the nature of damage energy, a simple guideline 
I 
>>adopted some time ago was to treat 1 DC as roughly equal to 50 joules of 
>>energy.  I read somewhere that a typical punch is in the 25-100 joule 
>>range, so this seemed reasonable.  For every additional DC, the energy 
>>involved doubles--a 2d6 punch is about 100 joules, a 3d6 kick about 200 
>>joules, and so on.   This neatly follows the same numbers in the 
>>progression of the doubling of lift mass with increasing STR. 
> 
>Say, you wouldn't happen to have handy the conversions for joules into, 
>say, degrees of heat or ampres of electricity and such, would you? 
> 
So Bob Greenwade asks.  Gimme a minute while I dig out my old college 
physics text. 
 
The kilocalorie (or kcal, which is the same as the food Calorie, which is 
actually 1,000 calories) is equal to 4,187 joules of mechanical energy.  1 
calorie will raise 1 gm of water from 14.5 to 15.5 degrees Celsius.  So 
4,187 J of mechanical energy will raise the temperature of 1 kg of water 
by 1 degree Celsius, just as will 1,000 cal. 
 
>From there, you can translate 1 DC into 50 J * (1,000 cal/4,187 J) = 12 
calories of heat energy.  Call it 10 calories for a nice, round number.  A 
12d6 EB of heat energy packs about 100 kJ or 20 kcal.  A 24d6 EB packs 400 
mJ or 80,000 kcal, enough energy to turn 100 kg of room-temperature water 
into vapor, even when you factor in the heat of vaporization for water, 
539 kcal/kg.  That's enough energy to instantly vaporize a normal human. 
 
I suppose you could call a cold-based energy attack one that drains a 
comparable amount of heat energy from a target.  A 24d6 cold ray that 
drains 80,000 kcal from that same human would leave him just as dead.  
(Note that the heat of fusion of water is only 80 kcal/kg, so that same 
amount of cold energy could freeze considerably more than 100 kg of water, 
though that's really a Transformation Attack.) 
 
Translating heat energy into degrees of temperature gets tricky.  
Substances differ in the quantity of heat needed to produce a given rise 
in temperature in a given mass.  The ratio of the amount of heat energy 
delta-Q supplied to a body to its corresponding temperature rise delta-T 
is the body heat's capacity C, or C = delta-Q/delta-T. 
 
The specific heat c, or heat capacity per unit mass of a body, is a 
characteristic of the material of which the body is composed.  Specific 
heat c = delta-Q/(m * delta-T).  At 20 degrees Celsius and 1.0 atm of 
pressure, water has a specific heat of 1.00 cal/(gm*degree Celsius).  The 
specific heat of aluminum is 0.215, copper 0.092, and lead 0.031.  
Generally, the greater an element's atomic weight, the lower its specific 
heat. 
 
Knowing the specific heat, the current temperature, the melting/freezing 
point of a given material, and the material's heat of vaporization/fusion, 
you can calculate how much heat/cold energy is required to melt an iron 
golem or turn a liquid-metal Terminator 2-type cyborg into a popsicle.  
And there are still the flash or ignition points of flammable materials to 
be considered.  All very messy. 
 
To easily translate damage dice into degrees of temperature, you have to 
choose a standard material and a standard unit of mass.  Suppose you pick 
water, the basic material of life.  Water can store a lot of heat, so 
temperature figures for damage dice don't sound so impressive.  Treat BODY 
as the standard unit of mass, and you have to choose between living or 
unliving matter, a choice between 1 BODY equals 200 gm or 1 BODY equals 
1.6 kg, a choice that changes temperature figures by a factor of eight. 
 
I'm inclined to pick some generic form of steel as the standard material, 
since how well a hero can blast through armor seems to be the true way to 
measure a character's mettle (yes, pun intended).  That gives a specific 
heat in the range of 0.1.  I personally think the BODY figures for 
unliving matter to be too low, save for somewhat inelastic and brittle 
materials, so I'd use the mass figure for living matter and vehicles. 
 
1d6 of energy is 10 calories, which would raise 200 gm of a material with 
a specific heat of 0.1 by about 0.5 degrees Celsius.  A 12d6 attack would 
raise that 1 BODY of metal by 1,000 degrees, and a 24d6 attack by four 
million degrees.  By way of comparison, the sun's surface is about 6,000 
degrees (15 DC), the sun's core 15 million degrees (26 DC), and the center 
of an H-bomb explosion exceeds 300 million degrees (31 DC).  
 
Now, for electricity.  Watts of power are defined as joules of energy 
expended per second.  (1 horsepower equals 746 watts.)  The applicable 
equations for power, voltage, current, and resistance are, thanks to Mr. 
Joule, P = V * i, P =  
V^2/R, and P = i^2 * R.  If you're dealing with 120 volt juice from an 
American outlet, and you know the current amperage, you know how many 
joules of energy the character suffers per second of contact.  Translating 
dice of damage into amps depends on knowing one of the other values in the 
equations, and on the time of exposure to the current.  I suppose that 
knowing the typical electrical resistance of human flesh--which I 
don't--would give a crude way of estimating amps suffered by a character 
for a given power in watts. 
 
As one measure of comparison, the energy of rare "positive giant" 
lightning strikes has been measured as high as three billion joules (27 DC 
of electrical energy) with temperatures reaching 30,000 degrees Celsius 
(17 DC of heat energy).  I doubt that Storm can summon lightning bolts of 
such fury without a lengthy prep, though Thor certainly could. 
 
Now, a challenge for some real science wizards.  Find a way to 
conveniently relate dice of damage into units of pressure.  From there, 
translate the Mohs' and Knoop hardness scales into points of resistant 
defense.  That way, we'll know the resistant defense of a diamond Grond 
tries to crush in his hand. 
 
 
 
Len Carpenter 
redlion@early.com 
 
Date: Sun, 14 Dec 1997 01:43:04 -0500 
From: "Kevin J. McClain" <KevLord@worldnet.att.net> 
Reply-To: KevLord@worldnet.att.net 
Organization: Courts of Kirkwood 
CC: champ-l@omg.org 
Subject: Re: [Fwd: Ha! I KNEW it!! Magic is EVIL!!!] 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
 
Vox Ludator! wrote: 
 
> > The only sin that sends you to Hell is unbelief. If you don't believe 
> > that Jesus died for your sins then there is no hope for you. 
> 
> Frankly, this is just as offensive a belief as claiming that RPGs and card 
> games are the work of the devil.  I cannot reconcile any belief system that 
> says: 
>         a) There is a benevolent supreme intelligence 
>         b) He/she/it will damn a Bushman or Aborigine or Tibetan or (you 
>         get the idea) who has led a benevolent existence on the 
>         technicality that they didn't HAVE a "local New Testament Church". 
> 
> The two concepts just aren't consistent.  If salvation/damnation (assuming 
> they exist) is not dependent on the actual composition of one's moral fiber 
> but merely some arbitrary pledge of allegiance, I'd say there's no hope for GOD. 
 
You must remember that as a Fundamental Christian I beleieve in Jesus Christ. Not 
Buddah, Vishnu nor any other deities. Jesus saves by grace, the unmerited favor of 
God. The composition of your morale fiber is irrelevant because you could never be 
good enough to work your way into heaven. No matter how good you were, someone would 
be better. Instead of Drawing a line somewhere, it is "Whosoever will may come." 
Salvation is easy. Working at being a good Christian is where we fall short.  As for 
Aborigines and the like, Jesus commands us to go forth into all the world and preach 
the gospel. That is why there are missionaries. 
 
> 
> 
> > Thirdly, the Bible teaches that there are only two forces at work here 
> > on Earth, God and Satan. 
> 
> No, Biblical *scholars* teach this.  The Bible itself takes contradictary 
> stances, on account that it is a compilation of several different authors 
> who didn't confer with each other (sorta like the DC Universe). 
 
The Bible says that it has one author.  Different men who were all inspired by the 
Holy Spirit. If you know of a contradiction in the Bible, cite the books and verses 
please. 
 
> 
> 
> > You see how ridiculous it can become. The Christian life is supposed to 
> > be balanced. You cannot remove yourself from the world physically but you 
> > are supposed to spiritually. It helps to limit your exposure to non-Godly 
> > things. If you consider yourself a Christian, and you play games, have 
> > fun. But don't allow Magic or Champions or anything else become your God. 
> > Have you ever missed church to play a game? 
> 
> Ah, here we have the whole quandary: if God is everywhere (at least, 
> his/her/its awareness is everywhere, on account of being omniscient), then 
> isn't "church" wherever and however I choose to worship him?  Maybe it's 
> okay if we just say a grace before breaking out the decks. :] 
 
The word church is from the greek eclesia which translates into "called out 
assembly". God is everywhere but he expects you to be in church, being called out 
from the world, when it is time. "My church is wherever I am" is false philosophy 
taught be people who would rather be fishing than in church. You should check all 
the references in the Old and New Testements about the House of God before blowing 
off church to crush villains. 
 
Love in Christ 
Kev 
 
Date: Sun, 14 Dec 1997 01:56:39 -0500 
From: "Kevin J. McClain" <KevLord@worldnet.att.net> 
Reply-To: KevLord@worldnet.att.net 
Organization: Courts of Kirkwood 
Subject: Re: Extra Time on a Triggered Power 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
Rick Holding wrote: 
 
> -- ghoyle1@mail.airmail.net wrote: 
> > 
> > One of the characters in my campaign is using an INT Drain which 
> > takes 5 minutes to prepare, but it is also built with a Trigger, so 
> > that it can be delivered in combat; essentially, she has to inject 
> > a potion into someone for the drug to take effect. 
> > 
> > Is anybody else as bugged by this as I am? I don't think that the 
> > Extra Time should be worth the full limitation in these 
> > circumstances.  How do you handle injectible drugs in your campaigns? 
> 
>         That is the primary use of trigger.  A player sets up a power, 
> HOWEVER LONG IT TAKES.  All endurance is paid at this time.  At some 
> later time, an event triggers the power, in this case injecting a drug. 
> She must still make an attack role and overcome any other limitations 
> that the power may have, presumably bare skin or whatever to inject 
> through. 
> 
>         Of course, once the power is expended, the start up time must be 
> followed.  It is not specified that the player can only have one 
> triggered power set at one time.  That would have to be up to GM's to 
> decide how many "charges" can be set up at once. 
> 
 
Or you can follow this simple rule of GMing. 
If it bothers you or disrupts your game don't allow it. or if you feel 
purchasing extra time limitation coupled with a trigger to make a devasting 
attack too cheap then up the cost. The point is you have the final say in 
keeping the balance in your campaign. 
 
Date: Sun, 14 Dec 1997 00:57:26 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: Ninja Hero v. TUMA/ Desol Super Dodge 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
 
> >> Right there we have a contradiction between the desired effect -- being 
> >> unhittable -- and the game mechanics. 
> 
> TRG> 	Not a valid agument, Rat. 
> 
> Bullshit, it is an argument based entirely on special effects. 
 
	Youd didn't read the rest of the post.  Plenty of Hero power 
constructions involving not getting hit/ not taking damage have made them 
be equals.  Thus we have missile deflections that are actually a dodge, 
and blocks that are actually a dodge.  We have a shield providing a bonus 
to DCV or a bonus to defenses -- but it does the same thing.  When it 
comes down to it, not being hit == taking no damage.  One and the same. 
With Desol's effect of stopping all damage and related effects, it has the 
same game effect as not being hit at all.  Works fine. 
 
	Therefore, your argument is invalid.  The SFX is quite covered by 
the power build in question. 
 
	And again I ask, how would you build the power so there is no 
possibility of the "lucky shot". 
 
 
			-Tim Gilberg 
 
Date: Sun, 14 Dec 1997 01:02:22 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: Ninja Hero v. TUMA/ Desol Super Dodge 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
> I agree. Rather than a generic +1/2 Advantage that for some reason affects 
> any desolid character, regardless of special effect, I'd have a bunch of 
> +1/4 Advantages like Affects Ghosts/Spirits, Affects Dimensional Shifted, 
> Affects Temporally Displaced, etc. Actually, I think I'd still call it one 
> advantage, but require SFX to be specified in order to determine 
> applicability. 
 
	That's a pretty good, and more logical, way to do it.  I'd allow, 
then, the full -1/2 affects desolid for a mix of possible effects, but 
keep it strictly GM limited.  The only SFX I can think of right now is 
extreme luck:  "Wow, somehow my blast crossed the dimensional shift and 
hit him."  or "Wow, I was lucky it defracted on his gaseous form and was 
able to get him." 
 
 
> I might also do something similar for Hardened. Why should titanium steel 
> walls stop a dimension walking teleporter? 
 
	Well, I think there needs to be a modifier like "affects 
teleport".  Or, more appropriately, make it a function of CE.  That would 
seem to work best. 
 
 
			-Tim Gilberg 
 
Date: Sun, 14 Dec 1997 01:05:15 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: Cardboard Heroes 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
 
> << Yup.  If the quality was high enough. >> 
> 
>   You're not getting off the hook that easy, you can-of-worms-opener, you! :D 
> 
>   Just how do you define "high enough" quality? 
 
 
	See some of the other posts, but I think the cardboard has to be a 
little thinker than that for Alien Enemies and the Champs GM screen. 
 
	Also, art that makes it possible to tell who a character is. 
 
 
			-Tim Gilberg 
 
Date: Sun, 14 Dec 1997 02:14:13 -0500 (EST) 
From: Michael Surbrook <susano@access.digex.net> 
X-Sender: susano@access2.digex.net 
Reply-To: Michael Surbrook <susano@access.digex.net> 
cc: champ-l@omg.org 
Subject: Re: Ninja Hero v. TUMA/ Desol Super Dodge 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Sun, 14 Dec 1997, Sean Pavlish wrote: 
 
> >  Hmm.. a character that uses Desolidification, with Totally Invisible power 
> >effects... with the special effect of "awesome Zen-like martial arts ability 
> >to avoid blows" or some such (a la Remo Williams, or legendary ninja 
> >abilities, etc). Too wild? Too GROSS? 
>  
> A friend of mine ran a campaign with an NPC with that exact power.  The guys 
> that played definately had a very difficult time with it in the run and the GM 
> had a difficult time dodging things after...(when they figured it out)   :) 
 
Hey, Sean, it you're talking about Shi (in my Justice Alliance game), she 
didn't have this power exact power.  What she did have was Desolid, IPE 
(sight), define as becoming intangible.  OTOH, the PCs almost went crazy 
because I described her as dodging constantly resulting in the PCs 
triumphantly telling me they had hit a DCV of 17 only to have me say "you 
miss".  She also aborted to her Desolid often to avoid damage.  It wasn't 
until someone saw her walk through a wall that they realized something was 
up. 
 
*************************************************************************** 
* "'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, 14 Dec 1997 01:20:31 -0600 (CST) 
X-Sender: mlnunn@scrtc.blue.net 
From: Michael Nunn <mlnunn@scrtc.blue.net> 
Subject: Re: Villian groups 
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 
 
 Humor me on this one! 
>>  
>> I like to construct scenarios with touches of current events and or people  
>> twisted enough to fit into a four color genre. Has anyone put together a  
>> villain group based on the Spice Girls? You have five different  
>> personalities that could be used to create five different villains banded  
>> together to promote "Girl Power." 
>>  
>	Neat idea. But I'd probably do it as a corporate Hero Team 
>designed to promote a particular British record label by claiming to 
>be a dumbed up version of feminism. 
 
If you really wanted them to be like the SG's only 2 would actually have 
super powers the others would just look good and help out... 
Rising Force Publications 
Herozine The Superhero RPG Fanzine... 
http://members.aol.com/hzineweb/index.htm 
 
From: Opal@october.com (Opal) 
Date: 14 Dec 97 01:23:24 -0800 
Subject: Re: Champions 5th Editio 
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 
 
* Original Area: RO_Internet 
* Original To  : GoldRushG@aol.com (1:143/240) 
 
 G >  
 G >   But if we're going to go to the expense of reprinting the game,  
 G > rather see us take opportunity to clean up the rest of the typos,  
 G > some new artwork, change the trade dress (i.e., the outside cover  
 G > layout, maybe? And there are a few MINOR rules changes that Hero wants  
 G > make. And let's not forget that we can also streamline those  
 G > cumbersome rules,  along with including more or better examples...  
 G >  
 G >   Mark @ GRG  
 G > ---  
  
Great Idea!  I'd buy it.  Sounds more like 4.1 than '5th edition.'  
OK, 4.2, there was Chamions Deluxe.  I'd be delighted with a  
5th edition, even if there were changes comprable (in degree) to  
those between 3rd and 4th.  
  
___  
 * OFFLINE 1.58  
 
From: Opal@october.com (Opal) 
Date: 14 Dec 97 01:23:46 -0800 
Subject: Re: Champions 5th Editio 
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 
 
* Original Area: RO_Internet 
* Original To  : rook@shell.infinex.com (1:143/240) 
 
 r > > some new artwork, change the trade dress (i.e., the  
 r > > outside cover design) and  
 r >  
 r >  Yes please. That cover needs a facelift.  
 r >  
  
Really?  I thought it was pretty good.  I'd realy like to  
see the next panel, though:  Seeker burried under the wall  
Doc D just squished him with, and the broken Katana stiking  
out....  
  
 r > > layout, maybe? And there are a few MINOR rules changes that Hero  
 r > wants to  
 r > > make.  
 r >  Like?  
 r >  
  
I believe it's doubling the cost of Aid, and dumping Hand Attack...  
At least Steve P has mentioned those.  
  
  
___  
 * OFFLINE 1.58  
 
From: Opal@october.com (Opal) 
Date: 14 Dec 97 01:24:28 -0800 
Subject: Re: Greetings 
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 
 
* Original Area: RO_Internet 
* Original To  : mlnunn@scrtc.blue.net (1:143/240) 
 
 m > Juat a general question to the list, did that happen to everyone?  
 m >  
  
No, I only ever saw 1 BBB start to go... and that was after 7  
years.  Mine was still in good shape this year, when I gave  
it to my godson (he's old enough to start gaming...)  
  
Now I'm combing the local stores for a HSR...  
  
___  
 * OFFLINE 1.58  
 
From: Opal@october.com (Opal) 
Date: 14 Dec 97 01:24:52 -0800 
Subject: Some weapons 
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 
 
* Original Area: RO_Internet 
* Original To  : merlin273@juno.com (1:143/241) 
 
 m > Hey,  
 m > If anyone's interested...I've converted some basic SF weapons from  
 m > GURPS  
 m > Ultra-Tech through BTRC's Guns, Guns, Guns(TM) to Hero, then to  
 m > Fuzion.  
 m > I've set their power at the level of my SF campaign (TL12)  
 m >  
 m > WEAPON  TL12 DV HERO FUZION  
 m > Blaster Pistol  7d 58 2d6+1 DC7  
 m > Hvy Blaster Pistol 8d 65 2d6+1 DC7  
 m > Blaster Rifle 10d+1 82 3d6-1 DC8  
 m > Hvy Blaster Rifle 18d 135 3d6 DC9  
 m > Electron Pistol 8d 65 2d6+1 DC7  
 m > Electron Rifle 16d 121 3d6 DC9  
  
What?  No millitary X-ray lasers?  How are  
we supposed to kill superheroes?  
  
___  
 * OFFLINE 1.58  
 
From: Opal@october.com (Opal) 
Date: 14 Dec 97 01:25:14 -0800 
Subject: Re: Champions  5th Editi 
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 
 
* Original Area: RO_Internet 
* Original To  : bob.greenwade@klock.com (1:143/240) 
 
 b > >the Hero System we all love, with a few MINOR rules changes (like  
 b > Hand  
 b > >Attacks...).  
 b >  
 b >    Opal has a fix for Hand Attack which most of the folks on the list  
 b > like.  
 b >  (I know Bill and I both do, but he and I tend to agree on things  
 b > anyway.)  
  
Now if Rat and Vox and Tim Gilberg all liked it... (no wait, thats  
the coming Apocolypse!)  
  
 b >    Hey Opal!  Do you mind posting that again, for Mark?   :-]  
 b > ---  
  
I know that Steve P has mentioned dumping HA, still, hope springs  
eternal. (plus I'm egotistical and love posting my own stuff :)  
  
Hand-to-Hand (normal) Attack:  
     A character with this Standard Power can increase the amount  
of normal damage he does in hand-to-hand combat.  For 5 Character  
Points, the character can buy +1d6 HA.  The HA must be defined as  
physical or energy, normal or stun-only.  Strength adds directly  
to the damage of any type of HA just as it does with a hand-to-  
hand killing attack - no more than doubling the DCs of the  
attack.  Alternately a small HA can be added directly to STR  
damage with any kind of striking maneuver as long as the HA is  
defined as doing normal physical damage with no advantages that  
would have to be extended to strength.  
     Though it cannot be 'spread' in the manner of an Energy  
Blast, an HA can be manipulated to improve OCV at the price of  
damage.  Each 1d6 of damage sacrificed gives a +1 OCV.  Since an  
HA - even when not focused - is assumed to be somewhat separate  
from the character using it, it can be used to Block an  
opponent's attack.  The character is considered armed and has a  
+1 OCV per 3d6 of HA employed.  If the character does not want to  
be able to use his HA to improve OCV, he can take the -1/4 'Beam'  
limitation.  
     Hand-to-Hand Attack cost: +1d6 HA per 5 Apts, minimum cost  
     10pts.  
  
BTW, I use a lot of minor Variants but two more might  
at least inspire some good ideas for a revised 4th ed:  
  
  
Regeneration:  
     This special power allows a character to recover BOD more  
rapidly.  Normally, BOD heals at a rate of 1 per point of  
Recovery each month.  Each 5 pts of Regeneration moves that  
recovery rate one step up on the time chart - up to 35 pts which  
allows the character to heal his REC in BOD each turn (on post-  
segment-12).  For 45 pts, the character can heal BOD every time  
he takes a recovery (including post-segment-12).  Characters  
wishing to recover from wounds even faster should consider taking  
Damage Reduction with the special effect of instantly healing.  
     Regeneration can go beyond merely speeding healing.  For +10  
pts the character's rate of Regeneration is unaffected by  
environmental factors or levels of exertion.  For +15 pts, he  
does not bleed (doesn't lose BOD after being reduced to 0 BOD or  
suffer from the effects of the optional bleeding rules).  The  
character can also regrow lost limbs and recover completely from  
the effects of Disabling wounds for +10 pts.  
     Regeneration cost:  5pts per step on the time chart.  Heal  
     BOD on each Recovery for 45pts.  Ignore environment/exertion  
     for +10 pts.  Does not bleed +15pts.  Regrow limbs +10.  
     Minimum cost 10pts.  
  
They did end up using something similar to the in FUZION... don't  
know if that a good sign or not...  
  
  
And, since I'm a 5pt per die Fanatic:  
  
Telekinesis:  
     A character with this standard power can move objects at a  
distance.  He can apply 1pt of strength for each point in  
Telekinesis. TK can be used only to hold or move targets, not  
'punch' or 'squeeze' them.  Targets that are held can use their  
strength to escape, just as if they were grabbed by a normal  
opponent.  Targets can be moved about, within range (5" per pt of  
TK), at a rate equal to the distance of a standing throw per  
phase.  If the telekinetic does not wish to maintain his hold he  
can hurl a target the distance of a running throw.  A victim  
hurled or slammed against a sufficiently unyielding surface can  
take up to TK STR/5 in d6 of normal damage.  However, the shock  
of doing this much damage causes the TK grab to be automatically  
broken.  A 'casual' (1/2 STR) slam does not have this effect.  
     Characters wishing to do direct damage to a victim with TK  
can take a +1/2 advantage to do so.  This form of TK allows the  
user to slam a victim for full damage without breaking his hold  
or squeeze him each phase for normal damage.  'Only' being able  
to squeeze or slam without breaking the hold, but not both, is  
still a +1/2 advantage, since the two actions are mechanically  
all but identical.  Characters wishing to have a 'Telekinetic  
Punch' can buy a physical energy blast and place it in a  
multipower with their TK.  Some campaigns (especially those that  
disallow power frameworks) might allow Direct TK to punch.  Fine  
work, such as the character could perform with his own hands, can  
be accomplished with TK, though a DEX roll (with range penalties)  
is required.  Not being able to do fine work is a     -1/4  
limitation, analogous to the 'Beam' limitation on EB.  In no case  
does TK stack with the character's STR characteristic.  
     Telekinesis cost: 1pt TK str for 1 Character point, minimum  
     cost 10pts Direct TK is a  +1/2 advantage and lets TK  
     squeeze or slam w/o losing its hold.  No fine work is a -1/4  
     limitation.  Range is 5xpts in power.  
___  
 * OFFLINE 1.58  
 
From: Opal@october.com (Opal) 
Date: 14 Dec 97 01:25:34 -0800 
Subject: Re: Link: Disadvantage o 
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 
 
* Original Area: RO_Internet 
* Original To  : trgilber@hilltop.ic.edu (1:143/240) 
 
 t > > What's so horrifying about having two powers that can be used  
 t > > independently or gang-fired?  
 t >  
 t >  Basically, it takes the focus away from SFX and into power  
 t > effects.   You define a SFX and take a power for it.  You don't take a  
 t > couple of powers, give them each SFX, then say that together they make  
 t > up  
 t > a new SFX.  
 t >    -Tim Gilberg  
 t > ---  
  
Huh?  How would using two attacks at the same time change thier  
F/X?  I mean, if Iron Man fires Repulsors and Unibeam at the  
same time, they're still Repulsors and it's still the Unibeam,  
they not sudenly Unipulsors or Mutant-powered eyebeams or  
anything...  
  
In the realm of house rules... If I allowed a character to  
do that sort of thing (it does require having 2 attack powers,  
that are targeted the same way, bought outside of power  
frameworks... pretty expensive, and you don't see it much)  
I'd roll it like Autofire, each -2 you make the roll buy  
lets another one of the powers hit.  
  
So, in the above example, Shellhead would have a 2-shot-  
only Autofire on the Repulsors, and a straight KA for the  
Unibeam.  Cutting lose with both at the same time, he'd  
hit with both repulsors and the unibeam if he made his  
attack roll by 4.  If he made it dead on, only one would  
hit (dust of a d3 and randomly determine it).  
  
___  
 * OFFLINE 1.58  
 
From: Opal@october.com (Opal) 
Date: 14 Dec 97 01:25:58 -0800 
Subject: Re: Champions 5th Editio 
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 
 
* Original Area: RO_Internet 
* Original To  : GoldRushG@aol.com (1:143/240) 
 
 G >   One other note. Keep in mind that, primarily because of financial  
 G > considerations, we are looking at printing the Hero System rules book  
 G > separately, with Champions being a genre book. Champions would have  
....  
 G > several different types, etc., but the Hero System "core" rules would  
 G > the Hero System rules book.  
 G >  
 G >   I realize this may not be a popular decision, and I'm willing to  
 G > hear well reasoned discussion for or against the idea. But please consi  
  
Suits me to a T.  And, yes, I'd buy 'em both.  
  
I'd really like to see the 'next panel' of the Dr. D vs Seeker  
fight from the BBB... and Doc D better be winning.  :)  
  
  
 G >   In addition, future genre books would be published like the "new"  
 G > Champions  
 G > book, and we may even be able to publish revisions of older genre  
 G > books  
 G > (Fantasy Hero, anyone?).  
  
Yes, and  STAR HERO!!  
  
 G >   Mark @ GRG  
 G > ---  
  
  
Wow, I like this new emphasis on Genre books...  
___  
 * OFFLINE 1.58  
 
From: Opal@october.com (Opal) 
Date: 14 Dec 97 01:26:32 -0800 
Subject: Cardboard Heroes 
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 
 
* Original Area: RO_Internet 
* Original To  : GoldRushG@aol.com (1:143/240) 
 
 G >  
 G >   Since it seems that the majority of folks (onthis list, anyway)  
 G > would like  
 G > to see more cardboard minis, let me ask you this: Would you be willing  
 G > to pay  
 G > an extra $2 for a book that had them included?  
 G >  
 G >   Mark @ GRG  
 G > ---  
  
If they were decent, I'd buy a book I didn't want to get them.  
  
(I probably shouldn't have admitted that)   :)  
  
I'd rather buy packs of them sepparately, of course.  
  
___  
 * OFFLINE 1.58  
 
From: Opal@october.com (Opal) 
Date: 14 Dec 97 01:26:58 -0800 
Subject: Re: Link: Disadvantage o 
Organization: Fidonet: Red October Alpha * Hero Roleplaying * 408-629-4695 *  
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Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
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* Original Area: RO_Internet 
* Original To  : trgilber@hilltop.ic.edu (1:143/240) 
 
 t >  
 t >  Never said there was no middle ground, simply said you had to pay  
 t > for it, probably with a MP.  
 t >  
 t >  
 t >    -Tim Gilberg  
 t > ---  
  
I guess you didn't notice that the Multipower in question  
doesn't end up costing much more (or even slightly less -  
a whole 1 pt less in the example I posted)  
than just buying two powers straight up...  
  
  
Ex:  
  
The poor guy who started this mentioned a 10d EB, and a  
3d flash:  
  
50 Multipower  
 5 10d EB  
 3 3d Flash  
 5 10d EB (again, it's a rules quirk)  
20 3d Flash, linked to the 2nd EB -1/2  
--  
83  
  
as opposed to...  
  
50 10d EB  
30 3d Flash  
--  
80  
  
3 pts huh?  So is that a 1/10th Advantage on the Flash  
or a 1/17th advantage on the EB.. or +1/27th each,  :)  
  
Of course, if you're only linking a 1d Flash, it's less  
silly:  
  
50 Multipower  
 5 10d EB  
 1 1d Flash  
 5 10d EB  
 7 Linked 1d Flash -1/2  
--  
68  
  
vs  
  
50 10d EB  
10 1d Flash  
--  
60  
  
The 8 pts would be a big advantage (+3/4) on the  
Flash, but still less than 1/4 for the EB.  In  
any case, it's a pretty trivial number of points  
for such a heated debate.  
  
  
___  
 * OFFLINE 1.58  
 
From: Opal@october.com (Opal) 
Date: 14 Dec 97 01:27:36 -0800 
Subject: Incomplete Rules (was 5t 
Organization: Fidonet: Red October Alpha * Hero Roleplaying * 408-629-4695 *  
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* Original Area: RO_Internet 
* Original To  : bsvitavs@bu.edu (1:143/240) 
 
 b > I'm all for the 5th ed. In addition to the various suggestions people  
 b > have  
 b > already made, I hope it includes either a "slipperiness" power or a  
 b > revised Change Environment that can make an icy surface with combat  
 b > effects. (My pet peeve.)  
 b >  
  
The CE that was posted recently was a bit too powerful and complex  
for my liking, but it was still better than those Dex Drains and  
stuff...  
  
 b > If there are any extensive changes at all, I wouldn't mind seeing  
 b > something like (but not exactly like) the "Incomplete Character"  
 b > rules.  
 b > ---  
  
What parts of the Incomplete rules would you like to see done  
differently.... It's still very much under development.  
(there's still some bits that aren't ironed out  
like 'lacks DEX'...)  
  
Post comments to the list or email jimalj@best.com  (he won't  
mind, really).  
  
___  
 * OFFLINE 1.58  
 
From: Opal@october.com (Opal) 
Date: 14 Dec 97 01:28:00 -0800 
Subject: Yet Another Power Proble 
Organization: Fidonet: Red October Alpha * Hero Roleplaying * 408-629-4695 *  
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* Original Area: RO_Internet 
* Original To  : lizard@dnai.com (1:143/240) 
 
 l > The spell, basically, creates a mouth with sharp pointy teeth on an  
 l > inanimate object, most usually a bag or sack. Thief reaches into bag,  
 l > gets hand chomped (call it a 1d6 HKA). How to do this as a spell?  
 l >  
  
Oh yeah, that one, Wizard's handbook, right?  
  
 l > Focus? Not really:The spell must be cast on an object, but the focus  
 l >  
nope  
 l > Transform? The all-purpose catch all. I'd like to avoid it.  
 l >  
me too  
 l > Independant? No, the spell expires after one bite, and the caster can  
 l > re-cast it multiple times without trouble.  
nooo  
  
You're looking for a minimum-cost (1/2d?) KA.  Triggered (by touching  
the oject).  Because of the way trigger works, you have to make it  
Area Effect Hex (or the teeth bite the bag...), with a Limitted power  
limitation 'only affects the one triggering the power' -1/4.  
  
I use a similar power for contact poisons.  
  
___  
 * OFFLINE 1.58  
 
From: Opal@october.com (Opal) 
Date: 14 Dec 97 01:28:18 -0800 
Subject: Extra Time on a Triggere 
Organization: Fidonet: Red October Alpha * Hero Roleplaying * 408-629-4695 *  
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* Original Area: RO_Internet 
* Original To  : ghoyle1@mail.airmail.net (1:143/240) 
 
 > One of the characters in my campaign is using an INT Drain which  
 > takes 5 minutes to prepare, but it is also built with a Trigger, so  
 > that it can be delivered in combat; essentially, she has to inject  
 > a potion into someone for the drug to take effect.  
 >  
 > Is anybody else as bugged by this as I am? I don't think that the  
 > Extra Time should be worth the full limitation in these  
 > circumstances.  How do you handle injectible drugs in your campaigns?  
 >  
 > Guy  
 > ----------------------------------  
  
I believe it's halved...  If it isn't officially, you can always  
declare a variant to that effect.  
  
Note that, but default, Trigger effects the item/person it's put  
on... In this case, the *needle* is going to be drugged... :)  
You have to buy AE, with a limitation that it only affects the  
one target, to get around this (well, UBO or UAO, or something  
might work)  (darn, I have to get a new HSR!  practically  
memorized just isn't quite the same)  
  
And since you asked about injected poison....  let  
me just dig this up out of the recesses of my hard  
drive... OK the itty bitty cracks, 60 Meg hard drive  
don't get to have recesses do they?  :)  
  
___---------------------------------------------------------------------------- 
  
 Area:    Ro_Herolist  
  Msg:    #113  
 Date:    09-29-94 03:33 (Public)  
 From:    Opal  
 To:      hero-l@omg.org  
 Subject: Gradual Effect...  
___---------------------------------------------------------------------------- 
  
 > Has anybody noticed that, while the gradual effect rule is really good  
 > for things like acids, that is sucks for poisons in a heroic-level  
 > world? I find that I keep resorting to uncontrolled,  
 > continuous drains to g  
 > my creature's poisons down to a reasonable cost, and still keep them  
 > leathal  
 >  
 > Does anybody else have any other ideas?  
 >  
  
Actually a Gradual Effect KA is ideal for poisons in a heroic-level  
campaign.  However, (and you have to make an aparently difficult leap  
here) you DON'T NEED TO BUY THEM NND.  With the low levels of resistant  
DEF in heroic games there's no need for the horendously expensive +2  
NND-that-does-body advantage.  
  
Here are 4 examples of basic poison types:  
  
Injected Poison (Blade Venom):  This poison represents a poisoned dagger or 
 
similar weapon.  The first 1d of killing damage occurs imediately and  
represents the wound caused by the blade.  If this first increment fails to  
do body damage, the remaining 3d of damage (that caused by the poison)  
do not occur.  Obviously this works will for monster attacks as well.  
For a snakebite, dart or poison ring effect (one that is delivered by a  
very small wound) take the lim: 'doesn't work at all vs rPD' -1/2.  
   4d6 RKAp, Gradual: 1trn (4 1d KAs, 1 every 3 segments) -  
1/2, No Range -1/2,  
Must do body on first increment or attack fails -1/4, 6 charges -3/4,  
OAF: Envenomed weapon -1.  
Active Cost: 60, Real cost: 15.  
  
Injested Poison:  This poison kills only those characters who actually  
swallow it.  It is planted in food or water and is dificult  
to detect.  Though  
it is not an NND, few characters will be able to defend  
against it.  Remember,  
most armor (in heroic games) doesn't cover the character  
completely.  One area  
it doesn't cover is the inside of his mouth!  You can't eat  
with a Force Field  
up so there's no danger of that stopping the poison once its gone off. Those  
characters with unfocused Armor or Damage resistance should  
get thier defenses  
after all, if thier very skin can turn sword blades it's not that surprising 
 
that a poison meant to kill normal humans wont work as well.  
    3d6-1 RKAp, Triggered: when eaten +1/4, Area Effect Hex  
+1/2, Invisible to  
all but one sense group +3/4, Gradual: 1hr -2, IAF: poison ampule -1/2, Only  
affects triggering characters -1/4, vs. Living only -1/2,  
not vs creatures with  
wierd metabolisms/appropriate Life support/immunities -1/4, 4 chgs -1.  
Active Cost: 100, Real Cost: 18  
    Note: the poison must be area effect or else it only damages the FOOD it  
was planted in.  Also since it's AE it doesn't take a hit location of head  
(since its set off when you swallow it) or stomach, just a 'generalized' hit.  
  
Contatct Poison:  This poison kills those who touch it with thier exposed  
flesh.  Obviously armor, and even normal clothing, offers  
complete protection.  
This write up assumes the poison is part of a creature's natural deffense -  
like a Poison Arrow Tree Frog - but it could also be 'planted' on an object  
by using advantages like those of the Injested Poison.  
    3d6 RKAp, Damage Shield +1/2, 0 END +1/2, Gradual: 1 turn -1/2, Attacker  
must make contact with bare flesh -1 (most attackers use weapons), Only vs  
living creatures -1/2, not vs creatures with sealed LS, immunities, wierd  
metabolisms or thik skin/fur/scales -1/2.  
Active cost 90, Real Cost 27.  
  
Poison Gas:  This poison lingers in the air for a short time doing damage  
to all who breath it durring that period.  This is an example of a poison  
that pretty much has to be an NND.  However, it doesn't have to be a huge  
one, nor need it be gradual.  
    1d6 RKAp, NND:Sealed Life Support (does BOD) +2, Area Effect: Radius +1,  
Continuous +1, Uncontrollable +1/2, Extended Area +1/2, OAF: gas grenade -1,  
1 continuing charge lasting 1 min -1, vs living -1/2, dispersed by high  
winds or counteragents -0 (required because of the Uncontrollable Adv.).  
Active Cost 90, Real cost 27  
___  
 * OFFLINE 1.58 * I am not a Rules Lawyer...I'm a Rules Activist.  
  
___ Maximus/2 2.01wb  
 * Origin: Red October Alpha * Hero Roleplaying * 408-735-0481 * (1:143/240)  
  
  
   
___  
 * OFFLINE 1.58  
 
From: Opal@october.com (Opal) 
Date: 14 Dec 97 01:28:46 -0800 
Subject: Re: Champions 5th Editio 
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 
 
* Original Area: RO_Internet 
* Original To  : trgilber@hilltop.ic.edu (1:143/240) 
 
 t >  
 t > > If there are any extensive changes at all, I wouldn't mind seeing  
 t > > something like (but not exactly like) the "Incomplete Character"  
 t > rules.  
 t >  
 t >  
 t >  I don't.  Not everyone would like the change, and it would make  
 t > most 4th edition stuff obsolete.  Bad idea.  No major changes means  
 t > less  
 t > complaints.  
 t >  
 t >  
 t >    -Tim Gilberg  
 t > ---  
  
Have you seen the Incomplete rules.... they change the way Vehicles,  
Bases, Automatons, and Computers work.  Those are pretty much minor  
sidelines to hero 4th, hardly 'most of 4th ed.'  In fact, what they  
do is make the fairly wierd, cobbled-together systems used for those  
things work with the standard character build system.  
  
They also open up the possiblity of a lot of different character  
types...  
  
Oh, or are you just talking about 'extensive changes' in general?  
Sorry...  
  
I think the level of change between 3rd and 4th could be tollerated  
(though that level of change isn't actualy nescisary, it's just  
a few problems that need to be ironed out (like linked)  :)  
  
___  
 * OFFLINE 1.58  
 
From: Opal@october.com (Opal) 
Date: 14 Dec 97 01:29:02 -0800 
Subject: Re: Link: Disadvantage o 
Organization: Fidonet: Red October Alpha * Hero Roleplaying * 408-629-4695 *  
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Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
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* Original Area: RO_Internet 
* Original To  : Firelynx16@aol.com (1:143/240) 
 
 F > Limitation has therefore put you at a disadvantage.  Now, GMs must  
 F > closely  
 F > monitor characters with the Linked Disad, so they don't simply buy  
 F > another  
 F > Flash.  If that's the case, then the Linked Flash has lost it's  
 F > Limitation  
 F > value, and deserves no points.  
 F >  
 F > 'Lynx  
 F > ---  
  
So, they don't get points for it... do they still get to take  
it and fire the two powers at once?  
  
50 10d EB  
20 linked 3d Flash -1/2  
--  
70  and linked is valid, by your interpretation...  
  
but, if the character has the EB in a multipower with  
a similar Flash, then he gets no points for the Linked  
  
50 Multipower  
 3 3d Flash  
 5 10d EB  
30 3d Flash linked to EB -0  
--  
88  
  
Right?  
  
But wait... if the linked 3d flash isn't limited...  
Why do I need to go and buy the 2nd 3d Flash?  
  
I mean, if a mutant character has 3d Killing, 0END  
(laser eye beams), and decides to get an 'Infinity  
Inc' Laser pistol (3d Killing, 0 END, OAF)... does  
he not get the Focus limitation, because he always  
has a 3d RKA ready to use at 0END?  I mean, that  
seems to be the logic you're using...  So this  
mutant is paying 135 pts and he basicly has a  
3d KA, 0 END....  
  
___  
 * OFFLINE 1.58  
 
Date: Sun, 14 Dec 1997 03:52:48 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: [Fwd: Ha! I KNEW it!! Magic is EVIL!!!] 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
 
> You must remember that as a Fundamental Christian I beleieve in Jesus Christ. Not 
> Buddah, Vishnu nor any other deities. Jesus saves by grace, the unmerited favor of 
 
	You know, I'm gonna be laughing my freaking ass off when you're 
sitting in the Zorastrian version of hell with me, because you chose the 
wrong God to worship.  If so.  Of course, in all likelyhood, no one's 
gonna be laughing cause there ain't no such thing as an afterlife -- Just 
a bunch of dreams made up by man so he could face the terror of death and 
existance. 
 
> God. The composition of your morale fiber is irrelevant because you could never be 
> good enough to work your way into heaven. No matter how good you were, someone would 
> be better. 
 
	Damn that's egotistical and just plain wrong.  I live the good 
life asked for by your God, but because I never heard of him, I'm gonna 
die?  Sounds like some toddler on a temper tantrum that wants his own way 
or else.  Actually, that's a good way to view most any god. 
 
> Instead of Drawing a line somewhere, it is "Whosoever will may come." 
> Salvation is easy. 
 
	Doesn't sound like it. 
 
> Working at being a good Christian is where we fall short.  As for 
> Aborigines and the like, Jesus commands us to go forth into all the world and preach 
> the gospel. That is why there are missionaries. 
 
	Oh yeah.  Them.  The ones that point a gun at your head and say, 
"Pray to our gods."  The ones that kiddnapped children to put in 
missionary schools and then rapped the children's knuckles when they spoke 
their own language.  The ones that destroyed the works of the Mayan (and 
many other Central American cultures) civilization because they couldn't 
understand the writing and think it must be a sign from Satan.  Those 
missionaries?  No thank you. 
 
	Oh.  And why would I switch to your god when mine is telling me 
that I better stay put or go to hell?  Pick an egotist on a power trip, 
any egotist on a power trip. 
 
> > No, Biblical *scholars* teach this.  The Bible itself takes contradictary 
> > stances, on account that it is a compilation of several different authors 
> > who didn't confer with each other (sorta like the DC Universe). 
> 
> The Bible says that it has one author.  Different men who were all inspired by the 
> Holy Spirit. 
 
	If you believe that tripe your more ignorant than I thought.  The 
bible is a mix of sources from many different *men* (and a few women). 
Other men took the parts they want and left out the parts they didn't to 
further their own beliefs.  The writings were put down at different times 
for different purposes, eventually they achieved a source of mythic 
standing. 
 
> If you know of a contradiction in the Bible, cite the books and verses 
> please. 
 
	You want an example?  Read Genesis for starters.  Two seperate and 
different accounts of the creation of the world.  (Taken from two earlier 
sources, of course).  How about the Gospels?  Jesus' life is different, in 
much tone and feel, in each.  There's more. 
 
> The word church is from the greek eclesia which translates into "called out 
> assembly". God is everywhere but he expects you to be in church, being called out 
> from the world, when it is time. "My church is wherever I am" is false philosophy 
> taught be people who would rather be fishing than in church. You should check all 
> the references in the Old and New Testements about the House of God before blowing 
> off church to crush villains. 
 
 
	OK.  Quote them.  And find a way to disregard the refrences that 
say otherwise. 
 
 
			-Tim Gilberg 
 
From: "Robert" <baron@stlnet.com> 
Subject: Re: Champions 5th Edition 
Date: Sun, 14 Dec 1997 04:04:59 -0600 
X-MSMail-Priority: Normal 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
 
  
> << That Perez cover will be a hard one to top though!>> 
>  
>   I take it you haven't seen the covers to SA:CoH or Sengoku, then. We 
don't 
> plan on acquiring "mediocre" art for a 5th Ed. book, Michael. ;) 
>  
>   That brings up another question: What kind of illo would you folks like 
to 
> see for the cover? A collage of different scenes? A comic-booky sort of 
illo 
> (usually a fight scene)?  
>  
If you want the truth? I'd like to see Alex Ross do a cover and some 
interior done by George Perz, Adam Hughes, and John Byrne. I don't know if 
there is enough MONEY to get them to do this, but I think at least an Alex 
Ross cover would be worth the cost in terms of marketing. He's hot and and 
an INCREDIBLY talented artist. 
Oh well, its a nice pipe dream. 
 
Date: Sun, 14 Dec 1997 02:12:09 -0800 
From: Captain Spith <cptspith@teleport.com> 
Reply-To: cptspith@teleport.com 
Subject: Re: Champions  5th Edition 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
Eric Pawtowski wrote: 
>  
> Small change that I've always liked: allowing Acrobatics to be used 
> as complementary to Breakfall.  Makes Acrobatics much more useful. 
>  
>    Eric 
 
   In my games, I always give players the option of taking the 'classic' 
Acrobatics skill from 3rd ed.  10 pts. base for DEX roll, which includes 
all breakfall applications and can provide a +2 to dodge.  Wait - was 
that official, or was that a house rule my early GMs had?  I remember 
that +2 "Acrobatic Dodge" was standard in all my early/mid-80s Champs 
games... 
 
   Anyway, I like at least the option of taking 'full' acrobatics 
instead of having to buy both Acro AND B-fall skills. 
 
--  
   -Capt. Spith 
   Savior of Humanity 
   Secular Messiah 
 
Date: Sun, 14 Dec 1997 02:17:11 -0800 
From: Captain Spith <cptspith@teleport.com> 
Reply-To: cptspith@teleport.com 
Subject: Re: Champions 5th Edition 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
Curt Hicks wrote: 
>  
>  From: "Michael Nunn" <mlnunn@scrtc.blue.net> 
> > 
> >    I am going to go out on a limb here, but I don't want to see a "Whole 
> > New Champions" in 5th edition.  In fact I don't really want to see a 
> > 5th edition, unless the main thrust of it is addition and improvement 
> > over 4th ed. 
> > 
> >    I like 4th edition, no it's not perfect, but what I don't like I 
> > modify, and what I don't like and what Vox doesn't like could be 
> > completely different.  One of the great things about Hero is that is 
> > is so easy to gear for your own game. 
> > 
> > Just my humble opinion... 
> > 
> > Michael 
>  
> I agree completely.  I think a lot of people believe that a '5th Edition' 
> will fix their *particular* complaints with the rules.  You don't need a 
> '5th Edition' to do that, just say "in my game, this is how its going to be." 
>  
> Curt Hicks 
 
   In fact, that very dynamic is why there are so many "House Rules" and 
campaign-specific Champions web pages out there.  Which I think is a 
GOOD thing.  Some things are widely considered to need fixing or 
cleaning up, but of course, on many issues, the 'fix' is something 
different for everyone with an opinion. 
 
   BTW, if I ever get off my *ss and do it, I'll have my own House Rules 
page up someday.  If I'm lucky, sometime in January '98.... 
--  
   -Capt. Spith 
   Savior of Humanity 
   Secular Messiah 
 
Date: Sun, 14 Dec 1997 02:38:49 -0800 
From: Captain Spith <cptspith@teleport.com> 
Reply-To: cptspith@teleport.com 
Subject: Re: Champions 5th Edition 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
GoldRushG wrote: 
 
>   That brings up another question: What kind of illo would you folks like to 
> see for the cover? A collage of different scenes? A comic-booky sort of illo 
> (usually a fight scene)? 
 
   I really like the Perez cover, but am not opposed to a change.  But 
the flavor should definitely be the same.  Superheroes in action, 
probably one large 'splash page' scene. 
   Or possibly a 5 or 6 panel comic-book page including a splash or 
dialog and a splash of action.... 
  
>   One other note. Keep in mind that, primarily because of financial 
> considerations, we are looking at printing the Hero System rules book 
> separately, with Champions being a genre book. Champions would have the super 
> power rules in there, as well as a *much* better treatment of the genre, 
> examples, no "official universe" inside (rather examples and notes on creating 
> several different types, etc., but the Hero System "core" rules would be in 
> the Hero System rules book. 
 
   Great!  Some would look at it as forcing a gamer to buy two books, 
but it makes sense to seperate core rules from genre-specific stuff.  On 
the other hand, it would make it vital to have extensive and precise 
examples in the rulebook to be SURE to cover all genres; super-heroes 
using powers raise different questions than gunslingers using guns. (at 
least they often do). 
>  
>   I realize this may not be a popular decision, and I'm willing to hear well 
> reasoned discussion for or against the idea. But please consider that 
> reprinting the BBB as it is now would cost *us* a lot of money, and the retail 
> price would likely be $40 or more (and that for a softcover with no 
> software!). We want folks to buy it, and the only way to keep the prices 
> reasonable is to limit some of the content. This seems the most logical way to 
> do that. 
 
   One danger is that genre books may have to be larger to be sure to 
answer all possible questions and uncertainties about rules and 
powers/skills.  It is also important to cover as completely as possible 
all available powers/skills with sample/introductory characters to give 
new players (and GMs) something concrete to refer to, helping clarify 
examples.  Actually the comic pages in C:TNM with 'notes' on the 
Champions using their abilities was a good idea. 
   I also think that checking with the list or appropriate newsgroup for 
which areas need further explaination and whether proposed examples are 
effective or not would be a good idea. 
 
>   In addition, future genre books would be published like the "new" Champions 
> book, and we may even be able to publish revisions of older genre books 
> (Fantasy Hero, anyone?). 
>  
>   Mark @ GRG 
 
--  
   -Capt. Spith 
   Savior of Humanity 
   Secular Messiah 
 
 
Date: Sun, 14 Dec 1997 03:02:35 -0800 
From: Captain Spith <cptspith@teleport.com> 
Reply-To: cptspith@teleport.com 
Subject: Re: It's Not Easy Being Green 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
Bob Greenwade wrote: 
>  
>    I was over at a friend's house last night, and she was watching the 
> "Frosty the Snowman" special on CBS. 
 
    <Green Diatribe Ensues> 
 
>    Have compassion. 
>    Green power. 
>    Thank you. 
 
   Actually, there is an organization already perfectly fit for their 
cause.  They should ask for representation from (wince) GreenPeace. 
 
--  
   -Capt. Spith 
   Savior of Humanity 
   Secular Messiah 
 
 
From: "Jeff O'Connor" <jtoc@msn.com> 
Cc: <champ-l@omg.org> 
Subject: Re: [Fwd: Ha! I KNEW it!! Magic is EVIL!!!] 
Date: Sun, 14 Dec 1997 04:16:42 -0700 
X-MSMail-Priority: Normal 
X-MimeOLE: Produced By Microsoft MimeOLE V4.71.1712.3 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
Kevin: 
 
I don't give one whit about your fundamentalist views where this mailing 
list is concerned.  I think it is just peachy that you have reconciled your 
particular religious world-view with your hobbies, but frankly I really 
don't give a damn about the finer points of the former.  Please keep your 
religious views out of this mailing list - while they have their place, the 
Champions mailing list really isn't it. 
 
Thank You. 
 
 
-----Original Message----- 
From: Kevin J. McClain <KevLord@worldnet.att.net> 
To: champ-l@omg.org <champ-l@omg.org> 
Cc: champ-l@omg.org <champ-l@omg.org> 
Date: Sunday, December 14, 1997 12:13 AM 
Subject: Re: [Fwd: Ha! I KNEW it!! Magic is EVIL!!!] 
 
 
> 
> 
>Vox Ludator! wrote: 
> 
>> > The only sin that sends you to Hell is unbelief. If you don't believe 
>> > that Jesus died for your sins then there is no hope for you. 
>> 
>> Frankly, this is just as offensive a belief as claiming that RPGs and 
card 
>> games are the work of the devil.  I cannot reconcile any belief system 
that 
>> says: 
>>         a) There is a benevolent supreme intelligence 
>>         b) He/she/it will damn a Bushman or Aborigine or Tibetan or (you 
>>         get the idea) who has led a benevolent existence on the 
>>         technicality that they didn't HAVE a "local New Testament 
Church". 
>> 
>> The two concepts just aren't consistent.  If salvation/damnation 
(assuming 
>> they exist) is not dependent on the actual composition of one's moral 
fiber 
>> but merely some arbitrary pledge of allegiance, I'd say there's no hope 
for GOD. 
> 
>You must remember that as a Fundamental Christian I beleieve in Jesus 
Christ. Not 
>Buddah, Vishnu nor any other deities. Jesus saves by grace, the unmerited 
favor of 
>God. The composition of your morale fiber is irrelevant because you could 
never be 
>good enough to work your way into heaven. No matter how good you were, 
someone would 
>be better. Instead of Drawing a line somewhere, it is "Whosoever will may 
come." 
>Salvation is easy. Working at being a good Christian is where we fall 
short.  As for 
>Aborigines and the like, Jesus commands us to go forth into all the world 
and preach 
>the gospel. That is why there are missionaries. 
> 
>> 
>> 
>> > Thirdly, the Bible teaches that there are only two forces at work here 
>> > on Earth, God and Satan. 
>> 
>> No, Biblical *scholars* teach this.  The Bible itself takes contradictary 
>> stances, on account that it is a compilation of several different authors 
>> who didn't confer with each other (sorta like the DC Universe). 
> 
>The Bible says that it has one author.  Different men who were all inspired 
by the 
>Holy Spirit. If you know of a contradiction in the Bible, cite the books 
and verses 
>please. 
> 
>> 
>> 
>> > You see how ridiculous it can become. The Christian life is supposed to 
>> > be balanced. You cannot remove yourself from the world physically but 
you 
>> > are supposed to spiritually. It helps to limit your exposure to 
non-Godly 
>> > things. If you consider yourself a Christian, and you play games, have 
>> > fun. But don't allow Magic or Champions or anything else become your 
God. 
>> > Have you ever missed church to play a game? 
>> 
>> Ah, here we have the whole quandary: if God is everywhere (at least, 
>> his/her/its awareness is everywhere, on account of being omniscient), 
then 
>> isn't "church" wherever and however I choose to worship him?  Maybe it's 
>> okay if we just say a grace before breaking out the decks. :] 
> 
>The word church is from the greek eclesia which translates into "called out 
>assembly". God is everywhere but he expects you to be in church, being 
called out 
>from the world, when it is time. "My church is wherever I am" is false 
philosophy 
>taught be people who would rather be fishing than in church. You should 
check all 
>the references in the Old and New Testements about the House of God before 
blowing 
>off church to crush villains. 
> 
>Love in Christ 
>Kev 
> 
> 
 
 
 
 
Date: Sun, 14 Dec 1997 03:22:46 -0800 
From: Captain Spith <cptspith@teleport.com> 
Reply-To: cptspith@teleport.com 
Subject: Re: Villian groups 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
Michael Nunn wrote; 
 
> >>Humor me on this one! 
> >> 
> >> I like to construct scenarios with touches of current events and or people 
> >> twisted enough to fit into a four color genre. Has anyone put together a 
> >> villain group based on the Spice Girls? You have five different 
> >> personalities that could be used to create five different villains banded 
> >> together to promote "Girl Power." 
 
> >       Neat idea. But I'd probably do it as a corporate Hero Team 
> >designed to promote a particular British record label by claiming to 
> >be a dumbed up version of feminism. 
 
> If you really wanted them to be like the SG's only 2 would actually have 
> super powers the others would just look good and help out... 
 
   Okay, now, are you being bold by claiming that three o' the S-Girls 
have no talent? 
 
   ...or that two of them _do_? 
 
-Capt. Spith (who - so kill me - LIKES the Spice Girls.  But then I'm a 
guy, aren't I?) 
   Savior of Humanity 
   Secular Messiah 
 
Date: Sun, 14 Dec 1997 03:42:11 -0800 
From: Captain Spith <cptspith@teleport.com> 
Reply-To: cptspith@teleport.com 
Subject: Re: Champions 5th Edition 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
Robert wrote: 
 
> If you want the truth? I'd like to see Alex Ross do a cover and some 
> interior done by George Perz, Adam Hughes, and John Byrne. I don't know if 
> there is enough MONEY to get them to do this, but I think at least an Alex 
> Ross cover would be worth the cost in terms of marketing. He's hot and and 
> an INCREDIBLY talented artist. 
> Oh well, its a nice pipe dream. 
 
   Oh, GAWD, yes!  If Alex Ross did the cover, I'd pay $40 for it even 
if I thought the entire contents were CRAP! 
 
   .... 
 
   Oh dear... have I just shown my soft underbelly to the predator? 
 
--  
   -Capt. Spith 
   Savior of Humanity 
   Secular Messiah 
 
X-Sender: bob.greenwade@klock.com 
Date: Sun, 14 Dec 1997 05:27:31 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: [Fwd: Ha! I KNEW it!! Magic is EVIL!!!] 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 04:16 AM 12/14/97 -0700, Jeff O'Connor wrote: 
>Kevin: 
> 
>I don't give one whit about your fundamentalist views where this mailing 
>list is concerned.  I think it is just peachy that you have reconciled your 
>particular religious world-view with your hobbies, but frankly I really 
>don't give a damn about the finer points of the former.  Please keep your 
>religious views out of this mailing list - while they have their place, the 
>Champions mailing list really isn't it. 
 
   Much of the same should be directed at Vox... 
--- 
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, 14 Dec 1997 09:31:46 -0400 (AST) 
From: Trevor Barrie <tbarrie@ibm.net> 
Subject: RE: Link: Disadvantage or Advantage 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Sun, 14 Dec 1997, Michael Sprague wrote: 
 
> >  But no interpretation of it that I've ever seen before you has ever 
> > allowed non-proportional use, nor the use of the larger Power without the 
> > use of the Linked Power.  Those are *extremely* important balancers for 
> > this Limitation. 
>  
> Then you haven't been around this argument long enough ... this is the  
> first time I think I have read about forcing the powers to be proportional  
> (though granted, I skipped the last two times Linked was debated). 
 
I've read it a couple of times before, and I think it's always been 
implicit. Without the proportionality rule, Linked is no Limitation at all 
(and if you play that multiple Powers can't be used to attack together by 
default, Linked on attack Powers becomes strictly advantageous). You're 
quite correct that nothing in the BBB supports this, but it's a fairly 
necessary house rule IMO. 
 
OTOH, the idea that the non-Limited Power can't be used unless the Linked 
Power is in use also isn't supported by the BBB, nor do I see it is 
particularly fundamental. (I happen to play that way myself, but I don't 
think Linked is totally broken if you play by the book in this regard.) 
 
Date: Sun, 14 Dec 1997 09:35:57 -0400 (AST) 
From: Trevor Barrie <tbarrie@ibm.net> 
Subject: Re: Champions 5th Edition 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Sun, 14 Dec 1997, Captain Spith wrote: 
 
>    I really like the Perez cover, but am not opposed to a change.  But 
> the flavor should definitely be the same.  Superheroes in action, 
> probably one large 'splash page' scene. 
>    Or possibly a 5 or 6 panel comic-book page including a splash or 
> dialog and a splash of action.... 
 
On the cover? Ick. Don't think I'd like the look of that much. The splash 
page thing is definitely the way to go, though. 
 
Date: Sun, 14 Dec 1997 09:40:56 -0400 (AST) 
From: Trevor Barrie <tbarrie@ibm.net> 
Subject: Re: Champions 5th Edition 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Sat, 13 Dec 1997, GoldRushG wrote: 
 
>   One other note. Keep in mind that, primarily because of financial 
> considerations, we are looking at printing the Hero System rules book 
> separately, with Champions being a genre book. Champions would have the super 
> power rules in there, as well as a *much* better treatment of the genre, 
 
Wait... what "super power rules"? The Powers section is pretty fundamental 
to the Hero System; you need it for pretty much any genre except for 100% 
Realistic. 
 
From: LLWatts <LLWatts@aol.com> 
Date: Sun, 14 Dec 1997 08:44:18 EST 
Subject: Re: Greetings 
Organization: AOL (http://www.aol.com) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
Hi everyone!  Newbie-on-the-list alert!! 
  
>>>>>> 
 >   What would you like to see in our books (layout-wise)? 
 > Do you care what it looks like at all, as long as it's readable? 
 > 
 	I think layout can make a big diferent in conveying a 'feeling' 
 for a document. For instance, look at V&V. The art of Jeff Dee has long 
 been part of why V&V holds it's cult following. 
 	An even better example is WW's stuff. The art and layout in that 
 helped bring in a whole new type of gamer. For good or ill. :) 
 >>>>>> 
 
Just don't get as carried away with the hunt for weird fonts as WW has.  I had 
to put a couple of their books back on the shelf because the intro section 
gave me eyestrain. 
 
>>>>>>  
 >   What about side-bars (assuming they're actually used for something 
besides 
 > light grayscale artwork)? 
 > 
 	Sidebars are nice if used to reference additional side info on 
 a topic.  
 >>>>>> 
 
If a topic will fit in _one_ sidebar, fine.  If it takes three or four 
sidebars to cover a topic, put it all in one place. 
  
Leah 
 
Date: Sun, 14 Dec 1997 09:45:35 -0400 (AST) 
From: Trevor Barrie <tbarrie@ibm.net> 
Subject: Re: Atmospheric FTL 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Sat, 13 Dec 1997, Bill Svitavsky wrote: 
 
> I know I'm in a minority on this, but I've never liked the construction of 
> Teleportation for rapid movement. 
 
> The first sentence of the description of teleport reads "A character with 
> this Movement Power can disappear from one point and appear at another, 
> without traveling in between."  While I'm not a strict adherent to the 
> "first sentence rule" (I use Summon to create things out of thin air, for 
> example) the intent of this power seems fairly clear. Using it for rapid 
> movement brings up lots of logical problems. Why should a superfast 
> character have to have his or her destination memorized or in sight?  
 
Yes, this is a problem. Allowing an Advantage on Teleport to allow blind 
teleporting is possibly a good idea. 
 
> Why does a Teleportation Suppression field stop the character from 
> moving?  
 
Now, to me this is evidence that "Suppress Teleport" is a nonsensical 
construction, rather than evidence against using Teleport for this 
purpose. Like Adjustment Powers, Suppress should always, always, always be 
bought as affecting a special effect rather than a game mechanic. 
 
> While I'm on the topic of FTL and Teleport, I wish there were a way to 
> interface the two. It's very difficult to build an interplanetary 
> teleporter, and certainly more costly than it's worth. 
 
Wait - why can't "interplanetary teleporter" just be a special effect for 
FTL? 
 
X-Sender: bob.greenwade@klock.com 
Date: Sun, 14 Dec 1997 05:49:36 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Champions 5th Edition 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 03:17 PM 12/13/97 EST, GoldRushG wrote: 
><< That Perez cover will be a hard one to top though!>> 
> 
>  I take it you haven't seen the covers to SA:CoH or Sengoku, then. We don't 
>plan on acquiring "mediocre" art for a 5th Ed. book, Michael. ;) 
 
   Leave in some mediocre art -- especially if it's Cris Cloutier's, or 
otherwise suggestive of the Golden Age Era (which was characteristically 
mediocre, but has a special place in the hearts of most if not all 
superhero lovers). 
 
>  That brings up another question: What kind of illo would you folks like to 
>see for the cover? A collage of different scenes? A comic-booky sort of illo 
>(usually a fight scene)?  
 
   Actually, I'd like something similar to the cover of Champions Universe, 
but with just a little more intensity. 
 
>  One other note. Keep in mind that, primarily because of financial 
>considerations, we are looking at printing the Hero System rules book 
>separately, with Champions being a genre book. Champions would have the super 
>power rules in there, as well as a *much* better treatment of the genre, 
>examples, no "official universe" inside (rather examples and notes on 
creating 
>several different types, etc., but the Hero System "core" rules would be in 
>the Hero System rules book. 
> 
>  I realize this may not be a popular decision, and I'm willing to hear well 
>reasoned discussion for or against the idea. But please consider that 
>reprinting the BBB as it is now would cost *us* a lot of money, and the 
retail 
>price would likely be $40 or more (and that for a softcover with no 
>software!). We want folks to buy it, and the only way to keep the prices 
>reasonable is to limit some of the content. This seems the most logical 
way to 
>do that. 
 
   Actually, I think you'll find this to be a very popular decision. 
 
>  In addition, future genre books would be published like the "new" Champions 
>book, and we may even be able to publish revisions of older genre books 
>(Fantasy Hero, anyone?). 
 
   Yet another very popular decision.   :-] 
--- 
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, 14 Dec 1997 09:52:46 -0400 (AST) 
From: Trevor Barrie <tbarrie@ibm.net> 
Subject: Re: Greetings 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Fri, 12 Dec 1997, mcallahan wrote: 
 
> >And of course, there's always the Quasar problem... he's a full-fledged 
> >Avenger, has power rivalling the Silver Surfer's, and is immune to mental 
> >manipulation (if the Overmind couldn't touch him, I don't think the 
> >X-mentalists have any chance). You could clone each of the X-Men off 5 
> >times and have them gang-pile him, and I still don't think they'd have 
> >much chance. 
>  
> Hey, anybody remember a young lady named Phoenix (Jean or Rachel take 
> your pick) I think she could take Quasar. 
 
You're mistaken. Quasar has fought and beaten Rachel w/ Phoenix Force. Not 
his easiest fight ever, but probably not his hardest either. 
 
X-Sender: bob.greenwade@klock.com 
Date: Sun, 14 Dec 1997 05:52:49 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Slipperiness 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 03:49 PM 12/13/97 -0500, Bill Svitavsky wrote: 
>I'm all for the 5th ed. In addition to the various suggestions people have 
>already made, I hope it includes either a "slipperiness" power or a 
>revised Change Environment that can make an icy surface with combat 
>effects. (My pet peeve.)  
 
   While assembling TUSV, I found a need to define some Power to do this. 
I settled on a Minor Transform to change regular ground into slippery 
ground.  The SFX could be ice, an oil slick, or something else.  (I even 
have a sample vehicle with an icy slick device.) 
--- 
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, 14 Dec 1997 09:02:40 -0500 (EST) 
X-Sender: jprins@interhop.net 
From: jprins@interhop.net (John and Ron Prins) 
Subject: Re: [Fwd: Ha! I KNEW it!! Magic is EVIL!!!] 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
>Kevin: 
> 
>I don't give one whit about your fundamentalist views where this mailing 
>list is concerned.  I think it is just peachy that you have reconciled your 
>particular religious world-view with your hobbies, but frankly I really 
>don't give a damn about the finer points of the former.  Please keep your 
>religious views out of this mailing list - while they have their place, the 
>Champions mailing list really isn't it. 
> 
>Thank You. 
 
Ah, you forgot to include Tim Gilberg in on this reproach. He was just as 
guilty of (off-topically) expousing a religious belief and arguing the finer 
points of theology. Reprimand only one person and you pretty much take 
sides, neh? 
 
And if anyone's wondering, I'm a Christian...but don't think that theology 
should be argued on this list. 
 
----------------------------------------------------------------------------- 
"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: Sun, 14 Dec 1997 10:03:51 -0400 (AST) 
From: Trevor Barrie <tbarrie@ibm.net> 
Subject: Re: Link: Disadvantage or Advantage (long) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Fri, 12 Dec 1997, Jeremiah Driscoll wrote: 
 
> >I see no support for this in the rules. If a Power has "Extra Time - 1 
> >Phase", it means just that... it takes an _extra_ phase. 
 
> I think *my* confusion may have stemmed from "Extra Time - *Full* Phase" 
> which is how it is actually stated (emphasis mine). 
 
Yeah, that is odd. Possibly there was originally a "Half Phase" level on 
the chart as well? (It would make sense to have it at the -1/4 level, but 
it would cause confusion when combined with the "half value" option of 
Extra Time.) 
 
> This led *me* (and possibly Mr. Gilberg) to believe that this simply 
> extended the time of activation, not that it was an additive. 
 
The problem with this is that it makes no sense to me that turning a 
1/2-Phase action into a Full Phase action should be the same level of 
Limitation as turning a 0-Phase action into a Full Phase action. 
 
(Except "Full Phase action" is misleading, since you explicitly can do 
other things during the activation time.) 
 
> In the text description of the Limitation, it mentions a power that 
> takes a month (not a month-and-a-phase) to activate. 
 
Well, at that level the distinction is pretty much irrelevant. "Month and 
a phase" would just sound silly. 
 
X-Sender: bob.greenwade@klock.com 
Date: Sun, 14 Dec 1997 06:06:38 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Greetings 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 12:06 AM 12/14/97 EST, GoldRushG wrote: 
><< Hmmm, any plans to go overseas? Australia, maybe? *g* I expect it'd  
>be quite a stretch. .. . .>> 
> 
>  Not much of a stretch at all. If an Australian distributor would pout in an 
>order for products, we'd fill it. 
 
   Would he have to pout?  Wouldn't a friendly smile be just as effective, 
if not more so?   ;-] 
--- 
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, 14 Dec 1997 10:10:02 -0400 (AST) 
From: Trevor Barrie <tbarrie@ibm.net> 
Subject: Re: Avengers vs. X-Men 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Fri, 12 Dec 1997, Jeremiah Driscoll wrote: 
 
> >But of course, this was back when she has a villain. When she actually 
> >joined the X-Men something had to be done because let's face it - somebody 
> >who can handle Thor would also mop up most of the X-Men's villains 
> >singlehandedly in pretty short order. Since joining the heroes, I can only 
> >think of a few times when she's tried to use her absorption ability on an 
> >adversary - and offhand, I can't think of even a single time when it 
> >actually _worked_. 
> > 
> Spider-Man Team-Up (or was it Marvel Team-Up?) #100 (I think).  Spider-man 
> and the X-men v. Juggernaut and Black Tom (who had part of the Juggernaut 
> power.  Rogue absorbed the Juggy power from Caine, and went berserk as she 
> was taken over by his memories.  Granted, that may not be "worked" by your 
> definition...  <g> 
 
It isn't. Given that Rogue can be overwhelmed by a mental midget like 
Juggernaut and given that Thor, when his personality was absorbed by the 
Destroyer and even the freaking Demogorge, was able to assert control, I 
have difficulty believing she could successfully handle Thor. 
 
> Wasn't there a time where she absorbed Colossus, Nightcrawler, and Kitty 
> Pryde's powers to beat some big baddy?  Was that the Brood? 
 
That's why I explicitly referred to her trying to absorb an _adversary_. 
 
Date: Sun, 14 Dec 1997 10:15:03 -0400 (AST) 
From: Trevor Barrie <tbarrie@ibm.net> 
Subject: Re: Champions  5th Edition 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Fri, 12 Dec 1997, Rook wrote: 
 
> 1.    Add an advantage called "Advantaged" which would be the exact 
> counterpart to "Limited". 
 
Bad idea IMO. There's no need for it given an adequate set of Powers and 
Advantages. 
 
> 7.    Steal a few of the advatages from GURPS, like Richocet. 
 
What would that be used for? 
 
> 12.    Present options for both versions of linked. As well as a 'Combine' 
> advantage, or at least a suggestion on why not to have such an advantage 
> and how to otherwise achieve said special effect (ie: multipower slots 
> or whatever.) 
 
The system is considerably better balanced if you make "combinable" the 
default, IMO. 
 
X-Sender: bob.greenwade@klock.com 
Date: Sun, 14 Dec 1997 06:15:45 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Link: Disadvantage or Advantage (long) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 08:12 PM 12/13/97 -0500, Stainless Steel Rat wrote: 
>>>>>> "AJ" == Anthony Jackson <ajackson@iii.com> writes: 
> 
>AJ> Actually, it does; its just that the target of an aid ordinarily 
>AJ> _wants_ to be hit, and thus pending extreme circumstances the attack 
>AJ> roll can be assumed to be successful. 
> 
>An attack roll is part of the process of making an attack.  If you do not 
>roll it, you have not made an attack. 
 
   Hold on a sec... what about breaking out of an Entangle?  I was being 
mostly facetious before about the sky having a DCV, but a character using 
STR or an attack Power (if you should pardon the expression) to break out 
of an Entangle is a case of an attack that doesn't require an Attack Roll. 
   I'd have to search for it, but I think attacking someone who is 
completely immobile at point-blank range also can be done without an Attack 
Roll. 
--- 
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, 14 Dec 1997 09:15:53 -0500 (EST) 
From: Michael Surbrook <susano@access.digex.net> 
cc: champ-l@omg.org 
Subject: Re: [Fwd: Ha! I KNEW it!! Magic is EVIL!!!] 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Sun, 14 Dec 1997, John and Ron Prins wrote: 
 
> And if anyone's wondering, I'm a Christian...but don't think that theology 
> should be argued on this list. 
 
The same here.  The HML is for Hero System discussion (and to a lesser 
extent superhero and other RPG genre off topic discussions), not theology. 
There are plent of newsgroups out there to join if you want that. 
 
*************************************************************************** 
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *  
*               Michael Surbrook / susano@access.digex.net                *  
*        Visit "Surbrook's Stuff' the Hero Games resource site at:        *    
*              http://www.access.digex.net/~susano/index.html             * 
*            Attacked Mystification Police / AD Police / ESWAT            * 
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark * 
*************************************************************************** 
 
X-Sender: bob.greenwade@klock.com 
Date: Sun, 14 Dec 1997 06:26:02 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Metahuman Rights (was: [Fwd: Ha! I KNEW it!! Magic is  
  EVIL!!!]) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 05:15 PM 12/13/97 -0500, Jeremiah Driscoll wrote: 
>At 12:30 PM 12/13/97 -0800, Bob Greenwade wrote: 
>>   It seems to me that this whole thread is even more pathetic and 
>>irrelavent than if my post on "green people's rights" had been serious. 
>>   We've been over this topic before, people.  Far too often.  It only gets 
>>acrimonious (in fact, it started that way this time), and it has 
>>*absolutely nothing* to do with Champions or the Hero System.  (Whereas my 
>>"Green Rights" post could be taken by someone with a humorous bent, or with 
>>a thought toward creating an alien rights' group in his campaign.) 
>> 
>Okay.  : ) 
>Can we talk about that, then?  I wasn't thinking "aliens" so much (there 
>are none in my game world), but I was thinking of metahuman (or mutant) 
>rights groups.  I have "Equal Rights for the Genetically Different" but I 
>haven't come up with anything specific for them.  I know that at least one 
>of the high-profile metahumans is supporting them, but I don't really have 
>an agenda for them, besides opposing them Metahuman Registration Bill as 
>unconstitutional.  Any suggestions? 
 
   You could kinda take a cue from my satiric diatribe, and have them do a 
lot of the same stuff that real-world minority-rights groups do.  They 
would bring attention to negative media stereotyping, lobby legislators for 
metahuman-rights legislation, and stuff like that.  Legislation they'd 
support would include Equal Opportunity laws, special investigations of 
liability insurance ripoffs, and in some cases treatment as a "special 
minority." 
   Metahuman rights could even be represented by different groups with 
different degrees of extremism.  A more moderate group would seek nothing 
more than equanimity, while a more radical group would chant slogans and 
demand recognition and protection for their "alternative lifestyle." 
   (I tend to use mutants as an allegory for racial discrimination, and 
paranormals in general as an allegory for gay rights, at least where these 
kinds of political issues are concerned.) 
 
>ps - Bob, that Green thing...  are you green?  I ain't buyin' no book 
>written by no Greeny! 
 
   Only during the springtime, and even then only if it's dry and windy... 
--- 
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, 14 Dec 1997 09:36:43 -0500 
From: Geoffrey Speare <geoff@omg.org> 
Subject: CHAR: KARZA DRONES 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
> > Exactly how?  I would probably give a very light Lim.  Maybe a -1/2 at 
> > most.  Could you illuminate me on this? 
>  
> Basically, the character is getting a cost break on something that isn't 
> very limiting.  Sure, you can't recover or move during those phases, but 
> (usually) you can still attack.  Not a real big limit. 
>  
> Now, if a pilot had a 3 SPD with +2 SPD only while flying a plane (so he 
> could use an F-15 to it fullest qualities, that would be different. 
 
It seems to me this is more a question of determining the right Limiation 
value; it sounds you might well consider it not a limitation in some 
circumstances where some people would. 
 
Geoff Speare 
 
Date: Sun, 14 Dec 1997 08:43:01 -0600 
From: redbf@ldd.net (bobby farris) 
Reply-To: redbf@ldd.net 
Organization: None 
Subject: Incomplete Character Rules 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
I have never seen this. Where can I find it? 
 
 
 
 
------------------------------------------------------------------------ 
What do you mean she is dead? All I did was shoot her in the head with 
my 4d6 RKA? How can she be dead? 
			Actually said by one of my players. 
 
X-Sender: bob.greenwade@klock.com 
Date: Sun, 14 Dec 1997 06:49:38 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: TUSV and Energy Conversions 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 01:39 AM 12/14/97 -0500, Len Carpenter wrote: 
>>Say, you wouldn't happen to have handy the conversions for joules into, 
>>say, degrees of heat or ampres of electricity and such, would you? 
>> 
>So Bob Greenwade asks.  Gimme a minute while I dig out my old college 
>physics text. 
 
   [Lots of beautiful hard work snipped] 
 
   Thanks, Len.  I'm sorry I gave the impression that I wanted it for TUSV; 
this information is really more fitting for The Ultimate Energy Projector. 
   But I will try to see that the information sees a source location 
somewhere (probably my website, if nothing else). 
--- 
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, 14 Dec 1997 06:54:30 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Villian groups 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 12:44 AM 12/14/97 +0000, Brian Wong wrote: 
>>  
>> can anyone out there spell 'gestalt'?  
>> 
> Hmm. 
>There's one for the 'fifth edition'. A 'Combine' Power. 
>Two or more people with this power can combine into a greater whole. 
> 
>Unless it's better just doing in reverse with multiform and duplication... 
 
   This will be in TUSV.  How could it not be? 
   I took a cue from Robot Warriors, and worked it up as a variant on 
Multiform, where each of the individual forms (having together more points 
than the Combined form) pay an equal share of the cost. 
--- 
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, 14 Dec 1997 06:56:46 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Yet Another Power Problem... 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 03:34 PM 12/13/97 -0800, Lizard wrote: 
>-----BEGIN PGP SIGNED MESSAGE----- 
>Hash: SHA1 
> 
>Reading through some of my TSR stuff, I came upon an interesting  
>spell which I thought would be good to convert to Fantasy Hero.  
>However, I'm having trouble working it out, and it's a broad enough  
>concept that a general mechanic is needed. 
> 
>The spell, basically, creates a mouth with sharp pointy teeth on an  
>inanimate object, most usually a bag or sack. Thief reaches into bag,  
>gets hand chomped (call it a 1d6 HKA). How to do this as a spell? 
> 
>Focus? Not really:The spell must be cast on an object, but the focus  
>is a handful of teeth. The bag isn't really a focus for the casting,  
>just a target. 
 
   The teeth aren't the Focus; I don't think I'd use the Focus limitation 
at all (unless that's a Material component for the Spell). 
 
>Transform? The all-purpose catch all. I'd like to avoid it. 
> 
>Independant? No, the spell expires after one bite, and the caster can  
>re-cast it multiple times without trouble. 
 
   You are correct in saying no to these. 
 
>Basically, I'm looking for a mechanic that gives a third party a one- 
>shot or charge-shot use of a power, with the actual mechanic for  
>creating that power as a seperate thing. That is, I need to gesture,  
>incant, and hold some teeth to give the 'bite' power to a bag, but  
>the bag doesn't need to gesture, incant, etc, to use it -- and the  
>'power' goes away under a set of conditions. Further, I don't think  
>such a temporary usage should require permenant expenditure of  
>character points with each use of the power-granting-power.  
> 
>It looks like some kind of 'usable by others' is being called for  
>here, with one 'power' to grant the other power. Isn't there  
>something in Almanac I about this? 
 
   Try RKA, No Range, Trigger. 
--- 
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, 14 Dec 1997 07:06:44 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: RE: Link: Disadvantage or Advantage 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 08:37 AM 12/14/97 -0800, Michael Sprague wrote: 
>>  But no interpretation of it that I've ever seen before you has ever 
>> allowed non-proportional use, nor the use of the larger Power without the 
>> use of the Linked Power.  Those are *extremely* important balancers for 
>> this Limitation. 
> 
>Then you haven't been around this argument long enough ... this is the  
>first time I think I have read about forcing the powers to be proportional  
>(though granted, I skipped the last two times Linked was debated).  There  
>is _nothing_ in the book to even imply that the Linked powers must be used  
>proportionally.  I'm not saying it's a bad idea, it's not ... just that  
>since it's not in the book, and thus would be a house ruling. 
 
   Basically what you have then, if I'm remembering your arguments 
correctly, is a Limitation that forces you to do no more than activate 
another Power and spend at least 1 END on it, even if you don't actually 
use it, if you want to use the Limited Power, all for a -1/2 Limitation -- 
the same as if the Power with the Limitation cost 2X END to use. 
   Is it just me, or is there something wrong with this picture? 
 
>The concept that the larger Power must also use the Linked Power is pure  
>bull, and had nothing to do with balancing the Limitation.  If you applied  
>the Limitation to both powers, then I could see your point.  But since you  
>don't I just can't agree. 
 
   But you *can't* apply the Limitation to the larger Power; that is quite 
explicitly stated. 
--- 
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, 14 Dec 1997 08:40:36 -0700 
From: Curtis Gibson <mhoram@relia.net> 
Subject: Lesson in humility (and irony) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
A bit a background then the situation. 
 
The GM ran (at my request) a major plot for my character a while ago. My 
character was a Martial Artist with 'Darkforce' powers (reminescent of 
Marvel's). It was played that she was killed, brought back, got 
possessed by the intelligence in her powers, went psycho, got depowered, 
put in jail, pardoned and is now a strait MA superhero. I GMed the two 
sessions where Black Cat (my HERO) was psycho. I built a pretty 
obnoxious version of her, with GM approval, to be a challange for the 
team. All this was about 6-8 months ago. There was also, a bit later, a 
plot involving a clone of one of the heros. 
 
 
Last nights adventure... We were investigation a series of murders, 
obviously Super; killing normals. A number of the powers could be 
similar to those that the team had. The final murder, the person was 
killed in a very distinctive way (the life was sucked out, and left a 
dessicated shell). This has been seen before, when Cat was psycho (she 
killed someone that way then). We then thought that someone cloned Cat 
with genetic material prior to when she was depowered. The team 
(consisting of 6 heroes) go investigate. Two of them are dropped in 
seconds. We get out of there, reconsider and go back in. Again by 
segment three half the group had been nuetrilized. Then we got lucky, 
and got in a few good shots, and had one of the nastiest fights we had 
ever had (it gave us a harder time than the low end Destroyer). It turns 
out the darkforce that my character had, had gotten it's own ability to 
move and act, rather than doing through a person.  
 
After the fight I asked about the monstrosity the GM built and was 
informed "I didn't built it, you did. I just used your writeup of the 
psycho Cat and added a few things for Special Effects."  oops. 
 
Now, you tell me, is it fair to use a that thing  I built (a little, no 
a lot munchkin) back on us. 8) 
--  
-Mhoram 
Why is it a penny for your thoughts, but you have to put your 
 two cents in. Somebody's makin' a penny somewhere. -Stephen Wright 
 
Date: Sun, 14 Dec 1997 10:45:43 -0500 (EST) 
From: Michael Surbrook <susano@access.digex.net> 
cc: champ-l@omg.org 
Subject: Re: Champions 5th Edition 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Sun, 14 Dec 1997, Bob Greenwade wrote: 
 
> >  I take it you haven't seen the covers to SA:CoH or Sengoku, then. We don't 
> >plan on acquiring "mediocre" art for a 5th Ed. book, Michael. ;) 
>  
>    Leave in some mediocre art -- especially if it's Cris Cloutier's, or 
> otherwise suggestive of the Golden Age Era (which was characteristically 
> mediocre, but has a special place in the hearts of most if not all 
> superhero lovers). 
 
I would not call Chris Cloutier's art mediocre.  It is certainly a lot 
more dynamic and creative than Mark Williams stuff ever was (that was 
mediocre), and if spends some time on the peice it can turn out excellent. 
I still say that Madame Moonlight has one of the best costume designs in 
all of the Champions books. 
 
I think Chris's only real drawback is his stuff may be a touch too 
'cartoony' for most books. 
 
*************************************************************************** 
* "'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: Michael Sprague <msprague@eznet.net> 
Subject: RE: Link: Disadvantage or Advantage 
Date: Sun, 14 Dec 1997 08:37:01 -0800 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
>> At 08:29 PM 12/10/97 -0800, Michael Sprague wrote: 
>> As far as other's comments go about making you use them linked powers 
>> proportionately, that's potentially a very good idea for a house rule  
... 
>> so long as one is not forced to use the linked power when one uses the 
>> non-limited power it is linked to. 
> 
>   Now, hold on there.  That's exactly what the Linked Limitation *does.* 
> It says so right there in the description. 
 
Well, then you have a different set of rules than I do.  Mine (the 4th  
ed.BBB and the soft cover) say no such thing, and it's a real stretch to  
imply it. 
 
>   If a larger power "Does Not Work Under Certain Circumstances," then any 
> Power that's Linked to it should have it as well.  I can think of no  
reason 
> not to. 
 
Then think a little harder.  There are plenty of reasons why the large  
power might not work but the power linked to it could ... if it weren't  
linked.  Your simply combining two different powers here, and each can have  
it's own SFX, Advantages and Limitations.  I can see no reason why the  
_must_ be the same. 
 
>  But no interpretation of it that I've ever seen before you has ever 
> allowed non-proportional use, nor the use of the larger Power without the 
> use of the Linked Power.  Those are *extremely* important balancers for 
> this Limitation. 
 
Then you haven't been around this argument long enough ... this is the  
first time I think I have read about forcing the powers to be proportional  
(though granted, I skipped the last two times Linked was debated).  There  
is _nothing_ in the book to even imply that the Linked powers must be used  
proportionally.  I'm not saying it's a bad idea, it's not ... just that  
since it's not in the book, and thus would be a house ruling. 
 
The concept that the larger Power must also use the Linked Power is pure  
bull, and had nothing to do with balancing the Limitation.  If you applied  
the Limitation to both powers, then I could see your point.  But since you  
don't I just can't agree. 
 
				~ Mike 
 
From: Michael Sprague <msprague@eznet.net> 
Subject: RE: Cardboard Heroes 
Date: Sun, 14 Dec 1997 08:51:45 -0800 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
I would rather get them as a separate product ... especially if they were  
the common villains found in the Enemies books. 
 
On a different note, I was thinking about making some of these myself, and  
putting them somewhere on the net for everyone to use.  Obviously I could  
not use existing heroes without permission.  I even bought a software  
package that looks like it would be good for this (Poser 2, by Fractal  
Design), but due to time constraints (job, house and 2 year old) I have not  
had the time to set down and figure out how to use this software. 
 
-----Original Message----- 
From:	GoldRushG [SMTP:GoldRushG@aol.com] 
Sent:	Saturday, December 13, 1997 12:18 PM 
To:	champ-l@omg.org 
Subject:	Cardboard Heroes 
 
  Since it seems that the majority of folks (onthis list, anyway) would  
like 
to see more cardboard minis, let me ask you this: Would you be willing to  
pay 
an extra $2 for a book that had them included? 
 
  Mark @ GRG 
 
From: "Jeff O'Connor" <jtoc@msn.com> 
Subject: Re: [Fwd: Ha! I KNEW it!! Magic is EVIL!!!] 
Date: Sun, 14 Dec 1997 09:52:59 -0700 
X-MSMail-Priority: Normal 
X-MimeOLE: Produced By Microsoft MimeOLE V4.71.1712.3 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
John and Ron: 
 
I'm not taking sides, nor do I care what your religious persuasion is.  I 
think we're in agreement on what the purpose of this list is, so let's leave 
it at that please. 
 
Thank You. 
 
 
-----Original Message----- 
From: John and Ron Prins <jprins@interhop.net> 
To: champ-l@omg.org <champ-l@omg.org> 
Date: Sunday, December 14, 1997 7:21 AM 
Subject: Re: [Fwd: Ha! I KNEW it!! Magic is EVIL!!!] 
 
 
>>Kevin: 
>> 
>>I don't give one whit about your fundamentalist views where this mailing 
>>list is concerned.  I think it is just peachy that you have reconciled 
your 
>>particular religious world-view with your hobbies, but frankly I really 
>>don't give a damn about the finer points of the former.  Please keep your 
>>religious views out of this mailing list - while they have their place, 
the 
>>Champions mailing list really isn't it. 
>> 
>>Thank You. 
> 
>Ah, you forgot to include Tim Gilberg in on this reproach. He was just as 
>guilty of (off-topically) expousing a religious belief and arguing the 
finer 
>points of theology. Reprimand only one person and you pretty much take 
>sides, neh? 
> 
>And if anyone's wondering, I'm a Christian...but don't think that theology 
>should be argued on this list. 
> 
>--------------------------------------------------------------------------- 
-- 
>"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: "Jeff O'Connor" <jtoc@msn.com> 
Subject: Re: Lesson in humility (and irony) 
Date: Sun, 14 Dec 1997 09:59:25 -0700 
X-MSMail-Priority: Normal 
X-MimeOLE: Produced By Microsoft MimeOLE V4.71.1712.3 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
LIfe isn't always fair.  Or maybe I should say GMs aren't. 
 
To be honest, though, I don't see where he is out of line - it seems he just 
took an idea and ran with it, munchkin or not.  GMs do that all the time. 
 
-----Original Message----- 
From: Curtis Gibson <mhoram@relia.net> 
To: champ-l@omg.org <champ-l@omg.org> 
Date: Sunday, December 14, 1997 9:10 AM 
Subject: Lesson in humility (and irony) 
 
 
>A bit a background then the situation. 
> 
>The GM ran (at my request) a major plot for my character a while ago. My 
>character was a Martial Artist with 'Darkforce' powers (reminescent of 
>Marvel's). It was played that she was killed, brought back, got 
>possessed by the intelligence in her powers, went psycho, got depowered, 
>put in jail, pardoned and is now a strait MA superhero. I GMed the two 
>sessions where Black Cat (my HERO) was psycho. I built a pretty 
>obnoxious version of her, with GM approval, to be a challange for the 
>team. All this was about 6-8 months ago. There was also, a bit later, a 
>plot involving a clone of one of the heros. 
> 
> 
>Last nights adventure... We were investigation a series of murders, 
>obviously Super; killing normals. A number of the powers could be 
>similar to those that the team had. The final murder, the person was 
>killed in a very distinctive way (the life was sucked out, and left a 
>dessicated shell). This has been seen before, when Cat was psycho (she 
>killed someone that way then). We then thought that someone cloned Cat 
>with genetic material prior to when she was depowered. The team 
>(consisting of 6 heroes) go investigate. Two of them are dropped in 
>seconds. We get out of there, reconsider and go back in. Again by 
>segment three half the group had been nuetrilized. Then we got lucky, 
>and got in a few good shots, and had one of the nastiest fights we had 
>ever had (it gave us a harder time than the low end Destroyer). It turns 
>out the darkforce that my character had, had gotten it's own ability to 
>move and act, rather than doing through a person. 
> 
>After the fight I asked about the monstrosity the GM built and was 
>informed "I didn't built it, you did. I just used your writeup of the 
>psycho Cat and added a few things for Special Effects."  oops. 
> 
>Now, you tell me, is it fair to use a that thing  I built (a little, no 
>a lot munchkin) back on us. 8) 
>-- 
>-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: "Jeff O'Connor" <jtoc@msn.com> 
Subject: Fatale Five 
Date: Sun, 14 Dec 1997 10:06:14 -0700 
X-MSMail-Priority: Normal 
X-MimeOLE: Produced By Microsoft MimeOLE V4.71.1712.3 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
No - but I do have a group called the Fatale (as in Fem Fatale) Five that 
runs around my campaign setting.  They're five super-powered womyn with 
great bodies and bad attitudes who like to put the more mysogenistic 
villians AND heroes in their place.  This, and their tendancy to play Robin 
Hood for women writ large has put them on both sides of the law. 
 
-----Original Message----- 
From: John Stefanski <jstefanski@internetMCI.com> 
To: champ-l@omg.org <champ-l@omg.org> 
Date: Saturday, December 13, 1997 3:02 PM 
Subject: Villian groups 
 
 
>Humor me on this one! 
> 
>I like to construct scenarios with touches of current events and or people 
>twisted enough to fit into a four color genre. Has anyone put together a 
>villain group based on the Spice Girls? You have five different 
>personalities that could be used to create five different villains banded 
>together to promote "Girl Power." 
> 
>JS 
> 
>================ 
>JS Stefanski 
>There can BE only one. 
>You'll be dead. 
>Hey, let's build a raft. 
>We need a spelunker. 
>================ 
> 
> 
 
 
 
 
From: "Jeff O'Connor" <jtoc@msn.com> 
Cc: <champ-l@omg.org> 
Subject: Re: Villian groups 
Date: Sun, 14 Dec 1997 10:10:35 -0700 
X-MSMail-Priority: Normal 
X-MimeOLE: Produced By Microsoft MimeOLE V4.71.1712.3 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On a SLIGHTLY more serious note - that response is actually good.  Faux 
heroes and villians are great plot devices - generally excellent hooks for 
conspiracy stories. 
 
Personally, I think the Spice Girls are conspiring to make Milli Vanilli and 
the New Kids on the Block look like real bands by comparison - just my 
opinion, though. 
 
 
-----Original Message----- 
From: Michael Nunn <mlnunn@scrtc.blue.net> 
To: champ-l@omg.org <champ-l@omg.org> 
Cc: champ-l@omg.org <champ-l@omg.org> 
Date: Sunday, December 14, 1997 12:46 AM 
Subject: Re: Villian groups 
 
 
> Humor me on this one! 
>>> 
>>> I like to construct scenarios with touches of current events and or 
people 
>>> twisted enough to fit into a four color genre. Has anyone put together a 
>>> villain group based on the Spice Girls? You have five different 
>>> personalities that could be used to create five different villains 
banded 
>>> together to promote "Girl Power." 
>>> 
>> Neat idea. But I'd probably do it as a corporate Hero Team 
>>designed to promote a particular British record label by claiming to 
>>be a dumbed up version of feminism. 
> 
>If you really wanted them to be like the SG's only 2 would actually have 
>super powers the others would just look good and help out... 
>Rising Force Publications 
>Herozine The Superhero RPG Fanzine... 
>http://members.aol.com/hzineweb/index.htm 
> 
> 
 
 
 
 
Date: Sun, 14 Dec 1997 18:11:18 +0000 
From: Chris Brecken <Christopher.Brecken@sunderland.ac.uk> 
Subject: Back from the Dead 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
Hi there, I once had a charcter in another system with a power i would 
like to model in champs. 
 
It went somthing along these lines... 
 
Anytime the charcter died, a fresh clone would be released from the 
vats, and programmed with the memories of the previous clone and sent on 
his way. 
Only one clone could be in exsistance at a time due to quirk, that ment 
that if two did exsist, then due to the mental link that would 
exsist,they would both go mad very quickly... 
every so often the current clone would drop into the facilities, to have 
a backup of him memories made to imprint a new cloe if it became 
neccessary... 
In effect, every time the charcter died, all he lost was the memories 
between the last recording and his death. 
 
Any idears on how to model this in champs... 
 
Chris 
--  
"Don't put your trust in foolish promises sworn. 
 Nor cryptic message scrawled upon every wall" 
 
  Tony Clarkin, 
  The Spirit 
 
X-Sender: naneiden@iswest.com 
Date: Sun, 14 Dec 1997 11:09:33 -0800 
From: Nic Neidenbach <naneiden@iswest.com> 
Subject: Re: Greetings 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 12:06 AM 12/14/97 EST, GoldRushG wrote: 
><< The other comment is "No more hard covers"  In my group we have 5 
copies of 
>the BBB all 5 have fallen apart. >> 
> 
>  That was the fault f the printer. The reprinting of the BBB in "Champions 
>Deluxe" has a much higher quality stitch, "textbook"-style binding. Mine has 
>not fallen apart. Actually, none of the 1,000 or so copies I have have fallen 
>apart. <LOL> No complaints from distributors or customers, either. 
 
Yeah, there was a bad batch of books printed way back. But from what I 
heard at the time, if you sent your book back to ICE, they replaced it, 
which seems fair. I bought mine when it first came out, but mine hasn't 
fallen apart, so I don't think all of them were poorly done. 
 
-Nic 
 
 
Date: Sun, 14 Dec 1997 13:15:10 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: Champions 5th Editio 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
> Have you seen the Incomplete rules.... they change the way Vehicles, 
> Bases, Automatons, and Computers work.  Those are pretty much minor 
> sidelines to hero 4th, hardly 'most of 4th ed.'  In fact, what they 
> do is make the fairly wierd, cobbled-together systems used for those 
> things work with the standard character build system. 
> 
> They also open up the possiblity of a lot of different character 
> types... 
 
	Yeah, I saw them.  But I felt the feel wasn't quite right for my 
campaign.  They are a nice set of side-rules, maybe even worthy of 
HSA-type of unnofficial rules. 
 
> Oh, or are you just talking about 'extensive changes' in general? 
> Sorry... 
 
	Basically.  Keep things as close to 4th ed as possible.  No 
changes to characteristic costs.  Powers that are changed better do so for 
a damn good reason.  Keep things the way they are with more definition, 
more explination, and more examples. 
 
> I think the level of change between 3rd and 4th could be tollerated 
> (though that level of change isn't actualy nescisary, it's just 
> a few problems that need to be ironed out (like linked)  :) 
 
 
	Perhaps, to avoid the firestorm.  It should be presented, and 
explained, both ways.  I'd personally like to see a change in the value of 
the disadvantage with different levels for attack and non-attack powers. 
 
 
			-Tim Gilberg 
 
Date: Sun, 14 Dec 1997 13:19:13 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: Link: Disadvantage o 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
> Huh?  How would using two attacks at the same time change thier 
> F/X?  I mean, if Iron Man fires Repulsors and Unibeam at the 
> same time, they're still Repulsors and it's still the Unibeam, 
> they not sudenly Unipulsors or Mutant-powered eyebeams or 
> anything... 
 
	But as you are attacking with one attack roll the mix of powers 
has become only one.  There must be a gestalt SFX. 
 
 
 
			-Tim Gilberg 
 
Date: Sun, 14 Dec 1997 13:23:28 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: Link: Disadvantage o 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
> I guess you didn't notice that the Multipower in question 
> doesn't end up costing much more (or even slightly less - 
> a whole 1 pt less in the example I posted) 
> than just buying two powers straight up... 
 
 
	I noticed, but that's not actually the point.  MPs are designed to 
give a savings for related powers, even if it doesn't say that in 
their description.  If a character wants an EB, a flash, and a metapower 
EB+flash in a MP, no problem.  I'd say it works. 
 
 
			-Tim Gilberg 
 
From: Michael Sprague <msprague@eznet.net> 
Subject: RE: Link: Disadvantage or Advantage 
Date: Sun, 14 Dec 1997 11:24:43 -0800 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
>>>  But no interpretation of it that I've ever seen before you has ever 
>>> allowed non-proportional use, nor the use of the larger Power without  
the 
>>> use of the Linked Power.  Those are *extremely* important balancers for 
>>> this Limitation. 
>> 
>>Then you haven't been around this argument long enough ... this is the 
>>first time I think I have read about forcing the powers to be  
proportional 
>>(though granted, I skipped the last two times Linked was debated).  There  
>>is _nothing_ in the book to even imply that the Linked powers must be  
used 
>>proportionally.  I'm not saying it's a bad idea, it's not ... just that 
>>since it's not in the book, and thus would be a house ruling. 
> 
>   Basically what you have then, if I'm remembering your arguments 
> correctly, is a Limitation that forces you to do no more than activate 
> another Power and spend at least 1 END on it, even if you don't actually 
> use it, if you want to use the Limited Power, all for a -1/2 Limitation  
-- 
> the same as if the Power with the Limitation cost 2X END to use. 
>   Is it just me, or is there something wrong with this picture? 
 
I am not disagreeing with your conclusions (most of them, that is), I am  
just saying that there is nothing in the _book_ that even implies that the  
Powers must be proportional. I am seriously thinking about updating my  
house rules to state that the "Linked Power" must be used in the same  
proportion as the "Large power." 
 
The reverse is not the case, however, since the larger power can still be  
used on it's own. 
 
>>The concept that the larger Power must also use the Linked Power is pure 
>>bull, and had nothing to do with balancing the Limitation.  If you  
applied 
>>the Limitation to both powers, then I could see your point.  But since  
you 
>>don't I just can't agree. 
> 
>   But you *can't* apply the Limitation to the larger Power; that is quite 
>explicitly stated. 
 
Exactly!!  And that is the _only_ thing it says about the larger power!!  
 It says nothing about the Larger Power being tied to the smaller power.  
 It says nothing about the larger Power being unusable without using the  
smaller power.  The only reason this is even mentioned in the rules is that  
it would be an even worse "points crock" if you allowed a large Power to be  
linked to a small power, so that the large power received the points  
advantage. 
 
The only way it really makes sense to say "both powers always have to be  
used together" would be if _both_ powers received the Limitation, and that  
is against the rules. 
 
- - - 
 
The bottom line though, is how well does it play.  Yes, the GM should take  
a careful look at anything with Linked attached to it, but if this is such  
a terrible thing, why don't I seem more abuse than I do?  We have two  
serious point's munchkins in our group, and they rarely use Linked.  We  
have not found it to be a problem. 
 
For that matter, we do allow powers to be "stacked" into one attack, for  
the reasons Rat puts forth.  We have never found it to be abusive.  Most  
people can't do it because the END is prohibitive.  It is usually only used  
for "final strikes," where the character knows he is going down. 
 
As a player, I can play this anyway that has been put forth, with the  
exception of saying that the "Larger Power" can't be used unless you use  
the "Linked Power." 
 
			~ Mike 
 
Date: Sun, 14 Dec 1997 13:32:03 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: [Fwd: Ha! I KNEW it!! Magic is EVIL!!!] 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
> Ah, you forgot to include Tim Gilberg in on this reproach. He was just as 
> guilty of (off-topically) expousing a religious belief and arguing the finer 
> points of theology. Reprimand only one person and you pretty much take 
> sides, neh? 
 
	Yeah, I went off.  But I don't like some smug a-hole with 
sickening moral nuggets of how I'm going to hell because I don't believe 
what some religious leaders culled from a mythological work. 
 
> 
> And if anyone's wondering, I'm a Christian...but don't think that theology 
> should be argued on this list. 
 
 
	True.  But remember that the trying-to-be-a-missionary christian 
started the whole damn thing.  I personally like some of the philosophies 
forwarded in the bible -- particularly those of the later part of Jeremiah 
and Jesus' philosophy from the Sermon on the Mount.  I thought Paul messed 
up a pretty good thing, however. 
 
 
			-Tim Gilberg 
 
Date: Sun, 14 Dec 1997 13:43:28 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: Champions  5th Edition 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
> > 12.    Present options for both versions of linked. As well as a 'Combine' 
> > advantage, or at least a suggestion on why not to have such an advantage 
> > and how to otherwise achieve said special effect (ie: multipower slots 
> > or whatever.) 
> 
> The system is considerably better balanced if you make "combinable" the 
> default, IMO. 
 
 
	Fine and dandy.  However, as you said, that's your opinion.  The 
other side doesn't agree at all. 
 
 
			-Tim Gilberg 
 
Date: Sun, 14 Dec 1997 12:32:49 -0800 
From: Rick Holding <rholding@ActOnline.com.au> 
Subject: Re: Extra Time on a Triggered Power 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
-- ghoyle1@mail.airmail.net wrote: 
>  
> One of the characters in my campaign is using an INT Drain which 
> takes 5 minutes to prepare, but it is also built with a Trigger, so 
> that it can be delivered in combat; essentially, she has to inject 
> a potion into someone for the drug to take effect. 
>  
> Is anybody else as bugged by this as I am? I don't think that the 
> Extra Time should be worth the full limitation in these 
> circumstances.  How do you handle injectible drugs in your campaigns? 
 
	That is the primary use of trigger.  A player sets up a power,  
HOWEVER LONG IT TAKES.  All endurance is paid at this time.  At some  
later time, an event triggers the power, in this case injecting a drug.   
She must still make an attack role and overcome any other limitations  
that the power may have, presumably bare skin or whatever to inject  
through. 
 
	Of course, once the power is expended, the start up time must be  
followed.  It is not specified that the player can only have one  
triggered power set at one time.  That would have to be up to GM's to  
decide how many "charges" can be set up at once. 
----------------------------------------------------------- 
Ricky Holding    Email: rholding@ActOnline.com.au 
Work is only there to give us time to talk about play 
----------------------------------------------------------- 
 
Date: Sun, 14 Dec 1997 12:37:59 -0800 
From: Captain Spith <cptspith@teleport.com> 
Reply-To: cptspith@teleport.com 
Subject: Re: Lesson in humility (and irony) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
Curtis Gibson wrote: 
 
> After the fight I asked about the monstrosity the GM built and was 
> informed "I didn't built it, you did. I just used your writeup of the 
> psycho Cat and added a few things for Special Effects."  oops. 
>  
> Now, you tell me, is it fair to use a that thing  I built (a little, no 
> a lot munchkin) back on us. 8) 
 
   Not only was it fair, it was commendable!  First of all, you had GM 
approval to run the character yourself in the first place; not even all 
NPCs would have GM OK as PCs.  Secondly, and most importantly, it was 
fine storytelling, as he took an element from the game and developed it 
further.  This is what a lot the less imaginative games lack.  Some 
games will have an adventure, run it through, then never hear of it 
again; bringing back characters, events and reprecussions from the past 
help players feel more connected to their world, and lets them know that 
their prescence makes a difference.  Okay, not always a positive one.... 
   In my game, one of the PCs was recruited by Slug for the Elder Worm 
(from Classic Enemies) when the player wanted to stop playing him.  
Soon, the Mighty Mosquito (his ex-PC - no, it's not a 'silly' game, just 
a silly moniker) will be leading a renewed attack against the current 
team for the glory of the Elder Worm.  Actually, the player is looking 
forward to it.... 
 
--  
   -Capt. Spith 
   Savior of Humanity 
   Secular Messiah 
 
 
X-Sender: jdriscol@mail.vt.edu 
Date: Sun, 14 Dec 1997 15:54:31 -0500 
From: Jeremiah Driscoll <jdriscol@vt.edu> 
Subject: RE: Link: Disadvantage or Advantage 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 07:06 AM 12/14/97 -0800, Bob Greenwade wrote: 
>At 08:37 AM 12/14/97 -0800, Michael Sprague wrote: 
>>>  But no interpretation of it that I've ever seen before you has ever 
>>> allowed non-proportional use, nor the use of the larger Power without the 
>>> use of the Linked Power.  Those are *extremely* important balancers for 
>>> this Limitation. 
>> 
>>Then you haven't been around this argument long enough ... this is the  
>>first time I think I have read about forcing the powers to be proportional  
>>(though granted, I skipped the last two times Linked was debated).  There  
>>is _nothing_ in the book to even imply that the Linked powers must be used  
>>proportionally.  I'm not saying it's a bad idea, it's not ... just that  
>>since it's not in the book, and thus would be a house ruling. 
> 
>   Basically what you have then, if I'm remembering your arguments 
>correctly, is a Limitation that forces you to do no more than activate 
>another Power and spend at least 1 END on it, even if you don't actually 
>use it, if you want to use the Limited Power, all for a -1/2 Limitation -- 
>the same as if the Power with the Limitation cost 2X END to use. 
>   Is it just me, or is there something wrong with this picture? 
> 
Yep.  That's the same thing I noticed when he first said it. 
 
>>The concept that the larger Power must also use the Linked Power is pure  
>>bull, and had nothing to do with balancing the Limitation.  If you applied  
>>the Limitation to both powers, then I could see your point.  But since you  
>>don't I just can't agree. 
> 
>   But you *can't* apply the Limitation to the larger Power; that is quite 
>explicitly stated. 
> 
Man, you're on the ball.  I feel so much better that you agree with me. 
This is the main reasont that I treat Linked as the "ultra-power" 
combination of the two powers, and allow the -1/4 Limitation for "may only 
be used with X Power." 
 
- Jerry 
 
Date: Sun, 14 Dec 1997 12:57:31 -0800 
From: Captain Spith <cptspith@teleport.com> 
Reply-To: cptspith@teleport.com 
Subject: Attack Rolls(Was Link: yadda yadda) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
Bob Greenwade wrote: 
 
>    Hold on a sec... what about breaking out of an Entangle?  I was being 
> mostly facetious before about the sky having a DCV, but a character using 
> STR or an attack Power (if you should pardon the expression) to break out 
> of an Entangle is a case of an attack that doesn't require an Attack Roll. 
>    I'd have to search for it, but I think attacking someone who is 
> completely immobile at point-blank range also can be done without an Attack 
> Roll. 
 
   I'm pretty sure that a completely immobile target still requires an 
attack roll, but is at DCV 0.  Usually, 'gimme' attacks like that in my 
game are handled real quickly; attacker rolls 1D6, then if it's not a 
'6' (thus the attack roll would not be 18), it's a hit. 
 
   But Entangles are In Contact with the character already.  Making an 
attack roll would be like making an attack roll in order to touch your 
clothes to activate Instant Change or something.  If you are Already In 
Contact with something, you don't have to roll an attack roll.  OK, 
maybe if you had to haul back your fist to strike someone you were 
holding with your other hand; then roll at 0 DCV, but to simply exert 
STR on something that you are already in contact with needs no roll.  
Breaking out of a Hold (re; BBB page 154) requires no attack roll, 
simply STR vs. STR contest.  An Entangly - in this respect - acts just 
as a grab, using Def+Body as the Entangle's 'BODY done by STR'. 
 
-- 
   -Capt. Spith 
   Savior of Humanity 
   Secular Messiah 
 
 
Date: Sun, 14 Dec 1997 13:11:54 -0800 
From: Captain Spith <cptspith@teleport.com> 
Reply-To: cptspith@teleport.com 
Subject: Re: Slipperiness 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
Bob Greenwade wrote: 
>  
> At 03:49 PM 12/13/97 -0500, Bill Svitavsky wrote: 
> >I'm all for the 5th ed. In addition to the various suggestions people have 
> >already made, I hope it includes either a "slipperiness" power or a 
> >revised Change Environment that can make an icy surface with combat 
> >effects. (My pet peeve.) 
>  
>    While assembling TUSV, I found a need to define some Power to do this. 
> I settled on a Minor Transform to change regular ground into slippery 
> ground.  The SFX could be ice, an oil slick, or something else.  (I even 
> have a sample vehicle with an icy slick device.) 
 
   Of course, this still requires a definition of what slick ground 
does.  I recall a dabate on what mechanics would/could be used to 
represent slipperyness, but don't remember if there were any popular 
results. 
   I feel that the machanics of such a thing are much more to the point 
than the mechanism;  once the resulting machanics are known, crafting 
the power to implement them is relatively simple. 
   I state openly and unabashedly at this time that I have NO idea how 
to properly define slipperyness myself.... 
--  
   -Capt. Spith 
   Savior of Humanity 
   Secular Messiah 
 
Date: Sun, 14 Dec 1997 13:13:49 -0800 
From: James Jandebeur <jimalj@best.com> 
Subject: Re: Incomplete Rules (was 5t 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
That's true! 
 
> Post comments to the list or email jimalj@best.com  (he won't 
> mind, really). 
 
JAJ, Rules Philosopher 
 
 
 
Date: Sun, 14 Dec 1997 13:13:49 -0800 
From: James Jandebeur <jimalj@best.com> 
Subject: Re: Incomplete Rules (was 5t 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
That's true! 
 
> Post comments to the list or email jimalj@best.com  (he won't 
> mind, really). 
 
JAJ, Rules Philosopher 
 
 
 
Date: Sun, 14 Dec 1997 13:17:31 -0800 
From: James Jandebeur <jimalj@best.com> 
Subject: Re: Champions 5th Editio 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
>  r >  Yes please. That cover needs a facelift. 
>  r > 
 
You mean the one done by George Perez?   With Seeker jumping to attack Dr. 
Destroyer (presumably without effect and a lot of pain on Seeker's side)? 
Why does it need to be changed? 
 
JAJ, Rules Philosopher 
 
 
 
Date: Sun, 14 Dec 1997 13:17:31 -0800 
From: James Jandebeur <jimalj@best.com> 
Subject: Re: Champions 5th Editio 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
>  r >  Yes please. That cover needs a facelift. 
>  r > 
 
You mean the one done by George Perez?   With Seeker jumping to attack Dr. 
Destroyer (presumably without effect and a lot of pain on Seeker's side)? 
Why does it need to be changed? 
 
JAJ, Rules Philosopher 
 
 
 
Date: Sun, 14 Dec 1997 13:31:14 -0800 
From: Rick Holding <rholding@ActOnline.com.au> 
Subject: Re: Yet Another Power Problem... 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
bobby farris wrote: 
>  
> Lizard wrote: 
> > 
> > Reading through some of my TSR stuff, I came upon an interesting 
> > spell which I thought would be good to convert to Fantasy Hero. 
> > However, I'm having trouble working it out, and it's a broad enough 
> > concept that a general mechanic is needed. 
> > 
> > The spell, basically, creates a mouth with sharp pointy teeth on an 
> > inanimate object, most usually a bag or sack. Thief reaches into bag, 
> > gets hand chomped (call it a 1d6 HKA). How to do this as a spell? 
>  
>         I don't know how others would do it, but I would require the mage to 
> cast the spell on the item, say a small pouch. 
>         The small pouch would then become a magical item with the following: 
>         1d6 HKA Damage shield, Trigger: When someone other than owner reaches 
> into the pouch. 1 Charge, Hard to recover (requires re-casting of 
> spell). 
 
	Close.  You don't need the damage shield.  The 1D6 HKA is an attack power.   
The trigger stops it from firing until, well, triggered, probarly "placing hand in  
sack without saying don't".  The one charge limitation doesn't apply because that is  
what the trigger advantage does.  Once triggered, the attack (spell) doesn't exist  
anymore. 
--  
----------------------------------------------------------- 
Ricky Holding    Email: rholding@ActOnline.com.au 
Work is only there to give us time to talk about play 
----------------------------------------------------------- 
 
Date: Sun, 14 Dec 1997 13:32:53 -0800 
From: James Jandebeur <jimalj@best.com> 
Subject: Re: Champions  5th Editi 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
> The trouble is, HA is NOT the normal-damage equivalent of HKA. There's no 
> need for such a power (a normal damage power that lets you add STR), because 
> the paradigm shifts for normal damage -- STR is not added to HA, HA is added 
> to STR, and that's the way it should be: /STR/ is the equivalent of HKA (you 
> can use combat maneuvers with just STR, for example). 
 
I don't agree.  We currently have a power that allows you to translate your 
strength into an energy killing attack, why not one that allows the same with 
normal attacks?  Why allow characters to do more with killing damage than with 
normal damage?  We should either flush HKA, or change HA.  STR can't be the 
equivalent of HKA, as HKA is tacked on top of it.  That's what is being talked 
about with HA, and why not? 
 
> >     Though it cannot be 'spread' in the manner of an Energy 
> >Blast, an HA can be manipulated to improve OCV at the price of 
> >damage.  Each 1d6 of damage sacrificed gives a +1 OCV.  Since an 
> >HA - even when not focused - is assumed to be somewhat separate 
> >from the character using it, it can be used to Block an 
> >opponent's attack. 
> 
> This is where I have the real problem: exactly why are HA's "assumed to be 
> somewhat separate from the character using it"?  The two most common SFX 
> besides weapons (i.e. Focus) that I've seen HA used for in the past are 
> superspeed punches and superdense skin.  Neither is separate from the 
> character in any fashion, and it seems like a far easier approach to buy OCV 
> bonuses with combat levels in addition to HA damage than to box them 
> together and force players to limit them out. 
 
Iron Fist is a prime example of someone that the HA at least appears to be 
seperate from himself.  Certainly, the Iron Fist power protects his hands from 
damage while he is using it.  However, Opal needs to work on the phrasing, as 
all that is being said is that the OCV can also be used to block, this being 
open to special effect.  Notice, also, that Iron Fist is an example of a 
character who's hand attack transforms his strength and skill into energy 
damage.  You could argue that this is just a no range energy blast, but then, 
why not just dump HKA as well and use no range RKA's?  And where does Opal say 
that you can't buy levels, if that's what you want? 
 
JAJ, Rules Philosopher 
 
 
Date: Sun, 14 Dec 1997 13:32:53 -0800 
From: James Jandebeur <jimalj@best.com> 
Subject: Re: Champions  5th Editi 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
> The trouble is, HA is NOT the normal-damage equivalent of HKA. There's no 
> need for such a power (a normal damage power that lets you add STR), because 
> the paradigm shifts for normal damage -- STR is not added to HA, HA is added 
> to STR, and that's the way it should be: /STR/ is the equivalent of HKA (you 
> can use combat maneuvers with just STR, for example). 
 
I don't agree.  We currently have a power that allows you to translate your 
strength into an energy killing attack, why not one that allows the same with 
normal attacks?  Why allow characters to do more with killing damage than with 
normal damage?  We should either flush HKA, or change HA.  STR can't be the 
equivalent of HKA, as HKA is tacked on top of it.  That's what is being talked 
about with HA, and why not? 
 
> >     Though it cannot be 'spread' in the manner of an Energy 
> >Blast, an HA can be manipulated to improve OCV at the price of 
> >damage.  Each 1d6 of damage sacrificed gives a +1 OCV.  Since an 
> >HA - even when not focused - is assumed to be somewhat separate 
> >from the character using it, it can be used to Block an 
> >opponent's attack. 
> 
> This is where I have the real problem: exactly why are HA's "assumed to be 
> somewhat separate from the character using it"?  The two most common SFX 
> besides weapons (i.e. Focus) that I've seen HA used for in the past are 
> superspeed punches and superdense skin.  Neither is separate from the 
> character in any fashion, and it seems like a far easier approach to buy OCV 
> bonuses with combat levels in addition to HA damage than to box them 
> together and force players to limit them out. 
 
Iron Fist is a prime example of someone that the HA at least appears to be 
seperate from himself.  Certainly, the Iron Fist power protects his hands from 
damage while he is using it.  However, Opal needs to work on the phrasing, as 
all that is being said is that the OCV can also be used to block, this being 
open to special effect.  Notice, also, that Iron Fist is an example of a 
character who's hand attack transforms his strength and skill into energy 
damage.  You could argue that this is just a no range energy blast, but then, 
why not just dump HKA as well and use no range RKA's?  And where does Opal say 
that you can't buy levels, if that's what you want? 
 
JAJ, Rules Philosopher 
 
 
From: Brian Wong <rook@shell.infinex.com> 
Subject: Layout of 5th edition 
Date: Sun, 14 Dec 1997 21:35:55 +0000 (GMT) 
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 
 
>  >   What would you like to see in our books (layout-wise)? 
>  > Do you care what it looks like at all, as long as it's readable? 
>  > 
>  	I think layout can make a big diferent in conveying a 'feeling' 
>  	An even better example is WW's stuff. The art and layout in that 
>  helped bring in a whole new type of gamer. For good or ill. :) 
>  >>>>>> 
>  
> Just don't get as carried away with the hunt for weird fonts as WW has.  I had 
> to put a couple of their books back on the shelf because the intro section 
> gave me eyestrain. 
> 
	Hey, I didn't say 'I' LIKED the look they had. :) But you have to 
admit that it certainly helped to multiply the number of 'goth' gamers 
out there by a few hundred fold. For good or ill. 
	And good example of layout helping to sell a product to a key 
audiance. But whenever you focus on any key audiance, by nessesity you 
turn off other audiances. Such as us (myself and you). It's just a question 
of which is more beneficial to you. Addmittidly WW made the right choice. If 
they'd tried to sell to us mainstream gamers they would have have just 
ended up as one of many games on people's shelves. Instead they have a 
fanatic cult following that just won't stop growing. 
 
	So I'd say layout could make or break a new edition of Champions. 
 
You'd definatly want to get a certain mood going, and stick with it. In 
all of art, layout, and text. 
 
X-Sender: jdriscol@mail.vt.edu 
Date: Sun, 14 Dec 1997 16:39:54 -0500 
From: Jeremiah Driscoll <jdriscol@vt.edu> 
Subject: Re: Extra Time (was Re: Link: Disadvantage or Advantage (long)) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 10:03 AM 12/14/97 -0400, Trevor Barrie wrote: 
>On Fri, 12 Dec 1997, Jeremiah Driscoll wrote: 
>> >I see no support for this in the rules. If a Power has "Extra Time - 1 
>> >Phase", it means just that... it takes an _extra_ phase. 
> 
>> I think *my* confusion may have stemmed from "Extra Time - *Full* Phase" 
>> which is how it is actually stated (emphasis mine). 
> 
>Yeah, that is odd. Possibly there was originally a "Half Phase" level on 
>the chart as well? (It would make sense to have it at the -1/4 level, but 
>it would cause confusion when combined with the "half value" option of 
>Extra Time.) 
> 
Champions III (1984), pg. 48.  "New Power Limitations," "Activation Time: 
This is a Limitation on all non-offensive Powers that normally take a zero 
phase action to turn on.  A Power with Activation Time takes a half phase 
or even a full phase to turn on.  Once the Power is on it doesn't take the 
character time to keep it activated, so long as the character pays the END 
for the Power it will stay on. 
 
[Power takes half phase to activate	+1/4] 
[Power takes 1 full phase to activate	+1/2] 
 
<example snipped for space> 
 
A character can also take an offensive Power that normally takes a half 
phase and have it take a full phase to throw.  The offensive Power gets a 
+1/4 Limitation if it takes a full phase to throw." 
 
Now, this is all I found in my "Revised Edition" books, Champions, 
Champions II and Champions III.  I suppose you will all draw your own 
conclusions, but... 
 
1) Maybe Extra Time *isn't* additional? 
 
2) Maybe "throwing" an offensive power *does* take a 1/2 Phase? 
 
I don't know...  think about it.  And, Rat, if you find that other 
Limitation from "Gadgets!" or whereever, could you please post it, too? 
Thanks. 
 
>> This led *me* (and possibly Mr. Gilberg) to believe that this simply 
>> extended the time of activation, not that it was an additive. 
> 
>The problem with this is that it makes no sense to me that turning a 
>1/2-Phase action into a Full Phase action should be the same level of 
>Limitation as turning a 0-Phase action into a Full Phase action. 
> 
See the above, older rule. 
 
>(Except "Full Phase action" is misleading, since you explicitly can do 
>other things during the activation time.) 
> 
Well, when does a Phase end, exactly?  When your next Phase begins? 
 
>> In the text description of the Limitation, it mentions a power that 
>> takes a month (not a month-and-a-phase) to activate. 
> 
>Well, at that level the distinction is pretty much irrelevant. "Month and 
>a phase" would just sound silly. 
> 
Oh, okay... heaven forbid the rules sound silly if they're clear...  lol 
Well, It would still take you the month, and (if it were an offensive 
Power) you'd have to have an action to throw it.  If it *isn't* a 
month-and-a-*half*-Phase (I mispoke, initially), then you'd get that free 
action... : )  Yeah, it's nitpicky. 
 
- Jerry 
 
X-Sender: jdriscol@mail.vt.edu 
Date: Sun, 14 Dec 1997 16:45:28 -0500 
From: Jeremiah Driscoll <jdriscol@vt.edu> 
Subject: Re: Avengers vs. X-Men 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 10:10 AM 12/14/97 -0400, Trevor Barrie wrote: 
>On Fri, 12 Dec 1997, Jeremiah Driscoll wrote: 
>> Spider-Man Team-Up (or was it Marvel Team-Up?) #100 (I think).  Spider-man 
>> and the X-men v. Juggernaut and Black Tom (who had part of the Juggernaut 
>> power.  Rogue absorbed the Juggy power from Caine, and went berserk as she 
>> was taken over by his memories.  Granted, that may not be "worked" by your 
>> definition...  <g> 
> 
>It isn't. Given that Rogue can be overwhelmed by a mental midget like 
>Juggernaut and given that Thor, when his personality was absorbed by the 
>Destroyer and even the freaking Demogorge, was able to assert control, I 
>have difficulty believing she could successfully handle Thor. 
> 
Well, I was under the delusion (I suppose) that it wouldn't be Thor's 
ability to "assert control," it would simply be the personality clash.  It 
may still depend upon strength of personality, but still...  she's not 
absorbing their souls.  (AFAIK) 
 
>> Wasn't there a time where she absorbed Colossus, Nightcrawler, and Kitty 
>> Pryde's powers to beat some big baddy?  Was that the Brood? 
> 
>That's why I explicitly referred to her trying to absorb an _adversary_. 
> 
Again, I didn't think this made a difference.  She's severely damaged 
people just by casual contact (that was part of her origin, wasn't it? 
First kiss w/ boyfriend, and he went into a coma). 
 
So... we've got a VPP (specialized Mimic Pool), maybe a Transfer (Always 
On?), and maybe even a BODY Drain (Always On), all of which must have skin 
to skin.  I think the Marvel game gave her 1 minute of the abilities for 
every 1 second contact.  (I'm not positive.) 
 
This being said...  Thor could probably just take her down w/ Mjolnir 
before she gets to him, especially if he remembers her powers from the last 
time.  I'm *pretty* sure she wouldn't be able to take a hit from the hammer 
(or absorb *it*, either... : D ) 
 
- Jerry 
 
From: Brian Wong <rook@shell.infinex.com> 
Subject: Adjustment Powers in 5th edition (Re: Atmospheric FTL) 
Date: Sun, 14 Dec 1997 21:48:20 +0000 (GMT) 
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 
 
> Yes, this is a problem. Allowing an Advantage on Teleport to allow blind 
> teleporting is possibly a good idea. 
>  
> > Why does a Teleportation Suppression field stop the character from 
> > moving?  
>  
> Now, to me this is evidence that "Suppress Teleport" is a nonsensical 
> construction, rather than evidence against using Teleport for this 
> purpose. Like Adjustment Powers, Suppress should always, always, always be 
> bought as affecting a special effect rather than a game mechanic. 
> 
	I agree. Perhaps in a 5th edition adjustment powers could 
be changed to have the default be to choose a special effect, rather than 
a specific power. 
	There's few cases where any other choice would make sense. 
 
Rook : a common Old World gregarious bird related to the American crow. 
 
Super Hero Links Page: http://www.infinex.com/~rook/SH/SHlinks.html 
My Champions Webpage is at: http://www.infinex.com/~rook/champs/ 
 
From: "John Desmarais" <John.Desmarais@ibm.net> 
Date: Sun, 14 Dec 97 21:53:06  
Reply-To: "John Desmarais" <John.Desmarais@ibm.net> 
Priority: Normal 
Subject: Re: Special Offers to the list 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Sun, 14 Dec 1997 19:04:48 EST, GoldRushG wrote: 
 
>  Would the list lurkers here be in favor of occasional special offers on Hero 
>products if we were to do that? Something akin to "No shipping on orders" or a 
>slight discount? We're considering starting seasonal or holiday-themed sales 
>and I wanted to get feedback from folks here on the idea. 
> 
>  Mark @ GRG 
> 
I don't think I have ever once objected to a discount on something I was considering  
buying anyway. 
 
-=>John D. 
 
From: Brian Wong <rook@shell.infinex.com> 
Subject: Re: Slipperiness 
Date: Sun, 14 Dec 1997 21:54:03 +0000 (GMT) 
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 03:49 PM 12/13/97 -0500, Bill Svitavsky wrote: 
> >I'm all for the 5th ed. In addition to the various suggestions people have 
> >already made, I hope it includes either a "slipperiness" power or a 
> >revised Change Environment that can make an icy surface with combat 
> >effects. (My pet peeve.)  
>  
>    While assembling TUSV, I found a need to define some Power to do this. 
> I settled on a Minor Transform to change regular ground into slippery 
> ground.  The SFX could be ice, an oil slick, or something else.  (I even 
> have a sample vehicle with an icy slick device.) 
 
	Transform to do it reads like a 'hack' though. Since transform 
requires overcoming the targets Body. 
	How much body does thin air have? Or a sidewalk? 
 
It really does need a new power. A sort of 'reverse entangle'. 
 
Rook : a common Old World gregarious bird related to the American crow. 
 
Super Hero Links Page: http://www.infinex.com/~rook/SH/SHlinks.html 
My Champions Webpage is at: http://www.infinex.com/~rook/champs/ 
 
From: "John Desmarais" <John.Desmarais@ibm.net> 
Date: Sun, 14 Dec 97 21:56:10  
Reply-To: "John Desmarais" <John.Desmarais@ibm.net> 
Priority: Normal 
Subject: Re: Acrobatics in Combat 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Sun, 14 Dec 1997 19:04:55 EST, GoldRushG wrote: 
 
>  One "simplified" way to handle Acrobatics in combat is to have the player 
>make an Acrobatics Skill Roll for his PC, and use the Complementary Skill roll 
>rules. I.e., for every 2 full points he makes the roll by, give him +1 Combat 
>Level to be applied to OCV or DCV (player's choice) for that Action/Phase. 
>What do you think? 
> 
>  Mark @ GRG 
> 
 
But I still want the palyer to describe to me in some detail what amazing acrobatic feat  
he's performing to get this bonus.  I had a player once who would (when we were using  
miniatures) move his figure through all of themoves his martial artist was performing -  
entertaining as heck, especially with the sound effects. 
 
Date: Sun, 14 Dec 1997 16:57:14 -0500 (EST) 
X-Sender: jprins@interhop.net 
From: jprins@interhop.net (John and Ron Prins) 
Subject: Re: [Fwd: Ha! I KNEW it!! Magic is EVIL!!!] 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
>	Yeah, I went off.  But I don't like some smug a-hole with 
>sickening moral nuggets of how I'm going to hell because I don't believe 
>what some religious leaders culled from a mythological work. 
 
Then ignore him. That's the bottom dollar, 100% best thing to do if someone 
'merely' annoys you - especially if it's off topic.  
 
----------------------------------------------------------------------------- 
"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: Brian Wong <rook@shell.infinex.com> 
Subject: Re: Champions  5th Edition 
Date: Sun, 14 Dec 1997 22:02:21 +0000 (GMT) 
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 
 
>  
> > 1.    Add an advantage called "Advantaged" which would be the exact 
> > counterpart to "Limited". 
>  
> Bad idea IMO. There's no need for it given an adequate set of Powers and 
> Advantages. 
> 
	But a list is never 'complete'. There's always something missing. 
Such an advatage would make it easier to customize powers, and take such 
a thing away from being a 'house rule advatage' to a 'tournament legal' 
concept. 
 
> > 7.    Steal a few of the advatages from GURPS, like Richocet. 
>  
> What would that be used for? 
> 
	Allows you to bounce an attack off of a surface. For each time you 
buy it, you can bounce one more surface. Or so it reads in GURPS. 
	Sort of a variation of 'Indirect'. 
	GURPS has about twice as many advantages for powers as Champions does. 
Don't have a copy in front of me at the moment, but several of them would 
be nice to add in. 
	Of course having an 'advataged' advantage would make the issue moot. 
 
Rook : a common Old World gregarious bird related to the American crow. 
 
Super Hero Links Page: http://www.infinex.com/~rook/SH/SHlinks.html 
My Champions Webpage is at: http://www.infinex.com/~rook/champs/ 
 
Date: Sun, 14 Dec 1997 17:04:52 -0500 (EST) 
X-Sender: jprins@interhop.net 
From: jprins@interhop.net (John and Ron Prins) 
Subject: Re: Avengers vs. X-Men 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
>This being said...  Thor could probably just take her down w/ Mjolnir 
>before she gets to him, especially if he remembers her powers from the last 
>time. 
 
Hrm. It depends if the writers remember Rogue's "Seventh Sense" (which they 
usually do, making her easier to hit). 
 
>  I'm *pretty* sure she wouldn't be able to take a hit from the hammer 
>(or absorb *it*, either... : D ) 
 
I'll be that Rogue could take a 'casual' hit from Mjolnir (i.e. average, 
everyday Thor tossin' it around to whack baddies). If Thor really winds up 
and cuts loose, though (like he did vs. Wonder Man in the land of the dead 
when Grandmaster was still playing games with Death), it could get messy. 
Thor lets Rogue get close, though, he deserves to lose. 
 
----------------------------------------------------------------------------- 
"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: "John Desmarais" <John.Desmarais@ibm.net> 
Date: Sun, 14 Dec 97 22:10:25  
Reply-To: "John Desmarais" <John.Desmarais@ibm.net> 
Priority: Normal 
Subject: Re: Back from the Dead 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Sun, 14 Dec 1997 18:11:18 +0000, Chris Brecken wrote: 
 
>Hi there, I once had a charcter in another system with a power i would 
>like to model in champs. 
> 
>It went somthing along these lines... 
> 
>Anytime the charcter died, a fresh clone would be released from the 
>vats, and programmed with the memories of the previous clone and sent on 
>his way. 
>Only one clone could be in exsistance at a time due to quirk, that ment 
>that if two did exsist, then due to the mental link that would 
>exsist,they would both go mad very quickly... 
>every so often the current clone would drop into the facilities, to have 
>a backup of him memories made to imprint a new cloe if it became 
>neccessary... 
>In effect, every time the charcter died, all he lost was the memories 
>between the last recording and his death. 
> 
>Any idears on how to model this in champs... 
> 
>Chris 
 
Duplication, triggered by death.  The new clone (due to restrictions in the duplication  
power) will not be quite as powerful as the original, and, since the power (even with a  
bevy of limitations will still be somewhat expensive) your character probably won't be  
quite up to your campaign averages power-wise.  It's kind of like having saved your  
game a couple of moves back. 
 
The "triggered by death" is wonky enough that you'll have to clear it with your GM. 
 
From: Brian Wong <rook@shell.infinex.com> 
Subject: Re: Lesson in humility (and irony) 
Date: Sun, 14 Dec 1997 22:10:26 +0000 (GMT) 
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 
 
> segment three half the group had been nuetrilized. Then we got lucky, 
> and got in a few good shots, and had one of the nastiest fights we had 
> ever had (it gave us a harder time than the low end Destroyer). It turns 
> out the darkforce that my character had, had gotten it's own ability to 
> move and act, rather than doing through a person.  
>  
> After the fight I asked about the monstrosity the GM built and was 
> informed "I didn't built it, you did. I just used your writeup of the 
> psycho Cat and added a few things for Special Effects."  oops. 
>  
> Now, you tell me, is it fair to use a that thing  I built (a little, no 
> a lot munchkin) back on us. 8) 
 
	Once you introduced the dark force into the game's universe, it was 
fair game. 
	So I'd say it was not only fair, but quite in genre to have happened. 
 
Rook : a common Old World gregarious bird related to the American crow. 
 
Super Hero Links Page: http://www.infinex.com/~rook/SH/SHlinks.html 
My Champions Webpage is at: http://www.infinex.com/~rook/champs/ 
 
From: "John Desmarais" <John.Desmarais@ibm.net> 
Date: Sun, 14 Dec 97 22:18:42  
Reply-To: "John Desmarais" <John.Desmarais@ibm.net> 
Priority: Normal 
Subject: Re: Champions 5th Edition 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Sat, 13 Dec 1997 15:17:52 EST, GoldRushG wrote: 
 
>  One other note. Keep in mind that, primarily because of financial 
>considerations, we are looking at printing the Hero System rules book 
>separately, with Champions being a genre book. Champions would have the super 
>power rules in there, as well as a *much* better treatment of the genre, 
>examples, no "official universe" inside (rather examples and notes on creating 
>several different types, etc., but the Hero System "core" rules would be in 
>the Hero System rules book. 
 
Would the "super power rules" be only in the Champions-genre book, or repeated in  
the Champions genre book?  (a Hero System rule book without a powers section has  
problems). 
 
From: Brian Wong <rook@shell.infinex.com> 
Subject: Re: Back from the Dead 
Date: Sun, 14 Dec 1997 22:49:08 +0000 (GMT) 
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 
 
> Hi there, I once had a charcter in another system with a power i would 
> like to model in champs. 
>  
> It went somthing along these lines... 
>  
> Anytime the charcter died, a fresh clone would be released from the 
> vats, and programmed with the memories of the previous clone and sent on 
> his way. 
> Only one clone could be in exsistance at a time due to quirk, that ment 
> that if two did exsist, then due to the mental link that would 
> exsist,they would both go mad very quickly... 
> every so often the current clone would drop into the facilities, to have 
> a backup of him memories made to imprint a new cloe if it became 
> neccessary... 
> In effect, every time the charcter died, all he lost was the memories 
> between the last recording and his death. 
>  
> Any idears on how to model this in champs... 
>  
	In Fuzion this is an advantage to the Regeneration power. Perhaps 
something that will be added to a 5th edition. If you converted the 
Fuzion power back to champs it would be a +1/2 adv to have regeneration 
keep working after death. 
	Mechanon makes an argument for just having it be 'special effect'. 
But few GM's would take that on a player character. 
	I've seen Duplication, one at a time, second one pops out when 
first dies, used for this. Also seen transform and summoning. 
	One idea I've wondered about is could AID be used to heal somebody 
back to life? If so, AID with the Independant lim would do it. 
 
Rook : a common Old World gregarious bird related to the American crow. 
 
Super Hero Links Page: http://www.infinex.com/~rook/SH/SHlinks.html 
My Champions Webpage is at: http://www.infinex.com/~rook/champs/ 
 
X-Sender: jdriscol@mail.vt.edu 
Date: Sun, 14 Dec 1997 17:52:19 -0500 
From: Jeremiah Driscoll <jdriscol@vt.edu> 
Subject: Re: Avengers vs. X-Men 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
John Prins wrote: 
>>This being said...  Thor could probably just take her down w/ Mjolnir 
>>before she gets to him, especially if he remembers her powers from the last 
>>time. 
> 
>Hrm. It depends if the writers remember Rogue's "Seventh Sense" (which they 
>usually do, making her easier to hit). 
> 
Oh, yeah, that.  I hadn't ever heard of that before the recent issue I 
picked up... she's hunting for Gambit in (I believe) Antarctica and 
mentions that it's buzzing like crazy... and that it had been inactive for 
a *long* while. 
 
>>  I'm *pretty* sure she wouldn't be able to take a hit from the hammer 
>>(or absorb *it*, either... : D ) 
> 
>I'll be that Rogue could take a 'casual' hit from Mjolnir (i.e. average, 
>everyday Thor tossin' it around to whack baddies). If Thor really winds up 
>and cuts loose, though (like he did vs. Wonder Man in the land of the dead 
>when Grandmaster was still playing games with Death), it could get messy. 
>Thor lets Rogue get close, though, he deserves to lose. 
> 
Eh,  maybe a light hit.   *Maybe* an average hit.  And, yes, if she gets in 
that close w/o *someone* taking her down, Thor should lose. 
 
- Jerry 
 
Does Mjolnir come back every time he throws it?  (Straight EB, OAF)  Or is 
it sometimes caught/deflected? 
 
From: GoldRushG <GoldRushG@aol.com> 
Date: Sun, 14 Dec 1997 18:03:47 EST 
Cc: champ-l@omg.org 
Subject: Re: Champions 5th Edition 
Organization: AOL (http://www.aol.com) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
<< Major Mistake. The powers rules have many applications outside of 
Super Powers. I think the Hero system rulebook should be the same size as 
it was in 4th edition.>> 
 
  My bad. I think the plan *was* (or, rather, *is*) to have all the character 
creation rules (including the "powers") in the Hero System Rules book, and 
treat the Champions book as the campaign book (perhaps with a few extra 
goodies, and certainly plenty of clear examples!). 
 
  Mark @ GRG 
 
From: GoldRushG <GoldRushG@aol.com> 
Date: Sun, 14 Dec 1997 18:03:51 EST 
Subject: Re: Champions 5th Edition 
Organization: AOL (http://www.aol.com) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
<< Right, but this isn't really a new edition then. >> 
 
  It's not? 
 
<< A few minor rules changes mixed with a much flashier and slicker product 
(lots of color, pictures, etc).  They also included tons of new explinations 
and examples>> 
 
  And that does not constitute a new edition?? According to my dictionary (The 
Merriam Webster, (c) 1994), "edition" means: 
 
  1. The form in which a text is published. 
  2. The total number of copies (as of a book) published at one time. 
  3. Version 
 
  When I refer to a "5th Edition," I am talking about the printing and 
presentation of those rules. There will be some minor rules changes (nothing 
to invalidate any 4th ed stuff, though), but it is a 5th Ed. of the book as a 
whole, not just the rules... 
 
  Mark @ GRG 
 
From: GoldRushG <GoldRushG@aol.com> 
Date: Sun, 14 Dec 1997 18:03:53 EST 
Subject: Re: Cardboard Heroes 
Organization: AOL (http://www.aol.com) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
<< Probably.  Make sure that are of decent quality and of thick cardboard>> 
 
  Thick cardboard? You wouldn't be able to affix the bottom flaps together. ;) 
Do you really think they need to be thicker than the 10-point cover stock we 
use on our books? Would you be willing to pay even *more* for thicker 
cardstock? 
 
  As far as quality, I'm not letting you off the hook either. I'm more than 
happy to read/listen to feedback from people, but it has to be helpful and 
useful feedback. "Decent quality" doesn't cut the mustard, I'm afraid. I need 
to know what you mean by "decent quality." 
 
  Sorry if I sound like a broken record, but I can't assume to know what you 
folks are thinking when you make general or vague comments. Things like "Make 
books that don't suck" doesn't really help us much. ;) 
 
  Mark @ GRG 
 
From: GoldRushG <GoldRushG@aol.com> 
Date: Sun, 14 Dec 1997 18:03:58 EST 
Subject: My BBB's falling apart! 
Organization: AOL (http://www.aol.com) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
<< Right down the middle.  The spines of the books from various RPG companies 
just don't seem to hack it anymore...  What do they do... Look for the 
cheapest glue out there on the market? >> 
 
  Sometimes they do (indirectly). You see, when a company prints a book it has 
to way several factors, including their cost to print the book. So logically 
they tend to steer toward the printers whose quotes are less than the more 
expensive printers. That saves the consumer (that's you) money because the 
publisher can keep the retail cost a bit lower. 
 
  However, the down side is that in order to *give* those lower quotes, some 
printers use lower quality materials, from the paper stock, to inks, to glue 
for the binding. It's not something the publisher chooses, like "Hey, use that 
crappy glue there. Will that save me a penny per book on printing and binding 
costs?" <LOL> That's why when the old BBB started falling apart, the folks at 
ICE and Hero were as shocked and displeased as anyone. 
 
  For a long time, ICE had a deal where you coould trade in your old BBB for a 
Champs softcover. Are there still a lot of folks left who don't have 
replacements for their old Champs hardcover? 
 
  Mark @ GRG 
 
From: GoldRushG <GoldRushG@aol.com> 
Date: Sun, 14 Dec 1997 18:04:04 EST 
Subject: Re: Champions 5th Edition 
Organization: AOL (http://www.aol.com) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
  I wonder how much it would cost us to get an Alex Ross piece for the cover. 
Hmm... 
 
  Mark @ GRG 
 
From: GoldRushG <GoldRushG@aol.com> 
Date: Sun, 14 Dec 1997 18:04:07 EST 
Subject: Re: Regenerating limbs 
Organization: AOL (http://www.aol.com) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
  Just to chime in here briefly (and play devil's advocate)... 
 
  Might I suggest that some of you are adhering quite strictly to the "letter 
of the law" as it applies to the rules? It would be a simple matter for the GM 
to say that a lost limb is the "special effect" of the BODY Drain, and that 
over time (as the BODY returns) it represents the overal healing of the 
victim's body WITHOUT the limb. 
 
  After all, I would not make a PC who had a Phys. Lim. "Missing Left Arm" 
start his character with less than 10 BODY. Would you?  ;) 
 
  Mark @ GRG 
 
From: GoldRushG <GoldRushG@aol.com> 
Date: Sun, 14 Dec 1997 18:04:09 EST 
Subject: Re: Link: Disadvantage or Advantage (long) 
Organization: AOL (http://www.aol.com) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
<< As a house rule, I'd allow the warning shot to not take anytime, but the 
End 
cost or charge would be spent. There are times when following the letter of 
the rules can be a pain.>> 
 
  Why? Can't a PC spread his EB, or use *up to* his max dice in the blast? Why 
not let him use *less*? Say, a 1/2 die or 1 Pip Energy Blast, effectively 
making it a 0 END "show of force?" 
 
  Man, some of you guys are harsh GMs! <LOL> 
 
  Mark @ GRG 
 
From: GoldRushG <GoldRushG@aol.com> 
Date: Sun, 14 Dec 1997 18:04:10 EST 
Subject: Re: SPD Adjustment, Shapeshift gripes 
Organization: AOL (http://www.aol.com) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
<< Speaking of Shapeshift, should a 5th edition rear its head, I'd like to see 
the matter addressed of a _limited_, defined number of forms. >> 
 
  Your suggestion is noted. 
 
<< For example, as it stands you get 1 form for 10 points, a 'bunch' of forms 
for 20 points, and 'any' form for 30 points. What if I only want 2 forms? >> 
 
  I would suggest (for the time being) that you buy the 20 Pt. "Bunch of 
Forms" power, and then give it a Limitation: Only 2 Forms (-1/2). Does that 
work for you? 
 
  Mark @ GRG 
 
From: GoldRushG <GoldRushG@aol.com> 
Date: Sun, 14 Dec 1997 18:04:11 EST 
Subject: Re: Champions 5th Edition 
Organization: AOL (http://www.aol.com) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
<< um. . there are no 'super hero' rules. there's just heroic/superheroic 
characters. >> 
 
  I didn't say super-*hero* rules. I said super *powers* rules. But I think I 
misspoke, in any case. I believe the plan it to include *all* of the character 
creation rules in the Hero System Rule book, and make Champions the genre 
book. 
 
  Mark @ GRG 
 
From: GoldRushG <GoldRushG@aol.com> 
Date: Sun, 14 Dec 1997 18:04:13 EST 
Subject: Re: Kurt's comments 
Organization: AOL (http://www.aol.com) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
<< Well, basically i'd ask us all to recognise the difference between genuine 
heros who can make a difference(even in a gritty setting) and joke-heros who 
don't really stand a chance. . . .. >> 
 
  I don't understand the reference here. Please have pity on me. I read too 
darned many messages and threads a day to remember them all! :D What does this 
have to do with Kurt Busiek's comments about San Angelo? 
 
  Mark @ GRG 
 
From: GoldRushG <GoldRushG@aol.com> 
Date: Sun, 14 Dec 1997 18:04:14 EST 
Subject: Re: Sidebars 
Organization: AOL (http://www.aol.com) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
<< personally I dont like sidebars, they are annoying tricks, in my opinion, 
put what you need in the text... I just think you need lots of art in your 
books, preferably by me! LOL >> 
 
  Then make sure to send us some art samples, if you haven't already. I can't 
guarantee you'd be hired to do art for us, but you'll *never* get hired if we 
don't have your art samples to base a decision on. That goes for any and all 
aspiring "Hero product" artists out there. 
 
  Mark @ GRG 
 
From: GoldRushG <GoldRushG@aol.com> 
Date: Sun, 14 Dec 1997 18:04:15 EST 
Cc: sengoku@dryland.mandarin.org 
Subject: Re: Ninjato 
Organization: AOL (http://www.aol.com) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
<<, "Ninjato" can be either a specific type of sword, or literally "ninja 
sword", a sword owned and used by a ninja. *Some* ninjato (the second meaning) 
were converted from katana, and many of them had their blades straightened in 
the conversion. >> 
 
  Oh, bull puckey! <LOL> If you were to "straighten" a traditional katana, 
whether by heating and pressure, or whatever, you'd ruin the blade! That's the 
most ridiculous thing I've heard in a long time. But just in case I *am* 
wrong, I've forwarded your comments to our Sengoku e-mail list, to which 
several Japanese historians are subscribed. I'd like to get *their* take on 
this, as well. 
 
<< Remember, traditionally, ninja did not have much by way of wealth so they 
could not afford to buy weapons or the materials to make them.  They made do 
with what they could steal or loot. >> 
 
  According to some sources, some ninja were descended from samurai clans, and 
thuis already had access to weapons and such. As far as stealing, of course 
that was the case on occasion. Once the ninja became a stronger "political" 
force, however (ca. 14th-16th centuries, I believe), they had money from their 
patrons to sustain them, not to mention their own artisans and craftsmen. 
 
  And to get back to the original point, the ninjato were straighter (although 
not perfectly straight) because they were easier and less expensive to make 
than the high-quality katana/tachi and wakizashi. Ninja considered the ninjato 
a tool, not a piece of art. 
 
  Mark @ GRG 
 
From: GoldRushG <GoldRushG@aol.com> 
Date: Sun, 14 Dec 1997 18:04:16 EST 
Subject: Re: PART 
Organization: AOL (http://www.aol.com) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
<< Hahaha...  way back from 1990-95, when I ran my "Justice Alliance" game, 
we had PaCT.  The "Paranormal Containment Team" >> 
 
  Then you obviously took advantage of the flux-induced paranormal ability to 
travel in to the future, steal my idea, and travel back in time to "create" it 
yourself! You foul villain! <LOL> 
 
  Mark @ GRG 
 
From: Egyptoid <Egyptoid@aol.com> 
Date: Sun, 14 Dec 1997 18:32:11 EST 
Subject: Re: CHAR: KARZA DRONES 
Organization: AOL (http://www.aol.com) 
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 12/14/97 8:27:01 AM, icepirat@ix.netcom.com wrote: 
>> >   11  CON                 DF: Human, unless examined at Genetic Level 
>> mean, if there's only _one_, very specific, not-likely-to-be-used method of 
>> distinctive a feature as DF: Diabetic or DF: Sterile. It's not even worth a 
>> piddling 5 points, IMHO. 
Whatever. Those who can notice it, can react emotionally to it. 
That's what DF means. 
 
 
>> Excuse me, but how could this be in any way _worth_ points in Champions? 
>Good rant.  I'd like to add my own observation. 
Um, you guys don't read the same supplements I do. Have you never 
seen the magicians who have DF: strong magical aura (only visible to 
other magicians & mana-sensitives? It's only worth 5 points because 
only a limited group can see it in the first place, only a limited 
group can react appropriately.  
 
 
>> >   +2 SPEED, Only for Job related actions or to fire weapon. 
>> Arg. Am I the only one who thinks SPD 'only for X' should be outlawed in 
the 
Yes, you are the only one. See the Hydra in the Hero Bestiary for details. 
 
 
>> >   Ultravision 
>> You mean Ultraviolet Vision? 
>Or how about Ultra-violent vision? 
Yes, me wee droogs, all 3 of em. 
 
 
>Egyptoid: Please put your costs down for disads and the like. I'm curious 
what 
>you consider to be the fair costs. 
Horse-$#%@.  I get enough flames from people who think I write the craziest 
characters going. I'm not going to add numbers and invite bombardment from 
you number crunchers as well. I prefer to run a role-playing game, not a 
lesson in 
Microsoft Excel. But aside from that, if a GM likes my concept, 
he'll copy my NPC and either put in numbers or he won't. I prefer to leave it 
as season to taste. I tend to run my campaign by feel & color, not numbers. 
When I get more regular access to Heromaker, I may post more numbers then, 
but I promise you, if you don't like my concepts now, you won't like'em 
any better when you see how much they end up costing. :) 
 
Date: Sun, 14 Dec 1997 18:34:56 -0500 (EST) 
From: Michael Surbrook <susano@access.digex.net> 
cc: champ-l@omg.org 
Subject: Re: Cardboard Heroes 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Sun, 14 Dec 1997, GoldRushG wrote: 
 
> << Probably.  Make sure that are of decent quality and of thick cardboard>> 
>  
>   Thick cardboard? You wouldn't be able to affix the bottom flaps together. ;) 
> Do you really think they need to be thicker than the 10-point cover stock we 
> use on our books? Would you be willing to pay even *more* for thicker 
> cardstock? 
 
Is this as thick as the ones originally put out by SJG? 
 
The cardstock used in the Champions Gamemaster screen was to thin, as well 
as the material used in Alien Enemies.  The ones put out by SJG and in 
theWhite Wolf Streetfight books was pretty much on target. 
 
*************************************************************************** 
* "'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, 14 Dec 1997 18:38:14 -0500 (EST) 
From: Michael Surbrook <susano@access.digex.net> 
cc: champ-l@omg.org 
Subject: Re: PART 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Sun, 14 Dec 1997, GoldRushG wrote: 
 
> << Hahaha...  way back from 1990-95, when I ran my "Justice Alliance" game, 
> we had PaCT.  The "Paranormal Containment Team" >> 
>  
>   Then you obviously took advantage of the flux-induced paranormal ability to 
> travel in to the future, steal my idea, and travel back in time to "create" it 
> yourself! You foul villain! <LOL> 
 
You know, when I originally wrote that, I was gonna make a comment about 
how *you* stole *my* idea!  So, I have no other choice but to have my 
lawyers (Dewey, Cheatum & Howe) call you lawyers.  Unless, of course, you 
want to settle out of court and avoid the embarrsing publicity of a Judge 
Ito monitored court battle. 
 
(I wanna enough cash for a new Power Mac 6500 @300Mhz, good enough?) 
 
(Foul villain indead!) 
 
*************************************************************************** 
* "'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, 14 Dec 1997 18:41:35 -0500 (EST) 
From: Michael Surbrook <susano@access.digex.net> 
cc: champ-l@omg.org 
Subject: Re: Champions 5th Edition 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Sun, 14 Dec 1997, GoldRushG wrote: 
 
> << Major Mistake. The powers rules have many applications outside of 
> Super Powers. I think the Hero system rulebook should be the same size as 
> it was in 4th edition.>> 
>  
>   My bad. I think the plan *was* (or, rather, *is*) to have all the character 
> creation rules (including the "powers") in the Hero System Rules book, and 
> treat the Champions book as the campaign book (perhaps with a few extra 
> goodies, and certainly plenty of clear examples!). 
 
My bad? 
 
Anyway, this is a highly sensible idea.  As I said before, making a 
complete 5th Edition Hero System Rules book (covering all aspects of the 
game, along the lines of the GURPS players book) would be very cool.  I 
don't do a lot of Superhero stuff anymore, but I play a mess of other 
genres and would prefer tohave the core rules be as generic as possible. 
Oh yeah, you can't have to many *clear* examples.   
 
*************************************************************************** 
* "'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, 14 Dec 1997 18:52:53 -0500 (EST) 
From: Michael Surbrook <susano@access.digex.net> 
cc: champ-l@omg.org 
Subject: Re: CHAR: KARZA DRONES 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Sun, 14 Dec 1997, Egyptoid wrote: 
 
> >> >   11  CON                 DF: Human, unless examined at Genetic Level 
>  
> >> Excuse me, but how could this be in any way _worth_ points in Champions? 
> >Good rant.  I'd like to add my own observation. 
> Um, you guys don't read the same supplements I do. Have you never 
> seen the magicians who have DF: strong magical aura (only visible to 
> other magicians & mana-sensitives? It's only worth 5 points because 
> only a limited group can see it in the first place, only a limited 
> group can react appropriately.  
 
Yes, but it is usaully a *lot* easier for the magic sensitives to detect 
the aura than for some to do a genetic examination.   
 
In the example you give, usually the magic sensetive (or other magician) 
can pick up the aura merely by being near the character, they aren't 
required to actually conduct a detailed scientific experiment.  Besides, 
how does such a DF limit the character?  Not nearly as much as the aura 
you mention, which can be detected by friend and enemy alike. 
 
> >> >   +2 SPEED, Only for Job related actions or to fire weapon. 
> >> Arg. Am I the only one who thinks SPD 'only for X' should be outlawed in 
> the 
> Yes, you are the only one. See the Hydra in the Hero Bestiary for details. 
 
My Bestiary is lent out, but the Hydra in the FH Companion doesn't use 
this setup. 
  
> >Egyptoid: Please put your costs down for disads and the like. I'm curious 
> what 
> >you consider to be the fair costs. 
> Horse-$#%@.  I get enough flames from people who think I write the craziest 
> characters going. I'm not going to add numbers and invite bombardment from 
> you number crunchers as well. I prefer to run a role-playing game, not a 
> lesson in 
 
I don't number crunch.  I put down point values so people can understand 
how I built something and get a quick assessment of the character's power 
level.  Would *you* buy a Hero Suppliment that just listed stats and 
powers with no total costs?   
 
> Microsoft Excel. But aside from that, if a GM likes my concept, 
> he'll copy my NPC and either put in numbers or he won't. I prefer to leave it 
> as season to taste. I tend to run my campaign by feel & color, not numbers. 
> When I get more regular access to Heromaker, I may post more numbers then, 
> but I promise you, if you don't like my concepts now, you won't like'em 
> any better when you see how much they end up costing. :) 
 
Plugging in the numbers for someone elses character design ends up (to me) 
sounding like I might as well make up the character from scratch.  I mean 
what's the point of that? 
 
*************************************************************************** 
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *  
*               Michael Surbrook / susano@access.digex.net                *  
*        Visit "Surbrook's Stuff' the Hero Games resource site at:        *    
*              http://www.access.digex.net/~susano/index.html             * 
*            Attacked Mystification Police / AD Police / ESWAT            * 
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark * 
*************************************************************************** 
 
From: GoldRushG <GoldRushG@aol.com> 
Date: Sun, 14 Dec 1997 19:04:45 EST 
Subject: Re: Greetings 
Organization: AOL (http://www.aol.com) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
<<  Would he have to pout?  Wouldn't a friendly smile be just as effective, 
if not more so?   ;-]>> 
 
  Hey, whatever gets the retailers (and the distributors) to buy our stuff, 
mate! ;) 
 
  Mark @ GRG 
 
From: GoldRushG <GoldRushG@aol.com> 
Date: Sun, 14 Dec 1997 19:04:48 EST 
Subject: Re: Greetings 
Organization: AOL (http://www.aol.com) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
<< Now I'm combing the local stores for a HSR... >> 
 
  We have probably less than 200 in stock. Just FYI. 
 
  Mark @ GRG 
 
From: GoldRushG <GoldRushG@aol.com> 
Date: Sun, 14 Dec 1997 19:04:48 EST 
Subject: Special Offers to the list 
Organization: AOL (http://www.aol.com) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
  Would the list lurkers here be in favor of occasional special offers on Hero 
products if we were to do that? Something akin to "No shipping on orders" or a 
slight discount? We're considering starting seasonal or holiday-themed sales 
and I wanted to get feedback from folks here on the idea. 
 
  Mark @ GRG 
 
From: GoldRushG <GoldRushG@aol.com> 
Date: Sun, 14 Dec 1997 19:04:49 EST 
Subject: Champions 5th Ed Cover 
Organization: AOL (http://www.aol.com) 
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<< Really?  I thought it was pretty good. >> 
 
  So do we. But we want the 5th Ed. book to have an even *better* cover... ;) 
 
<< I'd realy like to see the next panel, though:  Seeker burried under the 
wall Doc D just squished him with, and the broken Katana stiking out.... >> 
 
  I know you were joking (at least I hope so), but I don't know if we'll be 
featuring any of the CU characters on the cover. Just FYI. 
 
  Mark @ GRG 
 
From: GoldRushG <GoldRushG@aol.com> 
Date: Sun, 14 Dec 1997 19:04:52 EST 
Subject: Genre Books 
Organization: AOL (http://www.aol.com) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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<< Wow, I like this new emphasis on Genre books...>> 
 
  This is just the tip of the iceburg, folks. I've been promising for quite 
some time that we're going to be revitalizing the Hero System line. Very soon 
you're going to start seeing the fruits of all our labor. We aim to please, 
and I certainly hope that you like what's coming, because we have quite a bit 
planned for next year. ;) 
 
  Mark @ GRG 
 
From: GoldRushG <GoldRushG@aol.com> 
Date: Sun, 14 Dec 1997 19:04:53 EST 
Subject: Layouts 
Organization: AOL (http://www.aol.com) 
Errors-To: owner-champ-l@omg.org 
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To: champ-l@omg.org 
 
<< Just don't get as carried away with the hunt for weird fonts as WW has.  I 
had 
to put a couple of their books back on the shelf because the intro section 
gave me eyestrain.>> 
 
  See our first two books (Heroic Adventures Vol.s 1 & 2) for an idea of how 
we handle fonts. Only in player handouts do we/would we alter our standard 
font choices (i.e., for a letterhead, newspaper clipping, etc.) 
 
  Mark @ GRG 
 
From: GoldRushG <GoldRushG@aol.com> 
Date: Sun, 14 Dec 1997 19:04:54 EST 
Subject: Re: Cardboard Heroes 
Organization: AOL (http://www.aol.com) 
Errors-To: owner-champ-l@omg.org 
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<< ...if they were decent... >> 
 
  I don't know what "decent" is to you. Can you be more specific? Thanks. 
 
  Mark @ GRG 
 
From: GoldRushG <GoldRushG@aol.com> 
Date: Sun, 14 Dec 1997 19:04:54 EST 
Subject: Re: Ninja Hero v. TUMA/ Desol Super Dodge 
Organization: AOL (http://www.aol.com) 
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<< Like I've said, it works fine if you don't want to do any attacks at the 
same time.  Otherwise, the "Affects Physical World" needed on all your powers 
plus STR is really expensive.>> 
 
  Hmm, I see your point. I would say that a character using such a "maneuver" 
(or Power) would be in "Defensive" mode and couldn't attack, as per the rules. 
To attack, he'd have to lose that Zen-master-like defensive ability (like a 
de-cloaking Bird of Prey? <G>) as a 0 Phase action. But that's just me. 
 
  Mark @ GRG 
 
From: GoldRushG <GoldRushG@aol.com> 
Date: Sun, 14 Dec 1997 19:04:55 EST 
Subject: Acrobatics in Combat 
Organization: AOL (http://www.aol.com) 
Errors-To: owner-champ-l@omg.org 
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To: champ-l@omg.org 
 
  One "simplified" way to handle Acrobatics in combat is to have the player 
make an Acrobatics Skill Roll for his PC, and use the Complementary Skill roll 
rules. I.e., for every 2 full points he makes the roll by, give him +1 Combat 
Level to be applied to OCV or DCV (player's choice) for that Action/Phase. 
What do you think? 
 
  Mark @ GRG 
 
From: GoldRushG <GoldRushG@aol.com> 
Date: Sun, 14 Dec 1997 19:04:58 EST 
Subject: Re: Ninja Hero v. TUMA/ Desol Super Dodge 
Organization: AOL (http://www.aol.com) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
<< What she did have was Desolid, IPE (sight), define as becoming intangible. 
OTOH, the PCs almost went crazy because I described her as dodging constantly 
resulting in the PCs triumphantly telling me they had hit a DCV of 17 only to 
have me say "you miss".  She also aborted to her Desolid often to avoid 
damage. >> 
 
  One of my villains, Reflec, has a similar power... sort of. Suffice it to 
say it was slimey and the players hated me for months! <LOL> Reflec has this 
Force Field, with IPE. During combat folks would hit, but the special effect 
of the Force Field was that items (or energy) "bends" around him, effectively 
"missing" him. It took a *really* good, strong blow to actually "hit" him. My 
players still shudder at the thought of fighting Reflec again. ;)  Aggravation 
runs rampant! 
 
  Mark @ GRG 
 
Date: Sun, 14 Dec 1997 19:17:40 -0500 (EST) 
From: Michael Surbrook <susano@access.digex.net> 
cc: champ-l@omg.org 
Subject: Re: Acrobatics in Combat 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Sun, 14 Dec 1997, GoldRushG wrote: 
 
>   One "simplified" way to handle Acrobatics in combat is to have the player 
> make an Acrobatics Skill Roll for his PC, and use the Complementary Skill roll 
> rules. I.e., for every 2 full points he makes the roll by, give him +1 Combat 
> Level to be applied to OCV or DCV (player's choice) for that Action/Phase. 
> What do you think? 
 
That has the potential to become highly unbalancing for a three point 
skill. 
 
Any DEX 29-31 martial artist will have a 15- Acrobatics and since the 
average of 3d6 is 11, routinely get +2 to his CV *every* Phase.  For only 
3 points! 
 
*************************************************************************** 
* "'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, 14 Dec 1997 18:37:17 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: Link: Disadvantage or Advantage (long) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
>   Why? Can't a PC spread his EB, or use *up to* his max dice in the blast? Why 
> not let him use *less*? Say, a 1/2 die or 1 Pip Energy Blast, effectively 
> making it a 0 END "show of force?" 
 
 
	There's a minimal END cost involved with anything, usually placed 
at the minimum cost of the power level but almost always 1 END.  More if 
increased END is on the power, however.  This is from the same idea that 
even a non-STR-using Physical Action still uses 1 pt of END. 
 
	And as for powers with charges -- you blew a charge, plain and 
simple, by using the power.  You're down one charge and there ain't no way 
I'm letting an argument get that back. 
 
 
			-Tim Gilberg 
 
Date: Sun, 14 Dec 1997 18:40:48 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: Cardboard Heroes 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
>   Thick cardboard? You wouldn't be able to affix the bottom flaps together. ;) 
> Do you really think they need to be thicker than the 10-point cover stock we 
> use on our books? Would you be willing to pay even *more* for thicker 
> cardstock? 
 
	Tell you the truth, I really don't like the flaps.  They never 
worked well for me.  I'd perfer a card printed on both sides that I can 
use a plastic stand for -- sort of like the Battletech cardboard figures. 
About that same cardstock would work, too.  Take a look at thier products 
from the main Boxed Set or perhaps Reinforcements 2. 
 
>   Sorry if I sound like a broken record, but I can't assume to know what you 
> folks are thinking when you make general or vague comments. Things like "Make 
> books that don't suck" doesn't really help us much. ;) 
 
 
	Sorry I can't say more about qualifying the questions on the art. 
Basically, I have to be able to tell pretty easily which character is 
depicted on the card.  Like I said, the cardboard heroes from the 
Champions GM screen were pretty good for that. 
 
 
			-Tim Gilberg 
 
Date: Sun, 14 Dec 1997 20:00:01 -0500 (EST) 
X-Sender: jprins@interhop.net 
From: jprins@interhop.net (John and Ron Prins) 
Subject: That's What I Want... 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
><< Speaking of Shapeshift, should a 5th edition rear its head, I'd like to see 
>the matter addressed of a _limited_, defined number of forms. >> 
> 
>  Your suggestion is noted. 
> 
><< For example, as it stands you get 1 form for 10 points, a 'bunch' of forms 
>for 20 points, and 'any' form for 30 points. What if I only want 2 forms? >> 
> 
>  I would suggest (for the time being) that you buy the 20 Pt. "Bunch of 
>Forms" power, and then give it a Limitation: Only 2 Forms (-1/2). Does that 
>work for you? 
 
No, it wouldn't. I'm very tempted to say that Shapeshifting is 'too cheap'. 
I'd like the list to discuss this idea. 
 
Shapeshift: 20 points for a single form. +2 points per additional form, +10 
points for a limited 'group', +10 points for a broad 'group', +10 points for 
any shape. 
 
But, Shapeshift costs no END (90% of the shapeshifter's I've ever seen buy 
'0 END' anyways). 
 
Limited Group is defined as by things like 'felines' or 'motorcycles' 
Broad Group is defined as by things like 'mammals' or 'machines' 
 
This is, of course, a more expensive construct (not necessarily bad, as 
Shapeshifting is darn useful and fairly rare, comic-wise), but it's got lots 
greater resolution - I'd prefer added resolution than added limitations.  
 
For example, I'd like to buy the DEF and Dice of Entangles separately 
(though, to prevent abuse, one should never be more than twice the other). 
I'd like to be able to buy Force Walls with Mental or Power Defense spelled 
out in the rules (ditto Forcefields). I want _discrete_ forms of Power 
Defense that apply only to a limited SFX - very few forms of 'power defense' 
should apply across the board vs. all SFX. I want Absorption to be able to 
operate as a defense without resorting to an Armor kludge. I want 
Duplication that doesn't make me pay for the new form's Disadvantages! 
(ditto Multiforms). I want Flash powers that cost 5 points per die but work 
on Segments, not Phases. I want to buy Life Support: Immune to Cold (only!) 
or Life Support: No Need to Sleep (only!) without resorting to limitations. 
I want better defined Regeneration (bump the REC of BODY up the time chart, 
can/can't regenerate organs, can/can't regenerate person from a smear of 
blood, etc.). I want an Immortality power. I want cheaper Stretching. I want 
a easy, purchasable means of Summoning _friendly_ minions without resorting 
to Mind Control (advantage or just +points). I want cheaper Telekinesis, b/c 
if that stupid rule didn't exist I could buy 10 STR TK, Ranged, No Figured 
Characteristics for 10 points, not 15! I want a 'reasonably reliable' 
Transform that can one-shot a 'normal' (10 BODY) without costing 80 points 
minimum. I also want a Transform that can have variable targets as well as 
results (this is unclear, but it LOOKS like the rules don't allow you to 
have variable targets, just variable results). 
 
That's what I want...is it too much to ask? :-) 
 
----------------------------------------------------------------------------- 
"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: Sun, 14 Dec 1997 20:00:06 -0500 (EST) 
X-Sender: jprins@interhop.net 
From: jprins@interhop.net (John and Ron Prins) 
Subject: Re: CHAR: KARZA DRONES 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
>>> >   +2 SPEED, Only for Job related actions or to fire weapon. 
>>> Arg. Am I the only one who thinks SPD 'only for X' should be outlawed in 
>the 
>Yes, you are the only one. See the Hydra in the Hero Bestiary for details. 
 
That's a good one! :-). Seriously, the HERO Bestiary shouldn't be taken 
seriously. It does stuff like: 1 pip HKA, Reduced Penetration. Sorry, but 
ten squirrel bites are _not_ going to put me in negative BODY land. Or -3" 
Running to Alligators, which can fun faster than a man can for short 
periods. Ask others on the list about other goofy junk in the HERO Bestiary. 
 
Even the Hydra example is a bad one. +4 SPD, Only to Bite (-1 1/2). ONE AND 
A HALF??!?!?!? That alone should get you questioning their thinking. 
 
"Here, Mr. Ray-Gun man, take +3 SPD, Only to shoot ray-gun, at minus one and 
a half. What was it you do 90% of the time again?" 
 
"Shoot my ray-gun." 
 
"Jolly good, off you go..." 
 
----------------------------------------------------------------------------- 
"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: Brian Wong <rook@shell.infinex.com> 
Subject: Re: Cardboard Heroes 
Date: Mon, 15 Dec 1997 01:11:02 +0000 (GMT) 
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 
 
>  
> << Probably.  Make sure that are of decent quality and of thick cardboard>> 
>  
>   Thick cardboard? You wouldn't be able to affix the bottom flaps together. ;) 
> Do you really think they need to be thicker than the 10-point cover stock we 
> use on our books? Would you be willing to pay even *more* for thicker 
> cardstock? 
>  
	Kinda. Thickness should be that of the Cardboard Heroes put out 
by SJG. 
 
>   As far as quality, I'm not letting you off the hook either. I'm more than 
> happy to read/listen to feedback from people, but it has to be helpful and 
> useful feedback. "Decent quality" doesn't cut the mustard, I'm afraid. I need 
> to know what you mean by "decent quality." 
> 
	Well, on par with the art in the book. Not distorted so much by 
miniturization that you can't even see who's who. Color that stays within 
the boarders. 
	Think of the cardboard figures put out by SJG so many years ago.  
 
From: Brian Wong <rook@shell.infinex.com> 
Subject: Re: My BBB's falling apart! 
Date: Mon, 15 Dec 1997 01:15:41 +0000 (GMT) 
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 
 
> costs?" <LOL> That's why when the old BBB started falling apart, the folks at 
> ICE and Hero were as shocked and displeased as anyone. 
>  
>   For a long time, ICE had a deal where you coould trade in your old BBB for a 
> Champs softcover. Are there still a lot of folks left who don't have 
> replacements for their old Champs hardcover? 
>  
	I think most of us never heard of that policy. This is the first time 
I ever did. 
	Fortunatly my BBB is holding together quite well. 
 
Rook : a common Old World gregarious bird related to the American crow. 
 
Super Hero Links Page: http://www.infinex.com/~rook/SH/SHlinks.html 
My Champions Webpage is at: http://www.infinex.com/~rook/champs/ 
 
X-Sender: bob.greenwade@klock.com 
Date: Sun, 14 Dec 1997 17:47:24 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: [Fwd: Ha! I KNEW it!! Magic is EVIL!!!] 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 01:32 PM 12/14/97 -0600, Tim R. Gilberg wrote: 
> 
>> Ah, you forgot to include Tim Gilberg in on this reproach. He was just as 
>> guilty of (off-topically) expousing a religious belief and arguing the 
finer 
>> points of theology. Reprimand only one person and you pretty much take 
>> sides, neh? 
> 
> Yeah, I went off.  But I don't like some smug a-hole with 
>sickening moral nuggets of how I'm going to hell because I don't believe 
>what some religious leaders culled from a mythological work. 
> 
>> And if anyone's wondering, I'm a Christian...but don't think that theology 
>> should be argued on this list. 
> 
> True.  But remember that the trying-to-be-a-missionary christian 
>started the whole damn thing. 
 
   Just as a point of fact: the actual "smug a-hole" who started it was 
posting a bunch of derogatory comments about Christians. 
--- 
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, 14 Dec 1997 17:48:54 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Acrobatics in Combat 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 07:17 PM 12/14/97 -0500, Michael Surbrook wrote: 
>On Sun, 14 Dec 1997, GoldRushG wrote: 
> 
>>   One "simplified" way to handle Acrobatics in combat is to have the player 
>> make an Acrobatics Skill Roll for his PC, and use the Complementary 
Skill roll 
>> rules. I.e., for every 2 full points he makes the roll by, give him +1 
Combat 
>> Level to be applied to OCV or DCV (player's choice) for that Action/Phase. 
>> What do you think? 
> 
>That has the potential to become highly unbalancing for a three point 
>skill. 
> 
>Any DEX 29-31 martial artist will have a 15- Acrobatics and since the 
>average of 3d6 is 11, routinely get +2 to his CV *every* Phase.  For only 
>3 points! 
 
   I think it could still work if a failure means that the character falls 
his Acrobatics Roll, cannot make an attack that Phase, is at half DCV, and 
must spend a half Phase the next Phase to get up. 
--- 
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, 14 Dec 1997 20:56:41 -0500 (EST) 
From: Bill Svitavsky <bsvitavs@bu.edu> 
Subject: Re: Atmospheric FTL 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
 
On Sun, 14 Dec 1997, Trevor Barrie wrote: 
 
> On Sat, 13 Dec 1997, Bill Svitavsky wrote: 
>  
>  
> > While I'm on the topic of FTL and Teleport, I wish there were a way to 
> > interface the two. It's very difficult to build an interplanetary 
> > teleporter, and certainly more costly than it's worth. 
>  
> Wait - why can't "interplanetary teleporter" just be a special effect for 
> FTL? 
>  
 
Because FTL won't get you out of a sealed room. 
 
From: Brian Wong <rook@shell.infinex.com> 
Subject: TUSV 
Date: Mon, 15 Dec 1997 02:02:14 +0000 (GMT) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
> take what I post as gospel even if you'd take TUSV itself as such. 
 
	Am I the only one who keeps wanting to read that as 
"The Ultimate Super Villian"? 
	Which in itself may make for a justifiable book. 
 
Rook : a common Old World gregarious bird related to the American crow. 
 
Super Hero Links Page: http://www.infinex.com/~rook/SH/SHlinks.html 
My Champions Webpage is at: http://www.infinex.com/~rook/champs/ 
 
X-Sender: bob.greenwade@klock.com 
Date: Sun, 14 Dec 1997 18:08:11 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Atmospheric FTL 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 09:45 AM 12/14/97 -0400, Trevor Barrie wrote: 
>> While I'm on the topic of FTL and Teleport, I wish there were a way to 
>> interface the two. It's very difficult to build an interplanetary 
>> teleporter, and certainly more costly than it's worth. 
> 
>Wait - why can't "interplanetary teleporter" just be a special effect for 
>FTL? 
 
   One of the more powerful Champions villains I ever constructed for my 
first campaign was a techno-wizard who was a PC's main Hunter.  We were 
very free-form back then, being rather more interested in telling a story 
than in game balance, strict adherence to the rules, or such nonsense.  At 
any rate, I decided to give him a 60-point Multipower, and one of the slots 
was FTL travel.  After doing the math, I discovered that he could start a 
fight with his henchmen at his side on one side of the galaxy, go to the 
other side of the galaxy with his FTL, grab a weapon, and return before the 
fight was over. 
   Due to a falling out with the co-GM, I never got to use the villain, let 
alone that particular trick.  (For the interested, a toned-down version of 
the villain, the Emerald Wizard, will be in Northwest Champions, sans the 
FTL.) 
--- 
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, 14 Dec 1997 21:08:58 -0500 (EST) 
From: Bill Svitavsky <bsvitavs@bu.edu> 
Subject: Re: Slipperiness 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
 
On Sun, 14 Dec 1997, Captain Spith wrote: 
 
> >  
> > At 03:49 PM 12/13/97 -0500, Bill Svitavsky wrote: 
> > >I'm all for the 5th ed. In addition to the various suggestions people have 
> > >already made, I hope it includes either a "slipperiness" power or a 
> > >revised Change Environment that can make an icy surface with combat 
> > >effects. (My pet peeve.) 
> >  
>    I state openly and unabashedly at this time that I have NO idea how 
> to properly define slipperyness myself.... 
> --  
 
I reposted my CE rules (created in consultation with the list, mainly Bob 
and Geoff) a week or two ago. My initial idea, though, was a slipperiness 
power which I'll include here: 
 
Slipperiness 
 
     With this Standard, Constant Power, the character may create a 
surface on which it is difficult to move. For 10 points, the effect fills 
one hex; +1" of radius costs +10 points.  
     A character within a Slipperiness field must make a DEX roll if he or 
she moves, attacks, or takes any significant physical action. Targets with 
Breakfall may substitute that skill for the DEX roll. If the character is 
moving across a Slipperiness area larger than one hex, he or she takes -1 
per 1" moved. If the character fails the roll, he or she takes 1d6 damage 
for every 5" of velocity and ends up prone. For +3 points, the 
Slipperiness may penalize the DEX roll by -1.  
    A character in a Slipperiness field is also at 1/2 DCV. If the 
character can make an additional DEX or Breakfall roll, he or she will be 
only -1 DCV, but if the roll is failed, the character falls and takes 
damage as above. 
     Slipperiness does not normally affect characters  with Clinging. For 
+10 character points, the power will require Clinging characters to make 
DEX rolls like others. 
     Slipperiness, of course, has no effect on characters who are flying 
or otherwise avoiding ground movement. 
 
Example: Mr. Winter wants the ability to create an icy surface. For 30 
points, he can cause Slipperiness in a 3" radius. For an additional 15 
points, all DEX and Breakfall rolls vs. the Slipperiness will be at -5. 
Since he wants to use his ice against his arch enemy Gecko-Man, he spends 
10more points to counteract Clinging. His total cost is 30 + 15 + 10 = 55 
character points. 
 
	Slipperiness Cost: 10 character points for 1 hex Slipperiness, 
minimum cost 10 points. +1" Radius for 10 points. -1 to DEX and Breakfall 
rolls for +3 points. +10 points to counteract Clinging. Range = 5x 
Character Points in inches. 
 
X-Sender: bob.greenwade@klock.com 
Date: Sun, 14 Dec 1997 18:12:44 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Cardboard Heroes Scale 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 02:11 PM 12/12/97 +0000, ghoyle1@mail.airmail.net wrote: 
>What would be the right dimensions for cardboard minis? 1/2" x 1"? 
 
   That, or *slightly* larger (like 0.6" x 1.2" or so). 
--- 
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, 14 Dec 1997 20:14:05 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: That's What I Want... 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
> For example, I'd like to buy the DEF and Dice of Entangles separately 
> (though, to prevent abuse, one should never be more than twice the other). 
 
	Nice.  A simple thing. 
 
> should apply across the board vs. all SFX. I want Absorption to be able to 
> operate as a defense without resorting to an Armor kludge. I want 
 
	Why can you not grasp the whole idea of the Hero rules?  We've 
explianed it a million times.  Figure out the effect you want and then 
take the combined powers that will simulate that.  That's why absorpion 
provides no defense.  Sheesh! 
 
 
			-Tim Gilberg 
 
X-Sender: bob.greenwade@klock.com 
Date: Sun, 14 Dec 1997 18:20:11 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Champions 5th Edition 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 10:45 AM 12/14/97 -0500, Michael Surbrook wrote: 
>On Sun, 14 Dec 1997, Bob Greenwade wrote: 
> 
>> >  I take it you haven't seen the covers to SA:CoH or Sengoku, then. We 
don't 
>> >plan on acquiring "mediocre" art for a 5th Ed. book, Michael. ;) 
>>  
>>    Leave in some mediocre art -- especially if it's Cris Cloutier's, or 
>> otherwise suggestive of the Golden Age Era (which was characteristically 
>> mediocre, but has a special place in the hearts of most if not all 
>> superhero lovers). 
> 
>I would not call Chris Cloutier's art mediocre.  It is certainly a lot 
>more dynamic and creative than Mark Williams stuff ever was (that was 
>mediocre), and if spends some time on the peice it can turn out excellent. 
>I still say that Madame Moonlight has one of the best costume designs in 
>all of the Champions books. 
> 
>I think Chris's only real drawback is his stuff may be a touch too 
>'cartoony' for most books. 
 
   I agree re: Madame Moonlight.  But go take a look at Leaping Lizard or 
Captain Future.  This is some pretty medicore work -- and *intentionally* 
so, to reflect the often medicore work of the Golden Age era that resulted 
when many of the better artists were drafted.  (Really, a tribute to Chris' 
ability.) 
   The bad side of this was that not only was this art (the actual Golden 
Age comics) of low quality, but it also resulted in a lower standard of 
artwork in comics and animation that lasted for decades.  The good side is 
that this particular *type* of mediocrity has become a style that truly 
talented artists like Chris can emulate for the sake of atmosphere. 
   This is why this particular "mediocre" art is something I'd continue to 
use. 
--- 
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, 14 Dec 1997 18:27:52 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Lesson in humility (and irony) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 08:40 AM 12/14/97 -0700, Curtis Gibson wrote: 
>Now, you tell me, is it fair to use a that thing  I built (a little, no 
>a lot munchkin) back on us. 8) 
 
   Yep.   [Evil laughter....] 
--- 
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: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: Extra Time on a Triggered Power 
Mail-Copies-To: never 
X-No-Archive: yes 
X-Attribution: Rat 
Organization: The Happy Fun Ball Brigade 
Date: 14 Dec 1997 21:31:35 -0500 
Lines: 29 
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----- 
 
>>>>> "g" == ghoyle1 <ghoyle1@mail.airmail.net> writes: 
 
g> Stainless Steel Rat said: 
>> Also remember: that Extra Time limitation means that she cannot prepare her 
>> formula during combat, so she will have an extremely limited supply. 
>> Personally, I would use Charges instead of Extra Time. 
 
g> Actually, she has Charges, too. 
 
As just mentioned, a limitation that does not limit the character is worth 
no bonus. 
 
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--  
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                                    \ head. 
 
X-Sender: bob.greenwade@klock.com 
Date: Sun, 14 Dec 1997 18:32:38 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Open Apology 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 12:22 AM 12/14/97 -0600, Vox Ludator! wrote: 
>Useful Tip: Never, ever answer mail while under the influence of sleep 
>deprivation. 
> 
>I'd like to apologize to the list for a major blunder o' mine.  Even as I 
>was typing away to answer Kev's "fundamentalist voice" message, my brain is 
>thinking "I'm so clever, I'm making a private response."  Only, of course, I 
>sent it to the list anyways because my mind was futzing up which addresses 
>went on which messages. 
> 
>If you feel you really have to flame me for opening up a religious debate on 
>the list, go right ahead -- I deserve it (*sigh*). But at least know that I 
>realize I did make a mistake, and I'm sorry for it.  The only religious 
>arguments that belong on this list are Linked debates (*duck*). 
 
   Speaking for myself, at in all probability for other Christians on the 
list as well, you can consider yourself forgiven.   :-] 
--- 
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: Brian Wong <rook@shell.infinex.com> 
Subject: Re: That's What I Want... 
Date: Mon, 15 Dec 1997 02:34:30 +0000 (GMT) 
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 
 
> >> should apply across the board vs. all SFX. I want Absorption to be able to 
> >> operate as a defense without resorting to an Armor kludge. I want 
> > 
> >	Why can you not grasp the whole idea of the Hero rules?  We've 
> >explianed it a million times.  Figure out the effect you want and then 
> >take the combined powers that will simulate that.  That's why absorpion 
> >provides no defense.  Sheesh! 
>  
> Because Absorption doesn't _block_ or 'redirect' damage like armor or force 
> fields. It _transforms_ it from damaging 'power' to useful 'power'. It 
> should never have a _chance_ to do damage! 
> 
	You know, like the person above, when I first read the original comment 
at the top here I thought "You idiot, buy the Absorption and the proper 
defense." Then I read his defense of it below and must say I now 'almost' 
agree with him (I'll show below where I don't, which is cost of power, and 
why.). 
 
> PLUS, look at the costs involved. Absorption = 5 points/die. Aid = 5 points 
> per die. I'm paying (currently) AS MUCH as I am for Aid, while getting: 
>  
> A.) The same upper limit 
> B.) No personal control over the increase of my 'aided' power 
> C.) Increases dependant on the strength of the attack 
> D.) END free Aid. 
>  
> Sorry, but IMO, the '0 END' componant of Absorption DOES NOT balance out the 
> two other conditions. Why does Absorption EXIST AT ALL??? I could just as 
> easily do this: 
>  
> XD6 Aid, 0 END (+1/2), Persistant (+1/2), Only when hit by a power fitting 
> 'Y' SFX (-1/2), Dice of Aid limited by DC of attack (-1/2). 
>  
> It's virtually the SAME construct, with the same conditions. Please, if you 
> can, _justify_ to me the existance of Absorption at all, given that it 
> operates identically to this Aid construct. 
> 
	Now that's a very good point. One I hadn't considered before. 
  
> Now, back to Absorption acting in a 'damage transformation' manner. Watch 
> how easy this is: for every die of Absorption, you REMOVE one DC of damage 
> from the attack. So if someone with 8D6 Absorption gets hit with a 10D6 
> attack, only 2 damage dice are rolled - everything else gets 'absorbed'. 
> Then, you roll the dice of absorption (up to the maximum) to find out how 
> many 'CPs' are absorbed. Clean, simple, and actually has a reason for 
> existance - but don't mistake it for a cheap defense!! It's JUST as 
> expensive as Energy Blast, on a dice for dice basis. Buying 12D6 Absorption 
> is as expensive as buying 40 points of Resistant PD or ED, or 60 points of 
> non-resistant. 40 rPD will stop a 4D6 RKA or 12D6 Energy Blast just as cold, 
> though it has admittedly little effect on Knockback. 
> 
	However. 12d6 Absorption as you state it blocks up to 12d6 EB ALL 
the time. So it's really stopping from 12 to 72 points of damage. However 
a 13d6 EB that rolls all ones will still do 1 point in your construct. 
	Now I don't propose to roll the dice of arbsorption AND the 
dice of EB and then compare them for totals (which is what we do now), then 
absorb whatever you rolled and only take the rest (which is diferent from now). 
This has too many dice rolls. But perhaps we could buy absorption like 
PD or ED, only at say 2 or 3 points per point of absorption? Or 5 points per 
3 points of absorption? 
	However I think having it cancel out dice for dice is too potent 
under most situations, and oddly weak under some (25 character points of 
absorb should be enough to stop 10 points of damage, weather it was done by 
a 2d6 hit, or a 10d6 hit. However it should not be enough to stop 30 
points of damage, weather or not it's done by 5d6 or 10d6). All other 
defenses in champions are static, so it only makes sense for absorption's 
defensive side to be so as well. 
	Now as to weather the points added would be a static number like 
say 1 per 5 character points in the power, or equal to (base character 
points/5)d6 as the amount of Body of the attack I add is another question. 
 
> If I've got 12D6 Absorption, I doubt I'll ever see an absorption roll over 
> 12. Considering that a _lot_ of the absorbtion going on in comic books is 
> 'total', an extra 12 rPD just doesn't cut it. I'd need a HUGE Absorption to 
> get the additional defenses 'required' to simulate the effect. 
>  
 
	Well, in my above example I assumed the defense would stop Body and 
Stun; as I agree with your comic book analogy. 
 
Rook : a common Old World gregarious bird related to the American crow. 
 
Super Hero Links Page: http://www.infinex.com/~rook/SH/SHlinks.html 
My Champions Webpage is at: http://www.infinex.com/~rook/champs/ 
 
X-Sender: bob.greenwade@klock.com 
Date: Sun, 14 Dec 1997 18:35:40 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Slipperiness 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 01:11 PM 12/14/97 -0800, Captain Spith wrote: 
>Bob Greenwade wrote: 
>>  
>> At 03:49 PM 12/13/97 -0500, Bill Svitavsky wrote: 
>> >I'm all for the 5th ed. In addition to the various suggestions people have 
>> >already made, I hope it includes either a "slipperiness" power or a 
>> >revised Change Environment that can make an icy surface with combat 
>> >effects. (My pet peeve.) 
>>  
>>    While assembling TUSV, I found a need to define some Power to do this. 
>> I settled on a Minor Transform to change regular ground into slippery 
>> ground.  The SFX could be ice, an oil slick, or something else.  (I even 
>> have a sample vehicle with an icy slick device.) 
> 
>   Of course, this still requires a definition of what slick ground 
>does.  I recall a dabate on what mechanics would/could be used to 
>represent slipperyness, but don't remember if there were any popular 
>results. 
>   I feel that the machanics of such a thing are much more to the point 
>than the mechanism;  once the resulting machanics are known, crafting 
>the power to implement them is relatively simple. 
>   I state openly and unabashedly at this time that I have NO idea how 
>to properly define slipperyness myself.... 
 
   I have a definition in the manuscript.  I don't recall what it is 
offhand, and I'm a little pressed for time (being urged by my much wiser 
wife to get off the computer ASAP) so I can't stop to look it up, but maybe 
I'll post it shortly. 
   Of course, either rule could be changed by the final draft, so don't 
take what I post as gospel even if you'd take TUSV itself as such. 
--- 
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: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: Link: Disadvantage or Advantage (long) 
Mail-Copies-To: never 
X-No-Archive: yes 
X-Attribution: Rat 
Organization: The Happy Fun Ball Brigade 
Date: 14 Dec 1997 21:37:16 -0500 
Lines: 32 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
-----BEGIN PGP SIGNED MESSAGE----- 
 
>>>>> "BG" == Bob Greenwade <bob.greenwade@klock.com> writes: 
 
BG>    Hold on a sec... what about breaking out of an Entangle?  I was being 
BG> mostly facetious before about the sky having a DCV, but a character using 
BG> STR or an attack Power (if you should pardon the expression) to break out 
BG> of an Entangle is a case of an attack that doesn't require an Attack Roll. 
 
Use of EB or RKA -- both instant powers that require attack rolls to use 
as attacks -- do NOT require an attack roll to break out of an Entangle. 
Additionally, if the damage done to the Entangle is sufficiently great, one 
may have a half-phase or even a full phase worth of action. 
 
In other words, thank you for presenting an example of the use of so-called 
"attack powers" that does not require an attack action to use. 
 
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--  
Rat <ratinox@peorth.gweep.net>    \ When not in use, Happy Fun Ball should be 
PGP Key: at a key server near you! \ returned to its special container and 
                                    \ kept under refrigeration. 
 
From: Brian Wong <rook@shell.infinex.com> 
Subject: Re: Cardboard Heroes 
Date: Mon, 15 Dec 1997 02:45:21 +0000 (GMT) 
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 
 
>  
> >  Since it seems that the majority of folks (onthis list, anyway) would like 
> >to see more cardboard minis, let me ask you this: Would you be willing to pay 
> >an extra $2 for a book that had them included? 
> > 
> 
	You know, I think they should both be something within a book 
featuring all it's NPC's (Any NPC or consequence, not the Super Powered ones.), 
and seperate sold alone items in genre related packs like SJG did. 
	Some of the sold alone's could reprint those in books, and some new. 
Why reprint? Well if I ever have one of Sparx's players over and he spills 
a coke on it... :) Or the guy I had in high school who insisted on squeezing 
all of my figures flat everytime he touched one... 
	Of course, reprint packs should have no newbies, and newbie packs 
no reprints. Perhaps reprints could be done as mail order only, since 
most people wouldn't buy them. 
 
> Of course, I'd paid two extra bucks for some good card board heroes.  What I  
> mean by good would be a front and back, decent artwork and something that  
> wouldn't fall apart the first time one of my players spilt of glass of soda  
> on them.  Happens you know.  And more then just heroes, sci-fi characters,  
> westerns, police, agents, etc...  Looking for the works here.  Take it easy  
> and talk at you later. 
 
	Yeah. Multi-genre is a key idea here. 
 
Rook : a common Old World gregarious bird related to the American crow. 
 
Super Hero Links Page: http://www.infinex.com/~rook/SH/SHlinks.html 
My Champions Webpage is at: http://www.infinex.com/~rook/champs/ 
 
From: Brian Wong <rook@shell.infinex.com> 
Subject: Re: Avengers vs. X-Men 
Date: Mon, 15 Dec 1997 03:00:24 +0000 (GMT) 
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 
 
>  
> > Oh, yeah, that.  I hadn't ever heard of that before the recent issue I 
> > picked up... she's hunting for Gambit in (I believe) Antarctica and 
> > mentions that it's buzzing like crazy... and that it had been inactive for 
> > a *long* while. 
>  
> Must have an 8- roll;) 
>  
> >  
> > Does Mjolnir come back every time he throws it?  (Straight EB, OAF)  Or is 
> > it sometimes caught/deflected? 
> 
	If it always returns, does it deserve a focus limitation? 
 
> It's been deflected but it seems to nearly always return.  In fact, 
> Juggernaut once stopped the hammer short of hitting him, then grabbed the 
> hammer and let it pull him back to Thor, using the veolcity to add to his 
> strength and sending Thor through several trains.  I've always liked 
> Juggy. 
 
	Definatly a good use of the rare call that special effects can 
sometimes have an in game application. 
 
Rook : a common Old World gregarious bird related to the American crow. 
 
Super Hero Links Page: http://www.infinex.com/~rook/SH/SHlinks.html 
My Champions Webpage is at: http://www.infinex.com/~rook/champs/ 
 
From: Brian Wong <rook@shell.infinex.com> 
Subject: Re: Genre Books 
Date: Mon, 15 Dec 1997 03:15:54 +0000 (GMT) 
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 
 
>  
> << Wow, I like this new emphasis on Genre books...>> 
>  
>   This is just the tip of the iceburg, folks. I've been promising for quite 
> some time that we're going to be revitalizing the Hero System line. Very soon 
> you're going to start seeing the fruits of all our labor. We aim to please, 
> and I certainly hope that you like what's coming, because we have quite a bit 
> planned for next year. ;) 
 
	How much of this hinges soley on the success of San Angelo? 
 
I mean if the only people who buy San Angelo are the one's who heard how 
cool it was here on this list, would that stop the printing of a future 
'Star Hero' or whatever? 
	A lot of people don't go for 'campaign world books' from what I myself 
have seen. I could be wrong though. 
	Do you Mark know what, outside of the BBB or Hero System Rulebook was 
the best selling Hero book? And if you do know, are you willing to tell us? 
	(not that I can think of a reason you wouldn't be.) 
 
	I know I plan to buy San Angelo. But I can also say I get mixed 
results when I mention it. Anything from 'I don't buy campaign worlds' to 
'it's on my shopping list' to 'oh? is Mark spamming that again?' 
 
Now I for one hope it does sell well, and if after I buy it I end up liking 
it will promote it myself. But if it doesn't will that stop the presses on 
the other, non related hero items? Are they being judged together or 
seperate? The crowd that buys into genre books like Fantasy Hero and 
Danger International is often diferent from the one that buys Strike Force 
and Champions Universe. 
 
Rook : a common Old World gregarious bird related to the American crow. 
 
Super Hero Links Page: http://www.infinex.com/~rook/SH/SHlinks.html 
My Champions Webpage is at: http://www.infinex.com/~rook/champs/ 
 
From: Brian Wong <rook@shell.infinex.com> 
Subject: Re: Gold Rush Games Mailing List??? 
Date: Mon, 15 Dec 1997 03:28:21 +0000 (GMT) 
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 
 
> >  This is just the tip of the iceburg, folks. I've been promising for quite 
> >some time that we're going to be revitalizing the Hero System line. Very soon 
> >you're going to start seeing the fruits of all our labor. We aim to please, 
> >and I certainly hope that you like what's coming, because we have quite a bit 
> >planned for next year. ;) 
>  
> I'm reading this, and I'm thinking, "This sounds great, but WHEN!!!"  Now I  
> know nothing is immediate in the world of instant gratification that I want  
> to live in, but is there some way to get on a mailing list that would send  
 
	Wow, a marketers dream come true. Not only willing to be spammed, but 
asking to be put on a list of people to spam. Yeah, put me on that list 
too. :) 
 
> starting to give up on any new Hero Products and you've kind of got the hope  
> going again.  I know I could always receive info here on the mailing list,  
> but when I go to the gaming shop I go to and say, they said on the InterNet  
> that this is out, they look at me clueless, usually, because I'm rushing to  
> the store before the release day.  Thanks and talk at you later. 
 
	Hey, that's better than I got it. I go to the store here in San 
Francisco (Gamescape on Divisadero) and ask for Ultimate Martial Artist on 
disk and get: 
 
	"doesn't exist, Hero games went out of business." 
 
So I walk to the Hero section and grab Ultimate Mentalist on disk and say: 
	"This is new right? Just got it from Hero Plus. Well what I want is 
also from them, can you add it to my next order please?" 
	and get: 
 
	"doesn't exist, Hero games went out of business." 
 
	So I look through the catalog they use to order from the distributor 
and find the page that lists it, get the stock number and write it all up for 
them on one of their order forms, even showing them the page in their 
catalog I got it from and writing that page on the order form and they say: 
 
	"doesn't exist, Hero games went out of business." 
 
	"Arg..." 
Man I wish I had a credit card, I wanna order that baby and walk in there and 
show both it and the postmark on the package from Hero Plus to them. Of 
course I already know what their response will be: 
 
	"doesn't exist, Hero games went out of business." 
 
Rook : a common Old World gregarious bird related to the American crow. 
 
Super Hero Links Page: http://www.infinex.com/~rook/SH/SHlinks.html 
My Champions Webpage is at: http://www.infinex.com/~rook/champs/ 
 
Date: Sun, 14 Dec 1997 22:29:56 -0500 (EST) 
From: Bill Svitavsky <bsvitavs@bu.edu> 
Subject: Re: Slipperiness 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
 
On Sun, 14 Dec 1997, ALONE AT MIDNIGHT wrote: 
 
> 	Excellent soultion to a difficult problem.  Kudos to 
> you!  But how does it work in play? 
>  
 
I'm ashamed to admit I've done almost no playtesting with this. My 
opportunities for gaming have been pretty limited in the past couple 
years, so while I have a character or two written up with one version or 
another of Slipperiness, I haven't actually run them. I'd be thrilled to 
hear back from anyone else using either this or the Change Environment I 
posted before. 
 
In the last campaign I ran, I jokingly threatened to have the PC's 
attacked by the Slipperiness Squad, a group of villains built with either 
my Slipperiness power or my expanded CE. The speedster in the group 
objected for some reason... 
 
Date: Sun, 14 Dec 1997 22:31:37 -0500 (EST) 
X-Sender: jprins@interhop.net 
From: jprins@interhop.net (John and Ron Prins) 
Subject: Re: That's What I Want... 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
>> should apply across the board vs. all SFX. I want Absorption to be able to 
>> operate as a defense without resorting to an Armor kludge. I want 
> 
>	Why can you not grasp the whole idea of the Hero rules?  We've 
>explianed it a million times.  Figure out the effect you want and then 
>take the combined powers that will simulate that.  That's why absorpion 
>provides no defense.  Sheesh! 
 
Because Absorption doesn't _block_ or 'redirect' damage like armor or force 
fields. It _transforms_ it from damaging 'power' to useful 'power'. It 
should never have a _chance_ to do damage! 
 
To show how _bad_ the 'armor up to absorption roll' idea is, let's consider 
knockback. Why, if 'effectively' I've just 'absorbed' an attack, should I 
take any knockback from it? That's right, I shouldn't. So I not only have to 
buy and Armor kludge, but a Knockback Resistance kludge as well! 
 
PLUS, look at the costs involved. Absorption = 5 points/die. Aid = 5 points 
per die. I'm paying (currently) AS MUCH as I am for Aid, while getting: 
 
A.) The same upper limit 
B.) No personal control over the increase of my 'aided' power 
C.) Increases dependant on the strength of the attack 
D.) END free Aid. 
 
Sorry, but IMO, the '0 END' componant of Absorption DOES NOT balance out the 
two other conditions. Why does Absorption EXIST AT ALL??? I could just as 
easily do this: 
 
XD6 Aid, 0 END (+1/2), Persistant (+1/2), Only when hit by a power fitting 
'Y' SFX (-1/2), Dice of Aid limited by DC of attack (-1/2). 
 
It's virtually the SAME construct, with the same conditions. Please, if you 
can, _justify_ to me the existance of Absorption at all, given that it 
operates identically to this Aid construct. 
 
Now, back to Absorption acting in a 'damage transformation' manner. Watch 
how easy this is: for every die of Absorption, you REMOVE one DC of damage 
from the attack. So if someone with 8D6 Absorption gets hit with a 10D6 
attack, only 2 damage dice are rolled - everything else gets 'absorbed'. 
Then, you roll the dice of absorption (up to the maximum) to find out how 
many 'CPs' are absorbed. Clean, simple, and actually has a reason for 
existance - but don't mistake it for a cheap defense!! It's JUST as 
expensive as Energy Blast, on a dice for dice basis. Buying 12D6 Absorption 
is as expensive as buying 40 points of Resistant PD or ED, or 60 points of 
non-resistant. 40 rPD will stop a 4D6 RKA or 12D6 Energy Blast just as cold, 
though it has admittedly little effect on Knockback. 
 
In other words, having Absorption operating as a defense _separates_ it from 
being just an Aid kludge, and makes it operate a lot more like the way 
'comic book absorption' does, without resorting to extra, exotic add-on powers. 
 
An additional note on the 'armor up to absorption roll' - it isn't enough. 
If I've got 12D6 Absorption, I doubt I'll ever see an absorption roll over 
12. Considering that a _lot_ of the absorbtion going on in comic books is 
'total', an extra 12 rPD just doesn't cut it. I'd need a HUGE Absorption to 
get the additional defenses 'required' to simulate the effect. 
 
Can you not understand the meaning of the word Absorb? I'll pull out my 
dictionary and rattle off some of the meanings for you: 
 
1.) to swallow up the identity or individuality of 
2.) to engross wholly 
3.) to suck up or drink in 
4.) to take up or recieve in by chemical or molecular action 
5.) to take in without echo or recoil 
 
Why do we have an Absorption power when it's NOT satisfying the very 
definition of the word Absorb? It's not 'sucking up' the power (still does 
damage), and it's certainly not doing it 'without recoil' (knockback still 
applies). And - if you don't want your Absorb to negate damage, why, you 
could buy a limitation to that effect, right in the power! <gasp!> Instead 
of buying TWO powers (three, if you include Knockback) to 'kludge' a true 
Absorptive effect, why not have ONE power that you could just limit for 
discrete effects? 
 
Why do I not 'grasp' that Absorption provides no 'defense', Mr. Gilbert? 
Because it DOESN'T MAKE ANY SENSE, that's why! Sheesh indeed! 
 
----------------------------------------------------------------------------- 
"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: Brian Wong <rook@shell.infinex.com> 
Subject: Re: Special Offers to the list 
Date: Mon, 15 Dec 1997 03:33:38 +0000 (GMT) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
>  
> >  Would the list lurkers here be in favor of occasional special offers on Hero 
> >products if we were to do that? Something akin to "No shipping on orders" or a 
> >slight discount? We're considering starting seasonal or holiday-themed sales 
> >and I wanted to get feedback from folks here on the idea. 
> > 
> Of course I'd want special offers.  How could I pass that up, I'm still not  
> done getting every Hero Book I want :)  Take it easy and talk at you later. 
> 
	No darnit! I refuse to get a discount! In fact, I'm going to pay 
double, no make that triple, heck. TEN times the cover price!!!! 
 
	Hah, thought you could fool me didn't you? :) 
 
Hmmm 
 
well, if you insist. I take a discount. But don't think I don't know what 
you're really up to!!! (insert a little cartoony guy wringing his hands and 
grinning knowlingly) 
 
:) :) :) 
 
Rook : a common Old World gregarious bird related to the American crow. 
 
Super Hero Links Page: http://www.infinex.com/~rook/SH/SHlinks.html 
My Champions Webpage is at: http://www.infinex.com/~rook/champs/ 
 
From: Brian Wong <rook@shell.infinex.com> 
Subject: Re: Lesson in humility (and irony) 
Date: Mon, 15 Dec 1997 03:39:12 +0000 (GMT) 
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 
 
> -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 
>  
	Where do you think all that Leprechaun gold comes from? :) 
 
Date: Sun, 14 Dec 1997 22:42:38 -0500 (EST) 
From: Michael Surbrook <susano@access.digex.net> 
cc: champ-l@omg.org 
Subject: Re: That's What I Want... 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
I would like to point out that Absorbtion ala John's version should have a 
seriously *large* Stop sign next to it. 
 
I still remember a character from 3rd Edition with Absorbtion (when it 
worked as a defense) and the character was virtually unstopable by any 
conventional attack. 
 
Not that I think John's version is wrong, just that GMs better be aware of 
what they might be letting into the game. 
 
*************************************************************************** 
* "'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, 14 Dec 1997 22:46:06 -0500 (EST) 
X-Sender: jprins@interhop.net (Unverified) 
From: jprins@interhop.net (John and Ron Prins) 
Subject: Re: That's What I Want... 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
>PLUS, look at the costs involved. Absorption = 5 points/die. Aid = 5 points 
per >die. I'm paying (currently) AS MUCH as I am for Aid, while getting: 
> 
>A.) The same upper limit 
>B.) No personal control over the increase of my 'aided' power 
>C.) Increases dependant on the strength of the attack 
>D.) END free Aid. 
 
Oh yeah, I forgot: 
 
E.) 1/3th the amount of CPs gained than Aid (in general, you roll 3-4 per 
die of Aid, but only 1 CP per die of Absorption). 
 
----------------------------------------------------------------------------- 
"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: Sun, 14 Dec 1997 19:47:02 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Special Offers to the list 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 07:04 PM 12/14/97 EST, GoldRushG wrote: 
>  Would the list lurkers here be in favor of occasional special offers on 
Hero 
>products if we were to do that? Something akin to "No shipping on orders" 
or a 
>slight discount? We're considering starting seasonal or holiday-themed sales 
>and I wanted to get feedback from folks here on the idea. 
 
   You're really vying for a declaration of divinity, aren't you, Mark?   ;-] 
   The "No shipping" idea sounds like the best choice among what you 
mentioned. 
--- 
Bob's Original Hero Stuff Page! 
   http://www.klock.com/public/users/bobg/original.htm 
Homepage of the Merry-Go-Round Webring!  (Wanna join?) 
   http://www.klock.com/public/users/bobg/merrhome.htm 
 
 
From: Firelynx16 <Firelynx16@aol.com> 
Date: Sun, 14 Dec 1997 22:47:24 EST 
Cc: champ-l@omg.org 
Subject: Re: Link: Disadvantage or Advantage (long) 
Organization: AOL (http://www.aol.com) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
In a message dated 97-12-14 08:30:43 EST, you write: 
 
<< AJ> Actually, it does; its just that the target of an aid ordinarily 
 AJ> _wants_ to be hit, and thus pending extreme circumstances the attack 
 AJ> roll can be assumed to be successful. 
  
 An attack roll is part of the process of making an attack.  If you do not 
 roll it, you have not made an attack. 
  >> 
 
Ummm... Check out page 57 HSR under the Power List... Look at Aid, under the 
Target column, it states "Target's DCV".  That would make Aid an 'attack 
power' requiring an Attack Roll. 
 
From: Firelynx16 <Firelynx16@aol.com> 
Date: Sun, 14 Dec 1997 22:57:16 EST 
Cc: champ-l@omg.org 
Subject: Re: Link: Disadvantage o 
Organization: AOL (http://www.aol.com) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
In a message dated 97-12-14 16:29:55 EST, you write: 
 
<< F > Limitation has therefore put you at a disadvantage.  Now, GMs must  
  F > closely  
  F > monitor characters with the Linked Disad, so they don't simply buy  
  F > another  
  F > Flash.  If that's the case, then the Linked Flash has lost it's  
  F > Limitation  
  F > value, and deserves no points.  
  F >  
  F > 'Lynx  
  F > ---  
   
 So, they don't get points for it... do they still get to take  
 it and fire the two powers at once?  
 
 50 10d EB  
 20 linked 3d Flash -1/2  
 --  
 70  and linked is valid, by your interpretation...  
   
 but, if the character has the EB in a multipower with  
 a similar Flash, then he gets no points for the Linked  
   
 50 Multipower  
  3 3d Flash  
  5 10d EB  
 30 3d Flash linked to EB -0  
 --  
 88  
   
 Right?  
   
 But wait... if the linked 3d flash isn't limited...  
 Why do I need to go and buy the 2nd 3d Flash?  
   
 I mean, if a mutant character has 3d Killing, 0END  
 (laser eye beams), and decides to get an 'Infinity  
 Inc' Laser pistol (3d Killing, 0 END, OAF)... does  
 he not get the Focus limitation, because he always  
 has a 3d RKA ready to use at 0END?  I mean, that  
 seems to be the logic you're using...  So this  
 mutant is paying 135 pts and he basicly has a  
 3d KA, 0 END....  
   >> 
 
 
Sorry for the misunderstanding... I should have said "GM should then not allow 
the Linked Flash", after "deserves no points".  In other words, if you're not 
being limited by the Limitation, it's not worth any points, and shouldn't be 
allowed.  My mistake. 
 
'Lynx 
 
From: Brian Wong <rook@shell.infinex.com> 
Subject: Re: Acrobatics in Combat 
Date: Mon, 15 Dec 1997 04:09:10 +0000 (GMT) 
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 
 
>    I've always seen the seperation of Acro. and B-fall (from the earlier 
> all-inclusive AcroBatics) to represent the more combat-useful (B-fall) 
> aspect in one, and the more non-combat or SFX useful (Acro.)  But I'm 
> probably wrong, eh? 
>  
	Hmm. 
I have trouble myself seeing how the two skills could have been grouped 
together in the first place. It's a very diferent knowledge set. 
	I for one can do Breakfall quite well. Judo training when I was 
younger and then years of going off jumps on a dirt bike but not always 
landing with the bike still under me (try having your steering wheel come 
off in mid-air, I still remember that one...) taught me to fall 
from high distances at rapid speeds and still avoid the fractures and 
broken bones the other people would get. As for straight drops; I can pull 
about a 10 foot drop before it starts to hurt. 
 
	But I in no way can do the splits, back flips an assorted gymnastic 
manuevers. 
 
From: "Sean Pavlish" <pavlish@erols.com> 
Subject: Re: My BBB's falling apart! 
Date: Sun, 14 Dec 1997 23:13:05 -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 
 
 
 
><< Right down the middle.  The spines of the books from various RPG companies 
>just don't seem to hack it anymore...  What do they do... Look for the 
>cheapest glue out there on the market? >> 
> 
>  Sometimes they do (indirectly). You see, when a company prints a book it 
has 
>to way several factors, including their cost to print the book. So logically 
>they tend to steer toward the printers whose quotes are less than the more 
>expensive printers. That saves the consumer (that's you) money because the 
>publisher can keep the retail cost a bit lower. 
> 
>  However, the down side is that in order to *give* those lower quotes, some 
>printers use lower quality materials, from the paper stock, to inks, to glue 
>for the binding. It's not something the publisher chooses, like "Hey, use 
that 
>crappy glue there. Will that save me a penny per book on printing and binding 
>costs?" <LOL> That's why when the old BBB started falling apart, the folks at 
>ICE and Hero were as shocked and displeased as anyone. 
> 
 
 
Come on now Mark.  We all know it is a conspiracy by you all at the top of the 
line to get us to buy lots of cheap books knowing full well that we will be 
back  to buy them again when they fall apart.... 
 
Uh, sprinkle lots of LOL in above message.... 
 
Sean 
 
From: Brian Wong <rook@shell.infinex.com> 
Subject: Re: Acrobatics in Combat 
Date: Mon, 15 Dec 1997 04:13:59 +0000 (GMT) 
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 
 
>  
> On Mon, 15 Dec 1997, GoldRushG wrote: 
>  
> >   Often times what I let my players do is give me "comparisons" I can relate 
> > to. Things like "I do a double back-flip like Jackie Chan did in that one 
> > scene in Armor of God VII" and I say "Okay. Make your roll."  ;) 
>  
> No way man, Jackie vs Bennie in "Dragons Forever"! 
>  
	Naw, the scene in City Hunter where he gets slammed into a video 
game machine and comes out as the girl in Street Fighter II (but the actor 
still being Jackie), then the other guy turns into Ken and starts shooting 
blasts at him. 
	But I don't know if that one's been brought over into english yet. I 
saw it in Chinese while living in asia. 
 
Date: Sun, 14 Dec 1997 22:42:42 -0600 (CST) 
X-Sender: psansone@i1.net 
From: psansone@i1.net (Sparx) 
Subject: Re: Champions 5th Edition 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
>  That brings up another question: What kind of illo would you folks like to 
>see for the cover? A collage of different scenes? A comic-booky sort of illo 
>(usually a fight scene)?  
 
Well, it depends on the book for the artwork.  If you were doing a core Hero  
System Rule Book, I would pepper it with different genres so that new people  
can see all the possibilities the game had.  If you were doing a Genre  
specific book, you want to bring the cover as close to the game as possible.  
 Ie.  SuperHero = Comic Book Look, Western = Wanted Poster Look  
 
I don't know just suggestions. 
 
>  One other note. Keep in mind that, primarily because of financial 
>considerations, we are looking at printing the Hero System rules book 
>separately, with Champions being a genre book. Champions would have the super 
>power rules in there, as well as a *much* better treatment of the genre, 
>examples, no "official universe" inside (rather examples and notes on creating 
>several different types, etc., but the Hero System "core" rules would be in 
>the Hero System rules book. 
 
Actually this is a great idea.  Keep in mind though that by doing this it  
suggests you will be putting out other genre books.  Not just the core book  
and the hero book :)  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: Sun, 14 Dec 1997 22:44:18 -0600 (CST) 
X-Sender: psansone@i1.net 
From: psansone@i1.net (Sparx) 
Subject: Re: Cardboard Heroes 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
>  Since it seems that the majority of folks (onthis list, anyway) would like 
>to see more cardboard minis, let me ask you this: Would you be willing to pay 
>an extra $2 for a book that had them included? 
> 
>  Mark @ GRG 
 
Of course, I'd paid two extra bucks for some good card board heroes.  What I  
mean by good would be a front and back, decent artwork and something that  
wouldn't fall apart the first time one of my players spilt of glass of soda  
on them.  Happens you know.  And more then just heroes, sci-fi characters,  
westerns, police, agents, etc...  Looking for the works here.  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: Sun, 14 Dec 1997 22:46:54 -0600 (CST) 
X-Sender: psansone@i1.net 
From: psansone@i1.net (Sparx) 
Subject: Re: PART 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
>  The supplement will also include some new villains (from the "PART case 
>files"), a few new skills, some tips on playing and GMing PART adventures, 
>creating PART PCs (in case some folks go for that sort of thing), PART tactics 
>(just how *do* they capture and transport those supervillains?), some PART- 
>based adventures, NPC write-ups of PART personnel, and so on. 
 
I'm looking for it already.  I love things like this myself.  I ran  
something along these lines, I had the Guardians which were my version of  
PART it sounds like.  It was a fun game, but I stuck with SuperHero because  
it is what my players wanted at the time, I'm still interested in trying to  
get another game going along those lines and PART sounds perfect.  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: Mon, 15 Dec 1997 00:02:25 -0500 (EST) 
From: Michael Surbrook <susano@access.digex.net> 
cc: champ-l@omg.org 
Subject: Re: Acrobatics in Combat 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Sun, 14 Dec 1997, Bob Greenwade wrote: 
 
> >>   One "simplified" way to handle Acrobatics in combat is to have the player 
> >> make an Acrobatics Skill Roll for his PC, and use the Complementary 
> Skill roll 
> >> rules. I.e., for every 2 full points he makes the roll by, give him +1 
> Combat 
> >> Level to be applied to OCV or DCV (player's choice) for that Action/Phase. 
> >> What do you think? 
> > 
> >That has the potential to become highly unbalancing for a three point 
> >skill. 
> > 
> >Any DEX 29-31 martial artist will have a 15- Acrobatics and since the 
> >average of 3d6 is 11, routinely get +2 to his CV *every* Phase.  For only 
> >3 points! 
>  
>    I think it could still work if a failure means that the character falls 
> his Acrobatics Roll, cannot make an attack that Phase, is at half DCV, and 
> must spend a half Phase the next Phase to get up. 
 
Then also consider this, 14- is close to (or above) 75%, while 15- is 
hitting 90% (I think).  In most 250 point martial artists have DEX of 24+, 
usually 26+, meaning that they will be getting a nice bennie at *low* 
risk.  If you want that, buy some CSLs with a limitations "must make 
Acrobatics roll". 
 
*************************************************************************** 
* "'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: Pat10355 <Pat10355@aol.com> 
Date: Mon, 15 Dec 1997 00:07:10 EST 
Subject: Greetings II: Revenge of Greetings 
Organization: AOL (http://www.aol.com) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
Hello, 
 
I've just joined the mailing list and I wanted to quickly introduce myself. 
I'm Patrick Sweeney, a Champions player since the very first edition and the 
author of the forthcoming San Angelo: City of Heroes campaign book from Gold 
Rush Games. 
 
I can tell this is an extremely active list -- I've already gotten several 
dozen e-mails and I only joined a couple of days ago. 
 
No big queries or commentary yet ... I expect you'll have some for me once the 
book comes out in January, and I'm looking forward to your feedback. I just 
wanted to say hi. Oh, and to apologize for accidentally sending my subscribe 
message to the mailing list instead of the owner. <doh!> 
 
Patrick Sweeney 
San Angelo: City of Heroes 
 
Date: Sun, 14 Dec 1997 23:08:05 -0600 (CST) 
X-Sender: psansone@i1.net 
From: psansone@i1.net (Sparx) 
Subject: Re: Greetings 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
>Yeah, there was a bad batch of books printed way back. But from what I 
>heard at the time, if you sent your book back to ICE, they replaced it, 
>which seems fair. I bought mine when it first came out, but mine hasn't 
>fallen apart, so I don't think all of them were poorly done. 
> 
>-Nic 
 
Yeah, my book fell apart and a nice letter to ICE got me a new BBB.  I found  
this very professional and appreciated it greatly.  Part of a good business  
is making sure you stand behind your product.  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: Mon, 15 Dec 1997 00:14:33 -0500 (EST) 
From: Tokyo Mark <bastet@iquest.net> 
X-Sender: bastet@iquest7 
cc: champ-l@omg.org 
Subject: Re: Avengers vs. X-Men 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
> Oh, yeah, that.  I hadn't ever heard of that before the recent issue I 
> picked up... she's hunting for Gambit in (I believe) Antarctica and 
> mentions that it's buzzing like crazy... and that it had been inactive for 
> a *long* while. 
 
Must have an 8- roll;) 
 
>  
> Does Mjolnir come back every time he throws it?  (Straight EB, OAF)  Or is 
> it sometimes caught/deflected? 
 
It's been deflected but it seems to nearly always return.  In fact, 
Juggernaut once stopped the hammer short of hitting him, then grabbed the 
hammer and let it pull him back to Thor, using the veolcity to add to his 
strength and sending Thor through several trains.  I've always liked 
Juggy. 
 
 
TokyoMark 
 
Date: Sun, 14 Dec 1997 23:15:55 -0600 (CST) 
X-Sender: psansone@i1.net 
From: psansone@i1.net (Sparx) 
Subject: Re: Acrobatics in Combat 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
>  One "simplified" way to handle Acrobatics in combat is to have the player 
>make an Acrobatics Skill Roll for his PC, and use the Complementary Skill roll 
>rules. I.e., for every 2 full points he makes the roll by, give him +1 Combat 
>Level to be applied to OCV or DCV (player's choice) for that Action/Phase. 
>What do you think? 
 
I play my game by this as well provided the player has good reasoning behind  
the maneuver.  I also don't allow every player to run around with  
Acrobatics.  I also throw the added risk in it, for every full two you miss  
the roll by you suffer -1 OCV or DCV depending on what you were going to add  
it to.  If you roll an 18 on the Acrobatics roll you halve both OCV and DCV  
for the phase, you messed up big!  Just my rule for Acrobatics, but it works  
pretty well.  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: Mon, 15 Dec 1997 00:18:50 -0500 (EST) 
From: Tokyo Mark <bastet@iquest.net> 
X-Sender: bastet@iquest7 
cc: champ-l@omg.org, sengoku@dryland.mandarin.org 
Subject: Re: Ninjato 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
>   According to some sources, some ninja were descended from samurai clans, and 
> thuis already had access to weapons and such. As far as stealing, of course 
> that was the case on occasion. Once the ninja became a stronger "political" 
> force, however (ca. 14th-16th centuries, I believe), they had money from their 
> patrons to sustain them, not to mention their own artisans and craftsmen. 
>  
>   And to get back to the original point, the ninjato were straighter (although 
> not perfectly straight) because they were easier and less expensive to make 
> than the high-quality katana/tachi and wakizashi. Ninja considered the ninjato 
> a tool, not a piece of art. 
 
It's been interesting comparing this discussion with what I already knew 
of the katana and ninjato.  I originally started this by commenting that I 
didn't think the ninjato should have the +1 stun mult since that made it a 
superior sword to the katana.  Gold Rush has seemed to agree with this and 
while Rat disagreed, his comments, especially all the comparisons that 
made the ninjato sound pretty much like a katana with a slightly different 
look.  So, I'm going to go ahead and adjust it to match a katana for games 
I run. 
 
TokyoMark 
 
 
Date: Sun, 14 Dec 1997 23:21:04 -0600 (CST) 
X-Sender: psansone@i1.net 
From: psansone@i1.net (Sparx) 
Subject: Gold Rush Games Mailing List??? 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
><< Wow, I like this new emphasis on Genre books...>> 
> 
>  This is just the tip of the iceburg, folks. I've been promising for quite 
>some time that we're going to be revitalizing the Hero System line. Very soon 
>you're going to start seeing the fruits of all our labor. We aim to please, 
>and I certainly hope that you like what's coming, because we have quite a bit 
>planned for next year. ;) 
> 
>  Mark @ GRG 
 
I'm reading this, and I'm thinking, "This sounds great, but WHEN!!!"  Now I  
know nothing is immediate in the world of instant gratification that I want  
to live in, but is there some way to get on a mailing list that would send  
out product info?  Release Dates?  Ads?  I'd prefer snail mail, e-mail is  
ok, and yes, I could always go to the web site.  I was just curious.  I was  
starting to give up on any new Hero Products and you've kind of got the hope  
going again.  I know I could always receive info here on the mailing list,  
but when I go to the gaming shop I go to and say, they said on the InterNet  
that this is out, they look at me clueless, usually, because I'm rushing to  
the store before the release day.  Thanks 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: Sun, 14 Dec 1997 23:22:53 -0600 (CST) 
X-Sender: psansone@i1.net 
From: psansone@i1.net (Sparx) 
Subject: Re: Special Offers to the list 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
>  Would the list lurkers here be in favor of occasional special offers on Hero 
>products if we were to do that? Something akin to "No shipping on orders" or a 
>slight discount? We're considering starting seasonal or holiday-themed sales 
>and I wanted to get feedback from folks here on the idea. 
> 
>  Mark @ GRG 
        
Of course I'd want special offers.  How could I pass that up, I'm still not  
done getting every Hero Book I want :)  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: Sun, 14 Dec 1997 21:26:26 -0800 
From: Rick Holding <rholding@ActOnline.com.au> 
Subject: Re: Extra Time on a Triggere 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
Opal wrote: 
 
>  
> I believe it's halved...  If it isn't officially, you can always 
> declare a variant to that effect. 
>  
> Note that, but default, Trigger effects the item/person it's put 
> on... In this case, the *needle* is going to be drugged... :) 
> You have to buy AE, with a limitation that it only affects the 
> one target, to get around this (well, UBO or UAO, or something 
> might work)  (darn, I have to get a new HSR!  practically 
> memorized just isn't quite the same) 
 
	You sure about this?  I couldn't see anything in the  
write-up about that.  I put a trigger on an energy blast.  You are  
saying that because I did that, I lose the ranged aspect of the  
blast? 
 
	I think the above device has been brought with a trigger  
but also as a foci.  Hence, the mixing and loading of the needle,  
which takes 5 minutes, has already been done and all that remains  
is injecting it. 
--  
----------------------------------------------------------- 
Ricky Holding    Email: rholding@ActOnline.com.au 
Work is only there to give us time to talk about play 
----------------------------------------------------------- 
 
From: GoldRushG <GoldRushG@aol.com> 
Date: Mon, 15 Dec 1997 00:31:43 EST 
Subject: Fwd: Ninjato 
Organization: AOL (http://www.aol.com) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
  Here is a reply to the ninjato thread that I sent to the Sengoku list. 
 
  Mark @ GRG 
---------------------------------------------- 
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From: tanuki@takamori.southern.co.nz (Dorian Davis) 
To: sengoku@dryland.mandarin.org 
Date:          Mon, 15 Dec 1997 14:05:07 GMT-13 
Subject:       Re: Ninjato 
Reply-To: sengoku@dryland.mandarin.org 
Priority: normal 
X-mailer: Pegasus Mail v3.22 
Content-type: text/plain; charset=US-ASCII 
Content-transfer-encoding: 7bit 
 
Haifuku 
 
Mark, replying to ? writes: 
 
> <<, "Ninjato" can be either a specific type of sword, or literally 
> "ninja sword", a sword owned and used by a ninja. *Some* ninjato 
> (the second meaning) were converted from katana, and many of them 
> had their blades straightened in the conversion. >> 
 
Ninjato?  Should be ninja ken, or shinobigatana. 
 
> If you were to "straighten" a traditional katana, whether by 
> heating and pressure, or whatever, you'd ruin the blade! That's the 
> most ridiculous thing I've heard in a long time. 
 
First I've heard of it.  Once the sori (curvature) is set, it can't 
be altered (unless, of course, the sword is reduced to a molten mass 
of metal again). 
 
> And to get back to the original point, the ninjato were straighter 
> (although not perfectly straight) because they were easier and less 
> expensive to make than the high-quality katana/tachi and 
> wakizashi. Ninja considered the ninjato a tool, not a piece of art. 
 
Shinobigatana were usually "home" forged 'straight' slabs of steel, 
with a single cutting edge.  Their length was kept short to facilitate 
fighting in close quarters; and to allow the wearer to move quickly 
and silently in cramped spaces. 
 
The blade had to be utilitarian because it was also used to cut 
through, or pry open, doors, hatches, or windowframes.  The 
less-refined cutting edge meant that the swordsman relied more on 
body weight in motion behind the sword; and typical techniques were 
slamming stabs and sawing, dragged-edged cuts.            To keep silent and 
act wise/ Still not as good 
             as drinking sake/ Getting drunk and weeping. 
                      Otomo no Tabito (665 - 731) 
              
                                                    
 
 
 
Date: Sun, 14 Dec 1997 23:00:18 -0700 
From: Curtis Gibson <mhoram@relia.net> 
Subject: Re: Lesson in humility (and irony) 
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: 
>  
> Curtis Gibson wrote: 
>  
> > After the fight I asked about the monstrosity the GM built and was 
> > informed "I didn't built it, you did. I just used your writeup of the 
> > psycho Cat and added a few things for Special Effects."  oops. 
> > 
> > Now, you tell me, is it fair to use a that thing  I built (a little, no 
> > a lot munchkin) back on us. 8) 
>  
>    Not only was it fair, it was commendable!  
 
Sorry. I thought I had put enough sarcasm in my original post. The "was 
it fair" line was meant tounge firmly in cheek. Even as a player I 
appreciated the irony of the team being beat up by a monstrosity that I 
thought was perhaps a little excessive, then finding out that _I_ had 
built it. Hoist by my own petard. 8) 
 
 
> 
 First of all, you had GM 
> approval to run the character yourself in the first place; not even all 
> NPCs would have GM OK as PCs.  
 
Actually it was a PC, that turned villian, so I ran the villian part of 
the plot. 
 
> Secondly, and most importantly, it was 
> fine storytelling, as he took an element from the game and developed it 
> further.  This is what a lot the less imaginative games lack.  Some 
> games will have an adventure, run it through, then never hear of it 
> again; bringing back characters, events and reprecussions from the past 
> help players feel more connected to their world, and lets them know that 
> their prescence makes a difference.  Okay, not always a positive one.... 
 
I agree totally. In my many years of playing champs, my current GM is 
one of the two best I have ever run. He has a true sense of story and 
development.  
 
--  
-Mhoram 
Why is it a penny for your thoughts, but you have to put your 
 two cents in. Somebody's makin' a penny somewhere. -Stephen Wright 
 
Date: Mon, 15 Dec 1997 00:12:35 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: That's What I Want... 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
> 
> Why do I not 'grasp' that Absorption provides no 'defense', Mr. Gilbert? 
> Because it DOESN'T MAKE ANY SENSE, that's why! Sheesh indeed! 
 
	First of all.  IT'S GILBERG!  NOT GILBERT!  GILBERG!  YOU HEAR! 
 
	Okay, then.  Now that issue's cleared, we can move on. 
 
> Because Absorption doesn't _block_ or 'redirect' damage like armor or force 
> fields. It _transforms_ it from damaging 'power' to useful 'power'. It 
> should never have a _chance_ to do damage! 
 
	That's _one_ interpretation and SFX of the power provided in the 
HSR.  There very well could be others that do not fit the above.  Why does 
everything have to work like the one you have? 
 
> To show how _bad_ the 'armor up to absorption roll' idea is, let's consider 
> knockback. Why, if 'effectively' I've just 'absorbed' an attack, should I 
> take any knockback from it? That's right, I shouldn't. So I not only have to 
> buy and Armor kludge, but a Knockback Resistance kludge as well! 
 
	Um.  Only fair.  Absorption is cheap enough as it is.  And for 
many SFX, the absorption does hit and affect. 
 
> PLUS, look at the costs involved. Absorption = 5 points/die. Aid = 5 points 
> per die. I'm paying (currently) AS MUCH as I am for Aid, while getting: 
> 
> A.) The same upper limit 
> B.) No personal control over the increase of my 'aided' power 
> C.) Increases dependant on the strength of the attack 
> D.) END free Aid. 
 
	Well, actually, this was one of the changes that are to occur in 
the Champions rules.  Aid will become a 10 pts/die power.  AID is 
underpriced and broken, so of course Absorption will seem to expensive. 
 
> Sorry, but IMO, the '0 END' componant of Absorption DOES NOT balance out the 
> two other conditions. Why does Absorption EXIST AT ALL??? I could just as 
> easily do this: 
> 
> XD6 Aid, 0 END (+1/2), Persistant (+1/2), Only when hit by a power fitting 
> 'Y' SFX (-1/2), Dice of Aid limited by DC of attack (-1/2). 
> 
> It's virtually the SAME construct, with the same conditions. Please, if you 
> can, _justify_ to me the existance of Absorption at all, given that it 
> operates identically to this Aid construct. 
 
	Actually, I've always thought that one could do it exactly this 
way.  Sort of like Gliding being unnecessary with its similarity to 
Flight. 
 
> Now, back to Absorption acting in a 'damage transformation' manner. Watch 
> how easy this is: for every die of Absorption, you REMOVE one DC of damage 
> from the attack. So if someone with 8D6 Absorption gets hit with a 10D6 
> attack, only 2 damage dice are rolled - everything else gets 'absorbed'. 
 
	Nice, but very, very effective.  Over effective, really. 
 
> Then, you roll the dice of absorption (up to the maximum) to find out how 
> many 'CPs' are absorbed. Clean, simple, and actually has a reason for 
> existance - but don't mistake it for a cheap defense!! It's JUST as 
> expensive as Energy Blast, on a dice for dice basis. Buying 12D6 Absorption 
> is as expensive as buying 40 points of Resistant PD or ED, or 60 points of 
> non-resistant. 40 rPD will stop a 4D6 RKA or 12D6 Energy Blast just as cold, 
> though it has admittedly little effect on Knockback. 
 
	Yeah, but for the same cost you are also getting free AID to 
certain powers or characteristics.  And the free KB resist isn't minor. 
It works out to be about 1" per die.  KB can have major effects in games. 
 
> In other words, having Absorption operating as a defense _separates_ it from 
> being just an Aid kludge, and makes it operate a lot more like the way 
> 'comic book absorption' does, without resorting to extra, exotic add-on powers. 
 
	Some Comic Book absorption.  There are other genres, but I'll 
assume you ignore those for now. 
 
> 
> An additional note on the 'armor up to absorption roll' - it isn't enough. 
> If I've got 12D6 Absorption, I doubt I'll ever see an absorption roll over 
> 12. Considering that a _lot_ of the absorbtion going on in comic books is 
> 'total', an extra 12 rPD just doesn't cut it. I'd need a HUGE Absorption to 
> get the additional defenses 'required' to simulate the effect. 
 
	Um.   Then take a lesser defense.  Heck, just buy defense with the 
SFX of being absorbed. 
 
> Can you not understand the meaning of the word Absorb? I'll pull out my 
> dictionary and rattle off some of the meanings for you: 
> 
> 1.) to swallow up the identity or individuality of 
> 2.) to engross wholly 
> 3.) to suck up or drink in 
> 4.) to take up or recieve in by chemical or molecular action 
> 5.) to take in without echo or recoil 
 
 
	Um.  Your point?  A dictionary definition is not rules, nor should 
it be.  Look up the definition of energy and blast while you're at it.  Or 
missile deflection.  Or many of the other powers in Hero that don't fit a 
Webster's definition of their names.  The name is just that, a name.  It 
describes a set of game effects.  Use the game effects of various powers 
to make up a SFX.  That's the Hero System.  You should have gotten that 
back in 101.  I'm afraid you're going to have to repeat that class. 
 
 
 
			-Tim Gilberg 
 
From: GoldRushG <GoldRushG@aol.com> 
Date: Mon, 15 Dec 1997 02:01:19 EST 
Subject: GRG Product List 
Organization: AOL (http://www.aol.com) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
  I thought folks on the list would like to know what we have to offer, what's 
in the works (indicated by a "TBA" or a release date in the left column) and 
also to know what's out of print (in book form). I beg forgieveness in advance 
from those who don't want this info. 
 
  Mark @ GRG 
-------------------------------------------------------- 
PRODUCT LIST w/ISBN 
 
Release	Stock#	ISBN	Title	Price 
 
BLACK GATE PUBLISHING 
	BG2000	0-9641722-0-8	Legacy: War of Ages RPG	25.00 
	BG2100	0-9641722-1-6	Blades: Immortal Steel	18.00 
TBA	BG2110	TBA	Sentinels: Mortal Enemies	18.00 
TBA	BG3000	TBA	Warlock: Black Spiral	25.00 
 
CRUNCHY FROG / NIGHTSHIFT GAMES 
	CF1700	N/A	Hidden Invasion RPG	19.95 
	CF1701	N/A	Things To Come	14.95 
TBA	TBA	TBA	Vampire Hunter$	TBA 
	CF3000	N/A	Critter Commandos	 7.95 
	CF3100	N/A	Critter-Tek	14.95 
	CF1000	N/A	Duel RPG	 7.95 
	CF0050	N/A	Voidstriker	 8.95 
	CF5000	N/A	$tar Corp$: Call to Battle!	 9.95 
	CF200A	N/A	Toy War 2: The Next Generation	 4.95 
 
LICENSED HERO SYSTEM BOOKS 
	H100	1-890305-00-6	Heroic Adventures Vol. 1	16.00 
	H101	1-890305-01-4	Heroic Adventures Vol. 2	16.00 
TBA	H102	1-890305-07-3	Heroic Adventures Vol. 3	16.00 
TBA	H103	1-890305-09-X	Crime & Crime Again	16.00 
Spr'98	H104	1-890305-08-1	Sands of Time	16.00 
Dec'97	H300	1-890305-03-0	San Angelo: City of Heroes	25.00 
TBA	H301	1-890305-13-8	Enemies of San Angelo	16.00 
TBA	H302	1-890305-14-6	Denizens of San Angelo	16.00 
TBA	H303	TBA	San Angelo Map Book	16.00 
TBA	H304	TBA	San Angelo Adventures	16.00 
 
HERO GAMES 
	HG406	1-55806-082-0	The Zodiac Conspiracy	11.00 
	HG410	1-55806-104-5	Kingdom of Champions	18.00 
	HG411	1-55806-109-6	Champions in 3-D	16.00 
	HG418	1-55806-123-1	Champions Presents	14.00 
	HG420	1-55806-160-6	Normals Unbound	13.00 
	HG422	1-55806-173-8	Hi Tech Enemies	13.00 
	HG423	1-55806-177-0	Dark Champions	20.00 
	HG424	1-55806-178-9	Champions Presents #2	15.00 
	HG426	1-55806-181-9	Shadows of the City	15.00 
	HG427	1-55806-183-5	Allies	13.00 
	HG428	1-55806-186-X	The Mutant File	13.00 
	HG429		Creatures of the Night	13.00 
	HG430	1-55806-194-0	Justice, Not Law	15.00 
	HG431	1-55806-197-5	Underworld Enemies	13.00 
	HG433	1-55806-206-8	Murderer's Row	13.00 
	HG434	1-55806-208-4	Corporations	14.00 
	HG436	1-55806-212-2	Golden Age Champions	20.00 
	HG437	1-55806-220-3	Pyramid in the Sky	16.00 
	HG438	1-55806-223-8	Hudson City Blues	16.00 
	HG439	1-55806-227-0	Enemies For Hire	15.00 
	HG440	1-55806-230-0	Enemies Assemble!	15.00 
	HG441	1-55806-242-4	Atlantis	15.00 
	HG442	1-55806-248-3	Watchers of the Dragon	20.00 
	HG451		Champions Deluxe (w/o disk)	35.00 
	HG500		Hero System Rulebook	20.00 
	HG501	1-55806-095-2	Ninja Hero	17.00 
	HG504	1-55806-118-5	Western Hero	20.00 
	HG507	1-55806-168-1	Hero Bestiary	18.00 
	HG511	1-55806-225-4	Hero System Almanac 2	15.00 
 
PROPAGANDA PUBLISHING 
	PP9000	N/A	Shattered Sky RPG	16.00 
	PP9001	N/A	Shattered Sky GM Screen	11.95 
 
SENGOKU 
Dec '97	S100	1-890305-10-3	Sengoku: Chambara Role-playing in Feudal 
Japan	25.00 
TBA	S101	1-890305-11-1	Shadows of Nihon	16.00 
TBA	S102	1-890305-12-X	The Middle Kingdom	16.00 
TBA	S103	TBA	Magic Sourcebook	16.00 
TBA	S104	TBA	Sengoku GM Screen	15.00 
 
LICENSED TRAVELLER BOOKS 
TBA	T100	1-890305-04-9	New Voyages Vol. 1: The Kargol Confederation	16.00 
TBA	T101	1-890305-05-7	New Voyages Vol. 2: Derelict!	16.00 
TBA	T102	1-890305-06-5	New Voyages Vol. 3: The Phoenix Foundation	16.00 
TBA	T103	TBA	New Voyages Vol. 4: Starship Yakaze	16.00 
 
USAGI YOJIMBO 
Dec'97	U100	1-890305-02-2	Usagi Yojimbo RPG	16.00 
 
WINGNUT GAMES 
	WG3000	N/A	Battle Cattle	7.95 
	WG2100  N/A	OG: The Role Playing Game	7.95 
 
OUT OF PRINT 
	CS001	N/A	Cyberpunk: Night City Trax 
	HG022	0-915795-63-9	Super Agents 
	HG032	0-915795-94-9	Wings of the Valkyrie 
	HG050	1-55806-056-1	Star Hero 
	HG402	1-55806-041-3	Mind Games 
	HG403	1-55806-044-8	Classic Enemies 
	HG404	1-55806-046-4	Challenges For Champions 
	HG405	1-55806-075-8	Mystic Masters 
	HG407	1-55806-049-9	Invasions: Target Earth 
	HG408	1-55806-101-0	Day of the Destroyer 
	HG413	1-55806-112-6	Alien Enemies 
	HG414	1-55806-114-2	The Olympians 
	HG416	1-55806-119-3	Classic Organizations 
	HG417	1-55806-120-7	European Enemies 
	HG419	1-55806-157-6	Champions of the North 
	HG421	1-55806-167-3	Champions Universe 
	HG425	1-55806-179-7	VIPER 
	HG432	1-55806-204-1	An Eye for an Eye 
	HG450	1-55806-043-X	Champions (softcover) 
	HG451D		Champions Deluxe w/HeroMaker 
	HG502	1-55806-102-9	Fantasy Hero 
	HG503	1-55806-104-5	Fantasy Hero Companion I 
	HG505	1-55806-152-5	Cyber Hero 
	HG506		Fantasy Hero Companion II 
	HG508	1-55806-184-3	Hero System Almanac I 
	HG509	1-55806-203-3	Horror Hero 
	HG510	1-55806-215-7	The Ultimate Martial Artist 
	HG512	1-55806-232-7	The Ultimate Mentalist 
 
Heroic Adventures, Sengoku: Chambara Roleplaying in Fuedal Japan, New Voyages, 
Night City Trax and San Angelo: City of Heroes are trademarks of Gold Rush 
Games. Fuzion is a trademark of The Fuzion Group and used uder license. 
Champions and the Hero System are trademarks of Hero Games and used under 
license. Cyberpunk is a trademark of R. Talsorian Games, Inc. and used under 
license. Traveller is a trademark of Far Future Enterprises and used under 
license. Legacy is a trademark of Black Gate Publishing and used under 
license. Usagi Yojimbo is a trademark of Usagi Studios and used under license. 
Battle Cattle and OG are trademarks of Wingnut Games. Shattered Sky is a 
trademark of Propaganda Publishing. 
 
Date: Mon, 15 Dec 1997 02:14:19 -0500 (EST) 
X-Sender: jprins@interhop.net 
From: jprins@interhop.net (John and Ron Prins) 
Subject: Re: That's What I Want... 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
>> Why do I not 'grasp' that Absorption provides no 'defense', Mr. Gilbert? 
>> Because it DOESN'T MAKE ANY SENSE, that's why! Sheesh indeed! 
> 
>	First of all.  IT'S GILBERG!  NOT GILBERT!  GILBERG!  YOU HEAR! 
 
Oops, I usually don't do that ^_^. 
> 
>	Okay, then.  Now that issue's cleared, we can move on. 
> 
>> Because Absorption doesn't _block_ or 'redirect' damage like armor or force 
>> fields. It _transforms_ it from damaging 'power' to useful 'power'. It 
>> should never have a _chance_ to do damage! 
> 
>	That's _one_ interpretation and SFX of the power provided in the 
>HSR.  There very well could be others that do not fit the above.  Why does 
>everything have to work like the one you have? 
 
It doesn't. But it's probably easier (and cleaner!) to limit a single power 
to create sub-effects than use several powers in kludgy conjunction. 
 
>> To show how _bad_ the 'armor up to absorption roll' idea is, let's consider 
>> knockback. Why, if 'effectively' I've just 'absorbed' an attack, should I 
>> take any knockback from it? That's right, I shouldn't. So I not only have to 
>> buy and Armor kludge, but a Knockback Resistance kludge as well! 
> 
>	Um.  Only fair.  Absorption is cheap enough as it is.  And for 
>many SFX, the absorption does hit and affect. 
 
Absorption is cheap?? Since when? Compared to Aid, it's grossly expensive 
and practically useless. 
> 
>> PLUS, look at the costs involved. Absorption = 5 points/die. Aid = 5 points 
>> per die. I'm paying (currently) AS MUCH as I am for Aid, while getting: 
>> 
>> A.) The same upper limit 
>> B.) No personal control over the increase of my 'aided' power 
>> C.) Increases dependant on the strength of the attack 
>> D.) END free Aid. 
 
And E.) 1/3 the result of a like-diced Aid 
 
>	Well, actually, this was one of the changes that are to occur in 
>the Champions rules.  Aid will become a 10 pts/die power.  AID is 
>underpriced and broken, so of course Absorption will seem to expensive. 
 
Then what happens to the price of Transfer? IMHO it's overpriced...sure, you 
rob an opponant while Aiding yourself, but first you need a handy 
opponant...Transfer should at least have no 'drain' cap (not sure if it 
currently does, but it seems implied). 
 
>> Sorry, but IMO, the '0 END' componant of Absorption DOES NOT balance out the 
>> two other conditions. Why does Absorption EXIST AT ALL??? I could just as 
>> easily do this: 
>> 
>> XD6 Aid, 0 END (+1/2), Persistant (+1/2), Only when hit by a power fitting 
>> 'Y' SFX (-1/2), Dice of Aid limited by DC of attack (-1/2). 
>> 
>> It's virtually the SAME construct, with the same conditions. Please, if you 
>> can, _justify_ to me the existance of Absorption at all, given that it 
>> operates identically to this Aid construct. 
> 
>	Actually, I've always thought that one could do it exactly this 
>way.  Sort of like Gliding being unnecessary with its similarity to 
>Flight. 
 
So you agree with me (in principle) that the Absorption construct is 
redundant. 3D6 of the above Aid is as good as 9D6 of the regular 
'Absorption', provided you rate the Aid to '1 die per 3 DC of attack'. 
 
>> Now, back to Absorption acting in a 'damage transformation' manner. Watch 
>> how easy this is: for every die of Absorption, you REMOVE one DC of damage 
>> from the attack. So if someone with 8D6 Absorption gets hit with a 10D6 
>> attack, only 2 damage dice are rolled - everything else gets 'absorbed'. 
> 
>	Nice, but very, very effective.  Over effective, really. 
 
Possibly, though it could go up to 10 points a die, which, IMHO, would be 
fair. And of course it should be 'Looking Glass' or 'STOP Sign'. 
 
>> Buying 12D6 Absorption 
>> is as expensive as buying 40 points of Resistant PD or ED, or 60 points of 
>> non-resistant. 40 rPD will stop a 4D6 RKA or 12D6 Energy Blast just as cold, 
>> though it has admittedly little effect on Knockback. 
> 
>	Yeah, but for the same cost you are also getting free AID to 
>certain powers or characteristics.  And the free KB resist isn't minor. 
>It works out to be about 1" per die.  KB can have major effects in games. 
 
Not a hell of a lot of Aid, though. Functionally only 25% of a like-diced 
Aid. And I don't think KB is 1" per die of attack. More like 1/2" per die. 
 
>> In other words, having Absorption operating as a defense _separates_ it from 
>> being just an Aid kludge, and makes it operate a lot more like the way 
>> 'comic book absorption' does, without resorting to extra, exotic add-on 
>> powers. 
> 
>	Some Comic Book absorption.  There are other genres, but I'll 
>assume you ignore those for now. 
 
No, I assume that you can just limit the Absorption power to generate 
discrete effects if you want. As it stands, Absorption is redundant in the 
face of Aid. At least this 'absorption as a defense' idea makes Absorption a 
'separate' power - and isn't HERO about having (mostly) unique powers with 
which to fit the special effects? 
 
>> An additional note on the 'armor up to absorption roll' - it isn't enough. 
>> If I've got 12D6 Absorption, I doubt I'll ever see an absorption roll over 
>> 12. Considering that a _lot_ of the absorbtion going on in comic books is 
>> 'total', an extra 12 rPD just doesn't cut it. I'd need a HUGE Absorption to 
>> get the additional defenses 'required' to simulate the effect. 
> 
>	Um.   Then take a lesser defense.  Heck, just buy defense with the 
>SFX of being absorbed. 
 
A possibility, but it doesn't 'feel' right. 
 
>> Can you not understand the meaning of the word Absorb? I'll pull out my 
>> dictionary and rattle off some of the meanings for you: 
>> 
>> 1.) to swallow up the identity or individuality of 
>> 2.) to engross wholly 
>> 3.) to suck up or drink in 
>> 4.) to take up or recieve in by chemical or molecular action 
>> 5.) to take in without echo or recoil 
> 
> 
>	Um.  Your point?  A dictionary definition is not rules, nor should 
>it be.  Look up the definition of energy and blast while you're at it.  Or 
>missile deflection.  Or many of the other powers in Hero that don't fit a 
>Webster's definition of their names. 
 
They most certainly do! An energy blast is a blast of energy. Missile 
deflection is the deflection of missiles (broadened to most ranged attacks). 
Desolidification lets the user become non-solid. Suppress supresses a power. 
Why doesn't the Absorbtion power absorb?  
 
>Use the game effects of various powers 
>to make up a SFX.  That's the Hero System.  You should have gotten that 
>back in 101.  I'm afraid you're going to have to repeat that class. 
 
You keep chanting that like a mantra. Look, if my idea is so damn wacky, 
then why have previous editions had Absorption as a defense? Yes, it was 
changed, but that doesn't mean that the change was RIGHT. Nor does it mean 
that the old power was right either - it just means that I think the whole 
thing should be re-examined in the light of a potential 5th edition. I got 
class 101, probably better than you did, because I've moved up to 422 
'Re-examining the assumptions behind the various powers'. Maybe you missed 
that course. 
 
<Everyone else: Sorry if this is getting a little nasty, but that's the 
second time Gilberg has accused me of 'not grasping the fundamentals of 
HERO', like the mechanics were some sort of sacred cow that cannot be 
improved, and if I could just grasp the whole power/SFX thing that 
everything would be okay. Well, then why are we all still arguing about 
Linked and Slipperyness if the system is so perfect??> 
 
----------------------------------------------------------------------------- 
"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: GoldRushG <GoldRushG@aol.com> 
Date: Mon, 15 Dec 1997 02:18:45 EST 
Subject: Re: Acrobatics in Combat 
Organization: AOL (http://www.aol.com) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
<< But I still want the palyer to describe to me in some detail what amazing 
acrobatic feat he's performing to get this bonus.>> 
 
  Then give him +1 for every 2 points he makes the roll by. ;) 
 
  Mark @ GRG 
 
From: GoldRushG <GoldRushG@aol.com> 
Date: Mon, 15 Dec 1997 02:22:09 EST 
Subject: Re: Acrobatics in Combat 
Organization: AOL (http://www.aol.com) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
<< But I still want the palyer to describe to me in some detail what amazing 
acrobatic feat he's performing to get this bonus.>> 
 
  Doh! I meant to reply, "Then give him +1 for ever 4 points he makes it by if 
he refuses to the maneuver."  ;) 
 
  Seriously, though, one thing about RP games is that many players don't 
really *know* what their characters can do, at least not in real world terms. 
For instance, I may have Computer Programming 8- in the real world, but if my 
character has a 14- in it, I'd be fluffing my way through any descriptions my 
GM asked me for. 
 
  Often times what I let my players do is give me "comparisons" I can relate 
to. Things like "I do a double back-flip like Jackie Chan did in that one 
scene in Armor of God VII" and I say "Okay. Make your roll."  ;) 
 
  Mark @ GRG 
 
From: GoldRushG <GoldRushG@aol.com> 
Date: Mon, 15 Dec 1997 02:24:12 EST 
Subject: Re: Champions 5th Edition 
Organization: AOL (http://www.aol.com) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
<< Of course, if you wanted it to sell out in the millions, get Jim Lee 
to do the cover... >> 
 
  At this point if it would sell more books.... 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
  ...nah! 
 
  <LOL> 
 
  Mark @ GRG 
 
From: GoldRushG <GoldRushG@aol.com> 
Date: Mon, 15 Dec 1997 02:29:17 EST 
Subject: Re: Art in GRG's Hero books 
Organization: AOL (http://www.aol.com) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
  Just so some folks know (in advance), the artists we're using include: 
 
  Steve Bryant  (of FASA fame) 
  Storn Cook (of Hero & Star Wars RPG fame) 
  Albert Deschesne 
  Louis Frank (anyone read "Haymaker!"?) 
  Bryce Nakagawa 
  Greg Smith (of Hero fame) 
 
  We're also looking for additional artists for future books, so if you know 
someone who'd be interested in illustrating for us have them drop us a line. 
We currently pay $100 per published page (i.e, $25 for each 1/4-page illo) for 
publishing rights. 
 
  Mark @ GRG 
 
Date: Sun, 14 Dec 1997 23:39:26 -0800 
From: Captain Spith <cptspith@teleport.com> 
Reply-To: cptspith@teleport.com 
Subject: Re: [Fwd: Ha! I KNEW it!! Magic is EVIL!!!] 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
Bob Greenwade wrote: 
 
>    Just as a point of fact: the actual "smug a-hole" who started it was 
> posting a bunch of derogatory comments about Christians. 
 
   Actually, to be fair, the smug a-hole who started it was making 
comments about a _small_group_ of christians; specifically, those who 
televangelize and proclaim the existence of Satan in RPGs (and 'RPG Card 
Games').   I read no sweeping condemnation of Bible-followers as a whole 
in the original posting.  Nor did my follow-up posting imply a general 
inclusion, rather a poke specifically at the media-slut factions of the 
Biblical Folks. 
   It wasn't until somebody included themselves, then took offense, that 
things got ugly. 
   Please, people, many if not most comments on this - and probably many 
others - list are targeted at a group defined by the comments of the 
post itself, unless explicitly stated otherwise.  If a posting starts 
lambasting - say - powergamers, and you are not a powergamer, (get ready 
for it...) then the posting is NOT directed at you! 
   This kind of misunderstanding has spurred innumerable week-lond 
heated debates and personal arguements on this list on many topics, so 
please take a moment to reflect on the 'target audience' before you take 
offense to a posting. 
 
 
--  
   -Capt. Spith 
   Savior of Humanity 
   Secular Messiah 
 
From: "Len Carpenter" <redlion@voicenet.com> 
Subject: Re: Ninjato 
Date: Mon, 15 Dec 1997 03:00:40 -0500 
X-MSMail-Priority: Normal 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
> >  
> >   And to get back to the original point, the ninjato were straighter 
(although 
> > not perfectly straight) because they were easier and less expensive to 
make 
> > than the high-quality katana/tachi and wakizashi. Ninja considered the 
ninjato 
> > a tool, not a piece of art. 
>  
> It's been interesting comparing this discussion with what I already knew 
> of the katana and ninjato.  I originally started this by commenting that I 
> didn't think the ninjato should have the +1 stun mult since that made it a 
> superior sword to the katana.  Gold Rush has seemed to agree with this and 
> while Rat disagreed, his comments, especially all the comparisons that 
> made the ninjato sound pretty much like a katana with a slightly different 
> look.  So, I'm going to go ahead and adjust it to match a katana for games 
> I run. 
>  
> TokyoMark 
  
 
I agree that the ninjato doesn't deserve a +1 STUN multiplier.  The typical 
ninjato likely doesn't deserve a +1 OCV bonus either, unlike a high-quality 
katana or wakizashi forged with exquisite skill. 
 
I like to give the quality swords favored by knights and swashbuckler the +1 
OCV.  To balance the sword's advantage, I grant a +1 STUN multiplier to heavy 
battle axes to better reflect the crushing power of such weapons in addition 
to their cutting power.  A +1 STUN mult I give to common hammers, maces, and 
flails, while the heaviest of such weapons receives a +2 STUN mult.  So a 
knight wearing heavy jousting armor capable of absorbing lots of BODY can 
still get his bell rung by a two-handed flail. 
 
I have another suggestion for hand-and-a-half weapons.  Provided the 
character has the STR min to wield the weapon one-handed, if he chooses to 
wield it with both hands, he gets a +1 Damage Class bonus when gripping it 
two-handed--in a sense, the STR min for swinging it with two hands is reduced 
by 5.  It gives a further option to characters.  A knight who forgoes using a 
shield and swings his bastard sword with both hands gets to do a little extra 
damage, trading a defensive benefit for an offensive one.  A samurai trained 
in two-sword fighting (WF: Off-Hand) who chooses to leave his wakizashi 
sheathed to wield his katana two-handed does a bit more damage with his 
primary blade, while losing the DCV bonus, the flexibility of Binding with 
one weapon while striking with the other, and the possibility of surprise 
attacks with the secondary weapon. 
 
 
Len Carpenter 
redlion@early.com 
             
 
Date: Mon, 15 Dec 1997 00:00:46 -0800 
From: Captain Spith <cptspith@teleport.com> 
Reply-To: cptspith@teleport.com 
Subject: Re: Genre Books 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
GoldRushG wrote: 
>  
> << Wow, I like this new emphasis on Genre books...>> 
>  
>   This is just the tip of the iceburg, folks. I've been promising for quite 
> some time that we're going to be revitalizing the Hero System line. Very soon 
> you're going to start seeing the fruits of all our labor. We aim to please, 
> and I certainly hope that you like what's coming, because we have quite a bit 
> planned for next year. ;) 
>  
>   Mark @ GRG 
 
   Please remember, too, that the Hero System is best implemented in 
Super-Heroics.   Don't get me wrong, I'm not spouting off genre 
preferences, just that the system was created as a Super-Hero RPG, and 
in my experience, it is the bestsystem for building/playing the 
Paranormal Genre.  Many claim that other systems are more 'realistic' or 
real-world friendly, which may be true, but I seldom play other genres, 
so I rely on second-hand information there.  But the Hero system's 
mechanics are mostly ideal for higher-level play; greater diversity of 
DEXes and SPDs, much broader ranges of power levels and diversities, 
much broader range of SFX are all possible through the Supers game. 
   I'm not trying to downplay the System's playability at Secret Agent 
or Fantasy levels, there's nothing wrong or 'broken' with those, it's 
just that some of the mechanical constructs of the system are clearly 
designed to show their colours at higher power levels.  (That's it, 
Spith, keep circling, maybe your point will actually come clear...) 
 
   My point being this; probably the primary audience for Hero System 
games is the Comic-Book set, so make sure to maintain continued support 
for that Genre, such as advuntures, supplements, etc. 
 
--  
   -Capt. Spith 
   Savior of Humanity 
   Secular Messiah 
 
Date: Mon, 15 Dec 1997 01:38:28 -0800 
From: Captain Spith <cptspith@teleport.com> 
Reply-To: cptspith@teleport.com 
Subject: Re: Acrobatics in Combat 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
GoldRushG wrote: 
>  
>   One "simplified" way to handle Acrobatics in combat is to have the player 
> make an Acrobatics Skill Roll for his PC, and use the Complementary Skill roll 
> rules. I.e., for every 2 full points he makes the roll by, give him +1 Combat 
> Level to be applied to OCV or DCV (player's choice) for that Action/Phase. 
> What do you think? 
>  
>   Mark @ GRG 
 
   I think that this would fit well in the 10-point acrobatics.  The 
3-point acrobatics from Hero 4th, I have always understood, should have 
very limited combat effectiveness.  That's why I liked the <3rd ed. 
version(s); it was priced so that it made more sense to be more combat 
useful. 
   I've always seen the seperation of Acro. and B-fall (from the earlier 
all-inclusive AcroBatics) to represent the more combat-useful (B-fall) 
aspect in one, and the more non-combat or SFX useful (Acro.)  But I'm 
probably wrong, eh? 
 
--  
   -Capt. Spith 
   Savior of Humanity 
   Secular Messiah 
 
 
Date: Mon, 15 Dec 1997 01:50:39 -0800 
From: Captain Spith <cptspith@teleport.com> 
Reply-To: cptspith@teleport.com 
Subject: Re: Acrobatics in Combat 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
Bob Greenwade wrote: 
> >> I.e., for every 2 full points he makes the roll by, give him +1 
> >> Combat 
> >> Level to be applied to OCV or DCV (player's choice) for that Action/Phase. 
> >> What do you think? 
> > 
> >That has the potential to become highly unbalancing for a three point 
> >skill. 
> > 
> >Any DEX 29-31 martial artist will have a 15- Acrobatics and since the 
> >average of 3d6 is 11, routinely get +2 to his CV *every* Phase.  For only 
> >3 points! 
>  
>    I think it could still work if a failure means that the character falls 
> his Acrobatics Roll, cannot make an attack that Phase, is at half DCV, and 
> must spend a half Phase the next Phase to get up. 
 
   I believe there should be consequences for failure, but that seems 
like a lot.  I would think the 1/2DCV and loss of the rest of the phase 
would be sufficient, I wouldn't carry over to the next phase unless an 
18 were rolled. 
 
   It also just occurred to me that the Acrobatics as CSL might be 
dangerous; I had one character (Capt. Spith, actually!) who had a <21 
Acrobatics roll to represent virtually guarenteed success even with most 
modifiers.  If he could use them for O/DCV, he would be able to get an 
AVERAGE of +5 every phase. 
   At 30 DEX, using 3rd ed. Acrobatics, this skill cost him 22 points 
for effectively 5 CSLs over and above any other benefit of 
Acrobatics.....  
 
--  
   -Capt. Spith 
   Savior of Humanity 
   Secular Messiah 
 
Reply-To: "Filksinger" <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
Subject: Re: Avengers vs. X-Men 
Date: Mon, 15 Dec 1997 01:57:09 -0800 
X-MSMail-Priority: Normal 
X-MimeOLE: Produced By Microsoft MimeOLE V4.71.1712.3 
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X-Hero: champ-l 
To: champ-l@omg.org 
 
On Friday, December 12, 1997 3:20 PM, Jeremiah Driscoll wrote: 
 
<snip> 
>Wasn't there a time where she absorbed Colossus, Nightcrawler, and 
Kitty 
>Pryde's powers to beat some big baddy? 
 
And Wolverine's. And possibly the other X-Men as well, I only clearly 
remember those four. 
 
>  Was that the Brood? 
 
Nimrod. Ultimate, sentient, mentally flexible Super-Sentinel from the 
future. 
 
Filksinger 
 
Date: Mon, 15 Dec 1997 02:10:57 -0800 
From: Captain Spith <cptspith@teleport.com> 
Reply-To: cptspith@teleport.com 
Subject: Re: Link: Disadvantage or Advantage (long) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
Rick Holding wrote: 
 
>         And if you break the entangle with double the required body, you get a 
> full phase.  Quote, p68 BBB "If an ATTACK [my capitols] against an entangle 
> does twice the remaining body of the entangle or more, then the attacker may 
> take his full action (ie. it takes no time to break out of the entangle).  If 
> an attack against an entangle does the remaining body or more, then the 
> attacker may take a half action." End quote. 
>  
>         An attack was made against the entangle.  If it breaks the entangle, 
> you get either a half or full phase.  Which can be used to make an attack. 
> (Duck!!) 
 
   Exactly!  The Entangle mechanics speak not to whether or not combat 
actions take time or not, but rather to the mechanics of an Entangle.  I 
believe it is loosely based on the 'casual STR' rule; if you double the 
BODY necessary to break an Entangle, it is considered analogous to only 
having required 'casual' STR (or appropriate attack), thus allowing you 
to retain your action.  The 1/2 phase is just a gradient step so it's 
not all-or-nothing. 
    
 
--  
   -Capt. Spith 
   Savior of Humanity 
   Secular Messiah 
 
Reply-To: "Filksinger" <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
Subject: Re: Champions  5th Edition 
Date: Mon, 15 Dec 1997 02:32:29 -0800 
X-MSMail-Priority: Normal 
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Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Saturday, December 13, 1997 6:06 AM, Bob Greenwade wrote: 
 
 
<snip> 
> 
>   I have a few minor ideas besides what I'm putting into TUSV, such 
as 
>allowing +5 points for 2X DNPCs. 
 
 
Definitely. My wife had a favorite character (Tetra, a bionic psionic- 
long story:). My wife enjoys soap operas,  and spent a lot of time 
playing with possible backgrounds for that character. By the time we 
were done writing her background up, one of her minor powers (very 
minor body control, mostly just SFX) had allowed her to, without harm 
to herself or slowing down her busy life more than utterly necessary, 
allowed her to have _16_ children before she turned 30, mostly in 
twins and quadruplets. 
 
Even treating them as eight children with Duplication, Always On, 
there was no way I was giving her _that_ for a Disadvantage.:) I 
always felt a little bit sorry for that character.:) 
 
Filksinger 
 
 
 
Reply-To: "Filksinger" <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
Subject: Re: Champions  5th Edition 
Date: Mon, 15 Dec 1997 02:32:29 -0800 
X-MSMail-Priority: Normal 
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X-Hero: champ-l 
To: champ-l@omg.org 
 
On Saturday, December 13, 1997 6:06 AM, Bob Greenwade wrote: 
 
 
<snip> 
> 
>   I have a few minor ideas besides what I'm putting into TUSV, such 
as 
>allowing +5 points for 2X DNPCs. 
 
 
Definitely. My wife had a favorite character (Tetra, a bionic psionic- 
long story:). My wife enjoys soap operas,  and spent a lot of time 
playing with possible backgrounds for that character. By the time we 
were done writing her background up, one of her minor powers (very 
minor body control, mostly just SFX) had allowed her to, without harm 
to herself or slowing down her busy life more than utterly necessary, 
allowed her to have _16_ children before she turned 30, mostly in 
twins and quadruplets. 
 
Even treating them as eight children with Duplication, Always On, 
there was no way I was giving her _that_ for a Disadvantage.:) I 
always felt a little bit sorry for that character.:) 
 
Filksinger 
 
 
 
Reply-To: "Filksinger" <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
Subject: Re: Champions  5th Edition 
Date: Mon, 15 Dec 1997 02:34:10 -0800 
X-MSMail-Priority: Normal 
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X-Hero: champ-l 
To: champ-l@omg.org 
 
On Saturday, December 13, 1997 6:06 AM, Bob Greenwade wrote: 
 
<snip> 
> 
>   Opal has a fix for Hand Attack which most of the folks on the list 
like. 
> (I know Bill and I both do, but he and I tend to agree on things 
anyway.) 
>   Hey Opal!  Do you mind posting that again, for Mark?   :-] 
 
 
There is a decent fix, as well as some other good ideas, in the Hero 
Games website Digital Hero archive. 
 
Filksinger 
 
Reply-To: "Filksinger" <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
Subject: Re: Champions  5th Edition 
Date: Mon, 15 Dec 1997 02:34:10 -0800 
X-MSMail-Priority: Normal 
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X-Hero: champ-l 
To: champ-l@omg.org 
 
On Saturday, December 13, 1997 6:06 AM, Bob Greenwade wrote: 
 
<snip> 
> 
>   Opal has a fix for Hand Attack which most of the folks on the list 
like. 
> (I know Bill and I both do, but he and I tend to agree on things 
anyway.) 
>   Hey Opal!  Do you mind posting that again, for Mark?   :-] 
 
 
There is a decent fix, as well as some other good ideas, in the Hero 
Games website Digital Hero archive. 
 
Filksinger 
 
Reply-To: "Filksinger" <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
Subject: Re: Greetings 
Date: Mon, 15 Dec 1997 02:36:49 -0800 
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To: champ-l@omg.org 
 
On Saturday, December 13, 1997 6:13 AM, Bob Greenwade wrote: 
 
>>The other comment is "No more hard covers"  In my group we have 5 
copies of 
>>the BBB all 5 have fallen apart. 
>> 
>>Juat a general question to the list, did that happen to everyone? 
> 
>   It did to me.  I had to ditch my hardcover and get a softcover 
edition. 
 
In about a week. And it was a friend's copy, not mine. I was GM and 
didn't have any money, so....:( 
 
Filksinger 
 
Reply-To: "Filksinger" <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
Subject: Re: Greetings 
Date: Mon, 15 Dec 1997 02:36:49 -0800 
X-MSMail-Priority: Normal 
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To: champ-l@omg.org 
 
On Saturday, December 13, 1997 6:13 AM, Bob Greenwade wrote: 
 
>>The other comment is "No more hard covers"  In my group we have 5 
copies of 
>>the BBB all 5 have fallen apart. 
>> 
>>Juat a general question to the list, did that happen to everyone? 
> 
>   It did to me.  I had to ditch my hardcover and get a softcover 
edition. 
 
In about a week. And it was a friend's copy, not mine. I was GM and 
didn't have any money, so....:( 
 
Filksinger 
 
Date: Mon, 15 Dec 1997 06:53:55 -0500 (EST) 
From: Michael Surbrook <susano@access.digex.net> 
cc: champ-l@omg.org 
Subject: Re: Acrobatics in Combat 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Mon, 15 Dec 1997, GoldRushG wrote: 
 
>   Often times what I let my players do is give me "comparisons" I can relate 
> to. Things like "I do a double back-flip like Jackie Chan did in that one 
> scene in Armor of God VII" and I say "Okay. Make your roll."  ;) 
 
No way man, Jackie vs Bennie in "Dragons Forever"! 
 
*************************************************************************** 
* "'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: Mon, 15 Dec 1997 06:57:05 -0500 (EST) 
From: Michael Surbrook <susano@access.digex.net> 
cc: champ-l@omg.org 
Subject: Re: Art in GRG's Hero books 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Mon, 15 Dec 1997, GoldRushG wrote: 
 
>   Just so some folks know (in advance), the artists we're using include: 
>  
>   Steve Bryant  (of FASA fame) 
 
Don't know him. 
 
>   Storn Cook (of Hero & Star Wars RPG fame) 
 
His stuff is getting better.  Watchers had some nice pieces. 
 
>   Albert Deschesne 
 
Sorry, his stuff has never looked any good.  I can draw better than him by 
a long shot. 
 
>   Louis Frank (anyone read "Haymaker!"?) 
 
I recognize the name, he also did stuff in Horror Hero and GAC.  Nice 
stuff. 
 
>   Bryce Nakagawa 
>   Greg Smith (of Hero fame) 
 
Both very good. 
  
>   We're also looking for additional artists for future books, so if you know 
> someone who'd be interested in illustrating for us have them drop us a line. 
> We currently pay $100 per published page (i.e, $25 for each 1/4-page illo) for 
> publishing rights. 
>  
>   Mark @ GRG 
>  
 
*************************************************************************** 
* "'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: mike.lehmann@mail.terminal.net (Mike Lehmann) 
Date: Mon, 15 Dec 1997 04:01:25 -0800 
Organization: Terminal BBS  (403)327-9731 
Subject: That's What I Want... 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 -=> Quoting John and Ron Prins to Mike Lehmann <=- 
 
Hiya John. Long time, no argue... :) 
 
 JaRP> Now, back to Absorption acting in a 'damage transformation' manner. 
 JaRP> Watch how easy this is: for every die of Absorption, you REMOVE one DC 
 JaRP> of damage from the attack. So if someone with 8D6 Absorption gets hit 
 JaRP> with a 10D6 attack, only 2 damage dice are rolled - everything else 
 JaRP> gets 'absorbed'. Then, you roll the dice of absorption (up to the 
 JaRP> maximum) to find out how many 'CPs' are absorbed. Clean, simple, and 
 JaRP> actually has a reason for existance - but don't mistake it for a cheap 
 JaRP> defense!! It's JUST as expensive as Energy Blast, on a dice for dice 
 JaRP> basis. Buying 12D6 Absorption is as expensive as buying 40 points of 
 JaRP> Resistant PD or ED, or 60 points of non-resistant. 40 rPD will stop a 
 JaRP> 4D6 RKA or 12D6 Energy Blast just as cold, though it has admittedly 
 JaRP> little effect on Knockback.  
 
Personally, I think this is what Damage Reduction was intended for, but  
different strokes... 
 
I have also been wondering about the utility of Absorption lately, and I  
had a few ideas for house rulings: 
 1) The 5 points/d6 stands, but it now converts from STUN damage to CPs; 
 2) The power works the same as in the book, but is now 3 points/d6  
       (like Dispel); 
 3) The power is bought like John suggested, but the dice are rolled to  
       conter the attack, STUN to STUN, BODY to BODY. The ability to  
       counter out dice, IMO, is pretty potent; 
 
I'm seriously looking at #1, primarily because, as John stated, you  
don't get enough out of regular Absorption to make it worthwhile... And  
it wouldn't be much more severe than simply using a (IMO more abusive)  
Aid in there... but to defend against the attack, you still need the  
PD/ED/Armor/FF/etc. 
 
I don't agree that it needs to be replaced, but I think it does need  
some overhauling. Anyone else have any ideas regarding this? 
 
As an aside, does anyone else here restrict the SFX of attacks that  
someone's Damage Reduction/Absorption/etc. can function against (ie  
fire, cold, punches, etc.) rather than just Energy/Physical damage? 
 
GM: mike.lehmann@mail.terminal.net                    | Justice Krewe 
Web: http://www.dfw.net/~aronhead/justice_krewe.html  | The Illuminators 
Short waiting list for new players                    | Enigma Watch 
Lurkers welcome (Write to me!)                        | KnightWatch 
 
... Just my luck - my psychotic episode is a rerun. 
~~~ Blue Wave/386 v2.30 [NR] 
 
 
 
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From: WhiteLotus <WhiteLotus@aol.com> 
Date: Mon, 15 Dec 1997 07:18:18 EST 
Cc: champ-l@omg.org 
Subject: Re: Ninjato 
Organization: AOL (http://www.aol.com) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
In a message dated 97-12-15 03:26:22 EST, bastet@iquest.net writes: 
 
<< >   According to some sources, some ninja were descended from samurai 
clans, and 
 > thuis already had access to weapons and such. As far as stealing, of course 
 > that was the case on occasion. Once the ninja became a stronger "political" 
 > force, however (ca. 14th-16th centuries, I believe), they had money from 
their 
 > patrons to sustain them, not to mention their own artisans and craftsmen. 
 >  
 >   And to get back to the original point, the ninjato were straighter 
(although 
 > not perfectly straight) because they were easier and less expensive to make 
 > than the high-quality katana/tachi and wakizashi. Ninja considered the 
ninjato 
 > a tool, not a piece of art. 
  
 It's been interesting comparing this discussion with what I already knew 
 of the katana and ninjato.  I originally started this by commenting that I 
 didn't think the ninjato should have the +1 stun mult since that made it a 
 superior sword to the katana.  Gold Rush has seemed to agree with this and 
 while Rat disagreed, his comments, especially all the comparisons that 
 made the ninjato sound pretty much like a katana with a slightly different 
 look.  So, I'm going to go ahead and adjust it to match a katana for games 
 I run. 
  
 TokyoMark >> 
 
Construction and even style of use is VERY different. While the Katana can cut 
very much like a razor and can employ more intricate cut styles, most of the 
styles I have come across (Yes, Ive gone to camps fun fun fun hands on 
training) use a different style for the straight edged sword. It's more of a 
slaming cut with lot's of force behind it.  
 
E 
 
From: mike.lehmann@mail.terminal.net (Mike Lehmann) 
Date: Mon, 15 Dec 1997 04:18:31 -0800 
Organization: Terminal BBS  (403)327-9731 
Subject: Extra Time (was Re: Link: Disadvantage or Advantage (long)) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 -=> Quoting Jeremiah Driscoll to Mike Lehmann <=- 
 
 JD> Champions III (1984), pg. 48.  "New Power Limitations," "Activation 
 JD> Time: This is a Limitation on all non-offensive Powers that normally 
 
<snip> 
 
Thanks for the rule copy, I was just about to ask about that exact  
subject for my latest rendition of my house rules. 
 
GM: mike.lehmann@mail.terminal.net                    | Justice Krewe 
Web: http://www.dfw.net/~aronhead/justice_krewe.html  | The Illuminators 
Short waiting list for new players                    | Enigma Watch 
Lurkers welcome (Write to me!)                        | KnightWatch 
 
... Discoveries are made by not following instructions. 
~~~ Blue Wave/386 v2.30 [NR] 
 
 
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X-Sender: bob.greenwade@klock.com (Unverified) 
Date: Mon, 15 Dec 1997 05:01:58 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: That's What I Want... 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 10:31 PM 12/14/97 -0500, John and Ron Prins wrote: 
>>> should apply across the board vs. all SFX. I want Absorption to be able to 
>>> operate as a defense without resorting to an Armor kludge. I want 
>> 
>> Why can you not grasp the whole idea of the Hero rules?  We've 
>>explianed it a million times.  Figure out the effect you want and then 
>>take the combined powers that will simulate that.  That's why absorpion 
>>provides no defense.  Sheesh! 
> 
>Because Absorption doesn't _block_ or 'redirect' damage like armor or force 
>fields. It _transforms_ it from damaging 'power' to useful 'power'. It 
>should never have a _chance_ to do damage! 
> 
>To show how _bad_ the 'armor up to absorption roll' idea is, let's consider 
>knockback. Why, if 'effectively' I've just 'absorbed' an attack, should I 
>take any knockback from it? That's right, I shouldn't. So I not only have to 
>buy and Armor kludge, but a Knockback Resistance kludge as well! 
 
   Rather than try to argue this in terms of logic and real-world physics, 
I suggest we examine the application of the power in comics and other 
fiction and determine how it works there.  Then we can determine whether we 
need (a) kludges for other Powers such as Armor and Knockback Resistance, 
(b) an Advantage to Absorption (which is what I currently use, at +1/2), or 
(c) a Limitation to Absorption (when it *doesn't* provide a defense). 
--- 
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: Mon, 15 Dec 1997 09:31:42 -0400 (AST) 
From: Trevor Barrie <tbarrie@ibm.net> 
Subject: Re: 5th Edition Hero: Some specific suggestions (a tad long) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Mon, 15 Dec 1997, Bob Greenwade wrote: 
 
>    - Extra Limbs should go back to having a cost per limb.  My own 
> structure is 5 points for two arms, with reduced costs for lesser utility 
> (3 points for one arm, 3 for a pair of tentacles, 1 for a single tentacle 
> or prehensile tail). 
 
That was one of the silliest parts of the previous edition of Champions; I 
certainly have no desire to see it return. Building the 100-armed giants 
of Greek mythology should _not_ mandate a Power on the order of 1000 
points. 
 
>    - Flash, as mentioned elsewhere, should be 5 points per die, with each 
> BODY pip of Flash working for 1 segment.  (It makes Flash Defense more 
> balanced.) 
 
Sounds okay. 
 
>    - Force Field and Force Wall should have Flash Defense, Mental Defense, 
> and Power Defense methods built right in. 
 
Force Wall, maybe. Force Field would be pointless. (Just buy them Costs 
END.) 
 
>    - Hand-to-Hand Attack should *not* be omitted; this would leave us with 
> the old kludge of "+X STR, Only for Damage."  Use Opal's version instead. 
 
The old kludge works fine IMO. 
 
>    - Instant Change should be scaled.  (My scale is 5 pts = instant, 4 pts 
> = half Phase, 3 pts = Phase, 2 pts = Turn, 1 pt = minute, normal = 5 
> minutes, with all costs doubled for "any clothing.") 
 
What's the point? Just use Extra Time to simulate this. 
 
>    - Life Support should have some of its elements able to be broken down 
> even further, like 2 points for being immune to *either* heat *or* cold. 
 
You already can do this - LS: Extreme Temperatures, only vs heat(-1/2). 
Simple enough. 
 
> Also, 1-2 points for retarded aging is a cool idea. 
 
Same comment. 
 
>    - Stretching should be cheaper.  I like 2 points per 1", though this may 
> be an overreaction. 
 
Sounds reasonable. 
 
>    - Transform should be more specifically described as well, especially in 
> terms of what constitutes Cosmetic, Minor, and Major Transforms.  (I tend 
> to go with this:  if it doesn't affect the character sheet, it's Cosmetic; 
> if it shifts points around on the sheet or alters specific Powers but 
> doesn't change the totals, it's Minor; if it changes point totals, it's 
> Major.) 
 
I can think of things which reduce costs that should be Minor (blinding, 
for example). Also, the rule about "no point increases" desperately needs 
to be reinstated. 
 
>    - Explosion should be +3/4 so it doesn't cost the same as AE: One Hex. 
 
The increased precision given by AE: One Hex balances the somewhat- 
increased damage of Explosion. Leave them the same. 
 
>    - Damage Shield should be clarified so that *any* significant contact, 
> including the character with DS making an attack against the target, will 
> cause damage. 
 
Rather, they should reiterate the fact that the character with DS making 
an attack against the target _doesn't_ cause damage. If you want to do 
that, buy a normal attack version. 
 
>    - Reduced END should be half END for +1/4, 1 END for +1/2, 0 END for 
> +3/4, and Persistent for +1. 
 
I don't see the point of the "1 END" level. 
 
I'd also codify the difference between Persistent and Uncontrolled. (My 
view: Persistent makes a Constant Power Persistent (duh:)), Uncontrolled 
makes a Constant Power Instant.) 
 
>    - Always On should have a variation where certain Limitations (END Cost, 
> Focus, etc.) represent how the Power is turned off with an effort. 
 
Good idea. 
 
>    - Extra Time should specify whether the time listed is including or in 
> addition to the half-phase needed to launch an attack with a Power. 
 
Better, they should include both the current version of Extra Time (a 
delay before the Power can be activated, but during which you can do other 
things) and the old version (actually increasing the type (or number) of 
action(s) you need to expend to activate the Power). 
 
>    - Linked should be fixed and specific.  My recommendation is to go with 
> the basic, existing -1/2 bonus to make both Powers used in proportion, 
> essentially being treated as a single Power for most purposes.  A character 
> could also have a "one-way" Link, letting one Power be used up to the level 
> that the other is, for -1/4.  Linked should still be applicable only to the 
> smaller Power (but please specify that this means Active Points). 
 
I agree, more or less. The current version of Linked, with a 
proportionality restriction added on ("this Power can only be used when 
Power X is used, at up to the same proportion of total power at which that 
one is used") should be demoted to -1/4. Add another -1/4 Limitation which 
states "this Power automatically goes off when Power X is used, at 
proportionate power level at least equal to that at which Power X is 
used". Combine these 2 and you have a -1/2 Limitation which works in the 
same way that most people currenlty play Linked. 
 
>    - DNPC should allow +5 points for every 2X individuals on one Roll. 
> Also allow DNCP Rolls of 5 or less (Rarely) for +0 points, and 17 or less 
> (Constantly) for +20 points. 
>    - Hunted, similarly, should allow Hunted Rolls of 5 or less (Rarely) for 
> -5 points, and 17 or less (Constantly) for +15 points. 
 
Maybe, but I'd put a caveat stating that the 17- level shouldn't be used 
unless the character in question is focal to the campaign. 14- is already 
really, really high. 
 
>    - Secret Identity should become simply Secret, with scales similar to 
> those used for Physical and Psychological Limitations. 
 
Would certainly improve its cross-genre utility. 
 
Date: Mon, 15 Dec 1997 09:31:42 -0400 (AST) 
From: Trevor Barrie <tbarrie@ibm.net> 
Subject: Re: 5th Edition Hero: Some specific suggestions (a tad long) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Mon, 15 Dec 1997, Bob Greenwade wrote: 
 
>    - Extra Limbs should go back to having a cost per limb.  My own 
> structure is 5 points for two arms, with reduced costs for lesser utility 
> (3 points for one arm, 3 for a pair of tentacles, 1 for a single tentacle 
> or prehensile tail). 
 
That was one of the silliest parts of the previous edition of Champions; I 
certainly have no desire to see it return. Building the 100-armed giants 
of Greek mythology should _not_ mandate a Power on the order of 1000 
points. 
 
>    - Flash, as mentioned elsewhere, should be 5 points per die, with each 
> BODY pip of Flash working for 1 segment.  (It makes Flash Defense more 
> balanced.) 
 
Sounds okay. 
 
>    - Force Field and Force Wall should have Flash Defense, Mental Defense, 
> and Power Defense methods built right in. 
 
Force Wall, maybe. Force Field would be pointless. (Just buy them Costs 
END.) 
 
>    - Hand-to-Hand Attack should *not* be omitted; this would leave us with 
> the old kludge of "+X STR, Only for Damage."  Use Opal's version instead. 
 
The old kludge works fine IMO. 
 
>    - Instant Change should be scaled.  (My scale is 5 pts = instant, 4 pts 
> = half Phase, 3 pts = Phase, 2 pts = Turn, 1 pt = minute, normal = 5 
> minutes, with all costs doubled for "any clothing.") 
 
What's the point? Just use Extra Time to simulate this. 
 
>    - Life Support should have some of its elements able to be broken down 
> even further, like 2 points for being immune to *either* heat *or* cold. 
 
You already can do this - LS: Extreme Temperatures, only vs heat(-1/2). 
Simple enough. 
 
> Also, 1-2 points for retarded aging is a cool idea. 
 
Same comment. 
 
>    - Stretching should be cheaper.  I like 2 points per 1", though this may 
> be an overreaction. 
 
Sounds reasonable. 
 
>    - Transform should be more specifically described as well, especially in 
> terms of what constitutes Cosmetic, Minor, and Major Transforms.  (I tend 
> to go with this:  if it doesn't affect the character sheet, it's Cosmetic; 
> if it shifts points around on the sheet or alters specific Powers but 
> doesn't change the totals, it's Minor; if it changes point totals, it's 
> Major.) 
 
I can think of things which reduce costs that should be Minor (blinding, 
for example). Also, the rule about "no point increases" desperately needs 
to be reinstated. 
 
>    - Explosion should be +3/4 so it doesn't cost the same as AE: One Hex. 
 
The increased precision given by AE: One Hex balances the somewhat- 
increased damage of Explosion. Leave them the same. 
 
>    - Damage Shield should be clarified so that *any* significant contact, 
> including the character with DS making an attack against the target, will 
> cause damage. 
 
Rather, they should reiterate the fact that the character with DS making 
an attack against the target _doesn't_ cause damage. If you want to do 
that, buy a normal attack version. 
 
>    - Reduced END should be half END for +1/4, 1 END for +1/2, 0 END for 
> +3/4, and Persistent for +1. 
 
I don't see the point of the "1 END" level. 
 
I'd also codify the difference between Persistent and Uncontrolled. (My 
view: Persistent makes a Constant Power Persistent (duh:)), Uncontrolled 
makes a Constant Power Instant.) 
 
>    - Always On should have a variation where certain Limitations (END Cost, 
> Focus, etc.) represent how the Power is turned off with an effort. 
 
Good idea. 
 
>    - Extra Time should specify whether the time listed is including or in 
> addition to the half-phase needed to launch an attack with a Power. 
 
Better, they should include both the current version of Extra Time (a 
delay before the Power can be activated, but during which you can do other 
things) and the old version (actually increasing the type (or number) of 
action(s) you need to expend to activate the Power). 
 
>    - Linked should be fixed and specific.  My recommendation is to go with 
> the basic, existing -1/2 bonus to make both Powers used in proportion, 
> essentially being treated as a single Power for most purposes.  A character 
> could also have a "one-way" Link, letting one Power be used up to the level 
> that the other is, for -1/4.  Linked should still be applicable only to the 
> smaller Power (but please specify that this means Active Points). 
 
I agree, more or less. The current version of Linked, with a 
proportionality restriction added on ("this Power can only be used when 
Power X is used, at up to the same proportion of total power at which that 
one is used") should be demoted to -1/4. Add another -1/4 Limitation which 
states "this Power automatically goes off when Power X is used, at 
proportionate power level at least equal to that at which Power X is 
used". Combine these 2 and you have a -1/2 Limitation which works in the 
same way that most people currenlty play Linked. 
 
>    - DNPC should allow +5 points for every 2X individuals on one Roll. 
> Also allow DNCP Rolls of 5 or less (Rarely) for +0 points, and 17 or less 
> (Constantly) for +20 points. 
>    - Hunted, similarly, should allow Hunted Rolls of 5 or less (Rarely) for 
> -5 points, and 17 or less (Constantly) for +15 points. 
 
Maybe, but I'd put a caveat stating that the 17- level shouldn't be used 
unless the character in question is focal to the campaign. 14- is already 
really, really high. 
 
>    - Secret Identity should become simply Secret, with scales similar to 
> those used for Physical and Psychological Limitations. 
 
Would certainly improve its cross-genre utility. 
 
Date: Mon, 15 Dec 1997 09:33:30 -0400 (AST) 
From: Trevor Barrie <tbarrie@ibm.net> 
Subject: Re: Link: Disadvantage or Advantage (long) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Mon, 15 Dec 1997, Captain Spith wrote: 
 
>    Exactly!  The Entangle mechanics speak not to whether or not combat 
> actions take time or not, but rather to the mechanics of an Entangle.  I 
> believe it is loosely based on the 'casual STR' rule; 
 
More likely the other way around; the rules for escaping Entangles predate 
Casual STR. 
 
Date: Mon, 15 Dec 1997 09:33:30 -0400 (AST) 
From: Trevor Barrie <tbarrie@ibm.net> 
Subject: Re: Link: Disadvantage or Advantage (long) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Mon, 15 Dec 1997, Captain Spith wrote: 
 
>    Exactly!  The Entangle mechanics speak not to whether or not combat 
> actions take time or not, but rather to the mechanics of an Entangle.  I 
> believe it is loosely based on the 'casual STR' rule; 
 
More likely the other way around; the rules for escaping Entangles predate 
Casual STR. 
 
X-Sender: bob.greenwade@klock.com (Unverified) 
Date: Mon, 15 Dec 1997 05:45:15 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: 5th Edition Hero: Some specific suggestions (a tad long) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
   It took a little while, but I've finally come up with a handful of the 
specific suggestions (most of them minor, and not all of them my own) that 
I have for adjusting the Hero System: 
 
   - Interrogation should not *necessarily* be violent.  In my campaign, an 
attorney can use Interrogation to prompt a witness that she doesn't think 
is telling the truth ("Need I remind you of the penalties for perjury?" and 
such).  Either that, or there should be a different Skill for this. 
   - Similarly seduction should not *necessarily* be sexual.  A person can 
be "seduced" by wealth, fame, and power.  (Arguably, of course, this could 
be represented with Bribery, though it seems to my mind closer to 
Seduction, semantically speaking.) 
 
   - Darkness, Images, and other Powers whose base forms affect a single 
sense but which can affect entire Sense Groups should be allowed to take +5 
points to affect a Sense Group without affecting only a single Sense. 
   - Energy Blast should not be allowed to be STUN Only for no bonus. 
Sure, the character doesn't have to worry about collateral damage that way, 
but this is relatively minor compared to the utility that's lost without 
the ability to do BODY damage (most specifically as affecting Entangles, 
robots, vehicles, and other inanimate objects). 
   - Enhanced Senses should include a Touch Sense Group. 
   - Extra Limbs should go back to having a cost per limb.  My own 
structure is 5 points for two arms, with reduced costs for lesser utility 
(3 points for one arm, 3 for a pair of tentacles, 1 for a single tentacle 
or prehensile tail). 
   - Flash, as mentioned elsewhere, should be 5 points per die, with each 
BODY pip of Flash working for 1 segment.  (It makes Flash Defense more 
balanced.) 
   - Force Field and Force Wall should have Flash Defense, Mental Defense, 
and Power Defense methods built right in. 
   - Hand-to-Hand Attack should *not* be omitted; this would leave us with 
the old kludge of "+X STR, Only for Damage."  Use Opal's version instead. 
   - Instant Change should be scaled.  (My scale is 5 pts = instant, 4 pts 
= half Phase, 3 pts = Phase, 2 pts = Turn, 1 pt = minute, normal = 5 
minutes, with all costs doubled for "any clothing.") 
   - Life Support should have some of its elements able to be broken down 
even further, like 2 points for being immune to *either* heat *or* cold. 
Also, 1-2 points for retarded aging is a cool idea. 
   - Shrinking should include a "proportional STR" Limitation, say -1/4. 
   - Stretching should be cheaper.  I like 2 points per 1", though this may 
be an overreaction. 
   - Swinging should be specifically described as movement per Phase, not 
movement per swing. 
   - Transform should be more specifically described as well, especially in 
terms of what constitutes Cosmetic, Minor, and Major Transforms.  (I tend 
to go with this:  if it doesn't affect the character sheet, it's Cosmetic; 
if it shifts points around on the sheet or alters specific Powers but 
doesn't change the totals, it's Minor; if it changes point totals, it's 
Major.) 
 
   - Armor Piercing should be purchasable so that it can do more than just 
halve the target's defenses.  However, I do see why this was stopped in 4th 
ed.  I'd recommend charging an extra +1/4 for each level higher that the 
Armor Piercing can go (+1 1/4 to quarter defenses, +2 1/4 to reduce to 
one-eighth, etc.). 
   - Explosion should be +3/4 so it doesn't cost the same as AE: One Hex. 
(The old method of making AE: One Hex cost +1/4 wouldn't work, because then 
it would hit the proverbial floor if it's Nonselective.)  The Selective 
Target and Nonselective Target options for AE should also be available. 
   - Damage Shield should be clarified so that *any* significant contact, 
including the character with DS making an attack against the target, will 
cause damage. 
   - Reduced END should be half END for +1/4, 1 END for +1/2, 0 END for 
+3/4, and Persistent for +1. 
 
   - Activation Roll should go up to a required roll of 3 (which, at the 
rate of 2X the Limitation bonus per -3 to the roll, would be a -6 Limitation). 
   - Always On should have a variation where certain Limitations (END Cost, 
Focus, etc.) represent how the Power is turned off with an effort. 
   - Charges should be worth an extra +1/2 if the Power to which it's 
applied normally doesn't cost END (or +1 if the Charges cost END). 
   - Extra Time should specify whether the time listed is including or in 
addition to the half-phase needed to launch an attack with a Power. 
   - Linked should be fixed and specific.  My recommendation is to go with 
the basic, existing -1/2 bonus to make both Powers used in proportion, 
essentially being treated as a single Power for most purposes.  A character 
could also have a "one-way" Link, letting one Power be used up to the level 
that the other is, for -1/4.  Linked should still be applicable only to the 
smaller Power (but please specify that this means Active Points). 
 
   - Dependence should have a variation for Addiction.  Also, the number of 
dice should go on forever. 
   - DNPC should allow +5 points for every 2X individuals on one Roll. 
Also allow DNCP Rolls of 5 or less (Rarely) for +0 points, and 17 or less 
(Constantly) for +20 points. 
   - Hunted, similarly, should allow Hunted Rolls of 5 or less (Rarely) for 
-5 points, and 17 or less (Constantly) for +15 points. 
   - Public Identity should be replaced with Social Limitation, of which 
Public Identity can be one.  Use scales similar to those used for Physical 
and Psychological Limitations. 
   - Reputation should have modifiers for limited group -- say, -5 for a 
small group, +0 for a large group, +5 for the public at large. 
   - Secret Identity should become simply Secret, with scales similar to 
those used for Physical and Psychological Limitations. 
   - Susceptibility should have a variation for Allergy (using a similar 
structure for the Addiction variation on Dependence).  Also, the number 
dice should go on forever. 
--- 
Bob's Original Hero Stuff Page! 
   http://www.klock.com/public/users/bobg/original.htm 
Homepage of the Merry-Go-Round Webring!  (Wanna join?) 
   http://www.klock.com/public/users/bobg/merrhome.htm 
 
 
X-Originating-IP: [206.88.2.1] 
From: "Todd Hanson" <badtodd@hotmail.com> 
Subject: Re: Ha! I KNEW it! Magic is EVIL!! 
Date: Mon, 15 Dec 1997 07:46:20 CST 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
Bob Greenwade says: 
 
>   Just as a point of fact: the actual "smug a-hole" who started it was 
>posting a bunch of derogatory comments about Christians. 
 
Umm.  No. 
 
the 'smug a-hole' who started this merely commented on the amusing fact  
that the Christian Broadcast Network has transferred it's 'D&D is evil'  
campaign to Magic.  Seeing as how this list has often discussed the fact  
that Magic has destroyed the role playing industry (as far as WE'RE  
concerned anyway), I thought others would find it amusing as well. 
 
There were no derogatory comments in my original post. The only  
reference to 'Christians' was that it was on CBN (the Christian  
Broadcast Network).  Anything else was solely in the minds of certain  
people who need to feel persecuted. 
 
This subject was only remotely related to this list to begin with. We've  
gone through the religious bullshit too many times already, and it  
doesn't belong here. Please drop it. 
 
 
Todd 
 
______________________________________________________ 
Get Your Private, Free Email at http://www.hotmail.com 
 
Date: Mon, 15 Dec 1997 09:48:10 -0400 (AST) 
From: Trevor Barrie <tbarrie@ibm.net> 
cc: champ-l@omg.org 
Subject: Re: Champions  5th Edition 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Sun, 14 Dec 1997, Brian Wong wrote: 
 
> > > 1.    Add an advantage called "Advantaged" which would be the exact 
> > > counterpart to "Limited". 
> >  
> > Bad idea IMO. There's no need for it given an adequate set of Powers and 
> > Advantages. 
 
> 	But a list is never 'complete'. There's always something missing. 
 
The list in 4th Edition is; can you think of any effect which can't be 
generated with it? At any rate, the Advantage you propose would do nothing 
to help matters; saying "add more to the list if you feel like it" hardly 
makes the list more complete.  
 
> Such an advatage would make it easier to customize powers, and take such 
> a thing away from being a 'house rule advatage' to a 'tournament legal' 
> concept. 
 
I don't see the significance. 
 
> > > 7.    Steal a few of the advatages from GURPS, like Richocet. 
> >  
> > What would that be used for? 
 
> 	Allows you to bounce an attack off of a surface. 
 
You can do that by default in Hero, remember? Assuming special effects 
allow it, of course; I hardly think it's significant enough to merit an 
actual Modifier. 
 
> 	GURPS has about twice as many advantages for powers as Champions does. 
 
Sounds cumbersome. 
 
Date: Mon, 15 Dec 1997 09:48:10 -0400 (AST) 
From: Trevor Barrie <tbarrie@ibm.net> 
cc: champ-l@omg.org 
Subject: Re: Champions  5th Edition 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Sun, 14 Dec 1997, Brian Wong wrote: 
 
> > > 1.    Add an advantage called "Advantaged" which would be the exact 
> > > counterpart to "Limited". 
> >  
> > Bad idea IMO. There's no need for it given an adequate set of Powers and 
> > Advantages. 
 
> 	But a list is never 'complete'. There's always something missing. 
 
The list in 4th Edition is; can you think of any effect which can't be 
generated with it? At any rate, the Advantage you propose would do nothing 
to help matters; saying "add more to the list if you feel like it" hardly 
makes the list more complete.  
 
> Such an advatage would make it easier to customize powers, and take such 
> a thing away from being a 'house rule advatage' to a 'tournament legal' 
> concept. 
 
I don't see the significance. 
 
> > > 7.    Steal a few of the advatages from GURPS, like Richocet. 
> >  
> > What would that be used for? 
 
> 	Allows you to bounce an attack off of a surface. 
 
You can do that by default in Hero, remember? Assuming special effects 
allow it, of course; I hardly think it's significant enough to merit an 
actual Modifier. 
 
> 	GURPS has about twice as many advantages for powers as Champions does. 
 
Sounds cumbersome. 
 
Date: Mon, 15 Dec 1997 10:00:29 -0400 (AST) 
From: Trevor Barrie <tbarrie@ibm.net> 
Subject: Re: Greetings 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Sun, 14 Dec 1997, Sparx wrote: 
 
> Yeah, my book fell apart and a nice letter to ICE got me a new BBB.  I found  
> this very professional and appreciated it greatly. 
 
Geez, good thing for ICE this didn't get out when they were publishing the 
BBB. Can you imagine the number of books they'd have to replace if 
everbody wanted this service? 
 
Date: Mon, 15 Dec 1997 10:00:29 -0400 (AST) 
From: Trevor Barrie <tbarrie@ibm.net> 
Subject: Re: Greetings 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Sun, 14 Dec 1997, Sparx wrote: 
 
> Yeah, my book fell apart and a nice letter to ICE got me a new BBB.  I found  
> this very professional and appreciated it greatly. 
 
Geez, good thing for ICE this didn't get out when they were publishing the 
BBB. Can you imagine the number of books they'd have to replace if 
everbody wanted this service? 
 
X-Sender: ludator@mail.softfarm.com 
Date: Mon, 15 Dec 1997 08:07:01 -0600 
From: Vox Ludator! <ludator@mail.softfarm.com> 
Subject: Re: 5th Edition Hero: Some specific suggestions (a tad long) 
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 AM 12/15/97 -0800, Bob Greenwade wrote: 
>   It took a little while, but I've finally come up with a handful of the 
>specific suggestions (most of them minor, and not all of them my own) that 
>I have for adjusting the Hero System: 
> 
>   - Interrogation should not *necessarily* be violent.  In my campaign, an 
>attorney can use Interrogation to prompt a witness that she doesn't think 
>is telling the truth ("Need I remind you of the penalties for perjury?" and 
>such).  Either that, or there should be a different Skill for this. 
 
There already is: Persuasion.  I think Persuasion can be either pleasant or 
unpleasant as written. 
 
As I read it, Interrogation is the skill of MAKING someone answer a question 
against their will as opposed to merely convincing them to answer via either 
rational or emotional appeals -- theoretically useless to policemen, 
lawyers, etc., which is not to say some of them don't learn it anyways). 
 
>   - Similarly seduction should not *necessarily* be sexual.  A person can 
>be "seduced" by wealth, fame, and power.  (Arguably, of course, this could 
>be represented with Bribery, though it seems to my mind closer to 
>Seduction, semantically speaking.) 
 
I think Seduction might be swapped out in favor of a "Charm" skill to 
represent the general purpose "make someone like me". I don't mind expanding 
the focus of the skill, but the name becomes misleading after a while. 
 
>   - Stretching should be cheaper.  I like 2 points per 1", though this may 
>be an overreaction. 
 
No, that's what I use in my own games.  I think it's a more than fair price. 
 
>   - Swinging should be specifically described as movement per Phase, not 
>movement per swing. 
 
Hear, hear! 
 
>   - Transform should be more specifically described as well, especially in 
>terms of what constitutes Cosmetic, Minor, and Major Transforms.  (I tend 
>to go with this:  if it doesn't affect the character sheet, it's Cosmetic; 
>if it shifts points around on the sheet or alters specific Powers but 
>doesn't change the totals, it's Minor; if it changes point totals, it's 
>Major.) 
 
For my own part, if it changes totals by up to 15 points (the value of +/-3 
CV), it's Minor.  Otherwise ... 
 
>   - Extra Time should specify whether the time listed is including or in 
>addition to the half-phase needed to launch an attack with a Power. 
 
And should probably be the latter.  After all, if I make a power "Extra 
Time: Full Phase", then include the attack time, I'm really only spending a 
-half- Phase to activate it. 
 
Add "Extra Time: 1/2 Phase" (aka "Full Phase Action") for -1/4. 
 
>   - Dependence should have a variation for Addiction.  Also, the number of 
>dice should go on forever. 
 
Actually, it's not that hard to make Dependences work for Addictions.  Buy 
it as normal, and treat the "attack" of each +1d6 as +2d6 Mind Control: Do 
The Drug. 
 
>   - Public Identity should be replaced with Social Limitation, of which 
>Public Identity can be one.  Use scales similar to those used for Physical 
>and Psychological Limitations. 
>   - Reputation should have modifiers for limited group -- say, -5 for a 
>small group, +0 for a large group, +5 for the public at large. 
 
It might also include a halving element (such as Watched or Enraged) if the 
Reputation is primarily positive.  Maybe. 
 
>   - Secret Identity should become simply Secret, with scales similar to 
>those used for Physical and Psychological Limitations. 
 
Yes! Yes! 
 
-- 
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: Mon, 15 Dec 1997 08:07:01 -0600 
From: Vox Ludator! <ludator@mail.softfarm.com> 
Subject: Re: 5th Edition Hero: Some specific suggestions (a tad long) 
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 AM 12/15/97 -0800, Bob Greenwade wrote: 
>   It took a little while, but I've finally come up with a handful of the 
>specific suggestions (most of them minor, and not all of them my own) that 
>I have for adjusting the Hero System: 
> 
>   - Interrogation should not *necessarily* be violent.  In my campaign, an 
>attorney can use Interrogation to prompt a witness that she doesn't think 
>is telling the truth ("Need I remind you of the penalties for perjury?" and 
>such).  Either that, or there should be a different Skill for this. 
 
There already is: Persuasion.  I think Persuasion can be either pleasant or 
unpleasant as written. 
 
As I read it, Interrogation is the skill of MAKING someone answer a question 
against their will as opposed to merely convincing them to answer via either 
rational or emotional appeals -- theoretically useless to policemen, 
lawyers, etc., which is not to say some of them don't learn it anyways). 
 
>   - Similarly seduction should not *necessarily* be sexual.  A person can 
>be "seduced" by wealth, fame, and power.  (Arguably, of course, this could 
>be represented with Bribery, though it seems to my mind closer to 
>Seduction, semantically speaking.) 
 
I think Seduction might be swapped out in favor of a "Charm" skill to 
represent the general purpose "make someone like me". I don't mind expanding 
the focus of the skill, but the name becomes misleading after a while. 
 
>   - Stretching should be cheaper.  I like 2 points per 1", though this may 
>be an overreaction. 
 
No, that's what I use in my own games.  I think it's a more than fair price. 
 
>   - Swinging should be specifically described as movement per Phase, not 
>movement per swing. 
 
Hear, hear! 
 
>   - Transform should be more specifically described as well, especially in 
>terms of what constitutes Cosmetic, Minor, and Major Transforms.  (I tend 
>to go with this:  if it doesn't affect the character sheet, it's Cosmetic; 
>if it shifts points around on the sheet or alters specific Powers but 
>doesn't change the totals, it's Minor; if it changes point totals, it's 
>Major.) 
 
For my own part, if it changes totals by up to 15 points (the value of +/-3 
CV), it's Minor.  Otherwise ... 
 
>   - Extra Time should specify whether the time listed is including or in 
>addition to the half-phase needed to launch an attack with a Power. 
 
And should probably be the latter.  After all, if I make a power "Extra 
Time: Full Phase", then include the attack time, I'm really only spending a 
-half- Phase to activate it. 
 
Add "Extra Time: 1/2 Phase" (aka "Full Phase Action") for -1/4. 
 
>   - Dependence should have a variation for Addiction.  Also, the number of 
>dice should go on forever. 
 
Actually, it's not that hard to make Dependences work for Addictions.  Buy 
it as normal, and treat the "attack" of each +1d6 as +2d6 Mind Control: Do 
The Drug. 
 
>   - Public Identity should be replaced with Social Limitation, of which 
>Public Identity can be one.  Use scales similar to those used for Physical 
>and Psychological Limitations. 
>   - Reputation should have modifiers for limited group -- say, -5 for a 
>small group, +0 for a large group, +5 for the public at large. 
 
It might also include a halving element (such as Watched or Enraged) if the 
Reputation is primarily positive.  Maybe. 
 
>   - Secret Identity should become simply Secret, with scales similar to 
>those used for Physical and Psychological Limitations. 
 
Yes! Yes! 
 
-- 
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: bob.greenwade@klock.com 
Date: Mon, 15 Dec 1997 06:09:50 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Acrobatics in Combat 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 12:02 AM 12/15/97 -0500, Michael Surbrook wrote: 
>> >>   One "simplified" way to handle Acrobatics in combat is to have the 
player 
>> >> make an Acrobatics Skill Roll for his PC, and use the Complementary 
>> Skill roll 
>> >> rules. I.e., for every 2 full points he makes the roll by, give him +1 
>> Combat 
>> >> Level to be applied to OCV or DCV (player's choice) for that 
Action/Phase. 
>> >> What do you think? 
>> > 
>> >That has the potential to become highly unbalancing for a three point 
>> >skill. 
>> > 
>> >Any DEX 29-31 martial artist will have a 15- Acrobatics and since the 
>> >average of 3d6 is 11, routinely get +2 to his CV *every* Phase.  For only 
>> >3 points! 
>>  
>>    I think it could still work if a failure means that the character falls 
>> his Acrobatics Roll, cannot make an attack that Phase, is at half DCV, and 
>> must spend a half Phase the next Phase to get up. 
> 
>Then also consider this, 14- is close to (or above) 75%, while 15- is 
>hitting 90% (I think).  In most 250 point martial artists have DEX of 24+, 
>usually 26+, meaning that they will be getting a nice bennie at *low* 
>risk.  If you want that, buy some CSLs with a limitations "must make 
>Acrobatics roll". 
 
   While I do think that this is generally be better solution, consider 
that the penalty for failure can be quite high.  Even Seeker would probably 
be in deep doo-doo against Giganto under the circumstances I described 
above. 
--- 
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: Mon, 15 Dec 1997 07:11:23 -0700 
From: Curtis Gibson <mhoram@relia.net> 
Subject: Re: Storm, Iron Man and the wimpy X-Men 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
Filksinger wrote: 
>  
> On Friday, December 12, 1997 9:28 AM, GoldRushG wrote: 
>  
> >   Besides, everyone knows Spider-Man could whomp every one of those 
> losers, 
> >anyway! <LOL> 
>  
> YES. 
>  
> Back in the Secret Wars, Spiderman overheard the X-Men's plan to join 
> Magneto. He tried to turn them in, and would have succeeded with ease 
> if it hadn't been for Prof. X making him forget. IIRC, Wolverine 
> refereed to it as "kicking our butts!" 
>  
> Filksinger 
 
Then there is the one fight I remember that gave me new respect for 
spidey. I don't recall the set up, but he was being chased by Firelord 
(the Herald of Galactus). He tried to get help from every major 
superteam in NYC, then when none of them were in, finally turned on 
Firelord and started to fight him. When all of the teams that he had 
gone to for help showed up, there was the unconcious form of Firelord 
with Spidey over him, gasping for breath. The reaction shots of the 
Avengers and FF at Spiderman having taken out a herald of Galactus is 
pricelss. 
 
--  
-Mhoram 
Why is it a penny for your thoughts, but you have to put your 
 two cents in. Somebody's makin' a penny somewhere. -Stephen Wright 
 
Date: Mon, 15 Dec 1997 09:11:30 -0500 (EST) 
From: dq831@freenet.carleton.ca (Jamie Rosen) 
Subject: Re: Champions 5th Edition 
Reply-To: dq831@freenet.carleton.ca 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
> 
><< Major Mistake. The powers rules have many applications outside of 
>Super Powers. I think the Hero system rulebook should be the same size as 
>it was in 4th edition.>> 
> 
>  My bad. I think the plan *was* (or, rather, *is*) to have all the character 
>creation rules (including the "powers") in the Hero System Rules book, and 
>treat the Champions book as the campaign book (perhaps with a few extra 
>goodies, and certainly plenty of clear examples!). 
 
One thing I'd like to see (and th is goes for pretty much every campaign 
book for every game) is a section on PbeMing.  Most of these books have a 
section on 'how to roleplay in genre x, or world x', and I think that 
including a section on playing over the 'net would be emminently useful. 
 
-- 
Jamie Rosen - author, bad seed, and layabout on rec.arts.comics.creative 
------------------------------------------------------------------------- 
Mistake is just experience in the present tense. 
 
X-Sender: bob.greenwade@klock.com 
Date: Mon, 15 Dec 1997 06:12:48 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Acrobatics in Combat 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 01:50 AM 12/15/97 -0800, Captain Spith wrote: 
>>    I think it could still work if a failure means that the character falls 
>> his Acrobatics Roll, cannot make an attack that Phase, is at half DCV, and 
>> must spend a half Phase the next Phase to get up. 
> 
>   I believe there should be consequences for failure, but that seems 
>like a lot.  I would think the 1/2DCV and loss of the rest of the phase 
>would be sufficient, I wouldn't carry over to the next phase unless an 
>18 were rolled. 
 
   I was just figuring that if he falls, he falls, and has to get up.  (Of 
course, if he *wants* to stay down, he can.  It might even be advisable, 
like if the brick behind his opponent is winding up a haymaker...) 
--- 
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 
 
 
Subject: Re: My BBB's falling apart! 
Date: Mon, 15 Dec 97 09:16:34 -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 
 
On 12/14/97 6:03 PM, GoldRushG (GoldRushG@aol.com) Said: 
 
>Are there still a lot of folks left who don't have 
>replacements for their old Champs hardcover? 
 
I took the first 4thEd Hardcaver, after it fell apart & put it in a three  
ring binder. Then I bought the HSR in softcover. Then I bought the 4thED  
softcover. The I bought Champions Deluxe in Hardcover. 
 
I'm a junkie. 
 
I need a fix. 
 
When's that San Angelo thing coming out again... 
 
                                         |  David A. Fair 
        Think Different                  |  SDS International 
                                         |  dfair@sdslink.com 
 
X-Sender: bob.greenwade@klock.com 
Date: Mon, 15 Dec 1997 06:26:36 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Gold Rush Games Mailing List??? 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 03:28 AM 12/15/97 +0000, Brian Wong wrote: 
> Hey, that's better than I got it. I go to the store here in San 
>Francisco (Gamescape on Divisadero) and ask for Ultimate Martial Artist on 
>disk and get: 
> 
> "doesn't exist, Hero games went out of business." 
> 
   [Sensible Action #1 clipped] 
> 
> "doesn't exist, Hero games went out of business." 
> 
   [Sensible Action #2 clipped] 
> 
> "doesn't exist, Hero games went out of business." 
> 
   [Theoretical Sensible Action clipped] 
> 
> "doesn't exist, Hero games went out of business." 
 
   Since you live in the same general area, maybe you should email Bruce 
Harlick and have him go down there and explain things to the people there. 
--- 
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, 15 Dec 1997 06:28:56 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Greetings II: Revenge of Greetings 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 12:07 AM 12/15/97 EST, Pat10355 wrote: 
>Hello, 
> 
>I've just joined the mailing list and I wanted to quickly introduce myself. 
>I'm Patrick Sweeney, a Champions player since the very first edition and the 
>author of the forthcoming San Angelo: City of Heroes campaign book from Gold 
>Rush Games. 
> 
>I can tell this is an extremely active list -- I've already gotten several 
>dozen e-mails and I only joined a couple of days ago. 
> 
>No big queries or commentary yet ... I expect you'll have some for me once 
the 
>book comes out in January, and I'm looking forward to your feedback. I just 
>wanted to say hi. Oh, and to apologize for accidentally sending my subscribe 
>message to the mailing list instead of the owner. <doh!> 
 
   Welcome, Patrick! 
   Hey fellow Listers, what do you think of this?  We've been languishing 
for years with little or no official presence on the list, and now we have 
a publisher (Mark), someone with a book in press (Patrick) and one with a 
book in process (me).  Is this list getting better, or what?   :-] 
--- 
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, 15 Dec 1997 06:34:33 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Link: Disadvantage or Advantage 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 06:18 PM 12/15/97 -0800, Rick Holding wrote: 
>Bob Greenwade wrote: 
>  
>>    But you *can't* apply the Limitation to the larger Power; that is quite 
>> explicitly stated. 
> 
> I would suggest that that particlur rule was placed to stop people  
>saying "I have a 3d6 flash.  I will link my 12d6 energy blast to it.  -1/2 
on  
>the energy blast, thanks" 
 
   Precisely.  So how would you work such a construct where the Flash 
always went off with the EB? 
--- 
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: Mon, 15 Dec 1997 10:35:20 -0400 (AST) 
From: Trevor Barrie <tbarrie@ibm.net> 
Subject: Re: That's What I Want... 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Sun, 14 Dec 1997, John and Ron Prins wrote: 
 
> Because Absorption doesn't _block_ or 'redirect' damage like armor or force 
> fields. It _transforms_ it from damaging 'power' to useful 'power'. It 
> should never have a _chance_ to do damage! 
 
Whether your armour/force field "blocks damage", "redirects damage", 
"absorbs damage", "transforms damage", "prevents the attack from ever 
having a chance to do damage", or whatever else is strictly a matter of 
SFX. The result is the same: your character suffers less damage. 
 
> To show how _bad_ the 'armor up to absorption roll' idea is, let's consider 
> knockback. Why, if 'effectively' I've just 'absorbed' an attack, should I 
> take any knockback from it? That's right, I shouldn't. So I not only have to 
> buy and Armor kludge, but a Knockback Resistance kludge as well! 
 
There's no kludge involved. If you want to gain character points from 
attacks, and take less damage from attacks, and take less knockback from 
attacks, then you need to buy Absorption, and a defense, and KB 
Resistance. That just stands to reason. 
 
> PLUS, look at the costs involved. Absorption = 5 points/die. Aid = 5 points 
> per die. I'm paying (currently) AS MUCH as I am for Aid, while getting: 
 
Okay, but Aid is completely broken at 5/die, so saying that Absorption is 
weaker than it doesn't carry much weight. Try comparing it to 10/die Aid. 
 
> Sorry, but IMO, the '0 END' componant of Absorption DOES NOT balance out the 
> two other conditions. Why does Absorption EXIST AT ALL??? I could just as 
> easily do this: 
>  
> XD6 Aid, 0 END (+1/2), Persistant (+1/2), Only when hit by a power fitting 
> 'Y' SFX (-1/2), Dice of Aid limited by DC of attack (-1/2). 
> 
> It's virtually the SAME construct, with the same conditions. Please, if you 
> can, _justify_ to me the existance of Absorption at all, given that it 
> operates identically to this Aid construct. 
 
Except that Absorption isn't limited to a certain special effect (though 
that's a common Limitation on Absorption, of course) and putting 
"Persistent" on an Instant Power is nonsense.  
 
> Now, back to Absorption acting in a 'damage transformation' manner. Watch 
> how easy this is: for every die of Absorption, you REMOVE one DC of damage 
> from the attack. So if someone with 8D6 Absorption gets hit with a 10D6 
> attack, only 2 damage dice are rolled - everything else gets 'absorbed'. 
> Then, you roll the dice of absorption (up to the maximum) to find out how 
> many 'CPs' are absorbed. 
 
Good grief. If you allowed this monstrosity into a game, what 
justification would _Armour_ have to exist? 
 
> Clean, simple, and actually has a reason for existance - but don't mistake 
> it for a cheap defense!! It's JUST as expensive as Energy Blast, on a dice 
> for dice basis. Buying 12D6 Absorption is as expensive as buying 40 points 
> of Resistant PD or ED, or 60 points of non-resistant. 40 rPD will stop a 4D6 
> RKA or 12D6 Energy Blast just as cold, though it has admittedly little 
> effect on Knockback. 
 
A) An _average_ roll on a 12D6 Energy Blast does 42 STUN, and it can do a 
lot more, so this construction hardly gives comparable defense to Armour - 
it gives superior defense. 
B) If it _did_ give equal defense, that would in and of itself prove that 
the construction is broken beyond belief. For 60 points, I can either stop 
attacks up to a certain level, or stop attacks up to that level _and_ get 
character points from them _and_ negate the knock-back too... gee, that's 
a tough choice. 
 
> An additional note on the 'armor up to absorption roll' - it isn't enough. 
> If I've got 12D6 Absorption, I doubt I'll ever see an absorption roll over 
> 12. 
 
Huh? Did you mean to write 2D6? Or are you under the mistaken impression 
that you only count the BODY rolled on the absorption dice? (Even if so, 
claiming that you'll never see a roll higher than 12 is pretty ludicrous.) 
 
> Considering that a _lot_ of the absorbtion going on in comic books is 
> 'total', an extra 12 rPD just doesn't cut it. I'd need a HUGE Absorption to 
> get the additional defenses 'required' to simulate the effect. 
 
<shrug> So buy it with the Limitation "only up to thrice the dice rolled", 
or with no Limitation at all if you like; you can still say the special 
effect of your defense is that you're "absorbing" the attack. 
 
> Can you not understand the meaning of the word Absorb? 
 
Can you not understand that the name of the Power tells you pretty much 
_nothing_ about what the Power is used for? This is pretty basic to 
understanding the Hero System. 
 
> And - if you don't want your Absorb to negate damage, why, you could buy 
> a limitation to that effect, right in the power! <gasp!> Instead of 
> buying TWO powers (three, if you include Knockback) to 'kludge' a true 
> Absorptive effect, why not have ONE power that you could just limit for 
> discrete effects? 
 
Because "one Power, one effect" is a pretty solid rule of thumb for Power 
design? It's a hell of a lot easier and more elegant to be able to build 
the effect you want from simple, relatively atomic Powers than it is to 
have to smash Powers apart and recombine them. 
 
Date: Mon, 15 Dec 1997 10:35:20 -0400 (AST) 
From: Trevor Barrie <tbarrie@ibm.net> 
Subject: Re: That's What I Want... 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Sun, 14 Dec 1997, John and Ron Prins wrote: 
 
> Because Absorption doesn't _block_ or 'redirect' damage like armor or force 
> fields. It _transforms_ it from damaging 'power' to useful 'power'. It 
> should never have a _chance_ to do damage! 
 
Whether your armour/force field "blocks damage", "redirects damage", 
"absorbs damage", "transforms damage", "prevents the attack from ever 
having a chance to do damage", or whatever else is strictly a matter of 
SFX. The result is the same: your character suffers less damage. 
 
> To show how _bad_ the 'armor up to absorption roll' idea is, let's consider 
> knockback. Why, if 'effectively' I've just 'absorbed' an attack, should I 
> take any knockback from it? That's right, I shouldn't. So I not only have to 
> buy and Armor kludge, but a Knockback Resistance kludge as well! 
 
There's no kludge involved. If you want to gain character points from 
attacks, and take less damage from attacks, and take less knockback from 
attacks, then you need to buy Absorption, and a defense, and KB 
Resistance. That just stands to reason. 
 
> PLUS, look at the costs involved. Absorption = 5 points/die. Aid = 5 points 
> per die. I'm paying (currently) AS MUCH as I am for Aid, while getting: 
 
Okay, but Aid is completely broken at 5/die, so saying that Absorption is 
weaker than it doesn't carry much weight. Try comparing it to 10/die Aid. 
 
> Sorry, but IMO, the '0 END' componant of Absorption DOES NOT balance out the 
> two other conditions. Why does Absorption EXIST AT ALL??? I could just as 
> easily do this: 
>  
> XD6 Aid, 0 END (+1/2), Persistant (+1/2), Only when hit by a power fitting 
> 'Y' SFX (-1/2), Dice of Aid limited by DC of attack (-1/2). 
> 
> It's virtually the SAME construct, with the same conditions. Please, if you 
> can, _justify_ to me the existance of Absorption at all, given that it 
> operates identically to this Aid construct. 
 
Except that Absorption isn't limited to a certain special effect (though 
that's a common Limitation on Absorption, of course) and putting 
"Persistent" on an Instant Power is nonsense.  
 
> Now, back to Absorption acting in a 'damage transformation' manner. Watch 
> how easy this is: for every die of Absorption, you REMOVE one DC of damage 
> from the attack. So if someone with 8D6 Absorption gets hit with a 10D6 
> attack, only 2 damage dice are rolled - everything else gets 'absorbed'. 
> Then, you roll the dice of absorption (up to the maximum) to find out how 
> many 'CPs' are absorbed. 
 
Good grief. If you allowed this monstrosity into a game, what 
justification would _Armour_ have to exist? 
 
> Clean, simple, and actually has a reason for existance - but don't mistake 
> it for a cheap defense!! It's JUST as expensive as Energy Blast, on a dice 
> for dice basis. Buying 12D6 Absorption is as expensive as buying 40 points 
> of Resistant PD or ED, or 60 points of non-resistant. 40 rPD will stop a 4D6 
> RKA or 12D6 Energy Blast just as cold, though it has admittedly little 
> effect on Knockback. 
 
A) An _average_ roll on a 12D6 Energy Blast does 42 STUN, and it can do a 
lot more, so this construction hardly gives comparable defense to Armour - 
it gives superior defense. 
B) If it _did_ give equal defense, that would in and of itself prove that 
the construction is broken beyond belief. For 60 points, I can either stop 
attacks up to a certain level, or stop attacks up to that level _and_ get 
character points from them _and_ negate the knock-back too... gee, that's 
a tough choice. 
 
> An additional note on the 'armor up to absorption roll' - it isn't enough. 
> If I've got 12D6 Absorption, I doubt I'll ever see an absorption roll over 
> 12. 
 
Huh? Did you mean to write 2D6? Or are you under the mistaken impression 
that you only count the BODY rolled on the absorption dice? (Even if so, 
claiming that you'll never see a roll higher than 12 is pretty ludicrous.) 
 
> Considering that a _lot_ of the absorbtion going on in comic books is 
> 'total', an extra 12 rPD just doesn't cut it. I'd need a HUGE Absorption to 
> get the additional defenses 'required' to simulate the effect. 
 
<shrug> So buy it with the Limitation "only up to thrice the dice rolled", 
or with no Limitation at all if you like; you can still say the special 
effect of your defense is that you're "absorbing" the attack. 
 
> Can you not understand the meaning of the word Absorb? 
 
Can you not understand that the name of the Power tells you pretty much 
_nothing_ about what the Power is used for? This is pretty basic to 
understanding the Hero System. 
 
> And - if you don't want your Absorb to negate damage, why, you could buy 
> a limitation to that effect, right in the power! <gasp!> Instead of 
> buying TWO powers (three, if you include Knockback) to 'kludge' a true 
> Absorptive effect, why not have ONE power that you could just limit for 
> discrete effects? 
 
Because "one Power, one effect" is a pretty solid rule of thumb for Power 
design? It's a hell of a lot easier and more elegant to be able to build 
the effect you want from simple, relatively atomic Powers than it is to 
have to smash Powers apart and recombine them. 
 
X-Sender: bob.greenwade@klock.com 
Date: Mon, 15 Dec 1997 06:42:16 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Slipperiness 
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 09:54 PM 12/14/97 +0000, Brian Wong wrote: 
>>  
>> At 03:49 PM 12/13/97 -0500, Bill Svitavsky wrote: 
>> >I'm all for the 5th ed. In addition to the various suggestions people have 
>> >already made, I hope it includes either a "slipperiness" power or a 
>> >revised Change Environment that can make an icy surface with combat 
>> >effects. (My pet peeve.)  
>>  
>>    While assembling TUSV, I found a need to define some Power to do this. 
>> I settled on a Minor Transform to change regular ground into slippery 
>> ground.  The SFX could be ice, an oil slick, or something else.  (I even 
>> have a sample vehicle with an icy slick device.) 
> 
> Transform to do it reads like a 'hack' though. Since transform 
>requires overcoming the targets Body. 
> How much body does thin air have? Or a sidewalk? 
 
   Thin air has no BODY (or the BODY of what you're trying to transform it 
into), but then again, who ever heard of "slippery air"? 
   As for sidewalk, HSR page 177 lists "dirt (per hex)" as having 16 BODY, 
and I'd do the same for paved ground (with higher DEF, just the same BODY). 
 
>It really does need a new power. A sort of 'reverse entangle'. 
 
   I disagree here, since I've found a way to do it that works (at least, 
IMO). 
--- 
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: Mon, 15 Dec 1997 10:46:18 -0400 (AST) 
From: Trevor Barrie <tbarrie@ibm.net> 
cc: champ-l@omg.org 
Subject: Re: That's What I Want... 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Sun, 14 Dec 1997, John and Ron Prins wrote: 
 
> >  I would suggest (for the time being) that you buy the 20 Pt. "Bunch of 
> >Forms" power, and then give it a Limitation: Only 2 Forms (-1/2). Does that 
> >work for you? 
 
This is definitely the most elegant approach IMO. 
 
> No, it wouldn't. I'm very tempted to say that Shapeshifting is 'too cheap'. 
> I'd like the list to discuss this idea. 
 
Considering that it literally does nothing in game-mechanical terms, I 
don't think it's too cheap. A pumped-up version of Disguise is nice, but 
not all that awesome (and for some uses, you even still need Disguise). 
 
> Shapeshift: 20 points for a single form. +2 points per additional form, +10 
> points for a limited 'group', +10 points for a broad 'group', +10 points for 
> any shape. 
 
I'd leave single form at 10 pts, but the modifiers look reasonable; 
increased granularity is generally a good thing. 
 
> This is, of course, a more expensive construct (not necessarily bad, as 
> Shapeshifting is darn useful and fairly rare, comic-wise), but it's got 
> lots greater resolution - I'd prefer added resolution than added 
> Limitations.  
>  
> For example, I'd like to buy the DEF and Dice of Entangles separately 
 
Good idea. 
 
> I want Absorption to be able to operate as a defense without resorting to 
> an Armor kludge. 
 
Note that this is the exact opposite of your earlier requests; you now 
want less resolution and more Limitations. 
 
Date: Mon, 15 Dec 1997 10:46:18 -0400 (AST) 
From: Trevor Barrie <tbarrie@ibm.net> 
cc: champ-l@omg.org 
Subject: Re: That's What I Want... 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Sun, 14 Dec 1997, John and Ron Prins wrote: 
 
> >  I would suggest (for the time being) that you buy the 20 Pt. "Bunch of 
> >Forms" power, and then give it a Limitation: Only 2 Forms (-1/2). Does that 
> >work for you? 
 
This is definitely the most elegant approach IMO. 
 
> No, it wouldn't. I'm very tempted to say that Shapeshifting is 'too cheap'. 
> I'd like the list to discuss this idea. 
 
Considering that it literally does nothing in game-mechanical terms, I 
don't think it's too cheap. A pumped-up version of Disguise is nice, but 
not all that awesome (and for some uses, you even still need Disguise). 
 
> Shapeshift: 20 points for a single form. +2 points per additional form, +10 
> points for a limited 'group', +10 points for a broad 'group', +10 points for 
> any shape. 
 
I'd leave single form at 10 pts, but the modifiers look reasonable; 
increased granularity is generally a good thing. 
 
> This is, of course, a more expensive construct (not necessarily bad, as 
> Shapeshifting is darn useful and fairly rare, comic-wise), but it's got 
> lots greater resolution - I'd prefer added resolution than added 
> Limitations.  
>  
> For example, I'd like to buy the DEF and Dice of Entangles separately 
 
Good idea. 
 
> I want Absorption to be able to operate as a defense without resorting to 
> an Armor kludge. 
 
Note that this is the exact opposite of your earlier requests; you now 
want less resolution and more Limitations. 
 
X-Sender: bob.greenwade@klock.com 
Date: Mon, 15 Dec 1997 06:49:16 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Slipperiness 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 06:31 PM 12/15/97 -0800, Rick Holding wrote: 
>I think one thing you may have missed would be some sort of  
>reduction in movement and accelleration.  Little or nor traction would  
>mean the tires/feet/etc woudl be moving like hell but not getting very  
>far. 
 
   This is what I currently have down for the effect of a Slick.  Tell me 
what you think. 
 
   If the Transform is successful, then the ground becomes slippery. 
Characters and vehicles using Ground Movement must make a DEX Roll at -3 
(or a Combat Vehicle Operations or similar Roll at no penalty) when 
entering the hex or lose control (see Chapter Three for more details on 
this).  Even if this Roll is successful, a second Roll at -2 (in addition 
to any other Modifiers) must be made if the character or vehicle attempts 
to accelerate, decelerate, or turn while in the affected area. 
   At the GM's option, every BODY pip above the 16 needed to successfully 
enact the Transform, up to the maximum that can be rolled on the dice, adds 
another -1 to the DEX or Combat Vehicle Operations Rolls. 
 
   Point of Clarification: Combat Vehicle Operations means either Combat 
Driving, Combat Piloting, or an equivalent Skill (like Combat Robot 
Operations). 
   I'm thinking of adding a provision where targets using feet for 
transportation would also have to make a DEX or Combat Vehicle Operations 
Roll every Phase. 
--- 
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, 15 Dec 1997 06:52:38 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: TUSV 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 02:02 AM 12/15/97 +0000, Brian Wong wrote: 
>> take what I post as gospel even if you'd take TUSV itself as such. 
> 
> Am I the only one who keeps wanting to read that as 
>"The Ultimate Super Villian"? 
> Which in itself may make for a justifiable book. 
 
   I think Chris Avellone's working on something like that.  The last I 
heard, it was being called "Essential Villainy." 
   I don't know the status on it, though; it may have been abandoned, or 
put on a long-term status (like Patrick Bradley's Pirate Hero). 
--- 
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: Mon, 15 Dec 1997 10:55:31 -0400 (AST) 
From: Trevor Barrie <tbarrie@ibm.net> 
Subject: Re: Avengers vs. X-Men 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Sun, 14 Dec 1997, Jeremiah Driscoll wrote: 
 
> >It isn't. Given that Rogue can be overwhelmed by a mental midget like 
> >Juggernaut and given that Thor, when his personality was absorbed by the 
> >Destroyer and even the freaking Demogorge, was able to assert control, I 
> >have difficulty believing she could successfully handle Thor. 
> > 
> Well, I was under the delusion (I suppose) that it wouldn't be Thor's 
> ability to "assert control," it would simply be the personality clash.  It 
> may still depend upon strength of personality, but still...  she's not 
> absorbing their souls.  (AFAIK) 
 
I'd always sort of assumed that the strength of the personality absorbed 
was an important factor in determining whether she was able to maintain 
control, but I'll admit I haven't seen anything canonically stating this. 
 
> >> Wasn't there a time where she absorbed Colossus, Nightcrawler, and Kitty 
> >> Pryde's powers to beat some big baddy?  Was that the Brood? 
> > 
> >That's why I explicitly referred to her trying to absorb an _adversary_. 
> > 
> Again, I didn't think this made a difference. 
 
Well, when absorbing a teamate the risk of having her personality 
supplanted isn't really an issue... they're going to have the same 
immediate goals she has, most likely. 
 
Date: Mon, 15 Dec 1997 10:55:31 -0400 (AST) 
From: Trevor Barrie <tbarrie@ibm.net> 
Subject: Re: Avengers vs. X-Men 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Sun, 14 Dec 1997, Jeremiah Driscoll wrote: 
 
> >It isn't. Given that Rogue can be overwhelmed by a mental midget like 
> >Juggernaut and given that Thor, when his personality was absorbed by the 
> >Destroyer and even the freaking Demogorge, was able to assert control, I 
> >have difficulty believing she could successfully handle Thor. 
> > 
> Well, I was under the delusion (I suppose) that it wouldn't be Thor's 
> ability to "assert control," it would simply be the personality clash.  It 
> may still depend upon strength of personality, but still...  she's not 
> absorbing their souls.  (AFAIK) 
 
I'd always sort of assumed that the strength of the personality absorbed 
was an important factor in determining whether she was able to maintain 
control, but I'll admit I haven't seen anything canonically stating this. 
 
> >> Wasn't there a time where she absorbed Colossus, Nightcrawler, and Kitty 
> >> Pryde's powers to beat some big baddy?  Was that the Brood? 
> > 
> >That's why I explicitly referred to her trying to absorb an _adversary_. 
> > 
> Again, I didn't think this made a difference. 
 
Well, when absorbing a teamate the risk of having her personality 
supplanted isn't really an issue... they're going to have the same 
immediate goals she has, most likely. 
 
Date: Mon, 15 Dec 1997 09:56:52 -0500 (EST) 
From: Michael Surbrook <susano@access.digex.net> 
cc: champ-l@omg.org 
Subject: Re: Ninjato 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Mon, 15 Dec 1997, Len Carpenter wrote: 
 
> I agree that the ninjato doesn't deserve a +1 STUN multiplier.  The typical 
> ninjato likely doesn't deserve a +1 OCV bonus either, unlike a high-quality 
> katana or wakizashi forged with exquisite skill. 
 
When my group rewrote the weapons lists, we dumped all OCV bonuses for all 
weapons, unless the weapon was very quick (like a rapier of jien) of hard 
to block (like a flail).  OTOH, the +1 OCV for a sword is more a question 
of balance then how well the sword was made.  If the sword is well 
balanced and and handles well, then it will be fairly easy to use, thus 
the +1 OCV 
  
> I like to give the quality swords favored by knights and swashbuckler the +1 
> OCV.  To balance the sword's advantage, I grant a +1 STUN multiplier to heavy 
> battle axes to better reflect the crushing power of such weapons in addition 
> to their cutting power.  A +1 STUN mult I give to common hammers, maces, and 
> flails, while the heaviest of such weapons receives a +2 STUN mult.  So a 
> knight wearing heavy jousting armor capable of absorbing lots of BODY can 
> still get his bell rung by a two-handed flail. 
 
I would argue that European swords are pretty much the same quality across 
the board for the most part.   
 
Anyway, axes should have the AP advantage, since they purpose is to chop 
through armor.  One gets the impresion from some of the older Norse sagas 
that the axe was a very sharp weapon with great cutting power, not 
crushing power. 
 
I would disagree with giving almost any weapon a +2 Stun Multiple. 
 
I would also like to point out that *no one* fouhgt in 'jousting armor'. 
Armor for tilting at the list was just that, sport armor for the joust. 
This stuff was very thick (up to an 1" of overlapping plates) and rigidly 
locked togther.  I doubt that hitting someone with a heavly flail would 
incapacitate them as badly a you are picturing in your example. 
 
Note: when you say 'heavy jousting armor' I presume you are refering to 
the fill suits of plate from the 16th and 17th century.  Before that, the 
knight wore his usualy gear with a few add ons. 
 
> I have another suggestion for hand-and-a-half weapons.  Provided the 
> character has the STR min to wield the weapon one-handed, if he chooses to 
> wield it with both hands, he gets a +1 Damage Class bonus when gripping it 
> two-handed--in a sense, the STR min for swinging it with two hands is reduced 
> by 5.   
 
But the STR min of using a hand-and-a-half weapon does go down if you use 
it two handed, allowing one to usually get that extra DC in combat.  Check 
Fantasy Hero and the BBB. 
 
> It gives a further option to characters.  A knight who forgoes using a 
> shield and swings his bastard sword with both hands gets to do a little extra 
> damage, trading a defensive benefit for an offensive one.  A samurai trained 
> in two-sword fighting (WF: Off-Hand) who chooses to leave his wakizashi 
> sheathed to wield his katana two-handed does a bit more damage with his 
> primary blade, while losing the DCV bonus, the flexibility of Binding with 
> one weapon while striking with the other, and the possibility of surprise 
> attacks with the secondary weapon. 
 
Agreed. 
 
*************************************************************************** 
* "'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: Mon, 15 Dec 1997 09:58:47 -0500 (EST) 
From: Michael Surbrook <susano@access.digex.net> 
cc: champ-l@omg.org 
Subject: Re: Acrobatics in Combat 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Mon, 15 Dec 1997, Brian Wong wrote: 
 
> > >   Often times what I let my players do is give me "comparisons" I can relate 
> > > to. Things like "I do a double back-flip like Jackie Chan did in that one 
> > > scene in Armor of God VII" and I say "Okay. Make your roll."  ;) 
> >  
> > No way man, Jackie vs Bennie in "Dragons Forever"! 
> >  
> 	Naw, the scene in City Hunter where he gets slammed into a video 
> game machine and comes out as the girl in Street Fighter II (but the actor 
> still being Jackie), then the other guy turns into Ken and starts shooting 
> blasts at him. 
 
Jackie Chan as Chun Li, Richard Norton as Ken.  Alonng the way, Jackie, 
Richard and some extras show up as everyone else too... complete with 
fireballs and sonic booms. 
 
> 	But I don't know if that one's been brought over into english yet. I 
> saw it in Chinese while living in asia. 
 
Saw a dubbed copy a long time ago. 
 
Okay, for acrobatics in a fight: Jackie Chan vs Ken Lo in Drunken Master 
II! 
 
*************************************************************************** 
* "'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: Mon, 15 Dec 1997 06:59:44 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Ha! I KNEW it! Magic is EVIL!! 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 07:46 AM 12/15/97 CST, Todd Hanson wrote: 
>>   Just as a point of fact: the actual "smug a-hole" who started it was 
>>posting a bunch of derogatory comments about Christians. 
> 
>Umm.  No. 
> 
>the 'smug a-hole' who started this merely commented on the amusing fact  
>that the Christian Broadcast Network has transferred it's 'D&D is evil'  
>campaign to Magic.  Seeing as how this list has often discussed the fact  
>that Magic has destroyed the role playing industry (as far as WE'RE  
>concerned anyway), I thought others would find it amusing as well. 
 
   I hope you understand, Todd, that my use of the phrase "smug a-hole" was 
a sarcastic quoting of another's phrase.  I in no way consider you as such. 
 
>There were no derogatory comments in my original post. The only  
>reference to 'Christians' was that it was on CBN (the Christian  
>Broadcast Network).  Anything else was solely in the minds of certain  
>people who need to feel persecuted. 
 
   I need to apologize on this count.  I should have said, "comments that 
were taken as derogatory."  My bad. 
 
>This subject was only remotely related to this list to begin with. We've  
>gone through the religious bullshit too many times already, and it  
>doesn't belong here. Please drop it. 
 
   Agreed.  I only posted this publicly because I felt that these two 
remarks needed to be cleared up.  Other than that, I'm done, as I think 
everyone else is too. 
--- 
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: Mon, 15 Dec 1997 11:00:31 -0400 (AST) 
From: Trevor Barrie <tbarrie@ibm.net> 
Subject: Re: Champions  5th Editi 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Sun, 14 Dec 1997, Vox Ludator! wrote: 
 
> Don't duck and cover just yet. :^| To begin with, the only thing really 
> wrong with the original HA isn't really something wrong with HA: its price. 
> HA costs 3 pts. because 1d6 worth of STR cost 5 points.  One is left with 
> either the option of raising STR's cost, or living with HA. 
 
Raising STR's cost is really close to the top of the priority queue of 
things to be changed in 5th Edition, IMO. 
 
> The trouble is, HA is NOT the normal-damage equivalent of HKA. There's no 
> need for such a power (a normal damage power that lets you add STR), because 
> the paradigm shifts for normal damage -- STR is not added to HA, HA is added 
> to STR, and that's the way it should be: /STR/ is the equivalent of HKA (you 
> can use combat maneuvers with just STR, for example). 
 
I disagree - HA should be the normal-damage equivalent of HKA. Assuming 
the HA has an Advantage of some kind, it would compare to EB the same way 
HKA compares to RKA: inherently No Range, but as a bonus it lets you 
convert an amount of your STR into a different type of damage. 
 
Of course, if you just want straight normal HTH damage, the conversion 
part isn't useful to you - so you can just take a No Range Energy Blast or 
STR "only to deal damage". 
 
Date: Mon, 15 Dec 1997 11:00:31 -0400 (AST) 
From: Trevor Barrie <tbarrie@ibm.net> 
Subject: Re: Champions  5th Editi 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Sun, 14 Dec 1997, Vox Ludator! wrote: 
 
> Don't duck and cover just yet. :^| To begin with, the only thing really 
> wrong with the original HA isn't really something wrong with HA: its price. 
> HA costs 3 pts. because 1d6 worth of STR cost 5 points.  One is left with 
> either the option of raising STR's cost, or living with HA. 
 
Raising STR's cost is really close to the top of the priority queue of 
things to be changed in 5th Edition, IMO. 
 
> The trouble is, HA is NOT the normal-damage equivalent of HKA. There's no 
> need for such a power (a normal damage power that lets you add STR), because 
> the paradigm shifts for normal damage -- STR is not added to HA, HA is added 
> to STR, and that's the way it should be: /STR/ is the equivalent of HKA (you 
> can use combat maneuvers with just STR, for example). 
 
I disagree - HA should be the normal-damage equivalent of HKA. Assuming 
the HA has an Advantage of some kind, it would compare to EB the same way 
HKA compares to RKA: inherently No Range, but as a bonus it lets you 
convert an amount of your STR into a different type of damage. 
 
Of course, if you just want straight normal HTH damage, the conversion 
part isn't useful to you - so you can just take a No Range Energy Blast or 
STR "only to deal damage". 
 
Date: Mon, 15 Dec 1997 10:01:52 -0500 
From: Geoffrey Speare <geoff@omg.org> 
Subject: 5th Edition Hero: Some specific suggestions (a tad long) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
>    - Similarly seduction should not *necessarily* be sexual.  A person can 
> be "seduced" by wealth, fame, and power.  (Arguably, of course, this could 
> be represented with Bribery, though it seems to my mind closer to 
> Seduction, semantically speaking.) 
 
Strongly agree; in fact, the existing skill could be read this way (if you 
turn off innuendo when reading it :-). 
 
>    - Enhanced Senses should include a Touch Sense Group. 
 
Only if there's a thorough discussion of the ramifications (I buy Touch 
Darkness and take no STUN!). One could also argue for pain, temperature, and 
balance senses/groups (though not me :-). 
 
>    - Extra Limbs should go back to having a cost per limb.  My own 
> structure is 5 points for two arms, with reduced costs for lesser utility 
> (3 points for one arm, 3 for a pair of tentacles, 1 for a single tentacle 
> or prehensile tail). 
 
I dislike this because it precludes certain concepts from ever being 
built. How come you prefer it this way? 
 
>    - Linked should be fixed and specific.  My recommendation is to go with 
> the basic, existing -1/2 bonus to make both Powers used in proportion, 
> essentially being treated as a single Power for most purposes.  A character 
> could also have a "one-way" Link, letting one Power be used up to the level 
> that the other is, for -1/4.  Linked should still be applicable only to the 
> smaller Power (but please specify that this means Active Points). 
 
Yay. :-) I would actually vote for removing Linked entirely and treating it as 
"Limited Power" (AND adding a section on how powers link together!); the 
restrictions imposed by the link vary so widely that a single value is 
inappropriate, IMO.  
 
Geoff Speare 
 
Date: Mon, 15 Dec 1997 10:15:08 -0500 (EST) 
From: Michael Surbrook <susano@access.digex.net> 
cc: champ-l@omg.org 
Subject: Re: Greetings II: Revenge of Greetings 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Mon, 15 Dec 1997, Bob Greenwade wrote: 
 
>    Hey fellow Listers, what do you think of this?  We've been languishing 
> for years with little or no official presence on the list, and now we have 
> a publisher (Mark), someone with a book in press (Patrick) and one with a 
> book in process (me).  Is this list getting better, or what?   :-] 
 
That's two with books in process, Bob! 
 
*************************************************************************** 
* "'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: Mon, 15 Dec 1997 10:27:37 -0500 (EST) 
X-Sender: jprins@interhop.net (Unverified) 
From: jprins@interhop.net (John and Ron Prins) 
Subject: Re: That's What I Want... 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
>> Because Absorption doesn't _block_ or 'redirect' damage like armor or force 
>> fields. It _transforms_ it from damaging 'power' to useful 'power'. It 
>> should never have a _chance_ to do damage! 
>> 
>	You know, like the person above, when I first read the original comment 
>at the top here I thought "You idiot, buy the Absorption and the proper 
>defense." Then I read his defense of it below and must say I now 'almost' 
>agree with him (I'll show below where I don't, which is cost of power, and 
>why.). 
 
Hey, costs of a power are always debatable. :-) 
 
>> XD6 Aid, 0 END (+1/2), Persistant (+1/2), Only when hit by a power fitting 
>> 'Y' SFX (-1/2), Dice of Aid limited by DC of attack (-1/2). 
>>  
>> It's virtually the SAME construct, with the same conditions. Please, if you 
>> can, _justify_ to me the existance of Absorption at all, given that it 
>> operates identically to this Aid construct. 
>> 
>	Now that's a very good point. One I hadn't considered before. 
 
The same 'logic' can apply to Transfer (A Drain with a Linked Aid) for a 
good deal cheaper (2-3 CP per die). Personally, I think that Transfer should 
drop to 10 points per die. As it stands, I've seen very few people buy 
Transfer, and it's not just the cost, either - RKAs and Major Transforms are 
15 points/die, and people still buy them... 
  
>> Now, back to Absorption acting in a 'damage transformation' manner. Watch 
>> how easy this is: for every die of Absorption, you REMOVE one DC of damage 
>> from the attack. So if someone with 8D6 Absorption gets hit with a 10D6 
>> attack, only 2 damage dice are rolled - everything else gets 'absorbed'. 
>> Then, you roll the dice of absorption (up to the maximum) to find out how 
>> many 'CPs' are absorbed. Clean, simple, and actually has a reason for 
>> existance - but don't mistake it for a cheap defense!! It's JUST as 
>> expensive as Energy Blast, on a dice for dice basis. Buying 12D6 Absorption 
>> is as expensive as buying 40 points of Resistant PD or ED, or 60 points of 
>> non-resistant. 40 rPD will stop a 4D6 RKA or 12D6 Energy Blast just as cold, 
>> though it has admittedly little effect on Knockback. 
>> 
>	However. 12d6 Absorption as you state it blocks up to 12d6 EB ALL 
>the time. So it's really stopping from 12 to 72 points of damage. However 
>a 13d6 EB that rolls all ones will still do 1 point in your construct. 
 
Hmm, good point, but easily solved by rolling dice and countering BODY for 
BODY and STUN for STUN. I was kinda trying to reduce the dice rolling 
involved (silly me!). 
 
>	Now I don't propose to roll the dice of arbsorption AND the 
>dice of EB and then compare them for totals (which is what we do now), then 
>absorb whatever you rolled and only take the rest (which is diferent from now). 
>This has too many dice rolls. 
 
Just as many as we have now. 
 
>But perhaps we could buy absorption like 
>PD or ED, only at say 2 or 3 points per point of absorption? Or 5 points per 
>3 points of absorption? 
 
There's an idea! Though the upshot of this would be absorbing the BODY of an 
attack but still getting nailed by lots of STUN, which doesn't feel right. I 
think I'm leaning towards the opposed dice idea now. 
 
>	However I think having it cancel out dice for dice is too potent 
>under most situations, and oddly weak under some (25 character points of 
>absorb should be enough to stop 10 points of damage, weather it was done by 
>a 2d6 hit, or a 10d6 hit. However it should not be enough to stop 30 
>points of damage, weather or not it's done by 5d6 or 10d6). All other 
>defenses in champions are static, so it only makes sense for absorption's 
>defensive side to be so as well. 
 
Hey! A new power! Damage Dissipation, 3 points per 1D6, roll for effect and 
counter STUN for STUN and BODY for BODY. Must be bought separately for each 
of Physical and Energy Damage. Knockback is generated only from the BODY 
that gets through. Functions vs Normal and Killing Attacks, but not NNDs or 
AVLDs. Remaining damage applies versus conventional defenses. 
 
 
 
To 'simulate' Absorption*, you just throw in a Aid, Linked (-1/2), Self Only 
(-1/2), Proportional to Attack (-1/2). 
 
Let's introduce the idea of variable defenses into HERO! 
 
<John ducks the thousands of tiny D6's that people start peppering him with 
in anger over the thought of more dice rolling in Champs...:-)> 
 
*I don't _need_ a specific power called absorption, but if we're going to 
have one, I want it to function 'properly', at least as far as the most 
common, comic-book method of Absorption. 
----------------------------------------------------------------------------- 
"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: Mon, 15 Dec 1997 10:28:07 -0500 (EST) 
X-Sender: jprins@interhop.net (Unverified) 
From: jprins@interhop.net (John and Ron Prins) 
Subject: Re: That's What I Want... 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
>Hiya John. Long time, no argue... :) 
 
Heh. How long ago was that really big row between us? ^_^ Year and a half? 
> 
> JaRP> Now, back to Absorption acting in a 'damage transformation' manner. 
> JaRP> Watch how easy this is: for every die of Absorption, you REMOVE one DC 
> JaRP> of damage from the attack. 
  
>Personally, I think this is what Damage Reduction was intended for, but  
>different strokes... 
 
Yeah, it does bear some similarities, doesn't it? Though Damage Reduction 
takes place after all defenses apply, where as that Abs. construct takes 
place before.  
 
>I have also been wondering about the utility of Absorption lately, and I  
>had a few ideas for house rulings: 
> 1) The 5 points/d6 stands, but it now converts from STUN damage to CPs; 
 
Oik. Too much. Then it really is Aid, just under another name. 
 
> 2) The power works the same as in the book, but is now 3 points/d6  
>       (like Dispel); 
 
Fairer. 
 
> 3) The power is bought like John suggested, but the dice are rolled to  
>       conter the attack, STUN to STUN, BODY to BODY. The ability to  
>       counter out dice, IMO, is pretty potent; 
 
Possibly, and this isn't such a bad idea; as it stands you have to roll 
Absorption dice anyways, so it's not adding any extra rolls, is it? 
 
>I'm seriously looking at #1, primarily because, as John stated, you  
>don't get enough out of regular Absorption to make it worthwhile... And  
 
I was referring to not getting enough 'defense' out of Armor 'only up to 
Absorption roll', though Absorption does, on average, provide only 1/3 to 
1/4 the CP gain as an equivalent cost Aid. 
 
>As an aside, does anyone else here restrict the SFX of attacks that  
>someone's Damage Reduction/Absorption/etc. can function against (ie  
>fire, cold, punches, etc.) rather than just Energy/Physical damage? 
 
Sure. IIRC, the Damage Reduction writeup gives specific examples - "Only vs. 
Fire/Heat, (-1)". No reason Absorption shouldn't do the same. 
 
----------------------------------------------------------------------------- 
"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: mlknight@pop.mindspring.com 
Date: Mon, 15 Dec 1997 08:32:03 -0700 
From: Michelle Knight <mlknight@mindspring.com> 
Subject: Re: Greetings II: Revenge of Greetings 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 10:15 AM 12/15/97 -0500, Michael Surbrook wrote: 
>On Mon, 15 Dec 1997, Bob Greenwade wrote: 
> 
>>    Hey fellow Listers, what do you think of this?  We've been languishing 
>> for years with little or no official presence on the list, and now we have 
>> a publisher (Mark), someone with a book in press (Patrick) and one with a 
>> book in process (me).  Is this list getting better, or what?   :-] 
> 
>That's two with books in process, Bob! 
 
 
  And don't forget the one who's doing the layouts on GRG products (and 
soon Hero Games products as well.). :) 
 
 
Michelle 
 
 
Subject: Re: Champions 5th Edition 
Date: Mon, 15 Dec 97 10:47:08 -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 
 
On 12/14/97 8:40 AM, Trevor Barrie (tbarrie@ibm.net) Said: 
 
>Wait... what "super power rules"? The Powers section is pretty fundamental 
>to the Hero System; you need it for pretty much any genre except for 100% 
>Realistic. 
 
Actually, you need it for that as well. How are you going to have a 9mm  
without the RKA Power? 
 
                                         |  David A. Fair 
        Think Different                  |  SDS International 
                                         |  dfair@sdslink.com 
 
From: rcole@ezy.net (Ron Cole) 
Subject: Re: Cardboard Heroes 
Date: Mon, 15 Dec 1997 11:06:46 -0500 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
>  Since it seems that the majority of folks (onthis list, anyway) would like 
>to see more cardboard minis, let me ask you this: Would you be willing to pay 
>an extra $2 for a book that had them included? 
 
Not for Supers, however I'd really like to see a nice selection of fantasy based 
collections, like SJG had a while back.  When they were available, I couldn't 
afford to buy a lot of them, and now that I can, they aren't available anymore. 
The metal miniatures are really nice, but I don't have the time or the talent to 
paint them, and the cardboard ones are better for wear and tear anyway.  I don't 
worry about damaging them, and if the do get damaged, the can be replaced 
easily.  (in theory :-) 
 
Ron 
 
From: Eric Burns <burns@cug.dorm.usm.maine.edu> 
Subject: RE: It's Not Easy Being Green 
Date: Mon, 15 Dec 1997 11:15:15 -0500 (EST) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
> >   With all of these evil green people, only Brainiac 5 and She-Hulk stand 
> >out among notable green people in fiction as true heroes in any medium. 
> >(Kermit doesn't count; he's a frog.) 
> >   I say, greens should get together to fight this obvious media 
> >stereotyping and discrimination. 
 
<singing to the tune of "Short People"> 
 
Green people got, no reason, 
    Green people got, no reason to live... 
 
-Eric 
 
Date: Mon, 15 Dec 1997 10:23:19 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: TUSV 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
>    I think Chris Avellone's working on something like that.  The last I 
> heard, it was being called "Essential Villainy." 
 
	I'd buy that. 
 
>    I don't know the status on it, though; it may have been abandoned, or 
> put on a long-term status (like Patrick Bradley's Pirate Hero). 
 
 
	I'd really buy that.  GRG, are you listening?  There may be some 
interest in reviving Pirate Hero. 
 
	Argh. 
 
 
			-Tim Gilberg 
 
X-Sender: bob.greenwade@klock.com 
Date: Mon, 15 Dec 1997 08:25:44 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: 5th Edition Hero: Some specific suggestions (a tad long) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 10:01 AM 12/15/97 -0500, Geoffrey Speare wrote: 
>>    - Similarly seduction should not *necessarily* be sexual.  A person can 
>> be "seduced" by wealth, fame, and power.  (Arguably, of course, this could 
>> be represented with Bribery, though it seems to my mind closer to 
>> Seduction, semantically speaking.) 
> 
>Strongly agree; in fact, the existing skill could be read this way (if you 
>turn off innuendo when reading it :-). 
 
   I just felt that this should be made fully clear. 
 
>>    - Enhanced Senses should include a Touch Sense Group. 
> 
>Only if there's a thorough discussion of the ramifications (I buy Touch 
>Darkness and take no STUN!). One could also argue for pain, temperature, and 
>balance senses/groups (though not me :-). 
 
   With the discussion of ramifications, I agree.  It's at least as 
important as a discussion of Blindness.  (Random thought:  Someone Flashed 
vs Touch might take no STUN until the Flash wears off; then all the STUN is 
applied at once.  Probably not very balanced, but it is an interesting idea.) 
   As for pain, temperature, and balance, I'd call all of those part of the 
Touch Sense Group, as well as texture. 
 
>>    - Extra Limbs should go back to having a cost per limb.  My own 
>> structure is 5 points for two arms, with reduced costs for lesser utility 
>> (3 points for one arm, 3 for a pair of tentacles, 1 for a single tentacle 
>> or prehensile tail). 
> 
>I dislike this because it precludes certain concepts from ever being 
>built. How come you prefer it this way? 
 
   Somehow, it just doesn't seem right that a character can have 100 arms 
for the same cost as another character whose Extra Limb is merely a 
prehensile tail. 
   Of course, the actual structure could be something different, like 5 
points for every 2X arms or whatever. 
 
>>    - Linked should be fixed and specific.  My recommendation is to go with 
>> the basic, existing -1/2 bonus to make both Powers used in proportion, 
>> essentially being treated as a single Power for most purposes.  A character 
>> could also have a "one-way" Link, letting one Power be used up to the level 
>> that the other is, for -1/4.  Linked should still be applicable only to the 
>> smaller Power (but please specify that this means Active Points). 
> 
>Yay. :-) I would actually vote for removing Linked entirely and treating 
it as 
>"Limited Power" (AND adding a section on how powers link together!); the 
>restrictions imposed by the link vary so widely that a single value is 
>inappropriate, IMO.  
 
   The three I listed are, I think, the main ones that are liable to be 
used; Limited Power can "fill in" for whatever's missing. 
--- 
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, 15 Dec 1997 08:26:51 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Greetings II: Revenge of Greetings 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 10:15 AM 12/15/97 -0500, Michael Surbrook wrote: 
>On Mon, 15 Dec 1997, Bob Greenwade wrote: 
> 
>>    Hey fellow Listers, what do you think of this?  We've been languishing 
>> for years with little or no official presence on the list, and now we have 
>> a publisher (Mark), someone with a book in press (Patrick) and one with a 
>> book in process (me).  Is this list getting better, or what?   :-] 
> 
>That's two with books in process, Bob! 
 
   Oh right, I forgot all about Kazei 5!  Sorry, Michael! 
--- 
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, 15 Dec 1997 08:28:22 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Greetings II: Revenge of Greetings 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 08:32 AM 12/15/97 -0700, Michelle Knight wrote: 
>At 10:15 AM 12/15/97 -0500, Michael Surbrook wrote: 
>>On Mon, 15 Dec 1997, Bob Greenwade wrote: 
>> 
>>>    Hey fellow Listers, what do you think of this?  We've been languishing 
>>> for years with little or no official presence on the list, and now we have 
>>> a publisher (Mark), someone with a book in press (Patrick) and one with a 
>>> book in process (me).  Is this list getting better, or what?   :-] 
>> 
>>That's two with books in process, Bob! 
> 
>  And don't forget the one who's doing the layouts on GRG products (and 
>soon Hero Games products as well.). :) 
 
   Awesome!   :-] 
   This place is really getting thick with official presence.  Now if we 
could only get one of The Big Guys to subscribe, but I think Mark will have 
to suffice for that (sort of like wanting the President of the United 
States and getting the President pro tem of the Senate -- not quite the 
same thing, but still impressive). 
--- 
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: bsvitavs@acs-mail.bu.edu 
Date: Mon, 15 Dec 1997 12:21:27 -0500 
From: bsvitavs@bu.edu (Bill Svitavsky) 
Subject: Re: Slipperiness 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
>At 06:31 PM 12/15/97 -0800, Rick Holding wrote: 
>>I think one thing you may have missed would be some sort of 
>>reduction in movement and accelleration.  Little or nor traction would 
>>mean the tires/feet/etc woudl be moving like hell but not getting very 
>>far. 
> 
>   This is what I currently have down for the effect of a Slick.  Tell me 
>what you think. 
> 
>   If the Transform is successful, then the ground becomes slippery. 
>Characters and vehicles using Ground Movement must make a DEX Roll at -3 
>(or a Combat Vehicle Operations or similar Roll at no penalty) when 
>entering the hex or lose control (see Chapter Three for more details on 
>this).  Even if this Roll is successful, a second Roll at -2 (in addition 
>to any other Modifiers) must be made if the character or vehicle attempts 
>to accelerate, decelerate, or turn while in the affected area. 
>   At the GM's option, every BODY pip above the 16 needed to successfully 
>enact the Transform, up to the maximum that can be rolled on the dice, adds 
>another -1 to the DEX or Combat Vehicle Operations Rolls. 
> 
 
I think this beats any previously published solution to this slippery 
problem, but I still have a few qualms with it. While Transform seems like 
the most "legal" way to go about creating the effect, you're stuck with the 
power working vs. BODY. With this approach, it's easier to make dirt or 
sand slippery than to affect a paved or metal surface - five minutes of 
rain will prove that wrong. 
 
Your effects for the power make sense; I'll assume you deal with what it 
means for a running character to "lose control" in Chapter Three. I would 
like to see some mention of defenses against a slippery surface - does 
Clinging stop it? Is it entirely dependent on SFX? If you're feeling really 
ambitious, you might try to build studded snow tires. 
 
Just for further comparison, I'll include my "more or less within the 
rules" fix, built here for a one hex effect: 
 
 
Slipperiness Effect (existing rules): 
     4 pts.     Martial Throw 
                Area Effect (+1), Continuous (+1), Ranged (+1/2), 
                Uncontrolled (+1/2), DEX or Breakfall Roll to Remain 
                Standing & Avoid Damage (-1/2), Doesn't Affect Flying or 
                Clinging Targets (-1/2), Nonmoving Target Won't 
                Fall (-1/2) 
 
     5 pts.     Darkness 
                Only to Reduce DCV (-1), Linked to Martial Throw (-1/2), 
                DEX or Breakfall Roll instead of PER roll to get only -1 
 
                DCV (-0) 
 
And optionally: 
     14 pts.    2d6 Suppress vs. Clinging, Area Effect (+1), 
                Continuous (+1), Ranged (+1/2), Uncontrolled (+1/2), 
 
                Linked to Martial Throw (-1/2) 
 
Thus, you get a continuous area effect attack that does v/5 damage (a zero 
strength martial throw) to anyone moving who fails a DEX roll. Dive for 
Cover works particularly nicely with this effect, as taking -1 per inch 
moved is a pretty good simulation of moving across a slippery surface. The 
Uncontrolled advantages assumes you're creating ice or something that hangs 
around for a while; if the effect only lasts while you put effort into it, 
the slipperiness could be built without that advantage. The Darkness effect 
may seem weird, since it doesn't at all effect the target's perceptions, 
but it's the only good power to give someone 1/2 DCV. I know lots of people 
object to ranged Martial Arts, though I find it a better alternative than 
the Transform BODY problem. 
 
Really, though, I think slipperiness needs to be a power. Creating a new 
power probably isn't within the scope of TUSV, so whatever you use will 
necessarily be a bit of a kludge. 
 
 
Date: Mon, 15 Dec 1997 11:23:28 -0600 
From: redbf@ldd.net (bobby farris) 
Reply-To: redbf@ldd.net 
Organization: Redbow Antiques 
Subject: Re: Champions 5th Edition 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
GoldRushG wrote: 
 
> << Major Mistake. The powers rules have many applications outside of 
> Super Powers. I think the Hero system rulebook should be the same size > as it was in 4th edition.>> 
  
>   My bad. I think the plan *was* (or, rather, *is*) to have all the > character creation rules (including the "powers") in the Hero System > Rules book, and treat the Champions book as the campaign book (perhaps > with a few extra goodies, and certainly plenty of clear examples!). 
>  
>   Mark @ GRG 
 
	I agree totally and can't wait for this to happen. This is the way it 
should always have been. Hero system is a great "Generic" game system, 
but because it has always been combined with Champions and because of a 
lack (relatively) of World books it has been overlooked and other game 
systems (like say Gurps, which I like) have taken it's place. 
 
X-Sender: mlknight@pop.mindspring.com 
Date: Mon, 15 Dec 1997 10:24:32 -0700 
From: Michelle Knight <mlknight@mindspring.com> 
Subject: Layouts 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
Hello all, 
 
 
   I've been reading the recent posts about what y'all want to see in GRG 
products as  
far as the layout goes, and I just want you to know that I have been paying 
attention  
and taking notes.   
   I've noticed that most listers like sidebars, and I've only seen a one 
or two posts against them.  Personally, I enjoy sidebars and most likely 
will include them in SANDS OF TIME (the project I'm currently working on -- 
my first), but don't quote me on that. :)   
   If you have any other suggestions on layouts please do not hesitate to 
email me or post them to this list.   Thanks. :) 
 
 
Michelle   
 
X-Sender: bsvitavs@acs-mail.bu.edu 
Date: Mon, 15 Dec 1997 12:28:22 -0500 
From: bsvitavs@bu.edu (Bill Svitavsky) 
Subject: Re: Slipperiness 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
Rick Holding wrote: 
 
>I think one thing you may have missed would be some sort of 
>reduction in movement and accelleration.  Little or nor traction would 
>mean the tires/feet/etc woudl be moving like hell but not getting very 
>far. 
 
 
I agree this is missing, although the power already discourages moving 
rapidly by penalizing the DEX roll for each inch of movement. Rather than 
further complicating the power, I'd rather leave it to players to construct 
any additional penalties they feel appropriate, probably through a Suppress 
vs. movement. 
 
 
Date: Mon, 15 Dec 1997 11:34:39 -0600 
From: redbf@ldd.net (bobby farris) 
Reply-To: redbf@ldd.net 
Organization: Redbow Antiques 
Subject: Re: Special Offers to the list 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
GoldRushG wrote: 
>  
>   Would the list lurkers here be in favor of occasional special offers on Hero products if we were to do that? Something akin to "No shipping on orders" or a slight discount? We're considering starting seasonal or holiday-themed sales and I wanted to get feedback from folks here on the idea. 
>  
>   Mark @ GRG 
 
	At the risk of spending more money later, I would have to say that I 
would end up buying a Hero system book as soon as I could. I would not 
wait for a sale and if there was a sale I probably wouldn't end up 
buying more just because of it. 
	So for me a sale is wasted.....but of course if you just want to give 
me a discount.... 
	Just being honest. 
 
Reply-To: "Filksinger" <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
Subject: Re: Link: Disadvantage o 
Date: Mon, 15 Dec 1997 09:37:35 -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 
 
On Saturday, December 13, 1997 11:37 AM, Tim R. Gilberg wrote: 
 
>> What's so horrifying about having two powers that can be used 
>> independently or gang-fired? 
> 
> Basically, it takes the focus away from SFX and into power 
>effects.   You define a SFX and take a power for it.  You don't take 
a 
>couple of powers, give them each SFX, then say that together they 
make up 
>a new SFX. 
 
 
Uh, I can think of a number of SFX that would allow both separate and 
together uses of a power. Double-barreled shotguns (possibly with two 
different types of shot- say, slugs and birdshot), a super with a 
different power in each hand, etc. 
 
Filksinger 
 
From: Curt Hicks <exucurt@exu.ericsson.se> 
Date: Mon, 15 Dec 1997 11:39:51 -0600 (CST) 
Subject: TUSV 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
Rook < Brian Wong <rook@shell.infinex.com> > writes:  
 
>  
> > take what I post as gospel even if you'd take TUSV itself as such. 
>  
> 	Am I the only one who keeps wanting to read that as 
> "The Ultimate Super Villian"? 
> 	Which in itself may make for a justifiable book. 
>  
 
I have to make an effort not to read it that way too.    
I'd also like to see  "The Ultimate Super Villain". 
 
Curt Hicks  
 
Reply-To: "Filksinger" <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
Subject: Re: Champions 5th Edition 
Date: Mon, 15 Dec 1997 09:49:28 -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 
 
On Saturday, December 13, 1997 12:06 PM, Bill Svitavsky wrote: 
 
 
<snip> 
> 
>Actually, this sounds something like what the 3rd edition was. It got 
rid 
>of the 2nd edition's bending eyebeam on the cover, fixed up a few 
rough 
>spots, and looked a bit slicker. 
 
 
I would probably prefer a 5th Ed. that improved on the 4th Ed. the way 
the 4th Ed. was intended to improve on the 3rd. 
 
>I'm all for the 5th ed. In addition to the various suggestions people 
have 
>already made, I hope it includes either a "slipperiness" power or a 
>revised Change Environment that can make an icy surface with combat 
>effects. (My pet peeve.) 
 
My personal request: FIX THE FALLING RULES. They are ridiculous now. 
"The monster is right behind you. What do you do?" "I leap off this 
building." Yuck. 
 
>If there are any extensive changes at all, I wouldn't mind seeing 
>something like (but not exactly like) the "Incomplete Character" 
rules. 
 
Yes. I would definitely like to see something like that. 
 
Some people hate the Spirit rules, I rather like them. I would like to 
see them expanded upon, possibly as part of the "Incomplete Character" 
rules, and cleaned up a bit. 
 
Filksinger 
 
Date: Mon, 15 Dec 1997 11:50:27 -0600 
From: redbf@ldd.net (bobby farris) 
Reply-To: redbf@ldd.net 
Organization: Redbow Antiques 
Subject: Re: Greetings II: Revenge of Greetings 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
Pat10355 wrote: 
>  
> Hello, 
>  
> I've just joined the mailing list and I wanted to quickly introduce >myself. 
>I'm Patrick Sweeney, a Champions player since the very first edition >and the author of the forthcoming San Angelo: City of Heroes campaign >book from Gold Rush Games. 
 
	I am pretty new to this list as well and have been enjoying it ever 
since. I downloaded your first two chapters of the Gold Rush Games 
Website and me and my group took a session to read it. 
	Wow!! Great job. We all loved the quotes you used and can't wait to 
play it. I wish it was January now. 
 
					Bobby Farris 
 
Reply-To: "Filksinger" <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
Subject: Re: CHAR: KARZA DRONES 
Date: Mon, 15 Dec 1997 10:00:08 -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 
 
On Saturday, December 13, 1997 2:01 PM, Jeremiah Driscoll wrote: 
 
 
>At 05:38 PM 12/13/97 -0500, Michael Surbrook wrote: 
>>On Sat, 13 Dec 1997, Jeremiah Driscoll wrote: 
>>> Are ya'll objecting because it's difficult to keep track of, or 
because it 
>>> can be abusive (*very* abusive, in some cases)?  In the case of 
the sample 
>>> character, it had a base 2 SPD, and +2 SPD for whatever, so it 
would be 
>>> easier to keep track of... 
>> 
>>1 - it can be difficult to keep track of.  Things like 2 SPD + 2 SPD 
to do 
>>x (or 4 + 4) are easy.  But what aboput a SPD 3 with a + 2 SPD only 
to do 
>>'x'? 
>> 
>Yep.  That's tricky.  That's why I said 2 + 2 was okay... but I 
*would* shy 
>away from that other. 
 
 
I don't find that tricky at all. For the SPD 3 with a +2 SPD only to 
do x, I would write up a SPD 5 character, with certain phases limited. 
 
>>2 - it is very abusive. 
>> 
>Exactly how?  I would probably give a very light Lim.  Maybe a -1/2 
at 
>most.  Could you illuminate me on this? 
 
It _can_ be. So can HA. Personally, I use optional rules for HA (from 
the Hero Games website), and would allow only minimal limitations on 
"limited SPD". 
 
>>3 - it really plays hell with things like getting Stunned and 
Recoveries. 
>> 
>But, if the extra SPD is only for Y (which doesn't include getting 
Stunned 
>or Recovering), I don't see the problem.  I'd have them miss *that* 
Phase, 
>too. 
 
I agree on this one. 
 
>>> I might let it in my game if it were like this (simple), and it 
wouldn't be 
>>> much of a Lim. 
>> 
>>On the flip side, there is the problem of designing something like a 
>>multi-headed creature (like a hydra).  If I give it a 9 Speed (to 
>>represent all those heads) then things live its over all moement 
rate, 
>>Recoveries end END usage get out of hand.  And if I kill a head, it 
still 
>>keeps its old SPD. 
>> 
>Yes, that's ugly.  I never saw the Bestiary... did they do it like 
this?  I 
>thought I had heard someone say it was multiple creatures, with being 
one 
>creature a SFX. 
 
Duplication, only one body?:) 
 
>>But I still think '+x SPD only to do y' is abusive and shouldn't be 
>>allowed. 
>> 
>Fair enough.  : )  Thanks for the response. 
 
Fair enough. However, there should _always_ be a way to model a 
particular character. What about a person whose mental powers are 
effortless, and operate as fast as they can think, but whose body is 
slow and has poor reflexes? I don't see Disadvantages being much of a 
solution, and you've forbidden Limitations to solve the problem. 
 
Filksinger 
 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: Fwd: Ninjato 
Mail-Copies-To: never 
X-No-Archive: yes 
X-Attribution: Rat 
Organization: The Happy Fun Ball Brigade 
Date: 15 Dec 1997 13:02:41 -0500 
Lines: 26 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
-----BEGIN PGP SIGNED MESSAGE----- 
 
>>>>> "G" == GoldRushG <GoldRushG@aol.com> writes: 
 
G>   Here is a reply to the ninjato thread that I sent to the Sengoku list. 
 
[...] 
 
Interesting... I'll have to dig up my (Japanese historical) references for 
comparison. 
 
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=LN8Q 
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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. 
                                    \  
 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: Link: Disadvantage or Advantage 
Mail-Copies-To: never 
X-No-Archive: yes 
X-Attribution: Rat 
Organization: The Happy Fun Ball Brigade 
Date: 15 Dec 1997 13:05:38 -0500 
Lines: 32 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
-----BEGIN PGP SIGNED MESSAGE----- 
 
>>>>> "BG" == Bob Greenwade <bob.greenwade@klock.com> writes: 
 
>> I would suggest that that particlur rule was placed to stop people 
>> saying "I have a 3d6 flash.  I will link my 12d6 energy blast to it. 
>> -1/2 on the energy blast, thanks" 
 
BG>    Precisely.  So how would you work such a construct where the Flash 
BG> always went off with the EB? 
 
If Champions III may be used as a reference, when one puts multiple powers 
into a single framework slot, they are treated as a single power.  No 
modifiers are required for this to occour.  Use of powers in such a slot is 
proportional -- if you use your EB at half power, you must use your Flash 
at half power. 
 
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--  
Rat <ratinox@peorth.gweep.net>    \ Happy Fun Ball may stick to certain types 
PGP Key: at a key server near you! \ of skin. 
                                    \  
 
Date: Mon, 15 Dec 1997 12:15:52 -0600 
From: redbf@ldd.net (bobby farris) 
Reply-To: redbf@ldd.net 
Organization: Redbow Antiques 
Subject: Re:Champions 5th edition 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At the risk of getting lynched I would like to say that one thing 
Fuzion did that I would like to see in a 5th edition of Champions is the 
change in the Damage class table. 
	Make Damage class three killing attack be 3d6K not 1d6K. It would make 
it a lot less confusing. 
	I think it wouldn't destroy any 4th edition characters just make it 
where you had to do a little math before you used them(math is something 
no Champions player should have a problem with). 
 
Date: Mon, 15 Dec 1997 14:16:04 -0400 (AST) 
From: Trevor Barrie <tbarrie@ibm.net> 
Subject: Re: 5th Edition Hero: Some specific suggestions (a tad long) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Mon, 15 Dec 1997, Rook wrote: 
 
Re: Transform 
 
> > I can think of things which reduce costs that should be Minor (blinding, 
> > for example). Also, the rule about "no point increases" desperately needs 
> > to be reinstated. 
>  
>     If it was reinstated, how would you do the special effect of the ray gun 
> ordiety that grants powers/turns normals into mutants, etc... 
 
Transform linked to Aid. If all you're doing is adding Powers, then 
arguably Aid alone would work. Alternately, if you assume the people 
being transformed are "game irrelevant", you can just use Summon. 
 
Date: Mon, 15 Dec 1997 14:21:21 -0400 (AST) 
From: Trevor Barrie <tbarrie@ibm.net> 
Subject: Re: 5th Edition Hero: Some specific suggestions (a tad long) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Mon, 15 Dec 1997, John and Ron Prins wrote: 
 
> >>    - Force Field and Force Wall should have Flash Defense, Mental Defense, 
> >> and Power Defense methods built right in. 
> > 
> >Force Wall, maybe. Force Field would be pointless. (Just buy them Costs 
> >END.) 
>  
> By that argument you could just buy Armor that 'Costs END' to simulate a 
> Force Field. 
 
Yes, absolutely. 
 
> >I can think of things which reduce costs that should be Minor (blinding, 
> >for example). Also, the rule about "no point increases" desperately needs 
> >to be reinstated. 
>  
> Well, that's hard to say. After all, if Mysterium the Mage and friends are 
> falling off a cliff, and Mysterium wants to do a Transform to give everyone 
> wings, well, he can't, because of the rule you mention. 
 
He can do an Aid Flight, though. 
 
> He can't turn those 25 point peasants into tigers (233 points according to 
> the HERO Bestiary). 
 
This, too, can be done with Transform linked to Aid, or just "Summon 
Tigers, requires peasants nearby(-1/2)" if you consider the peasants to be 
effectively just scenery. 
 
> >>    - Reduced END should be half END for +1/4, 1 END for +1/2, 0 END for 
> >> +3/4, and Persistent for +1. 
> > 
> >I don't see the point of the "1 END" level. 
>  
> Me neither. Though I _would_ like to see an official modifier, 'Costs END to 
> Activate, but not Maintain', though I'm not sure what it's worth. Probably a 
> +1/4). 
 
Assuming the current costs for Costs END/0 END stay the same, it would 
pretty much have to be +1/4 for Powers that normally cost END, -1/4 for 
Powers which normally don't. I've been using this for a while. 
 
Reply-To: "Filksinger" <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
Subject: Re: Ninja Hero v. TUMA/ Desol Super Dodge 
Date: Mon, 15 Dec 1997 10:23:41 -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 
 
On Saturday, December 13, 1997 6:48 PM, Bill Svitavsky wrote: 
 
<snip> 
>Rather than a generic +1/2 Advantage that for some reason affects 
>any desolid character, regardless of special effect, I'd have a bunch 
of 
>+1/4 Advantages like Affects Ghosts/Spirits, Affects Dimensional 
Shifted, 
>Affects Temporally Displaced, etc. Actually, I think I'd still call 
it one 
>advantage, but require SFX to be specified in order to determine 
>applicability. 
 
This works good. However, you had better define, at the beginning of a 
campaign, what sorts of Desolid are allowed. Otherwise, the players 
might legitimately object when their "Affects X" power is useless, but 
their enemies all have a "Desolid, SFX X" that they never considered 
buying an attack for. 
 
>I might also do something similar for Hardened. Why should titanium 
steel 
>walls stop a dimension walking teleporter? 
 
Yes. _Please_ fix this. 
 
Filksinger 
 
Reply-To: "Filksinger" <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
Subject: Re: PART 
Date: Mon, 15 Dec 1997 10:27:05 -0800 
X-MSMail-Priority: Normal 
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Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Saturday, December 13, 1997 8:21 PM, GoldRushG wrote: 
 
 
<snip> 
> 
>  The supplement will also include some new villains (from the "PART 
case 
>files"), a few new skills, some tips on playing and GMing PART 
adventures, 
>creating PART PCs (in case some folks go for that sort of thing), 
PART tactics 
>(just how *do* they capture and transport those supervillains?), some 
PART- 
>based adventures, NPC write-ups of PART personnel, and so on. 
> 
 
Don't forget those neat standard issue chronometers. You know, the 
"PART timers". 
 
Filksinger 
 
Reply-To: "Filksinger" <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
Subject: Re: Atmospheric FTL 
Date: Mon, 15 Dec 1997 10:45:17 -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 
 
On Saturday, December 13, 1997 9:19 PM, Brian Wong wrote: 
 
 
<snip> 
> Tell me about it... 
>I wanted 'Detective Mao', a Chinese teleporter who works as a liason 
with 
>(insert world's US gov team) to do a daily commute from Beijing. It 
>came to about 80 points in *2 add ons... To make it cost justifiable 
I 
>had to tack on a lim of extra time up to an hour, as well as a few 
other 
>lims. It was still very expensive and so I have yet to add it on to 
the 
>character. 
 
 
Yes, it is a horribly expensive power, but not nearly valuable enough 
for the price. I had considered a set of linked powers, firing one 
after another, consisting of Teleportation upwards 100 kilometers, FTL 
travel to directly above some point on Earth, followed by 
Teleportation downwards 100 kilometers. Kludgey, and way too 
expensive. 
 
Filksinger 
 
Date: Mon, 15 Dec 1997 13:50:00 -0500 
From: Geoffrey Speare <geoff@omg.org> 
Subject: Layouts 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
>    I've noticed that most listers like sidebars, and I've only seen a one 
> or two posts against them. 
 
I love sidebars with one exception: when they have rules (or anything else I'm 
likely to be scanning the book for during game play). Biggest GURPS layout 
mistake was putting real rules in the sidebars. 
 
Geoff Speare 
 
From: Eric Burns <burns@cug.dorm.usm.maine.edu> 
Subject: Re: Link: Disadvantage or Advantage 
Date: Mon, 15 Dec 1997 13:50:52 -0500 (EST) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
> BG>    Precisely.  So how would you work such a construct where the Flash 
> BG> always went off with the EB? 
>  
> If Champions III may be used as a reference, when one puts multiple powers 
> into a single framework slot, they are treated as a single power.  No 
> modifiers are required for this to occour.  Use of powers in such a slot is 
> proportional -- if you use your EB at half power, you must use your Flash 
> at half power. 
>  
 
Yes, this seems reasonable, but how would you handle powers and attributes  
linked to powers without varying degrees?  For instance, 10pts of COM linked  
to Shape Shift.  Would you require the shape shifter to use his/her full 
COM everytime he/she shapeshifts, just part of it, or allow him/her to 
use all, none, or any value inbetween?  I'm trying to think of other examples, 
but I guess Shape Shift is the big question.  I mean, you could link all 
sorts of things to Shape Shift, and justify it by special effects: PD, ED, 
STR, DEX, CON, Armor, HKA, etc.  How much flexibility would you give a 
Shape Shifter in using these linked powers? 
 
-Eric 
 
X-Sender: nolan@pop.erols.com 
Date: Mon, 15 Dec 1997 14:01:33 -0500 
From: Scott Nolan <nolan@pop.erols.com> 
Subject: Re:Champions 5th edition 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
<x-rich>At 12:15 PM 12/15/97 -0600, bobby farris wrote: 
 
>At the risk of getting lynched I would like to say that one thing 
 
>Fuzion did that I would like to see in a 5th edition of Champions is the 
 
>change in the Damage class table. 
 
>	Make Damage class three killing attack be 3d6K not 1d6K. It would make 
 
>it a lot less confusing. 
 
>	I think it wouldn't destroy any 4th edition characters just make it 
 
>where you had to do a little math before you used them(math is something 
 
>no Champions player should have a problem with). 
 
 
I disagree, vehemently.  The 'ton's 'o dice' paradigm is bad enough without sucking in killing damage, too. 
 
 
First, if the math of conversion doesn't confuse you, then the 3DC= 1 die killing shouldn't be too very taxing, either. 
 
 
Second, the more dice you roll, the less random the result.  You are far more likely to get an average result on, say 6d6 than you are on 2d6.  Randomness is critical, especially at the lower end of power, where most killing attacks get used.   
 
 
Those of you with characters that do 24d6 damage should just consider applying  84 stun and 24 body every time and save your wrists from all that dice rolling. 
 
 
Scott 
 
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 
 
The German dragon shall find it hard to escape  
 
to its cavernous lairs, for vengeance for it's  
 
treason will overtake it.  In the end it will become  
 
strong again, just for a short time, but the  
 
decimation of Normandy will be a sorry blow. 
 
	<bold>Geoffrey of Monmouth</bold>, c. 1136 
 
	<italic>The Prophecies of Merlin 
 
</italic>~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~	 
 
Scott Nolan 
 
nolan@erols.com 
 
</x-rich> 
Date: Mon, 15 Dec 1997 11:02:29 -0800 (PST) 
From: Anthony Jackson <ajackson@iii.com> 
Reply-To: Anthony Jackson <ajackson@iii.com> 
Subject: Re:Champions 5th edition 
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 
 
bobby farris writes: 
> At the risk of getting lynched I would like to say that one thing 
> Fuzion did that I would like to see in a 5th edition of Champions is the 
> change in the Damage class table. 
>      Make Damage class three killing attack be 3d6K not 1d6K. It would make 
> it a lot less confusing. 
>      I think it wouldn't destroy any 4th edition characters just make it 
> where you had to do a little math before you used them(math is something 
> no Champions player should have a problem with). 
 
While obliterating the stun lottery has a certain appeal, I don't think that 
making a 12 DC killing attack average 42 body would be a particularly good 
idea.... 
The ratio between 'ability to do stun' and 'ability to kill things' in HERO is 
a bit low (fear my pistol; I cannot possibly kill you with it, but I can sure 
knock you unconscious!), but I think Fuzion took it a bit too far in the other 
direction. 
 
Date: Mon, 15 Dec 1997 11:32:20 -0800 
From: Rook <rook@infinex.com> 
Organization: Sujin & Brian 
Subject: Re: 5th Edition Hero: Some specific suggestions (a tad long) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
> >    - Extra Limbs should go back to having a cost per limb.  My own 
> > structure is 5 points for two arms, with reduced costs for lesser utility 
> > (3 points for one arm, 3 for a pair of tentacles, 1 for a single tentacle 
> > or prehensile tail). 
> 
> That was one of the silliest parts of the previous edition of Champions; I 
> certainly have no desire to see it return. Building the 100-armed giants 
> of Greek mythology should _not_ mandate a Power on the order of 1000 
> points. 
 
    Agreed. Since each limb in champs does not give an extra attack, having one 
extraor one million extra makes no noticable effect on the game. If it was 1 
point per limb Prehensile 
Hair would either 
A: get VERY expensive. 
B: be forced to all move together as 'one item', killing the 'medusa effect' for 
all but multi-million point 
    characters. 
 
 
> >    - Flash, as mentioned elsewhere, should be 5 points per die, with each 
> > BODY pip of Flash working for 1 segment.  (It makes Flash Defense more 
> > balanced.) 
> 
> Sounds okay. 
> 
 
    And / or raise the cost of Flash Defense to 5 points per point of defense. 
 
> >    - Force Field and Force Wall should have Flash Defense, Mental Defense, 
> > and Power Defense methods built right in. 
> 
> Force Wall, maybe. Force Field would be pointless. (Just buy them Costs 
> END.) 
> 
 
    I always liked GURPS Super's method. 'Wall' is an advantage that can be added 
onto a power.I think Armor, Force Field, and Force Wall should be combined into 
one power. Then use advantages 
of limitations to get the particular version desired. 
 
> >    - Stretching should be cheaper.  I like 2 points per 1", though this may 
> > be an overreaction. 
> 
> Sounds reasonable. 
> 
 
    Yeah, it really is an 'odd' movement power. 
 
> >    - Transform should be more specifically described as well, especially in 
> > terms of what constitutes Cosmetic, Minor, and Major Transforms.  (I tend 
> > to go with this:  if it doesn't affect the character sheet, it's Cosmetic; 
> > if it shifts points around on the sheet or alters specific Powers but 
> > doesn't change the totals, it's Minor; if it changes point totals, it's 
> > Major.) 
> 
> I can think of things which reduce costs that should be Minor (blinding, 
> for example). Also, the rule about "no point increases" desperately needs 
> to be reinstated. 
> 
 
    If it was reinstated, how would you do the special effect of the ray gun 
ordiety that grants powers/turns normals into mutants, etc... 
 
    Admittadly not a power you let loose into the hands of players in most games, 
 
but a mechanic for it should exist. 
 
> >    - Always On should have a variation where certain Limitations (END Cost, 
> > Focus, etc.) represent how the Power is turned off with an effort. 
> 
> Good idea. 
> 
 
    Yeah. I have several characters who have to concentrate to keep a power 
fromgoing off. It's always been a hack to do them in Hero. 
 
> >    - Linked should be fixed and specific.  My recommendation is to go with 
> I agree, more or less. The current version of Linked, with a 
> 
 
    Kind of a moot issue since I can use 'limited' to do it however I 
wantalready. 
 
> >    - DNPC should allow +5 points for every 2X individuals on one Roll. 
> > Also allow DNCP Rolls of 5 or less (Rarely) for +0 points, and 17 or less 
> > (Constantly) for +20 points. 
> >    - Hunted, similarly, should allow Hunted Rolls of 5 or less (Rarely) for 
> > -5 points, and 17 or less (Constantly) for +15 points. 
> 
> Maybe, but I'd put a caveat stating that the 17- level shouldn't be used 
> unless the character in question is focal to the campaign. 14- is already 
> really, really high. 
> 
 
    I don't personally see the point of 17-.14- will occur 90.7% of the time. 
17- will occur more than 98.1% of the time. 
 
I would not allow a 17- in a game I ran. The last significant break is at 15-, 
which is 95.4% of the time. 
And even there the diference between a 14- and 15- is not enough to justify even 
a full point IMHO. 
 
 
-- 
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, 15 Dec 1997 14:35:05 -0500 
From: "Kevin J. McClain" <KevLord@worldnet.att.net> 
Reply-To: KevLord@worldnet.att.net 
Organization: Courts of Kirkwood 
CC: champ-l@omg.org 
Subject: Re: Slipperiness 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
 
Bill Svitavsky wrote: 
 
> >At 06:31 PM 12/15/97 -0800, Rick Holding wrote: 
> >>I think one thing you may have missed would be some sort of 
> >>reduction in movement and accelleration.  Little or nor traction would 
> >>mean the tires/feet/etc woudl be moving like hell but not getting very 
> >>far. 
> > 
> 
> Really, though, I think slipperiness needs to be a power. Creating a new 
> power probably isn't within the scope of TUSV, so whatever you use will 
> necessarily be a bit of a kludge. 
 
  I may have missed the answer to this question, but what is wrong with Change 
Environment? As it was described in Hero System Almanac 2( pages 28-30), CE 
imposes sight modifiers and combat modifiers. You could add movement reduction 
by saying every 20 points of CE reduces ground movement 2" and halves 
acceleration. 
 
Besides, coming up with a separate new power would necessatate coming up with a 
separate new defense. 
 
Love in Christ 
Kev 
 
Date: Mon, 15 Dec 1997 14:38:14 -0500 (EST) 
X-Sender: jprins@interhop.net 
From: jprins@interhop.net (John and Ron Prins) 
Subject: Re: 5th Edition Hero: Some specific suggestions (a tad long) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
>>    - Force Field and Force Wall should have Flash Defense, Mental Defense, 
>> and Power Defense methods built right in. 
> 
>Force Wall, maybe. Force Field would be pointless. (Just buy them Costs 
>END.) 
 
By that argument you could just buy Armor that 'Costs END' to simulate a 
Force Field. 
 
>>    - Life Support should have some of its elements able to be broken down 
>> even further, like 2 points for being immune to *either* heat *or* cold. 
> 
>You already can do this - LS: Extreme Temperatures, only vs heat(-1/2). 
>Simple enough. 
 
Not really. After all, the exact limitation is debateable. If a power is 
only half as useful, it should cost half as much - i.e. a -1 limitation for 
'only vs heat'. How much of 'does not eat, sleep, excrete' is 'does not 
sleep'? These need to be defined, thus forming more discrete Life Support 
separations. 
 
>>    - Stretching should be cheaper.  I like 2 points per 1", though this may 
>> be an overreaction. 
> 
>Sounds reasonable. 
 
Personally, I think 1" for 3 points would be best. 
 
>>    - Transform should be more specifically described as well, especially in 
>> terms of what constitutes Cosmetic, Minor, and Major Transforms.  (I tend 
>> to go with this:  if it doesn't affect the character sheet, it's Cosmetic; 
>> if it shifts points around on the sheet or alters specific Powers but 
>> doesn't change the totals, it's Minor; if it changes point totals, it's 
>> Major.) 
> 
>I can think of things which reduce costs that should be Minor (blinding, 
>for example). Also, the rule about "no point increases" desperately needs 
>to be reinstated. 
 
Well, that's hard to say. After all, if Mysterium the Mage and friends are 
falling off a cliff, and Mysterium wants to do a Transform to give everyone 
wings, well, he can't, because of the rule you mention. He can't turn those 
25 point peasants into tigers (233 points according to the HERO Bestiary). 
And so on. Perhaps the introduction of some sort of 'system shock' with 
respect to Transforms on living organisms would limit the abuse. I dunno. 
 
>>    - Damage Shield should be clarified so that *any* significant contact, 
>> including the character with DS making an attack against the target, will 
>> cause damage. 
> 
>Rather, they should reiterate the fact that the character with DS making 
>an attack against the target _doesn't_ cause damage. If you want to do 
>that, buy a normal attack version. 
 
Don't agree, UNLESS you're in the 'you can activate as many attack powers as 
you want' camp. If I throw up a 'flame shroud' Damage Shield and then punch 
somebody, I should expect that my DS does damage as well. After all, what's 
the diff between MY flame shrouded fist striking someone or somebody 
striking me with their fist, hitting the flame shroud? 
 
>>    - Reduced END should be half END for +1/4, 1 END for +1/2, 0 END for 
>> +3/4, and Persistent for +1. 
> 
>I don't see the point of the "1 END" level. 
 
Me neither. Though I _would_ like to see an official modifier, 'Costs END to 
Activate, but not Maintain', though I'm not sure what it's worth. Probably a 
+1/4). 
 
----------------------------------------------------------------------------- 
"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: Mon, 15 Dec 1997 13:39:30 -0600 (CST) 
X-Sender: psansone@i1.net 
From: psansone@i1.net (Sparx) 
Subject: Re:Champions 5th edition 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
>At the risk of getting lynched I would like to say that one thing 
>Fuzion did that I would like to see in a 5th edition of Champions is the 
>change in the Damage class table. 
>	Make Damage class three killing attack be 3d6K not 1d6K. It would make 
>it a lot less confusing. 
>	I think it wouldn't destroy any 4th edition characters just make it 
>where you had to do a little math before you used them(math is something 
>no Champions player should have a problem with). 
 
So you are saying that 1 Damage Class would equal 3d6 K (killing) meaning it  
would translate to 9d6 Normal?  Yes, I can see that ruining a lot of 4th  
Edition characters.  The amount of power they would get for just one damage  
class would be horrible.  Or am I misunderstanding you somewhere here?  So  
now I would have to buy 1/3 Damage class just to get 3d6 Normal damage or  
1/9 Damage Class to equal 1 dice of normal damage?  To much math for me.   
Like I said, please explain further if I'm confused to what you are saying.   
Otherwise, maybe I'm pointing something out here that would suggest not  
making 1 Damage Class equal to 3d6 Killing.  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: Mon, 15 Dec 1997 11:42:18 -0800 
From: Rook <rook@infinex.com> 
Organization: Sujin & Brian 
CC: champ-l@omg.org 
Subject: Re: Gold Rush Games Mailing List??? 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
> > Hey, that's better than I got it. I go to the store here in San 
> >Francisco (Gamescape on Divisadero) and ask for Ultimate Martial Artist on 
> >disk and get: 
> > 
> > "doesn't exist, Hero games went out of business." 
> > 
>    [Sensible Action #1 clipped] 
> > 
> > "doesn't exist, Hero games went out of business." 
> > 
>    [Sensible Action #2 clipped] 
> > 
> > "doesn't exist, Hero games went out of business." 
> > 
>    [Theoretical Sensible Action clipped] 
> > 
> > "doesn't exist, Hero games went out of business." 
> 
>    Since you live in the same general area, maybe you should email Bruce 
> Harlick and have him go down there and explain things to the people there. 
 
    Yeah, but considering my luck here; they'd probably just tell him: 
    "doesn't exist, Hero games went out of business." 
:) 
I think I'll just send off a check to Hero Plus in a month or two. Course I no 
longer have 
unlimited Printing access, so it's not of much use to me. And I don't want that 
3 ring binder 
monster. :( 
    Nor do I want to pay the cost of getting both paper and disk, then going 
through the hassle of 
getting them NOT to hole punch the paper. 
 
 
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, 15 Dec 1997 14:51:39 -0500 
From: "Kevin J. McClain" <KevLord@worldnet.att.net> 
Reply-To: KevLord@worldnet.att.net 
Organization: Courts of Kirkwood 
CC: Champs Email List <champ-l@omg.org> 
Subject: Re: [Fwd: Ha! I KNEW it!! Magic is EVIL!!!] 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
Jeff 
I would hasten to remind you that my religious views were in response to a 
posting on the list. I have noticed that this list doesn't exactly stay on 
course as far as discussing only Champions relatred material but I agree with 
the general consensus that the discussion should be continued via private Email. 
That leaves you. I don't understand the depths of you anger nor the ferocity of 
your rebuke. But let me just say this: If  anyone has a anti-christian sentiment 
to express, and it is their constitutional right to do so, expect me to reply. I 
will contend for the Faith as the Bible puts it. So should something similar 
happen in the future, thicken your skin. 
 
Love in Christ 
Kev 
 
 
Jeff O'Connor wrote: 
 
> Kevin: 
> 
> I don't give one whit about your fundamentalist views where this mailing 
> list is concerned.  I think it is just peachy that you have reconciled your 
> particular religious world-view with your hobbies, but frankly I really 
> don't give a damn about the finer points of the former.  Please keep your 
> religious views out of this mailing list - while they have their place, the 
> Champions mailing list really isn't it. 
> 
> Thank You. 
> 
 
 
 
Reply-To: "Filksinger" <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
Subject: Re: Link: Disadvantage or Advantage 
Date: Mon, 15 Dec 1997 11:51:46 -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 
 
On Sunday, December 14, 1997 4:57 AM, Michael Sprague wrote: 
 
 
 
<snip> 
> 
>>   If a larger power "Does Not Work Under Certain Circumstances," 
then any 
>> Power that's Linked to it should have it as well.  I can think of 
no 
>reason 
>> not to. 
> 
>Then think a little harder.  There are plenty of reasons why the 
large 
>power might not work but the power linked to it could ... if it 
weren't 
>linked.  Your simply combining two different powers here, and each 
can have 
>it's own SFX, Advantages and Limitations.  I can see no reason why 
the 
>_must_ be the same. 
 
 
Because they automatically are. If I have a power "Does not work 
underwater", and another power Linked to that one, the second power 
_automatically_ does not work underwater. So long as a limitation 
prevents a power from being used at all, any power linked to it 
automatically suffers the same limitation. 
 
Now, if the power is limited in a fashion that allows it to be used, 
but is useless, _then_ the linked power does not need the same 
limitation. If I have an EB, "Does not damage inanimate objects", and 
a linked RKA, the RKA does not need that limitation. 
 
Thus, "Does not work when X" should be applied to both, but "Does not 
affect X" doesn't have to be. 
 
>>  But no interpretation of it that I've ever seen before you has 
ever 
>> allowed non-proportional use, nor the use of the larger Power 
without the 
>> use of the Linked Power.  Those are *extremely* important balancers 
for 
>> this Limitation. 
> 
>Then you haven't been around this argument long enough ... this is 
the 
>first time I think I have read about forcing the powers to be 
proportional 
>(though granted, I skipped the last two times Linked was debated). 
There 
>is _nothing_ in the book to even imply that the Linked powers must be 
used 
>proportionally.  I'm not saying it's a bad idea, it's not ... just 
that 
>since it's not in the book, and thus would be a house ruling. 
 
It was the official ruling in the original verson of Linked, back in 
the 2nd or 3rd ed. Furthermore, if you do _not_ require this, then I 
can use the powers almost entirely separately, thereby eliminating the 
Limitation that Linked is supposed to create. 
 
>The concept that the larger Power must also use the Linked Power is 
pure 
>bull, and had nothing to do with balancing the Limitation.  If you 
applied 
>the Limitation to both powers, then I could see your point.  But 
since you 
>don't I just can't agree. 
 
You can't add the Limitation to both powers, because it is a) 
forbidden, and b) a worthless point crock. Consider these powers: 
 
66 20d6 EB, Linked 
3  1 hex Change Environment "Create light", Linked 
69 Total 
 
A complete point crock. For a cost of 3 pts, the character saves ten 
times as many points, with no Limitation on the larger power _AT ALL_. 
 
No matter whether or not you use Linked to force both powers to be 
linked or only the lesser, _only_ the lesser can _ever_ take the 
Limitation. 
 
Filksinger 
 
X-Sender: shelley@mail.mactyre.net 
Date: Mon, 15 Dec 1997 11:53:15 -0800 
From: Shelley Chrystal Mactyre <shelley@mactyre.net> 
Subject: Re: Greetings II: Revenge of Greetings 
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 10:15 AM 12/15/97 -0500, Michael Surbrook wrote: 
>On Mon, 15 Dec 1997, Bob Greenwade wrote: 
> 
>>    Hey fellow Listers, what do you think of this?  We've been languishing 
>> for years with little or no official presence on the list, and now we have 
>> a publisher (Mark), someone with a book in press (Patrick) and one with a 
>> book in process (me).  Is this list getting better, or what?   :-] 
> 
>That's two with books in process, Bob! 
 
Well, three, actually.  =) 
 
Shelley Chrystal Mactyre 
www.mactyre.net 
 
Your children will see the stars. 
--Robert A. Heinlein 
 
Date: Mon, 15 Dec 1997 11:54:45 -0800 
From: Rook <rook@infinex.com> 
Organization: Sujin & Brian 
Subject: Re: Greetings II: Revenge of Greetings 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
> >> 
>    Awesome!   :-] 
>    This place is really getting thick with official presence.  Now if we 
> could only get one of The Big Guys to subscribe, but I think Mark will have 
> to suffice for that (sort of like wanting the President of the United 
> States and getting the President pro tem of the Senate -- not quite the 
> same thing, but still impressive). 
 
    Hey at least we're not getting Dan Quayle. :) (insert image of crossing 
fingers.) 
 
-- 
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, 15 Dec 1997 15:00:04 -0500 
From: "Kevin J. McClain" <KevLord@worldnet.att.net> 
Reply-To: KevLord@worldnet.att.net 
Organization: Courts of Kirkwood 
Subject: I stand chastised 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
I apologize for any hurt feelings out there. I realize that anything 
beyond my first reply would have this effect. I hope my fellow 
Christians on the list would understand the source of my zeal. The Bible 
says contend for the Faith. The discussion has gone to private email. 
 
Love in Christ 
Kev 
 
Date: Mon, 15 Dec 1997 12:03:32 -0800 
From: Rook <rook@infinex.com> 
Organization: Sujin & Brian 
CC: champ-l@omg.org 
Subject: Re: Champions 5th edition 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
> At the risk of getting lynched I would like to say that one thing 
> Fuzion did that I would like to see in a 5th edition of Champions is the 
> change in the Damage class table. 
>         Make Damage class three killing attack be 3d6K not 1d6K. It would make 
> it a lot less confusing. 
>         I think it wouldn't destroy any 4th edition characters just make it 
> where you had to do a little math before you used them(math is something 
> no Champions player should have a problem with). 
 
     Are you therefore saying multiply all current killing attack by 3? making 
them much more 
lethal (as fuzion does). Or making 1 kDC = 3 nDC? 
 
    As opposed to the current system of 1DC=1DC=1dn=5pts worth of killing attack 
(3DC=3DC=3dn=1dk) 
 
 
-- 
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: ghoyle1@mail.airmail.net 
Date: Mon, 15 Dec 1997 14:10:24 -0600 
From: Guy Hoyle <ghoyle1@airmail.net> 
Subject: Germania! 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
I have fiendish plans for the PCs in my Pulp campaign regarding Germania, 
that sturdy embodiment of Germanic womanhood from GAC. However, I hate the 
name.  Anybody have a better one for this amply-built refugee from a 
Wagnerian opera? 
 
Date: Mon, 15 Dec 1997 12:13:08 -0800 
From: Rook <rook@infinex.com> 
Organization: Sujin & Brian 
Subject: Re: Champions 5th edition 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
> While obliterating the stun lottery has a certain appeal, I don't think that 
> making a 12 DC killing attack average 42 body would be a particularly good 
> idea.... 
> The ratio between 'ability to do stun' and 'ability to kill things' in HERO is 
> a bit low (fear my pistol; I cannot possibly kill you with it, but I can sure 
> knock you unconscious!), but I think Fuzion took it a bit too far in the other 
> direction. 
 
     There's a clear reason it's so low in Hero. 
The system was designed to be a four color Super Hero RPG. At the time it was 
first written, the 
genre was mostly a 4C one where nobody died without a major plot device.  Just 
look at how much effort 
it took to kill of Marvel Girl/Pheonix... A huge major story had to be written 
around it. 
    These days a stray bullet from a drug deal gone bad two blocks away can kill a 
major character in 
some parts of the 'modern' genre. Which is where games like Fuzion come in. 
 
    I for one am fond of how hard it is to kill someone in Hero. In my 13 years as 
a Hero GM I've only 
seen two deaths. One in the first game I ran, when a PC shoved a pitchfork through 
a priest (and got me 
with my attempts at doing a heroic game rather annoyed...). The second in a 
Justice Inc game when I 
rolled for a villian shooting his shotgun without looking much as he fled away. 
Rolled a 3 and then 13 
for location. I did a GM overuling and just wounded the PC though, since the scene 
didn't fit for a Hero 
dying. 
 
-- 
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: ghoyle1@mail.airmail.net 
Date: Mon, 15 Dec 1997 14:17:14 -0600 
From: Guy Hoyle <ghoyle1@airmail.net> 
Subject: Re: Champions 5th Edition 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
>>If there are any extensive changes at all, I wouldn't mind seeing 
>>something like (but not exactly like) the "Incomplete Character" 
>rules. 
> 
>Yes. I would definitely like to see something like that. 
> 
>Some people hate the Spirit rules, I rather like them. I would like to 
>see them expanded upon, possibly as part of the "Incomplete Character" 
>rules, and cleaned up a bit. 
 
I agree. The spirit rules made it possible for RuneQuest-like spirits, 
which are extremely difficult to do with Desolid, Mind Control, etc., and 
to retain the same feel. 
 
Date: Mon, 15 Dec 1997 12:19:16 -0800 
From: Rook <rook@infinex.com> 
Organization: Sujin & Brian 
Subject: Re: Champions 5th Edition 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
 
Filksinger wrote: 
 
> My personal request: FIX THE FALLING RULES. They are ridiculous now. 
> "The monster is right behind you. What do you do?" "I leap off this 
> building." Yuck. 
 
    Speaking of which, does anybody still have issue 100 of Dragon that 
had that "Bouncing" power? 
 
My copy disapeared some time ago. I think it had three or four other new 
powers as well. 
 
 
> Some people hate the Spirit rules, I rather like them. I would like to 
> see them expanded upon, possibly as part of the "Incomplete Character" 
> rules, and cleaned up a bit. 
 
    Yeah, I like those rules myself. 
 
 
-- 
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, 15 Dec 1997 12:25:49 -0800 (PST) 
From: Anthony Jackson <ajackson@iii.com> 
Reply-To: Anthony Jackson <ajackson@iii.com> 
Subject: Re: 5th Edition Hero: Some specific suggestions (a tad long) 
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 
 
John and Ron Prins writes: 
 
> By that argument you could just buy Armor that 'Costs END' to simulate a 
> Force Field. 
 
If it weren't for backwards compatibility, I would want to remove the force 
field power (or remove the armor power).  Force field, armor, and damage 
resistance really should be merged somehow. 
 
Date: Mon, 15 Dec 1997 14:26:29 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: Link: Disadvantage or Advantage 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
> If Champions III may be used as a reference, when one puts multiple powers 
> into a single framework slot, they are treated as a single power.  No 
> modifiers are required for this to occour.  Use of powers in such a slot is 
> proportional -- if you use your EB at half power, you must use your Flash 
> at half power. 
 
 
	Actually, this is how I run linked right now.  The powers 
(attacks, at least) are bought as one with the linked disadvantage tacked 
on to the lesser.  As is, however, I'm about ready to declare that linked 
is a +-0 modifier in my campaign -- and not from the arguments here.  Too 
much trouble with a couple of certain rules rapists trying to get powers 
"Linked" to things like block, STR usage, or being attacked.  Ug. 
 
 
 
			-Tim Gilberg 
 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: Link: Disadvantage or Advantage 
Mail-Copies-To: never 
X-No-Archive: yes 
X-Attribution: Rat 
Organization: The Happy Fun Ball Brigade 
Date: 15 Dec 1997 15:33:04 -0500 
Lines: 33 
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----- 
 
>>>>> "EB" == Eric Burns <burns@usmcug.usm.maine.edu> writes: 
 
EB> Yes, this seems reasonable, but how would you handle powers and 
EB> attributes linked to powers without varying degrees?  For instance, 
EB> 10pts of COM linked to Shape Shift. 
 
If you have 30AP of Shapeshift with 10AP of COM linked to it, you must use 
all 10 points of COM.  What the powers are and what they are used for has 
no bearing on this. 
 
This is a good example of why I believe that powers are inherently 
"linkable" without modifiers and without restrictions.  Without any 
limitations, one could use all 30 points of Shapeshift without using any 
extra COM.  With Linked, if you want to use the COM you must use the 
Shapeshift, and they must be used in equal proportion. 
 
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Version: 2.6.3a 
Charset: noconv 
 
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eCx76P8mQeLmBzAxfNwq6p1+qqLzcumOGPxF2WxGKoLnIWNyGg52jQhtOdi95NP/ 
Y8oyu/LniO0ijgBJYwQ9mpcJE9FOyNBUUnlk1tf9ZohB6/dSXNgWr1mwcjLnWyKv 
yRfgZgiJYw0= 
=tnn4 
-----END PGP SIGNATURE----- 
 
--  
Rat <ratinox@peorth.gweep.net>    \ Ingredients of Happy Fun Ball include an 
PGP Key: at a key server near you! \ unknown glowing substance which fell to 
                                    \ Earth, presumably from outer space. 
 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: Link: Disadvantage o 
Mail-Copies-To: never 
X-No-Archive: yes 
X-Attribution: Rat 
Organization: The Happy Fun Ball Brigade 
Date: 15 Dec 1997 15:35:45 -0500 
Lines: 26 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
-----BEGIN PGP SIGNED MESSAGE----- 
 
>>>>> "F" == Filksinger <filkhero@usa.net> writes: 
 
F> Uh, I can think of a number of SFX that would allow both separate and 
F> together uses of a power. 
 
I like real-world examples: M-16A2 with grenade launcher.  Use the rifle, 
use the grenade launcher, or use both.  The last is unwieldly, but it can 
be done. 
 
-----BEGIN PGP SIGNATURE----- 
Version: 2.6.3a 
Charset: noconv 
 
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=hhrY 
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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, 15 Dec 1997 14:36:03 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: 5th Edition Hero: Some specific suggestions (a tad long) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
> > I can think of things which reduce costs that should be Minor (blinding, 
> > for example). Also, the rule about "no point increases" desperately needs 
> > to be reinstated. 
> > 
>     If it was reinstated, how would you do the special effect of the ray gun 
> ordiety that grants powers/turns normals into mutants, etc... 
 
	Agreed.  While definately a power to keep a tight reign on, this 
rule would start more problems than it stops.  I don't look forward to a 
mutant building power construction with lots of multiple Continious AIDs. 
 
> 
> > >    - Always On should have a variation where certain Limitations (END Cost, 
> > > Focus, etc.) represent how the Power is turned off with an effort. 
> > 
> > Good idea. 
> > 
> 
>     Yeah. I have several characters who have to concentrate to keep a power 
> fromgoing off. It's always been a hack to do them in Hero. 
 
	Kinda.  I've always taken the always on then taken the point 
differential between the power with and without always on as a seperate 
buy with its own limitations. 
 
	Sort of like what they did with Solitaire's Widget in the BBB, but 
not quite. 
 
 
 
			-Tim Gilberg 
 
Date: Mon, 15 Dec 1997 14:43:16 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: 5th Edition Hero: Some specific suggestions (a tad long) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
> >You already can do this - LS: Extreme Temperatures, only vs heat(-1/2). 
> >Simple enough. 
> 
> Not really. After all, the exact limitation is debateable. If a power is 
> only half as useful, it should cost half as much - i.e. a -1 limitation for 
> 'only vs heat'. How much of 'does not eat, sleep, excrete' is 'does not 
> sleep'? These need to be defined, thus forming more discrete Life Support 
> separations. 
 
	Maybe.  I'd say most individual powers should be at the 2 pt 
level, with larger categories costing 3 pts.  Sort of like Weapon Fam. 
 
> Well, that's hard to say. After all, if Mysterium the Mage and friends are 
> falling off a cliff, and Mysterium wants to do a Transform to give everyone 
> wings, well, he can't, because of the rule you mention. He can't turn those 
> 25 point peasants into tigers (233 points according to the HERO Bestiary). 
> And so on. Perhaps the introduction of some sort of 'system shock' with 
> respect to Transforms on living organisms would limit the abuse. I dunno. 
 
	Maybe as a suggested optional rule, but not core rules.  Keep 
Transform as-is. 
 
> Don't agree, UNLESS you're in the 'you can activate as many attack powers as 
> you want' camp. If I throw up a 'flame shroud' Damage Shield and then punch 
> somebody, I should expect that my DS does damage as well. After all, what's 
> the diff between MY flame shrouded fist striking someone or somebody 
> striking me with their fist, hitting the flame shroud? 
 
	It's just a matter of balance.  Buy another power that is limited 
to be usable only with your physical attacks.  Perhaps you could look at 
the Digital Hero pages on the Herogames page.  A few weeks back there was 
a wonderful article about dropping HA and using EB to add to your STR 
attack.  I'd suspect this would be what shows up in a later edition when 
it comes to an HA-replacement. 
 
> >I don't see the point of the "1 END" level. 
> 
> Me neither. Though I _would_ like to see an official modifier, 'Costs END to 
> Activate, but not Maintain', though I'm not sure what it's worth. Probably a 
> +1/4). 
 
 
	Ditto on the 1 END level.  I might allow a -1/4 on the +1/2 
advantage, but otherwise. 
 
 
			-Tim Gilberg 
 
X-Sender: ctaylor@pop.cyberis.net 
Date: Mon, 15 Dec 1997 12:46:01 -0800 
From: Christopher Taylor <ctaylor@cyberis.net> 
Subject: 5th Edition thoughts 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
Heres what I would add in or change for 5th edition: 
 
DEFENSE MANEUVER: Defense Maneuver would no longer require a half phase action. 
 
RANGEFINDER: A new talent that allows the character to accurately determine 
the space and range within inches by a perception roll.  This does not 
increase accuracy, buy might be useful for some powers or effects.  Cost: 3 
Points 
 
UNIVERSAL TRANSLATOR: This can be considered sort of a super Linguist skill 
enhancer, and as such, there are some other skill enhancers that can be 
expanded as well.  Each of these works in the same fashion and cost as 
Universal Translator: 
 
	UNIVERSAL GEOGRAPHER: Area & Cultural Knowledge Skills.  
	UNIVERSAL PROFESSIONAL: Professional Skills  
     	UNIVERSAL SCHOLAR: Knowledge Skills  
     	UNIVERSAL SCIENTIST: Science Skills  
     	UNIVERSAL TRAVELER: Contacts  
 
Aids that grant powers a character does not already have are half as effective.  
Thus, if Aidmaster grants Captain Speedo 10 points of Power Defense, and 
Captain Speedo does not already have any, the effect rolled is halved before 
applying it to the good Captain. 
 
A -1 limitation Empathic may be taken for Aid powers, which drains an 
equivalent amount of points from the character as it gives the target 
(useful for heals that absorb wounds, etc). 
 
CHANGE ENVIRONMENT: Should stay with the present structure and cost, but 
lose the area, if you want an area, buy area effect on it.  Increasing the 
area is by the Area Effect rules thereafter, negating the 5 pt cost per 
doubling. 
 
DAMAGE RESISTANCE: extended to include mental defense, against mental KAs. 
 
DARKNESS: loses the automatic area like CE, and increased area is bought by 
the area effect. 
 
DUPLICATION: one heals a lost duplicate as if the points were BODY or must 
define a given circumstance to get the dead duplicate back... you should not 
lose points for having a duplicate killed any more 
 
ENTANGLE: may buy the defense and body separately at 5 pts each, but one may 
not be more than double the other. 
 
EXTRADIMENSIONAL MOVEMENT: If this is bought with the dimension being 
'earth,' it can be bought as a sort of super teleport.  The Power allows the 
character to jump anywhere on earth.  This teleport is only accurate within 
about ten miles, and is not very effective for combat, but will allow 
characters to leap thousands of miles without paying hundreds of points. . 
The closest that such a jump can make is about ten miles as well.  This can 
also be used for stellar travel, defining the dimension  as 'milky way 
galaxy' or 'our dimension.'  In general, the more broad the area, the less 
precise the leap.  Such a jump may be attempted 'blind', without seeing the 
target area, and will never exit in a solid object. 
 
more.... 
 
---------------------------------------------------------- 
Sola Gracia		Sola Scriptura		Sola Fide 
Soli Gloria Deo		Solus Christus		Corum Deo 
----------------------------------------------------------- 
 
X-Sender: ctaylor@pop.cyberis.net 
Date: Mon, 15 Dec 1997 12:58:01 -0800 
From: Christopher Taylor <ctaylor@cyberis.net> 
Subject: 5th edition cont'd 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
FORCE WALL: may be bought against defenses such as Power defense, Flash 
defense, etc... but unless the advantage transparent vs physical and energy 
is bought, or some defense against them is bought, any appropriate attack 
will collapse it. 
 
IMAGES: no area effected... buy an area effect on it to increase the area, 
and use those rules to make it larger... 
 
DARKNESS/IMAGES: only costs +5 points to make these powers affect the whole 
sense group of the base sense affected. 
 
MULTIFORM: shouldnt cost more for the base form... 1/5 for that form, and +5 
points for each additional form that is cheaper or the same.  This allows 
the power to act like its supposed to. 
 
REGENERATION: If a character has regeneration, he does not bleed even if 
taken below 0 BOD.  Even slow regeneration is immensely fast healing, and 
wounds will close faster than bleeding will take effect. 
 
SHAPESHIFT: A PC with 40 points of  Shapeshift of an appropriate special 
effect (plasticity, for example) does not have to purchase Desolidification 
to be able to slide under normal doors, flow through air vents, etc.  A good 
rule of thumb is that if such a character can fit his hand through a given 
opening, he can use his power to travel through it.   
 
MINIMUM COSTS: Eliminate all minimum costs, except for Telekinesis, Summon, 
and powers that are bought in blocks like Shapeshift... you get what you pay 
for, just set NNDs to a minimum defense, not its mere existence 
 
SUMMON: add a +1 advantage that the summoned creature is freindly, not a 
slave, but not hostile, and is likely to give assistance. 
 
TRANSFORMATION: Any transform that gives the target more points than it 
started with can only grant real points of powers or disadvantages equal to 
the most effect the transformation dice could roll (30 points for a 5D6 
transform). 
 
TUNNELING: Tunneling can be bought in separate elements, 2 points for each 
inch of Tunneling, and 3 points per defense tunneled through. 
 
more... 
 
---------------------------------------------------------- 
Sola Gracia		Sola Scriptura		Sola Fide 
Soli Gloria Deo		Solus Christus		Corum Deo 
----------------------------------------------------------- 
 
From: Curt Hicks <exucurt@exu.ericsson.se> 
Date: Mon, 15 Dec 1997 15:03:46 -0600 (CST) 
Subject: Germania! 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
> From: Guy Hoyle <ghoyle1@airmail.net> 
>  
> I have fiendish plans for the PCs in my Pulp campaign regarding Germania, 
> that sturdy embodiment of Germanic womanhood from GAC. However, I hate the 
> name.  Anybody have a better one for this amply-built refugee from a 
> Wagnerian opera? 
>  
 
You're kidding right ?  How about Valkyrie ?  
 
Curt  
 
X-Sender: ctaylor@pop.cyberis.net 
Date: Mon, 15 Dec 1997 13:06:33 -0800 
From: Christopher Taylor <ctaylor@cyberis.net> 
Subject: 5th edition, contd 
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a suggested new power: 
 
IMMORTALITY: With this power the PC does not die when reduced to a negative 
number of BOD equal to their full BOD score.  They may be reduced to 
immobile and helpless goo by a sufficient amount of BOD (-2xBOD), but will 
heal over time.  This does not reduce the unpleasant affects of starvation, 
drowning, or dismemberment; powers such as life support and regeneration are 
required to deal with these effects.  If the character can be killed by some 
means (such as decapitation, a stake through the heart, fire, etc.), the 
power is 20 points.  If there is no way to actually kill the character, the 
power costs 30 points.  
 
HOLE IN THE MIDDLE: this should be redefined as making the power not affect 
FREINDS in an area like a hex, when a power affects you adversely to use, 
this is called a limitation.... 
 
SIDE EFFECTS: At the present cost, very low power effects are severely 
punished by this advantage.  Thus, the chart is slightly different: 
 
			-1/4   ½ the power level, minimum 20 PTS 
			-1/2   equal to power level, minimum 50 PTS 
 
CHARGES: No number of charges  is more than a +1/2 Advantage.  Even 
thousands of charges is more limited  than spending no endurance, also a 
+1/2 advantage.  The exception to this is autofire, which has double cost 
for the Reduced END advantage; for autofire attacks, the charges advantage 
can go as high as +1. 
 
AREA EFFECT CONE: instead of having range and costing +1, this costs +1/2 
and has no range... ranged cones are really odd, certainly not the default, 
I would think. 
 
EXPLOSION: Explosions may be defined as Cones (losing 1 DC per 2") or Lines 
(losing 1 DC per 4"); this allows the simulation of shaped charges, claymore 
mines, etc. 
 
AREA EFFECT (RING): This is a hollow circle 1 hex thick, with an inner 
radius the same size as Radius.  The +1/4 Advantage may double either the 
radius or the thickness.  +1/2 advantage. 
 
INVISIBLE POWER EFFECTS: Some powers are not as expensive to make invisible. 
Most non-combat powers cost much less to make them invisible.   
+1/4 to make them invisible to the two common senses, and a total of +1/2 to 
render the power to all senses 
 
this one makes some people rip out their hair, but after playtesting is a 
great addition, trust me: 
IGNORES DAMAGE REDUCTION: This advantage is bought on attacks, and the 
damage that exceeds defenses ignores Damage Reduction the target has bought. 
This can be very brutal to a person who relies on Damage Reduction like 
affects desolidification can be to the desolidified character; consider this 
to have a magnifying glass.  +1/2 advantage 
 
SEEKING: With this advantage, the attack will continue to attempt to hit a 
target until it succeeds.  It is similar to continuous, in that the effect 
will act on it’s own, on the attacker’s phases, but different in that it 
will only take effect once.  The attack is launched and the attacker must 
guide the attack, taking a half phase rolling to hit each phase until the 
attack succeeds.  The power costs END only when first launched, and requires 
the attacker to be able to perceive the target for it to hit.  If the 
attacker cannot see the target any longer, the seeker will launch into a 
straight line like a normal attack that missed, and stop when it hits a 
surface or at it’s maximum range.  The direction traveled may be determined 
randomly if not clear, and as such may return to the attacker!  For a +1/2 
advantage, the attacker can switch targets on his phase, choosing another 
person for the seeker to go after.  Like Continuous, the attacker cannot 
launch another attack while the seeker is in effect.  The seeking power may 
be shut off at any time by the attacker.  With Uncontrolled, this power 
becomes very frightening, and with Autofire, it becomes horrific.  Autofire 
must be bought with the extra cost if this advantage is used.  Consider this 
advantage to have a stop sign next to it. 
 
Seeking is best used for gunboat style ‘mask and unmask’ type of attacks, 
and with limited uses.  A charge does not begin to use it’s power until it 
actually hits, so the player does not need to buy continuous charges to use 
seeker. 
 
Base level: +1/4 advantage 
Can change targets: +1/2 advantage 
 
sorry thats kinda long, but its hard to shorten 
 
more... 
 
---------------------------------------------------------- 
Sola Gracia		Sola Scriptura		Sola Fide 
Soli Gloria Deo		Solus Christus		Corum Deo 
----------------------------------------------------------- 
 
X-Sender: ctaylor@pop.cyberis.net 
Date: Mon, 15 Dec 1997 13:14:00 -0800 
From: Christopher Taylor <ctaylor@cyberis.net> 
Subject: 5th edition cont'd 
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VARIABLE ADVANTAGE: The cost for Variable Advantage in the book is listed at 
+1 in addition to the maximum advantage that can be used.  This only results 
in negating the use of this at lower advantage levels, and making it 
incredibly efficient at higher levels.  Instead, the cost is double the 
advantage maximum that can be used (so if the power can have up to +3/4 
advantages on it, the cost is +1 1/2, two times 3/4).  cost=2 times maximum 
advantage 
 
Drains can be targeted at EC and Multipower control costs, lowering the 
maximum power of EVERY power in the structure... this makes people a little 
more wary about buying them in my game, but works well for Genocide and such. 
 
YOUTH: like age, a 5 point disad, with some stat limits... for lil kids, its 
more of a limit to be young than old in  many cases 
 
ATTACKS FROM SURPRISE: Rather than the rule that ambush attacks doing double 
stun, change this to CON being halved for purposes of being stunned.  It is 
easy to be stunned by an attack you don't expect (ever run into a door by 
surprise?), but rarely does this result in unconsciousness. 
 
PULLING YOUR PUNCH: This is attempted at -1 OCV per 5D6, not 3D6. 
 
BEING KNOCKED OUT: As written, the unconsciousness levels are by an easy 
formula of 10 point blocks.  This is simpler to work with, but is not as 
realistic as it could be.  For greater believability, the system used is 
similar, but the first level (up to -10 = recover each phase) is now up to 
-CON, so a victim with a 23 CON would have to be taken below -24 stun (more 
than their 23 CON) to move to the next level of unconsciousness.  From that 
point on, it is the standard 10 point steps.  This helps represent that it 
is harder to put down a very tough guy and make him stay. 
 
This one is a really good idea: 
BLOCK: A block maneuver as now listed is pathetically easy.  The system now 
used is somewhat more challenging, and represents the fact that a more 
expertly executed attack is more difficult to avoid. The Block roll is 
attempted against the DCV the aggressor hit, so if A attacks B, and hits a 8 
DCV, B must make a block roll that would hit an 8 DCV in order to block that 
attack.  This has the effect of making blocks much more difficult to 
achieve, thus the penalties on block and cost for martial art element block 
is in discussion. 
 
more... 
 
 
---------------------------------------------------------- 
Sola Gracia		Sola Scriptura		Sola Fide 
Soli Gloria Deo		Solus Christus		Corum Deo 
----------------------------------------------------------- 
 
From: GoldRushG <GoldRushG@aol.com> 
Date: Mon, 15 Dec 1997 16:15:57 EST 
Subject: Re: My BBB's falling apart! 
Organization: AOL (http://www.aol.com) 
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<< when a company prints a book it has to way several factors, >> 
 
  I meant, of course, that it has to *weight* several factors. Oi! I need to 
get more sleep! 
 
  Btw, if anyone's BBB has fallen apart, I'd be glad to replace it with a CD 
hardback (sans HeroMaker). All we ask is that you send us the old book (*all* 
of it, please) and then pay for shipping the new books to you ($3). Sound 
fair? 
 
  Mark @ GRG 
 
From: GoldRushG <GoldRushG@aol.com> 
Date: Mon, 15 Dec 1997 16:15:58 EST 
Subject: Re: Acrobatics in Combat 
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<< >Any DEX 29-31 martial artist will have a 15- Acrobatics and since the 
>average of 3d6 is 11, routinely get +2 to his CV *every* Phase.  For only 
>3 points! >> 
 
  ::Sigh:: I forget that some folks don't read between the lines. ;)  Has thou 
forgotten that the GM contr4ols such things as modifiers for combat 
situations, as in a heft penalty to the roll??  ;)  I think a -3 is fair. 
 
  Mark @ GRG 
 
From: GoldRushG <GoldRushG@aol.com> 
Date: Mon, 15 Dec 1997 16:16:01 EST 
Subject: Re: Genre Books 
Organization: AOL (http://www.aol.com) 
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<< How much of this hinges soley on the success of San Angelo? >> 
 
  A significant portion. I thought we'd already covered that. ;) 
 
<< I mean if the only people who buy San Angelo are the one's who heard how 
cool it was here on this list, would that stop the printing of a future 'Star 
Hero' or whatever? >> 
 
  We're not handling Star Hero. ;)  But to answering your question, I assure 
you that a lot more folks than just those on this list have heard of San 
Angelo. We've had ads running in Shadis magazine (20,000 copies circ.), the 
Games Quarterly Catalog (which goes to 4,000 retailers), been promoting 
heavily on the net and our web site, and we're also running an ad in an 
upcoming issue of Astro City (10s of thousands of readers). If you're trying 
to convince me that no one's heard of it... they're not paying attention. ;) 
Help spread the word. 
 
<< A lot of people don't go for 'campaign world books' from what I myself 
have seen. >> 
 
  And a lot of people do. 
 
<< Do you Mark know what, outside of the BBB or Hero System Rulebook was 
the best selling Hero book? And if you do know, are you willing to tell us? 
(not that I can think of a reason you wouldn't be.) >> 
 
  I can only tell you what has been the best selling books for *us* (since 
last July). I'll look that info up later when I have time. 
 
<< I know I plan to buy San Angelo. But I can also say I get mixed results 
when I mention it. Anything from 'I don't buy campaign worlds' to 'it's on my 
shopping list' to 'oh? is Mark spamming that again?' >> 
 
  The proof will be in the proverbia pudding. Once the book comes out late 
next month, then we'll see what the reactions are then. 
 
<< But if it doesn't will that stop the presses on the other, non related hero 
items?>> 
 
  We'll be evaluating our position on publishing 4th Ed material after we see 
how the first few books do. I realize that sales will be coming in for a few 
months, and that folks also want to see how we *support* the line. Fear not. 
We won't be slamming the doors if we don't sell a million copies in the first 
month of release. 
 
<< Are they being judged together or seperate? >> 
 
  I really don't want to start going into minutae here. We are a business and 
we have to make business decisions. I think the information we've provided 
about our rationale is more than most companies would discuss. 
 
  I'd feel less comfortable in discussing this any further, primarily because 
I want to avoid the "GRG isn't going to print any more Hero books!" myth that 
would eventually start being propogated on the net. 
 
  Suffice it to say that we will be keeping an eye on sales. For now, we have 
plans for several new 4th Ed books next year, and several more if those do 
decent sales. 
 
  Mark @ GRG 
 
From: GoldRushG <GoldRushG@aol.com> 
Date: Mon, 15 Dec 1997 16:16:10 EST 
Subject: Re: Champions 
Organization: AOL (http://www.aol.com) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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  I'm afraid I cannot address any more comments regarding a 5th Edition. It 
seems I misspoke earlier. I welcome your comments about what you'd like to see 
in future Hero System products from Gold Rush Games, however. 
 
  Thank you. 
 
  Mark Arsenault 
  Gold Rush Games 
 
From: GoldRushG <GoldRushG@aol.com> 
Date: Mon, 15 Dec 1997 16:16:15 EST 
Subject: Re: Gold Rush Games Mailing List??? 
Organization: AOL (http://www.aol.com) 
Errors-To: owner-champ-l@omg.org 
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<< ...is there some way to get on a mailing list that would send out product 
info?  Release Dates?  Ads?  I'd prefer snail mail, e-mail is ok, and yes, I 
could always go to the web site.  I was just curious. I know I could always 
receive info here on the mailing list, >> 
 
  We can add you to our PR list, but we generally make announcements in all 
applicable forums (AOL, newsgroups, our web site, etc. 
 
<< but when I go to the gaming shop I go to and say, they said on the InterNet 
that this is out, they look at me clueless, usually, because I'm rushing to  
the store before the release day. >> 
 
  The next time you rush in there and they look at you clueless, tell them to 
get out their copy of Games Quarterly Catalog and look up either "Gold Rush 
Games" or "Champions." No joke. We've had a two page product listing for over 
a year now. 
 
  Mark @ GRG 
 
From: GoldRushG <GoldRushG@aol.com> 
Date: Mon, 15 Dec 1997 16:16:17 EST 
Subject: Re: PART 
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<< You know, when I originally wrote that, I was gonna make a comment about 
how *you* stole *my* idea!  So, I have no other choice but to have my 
lawyers (Dewey, Cheatum & Howe) call you lawyers.  Unless, of course, you 
want to settle out of court and avoid the embarrsing publicity of a Judge 
Ito monitored court battle. >> 
 
  Go ahead. We'll simply use the flux to go back in time and convince all your 
lawyers (as children) to become nurses and bus drivers and such! Bwah hah hah 
hah hah..!! 
 
  Mark @ GRG 
 
From: GoldRushG <GoldRushG@aol.com> 
Date: Mon, 15 Dec 1997 16:16:18 EST 
Subject: Re: Gold Rush Games Mailing List??? 
Organization: AOL (http://www.aol.com) 
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<< "doesn't exist, Hero games went out of business." >> 
 
  That's too bad (and ignorant. They must not want to sell to you too badly. 
Perhaps you could send us their mailaing address so we can put them on our 
mailing list? 
 
  Mark @ GRG 
 
From: GoldRushG <GoldRushG@aol.com> 
Date: Mon, 15 Dec 1997 16:16:21 EST 
Subject: Re: Special Offers to the list 
Organization: AOL (http://www.aol.com) 
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<< No darnit! I refuse to get a discount! In fact, I'm going to pay double, no 
make that triple, heck. TEN times the cover price!!!! >> 
 
  I think you have us mixed up with another company... ;) 
 
  Mark @ GRG 
 
X-Sender: ctaylor@pop.cyberis.net 
Date: Mon, 15 Dec 1997 13:19:28 -0800 
From: Christopher Taylor <ctaylor@cyberis.net> 
Subject: 5th Edition concluded 
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Last but not least, a simple way of handling damage.  There are two damage 
structures, normal and killing.  Each one has a ranged and a STR adds damage 
element.  Thus, structure them like this: 
 
        NORMAL ATTACK: 5 points per die, defined either as ranged or STR 
adds           damage.  
 
        KILLING ATTACK: 15 points per die, defined as either ranged or STR 
adds         damage. 
 
        +1/2: add ranged or STR adds damage as an element to the attack. 
 
voila, consistent, simple, fits the damage class structure, and works with 
the present system. 
 
---------------------------------------------------------- 
Sola Gracia		Sola Scriptura		Sola Fide 
Soli Gloria Deo		Solus Christus		Corum Deo 
----------------------------------------------------------- 
 
Date: Mon, 15 Dec 1997 16:35:41 -0500 (EST) 
From: Michael Surbrook <susano@access.digex.net> 
cc: champ-l@omg.org 
Subject: Re: 5th edition, contd 
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On Mon, 15 Dec 1997, Christopher Taylor wrote: 
 
> SIDE EFFECTS: At the present cost, very low power effects are severely 
> punished by this advantage.  Thus, the chart is slightly different: 
>  
> 			-1/4   ½ the power level, minimum 20 PTS 
> 			-1/2   equal to power level, minimum 50 PTS 
 
I was wondering about a variation on Side Effects, where the power affects 
not the character but his environment.  For example, you crank up your 
mega-chi Aid and create a minor shockwave centered on your person.  People 
get knocked over, your surroundings get wrecked, etc. 
 
> AREA EFFECT CONE: instead of having range and costing +1, this costs +1/2 
> and has no range... ranged cones are really odd, certainly not the default, 
> I would think. 
 
I agree.  I was also wondering about trying to build the really big 
cone/reduced by range affect for things like sonic shouts and flameblasts. 
Would there be away to ignore the max length of the cone in a case like 
this? 
  
> AREA EFFECT (RING): This is a hollow circle 1 hex thick, with an inner 
> radius the same size as Radius.  The +1/4 Advantage may double either the 
> radius or the thickness.  +1/2 advantage. 
 
We developed something like this to simulate certain wilder martial arts 
tricks.  It was no-range, had a hole in the middle, and affected all of 
your adjacent hexes.  Base cost was +3/4. 
 
 
*************************************************************************** 
* "'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 * 
*************************************************************************** 
 
Subject: Re: Germania! 
Date: Mon, 15 Dec 97 16:48:04 -0500 
x-sender: DFair@pop.worldweb.net 
From: David Fair <DFair@sdslink.com> 
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On 12/15/97 3:10 PM, Guy Hoyle (ghoyle1@airmail.net) Said: 
 
>I have fiendish plans for the PCs in my Pulp campaign regarding Germania, 
>that sturdy embodiment of Germanic womanhood from GAC. However, I hate the 
>name.  Anybody have a better one for this amply-built refugee from a 
>Wagnerian opera? 
> 
Brunhilde ? 
Valkyrie ? 
 
 
                                         |  David A. Fair 
        Think Different                  |  SDS International 
                                         |  dfair@sdslink.com 
 
Date: Mon, 15 Dec 1997 16:48:24 -0500 (EST) 
From: Michael Surbrook <susano@access.digex.net> 
Subject: What it sees... 
Errors-To: owner-champ-l@omg.org 
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Okay, I've started my adaption of the cast of "Big Trouble in Little 
China".  I plan on presenting David Lo Pan, Egg Shen, Jack Burton, Wang 
Chi, the Storms, Lo Pan's two monsters and a generic template for a Chang 
Sing and a Wing Cong. 
 
Now, I have two questions: 
 
1) The Guardian's of power or "what it sees Lo Pan knows".  This would be 
a simple Mind Link, right?  Or should I go with some strange form of 
Clairsentience Useable by Others?  And how about the Lo Pan speaks through 
the Guardian trick? Is this a part of Mind Link, or Images from the 
Guardian? 
 
2) Egg and Lo Pan's magic duel with the glowing Chinese warriors fighiting 
in the air.  Any suggestios as to what that was?  I thought some sort of 
mental combat, but it looked to last several phases... 
 
*************************************************************************** 
* "'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: Mon, 15 Dec 1997 16:50:03 -0500 (EST) 
From: Michael Surbrook <susano@access.digex.net> 
cc: champ-l@omg.org 
Subject: Re: Acrobatics in Combat 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Mon, 15 Dec 1997, GoldRushG wrote: 
 
> << >Any DEX 29-31 martial artist will have a 15- Acrobatics and since the 
> >average of 3d6 is 11, routinely get +2 to his CV *every* Phase.  For only 
> >3 points! >> 
>  
>   ::Sigh:: I forget that some folks don't read between the lines. ;)  Has thou 
> forgotten that the GM contr4ols such things as modifiers for combat 
> situations, as in a heft penalty to the roll??  ;)  I think a -3 is fair. 
 
Then such a ruling had better be clearly stated in the text for the skill. 
As it stands, I wouldn't use it. 
 
*************************************************************************** 
* "'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: Mon, 15 Dec 1997 13:57:46 -0800 (PST) 
From: Dennis C Hwang <dchwang@itsa.ucsf.edu> 
Subject: Re: Germania! 
Errors-To: owner-champ-l@omg.org 
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On Mon, 15 Dec 1997, Guy Hoyle wrote: 
 
> I have fiendish plans for the PCs in my Pulp campaign regarding Germania, 
> that sturdy embodiment of Germanic womanhood from GAC. However, I hate the 
> name.  Anybody have a better one for this amply-built refugee from a 
> Wagnerian opera? 
 
Well, you mentioned it yourself; why not go straight to the source? 
Brunhilde is evocative (as the valkyrie), or Sieglinde (Sigurd's sister, I 
believe) might work as well.  There was also Queen Gutrune (from the 
Siegfried part of the cycle), but she didn't have a really major role 
aside from as a plot device. 
 
I don't recall the names of the three Rhinemaidens, though, or those of   
any of the other valkyries.  Sorry. ;) 
 
--Dennis 
************************************************************* 
*   dchwang@itsa.ucsf.edu   *   xenopathologist at large!   * 
************************************************************* 
*  Hey, I didn't spend all those years playing Dungeons &   * 
*  Dragons and not learn a little something about courage.  * 
*                                                           * 
*                       --Blaine Faulkner                   * 
*                       "Jose Chung's From Outer Space"     * 
************************************************************* 
 
X-Sender: bob.greenwade@klock.com 
Date: Mon, 15 Dec 1997 14:25:04 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: 5th Edition Hero: Some specific suggestions (a tad long) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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To: champ-l@omg.org 
 
At 09:31 AM 12/15/97 -0400, Trevor Barrie wrote: 
>On Mon, 15 Dec 1997, Bob Greenwade wrote: 
> 
>>    - Extra Limbs should go back to having a cost per limb.  My own 
>> structure is 5 points for two arms, with reduced costs for lesser utility 
>> (3 points for one arm, 3 for a pair of tentacles, 1 for a single tentacle 
>> or prehensile tail). 
> 
>That was one of the silliest parts of the previous edition of Champions; I 
>certainly have no desire to see it return. Building the 100-armed giants 
>of Greek mythology should _not_ mandate a Power on the order of 1000 
>points. 
 
   But should it cost the same as merely having a prehensile tail? 
   Would 5 points per 2X arms (with appropriate limitations for 
intermediate numbers or non-digital limbs) be better?  Those 100-armed 
giants would then spend about 28 points for Extra Limbs. 
 
>>    - Force Field and Force Wall should have Flash Defense, Mental Defense, 
>> and Power Defense methods built right in. 
> 
>Force Wall, maybe. Force Field would be pointless. (Just buy them Costs 
>END.) 
 
   And add on Damage Reduction for them, which Costs END?  (One of the 
Ultimate books introduced the idea of Killing Attacks, AVLD, Does BODY, 
which would call for these Defenses being Resistant.) 
 
>>    - Hand-to-Hand Attack should *not* be omitted; this would leave us with 
>> the old kludge of "+X STR, Only for Damage."  Use Opal's version instead. 
> 
>The old kludge works fine IMO. 
 
   For your campaign, I accept it; but (as someone else pointed out) one 
could also buy Force Field as Armor that Costs END.  Sometimes a unique 
power is just easier than a complex construct, especially if it's 
representing something fairly common. 
 
>>    - Instant Change should be scaled.  (My scale is 5 pts = instant, 4 pts 
>> = half Phase, 3 pts = Phase, 2 pts = Turn, 1 pt = minute, normal = 5 
>> minutes, with all costs doubled for "any clothing.") 
> 
>What's the point? Just use Extra Time to simulate this. 
 
   Same as previous response. 
 
>>    - Life Support should have some of its elements able to be broken down 
>> even further, like 2 points for being immune to *either* heat *or* cold. 
> 
>You already can do this - LS: Extreme Temperatures, only vs heat(-1/2). 
>Simple enough. 
> 
>> Also, 1-2 points for retarded aging is a cool idea. 
> 
>Same comment. 
 
   Again, same response.   :-] 
   And again, for all of these I see your reasoning, and I don't think 
you're being at all unreasonable.  My suggestions just make character 
building a tad simpler. 
 
>>    - Transform should be more specifically described as well, especially in 
>> terms of what constitutes Cosmetic, Minor, and Major Transforms.  (I tend 
>> to go with this:  if it doesn't affect the character sheet, it's Cosmetic; 
>> if it shifts points around on the sheet or alters specific Powers but 
>> doesn't change the totals, it's Minor; if it changes point totals, it's 
>> Major.) 
> 
>I can think of things which reduce costs that should be Minor (blinding, 
>for example). Also, the rule about "no point increases" desperately needs 
>to be reinstated. 
 
   I'm with you on the point increases, to an extent.  I'd actually limit 
the increase (*or* decrease) in points for a Major Transform to BODY x 
1d6-1 (sound familiar?  You could even apply Increased STUN Multiple). 
 
>>    - Explosion should be +3/4 so it doesn't cost the same as AE: One Hex. 
> 
>The increased precision given by AE: One Hex balances the somewhat- 
>increased damage of Explosion. Leave them the same. 
 
   What increased precision?  Both are against DCV 3. 
 
>>    - Damage Shield should be clarified so that *any* significant contact, 
>> including the character with DS making an attack against the target, will 
>> cause damage. 
> 
>Rather, they should reiterate the fact that the character with DS making 
>an attack against the target _doesn't_ cause damage. If you want to do 
>that, buy a normal attack version. 
 
   Why?  In the source material (comics), a character surrounded by 
something that is representable by a Damage Shield will do the damage no 
matter who initiates the contact.  Rogue, the Human Torch, and the female 
Firebrand are the only ones I can think of offhand with Damage Shield 
powers, and that's how it seems to work. 
   In fact, the only Special Effects that I can think of where a Damage 
Shield would work only if someone else initiates contact are unusual cases 
that are better represented with a Limitation. 
 
>>    - Reduced END should be half END for +1/4, 1 END for +1/2, 0 END for 
>> +3/4, and Persistent for +1. 
> 
>I don't see the point of the "1 END" level. 
 
   It's a sort of "minimal effort" thing.  Maybe my 12d6 Energy Blast 
doesn't take up a full 3 END to use (the 1/2 END level), but does take some 
effort.  (It's a lot less awkward than buying 0 END on all but the first 2d6.) 
 
>I'd also codify the difference between Persistent and Uncontrolled. (My 
>view: Persistent makes a Constant Power Persistent (duh:)), Uncontrolled 
>makes a Constant Power Instant.) 
 
   I'm not sure I understand this, but we can work it out later.   :-] 
 
>>    - Extra Time should specify whether the time listed is including or in 
>> addition to the half-phase needed to launch an attack with a Power. 
> 
>Better, they should include both the current version of Extra Time (a 
>delay before the Power can be activated, but during which you can do other 
>things) and the old version (actually increasing the type (or number) of 
>action(s) you need to expend to activate the Power). 
 
   Agreed -- that *is* better. 
 
>>    - Linked should be fixed and specific.  My recommendation is to go with 
>> the basic, existing -1/2 bonus to make both Powers used in proportion, 
>> essentially being treated as a single Power for most purposes.  A character 
>> could also have a "one-way" Link, letting one Power be used up to the level 
>> that the other is, for -1/4.  Linked should still be applicable only to the 
>> smaller Power (but please specify that this means Active Points). 
> 
>I agree, more or less. The current version of Linked, with a 
>proportionality restriction added on ("this Power can only be used when 
>Power X is used, at up to the same proportion of total power at which that 
>one is used") should be demoted to -1/4. Add another -1/4 Limitation which 
>states "this Power automatically goes off when Power X is used, at 
>proportionate power level at least equal to that at which Power X is 
>used". Combine these 2 and you have a -1/2 Limitation which works in the 
>same way that most people currenlty play Linked. 
 
   I think that's roughly the same thing that I suggested; only the tags 
were different. 
 
>>    - DNPC should allow +5 points for every 2X individuals on one Roll. 
>> Also allow DNCP Rolls of 5 or less (Rarely) for +0 points, and 17 or less 
>> (Constantly) for +20 points. 
>>    - Hunted, similarly, should allow Hunted Rolls of 5 or less (Rarely) for 
>> -5 points, and 17 or less (Constantly) for +15 points. 
> 
>Maybe, but I'd put a caveat stating that the 17- level shouldn't be used 
>unless the character in question is focal to the campaign. 14- is already 
>really, really high. 
 
   100% Agreed here.  The 17- DNPC should be someone who is basically 
always around (like Steve Urkel), and the 17- Hunter is the vengeful ninja 
that seriously needs to get a life. 
 
>>    - Secret Identity should become simply Secret, with scales similar to 
>> those used for Physical and Psychological Limitations. 
> 
>Would certainly improve its cross-genre utility. 
 
   Cross-genre, nothing; I've seen Champions characters, PCs even, who had 
"secrets" that weren't exactly "Secret Identities."  They were worked in as 
either Secret IDs anyway, or as Psych Limits.  I just figured to split the 
difference. 
--- 
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, 15 Dec 1997 14:28:49 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: 5th Edition Hero: Some specific suggestions (a tad long) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 11:32 AM 12/15/97 -0800, Rook wrote: 
>> >    - Extra Limbs should go back to having a cost per limb.  My own 
>> > structure is 5 points for two arms, with reduced costs for lesser utility 
>> > (3 points for one arm, 3 for a pair of tentacles, 1 for a single tentacle 
>> > or prehensile tail). 
>> 
>> That was one of the silliest parts of the previous edition of Champions; I 
>> certainly have no desire to see it return. Building the 100-armed giants 
>> of Greek mythology should _not_ mandate a Power on the order of 1000 
>> points. 
> 
>    Agreed. Since each limb in champs does not give an extra attack, 
having one 
>extraor one million extra makes no noticable effect on the game. If it was 1 
>point per limb Prehensile 
>Hair would either 
>A: get VERY expensive. 
>B: be forced to all move together as 'one item', killing the 'medusa 
effect' for 
>all but multi-million point 
>    characters. 
 
   How about 5 points per 2X limbs, Costs END? 
 
>> >    - Flash, as mentioned elsewhere, should be 5 points per die, with each 
>> > BODY pip of Flash working for 1 segment.  (It makes Flash Defense more 
>> > balanced.) 
>> 
>> Sounds okay. 
> 
>    And / or raise the cost of Flash Defense to 5 points per point of 
defense. 
 
   Ick.  That would be prohibitive, especially for Flash AVLDs.  At worst, 
5 points per defense, and only if the 5/die Flash isn't implemented. 
 
>> >    - Linked should be fixed and specific.  My recommendation is to go 
with 
>> I agree, more or less. The current version of Linked, with a 
> 
>    Kind of a moot issue since I can use 'limited' to do it however I 
>want already. 
 
   With that attitude, one could eliminate all of the existing Limitations 
and just use Limited Power for everything. 
   Heck, if you really want to get right down to it, you can use "Linked" 
to do it however you want now, and you always could. 
   Codifying these things really makes the game much easier for strangers 
and newcomers, though. 
--- 
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, 15 Dec 1997 14:30:34 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: 5th Edition Hero: Some specific suggestions (a tad long) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 02:38 PM 12/15/97 -0500, John and Ron Prins wrote: 
>>>    - Reduced END should be half END for +1/4, 1 END for +1/2, 0 END for 
>>> +3/4, and Persistent for +1. 
>> 
>>I don't see the point of the "1 END" level. 
> 
>Me neither. Though I _would_ like to see an official modifier, 'Costs END to 
>Activate, but not Maintain', though I'm not sure what it's worth. Probably a 
>+1/4). 
 
   I'd give it +/- 1/4 also.  (Plus or minus depending, of course, on 
whether it's applied as an Advantage or as a Limitation.) 
--- 
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, 15 Dec 1997 14:36:46 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: 5th Edition thoughts 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 12:46 PM 12/15/97 -0800, Christopher Taylor wrote: 
>Heres what I would add in or change for 5th edition: 
> 
>DEFENSE MANEUVER: Defense Maneuver would no longer require a half phase 
action. 
 
   Nah, just use the version from TUMA. 
 
>RANGEFINDER: A new talent that allows the character to accurately determine 
>the space and range within inches by a perception roll.  This does not 
>increase accuracy, buy might be useful for some powers or effects.  Cost: 3 
>Points 
 
   I really like this one, if only because I think it was originally my 
idea on the list.   ;-] 
 
>Aids that grant powers a character does not already have are half as 
effective.  
>Thus, if Aidmaster grants Captain Speedo 10 points of Power Defense, and 
>Captain Speedo does not already have any, the effect rolled is halved before 
>applying it to the good Captain. 
> 
>A -1 limitation Empathic may be taken for Aid powers, which drains an 
>equivalent amount of points from the character as it gives the target 
>(useful for heals that absorb wounds, etc). 
 
   I agree with both of these; the latter especially if the widely 
recommended doubling of the cost of Aid take splace. 
 
>CHANGE ENVIRONMENT: Should stay with the present structure and cost, but 
>lose the area, if you want an area, buy area effect on it.  Increasing the 
>area is by the Area Effect rules thereafter, negating the 5 pt cost per 
>doubling. 
> 
>DARKNESS: loses the automatic area like CE, and increased area is bought by 
>the area effect. 
 
   So what's the point/utility of non-AE CE and Darkness? 
 
>DUPLICATION: one heals a lost duplicate as if the points were BODY or must 
>define a given circumstance to get the dead duplicate back... you should not 
>lose points for having a duplicate killed any more 
 
   Good idea.  Permanently dead Duplicates should take a Limitation. 
--- 
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, 15 Dec 1997 14:43:55 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Champions 5th Edition 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 12:19 PM 12/15/97 -0800, Rook wrote: 
>> Some people hate the Spirit rules, I rather like them. I would like to 
>> see them expanded upon, possibly as part of the "Incomplete Character" 
>> rules, and cleaned up a bit. 
> 
>    Yeah, I like those rules myself. 
 
   Same here, though I agree that they need to be cleaned up a bit. 
   One thing I've done is introduce Spirit Defense as a Power, rather than 
have Spirit-based Powers just work on good ol' Power Defense. 
--- 
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, 15 Dec 1997 14:48:33 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Link: Disadvantage or Advantage 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 01:05 PM 12/15/97 -0500, Stainless Steel Rat wrote: 
>>>>>> "BG" == Bob Greenwade <bob.greenwade@klock.com> writes: 
> 
>>> I would suggest that that particlur rule was placed to stop people 
>>> saying "I have a 3d6 flash.  I will link my 12d6 energy blast to it. 
>>> -1/2 on the energy blast, thanks" 
> 
>BG>    Precisely.  So how would you work such a construct where the Flash 
>BG> always went off with the EB? 
> 
>If Champions III may be used as a reference, when one puts multiple powers 
>into a single framework slot, they are treated as a single power.  No 
>modifiers are required for this to occour.  Use of powers in such a slot is 
>proportional -- if you use your EB at half power, you must use your Flash 
>at half power. 
 
   But if I put the "Linked" Limitation on that exact same Flash, then I 
can use the EB without it, right?  Or am I missing something here? 
--- 
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, 16 Dec 1997 08:54:14 +1000 
Date-warning: Date header was inserted by topaz.cqu.edu.au 
From: happyelf <jonesmj@topaz.cqu.edu.au> 
Subject: Re: Kurt's comments 
X-Sender: jonesmj@topaz 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 06:04 PM 12/14/97 -0500, GoldRushG wrote: 
><< Well, basically i'd ask us all to recognise the difference between genuine 
>heros who can make a difference(even in a gritty setting) and joke-heros who 
>don't really stand a chance. . . .. >> 
> 
>  I don't understand the reference here. Please have pity on me. I read too 
>darned many messages and threads a day to remember them all! :D What does this 
>have to do with Kurt Busiek's comments about San Angelo? 
> 
>  Mark @ GRG 
> 
 
No, not san angelo. .. i meant the genre in general. I apologise  
if i was misunderstood 
 
X-Sender: bob.greenwade@klock.com 
Date: Mon, 15 Dec 1997 14:56:13 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: TUSV: Slipperiness 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 12:21 PM 12/15/97 -0500, Bill Svitavsky wrote: 
>>   This is what I currently have down for the effect of a Slick.  Tell me 
>>what you think. 
>> 
>>   If the Transform is successful, then the ground becomes slippery. 
>>Characters and vehicles using Ground Movement must make a DEX Roll at -3 
>>(or a Combat Vehicle Operations or similar Roll at no penalty) when 
>>entering the hex or lose control (see Chapter Three for more details on 
>>this).  Even if this Roll is successful, a second Roll at -2 (in addition 
>>to any other Modifiers) must be made if the character or vehicle attempts 
>>to accelerate, decelerate, or turn while in the affected area. 
>>   At the GM's option, every BODY pip above the 16 needed to successfully 
>>enact the Transform, up to the maximum that can be rolled on the dice, adds 
>>another -1 to the DEX or Combat Vehicle Operations Rolls. 
> 
>I think this beats any previously published solution to this slippery 
>problem, but I still have a few qualms with it. While Transform seems like 
>the most "legal" way to go about creating the effect, you're stuck with the 
>power working vs. BODY. With this approach, it's easier to make dirt or 
>sand slippery than to affect a paved or metal surface - five minutes of 
>rain will prove that wrong. 
 
   Ah, but the rain has a lot of Cumulative attacks built up, eh?   :-] 
 
>Your effects for the power make sense; I'll assume you deal with what it 
>means for a running character to "lose control" in Chapter Three. I would 
>like to see some mention of defenses against a slippery surface - does 
>Clinging stop it? Is it entirely dependent on SFX? If you're feeling really 
>ambitious, you might try to build studded snow tires. 
 
   Yes, losing control is in Chapter Three.  It's essentially the same as 
what' in An Eye for An Eye. 
   As for Clinging, good point.  It would probably depend on the Special 
Effect, and possibly warrant a -1/4 Limitation. 
 
>Really, though, I think slipperiness needs to be a power. Creating a new 
>power probably isn't within the scope of TUSV, so whatever you use will 
>necessarily be a bit of a kludge. 
 
   I disagree here, but not strongly.  If Slipperiness was brought out as a 
Power, I'd probably use it, and might even like it.  But I don't think it's 
that necessary because it's not really that common. 
--- 
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: "Matt Korth" <korthmat@cps.msu.edu> 
Organization: I don't think so, Tim. 
Date: Mon, 15 Dec 1997 18:58:15 -0400 
Subject: Re: Open Apology 
Priority: normal 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
> >If you feel you really have to flame me for opening up a religious debate on 
> >the list, go right ahead -- I deserve it (*sigh*). But at least know that I 
> >realize I did make a mistake, and I'm sorry for it.  The only religious 
> >arguments that belong on this list are Linked debates (*duck*). 
>  
>    Speaking for myself, at in all probability for other Christians on the 
> list as well, you can consider yourself forgiven.   :-] 
 
...unless you start the GLD again... :) 
 
--M 
-- 
korthmat@cps.msu.edu   http://www.cps.msu.edu/~korthmat 
*** People who send me UBE/UCE will be crucified. *** 
"Believe me, Mike, I calculated the odds of this succeeding 
versus the odds that I was doing something incredibly stupid... 
and I went ahead anyway."  --Crow, _MST3K: The Movie_ 
 
Date: Mon, 15 Dec 1997 18:27:20 -0500 
From: "Kevin J. McClain" <KevLord@worldnet.att.net> 
Reply-To: KevLord@worldnet.att.net 
Organization: Courts of Kirkwood 
CC: champ-l@omg.org 
Subject: Re: My BBB's falling apart! 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
My BBB hasn't started to disintegrate yet. I have sealed it in a bag. I can't get 
myself to part with it. Maybe it is the sentimental value of having it 
autographed by Rob Bell, Steve Peterson, Aaron Allston, and George MacDonald. "Be 
a Hero" Rob wrote. Words I GM by to this day! 
 
Kev 
 
GoldRushG wrote: 
 
> << when a company prints a book it has to way several factors, >> 
> 
>   I meant, of course, that it has to *weight* several factors. Oi! I need to 
> get more sleep! 
> 
>   Btw, if anyone's BBB has fallen apart, I'd be glad to replace it with a CD 
> hardback (sans HeroMaker). All we ask is that you send us the old book (*all* 
> of it, please) and then pay for shipping the new books to you ($3). Sound 
> fair? 
> 
>   Mark @ GRG 
 
 
 
Date: Mon, 15 Dec 1997 23:35:29 +0000 
From: Mark Lemming <icepirat@ix.netcom.com> 
Subject: Re: CHAR: KARZA DRONES 
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: 
> > >> >   +2 SPEED, Only for Job related actions or to fire weapon. 
> > >> Arg. Am I the only one who thinks SPD 'only for X' should be outlawed in 
> > the 
> > Yes, you are the only one. See the Hydra in the Hero Bestiary for details. 
 
I avoid extra speed for characters like a plague. 
 
For one Hydra I wrote up I did each head a seperate creature with a 
dependance on the body. That way if the body took enough damage the heads 
would 
die off. Though I also had the heads stagger their speed. I think each head 
was 
a two speed, but #1 would go on 1 & 7, #2 would on 2 & 8, etc... 
Looked cumbersome, but worked out well for me. 
 
 
> > >Egyptoid: Please put your costs down for disads and the like. I'm curious 
> > what 
> > >you consider to be the fair costs. 
> > Horse-$#%@.  I get enough flames from people who think I write the craziest 
> > characters going. I'm not going to add numbers and invite bombardment from 
> > you number crunchers as well. I prefer to run a role-playing game, not a 
> > lesson in 
>  
> I don't number crunch.  I put down point values so people can understand 
> how I built something and get a quick assessment of the character's power 
> level.  Would *you* buy a Hero Suppliment that just listed stats and 
> powers with no total costs? 
 
I number crunch, but I critize based on concept or design. I just like seeing 
how something was built. 
 
-Mark Lemming 
 
Date: Tue, 16 Dec 1997 09:39:49 +1000 
Date-warning: Date header was inserted by topaz.cqu.edu.au 
From: happyelf <jonesmj@topaz.cqu.edu.au> 
Subject: Re: Champions 5th Edition 
X-Sender: jonesmj@topaz 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 02:38 AM 12/14/97 -0800, Captain Spith wrote: 
 
>>   One other note. Keep in mind that, primarily because of financial 
>> considerations, we are looking at printing the Hero System rules book 
>> separately, with Champions being a genre book. Champions would have the super 
>> power rules in there, as well as a *much* better treatment of the genre, 
>> examples, no "official universe" inside (rather examples and notes on creating 
>> several different types, etc., but the Hero System "core" rules would be in 
>> the Hero System rules book. 
> 
>   Great!  Some would look at it as forcing a gamer to buy two books, 
>but it makes sense to seperate core rules from genre-specific stuff.  On 
>the other hand, it would make it vital to have extensive and precise 
>examples in the rulebook to be SURE to cover all genres; super-heroes 
>using powers raise different questions than gunslingers using guns. (at 
>least they often do). 
> 
 
Sawwy to be a wet blanket, but that would be kinda hideously deforming 
and limiting the whole system for no good reason. All the mechanics in  
one place. Period. 
 
Date: Tue, 16 Dec 1997 09:40:49 +1000 
Date-warning: Date header was inserted by topaz.cqu.edu.au 
From: happyelf <jonesmj@topaz.cqu.edu.au> 
Subject: Re: Champions 5th Edition 
X-Sender: jonesmj@topaz 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 06:03 PM 12/14/97 -0500, GoldRushG wrote: 
><< Major Mistake. The powers rules have many applications outside of 
>Super Powers. I think the Hero system rulebook should be the same size as 
>it was in 4th edition.>> 
> 
>  My bad. I think the plan *was* (or, rather, *is*) to have all the character 
>creation rules (including the "powers") in the Hero System Rules book, and 
>treat the Champions book as the campaign book (perhaps with a few extra 
>goodies, and certainly plenty of clear examples!). 
> 
>  Mark @ GRG 
> 
 
yay! *g* Best to focus on interpretations- i.e. how to sue duper-talents,  
good ways to do wierd powers, ect. .  
 
Date: Mon, 15 Dec 1997 23:41:59 +0000 
From: Mark Lemming <icepirat@ix.netcom.com> 
Subject: Re: Link: Disadvantage or Advantage (long) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
GoldRushG wrote: 
>  
> << As a house rule, I'd allow the warning shot to not take anytime, but the 
> End 
> cost or charge would be spent. There are times when following the letter of 
> the rules can be a pain.>> 
>  
>   Why? Can't a PC spread his EB, or use *up to* his max dice in the blast? Why 
> not let him use *less*? Say, a 1/2 die or 1 Pip Energy Blast, effectively 
> making it a 0 END "show of force?" 
>  
>   Man, some of you guys are harsh GMs! <LOL> 
>  
>   Mark @ GRG 
 
If they're trying for a show of force they might want to show something 
other than minimal effect. A spread blast would be fine. 
 
-Mark 
 
X-Sender: jdriscol@mail.vt.edu 
Date: Mon, 15 Dec 1997 18:43:28 -0500 
From: Jeremiah Driscoll <jdriscol@vt.edu> 
Subject: Re: That's What I Want... 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 10:46 PM 12/14/97 -0500, John Prins wrote: 
>>PLUS, look at the costs involved. Absorption = 5 points/die. Aid = 5 points 
>per >die. I'm paying (currently) AS MUCH as I am for Aid, while getting: 
>> 
>>A.) The same upper limit 
>>B.) No personal control over the increase of my 'aided' power 
>>C.) Increases dependant on the strength of the attack 
>>D.) END free Aid. 
> 
>Oh yeah, I forgot: 
> 
>E.) 1/3th the amount of CPs gained than Aid (in general, you roll 3-4 per 
>die of Aid, but only 1 CP per die of Absorption). 
> 
Okay, I hope this doesn't sound too stupid.  I was always under the 
impression that you rolled the dice, counted the *total* and used that as 
the BODY able to be absorbed... not the *BODY* total on the dice. 
I guess my way gives you even more power, huh? 
Can someone explain it to me, please? 
 
- Jerry 
 
Date: Mon, 15 Dec 1997 18:48:33 -0500 
From: "Kevin J. McClain" <KevLord@worldnet.att.net> 
Reply-To: KevLord@worldnet.att.net 
Organization: Courts of Kirkwood 
CC: champ-l@omg.org 
Subject: Re: What it sees... 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
Michael Surbrook wrote: 
 
> Okay, I've started my adaption of the cast of "Big Trouble in Little 
> China".  I plan on presenting David Lo Pan, Egg Shen, Jack Burton, Wang 
> Chi, the Storms, Lo Pan's two monsters and a generic template for a Chang 
> Sing and a Wing Cong. 
> 
> Now, I have two questions: 
> 
> 1) The Guardian's of power or "what it sees Lo Pan knows".  This would be 
> a simple Mind Link, right?  Or should I go with some strange form of 
> Clairsentience Useable by Others?  And how about the Lo Pan speaks through 
> the Guardian trick? Is this a part of Mind Link, or Images from the 
> Guardian? 
 
I like the idea of giving Lo Pan Clairsentience. Link Images(perhaps indirect?) 
with it for comunications.  As far as Wang attacking it, The guardian seemed 
hurt but Lo Pan was OK. Maybe a limitation on the power that damage dispells 
the effect. 
 
Kev 
 
Date: Tue, 16 Dec 1997 09:50:53 +1000 
Date-warning: Date header was inserted by topaz.cqu.edu.au 
From: happyelf <jonesmj@topaz.cqu.edu.au> 
Subject: Re: Champions  5th Editi 
X-Sender: jonesmj@topaz 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 12:22 AM 12/14/97 -0600, Vox Ludator! wrote: 
>>     Though it cannot be 'spread' in the manner of an Energy  
>>Blast, an HA can be manipulated to improve OCV at the price of  
>>damage.  Each 1d6 of damage sacrificed gives a +1 OCV.  Since an  
>>HA - even when not focused - is assumed to be somewhat separate  
>>from the character using it, it can be used to Block an  
>>opponent's attack. 
> 
>This is where I have the real problem: exactly why are HA's "assumed to be 
>somewhat separate from the character using it"?  The two most common SFX 
>besides weapons (i.e. Focus) that I've seen HA used for in the past are 
>superspeed punches and superdense skin.  Neither is separate from the 
>character in any fashion, and it seems like a far easier approach to buy OCV 
>bonuses with combat levels in addition to HA damage than to box them 
>together and force players to limit them out. 
> 
 
 
I wholeheartedly agreed. . . . . hmm. . i'm very late. . but i  
agree. . *l* 
 
 
>-- 
>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: Arknight 1 <Arknight1@aol.com> 
Date: Mon, 15 Dec 1997 18:54:08 EST 
Subject: Re: My BBB's falling apart! 
Organization: AOL (http://www.aol.com) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
In a message dated 97-12-15 12:17:25 EST, GoldRushG@aol.com writes: 
 
<<   For a long time, ICE had a deal where you coould trade in your old BBB 
for a 
 Champs softcover. Are there still a lot of folks left who don't have 
 replacements for their old Champs hardcover? >> 
 
 
Yep, I'm one of them!   
 
Tom 
 
From: Arknight 1 <Arknight1@aol.com> 
Date: Mon, 15 Dec 1997 18:54:08 EST 
Subject: Re: My BBB's falling apart! 
Organization: AOL (http://www.aol.com) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
In a message dated 97-12-15 12:17:25 EST, GoldRushG@aol.com writes: 
 
<<   For a long time, ICE had a deal where you coould trade in your old BBB 
for a 
 Champs softcover. Are there still a lot of folks left who don't have 
 replacements for their old Champs hardcover? >> 
 
 
Yep, I'm one of them!   
 
Tom 
 
Date: Tue, 16 Dec 1997 09:54:18 +1000 
Date-warning: Date header was inserted by topaz.cqu.edu.au 
From: happyelf <jonesmj@topaz.cqu.edu.au> 
Subject: Re: That's What I Want... 
X-Sender: jonesmj@topaz 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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To: champ-l@omg.org 
 
At 08:00 PM 12/14/97 -0500, John and Ron Prins wrote: 
 
>This is, of course, a more expensive construct (not necessarily bad, as 
>Shapeshifting is darn useful and fairly rare, comic-wise), but it's got lots 
>greater resolution - I'd prefer added resolution than added limitations.  
> 
 
Like i said over density increase, it is far easier to 'adjust' an existing 
power than change it to suit someone's assumptions.  
 
 
Date: Tue, 16 Dec 1997 09:57:41 +1000 
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From: happyelf <jonesmj@topaz.cqu.edu.au> 
Subject: Re: That's What I Want... 
X-Sender: jonesmj@topaz 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 10:31 PM 12/14/97 -0500, John and Ron Prins wrote: 
>>> should apply across the board vs. all SFX. I want Absorption to be able to 
>>> operate as a defense without resorting to an Armor kludge. I want 
>> 
>>	Why can you not grasp the whole idea of the Hero rules?  We've 
>>explianed it a million times.  Figure out the effect you want and then 
>>take the combined powers that will simulate that.  That's why absorpion 
>>provides no defense.  Sheesh! 
> 
>Because Absorption doesn't _block_ or 'redirect' damage like armor or force 
>fields. It _transforms_ it from damaging 'power' to useful 'power'. It 
>should never have a _chance_ to do damage! 
> 
 
No, not true. For all you know my c's absorbtion could be his god awarding him  
for being injured. . . 
 
X-Sender: jdriscol@mail.vt.edu 
Date: Mon, 15 Dec 1997 19:03:05 -0500 
From: Jeremiah Driscoll <jdriscol@vt.edu> 
Subject: Re: Avengers vs. X-Men 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
Tokyo Mark wrote: 
>> Oh, yeah, that.  I hadn't ever heard of that before the recent issue I 
>> picked up... she's hunting for Gambit in (I believe) Antarctica and 
>> mentions that it's buzzing like crazy... and that it had been inactive for 
>> a *long* while. 
> 
>Must have an 8- roll;) 
> 
No Conscious Control (-2 Lim)?  And then the GM forgot about it... lol 
 
>>  
>> Does Mjolnir come back every time he throws it?  (Straight EB, OAF)  Or is 
>> it sometimes caught/deflected? 
> 
>It's been deflected but it seems to nearly always return.  In fact, 
>Juggernaut once stopped the hammer short of hitting him, then grabbed the 
>hammer and let it pull him back to Thor, using the veolcity to add to his 
>strength and sending Thor through several trains.  I've always liked 
>Juggy. 
> 
Yeah, I like Caine, too.  I thought the friendship with Black Tom (as 
presented in Spider-Man Team-up #100) was really nice...  Caine went 
through a lot of trouble to find that ruby (whatsisname?) that gave him his 
powers to give to Tom.  I hear they've been doing some funky things with 
both Caine and Tom, tho...  Ah, well. 
 
- Jerry 
 
Date: Tue, 16 Dec 1997 10:07:17 +1000 
Date-warning: Date header was inserted by topaz.cqu.edu.au 
From: happyelf <jonesmj@topaz.cqu.edu.au> 
Subject: Re: Champions 5th ed art 
X-Sender: jonesmj@topaz 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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To: champ-l@omg.org 
 
At 09:35 AM 12/14/97 -0400, Trevor Barrie wrote: 
>On Sun, 14 Dec 1997, Captain Spith wrote: 
> 
>>    I really like the Perez cover, but am not opposed to a change.  But 
>> the flavor should definitely be the same.  Superheroes in action, 
>> probably one large 'splash page' scene. 
>>    Or possibly a 5 or 6 panel comic-book page including a splash or 
>> dialog and a splash of action.... 
> 
>On the cover? Ick. Don't think I'd like the look of that much. The splash 
>page thing is definitely the way to go, though. 
> 
> 
 
Hows about this? a few diferent artist doing the same shot in a bunch  
of panels? It'd probably suck for the front cover,  
but how about the back? 
 
X-Sender: jdriscol@mail.vt.edu 
Date: Mon, 15 Dec 1997 19:15:46 -0500 
From: Jeremiah Driscoll <jdriscol@vt.edu> 
Subject: Re: Champions  5th Edition 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
Rook wrote: 
>>  
>> > 1.    Add an advantage called "Advantaged" which would be the exact 
>> > counterpart to "Limited". 
>>  
>> Bad idea IMO. There's no need for it given an adequate set of Powers and 
>> Advantages. 
>> 
>	But a list is never 'complete'. There's always something missing. 
>Such an advatage would make it easier to customize powers, and take such 
>a thing away from being a 'house rule advatage' to a 'tournament legal' 
>concept. 
> 
I still think that any 'tournament' would require a close look at 
home-brewed Advantages *or* Limitations.  They're still house rules, at 
least as far as value goes. 
 
>> > 7.    Steal a few of the advatages from GURPS, like Richocet. 
>>  
>> What would that be used for? 
>> 
>	Allows you to bounce an attack off of a surface. For each time you 
>buy it, you can bounce one more surface. Or so it reads in GURPS. 
 
I thought you could already 'bounce' attacks of an appropriate SFX, 
possibly gaining a 'surprise' OCV bonus...  Doesn't "Beam Attack" disallow 
'bouncing'? 
 
>	Sort of a variation of 'Indirect'. 
 
But if you wanted this to be a variation of 'Indirect,' you could just take 
Indirect with a Limitation on the Advantage...  'Must have places to bounce 
it.' 
 
>	GURPS has about twice as many advantages for powers as Champions does. 
>Don't have a copy in front of me at the moment, but several of them would 
>be nice to add in. 
 
I can't think of many that we don't already have, but I haven't read it in 
awhile, either. 
 
>	Of course having an 'advataged' advantage would make the issue moot. 
> 
Were you the one who said the same about Limited?  That debating Linked was 
'moot,' because you can simply redefine it with the 'Limited' Limitation? 
Doesn't that mean we could save some space in the book by not printing any 
Advantages/Limitations *besides* Advantaged and Limited? 
 
- Jerry 
 
Date: Tue, 16 Dec 1997 10:19:05 +1000 
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From: happyelf <jonesmj@topaz.cqu.edu.au> 
Subject: Re: That's What I Want... 
X-Sender: jonesmj@topaz 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 12:12 AM 12/15/97 -0600, Tim R. Gilberg wrote: 
> 
>> 
>> Why do I not 'grasp' that Absorption provides no 'defense', Mr. Gilbert? 
>> Because it DOESN'T MAKE ANY SENSE, that's why! Sheesh indeed! 
> 
>	First of all.  IT'S GILBERG!  NOT GILBERT!  GILBERG!  YOU HEAR! 
> 
>	Okay, then.  Now that issue's cleared, we can move on. 
> 
>> Because Absorption doesn't _block_ or 'redirect' damage like armor or force 
>> fields. It _transforms_ it from damaging 'power' to useful 'power'. It 
>> should never have a _chance_ to do damage! 
> 
>	That's _one_ interpretation and SFX of the power provided in the 
>HSR.  There very well could be others that do not fit the above.  Why does 
>everything have to work like the one you have? 
> 
 
 
becasue you are trying to ADD stuff, just like adding resistant defences to 
density increase. It is FAR easier to add a defence power than expect people 
to take some wierd-ass limitation even if it's provided right there.  
*knowing this is probably over but can't help pointing out the obvious* 
 
 
 
 
X-Sender: nolan@pop.erols.com 
Date: Mon, 15 Dec 1997 19:19:51 -0500 
From: Scott Nolan <nolan@pop.erols.com> 
Subject: Re: Champions 5th Edition 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
<x-rich>>><<<< Major Mistake. The powers rules have many applications outside of 
 
>>Super Powers. I think the Hero system rulebook should be the same size as 
 
>>it was in 4th edition.>> 
 
>> 
 
>>  My bad. I think the plan *was* (or, rather, *is*) to have all the character 
 
>>creation rules (including the "powers") in the Hero System Rules book, and 
 
>>treat the Champions book as the campaign book (perhaps with a few extra 
 
>>goodies, and certainly plenty of clear examples!). 
 
>> 
 
>>  Mark @ GRG 
 
>> 
 
> 
 
>yay! *g* Best to focus on interpretations- i.e. how to sue duper-talents,  
 
>good ways to do wierd powers, ect. .  
 
 
 
I ordinarily wouldn't waste bandwidth on a "Me, too", but...Me, too!   
 
 
HERO is -not- Champions.  Please make the distinction, and don't make me pay for what I don't need. 
 
 
Thanks, 
 
 
Scott 
 
 
 
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 
 
The German dragon shall find it hard to escape  
 
to its cavernous lairs, for vengeance for it's  
 
treason will overtake it.  In the end it will become  
 
strong again, just for a short time, but the  
 
decimation of Normandy will be a sorry blow. 
 
	<bold>Geoffrey of Monmouth</bold>, c. 1136 
 
	<italic>The Prophecies of Merlin 
 
</italic>~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~	 
 
Scott Nolan 
 
nolan@erols.com 
 
</x-rich> 
X-Sender: jdriscol@mail.vt.edu 
Date: Mon, 15 Dec 1997 19:22:00 -0500 
From: Jeremiah Driscoll <jdriscol@vt.edu> 
Subject: Re: That's What I Want... 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
Mike Lehmann wrote: 
>As an aside, does anyone else here restrict the SFX of attacks that  
>someone's Damage Reduction/Absorption/etc. can function against (ie  
>fire, cold, punches, etc.) rather than just Energy/Physical damage? 
> 
In general, yes I do.  KnightFire only has Damage Reduction to Fire, 
Crusader has Damage Reduction to Magic, etc. 
I haven't done much at all with Absorption. 
 
- Jerry 
 
Date: Tue, 16 Dec 1997 10:31:02 +1000 
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From: happyelf <jonesmj%topaz@cqu.edu.au> 
Subject: Re: That's What I Want... 
X-Sender: jonesmj@topaz.cqu.edu.au (Unverified) 
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To: champ-l@omg.org 
 
At 05:01 AM 12/15/97 -0800, Bob Greenwade wrote: 
>   Rather than try to argue this in terms of logic and real-world physics, 
>I suggest we examine the application of the power in comics and other 
>fiction and determine how it works there.  Then we can determine whether we 
>need (a) kludges for other Powers such as Armor and Knockback Resistance, 
>(b) an Advantage to Absorption (which is what I currently use, at +1/2), or 
>(c) a Limitation to Absorption (when it *doesn't* provide a defense). 
>--- 
>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 
> 
> 
> 
 
#1 or #2. . stay away fromm #3 at all costs. . .  
 
 
Date: Tue, 16 Dec 1997 10:38:35 +1000 
Date-warning: Date header was inserted by topaz.cqu.edu.au 
From: happyelf <jonesmj@topaz.cqu.edu.au> 
Subject: Re: Champions 5th Edition 
X-Sender: jonesmj@topaz.cqu.edu.au (Unverified) 
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To: champ-l@omg.org 
 
At 11:23 AM 12/15/97 -0600, bobby farris wrote: 
>	I agree totally and can't wait for this to happen. This is the way it 
>should always have been. Hero system is a great "Generic" game system, 
>but because it has always been combined with Champions and because of a 
>lack (relatively) of World books it has been overlooked and other game 
>systems (like say Gurps, which I like) have taken it's place. 
> 
 
I think genre books should focus on genre- i.e. really good background,  
lots of advise, in fact minimise the rules stuff so that the focus  
can be used by *any* game. .  
 
 
 
 
Date: Tue, 16 Dec 1997 10:42:14 +1000 
Date-warning: Date header was inserted by topaz.cqu.edu.au 
From: happyelf <jonesmj@topaz.cqu.edu.au> 
Subject: Re: 5th Edition Hero: Some specific suggestions (a tad long) 
X-Sender: jonesmj@topaz.cqu.edu.au (Unverified) 
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To: champ-l@omg.org 
 
At 09:31 AM 12/15/97 -0400, Trevor Barrie wrote: 
>On Mon, 15 Dec 1997, Bob Greenwade wrote: 
> 
>>    - Extra Limbs should go back to having a cost per limb.  My own 
>> structure is 5 points for two arms, with reduced costs for lesser utility 
>> (3 points for one arm, 3 for a pair of tentacles, 1 for a single tentacle 
>> or prehensile tail). 
> 
>That was one of the silliest parts of the previous edition of Champions; I 
>certainly have no desire to see it return. Building the 100-armed giants 
>of Greek mythology should _not_ mandate a Power on the order of 1000 
>points. 
> 
 
 
I agree. There's no reason multiple limmbs will help any more than a few 
in most situations.  
 
X-Sender: ctaylor@pop.cyberis.net 
Date: Mon, 15 Dec 1997 16:44:20 -0800 
From: Christopher Taylor <ctaylor@cyberis.net> 
Subject: Re: 5th Edition thoughts 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
>>CHANGE ENVIRONMENT: Should stay with the present structure and cost, but 
>>lose the area, if you want an area, buy area effect on it.  Increasing the 
>>area is by the Area Effect rules thereafter, negating the 5 pt cost per 
>>doubling. 
>> 
>>DARKNESS: loses the automatic area like CE, and increased area is bought by 
>>the area effect. 
> 
>   So what's the point/utility of non-AE CE and Darkness? 
 
Well you can target a single person with it, like a continuous blast, so 
instead of it being cold everywhere, its just on that one guy, or dark on 
that one guy. 
 
This construct makes the powers expensive enough, but more consistent with 
the rest of the rules, I think. 
 
---------------------------------------------------------- 
Sola Gracia		Sola Scriptura		Sola Fide 
Soli Gloria Deo		Solus Christus		Corum Deo 
----------------------------------------------------------- 
 
Reply-To: "Filksinger" <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
Subject: Re: Lesson in humility (and irony) 
Date: Mon, 15 Dec 1997 16:47:48 -0800 
X-MSMail-Priority: Normal 
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Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Sunday, December 14, 1997 6:57 AM, Curtis Gibson wrote: 
 
 
>A bit a background then the situation. 
<snip> 
> 
>Now, you tell me, is it fair to use a that thing  I built (a little, 
no 
>a lot munchkin) back on us. 8) 
 
 
No. Of course not. That was horribly unfair. I'd _never_ do that to my 
players. 
 
Heh, heh, heh, heh, heh, heh. 
 
Filksinger 
 
Date: Tue, 16 Dec 1997 10:56:26 +1000 
Date-warning: Date header was inserted by topaz.cqu.edu.au 
From: happyelf <jonesmj@topaz.cqu.edu.au> 
Subject: Re: 5th Edition Hero: Some specific suggestions (a tad long) 
X-Sender: jonesmj@topaz.cqu.edu.au (Unverified) 
Errors-To: owner-champ-l@omg.org 
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X-Hero: champ-l 
To: champ-l@omg.org 
 
At 02:38 PM 12/15/97 -0500, John and Ron Prins wrote: 
>>I can think of things which reduce costs that should be Minor (blinding, 
>>for example). Also, the rule about "no point increases" desperately needs 
>>to be reinstated. 
> 
>Well, that's hard to say. After all, if Mysterium the Mage and friends are 
>falling off a cliff, and Mysterium wants to do a Transform to give everyone 
>wings, well, he can't, because of the rule you mention. He can't turn those 
>25 point peasants into tigers (233 points according to the HERO Bestiary). 
>And so on. Perhaps the introduction of some sort of 'system shock' with 
>respect to Transforms on living organisms would limit the abuse. I dunno. 
> 
 
I'd call that a summon teamed with a 'banishment' power- dimensional travel  
vs others? 
 
Reply-To: "Filksinger" <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
Subject: Re: Champions 5th Ed Cover 
Date: Mon, 15 Dec 1997 16:57:00 -0800 
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To: champ-l@omg.org 
 
On Sunday, December 14, 1997 3:35 PM, GoldRushG wrote: 
 
 
<snip> 
><< I'd realy like to see the next panel, though:  Seeker burried 
under the 
>wall Doc D just squished him with, and the broken Katana stiking 
out.... >> 
> 
>  I know you were joking (at least I hope so), but I don't know if 
we'll be 
>featuring any of the CU characters on the cover. Just FYI. 
 
On the original Champions Autoduel by Steve Jackson games, the cover 
showed a superhero holding a car over his head. A man in the car 
leaned out the window, bouncing bullets off his chest. Behind the 
hero, another car was racing towards his back. 
 
Inside the book was a picture of a car, a superhero lying on his back 
on the hood, and another car upside down on top of him, and three 
thought bubbles- "I shouldn't have done that...." 
 
I always liked that picture.<BEG> 
 
Filksinger 
 
Reply-To: "Filksinger" <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
Subject: Re: Special Offers to the list 
Date: Mon, 15 Dec 1997 16:58:45 -0800 
X-MSMail-Priority: Normal 
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To: champ-l@omg.org 
 
On Sunday, December 14, 1997 3:41 PM, GoldRushG wrote: 
 
 
>  Would the list lurkers here be in favor of occasional special 
offers on Hero 
>products if we were to do that? Something akin to "No shipping on 
orders" or a 
>slight discount? We're considering starting seasonal or 
holiday-themed sales 
>and I wanted to get feedback from folks here on the idea. 
 
 
Thank you very much for actually _asking_. Since you did ask, I'd say 
yes, otherwise.... 
 
Filksinger 
 
Reply-To: "Filksinger" <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
Subject: Re: Link: Disadvantage or Advantage (long) 
Date: Mon, 15 Dec 1997 17:01:35 -0800 
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To: champ-l@omg.org 
 
On Sunday, December 14, 1997 3:46 PM, Tim R. Gilberg wrote: 
 
 
> 
>>   Why? Can't a PC spread his EB, or use *up to* his max dice in the 
blast? Why 
>> not let him use *less*? Say, a 1/2 die or 1 Pip Energy Blast, 
effectively 
>> making it a 0 END "show of force?" 
> 
> 
> There's a minimal END cost involved with anything, usually placed 
>at the minimum cost of the power level but almost always 1 END.  More 
if 
>increased END is on the power, however.  This is from the same idea 
that 
>even a non-STR-using Physical Action still uses 1 pt of END. 
 
Agreed. One pt of END, or nothing. 
 
> And as for powers with charges -- you blew a charge, plain and 
>simple, by using the power.  You're down one charge and there ain't 
no way 
>I'm letting an argument get that back. 
 
Indeed. "You just ran out of bullets in your six-shooter." "No, that 
first shot was a show of force." 
 
THWAP! (Sound of BBB (softcover) hitting player's head.) 
 
Filksinger 
 
Date: Mon, 15 Dec 1997 20:13:54 -0500 (EST) 
X-Sender: jprins@interhop.net 
From: jprins@interhop.net (John and Ron Prins) 
Subject: Re: That's What I Want... 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
>>E.) 1/3th the amount of CPs gained than Aid (in general, you roll 3-4 per 
>>die of Aid, but only 1 CP per die of Absorption). 
>> 
>Okay, I hope this doesn't sound too stupid.  I was always under the 
>impression that you rolled the dice, counted the *total* and used that as 
>the BODY able to be absorbed... not the *BODY* total on the dice. 
>I guess my way gives you even more power, huh? 
>Can someone explain it to me, please? 
 
Crap, you're right. Silly me, going off confusing the Entangle/Flash method 
of accounting with Absorption. What I should have said was "low likelyhood 
of actually getting the full use out your Absorption total (unless it's 
small), because in order for that to happen you'd have to take several hits 
over the course of your phase." Especially with the 'no defense' method, 
where getting hit multiple times is bad, very bad. 
 
Something tells me that, on average, it's a lot better to buy 4D6 Absorption 
and screeds of +Capacity than 8D6 Absorption, unless you can soak a _lot_ of 
fire over a short period. 
 
----------------------------------------------------------------------------- 
"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: Mon, 15 Dec 1997 20:14:02 -0500 (EST) 
X-Sender: jprins@interhop.net 
From: jprins@interhop.net (John and Ron Prins) 
Subject: Re: 5th Edition Hero: Some specific suggestions (a tad long) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
>> Well, that's hard to say. After all, if Mysterium the Mage and friends are 
>> falling off a cliff, and Mysterium wants to do a Transform to give everyone 
>> wings, well, he can't, because of the rule you mention. 
> 
>He can do an Aid Flight, though. 
 
Not if they don't have the flight power already. He _could_ do Flight, UBO, 
but what if all he's got is Transform? Splat? 
 
>> He can't turn those 25 point peasants into tigers (233 points according to 
>> the HERO Bestiary). 
> 
>This, too, can be done with Transform linked to Aid, 
 
Ack! And this gets how expensive? Not only a Transform, but a +4D6 Aid to 
all Tiger Powers(+2)? If I've blown the 90 points for that 6D6 Major 
Transform 'People to Tigers', I don't think it's fair that I have to spend 
yet more! All the power needs is a 'clause' that says "while Transforming a 
target into something more powerful is possible, GM permission is required 
in every such case." I'd say turning an 'ordinary' human into an 'ordinary' 
tiger isn't abusive - though turning an 'ordinary' person into a 
'superhuman' obviously falls into the realm of game mechanic/villians only 
(Like Ba Kien, from Ninja HERO). 
 
>or just "Summon 
>Tigers, requires peasants nearby(-1/2)" if you consider the peasants to be 
>effectively just scenery. 
 
But they aren't, they could be DNPCs. Of course, it's a good idea to have 
your Tiger Summoning power with this limitation, as it takes care of the 
'Summoning a hungry tiger' problem ^_^ Nice kitty! Have some peasants! 
 
>> Me neither. Though I _would_ like to see an official modifier, 'Costs END to 
>> Activate, but not Maintain', though I'm not sure what it's worth. Probably a 
>> +1/4). 
> 
>Assuming the current costs for Costs END/0 END stay the same, it would 
>pretty much have to be +1/4 for Powers that normally cost END, -1/4 for 
>Powers which normally don't. I've been using this for a while. 
 
Good, but I'd like to see it officialized, as it's a relevant mechanic, IMHO. 
 
----------------------------------------------------------------------------- 
"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 
 
Reply-To: "Filksinger" <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
Subject: Re: Special Offers to the list 
Date: Mon, 15 Dec 1997 17:23:40 -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 
 
On Sunday, December 14, 1997 6:10 PM, John Desmarais wrote: 
 
 
>On Sun, 14 Dec 1997 19:04:48 EST, GoldRushG wrote: 
> 
>>  Would the list lurkers here be in favor of occasional special 
offers on Hero 
>>products if we were to do that? 
<snip> 
> 
>I don't think I have ever once objected to a discount on something I 
was considering 
>buying anyway. 
 
I have. I object when it is emailed to me, without my saying I wanted 
it, _even if I want it_. 
 
I believe he is attempting to avoid undesired spamming. I definitely 
think he should be commended for this. That is why I said I didn't 
object. 
 
Filksinger 
 
Date: Tue, 16 Dec 1997 11:24:27 +1000 
Date-warning: Date header was inserted by topaz.cqu.edu.au 
From: happyelf <jonesmj@topaz.cqu.edu.au> 
Subject: Re: Champions 5th Edition 
X-Sender: jonesmj@topaz.cqu.edu.au 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 07:19 PM 12/15/97 -0500, Scott Nolan wrote: 
>>><< Major Mistake. The powers rules have many applications outside of 
>>>Super Powers. I think the Hero system rulebook should be the same size as 
>>>it was in 4th edition.>> 
>>> 
>>>  My bad. I think the plan *was* (or, rather, *is*) to have all the character 
>>>creation rules (including the "powers") in the Hero System Rules book, and 
>>>treat the Champions book as the campaign book (perhaps with a few extra 
>>>goodies, and certainly plenty of clear examples!). 
>>> 
>>>  Mark @ GRG 
>>> 
>> 
>>yay! *g* Best to focus on interpretations- i.e. how to sue duper-talents,  
>>good ways to do wierd powers, ect. .  
> 
> 
>I ordinarily wouldn't waste bandwidth on a "Me, too", but...Me, too!   
> 
>HERO is -not- Champions.  Please make the distinction, and don't make me pay for what I don't need. 
> 
>Thanks, 
> 
>Scott 
> 
> 
 
NOT! so you don't have guns? or magic? or ANYTHING? above i was talking about the  
GENRE-BOOK, but i believe that was kinda obvious. . . 
 
 
>~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 
>The German dragon shall find it hard to escape  
>to its cavernous lairs, for vengeance for it's  
>treason will overtake it.  In the end it will become  
>strong again, just for a short time, but the  
>decimation of Normandy will be a sorry blow. 
>	Geoffrey of Monmouth, c. 1136 
>	The Prophecies of Merlin 
>~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~	 
>Scott Nolan 
>nolan@erols.com 
 
Date: Mon, 15 Dec 1997 20:39:44 -0500 (EST) 
From: Bill Svitavsky <bsvitavs@bu.edu> 
Subject: Re: Champions 5th Edition 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
 
On Mon, 15 Dec 1997, Guy Hoyle wrote: 
 
> >>If there are any extensive changes at all, I wouldn't mind seeing 
> >>something like (but not exactly like) the "Incomplete Character" 
> >rules. 
> > 
> >Yes. I would definitely like to see something like that. 
> > 
> >Some people hate the Spirit rules, I rather like them. I would like to 
> >see them expanded upon, possibly as part of the "Incomplete Character" 
> >rules, and cleaned up a bit. 
>  
> I agree. The spirit rules made it possible for RuneQuest-like spirits, 
> which are extremely difficult to do with Desolid, Mind Control, etc., and 
> to retain the same feel. 
>  
>  
Not to mention such comics characters as the Swamp Thing, the Construct, 
Kilg%re, Deadman, etc. 
 
 
X-Sender: jdriscol@mail.vt.edu 
Date: Mon, 15 Dec 1997 20:50:08 -0500 
From: Jeremiah Driscoll <jdriscol@vt.edu> 
Subject: Re: TUSV 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
Brian Wong (Rook) wrote: 
>> take what I post as gospel even if you'd take TUSV itself as such. 
> 
>	Am I the only one who keeps wanting to read that as 
>"The Ultimate Super Villian"? 
>	Which in itself may make for a justifiable book. 
> 
I did read it that way for a while, but...   Anyway, the D&D version of 
that didn't impress me.  It gave general guidelines on motives and such for 
baddies...  <shrugs> 
 
- Jerry 
 
Date: Mon, 15 Dec 1997 17:56:29 -0800 
From: mcallahan <mcallahan@home.com> 
Reply-To: mcallahan@home.com 
Subject: Re: Champions 5th edition 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
> While obliterating the stun lottery has a certain appeal, I don't think that 
> making a 12 DC killing attack average 42 body would be a particularly good 
> idea.... 
> The ratio between 'ability to do stun' and 'ability to kill things' in HERO is 
> a bit low (fear my pistol; I cannot possibly kill you with it, but I can sure 
> knock you unconscious!), but I think Fuzion took it a bit too far in the other 
> direction. 
 
The ratio for stun damage to body damage in HERO is exactly where you 
set it (for killing anyway). The standard defence paradigm is 2.5 points 
of defence per DC, this lets one point of stun per DC past defences 
(about, these numbers all fall prey to very complex math). The amount of 
body done to a character is a function of how much of that DEF you let 
be resistant, obviously if you let all of it be resistant then the 
players will never take any body, if you set a limit of 1 point 
resistant per DC then players will take 2 body from an average killing 
attack. If you set it at .5 resistant per DC and you'll have players 
dying while still conscious. You're the GM Set the limits where you want 
them. 
 
Comments: Authenticated sender is <sti@pop3.hip.cam.org> 
From: "Stirling Westrup" <sti@CAM.ORG> 
Organization: Stirling Westrup Consulting 
Date: Tue, 16 Dec 1997 01:59:44 +0000 
Subject: Needed: Mentalist Inspiration 
Priority: normal 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
I was hoping the folks on this list could help with a character design. I've  
been invited to join an ongoing Champions game, and the other player want me to  
create a mentalist to help round out their party. Now, I've been playing and  
GMing in the Hero System for years, but I've never much liked mentalists. So, I  
want some unconventional suggestions for mentalism powers to give me some  
inspiration. The concepts I've come up with so far (I do concepts first, build  
system after) are: 
 
 
Mental Invisibility. 
	She projects an aura that affects peoples minds and convinces them that she  
isn't there. It would be probably be bought as some form of Images  
(Static Image of empty space) aftecting all but mental senses (mentalists can  
'see' what she's doing) Probably has some sort of limitation like 'Points of  
Mental Def counter negative perception modifiers' or something like that. She  
would likely have extra levels of DCV linked to the Mental Invisibility.  She  
might even have a multipower in which she can tune her aura to project  
other affects, like heightened beauty or impressiveness or even some sort of  
'Boy am I scarey' field. 
 
Induced Psychometry 
	She can project her illusion field onto objects and they will retain their  
illusion for a time. Ideally this would be some sort of ablative perception  
modifier. Every time someone looks at the object, one -1 of the perception  
modifiers would go away, until it finally faded away altogether. Of course,  
Mental Def would make someone immune to the effect. 
 
Mental Transform 
	I am assuming that a Transform vs Mental Def is a +0 (since AVLD doesn't  
distinguish between them.) Anyway, she would have a (minor?) transform to  
modify someone's memories (possibly requiring a sufficient read-minds roll).  
Ideally the effect would require rolling double the victims EGO rather than  
BODY, but that isn't essential. 
 
Skill Drain 
	This might also have to be bought as a transform, but I am thinking of a  
mental power that interferes with and makes someone forget how to use a  
particular skill/maneuver for a time. 
 
So there you are. Are there any other good mind-affecting powers that she  
should have? The party already has a telekinetic, so I'm shying away from that. 
 
Stirling 
 
PS: What does LOL stand for anyway? 
--  
 Stirling Westrup  |  Use of the Internet by this poster 
 sti@cam.org       |  is not to be construed as a tacit 
                   |  endorsement of Western Technological 
                   |  Civilization or its appurtenances. 
 
X-Sender: jdriscol@mail.vt.edu 
Date: Mon, 15 Dec 1997 21:05:10 -0500 
From: Jeremiah Driscoll <jdriscol@vt.edu> 
Subject: Re: Avengers vs. X-Men 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
Rook (Brian Wong) wrote: 
>> > Does Mjolnir come back every time he throws it?  (Straight EB, OAF) 
Or is 
>> > it sometimes caught/deflected? 
>> 
>	If it always returns, does it deserve a focus limitation? 
> 
Well...  (NO, NOT AGAIN!!!)  It would depend on whether you could take it 
away from him Hand-to-hand.  I'm not making a call on that here (phew, 
dodged that one), but it *could* still get the Focus Lim.  I mean, can you 
catch a bullet, and thereby disarm someone w/ a gun?  Being able to be 
caught would have to have a different, additional mechanic, or just be in 
the realm of SFX (possibly for Missle Deflection, as mentioned in Ninja Hero). 
 
- Jerry 
 
Date: Mon, 15 Dec 1997 18:11:53 -0800 
From: Rick Holding <rholding@ActOnline.com.au> 
Subject: Re: Cardboard Heroes 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
-- 	Being able to stand them up in those plastic stands is a good  
start.  It gives them (hopefully) just enough weight and stability to  
ignore the effects of errant wind gusts. 
 
	Include some for all genre.  Some of those sword swinging  
maniacs, mages, thieves and other "basics".  If you intead to release  
(redo?) the beastery, include examples of them to scale.  Even include  
them with the basic package.  Large numbers of people like to play non  
humans every now and then. 
 
	As to cost, there is the rub.  You mentioned a cost of $40 for a  
new book and an extra $2-3 for the cutouts.  I would assume that was  
Americian.  With the way the Australian dollar is trading at the moment,  
adding in shipping costs brings it up to some where in the order of  
$80-90 in the stores.  While I would like to see a new edition come out,  
at that price, a soft cover book would have to be REALLY good to get  
people to but it. 
 
	Any chance of doing a mail order from over there? 
----------------------------------------------------------- 
Ricky Holding    Email: rholding@ActOnline.com.au 
Work is only there to give us time to talk about play 
----------------------------------------------------------- 
 
Date: Mon, 15 Dec 1997 18:18:52 -0800 
From: Rick Holding <rholding@ActOnline.com.au> 
Subject: Re: Link: Disadvantage or Advantage 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
Bob Greenwade wrote: 
  
>    But you *can't* apply the Limitation to the larger Power; that is quite 
> explicitly stated. 
 
	I would suggest that that particlur rule was placed to stop people  
saying "I have a 3d6 flash.  I will link my 12d6 energy blast to it.  -1/2 on  
the energy blast, thanks" 
--  
----------------------------------------------------------- 
Ricky Holding    Email: rholding@ActOnline.com.au 
Work is only there to give us time to talk about play 
----------------------------------------------------------- 
 
Date: Mon, 15 Dec 1997 21:25:25 -0500 (EST) 
From: Bill Svitavsky <bsvitavs@bu.edu> 
Subject: Re: Slipperiness 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
 
On Mon, 15 Dec 1997, Kevin J. McClain wrote: 
>  
> Bill Svitavsky wrote: 
>  
> > Really, though, I think slipperiness needs to be a power. Creating a new 
> > power probably isn't within the scope of TUSV, so whatever you use will 
> > necessarily be a bit of a kludge. 
>  
>   I may have missed the answer to this question, but what is wrong with Change 
> Environment? As it was described in Hero System Almanac 2( pages 28-30), CE 
> imposes sight modifiers and combat modifiers. You could add movement reduction 
> by saying every 20 points of CE reduces ground movement 2" and halves 
> acceleration. 
>  
 
The HSA2 version of CE does two basic things: 
 
1) It defines long-term effects of specific environments. This isn't 
really a change to CE so much as a standardization, as any reasonable GM 
would figure that *something* would happen to a character standing in a 
snowstorm for six hours. This much of the power, which was probably 
modeled on an earlier Adventurers Club article about weather, I liked. 
 
2) It defines immediate affects, at newly defined costs, for certain 
drastic environments. Some of these affects seemed like unseemly overlaps 
with other powers; for example, you don't need to give CE an option to do 
NND attacks for pressure changes, you can simply build NND attacks to use 
in conjunction with CE. The biggest failing with these rules, though, is 
that they're limited to just a few special effects. The strength of the 
Hero System is in letting you create just about any effect, defining the 
SFX as you please. 
 
To be truthful, Slipperiness is the only effect that I've badly missed in 
the system, but the first time I brought it up on the list, I was 
convinced that there are some other things that are tough to simulate too, 
and that all would fit nicely into a revised CE. A mist that somewhat (but 
not completely) impairs sight, for example; it's easy to do by GM fiat, 
but what if a character wants the ability to create it? Or how about 
gravity alteration powers, which change how you fall and how you move? 
 
> Besides, coming up with a separate new power would necessatate coming up with a 
> separate new defense. 
>  
 
Not at all. There's no special defense against CE as it stands, and there 
need be none with an expanded version. Whatever adverse effects the 
environment has can be countered either by a high enough stat that 
penalties to it won't matter, or by removing oneself from the effects of 
the environment (for example, by desolidication.) 
 
At the risk of boring people who've already seen it, I'll repeat the 
version of CE I worked up (with Bob, Geoff, and others). I reposted it a 
couple of weeks ago, and nobody responded so I dropped the subject; but it 
seems relevent to this discussion. Please keep in mind that it's not as 
complicated as it may look; a chart with a nice layout would break down 
the effects almost as simply as the aspects of Life Support. It just 
doesn't  look very nice as a text file. 
 
Change Environment   
 
A character with this Standard Power can alter or add to the general 
conditions in an area. The character could, for instance, create light in 
a certain area, change the temperature, or cover the ground with ice. The 
character can change the environment in one hex for 5 Character Points;  
this radius can be doubled for +5 points. To use Change Environment counts 
as a Constant attack, and the Power can be used at range. At the base 
level, Change Environment does not have any direct effect on combat, 
though with the GM's permission it may have combat effects under 
particular circumstances or do measurable damage over long periods. 
 
If the player wants definite game effects from the power, the cost is 
increased by the following:  
 
+1 point (cumulative) 
+/- 1" Terminal Velocity (minimum 0") 
+/- 1" to Turn Mode` 
+/- 1 to one sense PER Roll for a particular purpose 
or under certain circumstances  (e.g. Sight Roll to identify someone)  
 
2 points (cumulative)  
+/- 1 to one sense PER roll 
+/- 1 to PER rolls for a Sense Group for one purpose or under certain` 
circumstances  
+/- 1 to one Characteristic Roll for a particular purpose (e.g. DEX Roll 
while using hands)					 
+/- 1 to a particular Skill Roll  
 
+3 Points (cumulative) 
+/- 1 to one Characteristic Roll and any Skill Rolls based on that 
Characteristic` 
+/- 1 to PER roll for one Sense Group 
+/- 1 Ranged OCV 
+/- 1" Falling Acceleration  (minimum 0") 
 
+4 Points (cumulative) 
+/- 1" to one Movement Power  (including Leaping and Being Thrown, 
separately) 
+/- 1" Knockback 
 
+5 Points (cumulative) 
+/- 1 OCV		 
+/- 1 DCV 
 
10 points (cumulative) 
 
+/- 1 Encumbrance level (only for campaigns using Encumbrance rules) 
 
10 points (noncumulative) 
 
+/- 1d6 to KB Roll 
Movement with no turn mode normally gets a turn mode.  
 
15 points (noncumulative)` 
 
x1/2 OCV  
x1/2 DCV   
0 Ranged OCV  Fall (as O STR Martial Throw: target may take v/5 damage)  
 
30 points  (noncumulative) 
0 OCV 
0 DCV 
 
Other effects of the power may be assigned a cost by comparison with the 
above list. Under no circumstances should Change Environment directly 
inflict  damage or duplicate the effects of another Power. GM's should 
watch for abuses of this power, and pay particular attention to its 
effects on OCV and  DCV;  Change Environment's modification should be 
taken into account when applying campaign CV limits to the character.  
 
A character must specify the effects of Change Environment when purchasing 
the Power. To be able to vary the effects of Change Environment is a +1 
Power Advantage.  This Advantage may even allow the player to reconfigure 
the combat  effects of the Power to any of a set of configurations defined 
when the power is  purchased; each such configuration (and the total 
number allowed) requires  GM approval. These varied effects must still fit 
into a tight group of special effects - the character cannot use the Power 
to create any environment. 
 
Examples: 
 
8" Radius Ice Field (5+): x1/2 DCV, DEX Roll Reduces Penalty to -1 DCV 
(-1/2)  
(10),  -1d6 to KB Roll (10), Fall, DEX Roll to Avoid (-1/2) (10),  x8 
Radius (15). Total Cost = 50 
 
16" Radius Mist (5+): -2 to Sight Rolls to Identify Someone (2), -2 to 
Sight PER Rolls (4), x16 Radius (20). Total Cost = 31 
 
Change Environment Cost: 5 point base, x2 Radius for +5 points. See Table  
 for additional effects. Minimum cost 10 points. A character can vary the 
environment to other set configurations for a +1 advantage. Maximum Range 
is points x5 inches. Change Environment is a constant power. 
 
X-Sender: jdriscol@mail.vt.edu 
Date: Mon, 15 Dec 1997 21:25:32 -0500 
From: Jeremiah Driscoll <jdriscol@vt.edu> 
Subject: Re: Acrobatics in Combat 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 09:58 AM 12/15/97 -0500, Michael Surbrook wrote: 
>On Mon, 15 Dec 1997, Brian Wong wrote: 
>> > >   Often times what I let my players do is give me "comparisons" I 
can relate 
>> > > to. Things like "I do a double back-flip like Jackie Chan did in 
that one 
>> > > scene in Armor of God VII" and I say "Okay. Make your roll."  ;) 
>> >  
>> > No way man, Jackie vs Bennie in "Dragons Forever"! 
>> >  
>> 	Naw, the scene in City Hunter where he gets slammed into a video 
>> game machine and comes out as the girl in Street Fighter II (but the actor 
>> still being Jackie), then the other guy turns into Ken and starts shooting 
>> blasts at him. 
> 
>Jackie Chan as Chun Li, Richard Norton as Ken.  Alonng the way, Jackie, 
>Richard and some extras show up as everyone else too... complete with 
>fireballs and sonic booms. 
> 
Yeah, he was E Honda at one point, right?  (the sumo guy...) 
 
>> 	But I don't know if that one's been brought over into english yet. I 
>> saw it in Chinese while living in asia. 
> 
>Saw a dubbed copy a long time ago. 
> 
Yeah, but just this one scene.  I think it was also used on an episode of 
"The Incredibly Strange Film Show" (or something like that). 
 
>Okay, for acrobatics in a fight: Jackie Chan vs Ken Lo in Drunken Master 
>II! 
> 
Say, how would one do drunken fighting, anyway?  I know there's a section 
on it in Ninja Hero, under Kung Fu, and they list -2 OCV/DCV later in NH, 
but... 
Drunken Fighters get *better* when they are drunk, right?  So, CSL, only 
when drunk? 
 
- Jerry 
 
Date: Mon, 15 Dec 1997 18:26:04 -0800 
From: Rick Holding <rholding@ActOnline.com.au> 
Subject: Re: Atmospheric FTL 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
-- Trevor Barrie wrote: 
 
> Yes, this is a problem. Allowing an Advantage on Teleport to allow blind 
> teleporting is possibly a good idea. 
 
	Anybody with teleport can already blind teleport.  You pick a direction  
and a distance.  The GM looks at his map or whatever and decides if anything is  
already there.  If the place is empty, BAMF, your there.  If something is  
already there, you go to the nearest empty space and fall over. (Maybe)  There  
is a very nice table on page 144 in the BBB for just such a case. 
 
 
----------------------------------------------------------- 
Ricky Holding    Email: rholding@ActOnline.com.au 
Work is only there to give us time to talk about play 
----------------------------------------------------------- 
 
Date: Mon, 15 Dec 1997 18:31:14 -0800 
From: Rick Holding <rholding@ActOnline.com.au> 
Subject: Re: Slipperiness 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
I think one thing you may have missed would be some sort of  
reduction in movement and accelleration.  Little or nor traction would  
mean the tires/feet/etc woudl be moving like hell but not getting very  
far. 
--  
----------------------------------------------------------- 
Ricky Holding    Email: rholding@ActOnline.com.au 
Work is only there to give us time to talk about play 
----------------------------------------------------------- 
 
X-Sender: nolan@pop.erols.com 
Date: Mon, 15 Dec 1997 21:34:07 -0500 
From: Scott Nolan <nolan@pop.erols.com> 
Subject: Re: Champions 5th Edition 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
<x-rich>At 11:24 AM 12/16/97 +1000, happyelf wrote: 
 
>At 07:19 PM 12/15/97 -0500, Scott Nolan wrote: 
 
>>>><<<< Major Mistake. The powers rules have many applications outside of 
 
>>>>Super Powers. I think the Hero system rulebook should be the same size as 
 
>>>>it was in 4th edition.>> 
 
>>>> 
 
>>>>  My bad. I think the plan *was* (or, rather, *is*) to have all the character 
 
>>>>creation rules (including the "powers") in the Hero System Rules book, and 
 
>>>>treat the Champions book as the campaign book (perhaps with a few extra 
 
>>>>goodies, and certainly plenty of clear examples!). 
 
>>>> 
 
>>>>  Mark @ GRG 
 
>>>> 
 
>>> 
 
>>>yay! *g* Best to focus on interpretations- i.e. how to sue duper-talents,  
 
>>>good ways to do wierd powers, ect. .  
 
>> 
 
>> 
 
>>I ordinarily wouldn't waste bandwidth on a "Me, too", but...Me, too!   
 
>> 
 
>>HERO is -not- Champions.  Please make the distinction, and don't make me pay for what I don't need. 
 
>> 
 
>>Thanks, 
 
>> 
 
>>Scott 
 
> 
 
>NOT! so you don't have guns? or magic? or ANYTHING? above i was talking about the  
 
>GENRE-BOOK, but i believe that was kinda obvious. . . 
 
 
Well, I thought you were being clear before, but now I've kinda lost you.  So let me restate what I think we are talking about:  Put -ALL- the powers and rules and mechanics in -ONE- book and call that the Hero System Rules.  Put all -GENRE- related material (whether superheroes, space opera, fantasy, whatever) in separate books.  -NOT- books with genre-specific rules or powers, just books with examples of how to use the core rules to create genre-specific effects. 
 
 
Scott 
 
 
 
 
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 
 
The German dragon shall find it hard to escape  
 
to its cavernous lairs, for vengeance for it's  
 
treason will overtake it.  In the end it will become  
 
strong again, just for a short time, but the  
 
decimation of Normandy will be a sorry blow. 
 
	<bold>Geoffrey of Monmouth</bold>, c. 1136 
 
	<italic>The Prophecies of Merlin 
 
</italic>~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~	 
 
Scott Nolan 
 
nolan@erols.com 
 
</x-rich> 
Date: Mon, 15 Dec 1997 21:37:34 -0500 (EST) 
From: Bill Svitavsky <bsvitavs@bu.edu> 
Reply-To: Bill Svitavsky <bsvitavs@bu.edu> 
Subject: NO 5TH EDITION! (Was Re: Champions) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
 
On Mon, 15 Dec 1997, GoldRushG wrote: 
 
>   I'm afraid I cannot address any more comments regarding a 5th Edition. It 
> seems I misspoke earlier. I welcome your comments about what you'd like to see 
> in future Hero System products from Gold Rush Games, however. 
>  
So far it doesn't look like anybody's noticed this message in  all the 
excitement. 
 
As I learned from a disastrous engagement, things that seem too good to be 
true usually are. Oh, well, I'm sure you're feeling like you put your foot 
in your mouth, Mark. Don't worry too much about it - I'm sure most here 
will understand that it was an unintended error, and besides, all it takes 
is anybody using the term "5th Edition" to get this list ranting about it 
for weeks.  Please keep in mind that there is an enthusiastic market for 
this product out there, should it ever be within your power to publish it. 
 
 
Date: Mon, 15 Dec 1997 18:39:47 -0800 
From: Rick Holding <rholding@ActOnline.com.au> 
Subject: Re: Link: Disadvantage or Advantage (long) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
-- Bob Greenwade wrote: 
>  
> At 08:12 PM 12/13/97 -0500, Stainless Steel Rat wrote: 
> >>>>>> "AJ" == Anthony Jackson <ajackson@iii.com> writes: 
> > 
> >AJ> Actually, it does; its just that the target of an aid ordinarily 
> >AJ> _wants_ to be hit, and thus pending extreme circumstances the attack 
> >AJ> roll can be assumed to be successful. 
> > 
> >An attack roll is part of the process of making an attack.  If you do not 
> >roll it, you have not made an attack. 
>  
>    Hold on a sec... what about breaking out of an Entangle?  I was being 
> mostly facetious before about the sky having a DCV, but a character using 
> STR or an attack Power (if you should pardon the expression) to break out 
> of an Entangle is a case of an attack that doesn't require an Attack Roll. 
>    I'd have to search for it, but I think attacking someone who is 
> completely immobile at point-blank range also can be done without an Attack 
> Roll. 
 
	And if you break the entangle with double the required body, you get a  
full phase.  Quote, p68 BBB "If an ATTACK [my capitols] against an entangle  
does twice the remaining body of the entangle or more, then the attacker may  
take his full action (ie. it takes no time to break out of the entangle).  If  
an attack against an entangle does the remaining body or more, then the  
attacker may take a half action." End quote. 
 
	An attack was made against the entangle.  If it breaks the entangle,  
you get either a half or full phase.  Which can be used to make an attack.  
(Duck!!) 
----------------------------------------------------------- 
Ricky Holding    Email: rholding@ActOnline.com.au 
Work is only there to give us time to talk about play 
----------------------------------------------------------- 
 
Date: Mon, 15 Dec 1997 20:41:48 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: 5th Edition Hero: Some specific suggestions (a tad long) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
	Might as well throw in my .02 on Bob's suggestions. 
 
>    - Interrogation should not *necessarily* be violent.  In my campaign, an 
> attorney can use Interrogation to prompt a witness that she doesn't think 
> is telling the truth ("Need I remind you of the penalties for perjury?" and 
> such).  Either that, or there should be a different Skill for this. 
>    - Similarly seduction should not *necessarily* be sexual.  A person can 
> be "seduced" by wealth, fame, and power.  (Arguably, of course, this could 
> be represented with Bribery, though it seems to my mind closer to 
> Seduction, semantically speaking.) 
 
	I use both of these this way already, but agree the wording could 
be changed a little to more easily allow for these interpretations. 
 
 
>    - Darkness, Images, and other Powers whose base forms affect a single 
> sense but which can affect entire Sense Groups should be allowed to take +5 
> points to affect a Sense Group without affecting only a single Sense. 
 
	Just the standard thing going. 
 
>    - Energy Blast should not be allowed to be STUN Only for no bonus. 
> Sure, the character doesn't have to worry about collateral damage that way, 
> but this is relatively minor compared to the utility that's lost without 
> the ability to do BODY damage (most specifically as affecting Entangles, 
> robots, vehicles, and other inanimate objects). 
 
	We've been over this in debate, but I think most of it comes down 
to effect and feel.  Stun-only is of no importance.  Almost all major 
damage donw is in STUN, and the only thing that matters in Hero is KOing 
someone.  The BOD damage is negligible.  Even more so because most that 
have this will also have some other attack that _does_ do body to affect 
the random wall, tree, or car. 
 
	Of course, this assumes that it still does KB even though it does 
no BOD.  If no KB is included with no STUN (something I don't like as it 
removes certain applications of the power) then it is worth -1/2, exactly 
the same as "does no KB." 
 
 
>    - Enhanced Senses should include a Touch Sense Group. 
 
	Yes.  I assume one as it is.  Though even invis to touch won't 
mean no STUN, etc.  An attack with IPE to Touch will be very hard to 
figure out, however.  You're hurt, you know you're hurt, you're just not 
sure how you're hurt. 
 
 
>    - Extra Limbs should go back to having a cost per limb.  My own 
> structure is 5 points for two arms, with reduced costs for lesser utility 
> (3 points for one arm, 3 for a pair of tentacles, 1 for a single tentacle 
> or prehensile tail). 
 
	Ug.  No need.  There is really no major effect for many limbs. 
Most effects people want from lots of lims should be simmed with CSLs and 
powers. 
 
 
>    - Flash, as mentioned elsewhere, should be 5 points per die, with each 
> BODY pip of Flash working for 1 segment.  (It makes Flash Defense more 
> balanced.) 
 
	Something should be done.  As it is, Flash Defense is way too 
cheap.  2 pts for the minimum 5 with an OAF. 
 
>    - Force Field and Force Wall should have Flash Defense, Mental Defense, 
> and Power Defense methods built right in. 
 
	Sure.  See USM for examples, but basically put that right into the 
core rules. 
 
 
>    - Hand-to-Hand Attack should *not* be omitted; this would leave us with 
> the old kludge of "+X STR, Only for Damage."  Use Opal's version instead. 
 
	Look at the version in Hero's Digital Hero instead.  I expect this 
is what we'll be seeing in any new version.  Oh, and note the KA option as 
well; I'd expect KA to just be an advantage on normal attacks. 
 
 
>    - Instant Change should be scaled.  (My scale is 5 pts = instant, 4 pts 
> = half Phase, 3 pts = Phase, 2 pts = Turn, 1 pt = minute, normal = 5 
> minutes, with all costs doubled for "any clothing.") 
 
	How long does it take to change in the first place?  And this 
could be simulated with the "Extra Time" lim. 
 
>    - Life Support should have some of its elements able to be broken down 
> even further, like 2 points for being immune to *either* heat *or* cold. 
> Also, 1-2 points for retarded aging is a cool idea. 
 
	Like I pointed out, work in something like Weapon Familiarities. 
Also, add a LS: Does not die for something like 10 pts.  A somewhat major 
ability with almost no combat importance.  This is not something that 
should cost 20, 30, 40, or more points, as some of the list's writeups 
have done. 
 
 
>    - Shrinking should include a "proportional STR" Limitation, say -1/4. 
 
	Um.  I'd make it worth more.  Also, include a density decrease 
only limitation on shrinking to round out the Growth and Mass powers. 
 
>    - Swinging should be specifically described as movement per Phase, not 
> movement per swing. 
 
	Never noticed, but that does lead to possible abuse, doesn't it? 
 
>    - Armor Piercing should be purchasable so that it can do more than just 
> halve the target's defenses.  However, I do see why this was stopped in 4th 
> ed.  I'd recommend charging an extra +1/4 for each level higher that the 
> Armor Piercing can go (+1 1/4 to quarter defenses, +2 1/4 to reduce to 
> one-eighth, etc.). 
 
	Nope.  This is too easily abusable.  Keep it as it is in 4th ed. 
 
>    - Explosion should be +3/4 so it doesn't cost the same as AE: One Hex. 
> (The old method of making AE: One Hex cost +1/4 wouldn't work, because then 
> it would hit the proverbial floor if it's Nonselective.)  The Selective 
> Target and Nonselective Target options for AE should also be available. 
 
	We also need a way to increase the increased radius for expl at a 
faster rate.  As it is, a AE is quickly more effective. 
 
>    - Damage Shield should be clarified so that *any* significant contact, 
> including the character with DS making an attack against the target, will 
> cause damage. 
 
	Too unbalancing.  Just take an EB with the new "HA" build on it. 
 
>    - Reduced END should be half END for +1/4, 1 END for +1/2, 0 END for 
> +3/4, and Persistent for +1. 
 
	Too messy.  Just keep it as it is.  Oh, and allow for non-0 END 
persistent powers. 
 
>    - Charges should be worth an extra +1/2 if the Power to which it's 
> applied normally doesn't cost END (or +1 if the Charges cost END). 
 
	Nope.  Just an advantage that is lost.  Though I could live with a 
change here.  It wouldn't be too unbalancing. 
 
>    - Public Identity should be replaced with Social Limitation, of which 
> Public Identity can be one.  Use scales similar to those used for Physical 
> and Psychological Limitations. 
 
	Yes. 
 
>    - Reputation should have modifiers for limited group -- say, -5 for a 
> small group, +0 for a large group, +5 for the public at large. 
 
	See . . . UMA maybe?  Or was it Dark Champions. 
 
>    - Secret Identity should become simply Secret, with scales similar to 
> those used for Physical and Psychological Limitations. 
 
	Good. 
 
>    - Susceptibility should have a variation for Allergy (using a similar 
> structure for the Addiction variation on Dependence).  Also, the number 
> dice should go on forever. 
 
	Also good. 
 
 
	Lots of good suggestions, some clunkers.  Keep trying. 
 
 
			-Tim Gilberg 
 
Date: Mon, 15 Dec 1997 20:44:02 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: That's What I Want... 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
	<comments arguing against absorption as a defense cut> 
 
	Mr. Barrie, I'm afraid I'm going to have to ask you to stay after 
class.  That post was a complete restatement of my earlier post, and I 
didn't see any crediting.  You know Miskatonic University's penalty for 
plagerism. 
 
 
			-Tim Gilberg 
 
Date: Mon, 15 Dec 1997 20:46:03 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: Link: Disadvantage or Advantage (long) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
> > And as for powers with charges -- you blew a charge, plain and 
> >simple, by using the power.  You're down one charge and there ain't 
> no way 
> >I'm letting an argument get that back. 
> 
> Indeed. "You just ran out of bullets in your six-shooter." "No, that 
> first shot was a show of force." 
> 
> THWAP! (Sound of BBB (softcover) hitting player's head.) 
 
 
	I'd prefer a large handful of dice, myself . . . 
 
 
 
			-Tim Gilberg 
 
X-Sender: nolan@pop.erols.com 
Date: Mon, 15 Dec 1997 21:48:04 -0500 
From: Scott Nolan <nolan@pop.erols.com> 
Subject: Re: NO 5TH EDITION! (Was Re: Champions) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
<x-rich>>>   I'm afraid I cannot address any more comments regarding a 5th Edition. It 
 
>> seems I misspoke earlier. I welcome your comments about what you'd like to see 
 
>> in future Hero System products from Gold Rush Games, however. 
 
>>  
 
>So far it doesn't look like anybody's noticed this message in  all the 
 
>excitement. 
 
 
Oh, we noticed.  We just like to argue anyway... 
 
 
Seriously, the fact that there won't be one (they say...) doesn't mean that we shouldn't talk about how the current game could be better.  
 
 
 
>As I learned from a disastrous engagement, things that seem too good to be 
 
>true usually are. Oh, well, I'm sure you're feeling like you put your foot 
 
>in your mouth, Mark. Don't worry too much about it - I'm sure most here 
 
>will understand that it was an unintended error, and besides, all it takes 
 
>is anybody using the term "5th Edition" to get this list ranting about it 
 
>for weeks.  Please keep in mind that there is an enthusiastic market for 
 
>this product out there, should it ever be within your power to publish it. 
 
 
Right. 
 
 
Scott 
 
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 
 
The German dragon shall find it hard to escape  
 
to its cavernous lairs, for vengeance for it's  
 
treason will overtake it.  In the end it will become  
 
strong again, just for a short time, but the  
 
decimation of Normandy will be a sorry blow. 
 
	<bold>Geoffrey of Monmouth</bold>, c. 1136 
 
	<italic>The Prophecies of Merlin 
 
</italic>~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~	 
 
Scott Nolan 
 
nolan@erols.com 
 
</x-rich> 
X-Sender: jdriscol@mail.vt.edu 
Date: Mon, 15 Dec 1997 21:49:48 -0500 
From: Jeremiah Driscoll <jdriscol@vt.edu> 
Subject: Re: Avengers vs. X-Men 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 10:55 AM 12/15/97 -0400, Trevor Barrie wrote: 
>On Sun, 14 Dec 1997, Jeremiah Driscoll wrote: 
>> >> Wasn't there a time where she absorbed Colossus, Nightcrawler, and Kitty 
>> >> Pryde's powers to beat some big baddy?  Was that the Brood? 
>> > 
>> >That's why I explicitly referred to her trying to absorb an _adversary_. 
>> > 
>> Again, I didn't think this made a difference. 
> 
>Well, when absorbing a teamate the risk of having her personality 
>supplanted isn't really an issue... they're going to have the same 
>immediate goals she has, most likely. 
> 
Right, but it doesn't stop her from being afraid of it in the long run. 
Sure, she could absorb *all* the other X-Men... but she might absorb parts 
of their personalities *permanently*, which is something *most* people 
would avoid. 
(I believe she absorbed a good portion of Ms. Marvel's memories/personality 
when she absorbed the powers, and that was permanent.) 
 
- Jerry 
 
Date: Mon, 15 Dec 1997 18:56:37 -0800 
From: Rick Holding <rholding@ActOnline.com.au> 
Subject: Re: Special Offers to the list 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
-- GoldRushG wrote: 
>  
>   Would the list lurkers here be in favor of occasional special offers on Hero 
> products if we were to do that? Something akin to "No shipping on orders" or a 
> slight discount? We're considering starting seasonal or holiday-themed sales 
> and I wanted to get feedback from folks here on the idea. 
>  
>   Mark @ GRG	Do you seriously expect anybody to say NO to an offer like that? 
----------------------------------------------------------- 
Ricky Holding    Email: rholding@ActOnline.com.au 
Work is only there to give us time to talk about play 
----------------------------------------------------------- 
 
Date: Mon, 15 Dec 1997 21:58:47 -0500 (EST) 
From: William K Bushway <wbushway@osf1.gmu.edu> 
Cc: champ-l@omg.org 
Subject: Re: My BBB's falling apart! 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
In a message dated 97-12-15 12:17:25 EST, GoldRushG@aol.com writes: 
  
> For a long time, ICE had a deal where you coould trade in your old BBB 
> for a Champs softcover. Are there still a lot of folks left who don't 
> have replacements for their old Champs hardcover? 
 
	I bought my copy the day it arrived at my local gaming shop (which 
has since gone out of business).  I remember saving my money for weeks to 
save up the $40 or so. 
 
	My copy of the book started falling apart after the third 
read-through.  After it fell into more than 6 sections, I borrowed some 
book-binding glue from one of my players (who's copy had also fallen 
apart).  Despite some pages being somewhat stuck together, It was overall 
a great improvement.  Until the day I left it in the sun. 
 
	After one summer afternoon's game, my group retired to the outdoor 
patio for lunch.  Of course, we got caught up in a discussion of the 
rules, and I brought my BBB out to settle it.  The gathering broke up soon 
afterward, as I had to get to work. 
 
	Unfortunately, I forgot my BBB.  After 8 hours of work, I finally 
retrived it from the player's patio.  The time in the sun had done... 
something... to the glue used to rebind it.  It imparted it with a 
super-human stench, stong enough curl nosehairs and warp steel at ten 
paces. 
 
	After subduing my BBB with kryptonite, I waved it out the window 
the entire drive home.  No luck.  I sprayed the interior with Lysol.  No 
luck.  I used it to press sweet-smelling flowers for potpurri.  No luck. 
My BBB still has that same horrible funk to this very day. 
 
	While a replacement would definitely be welcome, I had my doubts 
about whether ICE would accept it.  Besides, I do believe my BBB is too 
evil for Registered Mail. 
 
	          William K. Bushway, wbushway@osf1.gmu.edu 
	          http://Mason.GMU.edu/~wbushway/index.html 
	   "I'm betting that I'm just abnormal enough to survive." 
		    -The Tick, The Tick Vs.The Breadmaster 
 
Date: Tue, 16 Dec 1997 13:01:40 +1000 
Date-warning: Date header was inserted by topaz.cqu.edu.au 
From: happyelf <jonesmj@topaz.cqu.edu.au> 
Subject: Re: Champions 5th Edition 
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 09:34 PM 12/15/97 -0500, Scott Nolan wrote: 
>>NOT! so you don't have guns? or magic? or ANYTHING? above i was talking about the  
>>GENRE-BOOK, but i believe that was kinda obvious. . . 
> 
>Well, I thought you were being clear before, but now I've kinda lost you.  So let me restate what I think we are talking about:  Put -ALL- the powers and rules and mechanics in -ONE- book and call that the Hero System Rules.  Put all -GENRE- related material (whether superheroes, space opera, fantasy, whatever) in separate books.  -NOT- books with genre-specific rules or powers, just books with examples of how to use the core rules to create genre-specific effects. 
> 
>Scott 
> 
> 
> 
 
 
yes. . precisely. .. as was quite self-evident, i thought. .  
 
 
 
>~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 
>The German dragon shall find it hard to escape  
>to its cavernous lairs, for vengeance for it's  
>treason will overtake it.  In the end it will become  
>strong again, just for a short time, but the  
>decimation of Normandy will be a sorry blow. 
>	Geoffrey of Monmouth, c. 1136 
>	The Prophecies of Merlin 
>~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~	 
>Scott Nolan 
>nolan@erols.com 
 
Date: Mon, 15 Dec 1997 22:18:50 -0500 (EST) 
From: Michael Surbrook <susano@access.digex.net> 
cc: champ-l@omg.org 
Subject: Re: Champions 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Mon, 15 Dec 1997, GoldRushG wrote: 
 
>   I'm afraid I cannot address any more comments regarding a 5th Edition. It 
> seems I misspoke earlier. I welcome your comments about what you'd like to see 
> in future Hero System products from Gold Rush Games, however. 
 
Well that just wet farts outta dead monkey's ass. 
 
You trying to tell me that Steve P and co over at Hero are getting all hot 
and bothered that you want to improve on something they have effectivly 
abandoned?   
 
Doesn't that just beat all. 
 
Unless of course, Hero is planing on actually doing a 5th Edition (HAH!). 
 
*************************************************************************** 
* "'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: Mon, 15 Dec 1997 22:20:24 -0500 
From: Jeremiah Driscoll <jdriscol@vt.edu> 
Subject: Re: Greetings II: Revenge of Greetings 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 11:53 AM 12/15/97 -0800, Shelley Chrystal Mactyre wrote: 
>At 10:15 AM 12/15/97 -0500, Michael Surbrook wrote: 
>>On Mon, 15 Dec 1997, Bob Greenwade wrote: 
>> 
>>>    Hey fellow Listers, what do you think of this?  We've been languishing 
>>> for years with little or no official presence on the list, and now we have 
>>> a publisher (Mark), someone with a book in press (Patrick) and one with a 
>>> book in process (me).  Is this list getting better, or what?   :-] 
>> 
>>That's two with books in process, Bob! 
> 
>Well, three, actually.  =) 
> 
Ha?  Wha?  Who? 
Which one? 
 
Is this the PRIMUS update I heard about? 
 
- Jerry 
 
X-Sender: jdriscol@mail.vt.edu 
Date: Mon, 15 Dec 1997 22:29:52 -0500 
From: Jeremiah Driscoll <jdriscol@vt.edu> 
Subject: Re: Champions 5th Edition 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
Rook (Brian Wong) wrote: 
>Filksinger wrote: 
> 
>> My personal request: FIX THE FALLING RULES. They are ridiculous now. 
>> "The monster is right behind you. What do you do?" "I leap off this 
>> building." Yuck. 
> 
>    Speaking of which, does anybody still have issue 100 of Dragon that 
>had that "Bouncing" power? 
> 
>My copy disapeared some time ago. I think it had three or four other new 
>powers as well. 
> 
Bouncing?  Eh?  Cool... please post it. 
 
- Jerry 
 
X-Sender: jdriscol@mail.vt.edu 
Date: Mon, 15 Dec 1997 22:36:43 -0500 
From: Jeremiah Driscoll <jdriscol@vt.edu> 
Subject: Re: Link: Disadvantage o 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
Stainless Steel Rat wrote: 
>>>>>> "F" == Filksinger <filkhero@usa.net> writes: 
> 
>F> Uh, I can think of a number of SFX that would allow both separate and 
>F> together uses of a power. 
> 
>I like real-world examples: M-16A2 with grenade launcher.  Use the rifle, 
>use the grenade launcher, or use both.  The last is unwieldly, but it can 
>be done. 
> 
Um... not safely.  Usually, you have to aim the M-16/M-203 combination *up* 
at an angle, in order to hit a distant target with the grenade (not really 
a grenade).  You would miss with the rifle.  You also have to pull 2 
triggers, so you're getting a *big* minus to hit (IMO). 
Now, you *could*, I suppose, fire them both at the same *very close* 
target, but then you get hit with the "grenade" damage as well. 
 
- Jerry 
 
 
X-Sender: jdriscol@mail.vt.edu 
Date: Mon, 15 Dec 1997 23:08:04 -0500 
From: Jeremiah Driscoll <jdriscol@vt.edu> 
Subject: Re: 5th Edition Hero: Some specific suggestions (a tad long) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 02:21 PM 12/15/97 -0400, Trevor Barrie wrote: 
>On Mon, 15 Dec 1997, John and Ron Prins wrote: 
>> He can't turn those 25 point peasants into tigers (233 points according to 
>> the HERO Bestiary). 
> 
>This, too, can be done with Transform linked to Aid, or just "Summon 
>Tigers, requires peasants nearby(-1/2)" if you consider the peasants to be 
>effectively just scenery. 
> 
Um, the Aid would be very difficult to work out on that (IMO).  And making 
peasants scenery might work in a lot of cases, but what happens if my 
*mother* the peasant was turned into a tiger?  You calling my Mom scenery, 
bub?  lol 
It cheapens the effect and importance of NPCs to call them, or treat them 
like, scenery. 
 
- Jerry 
 
From: GoldRushG <GoldRushG@aol.com> 
Date: Mon, 15 Dec 1997 23:17:29 EST 
Subject: Re: Art in GRG's Hero books 
Organization: AOL (http://www.aol.com) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
<< (Re: Steve Bryant of FASA fame)... Don't know him. >> 
 
  Steve has done work in Earthdawn & several Earthdawn supplements, Shadowrun 
and others, including some illos in recent issues of Shadis magazine. 
 
(Re: Storn Cook of Hero & Star Wars RPG fame... His stuff is getting better. 
Watchers had some nice pieces. >> 
 
  San Angelo has some great ones! :)  He also did the cover illo. Storn did 
some recent work for ICE, too. 
 
<< (Re: Albert Deschesne)... Sorry, his stuff has never looked any good.  I 
can draw better than him by a long shot. >> 
 
  You haven't seen his San Angelo illos yet. ;)  If I thought his work was 
substandard, I wouldn't have commissioned him to do stuff for SA. Wait 'till 
you see it. 
 
<< (Re: Louis Frank -- anyone read "Haymaker!"?)... I recognize the name, he 
also did stuff in Horror Hero and GAC.  Nice stuff. >> 
 
  His is more of an anime-style look, but very good. He does the illo in the 
front of the introduction chapter. 
 
(Re: Bryce Nakagawa & Greg Smith)... Both very good. .>> 
 
  I agree. 
 
  Perhaps I can post some of the illos to our web site. One or two, at least. 
 
  We've also recently contracted with a new artist to do the illo of the new 
PART armor for the upcoming PART sourcebook. 
 
  Mark @ GRG 
 
From: GoldRushG <GoldRushG@aol.com> 
Date: Mon, 15 Dec 1997 23:17:32 EST 
Subject: Re: Greetings II: Revenge of Greetings 
Organization: AOL (http://www.aol.com) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
<< This place is really getting thick with official presence. >> 
 
  Well, I wouldn't exactly call Pat and Michelle *official* presence...  ;) 
 
  Mark @ GRG 
 
Date: Mon, 15 Dec 1997 23:50:04 -0500 (EST) 
From: Tokyo Mark <bastet@iquest.net> 
X-Sender: bastet@iquest7 
cc: champ-l@omg.org 
Subject: Re: Champions  5th Editi 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
> > Don't duck and cover just yet. :^| To begin with, the only thing really 
> > wrong with the original HA isn't really something wrong with HA: its price. 
> > HA costs 3 pts. because 1d6 worth of STR cost 5 points.  One is left with 
> > either the option of raising STR's cost, or living with HA. 
>  
> Raising STR's cost is really close to the top of the priority queue of 
> things to be changed in 5th Edition, IMO. 
 
I think it would also be at the top of the list of new rules ignored if 
they did change the cost;) 
 
TokyoMark 
 
X-Sender: nolan@pop.erols.com 
Date: Tue, 16 Dec 1997 00:04:54 -0500 
From: Scott Nolan <nolan@pop.erols.com> 
Subject: Fifth Edition - Killing Attacks 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
<x-rich>I've always wondered why Killing Damage costs no more than Normal Damage, when it is so clearly more effective (it is not stopped by non-resistant defenses). 
 
 
Why not simply make "Killing" an advantage on normal damage?  Say...+1/2?  I figure that many purists'd go for +1/4 or more likely just say no, but I truly think that Killing is deadly enough to warrant a +1/2 advantage. 
 
 
Could I hear some thoughts on this, please? 
 
 
 
 
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 
 
The German dragon shall find it hard to escape  
 
to its cavernous lairs, for vengeance for it's  
 
treason will overtake it.  In the end it will become  
 
strong again, just for a short time, but the  
 
decimation of Normandy will be a sorry blow. 
 
	<bold>Geoffrey of Monmouth</bold>, c. 1136 
 
	<italic>The Prophecies of Merlin 
 
</italic>~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~	 
 
Scott Nolan 
 
nolan@erols.com 
 
</x-rich> 
Date: Tue, 16 Dec 1997 00:07:12 -0500 (EST) 
From: Tokyo Mark <bastet@iquest.net> 
X-Sender: bastet@iquest7 
cc: champ-l@omg.org 
Subject: Re: Champions 5th Edition 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
> >    Speaking of which, does anybody still have issue 100 of Dragon that 
> >had that "Bouncing" power? 
> > 
> >My copy disapeared some time ago. I think it had three or four other new 
> >powers as well. 
> > 
> Bouncing?  Eh?  Cool... please post it. 
>  
 
I still have this.  Coincidentally, I just found this issue yesterday 
while cleaning out my closet.  I'll post the powers from it tommorrow 
unless someone beats me to it. 
 
TokyoMark 
 
Date: Tue, 16 Dec 1997 15:07:18 +1000 
Date-warning: Date header was inserted by topaz.cqu.edu.au 
From: happyelf <jonesmj@topaz.cqu.edu.au> 
Subject: Re: Champions  5th Editi 
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 01:32 PM 12/14/97 -0800, James Jandebeur wrote: 
>Iron Fist is a prime example of someone that the HA at least appears to be 
>seperate from himself.  Certainly, the Iron Fist power protects his hands from 
>damage while he is using it.  However, Opal needs to work on the phrasing, as 
>all that is being said is that the OCV can also be used to block, this being 
>open to special effect.  Notice, also, that Iron Fist is an example of a 
>character who's hand attack transforms his strength and skill into energy 
>damage.  You could argue that this is just a no range energy blast, but then, 
>why not just dump HKA as well and use no range RKA's?  And where does Opal say 
>that you can't buy levels, if that's what you want? 
> 
>JAJ, Rules Philosopher 
> 
> 
> 
 
I'd say drop the 'seperate' bit altogether, . . it REALLY 
gives the wrong impression... just say "ha can be used to block" 
if you have to use it this way. . personally it sounds a lot more like  
rpd to me, and what's all this ocv bonus stuff? spread equivalent? 
I recon it should just be booted up to 4 points, and leave it at that.  
 
 
 
Date: Mon, 15 Dec 1997 21:18:24 -0800 
From: James Jandebeur <jimalj@best.com> 
CC: champ-l@omg.org 
Subject: Re: Champions 5th Edition 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
> One other note. Keep in mind that, primarily because of financial 
> considerations, we are looking at printing the Hero System rules book 
> separately, with Champions being a genre book. Champions would have the super 
> power rules in there, as well as a *much* better treatment of the genre, 
> examples, no "official universe" inside (rather examples and notes on creating 
> several different types, etc., but the Hero System "core" rules would be in 
> the Hero System rules book. 
 
That really sounds like almost the thing to do, anyway.  However, I'm not sure 
what you mean here.  Are you going to seperate the powers into their own seperate 
book?  Powers are what put the Hero System in a class of its own.  The skills and 
characteristics and the rest of it are done by others, with some variation, but no 
one has a unified set of abilities that you can buy to do everything with.  The 
powers rules are used for magic, superpowers, psionics, technology, and so on.  To 
seperate them from the core rules is to make Hero less unique, and to identify the 
rules for powers with a single genre.  I certainly hope that's not what you were 
planning. 
 
JAJ, Rules Philosopher 
 
 
 
Date: Tue, 16 Dec 1997 15:23:49 +1000 
Date-warning: Date header was inserted by topaz.cqu.edu.au 
From: happyelf <jonesmj@topaz.cqu.edu.au> 
Subject: Re: Fifth Edition - Killing Attacks 
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 12:04 AM 12/16/97 -0500, Scott Nolan wrote: 
>I've always wondered why Killing Damage costs no more than Normal Damage, when it is so clearly more effective (it is not stopped by non-resistant defenses). 
> 
>Why not simply make "Killing" an advantage on normal damage?  Say...+1/2?  I figure that many purists'd go for +1/4 or more likely just say no, but I truly think that Killing is deadly enough to warrant a +1/2 advantage. 
> 
>Could I hear some thoughts on this, please? 
> 
> 
> 
 
actually the 'kill dice' advantage could be used for any power,  
but most of them would not benifit from it- unless someone can think  
of a cool way to use two-tiered dice rolls from things like adjustment? 
And i'd call it a +1 advantage. At least. Unless you're planning 
to keep the dc chart as is, in which case you're not really *doing* nething. .  
 
 
 
 
 
>~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 
>The German dragon shall find it hard to escape  
>to its cavernous lairs, for vengeance for it's  
>treason will overtake it.  In the end it will become  
>strong again, just for a short time, but the  
>decimation of Normandy will be a sorry blow. 
>	Geoffrey of Monmouth, c. 1136 
>	The Prophecies of Merlin 
>~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~	 
>Scott Nolan 
>nolan@erols.com 
 
Date: Tue, 16 Dec 1997 00:30:10 -0500 (EST) 
From: Tokyo Mark <bastet@iquest.net> 
X-Sender: bastet@iquest7 
cc: champ-l@omg.org 
Subject: Re: 5th Edition Hero: Some specific suggestions (a tad long) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
>  
>    - Interrogation should not *necessarily* be violent.  In my campaign, an 
> attorney can use Interrogation to prompt a witness that she doesn't think 
> is telling the truth ("Need I remind you of the penalties for perjury?" and 
> such).  Either that, or there should be a different Skill for this. 
 
Interrogation is not necessarily violent.  Cops grilling someone are using 
interrogation as well.  So would the lawyer, though the more aggressive 
use of the skill would get objections:) 
 
>    - Similarly seduction should not *necessarily* be sexual.  A person can 
> be "seduced" by wealth, fame, and power.  (Arguably, of course, this could 
> be represented with Bribery, though it seems to my mind closer to 
> Seduction, semantically speaking.) 
>  
 
Well, seducing someone with wealth and power is purely semantics.  The 
skill seems to be a skill that allows you to get on friendly terms with 
someone.  People usually think of this as romantic, but it need not be. 
 
TokyoMark 
 
From: GoldRushG <GoldRushG@aol.com> 
Date: Tue, 16 Dec 1997 00:30:39 EST 
Subject: Re: My BBB's falling apart! 
Organization: AOL (http://www.aol.com) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
<< I'm a junkie. I need a fix. When's that San Angelo thing coming out 
again... >> 
 
  <LOL> Should be in January. Hey, that's next month! 
 
  Mark @ GRG 
 
Date: Tue, 16 Dec 1997 00:34:30 -0500 (EST) 
From: Tokyo Mark <bastet@iquest.net> 
X-Sender: bastet@iquest7 
cc: champ-l@omg.org 
Subject: Re: Acrobatics in Combat 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
> >Okay, for acrobatics in a fight: Jackie Chan vs Ken Lo in Drunken Master 
> >II! 
> > 
> Say, how would one do drunken fighting, anyway?  I know there's a section 
> on it in Ninja Hero, under Kung Fu, and they list -2 OCV/DCV later in NH, 
> but... 
> Drunken Fighters get *better* when they are drunk, right?  So, CSL, only 
> when drunk? 
 
I think it could vary.  In Drunken Master II Jackie's Drunken Style is 
called weak unless he has been drinking.  If he gets too drunk he 
can't fight though. 
 
I'd say skill levels with limitations.  Probably damage reduction with 
limitations and maybe even a damage class or two with limitations.   
 
 
TokyoMark 
 
From: GoldRushG <GoldRushG@aol.com> 
Date: Tue, 16 Dec 1997 00:35:51 EST 
Subject: Re: 5th Edition Hero: Some specific suggestions (a tad long) 
Organization: AOL (http://www.aol.com) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
<< - Interrogation should not *necessarily* be violent.  ...an attorney can 
use Interrogation to prompt a witness that she doesn't think is telling the 
truth ("Need I remind you of the penalties for perjury?" and such).  Either 
that, or there should be a different Skill for this. >> 
 
  How about Conversation? 
 
  "This PRE-based Skill allows the character to extract information from 
people with careful conversation. ...if the Skill is properly performed, the 
victim won't be awarte he has divulged anything." 
 
  Sounds like typical courtroom drama to me! <LOL> 
 
  Mark @ GRG 
 
X-Sender: nolan@pop.erols.com 
Date: Tue, 16 Dec 1997 00:37:49 -0500 
From: Scott Nolan <nolan@pop.erols.com> 
Subject: Re: Fifth Edition - Killing Attacks 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
>>I've always wondered why Killing Damage costs no more than Normal Damage, 
when it is so clearly more effective (it is not stopped by non-resistant 
defenses). 
>> 
>>Why not simply make "Killing" an advantage on normal damage?  Say...+1/2? 
 I figure that many purists'd go for +1/4 or more likely just say no, but I 
truly think that Killing is deadly enough to warrant a +1/2 advantage. 
>> 
>>Could I hear some thoughts on this, please? 
> 
>actually the 'kill dice' advantage could be used for any power,  
>but most of them would not benifit from it- unless someone can think  
>of a cool way to use two-tiered dice rolls from things like adjustment? 
>And i'd call it a +1 advantage. At least. Unless you're planning 
>to keep the dc chart as is, in which case you're not really *doing* 
nething. .  
 
Eh, you're right.  Okay, what I -really- think should happen is that 
killing attacks should cost more.  Plain and simple.  7 cp/DC sounds about 
right to me. 
 
Scott 
 
X-Sender: shelley@mail.mactyre.net 
Date: Mon, 15 Dec 1997 21:43:57 -0800 
From: Shelley Chrystal Mactyre <shelley@mactyre.net> 
Subject: Re: Greetings II: Revenge of Greetings 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 10:20 PM 12/15/97 -0500, Jeremiah Driscoll wrote: 
>Is this the PRIMUS update I heard about? 
 
Yep.  I'm looking at having the rough draft done in early January.  It will 
have a lot of the elements of my PRIMUS website, but oh-so-much more!  It's 
all been cleaned up, is much more extensive, and is less "Golden Hawks" 
specific.  Updates to my website may be on the slow side until I'm done, so 
please, I hope y'all bear with me.  Interestingly enough, I've found that 
much of the "Ask the Golden Avenger" page has provided excellent fodder for 
explaining the organization, so thanks to all of you who have sent 
questions over the past twenty months!  
 
PRIMUS can be found at http://www.mactyre.net/scm/primus.html   
 
Shelley Chrystal Mactyre 
www.mactyre.net 
 
Your children will see the stars. 
--Robert A. Heinlein 
 
From: GoldRushG <GoldRushG@aol.com> 
Date: Tue, 16 Dec 1997 01:10:45 EST 
Subject: Re: PART 
Organization: AOL (http://www.aol.com) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
<< Don't forget those neat standard issue chronometers. You know, the 
"PART timers". >> 
 
  ::groan...:: 
 
  Mark @ GRG 
 
Date: Tue, 16 Dec 1997 16:11:57 +1000 
Date-warning: Date header was inserted by topaz.cqu.edu.au 
From: happyelf <jonesmj@topaz.cqu.edu.au> 
Subject: Gameworld, ect 
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 
 
Hmmm, I stumbled onto a place called 'gameworld' the other day, aparently 
a semi-graphical setup for conducting rpg games in. I think the main  
appeal was supposed to be a 'map' type function, which i suppose  
could be utilised for champions hex-grid combat, although I assumed  
it was an isometric cube grid myself. . . In any event, Has anyone come  
across a nice online setup which could be used for more than just  
straight text exchange? (ie easy to setup mechanics managers, graphical  
representations, ect, preferably set up deliberatly with rpg's in mind) 
 
I realise this subject was sullied last time by the "'pow-pow'"  
incident, but I thought it'd make a nice change from the gld,  
c5thed and xva........ Ok, I admit it, i'm getting a really  
nice comp after x-time and I want to pick your brains for  
data *g*  
 
 
 
 
PS: and what's this i hear about ultima going online? what's next, 60 
player quake? *l*  
 
 
 
 
From: GoldRushG <GoldRushG@aol.com> 
Date: Tue, 16 Dec 1997 01:14:18 EST 
Subject: Killing Attacks in 4th Ed. 
Organization: AOL (http://www.aol.com) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
<< So you are saying that 1 Damage Class would equal 3d6 K (killing) >> 
 
  I'm not sure I get it either. :/  I foyu chasnge the rice scale for KAs, 
wouldn't you necessarily have to change the structure of K Defenses, too? 
 
  Mark @ GRG 
 
Date: Tue, 16 Dec 1997 00:23:52 -0600 (CST) 
X-Sender: mlnunn@scrtc.blue.net 
From: Michael Nunn <mlnunn@scrtc.blue.net> 
Subject: Art?  
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
If a potental artiat was putting together a package of samples for you, what 
would you suggest he put in it? 
 
Do you look at on-line art pages? 
 
Would you rather have a disk of scanned in stuff or photocopies? 
 
What kind of assignments are you looking of art for? 
 
Inquiring artists want to know... 
 
Michael 
 
Rising Force Publications 
Herozine The Superhero RPG Fanzine... 
http://members.aol.com/hzineweb/index.htm 
 
From: GoldRushG <GoldRushG@aol.com> 
Date: Tue, 16 Dec 1997 01:27:22 EST 
Subject: Re: Acrobatics in Combat 
Organization: AOL (http://www.aol.com) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
<< Then such a ruling had better be clearly stated in the text for the 
skill.>> 
 
  It's not a ruling, people, it's a *sugegstion*. 
 
  Mark @ GRG 
 
From: GoldRushG <GoldRushG@aol.com> 
Date: Tue, 16 Dec 1997 01:32:31 EST 
Cc: champ-l@omg.org 
Subject: Re: My BBB's falling apart! 
Organization: AOL (http://www.aol.com) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
<< I meant, of course, that it has to *weight* several factors. Oi! I need to 
get more sleep! >> 
 
  Apparently I still didn't get enough sleep. Let's try this again -- it has 
to WEIGH several factors, not *weight* several factors. Boy, oh boy... 
 
  And I call myself an *editor*? 
 
  Mark @ GRG 
 
From: GoldRushG <GoldRushG@aol.com> 
Date: Tue, 16 Dec 1997 01:37:34 EST 
Subject: Re: NO 5TH EDITION! (Was Re: Champions) 
Organization: AOL (http://www.aol.com) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
<< As I learned from a disastrous engagement, things that seem too good to be 
true usually are. Oh, well, I'm sure you're feeling like you put your foot in 
your mouth, Mark. Don't worry too much about it - I'm sure most here will 
understand that it was an unintended error, and besides, all it takes is 
anybody using the term "5th Edition" to get this list ranting about it for 
weeks.  Please keep in mind that there is an enthusiastic market for this 
product out there, should it ever be within your power to publish it. >> 
 
  I can niether confirm nor deny that such a product is in the planning 
stages. ::Sigh:: I am no longer at liberty to discuss this topic. 
 
  Mark @ GRG 
 
From: GoldRushG <GoldRushG@aol.com> 
Date: Tue, 16 Dec 1997 01:43:52 EST 
Subject: Re: Champions 
Organization: AOL (http://www.aol.com) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
<< Well that just wet farts outta dead monkey's... >> 
 
  <LOL> Now THAT'S a descriptive if I ever read one! 
 
<< You trying to tell me that Steve P and co over at Hero are getting all hot 
and bothered that you want to improve on something they have effectivly 
abandoned? >> 
 
  No, that is definitely NOT what I am trying to tell you. 
 
<< Doesn't that just beat all. >> 
 
  No, it doesn't, because you have misinterpreted my message. **Don't** read 
anything into this, folks. Do NOT let yourselves become all doom and gloomy 
again! You were so HAPPY for a spell. Please continue this thought process! 
All is not lost! 
 
<< Unless of course, Hero is planing on actually doing a 5th Edition (HAH!). 
>> 
 
  I can neither confirm nor deny that such a product is in the planning 
stages. ::Sigh:: I am no longer at liberty to discuss this topic. 
 
  Mark @ GRG 
 
From: GoldRushG <GoldRushG@aol.com> 
Date: Tue, 16 Dec 1997 01:49:13 EST 
Subject: Re: NO 5TH EDITION! (Was Re: Champions) 
Organization: AOL (http://www.aol.com) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
<< Seriously, the fact that there won't be one (they say...) doesn't mean that 
we shouldn't talk about how the current game could be better. >> 
 
  I can niether confirm nor deny that such a product is in the planning 
stages. I am no longer at liberty to discuss this topic. 
 
  Mark @ GRG 
 
From: GoldRushG <GoldRushG@aol.com> 
Date: Tue, 16 Dec 1997 01:50:43 EST 
Subject: Re: Golden Age hero art 
Organization: AOL (http://www.aol.com) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
<< I still say that Madame Moonlight has one of the best costume designs in 
all of the Champions books.>> 
 
  I'm going to have to go back and look at that again... 
 
  Mark @ GRG 
 
From: GoldRushG <GoldRushG@aol.com> 
Date: Tue, 16 Dec 1997 01:50:44 EST 
Subject: Pirate Hero 
Organization: AOL (http://www.aol.com) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
<< I'd really buy that.  GRG, are you listening?  There may be some 
interest in reviving Pirate Hero. >> 
 
  Don't tell me. Tell the author(s)! I don't go hunting down people to write 
opur products. They send us proposals, and Hero (and myself) must approve 
them. *Then* we discuss publishing the book. Until then, all it is is a good 
idea. ;) 
 
  Mark @ GRG 
 
From: Pat10355 <Pat10355@aol.com> 
Date: Tue, 16 Dec 1997 01:53:06 EST 
Subject: Re: Greetings II: Revenge of Greetings 
Organization: AOL (http://www.aol.com) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
In a message dated 97-12-15 17:29:54 EST, redbf@ldd.net writes: 
 
<< 	I am pretty new to this list as well and have been enjoying it ever 
 since. I downloaded your first two chapters of the Gold Rush Games 
 Website and me and my group took a session to read it. 
 	Wow!! Great job. We all loved the quotes you used and can't wait to 
 play it. I wish it was January now. >> 
 
Thanks! I'm glad you enjoyed the draft preview. You might be interested to 
know that the final draft of those two chapters includes an expanded timeline, 
clarified description of the flux and a few additional quotes. 
 
Then there's the whole rest of the book, of course. :) 
 
Patrick Sweeney 
 
Reply-To: "Filksinger" <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
Subject: Re: 5th Edition Hero: Some specific suggestions (a tad long) 
Date: Mon, 15 Dec 1997 23:10:37 -0800 
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On Monday, December 15, 1997 5:08 AM, Bob Greenwade wrote: 
 
 
>   It took a little while, but I've finally come up with a handful of 
the 
>specific suggestions (most of them minor, and not all of them my own) 
that 
>I have for adjusting the Hero System: 
> 
>   - Interrogation should not *necessarily* be violent.  In my 
campaign, an 
>attorney can use Interrogation to prompt a witness that she doesn't 
think 
>is telling the truth ("Need I remind you of the penalties for 
perjury?" and 
>such).  Either that, or there should be a different Skill for this. 
 
I agree. Even the standard Interrogation need not include actual 
torture. A friend of mine who was a prisoner-of-war interrogator 
during Viet Nam used to tell me how you could break a person, without 
ever violating the Geneva Convention. _None_ of the techniques 
mentioned involved actual torture, in the physical sense. 
 
>   - Similarly seduction should not *necessarily* be sexual.  A 
person can 
>be "seduced" by wealth, fame, and power.  (Arguably, of course, this 
could 
>be represented with Bribery, though it seems to my mind closer to 
>Seduction, semantically speaking.) 
 
Originally, Seduction was the skill of making friends and becoming 
trusted. Sex was an extention of this, role played. (I assume. They 
never mentioned it.) I have a super hero in my present PBEM game who 
is a priest in his SecretID. I gave him seduction based upon the 
assumption that he could make friends with almost _anyone_, even if 
they were enemies in spite of it all. 
 
<snip> 
>   - Extra Limbs should go back to having a cost per limb.  My own 
>structure is 5 points for two arms, with reduced costs for lesser 
utility 
>(3 points for one arm, 3 for a pair of tentacles, 1 for a single 
tentacle 
>or prehensile tail). 
 
I'm split on this one. Extra Limbs doesn't add enough to be worth 
this, and I don't want that to change. However, I never liked the 
unlimited number of limbs rule, either. 
 
How about a x2 limbs for a low cost? This would allow squids, hundred 
armed giants, etc, without costing excessively. 
 
<snip> 
>   - Hand-to-Hand Attack should *not* be omitted; this would leave us 
with 
>the old kludge of "+X STR, Only for Damage."  Use Opal's version 
instead. 
 
Personally, I prefer the version at 
www.herogames.com/herogames/energyblast.html 
 
<snip> 
 
 
>   - Transform should be more specifically described as well, 
especially in 
>terms of what constitutes Cosmetic, Minor, and Major Transforms.  (I 
tend 
>to go with this:  if it doesn't affect the character sheet, it's 
Cosmetic; 
>if it shifts points around on the sheet or alters specific Powers but 
>doesn't change the totals, it's Minor; if it changes point totals, 
it's 
>Major.) 
 
I like this. Add an additional level to Transform, for Transformations 
that are _extremely_ beneficial to the attacker. "Turn human into 
frog" shouldn't cost the same as "Turn human into my willing slave". 
 
<snip> 
>   - Explosion should be +3/4 so it doesn't cost the same as AE: One 
Hex. 
>(The old method of making AE: One Hex cost +1/4 wouldn't work, 
because then 
>it would hit the proverbial floor if it's Nonselective.)  The 
Selective 
>Target and Nonselective Target options for AE should also be 
available. 
 
Agree about the Selective and Non-selective, but not the Advantage's 
value. The ability to hit one hex but not the one next to it is 
roughly equivallent to the ability to create an explosive effect. One 
is good for agents, the other good for villains near normals or 
explosives. 
 
<snip> 
 
In general, I have to agree, in principle at least, with everything 
Bob has said. This is subject to good refutations, of course. 
 
Filksinger 
 
X-Sender: nolan@pop.erols.com 
Date: Tue, 16 Dec 1997 02:13:05 -0500 
From: Scott Nolan <nolan@pop.erols.com> 
Subject: Re: Champions 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
><< You trying to tell me that Steve P and co over at Hero are getting all hot 
>and bothered that you want to improve on something they have effectivly 
>abandoned? >> 
> 
>  No, that is definitely NOT what I am trying to tell you. 
> 
><< Doesn't that just beat all. >> 
> 
>  No, it doesn't, because you have misinterpreted my message. **Don't** read 
>anything into this, folks. Do NOT let yourselves become all doom and gloomy 
>again! You were so HAPPY for a spell. Please continue this thought process! 
>All is not lost! 
> 
><< Unless of course, Hero is planing on actually doing a 5th Edition (HAH!). 
>>> 
> 
>  I can neither confirm nor deny that such a product is in the planning 
>stages. ::Sigh:: I am no longer at liberty to discuss this topic. 
> 
>  Mark @ GRG 
 
In other words: keep talking about what you'd like to see in an 
-hypothetical- 5th Edition.  Just -don't- blame it on Mark. 
 
Wink, nudge. 
 
Scott 
 
Reply-To: "Filksinger" <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
Subject: Re: Storm, Iron Man and the wimpy X-Men 
Date: Mon, 15 Dec 1997 23:15:49 -0800 
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On Monday, December 15, 1997 5:34 AM, Curtis Gibson wrote: 
 
 
<snip> 
>Then there is the one fight I remember that gave me new respect for 
>spidey. I don't recall the set up, but he was being chased by 
Firelord 
>(the Herald of Galactus). He tried to get help from every major 
>superteam in NYC, then when none of them were in, finally turned on 
>Firelord and started to fight him. When all of the teams that he had 
>gone to for help showed up, there was the unconcious form of Firelord 
>with Spidey over him, gasping for breath. The reaction shots of the 
>Avengers and FF at Spiderman having taken out a herald of Galactus is 
>pricelss. 
 
 
I love it! <G> 
 
I always liked the idea that Spidey, even if he didn't have the raw 
power of many of them, was still one of the top heroes of the Marvel 
Universe, on a par (in some senses) with Thor, Iron Man, or, possibly, 
the Silver Surfer. 
 
Filksinger 
 
X-Sender: nolan@pop.erols.com 
Date: Tue, 16 Dec 1997 02:18:17 -0500 
From: Scott Nolan <nolan@pop.erols.com> 
Subject: Re: Needed: Mentalist Inspiration 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
>I was hoping the folks on this list could help with a character design. I've  
>been invited to join an ongoing Champions game, and the other player want 
me to  
>create a mentalist to help round out their party. Now, I've been playing and  
>GMing in the Hero System for years, but I've never much liked mentalists. 
So, I  
>want some unconventional suggestions for mentalism powers to give me some  
>inspiration. The concepts I've come up with so far (I do concepts first, 
build  
>system after) are: 
 
All I can say from personal experience is:  Make sure that you've got 
-some- way to affect non-thinking opponents, even if it is not to damage 
them.  I've been bored through way too many fights to ever make that 
mistake again.  Psychokinesis is one way.  There are plenty of others! 
 
>PS: What does LOL stand for anyway? 
 
"Laughing out Loud". 
 
Related to ROTFL: Rolling on the Floor Laughing. 
 
Scott 
 
X-Sender: jdriscol@mail.vt.edu 
Date: Tue, 16 Dec 1997 02:48:38 -0500 
From: Jeremiah Driscoll <jdriscol@vt.edu> 
Subject: Re: Link: Disadvantage or Advantage (long) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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To: champ-l@omg.org 
 
Tim R. Gilberg wrote: 
>> > And as for powers with charges -- you blew a charge, plain and 
>> >simple, by using the power.  You're down one charge and there ain't 
>> no way 
>> >I'm letting an argument get that back. 
>> 
>> Indeed. "You just ran out of bullets in your six-shooter." "No, that 
>> first shot was a show of force." 
>> 
>> THWAP! (Sound of BBB (softcover) hitting player's head.) 
> 
> 
>	I'd prefer a large handful of dice, myself . . . 
> 
But then they don't make that satisfying "THWAP!" sound...  <g> 
 
- Jerry 
 
X-Sender: jdriscol@mail.vt.edu 
Date: Tue, 16 Dec 1997 03:02:43 -0500 
From: Jeremiah Driscoll <jdriscol@vt.edu> 
Subject: Re: NO 5TH EDITION! (Was Re: Champions) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
Mark @ GRG wrote: 
><< Seriously, the fact that there won't be one (they say...) doesn't mean 
that 
>we shouldn't talk about how the current game could be better. >> 
> 
>  I can niether confirm nor deny that such a product is in the planning 
>stages. I am no longer at liberty to discuss this topic. 
> 
Once more, this time with feeling... 
lol 
Actually, you're getting the hang of that, now.  That's 3 messages in a 
row.  : ) 
 
- Jerry 
 
From: GoldRushG <GoldRushG@aol.com> 
Date: Tue, 16 Dec 1997 03:06:07 EST 
Subject: Re: My BBB's falling apart! 
Organization: AOL (http://www.aol.com) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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To: champ-l@omg.org 
 
<< My BBB hasn't started to disintegrate yet. >> 
 
  Just so everyone understands, by BBB I mean the old hardback edition, not 
the new "Champiojns Deluxe" hardback. 
 
  Mark @ GRG 
 
From: GoldRushG <GoldRushG@aol.com> 
Date: Tue, 16 Dec 1997 03:14:49 EST 
Subject: Re: My BBB's falling apart! 
Organization: AOL (http://www.aol.com) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
<< While a replacement would definitely be welcome, I had my doubts about 
whether ICE would accept it.>> 
 
  They won't, but we will. Assuming that the damage is from faulty binding 
(and not from dropping it in a cesspool <G>)... 
 
  Mark @ GRG 
 
From: GoldRushG <GoldRushG@aol.com> 
Date: Tue, 16 Dec 1997 03:19:19 EST 
Subject: Re: I stand chastised 
Organization: AOL (http://www.aol.com) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
<< I apologize for any hurt feelings out there. I realize that anything beyond 
my first reply would have this effect. I hope my fellow Christians on the list 
would understand the source of my zeal. The Bible says contend for the Faith. 
The discussion has gone to private email.>> 
 
  No hurt feelings or offense taken here, Kev. Marge and I be Christians, too. 
:) 
 
  Mark @ GRG 
 
X-Sender: nolan@pop.erols.com 
Date: Tue, 16 Dec 1997 03:35:49 -0500 
From: Scott Nolan <nolan@pop.erols.com> 
Subject: Re: 5th edition cont'd 
Errors-To: owner-champ-l@omg.org 
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To: champ-l@omg.org 
 
>> IMAGES: no area effected... buy an area effect on it to increase the area, 
>> and use those rules to make it larger... 
>>	So just how big of an image to you create with the base power.  (Try  
>reading the cricket scores on a TV screen the size of a postage stamp and 
I'll  
>show you a waste of time.) 
 
Of course, the same might be said for reading cricket scores of  -any- size... 
 
Scott 
 
Reply-To: "Filksinger" <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
Subject: Re: How do I buy these abilites?? 
Date: Tue, 16 Dec 1997 01:41:24 -0800 
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On Wednesday, December 10, 1997 6:06 AM, Bill Svitavsky wrote: 
 
 
<snip> 
>For (b), I would built it as FTL, with the "only on energy currents" 
>limitation, and an advantage that it can work in an atmosphere. This 
>advantage isn't exactly orthodox; I tend to make up advantages 
without the 
>sanction of the rules. It should also be linked to Desolid. 
> 
>The alternative is to build it as a Teleport. Many people feel this 
is 
>more legitimate, though I don't know why ignoring the description of 
>teleport as travel between points without crossing the intervening 
space 
>is any more legitimate than ignoring the restriction that FTL doesn't 
work 
>in an atmosphere. 
 
 
While I don't necessarily disagree, there is a specific reason why the 
second is legitimate and the first is not. The first a) does something 
specifically forbidden, and b) creates a new Advantage. The second a) 
changes the power in a way not forbidden, and b) creates a new 
Limitation. New Limitations are strictly kosher; new advantages are 
not. 
 
>Actually, I never liked that blanket ruling on FTL. The fact of the 
matter 
>is that people do travel FTL (or at least lightspeed) within the 
>atmosphere in comics, and a superhero game should have a mechanism 
for 
>doing so. As your example indicates, it need not be unbalancing to 
game 
>play. 
 
Except that it is a much cheaper way to buy Teleportation, and with 
much greater range as well. By duplicating an existing power _and_ 
making it much cheaper to boot, you are violating at least two basic 
rules for creating new constructs: don't duplicate existing Powers, 
and if two ways of doing something exist, the more expensive one is 
probably the way to go. 
 
By using Desolidification and FTL, you are _precisely_ duplicating 
Teleportation. You are more cheaply creating _exactly_ a power that 
_already exists_. 
 
I'm not a stickler for the rules, either as written or as I interpret 
them, but that is going a bit far. 
 
OTOH, I definitely _do_ want a much cheaper way of traveling long 
distances, with Flight or Teleportation. 
 
Filksinger 
 
 
Date: Tue, 16 Dec 1997 02:15:34 -0800 
From: Rook <rook@infinex.com> 
Organization: Sujin & Brian 
CC: champ-l@omg.org 
Subject: Re: Special Offers to the list 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
> << No darnit! I refuse to get a discount! In fact, I'm going to pay double, no 
> make that triple, heck. TEN times the cover price!!!! >> 
> 
>   I think you have us mixed up with another company... ;) 
 
    What? This isn't Games Workshop? No Warhammer? 
You mean I've been on the wrong list all this time??? 
 
:) 
 
 
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: Tue, 16 Dec 1997 02:33:49 -0800 
From: Rook <rook@infinex.com> 
Organization: Sujin & Brian 
CC: champ-l@omg.org 
Subject: Re: Champions  5th Edition 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
> > 
> Were you the one who said the same about Limited?  That debating Linked was 
> 'moot,' because you can simply redefine it with the 'Limited' Limitation? 
> Doesn't that mean we could save some space in the book by not printing any 
> Advantages/Limitations *besides* Advantaged and Limited? 
 
    Works for me. Do that then provide some samples like limitd does currently. 
 
Course I agreed with an idea proposed for Fuzion at one point which was to change 
all 
powers to simply a description with a number, then a "Use Power" skill to 
manipulate it 
to get whatever game mechanic needed for the special effect at hand. 
Smething like: 
 
Ice Powers 10 
Magnetic Powers 15 
 
Then a list of different mechanics that could achieved with it. Effectivly making 
every power a VPP of 
sorts. 
 
But that's a Fuzion/Instant Fuzion topic, or was, I stopped reading that list a 
while back. 
 
 
-- 
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: Tue, 16 Dec 1997 03:07:27 -0800 
From: Rook <rook@infinex.com> 
Organization: Sujin & Brian 
CC: champ-l@omg.org 
Subject: Re: Greetings II: Revenge of Greetings 
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 10:20 PM 12/15/97 -0500, Jeremiah Driscoll wrote: 
> >Is this the PRIMUS update I heard about? 
> 
> Yep.  I'm looking at having the rough draft done in early January.  It will 
> have a lot of the elements of my PRIMUS website, but oh-so-much more!  It's 
> all been cleaned up, is much more extensive, and is less "Golden Hawks" 
> specific.  Updates to my website may be on the slow side until I'm done, so 
> please, I hope y'all bear with me.  Interestingly enough, I've found that 
> much of the "Ask the Golden Avenger" page has provided excellent fodder for 
> explaining the organization, so thanks to all of you who have sent 
> questions over the past twenty months! 
 
    Are you also downgrading the power level of them? 
The stuff you have on your website is very potent. But then I suspect that's 
only because it was made for a game where the PC's come in at 400 points (or 
was it 300?). 
 
    As 'Agents', Primus should be weaker than the Heroes. Only fits the genre. 
Personally, I've always felt the current published versions were a little too 
powerful. But then I'm 
a member of the 'one hit to go down' school of Agent thinking. 
 
-- 
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: Tue, 16 Dec 1997 03:21:12 -0800 
From: Captain Spith <cptspith@teleport.com> 
Reply-To: cptspith@teleport.com 
Subject: Re: My BBB's falling apart! 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On 12/14/97 6:03 PM, GoldRushG (GoldRushG@aol.com) Said: 
 
>Are there still a lot of folks left who don't have 
>replacements for their old Champs hardcover? 
 
   My C4 hardcover is currently in a three-ring binder.  As mentioned 
before, I love the cover art, so the front and back covers are 
duct-taped onto the front and back covers (respectively) of the binder.  
It's actually a pretty useful configuration; since I don't use any 
published characters from anywhere without rewriting them - if only to 
accommodate my myriad house rules - I simply insert the character sheets 
with my versions in the book next to the source page, so they are still 
locatable by the book's index (like anybody ever really uses the index 
anymore....) 
 
--  
   -Capt. Spith 
   Savior of Humanity 
   Secular Messiah 
 
 
Date: Tue, 16 Dec 1997 03:28:37 -0800 
From: Captain Spith <cptspith@teleport.com> 
Reply-To: cptspith@teleport.com 
Subject: Re: Special Offers to the list 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
GoldRushG wrote: 
>  
>   Would the list lurkers here be in favor of occasional special offers on Hero 
> products if we were to do that? Something akin to "No shipping on orders" or a 
> slight discount? We're considering starting seasonal or holiday-themed sales 
> and I wanted to get feedback from folks here on the idea. 
>  
>   Mark @ GRG 
 
   Hey, that works for me!  Where do I sign?  I really like the 'no 
shipping' idea. 
 
--  
   -Capt. Spith 
   Savior of Humanity 
   Secular Messiah 
 
From: mike.lehmann@mail.terminal.net (Mike Lehmann) 
Date: Tue, 16 Dec 1997 03:58:07 -0800 
Organization: Terminal BBS  (403)327-9731 
Subject: That's What I Want... 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 -=> Quoting John and Ron Prins to Mike Lehmann <=- 
 
 >Hiya John. Long time, no argue... :) 
 
 JaRP> Heh. How long ago was that really big row between us? ^_^ Year and a 
 JaRP> half? 
 
Something like that. I think the GLD had something to do about it... <g> 
 
 > JaRP> Now, back to Absorption acting in a 'damage transformation' manner. 
 > JaRP> Watch how easy this is: for every die of Absorption, you REMOVE one DC 
 > JaRP> of damage from the attack. 
  
 >Personally, I think this is what Damage Reduction was intended for, but  
 >different strokes... 
 
 JaRP> Yeah, it does bear some similarities, doesn't it? Though Damage 
 JaRP> Reduction takes place after all defenses apply, where as that Abs. 
 JaRP> construct takes place before.  
 
Which, IMO, makes it dangerous to just cut the dice. When they give 10  
PD/ED (base + Force Field/extra defense) to the average blaster, that 8  
dice cutdown (from 10d6 to 2d6) makes you virtually immune to damage.  
 
I might like to have such a power, but I'd hate to fight someone with  
it. :) 
 
 >I have also been wondering about the utility of Absorption lately, and I  
 >had a few ideas for house rulings: 
 > 1) The 5 points/d6 stands, but it now converts from STUN damage to CPs; 
 
 JaRP> Oik. Too much. Then it really is Aid, just under another name. 
 
As I said, I operate under the assumption that Absorption automatically  
(as in -0 Limitation) is restricted to one attack form (such as fire),  
to keep it at least moderately fair... 
  
 > 2) The power works the same as in the book, but is now 3 points/d6  
 >       (like Dispel); 
 
 JaRP> Fairer. 
  
 > 3) The power is bought like John suggested, but the dice are rolled to  
 >       conter the attack, STUN to STUN, BODY to BODY. The ability to  
 >       counter out dice, IMO, is pretty potent; 
 
 JaRP> Possibly, and this isn't such a bad idea; as it stands you have to 
 JaRP> roll Absorption dice anyways, so it's not adding any extra rolls, is 
 JaRP> it?  
 
Nope. The only problem I foresee is someone might try to modify it into  
that "flame shield" power... ;) 
 
 >I'm seriously looking at #1, primarily because, as John stated, you  
 >don't get enough out of regular Absorption to make it worthwhile... And  
 
 JaRP> I was referring to not getting enough 'defense' out of Armor 'only up 
 JaRP> to Absorption roll', though Absorption does, on average, provide only 
 JaRP> 1/3 to 1/4 the CP gain as an equivalent cost Aid. 
 
I prefer to go with PD/ED bought without the "only up to Absorption  
roll". Otherwise, you're opening yourself up to a world of hurt... 
  
 >As an aside, does anyone else here restrict the SFX of attacks that  
 >someone's Damage Reduction/Absorption/etc. can function against (ie  
 >fire, cold, punches, etc.) rather than just Energy/Physical damage? 
 
 JaRP> Sure. IIRC, the Damage Reduction writeup gives specific examples - 
 JaRP> "Only vs. Fire/Heat, (-1)". No reason Absorption shouldn't do the same. 
 
But I mean inherently restricted (-0 limitation). PD/ED is varied enough  
as is to warrant a -1 for fire, but I require that powers like DR,  
Absorption, etc. to be specific to an attack form. 
 
Not that the book goes this way; I know it doesn't. Just wondering if  
anyone else goes about it this way. 
 
GM: mike.lehmann@mail.terminal.net                    | Justice Krewe 
Web: http://www.dfw.net/~aronhead/justice_krewe.html  | The Illuminators 
Short waiting list for new players                    | Enigma Watch 
Lurkers welcome (Write to me!)                        | KnightWatch 
 
... This is where Aldo Farnese got his start - Tom on credits 
~~~ Blue Wave/386 v2.30 [NR] 
 
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From: mike.lehmann@mail.terminal.net (Mike Lehmann) 
Date: Tue, 16 Dec 1997 04:22:22 -0800 
Organization: Terminal BBS  (403)327-9731 
Subject: That's What I Want... 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 -=> Quoting John and Ron Prins to Mike Lehmann <=- 
 
 JaRP> Crap, you're right. Silly me, going off confusing the Entangle/Flash 
 JaRP> method of accounting with Absorption. What I should have said was "low 
 JaRP> likelyhood of actually getting the full use out your Absorption total 
 JaRP> (unless it's small), because in order for that to happen you'd have to 
 JaRP> take several hits over the course of your phase." Especially with the 
 JaRP> 'no defense' method, where getting hit multiple times is bad, very bad. 
 
Particularly if those attacks count as Coordinated. 
 
 JaRP> Something tells me that, on average, it's a lot better to buy 4D6 
 JaRP> Absorption and screeds of +Capacity than 8D6 Absorption, unless you can 
 JaRP> soak a _lot_ of fire over a short period. 
 
Here's a portion of one of my old players who had (impact/kinetic)  
Absorption as a primary power, that might illustrate using the power: 
 
      8 Damage Resistance (10 PD/10 ED, IIF Armored Costume)           0 - 
     20 25 PD (only vs. impact-type attacks)                           0 - 
     56 Absorption (3d6, Max. 20, To STR 1:1, CON 1:2, BODY 1:2,       0 - 
           REC 1:2, END 2:1, STUN 1:1, Fade 5 points per 5 minutes) 
 
The character could peak at 40 STR, 25 CON, 25 BODY, 20 REC, 70 END and  
70 STUN. Of course, this included the +2 for multiple stats gaining the  
points at once, and +1/2 for the bought-down fade rate. He effectively  
had 15PD/10rPD, 15ED/15rED, +25 PD vs. impact-type attacks (a -1/4  
limitation at best)...  
 
It was easy to reach maximum potential quickly, because the max was low  
and each stat got the same points.  
 
This type of construction, of course, is potentially easy to abuse because all powers & stats could be under the umbrella of the +2 Advantage. 
 
If we went with 3 points/d6, the cost would be 35 points. Significant  
savings.  
 
Does anything think that would be "too significant"? 
 
GM: mike.lehmann@mail.terminal.net                    | Justice Krewe 
Web: http://www.dfw.net/~aronhead/justice_krewe.html  | The Illuminators 
Short waiting list for new players                    | Enigma Watch 
Lurkers welcome (Write to me!)                        | KnightWatch 
 
... The worst ice cream flavor is probably squirrel. 
~~~ Blue Wave/386 v2.30 [NR] 
 
 JaRP> to Absorption roll', though A 
----------------------------------------------------------------------------- 
Internet: mike.lehmann@mail.terminal.net  <<<<<<<<<<< 
The TERMINAL BBS                                            Fidonet; 1:358/17 
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Date: Tue, 16 Dec 1997 05:10:08 -0800 (PST) 
From: "Captain D.A. Gold" <cptgold@yahoo.com> 
Subject: Re: Special Offers to the list 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
---Filksinger  wrote: 
> 
> On Sunday, December 14, 1997 3:41 PM, GoldRushG wrote: 
>  
>  
> >  Would the list lurkers here be in favor of occasional special 
> offers on Hero 
> >products if we were to do that? Something akin to "No shipping on 
> orders" or a 
> >slight discount? We're considering starting seasonal or 
> holiday-themed sales 
> >and I wanted to get feedback from folks here on the idea. 
>  
>  
> Thank you very much for actually _asking_. Since you did ask, I'd say 
> yes, otherwise.... 
>  
> Filksinger 
>  
>  
>  
Yes, I would be interested. We have a fanatical (in a nice way) 
Champions following and would probably take an interest in any special 
offers.  
 
On another note, would you be interested in any additional 
playtesters, convention reps, and all around good guys (and gals) in 
the Columbus/Dayton, Ohio area? 
== 
Captain D.A. Gold 
 
_________________________________________________________ 
DO YOU YAHOO!? 
Get your free @yahoo.com address at http://mail.yahoo.com 
 
From: "John Desmarais" <John.Desmarais@ibm.net> 
Date: Tue, 16 Dec 97 13:52:03  
Reply-To: "John Desmarais" <John.Desmarais@ibm.net> 
Priority: Normal 
Subject: Re: NO 5TH EDITION! (Was Re: Champions) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Tue, 16 Dec 1997 01:37:34 EST, GoldRushG wrote: 
 
><< As I learned from a disastrous engagement, things that seem too good to be 
>true usually are. Oh, well, I'm sure you're feeling like you put your foot in 
>your mouth, Mark. Don't worry too much about it - I'm sure most here will 
>understand that it was an unintended error, and besides, all it takes is 
>anybody using the term "5th Edition" to get this list ranting about it for 
>weeks.  Please keep in mind that there is an enthusiastic market for this 
>product out there, should it ever be within your power to publish it. >> 
> 
>  I can niether confirm nor deny that such a product is in the planning 
>stages. ::Sigh:: I am no longer at liberty to discuss this topic. 
 
That's ok, we'll still discuss it to death.  Just sit back and giggle. 
 
Date: Tue, 16 Dec 1997 08:03:35 -0600 
From: redbf@ldd.net (bobby farris) 
Reply-To: redbf@ldd.net 
Organization: Redbow Antiques 
Subject: Re: Champions 5th edition 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
> At 12:15 PM 12/15/97 -0600, bobby farris wrote: 
> >At the risk of getting lynched I would like to say that one thing 
> >Fuzion did that I would like to see in a 5th edition of Champions is 
> the change in the Damage class table. 
> > Make Damage class three killing attack be 3d6K not 1d6K. It would 
> make it a lot less confusing. 
> > I think it wouldn't destroy any 4th edition characters just make it 
> >where you had to do a little math before you used them(math is 
> something no Champions player should have a problem with). 
  
Scott Nolan wrote 
> I disagree, vehemently. The 'ton's 'o dice' paradigm is bad enough 
> without sucking in killing damage, too. 
>  
> First, if the math of conversion doesn't confuse you, then the 3DC= 1 
> die killing shouldn't be too very taxing, either. 
>  
> Second, the more dice you roll, the less random the result. You are 
> far more likely to get an average result on, say 6d6 than you are on 
> 2d6. Randomness is critical, especially at the lower end of power, 
> where most killing attacks get used. 
>  
> Those of you with characters that do 24d6 damage should just consider 
> applying 84 stun and 24 body every time and save your wrists from all 
> that dice rolling. 
 
	I don't totally disagree with you, however I was wondering if you think 
that normal damage class should be taken down to 1d6=1DC? 
	 
	What about the stun lottery for killing attacks? I think they should 
ditch that too. 
 
Subject: Re: Germania! 
X-Juno-Line-Breaks: 0-6,9-11 
From: llwatts@juno.com (Leah L Watts) 
Date: Tue, 16 Dec 1997 09:05:03 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 fiendish plans for the PCs in my Pulp campaign regarding  
>Germania, 
>>that sturdy embodiment of Germanic womanhood from GAC. However, I  
>hate the 
>>name.  Anybody have a better one for this amply-built refugee from a 
>>Wagnerian opera? 
 
As I recall, in her Secret ID she had some sort of "motherhood" award 
(don't have the book handy right now), so how about Erda (mother of the 
Valkyries)? 
 
Leah 
 
Subject: Green Hornet conversion 
X-Juno-Line-Breaks: 2-3,7-8,14-15,23-27 
From: llwatts@juno.com (Leah L Watts) 
Date: Tue, 16 Dec 1997 09:05:03 EST 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
Any other old-radio fans on the list?   I'm working on converting the 
radio/movie serial version of the Green Hornet to Hero System, and have 
hit a couple snags: 
 
1.  I know the Black Beauty routinely outran cop cars, but did they ever 
decide just how fast it went?  Also, in the serials it had better 
cornering than many other cars, what would be the best way to handle 
that? 
 
2.  The gas gun.  The example of a gas attack in the rulebook is NND, 
defense Life Support or holding breath.  So far, I haven't found a single 
time when someone was able to hold their breath and avoid passing out 
from the Hornet's gas, so NND wouldn't be appropriate here.  Would AVLD, 
defense Life Support work, or should I bite the bullet and make it one 
heck of a STUN Drain? 
 
3.  An obvious disad for the Hornet is Reputation 14-.  However, in his 
Secret ID Britt Reid is (locally) famous -- noted newspaper publisher, 
wealthy, seen in all the best clubs.  I have several radio episodes on 
tape with some version of  "I can't visit him as the Hornet, he knows me 
as Britt Reid and might recognize me" in the dialogue.  Buying Reputation 
twice, once for Reid's reputation and once for the Hornet's, feels like 
cheating.  Would it be legit to buy Reputation once and have two 
different definitions of what the Reputation is? 
 
Thanks. 
 
Leah 
 
Date: Tue, 16 Dec 1997 08:11:39 -0600 
From: redbf@ldd.net (bobby farris) 
Reply-To: redbf@ldd.net 
Organization: Redbow Antiques 
Subject: Re: Champions 5th edition 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
Sparx wrote: 
>  
> So you are saying that 1 Damage Class would equal 3d6 K (killing) meaning it would translate to 9d6 Normal?  Yes, I can see that ruining a lot of 4th Edition characters.  The amount of power they would get for just one damage class would be horrible.  Or am I misunderstanding you somewhere here?  So now I would have to buy 1/3 Damage class just to get 3d6 Normal damage or 1/9 Damage Class to equal 1 dice of normal damage?  
	To much math for me. Like I said, please explain further if I'm 
confused to what you are saying. Otherwise, maybe I'm pointing something 
out here that would suggest not making 1 Damage Class equal to 3d6 
Killing.  Take it easy and talk at you later. 
>  
> Sparx 
 
	Let me explain. I think 1DC should equal 1d6 normal dice and 1d6 
killing dice. Obvioulsy the cost of Killing dice would still be 15pts 
per die and the cost of normal dice would be 5 per die. 
	To compensate for the increased Killing dice the a characters body 
would have to raised by a multiplication factor. 
	It would be just as easy to convert 4th edition characters to my system 
as it would is to convert 4th edition to Fuzion 
	 
	This is just an idea. I just want to see what others think. Scott Nolan 
did bring up an idea that increasing the killing dice would get rid of 
some of the randomness and I am still thinking about this. 
 
X-Sender: naneiden@iswest.com 
Date: Tue, 16 Dec 1997 06:11:39 -0800 
From: Nic Neidenbach <naneiden@iswest.com> 
Subject: Re: Green Hornet conversion 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 09:05 AM 12/16/97 EST, llwatts@juno.com (Leah L Watts) wrote: 
> 
> 
>3.  An obvious disad for the Hornet is Reputation 14-.  However, in his 
>Secret ID Britt Reid is (locally) famous -- noted newspaper publisher, 
>wealthy, seen in all the best clubs.  I have several radio episodes on 
>tape with some version of  "I can't visit him as the Hornet, he knows me 
>as Britt Reid and might recognize me" in the dialogue.  Buying Reputation 
>twice, once for Reid's reputation and once for the Hornet's, feels like 
>cheating.  Would it be legit to buy Reputation once and have two 
>different definitions of what the Reputation is? 
 
Nah, it's not cheating. 
 
As long as he has the disadvantage Secret ID, there is nothing wrong with 
buying him two reputations, one for each ID. If for some reason, his ID was 
publicly revealed, he'd have to not only pay off the Secret ID, but he'd 
have to combine the two Reps into one. 
 
At least, that's how I'd do it. :) 
 
-Nic 
 
               +------------------------------------------------------+ 
               |                  naneiden@iswest.com                 | 
               |        Justice, Like Lightning, Thunderbolts!        | 
               | http://www.iswest.com/~naneiden/comics/thunder.html  | 
               |                   Costumed Heroines                  | 
               |         http://www.iswest.com/~naneiden/comics/      | 
               +------------------------------------------------------+ 
 
X-Sender: gold_phoenix@pop.cyberun.net 
Date: Tue, 16 Dec 1997 10:12:26 -0400 
From: "E. David Miller" <gold_phoenix@cyberun.net> 
Subject: Re: Needed: Mentalist Inspiration 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 1:59 AM +0000 12/16/97, Stirling Westrup wrote: 
>I was hoping the folks on this list could help with a character design. I've 
>been invited to join an ongoing Champions game, and the other player want 
>me to 
>create a mentalist to help round out their party. Now, I've been playing and 
>GMing in the Hero System for years, but I've never much liked mentalists. 
>So, I 
>want some unconventional suggestions for mentalism powers to give me some 
>inspiration. The concepts I've come up with so far (I do concepts first, 
>build 
>system after) are: 
> 
> 
>Mental Invisibility. 
>Induced Psychometry 
>Mental Transform 
>Skill Drain 
 
> Stirling Westrup 
 
 
Some other powers I might suggest would include: 
 
Psionic Power Blocking: 
	The mentalist analyzes a character's mind and the way their powers 
function in regards to their mind. With many (though admittedly not all) 
characters, their powers are activated by their minds.  With this power, 
the mentalist reaches into that part of the target's mind and "switches" 
their powers off, or blocks them from being accessed. 
 
Telepathic Combat Anticipation: 
	The mentalist is constantly aware of the minds of the combatants 
around him, on a basic level, and as such can anticipate their moves and 
actions in combat. 
 
Telepathic Danger Sense: 
	This one may be obvious, but I have rarely actually seen it taken, 
regardless of how useful it can be.  The mentalist is aware of strong 
emotions and impulses around him or her, and as such has a very good chance 
of being aware of an impending attack upon him or herself or someone 
nearby, before it actually happens. 
 
Astral Travel: 
	Great for the mentalist who is otherwise something of a combat 
wuss, this little trick can allow for much better travel, often into 
hazardous areas and situations.  One could even posit that the mentalist 
wraps his or her whole body in flows from the Astral plane, going there 
physically, and thusly being able to come out physically wherever they 
reach.  Depending upon GMs, you might even be able to reduce or negate the 
needed Affects Real World advantage on your powers, on the basis that your 
desolid leaves you open to mental attacks plus one other SPX, and since you 
are not guarded against mental powers, your mental powers should not be so 
hard to make work on the real world.  See what the GM thinks of the Spirit 
rules (Hero Almanac 1, or Horror Hero).  Then buy extradimensional travel 
to the Astral, as well as your desolid. 
 
Mental Attacks: 
	Depending upon how dark of an image you want to have, for your team 
or your character, you might want to consider building your mental attacks 
the slightly more expensive way, to allow them the opportunity to do body 
damage, thusly frying the synapses in the brain, etc.  If doing damage 
isn't really your style, think about trying AOE selective target.  Either 
method can turn your average sniper mentalist into a combatant everyone 
gets to see, and most get to feel. 
 
 
Just some ideas.  Hope they help.  I have more, if you decide you want them. 
 
David Miller 
 
 
 
 
___________________________________________________________________________ 
| gold_phoenix@->   |There are 3 temporal dimensions, just as there are 3 | 
| ->cyberun.net     |spatial; T, the passage of time; Tau, the changes in | 
|-------------------|possible outcomes/decisions; Teh, the alternate bases| 
| E. David Miller   |of reality.  Thus, all that ever has been dreamed,   | 
|-------------------|IS, somewhen.  And somewhen, we are all simply a     | 
|Faith, and Dreams. |dream.  Or, by perspective, a nightmare.             | 
|___________________|_____________________________________________________| 
 
 
 
Date: Tue, 16 Dec 1997 08:15:03 -0600 
From: redbf@ldd.net (bobby farris) 
Reply-To: redbf@ldd.net 
Organization: Redbow Antiques 
Subject: Re: Champions 5th edition 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
Rook wrote: 
      Are you therefore saying multiply all current killing attack by 3? 
making them much more lethal (as fuzion does). Or making 1 kDC = 3 nDC? 
>  
>     As opposed to the current system of 1DC=1DC=1dn=5pts worth of killing attack (3DC=3DC=3dn=1dk) 
>  
>  Rook 
 
	Ummm...yeah. Of course there would have to be an increase in the 
characters Body. I just don't care that much for the current system. 
 
From: "\"John Desmarais\" <John.Desmarais@ibm.net> 
        \"Michael Surbrook\"" <John.Desmarais@ibm.net> 
Cc: "champ-l@omg.org" <champ-l@omg.org> 
Date: Tue, 16 Dec 97 14:17:23  
Reply-To: "John Desmarais" <John.Desmarais@ibm.net> 
Priority: Normal 
Subject: Re: Art in GRG's Hero books 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Tue, 16 Dec 1997 09:49:50 -0500 (EST), Michael Surbrook wrote: 
 
>On Mon, 15 Dec 1997, GoldRushG wrote: 
> 
>>   You haven't seen his San Angelo illos yet. ;)  If I thought his work was 
>> substandard, I wouldn't have commissioned him to do stuff for SA. Wait 'till 
>> you see it. 
> 
><cough> No... but I have seen his stuff from Mystic Masters and Kingdom of 
>Champions, and I have always thought his material was pretty rotten. 
 
But that was almost a decade ago.  One would assume that he's improved since then. 
 
 
X-Sender: bastet@pop.iquest.net 
Date: Tue, 16 Dec 1997 09:19:44 -0500 
From: TokyoMark <bastet@iquest.net> 
Subject: Dragon #100 Powers 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
These powers and skills were first published in Dragon Magazine #100, 
waaaaay back in 1985.  The acticle is by  Steven Maurer. 
 
News Skills 
 
Bouncing   5 for INT roll /  +1 for 2 
	This is the skill for finding structures in the inner city against which a 
character may bounce.  Scenery such as flagpoles and telephone wires can be 
found with a successful use of this skill.  An acrobatic roll is still 
necessary to bounce against the item or to keep from falling from it.  If 
the roll is made, the character may leap five times the normal distance 
allowed for the character's strength; characters with superleap add this 
extra distance to the end of their normal leap distance.  Bouncing is a 
favorite skill among street heros. 
 
Combat Luck   15 points per 1D6 
	Combat luck is just like normal Luck, except that it is three times as 
expensive and allows for three die rolls instead of one.  Unlike luck, 
Combat Luck works even when the character is winning in combat or in 
situations where the character doesn't need it.  Combat Luck is usually a 
manifestation of some other super power the character possesses; the 
characters are usually not just 'super lucky' .  An example of Combat Luck 
is a character blessed by some mystical power or who has a form of 
universal awareness of his surroundings. 
 
Extra Life    4 each 
	For every 4 permanent experience points, a character may buy an Extra 
Life.  An Extra Life is a one use 3d6 Luck roll that's assumed to come out 
all 6's.  Once used, an Extra Life disappears.  The experience that bouhgt 
it disappears too.    Extra Lives are a form of super hero insurance.  they 
allow characters hit with a mortal blow to somehow escape death, but they 
must be bought before needed. 
 
New Powers 
 
Domination  2D6 for 15 
	This EGO based attack is a combination of telepathy and mind control.  It 
allows the character to impose his his consciousness over a victim and take 
control  of the character's body.  The dice are tallied and applied against 
the target as noted below.  Each point of Ego Defense reduces the total 
before it is compared on the chart. 
 
Ego Mult.  	Domination Effect 
1x		No effect 
 
2x		The wielder can control the target's normal movements 	and use 		the 
senses they share in common.  The wielder must stand 		motionless but the 
target can perform a normal half move. 
 
3x		As above but the wielder can control the target's powers, 		including 
speach (The power of speach, which edition was this 		in? -- Mark's 
comments;)  that the two have in common.  The 		wielder must divide a full 
move between himself and the target. 
		Only one may attack. 
 
4x		As above but the wielder can control all the target's powers.   
		Both the wielder and the target may make a full move, but only  
		one may attack. 
 
	When one character dominates another, all skills the victim possesses are 
lost for as long as the Domination lasts.  The speed of the victim becomes 
that of the attacker.  A conscious victim may fight the domination by 
pushing ego defense. 
 
Enragement	5 per 1D6 
	This EGO based power is a specialized form of mind control combined with 
mental illusions.  It takes advantage of the violent tendencies that some 
characters have.  When an ego attack is successful, the wielder rolls the 
number of dice of Enragement and compares the total with the EGO of the 
target on the following table. 
 
EGO mult	Enragement Effect 
1x		Roll an EGO roll; upon failure, target rolls the most commonly 
occuring Berserk he has.  No effect if he has no berserk. 
 
2x		Roll the targets most common Berserk (no effect if the target has 		no 
Berserk). 
 
3x		Roll an ego rolll upon failure, target goes Berserk, with any 
		Berserk disadvantages. 
 
4x		Target goes Beserk. 
 
	The characters stays Berserk as long as END is paid.  If the wielder 
wishes to direct whom the Berserk character attacks, the results are 
shifted down one level on the table.  If the wielder is attacking a target 
who is easy to anger, the results are shifted one level up the chart.  When 
the wielder  stops paying END, the target comes out of being berserk if he 
has no berserk, otherwise he immediately tries to his normal recovery. 
This is not a nice power, and no one but villains will carry it. 
 
Power Healing	1D6 for 15 
 
	This works almost exactly like Aid, except there are other 'special' areas 
it can be applied to as follows. 
 
Special Damage		Cost 
Flash Blindness		3 per phase 
Mind Control			2 per point of control 
Weakness Found by Opponant	5 for every point Find Weakness Score was Exceeded 
Phase Being Stunned		5 for the phase 
Transformation 'Body'	2 per 'Body' 
Presence Shock		5 for every level 
 
Knockout    3 for +1 
	Knockout is a characteristic your character never knew he had.  Everytime 
a normal character is knocked to -10 stun, the character loses speed in 
recovery.  This is also true at -20, -30, and -40 Stun..  Each point of 
Knockout increases this base number of 10.  For example, a character with 
two levels of Knockout suffers lower recovery at -12, -24, -36, and -48 
STUN.  A character's total Knockout cannot be higher than the total Body he 
has. 
 
Slipperiness	3 per +1 
	Every 3 points this power gives 1 point of Entangle Defense.  Entangle 
Defense subtracts 1 from both the body and defense of any entangle thrown 
on the character.  Slipperiness also subtracts 1 from the body of the str 
roll of someone grabbing the character.  This power costs no END. 
 
Temporal Fugue	30 for base (11-)/+1 for 10 
	Temporal Fugue is also known as Replay.  It allows the character to replay 
past events and take a different action. , now that the character knows 
exactly what will happen.  To use Temporal Fugue, the character must roll 
the ability, minus the number of 1/2 pahse actions he wishes to reverse. 
If successful, the replay starts at that point.  You can only replay an 
event once. 
	Example:  In a battle, Orakle sees an agent leveling a blaster at her. 
Since he's just a nomral agent, she decides to depend upon him missing. 
But the agent shoots and hits.  BEFORE damage is rolled, Orakle uses her 
Temporal Fugue to undo his 1/2 pahse attack.    She rolls a (12-1=) 11; her 
attempt succeeds.  When the character levels his gun at her, she dives for 
cover.  Play resumes at that point.  the agent, seeing that Orakle just 
jumped behind some boxes, lobs a grenade at her.  Orakle, having already 
undone the attack phase once, cannot use her power again. 
	Referees may choose to extend the 1/2-pahse actions to include non-combat 
or simultaneous moves.  Thus an ambush could be considered one action for 
the purposes of Temporal Fugue.  The same goes for running down a blocked 
corridor.  Though it is a power, Temporal Fugue has all the limitations of 
a skill:  It cannot have any power advantages or limitations, and it can't 
be placed in a power framework.  Only Temporal Fugue levels add to the 
Temporal Fugue roll.  It is a no phase action and costs END. 
 
Vertigo	5 points for 1D6 
	This EGO based power is a specialization of Mental Illusions.  It works by 
disrupting the perception centers of the brain, causing the victim to lose 
all sense of balance.  This has several effects as shown below. 
 
Ego Mult	Vertigo Effects 
1x		The target takes a -1 OCV, DCV, and DEX rolls (Including all 
		Dex based skills). 
 
2x		Target takes a -3 to OCV, DCV, and DEX rolls.  A DEX roll must be 
made to control flight or the target falls (Optionally having 
		uncertainty about location). 
 
3x		As per 2x above, and Target OCV on all ranged attacks drops to 		zero. 
The target's control of light illusions and mental 		illusions is lost.  A 
DEX roll must be made to control any 		movement. 
 
4x		As per 3x above, and the target is unable to stand.  OCV and DCV 		is 
zero.  the target is blinded. 
 
	Ego Defense applies against a Vertigo Attack.  The effects remain as long 
as the attacker keeps paying END. 
 
Date: Tue, 16 Dec 1997 08:30:17 -0600 
From: redbf@ldd.net (bobby farris) 
Reply-To: redbf@ldd.net 
Organization: Redbow Antiques 
Subject: Re: Champions 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
> On Mon, 15 Dec 1997, GoldRushG wrote: 
>  
>   I'm afraid I cannot address any more comments regarding a 5th >Edition. It seems I misspoke earlier. I welcome your comments about >what you'd like to see in future Hero System products from Gold Rush >Games, however. 
 
	Understood and don't worry. As long as the Hero systems last...which I 
hope will be a looooooong looooong time. There will always be talk of 
the next edition. But if it gets done...from what I have seen I hope you 
get to do it. 
 
X-Sender: shelley@mail.mactyre.net 
Date: Tue, 16 Dec 1997 06:32:34 -0800 
From: Shelley Chrystal Mactyre <shelley@mactyre.net> 
Subject: PRIMUS Sourcebook 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 03:07 AM 12/16/97 -0800, Rook wrote: 
>    Are you also downgrading the power level of them? 
>The stuff you have on your website is very potent. But then I suspect that's 
>only because it was made for a game where the PC's come in at 400 points (or 
>was it 300?). 
 
The neat aspect of PRIMUS is that there are many different power levels at 
work.  Intelligence agents are normals, assault agents are agents with 
equipment who rarely take more than a pot shot to go down -- hey, they're 
normal guys who've had a Cyberline cocktail!  Iron Guard are battlesuits 
(normal guys in powered armor) and Avengers are of the power level of 
moderate PCs. I suspect you're paying more attention point totals than to 
power level; Avengers are experienced and skilled and as we discussed 
earlier, that can be expensive.   
 
PRIMUS can be as tough (or not) as you need them to be -- if you don't want 
Avengers running around, don't use them.  If you want more, add them.  If 
you're asking if I'm using the equipment that's posted online, the answer 
to that is no, I'll be using numbers geared towards a 250 point campaign. 
Also, remember that I mentioned that it's not campaign specific.  Most GMs 
tend to adjust power levels from sourcebooks (heavens, can't think of the 
last time I used anything straight from a book!) ; PRIMUS is designed to 
make that even easier. 
 
It is my opinion that in a world where there are superheroes, the 
government will want some that can compete with the bad guys.  Otherwise, 
what's the point? And you know, they keep that green kryptonite laser in 
the basement...just in case. <g> 
 
Shelley Chrystal Mactyre 
www.mactyre.net 
 
Your children will see the stars. 
--Robert A. Heinlein 
 
Date: Tue, 16 Dec 1997 08:34:21 -0600 
From: redbf@ldd.net (bobby farris) 
Reply-To: redbf@ldd.net 
Organization: Redbow Antiques 
Subject: Re: Fifth Edition - Killing Attacks 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
Scott Nolan wrote: 
>  
> I've always wondered why Killing Damage costs no more than Normal 
> Damage, when it is so clearly more effective (it is not stopped by 
> non-resistant defenses). 
>  
> Why not simply make "Killing" an advantage on normal damage? 
> Say...+1/2? I figure that many purists'd go for +1/4 or more likely 
> just say no, but I truly think that Killing is deadly enough to 
> warrant a +1/2 advantage. 
>  
> Could I hear some thoughts on this, please? 
 
	Maybe I don't understand you. 1d6k=15 points and 1d6 normal=5 pt's so 
Killing does cost more than normal. 
	I aggree with the idea of just normal damage and making Killing be an 
advantage. However I like the way the cost is set up now. Therefore it 
should be a +2 advantage. 
 
Date: Tue, 16 Dec 1997 09:42:07 -0500 (EST) 
From: Bill Svitavsky <bsvitavs@bu.edu> 
Subject: Re: How do I buy these abilites?? 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
 
On Tue, 16 Dec 1997, Filksinger wrote: 
 
> On Wednesday, December 10, 1997 6:06 AM, Bill Svitavsky wrote: 
>  
>  
> <snip> 
> >For (b), I would built it as FTL, with the "only on energy currents" 
> >limitation, and an advantage that it can work in an atmosphere. This 
> >advantage isn't exactly orthodox; I tend to make up advantages 
> without the 
> >sanction of the rules. It should also be linked to Desolid. 
> > 
> >The alternative is to build it as a Teleport. Many people feel this 
> is 
> >more legitimate, though I don't know why ignoring the description of 
> >teleport as travel between points without crossing the intervening 
> space 
> >is any more legitimate than ignoring the restriction that FTL doesn't 
> work 
> >in an atmosphere. 
>  
>  
> While I don't necessarily disagree, there is a specific reason why the 
> second is legitimate and the first is not. The first a) does something 
> specifically forbidden, and b) creates a new Advantage. The second a) 
> changes the power in a way not forbidden, and b) creates a new 
> Limitation. New Limitations are strictly kosher; new advantages are 
> not. 
> 
 
Good point. (I still don't like it for the other reasons I cited, though.) 
  
> >Actually, I never liked that blanket ruling on FTL. The fact of the 
> matter 
> >is that people do travel FTL (or at least lightspeed) within the 
> >atmosphere in comics, and a superhero game should have a mechanism 
> for 
> >doing so. As your example indicates, it need not be unbalancing to 
> game 
> >play. 
>  
> Except that it is a much cheaper way to buy Teleportation, and with 
> much greater range as well. By duplicating an existing power _and_ 
> making it much cheaper to boot, you are violating at least two basic 
> rules for creating new constructs: don't duplicate existing Powers, 
> and if two ways of doing something exist, the more expensive one is 
> probably the way to go. 
>  
> By using Desolidification and FTL, you are _precisely_ duplicating 
> Teleportation. You are more cheaply creating _exactly_ a power that 
> _already exists_. 
>  
 
I agree this is pretty questionable, for the reasons you give. At the risk 
of being pedantic, though, I'd disagree that Desolid FTL _exactly_ 
duplicates Teleportation; different things (like Affects Desolid defenses) 
stop it. This leaves a mechanism for being stopped or attacked along the 
way, perhaps even by someone moving at the same speed, while Teleport has 
no real capacity for that. (Of course, the GM could always fudge something 
for those limited Teleports.) 
 
 
> OTOH, I definitely _do_ want a much cheaper way of traveling long 
> distances, with Flight or Teleportation. 
>  
 
I'm glad we agree on that. It seems like with a little tinkering, all 
these problems could be solved. 
 
Date: Tue, 16 Dec 1997 09:46:11 -0500 (EST) 
From: dq831@freenet.carleton.ca (Jamie Rosen) 
Subject: Re: Green Hornet conversion 
Reply-To: dq831@freenet.carleton.ca 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
> 
>Any other old-radio fans on the list?   I'm working on converting the 
>radio/movie serial version of the Green Hornet to Hero System, and have 
>hit a couple snags: 
> 
>1.  I know the Black Beauty routinely outran cop cars, but did they ever 
>decide just how fast it went?  Also, in the serials it had better 
>cornering than many other cars, what would be the best way to handle 
>that? 
 
Combat Driving, OAF Vehicular? 
 
>2.  The gas gun.  The example of a gas attack in the rulebook is NND, 
>defense Life Support or holding breath.  So far, I haven't found a single 
>time when someone was able to hold their breath and avoid passing out 
>from the Hornet's gas, so NND wouldn't be appropriate here.  Would AVLD, 
>defense Life Support work, or should I bite the bullet and make it one 
>heck of a STUN Drain? 
 
Well, how you could say thta he just never ran into crooks who thought of 
holding their breath, but that feels like a copout.  Maybe NND, defense LS 
or no exposed skin, and say it's not just a gas but a contact agent? 
 
>3.  An obvious disad for the Hornet is Reputation 14-.  However, in his 
>Secret ID Britt Reid is (locally) famous -- noted newspaper publisher, 
>wealthy, seen in all the best clubs.  I have several radio episodes on 
>tape with some version of  "I can't visit him as the Hornet, he knows me 
>as Britt Reid and might recognize me" in the dialogue.  Buying Reputation 
>twice, once for Reid's reputation and once for the Hornet's, feels like 
>cheating.  Would it be legit to buy Reputation once and have two 
>different definitions of what the Reputation is? 
 
One rep, two definitions seems to be the standard practice.  I cant;t 
remember what books I've seen it in, but I know I just encountered it 
recently. 
 
-- 
Jamie Rosen - author, bad seed, and layabout on rec.arts.comics.creative 
------------------------------------------------------------------------- 
Mistake is just experience in the present tense. 
 
Date: Tue, 16 Dec 1997 08:46:27 -0600 
From: redbf@ldd.net (bobby farris) 
Reply-To: redbf@ldd.net 
Organization: Redbow Antiques 
Subject: Re: NO 5TH EDITION! (Was Re: Champions) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
Mark @ GRG wrote: 
> I can niether confirm nor deny that such a product is in the planning 
> stages. I am no longer at liberty to discuss this topic. 
 
	I used to be in the U.S. Navy and I was always asked if we carried 
nuclear weopons on our ships and my line was: 
		I can neither confirm or deny the presence of nuclear 
		weapons on board a United States Vessel. 
	 
	Of course, when I winked it usually gave it away. How about winking 
Mark;) 
	 
 
Seriously I understand where your coming from. 
 
Date: Tue, 16 Dec 1997 09:49:50 -0500 (EST) 
From: Michael Surbrook <susano@access.digex.net> 
cc: champ-l@omg.org 
Subject: Re: Art in GRG's Hero books 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Mon, 15 Dec 1997, GoldRushG wrote: 
 
>   You haven't seen his San Angelo illos yet. ;)  If I thought his work was 
> substandard, I wouldn't have commissioned him to do stuff for SA. Wait 'till 
> you see it. 
 
<cough> No... but I have seen his stuff from Mystic Masters and Kingdom of 
Champions, and I have always thought his material was pretty rotten. 
  
>   We've also recently contracted with a new artist to do the illo of the new 
> PART armor for the upcoming PART sourcebook. 
 
And based on our discussion from a few days ago, I'm keeping my finger 
crossed! 
 
*************************************************************************** 
* "'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: mike.lehmann@mail.terminal.net (Mike Lehmann) 
Date: Tue, 16 Dec 1997 06:51:01 -0800 
Organization: Terminal BBS  (403)327-9731 
Subject: 5th Edition Hero: Suggestions (not long :) 
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 going to bombard the list with my own house rules, but instead  
offer the site where they can be found so they can perused by those who  
might care... <g> 
 
http://www.dfw.net/~aronhead/justice_krewe.html 
 
I'm still working on more rules, and I assure you that some of these  
recent suggestions will definitely be going in there... 
 
GM: mike.lehmann@mail.terminal.net                    | Justice Krewe 
Web: http://www.dfw.net/~aronhead/justice_krewe.html  | The Illuminators 
Short waiting list for new players                    | Enigma Watch 
Lurkers welcome (Write to me!)                        | KnightWatch 
 
... What we DON'T need is more laws! 
~~~ Blue Wave/386 v2.30 [NR] 
 
----------------------------------------------------------------------------- 
Internet: mike.lehmann@mail.terminal.net  <<<<<<<<<<< 
The TERMINAL BBS                                            Fidonet; 1:358/17 
Lethbridge, Alberta, Canada                                          1:358/18 
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Date: Tue, 16 Dec 1997 09:57:54 -0500 (EST) 
From: Michael Surbrook <susano@access.digex.net> 
cc: champ-l@omg.org 
Subject: Re: Acrobatics in Combat 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Tue, 16 Dec 1997, Tokyo Mark wrote: 
 
> > >Okay, for acrobatics in a fight: Jackie Chan vs Ken Lo in Drunken Master 
> > >II! 
> > > 
> > Say, how would one do drunken fighting, anyway?  I know there's a section 
> > on it in Ninja Hero, under Kung Fu, and they list -2 OCV/DCV later in NH, 
> > but... 
> > Drunken Fighters get *better* when they are drunk, right?  So, CSL, only 
> > when drunk? 
 
Whoa!  'Drunken Fighting' doesn't require that the character gets drunk! 
It is a style meant to simulate the erratic movements of someone who is 
drunk.  A drunken fighter doesn't have to drink anything to fight.  Now, 
it is a typical schtick in a few movies that the drunken fighter sucks 
down some wine, gets sloshed and becomes unbeatable.  Or as the quote 
goes: 
 
"I seldom drink wine becuase I can't stop giving heavy punches if I get 
drunk!" 
  
> I think it could vary.  In Drunken Master II Jackie's Drunken Style is 
> called weak unless he has been drinking.  If he gets too drunk he 
> can't fight though. 
 
Actually, no, if he gets 'really' drunk (off strong drink or industrial 
alcohol) he becomes almost unbeatable.  (super strength, resistance to 
damage, extra skill levels...) 
  
> I'd say skill levels with limitations.  Probably damage reduction with 
> limitations and maybe even a damage class or two with limitations.   
 
All valid suggestions for a cinematic drunken fighter. 
 
*************************************************************************** 
* "'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, 16 Dec 1997 09:58:31 -0500 (EST) 
From: Michael Surbrook <susano@access.digex.net> 
cc: champ-l@omg.org 
Subject: Re: Acrobatics in Combat 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Tue, 16 Dec 1997, GoldRushG wrote: 
 
> << Then such a ruling had better be clearly stated in the text for the 
> skill.>> 
>  
>   It's not a ruling, people, it's a *sugegstion*. 
 
<shrug> Okay Mark, can you tell I didn't like it?  ^_^ 
 
*************************************************************************** 
* "'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, 16 Dec 1997 10:00:03 -0500 (EST) 
From: Michael Surbrook <susano@access.digex.net> 
cc: champ-l@omg.org 
Subject: Re: NO 5TH EDITION! (Was Re: Champions) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Tue, 16 Dec 1997, GoldRushG wrote: 
 
<Hero System 5th Edition?> 
 
>   I can niether confirm nor deny that such a product is in the planning 
> stages. ::Sigh:: I am no longer at liberty to discuss this topic. 
 
Heh, gee Mark, with a comment like that I'd think you lived out here near 
the Capital, and not on the West Coast!  ^_^ 
 
*************************************************************************** 
* "'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, 16 Dec 1997 10:03:21 -0500 (EST) 
From: Michael Surbrook <susano@access.digex.net> 
cc: champ-l@omg.org 
Subject: Re: Champions 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Tue, 16 Dec 1997, GoldRushG wrote: 
 
> << Well that just wet farts outta dead monkey's... >> 
>  
>   <LOL> Now THAT'S a descriptive if I ever read one! 
 
Yeah, well it woud have been even funnier if I had been awake enough (and 
calm) to remember the word 'sucks'.  ^_^ 
  
> << You trying to tell me that Steve P and co over at Hero are getting all hot 
> and bothered that you want to improve on something they have effectivly 
> abandoned? >> 
>  
>   No, that is definitely NOT what I am trying to tell you. 
 
Okay, should I be reading between the lines then? 
  
> << Doesn't that just beat all. >> 
>  
>   No, it doesn't, because you have misinterpreted my message. **Don't** read 
> anything into this, folks. Do NOT let yourselves become all doom and gloomy 
> again! You were so HAPPY for a spell. Please continue this thought process! 
> All is not lost! 
 
Find the Hero that resides within you all! 
  
(sorry, slipped into Mirth mode for a moment.) 
 
Well, based on that comment, I'll try and keep my hopes up that certain 
nameless people (but we all know who they are) show some common sense... 
 
> << Unless of course, Hero is planing on actually doing a 5th Edition (HAH!). 
>  
>   I can neither confirm nor deny that such a product is in the planning 
> stages. ::Sigh:: I am no longer at liberty to discuss this topic. 
 
Hmm... someone's using 'cut-and'paste' for thier e-mail now, I see.  ^_^ 
 
*************************************************************************** 
* "'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: bastet@pop.iquest.net 
Date: Tue, 16 Dec 1997 10:03:25 -0500 
From: TokyoMark <bastet@iquest.net> 
Subject: Re: Acrobatics in Combat 
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 
 
>> I think it could vary.  In Drunken Master II Jackie's Drunken Style is 
>> called weak unless he has been drinking.  If he gets too drunk he 
>> can't fight though. 
> 
>Actually, no, if he gets 'really' drunk (off strong drink or industrial 
>alcohol) he becomes almost unbeatable.  (super strength, resistance to 
>damage, extra skill levels...) 
>  
 
Well, in Drunken Master II, Jackie Chan gets beaten up badly in middle of 
the movie while totally drunk.  I forget if it is his father or his master 
who comments that drinking past a point renders him unable to fight.  What 
that point is, who knows.  He certainly sucks down the industrial grade 
alcohol at the end and fights great:). 
 
TokyoMark 
 
 
 
X-Sender: bastet@pop.iquest.net 
Date: Tue, 16 Dec 1997 10:03:25 -0500 
From: TokyoMark <bastet@iquest.net> 
Subject: Re: Acrobatics in Combat 
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 
 
>> I think it could vary.  In Drunken Master II Jackie's Drunken Style is 
>> called weak unless he has been drinking.  If he gets too drunk he 
>> can't fight though. 
> 
>Actually, no, if he gets 'really' drunk (off strong drink or industrial 
>alcohol) he becomes almost unbeatable.  (super strength, resistance to 
>damage, extra skill levels...) 
>  
 
Well, in Drunken Master II, Jackie Chan gets beaten up badly in middle of 
the movie while totally drunk.  I forget if it is his father or his master 
who comments that drinking past a point renders him unable to fight.  What 
that point is, who knows.  He certainly sucks down the industrial grade 
alcohol at the end and fights great:). 
 
TokyoMark 
 
 
 
X-Sender: bob.greenwade@klock.com 
Date: Tue, 16 Dec 1997 07:19:16 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: 5th Edition Hero: Some specific suggestions (a tad long) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 08:07 AM 12/15/97 -0600, Vox Ludator! wrote: 
>>   - Extra Time should specify whether the time listed is including or in 
>>addition to the half-phase needed to launch an attack with a Power. 
> 
>And should probably be the latter.  After all, if I make a power "Extra 
>Time: Full Phase", then include the attack time, I'm really only spending a 
>-half- Phase to activate it. 
> 
>Add "Extra Time: 1/2 Phase" (aka "Full Phase Action") for -1/4. 
 
   I could live with that.   :-] 
 
>>   - Dependence should have a variation for Addiction.  Also, the number of 
>>dice should go on forever. 
> 
>Actually, it's not that hard to make Dependences work for Addictions.  Buy 
>it as normal, and treat the "attack" of each +1d6 as +2d6 Mind Control: Do 
>The Drug. 
 
   It should probably also be Cumulative.  And while this works for the 
psychological addition, there are often physical side effects as well. 
   Whether it's a change in the Disadvantage or a description of how to do 
it, though, something should be spelled out. 
 
>>   - Reputation should have modifiers for limited group -- say, -5 for a 
>>small group, +0 for a large group, +5 for the public at large. 
> 
>It might also include a halving element (such as Watched or Enraged) if the 
>Reputation is primarily positive.  Maybe. 
 
   I think that this is definitely a good idea.  Either x1/2, or -5 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 
 
 
Date: Tue, 16 Dec 1997 10:19:50 -0500 (EST) 
From: Michael Surbrook <susano@access.digex.net> 
cc: champ-l@omg.org 
Subject: Re: Golden Age hero art 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Tue, 16 Dec 1997, GoldRushG wrote: 
 
> << I still say that Madame Moonlight has one of the best costume designs in 
> all of the Champions books.>> 
>  
>   I'm going to have to go back and look at that again... 
 
It's a nice peice of work (Chris's best in the book).  Other good costumes 
would be: 
 
Nightwind (Watchers) 
General Hseng (Watchers) 
Scorpia (Classic Enemies) 
St Peter's Star (Classic Organizations) 
Merry Andrew (Classic Organizations) - stupid group, kinda stupid 
character - cool outfit, very Batman theme villian-looking. 
 
Hmm... there are a lot of other, nice looking costumes, but these are some 
of the best designs.  I also don't own some of the books that I felt had 
really nice character art (and thus, pretty good costume designs). 
 
*************************************************************************** 
* "'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: Tue, 16 Dec 1997 07:21:42 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Transforms 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 02:16 PM 12/15/97 -0400, Trevor Barrie wrote: 
>On Mon, 15 Dec 1997, Rook wrote: 
> 
>Re: Transform 
> 
>> > I can think of things which reduce costs that should be Minor (blinding, 
>> > for example). Also, the rule about "no point increases" desperately needs 
>> > to be reinstated. 
>>  
>>     If it was reinstated, how would you do the special effect of the ray 
gun 
>> ordiety that grants powers/turns normals into mutants, etc... 
> 
>Transform linked to Aid. If all you're doing is adding Powers, then 
>arguably Aid alone would work. Alternately, if you assume the people 
>being transformed are "game irrelevant", you can just use Summon. 
 
   I could deal with that Transform linked to Aid, at least for Major 
Transforms whose alterations exceeded the limits. 
--- 
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, 16 Dec 1997 10:26:02 -0500 (EST) 
From: Michael Surbrook <susano@access.digex.net> 
cc: champ-l@omg.org 
Subject: Re: Acrobatics in Combat 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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To: champ-l@omg.org 
 
On Tue, 16 Dec 1997, TokyoMark wrote: 
 
> >> I think it could vary.  In Drunken Master II Jackie's Drunken Style is 
> >> called weak unless he has been drinking.  If he gets too drunk he 
> >> can't fight though. 
> > 
> >Actually, no, if he gets 'really' drunk (off strong drink or industrial 
> >alcohol) he becomes almost unbeatable.  (super strength, resistance to 
> >damage, extra skill levels...) 
>  
> Well, in Drunken Master II, Jackie Chan gets beaten up badly in middle of 
> the movie while totally drunk.  I forget if it is his father or his master 
> who comments that drinking past a point renders him unable to fight.  What 
> that point is, who knows.  He certainly sucks down the industrial grade 
> alcohol at the end and fights great:). 
 
Oh yeah, I forgot about that scene.  Also note that once he stopped 
fighting in the market (after rescuing his mother's stolen purse) the 
alcohol kicked in *hard* turning him into an incoherant idiot. 
 
I would have to guess the comment about driniking too much ould have come 
from the first movie, since his father doesn't say anything like that in 
the second (that I can tell, some of the sub-titles on mine are washed 
out, the old white text on white clothing curse). 
 
*************************************************************************** 
* "'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:        *    
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Date: Tue, 16 Dec 1997 10:28:44 -0500 (EST) 
From: Michael Surbrook <susano@access.digex.net> 
cc: champ-l@omg.org 
Subject: Re: Green Hornet conversion 
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Sender: owner-champ-l@omg.org 
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To: champ-l@omg.org 
 
On Tue, 16 Dec 1997, Leah L Watts wrote: 
 
> 3.  An obvious disad for the Hornet is Reputation 14-.  However, in his 
> Secret ID Britt Reid is (locally) famous -- noted newspaper publisher, 
> wealthy, seen in all the best clubs.  I have several radio episodes on 
> tape with some version of  "I can't visit him as the Hornet, he knows me 
> as Britt Reid and might recognize me" in the dialogue.  Buying Reputation 
> twice, once for Reid's reputation and once for the Hornet's, feels like 
> cheating.  Would it be legit to buy Reputation once and have two 
> different definitions of what the Reputation is? 
 
Actually, you could put it down as both SID  and Public ID.  The Green 
Hornet has the SID of Britt Reid, while Britt has the problem of being 
*very* well known in the local area.  People know him on sight, know where 
he works, etc.  Batman should almost get something like this, as well as 
Tony Stark. 
 
*************************************************************************** 
* "'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: Tue, 16 Dec 1997 07:42:33 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: 5th Edition Hero: Some specific suggestions (a tad long) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 08:41 PM 12/15/97 -0600, Tim R. Gilberg wrote: 
>>    - Force Field and Force Wall should have Flash Defense, Mental Defense, 
>> and Power Defense methods built right in. 
> 
> Sure.  See USM for examples, but basically put that right into the 
>core rules. 
 
   I don't have USM, and if I had I wouldn't have listed this.  Part of my 
main recommendation is to include most or all of the rules from Ultimate 
books, Dark Champs books, and Atlantis, with a few from the HSAs. 
 
>>    - Hand-to-Hand Attack should *not* be omitted; this would leave us with 
>> the old kludge of "+X STR, Only for Damage."  Use Opal's version instead. 
> 
> Look at the version in Hero's Digital Hero instead.  I expect this 
>is what we'll be seeing in any new version.  Oh, and note the KA option as 
>well; I'd expect KA to just be an advantage on normal attacks. 
 
   I've seen that one.  It's not bad, but I like Opal's better. 
 
>>    - Instant Change should be scaled.  (My scale is 5 pts = instant, 4 pts 
>> = half Phase, 3 pts = Phase, 2 pts = Turn, 1 pt = minute, normal = 5 
>> minutes, with all costs doubled for "any clothing.") 
> 
> How long does it take to change in the first place?  And this 
>could be simulated with the "Extra Time" lim. 
 
   Officially, I think it takes a full Phase to change clothes.  I don't 
like this; ask any SNL cast member how long it takes for a costume change 
with help from two people.  I put it here as 5 minutes. 
   And I stand corrected, from all the people who've pointed it out; 
Instant Change at more than truly Instant is unusual enough that it should 
take "Extra Time." 
 
>>    - Life Support should have some of its elements able to be broken down 
>> even further, like 2 points for being immune to *either* heat *or* cold. 
>> Also, 1-2 points for retarded aging is a cool idea. 
> 
> Like I pointed out, work in something like Weapon Familiarities. 
 
   That's basically how I'm doing it here (in the more detailed write-up I 
have on disk somewhere), except that I refer to them as "discrete elements." 
 
>Also, add a LS: Does not die for something like 10 pts.  A somewhat major 
>ability with almost no combat importance.  This is not something that 
>should cost 20, 30, 40, or more points, as some of the list's writeups 
>have done. 
 
   I'm not sure that even 10 points is too expensive. 
 
>>    - Swinging should be specifically described as movement per Phase, not 
>> movement per swing. 
> 
> Never noticed, but that does lead to possible abuse, doesn't it? 
 
   Mostly misunderstanding.  I think it was Phil Masters (love that writer) 
in Kingdom of Champions that said that more rural areas wouldn't have the 
tall buildings needed to go swinging.  Spider-Man should be able to swing 
just fine in a typical downtown area or rural neighborhood, if he were to 
swing from the telephone poles.  An individual swing would be shorter, but 
he should still get around with no worse than relatively minor penalty. 
 
>>    - Armor Piercing should be purchasable so that it can do more than just 
>> halve the target's defenses.  However, I do see why this was stopped in 4th 
>> ed.  I'd recommend charging an extra +1/4 for each level higher that the 
>> Armor Piercing can go (+1 1/4 to quarter defenses, +2 1/4 to reduce to 
>> one-eighth, etc.). 
> 
> Nope.  This is too easily abusable.  Keep it as it is in 4th ed. 
 
   You know how much of an Energy Blast I could get in a campaign with a 60 
Active Point limit that would cut your defenses to one-eighth?  3 1/2d6. 
Or a 1d6 Killing Attack.  Not real threatening, and only occasionally useful. 
 
>>    - Explosion should be +3/4 so it doesn't cost the same as AE: One Hex. 
>> (The old method of making AE: One Hex cost +1/4 wouldn't work, because then 
>> it would hit the proverbial floor if it's Nonselective.)  The Selective 
>> Target and Nonselective Target options for AE should also be available. 
> 
> We also need a way to increase the increased radius for expl at a 
>faster rate.  As it is, a AE is quickly more effective. 
 
   Agreed.  If someone could do the math on how AE's +1/4 Advantage to a 
+3/4 Explosion compares to equivalent Advantage levels of AE, I'd be very 
interested. 
 
>>    - Reputation should have modifiers for limited group -- say, -5 for a 
>> small group, +0 for a large group, +5 for the public at large. 
> 
> See . . . UMA maybe?  Or was it Dark Champions. 
 
   Dark Champions has a discussion of it, giving only -5 for Limited Group. 
 Here I break it down a little further, and ask for its addition to the 
core rules. 
--- 
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X-Sender: bob.greenwade@klock.com 
Date: Tue, 16 Dec 1997 07:44:35 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: 5th Edition Hero: Some specific suggestions (a tad long) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 12:35 AM 12/16/97 EST, GoldRushG wrote: 
><< - Interrogation should not *necessarily* be violent.  ...an attorney can 
>use Interrogation to prompt a witness that she doesn't think is telling the 
>truth ("Need I remind you of the penalties for perjury?" and such).  Either 
>that, or there should be a different Skill for this. >> 
> 
>  How about Conversation? 
> 
>  "This PRE-based Skill allows the character to extract information from 
>people with careful conversation. ...if the Skill is properly performed, the 
>victim won't be awarte he has divulged anything." 
> 
>  Sounds like typical courtroom drama to me! <LOL> 
 
   Same scene, different approach. 
   The point someone made about Persuasion is a good one, but (dare I say 
it?) not quite persuasive. 
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X-Sender: bob.greenwade@klock.com 
Date: Tue, 16 Dec 1997 07:49:29 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: 5th Edition Hero: Some specific suggestions (a tad long) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 11:10 PM 12/15/97 -0800, Filksinger wrote: 
>>   - Interrogation should not *necessarily* be violent.  In my 
>campaign, an 
>>attorney can use Interrogation to prompt a witness that she doesn't 
>think 
>>is telling the truth ("Need I remind you of the penalties for 
>perjury?" and 
>>such).  Either that, or there should be a different Skill for this. 
> 
>I agree. Even the standard Interrogation need not include actual 
>torture. A friend of mine who was a prisoner-of-war interrogator 
>during Viet Nam used to tell me how you could break a person, without 
>ever violating the Geneva Convention. _None_ of the techniques 
>mentioned involved actual torture, in the physical sense. 
 
   I saw a movie once where a man was tortured for information in a rather 
unique manner.  They tickled him. 
   (Someone has *got* to come up with some tickling rules for Hero...) 
 
>>   - Extra Limbs should go back to having a cost per limb.  My own 
>>structure is 5 points for two arms, with reduced costs for lesser 
>utility 
>>(3 points for one arm, 3 for a pair of tentacles, 1 for a single 
>tentacle 
>>or prehensile tail). 
> 
>I'm split on this one. Extra Limbs doesn't add enough to be worth 
>this, and I don't want that to change. However, I never liked the 
>unlimited number of limbs rule, either. 
> 
>How about a x2 limbs for a low cost? This would allow squids, hundred 
>armed giants, etc, without costing excessively. 
 
   That's my modified proposal.  I haven't seen any responses to it, though. 
 
>>   - Transform should be more specifically described as well, 
>especially in 
>>terms of what constitutes Cosmetic, Minor, and Major Transforms.  (I 
>tend 
>>to go with this:  if it doesn't affect the character sheet, it's 
>Cosmetic; 
>>if it shifts points around on the sheet or alters specific Powers but 
>>doesn't change the totals, it's Minor; if it changes point totals, 
>it's 
>>Major.) 
> 
>I like this. Add an additional level to Transform, for Transformations 
>that are _extremely_ beneficial to the attacker. "Turn human into 
>frog" shouldn't cost the same as "Turn human into my willing slave". 
 
   Actually, I think it should, but that's just my taste. 
   (Or you could make the "willing slave" Transform BOECV.) 
 
>>   - Explosion should be +3/4 so it doesn't cost the same as AE: One 
>Hex. 
>>(The old method of making AE: One Hex cost +1/4 wouldn't work, 
>because then 
>>it would hit the proverbial floor if it's Nonselective.)  The 
>Selective 
>>Target and Nonselective Target options for AE should also be 
>available. 
> 
>Agree about the Selective and Non-selective, but not the Advantage's 
>value. The ability to hit one hex but not the one next to it is 
>roughly equivallent to the ability to create an explosive effect. One 
>is good for agents, the other good for villains near normals or 
>explosives. 
 
   I tend to rail at the idea of charging points for what the Power 
*doesn't* do (Personal Immunity being an exception). 
--- 
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From: Don McKinney <dmckinne@cmi.csc.com> 
Subject: Re: NO 5TH EDITION! (Was Re: Champions) 
Date: Tue, 16 Dec 1997 9:52:45 CST 
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 
 
> << Seriously, the fact that there won't be one (they say...) doesn't mean that 
> we shouldn't talk about how the current game could be better. >> 
>  
>   I can niether confirm nor deny that such a product is in the planning 
> stages. I am no longer at liberty to discuss this topic. 
 
Ok - I understand your (Mark's) position here - he's not in the driver's 
seat here.  But HERO Games: 
 
1.	"We don't expect players happy with Champions to switch to 
	Fuzion." 
2.	"We don't plan on doing a 5th edition at this time". 
3.	"We are not going to stop supporting 4th edition". 
4.	"Any future CHAMPIONS material will be released through 
	HERO PLUS". 
 
HERO Guys:  Please stop leading us around.  If the evolution of HERO 
System ended with 4th edition, please say so.  If in fact a fifth 
edition being produced is even a remote possibility, please say so. 
 
I run a 400+ attendee game convention in Champaign, IL.  Fact is, this 
year is the first year in a long time that we don't have any Champions 
games (except for the Saturday Morning Rumble, but that's not roleplay, 
that's king of the hill combat).  People think the game is gone. 
When I tried to get support for Champions for last February's con, 
neither R. Talsorian or HERO responded (but Atlas Games did, bless  
them, but they're gone now too).  Perhaps Gold Rush Games might,  
but apparently they weren't on our GAMA contact list (thanks GAMA). 
 
This mailing list is a gathering of the faithful.  Either tell us to 
follow the one true way over to Fuzion (in which case, I'm gone -  
I still can't figure out the rule of X, and please DON'T e-mail me 
explaining it to me), or tell us there's something to stay here for. 
 
HERO Plus sucks (the ONLY new item I've seen is Ultimate Super Mage, 
and I'd rather convert to GURPS Supers than use that).  You didn't  
even try to produce a Star HERO 4th ed. book, even though the interest 
was there, and the existing Fantasy HERO stuff doesn't work at all  
with my 600 pt. character high fantasy game (I'd never seen Fantasy 
HERO before, so I just converted my AD&D game over to Champions...). 
 
Anyway, the Steves, Bruce and anyone else associated with HERO Games, 
can you be up front with us?  Either tell us the patient is dead, or 
alive, but take him off the artificial life support. 
 
We've got a good group of gamers up here in Champaign, and HERO used 
to be the game of choice.  But in the last two years, everyone's left 
that game but six of us, and to be honest, even the rats have left. 
 
 
Frustrated, 
 
DonM. 
-- 
========================================================================= 
= Donald E. McKinney, Senior CM Specialist,              (217) 239-8365 =  
= Computer Sciences Corporation, Champaign, IL     dmckinne@cmi.csc.com = 
= Winter War XXV Convention Chairman, Champaign, IL, February 6-8, 1998 = 
= dmckinne@prairienet.org or winterwar@prairienet.org    (217) 469-9917 =  
========================================================================= 
 
X-Sender: bob.greenwade@klock.com 
Date: Tue, 16 Dec 1997 08:00:14 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Champions 5th Ed Cover 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 04:57 PM 12/15/97 -0800, Filksinger wrote: 
>On the original Champions Autoduel by Steve Jackson games, the cover 
>showed a superhero holding a car over his head. A man in the car 
>leaned out the window, bouncing bullets off his chest. Behind the 
>hero, another car was racing towards his back. 
> 
>Inside the book was a picture of a car, a superhero lying on his back 
>on the hood, and another car upside down on top of him, and three 
>thought bubbles- "I shouldn't have done that...." 
> 
>I always liked that picture.<BEG> 
 
   I my copy of Autoduel Champions, it's "Maybe that wasn't such a good 
idea..." 
   But the point is still good.   :-] 
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Date: Tue, 16 Dec 1997 11:09:13 -0500 (EST) 
From: Bill Svitavsky <bsvitavs@bu.edu> 
Subject: Re: Green Hornet conversion 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
 
On Tue, 16 Dec 1997, Leah L Watts wrote: 
 
> 1.  I know the Black Beauty routinely outran cop cars, but did they ever 
> decide just how fast it went?  Also, in the serials it had better 
> cornering than many other cars, what would be the best way to handle 
> that? 
>  
Levels with movement are the best way to do cornering. 
 
> 2.  The gas gun.  The example of a gas attack in the rulebook is NND, 
> defense Life Support or holding breath.  So far, I haven't found a single 
> time when someone was able to hold their breath and avoid passing out 
> from the Hornet's gas, so NND wouldn't be appropriate here.  Would AVLD, 
> defense Life Support work, or should I bite the bullet and make it one 
> heck of a STUN Drain? 
 
I'd consider NND vs. Life Support to be a valid construction, even if most 
gas attacks are built with holding breath as an additional defense. 
Self-contained breathing is certainly a more common defense than some of 
the other usual NND defenses. 
 
X-Sender: bob.greenwade@klock.com 
Date: Tue, 16 Dec 1997 08:12:05 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Green Hornet conversion 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 09:05 AM 12/16/97 EST, Leah L Watts wrote: 
>2.  The gas gun.  The example of a gas attack in the rulebook is NND, 
>defense Life Support or holding breath.  So far, I haven't found a single 
>time when someone was able to hold their breath and avoid passing out 
>from the Hornet's gas, so NND wouldn't be appropriate here.  Would AVLD, 
>defense Life Support work, or should I bite the bullet and make it one 
>heck of a STUN Drain? 
 
   Take the NND.  Just because nobody ever thought of holding his breath 
doesn't mean it couldn't be done. 
 
>3.  An obvious disad for the Hornet is Reputation 14-.  However, in his 
>Secret ID Britt Reid is (locally) famous -- noted newspaper publisher, 
>wealthy, seen in all the best clubs.  I have several radio episodes on 
>tape with some version of  "I can't visit him as the Hornet, he knows me 
>as Britt Reid and might recognize me" in the dialogue.  Buying Reputation 
>twice, once for Reid's reputation and once for the Hornet's, feels like 
>cheating.  Would it be legit to buy Reputation once and have two 
>different definitions of what the Reputation is? 
 
   I say go ahead and get two Reps.  Or, even though that might seem to be 
no less cheating, give him both Secret ID and Public ID. 
--- 
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X-Sender: bob.greenwade@klock.com 
Date: Tue, 16 Dec 1997 08:22:06 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Message Numbers 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 05:13 PM 12/16/97 -0800, Rick Holding wrote: 
>-- A query to those who have been here the longest. 
> 
> Does the message count here go down over Christmas?  I'm going  
>away for a little over two weeks soon and I would like to know when I get  
>back, will the message count be over or under 3000? 
 
   At this rate, darned close one way or the other. 
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Date: Tue, 16 Dec 1997 11:22:45 -0500 (EST) 
From: Bill Svitavsky <bsvitavs@bu.edu> 
Subject: Re: 5th edition, contd 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
 
On Mon, 15 Dec 1997, Michael Surbrook wrote: 
 
> On Mon, 15 Dec 1997, Christopher Taylor wrote: 
>  
> > SIDE EFFECTS: At the present cost, very low power effects are severely 
> > punished by this advantage.  Thus, the chart is slightly different: 
> >  
> > 			-1/4   ½ the power level, minimum 20 PTS 
> > 			-1/2   equal to power level, minimum 50 PTS 
>  
> I was wondering about a variation on Side Effects, where the power affects 
> not the character but his environment.  For example, you crank up your 
> mega-chi Aid and create a minor shockwave centered on your person.  People 
> get knocked over, your surroundings get wrecked, etc. 
>  
 
It might be handy to expand this even further to include "Undesirable 
Effects." Various effects can be built as powers, but are generally 
disadvantages. For example, someone a few weeks back wanted to build an 
empath who would involuntarily "leak" emotions to bystanders. Or how about 
a healing spell that puts the subject into a deep sleep? Or an attack that 
injures the target but confers some minor special ability? I generally end 
up building these things as Power Limitations or as Physical Limitations, 
but a lot of the time they need the Power write-up as well. 
 
This one would have to be watched carefully, of course, as what 
constitutes a disadvantage depends a lot on the personality and methods of 
the character involved.  
 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: Link: Disadvantage o 
Mail-Copies-To: never 
X-No-Archive: yes 
X-Attribution: Rat 
Organization: The Happy Fun Ball Brigade 
Date: 16 Dec 1997 11:23:37 -0500 
Lines: 28 
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----- 
 
>>>>> "JD" == Jeremiah Driscoll <jdriscol@vt.edu> writes: 
 
JD> Now, you *could*, I suppose, fire them both at the same *very close* 
JD> target, but then you get hit with the "grenade" damage as well. 
 
I did not say that it would be *useful*, only possible to fire both 
simultaneously. 
 
'Course, if you are running a game in which much firing of large weapons is 
the norm, then you could. :) 
 
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--  
Rat <ratinox@peorth.gweep.net>    \ Warning: pregnant women, the elderly, and 
PGP Key: at a key server near you! \ children under 10 should avoid prolonged 
                                    \ exposure to Happy Fun Ball. 
 
X-Sender: bob.greenwade@klock.com 
Date: Tue, 16 Dec 1997 08:23:55 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: My BBB's falling apart! 
Cc: champ-l@omg.org 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 01:32 AM 12/16/97 EST, GoldRushG wrote: 
><< I meant, of course, that it has to *weight* several factors. Oi! I need to 
>get more sleep! >> 
> 
>  Apparently I still didn't get enough sleep. Let's try this again -- it has 
>to WEIGH several factors, not *weight* several factors. Boy, oh boy... 
> 
>  And I call myself an *editor*? 
 
   Will jest halve two weight four the book two cum aught. 
--- 
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X-Sender: bob.greenwade@klock.com 
Date: Tue, 16 Dec 1997 08:23:55 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: My BBB's falling apart! 
Cc: champ-l@omg.org 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 01:32 AM 12/16/97 EST, GoldRushG wrote: 
><< I meant, of course, that it has to *weight* several factors. Oi! I need to 
>get more sleep! >> 
> 
>  Apparently I still didn't get enough sleep. Let's try this again -- it has 
>to WEIGH several factors, not *weight* several factors. Boy, oh boy... 
> 
>  And I call myself an *editor*? 
 
   Will jest halve two weight four the book two cum aught. 
--- 
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: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: Link: Disadvantage or Advantage 
Mail-Copies-To: never 
X-No-Archive: yes 
X-Attribution: Rat 
Organization: The Happy Fun Ball Brigade 
Date: 16 Dec 1997 11:26:24 -0500 
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To: champ-l@omg.org 
 
-----BEGIN PGP SIGNED MESSAGE----- 
 
>>>>> "BG" == Bob Greenwade <bob.greenwade@klock.com> writes: 
 
BG>    But if I put the "Linked" Limitation on that exact same Flash, then I 
BG> can use the EB without it, right?  Or am I missing something here? 
 
What you are missing is putting the Flash outside of the Framework. 
 
Yeah, it is kind of wonky.  The Linked Limitation needs to be completely 
overhauled for consistancy's sake. 
 
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--  
Rat <ratinox@peorth.gweep.net>    \ Warning: pregnant women, the elderly, and 
PGP Key: at a key server near you! \ children under 10 should avoid prolonged 
                                    \ exposure to Happy Fun Ball. 
 
Date: Tue, 16 Dec 1997 10:28:21 -0600 (CST) 
X-Sender: psansone@i1.net 
From: psansone@i1.net (Sparx) 
Subject: GRG:  San Angelo, 5th Edition, and my Game Store... 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
Just finished reading San Angelo (downloaded), and I must say I'm impressed.  
 I can't wait until it comes out.  I love the idea of the Flux.  It is  
something I would gladly welcome.  I've used magic as the source of all  
power in some campaigns, but it falls apart every now and then.  I just  
don't understand why you want San Angelo to be apart from the Champions  
Universe.  I know, I can do whatever I want, and I will be basing it in the  
Champions Universe.  I'm thinking San Angelo being my 4 color campaign and  
Hudson City being nearby for the Dark Champions, if you don't mind, sort of  
Metropolis and Gotham.  Well, just my two cents worth here, but I've already  
placed an order for San Angelo at the place that doesn't believe anything  
new comes out for Champions.  Sigh.   
 
Actually, if you did produce a 5th Edition book tomorrow, 6th Edition would  
be discussed on the list tomorrow night :)  Besides, if you fixed all the  
rules that people wanted, what would this list have to argue about lol.   
Seriously, you may not be at liberty to discuss 5th Edition but keep an ear  
open to suggestions, just in case.  It sounds like you have the right ideas  
and as someone else said, if someone were going to produce 5th Edition, you  
sound like the person I'd want to do it.  And I hope you still join in on  
conversation, if you aren't at liberty to officially discuss it, I hope that  
doesn't cut you from the list conversation conversation even when it might  
stray into 5th edition area.  Just make sure you put a disclaimer that it is  
you and not official.  Trust me 5th Edition is a topic that comes up on a  
regular basis.  Though you may have inspired it this time, someone else  
might sneeze to inspire it :)   
 
And lastly, I have had my Gaming Store pull out there order forms for games,  
and all Gold Rush Games and Champions stuff they can order is either old  
stuff or Fuzion stuff.  They never heard of Heroic Adventures Volume 1 or 2  
but the manager up there has at least heard of San Angelo though he saw  
nothing official yet.  I'll just have to order it  myself if they take to  
long.  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: Tue, 16 Dec 1997 12:28:40 -0400 (AST) 
From: Trevor Barrie <tbarrie@ibm.net> 
cc: champ-l@omg.org 
Subject: Re: Green Hornet conversion 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Tue, 16 Dec 1997, GoldRushG wrote: 
 
> << Actually, you could put it down as both SID  and Public ID.  The Green 
> Hornet has the SID of Britt Reid, while Britt has the problem of being *very* 
> well known in the local area.  People know him on sight, know where he works, 
> etc. >> 
> << Batman should almost get something like this, as well as Tony Stark.>> 
>  
>   Why should Batman get Tony Stark?  ;) 
 
<slap> <slap> <slap> <slap> <slap> <slap> <slap> 
 
 
Date: Tue, 16 Dec 1997 12:30:31 -0400 (AST) 
From: Trevor Barrie <tbarrie@ibm.net> 
Subject: Re: NO 5TH EDITION! (Was Re: Champions) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Tue, 16 Dec 1997, GoldRushG wrote: 
 
> << Seriously, the fact that there won't be one (they say...) doesn't mean that 
> we shouldn't talk about how the current game could be better. >> 
>  
>   I can niether confirm nor deny that such a product is in the planning 
> stages. I am no longer at liberty to discuss this topic. 
 
Wait... what happened to the ":sigh:" this time? 
 
 
X-Sender: bob.greenwade@klock.com 
Date: Tue, 16 Dec 1997 08:32:23 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: NO 5TH EDITION! (Was Re: Champions) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 01:49 AM 12/16/97 EST, GoldRushG wrote: 
><< Seriously, the fact that there won't be one (they say...) doesn't mean 
that 
>we shouldn't talk about how the current game could be better. >> 
> 
>  I can niether confirm nor deny that such a product is in the planning 
>stages. I am no longer at liberty to discuss this topic. 
 
   Something I think you *can* do, however, is take notes on what folks on 
the list want and like, and pass the information on to Steve, Bruce, et al. 
   One thing that I think most of us want is a 5th Edition of the Hero System. 
   One thing that I think must of us like is the idea of a 5th Edition of 
the Hero System. 
   Any arguments, people?   :-] 
--- 
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, 16 Dec 1997 08:35:34 -0800 
From: "Robert A. West" <robtwest@erols.com> 
Subject: Re: Regenerating limbs 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
GoldRushG wrote: 
>  
>  
>   Might I suggest that some of you are adhering quite strictly to the "letter 
> of the law" as it applies to the rules?  It would be a simple matter for the GM 
> to say that a lost limb is the "special effect" of the BODY Drain, and that 
> over time (as the BODY returns) it represents the overal healing of the 
> victim's body WITHOUT the limb. 
 
Ouch!  In effect, the character who purchased this power is getting the  
ability to impose a permanent character disadvantage as a special effect  
of a power whose primary effect fades after a time certain.  That's an  
awful lot for free.  I certainly would never allow a PC to buy such a  
power, and I generally build my villains according to the same rules that  
the PCs must obey: power limits and plot devices excepted, of course. 
 
>  
>   After all, I would not make a PC who had a Phys. Lim. "Missing Left Arm" 
> start his character with less than 10 BODY. Would you?  ;) 
 
Which is *exactly* why I think that Drain is inappropriate to the effect  
desired.  Taking a BODY Drain (to represent the injury) and a linked  
Major Transform (to represent the permanent disability) is fine, but even  
better would be: 
 
30	3D6 HKA [45 active]   
18	2D6 Major Transform/lose limb Cumulative(+1/2) [45 active] 
		Linked(-1/2) No Range(-1/2)  Final effect when limb  
		is disabled per optional rules(-1/2) 
		Reversal requires limb growth or bionic prosthetic 
 
The BODY damage is now straight BODY damage, Armor can protect one in a  
reasonable fashion, the BODY damage cures normally, and the character has  
paid points for the privilege of sticking his opponent with a long-term  
character disadvantage.  This could also be done as the special effect of  
a "permanent" Drain of STR, DEX and Extra Limbs (just in case) in place  
of the Transform, with a limitation that the Drained points are still  
available in circumstances where the lost limb is not relevant (-1/2?). 
 
 
--  
<-------------------------------------------------------> 
Robert A. West		///  "Censorship is tyranny." 
Phone W:(215)466-3628; H:(215)348-9113   
http://www.erols.com/robtwest 
 
 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: Fifth Edition - Killing Attacks 
Mail-Copies-To: never 
X-No-Archive: yes 
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Organization: The Happy Fun Ball Brigade 
Date: 16 Dec 1997 11:36:56 -0500 
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>>>>> "bf" == bobby farris <redbf@ldd.net> writes: 
 
bf> 	Maybe I don't understand you. 1d6k=15 points and 1d6 normal=5 pt's so 
bf> Killing does cost more than normal. 
 
Watch carefully, and remember that killing attacks require more expensive 
defenses: 
 
3D6 N: min = 0B/3S, avg = 3B/10.5S,   max = 6B/18S 
1D6 K: min = 1B/1S, avg = 3.5B/8.75S, max = 6B/30S 
 
In the middle, KAs are about the same as normal attacks: slightly more 
Body, slightly less Stun.  As one moves towards the max end, the "Stun 
Lotto" takes a significant upwards swing. 
 
What I would like to see, but I am not sure how to go about pricing it, is 
to use the "normal" means of reading damage.  To wit, for 3DCs of killing 
attack, roll 3D6 and count the "Body" and Stun as if it were a normal 
attack.  Then apply resistant defenses only against the damage.  Maybe 
worth a +1/4 advantage on the power. 
 
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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: bob.greenwade@klock.com 
Date: Tue, 16 Dec 1997 08:43:35 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: TUSV: Slipperiness 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 06:23 PM 12/16/97 -0800, Rick Holding wrote: 
>Bob Greenwade wrote: 
> 
>>    This is what I currently have down for the effect of a Slick.  Tell me 
>> what you think. 
>>  
>>    If the Transform is successful, then the ground becomes slippery. 
>> Characters and vehicles using Ground Movement must make a DEX Roll at -3 
>> (or a Combat Vehicle Operations or similar Roll at no penalty) when 
>> entering the hex or lose control (see Chapter Three for more details on 
>> this).  Even if this Roll is successful, a second Roll at -2 (in addition 
>> to any other Modifiers) must be made if the character or vehicle attempts 
>> to accelerate, decelerate, or turn while in the affected area. 
>>    At the GM's option, every BODY pip above the 16 needed to successfully 
>> enact the Transform, up to the maximum that can be rolled on the dice, adds 
>> another -1 to the DEX or Combat Vehicle Operations Rolls. 
>>  
>>    Point of Clarification: Combat Vehicle Operations means either Combat 
>> Driving, Combat Piloting, or an equivalent Skill (like Combat Robot 
>> Operations). 
>>    I'm thinking of adding a provision where targets using feet for 
>> transportation would also have to make a DEX or Combat Vehicle Operations 
>> Roll every Phase. 
> 
> Thats pretty good.  Although, I would dispute the requirement to have a  
>target of 16 to transform a hex.  After all, you are only doing the 
surface.  A hex  
>is 2 metres high?  That hex of dirt contains 16 body.  You only want to 
transform  
>.2 metres (8 inches - still very deep but lets see).  This is one tenth a 
hex,  
>hence you only need to transform 2 body per hex.  Spread the "hex" out to 
get your  
>volume and cover 8 hexes for your 16 body target.  Or apply an area effect 
line  
>(oil slick behind the vehicle). 
 
   I don't mind reducing the amount of BODY required to affect the 
Trasnform, but as much as 16 seems high, 2 seems awfully low. 
   AE: Hex is the minimum requirement.  Any greater AE, such as AE: Line, 
merely affects each hex separately.  In fact, the sample vehicle with a 
Slick uses AE: Line to leave the Slick in its path (though it's an ice path 
-- this is a "nuclear Zamboni," inspired somewhat by Mr. Freeze's car in 
"Batman & Robin"). 
 
> But you still haven't applied a modifier to your travel speed.  You hit a  
>slick and stop (fell over, hit something, whatever).  Regain control (made 
you dex  
>roll) and start off again.  You inches of running or driving will not be 
able to be  
>fully applied.  Big number pluck - call it half speed until free of the 
area.  Give  
>the affect device or hero a bonus like they have for stealth vs hearing 
perceptions  
>on page 138 in the BBB. 
 
   That's because it doesn't affect travel speed; it affects the ability to 
accelerate and decelerate.  Go out and run across a frozen pond next July, 
Rick, and you'll see what I mean.  (Assuming you live far enough south, of 
course.) 
--- 
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, 16 Dec 1997 10:51:09 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: My BBB's falling apart! 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
> << when a company prints a book it has to way several factors, >> 
> 
>   I meant, of course, that it has to *weight* several factors. Oi! I need to 
> get more sleep! 
> 
>   Btw, if anyone's BBB has fallen apart, I'd be glad to replace it with a CD 
> hardback (sans HeroMaker). All we ask is that you send us the old book (*all* 
> of it, please) and then pay for shipping the new books to you ($3). Sound 
> fair? 
 
 
	Oh yeah.  I'll gather my various pieces up.  (Hope I can find it, 
actually, I've been using a HSR to keep up) 
 
 
			-Tim Gilberg 
 
From: Fvigil <Fvigil@aol.com> 
Date: Tue, 16 Dec 1997 11:58:20 EST 
Subject: Re: Champions  5th Edition 
Organization: AOL (http://www.aol.com) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
In a message dated 97-12-15 18:10:53 EST, you write: 
 
> 	Allows you to bounce an attack off of a surface. For each time you 
>  buy it, you can bounce one more surface. Or so it reads in GURPS. 
>  	Sort of a variation of 'Indirect'. 
 
   Can't you do this with skill levels now? 
 
   Fernando   
 
Date: Tue, 16 Dec 1997 09:11:10 -0800 (PST) 
From: Anthony Jackson <ajackson@iii.com> 
Reply-To: Anthony Jackson <ajackson@iii.com> 
Subject: Re: Fifth Edition - Killing Attacks 
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 
 
Stainless Steel Rat writes: 
 
> What I would like to see, but I am not sure how to go about pricing it, is 
> to use the "normal" means of reading damage.  To wit, for 3DCs of killing 
> attack, roll 3D6 and count the "Body" and Stun as if it were a normal 
> attack.  Then apply resistant defenses only against the damage.  Maybe 
> worth a +1/4 advantage on the power. 
 
Hm...the only situation I would do this is if this were the _only_ way of 
buying KAs.  Particularly since the only part of KAs which are 
resistant-defense only is the body.  Not that this is necessarily a bad thing; 
for a game in which I wanted it to be hard to kill people, calling KA a +1/4 
advantage on EB would be reasonable.  For a game in which you wanted KAs to be 
actually deadly, that's more of a problem.  I have been tempted by 'killing 
damage: +1/4 advantage.  Attack applies against resistant defenses, as 
described in the BBB.  Instead of the normal calculations for body, assume that 
body is equal to half the stun'.  This, of course, makes KAs hugely lethal, but 
that may be appropriate for some games. 
 
X-Sender: bob.greenwade@klock.com 
Date: Tue, 16 Dec 1997 09:18:03 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Odd Combat 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 10:03 AM 12/16/97 -0500, TokyoMark wrote: 
>>> I think it could vary.  In Drunken Master II Jackie's Drunken Style is 
>>> called weak unless he has been drinking.  If he gets too drunk he 
>>> can't fight though. 
>> 
>>Actually, no, if he gets 'really' drunk (off strong drink or industrial 
>>alcohol) he becomes almost unbeatable.  (super strength, resistance to 
>>damage, extra skill levels...) 
>>  
> 
>Well, in Drunken Master II, Jackie Chan gets beaten up badly in middle of 
>the movie while totally drunk.  I forget if it is his father or his master 
>who comments that drinking past a point renders him unable to fight.  What 
>that point is, who knows.  He certainly sucks down the industrial grade 
>alcohol at the end and fights great:). 
 
   A combination of this discussion and a scene early in "Blind Fury" 
brings this idea to mind: 
   How about a character who beats up the bad guys... by *accident*?  He 
just turns and swings a arm, and... POW! 
   Probably Martial Arts with No Conscious Control? 
--- 
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: Tue, 16 Dec 1997 11:29:09 -0600 (CST) 
Subject: NO 5TH EDITION! (Was Re: Champions) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
> From: Bob Greenwade <bob.greenwade@klock.com> 
>  
>    Something I think you *can* do, however, is take notes on what folks on 
> the list want and like, and pass the information on to Steve, Bruce, et al. 
>    One thing that I think most of us want is a 5th Edition of the Hero System. 
>    One thing that I think must of us like is the idea of a 5th Edition of 
> the Hero System. 
>    Any arguments, people?   :-] 
> --- 
 
I don't, as I stated previously.    
 
Curt Hicks   
 
Date: Tue, 16 Dec 1997 12:42:55 -0500 (EST) 
From: Michael Surbrook <susano@access.digex.net> 
cc: champ-l@omg.org 
Subject: Re: NO 5TH EDITION! (Was Re: Champions) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Tue, 16 Dec 1997, Don McKinney wrote: 
 
>  
> HERO Plus sucks (the ONLY new item I've seen is Ultimate Super Mage, 
> and I'd rather convert to GURPS Supers than use that).  You didn't  
> even try to produce a Star HERO 4th ed. book, even though the interest 
> was there, and the existing Fantasy HERO stuff doesn't work at all  
> with my 600 pt. character high fantasy game (I'd never seen Fantasy 
> HERO before, so I just converted my AD&D game over to Champions...). 
 
And there is a really nice Star Hero 2nd Edition on the net that has a lot 
of nice stuff in it.  It's a shame Hero didn't finish fleshing the book 
out. 
 
*************************************************************************** 
* "'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: Tue, 16 Dec 1997 09:44:19 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: NO 5TH EDITION! (Was Re: Champions) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 09:52 AM 12/16/97 CST, Don McKinney wrote: 
>Ok - I understand your (Mark's) position here - he's not in the driver's 
>seat here.  But HERO Games: 
> 
>1. "We don't expect players happy with Champions to switch to 
> Fuzion." 
>2. "We don't plan on doing a 5th edition at this time". 
>3. "We are not going to stop supporting 4th edition". 
>4. "Any future CHAMPIONS material will be released through 
> HERO PLUS". 
> 
>HERO Guys:  Please stop leading us around.  If the evolution of HERO 
>System ended with 4th edition, please say so.  If in fact a fifth 
>edition being produced is even a remote possibility, please say so. 
 
   Ironically, the sad thing is that these four happy statements are all true. 
 
>I run a 400+ attendee game convention in Champaign, IL.  Fact is, this 
>year is the first year in a long time that we don't have any Champions 
>games (except for the Saturday Morning Rumble, but that's not roleplay, 
>that's king of the hill combat).  People think the game is gone. 
>When I tried to get support for Champions for last February's con, 
>neither R. Talsorian or HERO responded (but Atlas Games did, bless  
>them, but they're gone now too).  Perhaps Gold Rush Games might,  
>but apparently they weren't on our GAMA contact list (thanks GAMA). 
 
   Jump on the chance, Mark!  It'll be good for business!  (I can't be 
there, of course, since I'm way out here in Oregon and I'm still in a 
low-income bracket, but if it were in my area I'd do what I could to drop 
by.... 
 
>This mailing list is a gathering of the faithful.  Either tell us to 
>follow the one true way over to Fuzion (in which case, I'm gone -  
>I still can't figure out the rule of X, and please DON'T e-mail me 
>explaining it to me), or tell us there's something to stay here for. 
 
   Gee, I find Rule of X rather easy to understand.  It's the Disadvantage 
structure that's giving me headaches.... 
 
>HERO Plus sucks (the ONLY new item I've seen is Ultimate Super Mage, 
>and I'd rather convert to GURPS Supers than use that).  You didn't  
>even try to produce a Star HERO 4th ed. book, even though the interest 
>was there, and the existing Fantasy HERO stuff doesn't work at all  
>with my 600 pt. character high fantasy game (I'd never seen Fantasy 
>HERO before, so I just converted my AD&D game over to Champions...). 
 
   You haven't seen Widows & Orphans?  I'm awaiting a review of it; from 
what I've seen (including the online preview), I want it.  (I also want to 
throttle Avellone because he got his Dark Champions clowns in print before 
I did mine.) 
   Besides, Doug, surely you've been reading about The Ultimate Super 
Vehicle that I've been working on (I think you even gave some helpful 
input), to say nothing of my mention of Northwest Champions and a VOICE 
update, and Shelley's current work on a PRIMUS book?  (Michael's Kazei 5 
book could also count, if you include Dark Champions and don't insist that 
it be Champions Universe related.) 
   And who knows what else might be in the works from authors not 
associated with this list?  By this time next year, there could be a couple 
dozen Champions titles out from Hero Plus. 
   As for Star Hero 4th Ed, I'd like to know myself why that project ground 
to a halt roughly three years ago.  I originally downloaded the playtest 
manuscript from Red October a year and a half ago; something should have 
moved with it.  Obviously something went wrong -- though I wouldn't quite 
say that they didn't even try. 
 
>Anyway, the Steves, Bruce and anyone else associated with HERO Games, 
>can you be up front with us?  Either tell us the patient is dead, or 
>alive, but take him off the artificial life support. 
> 
>We've got a good group of gamers up here in Champaign, and HERO used 
>to be the game of choice.  But in the last two years, everyone's left 
>that game but six of us, and to be honest, even the rats have left. 
 
   I definitely agree that a little extra support and communication 
directly to this list from *someone* at the top of the ladder would be very 
helpful. 
   Personally, I would like to have a list (if only in the form of "coming 
soon" blurbs) of all Hero Plus projects for which final drafts have been 
submitted.  That would give us a better idea of what's coming up.  I don't 
mind snafus like what happened with the Assassins' Directory or various 
other projects that had to be put on indefinite hold; I just like to know 
what's in the works. 
   (And on that topic, thanks, Mark, for posting such a list here.  It 
helps me make plans.) 
--- 
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, 16 Dec 1997 12:46:59 -0500 (EST) 
From: William K Bushway <wbushway@osf1.gmu.edu> 
X-Sender: wbushway@mason2.gmu.edu 
Cc: champ-l@omg.org 
Subject: Re: My BBB's falling apart! 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Tue, 16 Dec 1997, Tim R. Gilberg wrote: 
 
>   Btw, if anyone's BBB has fallen apart, I'd be glad to replace it with a CD 
> hardback (sans HeroMaker). All we ask is that you send us the old book (*all* 
> of it, please) and then pay for shipping the new books to you ($3). Sound 
> fair? 
 
	Sounds excellent. 
 
What is your mailing address (or the address you would like the books sent 
to)? 
 
How do you want the $3 (personal check, money order, cash)? 
 
Asking as one of the few who do not already own HeroMaker, can I include 
some extra money for a copy of the software? 
 
Finally, about long do you think it'll take for delivery?  6-8 weeks? 
 
	          William K. Bushway, wbushway@osf1.gmu.edu 
	          http://Mason.GMU.edu/~wbushway/index.html 
	   "I'm betting that I'm just abnormal enough to survive." 
		    -The Tick, The Tick Vs.The Breadmaster 
 
Date: Tue, 16 Dec 1997 12:16:58 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: Link: Disadvantage o 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
> F> Uh, I can think of a number of SFX that would allow both separate and 
> F> together uses of a power. 
> 
> I like real-world examples: M-16A2 with grenade launcher.  Use the rifle, 
> use the grenade launcher, or use both.  The last is unwieldly, but it can 
> be done. 
 
 
	Buy with two seperate powers and do one power or power slot with 
the two purchased together as one power, perhaps with a -1/2 linked on one 
of the powers. 
 
	And for some of the examples, especially the two seperate SFX, one 
in each hand, there is a better way.  If both are, say, EBs, or even if 
one is an EB and the other is a KA, buy as a slightly larger EB with a 
mixed SFX.  Cheaper than trying to link two (with it's greater effect of 
defenses) and about the same effect.  Two 10d6 EBs, put together, do not 
equal one 20d6 EB, actually they would be an 11D6 EB. 
 
 
			-Tim Gilberg 
 
X-Sender: jdriscol@mail.vt.edu 
Date: Tue, 16 Dec 1997 13:22:58 -0500 
From: Jeremiah Driscoll <jdriscol@vt.edu> 
Subject: Re: Acrobatics in Combat 
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 AM 12/16/97 -0500, Michael Surbrook wrote: 
>On Tue, 16 Dec 1997, Tokyo Mark wrote: 
 
>Whoa!  'Drunken Fighting' doesn't require that the character gets drunk! 
>It is a style meant to simulate the erratic movements of someone who is 
>drunk.  A drunken fighter doesn't have to drink anything to fight.  Now, 
>it is a typical schtick in a few movies that the drunken fighter sucks 
>down some wine, gets sloshed and becomes unbeatable.  Or as the quote 
>goes: 
> 
>"I seldom drink wine becuase I can't stop giving heavy punches if I get 
>drunk!" 
>  
IRL, "Drunken Fighting" doesn't require you to be drunk.  However, some 
cinematic "drunken fighters" must drink, or get better when the are 
drunk...  just like you said below!!! 
Ninja Hero gives the manuevers and skills required for "normal" drunken 
fighting, but it also says you have a -2 OCV/-2 DCV *if actually drunk*. 
This is for *everybody* (unless you have a funky Immunity to alcohol, or 
something.  Say...). 
 
>> I think it could vary.  In Drunken Master II Jackie's Drunken Style is 
>> called weak unless he has been drinking.  If he gets too drunk he 
>> can't fight though. 
> 
>Actually, no, if he gets 'really' drunk (off strong drink or industrial 
>alcohol) he becomes almost unbeatable.  (super strength, resistance to 
>damage, extra skill levels...) 
>  
>> I'd say skill levels with limitations.  Probably damage reduction with 
>> limitations and maybe even a damage class or two with limitations.   
> 
>All valid suggestions for a cinematic drunken fighter. 
> 
Which is what I was speaking of.  I think you just got upset 'cuase I 
didn't specify.  Sorry, and thanks for answering.  : ) 
 
- Jerry 
 
Date: Tue, 16 Dec 1997 12:23:39 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: Link: Disadvantage or Advantage 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
> EB> Yes, this seems reasonable, but how would you handle powers and 
> EB> attributes linked to powers without varying degrees?  For instance, 
> EB> 10pts of COM linked to Shape Shift. 
> 
> If you have 30AP of Shapeshift with 10AP of COM linked to it, you must use 
> all 10 points of COM.  What the powers are and what they are used for has 
> no bearing on this. 
 
	Right. 
 
> This is a good example of why I believe that powers are inherently 
> "linkable" without modifiers and without restrictions.  Without any 
> limitations, one could use all 30 points of Shapeshift without using any 
> extra COM.  With Linked, if you want to use the COM you must use the 
> Shapeshift, and they must be used in equal proportion. 
 
 
	True.  However, this is a difference of attack and non-attack 
powers.  As non-attack powers can be used together as much as desired, up 
to any potential END or framework considerations, linked is a definate 
disadavantage.  This is less likely with combat powers.  I'd really lean 
toward just buying something like this as a solo power: 
 
	8d6 EB + 2D6 Flash  =  60 AP ; 6 END 
 
	       or 
 
        4d6 EB + 1D6 Flash, AE Radius  = 60 AP ; 6 END 
 
 
	The problem, of course, is an old one.  Each side of the power is 
less effective as they will be affected greater by defenses meant to 
defend against the whole 60 AP, ie, 12d6 EBs or 6D6 Flashes.  I consider 
both of the above to be a lot less effective, in general.  (Though there 
are situations where there is increased usefulness).  I'd make judgements 
on cost, I guess, on the relative scarcity of the defenses in question. 
 
 
 
			-Tim Gilberg 
 
From: GoldRushG <GoldRushG@aol.com> 
Date: Tue, 16 Dec 1997 13:26:47 EST 
Subject: Re: Champions 
Organization: AOL (http://www.aol.com) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
<< In other words: keep talking about what you'd like to see in an 
-hypothetical- 5th Edition.  Just -don't- blame it on Mark. 
Wink, nudge. >> 
 
  NOW you have the Hero spirit! :D 
 
  Mark @ GRG 
 
From: GoldRushG <GoldRushG@aol.com> 
Date: Tue, 16 Dec 1997 13:26:49 EST 
Subject: Re: Champions 5th Editio 
Organization: AOL (http://www.aol.com) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
<< You mean the one done by George Perez?   With Seeker jumping to attack Dr. 
Destroyer (presumably without effect and a lot of pain on Seeker's side)? 
Why does it need to be changed?>> 
 
  Because I think after X years of the same cover it's time for a facelift, 
that's all. We're trying to reach a new market, or at least expand our market 
for 4th Edition. Do you disagree? 
 
  Mark @ GRG 
 
From: GoldRushG <GoldRushG@aol.com> 
Date: Tue, 16 Dec 1997 13:26:50 EST 
Subject: Re: San Angelo (Re: Greetings) 
Organization: AOL (http://www.aol.com) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
<< Powers acted exactly like my normal supers games. This "source" for 
super powers didn't affect powers at all. What it _did_ do was work as 
a campaign element.>> 
 
  By George, I think you've got it!  ;)  That's exactly what we're aiming for. 
 
  Mark @ GRG 
 
From: GoldRushG <GoldRushG@aol.com> 
Date: Tue, 16 Dec 1997 13:26:52 EST 
Subject: Re: Champions 5th Edition 
Organization: AOL (http://www.aol.com) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
X-Status:  
X-Keywords: 
X-UID: 98 
 
<< Are you going to seperate the powers into their own seperate book?>> 
 
  I'm not at liberty to discuss any plans to reprint Champions or Hero System. 
But, hypothetically speaking... no. It would all be in the HSR book. ;) 
 
  Mark @ GRG 
 
From: GoldRushG <GoldRushG@aol.com> 
Date: Tue, 16 Dec 1997 13:26:54 EST 
Subject: Interrogation 
Organization: AOL (http://www.aol.com) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
<< Cops grilling someone are using interrogation as well. >> 
 
  Don't I know it (a veiled reference to my "day" job). ;) 
 
  I usually allow Complimentary Skill rolls to Interrogation; usually 
Psychology. But almost any skill if I feel (in my *experience*) that it could 
be applied. For example, if you were trying to grill a murder suspect, I'd 
allow Forensic Science as a comp roll because you would know all sorts of neat 
scientific details to baffle him with. "Not only do we have your prints, but 
we matched the DNA from the skin cells you left on the priest's crucifix, you 
sicko!" <LOL> 
 
  I'm pretty liberal in my application of skill rolls when success is needed 
to move the story along, as if you couldn't tell. ;) 
 
  Mark @ GRG 
 
From: GoldRushG <GoldRushG@aol.com> 
Date: Tue, 16 Dec 1997 13:27:00 EST 
Subject: Re: Champions 
Organization: AOL (http://www.aol.com) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
<< A bit more detail, please.  Just what sort of comments are you unable to  
address.  Legal?  Production?>> 
 
  I am not at liberty to discuss this topic any further, until further notice. 
I'm sorry. 
 
  Mark @ GRG 
 
From: GoldRushG <GoldRushG@aol.com> 
Date: Tue, 16 Dec 1997 13:27:03 EST 
Subject: Re: Green Hornet conversion 
Organization: AOL (http://www.aol.com) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
<< Actually, you could put it down as both SID  and Public ID.  The Green 
Hornet has the SID of Britt Reid, while Britt has the problem of being *very* 
well known in the local area.  People know him on sight, know where he works, 
etc. >> 
 
  I've always allowed well reasoned applications of SID and PID, like that. 
It's reflective of the genre. ;) 
 
<< Batman should almost get something like this, as well as Tony Stark.>> 
 
  Why should Batman get Tony Stark?  ;) 
 
  Mark @ GRG 
 
From: GoldRushG <GoldRushG@aol.com> 
Date: Tue, 16 Dec 1997 13:27:14 EST 
Subject: Re: NO 5TH EDITION! (Was Re: Champions) 
Organization: AOL (http://www.aol.com) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
<< 1.	"We don't expect players happy with Champions to switch to Fuzion." >> 
 
  This is true. 
 
<< 2.	"We don't plan on doing a 5th edition at this time". >> 
 
  That was true. 
 
<< 3.	"We are not going to stop supporting 4th edition". >> 
 
  This is true. 
 
<< 4.	"Any future CHAMPIONS material will be released through HERO PLUS".>> 
 
  This is not true, any more. Future Champions products will also be coming 
from GRG. What the heck do you think I've been promoting here this lpast week 
or so? :D 
 
  Mark @ GRG 
 
From: GoldRushG <GoldRushG@aol.com> 
Date: Tue, 16 Dec 1997 13:27:14 EST 
Subject: Re: Regenerating limbs 
Organization: AOL (http://www.aol.com) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
<< Ouch!  In effect, the character who purchased this power is getting the  
ability to impose a permanent character disadvantage as a special effect  
of a power whose primary effect fades after a time certain.>> 
 
  Yeah, I guess (on hindsight) it is a pretty gross "freebie." :D 
 
  Mark @ GRG 
 
From: GoldRushG <GoldRushG@aol.com> 
Date: Tue, 16 Dec 1997 13:27:16 EST 
Subject: Re: NO 5TH EDITION! (Was Re: Champions) 
Organization: AOL (http://www.aol.com) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
<< Of course, when I winked it usually gave it away. How about winking Mark;) 
>> 
 
  "At this point, ladies and gentlemen, I can assure you that there is 
absolutely no conspiracy or attempt at a cover up at this time. If we had any 
news of this sort to bring, we would do so with complete forthrightness and 
resolve. It is a duty and an obligation of this government to keep the people 
informed and we take that obligation to heart. That is all." 
 
<< Seriously I understand where your coming from. >> 
 
  Elvis has left the building. ;) 
 
  Mark @ GRG 
 
From: GoldRushG <GoldRushG@aol.com> 
Date: Tue, 16 Dec 1997 13:27:17 EST 
Subject: Re: NO 5TH EDITION! (Was Re: Champions) 
Organization: AOL (http://www.aol.com) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
<< Something I think you *can* do, however, is take notes on what folks on 
the list want and like, and pass the information on to Steve, Bruce, et al.>> 
 
  "People, I am here to tell you that there are no such things as flying 
saucers, and we definitely do not have one in the New Mexico desert." 
 
  Mark @ GRG 
 
X-Sender: jdriscol@mail.vt.edu 
Date: Tue, 16 Dec 1997 13:33:20 -0500 
From: Jeremiah Driscoll <jdriscol@vt.edu> 
Subject: Re: Link: Disadvantage o 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
Stainless Steel Rat wrote: 
>>>>>> "JD" == Jeremiah Driscoll <jdriscol@vt.edu> writes: 
> 
>JD> Now, you *could*, I suppose, fire them both at the same *very close* 
>JD> target, but then you get hit with the "grenade" damage as well. 
> 
>I did not say that it would be *useful*, only possible to fire both 
>simultaneously. 
> 
Possible in the same sense that you could fire two pistols together 
accurately, or (more extreme) two M-16s from the hip together.  It's just 
not gonna do much good... 
 
>'Course, if you are running a game in which much firing of large weapons is 
>the norm, then you could. :) 
> 
Yeah, it'd have to be pretty highly cinematic... and then it would work 
fine.  : )  Where else are the PCs carrying around an M-16/M-203 combo, 
anyway? 
 
- Jerry 
 
From: Don McKinney <dmckinne@cmi.csc.com> 
Subject: Re: NO 5TH EDITION! (Was Re: Champions) 
Date: Tue, 16 Dec 1997 12:35:57 CST 
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 
 
>    You haven't seen Widows & Orphans?  I'm awaiting a review of it; from 
> what I've seen (including the online preview), I want it.  (I also want to 
> throttle Avellone because he got his Dark Champions clowns in print before 
> I did mine.) 
 
Um - online preview?  Ok, what website am I missing? 
 
>    Besides, Doug, surely you've been reading about The Ultimate Super 
> Vehicle that I've been working on (I think you even gave some helpful 
> input), to say nothing of my mention of Northwest Champions and a VOICE 
> update, and Shelley's current work on a PRIMUS book?  (Michael's Kazei 5 
> book could also count, if you include Dark Champions and don't insist that 
> it be Champions Universe related.) 
 
Don :) 
 
And A HERO Vehicle book I've been waiting for years for, not including 
the three drafts of such I sent Bruce Harlick and the meeting he and I 
had at Gen Con over that manuscript (oh, and over the Star Hero playtest 
I might add, since my group generated a 30 page document on fixes for 
that Red October download document - in addition to our own vehicle 
and starship rules). 
 
>    And who knows what else might be in the works from authors not 
> associated with this list?  By this time next year, there could be a couple 
> dozen Champions titles out from Hero Plus. 
>    As for Star Hero 4th Ed, I'd like to know myself why that project ground 
> to a halt roughly three years ago.  I originally downloaded the playtest 
> manuscript from Red October a year and a half ago; something should have 
> moved with it.  Obviously something went wrong -- though I wouldn't quite 
> say that they didn't even try. 
 
Bruce Harlick told me that something had gone wrong, and they had pulled 
the project in-house to fix it...  That was three years ago... 
 
>    I definitely agree that a little extra support and communication 
> directly to this list from *someone* at the top of the ladder would be very 
> helpful. 
 
Thanks, Bob.  I'm getting occasionally disillusioned... 
 
>    Personally, I would like to have a list (if only in the form of "coming 
> soon" blurbs) of all Hero Plus projects for which final drafts have been 
> submitted.  That would give us a better idea of what's coming up.  I don't 
> mind snafus like what happened with the Assassins' Directory or various 
> other projects that had to be put on indefinite hold; I just like to know 
> what's in the works. 
>    (And on that topic, thanks, Mark, for posting such a list here.  It 
> helps me make plans.) 
 
Yes, for example, I know as soon as you have some TUSV stuff ready, 
I have a group ready to playtest it (and I might convert my Star Fleet 
Champions rules over to it).   
And as long as its four color and doesn't have CLOWN in it, I'm always 
willing to help on a project...  
 
(my group includes an engineer, a librarian and professional proofreader, 
and an English Lit GS, plus myself, the jack of all trades computer 
programmer) 
 
 
Just having a bout of disillusionment, 
 
DonM. 
-- 
========================================================================= 
= Donald E. McKinney, Senior CM Specialist,              (217) 239-8365 =  
= Computer Sciences Corporation, Champaign, IL     dmckinne@cmi.csc.com = 
= Winter War XXV Convention Chairman, Champaign, IL, February 6-8, 1998 = 
= dmckinne@prairienet.org or winterwar@prairienet.org    (217) 469-9917 =  
========================================================================= 
 
Date: Tue, 16 Dec 1997 12:38:58 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: Pirate Hero 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
> << I'd really buy that.  GRG, are you listening?  There may be some 
> interest in reviving Pirate Hero. >> 
> 
>   Don't tell me. Tell the author(s)! I don't go hunting down people to write 
> opur products. They send us proposals, and Hero (and myself) must approve 
> them. *Then* we discuss publishing the book. Until then, all it is is a good 
> idea. ;) 
 
 
	Not one I'd probably do, though its not an unknown era for me. 
I'd be better at something Arthurian or Celtic.  Or perhaps something on 
the various pre-European contact Native American civilizations. 
 
	I think the product was started and never completed over at Hero's 
end.  If it never got beyond the planning stages, I'd love to jump in to 
turn it into a finished product, if there's any type of interest. 
 
 
			-Tim Gilberg 
 
From: Don McKinney <dmckinne@cmi.csc.com> 
Subject: Re: NO 5TH EDITION! (Was Re: Champions) 
Date: Tue, 16 Dec 1997 12:44:35 CST 
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 
 
> > HERO Plus sucks (the ONLY new item I've seen is Ultimate Super Mage, 
> > and I'd rather convert to GURPS Supers than use that).  You didn't  
> > even try to produce a Star HERO 4th ed. book, even though the interest 
> > was there, and the existing Fantasy HERO stuff doesn't work at all  
> > with my 600 pt. character high fantasy game (I'd never seen Fantasy 
> > HERO before, so I just converted my AD&D game over to Champions...). 
>  
> And there is a really nice Star Hero 2nd Edition on the net that has a lot 
> of nice stuff in it.  It's a shame Hero didn't finish fleshing the book 
> out. 
 
Well, our group received more than that, and generated 30 pages of  
response/fixes for those guys - that never went anywhere either. 
 
Our group actually actually considered taking our "Star Fleet Champions" 
rules up to Gen Con, and passing them out for free near the Task Force 
Games booth...   
 
 
Sigh... 
 
DonM. 
-- 
========================================================================= 
= Donald E. McKinney, Senior CM Specialist,              (217) 239-8365 =  
= Computer Sciences Corporation, Champaign, IL     dmckinne@cmi.csc.com = 
= Winter War XXV Convention Chairman, Champaign, IL, February 6-8, 1998 = 
= dmckinne@prairienet.org or winterwar@prairienet.org    (217) 469-9917 =  
========================================================================= 
 
Date: Tue, 16 Dec 1997 12:46:13 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: Needed: Mentalist Inspiration 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
> I was hoping the folks on this list could help with a character design. I've 
> been invited to join an ongoing Champions game, and the other player want me to 
> create a mentalist to help round out their party. Now, I've been playing and 
> GMing in the Hero System for years, but I've never much liked mentalists. So, I 
> want some unconventional suggestions for mentalism powers to give me some 
> inspiration. The concepts I've come up with so far (I do concepts first, build 
> system after) are: 
 
	To start, you really need to pick up The Ultimate Mentalist.  Hero 
has it available from their Web Site in Hero Plus electronic format. 
 
> Mental Invisibility. 
> 	She projects an aura that affects peoples minds and convinces them that she 
> isn't there. It would be probably be bought as some form of Images 
> (Static Image of empty space) aftecting all but mental senses (mentalists can 
> 'see' what she's doing) Probably has some sort of limitation like 'Points of 
> Mental Def counter negative perception modifiers' or something like that. She 
> would likely have extra levels of DCV linked to the Mental Invisibility.  She 
> might even have a multipower in which she can tune her aura to project 
> other affects, like heightened beauty or impressiveness or even some sort of 
> 'Boy am I scarey' field. 
 
	This is better done with Invisibility to whichever senses desired 
with a limitation like, "Not effective on those with 5+ (or 10+ or 
whatever) points of mental def; -1/2."  The other's might be best in a MP 
of different effects, like an Aid to PRE or COM." 
 
> Mental Transform 
> 	I am assuming that a Transform vs Mental Def is a +0 (since AVLD doesn't 
> distinguish between them.) Anyway, she would have a (minor?) transform to 
> modify someone's memories (possibly requiring a sufficient read-minds roll). 
> Ideally the effect would require rolling double the victims EGO rather than 
> BODY, but that isn't essential. 
 
	This is covered completely in TUM, and it does allow going against 
Mental Def at +0.  (Or a lim in an high-mentalist game).  It also works 
against EGO instead of BODY, if you're interested in more, e-mail me and 
I'll scare up some quotes. 
 
> Skill Drain 
> 	This might also have to be bought as a transform, but I am thinking of a 
> mental power that interferes with and makes someone forget how to use a 
> particular skill/maneuver for a time. 
 
	Drains bought down the time chart would work, but would be way too 
effective and cheap.  I'd go with a mental transform, like above. 
 
> So there you are. Are there any other good mind-affecting powers that she 
> should have? The party already has a telekinetic, so I'm shying away from that. 
 
 
	I've always been partial to Empaths.  In a recent campaign, I 
wouldn't allow a normal Telepath (too easy to destroy mysteries) but did 
allow an empath.  Powers like Read Emotions, Control Emotions, Sense Aura, 
Healing with Feedback, Emotional Overload, etc. 
 
 
 
			-Tim Gilberg 
 
Date: Tue, 16 Dec 1997 12:49:38 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: Link: Disadvantage or Advantage (long) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
> >> THWAP! (Sound of BBB (softcover) hitting player's head.) 
> > 
> >	I'd prefer a large handful of dice, myself . . . 
> > 
> But then they don't make that satisfying "THWAP!" sound...  <g> 
 
 
	True, but they have that beautiful peppering effect, as well as 
acting as great caltrops when the player tries to move anywhere.  I also 
like the full dice bag being used as a sort of club. 
 
 
			-Tim Gilberg 
 
From: GoldRushG <GoldRushG@aol.com> 
Date: Tue, 16 Dec 1997 13:52:21 EST 
Subject: M-203 
Organization: AOL (http://www.aol.com) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
> F> Uh, I can think of a number of SFX that would allow both separate and 
> F> together uses of a power. 
> 
> I like real-world examples: M-16A2 with grenade launcher.  Use the rifle, 
> use the grenade launcher, or use both.  The last is unwieldly, but it can 
> be done. 
 
<< Buy with two seperate powers and do one power or power slot with 
the two purchased together as one power, perhaps with a -1/2 linked on one 
of the powers. >> 
 
  The M-16A1 (or A2) with the grenade launcher is called the M-203 (which 
replaced the older M-148, I believe). And the last thing any grenadier worth 
his salt is going to do is use them both at the same time. I know. I were one 
for years. 
 
  The reason is because when using the M-16, your shooting hand is on the 
pistol grip and the other is (typically) on the hand guard. 
 
  When firing the 40mm grenade launcher, whose trigger is forward of the 
M-16's magazine, your shooting hand goes around the *magazine* of the gun. 
Such a configuration makes it rather difficult to reach the pistol grip and 
trigger of the M-16. :/ 
 
  Just one of the many neat military trivia items that could appear n a 
"Military Hero" sourcebook. ;) 
 
  Mark @ GRG 
 
X-Sender: jdriscol@mail.vt.edu 
Date: Tue, 16 Dec 1997 13:54:40 -0500 
From: Jeremiah Driscoll <jdriscol@vt.edu> 
Subject: Re: Link: Disadvantage or Advantage (long) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
Tim R. Gilberg wrote: 
> 
>> >> THWAP! (Sound of BBB (softcover) hitting player's head.) 
>> > 
>> >	I'd prefer a large handful of dice, myself . . . 
>> > 
>> But then they don't make that satisfying "THWAP!" sound...  <g> 
> 
>	True, but they have that beautiful peppering effect, as well as 
>acting as great caltrops when the player tries to move anywhere.  I also 
>like the full dice bag being used as a sort of club. 
> 
Wow.  Versatile power.  So, you have a Multipower OAF, one slot HA (the 
clubbing effect), one slot Autofire EB (really small, with charges) and... 
after you throw the Autofire EB, you get caltrops?  How do you write *that* 
up?  lol 
Ok, I know it's not an oil slick or anything, but... lol 
 
- Jerry 
 
Date: Tue, 16 Dec 1997 12:56:16 -0600 
From: "Guy Hoyle" <ghoyle1@airmail.net> 
Subject: Re: Pirate Hero 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
Pirates was one of the Campaign Classics series from ICE that included stats for both Hero and Rolemaster.  Good book. 
 
*********** REPLY SEPARATOR *********** 
 
On 12/16/97, at 12:38 PM, Tim R. Gilberg wrote:  
 
>> << I'd really buy that.  GRG, are you listening?  There may be some 
>> interest in reviving Pirate Hero. >> 
 
... 
 
>	I think the product was started and never completed over at Hero's 
>end.  If it never got beyond the planning stages, I'd love to jump in to 
>turn it into a finished product, if there's any type of interest. 
 
 
Date: Tue, 16 Dec 1997 13:09:54 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: Champions 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
> > << Unless of course, Hero is planing on actually doing a 5th Edition (HAH!). 
> > 
> >   I can neither confirm nor deny that such a product is in the planning 
> > stages. ::Sigh:: I am no longer at liberty to discuss this topic. 
> 
> Hmm... someone's using 'cut-and'paste' for thier e-mail now, I see.  ^_^ 
 
 
	I'd guess he has a Macro set up, myself. 
 
 
			-Tim Gilberg 
 
Date: Tue, 16 Dec 1997 13:29:56 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: 5th Edition Hero: Some specific suggestions (a tad long) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
> >>    - Force Field and Force Wall should have Flash Defense, Mental Defense, 
> >> and Power Defense methods built right in. 
> > 
> > Sure.  See USM for examples, but basically put that right into the 
> >core rules. 
> 
>    I don't have USM, and if I had I wouldn't have listed this.  Part of my 
> main recommendation is to include most or all of the rules from Ultimate 
> books, Dark Champs books, and Atlantis, with a few from the HSAs. 
 
	OK, that's good.  And the USM rules are just pretty 
straightforward addition of the other defenses.  The main consideration is 
what does and does not take down the wall.  Take a wall that just supplies 
power def -- what does an energy EB do? 
 
> > Look at the version in Hero's Digital Hero instead.  I expect this 
> >is what we'll be seeing in any new version.  Oh, and note the KA option as 
> >well; I'd expect KA to just be an advantage on normal attacks. 
> 
>    I've seen that one.  It's not bad, but I like Opal's better. 
 
	I'm leaning toward the Digital Hero one, but considering my own 
variation: 
 
	HKA's and HA's are gone.  If the effects are desired, buy an 
equivalent amount of RKA or EB with the no range limitation.  STR is too 
cheap as is to add to the amounts. 
 
	This, however, destroys the possibility of combat modifiers with 
the powers, so . . . I think I'll stick with a 5 pt HA or the DH version. 
 
>    Officially, I think it takes a full Phase to change clothes.  I don't 
> like this; ask any SNL cast member how long it takes for a costume change 
> with help from two people.  I put it here as 5 minutes. 
 
	Depends on what is being worn, but 20 seconds isn't unreasonably 
fast.  Of course, your finishing the various buttenings and such while 
heading back to the stage. 
 
> > Like I pointed out, work in something like Weapon Familiarities. 
> 
>    That's basically how I'm doing it here (in the more detailed write-up I 
> have on disk somewhere), except that I refer to them as "discrete elements." 
 
	So, something like:  Immune to Cold - 2pts; Immune to Heat; 2pts. 
Both for 3 pts? 
 
> >Also, add a LS: Does not die for something like 10 pts.  A somewhat major 
> >ability with almost no combat importance.  This is not something that 
> >should cost 20, 30, 40, or more points, as some of the list's writeups 
> >have done. 
> 
>    I'm not sure that even 10 points is too expensive. 
 
	Do you mean that 10 pts is too expensive?  Perhaps, but this would 
serve to have very reckless characters.  "I can't die, so I'm gonna 
suicide bomb the bad guys."  I actually had a character of mine do this, 
and he only had Regen. 
 
	Hmmmm.  Maybe 10 pts for having common ways to die, 15 for an 
uncommon way to die, 20 for no way to die? 
 
> > Nope.  This is too easily abusable.  Keep it as it is in 4th ed. 
> 
>    You know how much of an Energy Blast I could get in a campaign with a 60 
> Active Point limit that would cut your defenses to one-eighth?  3 1/2d6. 
> Or a 1d6 Killing Attack.  Not real threatening, and only occasionally useful. 
 
	Not that bad, as you point out.  Also would rarely be seen, I'd 
think. 
 
> > We also need a way to increase the increased radius for expl at a 
> >faster rate.  As it is, a AE is quickly more effective. 
> 
>    Agreed.  If someone could do the math on how AE's +1/4 Advantage to a 
> +3/4 Explosion compares to equivalent Advantage levels of AE, I'd be very 
> interested. 
 
	I'm not exactly sure what you're asking for here. 
 
 
 
			-Tim Gilberg 
 
Date: Tue, 16 Dec 1997 13:31:53 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: Odd Combat 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
 
> >Well, in Drunken Master II, Jackie Chan gets beaten up badly in middle of 
> >the movie while totally drunk.  I forget if it is his father or his master 
> >who comments that drinking past a point renders him unable to fight.  What 
> >that point is, who knows.  He certainly sucks down the industrial grade 
> >alcohol at the end and fights great:). 
> 
>    A combination of this discussion and a scene early in "Blind Fury" 
> brings this idea to mind: 
>    How about a character who beats up the bad guys... by *accident*?  He 
> just turns and swings a arm, and... POW! 
>    Probably Martial Arts with No Conscious Control? 
 
 
	But NCC is way too big of a disadvantage here.  Unless, of course, 
this is such a rare occurance to be almost negligable. 
 
 
 
			-Tim Gilberg 
 
Date: Tue, 16 Dec 1997 13:38:18 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: NO 5TH EDITION! (Was Re: Champions) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
> << 1.	"We don't expect players happy with Champions to switch to Fuzion." >> 
> 
>   This is true. 
 
	I first heard this one at GenCon this year.  Before that, they 
were trying to push a switch to Fuzion on us. 
 
> << 2.	"We don't plan on doing a 5th edition at this time". >> 
> 
>   That was true. 
 
	Isn't that a slip?  Or maybe George P. took my comment on a 
Revised and Expanded 4th edition, sort of like WEG's R&E 2nd ed of Star 
Wars RPG, to heart.  (which was a *really* big seller, BTW.  Wonder if 
that played into the decision.  If so, expect whatever it is to have 
*great* artwork to attract the newbies) 
 
> << 3.	"We are not going to stop supporting 4th edition". >> 
> 
>   This is true. 
 
	But could change at any time.  Argh! 
 
 
			-Tim Gilberg 
 
Date: Tue, 16 Dec 1997 13:42:11 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: Link: Disadvantage or Advantage (long) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
> Wow.  Versatile power.  So, you have a Multipower OAF, one slot HA (the 
> clubbing effect), one slot Autofire EB (really small, with charges) and... 
> after you throw the Autofire EB, you get caltrops?  How do you write *that* 
> up?  lol 
 
 
	That would be a small EB linked to a Ranged Martial Throw, AE 1 
hex, triggered by walking in hex, linked to the autofire EB slot of the 
MP. 
 
	Sound good? 
 
 
			-Tim Gilberg 
 
X-Sender: nolan@pop.erols.com 
Date: Tue, 16 Dec 1997 14:45:21 -0500 
From: Scott Nolan <nolan@pop.erols.com> 
Subject: Re: NO 5TH EDITION! (Was Re: Champions) 
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 
 
>> << 2.	"We don't plan on doing a 5th edition at this time". >> 
>> 
>>   That was true. 
> 
>	Isn't that a slip?  Or maybe George P. took my comment on a 
>Revised and Expanded 4th edition, sort of like WEG's R&E 2nd ed of Star 
>Wars RPG, to heart.  (which was a *really* big seller, BTW.  Wonder if 
>that played into the decision.  If so, expect whatever it is to have 
>*great* artwork to attract the newbies) 
 
Let's all repeat it together:  
 
"I can niether confirm nor deny that such a product is in the planning 
stages. I am no longer at liberty to discuss this topic." 
 
Scott 
 
Date: Tue, 16 Dec 1997 14:52:47 -0500 (EST) 
From: Michael Surbrook <susano@access.digex.net> 
cc: champ-l@omg.org 
Subject: Re: NO 5TH EDITION! (Was Re: Champions) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Tue, 16 Dec 1997, Bob Greenwade wrote: 
 
>    Besides, Doug, surely you've been reading about The Ultimate Super 
> Vehicle that I've been working on (I think you even gave some helpful 
> input), to say nothing of my mention of Northwest Champions and a VOICE 
> update, and Shelley's current work on a PRIMUS book?  (Michael's Kazei 5 
> book could also count, if you include Dark Champions and don't insist that 
> it be Champions Universe related.) 
 
Hey, Kazei Five isn't a Dark Champions book!  It's a worldbook set in it's 
own universe!  And uh... (Mike takes a look at some of the characters in 
his manuscript) Okay, so maybe it *is* a Dark Champions book, but it is 
supposed to be an update of sorts to CyberHero (which tops the 
'questionable use of limitations' list). 
 
>    And who knows what else might be in the works from authors not 
> associated with this list?  By this time next year, there could be a couple 
> dozen Champions titles out from Hero Plus. 
 
Or, GRG.  Hey, there are other genres than Champions! 
 
 
*************************************************************************** 
* "'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, 16 Dec 1997 14:54:37 -0500 (EST) 
From: Michael Surbrook <susano@access.digex.net> 
cc: champ-l@omg.org 
Subject: Re: Odd Combat 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Tue, 16 Dec 1997, Bob Greenwade wrote: 
 
>    A combination of this discussion and a scene early in "Blind Fury" 
> brings this idea to mind: 
>    How about a character who beats up the bad guys... by *accident*?  He 
> just turns and swings a arm, and... POW! 
>    Probably Martial Arts with No Conscious Control? 
 
Depends.  Is the aim of the character that he makes it look like an 
accident, or he just gets lucky? 
 
If the former, I'd suggest a combination of martial maneuvers and skill 
levels.  The latter should get a bunch of skill levels with a limitation. 
 
*************************************************************************** 
* "'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, 16 Dec 1997 14:57:42 -0500 (EST) 
From: Michael Surbrook <susano@access.digex.net> 
cc: champ-l@omg.org 
Subject: Re: Green Hornet conversion 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Tue, 16 Dec 1997, GoldRushG wrote: 
 
> << Actually, you could put it down as both SID  and Public ID.  The Green 
> Hornet has the SID of Britt Reid, while Britt has the problem of being *very* 
> well known in the local area.  People know him on sight, know where he works, 
> etc. >> 
>  
>   I've always allowed well reasoned applications of SID and PID, like that. 
> It's reflective of the genre. ;) 
 
I've also considered SID to be useable to represent things other han a 
'secret ID'.  In my Wildcards adaptions, I had such things as 'SID: 
homosexual' or 'SID: former spy'.  I have also given out things like 'SID: 
agents names are classified', or 'Public ID: vehicle in question is 
commercially avaliable' (for a very unusual hovercar used by a superteam). 
  
> << Batman should almost get something like this, as well as Tony Stark.>> 
>  
>   Why should Batman get Tony Stark?  ;) 
 
So Batman could get a butt-kicking suit of powered 'bat-armor' why else? 
^_^ 
 
*************************************************************************** 
* "'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: Tue, 16 Dec 1997 14:59:11 -0500 
From: Jeremiah Driscoll <jdriscol@vt.edu> 
Subject: Re: Link: Disadvantage or Advantage (long) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
Tim R. Gilberg wrote: 
> 
>> Wow.  Versatile power.  So, you have a Multipower OAF, one slot HA (the 
>> clubbing effect), one slot Autofire EB (really small, with charges) and... 
>> after you throw the Autofire EB, you get caltrops?  How do you write *that* 
>> up?  lol 
> 
>	That would be a small EB linked to a Ranged Martial Throw, AE 1 
>hex, triggered by walking in hex, linked to the autofire EB slot of the 
>MP. 
> 
>	Sound good? 
> 
Yeah, I'm just trying to figure out how to limit it so that it has an 
Activation roll based on # of dice, and how it *may* affect the hex that 
the person you hit with the Autofire EB (dice) with, even though you hit 
them... and you lose the HA when you throw the dice. 
 
Ha.  Well. 
 
- Jerry 
Yeah, I'm done now.  Thanks.  : ) 
 
From: GoldRushG <GoldRushG@aol.com> 
Date: Tue, 16 Dec 1997 15:05:41 EST 
Subject: Re: GRG:  San Angelo, 5th Edition, and my Game Store... 
Organization: AOL (http://www.aol.com) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
<< Just finished reading San Angelo (downloaded), and I must say I'm 
impressed.  
 I can't wait until it comes out. >> 
 
  Thank you. We're working hard to make this a very usable product for all 
Champions fans. I'm glad it meets your approval. 
 
<< I love the idea of the Flux. It is something I would gladly welcome. >> 
 
  We like it, too. ;) Simple, yet diverse enough to allow any special effect 
you desire. 
 
<< I just don't understand why you want San Angelo to be apart from the 
Champions  
Universe. >> 
 
  Because we're starting from scratch, so to speak, in order to present a more 
cohesive line of products in which we can maintain continuity. 
 
<< And lastly, I have had my Gaming Store pull out there order forms for 
games,  
and all Gold Rush Games and Champions stuff they can order is either old  
stuff or Fuzion stuff. >> 
 
  That's true. HA2 was released last August, and we haven't published a 4th Ed 
book since then. San Angelo is due out in January. Layouts have begun. ;) 
 
<< They never heard of Heroic Adventures Volume 1 or 2 >> 
 
  Your store can order them, if they like. Every distributor can order more, 
if needed. 
 
<< ...but the manager up there has at least heard of San Angelo though he saw  
nothing official yet. >> 
 
  Wow! He's heard of San Angelo? Our marketing is working! :D 
 
  Mark @ GRG 
 
From: GoldRushG <GoldRushG@aol.com> 
Date: Tue, 16 Dec 1997 15:05:44 EST 
Subject: Conventions and such 
Organization: AOL (http://www.aol.com) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
<< On another note, would you be interested in any additional playtesters, 
convention reps, and all around good guys (and gals) in the Columbus/Dayton, 
Ohio area? >> 
 
  Always. Drop us a line. 
 
  as for convention support, we've been severely lacking in this area, but I 
willing to start supporting them in any way we can. Suggestions are welcome. 
Generally we donate prizes in return for an ad in the convention booklet, but 
we're open to ideas. 
 
  Convention organizers should contact us via mail or private e-mail. 
 
  Mark @ GRG 
 
From: GoldRushG <GoldRushG@aol.com> 
Date: Tue, 16 Dec 1997 15:05:50 EST 
Subject: Re: My BBB's falling apart! 
Organization: AOL (http://www.aol.com) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
<< What is your mailing address (or the address you would like the books sent 
to)? >> 
 
  Gold Rush Games 
  9529 Big Timber Drive 
  Elk Grove, CA 95758 
 
  Note that this is NOT the address for general correspondence. KJeep our PO 
box address in your files. ;) 
 
<< How do you want the $3 (personal check, money order, cash)? >> 
 
  Check, money order, or credit card (Visa/MC) 
 
<< Asking as one of the few who do not already own HeroMaker, can I include 
some extra money for a copy of the software? >> 
 
  No. But you can send $25 to Hero Games for a copy of it. ;)  We're all out. 
 
<< Finally, about long do you think it'll take for delivery?  6-8 weeks? >> 
 
  The turnaround should be faster, but we're required by FTC regulations to 
advicse you that it may take 4-6 weeks for delivery. 
 
  Mark @ GRG 
 
Reply-To: "Filksinger" <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
Subject: Re: 5th Edition concluded 
Date: Tue, 16 Dec 1997 12:07:12 -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: 20 
 
On Monday, December 15, 1997 1:09 PM, Christopher Taylor wrote: 
 
 
>Last but not least, a simple way of handling damage.  There are two 
damage 
>structures, normal and killing.  Each one has a ranged and a STR adds 
damage 
>element.  Thus, structure them like this: 
> 
>        NORMAL ATTACK: 5 points per die, defined either as ranged or 
STR 
>adds           damage. 
> 
>        KILLING ATTACK: 15 points per die, defined as either ranged 
or STR 
>adds         damage. 
> 
>        +1/2: add ranged or STR adds damage as an element to the 
attack. 
> 
>voila, consistent, simple, fits the damage class structure, and works 
with 
>the present system. 
 
 
Unfortunately, for the same 5 points per die, I could buy STR, which 
would add the same amount of damage _and_ lift _and_ grabs _and_ adds 
to figured characteristics. 
 
Filksinger 
 
From: Don McKinney <dmckinne@cmi.csc.com> 
Subject: Re: NO 5TH EDITION! (Was Re: Champions) 
Date: Tue, 16 Dec 1997 14:22:14 CST 
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 
 
> << 1.	"We don't expect players happy with Champions to switch to Fuzion." >> 
>   This is true. 
> << 2.	"We don't plan on doing a 5th edition at this time". >> 
>   That was true. 
> << 3.	"We are not going to stop supporting 4th edition". >> 
>   This is true. 
> << 4.	"Any future CHAMPIONS material will be released through HERO PLUS".>> 
>   This is not true, any more. Future Champions products will also be coming 
> from GRG. What the heck do you think I've been promoting here this lpast week 
> or so? :D 
 
I'm just quoting anything HERO folks might have said in relation to  
a new edition of HERO. 
 
;) 
 
-- 
========================================================================= 
= Donald E. McKinney, Senior CM Specialist,              (217) 239-8365 =  
= Computer Sciences Corporation, Champaign, IL     dmckinne@cmi.csc.com = 
= Winter War XXV Convention Chairman, Champaign, IL, February 6-8, 1998 = 
= dmckinne@prairienet.org or winterwar@prairienet.org    (217) 469-9917 =  
========================================================================= 
 
From: Don McKinney <dmckinne@cmi.csc.com> 
Subject: Re: 5th Edition Hero: Some specific suggestions (a tad long) 
Date: Tue, 16 Dec 1997 14:23:25 CST 
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 
 
> > > Look at the version in Hero's Digital Hero instead.  I expect this 
> > >is what we'll be seeing in any new version.  Oh, and note the KA option as 
> > >well; I'd expect KA to just be an advantage on normal attacks. 
> > 
> >    I've seen that one.  It's not bad, but I like Opal's better. 
>  
> 	I'm leaning toward the Digital Hero one, but considering my own 
> variation: 
  
Ok: what's Digital HERO? 
 
 
DonM. 
-- 
========================================================================= 
= Donald E. McKinney, Senior CM Specialist,              (217) 239-8365 =  
= Computer Sciences Corporation, Champaign, IL     dmckinne@cmi.csc.com = 
= Winter War XXV Convention Chairman, Champaign, IL, February 6-8, 1998 = 
= dmckinne@prairienet.org or winterwar@prairienet.org    (217) 469-9917 =  
========================================================================= 
 
Date: Tue, 16 Dec 1997 14:23:51 -0600 
From: "Guy Hoyle" <ghoyle1@airmail.net> 
Cc: Germania@airmail.net 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
One of the PCs in my pulp campaign has heightened physical abilities, and is so close to the Aryan ideal that he took the Disad, "Hunted by Nazis for breeding experiments".  So imagine being captured by the Nazis and escorted to a private suite by a dozen beautiful Valkyrie maidens... and then meeting the ideal of German motherhood, Germania... 
 
It's either that, or Dr. Qual gets out "der Pump"... 
 
Euuuugh. 
 
Guy 
 
From: Don McKinney <dmckinne@cmi.csc.com> 
Subject: Re: Art in GRG's Hero books 
Date: Tue, 16 Dec 1997 14:27:02 CST 
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 
 
> >>   You haven't seen his San Angelo illos yet. ;)  If I thought his work was 
> >> substandard, I wouldn't have commissioned him to do stuff for SA. Wait 'till 
> >> you see it. 
> > 
> ><cough> No... but I have seen his stuff from Mystic Masters and Kingdom of 
> >Champions, and I have always thought his material was pretty rotten. 
>  
> But that was almost a decade ago.  One would assume that he's improved since then. 
 
Perhaps in our attempt to assist in "revising" and "expanding" the existing 
edition of the HERO rules, we might let them know what ART we NEVER, ever 
want to see again? 
 
 
DonM. 
 
-- 
========================================================================= 
= Donald E. McKinney, Senior CM Specialist,              (217) 239-8365 =  
= Computer Sciences Corporation, Champaign, IL     dmckinne@cmi.csc.com = 
= Winter War XXV Convention Chairman, Champaign, IL, February 6-8, 1998 = 
= dmckinne@prairienet.org or winterwar@prairienet.org    (217) 469-9917 =  
========================================================================= 
 
From: Don McKinney <dmckinne@cmi.csc.com> 
Subject: Re: NO 5TH EDITION! (Was Re: Champions) 
Date: Tue, 16 Dec 1997 14:37:21 CST 
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 
 
> >> << 2.	"We don't plan on doing a 5th edition at this time". >> 
> >> 
> >>   That was true. 
> > 
> >	Isn't that a slip?  Or maybe George P. took my comment on a 
> >Revised and Expanded 4th edition, sort of like WEG's R&E 2nd ed of Star 
> >Wars RPG, to heart.  (which was a *really* big seller, BTW.  Wonder if 
> >that played into the decision.  If so, expect whatever it is to have 
> >*great* artwork to attract the newbies) 
>  
> Let's all repeat it together:  
>  
> "I can niether confirm nor deny that such a product is in the planning 
> stages. I am no longer at liberty to discuss this topic." 
 
Twas three months after Gen Con,  
The gamers were sad. 
The HERO folks had moved over to Fuzion, 
and even Foxbat was mad. 
 
Then the guy from Gold Rush 
came up to the list... 
He brought comments on gaming 
he brought product lists... 
 
He gave us some hope, 
he even filled us with glee, 
even if I just had to see 
another WoTC spot on my TV 
 
Then he accidentally blurted those words 
those enchanting, delightful, glorious words: 
"What would you want to see in a fifth edition" 
and the list was filled joyous rendition  
as gamers pulled out from messages past 
the ideas they'd put away because it hadn't come to pass 
 
Then as the list boiled and churned 
with such activity 
the guy from gold rush said apologizingly: 
"I can no longer discuss this topic with liberty." 
 
And the list stopped, and all was hushed 
where moments before there had been such a rush 
we all realized again that our chances were zero 
 
We'd get fifth edition when we'd get Star Hero. 
 
 
 
DonM. 
-- 
========================================================================= 
= Donald E. McKinney, Senior CM Specialist,              (217) 239-8365 =  
= Computer Sciences Corporation, Champaign, IL     dmckinne@cmi.csc.com = 
= Winter War XXV Convention Chairman, Champaign, IL, February 6-8, 1998 = 
= dmckinne@prairienet.org or winterwar@prairienet.org    (217) 469-9917 =  
========================================================================= 
 
Date: Tue, 16 Dec 1997 14:43:40 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: NO 5TH EDITION! (Was Re: Champions) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
> >	Isn't that a slip?  Or maybe George P. took my comment on a 
> >Revised and Expanded 4th edition, sort of like WEG's R&E 2nd ed of Star 
> >Wars RPG, to heart.  (which was a *really* big seller, BTW.  Wonder if 
> >that played into the decision.  If so, expect whatever it is to have 
> >*great* artwork to attract the newbies) 
> 
> Let's all repeat it together: 
> 
> "I can niether confirm nor deny that such a product is in the planning 
> stages. I am no longer at liberty to discuss this topic." 
 
 
	Well, he can't.  But we can. 
 
	Has anyone here bought or read through WEGs 2nd ed R&E?  It really 
is about the best RPG product I've seen.  The quality is high, it is well 
organized for the experienced gamer, and it is an excelent hook for the 
newbie.  The book sold big-time for more reason than the increased 
interest in Star Wars.  They've always had the game, this book just got 
everyone -- both old timers with the previous editions and people new to 
the game -- to buy.  Seems that's what we need, n'est-ce pas? 
 
 
			-Tim Gilberg 
 
Date: Tue, 16 Dec 1997 14:47:05 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: 5th Edition Hero: Some specific suggestions (a tad long) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
> > 	I'm leaning toward the Digital Hero one, but considering my own 
> > variation: 
> 
> Ok: what's Digital HERO? 
 
 
	Hero Game's online magazine.  It has Fuzion to 4th ed conversions 
of the C:NM and Alliances characters and a selection of articles for 4th 
edition and Fuzion.  It's really a new forum for Adventurer's Club. 
 
	Bruce updates it about once every week or two, though It's been a 
while (Dec 4th) since the last upgrade. 
 
	They're also taking submissions. 
 
	Try http://www.herogames.com 
 
	Follow the links to Digital Hero. 
 
 
			-Tim Gilberg 
 
Date: Tue, 16 Dec 1997 12:49:29 -0800 
From: RGSchwerdtfeger@directv.com (Richard G Schwerdtfeger) 
Subject: Re[2]: Art in GRG's Hero books 
Content-Description: cc:Mail note part 
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, in response to GRGames: 
      
     >>   Albert Deschesne 
      
     >Sorry, his stuff has never looked any good.  I can draw better than  
     >him by a long shot. 
      
     I've gamed with Albert for the past year, and when I first met him, 
     I thought "Oh yeah, this is the guy who did those crappy drawings 
     for Mystic Masters".  
      
     But we were discussing his art just last week, and he told me that  
     he was given an incredibly tight schedule for that art...like 12  
     pieces in one week. I've seen some of his character designs and  
     artwork that he's done lately, and he has improved a huge amount. 
      
     Wait til the book comes out before you pass judgement on his art. 
      
     Richard 
 
Date: Tue, 16 Dec 1997 15:49:58 -0500 
Subject: is anybody there??? 
X-Juno-Line-Breaks: 0-5 
From: alkmist@juno.com (alex k mist) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
is the list still up, haven't gotten a thing in 4 days? 
 
 
Alex 
alkmist@juno.com 
 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: Link: Disadvantage or Advantage 
Mail-Copies-To: never 
X-No-Archive: yes 
X-Attribution: Rat 
Organization: The Happy Fun Ball Brigade 
Date: 16 Dec 1997 16:04:48 -0500 
Lines: 36 
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> 	True.  However, this is a difference of attack and non-attack 
TRG> powers. 
 
I disagree.  There are no "attack powers" in Champions. 
 
TRG> As non-attack powers can be used together as much as desired, up to 
TRG> any potential END or framework considerations, linked is a definate 
TRG> disadavantage.  This is less likely with combat powers. 
 
Then why are the book examples of powers generally used offensively?  And 
why is the bonus the same for all powers if some should be treated 
differently from others? 
 
Because the limitation of Linked is simple: the power with the limitation 
can only and must only be used with the power to which it is linked.  It 
cannot be used by itself. 
 
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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. 
 
X-Sender: shelley@mail.mactyre.net 
Date: Tue, 16 Dec 1997 13:06:17 -0800 
From: Shelley Chrystal Mactyre <shelley@mactyre.net> 
Subject: Re:  
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 02:23 PM 12/16/97 -0600, Guy Hoyle wrote: 
>One of the PCs in my pulp campaign has heightened physical abilities, and 
is so close to the Aryan ideal that he took the Disad, "Hunted by Nazis for 
breeding experiments".  So imagine being captured by the Nazis and escorted 
to a private suite by a dozen beautiful Valkyrie maidens... and then 
meeting the ideal of German motherhood, Germania... 
> 
>It's either that, or Dr. Qual gets out "der Pump"... 
> 
>Euuuugh. 
 
ROTFLMAO.  That is so funny, Guy, I can't even tell you.  "Der Pump," 
indeed.  It's really "die Pumpe." <grin>  
 
Shelley Chrystal Mactyre 
www.mactyre.net 
 
Your children will see the stars. 
--Robert A. Heinlein 
 
Date: Tue, 16 Dec 1997 15:11:13 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: Art in GRG's Hero books 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
> Perhaps in our attempt to assist in "revising" and "expanding" the existing 
> edition of the HERO rules, we might let them know what ART we NEVER, ever 
> want to see again? 
 
 
	I've never much liked that big bulky Brick-like guy with the 
goggles in the BBB.  Was he in Champions I (3rd ed) as well? 
 
 
			-Tim Gilberg 
 
Date: Tue, 16 Dec 1997 16:11:49 -0500 (EST) 
From: Michael Surbrook <susano@access.digex.net> 
cc: champ-l@omg.org 
Subject: Re: Art in GRG's Hero books 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Tue, 16 Dec 1997, Tim R. Gilberg wrote: 
 
>  
> > Perhaps in our attempt to assist in "revising" and "expanding" the existing 
> > edition of the HERO rules, we might let them know what ART we NEVER, ever 
> > want to see again? 
>  
> 	I've never much liked that big bulky Brick-like guy with the 
> goggles in the BBB.  Was he in Champions I (3rd ed) as well? 
 
Uh... you talking about 'bulging-muscles man' on S33?  That's a Mike 
Witherby piece and all of that dates from 3rd Edition and before. 
 
Note to GRG - please dump all Mark Williams and Mike Witherby artwork from 
any possible 5th Edition, that stuff looks *so* dated! 
 
*************************************************************************** 
* "'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: Don McKinney <dmckinne@cmi.csc.com> 
Subject: Re: your mail 
Date: Tue, 16 Dec 1997 15:16:02 CST 
Cc: Germania@airmail.net, 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 
 
> One of the PCs in my pulp campaign has heightened physical abilities, and= 
>  is so close to the Aryan ideal that he took the Disad, "Hunted by Nazis= 
>  for breeding experiments".  So imagine being captured by the Nazis and= 
>  escorted to a private suite by a dozen beautiful Valkyrie maidens... and= 
>  then meeting the ideal of German motherhood, Germania... 
>  
> It's either that, or Dr. Qual gets out "der Pump"... 
 
Oh my god - I have a villian PC from a villian campaign who might be 
his son! 
 
ROFL! 
 
 
DonM. 
 
-- 
========================================================================= 
= Donald E. McKinney, Senior CM Specialist,              (217) 239-8365 =  
= Computer Sciences Corporation, Champaign, IL     dmckinne@cmi.csc.com = 
= Winter War XXV Convention Chairman, Champaign, IL, February 6-8, 1998 = 
= dmckinne@prairienet.org or winterwar@prairienet.org    (217) 469-9917 =  
========================================================================= 
 
Date: Tue, 16 Dec 1997 16:17:15 -0500 (EST) 
From: Michael Surbrook <susano@access.digex.net> 
cc: champ-l@omg.org 
Subject: Re: 5th Edition Hero: Some specific suggestions (a tad long) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Tue, 16 Dec 1997, Don McKinney wrote: 
 
> Ok: what's Digital HERO? 
 
Hero Games website has a section called 'Digital Hero' where they post all 
sorts of Hero System and Fuzion articles. 
 
*************************************************************************** 
* "'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, 16 Dec 1997 16:40:55 -0500 (EST) 
X-Sender: jprins@interhop.net 
From: jprins@interhop.net (John and Ron Prins) 
Subject: Berserk Mail Volume 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
I can't help but notice how in the last week or so the mail volume has shot 
through the roof on this list. Of course, much of this can be attributed to 
Gold Rush Games showing face on the list, but I thought it would be a good 
idea to remind people of some of the 'basic' etiquette regarding posting. 
 
1.) Don't post "me too" responses (not even to this message ^_^). 
2.) Don't quote large volumes of material with a very short reply - i.e. try 
to make new material a significant portion of the message. 
3.) Stay on topic. 
4.) No flaming. 
5.) If you change the topic, change the subject line. This helps to avoid 
confusion and facilitates following a thread. 
6.) Don't reply both to the list and the person who wrote the message you're 
replying too (I realize that some of you will be unable to do this :-/). 
People writing to the list are generally on the list, and getting the same 
thing twice sucks. 
7.) You are not morally responsible for responding to every reply to one of 
your previous messages. You can make a point to three people by replying to 
one person. 
 
If everyone considers the above 'rules of thumb', few difficulties should 
arise. I would like to make one request, however: People who do a _lot_ (10+ 
?) of daily posting, please collect your responses into a single post, where 
possible and reasonably convenient - especially where it all deals with the 
same topic. 
 
Don't get me wrong, lots of volume is _good_, but I'd prefer a higher signal 
to noise ratio...more meat, less filler! 
 
 
 
----------------------------------------------------------------------------- 
"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: Tue, 16 Dec 1997 15:57:51 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: Link: Disadvantage or Advantage 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
> TRG> 	True.  However, this is a difference of attack and non-attack 
> TRG> powers. 
> 
> I disagree.  There are no "attack powers" in Champions. 
 
	And you can continue to believe your delusions.  However, those of 
us that have had actual constructive debate recognize that there is a 
difference as well as a difference in effectivness. 
 
> TRG> As non-attack powers can be used together as much as desired, up to 
> TRG> any potential END or framework considerations, linked is a definate 
> TRG> disadavantage.  This is less likely with combat powers. 
> 
> Then why are the book examples of powers generally used offensively?  And 
> why is the bonus the same for all powers if some should be treated 
> differently from others? 
 
	Because it was decided that losing some effectiveness of each 
power linked together makes up for the (possible) increased flexibility 
and utility. 
 
> Because the limitation of Linked is simple: the power with the limitation 
> can only and must only be used with the power to which it is linked.  It 
> cannot be used by itself. 
 
 
	Right, but it must also limit the power it is linked to to provide 
for that construction as well as for balance's sake.  What I'm saying is 
that, especially for any attack powers in a Multipower or other Framework, 
I'm going to disallow linked and use the 3rd edition construction of "two 
powers as one" 
 
	So we would have this: 
 
60	MP Light Powers 
6	-1) u. 12D6 EB		6 
6	-2) u. 6D6 Flash	6 
6	-3) u. 8d6 EB w/        6 
	       2D6 Flash 
 
 
	Season to taste, of course. 
 
	I'm thinking this should help to avoid the problems I've had, as I 
said, with a couple of Rules Cheats trying to get "linked" to Block or STR 
usage or "Being Hit". 
 
 
			-Tim Gilberg 
 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: Link: Disadvantage or Advantage 
Mail-Copies-To: never 
X-No-Archive: yes 
X-Attribution: Rat 
Organization: The Happy Fun Ball Brigade 
Date: 16 Dec 1997 17:31:24 -0500 
Lines: 33 
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: 
 
>> I disagree.  There are no "attack powers" in Champions. 
 
TRG> 	And you can continue to believe your delusions. 
 
Everything you have called an "attack power" is really a Standard Power 
used in an offensive capacity. 
 
It is the way that a power is used that makes using it an attack action. 
If you cannot grasp this simple concept then you are the one that is 
deluded.  Hero is the the most flexible "generic" system out there because 
one can do anything with it -- okay, almost anything.  You delude yourself 
by enforcing restrictions that do not exist, and you cripple the system's 
flexability by doing so. 
 
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--  
Rat <ratinox@peorth.gweep.net>    \ Warning: pregnant women, the elderly, and 
PGP Key: at a key server near you! \ children under 10 should avoid prolonged 
                                    \ exposure to Happy Fun Ball. 
 
Date: Tue, 16 Dec 1997 17:31:44 -0500 (EST) 
X-Sender: nexus@uky.campus.mci.net 
From: Kim Foster <nexus@uky.campus.mci.net> 
Subject: Aid and Powers 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
Some recent discussion on the list brought up an aspect of the Aid power I 
had never considered. Can Aid be used to grant powers that the target 
doesn't have? For that matter can the other adjustment powers? Say an 
aborption to energy blast that gives the user an energy blast they don't 
normally have acess to. 
 
 
I know violence doesn't solve all problems... 
	But it sure feels good! 
		Felicia:DS3:Vampire Savior 
 
Date: Tue, 16 Dec 1997 16:43:04 -0600 
From: "Guy Hoyle" <ghoyle1@airmail.net> 
Cc: champ-l@omg.org 
Subject: Re: Germania 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
Thanks for the German grammar lesson.  I need to find some good German phrases to use for this scenario.  And I think that I can work a zeppelin in, too... 
 
Aren't Nazis just perfect villains?  
 
Guy  
 
*********** REPLY SEPARATOR *********** 
 
On 12/16/97, at 1:06 PM, Shelley Chrystal Mactyre  wrote:  
 
>At 02:23 PM 12/16/97 -0600, Guy Hoyle wrote: 
>>One of the PCs in my pulp campaign has heightened physical abilities, and 
>is so close to the Aryan ideal that he took the Disad, "Hunted by Nazis for 
>breeding experiments".  So imagine being captured by the Nazis and escorted 
>to a private suite by a dozen beautiful Valkyrie maidens... and then 
>meeting the ideal of German motherhood, Germania... 
>> 
>>It's either that, or Dr. Qual gets out "der Pump"... 
>> 
>>Euuuugh. 
> 
>ROTFLMAO.  That is so funny, Guy, I can't even tell you.  "Der Pump," 
>indeed.  It's really "die Pumpe." <grin>  
> 
>Shelley Chrystal Mactyre 
>www.mactyre.net 
> 
>Your children will see the stars. 
>--Robert A. Heinlein 
 
From: GoldRushG <GoldRushG@aol.com> 
Date: Tue, 16 Dec 1997 17:44:26 EST 
Subject: Re: NO 5TH EDITION! (Was Re: Champions) 
Organization: AOL (http://www.aol.com) 
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<< And the list stopped, and all was hushed 
where moments before there had been such a rush 
we all realized again that our chances were zero>> 
 
  <LOL> Great poem! Btw, I never, ever, ever said that there wouldn't be one. 
I'm just not able to discuss it right now. 
 
  Mark @ GRG 
 
From: Firelynx16 <Firelynx16@aol.com> 
Date: Tue, 16 Dec 1997 18:06:41 EST 
Subject: Re: Link: Disadvantage or Advantage 
Organization: AOL (http://www.aol.com) 
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In a message dated 97-12-16 08:57:02 EST, you write: 
 
<< >nor the use of the larger Power without the 
 >use of the Linked Power.  Those are *extremely* important balancers 
 for 
 >this Limitation. 
  
 Wrong. In fact, whether or not you can use the larger power without 
 using the smaller power is one of the primary points of debate in The 
 Great Linked Debate. 
  >> 
 
I'll just throw this out and see what people on the list think... but if the 
Limitation is only applied to the smaller of the two powers, wouldn't that by 
definition mean that the larger of the powers shouldn't be affected by 
anything in a negative way.  In other words, since there isn't any Limitation 
on the larger power, shouldn't it be able to act just as any other like power 
with no Limitation?  I know there is a school of thought that the two powers 
become a new power, but it seems wrong to me to 'limit' the larger power, when 
you aren't getting any Limitation price break on it. 
 
'Lynx 
 
Date: Tue, 16 Dec 1997 18:09:04 -0500 (EST) 
X-Sender: jprins@interhop.net 
From: jprins@interhop.net (John and Ron Prins) 
Subject: Re: Aid and Powers 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
>Some recent discussion on the list brought up an aspect of the Aid power I 
>had never considered. Can Aid be used to grant powers that the target 
>doesn't have? For that matter can the other adjustment powers? Say an 
>aborption to energy blast that gives the user an energy blast they don't 
>normally have acess to. 
 
IMO, no, you shouldn't be able to Aid someone if they don't have the power. 
That's what 'Useable By Others' exists for. The same logic applies to 
Absorption; if you don't have the power, how can you absorb to it? 
 
The best way of sidestepping this is to buy the minimum amount of power (in 
the case of energy blast, buy at least 10 points worth. Then take the 
limitation: "Must be Aided/Absorbed/Transfered to in order to be used". What 
this limitation costs is variable; for example, if you have an Absorption 
vs. PD, this is a small limitation (slap me, Wonder Guy, so I can access my 
powers!), say (-1/4) to (-1/2). If you have to Transfer somebody else's 
Extra-Dimensional Movement power into your Superleap, then it's easily a (-2). 
 
Another potential sidestep is to use a Minor Transform to give someone 
'potential' power, and then the Aid gives them 'real' power. Though this 
could even be a Cosmetic Transform, but I'll err on the side of 'more 
expensive' where Transform is concerned. 
 
Or you could just buy minimum cost UBO powers and use Aid to boost them up. 
 
----------------------------------------------------------------------------- 
"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: Firelynx16 <Firelynx16@aol.com> 
Date: Tue, 16 Dec 1997 18:15:56 EST 
Subject: Re: Champions  5th Editi 
Organization: AOL (http://www.aol.com) 
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In a message dated 97-12-16 10:23:44 EST, you write: 
 
<< > > Don't duck and cover just yet. :^| To begin with, the only thing really 
 > > wrong with the original HA isn't really something wrong with HA: its 
price. 
 > > HA costs 3 pts. because 1d6 worth of STR cost 5 points.  One is left with 
 > > either the option of raising STR's cost, or living with HA. 
 >  
 > Raising STR's cost is really close to the top of the priority queue of 
 > things to be changed in 5th Edition, IMO. 
  
 I think it would also be at the top of the list of new rules ignored if 
 they did change the cost;) 
  
 TokyoMark 
  
  >> 
 
I agree... Str is not broken.  If there must be something fixed, make it HA. 
 
'Lynx 
 
Date: Tue, 16 Dec 1997 17:18:20 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: Aid and Powers 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
> Some recent discussion on the list brought up an aspect of the Aid power I 
> had never considered. Can Aid be used to grant powers that the target 
> doesn't have? For that matter can the other adjustment powers? Say an 
 
	No.  This is a terrible idea.  Many opportunities for abuse.  I'd 
really go with a transform here, or make a power UBO. 
 
> aborption to energy blast that gives the user an energy blast they don't 
> normally have acess to. 
 
 
	I'd buy it at a minimum level first with a limitation, "Can't use 
until X points are absorbed" 
 
 
			-Tim Gilberg 
 
Reply-To: "Filksinger" <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
Subject: Re: 5th Edition Hero: Some specific suggestions (a tad long) 
Date: Tue, 16 Dec 1997 15:31:34 -0800 
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On Monday, December 15, 1997 2:26 PM, Bob Greenwade wrote: 
 
 
>At 09:31 AM 12/15/97 -0400, Trevor Barrie wrote: 
>>On Mon, 15 Dec 1997, Bob Greenwade wrote: 
 
>>>    - Explosion should be +3/4 so it doesn't cost the same as AE: 
One Hex. 
>> 
>>The increased precision given by AE: One Hex balances the somewhat- 
>>increased damage of Explosion. Leave them the same. 
> 
>   What increased precision?  Both are against DCV 3. 
 
 
The abillity to hit a high DCV character with a 10d6 EB, without 
killing the bystanders in the next hex. 
 
<snip> 
 
Filksinger 
 
 
Reply-To: "Filksinger" <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
Subject: Re: Champions 5th Edition 
Date: Tue, 16 Dec 1997 15:56:30 -0800 
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On Monday, December 15, 1997 5:28 PM, Bill Svitavsky wrote: 
 
 
> 
> 
>On Mon, 15 Dec 1997, Guy Hoyle wrote: 
> 
>> >>If there are any extensive changes at all, I wouldn't mind seeing 
>> >>something like (but not exactly like) the "Incomplete Character" 
>> >rules. 
>> > 
>> >Yes. I would definitely like to see something like that. 
>> > 
>> >Some people hate the Spirit rules, I rather like them. I would 
like to 
>> >see them expanded upon, possibly as part of the "Incomplete 
Character" 
>> >rules, and cleaned up a bit. 
>> 
>> I agree. The spirit rules made it possible for RuneQuest-like 
spirits, 
>> which are extremely difficult to do with Desolid, Mind Control, 
etc., and 
>> to retain the same feel. 
>> 
>> 
>Not to mention such comics characters as the Swamp Thing, the 
Construct, 
>Kilg%re, Deadman, etc. 
 
 
It also allows for a reasonably priced Astral Projection. 
Additionally, it avoids the admittedly ridiculous idea of using 
Adjustment powers to make a spirit solid. 
 
Filksinger 
 
Reply-To: "Filksinger" <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
Subject: Re: Acrobatics in Combat 
Date: Tue, 16 Dec 1997 16:02:40 -0800 
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On Monday, December 15, 1997 5:48 PM, Jeremiah Driscoll wrote: 
 
 
<snip> 
>Say, how would one do drunken fighting, anyway?  I know there's a 
section 
>on it in Ninja Hero, under Kung Fu, and they list -2 OCV/DCV later in 
NH, 
>but... 
>Drunken Fighters get *better* when they are drunk, right?  So, CSL, 
only 
>when drunk? 
> 
 
Uh, no, they don't. When using a Drunken system, you sway and 
otherwise imitate a drunk. Whether or not you are drunk has nothing to 
do with it. 
 
As a side note, years ago I was looking at a book on a form of Drunken 
Man Kung Fu. The forward was the most honest I have seen in a martial 
arts book dedicated to a single form. It stated outright that Drunken 
Man Kung Fu was for show only, and useless as a combat form. 
 
Filksinger 
 
Date: Tue, 16 Dec 1997 19:42:18 -0500 
From: "Kevin J. McClain" <KevLord@worldnet.att.net> 
Reply-To: KevLord@worldnet.att.net 
Organization: Courts of Kirkwood 
CC: champ-l@omg.org 
Subject: Re: That's What I Want... 
Errors-To: owner-champ-l@omg.org 
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Jeremiah Driscoll wrote: 
 
> Okay, I hope this doesn't sound too stupid.  I was always under the 
> impression that you rolled the dice, counted the *total* and used that as 
> the BODY able to be absorbed... not the *BODY* total on the dice. 
> I guess my way gives you even more power, huh? 
> Can someone explain it to me, please? 
> 
 
You are absolutely correct for absoprtion. The TOTAL rolled is the amount of body 
you can absorb. 
 
From: "Robert" <baron@stlnet.com> 
Subject: Re: Champions 5th Editio 
Date: Tue, 16 Dec 1997 18:45:18 -0600 
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---------- 
> From: GoldRushG <GoldRushG@aol.com> 
> To: champ-l@omg.org 
> Subject: Re: Champions 5th Editio 
> Date: Tuesday, December 16, 1997 12:26 PM 
>  
> << You mean the one done by George Perez?   With Seeker jumping to attack 
Dr. 
> Destroyer (presumably without effect and a lot of pain on Seeker's side)? 
> Why does it need to be changed?>> 
>  
>   Because I think after X years of the same cover it's time for a 
facelift, 
> that's all. We're trying to reach a new market, or at least expand our 
market 
> for 4th Edition. Do you disagree? 
>  
>   Mark @ GRG 
 
I think you'll need to get either George or one of a handfull of artists to 
even TRY to top your last. Please.... call George again or Alex Ross if you 
insist on doing another cover but do NOT get anywhere near anything that 
looks like Rob Liefeld. 
 
Please.... 
 
 
Really.... 
 
Date: Tue, 16 Dec 1997 17:13:38 -0800 
From: Rick Holding <rholding@ActOnline.com.au> 
Subject: Message Numbers 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
-- A query to those who have been here the longest. 
 
	Does the message count here go down over Christmas?  I'm going  
away for a little over two weeks soon and I would like to know when I get  
back, will the message count be over or under 3000? 
----------------------------------------------------------- 
Ricky Holding    Email: rholding@ActOnline.com.au 
Work is only there to give us time to talk about play 
----------------------------------------------------------- 
 
Date: Tue, 16 Dec 1997 19:14:04 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: Champions  5th Editi 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
> I agree... Str is not broken. 
 
	But it most certainly is.  Besides granting such wonderful damage 
at the standard 5pts per DC, it grants lifting ability, Superleap, Skill 
roll levels, and figured stats.  It's worth more than 1 pt per pt. 
 
> If there must be something fixed, make it HA. 
 
 
	The above said, I'd probably ignore a ruling that changed STR 
simply because it would change all the accounting on all of my characters. 
Also, I feel that the "deal" that is gotten with STR is equaled out by the 
deals available to non-Str based powers and characters (ie, non-Bricks). 
Power Frameworks for EPs and Mentalists and the MA packages for MAs help 
to balance the cost by giving any potential character some sort of 
"deal" to work with. 
 
	I'd go with a straight HA fix. 
 
 
			-Tim Gilberg 
 
Date: Tue, 16 Dec 1997 18:23:36 -0800 
From: Rick Holding <rholding@ActOnline.com.au> 
Subject: Re: Slipperiness 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
Bob Greenwade wrote: 
 
>    This is what I currently have down for the effect of a Slick.  Tell me 
> what you think. 
>  
>    If the Transform is successful, then the ground becomes slippery. 
> Characters and vehicles using Ground Movement must make a DEX Roll at -3 
> (or a Combat Vehicle Operations or similar Roll at no penalty) when 
> entering the hex or lose control (see Chapter Three for more details on 
> this).  Even if this Roll is successful, a second Roll at -2 (in addition 
> to any other Modifiers) must be made if the character or vehicle attempts 
> to accelerate, decelerate, or turn while in the affected area. 
>    At the GM's option, every BODY pip above the 16 needed to successfully 
> enact the Transform, up to the maximum that can be rolled on the dice, adds 
> another -1 to the DEX or Combat Vehicle Operations Rolls. 
>  
>    Point of Clarification: Combat Vehicle Operations means either Combat 
> Driving, Combat Piloting, or an equivalent Skill (like Combat Robot 
> Operations). 
>    I'm thinking of adding a provision where targets using feet for 
> transportation would also have to make a DEX or Combat Vehicle Operations 
> Roll every Phase. 
 
	Thats pretty good.  Although, I would dispute the requirement to have a  
target of 16 to transform a hex.  After all, you are only doing the surface.  A hex  
is 2 metres high?  That hex of dirt contains 16 body.  You only want to transform  
.2 metres (8 inches - still very deep but lets see).  This is one tenth a hex,  
hence you only need to transform 2 body per hex.  Spread the "hex" out to get your  
volume and cover 8 hexes for your 16 body target.  Or apply an area effect line  
(oil slick behind the vehicle). 
 
	But you still haven't applied a modifier to your travel speed.  You hit a  
slick and stop (fell over, hit something, whatever).  Regain control (made you dex  
roll) and start off again.  You inches of running or driving will not be able to be  
fully applied.  Big number pluck - call it half speed until free of the area.  Give  
the affect device or hero a bonus like they have for stealth vs hearing perceptions  
on page 138 in the BBB. 
--  
----------------------------------------------------------- 
Ricky Holding    Email: rholding@ActOnline.com.au 
Work is only there to give us time to talk about play 
----------------------------------------------------------- 
 
 
Date: Tue, 16 Dec 1997 18:28:52 -0800 
From: Rick Holding <rholding@ActOnline.com.au> 
Subject: Re: Link: Disadvantage o 
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: 
>  
> Stainless Steel Rat wrote: 
> >>>>>> "F" == Filksinger <filkhero@usa.net> writes: 
> > 
> >F> Uh, I can think of a number of SFX that would allow both separate and 
> >F> together uses of a power. 
> > 
> >I like real-world examples: M-16A2 with grenade launcher.  Use the rifle, 
> >use the grenade launcher, or use both.  The last is unwieldly, but it can 
> >be done. 
> > 
> Um... not safely.  Usually, you have to aim the M-16/M-203 combination *up* 
> at an angle, in order to hit a distant target with the grenade (not really 
> a grenade).  You would miss with the rifle.  You also have to pull 2 
> triggers, so you're getting a *big* minus to hit (IMO). 
> Now, you *could*, I suppose, fire them both at the same *very close* 
> target, but then you get hit with the "grenade" damage as well. 
 
	A Hero's life is never easy!!! 
 
--  
----------------------------------------------------------- 
Ricky Holding    Email: rholding@ActOnline.com.au 
Work is only there to give us time to talk about play 
----------------------------------------------------------- 
 
 
Date: Tue, 16 Dec 1997 18:33:41 -0800 
From: Rick Holding <rholding@ActOnline.com.au> 
Subject: Re: Champions 5th edition 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
-- Anthony Jackson wrote: 
>  
> bobby farris writes: 
> > At the risk of getting lynched I would like to say that one thing 
> > Fuzion did that I would like to see in a 5th edition of Champions is the 
> > change in the Damage class table. 
> >      Make Damage class three killing attack be 3d6K not 1d6K. It would make 
> > it a lot less confusing. 
> >      I think it wouldn't destroy any 4th edition characters just make it 
> > where you had to do a little math before you used them(math is something 
> > no Champions player should have a problem with). 
>  
> While obliterating the stun lottery has a certain appeal, I don't think that 
> making a 12 DC killing attack average 42 body would be a particularly good 
> idea.... 
> The ratio between 'ability to do stun' and 'ability to kill things' in HERO is 
> a bit low (fear my pistol; I cannot possibly kill you with it, but I can sure 
> knock you unconscious!), but I think Fuzion took it a bit too far in the other 
> direction. 
 
	You know, the group I play with used to think that about pistols too.   
Until we played a bit more super agents.  Those head and vital shots KILLED!   
Its the usually high defences used by heroes that makes pistols really good  
paper weights. 
----------------------------------------------------------- 
Ricky Holding    Email: rholding@ActOnline.com.au 
Work is only there to give us time to talk about play 
----------------------------------------------------------- 
 
 
Date: Tue, 16 Dec 1997 18:53:16 -0800 
From: Rick Holding <rholding@ActOnline.com.au> 
Subject: Re: 5th edition cont'd 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
-- Christopher Taylor wrote: 
<<Snipped>> 
> BEING KNOCKED OUT: As written, the unconsciousness levels are by an easy 
> formula of 10 point blocks.  This is simpler to work with, but is not as 
> realistic as it could be.  For greater believability, the system used is 
> similar, but the first level (up to -10 = recover each phase) is now up to 
> -CON, so a victim with a 23 CON would have to be taken below -24 stun (more 
> than their 23 CON) to move to the next level of unconsciousness.  From that 
> point on, it is the standard 10 point steps.  This helps represent that it 
> is harder to put down a very tough guy and make him stay. 
>	I think something like this was used in a previous incarnation of  
Champions. 
  
> This one is a really good idea: 
> BLOCK: A block maneuver as now listed is pathetically easy.  The system now 
> used is somewhat more challenging, and represents the fact that a more 
> expertly executed attack is more difficult to avoid. The Block roll is 
> attempted against the DCV the aggressor hit, so if A attacks B, and hits a 8 
> DCV, B must make a block roll that would hit an 8 DCV in order to block that 
> attack.  This has the effect of making blocks much more difficult to 
> achieve, thus the penalties on block and cost for martial art element block 
> is in discussion. 
>	We have been doing this for years and doing the same thing for missile  
deflection.  Works well.  Although as block is OCV vs OCV, we apply how much the  
to hit was above and below 11 to the attackers OCV to determine what needs to be  
blocked. 
 
----------------------------------------------------------- 
Ricky Holding    Email: rholding@ActOnline.com.au 
Work is only there to give us time to talk about play 
----------------------------------------------------------- 
 
 
Date: Tue, 16 Dec 1997 18:57:10 -0800 
From: Rick Holding <rholding@ActOnline.com.au> 
Subject: Re: 5th edition cont'd 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
Christopher Taylor wrote: 
 
> IMAGES: no area effected... buy an area effect on it to increase the area, 
> and use those rules to make it larger... 
>	So just how big of an image to you create with the base power.  (Try  
reading the cricket scores on a TV screen the size of a postage stamp and I'll  
show you a waste of time.) 
  
 
> TUNNELING: Tunneling can be bought in separate elements, 2 points for each 
> inch of Tunneling, and 3 points per defense tunneled through. 
 
	Tunnelling already has seperate components.  1Def + 1" movement for 5  
points, +1 Def per 3 points. 
 
--  
----------------------------------------------------------- 
Ricky Holding    Email: rholding@ActOnline.com.au 
Work is only there to give us time to talk about play 
----------------------------------------------------------- 
 
 
Date: Tue, 16 Dec 1997 19:10:49 -0800 
From: Rick Holding <rholding@ActOnline.com.au> 
Subject: Re: 5th edition, contd 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
Christopher Taylor wrote: 
>  
> a suggested new power: 
>  
> IMMORTALITY: With this power the PC does not die when reduced to a negative 
> number of BOD equal to their full BOD score.  They may be reduced to 
> immobile and helpless goo by a sufficient amount of BOD (-2xBOD), but will 
> heal over time.  This does not reduce the unpleasant affects of starvation, 
> drowning, or dismemberment; powers such as life support and regeneration are 
> required to deal with these effects.  If the character can be killed by some 
> means (such as decapitation, a stake through the heart, fire, etc.), the 
> power is 20 points.  If there is no way to actually kill the character, the 
> power costs 30 points. 
 
	Would certainly get around that resurrection thread that happened last  
week. 
>  
> HOLE IN THE MIDDLE: this should be redefined as making the power not affect 
> FREINDS in an area like a hex, when a power affects you adversely to use, 
> this is called a limitation.... 
 
	Normally, the hole in the middle is only one hex, the hex you are standing  
in.  Its like a variation of personal immunity.  If you don;t wont to hurt your  
friends, make the power selective. 
>  
> SIDE EFFECTS: At the present cost, very low power effects are severely 
> punished by this advantage.  Thus, the chart is slightly different: 
>  
>                         -1/4   ½ the power level, minimum 20 PTS 
>                         -1/2   equal to power level, minimum 50 PTS 
 
	Naw, just get rid of the minimum levels.  You don't get any defences  
against it, anyway. 
 
 
> CHARGES: No number of charges  is more than a +1/2 Advantage.  Even 
> thousands of charges is more limited  than spending no endurance, also a 
> +1/2 advantage.  The exception to this is autofire, which has double cost 
> for the Reduced END advantage; for autofire attacks, the charges advantage 
> can go as high as +1. 
>`	Maybe.... 
  
> AREA EFFECT CONE: instead of having range and costing +1, this costs +1/2 
> and has no range... ranged cones are really odd, certainly not the default, 
> I would think. 
 
	I would normally agree with this but do you know just how big the cone is?  
 1" plus 1" per 5 points in the power!  This makes more than double the "radius"  
of AoE radius, albeit only on 1/6 of the circumfrence.  But I also have never had  
a Cone AoE ranged either. 
  
 
> EXPLOSION: Explosions may be defined as Cones (losing 1 DC per 2") or Lines 
> (losing 1 DC per 4"); this allows the simulation of shaped charges, claymore 
> mines, etc. 
 
	Now, this is useable. 
<<Snipped>> 
>  
> SEEKING: With this advantage, the attack will continue to attempt to hit a 
> target until it succeeds.  It is similar to continuous, in that the effect 
> will act on it’s own, on the attacker’s phases, but different in that it 
> will only take effect once.  The attack is launched and the attacker must 
> guide the attack, taking a half phase rolling to hit each phase until the 
> attack succeeds.  The power costs END only when first launched, and requires 
> the attacker to be able to perceive the target for it to hit.  If the 
> attacker cannot see the target any longer, the seeker will launch into a 
> straight line like a normal attack that missed, and stop when it hits a 
> surface or at it’s maximum range.  The direction traveled may be determined 
> randomly if not clear, and as such may return to the attacker!  For a +1/2 
> advantage, the attacker can switch targets on his phase, choosing another 
> person for the seeker to go after.  Like Continuous, the attacker cannot 
> launch another attack while the seeker is in effect.  The seeking power may 
> be shut off at any time by the attacker.  With Uncontrolled, this power 
> becomes very frightening, and with Autofire, it becomes horrific.  Autofire 
> must be bought with the extra cost if this advantage is used.  Consider this 
> advantage to have a stop sign next to it. 
>  
> Seeking is best used for gunboat style ‘mask and unmask’ type of attacks, 
> and with limited uses.  A charge does not begin to use it’s power until it 
> actually hits, so the player does not need to buy continuous charges to use 
> seeker. 
>  
> Base level: +1/4 advantage 
> Can change targets: +1/2 advantage 
 
	Was it you who put this up before?  I liked it then.  I like it now. 
>  
> ---------------------------------------------------------- 
> Sola Gracia             Sola Scriptura          Sola Fide 
> Soli Gloria Deo         Solus Christus          Corum Deo 
> ----------------------------------------------------------- 
 
--  
----------------------------------------------------------- 
Ricky Holding    Email: rholding@ActOnline.com.au 
Work is only there to give us time to talk about play 
----------------------------------------------------------- 
 
 
Date: Tue, 16 Dec 1997 19:19:30 -0800 
From: Rick Holding <rholding@ActOnline.com.au> 
Subject: Re: Champions 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
GoldRushG wrote: 
>  
>   I'm afraid I cannot address any more comments regarding a 5th Edition. It 
> seems I misspoke earlier. I welcome your comments about what you'd like to see 
> in future Hero System products from Gold Rush Games, however. 
>  
>   Thank you. 
>  
>   Mark Arsenault 
>   Gold Rush Games 
 
	A bit more detail, please.  Just what sort of comments are you unable to  
address.  Legal?  Production? 
--  
----------------------------------------------------------- 
Ricky Holding    Email: rholding@ActOnline.com.au 
Work is only there to give us time to talk about play 
----------------------------------------------------------- 
 
Date: Tue, 16 Dec 1997 19:30:23 -0800 
From: Rick Holding <rholding@ActOnline.com.au> 
Subject: I can neither confirm nor deny I am carrying nuclear weapons 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
Mark 
 
-- Please disregard my lost post referencing lack of communications about  
the 5th edition.  Sounds like you are having a rough time of it. 
 
	We will just have to wait and see what comes out in the wash. 
----------------------------------------------------------- 
Ricky Holding    Email: rholding@ActOnline.com.au 
Work is only there to give us time to talk about play 
----------------------------------------------------------- 
 
Date: Tue, 16 Dec 1997 19:32:38 -0800 
From: Rick Holding <rholding@ActOnline.com.au> 
Subject: Re: Message Numbers 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
-- Matthew James Korth wrote: 
>  
> >-- A query to those who have been here the longest. 
> > 
> >    Does the message count here go down over Christmas?  I'm going 
> >away for a little over two weeks soon and I would like to know when I get 
> >back, will the message count be over or under 3000? 
>  
> If the message levels are what they have been, probably over. :) 
>  
> Seriously, though, the list is unusually active now, what with the threads that 
> have been prompted by Mark Arsenault (the Gold Rush Games guy)--they'll die 
> down eventually.  *However*, if I were you, I'd unsubscribe before you leave; 
> otherwise, you might wind up overflowing your mailbox quota. 
 
	Nuts, I was hoping that I wouldn't have to do that.  Ah well. I don't leave  
till Friday, so I'll stick to it till then. 
 
----------------------------------------------------------- 
Ricky Holding    Email: rholding@ActOnline.com.au 
Work is only there to give us time to talk about play 
----------------------------------------------------------- 
 
From: Pat10355 <Pat10355@aol.com> 
Date: Tue, 16 Dec 1997 22:55:10 EST 
Subject: Re: GRG:  San Angelo, 5th Edition, and my Game Store... 
Organization: AOL (http://www.aol.com) 
Errors-To: owner-champ-l@omg.org 
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To: champ-l@omg.org 
X-Status:  
X-Keywords: 
X-UID: 1 
 
In a message dated 97-12-16 13:55:38 EST, psansone@i1.net writes: 
 
<< Just finished reading San Angelo (downloaded), and I must say I'm 
impressed.  
  I can't wait until it comes out.  I love the idea of the Flux.  It is  
 something I would gladly welcome.  I've used magic as the source of all  
 power in some campaigns, but it falls apart every now and then.  I just  
 don't understand why you want San Angelo to be apart from the Champions  
 Universe.  I know, I can do whatever I want, and I will be basing it in the  
 Champions Universe. >> 
 
Thanks! I'm glad you enjoyed the San Angelo: City of Heroes preview, and I 
hope you find the final product just as much fun. 
 
The decision to use San Angelo as the basis of a new campaign world came about 
because we felt the Champions Universe had too many continuity problems and an 
overall lack of cohesiveness. Not to belittle any of the work done on CU 
products -- but the total of those products added up to a lot of confusion and 
redundancy. We felt it was better to make a fresh start. 
 
Creating a new universe also allowed us to set our own design criteria, as 
outlined in the preview material -- a somewhat realistic treatment of the 
genre, the creation of an overall theory behind the appearance of superpowers, 
and so on. 
 
And, as you note, San Angelo: City of Heroes encourages gamers to do whatever 
they like with the book -- like using it in the CU. 
 
Patrick Sweeney 
San Angelo: City of Heroes 
 
From: Opal@october.com (Opal) 
Date: 16 Dec 97 20:07:08 -0800 
Subject: Champions5th Edition- ha 
Organization: Fidonet: Red October Alpha * Hero Roleplaying * 408-629-4695 *  
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To: happyelf <jonesmj@topaz.cqu.edu.au>  
 On 12-13-97 jonesmj@topaz.cqu.edu.au wrote to All...  
  
 > From: happyelf <jonesmj@topaz.cqu.edu.au>  
 > Subject: Champions5th Edition- ha  
 > To: champ-l@omg.org  
 >  
 > At 05:51 AM 12/13/97 -0800, Bob Greenwade wrote:  
 > >   Opal has a fix for Hand Attack which most of the folks on the list  
 > like.  
 > > (I know Bill and I both do, but he and I tend to agree on things  
 > anyway.)  
 > >   Hey Opal!  Do you mind posting that again, for Mark?   :-]  
 >  
 >  
 > ummm, this isn't that 'clearly seperate from the body' thang is it. .  
 > .?  
  
Yeah, It was 'assumed to be somwhat separate..'  I didn't much  
like it either, but couldn't come up with a better phrasing.  
  
The basic idea is if you can generate significantly more damage  
than your STR, you can probably use the same force/leverage/whatever  
to knock away attacks as well.  
  
 > Okay. . . it's time for everyone to post their thingies on ha. . . . .  
 >  
 > I actually worked out a 5 pt per d6 idea , where the advantage of ha  
 > is that str dice added *automatically* get the benifits of  
 > advantages (and lmitations) placed on the ha power , BUT only  
 > like hka- limited to one dice of str damage per dice of ha damage  
 > . . .  
  
That's part of what I did to... great minds and all :)  
  
Should definitely be part of a revised HA - it allows more reasonable  
Strenght-feat and martial-arts-tricks Multipowers.  
  
___  
 * OFFLINE 1.58  
 
Reply-To: "Filksinger" <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
Subject: Re: Link: Disadvantage o 
Date: Tue, 16 Dec 1997 20:09:30 -0800 
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On Monday, December 15, 1997 6:55 PM, Jeremiah Driscoll wrote: 
 
 
 
>Stainless Steel Rat wrote: 
>>>>>>> "F" == Filksinger <filkhero@usa.net> writes: 
>> 
>>F> Uh, I can think of a number of SFX that would allow both separate 
and 
>>F> together uses of a power. 
>> 
>>I like real-world examples: M-16A2 with grenade launcher.  Use the 
rifle, 
>>use the grenade launcher, or use both.  The last is unwieldly, but 
it can 
>>be done. 
>> 
>Um... not safely.  Usually, you have to aim the M-16/M-203 
combination *up* 
>at an angle, in order to hit a distant target with the grenade (not 
really 
>a grenade).  You would miss with the rifle.  You also have to pull 2 
>triggers, so you're getting a *big* minus to hit (IMO). 
>Now, you *could*, I suppose, fire them both at the same *very close* 
>target, but then you get hit with the "grenade" damage as well. 
 
 
Quite true. A double-barreled shotgun, with a slug and a shotshell, is 
a better example from the real world. There aren't many. 
 
As a side note, I was once told by a gun store owner that the long 
barreled (6", though 4" would do) Colt .45 derringer he was showing me 
could hold .410 shotgun shells. And, since it is a pistol rather than 
a shotgun, and the laws against sawed-off shotguns apply to the weapon 
and not the shells, it was a _legal_ 6" shotgun. 
 
The range must have _really_ sucked, though. 
 
Filksinger 
 
From: Opal@october.com (Opal) 
Date: 16 Dec 97 20:13:10 -0800 
Subject: Re: Champions  5th Editi 
Organization: Fidonet: Red October Alpha * Hero Roleplaying * 408-629-4695 *  
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 c >  
 c >    In my games, I always give players the option of taking the  
 c > 'classic'  
 c > Acrobatics skill from 3rd ed.  10 pts. base for DEX roll, which  
 c > includes  
 c > all breakfall applications and can provide a +2 to dodge.  Wait - was  
 c > that official, or was that a house rule my early GMs had?  I remember  
 c > that +2 "Acrobatic Dodge" was standard in all my early/mid-80s Champs  
 c > games...  
  
I liked the old Acrobatic DCV bonus.  So, when I play an apropriate  
character, I take Acrobatics, and +2 DCV levels on an Accrobatics  
Roll -1/2,  Total 10 pts.  :)  (of course I get the -1 for 10 Apts,  
but since it's usually a character with at least a 14- dex roll...)  
  
___  
 * OFFLINE 1.58  
 
From: Opal@october.com (Opal) 
Date: 16 Dec 97 20:16:12 -0800 
Subject: Re: Extra Time on a Trig 
Organization: Fidonet: Red October Alpha * Hero Roleplaying * 408-629-4695 *  
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 >  You sure about this?  I couldn't see anything in the  
 > write-up about that.  I put a trigger on an energy blast.  You are 
 
 > saying that because I did that, I lose the ranged aspect of the  
 > blast?  
 >  
  
I remember having fits coming up with a way around it, but  
darnit, I don't have my BBB...  
  
 >  I think the above device has been brought with a trigger  
 > but also as a foci.  Hence, the mixing and loading of the needle,  
 > which takes 5 minutes, has already been done and all that remains  
 > is injecting it.  
 > --  
  
Sounds more like Extra Time to me.... if the Trigger was the  
injection, the triggered power would have to have been put on  
the victim!  
  
___  
 * OFFLINE 1.58  
 
Reply-To: "Filksinger" <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
Subject: Re: Champions  5th Editi 
Date: Tue, 16 Dec 1997 20:23:05 -0800 
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On Monday, December 15, 1997 8:04 PM, Tokyo Mark wrote: 
 
 
>> > Don't duck and cover just yet. :^| To begin with, the only thing 
really 
>> > wrong with the original HA isn't really something wrong with HA: 
its price. 
>> > HA costs 3 pts. because 1d6 worth of STR cost 5 points.  One is 
left with 
>> > either the option of raising STR's cost, or living with HA. 
>> 
>> Raising STR's cost is really close to the top of the priority queue 
of 
>> things to be changed in 5th Edition, IMO. 
> 
>I think it would also be at the top of the list of new rules ignored 
if 
>they did change the cost;) 
 
 
Agreed. We agreed to have no changes that invalidated a large number 
of previously designed characters. _That_ would invalidate the cost 
calculations of every character with STR greater or lesser than 10. If 
a character has a good reason for costing X number of points, then you 
have just invalidated those characters. 
 
I like the suggestions on Digital Hero, myself. It doesn't change the 
cost of HA at all, but it gives it many of the problems of a more 
expensive power, such as not fitting as easily into Multipowers, 
Elemental Controls, VPPs, and costing more END. 
 
Filksinger 
 
From: Firelynx16 <Firelynx16@aol.com> 
Date: Tue, 16 Dec 1997 23:41:33 EST 
Subject: Re: Champions  5th Editi 
Organization: AOL (http://www.aol.com) 
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In a message dated 97-12-16 20:23:48 EST, you write: 
 
<< > I agree... Str is not broken. 
  
 	But it most certainly is.  Besides granting such wonderful damage 
 at the standard 5pts per DC, it grants lifting ability, Superleap, Skill 
 roll levels, and figured stats.  It's worth more than 1 pt per pt. 
  
 > If there must be something fixed, make it HA. 
  
  
 	The above said, I'd probably ignore a ruling that changed STR 
 simply because it would change all the accounting on all of my characters. 
 Also, I feel that the "deal" that is gotten with STR is equaled out by the 
 deals available to non-Str based powers and characters (ie, non-Bricks). 
 Power Frameworks for EPs and Mentalists and the MA packages for MAs help 
 to balance the cost by giving any potential character some sort of 
 "deal" to work with. 
  
 	I'd go with a straight HA fix. 
  
  
 			-Tim Gilberg 
  >> 
So we're saying the same thing.  Different paths, but the same thing.  Ain't 
life wonderful? 
 
Happy Holidays, 
'Lynx 
 
Reply-To: "Filksinger" <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
Subject: Re: 5th Edition Hero: Some specific suggestions (a tad long) 
Date: Tue, 16 Dec 1997 20:49:08 -0800 
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On Monday, December 15, 1997 8:57 PM, GoldRushG wrote: 
 
 
><< - Interrogation should not *necessarily* be violent.  ...an 
attorney can 
>use Interrogation to prompt a witness that she doesn't think is 
telling the 
>truth ("Need I remind you of the penalties for perjury?" and such). 
Either 
>that, or there should be a different Skill for this. >> 
> 
>  How about Conversation? 
> 
>  "This PRE-based Skill allows the character to extract information 
from 
>people with careful conversation. ...if the Skill is properly 
performed, the 
>victim won't be awarte he has divulged anything." 
> 
>  Sounds like typical courtroom drama to me! <LOL> 
 
 
Possibly. However, a "grilling" on the stand does _not_ leave the 
person with the impression that they told you nothing. Conversation is 
the skill whereby you talk to someone, and they reveal things that you 
can use to deduce their secrets, not demanding they confess in various 
intimidating ways until they crack. 
 
Filksinger 
 
Date: Tue, 16 Dec 1997 20:56:40 -0800 
From: Rook <rook@infinex.com> 
Organization: Sujin & Brian 
CC: champ-l@omg.org 
Subject: Re: Champions 5th Editio 
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> << You mean the one done by George Perez?   With Seeker jumping to attack Dr. 
> Destroyer (presumably without effect and a lot of pain on Seeker's side)? 
> Why does it need to be changed?>> 
> 
>   Because I think after X years of the same cover it's time for a facelift, 
> that's all. We're trying to reach a new market, or at least expand our market 
> for 4th Edition. Do you disagree? 
 
    I hate to commit Heresy here, but if you want to pull in a new market, get 
one 
of the Image artists to do it. Just make sure the cheescake is either controlled, 
or on 
both genders. Or get Image's best, the artist of Astro City, to do a cover. 
 
    Personally I'd love to see a game suppliment with art from Craig Rousseau 
(Impulse from DC 
Comics), J. Scott Campbell (old Gen 13 artist), or Will Meugniot (artist for 
first few issues of 
DNAgents from Eclipse). 
 
-- 
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: Opal@october.com (Opal) 
Date: 16 Dec 97 21:16:14 -0800 
Subject: Incomplete Character Rul 
Organization: Fidonet: Red October Alpha * Hero Roleplaying * 408-629-4695 *  
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X-UID: 13 
 
 On 12-14-97 redbf@ldd.net wrote to All...  
 r > Subject: Incomplete Character Rules  
 r >  
 r > I have never seen this. Where can I find it?  
  
You can find the Incomplet Rules on the web at:  
  
http://www.best.com/~jimalj/incomp.html  
  
 r > ----------------------------------------------------------------------  
 r > -  
 r > What do you mean she is dead? All I did was shoot her in the head with  
 r > my 4d6 RKA? How can she be dead?  
 r >    Actually said by one of my players.  
  
<shudder>  
___  
 * OFFLINE 1.58  
 
From: Opal@october.com (Opal) 
Date: 16 Dec 97 21:28:16 -0800 
Subject: Re: Champions  5th Editi 
Organization: Fidonet: Red October Alpha * Hero Roleplaying * 408-629-4695 *  
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 > The trouble is, HA is NOT the normal-damage equivalent of HKA. There's  
 > need for such a power (a normal damage power that lets you add STR),  
 > the paradigm shifts for normal damage -- STR is not added to HA, HA is  
 > to STR, and that's the way it should be: /STR/ is the equivalent of  
 > HKA (you can use combat maneuvers with just STR, for example).  
 >  
  
Any HA with Advantages (I'm talking about a 5pt version, not  
the official one), becomes like a HKA: it transforms STR damage  
into something else.  Same goes for Energy HA.  The type of  
HA that just adds a few dice to STR is a special case, in this  
version.  
  
 > >     Though it cannot be 'spread' in the manner of an Energy  
 > >Blast, an HA can be manipulated to improve OCV at the price of  
 > >damage.  Each 1d6 of damage sacrificed gives a +1 OCV.  Since an  
 > >HA - even when not focused - is assumed to be somewhat separate  
 > >from the character using it, it can be used to Block an  
 > >opponent's attack.  
 >  
 > This is where I have the real problem: exactly why are HA's "assumed  
 > to besomewhat separate from the character using it"?  The two most common  
  
Because Opal couldn't come up with a good phrasing...  The idea is  
that most F/X that increase your STR damage are also going to be 
 
useful in related ways...  for instance:  
  
 > besides weapons (i.e. Focus) that I've seen HA used for in the past  
 > are  
 > superspeed punches and superdense skin.  Neither is separate from the  
 > character in any fashion, and it seems like a far easier approach to  
  
Well, superdense skin does imply defense, if it's tough enough to  
deliver extra damage, it's probably tough enough to parry an attack  
(the block bonus).  Likewise, if you can do a superspeed punch, a  
superspeed block certainly isn't much of a stretch - in fact it  
represents the powerset better.  
  
 > buy OCV  
 > bonuses with combat levels in addition to HA damage than to box them  
 > together and force players to limit them out.  
 > --  
 > Vox 25:17, Patron Saint of Gadflies  
 > +-----------------------------------------------------------------+  
  
There are plenty of powers that could have bits of them taken out  
and bought in a more 'standard' way.  From spreading EBs, to the  
DCV bonus from Shrinking, to the extra reach of Growth... 
 
  
Putting HA at 5/die is a good idea, letting it be used to get some  
CV mods - like a Spread EB, is one way of giving it sufficient  
utility.  That some characters will feel the need to limit that  
out isn't a major problem, some characters put Beam on thier EBs  
it's the same sort of thing.  
___  
 * OFFLINE 1.58  
 
From: Opal@october.com (Opal) 
Date: 16 Dec 97 21:30:18 -0800 
Subject: Back from the Dead 
Organization: Fidonet: Red October Alpha * Hero Roleplaying * 408-629-4695 *  
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X-UID: 9 
 
 CB> In effect, every time the charcter died, all he lost was the memories  
 CB> between the last recording and his death.  
 CB>  
 CB> Any idears on how to model this in champs...  
 CB>  
 CB> Chris  
  
Believe it or not... Duplication.  The Duplicate is created  
when you make the recording, and is delayed until the character  
dies...  You lose some power points each time you die... but  
hey, it's better than death.  
  
___  
 * OFFLINE 1.58  
 
From: Opal@october.com (Opal) 
Date: 16 Dec 97 21:33:20 -0800 
Subject: Re: Champions  5th Editi 
Organization: Fidonet: Red October Alpha * Hero Roleplaying * 408-629-4695 *  
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 t > > 1.    Add an advantage called "Advantaged" which would be the exact  
 t > > counterpart to "Limited".  
 t >  
 t > Bad idea IMO. There's no need for it given an adequate set of Powers  
 t > and Advantages.  
 t >  
  
Yep... there's a limit to how much you can shave off a power... because  
eventually there's nothing left... there's no limit and no possible  
guidelines for something like Advantaged...  
  
 t > > 12.    Present options for both versions of linked. As well as a  
 t > 'Combine'  
 t > > advantage, or at least a suggestion on why not to have such an  
 t > advantage  
 t > > and how to otherwise achieve said special effect (ie: multipower  
 t > slots  
 t > > or whatever.)  
 t >  
 t > The system is considerably better balanced if you make "combinable"  
 t > the  
 t > default, IMO.  
 t > ---  
  
Well, it would mean that two attack powers bought outside of a Multipower  
are something other than just a waste of points...  
  
___  
 * OFFLINE 1.58  
 
From: Firelynx16 <Firelynx16@aol.com> 
Date: Wed, 17 Dec 1997 00:36:25 EST 
Subject: Re: That's What I Want... 
Organization: AOL (http://www.aol.com) 
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In a message dated 97-12-16 23:53:06 EST, you write: 
 
<< Jeremiah Driscoll wrote: 
  
 > Okay, I hope this doesn't sound too stupid.  I was always under the 
 > impression that you rolled the dice, counted the *total* and used that as 
 > the BODY able to be absorbed... not the *BODY* total on the dice. 
 > I guess my way gives you even more power, huh? 
 > Can someone explain it to me, please? 
 > 
  
 You are absolutely correct for absoprtion. The TOTAL rolled is the amount of 
body 
 you can absorb. >> 
 
That's correct.  The BODY doesn't come into play until you determine how much 
you actually absorb from the incoming attack.  The TOTAL on your absorption 
roll tells how much you can absorb for all hits you take that phase.  Each 
time during that phase you get hit, the BODY of the incoming attack becomes 
the number you may absorb off that attack, as long as it doesn't go over what 
you rolled on your absorption.  example:  you get hit by a 12 Body 43 Stun 
attack and you roll 20 on your Absorption roll.  You therefore can absorb all 
12 points.  That same phase, you get hit with another 10 Body 30 Stun attack. 
Since you've already absorbed 12, you can only take on another 8 before you 
reach your limit of 20.  There is another limit to consider also.  The total 
possible number you can reach by rolling all 6s and adding any pluses in your 
Absorption is the most you can have absorbed at any one time.  Hope that 
helps. 
 
'Lynx 
 
From: Opal@october.com (Opal) 
Date: 16 Dec 97 21:40:22 -0800 
Subject: Re: Link: Disadvantage o 
Organization: Fidonet: Red October Alpha * Hero Roleplaying * 408-629-4695 *  
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 t > > Huh?  How would using two attacks at the same time change thier  
 t > > F/X?  I mean, if Iron Man fires Repulsors and Unibeam at the  
 t > > same time, they're still Repulsors and it's still the Unibeam,  
 t > > they not sudenly Unipulsors or Mutant-powered eyebeams or  
 t > > anything...  
 t >  
 t >  But as you are attacking with one attack roll the mix of powers  
 t > has become only one.  There must be a gestalt SFX.  
 t >  
 t >    -Tim Gilberg  
 t > ---  
  
  
A gestalt F/X?  But the F/X of the two components won't change...  
there's no need or reason for them to.  I'm probably just  
missing your point, but I think maybe you're getting a bit  
too technical with the rules...  
  
Maybe this will help me:  What power set would you give  
Ironman for this specific example - how would you buy  
the two attacks?  And how would the combined-attack F/X  
be defined?  
  
___  
 * OFFLINE 1.58  
 
From: Opal@october.com (Opal) 
Date: 16 Dec 97 21:44:24 -0800 
Subject: Re: Link: Disadvantage o 
Organization: Fidonet: Red October Alpha * Hero Roleplaying * 408-629-4695 *  
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 t >  I noticed, but that's not actually the point.  MPs are designed to  
 t > give a savings for related powers, even if it doesn't say that in  
 t > their description.  If a character wants an EB, a flash, and a  
 t > metapower  
 t > EB+flash in a MP, no problem.  I'd say it works.  
 t >    -Tim Gilberg  
 t > ---  
  
  
And the fact that the cost is *so* close to just buying the  
two powers straight-up doesn't speak to you at all?  
  
Another question:  
  
50 Multipower  
 5 u 10d EB  
 3 u  3d Flash  
--  
58  
 
 
vs  
  
50 10d EB  
30 3d Flash  
--  
80  
  
What is the 2nd character paying 22 points for?  
  
(BTW this is a question that drove me nuts for  
years after I started playing... the old Death  
Comando & Wyvern write-ups started it).  :)  
  
___  
 * OFFLINE 1.58 
 
From: Opal@october.com (Opal) 
Date: 16 Dec 97 21:45:26 -0800 
Subject: Re: Slipperiness 
Organization: Fidonet: Red October Alpha * Hero Roleplaying * 408-629-4695 *  
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 c >    I state openly and unabashedly at this time that I have NO idea how  
 c > to properly define slipperyness myself....  
 c > --  
  
Make a dex roll or fall down?  
  
___  
 * OFFLINE 1.58  
 
Reply-To: "Filksinger" <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
Subject: Re: How do I buy these abilites?? 
Date: Tue, 16 Dec 1997 21:54:16 -0800 
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On Tuesday, December 16, 1997 5:56 AM, Bill Svitavsky wrote: 
 
 
<snip> 
> 
>I agree this is pretty questionable, for the reasons you give. At the 
risk 
>of being pedantic, though, I'd disagree that Desolid FTL _exactly_ 
>duplicates Teleportation; different things (like Affects Desolid 
defenses) 
>stop it. This leaves a mechanism for being stopped or attacked along 
the 
>way, perhaps even by someone moving at the same speed, while Teleport 
has 
>no real capacity for that. (Of course, the GM could always fudge 
something 
>for those limited Teleports.) 
 
 
A target, on Earth, traveling at lightspeed, would, if limited to the 
surface of the Earth, reach the far side of the Earth in less than 
1/7th of a second. Effectively instantaneous, for our purposes. 
Attacked is pretty much out of the question, unless you were being 
paced. (I will not bother calculating the DCV of an object traveling 
at lightspeed. I would not allow any normal attack, even with a roll 
of three, hit _that_.) 
 
 
As for the Affects Desolid defenses, if you really consider those a 
significant difference, then limit the Teleportation. If you don't 
think that it is worth even a -1/4, then it isn't a significant 
difference. 
 
Filksinger 
 
From: Opal@october.com (Opal) 
Date: 16 Dec 97 21:54:28 -0800 
Subject: Champions 5th Ed Cover 
Organization: Fidonet: Red October Alpha * Hero Roleplaying * 408-629-4695 *  
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 G > From: GoldRushG <GoldRushG@aol.com>  
 G > Subject: Champions 5th Ed Cover  
 G > To: champ-l@omg.org  
 G >  
 G > << Really?  I thought it was pretty good. >>  
 G >  
 G >   So do we. But we want the 5th Ed. book to have an even *better*  
 G > cover... ;)  
 G >  
 G > << I'd realy like to see the next panel, though:  Seeker burried under  
 G > wall Doc D just squished him with, and the broken Katana stiking  
 G > out.... >>  
 G >  
 G >   I know you were joking (at least I hope so), but I don't know if  
 G > we'll be featuring any of the CU characters on the cover. Just FYI.  
 G >  
 G >   Mark @ GRG  
  
  
Joking?  Oh, yeah, of course...  
  
Well, if I can't see Seeker squished by Doc D, I guess not having  
him at all is the next best thing.  
  
Could we get Marksman or Gargoyle on the cover?  
How bout 'Gyro' Jim?  
  
___  
 * OFFLINE 1.58  
 
Date: Tue, 16 Dec 1997 22:06:11 -0800 
From: Rook <rook@infinex.com> 
Organization: Sujin & Brian 
Subject: Favorite BBB pics (was Re: Art in GRG's Hero books) 
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> > Perhaps in our attempt to assist in "revising" and "expanding" the existing 
> > edition of the HERO rules, we might let them know what ART we NEVER, ever 
> > want to see again? 
 
    Let me go the other way and list my favorite pics. Page numbers are Deluxe 
BBB. 
 
the guy with the floating globe on page 232. 
The woman on the pole on page 235. 
The 'Flash' pic on page 70. 
The 'lightning' pic on page 53. 
The group shot on page 206. 
The treasure pic on page 45. 
The woman on page 37. 
the woman on page 75 who fails to notice the brick smashing something against her 
back 
The group shot on page 12. 
The guy on page 'V' 
 
>From the 1st printing of the BBB: 
Page s12 "EgoMan" as we always called him, this guy is so silly looking he just 
has to stay. He's been the 
    source of hundreds of in-house jokes since we first found him in third 
edition. :) 
 
That's my list of must-keep art. 
    Maybe add the Howler pic in there as well, and Crusader if that's done. 
 
-- 
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: bsvitavs@acs-mail.bu.edu 
Date: Wed, 17 Dec 1997 01:17:00 -0500 
From: bsvitavs@bu.edu (Bill Svitavsky) 
Subject: Talent: Intuition 
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This seems to be the time to trot out all the house rules and ideas for new 
powers, so here's another one of mine: 
 
 
INTUITION 
 
This EGO-based talent is the ability to leap to a correct conclusion 
without all the facts necessary to make a logical conclusion. It is similar 
to the Skill Deduction, and should likewise be used sparingly. However, 
this talent differs from deduction in both applicability and results. A 
character may attempt an Intuition Roll to reach some understanding in the 
absence of complete information. The conclusion he or she reaches, though, 
may not answer the question the player had in mind.  The conclusion will 
also be less definite than the product of logical reasoning - a "hunch" - 
and the Skill Roll should therefore generally be made by the GM. A failed 
Intuition Roll usually means that the character has no strong feeling about 
the situation, or it can mean an incorrect hunch. 
 
Cost: 3 points for a 9+(EGO/5) base roll, +2 points per +1 to the roll. 
 
 
From: GoldRushG <GoldRushG@aol.com> 
Date: Wed, 17 Dec 1997 01:21:20 EST 
Subject: Re: NO 5TH EDITION! (Was Re: Champions) 
Organization: AOL (http://www.aol.com) 
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<< I first heard this one at GenCon this year.  Before that, they were trying 
to push a switch to Fuzion on us. >> 
 
  Hero was never trying to "push a switch" on you. If you perceived it that 
way, it''s unfortunate. But you can hardly blame a publisher for promoting its 
newest product. 
 
<< 3.	"We are not going to stop supporting 4th edition". >> 
>   This is true. 
 
<< 	But could change at any time.  Argh! >> 
 
    The fate of Hero System 4th Ed is as much in your hands as it is mine. If 
you don't understand that after reaqding all of my postings to this list these 
past few days, then I don't know what more I can say to convince you. 
 
  Mark @ GRG 
 
X-Sender: ctaylor@pop.cyberis.net 
Date: Tue, 16 Dec 1997 22:43:14 -0800 
From: Christopher Taylor <ctaylor@cyberis.net> 
Subject: Re: Aid and Powers 
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>Some recent discussion on the list brought up an aspect of the Aid power I 
>had never considered. Can Aid be used to grant powers that the target 
>doesn't have? For that matter can the other adjustment powers? Say an 
>aborption to energy blast that gives the user an energy blast they don't 
>normally have acess to. 
 
I let players do that, but the effectiveness is halved, so your Aid to a 
power the target does not have, or absorb to a power you do not have gives 
you HALF the points you normally get on the dice... keeps abuse down as a 
house rule, I strongly advise it for an official rule. 
 
---------------------------------------------------------- 
Sola Gracia		Sola Scriptura		Sola Fide 
Soli Gloria Deo		Solus Christus		Corum Deo 
----------------------------------------------------------- 
 
From: "Len Carpenter" <redlion@voicenet.com> 
Subject: RE: Ninjato 
Date: Wed, 17 Dec 1997 02:06:31 -0500 
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>> I agree that the ninjato doesn't deserve a +1 STUN multiplier.  The 
typical ninjato likely doesn't deserve a +1 OCV bonus either, unlike a 
high-quality katana or wakizashi forged with exquisite skill.  << 
 
Michael Surbrook responds: 
 
> When my group rewrote the weapons lists, we dumped all OCV bonuses for all 
weapons, unless the weapon was very quick (like a rapier of jien) of hard to 
block (like a flail).  OTOH, the +1 OCV for a sword is more a question of 
balance then how well the sword was made.  If the sword is well balanced and 
handles well, then it will be fairly easy to use, thus the +1 OCV. < 
 
I'd place the katana and wakizashi in the category of quick and balanced 
weapons, along with fast martial arts weapons like the jo stick and nunchaku, 
and with swift European thrusting swords and daggers.  The heavier no-daichi 
would not deserve the bonus. 
 
I believe how well a sword is made should affect its game stats.  Let's go 
back to the Dark Ages.  The Celts were probably the first to use the process 
of pattern-welding, overcoming the technical problem of forging good swords 
when good iron was scarce.  A pattern-welded blade could include both 
good-quality and inferior iron, yet produce a high-quality, attractive 
weapon.  The best of these blades took a month or more to forge and were 
valued as equal to 120 oxen or 15 slaves--not exactly mass-produced to equip 
an entire army.  Such swords became cherished family heirlooms, praised for 
their power to cut through any armor of the time. 
 
Then, around the 8th Century, Viking smiths made another breakthrough, 
forging blades of homogeneous steel that equaled or surpassed pattern-welded 
blades.  These swords, sometimes called Ulfberht after a smith or family of 
smiths in the Rhineland, became lighter and tougher, less blade-heavy, and 
more sharply tapered, better able to pierce mail.  These blades could be 
wielded with greater dexterity and speed than other swords of comparable 
length.  So how well-made these swords were did affect how well they handled. 
 
These variances in European sword quality are not unlike the distinction 
between the samurai's revered katana and the ninja's utilitarian ninjato.  
Quality pays, though you often have to pay through the nose for it.  ("120 
oxen . . . what's that in gold pieces?") 
 
>> I like to give the quality swords favored by knights and swashbuckler the 
+1 OCV.  To balance the sword's advantage, I grant a +1 STUN multiplier to 
heavy battle axes to better reflect the crushing power of such weapons in 
addition to their cutting power.  A +1 STUN mult I give to common hammers, 
maces, and 
flails, while the heaviest of such weapons receives a +2 STUN mult.  So a 
knight wearing heavy jousting armor capable of absorbing lots of BODY can 
still get his bell rung by a two-handed flail.  << 
 
> I would argue that European swords are pretty much the same quality across 
the board for the most part. <   
 
Again, quality differs markedly from place to place and from age to age, 
depending on the technical skill of the smiths and on the grade and 
properties of the raw materials available.  This holds true for just about 
any type of weapon or armor.  In Medieval Europe, discriminating noblemen 
looked to Bordeaux, Toulouse, Solingen, Toledo, or Passau for the finest 
swords available.  Milan and Innsbruck became famous for their suits of 
armor, superior to most made in England.  German iron-smelters had perhaps 
discovered before the rest of Europe the advantage of using manganese to 
harden steel, giving German armorers superior metal with which to work. 
 
Also, it's more interesting to treat high-quality weapons and armor, even 
non-enchanted ones, as individual items rather than generic examples 
indistinguishable from all others of the same type. 
 
> Anyway, axes should have the AP advantage, since they purpose is to chop 
through armor.  One gets the impression from some of the older Norse sagas 
that the axe was a very sharp weapon with great cutting power, not crushing 
power. < 
 
A stout battleaxe is indeed a marvelously effective weapon, reputed to have 
been able to lop-off mailed limbs left and right.  The axes of the Franks and 
Vikings weren't quite so impressive against plate armor, though, hence the 
evolution of the two-handed pollaxe and halberd to defeat increasingly better 
armor.  Still, treating axes as AP attacks is a valid interpretation. 
 
I've read that part of the efficacy of the axe was its percussive effect as 
well as its cutting power.  Where the heavy axe did not cleave through mail, 
its mass enabled it to crush the flesh underneath.  As a matter of personal 
taste, I prefer to reserve the AP Advantage for the beaked war hammer and 
other weapons with a pick-like fluke capable of punching square holes through 
plate.  It keeps those weapons unique in the armory.  I wouldn't rule out 
axes of quality as having AP potential, though. 
 
> I would disagree with giving almost any weapon a +2 Stun Multiple. < 
 
Maybe I just have a thing for big, smashing weapons.  I'm also bored with 
every warrior arming himself with a sword, forgetting that other weapons even 
exist.  Maces and flails aren't just for clerics anymore.  Besides, the 
percussive power of such weapons taking a toll on knights wearing even heavy 
plate is attested to in several history books I've read. 
 
> I would also like to point out that *no one* fought in 'jousting armor'.  
Armor for tilting at the list was just that, sport armor for the joust.  This 
stuff was very thick (up to an 1" of overlapping plates) and rigidly locked 
together.  I doubt that hitting someone with a heavy flail would incapacitate 
them as badly a you are picturing in your example. 
 
Note: when you say 'heavy jousting armor' I presume you are referring to the 
full suits of plate from the 16th and 17th century.  Before that, the knight 
wore his usual gear with a few add-ons. < 
 
To be more precise, I'm not thinking of the specialized tilt armors 
specifically designed to withstand a lance charge, but a more general form of 
fully articulated armor suitable for the foot combat of the tourney as well 
as the battlefield--say the finest of early- to mid-16th Century armor, with 
"garnitures" or exchange pieces available that can be added to the war 
harness when the knight jousts in a tourney.  Though a not-so-common sight on 
the 16th Century battlefield, being so expensive, it's what the Perk: 
Well-Off knight of FH will likely wear.  I would rate the very best of such 
armor--not that heavily fluted, imitation-of-the-latest-fashion-in-clothes 
parade armor nonsense--but the duke's ransom kind of armor where every inch 
of surface is formed to provide an ideal glancing surface, as +10 rD. 
 
Common sense dictates when any suit of armor's full defense doesn't apply, 
naturally.  The defense value should be reduced vs. most energy attacks, vs. 
high-velocity firearms, and vs. a powerful crossbow bolt or longbow shaft 
launched at close range.  And even the best armor shouldn't count for much if 
the knight falls off a cliff or gets nailed by a boulder hurled by a giant.  
 
>> I have another suggestion for hand-and-a-half weapons.  Provided the 
character has the STR min to wield the weapon one-handed, if he chooses to 
wield it with both hands, he gets a +1 Damage Class bonus when gripping it 
two-handed--in a sense, the STR min for swinging it with two hands is reduced 
by 5. <<   
 
> But the STR min of using a hand-and-a-half weapon does go down if you use 
it two handed, allowing one to usually get that extra DC in combat.  Check 
Fantasy Hero and the BBB. < 
 
"Usually," but not always.  The STR min for a 1.5-h weapon is reduced by only 
-2 when used in two hands (Fantasy Hero, page 98).  If a 13 STR character 
wielding a hand-and-a-half weapon with a 13 STR min grips it with both hands, 
the STR min drops to 11.  No damage bonus.  His STR would have to be as high 
as 16 to do added damage with a two-fisted attack.  I don't like that.  So 
long as a character is strong enough to wield the weapon one-handed, he 
should have the potential to do additional damage two-handed, the official 
rule be damned. 
 
 
Len Carpenter 
redlion@early.com 
 
Date: Wed, 17 Dec 1997 02:44:24 -0500 (EST) 
From: Michael Surbrook <susano@access.digex.net> 
cc: champ-l@omg.org 
Subject: RE: Ninjato 
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On Wed, 17 Dec 1997, Len Carpenter wrote: 
 
> > When my group rewrote the weapons lists, we dumped all OCV bonuses for all 
> weapons, unless the weapon was very quick (like a rapier of jien) of hard to 
> block (like a flail).  OTOH, the +1 OCV for a sword is more a question of 
> balance then how well the sword was made.  If the sword is well balanced and 
> handles well, then it will be fairly easy to use, thus the +1 OCV. < 
>  
> I'd place the katana and wakizashi in the category of quick and balanced 
> weapons, along with fast martial arts weapons like the jo stick and nunchaku, 
> and with swift European thrusting swords and daggers.  The heavier no-daichi 
> would not deserve the bonus. 
 
I think this boils down to a matter of feel.  We dumped the OCV bonus for 
*all* but a select few weapons.  It was felt that there wasn't all that 
much difference between a well-balanced katana and a well-balanced 
broadsword, so we dropped the OCV bonus for both.  I don't think the jo 
kept its +1 OCV either.  I do know the no-dachi didn't get it (although it 
did get a DC increase). 
  
<stuff on swords snipped> 
 
If one wanted to into slightly greater detail with swords and such in a 
fantasy game, then adding or dropping the +1 OCV (or even a DC) would 
allow one to represent this sort of forging.   
 
Our attempt was to lower attacking OCVs a touch, drop STR mins into a 
realistic relm and bring damage in-line.  I would also like topoint out 
that not *every* katana was a masterpiece, and even in our system one 
could define the 'finely balanced family heirloom' with the +1 OCV, making 
it stand out from the more mundane swords around it. 
  
> > I would argue that European swords are pretty much the same quality across 
> the board for the most part. <   
>  
> Again, quality differs markedly from place to place and from age to age, 
> depending on the technical skill of the smiths and on the grade and 
> properties of the raw materials available.  This holds true for just about 
> any type of weapon or armor.  In Medieval Europe, discriminating noblemen 
> looked to Bordeaux, Toulouse, Solingen, Toledo, or Passau for the finest 
> swords available.  Milan and Innsbruck became famous for their suits of 
> armor, superior to most made in England.  German iron-smelters had perhaps 
> discovered before the rest of Europe the advantage of using manganese to 
> harden steel, giving German armorers superior metal with which to work. 
>  
> Also, it's more interesting to treat high-quality weapons and armor, even 
> non-enchanted ones, as individual items rather than generic examples 
> indistinguishable from all others of the same type. 
 
True.  See my comments above through.  The question become one of 
playbility vs detail.  If I' want to really get serious and in -depth into 
such factors I could declare that German (or Italian) plate is +1 DEF, 
while the same suit from (say...) Ireland is -1 DEF (from a base of 8). 
One could tinker with the +1 OCV bonus (normal sword 1d6+1 HKA, high 
quality - 1d6+1 with a +1 OCV, poorly forged sword?  same damage, -1 OCV) 
 
But when taken as a whole, the swords do blend together over all, it is 
only when you look at very different swords (such as a cinqueda compared 
to a broadsword, compared to a hand-and-a-half, compared to a claymore 
that one really should worry about major differences. 
  
> > Anyway, axes should have the AP advantage, since they purpose is to chop 
> through armor.  One gets the impression from some of the older Norse sagas 
> that the axe was a very sharp weapon with great cutting power, not crushing 
> power. < 
>  
> A stout battleaxe is indeed a marvelously effective weapon, reputed to have 
> been able to lop-off mailed limbs left and right.  The axes of the Franks and 
> Vikings weren't quite so impressive against plate armor, though, hence the 
> evolution of the two-handed pollaxe and halberd to defeat increasingly better 
> armor.  Still, treating axes as AP attacks is a valid interpretation. 
 
I have my doubts as to the ability for any weapon, even a good axe to 
'lop-off mailed limbs'.  As to the difference between a Danish war axe and 
a halberd?  Probably the base damage value (and possibly a +1 Stun for the 
halberd). 
  
> I've read that part of the efficacy of the axe was its percussive effect as 
> well as its cutting power.  Where the heavy axe did not cleave through mail, 
> its mass enabled it to crush the flesh underneath.  As a matter of personal 
> taste, I prefer to reserve the AP Advantage for the beaked war hammer and 
> other weapons with a pick-like fluke capable of punching square holes through 
> plate.  It keeps those weapons unique in the armory.  I wouldn't rule out 
> axes of quality as having AP potential, though. 
 
And crushing the flesh underneath means doing Body damage through the 
armor - ie. AP attacks.  We trated picks, war hammers and axes the same 
way, since they all had the same end result, doing damage even through 
thick armor. 
  
> > I would disagree with giving almost any weapon a +2 Stun Multiple. < 
>  
> Maybe I just have a thing for big, smashing weapons.  I'm also bored with 
> every warrior arming himself with a sword, forgetting that other weapons even 
> exist.  Maces and flails aren't just for clerics anymore.  Besides, the 
> percussive power of such weapons taking a toll on knights wearing even heavy 
> plate is attested to in several history books I've read. 
 
Yeah, but with a +2 Stun Multiple, I think you're doing too much Stun too 
quickly. 
  
> > I would also like to point out that *no one* fought in 'jousting armor'.  
> Armor for tilting at the list was just that, sport armor for the joust.  This 
> stuff was very thick (up to an 1" of overlapping plates) and rigidly locked 
> together.  I doubt that hitting someone with a heavy flail would incapacitate 
> them as badly a you are picturing in your example. 
>  
> Note: when you say 'heavy jousting armor' I presume you are referring to the 
> full suits of plate from the 16th and 17th century.  Before that, the knight 
> wore his usual gear with a few add-ons. < 
>  
> To be more precise, I'm not thinking of the specialized tilt armors 
> specifically designed to withstand a lance charge, but a more general form of 
> fully articulated armor suitable for the foot combat of the tourney as well 
> as the battlefield--say the finest of early- to mid-16th Century armor, with 
> "garnitures" or exchange pieces available that can be added to the war 
> harness when the knight jousts in a tourney.  Though a not-so-common sight on 
> the 16th Century battlefield, being so expensive, it's what the Perk: 
> Well-Off knight of FH will likely wear.  I would rate the very best of such 
> armor--not that heavily fluted, imitation-of-the-latest-fashion-in-clothes 
> parade armor nonsense--but the duke's ransom kind of armor where every inch 
> of surface is formed to provide an ideal glancing surface, as +10 rD. 
 
Okay, I see.  I had a bit of a go-around with some one a while back about 
the use of jousting and 'bullet proof' armor.  I would like to point out, 
however, that Maxamillian plate is considered some of the finest armor 
ever made, and it is 'heavily fluted', although the fluting has a purpose, 
unlike some suits I have seen (which, as you say, were ment for parades). 
Ever seen the suit made to look like a Landskinecht's slashed-and-puffed 
dress? 
  
> Common sense dictates when any suit of armor's full defense doesn't apply, 
> naturally.  The defense value should be reduced vs. most energy attacks, vs. 
> high-velocity firearms, and vs. a powerful crossbow bolt or longbow shaft 
> launched at close range.  And even the best armor shouldn't count for much if 
> the knight falls off a cliff or gets nailed by a boulder hurled by a giant.  
 
There are limitations for that.  Ninja Hero and UMA make mention of 
reduced vs guns.  In a FH game where you aren't paying for the armor, the 
GM should make a ruling about when the armor doesn't provided full DEF 
  
> >> I have another suggestion for hand-and-a-half weapons.  Provided the 
> character has the STR min to wield the weapon one-handed, if he chooses to 
> wield it with both hands, he gets a +1 Damage Class bonus when gripping it 
> two-handed--in a sense, the STR min for swinging it with two hands is reduced 
> by 5. <<   
>  
> > But the STR min of using a hand-and-a-half weapon does go down if you use 
> it two handed, allowing one to usually get that extra DC in combat.  Check 
> Fantasy Hero and the BBB. < 
>  
> "Usually," but not always.  The STR min for a 1.5-h weapon is reduced by only 
> -2 when used in two hands (Fantasy Hero, page 98).  If a 13 STR character 
> wielding a hand-and-a-half weapon with a 13 STR min grips it with both hands, 
> the STR min drops to 11.  No damage bonus.  His STR would have to be as high 
> as 16 to do added damage with a two-fisted attack.  I don't like that.  So 
> long as a character is strong enough to wield the weapon one-handed, he 
> should have the potential to do additional damage two-handed, the official 
> rule be damned. 
 
Hmmm... I think we dropped the STR by 3 for two-handed use. 
 
We also dropped the STR min for all weapons, a katana was 10/7 I think, 
the ninja-to was 11/8 (1 handed/2 handed). 
 
*************************************************************************** 
* "'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, 17 Dec 1997 02:55:16 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: 5th Edition concluded 
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 
 
 
 
> Unfortunately, for the same 5 points per die, I could buy STR, which 
> would add the same amount of damage _and_ lift _and_ grabs _and_ adds 
> to figured characteristics. 
 
 
	But then you'd have to justify it to me, the GM.  And if you've 
got Mr. Normal MA sitting there, you're not gonna convince me that you 
need 35 or 40 STR.  20 STR and 4 dice of HA?  No problem. 
 
 
			-Tim Gilberg 
 
Date: Wed, 17 Dec 1997 02:02:13 -0700 
From: Curtis Gibson <mhoram@relia.net> 
Subject: Re: How do I buy these abilites?? 
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: 35 
 
Filksinger wrote: 
 
> A target, on Earth, traveling at lightspeed, would, if limited to the 
> surface of the Earth, reach the far side of the Earth in less than 
> 1/7th of a second. Effectively instantaneous, for our purposes. 
> Attacked is pretty much out of the question, unless you were being 
> paced. (I will not bother calculating the DCV of an object traveling 
> at lightspeed. I would not allow any normal attack, even with a roll 
> of three, hit _that_.) 
>  
> As for the Affects Desolid defenses, if you really consider those a 
> significant difference, then limit the Teleportation. If you don't 
> think that it is worth even a -1/4, then it isn't a significant 
> difference. 
>  
> Filksinger 
 
I've only been half hearteadly following this discussion, so if this has 
been mentioned I apologize in advance. 
 
The way our group has handeled huge distant teleports has been to buy it 
as Extra Dim Movement, listing earth as the dimension. This allows 
precision for target, but not exact precision (can miss by a few blocks 
ect). For perfect precision we allow the character to buy permenant and 
floating locations just like in t-port. It isn't exactly legal, but we 
find it a more elegant kludge than the FTL or the hugely limited normal 
t-port. 
 
Just the proverbial .02 
--  
-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 
 
Comments: Authenticated sender is <b1tlbx98@pop1.sympatico.ca> 
From: "Vance Scott" <b1tlbx98@pop1.sympatico.ca> 
Date: Wed, 17 Dec 1997 07:54:18 -500 
Subject: Re: Regenerating limbs 
Reply-to: vances@sympatico.ca 
CC: champ-l@omg.org 
Priority: normal 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
> 	Do characters with regeneration regenerate limbs?  If they  
> can, how much would they need to heal to regenerate, lets say, an 
> arm? 
 
Yes. It takes as long as it takes to recover the body damage disabled  
your character. Otherwise Regeneration isn't Regeneration, but  
excelerated healing which is different. 
 
  
Vance Scott 
 
Vanquisher of all foes 
 
X-Sender: ludator@mail.softfarm.com 
Date: Wed, 17 Dec 1997 07:33:50 -0600 
From: Vox Ludator! <ludator@mail.softfarm.com> 
Subject: Re: NO 5TH EDITION! (Was Re: Champions) 
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: 102 
 
At 01:21 AM 12/17/97 EST, GoldRushG wrote: 
> << I first heard this one at GenCon this year.  Before that, they were 
> trying to push a switch to Fuzion on us. >> 
> 
> Hero was never trying to "push a switch" on you. If you perceived it that 
> way, it''s unfortunate. But you can hardly blame a publisher for promoting 
> its newest product. 
 
It looks screwy when the same guy is saying on one hand that die-hard 
Champions players (like those of us on this list) are "simply not the target 
audience" for Fuzion, and on the other hand continually making a hard sell 
for the Fuzion game on this list.  I think you can hardly blame players for 
feeling like they were being pushed by said publisher. 
 
== 
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, 17 Dec 1997 07:42:29 -0600 
From: Vox Ludator! <ludator@mail.softfarm.com> 
Subject: Re: Aid and Powers 
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: 103 
 
At 06:18 PM 12/17/97 -0500, Michael Surbrook wrote: 
>On 17 Dec 1997, Stainless Steel Rat wrote: 
> 
>> MS> What a minute, my copy of the BBB and the HSR says *nothing* about not 
>> MS> being able to increase the number of points a character has. 
>>  
>> Its in there, tucked away inside the writeup of Transformation Attack. 
> 
>I just double checked, nothing.  Rat, why don't you post the exact 
>sentence and page number so I can find it. 
 
Uh, we've been through this before.  Rat would need to post the exact 
sentence, page number, and edition number, since this just isn't in 4th 
Edition HERO.  He's thinking of 2nd or 3rd edition. 
  
-- 
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: Wed, 17 Dec 97 14:00:05 GMT 
X-Sender: smcginn@csm.ex.ac.uk 
From: smcginn@csm.ex.ac.uk (Stephen McGinness) 
Subject: Re: My BBB's falling apart! 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
X-Status:  
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X-UID: 36 
 
At 03:05 PM 16/12/97 EST, GoldRushG wrote: 
><< What is your mailing address (or the address you would like the books sent 
>to)? >> 
> 
>  Gold Rush Games 
>  9529 Big Timber Drive 
>  Elk Grove, CA 95758 
> 
>  Note that this is NOT the address for general correspondence. KJeep our PO 
>box address in your files. ;) 
> 
><< How do you want the $3 (personal check, money order, cash)? >> 
> 
>  Check, money order, or credit card (Visa/MC) 
> 
><< Asking as one of the few who do not already own HeroMaker, can I include 
>some extra money for a copy of the software? >> 
> 
>  No. But you can send $25 to Hero Games for a copy of it. ;)  We're all out. 
> 
><< Finally, about long do you think it'll take for delivery?  6-8 weeks? >> 
> 
>  The turnaround should be faster, but we're required by FTC regulations to 
>advicse you that it may take 4-6 weeks for delivery. 
> 
>  Mark @ GRG 
> 
 
As may be expected, this doesn't really help us British people!! :-) You  
never really forgave us for kicking you did you?? 
 
What might the expected price, turnaround etc be for bad BBB's over here in  
the UK?? We suffered too you know! :-) 
 
 
Stephen McGinness 
 
Date: Wed, 17 Dec 1997 08:03:14 -0600 
From: redbf@ldd.net (bobby farris) 
Reply-To: redbf@ldd.net 
Organization: Redbow Antiques 
Subject: Re: Fifth Edition - Killing Attacks 
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: 38 
 
Stainless Steel Rat wrote: 
> >>>>> "bf" == bobby farris <redbf@ldd.net> writes: 
>  
> bf>     Maybe I don't understand you. 1d6k=15 points and 1d6 normal=5 > bf> pt's so Killing does cost more than normal. 
 
> Watch carefully, and remember that killing attacks require more expensive 
> defenses: 
>  
> 3D6 N: min = 0B/3S, avg = 3B/10.5S,   max = 6B/18S 
> 1D6 K: min = 1B/1S, avg = 3.5B/8.75S, max = 6B/30S 
>  
> In the middle, KAs are about the same as normal attacks: slightly more 
> Body, slightly less Stun.  As one moves towards the max end, the "Stun 
> Lotto" takes a significant upwards swing. 
>  
> What I would like to see, but I am not sure how to go about pricing >it, is to use the "normal" means of reading damage.  To wit, for 3DCs >of killing attack, roll 3D6 and count the "Body" and Stun as if it were >a normal attack.  Then apply resistant defenses only against the >damage.  Maybe worth a +1/4 advantage on the power. 
>  
 
	Agreed. I like your idea although I don't know how much the advantage 
should be. Of course, I think this would require major 4th edition 
character changes. 
 
Date: Wed, 17 Dec 97 14:04:43 GMT 
X-Sender: smcginn@csm.ex.ac.uk 
From: smcginn@csm.ex.ac.uk (Stephen McGinness) 
Subject: Re: NO 5TH EDITION! (Was Re: Champions) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
X-Status:  
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X-UID: 37 
 
At 05:44 PM 16/12/97 EST, GoldRushG wrote: 
><< And the list stopped, and all was hushed 
>where moments before there had been such a rush 
>we all realized again that our chances were zero>> 
> 
>  <LOL> Great poem! Btw, I never, ever, ever said that there wouldn't be one. 
>I'm just not able to discuss it right now. 
> 
>  Mark @ GRG 
> 
 
MADE YOU LOOK!! MADE YOU LOOK!!! 
 
He discussed it! Didn't he?? He said that he said that there wouldn't be  
one!! That's discussing it in my book!!! 
 
 
(Sorry, was away for a long weekend, I've been readiong the whole thing for  
the past 5 hours when I should have been working!!) 
 
 
Stephen 
 
X-Sender: bob.greenwade@klock.com 
Date: Wed, 17 Dec 1997 06:11:54 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: 5th Edition Hero: Some specific suggestions (a tad long) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
X-Status:  
X-Keywords: 
X-UID: 54 
 
At 01:29 PM 12/16/97 -0600, Tim R. Gilberg wrote: 
> 
>> >>    - Force Field and Force Wall should have Flash Defense, Mental 
Defense, 
>> >> and Power Defense methods built right in. 
>> > 
>> > Sure.  See USM for examples, but basically put that right into the 
>> >core rules. 
>> 
>>    I don't have USM, and if I had I wouldn't have listed this.  Part of my 
>> main recommendation is to include most or all of the rules from Ultimate 
>> books, Dark Champs books, and Atlantis, with a few from the HSAs. 
> 
> OK, that's good.  And the USM rules are just pretty 
>straightforward addition of the other defenses.  The main consideration is 
>what does and does not take down the wall.  Take a wall that just supplies 
>power def -- what does an energy EB do? 
 
   To my mind, it would either shatter it or go right through, depending on 
whether it was Transparent to Energy or not. 
   Try this rule on for size, regarding FW: 
   By default, a Force Wall must be affected by at least two types of 
attacks.  If it has more than one type of defense, then it is affected by 
all of those types of attacks.  At least one type must be either physical 
or energy.  If the Force Wall has no PD or ED, then it must take the 
Transparent Advantage for one of them (the other is filled in my the type 
of defense that the Wall does have). 
>>    Officially, I think it takes a full Phase to change clothes.  I don't 
>> like this; ask any SNL cast member how long it takes for a costume change 
>> with help from two people.  I put it here as 5 minutes. 
> 
> Depends on what is being worn, but 20 seconds isn't unreasonably 
>fast.  Of course, your finishing the various buttenings and such while 
>heading back to the stage. 
 
   With help, yes.  I've tried fast-dressing, and my record is 3 minutes 
(and that was before my current physical problems started setting in).  I'd 
call it 5 for a good fit on the time Chart. 
 
>> > Like I pointed out, work in something like Weapon Familiarities. 
>> 
>>    That's basically how I'm doing it here (in the more detailed write-up I 
>> have on disk somewhere), except that I refer to them as "discrete 
elements." 
> 
> So, something like:  Immune to Cold - 2pts; Immune to Heat; 2pts. 
>Both for 3 pts? 
 
   Exactly.  And Immune to Vacuum - 2 pts; Immune to Pressure - 2 pts; both 
for 3 pts.   :-] 
 
>> >Also, add a LS: Does not die for something like 10 pts.  A somewhat major 
>> >ability with almost no combat importance.  This is not something that 
>> >should cost 20, 30, 40, or more points, as some of the list's writeups 
>> >have done. 
>> 
>>    I'm not sure that even 10 points is too expensive. 
> 
> Do you mean that 10 pts is too expensive?  Perhaps, but this would 
>serve to have very reckless characters.  "I can't die, so I'm gonna 
>suicide bomb the bad guys."  I actually had a character of mine do this, 
>and he only had Regen. 
 
   What I was meaning was that 10 points *may* be to expensive.  I'm not 
sure yet. 
 
> Hmmmm.  Maybe 10 pts for having common ways to die, 15 for an 
>uncommon way to die, 20 for no way to die? 
 
   I like that one. 
 
>> > Nope.  This is too easily abusable.  Keep it as it is in 4th ed. 
>> 
>>    You know how much of an Energy Blast I could get in a campaign with a 60 
>> Active Point limit that would cut your defenses to one-eighth?  3 1/2d6. 
>> Or a 1d6 Killing Attack.  Not real threatening, and only occasionally 
useful. 
> 
> Not that bad, as you point out.  Also would rarely be seen, I'd 
>think. 
 
   Definitely.  But like I say, *occasionally* useful. 
 
>> > We also need a way to increase the increased radius for expl at a 
>> >faster rate.  As it is, a AE is quickly more effective. 
>> 
>>    Agreed.  If someone could do the math on how AE's +1/4 Advantage to a 
>> +3/4 Explosion compares to equivalent Advantage levels of AE, I'd be very 
>> interested. 
> 
> I'm not exactly sure what you're asking for here. 
 
   You were pointing out how AE becomes quickly more effective with its 2X 
radius per +1/4 Advantage vs Explosions +1" radius per +1/4 Advantage. 
Some time ago, someone pointed out that Explosions with 2X radius per +1/4 
eventually becomes much more effective than AE at the same level.  I was 
curious to see if one of the list's resident number-crunchers could do the 
numbers to see if adding +1/4 to the cost of Explosion (and 2X radius per 
+1/4) would make it more equitable. 
--- 
Bob's Original Hero Stuff Page! 
   http://www.klock.com/public/users/bobg/original.htm 
Homepage of the Merry-Go-Round Webring!  (Wanna join?) 
   http://www.klock.com/public/users/bobg/merrhome.htm 
 
 
X-Sender: bob.greenwade@klock.com 
Date: Wed, 17 Dec 1997 06:13:47 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: 5th Edition Hero: Some specific suggestions (a tad long) 
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: 55 
 
At 03:31 PM 12/16/97 -0800, Filksinger wrote: 
>>>>    - Explosion should be +3/4 so it doesn't cost the same as AE: 
>One Hex. 
>>> 
>>>The increased precision given by AE: One Hex balances the somewhat- 
>>>increased damage of Explosion. Leave them the same. 
>> 
>>   What increased precision?  Both are against DCV 3. 
> 
>The abillity to hit a high DCV character with a 10d6 EB, without 
>killing the bystanders in the next hex. 
 
   Like I say, I have a problem with charging points for what a Power 
*doesn't* do, Personal Immunity excepted. 
--- 
Bob's Original Hero Stuff Page! 
   http://www.klock.com/public/users/bobg/original.htm 
Homepage of the Merry-Go-Round Webring!  (Wanna join?) 
   http://www.klock.com/public/users/bobg/merrhome.htm 
 
 
X-Sender: bob.greenwade@klock.com 
Date: Wed, 17 Dec 1997 06:16:38 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Aid and Powers 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
X-Status:  
X-Keywords: 
X-UID: 48 
 
At 10:43 PM 12/16/97 -0800, Christopher Taylor wrote: 
>>Some recent discussion on the list brought up an aspect of the Aid power I 
>>had never considered. Can Aid be used to grant powers that the target 
>>doesn't have? For that matter can the other adjustment powers? Say an 
>>aborption to energy blast that gives the user an energy blast they don't 
>>normally have acess to. 
> 
>I let players do that, but the effectiveness is halved, so your Aid to a 
>power the target does not have, or absorb to a power you do not have gives 
>you HALF the points you normally get on the dice... keeps abuse down as a 
>house rule, I strongly advise it for an official rule. 
 
   I don't remember if I've addressed this or not, but I do like this rule. 
--- 
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, 17 Dec 1997 08:16:52 -0600 
From: redbf@ldd.net (bobby farris) 
Reply-To: redbf@ldd.net 
Organization: Redbow Antiques 
Subject: Future of Hero System 
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: 40 
 
I am not in any official position so what follows is purely IMO. 
 
	I have noticed quite a few people say that they don't know what is 
coming out for Hero system and they wonder if Hero is dead. It is not. 
	I have personally bought several of the Hero Plus items and have been 
very impressed with them. $20 to get a 290+ book is not bad by any 
standards. I have seen several people write that they are writing Hero 
plus books(if I knew what to write I would try too), and I an certain 
that me and my friends will continue to write more. 
	I have seen that Gold Rush Games is publishing several books and I got 
a sneak preview of the first two chapters of San Angelo City of Heroes 
and I loved it. I can't wait till it comes out. 
	That said I don't think Hero Games wants to see Hero system die. I 
think they are trying to publish the games the best way possible and 
still maintain a good profit. (It is easier to do Hero Plus then to 
print a book.) 
	The saddest part of it all is that I don't think that they have 
published that enough. I think most people fill the game is dead. 
	I think as long as we fans stick by the system, Hero system will 
survive wether or not Hero games wants it to. 
 
X-Sender: bob.greenwade@klock.com 
Date: Wed, 17 Dec 1997 06:29:56 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: is anybody there??? 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
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X-UID: 57 
 
At 03:49 PM 12/16/97 -0500, alex k mist wrote: 
> 
>is the list still up, haven't gotten a thing in 4 days? 
 
   Be thankful.  My download this morning was 158 messages!  (That includes 
a couple of private posts, and about 20 on another list.) 
--- 
Bob's Original Hero Stuff Page! 
   http://www.klock.com/public/users/bobg/original.htm 
Homepage of the Merry-Go-Round Webring!  (Wanna join?) 
   http://www.klock.com/public/users/bobg/merrhome.htm 
 
 
X-Sender: bob.greenwade@klock.com 
Date: Wed, 17 Dec 1997 06:37:38 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: NO 5TH EDITION! (Was Re: Champions) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
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X-UID: 56 
 
At 12:42 PM 12/16/97 -0500, Michael Surbrook wrote: 
>> HERO Plus sucks (the ONLY new item I've seen is Ultimate Super Mage, 
>> and I'd rather convert to GURPS Supers than use that).  You didn't  
>> even try to produce a Star HERO 4th ed. book, even though the interest 
>> was there, and the existing Fantasy HERO stuff doesn't work at all  
>> with my 600 pt. character high fantasy game (I'd never seen Fantasy 
>> HERO before, so I just converted my AD&D game over to Champions...). 
> 
>And there is a really nice Star Hero 2nd Edition on the net that has a lot 
>of nice stuff in it.  It's a shame Hero didn't finish fleshing the book 
>out. 
 
   Quite so.  I've even taken a few rules from it for TUSV (with the 
authors' permission, of course). 
--- 
Bob's Original Hero Stuff Page! 
   http://www.klock.com/public/users/bobg/original.htm 
Homepage of the Merry-Go-Round Webring!  (Wanna join?) 
   http://www.klock.com/public/users/bobg/merrhome.htm 
 
 
X-Sender: bob.greenwade@klock.com 
Date: Wed, 17 Dec 1997 06:45:19 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: NO 5TH EDITION! (Was Re: Champions) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
X-Status:  
X-Keywords: 
X-UID: 53 
 
At 01:27 PM 12/16/97 EST, GoldRushG wrote: 
><< 1. "We don't expect players happy with Champions to switch to Fuzion." >> 
> 
>  This is true. 
> 
><< 2. "We don't plan on doing a 5th edition at this time". >> 
> 
>  That was true. 
> 
><< 3. "We are not going to stop supporting 4th edition". >> 
> 
>  This is true. 
> 
><< 4. "Any future CHAMPIONS material will be released through HERO PLUS".>> 
> 
>  This is not true, any more. Future Champions products will also be coming 
>from GRG. What the heck do you think I've been promoting here this lpast week 
>or so? :D 
 
   Sorry, Mark.  When I said that these were all essentially true, I was 
qualifying the last to mean just Hero Games' *own* Champions material. 
 
   PS: You know the difference between TSR and a tyrannosaurus rex?  One is 
an unstoppable juggernaut that devours everything in its path and is feared 
by all, and the other is an extinct animal. 
   (Dated joke, I know, but...) 
--- 
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X-Sender: bob.greenwade@klock.com 
Date: Wed, 17 Dec 1997 06:46:17 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: NO 5TH EDITION! (Was Re: Champions) 
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At 01:27 PM 12/16/97 EST, GoldRushG wrote: 
><< Something I think you *can* do, however, is take notes on what folks on 
>the list want and like, and pass the information on to Steve, Bruce, et al.>> 
> 
>  "People, I am here to tell you that there are no such things as flying 
>saucers, and we definitely do not have one in the New Mexico desert." 
 
   And I trust you got this from the Air Force, Division Six? 
--- 
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X-Sender: bob.greenwade@klock.com 
Date: Wed, 17 Dec 1997 06:50:30 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: NO 5TH EDITION! (Was Re: Champions) 
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At 05:44 PM 12/16/97 EST, GoldRushG wrote: 
><< And the list stopped, and all was hushed 
>where moments before there had been such a rush 
>we all realized again that our chances were zero>> 
> 
>  <LOL> Great poem! Btw, I never, ever, ever said that there wouldn't be one. 
>I'm just not able to discuss it right now. 
 
   Well, it's just too bad you're on AOL, or you could put your mantra 
abouth Fifth Edition Hero into a sig file...   ;-] 
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X-Sender: bob.greenwade@klock.com 
Date: Wed, 17 Dec 1997 06:51:51 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Odd Combat 
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At 02:54 PM 12/16/97 -0500, Michael Surbrook wrote: 
>On Tue, 16 Dec 1997, Bob Greenwade wrote: 
> 
>>    A combination of this discussion and a scene early in "Blind Fury" 
>> brings this idea to mind: 
>>    How about a character who beats up the bad guys... by *accident*?  He 
>> just turns and swings a arm, and... POW! 
>>    Probably Martial Arts with No Conscious Control? 
> 
>Depends.  Is the aim of the character that he makes it look like an 
>accident, or he just gets lucky? 
> 
>If the former, I'd suggest a combination of martial maneuvers and skill 
>levels.  The latter should get a bunch of skill levels with a limitation. 
 
   I'm taking the scene in question and chaning it around a little.  The 
aim of the character really is to understand what's going on.  He just 
beats up the bad guys without actually meaning to. 
--- 
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Date: Wed, 17 Dec 1997 07:57:39 -0700 
From: Curtis Gibson <mhoram@relia.net> 
Subject: Re: Fifth Edition - Killing Attacks 
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bobby farris wrote: 
>  
> Stainless Steel Rat wrote: 
 
> > What I would like to see, but I am not sure how to go about pricing >it, is to use the "normal" means of reading damage.  To wit, for 3DCs >of killing attack, roll 3D6 and count the "Body" and Stun as if it were >a normal attack.  Then apply resistant defenses only against the >damage.  Maybe worth a +1/4 advantage on the power. 
> > 
>  
>         Agreed. I like your idea although I don't know how much the advantage 
> should be. Of course, I think this would require major 4th edition 
> character changes. 
 
We always used +1/2 for that. Just like defences.  
 
We arrived at that number through some rather unusual number crunching. 
Taking the advantages for doing stun out of the Transform Description in 
Champs III (or II- I don't recall), wherein a stun as normal attack is a 
+1/2, and a d6-1 is a +1. We figured moving the body done from an attack 
from normal to the KAs do it is a +1.The the resulting structure would 
be  +1 for moving the body to Killing style, +1/2 to move the stun from 
normal to a d6-1 stun mult, left a +1/2 to make it resistant (if you are 
trying to build a 'normal' KA from a normal attack). 
 
All of this from memory (3rd Edition memory at that) so those numbers 
may not be exact, but that was the logic. 
 
Don't know if anyone cares but.... 
 
--  
-Mhoram 
Why is it a penny for your thoughts, but you have to put your 
 two cents in. Somebody's makin' a penny somewhere. -Stephen Wright 
 
X-Sender: bob.greenwade@klock.com 
Date: Wed, 17 Dec 1997 07:02:19 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: TUSV: Slipperiness 
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At 06:08 PM 12/17/97 -0800, Rick Holding wrote: 
>-- Bob Greenwade wrote: 
><<Snipped>> 
>>  
>>    I don't mind reducing the amount of BODY required to affect the 
>> Trasnform, but as much as 16 seems high, 2 seems awfully low. 
>>    AE: Hex is the minimum requirement.  Any greater AE, such as AE: Line, 
>> merely affects each hex separately.  In fact, the sample vehicle with a 
>> Slick uses AE: Line to leave the Slick in its path (though it's an ice path 
>> -- this is a "nuclear Zamboni," inspired somewhat by Mr. Freeze's car in 
>> "Batman & Robin"). 
> 
> I know.  When I put the number in, I knew it was somewhat low.  Try using  
>the wall body table on page 178 in the BBB.  It gives man size ratings for  
>various thicknesses of materials.  Man size could be roughly construed as 
hex  
>size but if in doubt, double it. 
 
   OK, so if we take the row for "Stone" as a pattern and apply -2 BODY for 
every 1/2X thickness, and apply the Transform only to the top 125mm, that's 
8 BODY.  Does that work for everyone here? 
 
>>    That's because it doesn't affect travel speed; it affects the ability to 
>> accelerate and decelerate.  Go out and run across a frozen pond next July, 
>> Rick, and you'll see what I mean.  (Assuming you live far enough south, of 
>> course.) 
> 
> Certainly it has a major effect of acceleration (and decelleration).  It  
>just seems to me that your top speed is also lower.  Perhaps its the image 
I have  
>of the scene in Lethal Weapon 3 with Riggs running across the ice rink. 
He was  
>running like hell, but was certainly not at his top speed. 
 
   Probably because he didn't want to accelerate too far... 
 
> Living in Canberra puts me about 1 1/2 hours from the Snowy Mountains.   
>But I haven't yet experienced walking or running on a frozen pond. 
 
   We don't get the icy sidewalks much here in Oregon's Willamette Valley, 
but enough to know what it's like to slip and fall on your butt.  Everyone 
I know (for whom the topic has come up) and had it happen. 
--- 
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From: Fvigil <Fvigil@aol.com> 
Date: Wed, 17 Dec 1997 10:22:45 EST 
Subject: Re: Champions  5th Editi 
Organization: AOL (http://www.aol.com) 
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> > > Raising STR's cost is really close to the top of the priority queue of 
> > > things to be changed in 5th Edition, IMO. 
> >    
> > I think it would also be at the top of the list of new rules ignored if 
> > they did change the cost;) 
>   
>  I agree... Str is not broken.  If there must be something fixed, make it 
HA. 
 
   I think that Strength _is_ broken, but past discussions have convinced me 
that fixing it it is not worth the turmoil that it would cause (like 
correcting 99% of the existing characters.) 
 
   Fernando 
 
Date: Wed, 17 Dec 1997 10:44:59 -0500 (EST) 
From: Bill Svitavsky <bsvitavs@bu.edu> 
Subject: Re: How do I buy these abilites?? 
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>>I agree this is pretty questionable, for the reasons you give. At the 
>risk 
>>of being pedantic, though, I'd disagree that Desolid FTL _exactly_ 
>>duplicates Teleportation; different things (like Affects Desolid 
>defenses) 
>>stop it. This leaves a mechanism for being stopped or attacked along 
>the 
>>way, perhaps even by someone moving at the same speed, while Teleport 
>has 
>>no real capacity for that. (Of course, the GM could always fudge 
>something 
>>for those limited Teleports.) 
> 
> 
>A target, on Earth, traveling at lightspeed, would, if limited to the 
>surface of the Earth, reach the far side of the Earth in less than 
>1/7th of a second. Effectively instantaneous, for our purposes. 
>Attacked is pretty much out of the question, unless you were being 
>paced. (I will not bother calculating the DCV of an object traveling 
>at lightspeed. I would not allow any normal attack, even with a roll 
>of three, hit _that_.) 
> 
[snip] 
 
Ah, but some of my favorite high-speed superhero battles involve near 
light-speed characters being paced. Examples: Superman vs. Swamp Thing in 
ST #79, or Flash (Barry Allen) vs. the Reverse Flash in Flash #322-324. It 
bothers me to think of having to do such a battle, calculating CV's and 
applying maneuvers, in mid-"Teleport."  
 
 
(Of course, I've mentioned that I'd build the Swamp Thing as a Spirit in 
another thread, but it was one of the first examples that came to mind for 
FTL atmospheric battles.) 
 
Subject: Re: Champions 5th Editio 
Date: Wed, 17 Dec 97 10:46:54 -0500 
x-sender: DFair@pop.worldweb.net 
From: David Fair <DFair@sdslink.com> 
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>You mean the one done by George Perez?   With Seeker jumping to attack Dr. 
>Destroyer (presumably without effect and a lot of pain on Seeker's side)? 
>Why does it need to be changed? 
 
Quite simply, because Seeker's very existance is a like unto a pimple on  
the face of the prom queen. He should have died a horrible, bloody death  
years ago. 
 
Bring back Marksman and/or Flare. 
 
Let Seeker Die Like a Dingo 
 
                                         |  David A. Fair 
        Think Different                  |  SDS International 
                                         |  dfair@sdslink.com 
 
Date: Wed, 17 Dec 1997 10:47:12 -0500 (EST) 
From: Bill Svitavsky <bsvitavs@bu.edu> 
Subject: RE: Secret to Hero 
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>-- I had a flick through the BBB and couldn't find it stated (Thats not  
>to say its not in there) but it used to be 1 turn was needed to change  
>into costume.  (Well, thats what I remember, anyhow) 
 
It's on p. 141 of the 1st printing BBB in the Action Phase Table, and it's 
actually listed as 1 Phase to change clothes. I always considered this an 
overgenerously short estimate - with my SPD 2 it takes me longer than 6 
seconds to change clothes, and it probably would even if I were just 
removing them to reveal a costume underneath. (I refuse to test this.) 
 
Nevertheless, I rarely make a costume change a big deal in a superhero 
battle, since it's generally so easy in the comics. 
 
 
Date: Wed, 17 Dec 1997 10:48:22 -0500 (EST) 
From: Bill Svitavsky <bsvitavs@bu.edu> 
Subject: Re: Future of Hero System 
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>        I have noticed quite a few people say that they don't know what 
is 
>coming out for Hero system and they wonder if Hero is dead. It is not. 
 
I agree the future looks fairly bright for Hero products. But even if Hero 
& GRG closed up shop tomorrow, I wouldn't consider the game dead. I 
haven't bought a Hero system product in months, but I've got a game this 
weekend. Chess seems to be doing just fine without supplements. (OK, I 
know there are some chess-based games, but you get my point.) 
 
At this point in my life, I'm into gaming enough that I'll never give it 
up completely, but out of it enough that I'm not likely to want to learn a 
lot of new systems. Besides, I've never seen another system I like as much 
as Hero. And the beauty of Hero is that it lets me do just about anything 
I'll ever want to do in an RPG. So I expect I'll be using the Hero System, 
regardless of support, for decades to come. 
 
 
Subject: Batman & Robin 
Date: Wed, 17 Dec 97 11:06:15 -0500 
x-sender: DFair@pop.worldweb.net 
From: David Fair <DFair@sdslink.com> 
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I have never been a reader of most DC Comics, but I have begun reading  
some of the compilation books of Batman (Prodigal & Death of Robin, most  
notably). I find the Batman to be one of the most intriguing types of  
super-heros. 
 
That said, could someone explain the reason for Dick Grayson leaving the  
Batman  for me? And what is the Origin of the current Robin? 
 
Thanks for your help, It's hard finding answers to old issue questions  
like this... 
 
                                         |  David A. Fair 
        Think Different                  |  SDS International 
                                         |  dfair@sdslink.com 
 
Date: Wed, 17 Dec 1997 11:28:25 -0500 
From: Geoffrey Speare <geoff@omg.org> 
Subject: TUSV: Slipperiness 
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>    OK, so if we take the row for "Stone" as a pattern and apply -2 BODY for 
> every 1/2X thickness, and apply the Transform only to the top 125mm, that's 
> 8 BODY.  Does that work for everyone here? 
 
I have to say it seems odd basing the power on something like this (which 
shouldn't really have much of an effect on how the power works). 
 
Geoff Speare 
 
Date: Wed, 17 Dec 1997 09:35:07 -0700 
From: Curtis Gibson <mhoram@relia.net> 
Subject: Re: Odd Combat 
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Bob Greenwade wrote: 
>  
> At 02:54 PM 12/16/97 -0500, Michael Surbrook wrote: 
> >On Tue, 16 Dec 1997, Bob Greenwade wrote: 
> > 
> >>    A combination of this discussion and a scene early in "Blind Fury" 
> >> brings this idea to mind: 
> >>    How about a character who beats up the bad guys... by *accident*?  He 
> >> just turns and swings a arm, and... POW! 
> >>    Probably Martial Arts with No Conscious Control? 
> 
>    I'm taking the scene in question and chaning it around a little.  The 
> aim of the character really is to understand what's going on.  He just 
> beats up the bad guys without actually meaning to. 
 
The only scene I can think that this would describe would be the diner 
scene with the toughs and the salsa. I recieved the impression that he 
knew exactly what he was doing, and just made it look as if he were 
bumbling around. 
 
-Mhoram 
Why is it a penny for your thoughts, but you have to put your 
 two cents in. Somebody's makin' a penny somewhere. -Stephen Wright 
 
Date: Wed, 17 Dec 1997 11:38:44 -0500 (EST) 
From: Michael Surbrook <susano@access.digex.net> 
cc: champ-l@omg.org 
Subject: Re: Odd Combat 
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On Wed, 17 Dec 1997, Bob Greenwade wrote: 
 
>    I'm taking the scene in question and chaning it around a little.  The 
> aim of the character really is to understand what's going on.  He just 
> beats up the bad guys without actually meaning to. 
 
Is this supposed to happen in every fight? 
 
If so, this sounds like several skill levels and maybe a die or two of HA. 
There should be a limitation on the skill levles to reflect that the 
player probably can't really decide where to put them (the GM does based 
on plot and conception), the FX is that the character get the 'lucky' 
punch in, or just happends to dodge at the right time, or what ever.  A 
few dice of luck would help as well. 
 
Martial Arts NCC, is way to wonkey for me, since it means the player could 
only fight when the GM felt like it and that would get really frustrating. 
 
*************************************************************************** 
* "'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, 17 Dec 1997 11:41:34 -0500 (EST) 
From: Michael Surbrook <susano@access.digex.net> 
cc: champ-l@omg.org 
Subject: Re: NO 5TH EDITION! (Was Re: Champions) 
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On Wed, 17 Dec 1997, Bob Greenwade wrote: 
 
> At 01:27 PM 12/16/97 EST, GoldRushG wrote: 
> ><< Something I think you *can* do, however, is take notes on what folks on 
> >the list want and like, and pass the information on to Steve, Bruce, et al.>> 
> > 
> >  "People, I am here to tell you that there are no such things as flying 
> >saucers, and we definitely do not have one in the New Mexico desert." 
>  
>    And I trust you got this from the Air Force, Division Six? 
 
Nope, Internal Security, Section Nine. 
 
Of course that line reminds me of the old Monty Python gag (it went 
something like this): 
 
"There have never been any cases of cannibalism in the British Navy, and 
those cases that did occur happend a long time ago... mostly." 
 
*************************************************************************** 
* "'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, 17 Dec 1997 09:01:17 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: TUSV: Slipperiness 
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At 11:28 AM 12/17/97 -0500, Geoffrey Speare wrote: 
>>    OK, so if we take the row for "Stone" as a pattern and apply -2 BODY for 
>> every 1/2X thickness, and apply the Transform only to the top 125mm, that's 
>> 8 BODY.  Does that work for everyone here? 
> 
>I have to say it seems odd basing the power on something like this (which 
>shouldn't really have much of an effect on how the power works). 
 
   How much BODY is needed for the Transform (how cold the beam has to be 
to freeze the ground, or how much oil has to be spilled to make it 
slippery, or whatever) can make quite a difference.  It's a lot easier to 
do this with 8 BODY than with 16. 
--- 
Bob's Original Hero Stuff Page! 
   http://www.klock.com/public/users/bobg/original.htm 
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Date: Wed, 17 Dec 1997 11:01:44 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: NO 5TH EDITION! (Was Re: Champions) 
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>    PS: You know the difference between TSR and a tyrannosaurus rex?  One is 
> an unstoppable juggernaut that devours everything in its path and is feared 
> by all, and the other is an extinct animal. 
>    (Dated joke, I know, but...) 
 
 
	Um.  Which is which? 
 
 
			-Tim Gilberg 
 
X-Sender: bob.greenwade@klock.com 
Date: Wed, 17 Dec 1997 09:10:32 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Odd Combat 
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At 09:35 AM 12/17/97 -0700, Curtis Gibson wrote: 
>> >>    A combination of this discussion and a scene early in "Blind Fury" 
>> >> brings this idea to mind: 
>> >>    How about a character who beats up the bad guys... by *accident*?  He 
>> >> just turns and swings a arm, and... POW! 
>> >>    Probably Martial Arts with No Conscious Control? 
>> 
>>    I'm taking the scene in question and chaning it around a little.  The 
>> aim of the character really is to understand what's going on.  He just 
>> beats up the bad guys without actually meaning to. 
> 
>The only scene I can think that this would describe would be the diner 
>scene with the toughs and the salsa. I recieved the impression that he 
>knew exactly what he was doing, and just made it look as if he were 
>bumbling around. 
 
   Precisely.  My thought is, what if someone were *actually* like that? 
--- 
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   http://www.klock.com/public/users/bobg/original.htm 
Homepage of the Merry-Go-Round Webring!  (Wanna join?) 
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X-Sender: bob.greenwade@klock.com 
Date: Wed, 17 Dec 1997 09:12:38 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Odd Combat 
Cc: champ-l@omg.org 
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At 11:38 AM 12/17/97 -0500, Michael Surbrook wrote: 
>>    I'm taking the scene in question and chaning it around a little.  The 
>> aim of the character really is to understand what's going on.  He just 
>> beats up the bad guys without actually meaning to. 
> 
>Is this supposed to happen in every fight? 
> 
>If so, this sounds like several skill levels and maybe a die or two of HA. 
>There should be a limitation on the skill levles to reflect that the 
>player probably can't really decide where to put them (the GM does based 
>on plot and conception), the FX is that the character get the 'lucky' 
>punch in, or just happends to dodge at the right time, or what ever.  A 
>few dice of luck would help as well. 
> 
>Martial Arts NCC, is way to wonkey for me, since it means the player could 
>only fight when the GM felt like it and that would get really frustrating. 
 
   True. 
   Maybe just a -1 Limitation to represent the fact that it always 
activates when there's a fight on, and the character has no direct control 
over what happens?  (It *is* an accident, after all.) 
--- 
Bob's Original Hero Stuff Page! 
   http://www.klock.com/public/users/bobg/original.htm 
Homepage of the Merry-Go-Round Webring!  (Wanna join?) 
   http://www.klock.com/public/users/bobg/merrhome.htm 
 
 
X-Sender: bob.greenwade@klock.com 
Date: Wed, 17 Dec 1997 09:12:38 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Odd Combat 
Cc: champ-l@omg.org 
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At 11:38 AM 12/17/97 -0500, Michael Surbrook wrote: 
>>    I'm taking the scene in question and chaning it around a little.  The 
>> aim of the character really is to understand what's going on.  He just 
>> beats up the bad guys without actually meaning to. 
> 
>Is this supposed to happen in every fight? 
> 
>If so, this sounds like several skill levels and maybe a die or two of HA. 
>There should be a limitation on the skill levles to reflect that the 
>player probably can't really decide where to put them (the GM does based 
>on plot and conception), the FX is that the character get the 'lucky' 
>punch in, or just happends to dodge at the right time, or what ever.  A 
>few dice of luck would help as well. 
> 
>Martial Arts NCC, is way to wonkey for me, since it means the player could 
>only fight when the GM felt like it and that would get really frustrating. 
 
   True. 
   Maybe just a -1 Limitation to represent the fact that it always 
activates when there's a fight on, and the character has no direct control 
over what happens?  (It *is* an accident, after all.) 
--- 
Bob's Original Hero Stuff Page! 
   http://www.klock.com/public/users/bobg/original.htm 
Homepage of the Merry-Go-Round Webring!  (Wanna join?) 
   http://www.klock.com/public/users/bobg/merrhome.htm 
 
 
From: "Marc Seebass" <kitsune-bi@worldnet.att.net> 
Subject: Re: NO 5TH EDITION! (Was Re: Champions) 
Date: Wed, 17 Dec 1997 11:20:02 -0600 
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-----Original Message----- 
From: Tim R. Gilberg <trgilber@hilltop.ic.edu> 
To: champ-l@omg.org <champ-l@omg.org> 
Cc: champ-l@omg.org <champ-l@omg.org> 
Date: Wednesday, December 17, 1997 11:10 AM 
Subject: Re: NO 5TH EDITION! (Was Re: Champions) 
 
 
> 
> 
>>    PS: You know the difference between TSR and a tyrannosaurus rex?  One 
is 
>> an unstoppable juggernaut that devours everything in its path and is 
feared 
>> by all, and the other is an extinct animal. 
>>    (Dated joke, I know, but...) 
> 
Tell that to Wizards of the Coast 
> Um.  Which is which? 
> 
> 
> -Tim Gilberg 
> 
 
From: GoldRushG <GoldRushG@aol.com> 
Date: Wed, 17 Dec 1997 12:21:50 EST 
Subject: Re: NO 5TH EDITION! (Was Re: Champions) 
Organization: AOL (http://www.aol.com) 
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<< He discussed it! Didn't he?? He said that he said that there wouldn't be  
one!! That's discussing it in my book!!!>> 
 
  :.:.:.gggrrrruummmble.:.:.: 
 
  Mark @ GRG 
 
From: "James Jandebeur" <waveking@concentric.net> 
Subject: Re: NO 5TH EDITION! (Was Re: Champions) 
Date: Wed, 17 Dec 1997 09:36:21 -0800 
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>> 
>> 
>>>    PS: You know the difference between TSR and a tyrannosaurus rex?  One 
>is 
>>> an unstoppable juggernaut that devours everything in its path and is 
>feared 
>>> by all, and the other is an extinct animal. 
>>>    (Dated joke, I know, but...) 
>> 
>Tell that to Wizards of the Coast 
 
 
That's why he said "Dated", you know. 
JAJ 
 
From: GoldRushG <GoldRushG@aol.com> 
Date: Wed, 17 Dec 1997 12:37:35 EST 
Subject: Re: NO 5TH EDITION! (Was Re: Champions) 
Organization: AOL (http://www.aol.com) 
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<< And I trust you got this from the Air Force, Division Six?>> 
 
  I can neither confirm nor deny the existence of an organization within the 
United States Air Force known as "Division Six." 
 
  Mark @ GRG 
 
From: GoldRushG <GoldRushG@aol.com> 
Date: Wed, 17 Dec 1997 12:39:09 EST 
Subject: Re: NO 5TH EDITION! (Was Re: Champions) 
Organization: AOL (http://www.aol.com) 
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  Rats! I lost that poem someone sent. Could you please resend it to me via 
private e-mail? Thanks! 
 
  Mark @ GRG 
 
Comments: Authenticated sender is <sti@pop3.hip.cam.org> 
From: "Stirling Westrup" <sti@CAM.ORG> 
Organization: Stirling Westrup Consulting 
Date: Wed, 17 Dec 1997 17:39:46 +0000 
Subject: Re: Needed: Mentalist Inspiration 
Priority: normal 
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So Sayeth Tim R. Gilberg <trgilber@hilltop.ic.edu&> 
>  
> >                                                                         So, I 
> > want some unconventional suggestions for mentalism powers to give me some 
> > inspiration. The concepts I've come up with so far (I do concepts first, build 
> > system after) are: 
>  
>  To start, you really need to pick up The Ultimate Mentalist.  Hero 
> has it available from their Web Site in Hero Plus electronic format. 
 
Sigh. I can't afford to buy any new RPG books for a while. My hobbie budget is  
already WAY over budget. I *LIKE* the idea of the electronic books, but I would  
have to be able to print the .PDF s to get any advantage. (The stupid thing is  
that I actually have an HP laser printer with duplex, it just doesn't have  
enough ram to handle typical postscript illustrations, and I'm over budget on  
computer stuff too. Must be that time of year.) 
 
> > Mental Invisibility. 
> > 	She projects an aura that affects peoples minds and convinces them that she 
> > isn't there. It would be probably be bought as some form of Images 
> > (Static Image of empty space) aftecting all but mental senses (mentalists can 
> > 'see' what she's doing) Probably has some sort of limitation like 'Points of 
> > Mental Def counter negative perception modifiers' or something like that. She 
> > would likely have extra levels of DCV linked to the Mental Invisibility.  She 
> > might even have a multipower in which she can tune her aura to project 
> > other affects, like heightened beauty or impressiveness or even some sort of 
> > 'Boy am I scarey' field. 
>  
>  This is better done with Invisibility to whichever senses desired 
> with a limitation like, "Not effective on those with 5+ (or 10+ or 
> whatever) points of mental def; -1/2."  The other's might be best in a MP of 
> different effects, like an Aid to PRE or COM." 
 
But I don't actually want to be invisible. I want to be hard-to-see. I wanted  
something with a gradual success/failure curve, with different amounts  
of effect on different viewers, not all or nothing. There are a few places in  
the Hero system that I think a new limitation for gradual decay of effects  
would be nice. Something like the old limitation on Entangle that it slowly  
faded away. That way one could buy a continuing charge area effect attack that  
slowly lost 1 DC per unit time. 
 
> > Mental Transform 
> > 	I am assuming that a Transform vs Mental Def is a +0 (since AVLD doesn't 
> > distinguish between them.) Anyway, she would have a (minor?) transform to 
> > modify someone's memories (possibly requiring a sufficient read-minds roll). 
> > Ideally the effect would require rolling double the victims EGO rather than 
> > BODY, but that isn't essential. 
>  
>  This is covered completely in TUM, and it does allow going against 
> Mental Def at +0.  (Or a lim in an high-mentalist game).  It also works 
> against EGO instead of BODY, if you're interested in more, e-mail me and 
> I'll scare up some quotes. 
 
Good enough for me. The game I'm gonna be in just wants reasonable  
justification for new ways of doing things. If I say its been published like  
that, its probably good enough. 
 
> > Skill Drain 
> > 	This might also have to be bought as a transform, but I am thinking of a 
> > mental power that interferes with and makes someone forget how to use a 
> > particular skill/maneuver for a time. 
>  
>  Drains bought down the time chart would work, but would be way too 
> effective and cheap.  I'd go with a mental transform, like above. 
 
Yeah. I'm generally not an advocate of "The most expensive way of doing  
something is best", since I can always think of a worse way of buying any given  
power, but I think this would be kinda cheap. 
 
>  I've always been partial to Empaths.  In a recent campaign, I 
> wouldn't allow a normal Telepath (too easy to destroy mysteries) but did 
> allow an empath.  Powers like Read Emotions, Control Emotions, Sense Aura, 
> Healing with Feedback, Emotional Overload, etc. 
 
I would love to do an empath, but there are no rules guidelines for this. I  
would like to 'influence' emotions, not override them completely like  
mind-control would do. Again, I want partial effects on folks with higher egos,  
not an abrupt point at which the power stops working. Or is this all covered in  
TUM as well? 
 
 
 
--  
 Stirling Westrup  |  Use of the Internet by this poster 
 sti@cam.org       |  is not to be construed as a tacit 
                   |  endorsement of Western Technological 
                   |  Civilization or its appurtenances. 
 
From: GoldRushG <GoldRushG@aol.com> 
Date: Wed, 17 Dec 1997 12:41:14 EST 
Subject: Re: Future of Hero System 
Organization: AOL (http://www.aol.com) 
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<< I think as long as we fans stick by the system, Hero system will 
survive wether or not Hero games wants it to.>> 
 
  Amen! 
 
  Mark @ GRG 
 
From: "James Jandebeur" <waveking@concentric.net> 
Subject: Re: Champions 5th Editio 
Date: Wed, 17 Dec 1997 09:48:22 -0800 
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Yes, Seeker is all you say, and yet, if you could get Perez back for one 
more shot of the mess Destroyer makes of him, I think it would all be 
worthwhile.  Or someone who can do the next shot in the same style. 
 
I know this isn't likely, but it would be nice to see. 
 
JAJ 
 
>>You mean the one done by George Perez?   With Seeker jumping to attack Dr. 
>>Destroyer (presumably without effect and a lot of pain on Seeker's side)? 
>>Why does it need to be changed? 
> 
>Quite simply, because Seeker's very existance is a like unto a pimple on 
>the face of the prom queen. He should have died a horrible, bloody death 
>years ago. 
> 
>Bring back Marksman and/or Flare. 
> 
>Let Seeker Die Like a Dingo 
> 
>                                         |  David A. Fair 
>        Think Different                  |  SDS International 
>                                         |  dfair@sdslink.com 
> 
> 
 
Date: Wed, 17 Dec 1997 13:27:17 -0500 (EST) 
From: Bill Svitavsky <bsvitavs@bu.edu> 
Subject: Re: TUSV: Slipperiness 
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On Wed, 17 Dec 1997, Bob Greenwade wrote: 
 
> At 11:28 AM 12/17/97 -0500, Geoffrey Speare wrote: 
> >>    OK, so if we take the row for "Stone" as a pattern and apply -2 BODY for 
> >> every 1/2X thickness, and apply the Transform only to the top 125mm, that's 
> >> 8 BODY.  Does that work for everyone here? 
> > 
> >I have to say it seems odd basing the power on something like this (which 
> >shouldn't really have much of an effect on how the power works). 
>  
>    How much BODY is needed for the Transform (how cold the beam has to be 
> to freeze the ground, or how much oil has to be spilled to make it 
> slippery, or whatever) can make quite a difference.  It's a lot easier to 
> do this with 8 BODY than with 16. 
> --- 
 
I think Geoff's point is the same as my objection to the Transform 
construction. The BODY _does_ make a difference if you build slipperiness 
this way, but SFX-wise it shouldn't. Why should a more durable material be 
more difficult to make slippery? 
 
 
Date: Wed, 17 Dec 1997 10:59:22 -0800 
From: RGSchwerdtfeger@directv.com (Richard G Schwerdtfeger) 
Subject: Art in Upcoming Books... 
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     Someone (I think it was Rook) stated that any new books should have 
     art done in the Image style.  
      
     Well, we've already got an Image-verse...C:NM. These books have had  
     absolutely the worst art I've ever seen. The huge muscles, the giant  
     guns, the even gianter breasts, the horribly uncomfortable-not-to  
     mention-physically-impossible stances...the list goes on and on. I've  
     only read C:NM one time, because the art is so hard to look at.  
      
     I'd guess the Hero guys (and GoldRushGames, for that matter) can't  
     afford the professional comic artists they've had in the past (like  
     Perez, Willingham, and Edlund), but at least hire someone who draws in  
     a halfway decent style.  
      
     So consider this a vote for continuing art in the four-color vein that  
     all the other Hero books have had, rather than doing Image stuff (1). 
      
     (1) Note: I do not consider Astro City, Mage II, or Leave it to Chance  
     to be Image stuff, even though they are put out by Image. If Hero can  
     get Alex Ross, Brent Anderson, Matt Wagner or Paul Smith to do art,  
     more power to 'em!) 
      
     Richard 
 
Reply-To: "Filksinger" <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
Subject: Re: Aid and Powers 
Date: Wed, 17 Dec 1997 11:03:38 -0800 
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On Tuesday, December 16, 1997 1:54 PM, wrote: 
 
 
>Some recent discussion on the list brought up an aspect of the Aid 
power I 
>had never considered. Can Aid be used to grant powers that the target 
>doesn't have? For that matter can the other adjustment powers? Say an 
>aborption to energy blast that gives the user an energy blast they 
don't 
>normally have acess to. 
 
Not normally. However, it might be a good solution to Transformations 
that create useful changes in one's friends and that add points. If 
you want to fly with wings, you use Transformation and subtract 
something else, such as STR. If you want to fly with wings without 
reducing something else, use Aid as well. 
 
Yes, it's expensive, but adding points is potentially _very_ abusive. 
 
Filksinger 
 
Reply-To: "Filksinger" <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
Subject: Re: Link: Disadvantage o 
Date: Wed, 17 Dec 1997 11:14:45 -0800 
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On Tuesday, December 16, 1997 8:26 PM, Opal wrote: 
 
 
> t<snip> 
> 
>Another question: 
> 
>50 Multipower 
> 5 u 10d EB 
> 3 u  3d Flash 
>-- 
>58 
> 
> 
>vs 
> 
>50 10d EB 
>30 3d Flash 
>-- 
>80 
> 
>What is the 2nd character paying 22 points for? 
 
Two things, one minor, one the original reason. 
 
1) The second character has different SFX. Thus, if I have the second 
character, a Drain vs SFX cannot affect both powers- they are 
separate. 
 
2) The second power lacks cohesiveness. In order to promote character 
write-ups where the powers all have some sort of connection, 
explaining why one person has all of them. Elemental Control and 
Multipower both had this as original justifications. 
 
Now, that doesn't mean you are wrong in thinking you also lose the 
ability to link them at will. I have no opinion on this, save as a GM 
ruling that I haven't had to make yet. But it does give reasons, and 
the second, original reason existed before Linked and at a time when 
two powers _officially_ could not be used together. 
 
Filksinger 
 
Date: Wed, 17 Dec 1997 14:48:13 -0500 (EST) 
From: Bill Svitavsky <bsvitavs@bu.edu> 
Reply-To: Bill Svitavsky <bsvitavs@bu.edu> 
Subject: Re: TUSV: Slipperiness 
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On Wed, 17 Dec 1997, Fvigil wrote: 
 
> In a message dated 97-12-17 13:51:29 EST, you write: 
>  
> > I think Geoff's point is the same as my objection to the Transform 
> >  construction. The BODY _does_ make a difference if you build slipperiness 
> >  this way, but SFX-wise it shouldn't. Why should a more durable material be 
> >  more difficult to make slippery? 
>  
>   You could figure that the transform is on the air just over the floor, but 
> this would cause a problem in the other direction - since air has damn near 0 
> body. 
>  
 
This just gave me a kind of weird idea. In the past, I've done seeking 
missiles with a Summon which creates an Automaton. This requires a 
broad view of Summon, which states that it summons a being from another 
place (but it probably shouldn't say that.) So how about a Summon 
Slipperiness? 
 
The oil slick, ice slick, or whatever, could be an Automaton with a 0 STR  
Martial Throw and whatever other effects are necessary. A liquid slick 
could have a limited Desolidification, while ice would simply have normal 
DEF & BODY. 
 
Sure it's weird, and not quite 100% legal, but it might be legal enough 
for a supplement. I still think Slipperiness deserves a new power, but 
this might make a decent fix until the next (hypothetically speaking) 
edition. 
 
 
Date: Wed, 17 Dec 1997 15:04:26 -0500 (EST) 
From: Bill Svitavsky <bsvitavs@bu.edu> 
Subject: Re: Art in Upcoming Books... 
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On Wed, 17 Dec 1997, Richard G Schwerdtfeger wrote: 
 
>      Someone (I think it was Rook) stated that any new books should have 
>      art done in the Image style.  
>       
>      Well, we've already got an Image-verse...C:NM. These books have had  
>      absolutely the worst art I've ever seen. The huge muscles, the giant  
>      guns, the even gianter breasts, the horribly uncomfortable-not-to  
>      mention-physically-impossible stances...the list goes on and on. I've  
>      only read C:NM one time, because the art is so hard to look at.  
>       
>      I'd guess the Hero guys (and GoldRushGames, for that matter) can't  
>      afford the professional comic artists they've had in the past (like  
>      Perez, Willingham, and Edlund), but at least hire someone who draws in  
>      a halfway decent style.  
>       
 
I'd certainly be happy not to have absurd Image-style art in books, and I 
imagine that the majority of current Hero gamers would, since most have 
probably been into both gaming and comics long enough to remember the 
"good old days." 
 
However, I can understand that for gaming companies, bringing in new 
gamers is quite desirable, and if they want to bring in the 14 year old 
fanboys, Image-style illustration might be a good way to do it.  
 
What I'd like to see is a mix of styles appropriate to the genre(s) 
involved in any given rulebook. Thus, the hypothetical 5th edition could 
include work suggesting Golden Age, Silver Age, and Modern superheroes, as 
well as stuff appropriate to just about any other genre the rules might be 
used for. I suppose this could get distractingly incoherent, but if 
well-handled it might be a nice way of highlighting the flexibility of the 
Hero system. 
 
While I'm on the art topic, I'd just like to say that the BBB cover never 
really said "Superhero RPG" to me. (It told me to go out and axe-murder 
people, but that's a long story.) Seeker, a shirtless guy with a sword, 
just isn't emblematic of comic book superheroes. I was at GenCon the year 
the BBB came out, and heard the Hero gurus explain that Seeker became the 
cover boy because of a complicated set of rearrangements to make the 
Champions diverse in ethnicity and gender. (They failed to explain exactly 
why this meant the white guy had to be on all the product covers.) 
 
Date: Wed, 17 Dec 1997 16:10:17 -0400 (AST) 
From: Trevor Barrie <tbarrie@ibm.net> 
Subject: Re: Aid and Powers 
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On 17 Dec 1997, Stainless Steel Rat wrote: 
 
> MS> What a minute, my copy of the BBB and the HSR says *nothing* about not 
> MS> being able to increase the number of points a character has. 
>  
> Its in there, tucked away inside the writeup of Transformation Attack. 
 
Rat, we've been _over_ this before. That restriction didn't make it into 
4th Edition. It should have, it's vitally needed for Transform to be 
balanced (well, some limit on the amount of increase would be okay as 
well), but it ain't there. The current by-the-book version of Transform 
can change its target into _anything_. 
 
Date: Wed, 17 Dec 1997 16:15:22 -0400 (AST) 
From: Trevor Barrie <tbarrie@ibm.net> 
Subject: Re: Aid and Powers 
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On Wed, 17 Dec 1997, Tim R. Gilberg wrote: 
 
> > Just remember that Transformation cannot add points to a character, it can 
> > only shift them around or take them away. 
>  
> 	Nope.  They can add, actually.  That's been a matter of debate on 
> whether they should, but they most definately *can*. 
>  
> 	I personally think this is the best way to represent this type of 
> thing.  Yes, it may seem sort of unbalanced to change that 0-point normal 
> to a 1500 point Giant Lizard, Ape, or Wolfman (ala Rampage), but it is a 
> valid SFX. 
 
And because it'a valid SFX, it's therefore necessary that it should be 
doable with Transform alone? If you're suggesting that disallowing point 
increases from Transform would make it impossible or even mildly difficult 
to build these effects, you're nuts. 
 
Date: Wed, 17 Dec 1997 16:18:04 -0400 (AST) 
From: Trevor Barrie <tbarrie@ibm.net> 
Subject: Re: 5th Edition Hero: Some specific suggestions (a tad long) 
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On Wed, 17 Dec 1997, Bob Greenwade wrote: 
 
>    You were pointing out how AE becomes quickly more effective with its 2X 
> radius per +1/4 Advantage vs Explosions +1" radius per +1/4 Advantage. 
> Some time ago, someone pointed out that Explosions with 2X radius per +1/4 
> eventually becomes much more effective than AE at the same level.  I was 
> curious to see if one of the list's resident number-crunchers could do the 
> numbers to see if adding +1/4 to the cost of Explosion (and 2X radius per 
> +1/4) would make it more equitable. 
 
<shrug> I'm not surely exactly what numbers you're requesting, but surely 
adding another +1/4 would only mean a minor change in _when_ Explosions 
become more effective? 
 
Date: Wed, 17 Dec 1997 15:48:11 -0500 
From: "Kevin J. McClain" <KevLord@worldnet.att.net> 
Reply-To: KevLord@worldnet.att.net 
Organization: Courts of Kirkwood 
Subject: Re: Talent: Intuition 
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X-UID: 82 
 
An excellent suggestion. Mind if I start using it right away? I am curious as 
to why you chose EGO over INT. That seems to suggest that it is an expression 
of Will if it isn't a true mental power. 
 
Bill Svitavsky wrote: 
 
> This seems to be the time to trot out all the house rules and ideas for new 
> powers, so here's another one of mine: 
> 
> INTUITION 
> 
> This EGO-based talent is the ability to leap to a correct conclusion 
> without all the facts necessary to make a logical conclusion. It is similar 
> to the Skill Deduction, and should likewise be used sparingly. However, 
> this talent differs from deduction in both applicability and results. A 
> character may attempt an Intuition Roll to reach some understanding in the 
> absence of complete information. The conclusion he or she reaches, though, 
> may not answer the question the player had in mind.  The conclusion will 
> also be less definite than the product of logical reasoning - a "hunch" - 
> and the Skill Roll should therefore generally be made by the GM. A failed 
> Intuition Roll usually means that the character has no strong feeling about 
> the situation, or it can mean an incorrect hunch. 
> 
> Cost: 3 points for a 9+(EGO/5) base roll, +2 points per +1 to the roll. 
 
 
 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: Aid and Powers 
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>>>>> "TRG" == Tim R Gilberg <trgilber@hilltop.ic.edu> writes: 
 
TRG> 	No.  This is a terrible idea.  Many opportunities for abuse.  I'd 
TRG> really go with a transform here, or make a power UBO. 
 
Just remember that Transformation cannot add points to a character, it can 
only shift them around or take them away. 
 
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                                    \  
 
Reply-To: "Filksinger" <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
Subject: Re: Link: Disadvantage or Advantage 
Date: Wed, 17 Dec 1997 13:48:54 -0800 
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On Tuesday, December 16, 1997 8:33 PM, Firelynx16 wrote: 
 
<snip> 
>I'll just throw this out and see what people on the list think... but 
if the 
>Limitation is only applied to the smaller of the two powers, wouldn't 
that by 
>definition mean that the larger of the powers shouldn't be affected 
by 
>anything in a negative way.  In other words, since there isn't any 
Limitation 
>on the larger power, shouldn't it be able to act just as any other 
like power 
>with no Limitation?  I know there is a school of thought that the two 
powers 
>become a new power, but it seems wrong to me to 'limit' the larger 
power, when 
>you aren't getting any Limitation price break on it. 
 
 
This is a good argument, but it has a flaw. Putting the limitation on 
the larger power allows for enormous savings for no disadvantage 
whatsoever. A 20d6 EB with Linked saves 33 pts. A basic CE (light) 
could be linked to the EB, costing only 3 pts. This gives you 
virtually no limitation whatsoever for a considerable savings. 
 
Putting the limitation only on the smaller power is the simplest 
solution, and the one that Hero Games uses (regardless of which side 
of the GLB you are on). Another possible solution would be to vary the 
value of Linked, dependent upon the cost of the lesser power. However, 
Linked already effectively does that. 
 
My personal favorite solution is -1/4 Linked "Cannot use smaller power 
without larger in proportion" and -1/2 Linked "Cannot use either power 
without the linked power in proportion". This adjusts the points saved 
to fit the lesser power nicely, with a clean, smooth solution to most 
problems with Linked. 
 
Filksinger 
 
Date: Wed, 17 Dec 1997 17:53:17 -0400 (AST) 
From: Trevor Barrie <tbarrie@ibm.net> 
Subject: Re: Champions  5th Editi 
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On Wed, 17 Dec 1997, Fvigil wrote: 
 
>    I think that Strength _is_ broken, but past discussions have convinced me 
> that fixing it it is not worth the turmoil that it would cause (like 
> correcting 99% of the existing characters.) 
 
You'd have to correct 99% of existing PCs, maybe, but hardly 99% of 
existing characters (NPCs don't need to be point-balanced). And the 
former is only an issue if you try to change editions mid-campaign,  
which will always cause some problems. 
 
Date: Wed, 17 Dec 1997 17:55:15 -0400 (AST) 
From: Trevor Barrie <tbarrie@ibm.net> 
Subject: Re: Champions  5th Editi 
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On Tue, 16 Dec 1997, Filksinger wrote: 
 
> Agreed. We agreed to have no changes that invalidated a large number 
> of previously designed characters. 
 
Huh? Who's "we"? When did "we" agree to that? 
 
Date: Wed, 17 Dec 1997 17:58:27 -0400 (AST) 
From: Trevor Barrie <tbarrie@ibm.net> 
Subject: Re: Champions  5th Editi 
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On 16 Dec 1997, Opal wrote: 
 
>  t > The system is considerably better balanced if you make "combinable"  
>  t > the default, IMO.  
>   
> Well, it would mean that two attack powers bought outside of a Multipower  
> are something other than just a waste of points...  
 
Or, as I'd put it, it would mean that putting multiple attack Powers 
_in_ a Multipower isn't a total point crock. If they do rule that 
multiple attack Powers can't be used simultaneously by default, 
then having multiple such Powers in a Multipower would obviously 
have to be outlawed. 
 
Date: Wed, 17 Dec 1997 17:00:21 -0500 (EST) 
From: Bill Svitavsky <bsvitavs@bu.edu> 
Reply-To: Bill Svitavsky <bsvitavs@bu.edu> 
Subject: Re: Talent: Intuition 
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On Wed, 17 Dec 1997, Kevin J. McClain wrote: 
 
> An excellent suggestion. Mind if I start using it right away? I am curious as 
> to why you chose EGO over INT. That seems to suggest that it is an expression 
> of Will if it isn't a true mental power. 
> 
 
I'm glad you like it - please do use it.  
 
As far as being EGO-based, I figured intuition's more a sign of 
a well-developed psyche than it is the product of rational thought. INT  
seems to be used most often to represent "left brain" kind of thinking.  
But you're right, sheer willpower (the chief application of EGO) doesn't 
necessarily make one highly intuitive, and it's entirely possible for 
someone weak-willed to have good intuition. I definitely wouldn't make 
this talent INT-based, but I could see a good case for making it base 11-. 
 
By the way, Fox Mulder is an excellent example of a character with 
Intuition. 
 
 
 > Bill Svitavsky wrote: 
>  
> > This seems to be the time to trot out all the house rules and ideas for new 
> > powers, so here's another one of mine: 
> > 
> > INTUITION 
> > 
> > This EGO-based talent is the ability to leap to a correct conclusion 
> > without all the facts necessary to make a logical conclusion. It is similar 
> > to the Skill Deduction, and should likewise be used sparingly. However, 
> > this talent differs from deduction in both applicability and results. A 
> > character may attempt an Intuition Roll to reach some understanding in the 
> > absence of complete information. The conclusion he or she reaches, though, 
> > may not answer the question the player had in mind.  The conclusion will 
> > also be less definite than the product of logical reasoning - a "hunch" - 
> > and the Skill Roll should therefore generally be made by the GM. A failed 
> > Intuition Roll usually means that the character has no strong feeling about 
> > the situation, or it can mean an incorrect hunch. 
> > 
> > Cost: 3 points for a 9+(EGO/5) base roll, +2 points per +1 to the roll. 
>  
>  
>  
>  
 
Date: Wed, 17 Dec 1997 18:00:51 -0400 (AST) 
From: Trevor Barrie <tbarrie@ibm.net> 
Subject: Re: 5th Edition Hero: Some specific suggestions (a tad long) 
Errors-To: owner-champ-l@omg.org 
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On Mon, 15 Dec 1997, Jeremiah Driscoll wrote: 
 
> >> He can't turn those 25 point peasants into tigers (233 points according to 
> >> the HERO Bestiary). 
> > 
> >This, too, can be done with Transform linked to Aid, or just "Summon 
> >Tigers, requires peasants nearby(-1/2)" if you consider the peasants to be 
> >effectively just scenery. 
> > 
> Um, the Aid would be very difficult to work out on that (IMO). 
 
Possibly. If the resulting form is totally different from the original, 
Transform linked to Summon would probably be cleaner than Transform 
linked to Aid, albeit slightly less kosher. 
 
Reply-To: "Filksinger" <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
Subject: Re: TUSV: Slipperiness 
Date: Wed, 17 Dec 1997 14:01:38 -0800 
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On Wednesday, December 17, 1997 7:24 AM, Bob Greenwade wrote: 
 
 
<snip> 
> 
>   OK, so if we take the row for "Stone" as a pattern and apply -2 
BODY for 
>every 1/2X thickness, and apply the Transform only to the top 125mm, 
that's 
>8 BODY.  Does that work for everyone here? 
> 
 
 
Well, that does make it harder to create a slippery surface on a 
sidewalk than on ordinary dirt. 
 
I suggest that you determine a good BODY for a sheet of ice covering 
one hex (not necessarily the correct BODY, but one good for game 
mechanics), and just use the creation version of Transformation. Then 
it doesn't normally matter _what_ surface you are on. 
 
Filksinger 
 
Reply-To: "Filksinger" <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
Subject: Re: NO 5TH EDITION! (Was Re: Champions) 
Date: Wed, 17 Dec 1997 14:06:02 -0800 
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On Wednesday, December 17, 1997 9:22 AM, GoldRushG wrote: 
 
 
><< He discussed it! Didn't he?? He said that he said that there 
wouldn't be 
>one!! That's discussing it in my book!!!>> 
> 
>  :.:.:.gggrrrruummmble.:.:.: 
 
 
Don't worry. You didn't discuss it, you discussed whether or not you 
had discussed it, and what you hadn't discussed about it. 
 
Uh, never mind. 
 
Filksinger 
 
 
Date: Wed, 17 Dec 1997 16:19:37 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: Link: Disadvantage or Advantage 
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X-UID: 90 
 
 
> I'll just throw this out and see what people on the list think... but if the 
> Limitation is only applied to the smaller of the two powers, wouldn't that by 
> definition mean that the larger of the powers shouldn't be affected by 
> anything in a negative way.  In other words, since there isn't any Limitation 
> on the larger power, shouldn't it be able to act just as any other like power 
> with no Limitation?  I know there is a school of thought that the two powers 
> become a new power, but it seems wrong to me to 'limit' the larger power, when 
> you aren't getting any Limitation price break on it. 
 
 
	Well, the thing is that you are also advantaging the larger power. 
It can now be used at the same time as the smaller.  As this wasn't before 
possible, it is not being fully limited.  It is, but the advantage weighs 
out a possible lim. 
 
 
			-Tim Gilberg 
 
Date: Wed, 17 Dec 1997 17:19:43 -0500 (EST) 
From: Michael Surbrook <susano@access.digex.net> 
cc: champ-l@omg.org 
Subject: Re: Aid and Powers 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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X-UID: 89 
 
On 17 Dec 1997, Stainless Steel Rat wrote: 
 
> -----BEGIN PGP SIGNED MESSAGE----- 
>  
> >>>>> "TRG" == Tim R Gilberg <trgilber@hilltop.ic.edu> writes: 
>  
> TRG> 	No.  This is a terrible idea.  Many opportunities for abuse.  I'd 
> TRG> really go with a transform here, or make a power UBO. 
>  
> Just remember that Transformation cannot add points to a character, it can 
> only shift them around or take them away. 
 
What a minute, my copy of the BBB and the HSR says *nothing* about not 
being able to increase the number of points a character has.  Besides, how 
else would your write up the ability for a vampire to create another 
vampire? 
 
*************************************************************************** 
* "'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: Wed, 17 Dec 1997 17:23:40 -0500 (EST) 
From: Michael Surbrook <susano@access.digex.net> 
cc: champ-l@omg.org 
Subject: Re: NO 5TH EDITION! (Was Re: Champions) 
Errors-To: owner-champ-l@omg.org 
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On Wed, 17 Dec 1997, Filksinger wrote: 
 
> ><< He discussed it! Didn't he?? He said that he said that there 
> wouldn't be 
> >one!! That's discussing it in my book!!!>> 
> > 
> >  :.:.:.gggrrrruummmble.:.:.: 
>  
> Don't worry. You didn't discuss it, you discussed whether or not you 
> had discussed it, and what you hadn't discussed about it. 
>  
> Uh, never mind. 
 
Ever see "The Lion in Winter"? 
 
"We know.  He knows we know.  We know that he knows that we know it.  He 
knows that we knows this.  We're a very knowledgable family." 
 
Or something like that. 
 
*************************************************************************** 
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *  
*               Michael Surbrook / susano@access.digex.net                *  
*        Visit "Surbrook's Stuff' the Hero Games resource site at:        *    
*              http://www.access.digex.net/~susano/index.html             * 
*            Attacked Mystification Police / AD Police / ESWAT            * 
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark * 
*************************************************************************** 
 
Date: Wed, 17 Dec 1997 16:26:22 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: 5th Edition Hero: Some specific suggestions (a tad long) 
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X-UID: 91 
 
 
>    Try this rule on for size, regarding FW: 
>    By default, a Force Wall must be affected by at least two types of 
> attacks.  If it has more than one type of defense, then it is affected by 
> all of those types of attacks.  At least one type must be either physical 
> or energy.  If the Force Wall has no PD or ED, then it must take the 
> Transparent Advantage for one of them (the other is filled in my the type 
> of defense that the Wall does have). 
 
	Hmmm.  I'm not sure.  It might work, or it might limit Mental-Only 
or Power-Only force walls too much.  And wouldn't a wall be able to 
provide Sight Flash Def just by being opaque? 
 
> > Depends on what is being worn, but 20 seconds isn't unreasonably 
> >fast.  Of course, your finishing the various buttenings and such while 
> >heading back to the stage. 
> 
>    With help, yes.  I've tried fast-dressing, and my record is 3 minutes 
> (and that was before my current physical problems started setting in).  I'd 
> call it 5 for a good fit on the time Chart. 
 
	Eh.  I'm not sure.  We are talking Heroes here.  Ripping of 
clothes to show a costume underneath is a trivial amount of time.  And a 
normal change of clothes (simple clothes -- Jeans and a T-Shirt) is no 
more that 30 seconds with effort. 
 
> > So, something like:  Immune to Cold - 2pts; Immune to Heat; 2pts. 
> >Both for 3 pts? 
> 
>    Exactly.  And Immune to Vacuum - 2 pts; Immune to Pressure - 2 pts; both 
> for 3 pts.   :-] 
 
	OK.  This is good, actually.  Saves room on a character sheet, but 
actually changes nothing that would make redoing of old chars necessary. 
 
>    What I was meaning was that 10 points *may* be to expensive.  I'm not 
> sure yet. 
 
	O.K. 
 
> > Hmmmm.  Maybe 10 pts for having common ways to die, 15 for an 
> >uncommon way to die, 20 for no way to die? 
> 
>    I like that one. 
 
	So do I.  Quick and simple.  If 10 pts is too expensive.  Do the 
same type of thing with 8 - 12 - 16 or 6 - 9 - 12. 
 
	But a 10 to 20 pt range sounds right for just not dying, 
considering how minor BOD damage really is in the combat of the system. 
 
> > I'm not exactly sure what you're asking for here. 
> 
>    You were pointing out how AE becomes quickly more effective with its 2X 
> radius per +1/4 Advantage vs Explosions +1" radius per +1/4 Advantage. 
> Some time ago, someone pointed out that Explosions with 2X radius per +1/4 
> eventually becomes much more effective than AE at the same level.  I was 
> curious to see if one of the list's resident number-crunchers could do the 
> numbers to see if adding +1/4 to the cost of Explosion (and 2X radius per 
> +1/4) would make it more equitable. 
 
 
	Not a bad idea.  Not something I feel like doing, what it being 
finals week and all. 
 
 
			-Tim Gilberg 
 
X-Sender: ctaylor@pop.cyberis.net 
Date: Wed, 17 Dec 1997 14:37:39 -0800 
From: Christopher Taylor <ctaylor@cyberis.net> 
Subject: Re: Aid and Powers 
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>Just remember that Transformation cannot add points to a character, it can 
>only shift them around or take them away. 
 
Where does it say that?  In the examples given in the book it seems like the 
only way to do them is to give points.... I dont remember a no-points 
granted clause, perhaps I misread. 
 
---------------------------------------------------------- 
Sola Gracia		Sola Scriptura		Sola Fide 
Soli Gloria Deo		Solus Christus		Corum Deo 
----------------------------------------------------------- 
 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: Aid and Powers 
Mail-Copies-To: never 
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-----BEGIN PGP SIGNED MESSAGE----- 
 
>>>>> "MS" == Michael Surbrook <susano@access.digex.net> writes: 
 
MS> What a minute, my copy of the BBB and the HSR says *nothing* about not 
MS> being able to increase the number of points a character has. 
 
Its in there, tucked away inside the writeup of Transformation Attack. 
 
MS> Besides, how else would your write up the ability for a vampire to 
MS> create another vampire? 
 
The "another vampire" undergoes a radiation accident of sorts.  If it is an 
NPC it does not really matter since NPCs do not need to balance.  A PC will 
probably shift his disadvantages around. 
 
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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: Wed, 17 Dec 1997 16:49:59 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: Aid and Powers 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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X-UID: 96 
 
 
> TRG> 	No.  This is a terrible idea.  Many opportunities for abuse.  I'd 
> TRG> really go with a transform here, or make a power UBO. 
> 
> Just remember that Transformation cannot add points to a character, it can 
> only shift them around or take them away. 
 
 
	Nope.  They can add, actually.  That's been a matter of debate on 
whether they should, but they most definately *can*. 
 
	I personally think this is the best way to represent this type of 
thing.  Yes, it may seem sort of unbalanced to change that 0-point normal 
to a 1500 point Giant Lizard, Ape, or Wolfman (ala Rampage), but it is a 
valid SFX.  There is a reason that GMs are told to very closely watch 
Transforms. 
 
	Villians, on the other hand, use these types of things all the 
time.  What comic book series has never had a "turn the people into 
mindless zombies" episode? 
 
 
				-Tim Gilberg 
 
X-Sender: bob.greenwade@klock.com 
Date: Wed, 17 Dec 1997 14:55:47 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: 5th Edition Hero: Some specific suggestions (a tad long) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 04:26 PM 12/17/97 -0600, Tim R. Gilberg wrote: 
> 
>>    Try this rule on for size, regarding FW: 
>>    By default, a Force Wall must be affected by at least two types of 
>> attacks.  If it has more than one type of defense, then it is affected by 
>> all of those types of attacks.  At least one type must be either physical 
>> or energy.  If the Force Wall has no PD or ED, then it must take the 
>> Transparent Advantage for one of them (the other is filled in my the type 
>> of defense that the Wall does have). 
> 
> Hmmm.  I'm not sure.  It might work, or it might limit Mental-Only 
>or Power-Only force walls too much.  And wouldn't a wall be able to 
>provide Sight Flash Def just by being opaque? 
 
   That it would, in a way, by default.  Same goes for opaque Entangles, 
though. 
   Whether that would count for this rule or not is a matter for debate, 
and I could see both sides of it. 
 
>> > So, something like:  Immune to Cold - 2pts; Immune to Heat; 2pts. 
>> >Both for 3 pts? 
>> 
>>    Exactly.  And Immune to Vacuum - 2 pts; Immune to Pressure - 2 pts; both 
>> for 3 pts.   :-] 
> 
> OK.  This is good, actually.  Saves room on a character sheet, but 
>actually changes nothing that would make redoing of old chars necessary. 
 
   Which is precisely the purpose.  I think the construct is simple enough 
and the application common enough to warrant the change. 
 
From: Brian Wong <rook@shell.infinex.com> 
Subject: Re: TUSV: Slipperiness 
Date: Wed, 17 Dec 1997 22:59:31 +0000 (GMT) 
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> > > I think Geoff's point is the same as my objection to the Transform 
> > >  construction. The BODY _does_ make a difference if you build slipperiness 
> > >  this way, but SFX-wise it shouldn't. Why should a more durable material be 
> > >  more difficult to make slippery? 
> >  
> >   You could figure that the transform is on the air just over the floor, but 
> > this would cause a problem in the other direction - since air has damn near 0 
> > body. 
> >  
> Sure it's weird, and not quite 100% legal, but it might be legal enough 
> for a supplement. I still think Slipperiness deserves a new power, but 
> this might make a decent fix until the next (hypothetically speaking) 
> edition. 
>  
	I think we're all going about this the wrong way. 
We're looking at 'slipperness' from a special effects point of view. 
	But what about from a mechanics point of view? 
 
What is it we desire? 
	We need a power that forces a stat-roll every time any action 
is attempted which has a connection to that stat, and a method of making 
that roll harder to achieve. 
 
	Personally, I can see reasons for even having 
 
mental-slicks, or pre-slicks, and I'm sure if I thought about it I 
could find a com-slick. 
 
	Next is needed a way to break out of the powers hold. 
 
Drain would be great for the penalizing the roll portion, but it fails to 
do the 'force the roll on every related action' portion. 
 
	Which is why I feel all of this needs a new power. 
 
 
Rook : a common Old World gregarious bird related to the American crow. 
 
Super Hero Links Page: http://www.infinex.com/~rook/SH/SHlinks.html 
My Champions Webpage is at: http://www.infinex.com/~rook/champs/ 
 
X-Sender: bob.greenwade@klock.com 
Date: Wed, 17 Dec 1997 15:00:34 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Discussing 5th Edition 
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At 02:06 PM 12/17/97 -0800, Filksinger wrote: 
>><< He discussed it! Didn't he?? He said that he said that there 
>wouldn't be 
>>one!! That's discussing it in my book!!!>> 
>> 
>>  :.:.:.gggrrrruummmble.:.:.: 
> 
> 
>Don't worry. You didn't discuss it, you discussed whether or not you 
>had discussed it, and what you hadn't discussed about it. 
 
   I find this whole line of conversation discussed-ing. 
 
Date: Wed, 17 Dec 1997 18:18:31 -0500 (EST) 
From: Michael Surbrook <susano@access.digex.net> 
cc: champ-l@omg.org 
Subject: Re: Aid and Powers 
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On 17 Dec 1997, Stainless Steel Rat wrote: 
 
> MS> What a minute, my copy of the BBB and the HSR says *nothing* about not 
> MS> being able to increase the number of points a character has. 
>  
> Its in there, tucked away inside the writeup of Transformation Attack. 
 
I just double checked, nothing.  Rat, why don't you post the exact 
sentence and page number so I can find it. 
  
> MS> Besides, how else would your write up the ability for a vampire to 
> MS> create another vampire? 
>  
> The "another vampire" undergoes a radiation accident of sorts.  If it is an 
> NPC it does not really matter since NPCs do not need to balance.  A PC will 
> probably shift his disadvantages around. 
 
Rat, you use the 'plot device' excuse far to often.  Having numbers of a 
vampire's (for example) Transform are needed.  Why?  Well, for some 
vampires (like a Chinese 'hopping' vampire) you might be able to reverse 
the process, meaning you would need to know who much Body had been done 
that needed undoing.  And how about a Dispell or counter Transform?  You 
would need to have a Transform written up for the Dispell to affect. 
 
I would also point out that in a 150 point Horror Hero game, there is *no* 
way you can shift enough disads around to pay for even a basic vampiric 
form.  Granted, the character will get a new disads (depending on the 
genre vampire a *lot* of new disads), but the character will see an 
increase in points. 
 
*************************************************************************** 
* "'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: "James Jandebeur" <waveking@concentric.net> 
Subject: Re: Needed: Mentalist Inspiration 
Date: Wed, 17 Dec 1997 15:20:14 -0800 
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But I don't actually want to be invisible. I want to be hard-to-see. I 
wanted 
something with a gradual success/failure curve, with different amounts 
of effect on different viewers, not all or nothing. There are a few places 
in 
the Hero system that I think a new limitation for gradual decay of effects 
would be nice. Something like the old limitation on Entangle that it slowly 
faded away. That way one could buy a continuing charge area effect attack 
that 
slowly lost 1 DC per unit time. 
 
 
 
Please, whatever you do, don't cripple yourself like this.  To use Images, 
especially to cover all but Mental sense, is a horribly overpriced power in 
this situation.  Buy Invisibility, but not vs. Mental sense group, with a 
limitation that it depends on how well you make a Mental Stealth (or some 
such roll).  Not the Requires Skill roll limitation, but a limitation that 
means you are only invisible as long as you beat someone in a skill vs. 
their Perception roll.  Or something like that.  If you want people with 
Mental Defenses to be able to see you better, give them a bonus based on 
their level of defense (this is probably not worth another limitation, 
unless high mental defenses are very common). 
 
JAJ, Rules Philosopher 
 
Date: Wed, 17 Dec 1997 15:22:24 -0800 
From: Rook <rook@infinex.com> 
Organization: Sujin & Brian 
Subject: Trigger and Ranged (Re: Extra Time on a Trig) 
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>  >  You sure about this?  I couldn't see anything in the 
>  > write-up about that.  I put a trigger on an energy blast.  You are 
> 
>  > saying that because I did that, I lose the ranged aspect of the 
>  > blast? 
>  > 
> 
> I remember having fits coming up with a way around it, but 
> darnit, I don't have my BBB... 
 
Page 98 BBB: 
 
TRIGGER 
    This advantage allows the character to set up a power 
that will go off when a given circumstance occurs. This cir- 
cumstance must be easily verifiable, and cannot depend on 
any senses that the character does not possess. The trigger 
could even be a switch that the character must pull, or a 
button that he must push. GMs may want the player to 
write down the circumstances which will set off the Trigger; 
this can prevent arguments later. 
    If the Power can only be set off by a single Trigger, then 
this advantage costs +1/4. If the Trigger can be different 
each time the character sets up the Power, then Trigger is a 
+1/2 advantage. The Trigger cannot be "whenever the char- 
acter is touched"; for this effect use the Power Advantage 
<i>Damage Shield</i>. 
    The character pays END for the Trigger when he sets it 
up. A power with a Trigger can usually be spotted with a 
PER Roll, unless the Power is bought with the Power 
Advantage <i>Invisible Power Effects</i>. If the character wants to 
have the Trigger use special senses, these can be bought 
specifically for use with the Triggered Power for a -1 
Limitation. 
    <b>Example:</b> <i>Arkelos is leaving his Tower behind, and wants 
    to set up some magical traps. He buys an Area Effect 
    Entangle. Using the Trigger Advantage, Arkelos decides 
    that the Power will go off whenever anyone tries to enter 
    the room without saying "I'm home". Since Arkelos has no 
    special senses, the trap will only be set off by normally visi- 
    ble intruders. If a visible thief tries to enter the room, then 
    the Entangle will be set off, likely trapping him until 
    Arkelos returns.</i> 
* <b>Trigger Cost Multiplier:</b> +1/4 for a set Trigger, +1/2 for a 
    Trigger that can be changed each time the Power is used. 
 
 
 
Nothing in there says a triggered power can't be ranged. It would be 
absurd for it to. Doing that would prevent most uses of triggered traps. 
Like the old poison dart set off by a foot plate routine. 
 
 
-- 
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 
 
 
Reply-To: "Filksinger" <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
Subject: Re: Fifth Edition - Killing Attacks 
Date: Wed, 17 Dec 1997 15:29:11 -0800 
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On Tuesday, December 16, 1997 7:58 AM, Stainless Steel Rat wrote: 
 
>-----BEGIN PGP SIGNED MESSAGE----- 
> 
>>>>>> "bf" == bobby farris <redbf@ldd.net> writes: 
> 
>bf> Maybe I don't understand you. 1d6k=15 points and 1d6 normal=5 
pt's so 
>bf> Killing does cost more than normal. 
> 
>Watch carefully, and remember that killing attacks require more 
expensive 
>defenses: 
> 
>3D6 N: min = 0B/3S, avg = 3B/10.5S,   max = 6B/18S 
>1D6 K: min = 1B/1S, avg = 3.5B/8.75S, max = 6B/30S 
> 
>In the middle, KAs are about the same as normal attacks: slightly 
more 
>Body, slightly less Stun.  As one moves towards the max end, the 
"Stun 
>Lotto" takes a significant upwards swing. 
> 
>What I would like to see, but I am not sure how to go about pricing 
it, is 
>to use the "normal" means of reading damage.  To wit, for 3DCs of 
killing 
>attack, roll 3D6 and count the "Body" and Stun as if it were a normal 
>attack.  Then apply resistant defenses only against the damage. 
Maybe 
>worth a +1/4 advantage on the power. 
 
 
This is one of the suggestions in the Digital Hero article on the Hero 
games website. 
 
The idea is this. For a +1/4 Advantage, a Normal EB is changed into a 
Killing EB. The dice rolled are exactly the same as they are today. 
However, all BODY and STUN done are treated as killing damage rather 
than normal damage. 
 
Now, this would tend to mess up your bookkeeping on older characters. 
However, it is balanced (partly) by an additional suggestion. For 
a -1/4 Limitation, the EB looses the ability to bounce or spread. The 
end result is supposed to be effectively the same as the original RKA, 
but without the STUN lotto or confusing difference between Normal and 
Killing dice and damage class. 
 
I would go one further. Using this as the basis, I would create a new 
power that acted exactly as above, with exactly the same price as EB. 
This would take care of almost all problems, save that all old style 
killing attacks would have to be translated. Optionally, you could use 
this rule only with new characters, and use the old one with old 
characters, if you didn't want to translate. 
 
Filksinger 
 
X-Sender: jdriscol@mail.vt.edu 
Date: Wed, 17 Dec 1997 18:32:12 -0500 
From: Jeremiah Driscoll <jdriscol@vt.edu> 
Subject: Re: Acrobatics in Combat 
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At 04:02 PM 12/16/97 -0800, Filksinger wrote: 
>On Monday, December 15, 1997 5:48 PM, Jeremiah Driscoll wrote: 
><snip> 
>>Say, how would one do drunken fighting, anyway?  I know there's a 
>section 
>>on it in Ninja Hero, under Kung Fu, and they list -2 OCV/DCV later in 
>NH, 
>>but... 
>>Drunken Fighters get *better* when they are drunk, right?  So, CSL, 
>only 
>>when drunk? 
> 
>Uh, no, they don't. When using a Drunken system, you sway and 
>otherwise imitate a drunk. Whether or not you are drunk has nothing to 
>do with it. 
> 
Realistically, you're quite correct, but *cinematically*, I'm correct. 
Since I do a lot of cinematics in my Champions games, I asked... 
Besides, even a "realistic" practitioner of Drunken Fighting might be 
better at fighting drunk, or have a greater tolerance to alcohol.  Say, 
does anyone have any drinking rules for Hero?  <g>  The only RPG drinking 
rules I own are in Tales From the Floating Vagabond...  ick.  : ) 
 
- Jerry 
 
From: Brian Wong <rook@shell.infinex.com> 
Subject: Re: Invisible STR 
Date: Wed, 17 Dec 1997 23:57:26 +0000 (GMT) 
Cc: champ-l@omg.org 
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> > 	Would a character need to buy Invisible STR if they were a  
> > thirteen year old girl whose muscle mass or anatomy wasn't vastly different 
> > than that of a normal human.  (I'm not talking high NCM STR, I'm talking 
> > super-Brick STR). 
>  
> Uh... maybe.  I didn't require a 16 year old girl to buy it.  Besides, if 
> the 13 year old had to buy it, then just about every female comic 
> character would have to (except maybe She-Hulk). 
> 
I don't know about that. Seems to me if I had the ability to lift in 
the several tons range, I'd look like one big ball of muscle with no 
disernable features otherwise. 
	So if I made that 13 year old buy IPE, I'd go back and do it to 
every hero character out there with super strength. With the possible 
exception of anyone going by the name of "The Human Tongue". :) 
 
Rook : a common Old World gregarious bird related to the American crow. 
 
Super Hero Links Page: http://www.infinex.com/~rook/SH/SHlinks.html 
My Champions Webpage is at: http://www.infinex.com/~rook/champs/ 
 
From: Brian Wong <rook@shell.infinex.com> 
Subject: Re: 5th Edition Hero: Some specific suggestions (a tad long) 
Date: Thu, 18 Dec 1997 00:02:37 +0000 (GMT) 
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> >> > Depends on what is being worn, but 20 seconds isn't unreasonably 
> >> >fast.  Of course, your finishing the various buttenings and such while 
> >> >heading back to the stage. 
> >> 
> >>    With help, yes.  I've tried fast-dressing, and my record is 3 minutes 
> >> (and that was before my current physical problems started setting in).  I'd 
> >> call it 5 for a good fit on the time Chart. 
> > 
	Anyone just of out military basic training can tell you that 
is humanly possible to go from being totally asleep to dressed, shaved, 
showered, bed made in perfect tight fitness, boots shined, and down a flight 
of stairs and then lined up in perfect formation in under 3 minutes total. 
	Cause if you didn't, they just made you run back up and repeat it 
all until you did. :) 
	Course, I haven't been able to repeat it since, Though I used to 
be able to be out the door in 10 minutes. 
 
Rook : a common Old World gregarious bird related to the American crow. 
 
Super Hero Links Page: http://www.infinex.com/~rook/SH/SHlinks.html 
My Champions Webpage is at: http://www.infinex.com/~rook/champs/ 
 
Date: Wed, 17 Dec 1997 19:08:31 -0500 (EST) 
X-Sender: jprins@interhop.net 
From: jprins@interhop.net (John and Ron Prins) 
Subject: Everybody was Drunk Fu Fightin'... 
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>>>Drunken Fighters get *better* when they are drunk, right?  So, CSL, 
>>only when drunk? 
 
>>Uh, no, they don't. When using a Drunken system, you sway and 
>>otherwise imitate a drunk. Whether or not you are drunk has nothing to 
>>do with it. 
>> 
>Realistically, you're quite correct, but *cinematically*, I'm correct. 
>Since I do a lot of cinematics in my Champions games, I asked... 
>Besides, even a "realistic" practitioner of Drunken Fighting might be 
>better at fighting drunk, or have a greater tolerance to alcohol.  Say, 
>does anyone have any drinking rules for Hero?  <g>  The only RPG drinking 
>rules I own are in Tales From the Floating Vagabond...  ick.  : ) 
 
Obviously (well, to me anyways) a Drunken Fu Fighter would buy: 
 
1D6 Aid to DEX, +30 Capacity (36 CP total, +12 DEX), Fade Rate: 5 CP per 
hour (+3/4), 16 Charges (-0), Gestures (-1/4), OAF - Alcohol (-1), DEX only 
good for Fighting (-1/4), Side Effects: Physical Limitation: Drunken Stupor 
(Frequent, Greatly) and Distinctive Features: Drunk (Not Concealable, 
Moderate) (-1/2) 
 
Active Cost: 35 CP 
Real Cost: 12 CP 
 
Phys.Lim: Drunken Stupor would inhibit any non-fighting DEX based skills, 
plus all INT based skills as well - probably a lot of PRE based skills too! 
It would probably add stuff similar to 'Psych.Lim.: Reckless', but that's 
debatable. 
 
DF: Drunk includes uncontrollable staggering and swaying, smelling like a 
brewery, making inappropriate/incoherent comments, etc. 
----------------------------------------------------------------------------- 
"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: Brian Wong <rook@shell.infinex.com> 
Subject: AIDMAN meets DNPCguy 
Date: Thu, 18 Dec 1997 00:09:43 +0000 (GMT) 
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> Well I made a guy that was AIDMAN, he was 250 pts, all he could do is give 
> people powers with AIDs, fading over weeks of time, and with the Multipower 
> structure he could make a normal person into the equivalent of Dr 
> Destroyer... and it didnt fade very fast either.  He could do this to 
> himself, it would take about half an hour per person, but he could have made 
> an army of guys that no team could handle.   
>  
> That sort of was the origin of this house rule.  But an advantage would work 
> too, maybe a +1, to allow the Aid to give powers that you dont have normally... 
	I had a guy whose sole power was summon. 
He'd get a random group of 4 to 6 Super Heroes. Power only worked when in 
danger. Had an 11- activation with a side effect that he got a random group 
of 4 to 6 Super Villians. 
 
	Another nick name for him was "Secret Wars Man". :) 
 
Rook : a common Old World gregarious bird related to the American crow. 
 
Super Hero Links Page: http://www.infinex.com/~rook/SH/SHlinks.html 
My Champions Webpage is at: http://www.infinex.com/~rook/champs/ 
 
Date: Wed, 17 Dec 1997 19:11:16 -0500 (EST) 
From: ALONE AT MIDNIGHT <RAVANOS@jcs1.jcstate.edu> 
Subject: Invisible STR 
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	Would a character need to buy Invisible STR if they were a  
thirteen year old girl whose muscle mass or anatomy wasn't vastly different 
than that of a normal human.  (I'm not talking high NCM STR, I'm talking 
super-Brick STR). 
 
Date: Wed, 17 Dec 1997 19:15:02 -0500 (EST) 
From: Bill Svitavsky <bsvitavs@bu.edu> 
Subject: Normal States 
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If there were to some day possibly be a 5th Editionish sort of thing, 
hypothetically speaking, it might be nice to have some official backing 
for some "common sense" calls that GM's have to make. I'm thinking 
specifically of characters whose SFX or backgrounds dictate that they by 
nature exist in a state which takes a Power to simulate. Children and 
small animals, for instance, must buy Shrinking to simulate their small 
size, while elephants have to buy Growth and ghosts (unless built as 
Spirits) must buy desolid. The problem comes in the use of Adjustment 
Powers - it just makes no sense for a Shrinking Drain to make insects grow 
to be human sized.  
 
More than once I've made the GM call "Of course you can't do that." But it 
seems like a minor rule somewhere might make things a little easier. It 
might fit into the powers in question, or might work nicely as a free 
option for both the Persistent Advantage and Powers that are 
automatically persistent. 
 
In most cases, the "normal state" in question would involve Always On 
powers, though I can think of a few examples where the character can 
deviate from its normal form. (Post-Mutant Massacre Kitty Pryde, for 
example, or a leprechaun with "growth" powers.) 
 
I'm sure a poorly worded rule would be subject to lots of abuse, so I'd be 
interested in other people's takes on this. 
 
X-Sender: jdriscol@mail.vt.edu 
Date: Wed, 17 Dec 1997 19:21:04 -0500 
From: Jeremiah Driscoll <jdriscol@vt.edu> 
Subject: RE: Secret to Hero 
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Bill Svitavsky wrote: 
>>-- I had a flick through the BBB and couldn't find it stated (Thats not  
>>to say its not in there) but it used to be 1 turn was needed to change  
>>into costume.  (Well, thats what I remember, anyhow) 
> 
>It's on p. 141 of the 1st printing BBB in the Action Phase Table, and it's 
>actually listed as 1 Phase to change clothes. I always considered this an 
>overgenerously short estimate - with my SPD 2 it takes me longer than 6 
>seconds to change clothes, and it probably would even if I were just 
>removing them to reveal a costume underneath. (I refuse to test this.) 
> 
>Nevertheless, I rarely make a costume change a big deal in a superhero 
>battle, since it's generally so easy in the comics. 
> 
Oh, yeah.  I didn't notice that, and had a PC stand around for almost a 
turn changing into his costume.  But, let me get an opinion on this... 
Inaccessible Focii take 1 Turn to remove. 
His "costume" is actually 4 or 5 Inaccessible Focii. 
How long does it take him to get out of costume?  To get into it? 
I said 1 Phase/Focii.  Any opinions/comments? 
 
- Jerry 
 
X-Sender: jdriscol@mail.vt.edu 
Date: Wed, 17 Dec 1997 19:25:54 -0500 
From: Jeremiah Driscoll <jdriscol@vt.edu> 
Subject: Re: NO 5TH EDITION! (Was Re: Champions) 
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At 06:45 AM 12/17/97 -0800, Bob Greenwade wrote: 
>   PS: You know the difference between TSR and a tyrannosaurus rex?  One is 
>an unstoppable juggernaut that devours everything in its path and is feared 
>by all, and the other is an extinct animal. 
>   (Dated joke, I know, but...) 
Yeah.  It should be WoTC, now...  (who ate TSR, btw) 
 
- Jerry 
 
X-Sender: jdriscol@mail.vt.edu 
Date: Wed, 17 Dec 1997 19:32:56 -0500 
From: Jeremiah Driscoll <jdriscol@vt.edu> 
Subject: Re: Batman & Robin 
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At 11:06 AM 12/17/97 -0500, David Fair wrote: 
>I have never been a reader of most DC Comics, but I have begun reading  
>some of the compilation books of Batman (Prodigal & Death of Robin, most  
>notably). I find the Batman to be one of the most intriguing types of  
>super-heros. 
> 
>That said, could someone explain the reason for Dick Grayson leaving the  
>Batman  for me? And what is the Origin of the current Robin? 
> 
>Thanks for your help, It's hard finding answers to old issue questions  
>like this... 
> 
Well, this is all just my understanding, and I *could* have *some* of it 
wrong, but... 
Dick Grayson changed his Super ID to Nightwing to "become his own man" so 
to speak.  This occurred when he was part of the "New" Teen Titans, and was 
their leader.  Despite him looking similar to Robin, and still being the 
leader of the Titans, it is assumed by the general public that Nightwing is 
a different guy, and that the new Robin is the same kid... 
Now, to Tim Drake.  Despite the Bat-books editorial stance that Batman is 
an urban legend, and is not proven to exist (yes, ignoring the JLA 
appearances and everything), Tim Drake, a young computer genius, managed to 
deduce, through the use of TV coverage and surveillance tapes (and, yes, 
he's *still* an urban legend), the true identity of Batman as, well, his 
next door neighbor, Bruce Wayne. 
So, Tim is *not* Bruce's ward, and I believe he's about 16 years old. 
Also, recently he has left Bats and is hanging around somewhere else (I 
think Europe).  He's got his own book (#50 came out today), and it looks 
like they're trying to distance him from the Bat...  He's on a quest for 
self-discovery... 
 
- Jerry 
 
Date: Wed, 17 Dec 1997 19:34:12 -0500 (EST) 
From: Bill Svitavsky <bsvitavs@bu.edu> 
Subject: Re: Aid and Powers 
Errors-To: owner-champ-l@omg.org 
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On Wed, 17 Dec 1997, Vox Ludator! wrote: 
 
> At 06:18 PM 12/17/97 -0500, Michael Surbrook wrote: 
> >On 17 Dec 1997, Stainless Steel Rat wrote: 
> > 
> >> MS> What a minute, my copy of the BBB and the HSR says *nothing* about not 
> >> MS> being able to increase the number of points a character has. 
> >>  
> >> Its in there, tucked away inside the writeup of Transformation Attack. 
> > 
> >I just double checked, nothing.  Rat, why don't you post the exact 
> >sentence and page number so I can find it. 
>  
> Uh, we've been through this before.  Rat would need to post the exact 
> sentence, page number, and edition number, since this just isn't in 4th 
> Edition HERO.  He's thinking of 2nd or 3rd edition. 
>   
 
It's in Champions III, I'm pretty sure. The absence of that rule in 
the 4th edition is a good indication that they deliberately chose 
to allow increased points. 
 
Date: Wed, 17 Dec 1997 19:39:53 -0500 (EST) 
From: Michael Surbrook <susano@access.digex.net> 
cc: champ-l@omg.org 
Subject: Re: Invisible STR 
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On Wed, 17 Dec 1997, ALONE AT MIDNIGHT wrote: 
 
> 	Would a character need to buy Invisible STR if they were a  
> thirteen year old girl whose muscle mass or anatomy wasn't vastly different 
> than that of a normal human.  (I'm not talking high NCM STR, I'm talking 
> super-Brick STR). 
 
Uh... maybe.  I didn't require a 16 year old girl to buy it.  Besides, if 
the 13 year old had to buy it, then just about every female comic 
character would have to (except maybe She-Hulk). 
 
I can't figure out what is meant by STR, IPE anyway. 
 
*************************************************************************** 
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *  
*               Michael Surbrook / susano@access.digex.net                *  
*        Visit "Surbrook's Stuff' the Hero Games resource site at:        *    
*              http://www.access.digex.net/~susano/index.html             * 
*            Attacked Mystification Police / AD Police / ESWAT            * 
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark * 
*************************************************************************** 
 
Date: Thu, 18 Dec 1997 10:50:33 +1000 
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From: happyelf <jonesmj@topaz.cqu.edu.au> 
Subject: Re: Champions5th Edition- ha 
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At 08:07 PM 12/16/97 -0800, Opal wrote: 
> > Okay. . . it's time for everyone to post their thingies on ha. . . . .  
> >  
> > I actually worked out a 5 pt per d6 idea , where the advantage of ha  
> > is that str dice added *automatically* get the benifits of  
> > advantages (and lmitations) placed on the ha power , BUT only  
> > like hka- limited to one dice of str damage per dice of ha damage  
> > . . .  
>  
>That's part of what I did to... great minds and all :)  
>  
 
argh! sawwy i probably just invented it via subconcious osmosis *l* 
 
>Should definitely be part of a revised HA - it allows more reasonable  
>Strenght-feat and martial-arts-tricks Multipowers.  
>  
 
indeedy. In particular i think ha is a really GOOD power, i've  
seen it used heaps of ways, but it needs revision. .  
 
 
 
 
>___  
> * OFFLINE 1.58  
> 
 
X-Sender: jdriscol@mail.vt.edu 
Date: Wed, 17 Dec 1997 19:51:06 -0500 
From: Jeremiah Driscoll <jdriscol@vt.edu> 
Subject: Re: 5th Edition Hero: Some specific suggestions (a tad long) 
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Tim R. Gilberg wrote in response to Bob Greenwade: 
>> > Depends on what is being worn, but 20 seconds isn't unreasonably 
>> >fast.  Of course, your finishing the various buttenings and such while 
>> >heading back to the stage. 
>> 
>>    With help, yes.  I've tried fast-dressing, and my record is 3 minutes 
>> (and that was before my current physical problems started setting in).  I'd 
>> call it 5 for a good fit on the time Chart. 
> 
>	Eh.  I'm not sure.  We are talking Heroes here.  Ripping of 
>clothes to show a costume underneath is a trivial amount of time.  And a 
>normal change of clothes (simple clothes -- Jeans and a T-Shirt) is no 
>more that 30 seconds with effort. 
> 
Well, in the Boy Scouts (which I am/was a proud member), Lifesaving merit 
badge requires a "30 second strip."  Yes, it does make me sound a bit... 
odd, to say I've timed this for 13 year old boys, but...  <g>  You're 
required to remove: shoes (w/ socks, I think), long pants w/ belt, and 
button down shirt in 30 seconds. 
"Guys, please remember your bathing suits, okay?" 
 
Most people could do it... it was generally the out-of-shape adults that 
were taking the lifeguard course who had the most problems.  We had some 
guys in the merit badge course that would be standing around waiting for 
the watch to go of... 
 
- Jerry 
 
X-Sender: bob.greenwade@klock.com 
Date: Wed, 17 Dec 1997 16:51:32 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Invisible STR 
Errors-To: owner-champ-l@omg.org 
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At 07:11 PM 12/17/97 -0500, ALONE AT MIDNIGHT wrote: 
> Would a character need to buy Invisible STR if they were a  
>thirteen year old girl whose muscle mass or anatomy wasn't vastly different 
>than that of a normal human.  (I'm not talking high NCM STR, I'm talking 
>super-Brick STR). 
 
   I'd only call for that if the IPE (alone, not the entire Power) had a 
Limitation, "Only to Disguise Apparent Ability," which I'd probably assign 
a -1 1/2. 
   But on the whole, no. 
 
X-Sender: bob.greenwade@klock.com 
Date: Wed, 17 Dec 1997 17:01:45 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: RE: Secret to Hero 
Errors-To: owner-champ-l@omg.org 
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At 07:21 PM 12/17/97 -0500, Jeremiah Driscoll wrote: 
>>Nevertheless, I rarely make a costume change a big deal in a superhero 
>>battle, since it's generally so easy in the comics. 
>> 
>Oh, yeah.  I didn't notice that, and had a PC stand around for almost a 
>turn changing into his costume.  But, let me get an opinion on this... 
>Inaccessible Focii take 1 Turn to remove. 
>His "costume" is actually 4 or 5 Inaccessible Focii. 
>How long does it take him to get out of costume?  To get into it? 
>I said 1 Phase/Focii.  Any opinions/comments? 
 
   I tend to agree -- though this can come to some pretty good laughs after 
a bit: 
 
   GM: Okay, it's Segment 2, DEX 30.  Lightning Dragon? 
   LD: Uh, I'd better not jump into the crowd and show off my martial arts 
prowess in public.  Since I'm already behind the bushes, I drop the 
backpack I'm carrying and start pulling off my outer clothes to be in costume. 
   GM: All right, which garment first? 
   LD: My left shoe. 
 . . . 
   GM: Segment 4, DEX 30.  Lightning Dragon? 
   LD: I guess it's time for my right shoe to come off. 
 . . . 
   GM: Segment 6, DEX 30.  Lightning Dragon? 
   LD: I pull my mask out of my pocket and put it on. 
 . . . 
   GM: Segment 7, DEX 30.  Lightning Dragon? 
   LD: I take off my shirt. 
 . . . 
   GM: Segment 9, DEX 30.  Lightning Dragon? 
   LD: I take off my trousers. 
 . . . 
   GM: Segment 11, DEX 30.  Lightning Dragon? 
   LD: I pull my gloves out of my backpack and pull them on. 
   GM: Which one first? 
   LD: Uh, the right one. 
 . . . 
   GM: Segment 12, DEX 30.  Lightning Dragon? 
   LD: I guess it's time for my left glove. 
 . . . 
   GM: Segment 2, DEX 30.  Lighting Dragon? 
   LD: I pull my boots out of my backpack and pull them on. 
   GM: Which one first? 
   LD: The left. 
 . . . 
   GM: Segment 4, DEX 30.  Lighting Dragon? 
   LD: With my right boot, I'm fully in costume! 
 . . . 
   GM: Segment 6, DEX 30.  Lighting Dragon? 
   LD: I jump out of the bushes, and shout, "Now, villains, prepare to face 
the fury of the Lightning Dragon!" 
   GM: What villains? 
   LD: Huh? 
   GM: The other heroes have already beaten up the bad guys! 
 
X-Sender: jdriscol@mail.vt.edu 
Date: Wed, 17 Dec 1997 20:03:07 -0500 
From: Jeremiah Driscoll <jdriscol@vt.edu> 
Subject: Re: Everybody was Drunk Fu Fightin'... 
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John Prins wrote: 
>Obviously (well, to me anyways) a Drunken Fu Fighter would buy: 
> 
>1D6 Aid to DEX, +30 Capacity (36 CP total, +12 DEX), Fade Rate: 5 CP per 
>hour (+3/4), 16 Charges (-0), Gestures (-1/4), OAF - Alcohol (-1), DEX only 
>good for Fighting (-1/4), Side Effects: Physical Limitation: Drunken Stupor 
>(Frequent, Greatly) and Distinctive Features: Drunk (Not Concealable, 
>Moderate) (-1/2) 
> 
>Active Cost: 35 CP 
>Real Cost: 12 CP 
> 
>Phys.Lim: Drunken Stupor would inhibit any non-fighting DEX based skills, 
>plus all INT based skills as well - probably a lot of PRE based skills too! 
>It would probably add stuff similar to 'Psych.Lim.: Reckless', but that's 
>debatable. 
> 
>DF: Drunk includes uncontrollable staggering and swaying, smelling like a 
>brewery, making inappropriate/incoherent comments, etc. 
> 
VERY nice!  Thank you!  Now, would you hold a Drunken Fighter to the -2 
OCV/-2 DCV for being drunk listed in Ninja Hero? 
 
- Jerry 
 
X-Sender: bob.greenwade@klock.com (Unverified) 
Date: Wed, 17 Dec 1997 17:10:16 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Aid and Powers 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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At 07:34 PM 12/17/97 -0500, Bill Svitavsky wrote: 
>> >> MS> What a minute, my copy of the BBB and the HSR says *nothing* 
about not 
>> >> MS> being able to increase the number of points a character has. 
>> >>  
>> >> Its in there, tucked away inside the writeup of Transformation Attack. 
>> > 
>> >I just double checked, nothing.  Rat, why don't you post the exact 
>> >sentence and page number so I can find it. 
>>  
>> Uh, we've been through this before.  Rat would need to post the exact 
>> sentence, page number, and edition number, since this just isn't in 4th 
>> Edition HERO.  He's thinking of 2nd or 3rd edition. 
> 
>It's in Champions III, I'm pretty sure. The absence of that rule in 
>the 4th edition is a good indication that they deliberately chose 
>to allow increased points. 
 
   While I tend to agree, this makes me wonder: does the change in wording 
for Linked from Champions III to the BBB mean that they deliberately chose 
to bring us to one anothers' throats? 
   (Gee, I'm already thinking this way, and Chaos Theory only has a few 
scattered notes so far...) 
 
Date: Wed, 17 Dec 1997 17:18:43 -0800 
From: Rick Holding <rholding@ActOnline.com.au> 
Subject: Secret to Hero 
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-- I had a flick through the BBB and couldn't find it stated (Thats not  
to say its not in there) but it used to be 1 turn was needed to change  
into costume.  (Well, thats what I remember, anyhow) 
----------------------------------------------------------- 
Ricky Holding    Email: rholding@ActOnline.com.au 
Work is only there to give us time to talk about play 
----------------------------------------------------------- 
 
Date: Thu, 18 Dec 1997 11:22:59 +1000 
Date-warning: Date header was inserted by topaz.cqu.edu.au 
From: happyelf <jonesmj@topaz.cqu.edu.au> 
Subject: Re: Champions 5th Editio 
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At 10:46 AM 12/17/97 -0500, David Fair wrote: 
>>You mean the one done by George Perez?   With Seeker jumping to attack Dr. 
>>Destroyer (presumably without effect and a lot of pain on Seeker's side)? 
>>Why does it need to be changed? 
> 
>Quite simply, because Seeker's very existance is a like unto a pimple on  
>the face of the prom queen. He should have died a horrible, bloody death  
>years ago. 
> 
>Bring back Marksman and/or Flare. 
> 
>Let Seeker Die Like a Dingo 
> 
 
Who the heck are marksman and fare 1st dn 2nd ed characters?  
I actually HAVE an australian baddie called flare, but he's not  
the same kind of super.  . . 
 
 
 
 
PS: My national super team can kick your national super team any day *l* *j/k* 
 
 
 
 
>                                         |  David A. Fair 
>        Think Different                  |  SDS International 
>                                         |  dfair@sdslink.com 
> 
> 
 
Date: Thu, 18 Dec 1997 11:29:48 +1000 
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From: happyelf <jonesmj@topaz.cqu.edu.au> 
Subject: Re: Aid and Powers 
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At 06:16 AM 12/17/97 -0800, Bob Greenwade wrote: 
>At 10:43 PM 12/16/97 -0800, Christopher Taylor wrote: 
>>>Some recent discussion on the list brought up an aspect of the Aid power I 
>>>had never considered. Can Aid be used to grant powers that the target 
>>>doesn't have? For that matter can the other adjustment powers? Say an 
>>>aborption to energy blast that gives the user an energy blast they don't 
>>>normally have acess to. 
>> 
>>I let players do that, but the effectiveness is halved, so your Aid to a 
>>power the target does not have, or absorb to a power you do not have gives 
>>you HALF the points you normally get on the dice... keeps abuse down as a 
>>house rule, I strongly advise it for an official rule. 
> 
>   I don't remember if I've addressed this or not, but I do like this rule. 
 
 
I tend to team it with a transform, but that's just me. .. . as it is an 
'aid, energy blast' is almost useless unless you find a willing super,  
but which way makes more sence? maybe and advantage is in order instead? 
 
>--- 
 
Date: Thu, 18 Dec 1997 11:48:39 +1000 
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From: happyelf <jonesmj@topaz.cqu.edu.au> 
Subject: Re: Aid and Powers 
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At 06:18 PM 12/17/97 -0500, Michael Surbrook wrote: 
>Rat, you use the 'plot device' excuse far to often.  Having numbers of a 
>vampire's (for example) Transform are needed.  Why?  Well, for some 
>vampires (like a Chinese 'hopping' vampire) you might be able to reverse 
>the process, meaning you would need to know who much Body had been done 
>that needed undoing.  And how about a Dispell or counter Transform?  You 
>would need to have a Transform written up for the Dispell to affect. 
> 
 
If a pc has the points and an ok from the gm, they should 
be able to do it. 'Plot device' is not a valid reasoning.  
 
>I would also point out that in a 150 point Horror Hero game, there is *no* 
>way you can shift enough disads around to pay for even a basic vampiric 
>form.  Granted, the character will get a new disads (depending on the 
>genre vampire a *lot* of new disads), but the character will see an 
>increase in points. 
> 
 
Use a general aid (at +2 level?) to add to the points total,  
teamed with a transform. . .  
 
>*************************************************************************** 
>* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *  
>*               Michael Surbrook / susano@access.digex.net                *  
>*        Visit "Surbrook's Stuff' the Hero Games resource site at:        *    
>*              http://www.access.digex.net/~susano/index.html             * 
>*            Attacked Mystification Police / AD Police / ESWAT            * 
>* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark * 
>*************************************************************************** 
> 
> 
 
Date: Thu, 18 Dec 1997 11:57:30 +1000 
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From: happyelf <jonesmj@topaz.cqu.edu.au> 
Subject: Re: Normal States 
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At 07:15 PM 12/17/97 -0500, Bill Svitavsky wrote: 
>In most cases, the "normal state" in question would involve Always On 
>powers, though I can think of a few examples where the character can 
>deviate from its normal form. (Post-Mutant Massacre Kitty Pryde, for 
>example, or a leprechaun with "growth" powers.) 
> 
>I'm sure a poorly worded rule would be subject to lots of abuse, so I'd be 
>interested in other people's takes on this. 
> 
> 
 
 
Hows about an addition to 'always on', that being  
'natural state'? same value (+1/2), would kinda  
cancel out always on and prevent tampering without a  
transform power being used. . .size is an easy one,  
but what happened to post-massacre pryde? got stuck in 
desolid form? 
 
Date: Wed, 17 Dec 1997 18:08:47 -0800 
From: Rick Holding <rholding@ActOnline.com.au> 
Subject: Re: TUSV: Slipperiness 
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-- Bob Greenwade wrote: 
<<Snipped>> 
>  
>    I don't mind reducing the amount of BODY required to affect the 
> Trasnform, but as much as 16 seems high, 2 seems awfully low. 
>    AE: Hex is the minimum requirement.  Any greater AE, such as AE: Line, 
> merely affects each hex separately.  In fact, the sample vehicle with a 
> Slick uses AE: Line to leave the Slick in its path (though it's an ice path 
> -- this is a "nuclear Zamboni," inspired somewhat by Mr. Freeze's car in 
> "Batman & Robin"). 
 
	I know.  When I put the number in, I knew it was somewhat low.  Try using  
the wall body table on page 178 in the BBB.  It gives man size ratings for  
various thicknesses of materials.  Man size could be roughly construed as hex  
size but if in doubt, double it. 
 
<<Snipped again>> 
>  
>    That's because it doesn't affect travel speed; it affects the ability to 
> accelerate and decelerate.  Go out and run across a frozen pond next July, 
> Rick, and you'll see what I mean.  (Assuming you live far enough south, of 
> course.) 
 
	Certainly it has a major effect of acceleration (and decelleration).  It  
just seems to me that your top speed is also lower.  Perhaps its the image I have  
of the scene in Lethal Weapon 3 with Riggs running across the ice rink.  He was  
running like hell, but was certainly not at his top speed. 
 
	Living in Canberra puts me about 1 1/2 hours from the Snowy Mountains.   
But I haven't yet experienced walking or running on a frozen pond. 
 
----------------------------------------------------------- 
Ricky Holding    Email: rholding@ActOnline.com.au 
Work is only there to give us time to talk about play 
----------------------------------------------------------- 
 
X-Sender: ctaylor@pop.cyberis.net 
Date: Wed, 17 Dec 1997 18:16:38 -0800 
From: Christopher Taylor <ctaylor@cyberis.net> 
Subject: Re: Aid and Powers 
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>>I let players do that, but the effectiveness is halved, so your Aid to a 
>>power the target does not have, or absorb to a power you do not have gives 
>>you HALF the points you normally get on the dice... keeps abuse down as a 
>>house rule, I strongly advise it for an official rule. 
 
>I tend to team it with a transform, but that's just me. .. . as it is an 
>'aid, energy blast' is almost useless unless you find a willing super,  
>but which way makes more sence? maybe and advantage is in order instead? 
 
Well I made a guy that was AIDMAN, he was 250 pts, all he could do is give 
people powers with AIDs, fading over weeks of time, and with the Multipower 
structure he could make a normal person into the equivalent of Dr 
Destroyer... and it didnt fade very fast either.  He could do this to 
himself, it would take about half an hour per person, but he could have made 
an army of guys that no team could handle.   
 
That sort of was the origin of this house rule.  But an advantage would work 
too, maybe a +1, to allow the Aid to give powers that you dont have normally... 
 
---------------------------------------------------------- 
Sola Gracia		Sola Scriptura		Sola Fide 
Soli Gloria Deo		Solus Christus		Corum Deo 
----------------------------------------------------------- 
 
Date: Wed, 17 Dec 1997 21:22:52 -0500 (EST) 
X-Sender: jprins@interhop.net 
From: jprins@interhop.net (John and Ron Prins) 
Subject: Re: Everybody was Drunk Fu Fightin'... 
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>>Obviously (well, to me anyways) a Drunken Fu Fighter would buy: 
>> 
>>1D6 Aid to DEX, +30 Capacity (36 CP total, +12 DEX), Fade Rate: 5 CP per 
 
<drunken scissor-fu snippage!> 
 
>VERY nice!  Thank you!  Now, would you hold a Drunken Fighter to the -2 
>OCV/-2 DCV for being drunk listed in Ninja Hero? 
 
No, but he should probably buy 'Immune to Alcohol' to bypass that in the 
face of stringent GMs. That and it'll save him from psoriasis of the liver 
^_^. The Side Effects make him goofy enough without any more penalties. You 
_might_ want to throw in Extra Time - since it's not attack, it doesn't 
require the player to put everything else on 'halt'. Most Drunk Fu fighters 
have the booze kick in pretty quick, though, so I'd keep it to a turn. 
 
Oh crap! I forgot 'Self Only'! It's still cheaper! 
 
1D6 Aid to DEX, +30 Cap., Fade Rate: 5 CP/Hour (+3/4), Self Only (-1/2), 
Gestures (-1/4), DEX Only for Fighting (-1/4), Extra Time: 1 Turn (-1), OAF 
- Bottle of Booze* (-1), 16 Charges (-0), Side Effects (-1/2)[Phys.Lim: 
Drunken Stupor (F,G) and DF: Drunk (NC, Mod)] 
 
Active Cost: 35 
Real Cost: 8 
 
*Could be OIF - Booze of Opportunity, but most Drunk Fu Fighters carry their 
own... 
 
Throw in Immunity to Alcohol and the technique of Drunk Fu can be yours for 
a rock bottom 11 CP! 
 
I can see it now...gang of thugs attacks Drunk Fu master in a bar, and he's 
got all his shots set up. For the first turn he does nothing but defend 
himself and acrobatically pop down one drink a phase. Then, next turn, the 
first Aid kicks in and he starts kickin' ass! Every phase thereafter, he 
gets better and better! 
 
----------------------------------------------------------------------------- 
"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: Opal@october.com (Opal) 
Date: 17 Dec 97 18:39:00 -0800 
Subject: Special Offers to the li 
Organization: Fidonet: Red October Alpha * Hero Roleplaying * 408-629-4695 *  
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 G >   Would the list lurkers here be in favor of occasional special offers  
 G > on Hero  
 G > products if we were to do that? Something akin to "No shipping on  
 G > orders" or a  
  
I'd jump at the "No Shipping on orders."   But then, I only  
have a few things I want right now... once all those Genre Books  
and stuff start coming out, I'll just do BIG orders.  :)  
  
  
 G > slight discount? We're considering starting seasonal or holiday-themed  
 G > sales  
 G > and I wanted to get feedback from folks here on the idea.  
 G >  
 G >   Mark @ GRG  
 G >  
 G > ---  
 G >  * Origin: Usenet:AOL (http://www.aol.com) (1:143/241.0)  
___  
 * OFFLINE 1.58  
 
From: Opal@october.com (Opal) 
Date: 17 Dec 97 19:11:02 -0800 
Subject: Re: Link: Disadvantage o 
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 F >  
 F > Sorry for the misunderstanding... I should have said "GM should then  
 F > not allow  
 F > the Linked Flash", after "deserves no points".  In other words, if  
 F > you're not  
 F > being limited by the Limitation, it's not worth any points, and 
 
 F > shouldn't be  
 F > allowed.  My mistake.  
 F >  
 F > 'Lynx  
  
So what you're saying is that there is absolutely no legal  
construct that will allow a character to either fire an  
EB, fire a flash, or fire an identical, linked flash & EB  
at the same time?  Because the fact that he has both a  
Flash & an EB renders the Linked Limitation 'not limiting'  
and it therefore can't be taken?  
  
___  
 * OFFLINE 1.58  
 
From: Opal@october.com (Opal) 
Date: 17 Dec 97 19:17:04 -0800 
Subject: Re: Champions  5th Editi 
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 r > > > 1.    Add an advantage called "Advantaged" which would be the  
 r > > > counterpart to "Limited".  
 r > >  
 r > > Bad idea IMO. There's no need for it given an adequate set of Powers  
 r > > Advantages.  
 r > >  
 r >  But a list is never 'complete'. There's always something missing.  
 r > Such an advatage would make it easier to customize powers, and take  
 r > a thing away from being a 'house rule advatage' to a 'tournament  
 r > legal' concept.  
 r >  
  
  
Yeah but, what guidelines could you possible five for such a thing?  
Taking utility away from a power with limitations is fairly intuitive.  
Adding utility with made-up advantages is a lot more work... you  
have to have a real feel for the balance of the game.  
  
I think an adequate set of powers and advantages should be able  
to cover 'everything' - as long as thier broad enought, they  
can then be cut down to size with limitations - includiing  
'limited'  
  
Is there some specific thing you've tried to do that seemed to  
cry out for an 'Advantaged' advantage?  I'll bet there'd be  
a way to do it, possibly with a completely different power than  
what you where considering....  
  
  
 r > > > 7.    Steal a few of the advatages from GURPS, like Richocet.  
 r > >  
 r > > What would that be used for?  
 r > >  
 r >  Allows you to bounce an attack off of a surface. For each time you  
 r > buy it, you can bounce one more surface. Or so it reads in GURPS.  
  
You can already bounce EBs... I could see an Adv (+1/4?) that would  
let you apply that to other attack types...  
  
 r >  Sort of a variation of 'Indirect'.  
 r >  GURPS has about twice as many advantages for powers as Champions  
 r > does.  
 r >  
  
It needs them, it's powers are less generic.  
___  
 * OFFLINE 1.58 * --------------------------------------------------  
 
From: Opal@october.com (Opal) 
Date: 17 Dec 97 20:03:06 -0800 
Subject: 5th Edition Hero: Some s 
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 On 12-15-97 bob.greenwade@klock.com wrote to All...  
  
 b >    - Similarly seduction should not *necessarily* be sexual.  A person  
 b > be "seduced" by wealth, fame, and power.  (Arguably, of course, this  
 b > be represented with Bribery, though it seems to my mind closer to  
 b > Seduction, semantically speaking.)  
  
The original write-up of Seduction worked like that: it didn't have  
to be sexual, you could just get the other guy to 'like' you...  
  
b >    - Darkness, Images, and other Powers whose base forms affect a  
 b > single sense but which can affect entire Sense Groups should be allowed  
 b > take +5 points to affect a Sense Group  
  
I've seen this doe a lot.  
  
 b >    - Energy Blast should not be allowed to be STUN Only for no bonus.  
 b > Sure, the character doesn't have to worry about collateral damage that  
 b > but this is relatively minor compared to the utility that's lost  
 b > the ability to do BODY damage (most specifically as affecting  
 b > robots, vehicles, and other inanimate objects).  
  
STUN-only EBs are a time-honored tradition... not having to worry  
about collateral damage (including dead normals!) is a big plus.  
As a matter of fact, if you want to look towards realism, it should  
be an advantage.  There are very few (I can't think of any) ways  
to KO sombody IRL without risking doing some injury to them...  
  
 b >    - Enhanced Senses should include a Touch Sense Group.  
  
Uhg...  Try to think about how an 'Invisible to Touch' character  
or stranger yet an Fully Invisible Force Wall (including touch if  
it's a sense group) would work....  
  
 b >    - Extra Limbs should go back to having a cost per limb.  My own  
 b > structure is 5 points for two arms, with reduced costs for lesser  
 b > (3 points for one arm, 3 for a pair of tentacles, 1 for a single  
 b > or prehensile tail).  
  
Do you get OCV bonuses like the old version?  
  
I still think there should be the cheapie 5pt for any number version...  
just so the Millitant Millipede doesn't cost 1000 points (at 1 per  
limb)  :)  
 
 
 b >    - Flash, as mentioned elsewhere, should be 5 points per die, with  
 b > BODY pip of Flash working for 1 segment.  (It makes Flash Defense more  
 b > balanced.)  
  
Or, you can leave the cost the same, and count pips as segments...  
works out similar to the current way.  I only have two problems  
with the idea: 1) High SPD characters can recover stun and such  
quicker, why not recover from Flash quicker too, and 2) Flash  
DEF is balanced, because Flash is so powerful... get Flashed  
for even 1 phase in a pitched battle and you can be in BIG  
trouble.. the DEF really has to be able to completely negate  
the attack to be useful.  
  
 b >    - Force Field and Force Wall should have Flash Defense, Mental  
 b > Defense, and Power Defense methods built right in.  
  
I don't see anything terribly wrong with this... except the END  
cost might mean fractional costs - ie 3 POW DEF per 2 Apts...  
and I'd prefer to see it stay 1:1...  
  
 b >    - Hand-to-Hand Attack should *not* be omitted; this would leave us  
 b > with the old kludge of "+X STR, Only for Damage."  Use Opal's version  
 b > instead.  
  
:)  
  
 b >    - Instant Change should be scaled.  (My scale is 5 pts = instant, 4  
 b > = half Phase, 3 pts = Phase, 2 pts = Turn, 1 pt = minute, normal = 5  
 b > minutes, with all costs doubled for "any clothing.")  
 b >    - Life Support should have some of its elements able to be broken  
 b > down  
 b > even further, like 2 points for being immune to *either* heat *or*  
 b > cold.  
 b > Also, 1-2 points for retarded aging is a cool idea.  
  
The obvious, LS: Heat not Cold -1, ends up too cheap doesn't it.  
Good idea.  
  
 b >    - Shrinking should include a "proportional STR" Limitation, say  
 b > -1/4.  
  
I've linked negative, doesn't add to fig char STR to Shrinking before...  
  
I wonder if that's legal?  
  
 b >    - Stretching should be cheaper.  I like 2 points per 1", though  
 b > this may be an overreaction.  
  
I'd rather see the cost the same but have it beefed up a bit.  Either  
that or bite the bullet and re-write it as a movement power.  
  
 b >    - Swinging should be specifically described as movement per Phase,  
 b > not movement per swing.  
  
Swining and Gliding should both be Limited Flight.  
  
Heck, all movement powers should be limited 'Movement'  :)  
(Except Teleport, it would be Indirect Movement)  
  
 b >    - Transform should be more specifically described as well,  
 b > especially in  
 b > terms of what constitutes Cosmetic, Minor, and Major Transforms.  (I  
 b > tend  
 b > to go with this:  if it doesn't affect the character sheet, it's  
 b > Cosmetic;  
 b > if it shifts points around on the sheet or alters specific Powers but 
 
 b > doesn't change the totals, it's Minor; if it changes point totals,  
 b > it's  
 b > Major.)  
  
  
It should never change point totals - or, at least the Transformed  
charactert should still balance.    I tend to think that ny  
substantially debilitating Transform is Major.  
 b >  
 b >    - Armor Piercing should be purchasable so that it can do more than  
 b > halve the target's defenses.  However, I do see why this was stopped  
 b > ed.  I'd recommend charging an extra +1/4 for each level higher that  
 b > Armor Piercing can go (+1 1/4 to quarter defenses, +2 1/4 to reduce to  
 b > one-eighth, etc.).  
  
I wouldn't really have a problem with it at +1/2... successive halving  
are less effective after all... the only problem is that this really  
escalates the AP-Hardening arms race.  
  
 b >    - Explosion should be +3/4 so it doesn't cost the same as AE: One  
 b > (The old method of making AE: One Hex cost +1/4 wouldn't work, because  
 b > it would hit the proverbial floor if it's Nonselective.)  The  
  
I think Explosion and AE: Hex are balanced - Explosion is really  
only useful against serious oponents in center hex, and it does  
a lot of collateral damage.  
  
 b > Target and Nonselective Target options for AE should also be  
 b > available.  
  
I'd really like to seea Selective AE, that doesn't require a  
to hit roll.....  I know, I know, it wouldn't be balanced.  :(  
  
 b >    - Damage Shield should be clarified so that *any* significant  
 b > contact,  
 b > including the character with DS making an attack against the target,  
 b > will  
 b > cause damage.  
  
That would make it considerably more powerful... have to raise  
the Adv level too.  
  
 b >    - Reduced END should be half END for +1/4, 1 END for +1/2, 0 END  
 b > for  +3/4, and Persistent for +1.  
 b >  
  
Why?  For the detail of 1 END?   How much would a 0 END power cost  
to be made persistent +1/4 or +1/2?  
  
 b >    - Activation Roll should go up to a required roll of 3 (which, at  
 b > rate of 2X the Limitation bonus per -3 to the roll, would be a -6  
 b > Limitation).  
 b >    - Always On should have a variation where certain Limitations (END  
 b > Cost, Focus, etc.) represent how the Power is turned off with an effort  
  
Variable Limitation doesn't fit the bill on this?  
  
 b >    - Charges should be worth an extra +1/2 if the Power to which it's  
 b > applied normally doesn't cost END (or +1 if the Charges cost END).  
  
Yes.  
  
 b >    - Extra Time should specify whether the time listed is including or  
 b > in addition to the half-phase needed to launch an attack with a Power.  
 b >    - Linked should be fixed and specific.  My recommendation is to go  
 b > with the basic, existing -1/2 bonus to make both Powers used in proport  
 b > essentially being treated as a single Power for most purposes.  A  
 b > character could also have a "one-way" Link, letting one Power be used u  
 b > level that the other is, for -1/4.  Linked should still be applicable o  
 b > to the smaller Power (but please specify that this means Active Points)  
 b >  
  
Since the Linked power is likely to have all the same limitation as the  
higher Apt one it shouldn't matter whether it's Apts or Rpts before Linked.  
  
Also, what about powers of Identical Apts....  
  
And, it should be clearly stated whether attack powers can be  
gang fired by default (and if not, there should be an advantage  
allowing it).  
  
  
___  
 * OFFLINE 1.58  
 
From: Opal@october.com (Opal) 
Date: 17 Dec 97 20:04:08 -0800 
Subject: Re: Gold Rush Games Mail 
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To: Bob Greenwade <bob.greenwade@klock.com>  
 b > > Hey, that's better than I got it. I go to the store here in San  
 b > >Francisco (Gamescape on Divisadero) and ask for Ultimate Martial  
 b > Artist on  
 b > >disk and get:  
 b > >  
 b > > "doesn't exist, Hero games went out of business."  
 b > >  
 b >    [Sensible Action #1 clipped]  
 b > >  
 b > > "doesn't exist, Hero games went out of business."  
 b > >  
 b >    [Sensible Action #2 clipped]  
 b > >  
 b > > "doesn't exist, Hero games went out of business."  
 b > >  
 b >    [Theoretical Sensible Action clipped]  
 b > >  
 b > > "doesn't exist, Hero games went out of business."  
 b >  
 b >    Since you live in the same general area, maybe you should email  
 b > Bruce  
 b > Harlick and have him go down there and explain things to the people  
 b > there.  
 b > ---  
  
"You can't be Bruce Harlick, I heard he died..."  
  
___  
 * OFFLINE 1.58  
 
From: Opal@october.com (Opal) 
Date: 17 Dec 97 20:12:10 -0800 
Subject: Re: Slipperiness 
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 b > >reduction in movement and accelleration.  Little or nor traction  
 b > would  
 b > >mean the tires/feet/etc woudl be moving like hell but not getting  
 b > very  
 b > >far.  
 b >  
 b >  
 b > I agree this is missing, although the power already discourages moving  
 b > rapidly by penalizing the DEX roll for each inch of movement. Rather  
 b > than  
 b > further complicating the power, I'd rather leave it to players to  
 b > construct  
 b > any additional penalties they feel appropriate, probably through a  
 b > Suppress  
 b > vs. movement.  
 b > ---  
  
  
Another oddity with Sliperiness is that such a surface can end  
up getting you moving faster... the fastest Speed Skaters go  
faster than the fastest Sprinters don't they?  
  
___  
 * OFFLINE 1.58  
 
From: Firelynx16 <Firelynx16@aol.com> 
Date: Wed, 17 Dec 1997 23:18:37 EST 
Cc: champ-l@omg.org 
Subject: Re: Aid and Powers 
Organization: AOL (http://www.aol.com) 
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In a message dated 97-12-17 17:14:34 EST, you write: 
 
<< TRG> 	No.  This is a terrible idea.  Many opportunities for abuse.  I'd 
 TRG> really go with a transform here, or make a power UBO. 
  
 Just remember that Transformation cannot add points to a character, it can 
 only shift them around or take them away. >> 
 
Where is this rule? 
 
Date: Wed, 17 Dec 1997 23:18:52 -0500 (EST) 
From: Michael Surbrook <susano@access.digex.net> 
cc: champ-l@omg.org 
Subject: Re: Everybody was Drunk Fu Fightin'... 
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On Wed, 17 Dec 1997, Jeremiah Driscoll wrote: 
 
> VERY nice!  Thank you!  Now, would you hold a Drunken Fighter to the -2 
> OCV/-2 DCV for being drunk listed in Ninja Hero? 
 
Nope. 
 
*************************************************************************** 
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*               Michael Surbrook / susano@access.digex.net                *  
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Date: Wed, 17 Dec 1997 20:19:37 -0800 
From: mcallahan <mcallahan@home.com> 
Reply-To: mcallahan@home.com 
Subject: Re: Aid and Powers 
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>Just remember that Transformation cannot add points to a character, it >can 
>only shift them around or take them away. 
That was a 3rd edition rule, no where in 4th edition does it mention 
anything about how transformation affects point totals.  One could argue 
that the example for minor transform, dagger into sword, would indeed 
increase the point total of the object. Of course a player would have to 
be damn convincing for me to let them get away with such a thing. 
 
Date: Thu, 18 Dec 1997 14:27:36 +1000 
Date-warning: Date header was inserted by topaz.cqu.edu.au 
From: happyelf <jonesmj@topaz.cqu.edu.au> 
Subject: Re: Champions  5th Editi 
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At 08:38 PM 12/17/97 -0800, Opal wrote: 
 
> t > Of course, if you just want straight normal HTH damage, the conversion  
> t > part isn't useful to you - so you can just take a No Range Energy  
> t > Blast or  
> t > STR "only to deal damage".  
>  
>I also think that, once we have a good 5/d HA and the cost of AID  
>has been doubled, we should see about making it a hard-and-fast  
>rule that Characteristics just plain never go in Power Frameworks.  
>(If you want that, buy Aid...)  
>___  
> * OFFLINE 1.58  
> 
 
Aren't charisteristics special powers? 
yeesh, they should be. . ...  
 
From: Opal@october.com (Opal) 
Date: 17 Dec 97 20:30:12 -0800 
Subject: Re: 5th Edition Hero: So 
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 On 12-15-97 tbarrie@ibm.net wrote to All...  
 t >  
 t > >    - Hand-to-Hand Attack should *not* be omitted; this would leave  
 t > us with  
 t > > the old kludge of "+X STR, Only for Damage."  Use Opal's version  
 t > instead.  
 t >  
 t > The old kludge works fine IMO.  
 t >  
  
Say you have a 30 STR character in a game with a 12 DC limit.  
Say he wants a sword, no problem:  2d HKAp, 4d total  
Say he wants a laser sword, no problem: 2d HKAe, 4d total  
Say he wants a (really nasty) club, no problem: 6d HA, 12d total  
               (or +30 STR, damage only -1)  
both cheaper than other normal attacks at the same damage level,  
but at least the STR version keeps the same Apts)  
  
Say he wants an energized club....  
  
Um... 12d EBe, no range -1/2?  But you're paying 40pts for a  
power that (aside from doing energy damage) is no different than  
the  HA that cost you 18 points or the limited STR that cost you 15  
(or 20, if you feel 'no figured characteristics' shouldn't  
go into it).  
  
Why?  For the energy damage?  There's no premium for energy damage  
on the HKA.  
  
I know that the difference would be smaller if I were including  
other limitation & advantages (all of the above would be OAF,  
the sword and club would probably be 0 END, the energy weapons  
would probably have charages or END reserve etc...), but that's  
not the point.  
  
  
___  
 * OFFLINE 1.58  
 
From: Opal@october.com (Opal) 
Date: 17 Dec 97 20:38:14 -0800 
Subject: Re: Champions  5th Editi 
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 On 12-15-97 tbarrie@ibm.net wrote to All...  
  
 t > > Don't duck and cover just yet. :^| To begin with, the only thing  
 t > > wrong with the original HA isn't really something wrong with HA: its  
 t > > HA costs 3 pts. because 1d6 worth of STR cost 5 points.  One is left  
 t > > either the option of raising STR's cost, or living with HA.  
 t >  
 t > Raising STR's cost is really close to the top of the priority queue of  
 t > things to be changed in 5th Edition, IMO.  
  
<shudder>  I feel like Casandra here, but that would kill the  
system.  
  
 t > I disagree - HA should be the normal-damage equivalent of HKA.  
 t > Assuming  
 t > the HA has an Advantage of some kind, it would compare to EB the same  
  
Or is Energy... :)  
  
 t > way  
 t > HKA compares to RKA: inherently No Range, but as a bonus it lets you  
 t > convert an amount of your STR into a different type of damage.  
 t >  
  
Whole-heartedly agree... I had a character concept back in the early  
80's that just never flew because there was no normal-damage  
counterpart for HTH KA (energy).  
  
 t > Of course, if you just want straight normal HTH damage, the conversion  
 t > part isn't useful to you - so you can just take a No Range Energy  
 t > Blast or  
 t > STR "only to deal damage".  
  
I also think that, once we have a good 5/d HA and the cost of AID  
has been doubled, we should see about making it a hard-and-fast  
rule that Characteristics just plain never go in Power Frameworks.  
(If you want that, buy Aid...)  
___  
 * OFFLINE 1.58  
 
From: Opal@october.com (Opal) 
Date: 17 Dec 97 20:41:16 -0800 
Subject: Re: 5th Edition Hero: So 
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 r >  
 r >     If it was reinstated, how would you do the special effect of the  
 r > ray gun  
 r > ordiety that grants powers/turns normals into mutants, etc...  
 r >  
 r >     Admittadly not a power you let loose into the hands of  
 r > players in most games,  
 r >  
 r > but a mechanic for it should exist.  
  
  
Still a Transfrom, it's just that in addition to giving you  
powers, it gives you lots of nasty disads too.  
  
The other alternatives are a linked aid, to feed point  
to the subject.  
  
A Summon that just uses innocent victems as an expendable  
focus for summoning similar-looking mutants.  :)  
  
___  
 * OFFLINE 1.58  
 
From: Opal@october.com (Opal) 
Date: 17 Dec 97 20:49:18 -0800 
Subject: Re: Champions 5th Editio 
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 g > >Some people hate the Spirit rules, I rather like them. I would like  
 g > to  
 g > >see them expanded upon, possibly as part of the "Incomplete  
 g > Character"  
 g > >rules, and cleaned up a bit.  
 g >  
 g > I agree. The spirit rules made it possible for RuneQuest-like spirits,  
 g > which are extremely difficult to do with Desolid, Mind Control, etc.,  
 g > and  
 g > to retain the same feel.  
 g > ---  
  
I definitely don't like the Spirit Rules, but the Incomplete Rules  
do let you build Spirits that work similarly and are less balanced.  
  
___  
 * OFFLINE 1.58  
 
From: Opal@october.com (Opal) 
Date: 17 Dec 97 20:55:20 -0800 
Subject: 5th Edition thoughts 
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 c > ENTANGLE: may buy the defense and body separately at 5 pts each, but  
 c > one may  
 c > not be more than double the other.  
  
Bad idea, DEF is more significant than the dice.  Stick with  
the current limitations... you can always partially limit it. 
 
  
___  
 * OFFLINE 1.58  
 
Date: Thu, 18 Dec 1997 00:05:08 -0500 (EST) 
From: Tokyo Mark <bastet@iquest.net> 
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Subject: Re: NO 5TH EDITION! (Was Re: Champions) 
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> >   (Dated joke, I know, but...) 
> Yeah.  It should be WoTC, now...  (who ate TSR, btw) 
 
And this was not surprising.  If WoTC had not, T$R would still be in 
serious financial trouble thanks to mostly self inflicted mistakes. 
 
 
Date: Thu, 18 Dec 1997 00:10:54 -0500 (EST) 
From: Tokyo Mark <bastet@iquest.net> 
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Subject: Re: Batman & Robin 
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> Dick Grayson changed his Super ID to Nightwing to "become his own man" so 
> to speak.  This occurred when he was part of the "New" Teen Titans, and was 
> their leader.  Despite him looking similar to Robin, and still being the 
> leader of the Titans, it is assumed by the general public that Nightwing is 
> a different guy, and that the new Robin is the same kid... 
 
I'm not so sure of this part.  I agree they might think Nightwing was a 
different guy (Though he was sill involved with the same member of the 
Teen Titans and had the same position as Robin, so it would not be tough 
to decide they were the same).  To be honest I can't find where they ever 
really commented on this one way or the other.  It would be interesting if 
they did though.   
 
> Now, to Tim Drake.  Despite the Bat-books editorial stance that Batman is 
> an urban legend, and is not proven to exist (yes, ignoring the JLA 
> appearances and everything), Tim Drake, a young computer genius, managed to 
> deduce, through the use of TV coverage and surveillance tapes (and, yes, 
> he's *still* an urban legend), the true identity of Batman as, well, his 
> next door neighbor, Bruce Wayne. 
 
True, though HOW he could be an Urban Legend is beyond me.  Way to much 
publicity, witnesses, ect.   
 
> So, Tim is *not* Bruce's ward, and I believe he's about 16 years old. 
> Also, recently he has left Bats and is hanging around somewhere else (I 
> think Europe).  He's got his own book (#50 came out today), and it looks 
> like they're trying to distance him from the Bat...  He's on a quest for 
> self-discovery... 
 
Tim's dad is still alive, so it's true, hes not Bruce's ward.  He's 
currently in Paris (Where he originally started seriously learning martial 
arts) and learning from another master of the same style he started 
learning on his last trip there. 
 
 
 
Date: Thu, 18 Dec 1997 15:19:33 +1000 
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From: happyelf <jonesmj@topaz.cqu.edu.au> 
Subject: Re: NO 5TH EDITION! (Was Re: Champions) 
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At 12:05 AM 12/18/97 -0500, Tokyo Mark wrote: 
>> >   (Dated joke, I know, but...) 
>> Yeah.  It should be WoTC, now...  (who ate TSR, btw) 
> 
>And this was not surprising.  If WoTC had not, T$R would still be in 
>serious financial trouble thanks to mostly self inflicted mistakes. 
> 
> 
> 
 
Hey, so they got a little over-zealous in the novel department. .  
at least they support their systems properly. .. . 
 
X-Sender: jdriscol@mail.vt.edu 
Date: Thu, 18 Dec 1997 01:01:53 -0500 
From: Jeremiah Driscoll <jdriscol@vt.edu> 
Subject: Re: Batman & Robin 
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Tokyo Mark wrote: 
>> Dick Grayson changed his Super ID to Nightwing to "become his own man" so 
>> to speak.  This occurred when he was part of the "New" Teen Titans, and was 
>> their leader.  Despite him looking similar to Robin, and still being the 
>> leader of the Titans, it is assumed by the general public that Nightwing is 
>> a different guy, and that the new Robin is the same kid... 
> 
>I'm not so sure of this part.  I agree they might think Nightwing was a 
>different guy (Though he was sill involved with the same member of the 
>Teen Titans and had the same position as Robin, so it would not be tough 
>to decide they were the same).  To be honest I can't find where they ever 
>really commented on this one way or the other.  It would be interesting if 
>they did though.   
> 
hmm.  I read most of this on the rec.arts.dc.universe newsgroup. 
Apparently, there was an issue where Bullock was talking about Tim (the new 
Robin), and many people seemed not to know Dick was both NW and Robin. 
Recently in Teen Titans, he showed up as Nightwing, and it was supposed to 
be a reunion of the *original* Titans... no one questioned it. 
The main reason that assuming the two (three) Robins are the same person is 
that DC has compressed its entire timeline into 10 years, or 11 for Bats. 
Dick Grayson became Robin about 10 years ago, IIRC. 
 
>> Now, to Tim Drake.  Despite the Bat-books editorial stance that Batman is 
>> an urban legend, and is not proven to exist (yes, ignoring the JLA 
>> appearances and everything), Tim Drake, a young computer genius, managed to 
>> deduce, through the use of TV coverage and surveillance tapes (and, yes, 
>> he's *still* an urban legend), the true identity of Batman as, well, his 
>> next door neighbor, Bruce Wayne. 
> 
>True, though HOW he could be an Urban Legend is beyond me.  Way to much 
>publicity, witnesses, ect.   
> 
Yeah, well, Denny O'Neil (that's the main Batman editor, right?) decided it 
was so, so it's so.  I agree with you... he's a member of the freakin' JLA!!! 
 
- Jerry 
 
Reply-To: "Filksinger" <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
Subject: Re: 5th Edition Hero: Some specific suggestions (a tad long) 
Date: Wed, 17 Dec 1997 22:02:32 -0800 
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On Wednesday, December 17, 1997 1:43 PM, Tim R. Gilberg wrote: 
 
 
>And wouldn't a wall be able to 
>provide Sight Flash Def just by being opaque? 
 
No. Sight Flash Defense allows you to see without being blinded by 
Flash. With the ability you mention, you can't see. You could get the 
same defense by going into combat with your eyes closed. 
 
 
Filksinger 
 
 
From: Opal@october.com (Opal) 
Date: 17 Dec 97 22:05:00 -0800 
Subject: 5th edition cont'd 
Organization: Fidonet: Red October Alpha * Hero Roleplaying * 408-629-4695 *  
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 c > ATTACKS FROM SURPRISE: Rather than the rule that ambush attacks doing  
 c > double stun, change this to CON being halved for purposes of being stun  
 c > easy to be stunned by an attack you don't expect (ever run into a door  
 c > surprise?), but rarely does this result in unconsciousness.  
 c >  
  
Not a bad idea...  
  
 c > BEING KNOCKED OUT: As written, the unconsciousness levels are by an  
 c > formula of 10 point blocks.  This is simpler to work with, but is not  
 c > realistic as it could be.  For greater believability, the system used  
 c > similar, but the first level (up to -10 = recover each phase) is now  
 c > -CON, so a victim with a 23 CON would have to be taken below -24 stun  
 c > than their 23 CON) to move to the next level of unconsciousness.  From  
 c > point on, it is the standard 10 point steps.  This helps represent  
 c >  
  
That's not too bad... y'know it used to be multiples of Recovery...  
  
 c > This one is a really good idea:  
 c > BLOCK: A block maneuver as now listed is pathetically easy.  The  
 c > used is somewhat more challenging, and represents the fact that a more  
 c > expertly executed attack is more difficult to avoid. The Block roll is  
 c > attempted against the DCV the aggressor hit, so if A attacks B, and  
 c > DCV, B must make a block roll that would hit an 8 DCV in order to  
 c > attack.  This has the effect of making blocks much more difficult to  
 c > achieve, thus the penalties on block and cost for martial art element  
 c > block is in discussion.  
 c >  
  
Actually that doesn't make it harder overall, just more variable...  
sometimes it'll be easier... For instance, a 12 OCV character can  
roll 15 on his to hit, and the Block roll will be against an 8 instead  
of 12.  
  
I can see it as a good optional rule though.  
  
 c >  
 c >  
 c > ----------------------------------------------------------  
 c > Sola Gracia  Sola Scriptura  Sola Fide  
 c > Soli Gloria Deo  Solus Christus  Corum Deo  
 c > -----------------------------------------------------------  
 c >  
 c >  
 c > ---  
 c >  * Origin: Red October Gateway (1:143/241.0)  
___  
 * OFFLINE 1.58  
 
Reply-To: "Filksinger" <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
Subject: Re: Aid and Powers 
Date: Wed, 17 Dec 1997 22:07:31 -0800 
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On Wednesday, December 17, 1997 2:02 PM, Stainless Steel Rat wrote: 
 
 
<snip> 
>>>>>> "MS" == Michael Surbrook <susano@access.digex.net> writes: 
> 
>MS> What a minute, my copy of the BBB and the HSR says *nothing* 
about not 
>MS> being able to increase the number of points a character has. 
> 
>Its in there, tucked away inside the writeup of Transformation 
Attack. 
> 
 
Not in my copy. Nor has anyone I have asked about it, when pressed, 
been able to find it in their copy. It was 3rd Ed, not 4th. 
 
Quote it, and I'll believe it. 
 
Filksinger 
 
From: Opal@october.com (Opal) 
Date: 17 Dec 97 22:08:02 -0800 
Subject: 5th Edition concluded 
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 c >  
 c >         NORMAL ATTACK: 5 points per die, defined either as ranged or  
 c > STR  
 c > adds           damage.  
 c >  
 c >         KILLING ATTACK: 15 points per die, defined as either ranged or  
 c > STR  
 c > adds         damage.  
 c >  
 c >         +1/2: add ranged or STR adds damage as an element to the  
 c > attack.  
 c >  
 c > voila, consistent, simple, fits the damage class structure, and works  
 c > with  
 c > the present system.  
 c > ----------------------------------------------------------  
  
Yep, now try to convince the 'STR is overpriced set'   :)  
  
They'll start with... why buy 'Normal Attack, no range/STR adds'  
for 5pts when I can buy STR, no fig char and get -1/2 lim...  
  
  
___  
 * OFFLINE 1.58  
 
From: Opal@october.com (Opal) 
Date: 17 Dec 97 22:09:04 -0800 
Subject: Re: 5th edition, contd 
Organization: Fidonet: Red October Alpha * Hero Roleplaying * 408-629-4695 *  
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 s > > SIDE EFFECTS: At the present cost, very low power effects are  
 s > severely  
 s > > punished by this advantage.  Thus, the chart is slightly different:  
 s > >=20  
 s > > =09=09=09-1/4   =BD the power level, minimum 20 PTS  
 s > > =09=09=09-1/2   equal to power level, minimum 50 PTS  
 s >  
 s > I was wondering about a variation on Side Effects, where the power  
 s > affects  
 s > not the character but his environment.  For example, you crank up your  
 s > mega-chi Aid and create a minor shockwave centered on your person.  
 s > People  
 s > get knocked over, your surroundings get wrecked, etc.  
 s >  
  
Link an AE attack to it.  There are a lot of situations where that  
could be useful.  
  
  
___  
 * OFFLINE 1.58  
 
Reply-To: "Filksinger" <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
Subject: Re: Invisible STR 
Date: Wed, 17 Dec 1997 22:14:23 -0800 
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On Wednesday, December 17, 1997 3:40 PM, ALONE AT MIDNIGHT wrote: 
 
> Would a character need to buy Invisible STR if they were a 
>thirteen year old girl whose muscle mass or anatomy wasn't vastly 
different 
>than that of a normal human.  (I'm not talking high NCM STR, I'm 
talking 
>super-Brick STR). 
 
Normally, no. However, in some campaigns a GM might make such a ruling 
as appropriate to the world or genre. 
 
Filksinger 
 
From: GoldRushG <GoldRushG@aol.com> 
Date: Thu, 18 Dec 1997 01:15:35 EST 
Subject: Re: NO 5TH EDITION! (Was Re: Champions) 
Organization: AOL (http://www.aol.com) 
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<< Don't worry. You didn't discuss it, you discussed whether or not you 
had discussed it, and what you hadn't discussed about it.>> 
 
  I don't want to discuss it any more. :D 
 
  Mark @ GRG 
 
From: GoldRushG <GoldRushG@aol.com> 
Date: Thu, 18 Dec 1997 01:15:41 EST 
Subject: Re: Champions  5th Editi 
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<< Huh? Who's "we"? When did "we" agree to that?>> 
 
  To quote a famous First Lady,... 
 
  I don't recall. ;) 
 
  Mark @ GRG 
 
From: GoldRushG <GoldRushG@aol.com> 
Date: Thu, 18 Dec 1997 01:15:43 EST 
Subject: Re: Gold Rush Games Mail 
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<< "You can't be Bruce Harlick, I heard he died...">> 
 
  I can neither confirm nor deny the rumored report of Bruce Harlick's death. 
 
  Mark @ GRG 
 
From: Firelynx16 <Firelynx16@aol.com> 
Date: Thu, 18 Dec 1997 01:15:49 EST 
Subject: Re: Link: Disadvantage o 
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In a message dated 97-12-17 23:18:55 EST, you write: 
 
<< So what you're saying is that there is absolutely no legal  
 construct that will allow a character to either fire an  
 EB, fire a flash, or fire an identical, linked flash & EB  
 at the same time?  Because the fact that he has both a  
 Flash & an EB renders the Linked Limitation 'not limiting'  
 and it therefore can't be taken?  >> 
 
It would probably depend upon the SFX of the powers involved.  If it really 
made sense for the character, I'd try to work something out so that the player 
and I would both be as happy as possible.  That said, it would be the 
exception rather than the rule, because like I said before, one of the biggest 
limitations of the Limitation 'Linked' is that you can't get at the smaller 
power (the Flash in this case) without firing off the bigger power (EB). 
Letting the character simply have an identical EB and Flash outside the 
construct countermands the limitation altogether.  I guess it would also 
depend on which camp you belong to... you can only fire one attack per attack 
roll, or you can fire as many attacks as you have the End etc to.  Luckily, no 
one has brought it up in my game. 
 
'Lynx 
 
From: Opal@october.com (Opal) 
Date: 17 Dec 97 22:18:06 -0800 
Subject: Re: 5th Edition thoughts 
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 b > >DARKNESS: loses the automatic area like CE, and increased area is  
 b > bought by  
 b > >the area effect.  
 b >  
 b >    So what's the point/utility of non-AE CE and Darkness?  
 b >  
  
None, realy, it's just a minimalist way of getting away from  
the fixed cost of increasing the radius and to the more reasonable  
+1/4 Advantage per doubling...  
  
 b > >DUPLICATION: one heals a lost duplicate as if the points were BODY or  
 b > >define a given circumstance to get the dead duplicate back... you  
 b > >lose points for having a duplicate killed any more  
 b >  
 b >    Good idea.  Permanently dead Duplicates should take a Limitation.  
 b > ---  
 b > Bob's Original Hero Stuff Page!  
 b > ---  
  
Dead is Dead.  Would you let a dead character heal back?  :)  
In my book, losing the points you paid for a duplicate beats  
being dead...  
  
___  
 * OFFLINE 1.58  
 
From: Opal@october.com (Opal) 
Date: 17 Dec 97 22:22:08 -0800 
Subject: Re: What it sees... 
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 >  
 > > 1) The Guardian's of power or "what it sees Lo Pan knows".  This  
 > > a simple Mind Link, right?  Or should I go with some strange form of  
 > > Clairsentience Useable by Others?  And how about the Lo Pan speaks  
 > > the Guardian trick? Is this a part of Mind Link, or Images from the  
 > > Guardian?  
 >  
  
I'd go for the Mind Link, make it two-way... Lo Pan is just telling  
the Gaurdian what to say.  Clair doesn't usually manifest at teh  
scan point quite like that.... and it gets too expensive. 
 
  
 > I like the idea of giving Lo Pan Clairsentience. Link  
 > Images(perhaps indirect?)  
 > with it for comunications.  As far as Wang attacking it, The guardian  
 > seemed  
 > hurt but Lo Pan was OK. Maybe a limitation on the power that damage  
 > dispells  
 > the effect.  
 >  
 > Kev  
 >  
 >  
 > ---  
 >  * Origin: Usenet:Courts of Kirkwood (1:143/241.0)  
___  
 * OFFLINE 1.58  
 
X-Sender: jdriscol@mail.vt.edu 
Date: Thu, 18 Dec 1997 01:26:28 -0500 
From: Jeremiah Driscoll <jdriscol@vt.edu> 
Subject: Re: Champions 5th Editio 
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Opal wrote: 
> g > >Some people hate the Spirit rules, I rather like them. I would like  
> g > to  
> g > >see them expanded upon, possibly as part of the "Incomplete  
> g > Character"  
> g > >rules, and cleaned up a bit.  
> g >  
> g > I agree. The spirit rules made it possible for RuneQuest-like spirits,  
> g > which are extremely difficult to do with Desolid, Mind Control, etc.,  
> g > and  
> g > to retain the same feel.  
>  
>I definitely don't like the Spirit Rules, but the Incomplete Rules  
>do let you build Spirits that work similarly and are less balanced.  
>  
Urm?  You meant "less *im*balanced," right?  Otherwise, I don't see how 
that is an advantage... 
 
- Jerry 
 
X-Sender: jdriscol@mail.vt.edu 
Date: Thu, 18 Dec 1997 01:28:42 -0500 
From: Jeremiah Driscoll <jdriscol@vt.edu> 
Subject: Re: Everybody was Drunk Fu Fightin'... 
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At 11:18 PM 12/17/97 -0500, Michael Surbrook wrote: 
>On Wed, 17 Dec 1997, Jeremiah Driscoll wrote: 
> 
>> VERY nice!  Thank you!  Now, would you hold a Drunken Fighter to the -2 
>> OCV/-2 DCV for being drunk listed in Ninja Hero? 
> 
>Nope. 
> 
Even if you had the other PCs take it?  Would the DF pay for this ability? 
John Prins suggested Immunity to alcohol... 
 
- Jerry 
 
X-Sender: jdriscol@mail.vt.edu 
Date: Thu, 18 Dec 1997 01:33:31 -0500 
From: Jeremiah Driscoll <jdriscol@vt.edu> 
Subject: Re: NO 5TH EDITION! (Was Re: Champions) 
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At 03:19 PM 12/18/97 +1000, Michael Jones wrote: 
>At 12:05 AM 12/18/97 -0500, Tokyo Mark wrote: 
>>> >   (Dated joke, I know, but...) 
>>> Yeah.  It should be WoTC, now...  (who ate TSR, btw) 
>> 
>>And this was not surprising.  If WoTC had not, T$R would still be in 
>>serious financial trouble thanks to mostly self inflicted mistakes. 
> 
>Hey, so they got a little over-zealous in the novel department. .  
>at least they support their systems properly. .. . 
> 
Well, they *do* have an expansion out every 6 months or so...  oh.  What? 
He was talking about D&D?  Never mind... 
 
- Jerry 
 
Who dislikes *every* *STINKING* player taking a specialty kit...  "I have 
double handed fighting style, so I can have matched scimitars!"  Yeah, 
*real* original, pal... 
 
From: Opal@october.com (Opal) 
Date: 17 Dec 97 22:39:10 -0800 
Subject: Fifth Edition - Killing 
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 n >  
 n > Why not simply make "Killing" an advantage on normal damage?  
 n > Say...+1/2?  I  
 n > figure that many purists'd go for +1/4 or more likely just  
 n > say no, but I truly think that Killing is deadly enough to  
 n > warrant a +1/2 advantage.  
 n >  
 n >  
 n > Could I hear some thoughts on this, please?  
 n > ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~  
  
Equal points in KA should do more BOD on average to a normal  
and less stun than a normal attack (otherwise it's not  
really living up to it's name.  If you make it an advantage,  
KA will do less BOD accross the board, and low DEF characters  
will actually be killed more readily by normal attacks.  
  
The current dice rolling convention works well for KA's if  
you just look at average BOD & STN, the problem that needs  
to be fixed is the STN lotto.  
  
___  
 * OFFLINE 1.58  
 
Date: Thu, 18 Dec 1997 16:50:39 +1000 
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From: happyelf <jonesmj@topaz.cqu.edu.au> 
Subject: Re: Normal States 
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At 05:30 PM 12/18/97 -0800, Rick Holding wrote: 
>> Hows about an addition to 'always on', that being 
>> 'natural state'? same value (+1/2), would kinda 
>> cancel out always on and prevent tampering without a 
>> transform power being used. . .size is an easy one, 
>> but what happened to post-massacre pryde? got stuck in 
>> desolid form? 
> 
>	Yep!  Unless she concentrated, in which case she was solid until she  
>forgot to concentrate. 
 
hmm, that's more of a -1/4 always on. . . that REALLY sounds like  
an ffect that a power-supressor could cancel. ..  
 
 
 
>--  
>----------------------------------------------------------- 
>Ricky Holding    Email: rholding@ActOnline.com.au 
>Work is only there to give us time to talk about play 
>----------------------------------------------------------- 
> 
 
Date: Thu, 18 Dec 1997 16:54:12 +1000 
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From: happyelf <jonesmj@topaz.cqu.edu.au> 
Subject: Re: NO 5TH EDITION! (Was Re: Champions) 
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At 01:33 AM 12/18/97 -0500, Jeremiah Driscoll wrote: 
>Well, they *do* have an expansion out every 6 months or so...  oh.  What? 
>He was talking about D&D?  Never mind... 
> 
>- Jerry 
> 
>Who dislikes *every* *STINKING* player taking a specialty kit...  "I have 
>double handed fighting style, so I can have matched scimitars!"  Yeah, 
>*real* original, pal... 
> 
> 
 
hey, like there's a choice. . unlike hero system, in that  
particular game people don't get to design their weapons. . *sigh* 
primitives. . *j/k* 
 
From: Opal@october.com (Opal) 
Date: 17 Dec 97 22:55:12 -0800 
Subject: Green Hornet conversion 
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 l > 2.  The gas gun.  The example of a gas attack in the rulebook is NND,  
 l > defense Life Support or holding breath.  So far, I haven't found a  
 l > time when someone was able to hold their breath and avoid passing out  
 l > from the Hornet's gas, so NND wouldn't be appropriate here.  Would  
 l > defense Life Support work, or should I bite the bullet and make it one  
 l > heck of a STUN Drain?  
  
Actually, since the Hornet mostly faced normals, make it a Stun only  
EB with a -1/4 lim: not vs life support.  The fact that people will  
get thier ED (up to what 8, maybe) is irrellevant - so the guy with  
the high con isn't knocked out quite as bad.  Try Knocking Out a  
normal with an NND - you'll need at least 6 dice, probably 8 or  
10 if you want to take down the tougher types... and they're supposed  
to sleep for a while!  
  
Now if he's going to be in a regular Champs game, you'll want to  
go for the NND, don't worry about the breath-holding bit... LS  
is an adequate defense...  
  
 l > 3.  An obvious disad for the Hornet is Reputation 14-.  However, in  
 l > as Britt Reid and might recognize me" in the dialogue.  Buying  
 l > Reputation twice, once for Reid's reputation and once for the Hornet's,  
 l > like  cheating.  Would it be legit to buy Reputation once and have two  
  
:You've got two ID's why not two reps?  It's not that big a Disad, anyway.  
  
 l > different definitions of what the Reputation is?  
 l >  
  
I'm sure you could  
  
 l > Thanks.  
 l >  
 l > Leah  
 l > ---  
  
  
BTW, Kudo's for doing the Green Hornet... cool character.  
___  
 * OFFLINE 1.58  
 
X-Sender: jdriscol@mail.vt.edu 
Date: Thu, 18 Dec 1997 01:55:32 -0500 
From: Jeremiah Driscoll <jdriscol@vt.edu> 
Subject: Re: Normal States 
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At 04:50 PM 12/18/97 +1000, Michael Jones wrote: 
>At 05:30 PM 12/18/97 -0800, Rick Holding wrote: 
>>> Hows about an addition to 'always on', that being 
>>> 'natural state'? same value (+1/2), would kinda 
>>> cancel out always on and prevent tampering without a 
>>> transform power being used. . .size is an easy one, 
>>> but what happened to post-massacre pryde? got stuck in 
>>> desolid form? 
>> 
>>	Yep!  Unless she concentrated, in which case she was solid until she  
>>forgot to concentrate. 
> 
>hmm, that's more of a -1/4 always on. . . that REALLY sounds like  
>an ffect that a power-supressor could cancel. ..  
> 
In what sense of "power-supressor?"  I'm sure that Prof X tried to help her 
mentally, and mutant power suppression techniques are used in the Marvel 
Universe, but she still had this problem... 
 
- Jerry 
 
Reply-To: "Filksinger" <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
Subject: Re: Champions  5th Editi 
Date: Wed, 17 Dec 1997 22:56:38 -0800 
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On Wednesday, December 17, 1997 7:27 PM, Opal wrote: 
 
 
<snip> 
> 
> t > Of course, if you just want straight normal HTH damage, the 
conversion 
> t > part isn't useful to you - so you can just take a No Range 
Energy 
> t > Blast or 
> t > STR "only to deal damage". 
> 
>I also think that, once we have a good 5/d HA and the cost of AID 
>has been doubled, we should see about making it a hard-and-fast 
>rule that Characteristics just plain never go in Power Frameworks. 
>(If you want that, buy Aid...) 
 
 
Eewww. I'm not saying I disagree, but some concepts, power suits, for 
example, can make that a kind of kludgey solution. 
 
Filksinger 
 
From: Opal@october.com (Opal) 
Date: 17 Dec 97 22:57:14 -0800 
Subject: Re: Champions 5th editio 
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 On 12-16-97 redbf@ldd.net wrote to All...  
 r >  Let me explain. I think 1DC should equal 1d6 normal dice and 1d6  
 r > killing dice. Obvioulsy the cost of Killing dice would still be 15pts  
 r > per die and the cost of normal dice would be 5 per die.  
 r >  To compensate for the increased Killing dice the a characters body  
 r > would have to raised by a multiplication factor.  
 
 
Sounds like what they did with Fuzion... this will make your  
game very deadly... it also means that it's impossible to  
design a character who can be KO'd but not killed.  
  
 r >  It would be just as easy to convert 4th edition characters to my  
 r > system  
 r > as it would is to convert 4th edition to Fuzion  
 r >  
 r >  This is just an idea. I just want to see what others think. Scott  
 r > Nolan  
 r > did bring up an idea that increasing the killing dice would get rid of  
 r > some of the randomness and I am still thinking about this.  
 r >  
 r > ---  
 r >  * Origin: Usenet:Redbow Antiques (1:143/241.0)  
___  
 * OFFLINE 1.58  
 
Reply-To: "Filksinger" <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
Subject: Re: Link: Disadvantage o 
Date: Wed, 17 Dec 1997 23:00:44 -0800 
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On Wednesday, December 17, 1997 7:29 PM, Opal wrote: 
 
 
> F > 
> F > Sorry for the misunderstanding... I should have said "GM should 
then 
> F > not allow 
> F > the Linked Flash", after "deserves no points".  In other words, 
if 
> F > you're not 
> F > being limited by the Limitation, it's not worth any points, and 
> 
> F > shouldn't be 
> F > allowed.  My mistake. 
> F > 
> F > 'Lynx 
> 
>So what you're saying is that there is absolutely no legal 
>construct that will allow a character to either fire an 
>EB, fire a flash, or fire an identical, linked flash & EB 
>at the same time?  Because the fact that he has both a 
>Flash & an EB renders the Linked Limitation 'not limiting' 
>and it therefore can't be taken? 
 
 
No, he's saying you should have to buy the EB, Flash, and Linked EB 
and Flash all at the full cost. Therefore, the ability to link two 
powers together or keep them separate at will costs exactly double 
what the powers cost normally. 
 
No way, Jose. They should definitely get the Linked on that; this 
construct already costs too much. 
 
Filksinger 
 
Date: Thu, 18 Dec 1997 17:06:32 +1000 
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From: happyelf <jonesmj@topaz.cqu.edu.au> 
Subject: Re: Normal States 
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At 01:55 AM 12/18/97 -0500, Jeremiah Driscoll wrote: 
>In what sense of "power-supressor?"  I'm sure that Prof X tried to help her 
>mentally, and mutant power suppression techniques are used in the Marvel 
>Universe, but she still had this problem... 
> 
 
well, i mean a drain or supress. A telepathy thing is not going to help,  
unless it's the explanintion for points spent. .  
 
 
 
>- Jerry 
> 
> 
 
From: Opal@october.com (Opal) 
Date: 17 Dec 97 23:12:16 -0800 
Subject: Re: Link: Disadvantage o 
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 t >  And for some of the examples, especially the two seperate SFX, one  
 t > in each hand, there is a better way.  If both are, say, EBs, or even  
 t > one is an EB and the other is a KA, buy as a slightly larger EB with a  
 t > mixed SFX.  Cheaper than trying to link two (with it's greater effect  
 t > defenses) and about the same effect.  Two 10d6 EBs, put together, do  
 t > not do 20d, they'd do 11d.  
 t >    -Tim Gilberg  
  
I know I've been on the other side of this one for the most part,  
but what you're suggesting here is a useful construct... trying  
to buy a number of attacks that can all go off together get's  
hideously expensive for the effect you get out of it (because  
the target gets his defense against each attack).  
  
For instance if you wanted to do the Mandarin, you could give  
him an 11-slot Multipower - 1 slot for each ring, and the  
last a big EB for tossing them all at once...  
  
Of course, it'd be cool to figure out a way to let him use  
an autofire like mechanic to spray all 10 over an area and  
have which ring hits what target randomly determined.  :)  
  
___  
 * OFFLINE 1.58  
 
Date: Thu, 18 Dec 1997 01:12:27 -0600 (CST) 
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From: Michael Nunn <mlnunn@scrtc.blue.net> 
Subject: Re: Gold Rush Games Mail 
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At 01:15 AM 12/18/97 EST, GoldRushG wrote: 
><< "You can't be Bruce Harlick, I heard he died...">> 
> 
>  I can neither confirm nor deny the rumored report of Bruce Harlick's death. 
> 
>  Mark @ GRG 
 
What's the phrase,  "A policy of implied denial." 
 
Very X-Files of you... 
 
Michael  
Rising Force Publications 
Herozine The Superhero RPG Fanzine... 
http://members.aol.com/hzineweb/index.htm 
 
X-Sender: jdriscol@mail.vt.edu 
Date: Thu, 18 Dec 1997 02:28:16 -0500 
From: Jeremiah Driscoll <jdriscol@vt.edu> 
Subject: Re: NO 5TH EDITION! (Was Re: Champions) 
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At 04:54 PM 12/18/97 +1000, Michael Jones wrote: 
>At 01:33 AM 12/18/97 -0500, Jeremiah Driscoll wrote: 
>>Well, they *do* have an expansion out every 6 months or so...  oh.  What? 
>>He was talking about D&D?  Never mind... 
>> 
>>- Jerry 
>> 
>>Who dislikes *every* *STINKING* player taking a specialty kit...  "I have 
>>double handed fighting style, so I can have matched scimitars!"  Yeah, 
>>*real* original, pal... 
> 
>hey, like there's a choice. . unlike hero system, in that  
>particular game people don't get to design their weapons. . *sigh* 
>primitives. . *j/k* 
> 
Heh. 
There are choices, anyway...  You can play a plain vanilla Fighter, or a 
Fighter/Mage, or a Fighter/Thief...  I don't see why *every* player has to 
have a kit.  And some of the kits are *really* common...  Bladesinger, anyone? 
 
- Jerry 
 
X-Sender: nolan@pop.erols.com 
Date: Thu, 18 Dec 1997 02:34:46 -0500 
From: Scott Nolan <nolan@pop.erols.com> 
Subject: Re: NO 5TH EDITION! (Was Re: Champions) 
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<x-rich>>>>Well, they *do* have an expansion out every 6 months or so...  oh.  What? 
 
>>>He was talking about D&D?  Never mind... 
 
>>> 
 
>>>Who dislikes *every* *STINKING* player taking a specialty kit...  "I have 
 
>>>double handed fighting style, so I can have matched scimitars!"  Yeah, 
 
>>>*real* original, pal... 
 
>> 
 
>>hey, like there's a choice. . unlike hero system, in that  
 
>>particular game people don't get to design their weapons. . *sigh* 
 
>>primitives. . *j/k* 
 
>> 
 
>Heh. 
 
>There are choices, anyway...  You can play a plain vanilla Fighter, or a 
 
>Fighter/Mage, or a Fighter/Thief...  I don't see why *every* player has to 
 
>have a kit.  And some of the kits are *really* common...  Bladesinger, anyone? 
 
 
To tie this back to HERO, this is -exactly- why I gave up AD&D and converted to Fantasy HERO three years ago.  The former game had no game balance.  People didn't choose the same kits because they were unimaginative: they chose them because they were more powerful.   
 
 
AD&D and game balance don't even have a nodding acquaintance.  HERO is balanced -and- flexible. 
 
 
Scott 
 
 
 
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 
 
It matters not how strait the gate, 
 
     How charged with punishment the scroll, 
 
I am the master of my fate: 
 
     I am the captain of my soul. 
 
	<bold>William Ernest Henley</bold> - <italic>Invictus 
 
</italic>~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 
 
Scott Nolan 
 
nolan@erols.com 
 
</x-rich> 
Date: Thu, 18 Dec 1997 17:42:12 +1000 
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From: happyelf <jonesmj@topaz.cqu.edu.au> 
Subject: Re: NO 5TH EDITION! (Was Re: Champions) 
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At 02:28 AM 12/18/97 -0500, Jeremiah Driscoll wrote: 
>At 04:54 PM 12/18/97 +1000, Michael Jones wrote: 
>>At 01:33 AM 12/18/97 -0500, Jeremiah Driscoll wrote: 
>>>Well, they *do* have an expansion out every 6 months or so...  oh.  What? 
>>>He was talking about D&D?  Never mind... 
>>> 
>>>- Jerry 
>>> 
>>>Who dislikes *every* *STINKING* player taking a specialty kit...  "I have 
>>>double handed fighting style, so I can have matched scimitars!"  Yeah, 
>>>*real* original, pal... 
>> 
>>hey, like there's a choice. . unlike hero system, in that  
>>particular game people don't get to design their weapons. . *sigh* 
>>primitives. . *j/k* 
>> 
>Heh. 
>There are choices, anyway...  You can play a plain vanilla Fighter, or a 
>Fighter/Mage, or a Fighter/Thief...  I don't see why *every* player has to 
>have a kit.  And some of the kits are *really* common...  Bladesinger, anyone? 
> 
 
 
bladesingers bite really bad, worst overbalance kit ever,  
and a classic example of how that efl book sucked.. .  
. . . erm. . .especially compared to a  
hero character with simmilar stats. . . i'll stop now. . .  
 
From: Opal@october.com (Opal) 
Date: 17 Dec 97 23:44:00 -0800 
Subject: Re: Link: Disadvantage o 
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 f > 1) The second character has different SFX. Thus, if I have the second  
 f > character, a Drain vs SFX cannot affect both powers- they are  
 f > separate.  
 f >  
  
I didn't mention F/X, I was assuming they were identical...  
  
 f > 2) The second power lacks cohesiveness. In order to promote character  
 f > write-ups where the powers all have some sort of connection,  
 f > explaining why one person has all of them. Elemental Control and  
 f > Multipower both had this as original justifications.  
 f >  
 f > Now, that doesn't mean you are wrong in thinking you also lose the  
 f > ability to link them at will. I have no opinion on this, save as a GM  
 f > ruling that I haven't had to make yet. But it does give reasons, and  
 f > the second, original reason existed before Linked and at a time when  
 f > two powers _officially_ could not be used together.  
 f >  
 f > Filksinger  
  
Well, I haven't looked at my 1st Ed Champoins in a long time, but  
I seem to remember, Linked, Multipower and EC all being there... 
 
  
Or are you talking about the period when George McDonald was running  
his home grown and as yet unpublished system?  
  
___  
 * OFFLINE 1.58  
 
Date: Thu, 18 Dec 1997 01:48:54 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: Needed: Mentalist Inspiration 
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> But I don't actually want to be invisible. I want to be hard-to-see. I wanted 
 
	Same effect.  Take a limitation on the invis to represent being 
less than fully invisible. 
 
> something with a gradual success/failure curve, with different amounts 
> of effect on different viewers, not all or nothing. There are a few places in 
> the Hero system that I think a new limitation for gradual decay of effects 
> would be nice. Something like the old limitation on Entangle that it slowly 
> faded away. That way one could buy a continuing charge area effect attack that 
> slowly lost 1 DC per unit time. 
 
	So define a limitation to do just that to a mental SFX 
invisibility and get your GM to give you a fair value for the lim.  No 
problem. 
 
> I would love to do an empath, but there are no rules guidelines for this. I 
> would like to 'influence' emotions, not override them completely like 
> mind-control would do. Again, I want partial effects on folks with higher egos, 
> not an abrupt point at which the power stops working. Or is this all covered in 
> TUM as well? 
 
 
	I beleive it is in TUM, but it doesn't really matter.  Just take 
the various mental powers and define a Empathic-type workings, worth about 
a -1/2 limitation.  Influenceing emotions would be Mind Control, emotions 
only.  If you just wanted minor influence rather than full control, take a 
smaller Mind Control.  Telepathy with Emotions Only (-1/2 again) would 
allow the reading and projecting of emotions.  An Emotional Overload would 
be an Ego Attack with the SFX being overpowering certain emotion centers 
of the brain.  (KOed with pleasure, anyone?) 
 
 
			-Tim Gilberg 
 
From: Opal@october.com (Opal) 
Date: 17 Dec 97 23:50:02 -0800 
Subject: Trigger and Ranged (Re: 
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 r > Nothing in there says a triggered power can't be ranged. It would be  
 r > absurd for it to. Doing that would prevent most uses of triggered  
 r > traps.  
 r > Like the old poison dart set off by a foot plate routine.  
 r >  
 r >  
 r > --  
 r > Rook  
 r >  
  
Hmmm... you probably shouldn't quote quite that much out of the  
BBB... though I understand that it was in a good cause :)  
  
The Advantage does fail to mention how a ranged attack might  
be targeted (what OCV do you use?).  As to the rest of the  
wierdness I said, it must have been an interpretation...  
  
<really starting not to trust my own memory, thank you  
for making me feel accutely disturbed>  
  
<exit mumbling to myself...>  
  
___  
 * OFFLINE 1.58  
 
X-Sender: nolan@pop.erols.com 
Date: Thu, 18 Dec 1997 02:52:09 -0500 
From: Scott Nolan <nolan@pop.erols.com> 
Subject: Re: Invisible STR 
Cc: champ-l@omg.org 
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<x-rich>>> 	Would a character need to buy Invisible STR if they were a 
 
>> thirteen year old girl whose muscle mass or anatomy wasn't vastly different 
 
>> than that of a normal human.  (I'm not talking high NCM STR, I'm talking 
 
>> super-Brick STR). 
 
> 
 
> 
 
>	I don't see why?  It would still be obvious that she is using her 
 
>STR when she exerts herself. 
 
 
Right.  It's not obvious from just looking at them that Clark Kent or Peter Parker are inhumanly strong, either, yet we don't buy Invisible STR for them.   
 
 
Invisible STR is...telekinesis. 
 
 
Scott 
 
 
 
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 
 
It matters not how strait the gate, 
 
     How charged with punishment the scroll, 
 
I am the master of my fate: 
 
     I am the captain of my soul. 
 
	<bold>William Ernest Henley</bold> - <italic>Invictus 
 
</italic>~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 
 
Scott Nolan 
 
nolan@erols.com 
 
</x-rich> 
Date: Thu, 18 Dec 1997 01:52:51 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: Invisible STR 
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X-UID: 185 
 
 
> 	Would a character need to buy Invisible STR if they were a 
> thirteen year old girl whose muscle mass or anatomy wasn't vastly different 
> than that of a normal human.  (I'm not talking high NCM STR, I'm talking 
> super-Brick STR). 
 
 
	I don't see why?  It would still be obvious that she is using her 
STR when she exerts herself. 
 
 
			-Tim Gilberg 
 
From: Opal@october.com (Opal) 
Date: 17 Dec 97 23:53:04 -0800 
Subject: Invisible STR 
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 On 12-17-97 RAVANOS@jcs1.jcstate.edu wrote to All...  
  
 >  Would a character need to buy Invisible STR if they were a  
 > thirteen year old girl whose muscle mass or anatomy wasn't vastly  
 > different  
 > than that of a normal human.  (I'm not talking high NCM STR, I'm  
 > talking  
 > super-Brick STR).  
 > ---  
  
No.  If she lifts up a car, everyone will be able to see it's  
her doing it.... As a matter of fact, IPE on STR is one of  
those things that hardly makes sense.  
  
___  
 * OFFLINE 1.58  
 
Date: Thu, 18 Dec 1997 01:56:57 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: Champions  5th Editi 
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X-UID: 186 
 
 
> Or, as I'd put it, it would mean that putting multiple attack Powers 
> _in_ a Multipower isn't a total point crock. If they do rule that 
> multiple attack Powers can't be used simultaneously by default, 
> then having multiple such Powers in a Multipower would obviously 
> have to be outlawed. 
 
 
	Not at all.  Just a point savings that all characters get in some 
form or another.  Bricks get STR cheap, MAs get MA packages, others get 
ECs and MPs.  Plus, it encourages variety in powers.  Otherwise, you will 
see no one take more than one large EB, no matter if you can mix or not. 
 
 
			-Tim Gilberg 
 
From: Opal@october.com (Opal) 
Date: 17 Dec 97 23:57:06 -0800 
Subject: Re: Champions  5th Editi 
Organization: Fidonet: Red October Alpha * Hero Roleplaying * 408-629-4695 *  
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 On 12-17-97 tbarrie@ibm.net wrote to All...  
  
 t > On 16 Dec 1997, Opal wrote:  
 t > >  t > The system is considerably better balanced if you make  
 t > "combinable"  
 t > >  t > the default, IMO.  
 t > >  
 t > > Well, it would mean that two attack powers bought outside of a  
 t > Multipower  
 t > > are something other than just a waste of points...  
 t >  
 t > Or, as I'd put it, it would mean that putting multiple attack Powers  
 t > _in_ a Multipower isn't a total point crock. If they do rule that  
 t > multiple attack Powers can't be used simultaneously by default,  
 t > then having multiple such Powers in a Multipower would obviously  
 t > have to be outlawed.  
 t > ---  
  
Or manditory... that's what they did in Fuzion.  If you buy more  
than 1 attack power they automatically go into a Multipower, and  
that's all multipowers are for (without GM permission).  
  
___  
 * OFFLINE 1.58  
 
Date: Thu, 18 Dec 1997 01:58:38 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: Aid and Powers 
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> And because it'a valid SFX, it's therefore necessary that it should be 
> doable with Transform alone? If you're suggesting that disallowing point 
> increases from Transform would make it impossible or even mildly difficult 
> to build these effects, you're nuts. 
 
 
	Not impossible, but quite difficult.  For one thing, figuring the 
point split ratios would be a real bear.  And the description of Transform 
alone allows for the power.  GM control people, learn and use the phrase. 
 
 
			-Tim Gilberg 
 
From: Opal@october.com (Opal) 
Date: 18 Dec 97 00:02:08 -0800 
Subject: Re: Champions 5th Editio 
Organization: Fidonet: Red October Alpha * Hero Roleplaying * 408-629-4695 *  
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 On 12-17-97 Opal wrote to ghoyle1@airmail.net...  
 O >  g > >Some people hate the Spirit rules, I rather like them. I would  
 O >  g > >see them expanded upon, possibly as part of the "Incomplete  
 O >  g > Character"  
 O >  g > >rules, and cleaned up a bit.  
 O >  
 O > I definitely don't like the Spirit Rules, but the Incomplete Rules  
 O > do let you build Spirits that work similarly and are less balanced.  
 O >  
 O > ___  
  
Arg!  that should be 'more blanced' or 'less imbalancing'  
  
  
This list is getting to active for me....  
  
___  
 * OFFLINE 1.58  
 
Date: Thu, 18 Dec 1997 03:10:47 -0500 (EST) 
From: Tokyo Mark <bastet@iquest.net> 
X-Sender: bastet@iquest7 
cc: champ-l@omg.org 
Subject: Re: Invisible STR 
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> >	I don't see why?  It would still be obvious that she is using her 
>  
> >STR when she exerts herself. 
>  
>  
> Right.  It's not obvious from just looking at them that Clark Kent or Peter Parker are inhumanly strong, either, yet we don't buy Invisible STR for them.   
>  
>  
> Invisible STR is...telekinesis. 
 
Umm...no.  That's strength at range. 
 
TokyoMark 
 
 
 
Date: Thu, 18 Dec 1997 02:15:06 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: Fifth Edition - Killing 
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> The current dice rolling convention works well for KA's if 
> you just look at average BOD & STN, the problem that needs 
> to be fixed is the STN lotto. 
 
 
	Like I said last time.  Use the Hit Locations chart for all 
attacks, Killing and Normal.  This lets both have a Stun Lotto, but makes 
the extremes much less common. 
 
	Or just tone down the lotto by figuring Stun as 3 per die times 
the Stun Multiple. 
 
 
			-Tim Gilberg 
 
Date: Thu, 18 Dec 1997 02:17:16 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: NO 5TH EDITION! (Was Re: Champions) 
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> There are choices, anyway...  You can play a plain vanilla Fighter, or a 
> Fighter/Mage, or a Fighter/Thief...  I don't see why *every* player has to 
> have a kit.  And some of the kits are *really* common...  Bladesinger, anyone? 
 
 
	Oh pa-shaw!  The swashbuckler was the only way to go.  No more 
smelly and uncomfortable armor needed to be effective.  I had a lot of fun 
giving my character the most outrageous outfits. 
 
 
			-Tim Gilberg 
 
X-Sender: jdriscol@mail.vt.edu 
Date: Thu, 18 Dec 1997 03:41:26 -0500 
From: Jeremiah Driscoll <jdriscol@vt.edu> 
Subject: Re: NO 5TH EDITION! (Was Re: Champions) 
Errors-To: owner-champ-l@omg.org 
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At 05:42 PM 12/18/97 +1000, Michael Jones wrote: 
>bladesingers bite really bad, worst overbalance kit ever,  
>and a classic example of how that efl book sucked.. .  
>. . . erm. . .especially compared to a  
>hero character with simmilar stats. . . i'll stop now. . .  
> 
Um, yeah.  Me too. 
: ) 
Sorry, everyone. 
 
- Jerry 
 
X-Sender: jdriscol@mail.vt.edu 
Date: Thu, 18 Dec 1997 03:45:17 -0500 
From: Jeremiah Driscoll <jdriscol@vt.edu> 
Subject: Re: Invisible STR 
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At 02:52 AM 12/18/97 -0500, Scott Nolan wrote: 
>>	I don't see why?  It would still be obvious that she is using her 
>>STR when she exerts herself. 
> 
>Right.  It's not obvious from just looking at them that Clark Kent or Peter 
>Parker are inhumanly strong, either, yet we don't buy Invisible STR for 
them.   
> 
And it isn't obvious that Clark Kent can shoot heat out of his eyes just 
from looking at him, and that's not IPE. 
(Of course, we're both ignoring the current Blueperman, who doesn't have 
*either* of these abilities... : ) 
 
>Invisible STR is...telekinesis. 
> 
Well, that's just one SFX, although I can't think of any others. 
Just remember, STR IPE can be Telekinesis, but Telekinesis is not STR IPE. 
Or something.  Okay, it's not STR Ranged.  Whichever. 
 
- Jerry 
 
Tactile Telekinesis?  Superboy has that... 
 
X-Sender: jdriscol@mail.vt.edu 
Date: Thu, 18 Dec 1997 03:50:52 -0500 
From: Jeremiah Driscoll <jdriscol@vt.edu> 
Subject: Re: NO 5TH EDITION! (Was Re: Champions) 
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Tim R. Gilberg wrote: 
>> There are choices, anyway...  You can play a plain vanilla Fighter, or a 
>> Fighter/Mage, or a Fighter/Thief...  I don't see why *every* player has to 
>> have a kit.  And some of the kits are *really* common...  Bladesinger, 
anyone? 
> 
>	Oh pa-shaw!  The swashbuckler was the only way to go.  No more 
>smelly and uncomfortable armor needed to be effective.  I had a lot of fun 
>giving my character the most outrageous outfits. 
> 
I wrote up a swashbuckler once... they're a Rogue kit, right?  Or is it 
Thief... I never got to play him, either, and he probably wouldn't've done 
well in the group I was hanging with. 
My big objection to the kits was, well...  I just don't like 'em?  No, 
sorry.  It was that they were too common.  Everyone got 'em, and most 
didn't *need* them. 
Anyway. 
 
Aren't you the guy who wanted Pirate Hero?  lol 
 
- Jerry 
 
From: Opal@october.com (Opal) 
Date: 18 Dec 97 00:57:10 -0800 
Subject: Revised Hand Attack 
Organization: Fidonet: Red October Alpha * Hero Roleplaying * 408-629-4695 *  
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HTH Attack  
  
Hand-to-Hand (normal) Attack: A character with this Standard  
Power can increase the amount of normal damage he does in  
hand-to-hand combat. For 5 Character Points, the character  
can buy +1d6 HA. The HA must be defined as physical or energy, normal  
or stun-only. Strength adds directly to the damage of any  
type of HA just as it does with a hand-to-hand killing attack - no  
more than doubling the DCs of the attack. Alternately a small HA can  
be added directly to STR damage with any kind of striking maneuver as  
long as the HA is defined as doing normal physical damage with no  
advantages that would have to be extended to strength.  
  
Though it cannot be 'spread' in the manner of an Energy  
Blast, an HA can be manipulated to improve OCV at the price of damage.  
Each 1d6 of damage sacrificed gives a +1 OCV. Likewise, the  
power of an HA can be used to Block an opponent's attack. The  
character is considered armed and has a +1 OCV per 3d6 of HA  
employed. If the character does not want to be able to trade  
damage for OCV, he can take the -1/4 'Beam' limitation.  
  
Hand-to-Hand Attack cost: +1d6 HA per 5 Apts, minimum cost  
10pts.  
  
  
Examples:  
  
SuperCop wants a simple billy club.  He buys:  
  
4d HAp, 0 END, OAF, Beam: always +1 OCV & +3d -1/4,  
Apts 30, Rpts 13  
  
SuperCop has a 25 STR, but since the 0 END on the  
billy club doesn't extend to STR, he just adds  
the two together.  He does 8d normal with a +1 OCV  
whenever he uses his billy club.  
  
  
Martial Marauder want's some nifty Chi  
powers and special attacks.  He has  
a 20 STR & Martial Arts including +2d  
& +4d Manuevers.  He buys:  
  
30 Multipower  
 3 u Chi Bolt: 4d HAp, Ranged, 8d w/STR & Manuevers..  
 3 u Chi Blow: 6d HAp, 10d w/STR, 12d w/Martial Strike  
     up to the GM whether he wants to let it work with  
     the offensive strike for 14d....  
 3 u Blazing Chi Blow: 6d HAe, 10d w/STR, 12d w/Martial Strike  
     still 12d w/Offensive STR since it makes damage energy...  
 3 u Knife-hand: 2d HKAp, 3d+1 w/STR, 3.5d w/MS, 4d w/OS  
       (assuming the bit about manuevers being halved w/KAs)  
 3 u Lightning Strike: 4d HAp, Invisible 8d w/Martial Strike  
  
MM didn't think to take beam on any of his attacks, so  
he can technically trade dice for OCV - he probably won't  
as a general rule.  He does like the idea of using his  
Chi Blow, as a Chi Block for +3 OCV...  
  
  
Opal is an alien with energy manipulation powers,  
she wants to extend her forcefield as an attack  
to add to her 30 STR she buys:  
  
10  2d HAp (only useable when FF is up -0 to  
            avoid linked debates)  
  
Since her OCV is only 7 ("I can only hit Foxbat on  
a 10 or less? what's wrong with me?") she often  
uses it for the +2 OCV...  
  
Realizing that this attack is nearly worthless  
against supers she builds a 'Kinetic Attack':  
  
35  5d HAp, Double KB +3/4, 1/2 END, Beam -1/4  
      8d w/ STR   (43 Apts)  
  
Eventually, her GM realizes that this exceded  
the 60 Apt cap (8d 2xKB = 70 Apts...)  
  
Desperate to actually put STN on her  
opponents, Opal takes her 'extended  
forcefiled attack' and beefs it up,  
changing it to an energy attack:  
  
30 6d HAe 12d w/STR  
  
Since the attack is an energy field  
she can shape as she desires, she's  
comfortable with the idea of getting  
an OCV bonus if she wants, so she  
doesn't take beam - in fact she  
jots down some standard 'forms' :  
  
'whip' +3 OCV 9d w/STR  
'mace' 12d w/STR  
'shield' +2 OCV w/Block  
  
  
___  
 * OFFLINE 1.58 * I am not a Rules Lawyer...I'm a Rules Activist.  
 
X-Sender: jdriscol@mail.vt.edu 
Date: Thu, 18 Dec 1997 04:00:17 -0500 
From: Jeremiah Driscoll <jdriscol@vt.edu> 
Subject: Re: Revised Hand Attack 
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Opal wrote: 
>Examples:  
>  
>SuperCop wants a simple billy club.  He buys:  
>  
>4d HAp, 0 END, OAF, Beam: always +1 OCV & +3d -1/4,  
>Apts 30, Rpts 13  
>  
>SuperCop has a 25 STR, but since the 0 END on the  
>billy club doesn't extend to STR, he just adds  
>the two together.  He does 8d normal with a +1 OCV  
>whenever he uses his billy club.  
>  
So, you would give an *additional* point break to the OCV level?  As it 
stands now, if I want a +1 OCV w/ a weapon it would cost 5 points, usually 
with a -1 OAF lim.  You're giving it a -1 1/4 for no reason (IMO)... 
 
>Martial Marauder want's some nifty Chi  
>powers and special attacks.  He has  
>a 20 STR & Martial Arts including +2d  
>& +4d Manuevers.  He buys:  
>  
>30 Multipower  
> 3 u Chi Bolt: 4d HAp, Ranged, 8d w/STR & Manuevers..  
 
I guess I shouldn't get too upset with this, actually, since I would allow 
Ranged on an HKA...  but my first impression was to say no.  Weird, huh? 
 
> 3 u Chi Blow: 6d HAp, 10d w/STR, 12d w/Martial Strike  
>     up to the GM whether he wants to let it work with  
>     the offensive strike for 14d....  
> 3 u Blazing Chi Blow: 6d HAe, 10d w/STR, 12d w/Martial Strike  
>     still 12d w/Offensive STR since it makes damage energy...  
 
And why is that?  I didn't notice anything about a difference in physical 
and energy in the first part of the post... 
 
>10  2d HAp (only useable when FF is up -0 to  
>            avoid linked debates)  
>  
lol...  I'd still only give it a -1/4.  <ducks> 
 
>Since her OCV is only 7 ("I can only hit Foxbat on  
>a 10 or less? what's wrong with me?") she often  
>uses it for the +2 OCV...  
>  
And she can only hit Biff the Wonder Dog on a 9- (according to the panels 
at the beginning of Champs II where Foxbat was complaining about his CV). 
 
>Realizing that this attack is nearly worthless  
>against supers she builds a 'Kinetic Attack':  
>  
>35  5d HAp, Double KB +3/4, 1/2 END, Beam -1/4  
>      8d w/ STR   (43 Apts)  
>  
>Eventually, her GM realizes that this exceded  
>the 60 Apt cap (8d 2xKB = 70 Apts...)  
>  
I did the same thing with one of the PCs in my campaign... I let him keep it. 
 
Good post, tho. 
 
- Jerry 
 
X-Sender: jdriscol@mail.vt.edu 
Date: Thu, 18 Dec 1997 04:02:30 -0500 
From: Jeremiah Driscoll <jdriscol@vt.edu> 
Subject: Re: Link: Disadvantage o 
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At 11:44 PM 12/17/97 -0800, Opal wrote: 
> f > 1) The second character has different SFX. Thus, if I have the second  
> f > character, a Drain vs SFX cannot affect both powers- they are  
> f > separate.  
> f >  
>  
>I didn't mention F/X, I was assuming they were identical...  
>  
Then why *wouldn't* you put it in a MP?  That's the reason those are 
there...  point breaks for "strong character designs" or somesuch... 
 
>Well, I haven't looked at my 1st Ed Champoins in a long time, but  
>I seem to remember, Linked, Multipower and EC all being there... 
>  
>Or are you talking about the period when George McDonald was running  
>his home grown and as yet unpublished system?  
>  
I thought "Linked" was based on "Based On" from the Revised Edition? 
 
- Jerry 
 
Date: Thu, 18 Dec 1997 02:09:47 -0800 
From: "Robert A. West" <robtwest@erols.com> 
CC: champ-l@omg.org 
Subject: Re: Regeneration of Limbs, and Body Parts 
Errors-To: owner-champ-l@omg.org 
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Vance Scott wrote: 
>  
> The term regeneration itself refers to the regrowth of lost body 
> parts.  
 
But, as your subsequent remarks make clear, you misinterpret your source  
on what this means.  "Body parts" need not comprise whole organs: the  
Encyclopaedia Britannica [14th Ed., vol 19 p.64] cites examples of  
regeneration in Mammalia to include, "The change of hair, of teeth and of  
Red Blood Cells."  It also goes on to note that, "Reparative regeneration  
... is limited to tissues such as bone, muscle, skin or peripheral  
nerves." 
 
Thus, all repair processes that involve replacing lost or necrotized  
tissue may properly be termed regeneration.  In fact, this usage is not  
limited to dry academics: note that "Regenerators" in Star Trek are used  
to hasten all manner of repairs, but they didn't use one to replace  
Piccard's heart -- he got an artificial implant. 
 
 
>                                        The Regenerate power 
> is over priced in comparison to Aid.  
 
Surely, you mean, "underpriced?"  Aids have upper limits to the amount of  
damage that they can cure: 6 points per die plus any extra points bought.  
Once a point of BODY is Aided, that Aid counts against the maximum of any  
Aid to BODY until the BODY would have healed naturally.  This is a  
vitally (no pun intended) important distinction when characters are  
getting near death, since 6 or 12 points of Aid (3 or 6 points of BODY)  
may not be enough to bring them back to positive. 
 
Regeneration is unlimited.  To simulate Regeneration as an Aid, you would  
have to buy something like 
 
25	1D6 Aid + 30 max, with a fixed roll of 2 (+0 SFX). 
		0 END/Persistent(+1) Uncontrolled(+1/2) [50 active] 
		Extra Time/turn(-1) 
 
and that doesn't even quite do it, since the Regeneration has *no* upper  
limit, but I concede that few characters take more than 36 BODY per  
month.   
 
In fact, I find that even a minimum buy of Regeneration Usable on Others  
tends to severely blunt PC's duty to protect innocents -- in practice it  
takes a DC 15 attack to kill even a normal outright, and few battles last  
long enough for the bystanders to bleed to death by standard rules.  Once  
the battle is over,  Aid/BODY and/or Regeneration will keep the  
bystanders alive until someone can make a Paramedic roll to stop the  
bleeding, then it takes about two minutes per person to Regenerate a  
normal back to full health. 
 
>                                        Allow regeneration to be 
> regeneration instead of an accelerated healing power. 
 
But that is exactly how the power is *described* in the book, and that is  
exactly what Regeneration, in broadest bio-medical usage, means.   
Moreover, I find that Regeneration is quite powerful enough, and well  
worth the points spent, without the ability to replace lost limbs for  
free added on. 
 
--  
<-------------------------------------------------------> 
Robert A. West		///  "Censorship is tyranny." 
Phone W:(215)466-3628; H:(215)348-9113   
http://www.erols.com/robtwest 
 
 
Date: Thu, 18 Dec 1997 06:05:57 -0500 (EST) 
From: Michael Surbrook <susano@access.digex.net> 
cc: champ-l@omg.org 
Subject: Re: Everybody was Drunk Fu Fightin'... 
Errors-To: owner-champ-l@omg.org 
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X-UID: 207 
 
On Thu, 18 Dec 1997, Jeremiah Driscoll wrote: 
 
> At 11:18 PM 12/17/97 -0500, Michael Surbrook wrote: 
> >On Wed, 17 Dec 1997, Jeremiah Driscoll wrote: 
> > 
> >> VERY nice!  Thank you!  Now, would you hold a Drunken Fighter to the -2 
> >> OCV/-2 DCV for being drunk listed in Ninja Hero? 
> > 
> >Nope. 
> > 
> Even if you had the other PCs take it?  Would the DF pay for this ability? 
> John Prins suggested Immunity to alcohol... 
 
It doesn't make sense to penalize a character for something that his Aid 
powers (if you use John Prins' power suggestion) requires him to do 
(which is get drunk).  Yeah, if pressed on this fact by the GM, the 
character should by the Immunity. 
 
*************************************************************************** 
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *  
*               Michael Surbrook / susano@access.digex.net                *  
*        Visit "Surbrook's Stuff' the Hero Games resource site at:        *    
*              http://www.access.digex.net/~susano/index.html             * 
*            Attacked Mystification Police / AD Police / ESWAT            * 
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark * 
*************************************************************************** 
 
X-Sender: ludator@mail.softfarm.com 
Date: Thu, 18 Dec 1997 06:53:24 -0600 
From: Vox Ludator! <ludator@mail.softfarm.com> 
Subject: Re: GRG: The Fuss over Fuzion... 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 12:28 PM 12/18/97 EST, GoldRushG wrote: 
> To be frank, it sounds like there was more disappointment in Hero Games 
> than there was in Fuzion, per se'. Am I wrong in this assessment? 
 
For my own part (which as far as the original Fuzion mess goes seems to have 
been a very large part), I never claimed to dislike Fuzion.  I disliked 
[name blocked to protect the innocent]'s *attitude* about Fuzion, and about 
HERO gamers, roughly summed up by "it cures cancer!" and "you don't agree 
with me? Well, you're not the target audience ... but buy the game anyway" 
respectively.   
 
On one hand, it's perfectly defensible for a game designer to be enamored of 
and enthusiastic about his product (just get me going on "Plastic Patrol" 
some time).  But on the other hand, once the gaming community has examined 
Fuzion and determined it's not HERO (and "compatible" is irrelevant), then 
any further commentary from the company becomes Off Topic Spam. 
 
-- 
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, 18 Dec 1997 06:53:28 -0600 
From: Vox Ludator! <ludator@mail.softfarm.com> 
Subject: Re: GRG: The Fuss over Fuzion... 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 01:29 PM 12/18/97 -0600, Sparx wrote: 
>Well, yes it is irrational, but it is also loyalty and "rabidness" that  
>makes a game survive.  If I or others were to just toss away any game for  
>the next newer and slicker one that came out, you'd fine it very hard to  
>keep up wouldn't you?  It is customer loyalty to one game that makes it  
>possible for games to survive and grow.   
 
Yeah, I think this is the crux of the matter.  Hero Games says "We're sorry, 
but you're just not a big enough market to sustain us."; the HERO gamers' 
natural is, "Well, we got you THIS far, didn't we?" 
 
-- 
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, 18 Dec 1997 06:53:31 -0600 
From: Vox Ludator! <ludator@mail.softfarm.com> 
Subject: Re: So What Now? 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 04:39 PM 12/18/97 -0500, John and Ron Prins wrote: 
>only added very minor, obscure rules points. Champs IS the only 'complete' 
>multi-genre roleplaying game that comes in ONE book (GURPS is spread across 
>several), and HERO _has_ to capitalize on that. 
 
Well, and to be honest, GURPS doesn't even TRY to be truly universal 
anymore.  The line editor (Sean "Doc Kromm" Punch) has officially redefined 
"universal" from "portrays any universe" to "portrays multiple universes" 
(which is something of a cop-out, really). 
 
-- 
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 
 
Reply-To: "Filksinger" <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
Subject: Re: TUSV: Slipperiness 
Date: Thu, 18 Dec 1997 04:54:28 -0800 
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On Wednesday, December 17, 1997 10:10 PM, Brian Wong wrote: 
 
 
<snip> 
> I think we're all going about this the wrong way. 
>We're looking at 'slipperness' from a special effects point of view. 
> But what about from a mechanics point of view? 
> 
>What is it we desire? 
> We need a power that forces a stat-roll every time any action 
>is attempted which has a connection to that stat, and a method of 
making 
>that roll harder to achieve. 
> 
> Personally, I can see reasons for even having 
> 
>mental-slicks, or pre-slicks, and I'm sure if I thought about it I 
>could find a com-slick. 
> 
> Next is needed a way to break out of the powers hold. 
> 
>Drain would be great for the penalizing the roll portion, but it 
fails to 
>do the 'force the roll on every related action' portion. 
> 
> Which is why I feel all of this needs a new power. 
 
 
Well, if we used DEX Suppress with the Negative Characteristic rules, 
then a sufficiently powerful Suppress would force DEX rolls. People 
with higher DEXs wouldn't need to make rolls, but any roll they did 
have to make would be reduced, due to the slipperiness of the surface 
they were on. 
 
However, I would have no objection to an Interference power. 
 
Filksinger 
 
Reply-To: "Filksinger" <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
Subject: Re: Link: Disadvantage o 
Date: Thu, 18 Dec 1997 05:24:37 -0800 
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On Wednesday, December 17, 1997 11:24 PM, Opal wrote: 
 
 
> f > 1) The second character has different SFX. Thus, if I have the 
second 
> f > character, a Drain vs SFX cannot affect both powers- they are 
> f > separate. 
> f > 
> 
>I didn't mention F/X, I was assuming they were identical... 
 
 
Perhaps. However, if they are identical, get Multipower or Elemental 
Control. To do otherwise is bad design. 
 
<snip> 
>Well, I haven't looked at my 1st Ed Champoins in a long time, but 
>I seem to remember, Linked, Multipower and EC all being there... 
> 
> 
>Or are you talking about the period when George McDonald was running 
>his home grown and as yet unpublished system? 
 
Hmmm. I thought that linked was added in the Champions 3 book, or at 
least 3rd Ed. I could be wrong, of course. 
 
Filksinger 
 
Date: Thu, 18 Dec 1997 07:53:40 -0600 
From: redbf@ldd.net (bobby farris) 
Reply-To: redbf@ldd.net 
Organization: Redbow Antiques 
Subject: Re: NO 5TH EDITION! (Was Re: Champions) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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GoldRushG wrote: 
>  
>   Like I said, it's normal for a publisher to be enthused about its newest product. And if Steve was touting the fact that it is compatible with Hero System, so what? It is. I still don't see why so many people get so darned emotional over this whole Fuzion thing. Hero System is not dead and we have a number of 4th Ed books lined up for release next year, so that whole issue is water under the bridge. So again I wonder, why the fuss over Fuzion? 
>  
>   Mark @ GRG 
 
 
	Why? For the same reason a wife would get jealous of her husband 
spending time with another woman. Oh, it may not mean anything right 
now, but the hint is there. 
 
Date: Thu, 18 Dec 97 13:55:47 GMT 
X-Sender: smcginn@csm.ex.ac.uk 
From: smcginn@csm.ex.ac.uk (Stephen McGinness) 
Subject: Re: TUSV: Slipperiness 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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At 04:54 AM 18/12/97 -0800, Filksinger wrote: 
>>Well, if we used DEX Suppress with the Negative Characteristic rules, 
>then a sufficiently powerful Suppress would force DEX rolls. People 
>with higher DEXs wouldn't need to make rolls, but any roll they did 
>have to make would be reduced, due to the slipperiness of the surface 
>they were on. 
 
The problem with this sort of thing is that people with high POW Def but no  
flight would be unaffected, and people with no POW Def and flight would be!!  
Doesn't fit the effects you want to achieve. 
 
I'd be inclined to use a power that like NND has a couple of common defences  
that can be named, perhaps even a NND Dex Suppress, with defences being  
flight, spiked boots, high friction surface, and Skating. 
 
 
>However, I would have no objection to an Interference power. 
 
obviously something that isn't a kludge would be welcome, but it would have  
to keep the defences in mind. 
 
>Filksinger 
> 
 
Stephen 
 
Subject: Re: Champions 5th Editio 
Date: Thu, 18 Dec 97 08:57:00 -0500 
x-sender: DFair@pop.worldweb.net 
From: David Fair <DFair@sdslink.com> 
cc: <champ-l@omg.org> 
Errors-To: owner-champ-l@omg.org 
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On 12/17/97 8:22 PM, happyelf (jonesmj@topaz.cqu.edu.au) Said: 
 
>Who the heck are marksman and fare 1st dn 2nd ed characters?  
>I actually HAVE an australian baddie called flare, but he's not  
>the same kind of super.  . . 
 
They were the in th Champions in Editions 1-3, I believe... 
 
                                         |  David A. Fair 
        Think Different                  |  SDS International 
                                         |  dfair@sdslink.com 
 
X-Sender: bob.greenwade@klock.com 
Date: Thu, 18 Dec 1997 06:02:23 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: 5th Edition Hero: Some specific suggestions 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 08:03 PM 12/17/97 -0800, Opal wrote: 
> b >    - Extra Limbs should go back to having a cost per limb.  My own  
> b > structure is 5 points for two arms, with reduced costs for lesser  
> b > (3 points for one arm, 3 for a pair of tentacles, 1 for a single  
> b > or prehensile tail).  
>  
>Do you get OCV bonuses like the old version?  
 
   Absolutely not.  Those should be bought as CSLs. 
  
>I still think there should be the cheapie 5pt for any number version...  
>just so the Millitant Millipede doesn't cost 1000 points (at 1 per  
>limb)  :)  
 
   As I've said, I just have a problem with the idea of 100 arms costing 
the same as having a prehensile tail. 
   I've proposed a different cost structure (which I personally like just a 
little better, BTW) which gives a character 2X limbs for +5 points, and 
provides appropriate Limitations for the limbs being tentacles and such.  I 
haven't gotten any feedback on whether that works for most folks though. 
   If that's too expensive, maybe 2 points per 2X limbs would work. 
 
> b >    - Flash, as mentioned elsewhere, should be 5 points per die, with  
> b > BODY pip of Flash working for 1 segment.  (It makes Flash Defense more  
> b > balanced.)  
>  
>Or, you can leave the cost the same, and count pips as segments...  
>works out similar to the current way.  I only have two problems  
>with the idea: 1) High SPD characters can recover stun and such  
>quicker, why not recover from Flash quicker too, and 2) Flash  
>DEF is balanced, because Flash is so powerful... get Flashed  
>for even 1 phase in a pitched battle and you can be in BIG  
>trouble.. the DEF really has to be able to completely negate  
>the attack to be useful.  
 
   You know, I'd never really considered the relative utility of Flash 
Defense before you pointed it out... but OTOH it's extremely easy to become 
virtually impervious to Flashes.  And Flashes to other Sense Groups are not 
quite as useful (though I do have villains who can Flash Hearing, Mental, 
Radio, and even Smell Sense Groups). 
 
> b >    - Instant Change should be scaled.  (My scale is 5 pts = instant, 4  
> b > = half Phase, 3 pts = Phase, 2 pts = Turn, 1 pt = minute, normal = 5  
> b > minutes, with all costs doubled for "any clothing.")  
> b >    - Life Support should have some of its elements able to be broken  
> b > down  
> b > even further, like 2 points for being immune to *either* heat *or*  
> b > cold.  
> b > Also, 1-2 points for retarded aging is a cool idea.  
>  
>The obvious, LS: Heat not Cold -1, ends up too cheap doesn't it.  
>Good idea.  
 
   Even if the Limitation is declared at -1/2, it's common enough and 
simple enough to do that I think it's warranted. 
 
> b >    - Shrinking should include a "proportional STR" Limitation, say  
> b > -1/4.  
>  
>I've linked negative, doesn't add to fig char STR to Shrinking before...  
>  
>I wonder if that's legal?  
 
   A negative characteristic, with no fig?  I'd call that *very* illegal. 
Especially STR (second only to CON as something abusive to do). 
  
> b >    - Swinging should be specifically described as movement per Phase,  
> b > not movement per swing.  
>  
>Swining and Gliding should both be Limited Flight.  
 
   That would work too.  Neither is so common nor so different from Flight 
that they really warrant separate Powers. 
   It's entirely probable, though, that they'll be kept around just to make 
it easier to bring characters forward. 
  
>Heck, all movement powers should be limited 'Movement'  :)  
>(Except Teleport, it would be Indirect Movement)  
 
   I don't know that I'd go for that.  (Maybe in the 6th Edition.) 
 
> b >    - Armor Piercing should be purchasable so that it can do more than  
> b > halve the target's defenses.  However, I do see why this was stopped  
> b > ed.  I'd recommend charging an extra +1/4 for each level higher that  
> b > Armor Piercing can go (+1 1/4 to quarter defenses, +2 1/4 to reduce to  
> b > one-eighth, etc.).  
>  
>I wouldn't really have a problem with it at +1/2... successive halving  
>are less effective after all... the only problem is that this really  
>escalates the AP-Hardening arms race.  
 
   See my comment to Tim re: the ability of a 60 Active Point Power, 3AP. 
 
> b >    - Explosion should be +3/4 so it doesn't cost the same as AE: One  
> b > (The old method of making AE: One Hex cost +1/4 wouldn't work, because  
> b > it would hit the proverbial floor if it's Nonselective.)  The  
>  
>I think Explosion and AE: Hex are balanced - Explosion is really  
>only useful against serious oponents in center hex, and it does  
>a lot of collateral damage.  
 
   It's also really really useful against a batch of agents. 
  
> b >    - Damage Shield should be clarified so that *any* significant  
> b > contact,  
> b > including the character with DS making an attack against the target,  
> b > will  
> b > cause damage.  
>  
>That would make it considerably more powerful... have to raise  
>the Adv level too.  
 
   See, that's the point, and that's why I said "clarified."  Many of us 
don't think that would make it more powerful at all because that's how it 
already works, it just doesn't say so clearly enough. 
 
> b >    - Reduced END should be half END for +1/4, 1 END for +1/2, 0 END  
> b > for  +3/4, and Persistent for +1.  
> b >  
>  
>Why?  For the detail of 1 END?   How much would a 0 END power cost  
>to be made persistent +1/4 or +1/2?  
 
   To the first pair of questions, yes; I don't understand the last 
question though. 
 
> b >    - Always On should have a variation where certain Limitations (END  
> b > Cost, Focus, etc.) represent how the Power is turned off with an effort  
>  
>Variable Limitation doesn't fit the bill on this?  
 
   I could, a little awkwardly.  Just earlier this year I saw my first PC 
with Variable Limitation (Holo, a new member of the Justifiers, who should 
be on board when I next update my website next month).  It's just a tad 
awkward; plus it doesn't cover instances where the Limitation to keep it 
off is more than Always On, or when keeping it off costs the normal END 
amount. 
 
X-Sender: bob.greenwade@klock.com 
Date: Thu, 18 Dec 1997 06:05:15 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: 5th Edition Hero: Some specific suggestions (a tad long) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 04:18 PM 12/17/97 -0400, Trevor Barrie wrote: 
>>    You were pointing out how AE becomes quickly more effective with its 2X 
>> radius per +1/4 Advantage vs Explosions +1" radius per +1/4 Advantage. 
>> Some time ago, someone pointed out that Explosions with 2X radius per +1/4 
>> eventually becomes much more effective than AE at the same level.  I was 
>> curious to see if one of the list's resident number-crunchers could do the 
>> numbers to see if adding +1/4 to the cost of Explosion (and 2X radius per 
>> +1/4) would make it more equitable. 
> 
><shrug> I'm not surely exactly what numbers you're requesting, but surely 
>adding another +1/4 would only mean a minor change in _when_ Explosions 
>become more effective? 
 
   Yes, certainly.  However, as I pointed out with stacked Armor Piercing, 
there comes a point of diminishing returns, where one would have to spend a 
preposterous number of Active Points to get any decent damage at all with 
the Advantage, even in a game that does huge amounts of damage normally. 
If the "crossing point" is in that range (say 120-150 APs or more), then I 
think we may have a winner. 
 
X-Sender: bob.greenwade@klock.com 
Date: Thu, 18 Dec 1997 06:06:02 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Flash Defense 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 10:02 PM 12/17/97 -0800, Filksinger wrote: 
>>And wouldn't a wall be able to 
>>provide Sight Flash Def just by being opaque? 
> 
>No. Sight Flash Defense allows you to see without being blinded by 
>Flash. With the ability you mention, you can't see. You could get the 
>same defense by going into combat with your eyes closed. 
 
   Hey, half the PCs I've seen do that anyway...   ;-] 
 
X-Sender: bob.greenwade@klock.com 
Date: Thu, 18 Dec 1997 06:07:17 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: 5th Edition Hero: Some specific suggestions (a tad long) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 12:02 AM 12/18/97 +0000, Brian Wong wrote: 
>> >> > Depends on what is being worn, but 20 seconds isn't unreasonably 
>> >> >fast.  Of course, your finishing the various buttenings and such while 
>> >> >heading back to the stage. 
>> >> 
>> >>    With help, yes.  I've tried fast-dressing, and my record is 3 minutes 
>> >> (and that was before my current physical problems started setting 
in).  I'd 
>> >> call it 5 for a good fit on the time Chart. 
>> > 
> Anyone just of out military basic training can tell you that 
>is humanly possible to go from being totally asleep to dressed, shaved, 
>showered, bed made in perfect tight fitness, boots shined, and down a flight 
>of stairs and then lined up in perfect formation in under 3 minutes total. 
> Cause if you didn't, they just made you run back up and repeat it 
>all until you did. :) 
> Course, I haven't been able to repeat it since, Though I used to 
>be able to be out the door in 10 minutes. 
 
   I would call this an application of Instant Change for normals.  (You 
know, like the "non-powered Powers" from Dark Champs?) 
 
X-Sender: bob.greenwade@klock.com 
Date: Thu, 18 Dec 1997 06:13:31 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Dead Duplicates 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 10:18 PM 12/17/97 -0800, Opal wrote: 
> b > >DUPLICATION: one heals a lost duplicate as if the points were BODY or  
> b > >define a given circumstance to get the dead duplicate back... you  
> b > >lose points for having a duplicate killed any more  
> b >  
> b >    Good idea.  Permanently dead Duplicates should take a Limitation. 
>  
>Dead is Dead.  Would you let a dead character heal back?  :)  
>In my book, losing the points you paid for a duplicate beats  
>being dead...  
 
   Here's an idea. 
   I've mentioned before that I allow a +1/4 Advantage to REC, Healing Aid 
(or BODY Aid for that matter), and Regeneration to allow a character to 
heal back severed limbs. 
   Now, a dead duplicate isn't actually a dead character; it's a dead 
*part* of a character.  So what if that +1/4 Advantage could be somehow 
applied to allow the character to recover lost Duplicates? 
   Personally, I'd just make it a +1/4 Advantage to the above abilities, 
related to but separate from the "Recovers Limbs" Advantage.  Other 
opinions and points would be valid though (because I'm just writing off the 
top of my head and haven't really thought this over thoroughly, as with 
much of the stuff I post to the list). 
 
Date: Thu, 18 Dec 97 14:13:44 GMT 
X-Sender: smcginn@csm.ex.ac.uk 
From: smcginn@csm.ex.ac.uk (Stephen McGinness) 
Subject: Re: Needed: Mentalist Inspiration 
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: 213 
 
At 05:39 PM 17/12/97 +0000, Stirling Westrup wrote: 
>> > Mental Invisibility. 
>But I don't actually want to be invisible. I want to be hard-to-see. I wanted  
>something with a gradual success/failure curve, with different amounts  
>of effect on different viewers, not all or nothing. There are a few places in  
>the Hero system that I think a new limitation for gradual decay of effects  
>would be nice. Something like the old limitation on Entangle that it slowly  
>faded away. That way one could buy a continuing charge area effect attack that  
>slowly lost 1 DC per unit time. 
 
Like Tim my initial reaction would be to go with Invisibility, that is after  
all what you are striving for, alwyas remembering the limitation that  
cameras, closed circuit TVs etc are not affected by the power at all,  
perhaps not even robots that have no sentience. However, on reading your  
reply I'm sure that someone had an idea of doing this using superstealth,  
buy up the skill until it is 30 or less and then give the skill modifiers  
based on peoples EGO Def and whatever else you think. Again this would  
attract limitations (dodgy putting limitations on skills but htis _is_  
justified), e.g., not versus cameras etc, limited by EGO powers of opponents. 
 
This would give you that gradual curve but still allow you to walk where you  
should not and not be seen, probably...... 
 
 
 
> Stirling Westrup  |  Use of the Internet by this poster 
> sti@cam.org       |  is not to be construed as a tacit 
>                   |  endorsement of Western Technological 
>                   |  Civilization or its appurtenances. 
 
 
Stephen 
 
X-Sender: bob.greenwade@klock.com 
Date: Thu, 18 Dec 1997 06:21:29 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: National Super Teams 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 11:22 AM 12/18/97 +1000, happyelf wrote: 
>PS: My national super team can kick your national super team any day *l* 
*j/k* 
 
   Without even seeing what Phase II is like (they've never been published; 
Champions Down Under has never been more than a suggestion), there's little 
doubt that they (or any other national superteam, like the Sentinels and 
the New Knights) could beat the stuffing out of Executive Sanction.  But I 
gather they concentrate less on pitched battle (leaving that to PRIMUS) and 
concentrate on investigation and such things. 
 
X-Sender: bob.greenwade@klock.com 
Date: Thu, 18 Dec 1997 06:25:36 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Gold Rush Games Mail 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 01:15 AM 12/18/97 EST, GoldRushG wrote: 
><< "You can't be Bruce Harlick, I heard he died...">> 
> 
>  I can neither confirm nor deny the rumored report of Bruce Harlick's death. 
 
   Next you'll be saying tha tyou can neither confirm nor deny your ability 
to confirm or deny and confirmation or denial.   ;-] 
 
Date: Thu, 18 Dec 1997 09:25:49 -0500 
From: Geoffrey Speare <geoff@omg.org> 
Subject: Invisible STR 
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: 215 
 
> No.  If she lifts up a car, everyone will be able to see it's  
> her doing it.... As a matter of fact, IPE on STR is one of  
> those things that hardly makes sense.  
 
Ninja Hero suggests it as a way of simulating martial artists who strike 
faster than the eye can see; however, it still doesn't make much sense for 
"constant" uses of STR. 
 
Geoff Speare 
 
Date: Thu, 18 Dec 1997 09:27:13 -0500 
From: Geoffrey Speare <geoff@omg.org> 
Subject: Slipperiness 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
X-Status:  
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X-UID: 214 
 
> Another oddity with Sliperiness is that such a surface can end  
> up getting you moving faster... the fastest Speed Skaters go  
> faster than the fastest Sprinters don't they?  
 
Just take whatever vector-based movement rules you use for movement in 
zero-gravity and modify them slightly. :-) 
 
Geoff Speare 
 
X-Sender: bob.greenwade@klock.com 
Date: Thu, 18 Dec 1997 06:40:30 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: TUSV: Slipperiness 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 02:01 PM 12/17/97 -0800, Filksinger wrote: 
>>   OK, so if we take the row for "Stone" as a pattern and apply -2 
>BODY for 
>>every 1/2X thickness, and apply the Transform only to the top 125mm, 
>that's 
>>8 BODY.  Does that work for everyone here? 
> 
>Well, that does make it harder to create a slippery surface on a 
>sidewalk than on ordinary dirt. 
 
   I don't see why.  The higher DEF wouldn't affect the Transform, and from 
what I can see sidewalk has the same BODY as dirt. 
 
>I suggest that you determine a good BODY for a sheet of ice covering 
>one hex (not necessarily the correct BODY, but one good for game 
>mechanics), and just use the creation version of Transformation. Then 
>it doesn't normally matter _what_ surface you are on. 
 
   This might actually work. 
   Any suggestions? 
 
Comments: Authenticated sender is <b1tlbx98@pop1.sympatico.ca> 
From: "Vance Scott" <b1tlbx98@pop1.sympatico.ca> 
Date: Thu, 18 Dec 1997 09:40:34 -500 
Subject: Re: Regeneration of Limbs, and Body Parts 
Reply-to: vances@sympatico.ca 
Priority: normal 
Errors-To: owner-champ-l@omg.org 
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The term regeneration itself refers to the regrowth of lost body  
parts. Losing a limb to disabling is an optional rule, and not part  
of the core rules. It's relatively easy to understand that  
there isn't any reference to regrowing limbs in the regeneration  
discription since characters don't lose limbs. A lost limb caused by  
a transform attack can be restored by recovering the body of the, or  
applying the cure for that particular transform. The Regenerate power  
is over priced in comparison to Aid. Allow regeneration to be  
regeneration instead of an accelerated healing power. 
 
Regenerate  vrb 1: to subject to spiritual renewal 2: to reform  
completely 3: to replace (a body part) by a new growth of tissue 4:  
to give new life to: Revive ... 
 
excerpt from Websters' New Complete Dictionary 
 
Vance Scott 
 
Vanquisher of all foes 
 
X-Sender: bob.greenwade@klock.com 
Date: Thu, 18 Dec 1997 06:42:41 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: TUSV: Slipperiness 
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At 05:43 PM 12/18/97 -0800, Rick Holding wrote: 
>> I suggest that you determine a good BODY for a sheet of ice covering 
>> one hex (not necessarily the correct BODY, but one good for game 
>> mechanics), and just use the creation version of Transformation. Then 
>> it doesn't normally matter _what_ surface you are on. 
>>  
>> Filksinger Call it 5 body for a nice round number.  This would require a 
2D6 major  
>transform (30 points) for success most of the time.  And in the case of a  
>vehicle, make it AoE line x" where x is the number of inches of movement the  
>vehicle has. 
 
   'Scuze me, *I'm* the one doing the book, not Filksinger. 
   And 5 is much too low.  For one thing, I'm calling it Minor, not Major; 
30 points would be 3d6, which would be almost guaranteed success (some 95% 
on the first try). 
   I'd lean a little more toward 10-12 BODY. 
 
Subject: Incomplete Characters [Long] 
Date: Thu, 18 Dec 97 09:56:23 -0500 
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From: David Fair <DFair@sdslink.com> 
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Many people mentioned these rules in the discussion of a hypothetical 5th Ed. Since I had never seen them, I checked out Opal's page. In it he says: 
 
>The effects of lacking a  
>given characteristic or set of characteristics must be defined.  
>These rules are still under construction, like so much on the Web. If  
>you have any suggestions on possible improvements, e-mail them to me at  
>jimalj@best.com.. Especially, I am looking for help with Lacks  
>Dexterity, Lacks Speed, and Lacks Endurance.  
 
Since I liked the rules he had posted there so much, and since many here expressed their appreciation of them as well, I thought I would see if we could hammer together some thoughts on DEX, SPD, End & maybe more. I hope you don't mind, Opal. 
 
So, for intro, in case you have not seen it here is an explanation of incomplete characters: 
 
>Incomplete characters are those which lack one or more characteristics.  
>The reasons for this vary by special effect. For example, a character  
>might lack a stun score because it is a robot, or because it is an alien  
>which does not feel pain or go into shock from injuries. It does not  
>cost points to lack a characteristic, nor does it give you points: the  
>creator just crosses it off the sheet. Though it may lack the  
>characteristic, the incomplete character may buy it back as a power,  
>generally with limitations and not providing figured characteristics. If  
>this last option is used, however, you should look over the character  
>very carefully, and see if a complete character can be made to suit your  
>needs. The effects of lacking characteristics are as follows:  
 
>From this point on I will only quote the stuff I have thoughts on, everything I leave out, I thought was great just the way it was. 
 
>Lacks Dexterity: The character cannot react in a normal fashion to the  
>physical world. If it has an Ego score, mental powers still work at that  
>time, but movement and physical powers can only be used as follows: The  
>player declares at the top of the phase any physical actions the  
>character will take. These actually take place at the bottom of the  
>phase, so everyone may react to those actions and, most likely, avoid  
>any damage they would cause. If any attacks become possible, they are  
>done with a 0 OCV. Mental powers which would abort the physical action,  
>such as attacks or powers that require a full phase, cannot be used at  
>Ego.  
 
I would mention something here about the fact that any coordinated or planned movement is impossible; This character would not be able to break out of an entangle or grab, frex, due to the fact that they would be unable to focus their strength adequately. 
 
>Lacks Speed: The character never takes any action. It cannot activate  
>powers, so only powers which are persistent function. Obviously, this is  
>not a playable character, but could be a base, for example.  
 
I would add: It cannot move, talk, think, or _do_ anything, whether it would require a power/skill/talent or Char, unless those capabilities were bought as persistant. 
 
Would this character get Recoveries, and if so, How Often? What if it had Regeneration? I'm thinking of a base that is self-repairing of damage, would you need to buy the repairing functions as a different entity, or would buying Persistant REC/Persistant Regeneration work? 
 
>Lacks Endurance: The character has no natural reserve of energy. It  
>cannot use stun as endurance, and may not push. It must buy all powers  
>at 0 END or off of END reserves.  
 
I would add: It cannot move, talk, think, or _do_ anything, whether it would require a power/skill/talent or Char, unless those capabilities were bought as 0 END. 
 
>ALTERATIONS TO EXISTING RULES 
 
>Followers: If you buy multiple followers, they can vary from individual  
>to individual. Otherwise, it is more expensive to buy four different 100  
>pt characters than four 250 pt ones. Followers can be Incompletes, so  
>there is no need for bases, vehicles, etc. to be considered separately,  
>except for clarification purposes. Remember, these are NPC's: If you  
>want a perfectly reliable character hanging about, including an  
>Incomplete one, buy a Duplicate. A follower can be reduced in points to  
>gain more lower point ones: for every 25 points it is reduced, double  
>the followers. This can lead to a character having many followers, and  
>must be approved by the GM.  
 
So, If I follow you here, this means all Bases, Vehicles, & Followers would be bought as followers? What about duplicates, should they be tossed into the mix as well? 
 
>NEW ADVANTAGES AND LIMITATIONS 
 
>Does Not Fail When Breached: This is an advantage on Force Wall which  
>causes it to not go down when penetrated by the body of an attack. Such  
>a force wall remains as long as endurance is paid. Attacks that exceed  
>its defense still penetrate and can do damage to the protected  
>character, but each attack must penetrate separately. Likewise  
>characters can escape from or break into such a force wall by attacking  
>it as they pass through and exceeding its defense, but the wall remains  
>to hinder others. This is a +1 advantage.  
 
If you simply had persistant on the FW, wouldn't that be the same? 
 
>NEW POWER FRAMEWORK: METAPOWERS  
 
All I am going to say here is that this is a really good idea, but it should have a stop sign by it. 
 
 
                                         |  David A. Fair 
        Think Different                  |  SDS International 
                                         |  dfair@sdslink.com 
 
Date: Thu, 18 Dec 1997 09:58:50 -0500 (EST) 
From: Bill Svitavsky <bsvitavs@bu.edu> 
Subject: Re: Needed: Mentalist Inspiration 
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On Thu, 18 Dec 1997, Stephen McGinness wrote: 
 
> At 05:39 PM 17/12/97 +0000, Stirling Westrup wrote: 
> >> > Mental Invisibility. 
> >But I don't actually want to be invisible. I want to be hard-to-see. I wanted  
> >something with a gradual success/failure curve, with different amounts  
> >of effect on different viewers, not all or nothing. There are a few places in  
> >the Hero system that I think a new limitation for gradual decay of effects  
> >would be nice. Something like the old limitation on Entangle that it slowly  
> >faded away. That way one could buy a continuing charge area effect attack that  
> >slowly lost 1 DC per unit time. 
>  
> Like Tim my initial reaction would be to go with Invisibility, that is after  
> all what you are striving for, alwyas remembering the limitation that  
> cameras, closed circuit TVs etc are not affected by the power at all,  
> perhaps not even robots that have no sentience. However, on reading your  
> reply I'm sure that someone had an idea of doing this using superstealth,  
> buy up the skill until it is 30 or less and then give the skill modifiers  
> based on peoples EGO Def and whatever else you think. Again this would  
> attract limitations (dodgy putting limitations on skills but htis _is_  
> justified), e.g., not versus cameras etc, limited by EGO powers of opponents. 
>  
> This would give you that gradual curve but still allow you to walk where you  
> should not and not be seen, probably...... 
>  
>  
 
I haven't been reading this entire thread, but the effect sounds to me 
exactly like a standard Invisibility with the fringe effect. The fringe 
lets people make PER rolls, and thus has "different amounts of effect on 
different viewers"; preceptive viewers will spot the character right off, 
while others won't for quite a while. Stick on the limitation that it 
doesn't work against cameras, etc. and you're all set.  
 
From: Curt Hicks <exucurt@exu.ericsson.se> 
Date: Thu, 18 Dec 1997 09:03:09 -0600 (CST) 
Subject: Invisible STR / fast martial arts 
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Yeah, I remember this from Strike Force.  Shadowwalker (?) had this. 
I always wondered how it would work in practice though.   
"You're face-to-face with this guy.  You don't notice anything happening, 
but you've been damaged.  Take 28 stun and 8 body.  
   OK, I attack him back. 
You don't know that he attacked you. 
   I attack him back anyway." 
 
Is it really only usefull for getting a offensive bonus on the first attack ? 
 
Curt Hicks 
 
> From: Geoffrey Speare <geoff@omg.org> 
>  
> > No.  If she lifts up a car, everyone will be able to see it's  
> > her doing it.... As a matter of fact, IPE on STR is one of  
> > those things that hardly makes sense.  
>  
> Ninja Hero suggests it as a way of simulating martial artists who strike 
> faster than the eye can see; however, it still doesn't make much sense for 
> "constant" uses of STR. 
>  
> Geoff Speare 
>  
 
From: Curt Hicks <exucurt@exu.ericsson.se> 
Date: Thu, 18 Dec 1997 09:04:03 -0600 (CST) 
Subject: use full disadvantages 
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Has it been most people's experience that players always max out on the 
allowed disadvantages ? 
 
Curt Hicks 
 
Subject: Re: Invisible STR 
Date: Thu, 18 Dec 97 10:36:57 -0500 
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On 12/18/97 2:52 AM, Scott Nolan (nolan@pop.erols.com) Said: 
 
>Invisible STR is...telekinesis. 
 
Not neccessarily, STR, Invisible Power Effects could be something like: 
 
"I touch the side of the car & lift it off the ground, then throw it  
straight up, all without moving my hand or arm." 
 
Remember that TK has range... 
 
                                         |  David A. Fair 
        Think Different                  |  SDS International 
                                         |  dfair@sdslink.com 
 
Date: Thu, 18 Dec 1997 09:39:21 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: 5th Edition Hero: Some specific suggestions (a tad long) 
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> 	Anyone just of out military basic training can tell you that 
> is humanly possible to go from being totally asleep to dressed, shaved, 
> showered, bed made in perfect tight fitness, boots shined, and down a flight 
> of stairs and then lined up in perfect formation in under 3 minutes total. 
> 	Cause if you didn't, they just made you run back up and repeat it 
> all until you did. :) 
> 	Course, I haven't been able to repeat it since, Though I used to 
> be able to be out the door in 10 minutes. 
 
 
	I've woken up for class at 2 till 9 and been across the street, 
dressed, in class before it starts at 9. 
 
	It's not impossible.  Just a pain. 
 
 
			-Tim Gilberg 
 
Date: Thu, 18 Dec 1997 09:42:25 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: Regeneration of Limbs, and Body Parts 
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> Surely, you mean, "underpriced?"  Aids have upper limits to the amount of 
> damage that they can cure: 6 points per die plus any extra points bought. 
> Once a point of BODY is Aided, that Aid counts against the maximum of any 
> Aid to BODY until the BODY would have healed naturally.  This is a 
 
	Um.  This is a house rule.  It is not supported in the BBB. 
 
 
 
			-Tim Gilberg 
 
Date: Thu, 18 Dec 1997 09:51:59 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: Needed: Mentalist Inspiration 
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> Like Tim my initial reaction would be to go with Invisibility, that is after 
> all what you are striving for, alwyas remembering the limitation that 
> cameras, closed circuit TVs etc are not affected by the power at all, 
> perhaps not even robots that have no sentience. However, on reading your 
 
	Just part of the limitation. 
 
> reply I'm sure that someone had an idea of doing this using superstealth, 
> buy up the skill until it is 30 or less and then give the skill modifiers 
> based on peoples EGO Def and whatever else you think. Again this would 
> attract limitations (dodgy putting limitations on skills but htis _is_ 
> justified), e.g., not versus cameras etc, limited by EGO powers of opponents. 
 
 
	But this would do nothing to someone looking at you just standing 
there or walking around.  Stealth only does something when one has the 
place to be stealthy.  Walking down a sidewalk in broad daylight wouldn't 
count.  That would actually involve not being seen, which is the role of 
the Invisibility power. 
 
 
			-Tim Gilberg 
 
Date: Thu, 18 Dec 1997 09:13:00 -0700 
From: Curtis Gibson <mhoram@relia.net> 
Subject: Re: Invisible STR / fast martial arts 
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Curt Hicks wrote: 
>  
> Yeah, I remember this from Strike Force.  Shadowwalker (?) had this. 
> I always wondered how it would work in practice though. 
> "You're face-to-face with this guy.  You don't notice anything happening, 
> but you've been damaged.  Take 28 stun and 8 body. 
>    OK, I attack him back. 
> You don't know that he attacked you. 
>    I attack him back anyway." 
>  
> Is it really only usefull for getting a offensive bonus on the first attack ? 
 
I would give huge penalties for trying to block an invisible strike, and 
it could be used to hide a single strike in a crowd, or to sucker 
someone into a bad PR thing... 
 
Newsman to cameraman "Hey look, UltraNiceGuy is over there attacking 
that passerby for no reason, and he's not even fighting back! Get this 
on tape! We'll be the lead tonight" 
 
--  
-Mhoram 
Why is it a penny for your thoughts, but you have to put your 
 two cents in. Somebody's makin' a penny somewhere. -Stephen Wright 
 
Date: Thu, 18 Dec 1997 11:22:17 -0500 (EST) 
From: Michael Surbrook <susano@access.digex.net> 
cc: champ-l@omg.org 
Subject: Re: NO 5TH EDITION! (Was Re: Champions) 
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On Thu, 18 Dec 1997, GoldRushG wrote: 
 
>   Like I said, it's normal for a publisher to be enthused about its newest 
> product. And if Steve was touting the fact that it is compatible with Hero 
> System, so what? It is. I still don't see why so many people get so darned 
> emotional over this whole Fuzion thing. Hero System is not dead and we have a 
> number of 4th Ed books lined up for release next year, so that whole issue is 
> water under the bridge. So again I wonder, why the fuss over Fuzion? 
>  
 
Because I feel that certain people pulled a nice 'bait and switch' on us. 
Steve P comes onto the HML, asking about what people think needs to be 
fixed/altered in 5th Edition.  The list goes nuts bringing up all sorts of 
ideas, problem powers, fixes, abuses and other comments. 
 
Steve then pulls 5th Edition comments and announces Fuzion.  He states 
that it will be an improvement on 4th Edition, combine elements of Hero 
and Interlock and be perfectly backwards compatible (going on a great lengths 
about how easy it is to convert on the fly).  When people express 
dissatisfaction with this, he acts suprised (and hurt) and backs off. 
 
I was on another list where he and another person got into a big argument 
of this 'New Coke' deal.  It seemed impossible that Fuzion could be 
*everything* Steve claimed (faster play, easier rules, backwards 
compatible, it cured cancer, it made blind men see and lame men walk...) 
and when I tried out an on-the-fly conversion, I discovred that *no* you 
really can't do it that way and expect reasonable results. 
 
People are (were) peeved because it sounded like Hero had 'sold out'.  RTG 
and Hero had entered into a agreement and Hero was abandoning thier 
customer base for a 'newer' 'slicker' product geared toward '90s heroes'. 
Everything we had liked looked to be gone, and the new kid on the block 
wasn't an improvment. 
 
*************************************************************************** 
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *  
*               Michael Surbrook / susano@access.digex.net                *  
*        Visit "Surbrook's Stuff' the Hero Games resource site at:        *    
*              http://www.access.digex.net/~susano/index.html             * 
*            Attacked Mystification Police / AD Police / ESWAT            * 
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark * 
*************************************************************************** 
 
Date: Thu, 18 Dec 1997 11:27:44 -0500 (EST) 
From: Michael Surbrook <susano@access.digex.net> 
cc: champ-l@omg.org 
Subject: Re: Invisible STR 
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On Thu, 18 Dec 1997, Geoffrey Speare wrote: 
 
> > No.  If she lifts up a car, everyone will be able to see it's  
> > her doing it.... As a matter of fact, IPE on STR is one of  
> > those things that hardly makes sense.  
>  
> Ninja Hero suggests it as a way of simulating martial artists who strike 
> faster than the eye can see; however, it still doesn't make much sense for 
> "constant" uses of STR. 
 
I would recommend the PC buy Hand Attack IPE or a No range EB with 
that advantage to simulate that sort of attack. 
 
*************************************************************************** 
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *  
*               Michael Surbrook / susano@access.digex.net                *  
*        Visit "Surbrook's Stuff' the Hero Games resource site at:        *    
*              http://www.access.digex.net/~susano/index.html             * 
*            Attacked Mystification Police / AD Police / ESWAT            * 
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark * 
*************************************************************************** 
 
Date: Thu, 18 Dec 97 16:32:14 GMT 
X-Sender: smcginn@csm.ex.ac.uk 
From: smcginn@csm.ex.ac.uk (Stephen McGinness) 
Subject: Re: Needed: Mentalist Inspiration 
Cc: champ-l@org.omg 
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At 09:51 AM 18/12/97, Tim R. Gilberg wrote: 
>	But this would do nothing to someone looking at you just standing 
>there or walking around.  Stealth only does something when one has the 
>place to be stealthy.  Walking down a sidewalk in broad daylight wouldn't 
>count.  That would actually involve not being seen, which is the role of 
>the Invisibility power. 
 
That's where the huge skill level comes in. I don't have the book in front  
of me, but there was a section on superskills or something where the skill  
would allow you to do something absolutely incredible as long as your skill  
level was high enough. Like using breakfall to survive falling off a  
multistory building, 
 
"It was nothing!! You just have to know how to land that's all." 
 
Very much like the stories of ninja appearing next to the guard despite  
having to approach over 200 yards of sand etc. Fantastic yes, in genre yes,  
closer to the the limitations he wanted, _I_ think so. 
 
Like I said, my initial reaction would be like yours, and the suggestion by   
Bill Svitavsky that it was just the fringe effect thing was good, but I'd  
use an EGO roll rather than a PER roll seeing as it is supposed to be a  
mentalist thing. perhaps I would still go with the invisibility...... 
 
I just have an image of someone walking through the crowd, and no-one  
noticing, the ultimate in avoidance technique...hidden in plain sight so to  
speak. 
 
>			-Tim Gilberg 
> 
 
Stephen 
 
Date: Thu, 18 Dec 1997 10:45:36 -0600 (CST) 
X-Sender: psansone@i1.net 
From: psansone@i1.net (Sparx) 
Subject: GRG: The Fuss over Fuzion... 
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>  Like I said, it's normal for a publisher to be enthused about its newest 
>product. And if Steve was touting the fact that it is compatible with Hero 
>System, so what? It is. I still don't see why so many people get so darned 
>emotional over this whole Fuzion thing. Hero System is not dead and we have a 
>number of 4th Ed books lined up for release next year, so that whole issue is 
>water under the bridge. So again I wonder, why the fuss over Fuzion? 
> 
>  Mark @ GRG 
 
You like opening new cans of worms on the list don't you?  :)  Since your  
arrival, I believe every can has come close to opening.  This is a good  
thing really, sparks conversation, but at the same time really fills those  
mailboxes don't it?  Fuzion really did aggravate a lot of people on the  
list, myself included.  After not hearing anything from Hero for a while the  
list heard about Fuzion for the first time in the form of the ad.  I don't  
remember everything that went on, but the first time it was brought up came  
more along the lines of (in my mind) as 
 
 "We've come out with a new product.  You guys should like it, it isn't  
Champions, it is a new game.  See we felt the Champions game was great but  
the universe was a mess, so we built a whole new game to fix it, instead of  
trying to fix what we had.  Don't expect much support for 4th Edition except  
for in the form of Fuzion which YOU THE PLAYER can easily transfer over, but  
we'll get it on the web sometime.  Hope you have the web otherwise do it  
yourself.  And hey, if Fuzion doesn't do well, neither will the game you  
like.  So make sure Fuzion does well, ok?" 
 
Ok, things have proven different since my initial reaction to the game.  I  
bought it because I did want to try to support Hero, I didn't like it.   
Fifteen other people I game with didn't like it.  There is support for 4th  
Edition in the form of Hero Plus and Gold Rush Games.  I'm more excited  
about Gold Rush Games over Hero Plus, but I have bought stuff Hero Plus and  
have been impressed by it, though most of it was re-printed stuff.  Yeah,  
I'm sure I misunderstood something along the way in Fuzion's first  
announcement, but I did try it, it didn't survive in my gaming groups.  I  
like 4th Edition, I'll support 4th Edition as long as I can buy stuff for  
it, after that I'll make due with what I have.  I do understand where Hero  
was coming from trying to get more players, trying to survive, and trying to  
push a new product.  I don't understand where they were coming from when  
they approached many die-hard 4th Edition players and made it sound to at  
least me that 4th Edition was ending in the form we know.  Ok, well, I guess  
I've pent up a lot of feelings here :)  Just a quick tangent from me, sorry  
about that.  The short of it is, I'll buy 4th Edition products and Fuzion is  
a thing I won't.  I'm curious though, is Fuzion doing as well as Hero had  
hoped?  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: GoldRushG <GoldRushG@aol.com> 
Date: Thu, 18 Dec 1997 11:56:07 EST 
Subject: Number of posts 
Organization: AOL (http://www.aol.com) 
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X-Keywords: 
X-UID: 229 
 
  Due to the huge number of posts on this list, I cannot afford the time to 
read them all. So I have a plan. If you want my specific attention (to answer 
a question, have a suggestion, or what have you) please indicate so in the 
subject line of your message. For example, if you have a question, put a *new* 
subject title like "Question about this thingy." Note that once a thread gets 
going, I'm a lot *less* likely to read a message that begins with "Re:" (as in 
"Re: Question about this thingy"), unless it's a thread I am actively 
participating in. 
 
  I don't want you to get the impression that I am disinterested in this list, 
because I am very much interested in your opinions. It's a simple matter of 
time management. I cannot follow every thread and read every message and still 
dedicate adequate time to producing GRG materials. 
 
  I hope you understand my position. Thanks for your time. 
 
  Mark @ GRG 
 
From: GoldRushG <GoldRushG@aol.com> 
Date: Thu, 18 Dec 1997 12:27:58 EST 
Subject: Re: Revised Hand Attack 
Organization: AOL (http://www.aol.com) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
X-Status:  
X-Keywords: 
X-UID: 230 
 
<< SuperCop wants a simple billy club. >> 
 
  Why, when he can have a more modern baton or, better yet, an aluminum 
Monadnock PR-24! Billy clubs are so passe'. ;) 
 
  Mark @ GRG 
  "Happy to have a topic he can discuss" 
 
From: GoldRushG <GoldRushG@aol.com> 
Date: Thu, 18 Dec 1997 12:28:04 EST 
Subject: Re: GRG: The Fuss over Fuzion... 
Organization: AOL (http://www.aol.com) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
X-Status:  
X-Keywords: 
X-UID: 231 
 
  To be frank, it sounds like there was more disappointment in Hero Games than 
there was in Fuzion, per se'. Am I wrong in this assessment? 
 
  I mean, liking a game less than Hero System is fine, but it seems that some 
Hero fans are practically rabid with anger toward Fuzion. This simply seems 
irrational to me. 
 
  Disliking a game is fine; it's normal. Hating a game because the game you 
like better wasn't expanded... that's odd. 
 
  Mark 
 
Comments: Authenticated sender is <mlnunn@scrtc.blue.net> 
From: "Michael Nunn" <mlnunn@scrtc.blue.net> 
Organization:  Rising Force Publications 
Date:          Thu, 18 Dec 1997 17:40:21 +0000 
Subject:       4th ed...So What Now? 
Reply-to: mlnunn@scrtc.blue.net 
Priority: normal 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
It may just be me, but your very presense on this list has done  
wonders.   
 
The key to saving face and 4th edition is support.  Support here,  
support at cons, and most importantly product support.   
Over the last few yerar I have gotten the impresion from a few  
un-named individuals, that they are doing us a favor by letting us  
play their  game.  I allways thought it was the other way around.   
 
Michael 
 
 
 
"Herozine" Rising Force Publications "SUPER" RPG 'zine, 
check out our web site at:    
http://users.aol.com/hzineweb/index.htm 
 
X-Sender: nolan@pop.erols.com 
Date: Thu, 18 Dec 1997 13:23:50 -0500 
From: Scott Nolan <nolan@pop.erols.com> 
Subject: Re: GRG: The Fuss over Fuzion... 
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: 233 
 
>  To be frank, it sounds like there was more disappointment in Hero Games 
than 
>there was in Fuzion, per se'. Am I wrong in this assessment? 
> 
>  I mean, liking a game less than Hero System is fine, but it seems that some 
>Hero fans are practically rabid with anger toward Fuzion. This simply seems 
>irrational to me. 
> 
>  Disliking a game is fine; it's normal. Hating a game because the game you 
>like better wasn't expanded... that's odd. 
 
I'd say that the reasons for that find their roots in the manner in which 
things were done.  Fuzion is not only not the game most of the people on 
this list love, it is a direct competitor, not only for future market 
share, but for the attentions of those who will support -our- game. 
 
The better game has been cast aside in favor of the one that's shinier and 
newer.   
 
Scott 
 
Date: Thu, 18 Dec 1997 13:34:59 -0500 
From: Geoffrey Speare <geoff@omg.org> 
Subject: GRG: The Fuss over Fuzion... 
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: 232 
 
>  
>   To be frank, it sounds like there was more disappointment in Hero Games than 
> there was in Fuzion, per se'. Am I wrong in this assessment? 
 
I don't really have much disappointment in Hero Games. I don't think Fuzion is 
that bad; it's just that I can't envision running a campaign in it without 
having the HSR to do all the behind-the-scenes work, and at that point I'll 
just run Hero.  
 
>   Disliking a game is fine; it's normal. Hating a game because the game you 
> like better wasn't expanded... that's odd. 
 
No more odd than the myriad other forms of jealousy and envy prowling the 
earth. :-)  
 
Geoff Speare 
 
From: Don McKinney <dmckinne@cmi.csc.com> 
Subject: AD&D Fantasy HERO conversion... 
Date: Thu, 18 Dec 1997 12:40:33 CST 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
Long ago, there was a website for a Fantasy HERO game that worked very 
much like AD&D.  Does anyone have the website address for that game 
still? 
 
 
DonM. 
-- 
========================================================================= 
= Donald E. McKinney, Senior CM Specialist,              (217) 239-8365 =  
= Computer Sciences Corporation, Champaign, IL     dmckinne@cmi.csc.com = 
= Winter War XXV Convention Chairman, Champaign, IL, February 6-8, 1998 = 
= dmckinne@prairienet.org or winterwar@prairienet.org    (217) 469-9917 =  
========================================================================= 
 
Subject: Re: GRG: The Fuss over Fuzion... 
Date: Thu, 18 Dec 97 14:12:31 -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 
 
>  To be frank, it sounds like there was more disappointment in Hero Games  
>than there was in Fuzion, per se'. Am I wrong in this assessment? 
 
Well, I for one was disappointed in Fuzion. but _really_ disappointed in  
the way that Hero Games handled the product. They told us all these  
wonderful things about it, but then the product failed to do what they  
said (it wasn't everything that Hero was, and more, It was more of a Hero  
Lite or Hero for the Gaming Impaired).  Hero fell into the same trap that  
cathces Microsoft, Apple, and many other Software Companies: "Deliver On  
Your Promises". 
 
When this was brought to Hero's attention the attitude was aggressive,  
like we had called their newborn baby butt-ugly. We got mad beleiving we  
were their market and they were ignoring us, and would soon abandon us as  
well. 
 
>  I mean, liking a game less than Hero System is fine, but it seems that some 
>Hero fans are practically rabid with anger toward Fuzion. This simply seems 
>irrational to me. 
>  Disliking a game is fine; it's normal. Hating a game because the game you 
>like better wasn't expanded... that's odd. 
 
It has taken the focus away from a product we hold near & dear. It is  
hard to get new Champions gamers because of the negative image that  
exists, so any more bad press becomes like a snoball down a mountain. 
 
We're alot like Mac Users who over-react to bad press about Apple. 
 
I for one felt that Fuzion was less than what was promised, and diverted  
resources from Champions/Hero. Even with GRG, Atlas and Hero Plus there  
have been few new products out for Hero in the past 3 years (5 products  
total). 
 
 
                                         |  David A. Fair 
        Think Different                  |  SDS International 
                                         |  dfair@sdslink.com 
 
Date: Thu, 18 Dec 1997 14:20:06 -0500 
From: Bruce Crow <BCROW@cnmc.org> 
Subject: Re: AD&D Fantasy HERO conversion... 
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 
 
Try this. I don't know if it is the one you are thinging of but it sounds like 
it. 
http://www.planetx.org/~joe/gaming/dh.html 
 
Date: Thu, 18 Dec 1997 14:27:17 -0500 (EST) 
From: Bill Svitavsky <bsvitavs@bu.edu> 
Subject: I demand a 6th Edition! 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
If and when the 5th Edition comes out, I just won't be satisfied. I won't 
like some of the costs, there will be some strange paradoxes with speed 
and movement, and it won't let me merge FTL with Clinging. The whole issue 
of nuclear mitosis will have been glossed over, it will be difficult to 
simulate the aspirin commercial genre, and the game will lack a mechanic 
for heroes with high EGO's to suddenly go insane for no adequately 
explained reason and start killing their friends. Also, the spine of my 
book will have broken... I'll make sure of it. We'll definitely need a 6th 
Edition.  
 
I just wanted to be the first to get this demand in. 
  
 
Date: Thu, 18 Dec 1997 13:29:12 -0600 (CST) 
X-Sender: psansone@i1.net 
From: psansone@i1.net (Sparx) 
Subject: Re: GRG: The Fuss over Fuzion... 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
>  To be frank, it sounds like there was more disappointment in Hero Games than 
>there was in Fuzion, per se'. Am I wrong in this assessment? 
 
Well, yes and no.  There was disappointment in Hero Games because it did  
sound much like abandonment on the game they created.  But it was more than  
that, see, I figured I'd give them the chance, the benefit of the doubt and  
I bought Fuzion.  There was more disappointment in Fuzion then in Hero Games  
after that fact.  It was nothing but a different version of Champions that  
wasn't as compatible as advertised.  Sure I could do the conversions, but if  
I'm going to make it in the first place why not just leave it the way it is  
in the first place.  Secondly, as brought up by someone else.  Champions  
which had NO competition in the Super Hero Genre just created their own  
competition, while this may work for some products, it doesn't usually make  
sense with a company that is claiming they are having trouble already.  If  
the Super Hero Genre wasn't pulling in the market, then wouldn't it have  
made more sense to make another genre book instead of remaking the Super  
Hero Genre which wasn't doing well in the first place???   
 
>  I mean, liking a game less than Hero System is fine, but it seems that some 
>Hero fans are practically rabid with anger toward Fuzion. This simply seems 
>irrational to me. 
 
Well, yes it is irrational, but it is also loyalty and "rabidness" that  
makes a game survive.  If I or others were to just toss away any game for  
the next newer and slicker one that came out, you'd fine it very hard to  
keep up wouldn't you?  It is customer loyalty to one game that makes it  
possible for games to survive and grow.   
 
>  Disliking a game is fine; it's normal. Hating a game because the game you 
>like better wasn't expanded... that's odd. 
 
>  Mark 
 
Odd, yes, but as I said it is loyalty.  It wouldn't make sense for me to  
like the competition simply because they put out a newer, slicker book.   
Some people HATE Pepsi, some HATE Coke, Movie Theatres, Authors, etc...why  
shouldn't game systems be any different.  Sure maybe Hatred is a little odd,  
but it is just a human emotion that occurs a lot in the competitive areas of  
life such as my game can beat your game.  Add a gaming list where people  
fuel each other's fire than you get almost explosive hatred.  A quote from  
MIB, "A person is smart, people are stupid."  My point, introducing the game  
to a person at a time and we would have each came up with our own opinion.   
Introduce it to a group of people and no matter how hard we try, each person  
will in some way be influenced or effected by other opinions.  I know we  
would all like to think otherwise, but others do effect the way we think  
about something.  One person says it is really stupid, then two or three,  
one person speaks for it, then they argue, two sides are usually formed, and  
the opinions of the arguement change your way of thinking.  Oh well, I  
babble too much sometime.  I hope I pointed out where I was coming from.  I  
hope it isn't taken personally by anyone.  I may have gone into Fuzion with  
a bad attitude, but I did give it a few months worth of playing with 3  
gaming groups and it didn't catch on with anyone.  Sure my influence could  
have effected some of them, but some of them simply read the rulebook and  
didn't even want to join the game before my mentioning it.  Oh well, 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: "qts" <qts@nildram.co.uk> 
Date: Thu, 18 Dec 97 19:51:45  
Reply-To: "qts" <qts@nildram.co.uk> 
Priority: Normal 
Subject: Re: 5th Edition Hero: Some specific suggestions (a tad long) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Mon, 15 Dec 1997 14:21:21 -0400 (AST), Trevor Barrie wrote: 
 
>> Me neither. Though I _would_ like to see an official modifier, 'Costs END to 
>> Activate, but not Maintain', though I'm not sure what it's worth. Probably a 
>> +1/4). 
> 
>Assuming the current costs for Costs END/0 END stay the same, it would 
>pretty much have to be +1/4 for Powers that normally cost END, -1/4 for 
>Powers which normally don't. I've been using this for a while. 
 
This one's easy: either buy a Continuing Charge, or buy the power to 0 
End, then add in the Limitation Costs End to Cast (-1/4) 
qts 
 
Home: qts@nildram.co.uk. 
 
From: "qts" <qts@nildram.co.uk> 
Date: Thu, 18 Dec 97 19:52:32  
Reply-To: "qts" <qts@nildram.co.uk> 
Priority: Normal 
Subject: Re: 5th Edition Hero: Some specific suggestions (a tad long) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Mon, 15 Dec 1997 11:32:20 -0800, Rook wrote: 
 
>> >    - Extra Limbs should go back to having a cost per limb.  My own 
>> > structure is 5 points for two arms, with reduced costs for lesser utility 
>> > (3 points for one arm, 3 for a pair of tentacles, 1 for a single tentacle 
>> > or prehensile tail). 
>> 
>> That was one of the silliest parts of the previous edition of Champions; I 
>> certainly have no desire to see it return. Building the 100-armed giants 
>> of Greek mythology should _not_ mandate a Power on the order of 1000 
>> points. 
> 
>    Agreed. Since each limb in champs does not give an extra attack, having one 
>extraor one million extra makes no noticable effect on the game. If it was 1 
>point per limb Prehensile 
>Hair would either 
>A: get VERY expensive. 
>B: be forced to all move together as 'one item', killing the 'medusa effect' for 
>all but multi-million point 
>    characters. 
 
Yes. Having 100 arms is arguably SFX 
qts 
 
Home: qts@nildram.co.uk. 
 
From: "\"qts\" <qts@nildram.co.uk> 
        \"Tim R. Gilberg\"" <qts@nildram.co.uk> 
Cc: "champ-l@omg.org" <champ-l@omg.org> 
Date: Thu, 18 Dec 97 19:56:11  
Reply-To: "qts" <qts@nildram.co.uk> 
Priority: Normal 
Subject: Re: 5th Edition Hero: Some specific suggestions (a tad long) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Mon, 15 Dec 1997 20:41:48 -0600 (CST), Tim R. Gilberg wrote: 
 
>	We've been over this in debate, but I think most of it comes down 
>to effect and feel.  Stun-only is of no importance.  Almost all major 
>damage donw is in STUN, and the only thing that matters in Hero is KOing 
>someone.  The BOD damage is negligible.  
 
Only in Superhero games. 
qts 
 
Home: qts@nildram.co.uk. 
 
From: GoldRushG <GoldRushG@aol.com> 
Date: Thu, 18 Dec 1997 15:06:48 EST 
Subject: Re: GRG: The Fuss over Fuzion... 
Organization: AOL (http://www.aol.com) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
<< I'd say that the reasons for that find their roots in the manner in which 
things were done. >> 
 
  Then that becomes the real issue, doesn't it? 
 
<< Fuzion is not only not the game most of the people on this list love, it is 
a direct competitor, not only for future market share, but for the attentions 
of those who will support -our- game. >> 
 
  So by your statement can I safely assume that you never buy products for 
other games? ;) 
 
<< The better game has been cast aside in favor of the one that's shinier and 
newer.>> 
 
  That's your perception or assumption, albeit an incorrect one. If this is 
how most Hero fans on this list truly feel, then am I just wasting my time 
here? (Rhetorical question) 
 
  Mark @ GRG 
 
From: GoldRushG <GoldRushG@aol.com> 
Date: Thu, 18 Dec 1997 15:06:52 EST 
Subject: Re: GRG: The Fuss over Fuzion... 
Organization: AOL (http://www.aol.com) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
  Thanks for the comments re: the fuss over Fuzion. I appreciate it. 
 
<< Even with GRG, Atlas and Hero Plus there have been few new products out for 
Hero in the past 3 years (5 products total).>> 
 
  Heroic Adventures Vol. 1 
  Heroic Adventures Vol. 2 
  Blood Fury 
  Dystopia 
  Foxbat Unhinged 
  Ultimate Supermage 
  (Ultimate Martial Artist) 
  Widows and Orphans 
  Atlantis 
  Watchers of the Dragon 
  Enemies Assemble! 
  Enemies for Hire... 
 
  should I go on? I agree that there has been not much new product released in 
the last *year*, but three years?? 
 
  Mark @ GRG 
 
From: GoldRushG <GoldRushG@aol.com> 
Date: Thu, 18 Dec 1997 15:06:53 EST 
Subject: So What Now? 
Organization: AOL (http://www.aol.com) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
  So what can we (GRG) do about this negative perception of Hero products and 
the surivability of 4th Edition? I'm open to suggestions (but please re-title 
any posts that drift from the topic <G>). 
 
  Mark @ GRG 
 
Comments: Authenticated sender is <sti@pop3.hip.cam.org> 
From: "Stirling Westrup" <sti@CAM.ORG> 
Organization: Stirling Westrup Consulting 
Date: Thu, 18 Dec 1997 20:09:08 +0000 
Subject: Re: Needed: Mentalist Inspiration 
Priority: normal 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
So Sayeth Stephen McGinness <smcginn@csm.ex.ac.uk&> 
 
> At 05:39 PM 17/12/97 +0000, Stirling Westrup wrote: 
> >> > Mental Invisibility. 
> >But I don't actually want to be invisible. I want to be hard-to-see. 
 
> Like Tim my initial reaction would be to go with Invisibility, that is after 
> all what you are striving for, always remembering the limitation that cameras, 
> closed circuit TVs etc are not affected by the power at all, perhaps not even 
> robots that have no sentience. However, on reading your reply I'm sure that 
> someone had an idea of doing this using superstealth, buy up the skill until 
> it is 30 or less and then give the skill modifiers based on peoples EGO Def 
> and whatever else you think. Again this would attract limitations (dodgy 
> putting limitations on skills but this _is_ justified), e.g., not versus 
> cameras etc, limited by EGO powers of opponents. 
>  
> This would give you that gradual curve but still allow you to walk where you 
> should not and not be seen, probably...... 
 
This is an intriguing idea, and one I hadn't thought of before. Anyway, Tim and  
James have convinced me to go with invisibility. I'm not sure if I sent my  
messages to that effect (as intended) to this list or to those two individual.  
I shouldn't try to post messages when I'm sleep deprived... 
 
ObOffTopic: Are you a member of the Exeter gaming group by any chance? I worked  
with a friend there (Ian Spackman) on a game for the recent tournament (The  
Freengrottle game...) 
 
--  
 Stirling Westrup  |  Use of the Internet by this poster 
 sti@cam.org       |  is not to be construed as a tacit 
                   |  endorsement of Western Technological 
                   |  Civilization or its appurtenances. 
 
From: "\"qts\" <qts@nildram.co.uk> 
        \"Christopher Taylor\"" <qts@nildram.co.uk> 
Date: Thu, 18 Dec 97 20:09:14  
Reply-To: "qts" <qts@nildram.co.uk> 
Priority: Normal 
Subject: Re: 5th Edition thoughts 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Mon, 15 Dec 1997 12:46:01 -0800, Christopher Taylor wrote: 
 
>Aids that grant powers a character does not already have are half as effective.  
>Thus, if Aidmaster grants Captain Speedo 10 points of Power Defense, and 
>Captain Speedo does not already have any, the effect rolled is halved before 
>applying it to the good Captain. 
 
This is a good one, but I'd refine it: the benefit is halved after it 
doubles the recipient's current defense - or a certain limit eg half 
the campaign max DC, and only in SuperHeroic campaigns. 
qts 
 
Home: qts@nildram.co.uk. 
 
From: "\"qts\" <qts@nildram.co.uk> 
        \"Christopher Taylor\"" <qts@nildram.co.uk> 
Date: Thu, 18 Dec 97 20:14:10  
Reply-To: "qts" <qts@nildram.co.uk> 
Priority: Normal 
Subject: Re: 5th edition, contd 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Mon, 15 Dec 1997 13:06:33 -0800, Christopher Taylor wrote: 
 
>CHARGES: No number of charges  is more than a +1/2 Advantage.  Even 
>thousands of charges is more limited  than spending no endurance, also a 
>+1/2 advantage.  The exception to this is autofire, which has double cost 
>for the Reduced END advantage; for autofire attacks, the charges advantage 
>can go as high as +1. 
 
I disagree: Charges are automatically Uncontrolled, O End Persistent. 
If I buy a power as a Continuing Charge, I don't have to worry about it 
after I set it off even if I go unconscious, but a power that is just 0 
End demands some attention. 
qts 
 
Home: qts@nildram.co.uk. 
 
From: "\"qts\" <qts@nildram.co.uk> 
        \"Michael Surbrook\"" <qts@nildram.co.uk> 
Cc: "champ-l@omg.org" <champ-l@omg.org> 
Date: Thu, 18 Dec 97 20:17:15  
Reply-To: "qts" <qts@nildram.co.uk> 
Priority: Normal 
Subject: Re: 5th edition, contd 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Mon, 15 Dec 1997 16:35:41 -0500 (EST), Michael Surbrook wrote: 
 
>> SIDE EFFECTS: At the present cost, very low power effects are severely 
>> punished by this advantage.  Thus, the chart is slightly different: 
>>  
>> 			-1/4   ½ the power level, minimum 20 PTS 
>> 			-1/2   equal to power level, minimum 50 PTS 
> 
>I was wondering about a variation on Side Effects, where the power affects 
>not the character but his environment.  For example, you crank up your 
>mega-chi Aid and create a minor shockwave centered on your person.  People 
>get knocked over, your surroundings get wrecked, etc. 
 
Just buy Side Effects twice. 
 
Side Effects which don't just affect the character are fun! Can you say 
Explosive Flash vs Sight? :} 
qts 
 
Home: qts@nildram.co.uk. 
 
From: "qts" <qts@nildram.co.uk> 
Date: Thu, 18 Dec 97 20:21:30  
Reply-To: "qts" <qts@nildram.co.uk> 
Priority: Normal 
Subject: Re: 5th edition, contd 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Tue, 16 Dec 1997 11:22:45 -0500 (EST), Bill Svitavsky wrote: 
 
> 
> 
>On Mon, 15 Dec 1997, Michael Surbrook wrote: 
> 
>> On Mon, 15 Dec 1997, Christopher Taylor wrote: 
>>  
>> > SIDE EFFECTS: At the present cost, very low power effects are severely 
>> > punished by this advantage.  Thus, the chart is slightly different: 
>> >  
>> > 			-1/4   ½ the power level, minimum 20 PTS 
>> > 			-1/2   equal to power level, minimum 50 PTS 
>>  
>> I was wondering about a variation on Side Effects, where the power affects 
>> not the character but his environment.  For example, you crank up your 
>> mega-chi Aid and create a minor shockwave centered on your person.  People 
>> get knocked over, your surroundings get wrecked, etc. 
>>  
> 
>It might be handy to expand this even further to include "Undesirable 
>Effects." Various effects can be built as powers, but are generally 
>disadvantages. For example, someone a few weeks back wanted to build an 
>empath who would involuntarily "leak" emotions to bystanders.  
 
Try Physical Limitation: Leaks emotions when using powers Infrequently 
(8- or 11-). 
 
>Or how about 
>a healing spell that puts the subject into a deep sleep? 
 
Side Effect: Drain Long Term End? 
 
> Or an attack that 
>injures the target but confers some minor special ability? 
 
Side Effects 
 
Note that if a power does not require a Skill Roll, the Side Effects 
automatically activate. 
 
 
qts 
 
Home: qts@nildram.co.uk. 
 
From: "\"qts\" <qts@nildram.co.uk> 
        \"ghoyle1@mail.airmail.net\"" <qts@nildram.co.uk> 
Date: Thu, 18 Dec 97 20:39:24  
Reply-To: "qts" <qts@nildram.co.uk> 
Priority: Normal 
Subject: Re: Extra Time on a Triggered Power 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Thu, 11 Dec 1997 17:18:56 +0000, ghoyle1@mail.airmail.net wrote: 
 
>One of the characters in my campaign is using an INT Drain which  
>takes 5 minutes to prepare, but it is also built with a Trigger, so  
>that it can be delivered in combat; essentially, she has to inject  
>a potion into someone for the drug to take effect. 
> 
>Is anybody else as bugged by this as I am? I don't think that the  
>Extra Time should be worth the full limitation in these  
>circumstances.  How do you handle injectible drugs in your campaigns? 
 
It's not a Trigger, it's a Delayed Effect! 
qts 
 
Home: qts@nildram.co.uk. 
 
From: "qts" <qts@nildram.co.uk> 
Date: Thu, 18 Dec 97 21:06:28  
Reply-To: "qts" <qts@nildram.co.uk> 
Priority: Normal 
Subject: Re: Green Hornet conversion 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Tue, 16 Dec 1997 09:05:03 EST, Leah L Watts wrote: 
 
>Any other old-radio fans on the list?   I'm working on converting the 
>radio/movie serial version of the Green Hornet to Hero System, and have 
>hit a couple snags: 
> 
>1.  I know the Black Beauty routinely outran cop cars, but did they ever 
>decide just how fast it went?  Also, in the serials it had better 
>cornering than many other cars, what would be the best way to handle 
>that? 
> 
>2.  The gas gun.  The example of a gas attack in the rulebook is NND, 
>defense Life Support or holding breath.  So far, I haven't found a single 
>time when someone was able to hold their breath and avoid passing out 
>from the Hornet's gas, so NND wouldn't be appropriate here.  Would AVLD, 
>defense Life Support work, or should I bite the bullet and make it one 
>heck of a STUN Drain? 
> 
>3.  An obvious disad for the Hornet is Reputation 14-.  However, in his 
>Secret ID Britt Reid is (locally) famous -- noted newspaper publisher, 
>wealthy, seen in all the best clubs.  I have several radio episodes on 
>tape with some version of  "I can't visit him as the Hornet, he knows me 
>as Britt Reid and might recognize me" in the dialogue.  Buying Reputation 
>twice, once for Reid's reputation and once for the Hornet's, feels like 
>cheating.  Would it be legit to buy Reputation once and have two 
>different definitions of what the Reputation is? 
 
Then he has Public ID Brett Reid and Secret ID: Brett Reid. Just like 
Batman. 
 
 
qts 
 
Home: qts@nildram.co.uk. 
 
Date: Thu, 18 Dec 1997 16:22:21 -0500 (EST) 
From: Michael Surbrook <susano@access.digex.net> 
cc: champ-l@omg.org 
Subject: Re: So What Now? 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Thu, 18 Dec 1997, GoldRushG wrote: 
 
>   So what can we (GRG) do about this negative perception of Hero products and 
> the surivability of 4th Edition? I'm open to suggestions (but please re-title 
> any posts that drift from the topic <G>). 
 
Produce quality Hero System products for more than just the Super Hero 
genre.  Put adds in major game mags (Shadis, Dragon, Pyramid) showing that 
Hero is being supported by GRG.  Make sure the products are more than 
"Enemies of the week" or silly, ill-thought-out adventures. 
 
*************************************************************************** 
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *  
*               Michael Surbrook / susano@access.digex.net                *  
*        Visit "Surbrook's Stuff' the Hero Games resource site at:        *    
*              http://www.access.digex.net/~susano/index.html             * 
*            Attacked Mystification Police / AD Police / ESWAT            * 
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark * 
*************************************************************************** 
 
Date: Thu, 18 Dec 1997 13:35:43 -0800 
From: RGSchwerdtfeger@directv.com (Richard G Schwerdtfeger) 
Subject: Re: So What Now? 
Content-Description: cc:Mail note part 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
     Mark at GRG wrote: 
     >So what can we (GRG) do about this negative perception of Hero  
     >products and 
     >the survivability of 4th Edition? I'm open to suggestions (but please  
     >re-title any posts that drift from the topic <G>). 
      
     Well, I think that there is a greater issue at stake.  
     Gaming *as a hobby* is dying, not just 4th Ed. With video games and  
     CCGs, it is getting harder and harder to find gamers (or at least in  
     my area [L.A.]). The last few conventions that I have been to have had  
     crowds that were much smaller than cons four years ago. 
      
     But I think that you are already taking steps to try and get more  
     players. I think your decision to advertise in Astro City is a great  
     idea. This is a widely read and respected comic book, and if you can  
     even get Kurt Busiak to plug San Angelo in his letter column (which he  
     does on a regular basis), a whole lot of new people may be getting  
     wind of the game. maybe you should look into advertising in other  
     comics, although that may prove to be prohibitively expensive. I would  
     love to see a Champions advert in Thunderbolts, or in Adventures in  
     the DCU (especially in the latter...aimed at younger readers, don't  
     you know.) 
      
     One thing else: somehow, you've go to get out the idea that Champions  
     isn't a dead system. I don't know how often I've heard stories  
     involving misinformed Game shop clerks, including one about Gamescape  
     in S.F., one of the best game stores I've ever shopped at. If the  
     biggest game store in S.F. thinks you are dead, you might as well be. 
      
     I am fairly new to the Hero system...I've only been playing/GMing for  
     a couple years. But in that time, I have purchased very nearly every  
     supplement published. And I would love to spend money on it in the  
     future. Unfortunately, Hero Games isn't producing much for it. So  
     that's where you come in, Mark. I wish you lots of luck. 
      
     Richard 
 
Date: Thu, 18 Dec 1997 16:39:33 -0500 (EST) 
X-Sender: jprins@interhop.net 
From: jprins@interhop.net (John and Ron Prins) 
Subject: Re: So What Now? 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
>  So what can we (GRG) do about this negative perception of Hero products and 
>the surivability of 4th Edition? I'm open to suggestions (but please re-title 
>any posts that drift from the topic <G>). 
 
First of all, HERO has to go on a media blitz to convince gamers and 
distrubutors that HERO Games DOES still exist. Send posters to games shops 
and the like. 
 
Second, print the #$$@@$!!! Ultimate Super Mage. What's the point in my 
buying it on CD-ROM and then printing it myself? I don't own nor do I have 
access to a laser printer, nor do I particularly like Adobe Acrobat. I want 
gaming books. If it's too big, trim it down! Use smaller font size and add 
more art! (I'd also like to ask people with the book their opinions: could a 
lot of stuff be trimmed out of the USM without affecting its usefulness?) 
 
Third, HERO has to update their print values. The BBB needs a facelift, with 
new art and better organization - oh hell, it really does need a 5th edition 
(but you can't discuss that <shrug>). Let's face it, 4th Edition Champs 
looks dated. The cover should emphasize the versatility of the game system. 
All my BBB says on the cover is "Super-Hero Role-Playing Game and HERO 
System Rules" and "Champions the SUPER role playing game". How about adding 
in "The most complete, most versatile game ever created! Complete rules for 
playing in any genre!" - which is more or less true. Even the TUM and TUMA 
only added very minor, obscure rules points. Champs IS the only 'complete' 
multi-genre roleplaying game that comes in ONE book (GURPS is spread across 
several), and HERO _has_ to capitalize on that. 
 
Fourth, chop lots of the 'champs universe' stuff out of the BBB in favour of 
several pages dedicated to each of the major RPG genres and how to use the 
HERO system to make them. Fantasy, Sci-Fi, Super-Hero, Horror, Pulp, 
Cyberpunk, etc. The Champs Universe and Fantasy HERO could easily be done as 
separate suppliments that expands on the notions given in the BBB and 
provide specific universes for 'less ambitious' GMs. 
 
Note that yes, a lot of this was done by releasing the 'HERO System Rules' 
in its own book for those who didn't want all the Champions stuff, but a 
large mistake was made - they called it 'HERO System Rules', which is about 
as exciting as dirt. Even GURPS was smart enough to have "GURPS" in really 
big type, never mind it was an acronym for 'generic universal role playing 
system'. 
 
Fifth, take a distintive format and stick to it. Look at Heavy Gear from 
Dream Pod 9. All the books in the Heavy Gear line have distinctive black and 
yellow striping on the covers. Very slick. Some efforts were made in this 
direction by HERO (TUMA and TUM and Watchers of the Dragon all have 
'similar' cover layouts), but most of the HERO product line is a visual pizza. 
 
Sixth, a little licensing never hurts. I doubt you could land the DC or 
Marvel lines (and for heaven's sake, not Image!!), but there are other 
universes out there that beg for a game tie-in. I'd love a Ninja High 
School/Gold Digger/Warrior Nun Areala (though I loathe the last, it's all 
effectively the same universe) RPG (It's looking like the scheduled Gold 
Digger RPG is sputtering and won't make it to print). I wish that GRG would 
be doing Usagi in HERO 4th, not Fuzion. Why was that done? Just b/c it's 
easier to stick the 'condensed' Fuzion rules into the book? I can see the 
logic, but 'forcing' people to buy the HSR won't create that many enemies 
(die-hard Usagi fans WILL buy the HSR + Usagi 'worldbook'), and introduce 
lots of people to the HERO system to boot. Using Fuzion just leaves folks 
with (IMHO) a 'poorer' game system, despite having to buy just one book. I 
think GRG misjudged the Usagi fans out there. I think most of them would 
prefer the greater complexity and completeness of HERO. 
 
 
 
----------------------------------------------------------------------------- 
"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, 18 Dec 1997 16:22:30 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Subject: X-Mas Break 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
 
	Bye-bye all.  Time for break.  If I get net service over break, 
I'll be back soo.  Otherwise, see ya in december. 
 
 
			-Tim 
 
Reply-To: "Filksinger" <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
Subject: Re: TUSV: Slipperiness 
Date: Thu, 18 Dec 1997 14:26:30 -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 
 
On Thursday, December 18, 1997 5:14 AM, Stephen McGinness wrote: 
 
 
>At 04:54 AM 18/12/97 -0800, Filksinger wrote: 
>>>Well, if we used DEX Suppress with the Negative Characteristic 
rules, 
>>then a sufficiently powerful Suppress would force DEX rolls. People 
>>with higher DEXs wouldn't need to make rolls, but any roll they did 
>>have to make would be reduced, due to the slipperiness of the 
surface 
>>they were on. 
> 
>The problem with this sort of thing is that people with high POW Def 
but no 
>flight would be unaffected, and people with no POW Def and flight 
would be!! 
>Doesn't fit the effects you want to achieve. 
> 
>I'd be inclined to use a power that like NND has a couple of common 
defences 
>that can be named, perhaps even a NND Dex Suppress, with defences 
being 
>flight, spiked boots, high friction surface, and Skating. 
> 
The last time I made this suggestion, we ended up not only adding NND 
to Drain, but I completely rewrote the NND/AVLD rules to allow for 
_saving_ points when adding NND to an attack that effectively already 
had AVLD. 
 
This had the advantage of not only solving the slipperyness problem, 
but also fixing a mechanic that I think is somewhat broken already. 
 
> 
>>However, I would have no objection to an Interference power. 
> 
>obviously something that isn't a kludge would be welcome, but it 
would have 
>to keep the defences in mind. 
> 
 
Oh, I do. I should have explained more clearly, but I keep forgetting 
that I need to re-explain  my suggestions to people who might have 
missed an earlier thread. 
 
Filksinger 
 
Reply-To: "Filksinger" <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
Subject: Re: Needed: Mentalist Inspiration 
Date: Thu, 18 Dec 1997 14:35:49 -0800 
X-MSMail-Priority: Normal 
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X-Hero: champ-l 
To: champ-l@omg.org 
 
Monday, December 15, 1997 10:22 PM, Stirling Westrup wrote: 
 
 
<snip> 
 
<<Mental Invisibility. 
She projects an aura that affects peoples minds and convinces them 
that she 
isn't there. It would be probably be bought as some form of Images 
(Static Image of empty space) aftecting all but mental senses 
(mentalists can 
'see' what she's doing) Probably has some sort of limitation like 
'Points of 
Mental Def counter negative perception modifiers' or something like 
that. She 
would likely have extra levels of DCV linked to the Mental 
Invisibility.  She 
might even have a multipower in which she can tune her aura to project 
other affects, like heightened beauty or impressiveness or even some 
sort of 
'Boy am I scarey' field.>> 
 
I have a character in my present PBeM game called The Mystic One. He 
has a psychic Invisibility field. I treated it as a normal 
Invisibility, save that it didn't affect cameras, robots, and mirrors, 
and that the fringe effect was that, when you stood really close to 
him, you might see him, possibly out of the corner of your eye, just 
for a second. 
 
The possibility that someone who was looking for him might see him, if 
they searched the room carefully, or if they watched for a long period 
of time, was a SFX. With regular Invisibility, he might be revealed by 
making footprints or by two holes in the puddle he is standing in. I 
decided that you couldn't see the footprints until after he moved from 
a spot, and couldn't see holes in water, etc., but that you might see 
him if you carefully searched a room or waited a long time. 
 
For an example, there was a fight between an invisible assassin and 
Fortunato, in one of the Wildcards books. I haven't kept up on them, 
so someone else would have to give you the book title. It's the one 
where a group of Aces went on a worldwide trip with some official or 
semi-official function. 
 
Filksinger 
 
Reply-To: "Filksinger" <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
Subject: Re: Invisible STR / fast martial arts 
Date: Thu, 18 Dec 1997 14:42:01 -0800 
X-MSMail-Priority: Normal 
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Errors-To: owner-champ-l@omg.org 
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X-Hero: champ-l 
To: champ-l@omg.org 
 
On Thursday, December 18, 1997 6:31 AM, Curt Hicks wrote: 
 
 
> 
>Yeah, I remember this from Strike Force.  Shadowwalker (?) had this. 
>I always wondered how it would work in practice though. 
>"You're face-to-face with this guy.  You don't notice anything 
happening, 
>but you've been damaged.  Take 28 stun and 8 body. 
>   OK, I attack him back. 
>You don't know that he attacked you. 
>   I attack him back anyway." 
> 
>Is it really only usefull for getting a offensive bonus on the first 
attack ? 
 
If your players do this, then use an EB, IPE, Physical on them. Then 
they attack whoever is standing next to them, while the villain 
gloats. 
 
"Did you see that? He just walked up to and killed that man! Ha, ha, 
ha, ha, ha, ha!" 
 
Filksinger 
 
X-Sender: nolan@pop.erols.com 
Date: Thu, 18 Dec 1997 17:49:49 -0500 
From: Scott Nolan <nolan@pop.erols.com> 
Subject: Re: GRG: The Fuss over Fuzion... 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
<x-rich>><<<< I'd say that the reasons for that find their roots in the manner in which 
 
>things were done. >> 
 
> 
 
>  Then that becomes the real issue, doesn't it? 
 
> 
 
><<<< Fuzion is not only not the game most of the people on this list love, it is 
 
>a direct competitor, not only for future market share, but for the attentions 
 
>of those who will support -our- game. >> 
 
> 
 
>  So by your statement can I safely assume that you never buy products for 
 
>other games? ;) 
 
 
Not other superhero games... 
 
 
 
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 
 
"Protect the troops first; the wishes of superior officers are 
secondary." 
 
	<bold>General George S. Patton, Jr., U.S.A. 
 
</bold>~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 
 
</x-rich> 
X-Sender: nolan@pop.erols.com 
Date: Thu, 18 Dec 1997 18:08:03 -0500 
From: Scott Nolan <nolan@pop.erols.com> 
Subject: Re: So What Now? 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
<x-rich>>  So what can we (GRG) do about this negative perception of Hero products and 
 
>the surivability of 4th Edition? I'm open to suggestions (but please re-title 
 
>any posts that drift from the topic <<G>). 
 
 
1) Produce quality HERO products. 
 
 
2) Advertise quality HERO products.  In trade magazines and in game stores.  Game store-posters are great advertisement. 
 
 
3) Stay honest with us (and I believe you have been). 
 
 
Scott 
 
 
 
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 
 
"Protect the troops first; the wishes of superior officers are 
secondary." 
 
	<bold>General George S. Patton, Jr., U.S.A. 
 
</bold>~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 
 
</x-rich> 
X-Sender: ctaylor@pop.cyberis.net 
Date: Thu, 18 Dec 1997 15:17:07 -0800 
From: Christopher Taylor <ctaylor@cyberis.net> 
Subject: Re: So What Now? 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 03:06 PM 12/18/97 EST, you wrote: 
>  So what can we (GRG) do about this negative perception of Hero products and 
>the surivability of 4th Edition? I'm open to suggestions (but please re-title 
>any posts that drift from the topic <G>). 
 
Hero needs to be known out there.  People have heard of GURPS, D&D, and so 
forth, but if anyone has heard of Hero they call it Champions, and lump it 
with Villains&Vigilantes and so forth as a dead system.  Hero as a company 
and Game system must be known, not just that its active, but that it is more 
than Champions. 
 
To this end NO BBB this time for 5th edition, make it HERO SYSTEM RULES and 
put out a Champions book to go with it, like Fantasy Hero and Western Hero. 
Only notes on how to use the rules in various Genre TYPES is needed, not the 
whole champions worldbook. 
 
MANY MANY More adventures and sourcebooks needed for Hero, the market is 
rough now, (although CCGS are dying out finally), but its even rougher with 
no product on the shelf.  D&D was every subpar gamers freind because it was 
so easy to play, get a few books, an adventure, premade characters, and any 
idiot could play.  Hero needs to have more product out there. 
 
When you put out a book, make it fit the genre.  Make Champions stuff look 
like a comic book, make sure every product looks similar for Champions, so 
its recognizable and easy for the masses (and moms and dads etc) to pick 
out.  Fantasy Hero stuff should look like a fantasy book or movie poster, 
very fantastic and frazettaish.  Star Hero should look very high tech and 
spacey, etc, but be consistent for each one, and have a consistent HERO 
metatheme, as it were, something that identifies them all quickly. 
 
ADVERTISE!!!!!!!!!!!!! 
 
For the love of God, how can anyone expect a product to survive without 
advertisement?  Offer free banners to people on their RPG pages, advertise 
through AOhell, put out posters for game, comic, book, and movie shops... 
advertise in the local paper, work through local gaming clubs and groups, 
put out ads in Comic books and magazines, including crossword puzzle and 
anything vaguely related to gaming. 
 
And push that Hero is the only TRUE multigenre system, the one system that 
with very little effort will reproduce any system in a fun and exciting 
manner... slam GURPS subtly with comments about how HERO is all in one 
book... and organized!  Every book should say MULTI GENRE on the cover 
somewhere, because FH stuff works in Champions, and Star Hero, and Danger 
International... 
 
And please use me as an artist for all this hee hee 
 
---------------------------------------------------------- 
Sola Gracia		Sola Scriptura		Sola Fide 
Soli Gloria Deo		Solus Christus		Corum Deo 
----------------------------------------------------------- 
 
From: Brian Wong <rook@shell.infinex.com> 
Subject: Re: So What Now? (Stores believing Hero/Champs is dead) 
Date: Thu, 18 Dec 1997 23:45:38 +0000 (GMT) 
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: 17 
 
>      One thing else: somehow, you've go to get out the idea that Champions  
>      isn't a dead system. I don't know how often I've heard stories  
>      involving misinformed Game shop clerks, including one about Gamescape  
>      in S.F., one of the best game stores I've ever shopped at. If the  
>      biggest game store in S.F. thinks you are dead, you might as well be. 
> 
 	And Interesting side note to this is Games Gallery at the Stonestown 
mall in San Francisco. in 1996 I went in looking for Champions products and 
was told it was store policy to not carry the line or take orders on it. 
	They had decided it simply didn't sell well enough to carry. 
 
	However I was in there last monday and found a copy of Heroic 
Adventures #2 and a copy of C:NM hiding on a bottom shelf between some 
assorted stuff. 
	But I've told by at least one store that they are often sent several 
items by the distributor on a blanket listing of distributor pics. They get 
this stuff if they don't send in their regular order, or if they just send 
it in with a check mark for grab bag stuff. 
	This was the explaination I got for how they ended up carrying 
C:NM in the first place, which they claimed was not selling well. 
 
From: Brian Wong <rook@shell.infinex.com> 
Subject: Re: So What Now? 
Date: Thu, 18 Dec 1997 23:57:58 +0000 (GMT) 
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: 19 
 
>  
>      Mark at GRG wrote: 
>      >So what can we (GRG) do about this negative perception of Hero  
>      >products and 
>      >the survivability of 4th Edition? I'm open to suggestions 
 
	ADVERTISE. 
 
put out adds in Shadis, Previews, Duelist, Gen13, X-Men, JLA, Astro City, 
Spawn, WitchBlade, Avengers, Fantastic Four. 
 
	I realize that I have listed comics that are not popular here, 
but the idea is that they are top sellers. 
	It may cost an arm and a leg to advertise, it may not. But it will 
pay off. 
 
	Your best option is a full page add split 50-50 Hero 4th and 
Champions:NM. If the adds have a somewhat diferent look and feel, but not too 
stark; it will create the perception that RPG Super Games are a bigger 
market than they actually are. And perception is reality. 
 
	I was told by a con-rep for a major west coast distributor that 
the RPG 'Heavy Gear' didn't sell at first. But then it flooded the stores 
with several suppliments and flashy fliers. This created a perception that 
it was a big thing. Perception being reality everybody wanted in on the 'fad' 
and bought it. At this point Heavy Gear has been around for 2 years, sold 
out on four printings, shipping a second edition this week, and selling a 
second product as well as having just been 'aquired' for license into a PC 
computer game which is in the stores now. 
	SOMEBODY hire their marketing team for Hero please. 
 
Rook : a common Old World gregarious bird related to the American crow. 
 
Super Hero Links Page: http://www.infinex.com/~rook/SH/SHlinks.html 
My Champions Webpage is at: http://www.infinex.com/~rook/champs/ 
 
Date: Thu, 18 Dec 1997 17:30:00 -0800 
From: Rick Holding <rholding@ActOnline.com.au> 
Subject: Re: Normal States 
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: 161 
 
happyelf wrote: 
>  
> At 07:15 PM 12/17/97 -0500, Bill Svitavsky wrote: 
> >In most cases, the "normal state" in question would involve Always On 
> >powers, though I can think of a few examples where the character can 
> >deviate from its normal form. (Post-Mutant Massacre Kitty Pryde, for 
> >example, or a leprechaun with "growth" powers.) 
> > 
> >I'm sure a poorly worded rule would be subject to lots of abuse, so I'd be 
> >interested in other people's takes on this. 
> > 
> > 
>  
> Hows about an addition to 'always on', that being 
> 'natural state'? same value (+1/2), would kinda 
> cancel out always on and prevent tampering without a 
> transform power being used. . .size is an easy one, 
> but what happened to post-massacre pryde? got stuck in 
> desolid form? 
 
	Yep!  Unless she concentrated, in which case she was solid until she  
forgot to concentrate. 
--  
----------------------------------------------------------- 
Ricky Holding    Email: rholding@ActOnline.com.au 
Work is only there to give us time to talk about play 
----------------------------------------------------------- 
 
Date: Thu, 18 Dec 1997 17:43:46 -0800 
From: Rick Holding <rholding@ActOnline.com.au> 
Subject: Re: TUSV: Slipperiness 
Errors-To: owner-champ-l@omg.org 
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-- Filksinger wrote: 
>  
> On Wednesday, December 17, 1997 7:24 AM, Bob Greenwade wrote: 
>  
> <snip> 
> > 
> >   OK, so if we take the row for "Stone" as a pattern and apply -2 BODY for 
> >every 1/2X thickness, and apply the Transform only to the top 125mm,that's 
> >8 BODY.  Does that work for everyone here? 
> > 
>  
> Well, that does make it harder to create a slippery surface on a 
> sidewalk than on ordinary dirt. 
>  
> I suggest that you determine a good BODY for a sheet of ice covering 
> one hex (not necessarily the correct BODY, but one good for game 
> mechanics), and just use the creation version of Transformation. Then 
> it doesn't normally matter _what_ surface you are on. 
>  
> Filksinger	Call it 5 body for a nice round number.  This would require a 2D6 major  
transform (30 points) for success most of the time.  And in the case of a  
vehicle, make it AoE line x" where x is the number of inches of movement the  
vehicle has. 
----------------------------------------------------------- 
Ricky Holding    Email: rholding@ActOnline.com.au 
Work is only there to give us time to talk about play 
----------------------------------------------------------- 
 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: Aid and Powers 
Mail-Copies-To: never 
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Date: 18 Dec 1997 20:51:57 -0500 
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-----BEGIN PGP SIGNED MESSAGE----- 
 
>>>>> "MS" == Michael Surbrook <susano@access.digex.net> writes: 
 
>> Just remember that Transformation cannot add points to a character, it 
>> can only shift them around or take them away. 
 
MS> What a minute, my copy of the BBB and the HSR says *nothing* about not 
MS> being able to increase the number of points a character has. 
 
"Thou shalt not create useful things with Transformation." :) 
 
Seriously, it reads, "however, Transform shouldn't be used to create useful 
things like weapons or gold." 
 
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Version: 2.6.3a 
Charset: noconv 
 
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--  
Rat <ratinox@peorth.gweep.net>    \ Happy Fun Ball may stick to certain types 
PGP Key: at a key server near you! \ of skin. 
                                    \  
 
From: "Marc Seebass" <kitsune-bi@worldnet.att.net> 
Subject: New power idea 
Date: Thu, 18 Dec 1997 21:23:36 -0600 
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I'm thinking their should be a new power that works basically is an affect 
resisted by a stat roll. Slipperyness would work on dex, Paralysis from 
venom on Con, and mental paralysis on Ego, etc. This would make a lot of 
power concepts easier to create. 
 
 
----Marc "Kitsune" Seebass 
 
 
X-Sender: ludator@mail.softfarm.com 
Date: Thu, 18 Dec 1997 21:33:21 -0600 
From: Vox Ludator! <ludator@mail.softfarm.com> 
Subject: Re: So What Now? 
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At 12:13 AM 12/19/97 EST, GoldRushG wrote: 
> << With video games and CCGs, it is getting harder and harder to find 
> gamers (or at least in my area [L.A.]). >> 
> 
> Things slowed down a bit with the boom in the CCG industry, but that's 
> leveling off nicely now, IMO. Besides, a number of companies are doing 
> things to bring new players into the hobby (us included). 
 
Not to mention Peter Adkisson's (sp?) "promise" to help cut down the CCG 
boom to size by aggressive pursuit of the Garfield patent. :^] 
 
-- 
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, 18 Dec 1997 21:33:23 -0600 
From: Vox Ludator! <ludator@mail.softfarm.com> 
Subject: Re: So What Now? 
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At 04:51 AM 12/19/97 EST, GoldRushG wrote: 
> We've thought about that, and may still do it. Co-op ads with Hero 
> Games/RTG are a good deal for us. I agree with you that they'd be 
> effective. Something like the 4th Ed Dr. Destroyer facing off with the 
> C:NM version Dr. Destroyer...?  ;)  "Either way you slice it, it comes  
> up world domination!" :D 
 
Mark, have I told you how much I like the way your mind works? ;] 
 
-- 
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, 18 Dec 1997 21:33:25 -0600 
From: Vox Ludator! <ludator@mail.softfarm.com> 
Subject: Re: GRG: The Fuss over Fuzion... 
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At 04:04 AM 12/19/97 -0800, Captain Spith wrote: 
>   Not really odd, because in this case, the game you like better is not 
>being expanded BECAUSE of the new game being produced.  It has seemed to 
>me that most people on this list would agree that even the creators of 
>the Fuzion system should know (or have known) that it was NOT everything 
>they told us it was. 
 
Ah, but there's the rub: to them, it IS everything they told us it was.   
 
The real problem seems to be that Hero Games is not composed of the same 
kind of person as HERO *gamers*. The two groups have radically different 
standards and values, most significantly that those inside the company 
prefer a looser style of play (ergo, the list often asks for an "official 
opinion" on a rules question which comes back "do what you want"). 
Questions of compatibility and conversion are a lot easier to render when 
you're not adhering very tightly to the original rules in the first place. 
 
The whole Fuzion argument reminds me of that Dilbert strip where he's 
talking to the sales department. "You just sold our customer a product that 
doesn't exist and which we can't make! Do you know what that means?!?" 
"Yeah, it means I'm a great salesman and you're a crappy engineer."  You can 
assign either character to whichever side you want :] but the point being, 
there's this same gap of thought process going on here.  Company and market 
just aren't speaking the same language. 
 
-- 
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: Opal@october.com (Opal) 
Date: 18 Dec 97 20:37:20 -0800 
Subject: Re: Champions  5th Editi 
Organization: Fidonet: Red October Alpha * Hero Roleplaying * 408-629-4695 *  
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>I also think that, once we have a good 5/d HA and the cost of AID 
>has been doubled, we should see about making it a hard-and-fast 
>rule that Characteristics just plain never go in Power Frameworks. 
>(If you want that, buy Aid...) 
 
 
 f> Eewww. I'm not saying I disagree, but some concepts, power suits, for 
 f> example, can make that a kind of kludgey solution. 
 
 f> Filksinger 
 
The stats in a powersuit don't usually go into a power frameworkd 
(at least I haven't seen it very often) they just get the  
limitation, whatever that happens to be... 
 
From: Opal@october.com (Opal) 
Date: 18 Dec 97 20:39:54 -0800 
Subject: Re: Champions  5th Editi 
Organization: Fidonet: Red October Alpha * Hero Roleplaying * 408-629-4695 *  
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> Or, as I'd put it, it would mean that putting multiple attack Powers 
> _in_ a Multipower isn't a total point crock. If they do rule that 
> multiple attack Powers can't be used simultaneously by default, 
> then having multiple such Powers in a Multipower would obviously 
> have to be outlawed. 
 
 
 t>  Not at all.  Just a point savings that all characters get in some 
 t> form or another.  Bricks get STR cheap, MAs get MA packages, others get 
 t> ECs and MPs.  Plus, it encourages variety in powers.  
 t>  Otherwise, you will 
 t> see no one take more than one large EB, no matter if  
 t> you can mix or not. 
 
 
 t>    -Tim Gilberg 
 
STR and EC are pretty much straight up cost breaks... Multipowrs 
OTOH, do have a downside, in that you can't use everything at once, 
if you can mix & match attack powers, that downside is meaningful 
for attack powers, if not - and I really see not as the most  
common interpretation out there, even if I don't agree with it - 
then if you have more than one attack, they go into a Multipower. 
    
I could see some character concepts (usually somewhat more experienced 
charachters) taking two powers at full price, outside of power frameworks 
in order to be able to use them simultaneously.  Though, even if its 
allowed w/o an advantage, it's still barely worth the cost. 
 
X-Sender: wbandsis@mail.westco.net 
Date: Thu, 18 Dec 1997 23:41:15 -0500 
From: "C. Badger" <wbandsis@westco.net> 
Subject: Re: New power idea 
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At 21:23 12/18/97 -0600, Marc Seebass wrote: 
>I'm thinking their should be a new power that works basically is an affect 
>resisted by a stat roll. Slipperyness would work on dex, Paralysis from 
>venom on Con, and mental paralysis on Ego, etc. This would make a lot of 
>power concepts easier to create. 
 
Sounds like drain vs a stat.  
Slipperiness: drain vs Dex only while on surface (-1/4) 
Mental PAralysis: drain vs ego or stun  
Weakness: drain vs strength 
Paralysis: drain vs con or str since a str 0 person will have a lot of 
trouble moving.  
(Possibly add a +1/2 or +1 advantage for making the drain work on the lower 
of two stats. like in the case of the paralysis. Of course this advantage 
would have a magnifying glass to signal gm approval.) 
Slowness gun: drain vs speed 
Sluggish/Energy level drain: Drain vs recovery (you can use your endurance 
just once gone takes forever to get back) 
 
 
----- 
C. Badger 
 
My Feet hurt and I've forgotten how to dance. 
			Londo 
			Babylon 5 
 
 
From: mike.lehmann@mail.terminal.net (Mike Lehmann) 
Date: Thu, 18 Dec 1997 20:42:06 -0800 
Organization: Terminal BBS  (403)327-9731 
Subject: 5th Edition thoughts 
Errors-To: owner-champ-l@omg.org 
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 -=> Quoting Opal to Mike Lehmann <=- 
 
 c > ENTANGLE: may buy the defense and body separately at 5 pts each, but  
 c > one may  
 c > not be more than double the other.  
 Op>  
 Op> Bad idea, DEF is more significant than the dice.  Stick with  
 Op> the current limitations... you can always partially limit it. 
 
It's actually a very good idea. I use the same rule and I find it works  
perfectly. 
 
GM: mike.lehmann@mail.terminal.net                    | Justice Krewe 
Web: http://www.dfw.net/~aronhead/justice_krewe.html  | The Illuminators 
Short waiting list for new players                    | Enigma Watch 
Lurkers welcome (Write to me!)                        | KnightWatch 
 
... Quit laughing. I'm trying to humiliate you - Crow 
~~~ Blue Wave/386 v2.30 [NR] 
 
 
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Date: Thu, 18 Dec 1997 22:58:07 -0600 (CST) 
X-Sender: psansone@i1.net 
From: psansone@i1.net (Sparx) 
Subject: Re: GRG: The Fuss over Fuzion... 
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>  So by your statement can I safely assume that you never buy products for 
>other games? ;) 
 
Actually, Hero Games is the only game I truly have enjoyed for a long time.   
Even if I hear of a game system that sounds interesting I usually use Hero  
to run the game with Hero mechanics.  I admit I do buy other games, but not  
super-hero and more to the fact, I use the books I buy as ideas for  
campaigns under Hero mechanics.  Very few have survived under their own  
mechanics.  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: Opal@october.com (Opal) 
Date: 18 Dec 97 20:59:56 -0800 
Subject: Re: Revised Hand Attack 
Organization: Fidonet: Red October Alpha * Hero Roleplaying * 408-629-4695 *  
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>SuperCop wants a simple billy club.  He buys:  
>  
>4d HAp, 0 END, OAF, Beam: always +1 OCV & +3d -1/4,  
>Apts 30, Rpts 13  
>  
>SuperCop has a 25 STR, but since the 0 END on the  
>billy club doesn't extend to STR, he just adds  
>the two together.  He does 8d normal with a +1 OCV  
>whenever he uses his billy club.  
>  
 j> So, you would give an *additional* point break to the OCV level?  As it 
 j> stands now, if I want a +1 OCV w/ a weapon it would  
 j> cost 5 points, usually 
 j> with a -1 OAF lim.  You're giving it a -1 1/4 for no reason (IMO)... 
 
Um.. no, actually it's not a level, it's a 4d HA, set to always do 
+3d & +1 OCV... it's actually slightly more expensive than the level 
would be because he had to buy the zero END on it... I just thought 
it was kinda cute that you could buy it that way.  :) 
   
Thanks for the other comments. 
   
BTW, another thing this lets you do is buy an 'offensive martial 
art' just get 4 or 6 dice of 0 END HA, it gives you a menue of 
manuevers from block (+1 or 2  OCV), to all-out damage to all 
out OCV... no defense in sight, but fun when you come up against 
those really-high DCV types... 
   
Reminds me of a scene from one of my old games... a luck-based 
martial artist, 'Sarindipity' (sp?) was fighting an energy 
projecting villains called Raven.  Raven fired a 'big-looking' 
sonic blast at the luck guy: 
   
"Dive for cover!" 
"Uh... I'll just give it to you: that's not a good idea" 
"Huh? what about my Luck?" 
"I really don't think it's going to matter..." 
<player looks mildly peaved> 
  
So, then I hit this high DCV character and, before he 
could even ask for a luck roll, did the damage:  14 stun 
   
Raven had spread he EB except for the last 4 dice...  
   
Well, it was funny at the time.  :) 
 
From: Opal@october.com (Opal) 
Date: 18 Dec 97 21:11:02 -0800 
Subject: Re: Link: Disadvantage o 
Organization: Fidonet: Red October Alpha * Hero Roleplaying * 408-629-4695 *  
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> f > 1) The second character has different SFX. Thus, if I have the 
 f> second 
> f > character, a Drain vs SFX cannot affect both powers- they are 
> f > separate. 
> f > 
> 
>I didn't mention F/X, I was assuming they were identical... 
 
 
 f> Perhaps. However, if they are identical, get Multipower or Elemental 
 f> Control. To do otherwise is bad design. 
 
'Bad design' if you automatically assume that attacks cant 
be combined in a single attack roll, evidence for doing the  
same if you don't... 
   
Remember I was comparing a Multipower to two attacks bought staight, 
big difference in cost, with no attendant utility... unless you 
allow the two full-cost attacks to have the option of going off 
together... 
   
But, I suppose it could just be a way of penalizing new players 
who didn't read Multipwer carefully enough... :) 
  
 f> Hmmm. I thought that linked was added in the Champions 3 book, or at 
 f> least 3rd Ed. I could be wrong, of course. 
 
 f> Filksinger 
 
Could be, I am going from memory from years ago... and my memory 
hasn't been good lately... someone had to quote the *entire* Trigger 
advantage to me the other day...  
   
<sobbing> I was so ashamed! 
 
From: GoldRushG <GoldRushG@aol.com> 
Date: Fri, 19 Dec 1997 00:13:05 EST 
Subject: Re: So What Now? 
Organization: AOL (http://www.aol.com) 
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<< Well, I think that there is a greater issue at stake. aming *as a hobby* is 
dying, not just 4th Ed. >> 
 
  I disagree. 
 
<< With video games and CCGs, it is getting harder and harder to find gamers 
(or at least in my area [L.A.]). >> 
 
  Things slowed down a bit with the boom in the CCG industry, but that's 
leveling off nicely now, IMO. Besides, a number of companies are doing things 
to bring new players into the hobby (us included). 
      
<< But I think that you are already taking steps to try and get more players. 
I think your decision to advertise in Astro City is a great idea. This is a 
widely read and respected comic book, and if you can even get Kurt Busiak to 
plug San Angelo in his letter column (which he does on a regular basis), a 
whole lot of new people may be getting wind of the game. >> 
 
  He said he was going to plug it, and we have a quote of his to use in the ad 
(and on the book). PLus the Usagi RPG uses Instant Fuzion, which will make it 
easy for new (young) gamers to get into the hobby. 
 
<< maybe you should look into advertising in other comics, although that may 
prove to be prohibitively expensive. >> 
 
  We have, and it is. Due to their huge circulation. 
 
<< One thing else: somehow, you've go to get out the idea that Champions isn't 
a dead system. I don't know how often I've heard stories involving misinformed 
Game shop clerks, including one about Gamescape in S.F., one of the best game 
stores I've ever shopped at. If the biggest game store in S.F. thinks you are 
dead, you might as well be. >> 
 
  Well, I'm all ears. That was the reason for my message in the first place -- 
to solicit ideas. 
      
  Mark @ GRG 
 
From: Opal@october.com (Opal) 
Date: 18 Dec 97 21:16:24 -0800 
Subject: Re: TUSV: Slipperiness 
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>However, I would have no objection to an Interference power. 
 
 s> obviously something that isn't a kludge would be  
 s> welcome, but it would have  
 s> to keep the defences in mind. 
 
>Filksinger 
> 
 
 s> Stephen 
 
I was thinking that - rather than the more complex version posted 
a while back - CE could be defined at a higher point level as 
forcing a specific roll.  
   
For instance, Mist: Per roll to identify individuals;  
Ice: Dex roll or fall when attempting to run (ie the  
Movement running, includes walking..), Heat, CON roll 
or no post-12 REC, etc... 
   
A regular CE is 5 pts, one like this might be 20, with 
a 'small combat effect' in between at 10? 
 
From: Opal@october.com (Opal) 
Date: 18 Dec 97 21:23:30 -0800 
Subject: Incomplete Characters [Long] 
Organization: Fidonet: Red October Alpha * Hero Roleplaying * 408-629-4695 *  
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 D> Subject: Incomplete Characters [Long] 
 D> Many people mentioned these rules in the discussion of a hypothetical = 
 D> 5th Ed. Since I had never seen them, I checked out Opal's page. In it = 
   
Actually, James Jandebuer <jimalj@best.com> also known as the  
Gaming Philosopher, is the primary authoer of the incompolet 
rules.  I did help (mainly Rigid Armor - there I admitted it - 
and Internal Spaces - which I'm a bit more proud of)  :) 
   
Credit where it's due.... 
  
I'm going to read your message in detail, and forward it to 
James, before I reply, first glance, though, you have some 
good points.   
   
We *really* apreciate this kind of feedback,  
Thanks! 
-- 
Opal 
 
From: Opal@october.com (Opal) 
Date: 18 Dec 97 21:31:06 -0800 
Subject: use full disadvantages 
Organization: Fidonet: Red October Alpha * Hero Roleplaying * 408-629-4695 *  
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 e> Has it been most people's experience that players always max out on the 
 e> allowed disadvantages ? 
 
 e> Curt Hicks 
 
Yep, except in earlier editions when some games didn't *have* 
limits.... I've never seen someone max out limitations when 
there were none (though it was possible, after a certain number 
of Disads, further ones where halved in value, then halved  
again untill zero).  Someone figured out the max points you 
could get this way in an old AC article called 'On Powergaming' 
or something like that - had sample characters like Planetman 
(shrinks planets, throws them at you, turns off the shrinking), 
and (my favourite) the Landlord... who bought the *entire univers 
as a base (or only part of the univers, but the inhabitants are 
all Fanatically loyal to him).  :) 
 
From: "Sean Pavlish" <pavlish@erols.com> 
Subject: Re: NO 5TH EDITION! (Was Re: Champions) 
Date: Fri, 19 Dec 1997 00:37:23 -0500 
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>  Like I said, it's normal for a publisher to be enthused about its newest 
>product. And if Steve was touting the fact that it is compatible with Hero 
>System, so what? It is. I still don't see why so many people get so darned 
>emotional over this whole Fuzion thing. Hero System is not dead and we have a 
>number of 4th Ed books lined up for release next year, so that whole issue is 
>water under the bridge. So again I wonder, why the fuss over Fuzion? 
> 
>  Mark @ GRG 
 
 
I think one of the main reasons that people got so upset was that it came out 
of the blue.  One minute Peterson and Company was pumping us (those on the 
list) for information to make a new and improved fifth edition of the Hero 
System and the next Fuzion is dropped in our laps.  Then they tried to tell us 
that it was "just like" hero and easily adapted and that this was to replace 
5th edition to obtain a new market.  Frankly whether it is or isn't adaptable 
isn't the point.  There are a lot of people who like the hero system and a lot 
of people felt they got the shaft especially with Peterson getting everyone's 
hopes up for a fifth edition.  Thats why fuzion is such a sore spot. 
 
From: Egyptoid <Egyptoid@aol.com> 
Date: Fri, 19 Dec 1997 00:53:33 EST 
Subject: Re:  Re: AD&D Fantasy HERO conversion... 
Organization: AOL (http://www.aol.com) 
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>http://www.planetx.org/~joe/gaming/dh.html 
 
That is a RIGHTEOUS site. I use his material all 
the time. Highly recommended. 
 
From: GoldRushG <GoldRushG@aol.com> 
Date: Fri, 19 Dec 1997 01:02:54 EST 
Subject: Re: So What Now? 
Organization: AOL (http://www.aol.com) 
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  Lots of well reasoned suggestions. Thank you. 
 
<< I wish that GRG would be doing Usagi in HERO 4th, not Fuzion. Why was that 
done? Just b/c it's easier to stick the 'condensed' Fuzion rules into the 
book? >> 
 
From: GoldRushG <GoldRushG@aol.com> 
Date: Fri, 19 Dec 1997 01:06:05 EST 
Subject: Re: So What Now? 
Organization: AOL (http://www.aol.com) 
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<< I wish that GRG would be doing Usagi in HERO 4th, not Fuzion. Why was that 
done? Just b/c it's easier to stick the 'condensed' Fuzion rules into the 
book?>> 
 
  No. Because Stan Sakai made it clear that he wanted a simple game system in 
the Usagi Yojimbo RPG, because he wanted it to be "kid friendly" (my words, 
not his). And let's face it -- Hero System is *not* kid friendly. 
 
  I wanted the Usagi license in a *big* way  <G>, so I went with Fuzion. Well, 
with Instant Fuzion, to be precise. It works, and we're going to be posting 
4th Ed stats for the characters, so you get all the source material *and* the 
characters in both Fuzion and Hero System. Best of both worlds. Oh, and the 
Instant Fuzion rules fitting onto one page was a really big plus, IMO.  ;) 
 
  Mark @ GRG 
 
X-Sender: naneiden@iswest.com 
Date: Thu, 18 Dec 1997 22:09:01 -0800 
From: Nic Neidenbach <naneiden@iswest.com> 
Subject: Re: So What Now? 
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At 12:13 AM 12/19/97 EST, you wrote: 
><< Well, I think that there is a greater issue at stake. aming *as a 
hobby* is 
>dying, not just 4th Ed. >> 
> 
>  I disagree. 
> 
 
As do I. IT's harder now to find people, but not dying. At the Stratigicons 
in LA, it's not impossible to find people to RP with, but it is hard to 
find games to play. We need to start GMing more games at these kinds of 
places, we should all work to create more places for people to play 
Champions at. The more people see it being played. The more they'll want to 
know about it. If GRG can get the product to the dealers and store owners, 
they're doing their part. We, as GMs and players, need to talk the game up, 
play it visibly. 
 
You know what would be great? A 4th edition champions Tshirt, like so many 
of the other RPGs have. :) With a cool, action picture on it. 
 
><< With video games and CCGs, it is getting harder and harder to find gamers 
>(or at least in my area [L.A.]). >> 
> 
>  Things slowed down a bit with the boom in the CCG industry, but that's 
>leveling off nicely now, IMO. Besides, a number of companies are doing things 
>to bring new players into the hobby (us included). 
> 
 
Fortunately, some CCGs are going directly to RPGs, such as Legend of the 
Five Rings. This is a way to get some of the card players into RPGs. 
 
Now the way to get more of them playing RPGs isn't to lament the passing of 
the RPG age, but to instead create opportunities for people to RP. I found 
that at some of the local L.A. area conventions no one is running 
Champions. So a friend of mine and I created a Hero System game based on 
the anime Silent Mobius. Using ideas Michael Surbrook came up with, and my 
own, we had to turn away people, we had so many. Some came for the anime 
theme, but most had never heard of it. They were just there to play Hero. 
 
Unfortunately, with all that enthusiasm, the only RPG item related to 
Champions or the Hero system in the dealer's room was the free 'Champions: 
The New Millennium' button and old adventures in a used game bin. 
      
><< But I think that you are already taking steps to try and get more players. 
>I think your decision to advertise in Astro City is a great idea. This is a 
>widely read and respected comic book, and if you can even get Kurt Busiak to 
>plug San Angelo in his letter column (which he does on a regular basis), a 
>whole lot of new people may be getting wind of the game. >> 
> 
>  He said he was going to plug it, and we have a quote of his to use in 
the ad 
>(and on the book). PLus the Usagi RPG uses Instant Fuzion, which will make it 
>easy for new (young) gamers to get into the hobby. 
> 
 
Kurt's a great comic book writer, I'm glad he's giving you his support. 
Anyone read Thunderbolts #11? Great stuff. :) 
 
About my only other idea is word of mouth. We should all talk up GRG's 
products. (Assuming they're any good. ;)  
 
-Nic 
 
Date: Thu, 18 Dec 1997 23:39:37 -0800 
From: "Robert A. West" <robtwest@erols.com> 
Subject: Re: Regeneration of Limbs, and Body Parts 
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Tim R. Gilberg wrote: 
>  
> > Surely, you mean, "underpriced?"  Aids have upper limits to the amount of 
> > damage that they can cure: 6 points per die plus any extra points bought. 
> > Once a point of BODY is Aided, that Aid counts against the maximum of any 
> > Aid to BODY until the BODY would have healed naturally.  This is a 
>  
>         Um.  This is a house rule.  It is not supported in the BBB. 
 
Sigh! 
 
Hero System Rules, page 58, description of Aid, second paragraph: 
 
	The maximum number of Character Points that can be added to 
	a specific Power or Characteristic is equal to the highest 
	number that could be rolled on the Aid dice.  This maximum can 
	be increased by 2 points for every 1 Character Point spent. 
 
And again, in the third paragraph: 
 
	Even if two different characters use separate Aid Powers, teh  
	maximum number of points that can be healed or added to a target 
	is equal to the largest maximum that can be rolled on either 
	Power.  So one character with a 2d6 Aid can add 12 points to  
	a target, two characters, each with 1d6 Aid, can only add  
	6 points to a target. 
 
So, it is explicitly stated that the maximum applies to "healing" Aid as  
well as to "boost" Aid.  Now, not only do they authors state a rule in  
Paragraph 2, and clarify and support it in Paragraph 3, in an astonishing  
display of consistency, they cite an example to prove their point.   
Obviously, this is what confused you.  ;-) 
 
The Medic example buys the following power: 
 
60	6D6 Aid/All Characteristics below starting value(+2) [90 active] 
		Only to starting value (-1/2) 
 
The book then goes on to state 
 
	The maximum that he can restore is 36 Character Points to  
	each (the maximum that could be rolled on the dice). 
	Thus, he could "heal" a maximum of 18 BODY, 36 STUN, and  
	72 END to any one character -- although doing so might require 
	a few rolls. 
 
While I agree that it is a matter of interpretation that a point "healed"  
no longer applies against the maximum once it would have been recovered  
anyway, I see no other reasonable way to play it. 
 
 
--  
<-------------------------------------------------------> 
Robert A. West		///  "Censorship is tyranny." 
Phone W:(215)466-3628; H:(215)348-9113   
http://www.erols.com/robtwest 
 
X-Sender: lizard@dnai.com 
Date: Thu, 18 Dec 1997 23:58:01 -0800 
From: Lizard <lizard@dnai.com> 
Subject: Re: Incomplete Characters [Long] 
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-----BEGIN PGP SIGNED MESSAGE----- 
Hash: SHA1 
 
This sounds very cool. Please tell me the web page? (I'm always up  
for more rules! Must....have...more...rules....:) ) 
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Version: PGP for Personal Privacy 5.0 
Charset: noconv 
 
iQA/AwUBNJopCTKf8mIpTvjWEQL6UgCgwxykWULw+jVCVLCj16abRvdwHQgAnjUM 
2wsi8h4aSDnsCJ1bZ9RsmXp3 
=PDKQ 
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Date: Fri, 19 Dec 1997 01:16:37 -0800 
From: Darrin Kelley <flashbak@pacbell.net> 
Reply-To: flashbak@pacbell.net 
CC: champ-l@omg.org 
Subject: The Future of Hero 4. 
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GoldRushG wrote: 
 
>   So what can we (GRG) do about this negative perception of Hero 
> products and 
> the surivability of 4th Edition? I'm open to suggestions (but please 
> re-title 
> any posts that drift from the topic <G>). 
 
    Now, it's time for me to get into the fray. And yes, I am going to 
admit from the outset that I am going to address a variety of topics in 
this message. 
 
    Fuzion. The people at Hero made alot of promises they didn't keep 
with that system. That is it easily compatible and convertable with 4th 
Edition. It is not. They said that it should boost sales and attention 
to 4th Edition, it did not. And most importantly, they didn't even 
complete the game before putting it on the market. Which, justifiably, 
got alot of consumers angry. Myself being one of them. 
 
    And yes, alot of Hero 4 fans are really angry because many believe, 
with some foundation in fact, that the company that we have been 
supporting for years had turned their backs on us. Myself, again being 
one of them. 
 
    So, what future does Hero 4 have? I think it has a signoficant one. 
If you guys at Gold Rush can shoulder the load. The first priority is to 
get a consistant and high quality product line out for Hero 4. Something 
that even Hero Games itself had problems doing. Which will give the fans 
what they want and and draw new fans in. getting the rulebook back into 
print and widely available is also necessary to get the game back into 
the public eye. I'd say, you are making a very good start with San 
Angelo. 
 
    But I have one major suggestion that you should consider deeply 
before commiting your resources to the extent that is necessary to save 
this game system: And that is to do whatever it takes to buy out Hero 
Games. 
 
    Personally, I see Gold Rush as the one and only hope for the future 
that the Hero System has. But you have a long and hard road to follow. 
You need to win back the confidence of the fans. Which will only be done 
by actions, instead of unkept promises. What I have highlighted above 
may do just that. I really hope you succeed. 
 
    But there is a general complaint that I have had with most of the 
Champions supplements that needs to be addressed also. Most of the books 
have been collections of characters or weaponry. Very few, if ever, have 
managed to capture the heroic element that is so integral to the genre 
itself. In fact, even the Champions rulebook itself, has never really 
done anything to illustrate that element. What I believe needs to be 
done in a 5th Edition, besides some rules fixes and the addition of more 
examples, is a better and more detailed explanation of the superhero 
genre and the very atmosphere itself. Especially with emphasis put on 
the heroic element itself. 
 
From: GoldRushG <GoldRushG@aol.com> 
Date: Fri, 19 Dec 1997 04:51:53 EST 
Subject: Re: So What Now? 
Organization: AOL (http://www.aol.com) 
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<< ADVERTISE. 
put out adds in Shadis, Previews, Duelist, Gen13, X-Men, JLA, Astro City, 
Spawn, WitchBlade, Avengers, Fantastic Four. >> 
 
  Well, we do have ads in Shadis and an upcoming ad in Astro City. As for the 
other titles, advertising in them is prohibitively expensive for us right now. 
 
<< It may cost an arm and a leg to advertise, it may not. But it will pay off. 
>> 
 
  They certainly would, but even at a "paltry" $10 per thousand copies, 
advertising in a mainstream comic which sells a million copies would cost 
$10,000!!! That's money we just don't have right now. 
 
<< Your best option is a full page add split 50-50 Hero 4th and Champions:NM. 
>> 
 
  We've thought about that, and may still do it. Co-op ads with Hero Games/RTG 
are a good deal for us. I agree with you that they'd be effective. Something 
like the 4th Ed Dr. Destroyer facing off with the C:NM version Dr. 
Destroyer...?  ;)  "Either way you slice it, it comes up world domination!" :D 
 
<< SOMEBODY hire their marketing team for Hero please.>> 
 
  We'd love to, believe me. ;) 
 
  Mark @ GRG 
 
From: GoldRushG <GoldRushG@aol.com> 
Date: Fri, 19 Dec 1997 05:07:04 EST 
Subject: Re: The Future of Hero 4. 
Organization: AOL (http://www.aol.com) 
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<< Fuzion. The people at Hero made alot of promises they didn't keep with that 
system. That is it easily compatible and convertable with 4th Edition. It is 
not. >> 
 
  I disagree. I have run games in which half the players had 4th Ed. 
characters and the other half had Fuzion characters. I guess I am more 
familiar with Fuzion than most of the "I can't stand Fuzion" crowd for obvious 
reasons, but I still don't see what's so difficult about the conversion 
process. :/ Anyway, on to your points. 
 
<< They said that it should boost sales and attention to 4th Edition, it did 
not. >> 
 
  Yikes. I hadn't heard this one! :D 
 
<< And most importantly, they didn't even complete the game before putting it 
on the market. Which, justifiably, got alot of consumers angry. Myself being 
one of them.>> 
 
  Well, if a game was truly incomplete it would frustrate me, too. However, 
you are comparing Fuzion to 4th Ed. To include *all* of the variety 4th Ed. 
has would have doubled the size of the C:NM book. But anyway, I'm not trying 
to argue with you, so I'll limit my comments and read on. ;) 
 
<< And yes, alot of Hero 4 fans are really angry because many believe, with 
some foundation in fact, that the company that we have been supporting for 
years had turned their backs on us. Myself, again being one of them. >> 
 
  Hero Games made us their publishers of 4th Ed. books. We are in the same 
role (with essentially the same license) that ICE was in 2 years ago. But we 
have a smaller staff. ;) Just FYI. 
 
<< So, what future does Hero 4 have? I think it has a signoficant one. If you 
guys at Gold Rush can shoulder the load. >> 
 
  It's a tall order, but we're working on it. 
 
<< The first priority is to get a consistant and high quality product 
line...for Hero 4.>> 
 
  I agree with you. Hence, San Angelo: City of Heroes. ;) 
 
<< getting the rulebook back into print and widely available is also necessary 
to get the game back into the public eye. I'd say, you are making a very good 
start with San Angelo. >> 
 
  This is where I start to beat my head against the wall. The rulebook is 
*not* out of print. We have a ton of these things (almost literally) and have 
been regularly selling them to distributors. *Somebody* is buying them, I 
assure you. Why do so many people claim that Champions is out of print? Why, 
oh Why? 
 
<< But I have one major suggestion that you should consider deeply before 
commiting your resources to the extent that is necessary to save this game 
system: And that is to do whatever it takes to buy out Hero Games. >> 
 
  Say WHAT?! <LOL> That's really not an option, believe me. Nor is it 
something that we want to do. We are happy in our position as a licensed 
publisher of Hero products, and once we get the books out (starting next 
month! <fingers crossed to ward off a calamity!>) we think the fans will be 
amazed! 
 
<< ...you have a long and hard road to follow. You need to win back the 
confidence of the fans. >> 
 
  Oh, believe me, you don't need to convince me of that fact! It's our number 
one priority right now, which explains our more active net (and list) 
presence, our ads, our upcoming products, our convention support program, and 
our BBB exchange policy. 
 
<< Most of the books have been collections of characters or weaponry. Very 
few, if ever, have managed to capture the heroic element that is so integral 
to the genre 
itself. >> 
 
  That's not always easy to do in a game supplement, but it is one of the 
things we're keeping under consideration with the San Angelo line. From the 
writing, to the campaign setting, to the artwortk, our entire focus is not on 
superheroes, but on *being* superheroes. 
 
<< What I believe needs to be done in a 5th Edition,... is a better and more 
detailed explanation of the superhero genre and the very atmosphere itself. 
Especially with emphasis put on the heroic element itself. >> 
 
  Well, I can tell you... Ugh. Scratch that. I can't discuss this topic. ;) 
 
  Mark @ GRG 
 
X-Sender: fogi@mail.inter.net.il 
Date: Fri, 19 Dec 1997 12:40:02 +0200 
From: Ori Folger <fogi@inter.net.il> 
Subject: Fantasy Hero 
Errors-To: owner-champ-l@omg.org 
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At 15:17 18/12/97 -0800, you wrote: 
 
>Fantasy Hero stuff should look like a fantasy book or movie poster, 
>very fantastic and frazettaish.  Star Hero should look very high tech and 
>spacey, etc, but be consistent for each one, and have a consistent HERO 
>metatheme, as it were, something that identifies them all quickly. 
 
Fantasy Hero stuff does look like a fantasy book or posted. What says 
"fantasy" more than a cover by Larry Elmore? The internal drawings are not 
as good, but it does have that fantasy feel. 
 
 
--- 
  Ori Folger (Calanya) 
 
 
Date: Fri, 19 Dec 1997 03:11:14 -0800 
From: Captain Spith <cptspith@teleport.com> 
Reply-To: cptspith@teleport.com 
Subject: Re: Batman & Robin 
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David Fair wrote: 
>  
> I have never been a reader of most DC Comics, but I have begun reading 
> some of the compilation books of Batman (Prodigal & Death of Robin, most 
> notably). I find the Batman to be one of the most intriguing types of 
> super-heros. 
>  
> That said, could someone explain the reason for Dick Grayson leaving the 
> Batman  for me? And what is the Origin of the current Robin? 
>  
> Thanks for your help, It's hard finding answers to old issue questions 
> like this... 
 
   Hey!  Something I actually have a healthy(?) amount of knowledge of. 
 
   Way back in the sixties, a bunch of sidekicks and 'junior' heroes 
banded together to form the 'Teen Titans', which include Wonder Girl, 
Robin, Aqualad and 'Speedy' (an archer, possibly a Green Arrow protoge?) 
and o couple of others.  It was a silly comic, trying to adopt the mode 
of conversation of 'the kids' back then and doing it poorly.  Anyway the 
book folded and years later, someone revived the concept with the 'Nwe 
Teen Titans'. 
   For a couple if years (real-life years) the team was led by Robin, 
who still occasionally worked with Batman, but was primarily not doing 
so.  There were some real excellent issues dealing with the changing 
relationship between Bats and Robin on a couple of occasions. 
   Finally, Dick Grayson decided that he was done "wearing the costume 
[he] put on when [he] was 8 years old" and changed his look and name. 
   After that, Batman took on a second Robin; Jason Todd.  Everybody 
hated Jason Todd, and there was a Reader's Vote from DC to decide 
whether or not he died at the end of "Death in the Family" - the 
four-part story in Batman.  He went down in flames. 
   Batman then vowed that he would not take on another partner. (or was 
that from the possible future of "The Dark Night Returns"?)  Anyway, 
then the current Robin joined him and also does a lot of solo stuff (has 
his own title which I guess people like a lot). 
 
   I collected Batman for a couple of years during the whole death of 
Jason Todd era, and found that Batman, in fact, IS a very well developed 
character, conceptually.  Having no paranormal powers, nor any Power 
Armor or other significant 'synthetic powers' force writers to actually 
think about their stories and avoid your generic book-long slugfests 
that 'flashier' supers may be able to get away with. 
 
   If you like the dynamic you see in Batman, I would highly recommend 
trying to find The New Teen Titans, but only for the first 40 - 60 
issues.  The creative team that made it good trickled away over the 
years until it died a welcome death far later than it should have. 
 
--  
   -Capt. Spith 
   Savior of Humanity 
   Secular Messiah 
 
Date: Fri, 19 Dec 1997 04:04:13 -0800 
From: Captain Spith <cptspith@teleport.com> 
Reply-To: cptspith@teleport.com 
Subject: Re: GRG: The Fuss over Fuzion... 
Errors-To: owner-champ-l@omg.org 
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GoldRushG wrote: 
>  
>   To be frank, it sounds like there was more disappointment in Hero Games than 
> there was in Fuzion, per se'. Am I wrong in this assessment? 
>  
>   I mean, liking a game less than Hero System is fine, but it seems that some 
> Hero fans are practically rabid with anger toward Fuzion. This simply seems 
> irrational to me. 
>  
 
 
   I think it's a combination of both.  If Fuzion were simply put out 
independantly as 'another superhero RPG' with no mention of 
compatability or new direction or anything like that, I imagine many 
Hero Gamers may have found it on a shelf at their favorite comic/gaming 
shop, perused it and either bought it out of general curiosity or put it 
back with a superior sneer.  But that was not the case. The first I ever 
heard of Fuzion was at LA Con III (WorldCon '96), where they had a 
combat demonstration to illustrate the new system.  I was unimpressed at 
the time, but excited that the actual product may have more to offer.  I 
started hearing more about it, and indeed, it sounded like Hero Games 
would be concentrating on Fuzion and putting Hero on a back burner.  But 
I was convinced by the hype that the new system would allow me to 
continue gaming with my current players, but translate to the new system 
to make it easier for those (about half my group) who have never gotten 
the hang of the Hero System.   
   I gained Internet access as soon as I did Primarily so I could 
download the online Fuzion rules and be one of the beautiful people.  
Finally I had it and was once again not moved.  I found it to be more 
like GURPS than Hero, for the very reasons that I never liked GURPS as a 
Hero alternate.  
 
>   Disliking a game is fine; it's normal. Hating a game because the game you 
> like better wasn't expanded... that's odd. 
 
   Not really odd, because in this case, the game you like better is not 
being expanded BECAUSE of the new game being produced.  It has seemed to 
me that most people on this list would agree that even the creators of 
the Fuzion system should know (or have known) that it was NOT everything 
they told us it was.  Game systems in general have been insulted and 
beaten up on occasion, because is somebody's (or manybodys') opinion(s), 
they suck.  But when the company you are loyal to tries to generate a 
new audience, but to a different product, it is seen as an active choice 
to not support the current product.  Specifically, most people could see 
that Fuzion seemed NOT to be the 'gateway' game which would lead to 
Hero, as was claimed.  I can see the same dynamic happening in the case 
of a completely new system/company which doesn't live up to all their 
hype, if people believe all the PR they hear, then are 'let down' by the 
reality. 
 
--  
   -Capt. Spith 
   Savior of Humanity 
   Secular Messiah 
 
Date: Fri, 19 Dec 1997 06:25:58 -0600 (CST) 
X-Sender: mlnunn@scrtc.blue.net 
From: Michael Nunn <mlnunn@scrtc.blue.net> 
Subject: England & Herozine 
Errors-To: owner-champ-l@omg.org 
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A week or so ago a couple of our British friends, E-mailed me about Herozine 
subscriptions.  Well, I let my wife play with the PC and those letters are 
now lost :-( 
 
If you read this please write to me again. 
 
Thanks, 
 
Michael 
Rising Force Publications 
Herozine The Superhero RPG Fanzine... 
http://members.aol.com/hzineweb/index.htm 
 
Subject: Re: GRG: The Fuss over Fuzion... 
Date: Fri, 19 Dec 97 07:48:38 -0500 
x-sender: DFair@pop.worldweb.net 
From: David Fair <DFair@sdslink.com> 
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On 12/18/97 3:06 PM, GoldRushG (GoldRushG@aol.com) Said: 
 
>  Heroic Adventures Vol. 1 
>  Heroic Adventures Vol. 2 
>  Blood Fury 
All three of these supplements were excellent 
>  Dystopia 
I think that one is older than 3 years, but I could be wrong. I did not  
find much to reccommend it. 
>  Foxbat Unhinged 
I forgot about that one, mostly because I hate FoxBat. 
>  Ultimate Supermage 
>  (Ultimate Martial Artist) 
Electronic Reprints of stuff I already have doesn't count as new. 
>  Widows and Orphans 
Didn't realize this one was out yet... 
>  Atlantis 
Absolutely the best work ever to come out of Hero. Period. 
>  Watchers of the Dragon 
>  Enemies Assemble! 
>  Enemies for Hire... 
These are all about three years old (right?, at least 2 1/2?) 
 
OK, so there was more than 5, but only 1 was an Ultimate Book, the line  
that was the most exciting & "meaty" stuff coming out of Hero. I still  
feel let down sometimes (but not as much now that you've pointed out how  
much really, came out). 
 
                                         |  David A. Fair 
        Think Different                  |  SDS International 
                                         |  dfair@sdslink.com 
 
Subject: Re: Green Hornet conversion 
X-Juno-Line-Breaks: 0-12,16-22 
From: llwatts@juno.com (Leah L Watts) 
Date: Fri, 19 Dec 1997 08:25:44 EST 
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: 28 
 
>  
>Actually, since the Hornet mostly faced normals, make it a Stun only  
>EB with a -1/4 lim: not vs life support.  The fact that people will  
>get thier ED (up to what 8, maybe) is irrellevant - so the guy with  
>the high con isn't knocked out quite as bad.  Try Knocking Out a  
>normal with an NND - you'll need at least 6 dice, probably 8 or  
>10 if you want to take down the tougher types... and they're supposed  
>to sleep for a while!  
>  
>Now if he's going to be in a regular Champs game, you'll want to  
>go for the NND, don't worry about the breath-holding bit... LS  
>is an adequate defense...  
 
I'm writing him as a pulp hero (what can I say, I like Justice Inc.).  
I'd hate to try scrounging enough points for a gas gun that would KO 
supers with one shot!  It works better when the Hornet is going against 
trained normals. 
 
>BTW, Kudo's for doing the Green Hornet... cool character.  
 
Thanks! 
 
Leah 
 
Subject: Re: Secret to Hero 
X-Juno-Line-Breaks: 0-13,16-17,20-23,28-30 
From: llwatts@juno.com (Leah L Watts) 
Date: Fri, 19 Dec 1997 08:25:44 EST 
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: 29 
 
 
>It's on p. 141 of the 1st printing BBB in the Action Phase Table, and  
>it's 
>actually listed as 1 Phase to change clothes. I always considered this  
>an 
>overgenerously short estimate - with my SPD 2 it takes me longer than  
>6 
>seconds to change clothes, and it probably would even if I were just 
>removing them to reveal a costume underneath. (I refuse to test this.) 
> 
>Nevertheless, I rarely make a costume change a big deal in a superhero 
>battle, since it's generally so easy in the comics. 
> 
 
It used to take me about half an hour to change into my Klingon hunting 
armor back when we had SF cons in this area, but a lot of that time _was_ 
makeup.   I'd guess that the costume itself was good for 10 minutes. 
 
Personally, I agree with both points -- 1 phase to change clothes is way 
too short, and it's perfectly reasonable considering the quick-changes 
(in often cramped conditions*) in the comics. 
 
 
 
*I can't remember which comic this was in, but I remember one scene where 
Spidey and Captain America both needed to change into hero ID and looked 
(independently, neither knew the other was around) for a place to change. 
 In the next frame, the two heroes charged out of adjoining restroom 
stalls.  The double-takes were great! 
 
Leah 
 
X-Sender: bob.greenwade@klock.com 
Date: Fri, 19 Dec 1997 05:47:27 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Aid and Powers 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 08:51 PM 12/18/97 -0500, Stainless Steel Rat wrote: 
>>>>>> "MS" == Michael Surbrook <susano@access.digex.net> writes: 
> 
>>> Just remember that Transformation cannot add points to a character, it 
>>> can only shift them around or take them away. 
> 
>MS> What a minute, my copy of the BBB and the HSR says *nothing* about not 
>MS> being able to increase the number of points a character has. 
> 
>"Thou shalt not create useful things with Transformation." :) 
> 
>Seriously, it reads, "however, Transform shouldn't be used to create useful 
>things like weapons or gold." 
 
   That's not *quite* the same thing, eh?   :-] 
 
X-Sender: bob.greenwade@klock.com 
Date: Fri, 19 Dec 1997 05:54:41 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: I demand a 6th Edition! 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 02:27 PM 12/18/97 -0500, Bill Svitavsky wrote: 
> 
>If and when the 5th Edition comes out, I just won't be satisfied. I won't 
>like some of the costs, there will be some strange paradoxes with speed 
>and movement, and it won't let me merge FTL with Clinging. The whole issue 
>of nuclear mitosis will have been glossed over, it will be difficult to 
>simulate the aspirin commercial genre, and the game will lack a mechanic 
>for heroes with high EGO's to suddenly go insane for no adequately 
>explained reason and start killing their friends. Also, the spine of my 
>book will have broken... I'll make sure of it. We'll definitely need a 6th 
>Edition.  
> 
>I just wanted to be the first to get this demand in. 
 
   And folks said *I* was in desperate need of a break...   :-] 
 
Subject: Re: Aid and Powers 
Date: Fri, 19 Dec 97 08:56:36 -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 
X-Status:  
X-Keywords: 
X-UID: 33 
 
>MS> What a minute, my copy of the BBB and the HSR says *nothing* about not 
>MS> being able to increase the number of points a character has. 
> 
>"Thou shalt not create useful things with Transformation." :) 
> 
>Seriously, it reads, "however, Transform shouldn't be used to create useful 
>things like weapons or gold." 
 
More points does not equate to more useful. A transform of a man into a  
tiger ends up adding points, but the tiger is dangerous to be around, and  
may attack the transformer (unless another power, like mind control, is  
used to prevent this). It could also be hard to explain the presence of a  
tiger in a city, or someplace where tigers are not normally found (like  
the outback). 
 
and although "Transform shouldn't be used to create useful things like  
weapons or gold.", they use just such a transform in their own examples,  
on the same page. 
 
                                         |  David A. Fair 
        Think Different                  |  SDS International 
                                         |  dfair@sdslink.com 
 
X-Sender: ludator@mail.softfarm.com 
Date: Fri, 19 Dec 1997 08:06:25 -0600 
From: Vox Ludator! <ludator@mail.softfarm.com> 
Subject: Re: GRG: The Fuss over Fuzion... 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 05:33 PM 12/19/97 EST, GoldRushG wrote: 
><< ergo, the list often asks for an "official 
>opinion" on a rules question which comes back "do what you want" >> 
> 
> What's wrong with that? Why does everything have to be set in stone.  
> Part of the beauty of the Hero System *is* it's flexibility and 
> adaptability, wouldn't you agree? There is often no "one right way" to 
> do something. 
 
There is flexible like my leg, and there is flexible like Joe Theisman's leg. :/ 
 
When the player has to make up his own ruling to cover a situation, you've 
LEFT the realm of *HERO's* "flexibility and adaptability", and entered that 
PLAYER'S flexibility.  What's wrong with "do it yourself" is that ANY game 
can give you that.  I can roleplay using the rules of chess if I want to, 
using the same winging skills I need to cover the "do what you want" moments 
in HERO; I'd still be insane to claim that chess is a flexible game system. 
 
-- 
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: bob.greenwade@klock.com 
Date: Fri, 19 Dec 1997 06:15:46 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: So What Now? 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 04:39 PM 12/18/97 -0500, John and Ron Prins wrote: 
>>  So what can we (GRG) do about this negative perception of Hero products 
and 
>>the surivability of 4th Edition? I'm open to suggestions (but please 
re-title 
>>any posts that drift from the topic <G>). 
> 
>First of all, HERO has to go on a media blitz to convince gamers and 
>distrubutors that HERO Games DOES still exist. Send posters to games shops 
>and the like. 
 
   *Either* Hero or GRG should do this. 
   [For some reason, every time I see "GRG" I want to pronounce it "Greg."] 
 
>Fifth, take a distintive format and stick to it. Look at Heavy Gear from 
>Dream Pod 9. All the books in the Heavy Gear line have distinctive black and 
>yellow striping on the covers. Very slick. Some efforts were made in this 
>direction by HERO (TUMA and TUM and Watchers of the Dragon all have 
>'similar' cover layouts), but most of the HERO product line is a visual 
pizza. 
 
   Nearly everything from TUMA forward had this distinctive style, though 
some fit it less than others.  HSA2, Justice Not Law, Murderer's Row, An 
Eye For An Eye, Corporations, Golden Age Champions, Pyramid In the Sky, 
Hudson City Blues, Enemies For Hire, Enemies Assemble, and Atlantis all 
fall in this category. 
 
   To all the general clamor, I'd like to add: revive Adventurer's Club! 
Do this and you'll definitely have a regular subscriber (and probably 
contributor) in me! 
 
X-Sender: bob.greenwade@klock.com 
Date: Fri, 19 Dec 1997 06:22:43 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: So What Now? 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 10:09 PM 12/18/97 -0800, Nic Neidenbach wrote: 
>At 12:13 AM 12/19/97 EST, you wrote: 
>><< Well, I think that there is a greater issue at stake. aming *as a 
>hobby* is 
>>dying, not just 4th Ed. >> 
>> 
>>  I disagree. 
> 
>As do I. IT's harder now to find people, but not dying. At the Stratigicons 
>in LA, it's not impossible to find people to RP with, but it is hard to 
>find games to play. We need to start GMing more games at these kinds of 
>places, we should all work to create more places for people to play 
>Champions at. The more people see it being played. The more they'll want to 
>know about it. If GRG can get the product to the dealers and store owners, 
>they're doing their part. We, as GMs and players, need to talk the game up, 
>play it visibly. 
 
   Right!  Let's start running some Champs and other Hero games at cons! 
(Maybe I can playtest Chaos Theory at a con next summer, or something...) 
   We're not dead, just a little sick (but then, you already knew that). 
 
>You know what would be great? A 4th edition champions Tshirt, like so many 
>of the other RPGs have. :) With a cool, action picture on it. 
 
   The covers of all three extant Ultimate books are pretty cool for 
starters.  And some of the stuff based on Stick Figure Theatre would 
probably (IMO) sell well even to people who'd never heard of Champions. 
 
X-Sender: bob.greenwade@klock.com 
Date: Fri, 19 Dec 1997 06:25:15 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: So What Now? 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 04:51 AM 12/19/97 EST, GoldRushG wrote: 
><< Your best option is a full page add split 50-50 Hero 4th and Champions:NM. 
>>> 
> 
>  We've thought about that, and may still do it. Co-op ads with Hero 
Games/RTG 
>are a good deal for us. I agree with you that they'd be effective. Something 
>like the 4th Ed Dr. Destroyer facing off with the C:NM version Dr. 
>Destroyer...?  ;)  "Either way you slice it, it comes up world 
domination!" :D 
 
   This is the line of thought I had when I first saw that statement.  My 
version was more like the two versions of Quantum: "Either way you slice 
it, it comes up big trouble for crooks!" 
   Hey, I think we have a good ad campaign idea going here.... 
 
Subject: Inhibit Characteristic (AKA: SLipperiness) 
Date: Fri, 19 Dec 97 09:26:18 -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 
X-Status:  
X-Keywords: 
X-UID: 34 
 
On 12/18/97 10:23 PM, Marc Seebass (kitsune-bi@worldnet.att.net) Said: 
 
>I'm thinking their should be a new power that works basically is an affect 
>resisted by a stat roll. Slipperyness would work on dex, Paralysis from 
>venom on Con, and mental paralysis on Ego, etc. This would make a lot of 
>power concepts easier to create. 
 
Inhibit Characteristic 
 
This standard power lets a character inhibit the use of one or more of a  
targets characteristics, forcing them to make a standard characteristic  
roll just to use that characteristic, or any powers that would use it as  
a base. Success on the CHAR roll means the target may act normally;  
Failure to succeed results in the target being unable to use that  
Characteristic until his next phase. Other consequences may be  
appropriate, and would need to be determined by the GM. The GM may  
determine some targets would be unaffected, due to the presence of other  
powers, based on special effects (For example, High pressure fields [STR  
Inhibit] would not affect a character with LS:High Pressure) 
 
If the attacker continues to pay the END cost, the the target would get a  
new roll at the beginning of each of his phases, with the appropriate  
modifiers as follows: For each roll after the first, a modifier should be  
applied to reflect the success or failures of the previous consecutive  
rolls, with each consecutive success giving a +1 to the target number,  
and each consecutive failure giving a -1 to the target number. Thus: 
     GoodGuy is chasing the evil villian IcePatch. Ice Patch uses his  
     Inhibit DEX power (S/FX, an Ice Patch) to stop the CapedWonder.  
     The first phaze that he is hit with the power (ie, runs out onto  
     the Ice), he makes his dex roll (needed a 15 or less, got a 9) the  
     next phaze (IcePatch is pumping out the END to stop the pursuit),  
     he needs a 16 or less, an makes it again (14). IcePatch is getting 
     nervous. On his third phaze GoodGuy needs a 17 or less to be  
     unaffected by the DEX Inhibit, but fails when he rolls an 18. The  
     GM rules that as a result of losing the ability to use his DEX,  
     GoodGuy will fall down, and his momentum will slide him forward 3".  
     On his next phaze, if IcePatch stays around to continue the attack, 
     GoodGuy will need to roll a 14 or less to get up, which will cost  
     him a half-phaze action. 
 
The cost is 20 points for one target, +5 points for 2x targets. Making a  
char roll takes no time, to make the char roll cost a mandatory 1/2-phaze  
action costs +10 points. Some possible Special Effects are: 
     STR: High Pressure Field 
     DEX: Oil Or Ice Slick 
     CON: Toxin or Disease 
     INT: Mental Scambling 
     EGO: Mental Paralysis 
     PRE: Fear Attack           
     COM: Bad Lighting (OK, so I watched Seinfeld last night...) 
     PD:  Pain Intensification  
     ED:  Ditto 
     REC: Toxin or Disease 
     END: *Use Drain Instead* 
     STN: *Use an appropriate damage-causing attack power instead* 
 
I dunno, this was just off of the top of my head...whatta ya'll think? 
 
                                         |  David A. Fair 
        Think Different                  |  SDS International 
                                         |  dfair@sdslink.com 
 
X-Sender: bob.greenwade@klock.com 
Date: Fri, 19 Dec 1997 06:31:00 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: use full disadvantages 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 09:04 AM 12/18/97 -0600, Curt Hicks wrote: 
>Has it been most people's experience that players always max out on the 
>allowed disadvantages ? 
 
   My Fantasy Hero pbem is the first game I've played where this hasn't 
happened.  The guideline I gave players was, "Anywhere from 75 to 125 
points' worth of Disadvantages, dependong on how complicated you want your 
character's life to be."  For this, I got submissions in the full range; 
only one is maxed out (that I can think of). 
 
Subject: Re: So What Now? (Advertising Idea) 
Date: Fri, 19 Dec 97 09:36:27 -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 
X-Status:  
X-Keywords: 
X-UID: 35 
 
>Something like the 4th Ed Dr. Destroyer facing off with the 
> C:NM version Dr. Destroyer...?  ;)  "Either way you slice it, it comes  
> up world domination!" :D 
 
Boy that sounds good, I would love to see a poster like that at a gaming  
shop... 
 
                                         |  David A. Fair 
        Think Different                  |  SDS International 
                                         |  dfair@sdslink.com 
 
Subject: Re: Incomplete Characters [Long] 
Date: Fri, 19 Dec 97 09:36:29 -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 
X-Status:  
X-Keywords: 
X-UID: 36 
 
On 12/19/97 12:23 AM, Opal (Opal@october.com) Said: 
 
>Actually, James Jandebuer <jimalj@best.com> also known as the  
>Gaming Philosopher, is the primary authoer of the incompolet 
>rules.  I did help (mainly Rigid Armor - there I admitted it - 
>and Internal Spaces - which I'm a bit more proud of)  :) 
 
Sorry about the misattribution, I had thought they you two might be one  
and the same (screen names/aliases being what they are and all). 
 
                                         |  David A. Fair 
        Think Different                  |  SDS International 
                                         |  dfair@sdslink.com 
 
Date: Fri, 19 Dec 1997 09:50:24 -0500 (EST) 
X-Sender: jprins@interhop.net 
From: jprins@interhop.net (John and Ron Prins) 
Subject: Re: So What Now? 
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 
 
><< I wish that GRG would be doing Usagi in HERO 4th, not Fuzion. Why was that 
>done? Just b/c it's easier to stick the 'condensed' Fuzion rules into the 
>book?>> 
> 
>  No. Because Stan Sakai made it clear that he wanted a simple game system in 
>the Usagi Yojimbo RPG, because he wanted it to be "kid friendly" (my words, 
>not his). And let's face it -- Hero System is *not* kid friendly. 
 
Really? I wonder about the demographic of Usagi readers - I'd have bet 
they're mostly older comic book readers. Once you abandon the 'funny 
animals' concept around ten years old, it takes a while for most people to 
even give it a chance. 
 
>  I wanted the Usagi license in a *big* way  <G> 
 
That just shows that you're no fool ^_^. 
 
>, so I went with Fuzion. Well, 
>with Instant Fuzion, to be precise. It works, and we're going to be posting 
>4th Ed stats for the characters, 
 
Hmm. Will there be a small section in the book called 'Playing Usagi in 4th 
Edition HERO?'. IMHO every Fusion product should have one of these sections. 
 
> so you get all the source material *and* the 
>characters in both Fuzion and Hero System. Best of both worlds. Oh, and the 
>Instant Fuzion rules fitting onto one page was a really big plus, IMO.  ;) 
 
Yeah, you have lots more room for source material. Oh, the characters in 4th 
edition; could you _please_ make sure that they're posted in plain .txt 
format? Please, please, please, please, please??? Not .pdf, or at the very 
least in addition to .pdf? 
 
----------------------------------------------------------------------------- 
"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, 19 Dec 1997 09:50:28 -0500 (EST) 
X-Sender: jprins@interhop.net 
From: jprins@interhop.net (John and Ron Prins) 
Subject: Re: So What Now? 
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: 38 
 
>	I was told by a con-rep for a major west coast distributor that 
>the RPG 'Heavy Gear' didn't sell at first. But then it flooded the stores 
>with several suppliments and flashy fliers. This created a perception that 
>it was a big thing. Perception being reality everybody wanted in on the 'fad' 
>and bought it. At this point Heavy Gear has been around for 2 years, sold 
>out on four printings, shipping a second edition this week, and selling a 
>second product as well as having just been 'aquired' for license into a PC 
>computer game which is in the stores now. 
>	SOMEBODY hire their marketing team for Hero please. 
 
I just have to throw in a plug for Dream Pod 9 at this point. Heavy Gear is 
a _great_ mecha game, and a good RPG with clean, fast mechanics and a 
fantastic background. IMHO, HERO always failed in the vehicle department 
(whether or not TUSV changes that remains to be seen). I highly recommend 
that HERO and GRG take a good long look at DP9's methods - both on 
production and promotion. In fact, several of the staffers have highly 
visible net presences and are just plain nice guys. 
 
Don't get me wrong. I love HERO, and it'll always be my choice for superhero 
gaming (heck, for most genres). But HERO and GRG could learn a lot from 
Dream Pod 9. Heck, they'd probably be happy to help (boosting the industry 
in general is always a good idea, and I know for a fact that DP9 has _no_ 
plans at all to do a superhero/multigenre game).  
 
As for the 'marketing' team, DP9 works along with Target Games as far as 
licensing is concerned. As for marketing to the RPG world, they started from 
net presence and worked their way up from there (like having rabid fans beg 
their games shop to stock the stuff...worked for me!). And yes, they do make 
use of the slicker advertising methods, like free posters and flyers at 
stores, plus, even a 'free' (some stores charged a buck for it) mini-game 
with all the relevant mecha fighting rules so people could 'try before they 
buy'. Plus they have a great miniature line through RAFM (though RAFM's 
quality control sometimes has serious problems :-(  ). 
 
Anyway, if HERO products came out with the quality levels of DP9 stuff, I'd 
probably croak from sheer joy. 
 
----------------------------------------------------------------------------- 
"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 (Unverified) 
Date: Fri, 19 Dec 1997 06:51:33 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Inhibit Characteristic (AKA: SLipperiness) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 09:26 AM 12/19/97 -0500, David Fair wrote: 
>The cost is 20 points for one target, +5 points for 2x targets. Making a  
>char roll takes no time, to make the char roll cost a mandatory 1/2-phaze  
>action costs +10 points. Some possible Special Effects are: 
>     STR: High Pressure Field 
>     DEX: Oil Or Ice Slick 
>     CON: Toxin or Disease 
>     INT: Mental Scambling 
>     EGO: Mental Paralysis 
>     PRE: Fear Attack           
>     COM: Bad Lighting (OK, so I watched Seinfeld last night...) 
>     PD:  Pain Intensification  
>     ED:  Ditto 
>     REC: Toxin or Disease 
>     END: *Use Drain Instead* 
>     STN: *Use an appropriate damage-causing attack power instead* 
> 
>I dunno, this was just off of the top of my head...whatta ya'll think? 
 
   I usually like (at least in general feel) new rules posted to the List, 
but I really have to say that this has several problems with it. 
   The two biggest ones are, first, most of the effects can be simulated 
just as well (or nearly so) with Drain or Suppress.  Fear is more of a Mind 
Control (Based on CON if you have to). 
   Second, the ones that can't, just aren't simulated very well.  I mean, a 
slick area is a lot more than just a DEX Roll to stay standing.  Your 
ability to accelerate and decelerate are affected.  If you're running 
across the area and try to make a turn, that's affected.  And then there 
are a lot of functions that wouldn't require a DEX Roll. 
   Another thing: is this an Instant Power with a constant effect (like 
Entangle or Transform), or a Constant Power?  I got the impression that 
this is Constant, which makes it useless for things like oil slicks or 
Zambonis, whose effects stay around for a while. 
   I really hate to give a bit of work like this such a drubbing; I really 
do think you may have the start of a good idea here.  I just needs to be 
better defined, and maybe broadened a bit.  It has the potential for slick 
areas that need to be maintained, and possibly for gravity fields (STR 
Inhibition).  Try taking some ideas from the proposed Slipperiness Power. 
(Whose is that again?  Bill's?) 
 
From: "Marc Seebass" <kitsune-bi@worldnet.att.net> 
Subject: Re: New power idea 
Date: Fri, 19 Dec 1997 09:06:50 -0600 
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 
 
 
-----Original Message----- 
From: C. Badger <wbandsis@westco.net> 
To: champ-l@omg.org <champ-l@omg.org> 
Date: Thursday, December 18, 1997 10:51 PM 
Subject: Re: New power idea 
 
 
>At 21:23 12/18/97 -0600, Marc Seebass wrote: 
>>I'm thinking their should be a new power that works basically is an affect 
>>resisted by a stat roll. Slipperyness would work on dex, Paralysis from 
>>venom on Con, and mental paralysis on Ego, etc. This would make a lot of 
>>power concepts easier to create. 
> 
>Sounds like drain vs a stat. 
>Slipperiness: drain vs Dex only while on surface (-1/4) 
>Mental PAralysis: drain vs ego or stun 
>Weakness: drain vs strength 
>Paralysis: drain vs con or str since a str 0 person will have a lot of 
>trouble moving. 
>(Possibly add a +1/2 or +1 advantage for making the drain work on the lower 
>of two stats. like in the case of the paralysis. Of course this advantage 
>would have a magnifying glass to signal gm approval.) 
>Slowness gun: drain vs speed 
>Sluggish/Energy level drain: Drain vs recovery (you can use your endurance 
>just once gone takes forever to get back) 
> 
No it doesn't. I've never liked the idea of sliperyness as a drain to dex. 
You can still move with a lower dex. The mechanic is more of cludge than 
using entangle for sliperyness. 
 
From: TOMMY.ASHTON@ASU.Edu 
Date: Fri, 19 Dec 1997 08:41:07 -0700 (MST) 
Subject: unsubscribing 
X-Sender: ashton2@email2.asu.edu 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
List, 
	I hate to waiste bandwidth like this but does anybody know how to  
unsubscribe.  I tried sending an unsubscribe message and I am still  
getting messages. 
Thank you for your time, 
T 
 
X-Sender: empulse@usa.net (Unverified) 
Date: Fri, 19 Dec 1997 08:00:52 -0800 
From: Nic Neidenbach <naneiden@iswest.com> 
Subject: Ad Campaign (Was: So What Now?) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 06:25 AM 12/19/97 -0800, Bob Greenwade wrote: 
>At 04:51 AM 12/19/97 EST, GoldRushG wrote: 
>><< Your best option is a full page add split 50-50 Hero 4th and 
Champions:NM. 
>>>> 
>> 
>>  We've thought about that, and may still do it. Co-op ads with Hero 
>Games/RTG 
>>are a good deal for us. I agree with you that they'd be effective. Something 
>>like the 4th Ed Dr. Destroyer facing off with the C:NM version Dr. 
>>Destroyer...?  ;)  "Either way you slice it, it comes up world 
>domination!" :D 
> 
>   This is the line of thought I had when I first saw that statement.  My 
>version was more like the two versions of Quantum: "Either way you slice 
>it, it comes up big trouble for crooks!" 
>   Hey, I think we have a good ad campaign idea going here.... 
 
Okay, I have to do it before someone else does; 
 
An ad with both versions of Seeker getting beat senseless: 
"Either way you slice it, it's still Seeker!" ;) 
 
-Nic 
      +--------------------------------------------------------------------+ 
      |                        naneiden@iswest.com                         | 
      |               Justice, Like Lightning, Thunderbolts!               | 
      |         http://www.iswest.com/~naneiden/comics/thunder.html        | 
      |                         Costumed Heroines                          | 
      |          http://www.iswest.com/~naneiden/comics/index.html         | 
      +--------------------------------------------------------------------+ 
 
X-Sender: ludator@mail.softfarm.com 
Date: Fri, 19 Dec 1997 10:17:31 -0600 
From: Vox Ludator! <ludator@mail.softfarm.com> 
Subject: Re: Re[2]: So What Now? 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 04:38 PM 12/19/97 -0800, Richard G Schwerdtfeger wrote: 
>     When I was a kid 10 years ago (and I'm 25 now), Conventions would 
>     literally be crawling with kids my age or younger, eager to play any 
>     kind of RPG. (And I took good advantage of that...I spent at least 
>     one game session a day on games I had never played before. I exposed 
>     myself to all sorts of cool games that way. But I digress...) 
 
[Clip] 
      
>     Maybe this is just Los Angeles, and other parts of the country are  
>     just overflowing with young gamers. But haven't seen that many lately. 
 
Maybe I'm just getting cynical in my old age (he said tongue in cheek, being 
24), but frankly a hundred times as many "young gamers" wouldn't seem like 
much of an improvement to me. RPGs strike me as being an activity unsuited 
to most people gamer beneath college age; roleplaying is a primarily mental 
activity, and it takes a certain amount of time to develop the necessary 
"brain muscles". (It also takes a certain amount of things called "money" 
and "free time", which also happen to coincide more with college age ...) 
 
-- 
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: Curt Hicks <exucurt@exu.ericsson.se> 
Date: Fri, 19 Dec 1997 10:30:26 -0600 (CST) 
Subject: use full disadvantages 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
> From: Bob Greenwade <bob.greenwade@klock.com> 
>  
> At 09:04 AM 12/18/97 -0600, Curt Hicks wrote: 
> >Has it been most people's experience that players always max out on the 
> >allowed disadvantages ? 
>  
>    My Fantasy Hero pbem is the first game I've played where this hasn't 
> happened.  The guideline I gave players was, "Anywhere from 75 to 125 
> points' worth of Disadvantages, dependong on how complicated you want your 
> character's life to be."  For this, I got submissions in the full range; 
> only one is maxed out (that I can think of). 
>  
It's been my experience that all of my players max out, and I can't think 
of any characters that I've done that haven't been maxed out on the disadvantages.   The point was made earlier that if the GM **enforces** the disads so 
that they're truly a problem, this begins to cure the players.  However, I  
personally had trouble playing up all the disadvantages for all of my players. 
 
Curt 
 
From: Dave Mattingly <DaveM@FocusSoft.com> 
Subject: Re: Dead Duplicates 
Date: Fri, 19 Dec 1997 11:34:43 -0500 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
Bob G wrote: 
>Now, a dead duplicate isn't actually a dead character; it's a dead 
>*part* of a character.  So what if that +1/4 Advantage could be  
>somehow applied to allow the character to recover lost Duplicates? 
 
That's a very good point. I wish I'd thought of it years ago when I 
wrote my long-ish article on duplication. For those interested, it's at 
http://www.geocities.com/area51/cavern/1905/haym11.html. 
 
Dave Mattingly 
 
X-Sender: mlknight@pop.mindspring.com 
Date: Fri, 19 Dec 1997 09:42:14 -0700 
From: Michelle Knight <mlknight@mindspring.com> 
Subject: Re: So What Now? 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 10:09 PM 12/18/97 -0800, Nic Neidenbach wrote: 
 
>You know what would be great? A 4th edition champions Tshirt, like so many 
>of the other RPGs have. :) With a cool, action picture on it. 
 
 
    Yes! Yes! Yes!   
 
 
 
>Now the way to get more of them playing RPGs isn't to lament the passing of 
>the RPG age, but to instead create opportunities for people to RP. I found 
>that at some of the local L.A. area conventions no one is running 
>Champions. So a friend of mine and I created a Hero System game based on 
>the anime Silent Mobius. Using ideas Michael Surbrook came up with, and my 
>own, we had to turn away people, we had so many. Some came for the anime 
>theme, but most had never heard of it. They were just there to play Hero. 
 
 
    Same here.  This year, at a local convention here in Phoenix, AZ, me 
and two other of my former gaming group decided to run something simple -- 
a Danger Room -- and like Nic we had to turn people away (there were even 
more people hanging around just watching).  We were even thinking about 
running it the next day, but because of time constraints, was not able to. 
We even had one teenage girl playing in it as well as an adult woman. 
There is hope. :)   
 
 
 
Michelle 
 
 
     
 
Date: Fri, 19 Dec 1997 11:48:18 -0500 (EST) 
From: Bill Svitavsky <bsvitavs@bu.edu> 
Subject: Re: Inhibit Characteristic (AKA: SLipperiness) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
 
On Fri, 19 Dec 1997, Bob Greenwade wrote: 
 
> At 09:26 AM 12/19/97 -0500, David Fair wrote: 
> >The cost is 20 points for one target, +5 points for 2x targets. Making a  
> >char roll takes no time, to make the char roll cost a mandatory 1/2-phaze  
> >action costs +10 points. Some possible Special Effects are: 
> >     STR: High Pressure Field 
> >     DEX: Oil Or Ice Slick 
[snip] 
>  
>    I really hate to give a bit of work like this such a drubbing; I really 
> do think you may have the start of a good idea here.  I just needs to be 
> better defined, and maybe broadened a bit.  It has the potential for slick 
> areas that need to be maintained, and possibly for gravity fields (STR 
> Inhibition).  Try taking some ideas from the proposed Slipperiness Power. 
> (Whose is that again?  Bill's?) 
>  
 
Yes, it was mine - please take anything you want from it. You might also 
want to do some borrowing from my expanded CE to deal with the effects on 
different Characteristics. I suspect, though, that any thorough treatment 
of this is going to end up as complicated as the expanded CE. Either we 
end up with a power specifically created to deal with slipperiness, a 
broad power vaguely defined, or a broad power with a complicated set of 
specific rules.  
 
I agree with Bob's criticisms, including the ones I've snipped. But like 
him, I'm also curious to see where you can go with this.  
 
Date: Fri, 19 Dec 1997 11:53:42 -0500 (EST) 
From: Bill Svitavsky <bsvitavs@bu.edu> 
Subject: Re: Incomplete Characters [Long] 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
 
On 18 Dec 1997, Opal wrote: 
 
> Actually, James Jandebuer <jimalj@best.com> also known as the  
> Gaming Philosopher, is the primary authoer of the incompolet 
> rules.  I did help (mainly Rigid Armor - there I admitted it - 
> and Internal Spaces - which I'm a bit more proud of)  :) 
>    
 
Rigid Armor is one of my problems with the Incomplete Rules as they 
currently stand - it makes it difficult to do robots who take STUN 
normally. The Internal Spaces power, though, is brilliant! 
 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: Aid and Powers 
Mail-Copies-To: never 
X-No-Archive: yes 
X-Attribution: Rat 
Organization: The Happy Fun Ball Brigade 
Date: 19 Dec 1997 11:54:13 -0500 
Lines: 29 
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----- 
 
>>>>> "DF" == David Fair <DFair@sdslink.com> writes: 
 
>> Seriously, it reads, "however, Transform shouldn't be used to create 
>> useful things like weapons or gold." 
 
DF> More points does not equate to more useful. 
 
It doesn't?  20 inches of Flight is not more useful than 10 inches?  15D6EB 
is not more useful than 12D6? 
 
Fooled me. 
 
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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. 
                                    \  
 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: Aid and Powers 
Mail-Copies-To: never 
X-No-Archive: yes 
X-Attribution: Rat 
Organization: The Happy Fun Ball Brigade 
Date: 19 Dec 1997 11:57:56 -0500 
Lines: 29 
Errors-To: owner-champ-l@omg.org 
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X-Hero: champ-l 
To: champ-l@omg.org 
 
-----BEGIN PGP SIGNED MESSAGE----- 
 
>>>>> "BG" == Bob Greenwade <bob.greenwade@klock.com> writes: 
 
>> Seriously, it reads, "however, Transform shouldn't be used to create 
>> useful things like weapons or gold." 
 
BG>    That's not *quite* the same thing, eh?   :-] 
 
It is even more sweeping than the old wording because it is less specific. 
The two examples given are things that a charcter would normally have to 
spend points to obtain (HKA, EB, etc., and the perqs that give a character 
varying degrees of wealth). 
 
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--  
Rat <ratinox@peorth.gweep.net>    \ Happy Fun Ball may stick to certain types 
PGP Key: at a key server near you! \ of skin. 
                                    \  
 
Date: Fri, 19 Dec 1997 11:49:37 -0600 (CST) 
X-Sender: psansone@i1.net 
From: psansone@i1.net (Sparx) 
Subject: If you play it, they will come... 
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 reading through most of the GRG related threads and I've noticed  
in the "So what now?" thread a lot of people have been saying, "I've played  
it at a con or store and got great turn outs."  This should be proof enough  
that Hero is not dead.  For a while there, I was running a game at my local  
comic store with 12 players in it and another 4 to 5 sitting around watching  
the game.  The table wouldn't hold anymore, but they were waiting for people  
to drop out so they could join in.  My point being this, Hero is not dead.   
When I mentioned of starting it up again at the comic store, 4 or 5 people  
came up to me after I was done talking with the manager and they wanted to  
play already.  I was just tossing around the idea and they overheard me and  
they are ready.  It is our job as well as Hero and GRG to get Hero in the  
public eye.  There are only so many GMs though and only so many places where  
the game can be exposed.  Just an opinion here, but it would be nice to see  
some official presence at local cons wherever and whenever possible.  I know  
that it can't always be possible, but a Gold Rush Games or Hero Games table  
would go over better than one might think.  I feel that the player's are out  
there but it seems there just aren't that many who are motivated.  If  
someone else gets the game together they are ready to play.  Just my two  
cents worth, 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: Fri, 19 Dec 1997 11:54:57 -0600 (CST) 
X-Sender: psansone@i1.net 
From: psansone@i1.net (Sparx) 
Subject: Genre Book: The Dark World... 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
I know Hero Games put out Horror Hero and I loved it myself.  I just thought  
of a genre book while typing my last post about playing at the comic book  
store and cons.  Right now it seems that the gaming groups are turning  
toward a more "shudder" darker side.  Why, I myself am no big fan of the  
Horror genre, a lot can be said for what White Wolf is doing right now in  
the local area.  The majority of games that do well around here are White  
Wolf Vampire games.  With this in mind, I would suggest a genre book along  
the lines of a Dark World.  Don't try to go head - to - head with White  
Wolf.  It is a losing battle with a lot of those players.  I suggested  
running a Vampire game with Hero rules and they scoffed at me, me!  But  
seriously, a book that explores a darker world at night where the players  
could be vampires, werewolves, ghosts, psychics, gargoyles, etc... may sell  
very well if advertised close but not in competition with the White Wolf  
idea.  And if the genre book could contain all the rules for different  
creatures of the night then it would sure beat buying a book for each type,  
clan, etc.  I know this may sound a lot like Horror Hero reprinted, but in  
the same way it is not.  Well, just a suggestion.  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 
+++++++++++++++++++++++++++++++++++++++++++++++++++++ 
 
Subject: Re: Aid and Powers 
Date: Fri, 19 Dec 97 13:06:43 -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 
 
On 12/19/97 11:54 AM, Stainless Steel Rat (ratinox@peorth.gweep.net) Said: 
 
>DF> More points does not equate to more useful. 
> 
>It doesn't?  20 inches of Flight is not more useful than 10 inches?  15D6EB 
>is not more useful than 12D6? 
> 
>Fooled me. 
 
If you transform an entity (be it a rock, a person or a planet) and  
increase it's total point cost, it may be more expensive, but it will not  
neccessarily be more useful _TO YOU_. It may not be useful to you _AT  
ALL_. It might be pissed off and attack you, it might not do what you  
want, it might revert (heal) before it can be of use to you. 
 
And isn't a sword more points than a dagger? And isn't that a valid  
transform as illustrated in the BBB? Perhaps the dagger isn't less  
useful, but useful differently. Maybe the writers of the BBB realised  
that more points isn't the same as more useful, but could be the same as  
differently useful? Maybe they could see the forest for the trees? 
 
                                         |  David A. Fair 
        Think Different                  |  SDS International 
                                         |  dfair@sdslink.com 
 
X-Originating-IP: [206.88.2.1] 
From: "Todd Hanson" <badtodd@hotmail.com> 
Subject: Re: So what now? 
Date: Fri, 19 Dec 1997 12:37:15 CST 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
Somebody has already mentioned the lack of Champions/Hero games at  
conventions.  I would have to echo that sentiment. I went to GenCon for  
the first time this year and was sorely disappointed in the number of  
Champions/Hero games that were being run.  The games that WERE run were  
almost always pre-filled, with people standing around hoping for a  
no-show so that they could sit in.  Obviously the INTEREST in the game  
is there... 
 
Another thing that could go a LONG way towards improving Hero's image  
(and increasing its player-base):  recruit some GOOD experienced GM's to  
run games at conventions.  Heck, if you could get some of the 'official'  
hero people to run some games, that would be perfect!   
 
I played in most of the Champions games at GenCon, and I would have to  
say that for the most part.. they stunk.  Maybe I've gotten spoiled (and  
extremely lucky) to have played under some very good GMs over the years,  
so I know what a GOOD Champions game is like, but for the people there  
that played it for the first time?  Many of them flat out said after the  
game, 'This game sucks, Im never playing Champions again'.   
 
Unfortunately it was some bad GMs, and not a bad system that lost you  
some potential new customers.  If those players first Champions  
experience had been under a good GM?  They might still be playing today.   
I would think that GenCon would be big enough to warrent the attention  
of someone 'official'  (especially since so many of them were there  
anyway) 
 
 
Todd 
 
side note to Geoff: don't include your game in the above 'stunk'  
catagory - we all enjoyed your game. 
 
------------------------------------------------------- 
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: Fri, 19 Dec 1997 14:54:28 -0400 (AST) 
From: Trevor Barrie <tbarrie@ibm.net> 
Subject: Re: The Future of Hero 4. 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Fri, 19 Dec 1997, GoldRushG wrote: 
 
> << And most importantly, they didn't even complete the game before putting it 
> on the market. Which, justifiably, got alot of consumers angry. Myself being 
> one of them.>> 
>  
>   Well, if a game was truly incomplete it would frustrate me, too. 
 
Any superhero-genre game which attempts to classify powers based on 
special effect rather than mechanical effect is incomplete and 
fundamentally unplayable. 
 
Date: Fri, 19 Dec 1997 14:56:27 -0400 (AST) 
From: Trevor Barrie <tbarrie@ibm.net> 
Subject: Re: So What Now? 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Fri, 19 Dec 1997, GoldRushG wrote: 
 
> << It may cost an arm and a leg to advertise, it may not. But it will pay off. 
> >> 
>  
>   They certainly would, but even at a "paltry" $10 per thousand copies, 
> advertising in a mainstream comic which sells a million copies would cost 
> $10,000!!! That's money we just don't have right now. 
 
Okay, but who sells a million copies? According to the latest statement 
of ownership, Thunderbolts (which I believe is considered to be a 
successful series) sells 120-something thousand issues. Are there really 
titles which outsell it 8-to-1? 
 
Date: Fri, 19 Dec 1997 14:57:33 -0400 (AST) 
From: Trevor Barrie <tbarrie@ibm.net> 
Subject: Re: So What Now? (Stores believing Hero/Champs is dead) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Thu, 18 Dec 1997, Brian Wong wrote: 
 
>  	And Interesting side note to this is Games Gallery at the Stonestown 
> mall in San Francisco. in 1996 I went in looking for Champions products and 
> was told it was store policy to not carry the line or take orders on it. 
> 	They had decided it simply didn't sell well enough to carry. 
 
Well, that's just stupid beyond belief. Not carrying a line which doesn't 
sell well, sure, but not taking _orders_ for it? 
 
Date: Fri, 19 Dec 1997 15:00:13 -0400 (AST) 
From: Trevor Barrie <tbarrie@ibm.net> 
Subject: Re: Aid and Powers 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On 18 Dec 1997, Stainless Steel Rat wrote: 
 
> MS> What a minute, my copy of the BBB and the HSR says *nothing* about not 
> MS> being able to increase the number of points a character has. 
>  
> "Thou shalt not create useful things with Transformation." :) 
>  
> Seriously, it reads, "however, Transform shouldn't be used to create useful 
> things like weapons or gold." 
 
A restriction which appears with reference specifically to using Transform 
to _create_ things. If it applied to actual transforming Transforms, over 
half of the listed examples would be illegal. 
 
Date: Fri, 19 Dec 1997 14:26:24 -0500 
From: "Kevin J. McClain" <KevLord@worldnet.att.net> 
Reply-To: KevLord@worldnet.att.net 
Organization: Courts of Kirkwood 
Subject: Keep 4th Alive(The power is yours..) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
I don't see where 4th Edition is in danger of dying. There has never 
been a shortage of Hero system events at conventions, especially Gen Con 
and Origins. Smaller cons require our talents to run Hero events to 
introduce to new players and support older players. While new products 
are anothers domain, fanzines, web pages and  such go a long way to 
share ideas with other Hero worshippers:) I started running Hero system 
in 1984 and have never stopped. I don't plan to. My Champs campaign 
plotlines are already planned into Mid 1998!! 
 
Kev 
 
X-Sender: bob.greenwade@klock.com 
Date: Fri, 19 Dec 1997 12:29:17 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Aid and Powers 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 11:54 AM 12/19/97 -0500, Stainless Steel Rat wrote: 
>DF> More points does not equate to more useful. 
> 
>It doesn't?  20 inches of Flight is not more useful than 10 inches?  15D6EB 
>is not more useful than 12D6? 
 
   Which would you find more useful: a butler, or a pet tiger? 
 
Reply-To: "Filksinger" <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
Subject: Re: New power idea 
Date: Fri, 19 Dec 1997 12:36:11 -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 
 
On Friday, December 19, 1997 7:02 AM, Marc Seebass wrote: 
 
 
<snip> 
 
>No it doesn't. I've never liked the idea of sliperyness as a drain to 
dex. 
>You can still move with a lower dex. The mechanic is more of cludge 
than 
>using entangle for sliperyness. 
> 
 
Yes and no. If you don't have/use the negative characteristic rules 
(from Champions III or the Hero System Almanac I), then you are right. 
If you do use those, then higher DEX characters can always act, but 
take negatives to all DEX rolls, OCV, DCV, and DEX based skills, and 
those with lower DEXs (whoever gets Drained or Suppressed below zero) 
must make DEX rolls or be completely helpless at any task requiring 
movement or DEX. This allows for losing control of a vehicle, slipping 
and sliding to interfere with combat or Acrobatics, and falling down. 
It also allows for Capt. America to run across ice without the chance 
of falling, but with some problems with DEX based skills and CV, while 
The Thing falls on his butt. 
 
There is actually an excellent example of this in an old Fantastic 
Four comic. For some reason, Susan Storm needed to stop The Thing, and 
put little round Force Field balls under his feet. He slipped, but 
maintained his balance well enough not to fall over, and caught her. 
 
Filksinger 
 
X-Sender: ctaylor@pop.cyberis.net 
Date: Fri, 19 Dec 1997 13:17:52 -0800 
From: Christopher Taylor <ctaylor@cyberis.net> 
Subject: Re: Dead Duplicates 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
>   Here's an idea. 
>   I've mentioned before that I allow a +1/4 Advantage to REC, Healing Aid 
>(or BODY Aid for that matter), and Regeneration to allow a character to 
>heal back severed limbs. 
 
I always assumed regeneration does that... how does it heal tissue so fast 
if it doesnt actually create lost material?  It just seems to always do it 
in the comics, thats my general guide...  Never occurred to me to be any 
other way. 
 
---------------------------------------------------------- 
Sola Gracia		Sola Scriptura		Sola Fide 
Soli Gloria Deo		Solus Christus		Corum Deo 
----------------------------------------------------------- 
 
X-Sender: ctaylor@pop.cyberis.net 
Date: Fri, 19 Dec 1997 13:20:28 -0800 
From: Christopher Taylor <ctaylor@cyberis.net> 
Subject: Re: Dead Duplicates 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
>> DUPLICATION: one heals a lost duplicate as if the points were BODY or  
>> define a given circumstance to get the dead duplicate back... you  
>> lose points for having a duplicate killed any more  
 
>Dead is Dead.  Would you let a dead character heal back?  :)  
>In my book, losing the points you paid for a duplicate beats  
>being dead...  
 
nah, you didnt lose your character, you got part of your power hurt, just 
doesnt make sense game wise to do that to people... its points, not your 
character.  Should cost less if you can lose it permanently. 
 
---------------------------------------------------------- 
Sola Gracia		Sola Scriptura		Sola Fide 
Soli Gloria Deo		Solus Christus		Corum Deo 
----------------------------------------------------------- 
 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: Aid and Powers 
Mail-Copies-To: never 
X-No-Archive: yes 
X-Attribution: Rat 
Organization: The Happy Fun Ball Brigade 
Date: 19 Dec 1997 16:34:28 -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----- 
 
>>>>> "DF" == David Fair <DFair@sdslink.com> writes: 
 
DF> If you transform an entity (be it a rock, a person or a planet) and 
DF> increase it's total point cost, it may be more expensive, but it will 
DF> not neccessarily be more useful _TO YOU_. 
 
The BBB does not mention to whom the Transform is useful.  It states that 
Transform should not be used to create useful things.  Besides, to use 
"weapons" as the example given, nothing prevents someone other than the 
creator from picking up a created weapon and using it on its creator.  In 
such a circumstance that weapon is a detriment to the creator... but it is 
still useful. 
 
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--  
Rat <ratinox@peorth.gweep.net>    \ Ingredients of Happy Fun Ball include an 
PGP Key: at a key server near you! \ unknown glowing substance which fell to 
                                    \ Earth, presumably from outer space. 
 
From: Brian Wong <rook@shell.infinex.com> 
Subject: Re: 5th Edition Hero: Some specific suggestions (a tad long) 
Date: Fri, 19 Dec 1997 21:56:31 +0000 (GMT) 
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 
 
> > Anyone just of out military basic training can tell you that 
> >is humanly possible to go from being totally asleep to dressed, shaved, 
> >showered, bed made in perfect tight fitness, boots shined, and down a flight 
> >of stairs and then lined up in perfect formation in under 3 minutes total. 
> > Cause if you didn't, they just made you run back up and repeat it 
> >all until you did. :) 
> > Course, I haven't been able to repeat it since, Though I used to 
> >be able to be out the door in 10 minutes. 
>  
>    I would call this an application of Instant Change for normals.  (You 
> know, like the "non-powered Powers" from Dark Champs?) 
>  
	Perhaps the drill seargant buys: 
Instant change, usably by others, area effect, requires dex roll. 
	Or some such. :) 
 
	I certainly know I didn't buy it. Cause it stopped working as soon 
as we left basic training. :) 
 
Rook : a common Old World gregarious bird related to the American crow. 
 
Super Hero Links Page: http://www.infinex.com/~rook/SH/SHlinks.html 
My Champions Webpage is at: http://www.infinex.com/~rook/champs/ 
 
Subject: Re: Aid and Powers 
Date: Fri, 19 Dec 97 17:24:53 -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 
 
On 12/19/97 4:34 PM, Stainless Steel Rat (ratinox@peorth.gweep.net) Said: 
 
>The BBB does not mention to whom the Transform is useful.  It states that 
>Transform should not be used to create useful things.  Besides, to use 
>"weapons" as the example given, nothing prevents someone other than the 
>creator from picking up a created weapon and using it on its creator.  In 
>such a circumstance that weapon is a detriment to the creator... but it is 
>still useful. 
 
Using that logic, all Transforms all illegal. Why transform something if  
not to take advantage of it's usefulness? 
 
GM:  "Sorry Mike, you can't transform a dragon into a frog, the frog has  
that  
          useful jumping ability." 
Mike:"Then why did I spend 50 points on that spell?" 
GM:  "I dunno." 
 
                                         |  David A. Fair 
        Think Different                  |  SDS International 
                                         |  dfair@sdslink.com 
 
From: GoldRushG <GoldRushG@aol.com> 
Date: Fri, 19 Dec 1997 17:31:15 EST 
Subject: Re: GRG: The Fuss over Fuzion... 
Organization: AOL (http://www.aol.com) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
<< Electronic Reprints of stuff I already have doesn't count as new.>> 
 
  Ultimate Supermage is not a reprint. And the last few ICE-produced books 
(Atlantis, et al) came out in 1995-1996. 
 
  Mark @ GRG 
 
From: GoldRushG <GoldRushG@aol.com> 
Date: Fri, 19 Dec 1997 17:33:59 EST 
Subject: Re: GRG: The Fuss over Fuzion... 
Organization: AOL (http://www.aol.com) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
<< ergo, the list often asks for an "official 
opinion" on a rules question which comes back "do what you want" >> 
 
  What's wrong with that? Why does everything have to be set in stone. Part of 
the beauty of the Hero System *is* it's flexibility and adaptability, wouldn't 
you agree? There is often no "one right way" to do something. 
 
  Mark @ GRG 
 
From: GoldRushG <GoldRushG@aol.com> 
Date: Fri, 19 Dec 1997 17:36:18 EST 
Subject: Re: Gold Rush Games Mail 
Organization: AOL (http://www.aol.com) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
<< Next you'll be saying tha tyou can neither confirm nor deny your ability 
to confirm or deny and confirmation or denial.   ;-] >> 
 
  I can neither confirm nor deny the allegation that I actually read and am 
responding to your post. 
 
  Mark @ GRG 
 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: Aid and Powers 
Mail-Copies-To: never 
X-No-Archive: yes 
X-Attribution: Rat 
Organization: The Happy Fun Ball Brigade 
Date: 19 Dec 1997 17:42:24 -0500 
Lines: 26 
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Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
-----BEGIN PGP SIGNED MESSAGE----- 
 
>>>>> "BG" == Bob Greenwade <bob.greenwade@klock.com> writes: 
 
>> It doesn't?  20 inches of Flight is not more useful than 10 inches? 
>> 15D6EB is not more useful than 12D6? 
 
BG>    Which would you find more useful: a butler, or a pet tiger? 
 
That depends: am I playing Tarzan or Bruce Wayne? 
 
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--  
Rat <ratinox@peorth.gweep.net>    \ If Happy Fun Ball begins to smoke, get 
PGP Key: at a key server near you! \ away immediately. Seek shelter and cover 
                                    \ head. 
 
X-Sender: nolan@pop.erols.com 
Date: Fri, 19 Dec 1997 18:10:16 -0500 
From: Scott Nolan <nolan@pop.erols.com> 
Subject: Re: So What Now? 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
<x-rich>At 02:56 PM 12/19/97 -0400, Trevor Barrie wrote: 
 
>On Fri, 19 Dec 1997, GoldRushG wrote: 
 
> 
 
>> <<<< It may cost an arm and a leg to advertise, it may not. But it will pay off. 
 
>> >> 
 
>>  
 
>>   They certainly would, but even at a "paltry" $10 per thousand copies, 
 
>> advertising in a mainstream comic which sells a million copies would cost 
 
>> $10,000!!! That's money we just don't have right now. 
 
> 
 
>Okay, but who sells a million copies? According to the latest statement 
 
>of ownership, Thunderbolts (which I believe is considered to be a 
 
>successful series) sells 120-something thousand issues. Are there really 
 
>titles which outsell it 8-to-1? 
 
 
Trevor: 
 
 
No offense, buddy, but what are you smoking?  Thunderbolts is a successful comic, but it is not a big comic.  The big titles (the various Bat-titles, X-titles, Avengers, Spider-Man, etc.) sell a million or nearly so, easy. 
 
 
But advertising is still a good idea.  Game magazines is one way, game stores is another.  Not everything costs $10,000. 
 
 
Scott 
 
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 
 
I see God in every hour of the twenty-four, and each moment then,  
 
In the faces of men and women I see God, and in my own face in the 
glass; 
 
	<bold>Walt Whitman</bold> - <italic>Leaves of Grass 
 
</italic>~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 
 
Scott Nolan 
 
nolan@erols.com 
 
</x-rich> 
Date: Fri, 19 Dec 1997 16:38:36 -0800 
From: RGSchwerdtfeger@directv.com (Richard G Schwerdtfeger) 
Subject: Re[2]: So What Now? 
Content-Description: cc:Mail note part 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
     I wrote: 
     ><< Well, I think that there is a greater issue at stake. Gaming *as a  
     >hobby* is dying, not just 4th Ed. >> 
      
     And Mark succinctly wrote: 
     >I disagree. 
      
     Well, I know what I see, and if Gaming isn't dying, it must have one  
     hell of a Simulate Death talent. 
      
     When I was a kid 10 years ago (and I'm 25 now), Conventions would 
     literally be crawling with kids my age or younger, eager to play any 
     kind of RPG. (And I took good advantage of that...I spent at least 
     one game session a day on games I had never played before. I exposed 
     myself to all sorts of cool games that way. But I digress...) 
      
     At the last Con I went to, kids and young teens were very few and far  
     between. RPG tournaments which once numbered in the hundreds were  
     reduced...I don't know if there were *any* Champions tourneys (I know  
     there was going to be at least one, but Albert Deschesne's prizes got  
     lost in the mail, and he bowed out.) I ended up not playing a single  
     Con-organized game the entire time, because I didn't want to play in  
     yet another cheesy Living City tournament.  
      
     Maybe this is just Los Angeles, and other parts of the country are  
     just overflowing with young gamers. But haven't seen that many lately. 
      
     Richard 
 
From: Brian Wong <rook@shell.infinex.com> 
Subject: DP9 Marketing 
Date: Sat, 20 Dec 1997 01:06:37 +0000 (GMT) 
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 
 
> Don't get me wrong. I love HERO, and it'll always be my choice for superhero 
> gaming (heck, for most genres). But HERO and GRG could learn a lot from 
> Dream Pod 9. Heck, they'd probably be happy to help (boosting the industry 
> in general is always a good idea, and I know for a fact that DP9 has _no_ 
> plans at all to do a superhero/multigenre game).  
> 
Really? 
	From their webpage I got: 
 
Gear Krieg 
 
       In a world torn by war, the only real hope lies in the use of... super 
       science?  World War II will never be the same again after you?ve 
       tried our Two-Fisted Pulp Superscience World War II game, Gear 
       Krieg! 
 
Sounds like a WWII Mecha-Super game. :) 
 
This is on: 
http://www.dp9.com/catalog/ 
 
	What I want to see is a psionics and magic system for Silhouette. 
 
> Anyway, if HERO products came out with the quality levels of DP9 stuff, I'd 
> probably croak from sheer joy. 
 
	Oh heck yeah. It's been a long time since an RPG was coming out with 
more stuff than I could afford to buy. Most of the good stuff comes out in 
slow trickles. 
 
Rook : a common Old World gregarious bird related to the American crow. 
 
"The CCG is a natural extension of the Operating Sys... Er, Role Playing 
System." --- Something I swear Richard Garfield (WoTC) must have said at 
some point. 
 
Super Hero Links Page: http://www.infinex.com/~rook/SH/SHlinks.html 
My Champions Webpage is at: http://www.infinex.com/~rook/champs/ 
 
From: Brian Wong <rook@shell.infinex.com> 
Subject: Any way you Slice it 
Date: Sat, 20 Dec 1997 01:18:57 +0000 (GMT) 
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 
 
> >><< Your best option is a full page add split 50-50 Hero 4th and 
> Champions:NM. 
> >>Destroyer...?  ;)  "Either way you slice it, it comes up world 
> >domination!" :D 
> > 
> >   This is the line of thought I had when I first saw that statement.  My 
> >version was more like the two versions of Quantum: "Either way you slice 
> >it, it comes up big trouble for crooks!" 
> >   Hey, I think we have a good ad campaign idea going here.... 
>  
> Okay, I have to do it before someone else does; 
>  
> An ad with both versions of Seeker getting beat senseless: 
> "Either way you slice it, it's still Seeker!" ;) 
> 
	Too bad New Millenium was too pretentious to have a Foxbat. :)  
 
From: Brian Wong <rook@shell.infinex.com> 
Subject: Re: Re[2]: So What Now? 
Date: Sat, 20 Dec 1997 01:26:00 +0000 (GMT) 
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 
 
> >     When I was a kid 10 years ago (and I'm 25 now), Conventions would 
> >     literally be crawling with kids my age or younger, eager to play any 
> >     kind of RPG. (And I took good advantage of that...I spent at least 
> >     one game session a day on games I had never played before. I exposed 
> >     myself to all sorts of cool games that way. But I digress...) 
> [Clip] 
> >     Maybe this is just Los Angeles, and other parts of the country are  
> >     just overflowing with young gamers. But haven't seen that many lately. 
> 
	I've noticed this too. Very upsetting if you ask me. 
  
> Maybe I'm just getting cynical in my old age (he said tongue in cheek, being 
> 24), but frankly a hundred times as many "young gamers" wouldn't seem like 
> much of an improvement to me. RPGs strike me as being an activity unsuited 
> to most people gamer beneath college age; roleplaying is a primarily mental 
> activity, and it takes a certain amount of time to develop the necessary 
> "brain muscles". (It also takes a certain amount of things called "money" 
> and "free time", which also happen to coincide more with college age ...) 
>  
	I would disagree here. High Schooler's have more free time than 
just about any age group out there. And often times the brain-power is 
better than the college kids. And it's certainly better than us adults 
with our slowly atrophying brains. 
	Maturity level isn't there with most though. But that doesn't nor 
should it stop them. 
	To be honest, I've found better gamers among the kids than I have 
among adults. Not as stuck in the mud, more willing to try new things. 
 
	And those kids are the next generation of the hobby. Ensuring they're 
there is ensuring this all isn't going to be something done only in nursing 
homes in 40-60 years. 
 
Rook : a common Old World gregarious bird related to the American crow. 
 
"The CCG is a natural extension of the Operating Sys... Er, Role Playing 
System." --- Something I swear Richard Garfield (WoTC) must have said at 
some point. 
 
Super Hero Links Page: http://www.infinex.com/~rook/SH/SHlinks.html 
My Champions Webpage is at: http://www.infinex.com/~rook/champs/ 
 
From: Brian Wong <rook@shell.infinex.com> 
Subject: Con Games 
Date: Sat, 20 Dec 1997 01:49:21 +0000 (GMT) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
> conventions.  I would have to echo that sentiment. I went to GenCon for  
> the first time this year and was sorely disappointed in the number of  
> Champions/Hero games that were being run.  The games that WERE run were  
> almost always pre-filled, with people standing around hoping for a  
> no-show so that they could sit in.  Obviously the INTEREST in the game  
> is there... 
> 
	Really? I always thought it was big there. How many games did you 
see? What WAS big? 
  
> run games at conventions.  Heck, if you could get some of the 'official'  
> hero people to run some games, that would be perfect!   
>  
	Well, we all know that will only happen if it's a Fuzion based 
game. 
 
> I played in most of the Champions games at GenCon, and I would have to  
> say that for the most part.. they stunk.  Maybe I've gotten spoiled (and  
> extremely lucky) to have played under some very good GMs over the years,  
> so I know what a GOOD Champions game is like, but for the people there  
> that played it for the first time?  Many of them flat out said after the  
> game, 'This game sucks, Im never playing Champions again'.   
> 
	I played in a few games at Pacificon in 96 (I played psylocke 
in an X-Man game, Rainbow (DNAgents) in an attack on Alcatraz game, and 
my own PC American Star in a slug-fest in San Francisco game for anyone 
who was there.). The games were all almost nothing more than slugfests 
with lots of powergaming. However I still found at least one newbie who 
was drooling over the idea of buying the rulebook (though the idiot 
bought Marvel Supers as well, you get more bang for your buck paying 
someone to twiddle their thumbs than you do from that game, IMHO). 
 
	Out here in the Bay Area Champions seems to have a strong 
following. Lots of games for it at all the cons I've seen. If I trusted 
myself to it. 
  
> Unfortunately it was some bad GMs, and not a bad system that lost you  
> some potential new customers.  If those players first Champions  
> experience had been under a good GM?  They might still be playing today.   
> I would think that GenCon would be big enough to warrent the attention  
> of someone 'official'  (especially since so many of them were there  
> anyway) 
> 
	Well, we might get Mark (GRG) out there, but the day Hero does 
anything but fuzion is the day I start believing politicians. It just 
isn't going to happen. 
  
Rook : a common Old World gregarious bird related to the American crow. 
 
"The CCG is a natural extension of the Operating Sys... Er, Role Playing 
System." --- Something I swear Richard Garfield (WoTC) must have said at 
some point. 
 
Super Hero Links Page: http://www.infinex.com/~rook/SH/SHlinks.html 
My Champions Webpage is at: http://www.infinex.com/~rook/champs/ 
 
From: Brian Wong <rook@shell.infinex.com> 
Subject: Powers classified by special effect rather than mechanics 
Date: Sat, 20 Dec 1997 01:56:40 +0000 (GMT) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
> Any superhero-genre game which attempts to classify powers based on 
> special effect rather than mechanical effect is incomplete and 
> fundamentally unplayable. 
 
	Funny you should say that. I agree with you. However Jeff Dee, 
author of Villians and Vigilantes, currently writing a new version of the 
game; has stated the exact opposite. 
	His opinion was that Champions' major flaw was to ignore the 
fundamental diference in mechanics required for different special effects. 
Not in those exact words, but that was the message conveyed. It's one of 
the chief considerations made in the design of the new point based version 
of Villians and Vigilantes; Living Legends. And he has quite a faithful 
following. 
	So while I agree with you; I concede there is validity to the 
opposing argument. 
 
Rook : a common Old World gregarious bird related to the American crow. 
 
"The CCG is a natural extension of the Operating Sys... Er, Role Playing 
System." --- Something I swear Richard Garfield (WoTC) must have said at 
some point. 
 
Super Hero Links Page: http://www.infinex.com/~rook/SH/SHlinks.html 
My Champions Webpage is at: http://www.infinex.com/~rook/champs/ 
 
From: Brian Wong <rook@shell.infinex.com> 
Subject: Official Rulings (was Re: GRG: The Fuss over Fuzion...) 
Date: Sat, 20 Dec 1997 02:24:28 +0000 (GMT) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
>  
> << ergo, the list often asks for an "official 
> opinion" on a rules question which comes back "do what you want" >> 
>  
>   What's wrong with that? Why does everything have to be set in stone. Part of 
> the beauty of the Hero System *is* it's flexibility and adaptability, wouldn't 
> you agree? There is often no "one right way" to do something. 
 
	Because when I ask someone's opinions on something, I already know 
that I can "do what I want". What I want to know is what they had intended 
to mean when they wrote down what they did. Under such a circumstance, 
telling me "do what you want" is insulting. It's telling me "I don't care 
to answer peasants." Maybe it's part of my background in asia, when I'm 
told something I always look past the words to see the true meaning held 
in the message. But I doubt it. Cause I'm not alone in finding such an 
answer to be unfufilling to my needs. 
 
	On the contrary. I DO NOT WANT a Gygax routine of you and Steve 
going on the net, cons, and some version of Adventurers Club telling 
us that "the rules are X, and only X, and failure to play by method X is 
a  failure to play the game and should result in confiscation of your 
copy of the game." 
 
	But a simple bit of advise every now and then is handy. 
 
Rook : a common Old World gregarious bird related to the American crow. 
 
"The CCG is a natural extension of the Operating Sys... Er, Role Playing 
System." --- Something I swear Richard Garfield (WoTC) must have said at 
some point. 
 
Super Hero Links Page: http://www.infinex.com/~rook/SH/SHlinks.html 
My Champions Webpage is at: http://www.infinex.com/~rook/champs/ 
 
From: Brian Wong <rook@shell.infinex.com> 
Subject: Comic Sales (was Re: So What Now?) 
Date: Sat, 20 Dec 1997 03:53:13 +0000 (GMT) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
<<<< It may cost an arm and a leg to advertise, it may not. But it will 
<<<< pay off. 
>  
> >>   They certainly would, but even at a "paltry" $10 per thousand copies, 
> >> advertising in a mainstream comic which sells a million copies would cost 
> >> $10,000!!! That's money we just don't have right now. 
>  
> >Okay, but who sells a million copies? According to the latest statement 
> >of ownership, Thunderbolts (which I believe is considered to be a 
> >successful series) sells 120-something thousand issues. Are there really 
> >titles which outsell it 8-to-1? 
>  
> Trevor: 
>  
> No offense, buddy, but what are you smoking?  Thunderbolts is a successful comic, but it is not a big comic.  The big titles (the various Bat-titles, X-titles, Avengers, Spider-Man, etc.) sell a million or nearly so, easy. 
>  
	Here's the top selling comic for 1997: 
Avg is the key here, that's monthly sales. It's much lower than you might 
expect. 
 
(this info from: 
http://x2.dejanews.com/getdoc.xp?recnum=3426831&server=db97p6&threaded=1&CONTEXT=882617526.534315046&HIT_CONTEXT=&HIT_NUM=&hitnum=0 ) 
See Also: 
(http://www.texas.net/~antarc/salescharts.html) 
 
Top 100 by Total Sales (In Thousands) 
 
Rank    Title                   Company  Sold           Issues    Avg 
1       Spawn                   Image   1,761.0         12      146.8  
2       Uncanny X-Men           Marvel  1,473.4          9      163.7  
3       X-Men                   Marvel  1,444.9          9      160.5  
4       JLA                     DC      1,291.8         13       99.4  
5       Fantastic Four          Marvel  1,194.4          8      149.3  
6       Wolverine               Marvel  1,152.6          9      128.1  
7       Curse of the Spawn      Image   1,126.2         11      102.4  
8       Darkness                Image   1,100.6          9      122.3  
9       Captain America         Marvel    969.9          8      121.2 
10      Superman                DC        919.3         12       76.6 
11      Generation X            Marvel    889.7          9       98.9  
12      Iron Man                Marvel    888.5          7      126.9  
13      Avengers                Marvel    858.7          7      122.7  
14      Gen 13                  Image     817.6          9       90.8  
15      X-Man                   Marvel    810.2          9       90.0  
16      Adventures of Superman  DC        778.5         12       64.9  
17      X-Force                 Marvel    774.4          9       86.0  
18      Witchblade              Image     772.9          8       96.6  
19      X-Factor                Marvel    767.3          9       85.3  
20      Cable                   Marvel    758.3          9       84.3  
21      Superman Man of Steel   DC        758.2         12       63.2  
22      Action Comics           DC        716.1         11       65.1  
23      Incredible Hulk         Marvel    680.6          9       75.6  
24      Gen 13 Bootleg          Image     646.8         12       53.9  
25      Amazing Spiderman       Marvel    642.5          9       71.4  
26      Batman                  DC        633.3         11       57.6  
27      Detective Comics        DC        620.1         12       51.7  
28      Excalibur               Marvel    617.0          9       68.6  
29      Heroes Reborn Return    Marvel    581.3          4      145.3  
30      X-Files                 Topps     580.6         12       48.4  
31      Supergirl               DC        574.4         12       47.9  
32      Peter Parker Spiderman  Marvel    573.9          9       63.8  
33      Spectacular Spiderman   Marvel    555.7          9       61.7  
34      Green Lantern           DC        555.2         12       46.3  
35      Preacher                DC        555.0         12       46.3  
36      Batman Legends Dark Kn  DC        544.3         12       45.4  
37      Nightwing               DC        517.8         12       43.2  
38      Sensational Spiderman   Marvel    516.6          9       57.4  
39      Batman Long Halloween   DC        514.5         10       51.5  
40      Batman Shadow of Bat    DC        507.4         12       42.3  
41      Wildcats                Image     506.4         12       42.2  
42      Deadpool                Marvel    501.3          9       55.7  
43      Flash                   DC        497.4         12       41.5  
44      Catwoman                DC        480.0         12       40.0  
45      Robin                   DC        471.2         12       39.3  
46      DV8                     Image     452.3         11       41.1  
47      Wonder Woman            DC        450.7         12       37.6  
48      Alpha Flight            Marvel    443.2          7       63.3  
49      Thunderbolts            Marvel    414.4          9       46.0  
50      Teen Titans             DC        372.8         12       31.1  
51      Starman                 DC        372.5         12       31.0  
52      Ka-Zar                  Marvel    370.3         10       37.0  
53      Aquaman                 DC        362.4         12       30.2  
54      Dreaming                DC        353.2         12       29.4  
55      Tenth                   Image     349.7          8       43.7  
56      Impulse                 DC        344.9         12       28.7  
57      Azrael                  DC        344.6         11       31.3  
58      Superboy                DC        342.8         12       28.6  
59      Hitman                  DC        340.0         12       28.3  
60      Elektra                 Marvel    333.7          9       37.1  
61      Astro City              Image     324.9          8       40.6  
62      Genesis                 DC        322.1          4       80.5  
63      Wetworks                Image     319.3         11       29.0  
64      Legion of Superheroes   DC        317.3         12       26.4  
65      Heroes For Hire         Marvel    310.5          9       34.5  
66      Silver Surfer           Marvel    309.2          9       34.4  
67      Arcanum                 Image     307.8          8       38.5  
68      Books of Magic          DC        307.3         12       25.6  
69      Legionnaires            DC        304.0         12       25.3  
70      Divine Right            Image     285.5          4       71.4  
71      Gambit                  Marvel    285.0          4       71.3  
72      Daredevil               Marvel    284.4          9       31.6  
73      Stormwatch              Image     280.5         10       28.1  
74      Star Wars Dark ForceRis DHC       277.5          6       46.3 
75      Savage Dragon           Image     275.8         11       25.1  
76      Hellshock               Image     273.0          8       34.1  
77      X-Men Unlimited         Marvel    267.2          3       89.1  
78      Adventures in DC Univ   DC        264.1         11       24.0  
79      What If?                Marvel    258.9          8       32.4  
80      House of Secrets        DC        258.6         12       21.6  
81      Maverick                Marvel    258.3          6       43.1  
82      Superman Adventures     DC        253.7         12       21.1  
83      Power of Shazam         DC        251.9         12       21.0  
84      Ascension               Image     251.0          3       83.7  
85      Green Arrow             DC        243.7         12       20.3  
86      Supreme                 Maximum   240.6         14       17.2  
87      Spectre                 DC        239.2         12       19.9  
88      Hellblazer              DC        237.8         12       19.8  
89      Jack Kirby's 4th World  DC        235.9          9       26.2  
90      Maxx                    Image     232.8          8       29.1  
91      Journey Into Mystery    Marvel    232.4          8       29.1  
92      Lobo                    DC        229.5         12       19.1  
93      Resurrection Man        DC        229.4         10       22.9  
94      Kents                   DC        219.6          7       31.4  
95      Cyberforce              Image     219.0          6       36.5  
96      Tales of the Witchblade Image     212.8          3       70.9  
97      Sovereign Seven         DC        210.0         12       17.5  
98      Weapon Zero             Image     200.1          6       33.4  
99      Sandman Mystery Theatre DC        197.7         11       18.0  
100     Grifter                 Image     192.0          8       24.0 
 
So, only 57 titles sold more for the full year (9 months for 
Marvel) than Darkness #11 did for one issue.  Yikes! 
 
***END PASTE*** 
 
Most of that's pretty low, but you'll note that Thunderbolts is up 
there at #49 for an average of 46 thousand sales/month. 
Which is really not bad in comparison to the rest. 
 
Right now the number one topic on rec.arts.comics.misc is how much trouble 
the comics industry is in at this point. What with Marvel bankcrupt and 
stores closing left and right. Sales are way down and the industry is looking 
for ways to increase revenue and bring in more fans. 
	Much of the discusion is being done by shop owners, writiers, artists, 
and the like. 
 
 
Rook : a common Old World gregarious bird related to the American crow. 
 
"The CCG is a natural extension of the Operating Sys... Er, Role Playing 
System." --- Something I swear Richard Garfield (WoTC) must have said at 
some point. 
 
Super Hero Links Page: http://www.infinex.com/~rook/SH/SHlinks.html 
My Champions Webpage is at: http://www.infinex.com/~rook/champs/ 
 
Reply-To: "Filksinger" <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
Subject: Re: Re[2]: So What Now? 
Date: Fri, 19 Dec 1997 20:38:13 -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 
 
On Friday, December 19, 1997 5:41 PM, Vox Ludator wrote: 
 
<snip> 
> 
>Maybe I'm just getting cynical in my old age (he said tongue in 
cheek, being 
>24), but frankly a hundred times as many "young gamers" wouldn't seem 
like 
>much of an improvement to me. RPGs strike me as being an activity 
unsuited 
>to most people gamer beneath college age; roleplaying is a primarily 
mental 
>activity, and it takes a certain amount of time to develop the 
necessary 
>"brain muscles". (It also takes a certain amount of things called 
"money" 
>and "free time", which also happen to coincide more with college age 
...) 
> 
You may have a good point. When I started playing in late junior high 
and high school, most of the players I had were a severe 
disappointment, as were the GMs. My first D&D game that wasn't 
randomly rolled was run by a friend's brother. Within 15 minutes, the 
other players had stood by while one of their number first extorted 
money out of me (to stop him from cutting the rope holding me over a 
moat), then cut the rope and fed me to the crocodiles. 
 
In my first Champions game as GM, I forgot to design the characters 
with END in mind, back when END costs were double. When the players 
discovered that their characters collapsed shortly into the first 
fight, rather than fixing them, they decided to attack a jet liner and 
suicide when caught. 
 
A certain maturity is necessary. I don't know about brain power, but 
maturity would be a good idea. 
 
Filksinger 
 
Reply-To: "Filksinger" <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
Subject: New Limitation: Puncture 
Date: Fri, 19 Dec 1997 21:39:19 -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 
 
Since everyone else is adding their own special Advantages, 
Limitations, and Powers, I thought I would throw out my own. 
 
Puncture (-1/4) 
 
The Puncture Limitation is a limitation applied to powers which do 
BODY only. It is most often applied to Killing attacks and Armor 
Piercing EBs. 
 
When an attack takes Puncture, it loses its ability to make big holes. 
Examples include rapiers and most firearms. An attack using Puncture 
makes small holes only. Thus, a .44 Magnum cannot be used to blow a 6 
ft hole in the wall of your house, and a rapier cannot be used to 
knock down an oak door, both of which are technically possible under 
the present rules. 
 
 
Most firearms take this limitation in my campaigns. 
Filksinger 
 
From: Firelynx16 <Firelynx16@aol.com> 
Date: Sat, 20 Dec 1997 00:42:13 EST 
Subject: Re: Aid and Powers 
Organization: AOL (http://www.aol.com) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
In a message dated 97-12-19 17:09:35 EST, you write: 
 
<< The BBB does not mention to whom the Transform is useful.  It states that 
 Transform should not be used to create useful things.  Besides, to use 
 "weapons" as the example given, nothing prevents someone other than the 
 creator from picking up a created weapon and using it on its creator.  In 
 such a circumstance that weapon is a detriment to the creator... but it is 
 still useful. >> 
 
The fallacy in this argument is that 99% of the time, *whatever* a character 
creates using Transform is going to be USEFUL to someone, otherwise he/she 
wouldn't be creating it.  If you turn your enemy to stone, that has just 
become useful to you, since the enemy can't attack you anymore.  If you create 
food out of thin air, that is useful to you.  If you change a normal human 
(25-50 points) into a vampire (let's see anyone make an effective vampire for 
25 points), the vampire is now a stronger character (useful to himself or the 
vampire sire).  And the list goes on... some adding points, some taking away 
points, some not changing them at all.   Seriously, I think the vampire is the 
best example of adding points, since their very own character, Stalker, in the 
same book with the rules to Transform has that very ability... a 1d6 
Cumulative Transform to Vampire, and that's it... no Linked Aid or anything 
else.  And with examples in previous paragraphs showing Transform being used 
to add points (dagger to sword), it makes no sense to me that you can't add 
points. 
Another problem...  The quote you pulled comes from the section talking about 
creating things from nothing, not about Transforms in general.   
A final thought... In Champs III they said in black and white that you can't 
add points, but they didn't carry that over to Champs IV.  That should be 
enough right there.  My word, don't you think something as important as 
whether you can add points would be *clearly*, just like in Champs III, 
spelled out in easy to understand words.  But if you're still sticking to your 
quote, what you say is a 'less specific' wording telling people you can't add 
points can just as easily be opposed by an equally less specific worded 
comment at the end under the title 'comment'.  "The cost of Transform is based 
on the cost of Ranged Killing Attack.  The logic is that if a character does 
enough damage to kill someone or destroy something, he might as well transform 
it into something else."  That sounds pretty 'open-ended and everything is 
fair game' to me.  But that just may be me.  I hope this doesn't come off as 
harsh or anything.  It's not intended to be anything other than an as thorough 
as can be outlaying of points... which is what this list is here for, right? 
 
'Lynx  
 
From: "Jeff O'Connor" <jtoc@msn.com> 
Subject: Request for Character Stats:  Fatale Five 
Date: Fri, 19 Dec 1997 22:55:34 -0700 
X-MSMail-Priority: Normal 
X-MimeOLE: Produced By Microsoft MimeOLE V4.71.1712.3 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
Hi.  Someone sent me a request for my Fatale Five character stats. 
Unfortunatley, I got a little carried away cleaning out my mailbox and 
deleted the request.  I've got no problem posting them, but I will need some 
time to transcribe my chicken-scratch character sheets from loose-leaf to 
Excel format.  If whomever wanted them will respond to this post, I will 
email them to you starting - well, as soon as I get your email address.  :-) 
 
 
 
 
Date: Sat, 20 Dec 1997 01:34:34 -0500 
From: Geoffrey Speare <geoff@omg.org> 
Subject: GRG: The Fuss over Fuzion... 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
> << ergo, the list often asks for an "official 
> opinion" on a rules question which comes back "do what you want" >> 
>  
>   What's wrong with that? Why does everything have to be set in stone. Part of 
> the beauty of the Hero System *is* it's flexibility and adaptability, wouldn't 
> you agree? There is often no "one right way" to do something. 
 
There's a spectrum: at one end is freeform "let's pretend", at the other is 
that massively convoluted system I hear about (Phoenix Command?), where combat 
turns are in tenths of a second, etc. etc. 
 
The flexibility of the Hero System is it's strength; however, in order to 
provide a common ground, it does need some structure. The ultimate result of 
saying "whatever, play it however you want" is the erosion of this 
structure... 
 
Geoff Speare 
 
Date: Sat, 20 Dec 1997 01:45:11 -0500 (EST) 
From: Michael Surbrook <susano@access.digex.net> 
cc: champ-l@omg.org 
Subject: Re: GRG: The Fuss over Fuzion... 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Fri, 19 Dec 1997, GoldRushG wrote: 
 
> << ergo, the list often asks for an "official 
> opinion" on a rules question which comes back "do what you want" >> 
>  
>   What's wrong with that? Why does everything have to be set in stone. Part of 
> the beauty of the Hero System *is* it's flexibility and adaptability, wouldn't 
> you agree? There is often no "one right way" to do something. 
 
Yes, but then you get what we have here.  And what we have here is a 
failure to communicate. How does Linked work?  How many powers can be used 
with a single attack roll in a phase?  What can Transformation do (and 
not do).  Exactly how many powers can you activate in a Phase? 
 
There are a large number of questions (and arguments) that could be halted 
on this list if some one at Hero finally sat down and decided to speak 
plainly and clearly on certain rulings.  This is one of the major reasons 
people want a 5th Edition. 
 
*************************************************************************** 
* "'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: GoldRushG <GoldRushG@aol.com> 
Date: Sat, 20 Dec 1997 01:57:32 EST 
Subject: Re: So What Now? 
Organization: AOL (http://www.aol.com) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
<< But advertising is still a good idea.  Game magazines is one way, game 
stores is another.  Not everything costs $10,000 >> 
 
  Yes, I realize that, Scott. My point was only that some forms of advertising 
are a bit beyond our means right now. But I did ask for suggestions and I 
appreciate the ones sent in so far. Keep the ideas coming! :D 
 
  Mark @ GRG 
 
From: GoldRushG <GoldRushG@aol.com> 
Date: Sat, 20 Dec 1997 01:57:42 EST 
Subject: Flexibility issue 
Organization: AOL (http://www.aol.com) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
<< What's wrong with "do it yourself" is that ANY game can give you that. >> 
 
  Exactly. So what's the problem? Someone wants a specific rule created for a 
situation that is not covered in the rule book. The rep says "do what you 
want," which I interpret to mean "do whatever works best in your campaign." In 
other words, use a little GM initiative. It's an open field. What's the big 
deal? 
 
  I think some people get way too hung up on "official rulings" at times. I'll 
let you in on a secret that I have learned from many many years (yeah, right 
<G>) of game design and publishing. When you ask a designer a questions, there 
is the *possibility* that they had never considered that question before and 
they may not know the "official ruling" on the issue. 
 
  But aren't we all "designers" to one degree or another? What makes the game 
designer's decision any more valid or playable than the GM's? Only the GM can 
know what works best in his game -- to know what is the most fun. And that's 
what RPGs are about, isn't it? Fun? 
 
  Peace be with you all. ;) 
 
  Mark @ GRG 
 
  "I can neither confirm nor deny the existence of Santa Claus" 
 
From: GoldRushG <GoldRushG@aol.com> 
Date: Sat, 20 Dec 1997 01:57:44 EST 
Subject: Re: Re[2]: So What Now? 
Organization: AOL (http://www.aol.com) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
<< Well, I know what I see, and if Gaming isn't dying, it must have one hell 
of a Simulate Death talent.>> 
 
  With all due respect, your experience is not the summation of the industry 
as a whole. There are a lot of other things to consider as well. 
 
  As for the age of the attendees... have you thought that the gamers of your 
own age when you were 15 are *still* your own age now? ;)  Agreed, we need new 
blood, as it were, but gaming is hardly "dying," IMO. Sales of our latest book 
have already exceeded both of our previous books and it isn't even out yet! 
 
  Mark @ GRG 
 
Date: Sat, 20 Dec 1997 02:43:58 -0500 
From: Geoffrey Speare <geoff@omg.org> 
Subject: Flexibility issue 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
>   Exactly. So what's the problem? Someone wants a specific rule created for a 
> situation that is not covered in the rule book. The rep says "do what you 
> want," which I interpret to mean "do whatever works best in your campaign." In 
> other words, use a little GM initiative. It's an open field. What's the big 
> deal? 
 
For "how much damage does a character being dragged behind a chariot take?" 
type questions, this is cool. The problem is when questions arise over 
wording/interpretation in the rulebook; "do what you want" here equates to 
losing a little piece of the standard framework. 
 
For example, if an official decision was made on the Linked thing, it 
wouldn't stop anyone from using the house rules they like -- but it would 
provide a standard starting point, so that unless someone says "this is what I 
do with Linked", you actually know what the rule is and how it affects your 
character. That's not the case right now. :-( 
 
>   I think some people get way too hung up on "official rulings" at times. I'll 
> let you in on a secret that I have learned from many many years (yeah, right 
> <G>) of game design and publishing. When you ask a designer a questions, there 
> is the *possibility* that they had never considered that question before and 
> they may not know the "official ruling" on the issue. 
 
This is a good point. I would certainly hate to see "HERO ruling of the day" 
posts from Hero Games. But a well thought out statement would be something 
else altogether. 
 
>   But aren't we all "designers" to one degree or another? What makes the game 
> designer's decision any more valid or playable than the GM's? Only the GM can 
> know what works best in his game -- to know what is the most fun. And that's 
> what RPGs are about, isn't it? Fun? 
 
I have much more fun when I can spend less time going over my interpretations 
of all the vague places in the rules and just get down to playing! 
 
Geoff Speare 
 
From: GoldRushG <GoldRushG@aol.com> 
Date: Sat, 20 Dec 1997 02:54:24 EST 
Subject: Re: GRG: The Fuss over Fuzion... 
Organization: AOL (http://www.aol.com) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
<< Yes, but then you get what we have here.  And what we have here is a 
failure to communicate. >> 
 
  I thought I've been doing a good job at that so far. 
 
<< How does Linked work? >> 
 
  Can you be a little more specific? Two powers are linked to "go off" 
together, and the smaller of the two (in APs) gets the Limitation. What else 
do you want to know? 
 
<< How many powers can be used with a single attack roll in a phase? >> 
 
  One, unless they are linked. 
 
<<  What can Transformation do (and not do). >> 
 
  It can simulate any effect not already covered by an existing Power, as I 
understand it. It's usually used for cosmetic changes, and is *always* 
reversible. 
 
<< Exactly how many powers can you activate in a Phase? >> 
 
  I don't know of an upper limit, with the caveat that only one "offensive" 
power can be  used per Action Phase (again, unless Linked). 
 
<< There are a large number of questions (and arguments) that could be halted 
on this list if some one at Hero finally sat down and decided to speak plainly 
and clearly on certain rulings.  This is one of the major reasons people want 
a 5th Edition.>> 
 
  Rather than wading through countless posts of "debate" on these issues 
(which I admit I don't have the time to do due to other commitments) is anyone 
here willing to help me compile a concise list of rules questions? That would 
be most appreciated. 
 
  Mark @ GRG 
 
Date: Sat, 20 Dec 1997 04:24:48 -0600 
From: Todd Hanson <badtodd@dacmail.net> 
Subject: Re: So What Now? 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
 
Vox Ludator! wrote: 
 
> Maybe I'm just getting cynical in my old age (he said tongue in cheek, being 
> 24), but frankly a hundred times as many "young gamers" wouldn't seem like 
> much of an improvement to me. RPGs strike me as being an activity unsuited 
> to most people gamer beneath college age; roleplaying is a primarily mental 
> activity, and it takes a certain amount of time to develop the necessary 
> "brain muscles". (It also takes a certain amount of things called "money" 
> and "free time", which also happen to coincide more with college age ...) 
 
I would have to completely disagree with the above. Over the years I've gamed 
with people of all ages, ranging from about 8 years old to mid/upper 40's.  The 
younger set may not have been the best role players, but they often bring a 
fresh attitude and enthusiasm to the game that is missing from 'the adults'. 
Our games over the years would have gotten extremely boring without this 'fresh 
blood'. 
 
I would say the most important part of role playing is imagination.  Are you 
saying kids lack imagination? 
 
Todd 
 
(although I will agree that Champions is more of an 'older' game due to the math 
involved) 
 
X-Sender: ludator@mail.softfarm.com 
Date: Sat, 20 Dec 1997 04:29:46 -0600 
From: Vox Ludator! <ludator@mail.softfarm.com> 
Subject: Re: Flexibility issue 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 01:57 AM 12/20/97 EST, GoldRushG wrote: 
> Exactly. So what's the problem? Someone wants a specific rule created  
> for a situation that is not covered in the rule book. The rep says "do 
> what you want," which I interpret to mean "do whatever works best in  
> your campaign." In other words, use a little GM initiative. It's an open 
> field. What's the big deal? 
 
[clip] 
 
> But aren't we all "designers" to one degree or another? What makes the 
> game designer's decision any more valid or playable than the GM's? Only 
> the GM can know what works best in his game -- to know what is the most 
> fun. And that's what RPGs are about, isn't it? Fun? 
 
In theory, yes.  In practicality, they're also about money, insofar as the 
game designers of the world aren't giving their products away.  The less 
often I have to stop play to make up a ruling, the more efficient (and thus 
worth the money I paid for it) the game is.  The more work *I* have to do on 
a mechanics level (which takes time away from the work I intended to do 
building my campaign world and populating it with interesting characters), 
the less efficient the game is, and the more I feel like I've been suckered. 
 
"That's not a bug, it's a feature" is as annoying in RPGs as it is in 
computer programs.  And in HERO's case, many of the lack of "official 
rulings" aren't on wierd/minor things.  For example, the issue of whether or 
not you can stack multiple powers into a single attack seems pretty durn 
important to me, because it sets up two entirely different models of play -- 
I can't help but think the Powers That Be had SOME intent one way or the 
other on that issue. 
 
-- 
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: Sat, 20 Dec 1997 04:29:49 -0600 
From: Vox Ludator! <ludator@mail.softfarm.com> 
Subject: Re: Re[2]: So What Now? 
Cc: champ-l@omg.org 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 01:26 AM 12/20/97 +0000, Brian Wong wrote: 
>  And those kids are the next generation of the hobby. Ensuring they're 
> there is ensuring this all isn't going to be something done only in  
> nursing homes in 40-60 years. 
 
I'm a lot less worried about where the hobby will be in 40-60 years than 
where it's going to be NEXT year.  RPGs are something I do for my own 
enjoyment, not for the betterment of humanity :/, and thus my concerns are 
focussed on the selfish motivations of "how is this going to improve my own 
gaming environment?"  
 
-- 
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: Sat, 20 Dec 1997 04:29:50 -0600 
From: Vox Ludator! <ludator@mail.softfarm.com> 
Subject: Re: So What Now? 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 04:24 AM 12/20/97 -0600, Todd Hanson wrote: 
> I would say the most important part of role playing is imagination.  Are 
> you saying kids lack imagination? 
 
Imagination tempered with maturity and technique.  There's a big difference 
between the "imagination" that creates crayon drawings on the refrigerator 
of the monster in his closet, and the "imagination" that creates Giger 
prints.  The latter probably springs from the former, but ... 
 
-- 
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: Sat, 20 Dec 1997 04:29:52 -0600 
From: Vox Ludator! <ludator@mail.softfarm.com> 
Subject: Re: Con Games 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 02:17 PM 12/20/97 EST, GoldRushG wrote: 
><< Well, we all know that will only happen if it's a Fuzion based game.>> 
> 
>  You, sir, are being very negative. 
 
No, he's being deductive; it's not his fault the evidence he has to work 
from leads to negative conclusions.  From comments made by Hero Games (okay, 
by Steve Peterson) on this list, it's hard not to be left with the 
impression that Hero Games is more "about" Fuzion than the HERO System, and 
that getting them involved in Fuzion-independent HERO activities is 
something roughly on the level of getting Peter Hinwood involved in another 
Rocky Horror movie. 
 
-- 
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: Sat, 20 Dec 1997 04:29:54 -0600 
From: Vox Ludator! <ludator@mail.softfarm.com> 
Subject: Re: The Future of Hero 4. 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 02:38 PM 12/20/97 EST, GoldRushG wrote: 
><< But here is your problem: The public believes that Champions is out 
>of print because Hero Games has not been showing a presence>> 
> 
> That is one of the dumbest leaps of "logic" I've ever heard. Sorry, but  
> it still frustrates the hell out of me. Just because you don't see a  
> Chevy ad for 3 months... does that mean Chevy's are no longer being 
> manufactured? 
 
The "public", generally speaking, is a very dumb entity. :] 
 
-- 
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: bob.greenwade@klock.com 
Date: Sat, 20 Dec 1997 05:22:54 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Any way you Slice it 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 01:18 AM 12/20/97 +0000, Brian Wong wrote: 
>> >><< Your best option is a full page add split 50-50 Hero 4th and 
>> Champions:NM. 
>> >>Destroyer...?  ;)  "Either way you slice it, it comes up world 
>> >domination!" :D 
>> > 
>> >   This is the line of thought I had when I first saw that statement.  My 
>> >version was more like the two versions of Quantum: "Either way you slice 
>> >it, it comes up big trouble for crooks!" 
>> >   Hey, I think we have a good ad campaign idea going here.... 
>>  
>> Okay, I have to do it before someone else does; 
>>  
>> An ad with both versions of Seeker getting beat senseless: 
>> "Either way you slice it, it's still Seeker!" ;) 
>> 
> Too bad New Millenium was too pretentious to have a Foxbat. :) 
 
   That remains to be seen.  He has a flashback cameo in the C:NM 
mini-comic, and he is a creation of Bruce Harlick (the rule of thumb for 
all New Champions Universe characters is that they be created in-house). 
So he might pop up. 
 
Date: Sat, 20 Dec 1997 06:31:05 -0800 
From: Darrin Kelley <flashbak@pacbell.net> 
Reply-To: flashbak@pacbell.net 
CC: champ-l@omg.org 
Subject: Re: The Future of Hero 4. 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
GoldRushG wrote: 
 
>   I disagree. I have run games in which half the players had 4th Ed. 
> characters and the other half had Fuzion characters. I guess I am more 
> 
> familiar with Fuzion than most of the "I can't stand Fuzion" crowd for 
> obvious 
> reasons, but I still don't see what's so difficult about the 
> conversion 
> process. :/ Anyway, on to your points. 
 
    I, personally, have converted alot of characters from Champions to 
Fuzion. And the process is not an easy one. It is time consuming and can 
be more difficult than simply making a Champions character. I have 
converted several whole game supplments. Most of which are completely 
out of print. I did this im preparation for a Fuzion playtest game that 
never really got started. And it was long and tedious work. Far more so 
than many of the other character conversions I have done from other 
systems to Hero 4. Including such systems as Palladium. None of it was 
as nerve wracking because those systems were actually complete and well 
explained. I can pump out 12 Palladium characters to Hero in the time it 
takes me to convert one from Hero to Fuzion. 
 
 
> << They said that it should boost sales and attention to 4th Edition, 
> it did 
> not. >> 
> 
>   Yikes. I hadn't heard this one! :D 
 
    That was a near direct quote from Steve Peterson on the subject when 
Fuzion was announced to this list. 
 
 
>   Well, if a game was truly incomplete it would frustrate me, too. 
> However, 
> you are comparing Fuzion to 4th Ed. To include *all* of the variety 
> 4th Ed. 
> has would have doubled the size of the C:NM book. But anyway, I'm not 
> trying 
> to argue with you, so I'll limit my comments and read on. ;) 
 
    No, I am not comparing it to 4th Edition. That statement was based 
on Fuzion alone. I own BGC and C:NM. Both games are almost unplayable 
with just the rulebooks themselves. Both are so rife with mistakes and 
omitions that they are almost incomprehensable for someone who had never 
even seen a Hero product before. 
 
>   Hero Games made us their publishers of 4th Ed. books. We are in the 
> same 
> role (with essentially the same license) that ICE was in 2 years ago. 
> But we 
> have a smaller staff. ;) Just FYI. 
 
    As I suspected. But you guys don't have the MERP, Rolmaster and the 
Tolkoen Estate diverting your attention from working on Hero System 
products either. And I hope you manage grow based on the efforts you are 
making. Hero 4 deserves that type of pure attention from someone. 
 
 
>   This is where I start to beat my head against the wall. The rulebook 
> is 
> *not* out of print. We have a ton of these things (almost literally) 
> and have 
> been regularly selling them to distributors. *Somebody* is buying 
> them, I 
> assure you. Why do so many people claim that Champions is out of 
> print? Why, 
> oh Why? 
 
    But here is your problem: The public believes that Champions is out 
of print because Hero Games has not been showing a presence, except with 
Fuzion, for quite some time. Even many of the retailers believe it. I 
know this, because I do talk to alot of the local ones. They don't 
believe they can get the rulebook anymore. You need to get the word out. 
 
 
 
>   Say WHAT?! <LOL> That's really not an option, believe me. Nor is it 
> something that we want to do. We are happy in our position as a 
> licensed 
> publisher of Hero products, and once we get the books out (starting 
> next 
> month! <fingers crossed to ward off a calamity!>) we think the fans 
> will be 
> amazed! 
 
    I was serious. You at Gold Rush will never be able to take Hero 4 as 
far as you really want without ownership. You will not be able to do a 
5th Edition, if you choose to, with any sort of clarity to your maximum 
potential without it. It would simply be one of the best moves you could 
make. 
 
    And I'm hoping you do amaze me. I'm hoping for the best. But I can 
definately say that this list will defeniate let you know if the product 
stinks. Seems that everybody here has been very good at bombarding Hero 
for that over the years. Myself being one of them. 
 
 
>   Oh, believe me, you don't need to convince me of that fact! It's our 
> number 
> one priority right now, which explains our more active net (and list) 
> presence, our ads, our upcoming products, our convention support 
> program, and 
> our BBB exchange policy. 
 
    I'm glad to see this effort, believe me. It is way past time that 
someone in the publishing department actually showed this list they 
cared for more than just spamming us. I have been on this list for 6 
years.    As soon as I get paid, you should be expecting my BBB to come 
to you through the mail. I have gone through two of them. Both split. 
 
    And on the subject of the ICE exchange policy for faulty BBBs for 
softcovers. I never heard about it until you stated it here a few days 
ago. if someone who has been on this list as long as I had didn;t hear 
about it, ICE wasn't making an adiquate enough effort.. 
 
>   That's not always easy to do in a game supplement, but it is one of 
> the 
> things we're keeping under consideration with the San Angelo line. 
> From the 
> writing, to the campaign setting, to the artwortk, our entire focus is 
> not on 
> superheroes, but on *being* superheroes. 
 
    Glad to hear it! That should be a significant change from the 
Champions supplements of the past. 
 
    But the genre books themselves should have a better explanation of 
the atmposphere and how to play the characters as heroes. That alone 
would help things out immeasurably. 
 
 
>   Well, I can tell you... Ugh. Scratch that. I can't discuss this 
> topic. ;) 
 
    I know. I have been watching the various threads from the 
background. Waiting for the right time to bost my own feelings. Instead 
of flooding you with alot of posts, I wanted to minimize them. For both 
of our sakes. 
 
Date: Sat, 20 Dec 1997 09:40:59 -0500 (EST) 
From: Bill Svitavsky <bsvitavs@bu.edu> 
Subject: Re: New Limitation: Puncture 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
 
On Fri, 19 Dec 1997, Filksinger wrote: 
>  
> Puncture (-1/4) 
>  
> The Puncture Limitation is a limitation applied to powers which do 
> BODY only. It is most often applied to Killing attacks and Armor 
> Piercing EBs. 
>  
> When an attack takes Puncture, it loses its ability to make big holes. 
> Examples include rapiers and most firearms. An attack using Puncture 
> makes small holes only. Thus, a .44 Magnum cannot be used to blow a 6 
> ft hole in the wall of your house, and a rapier cannot be used to 
> knock down an oak door, both of which are technically possible under 
> the present rules. 
>  
 
This is very interesting. I can certainly see the applicability of it, but 
I wonder about the precedent it sets. Normally I handle this sort of thing 
as a special effects issue. Making rules for it makes sense on one level, 
but it seems to me it could get overly complex very quickly. What about a 
broadsword, which could certainly make a large hole in a wooden door in a 
few phases, but is a lousy implement for digging through dirt or stone? 
What about an attack that can slice a circle in a wall, but doesn't 
actually destroy much material so that it can't make much of a hole in 
anything beyond a certain thickness? 
 
It also seems that by using this disadvantage, you open the door to 
countless other comparable minor disadvantages. KA's that effect the 
entire body at once are incapable of impairing a limb - that might be 
worth a disadvantage. Blunt weapons are unlikely to sever a limb. Blade 
weapons might do less damage on rigid-structured opponents like animated 
skeletons. 
 
I could see working up a whole set of disads to simulate a wide variety of 
attacks, and this might be appropriate in a very few campaigns. But I 
suspect it would be opening a can of worms to start using this sort of 
things in most games. 
 
What have your experiences with it been? 
 
 
 
From: Brian Wong <rook@shell.infinex.com> 
Subject: Re: Powers classified by special effect rather than mechanics 
Date: Sat, 20 Dec 1997 15:19:20 +0000 (GMT) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
> BW> 	His opinion was that Champions' major flaw was to ignore the 
> BW> fundamental diference in mechanics required for different special 
> BW> effects. 
>  
> It does not.  There is the possibility of infinite variety of special 
> effects, thus no work can encompass all of them.  Champions takes a more 
> abstract view, and then encourages the GM to provide minor bonuses and 
> penalties to powers based on their effects under various circumstances. 
> Thus, a sonic blast will not work in a vacuum, but it will be moderately 
> devastating under water.  A water blast will not detonate explosives, but a 
> fire blast certainly will. 
> 
	You're somewhat arguing the point to the choir here. I happen to 
prefer the Champions method. Though I see V&V's point that while you can do 
what you mention above; the game gives no specific coverage of it and how to 
do it. Of course, I also feel that you couldn't possibly cover every 
special effect out there. Which is a common view held by us in the Champions 
crowd, but often not held outside this circle. 
  
> Anyone who claims that Champions does not take special effects into account 
> has failed to read the rulebook in its entirety, or has a shit-awful GM. 
 
	Well, it gives them a passing nod, leaving the work to the GM. 
This point was brought up to highlight the exact opposing view to the 
Champions philosophy. I think that was sparked by someone saying that 
Fuzion fell within that opposing view. The view that special effects need 
to be hardwired in. Fuzion does a little of this. What with a diferent rules 
set for mecha. Also with some advantages being hardwired into the power; 
such as AP Energy Blast. 
	But it is much closer in outlook to the Champions view than say 
V&V or Heroes (un)Limited. Which is also why it takes fans from propective 
Hero players rather than the people who would go out and play V&V or HU. :( 
 
Rook : a common Old World gregarious bird related to the American crow. 
 
"The CCG is a natural extension of the Operating Sys... Er, Role Playing 
System." --- Something I swear Richard Garfield (WoTC) must have said at 
some point. 
 
Super Hero Links Page: http://www.infinex.com/~rook/SH/SHlinks.html 
My Champions Webpage is at: http://www.infinex.com/~rook/champs/ 
 
X-Sender: matthew@mail.mactyre.net (Unverified) 
Date: Sat, 20 Dec 1997 07:19:33 -0800 
From: Matthew Mactyre <matthew@mactyre.net> 
Subject: Re: So What Now? 
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 01:57 AM 12/20/97 EST, GoldRushG wrote: 
><< But advertising is still a good idea.  Game magazines is one way, 
game 
>stores is another.  Not everything costs $10,000 >> 
> 
>  Yes, I realize that, Scott. My point was only that some forms of 
advertising 
>are a bit beyond our means right now. But I did ask for suggestions 
and I 
>appreciate the ones sent in so far. Keep the ideas coming! :D 
 
What about advertising on some of the larger, well trafficked Hero 
related web sites?  Most of them are labors-of-love and I'm sure that 
if you selected a few and asked them to advertise Hero products they 
would be thrilled.  Heck, some of them may be willing to allow 
advertising for discounts in products, etc.  I'm sure you could work 
something out. 
 
Matthew 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: Aid and Powers 
Mail-Copies-To: never 
X-No-Archive: yes 
X-Attribution: Rat 
Organization: The Happy Fun Ball Brigade 
Date: 20 Dec 1997 11:04:47 -0500 
Lines: 29 
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----- 
 
>>>>> "TB" == Trevor Barrie <tbarrie@ibm.net> writes: 
 
>> Seriously, it reads, "however, Transform shouldn't be used to create 
>> useful things like weapons or gold." 
 
TB> A restriction which appears with reference specifically to using 
TB> Transform to _create_ things. 
 
No, a reference to using Tranform to create *useful* things -- to wit, 
things that cost character points.  If it costs points, you should not use 
Transformation to achieve that end. 
 
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--  
Rat <ratinox@peorth.gweep.net>    \ Happy Fun Ball may stick to certain types 
PGP Key: at a key server near you! \ of skin. 
                                    \  
 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: Aid and Powers 
Mail-Copies-To: never 
X-No-Archive: yes 
X-Attribution: Rat 
Organization: The Happy Fun Ball Brigade 
Date: 20 Dec 1997 11:10:48 -0500 
Lines: 46 
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----- 
 
>>>>> "F" == Firelynx16 <Firelynx16@aol.com> writes: 
 
F> The fallacy in this argument is that 99% of the time, *whatever* a 
F> character creates using Transform is going to be USEFUL to someone, 
F> otherwise he/she wouldn't be creating it. 
 
Yeah, because turning a dragon into a frog is going to be really useful to 
the now ex-dragon. 
 
F> If you turn your enemy to stone, that has just become useful to you, 
F> since the enemy can't attack you anymore. 
 
You could have killed him instead.  You are not creating something useful, 
you are crippling your opponent.  You have not created something, you have 
turned your enemy into something else. 
 
F> If you create food out of thin air, that is useful to you. 
 
Food has no active point cost, thus is not "useful" as far as game 
mechanics are concerned. 
 
F> If you change a normal human (25-50 points) into a vampire (let's see 
F> anyone make an effective vampire for 25 points), the vampire is now a 
F> stronger character (useful to himself or the vampire sire). 
 
If the point total is the same as the original character, then the vampire 
is not more "useful" than the original character as far as game mechanics 
are concerned.  25 points of X is just as "useful" as 25 points of Y. 
 
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--  
Rat <ratinox@peorth.gweep.net>    \ Ingredients of Happy Fun Ball include an 
PGP Key: at a key server near you! \ unknown glowing substance which fell to 
                                    \ Earth, presumably from outer space. 
 
From: HayVern <HayVern@aol.com> 
Date: Sat, 20 Dec 1997 11:13:02 EST 
Subject: Re: M-203 
Organization: AOL (http://www.aol.com) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
I taught how to use the M-203 in the Navy for a a couple of years. I would 
conclude that it would be possible to fire the weapon at the same time, there 
is no practical use for this and here is why. 
 
If you strive for as much realism in your games, then here goes.  
 
The 40mm grenade launcher that is used for the M-203, is a low velocity round. 
The maximum range for this weapon is 400 meters, and to be able to fire that 
far, the weapon has to be inclined at around a 45 degree angle. The weapon 
actually lobs the round. At lesser ranges the inclination is less, but even at 
150 meters it is enough that being effective with a round fired from the rifle 
portion would be impossible.  
 
One thing that is nice about the M-203, is the fact that a person could 
actually hit a target on the otherside of a hill. Or hiding in a ditch that 
you would not be able to hit with a conventional round. That in fact is the 
role of the grenadier in the rifle squad. 
 
In combat a grenadier is to be close to the squad leader to be able to 
eliminate  
targets that the rest of the squad cannot effectively engage. 
 
Just something to consider. 
 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: New Limitation: Puncture 
Mail-Copies-To: never 
X-No-Archive: yes 
X-Attribution: Rat 
Organization: The Happy Fun Ball Brigade 
Date: 20 Dec 1997 11:15:12 -0500 
Lines: 38 
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----- 
 
>>>>> "F" == Filksinger <filkhero@usa.net> writes: 
 
F> When an attack takes Puncture, it loses its ability to make big holes. 
F> Examples include rapiers and most firearms. An attack using Puncture 
F> makes small holes only. 
 
You've obviously never seen the massive tissue deformation caused by most 
firearms, especially those with hollowpoints. 
 
F> Thus, a .44 Magnum cannot be used to blow a 6 ft hole in the wall of 
F> your house, 
 
This is inherent.  6 feet ~= 2 meters = 1", or a 1 hex attack.  If you want 
to blow a 6-foot hole in a wall, you need an AoE attack.  If you want to 
*cut* a large hole, that depends on the SFX of the power in question. 
 
F> and a rapier cannot be used to knock down an oak door, 
 
Not when the oak door's DEF is more than the damage that the rapier can 
do. 
 
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--  
Rat <ratinox@peorth.gweep.net>    \ Happy Fun Ball contains a liquid core, 
PGP Key: at a key server near you! \ which, if exposed due to rupture, should 
                                    \ not be touched, inhaled, or looked at. 
 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: Powers classified by special effect rather than mechanics 
Mail-Copies-To: never 
X-No-Archive: yes 
X-Attribution: Rat 
Organization: The Happy Fun Ball Brigade 
Date: 20 Dec 1997 11:19:55 -0500 
Lines: 34 
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----- 
 
>>>>> "BW" == Brian Wong <rook@shell.infinex.com> writes: 
 
BW> 	His opinion was that Champions' major flaw was to ignore the 
BW> fundamental diference in mechanics required for different special 
BW> effects. 
 
It does not.  There is the possibility of infinite variety of special 
effects, thus no work can encompass all of them.  Champions takes a more 
abstract view, and then encourages the GM to provide minor bonuses and 
penalties to powers based on their effects under various circumstances. 
Thus, a sonic blast will not work in a vacuum, but it will be moderately 
devastating under water.  A water blast will not detonate explosives, but a 
fire blast certainly will. 
 
Anyone who claims that Champions does not take special effects into account 
has failed to read the rulebook in its entirety, or has a shit-awful GM. 
 
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--  
Rat <ratinox@peorth.gweep.net>    \ Do not taunt Happy Fun Ball. 
PGP Key: at a key server near you! \  
                                    \  
 
Date: Sat, 20 Dec 1997 13:25:11 -0500 (EST) 
X-Sender: jprins@interhop.net (Unverified) 
From: jprins@interhop.net (John and Ron Prins) 
Subject: Re: DP9 Marketing 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
>> in general is always a good idea, and I know for a fact that DP9 has _no_ 
>> plans at all to do a superhero/multigenre game).  
>> 
>Really? 
>	From their webpage I got: 
> 
>Gear Krieg 
> 
>       In a world torn by war, the only real hope lies in the use of... super 
>       science?  World War II will never be the same again after you?ve 
>       tried our Two-Fisted Pulp Superscience World War II game, Gear 
>       Krieg! 
> 
>Sounds like a WWII Mecha-Super game. :) 
 
Actually, I know the guys involved in the Gear Krieg project. Gear Krieg is 
basically WWII with some 'fanciful' elements of technology thrown in. Like 
walking robots (read: gears), mechanical computers and other 'weird 
science'. If you do a little research into the stuff the various militaries 
tried to develop during WWII, you get some really strange stuff. Now imagine 
that they _worked_, and you've got Gear Krieg. But no superpowers. GK 
primarily came into being in order to take advantage of the large number of 
HO scale WWII minis (the Heavy Gear miniature line is HO scale - railroad 
scale for the non-mini-fans out there) available on the market. 
 
Imagine 5 meter tall nazi assault robots alongside those panzers. 
 
----------------------------------------------------------------------------- 
"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: GoldRushG <GoldRushG@aol.com> 
Date: Sat, 20 Dec 1997 14:17:11 EST 
Subject: Re: Con Games 
Organization: AOL (http://www.aol.com) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
<< Well, we all know that will only happen if it's a Fuzion based game.>> 
 
  You, sir, are being very negative. 
 
  Mark @ GRG 
 
From: GoldRushG <GoldRushG@aol.com> 
Date: Sat, 20 Dec 1997 14:38:41 EST 
Subject: Re: The Future of Hero 4. 
Organization: AOL (http://www.aol.com) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
<< But here is your problem: The public believes that Champions is out 
of print because Hero Games has not been showing a presence>> 
 
  That is one of the dumbest leaps of "logic" I've ever heard. Sorry, but it 
still frustrates the hell out of me. Just because you don't see a Chevy ad for 
3 months... dopes that mean Chevy's are no longer being manufactured? 
 
  mark @ GRG 
 
From: GoldRushG <GoldRushG@aol.com> 
Date: Sat, 20 Dec 1997 14:40:56 EST 
Subject: Re: The Future of Hero 4. 
Organization: AOL (http://www.aol.com) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
<< You at Gold Rush will never be able to take Hero 4 as far as you really 
want without ownership. >> 
 
  You, sir, are very, very wrong about this. 
 
<< You will not be able to do a 5th Edition, if you choose to, with any sort 
of clarity to your maximum potential without it. >> 
 
  I can't discuss this topic. Period. 
 
  Mark @ GRG 
 
From: GoldRushG <GoldRushG@aol.com> 
Date: Sat, 20 Dec 1997 14:43:21 EST 
Subject: Re: So What Now? 
Organization: AOL (http://www.aol.com) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
<< What about advertising on some of the larger, well trafficked Hero 
related web sites? >> 
 
  That would be up to the web site owners. A banner ad would be very nice... 
:) 
 
  Mark @ GRG 
 
From: GoldRushG <GoldRushG@aol.com> 
Date: Sat, 20 Dec 1997 14:47:20 EST 
Subject: Re: Official Rulings (was Re: GRG: The Fuss over Fuzion...) 
Organization: AOL (http://www.aol.com) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
<< Because when I ask someone's opinions on something, I already know that I 
can "do what I want". What I want to know is what they had intended to mean 
when they wrote down what they did. Under such a circumstance, telling me "do 
what you want" is insulting.>> 
 
  Fair enough. I agree with you. 
 
  Mark @ GRG 
 
X-Sender: matthew@mail.mactyre.net (Unverified) 
Date: Sat, 20 Dec 1997 12:14:15 -0800 
From: Matthew Mactyre <matthew@mactyre.net> 
Subject: Re: So What Now? 
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 02:43 PM 12/20/97 EST, GoldRushG wrote: 
><< What about advertising on some of the larger, well trafficked Hero 
>related web sites? >> 
> 
>  That would be up to the web site owners. A banner ad would be very 
nice... 
 
Perhaps if you contacted the web site owners directly, they would be 
willing to use your banner ad.  My part of the Hero side of 
Mactyre.net is not very big and doesn't get the traffic that Shelley's 
side does, but I'll offer to place an add on my Hero related pages. 
 
Matthew 
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Matthew Mactyre 
mcm@mactyre.net 
http://www.mactyre.net 
 
Date: Sat, 20 Dec 1997 15:33:33 -0500 (EST) 
From: Michael Surbrook <susano@access.digex.net> 
cc: champ-l@omg.org 
Subject: Re: So What Now? 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Sat, 20 Dec 1997, GoldRushG wrote: 
 
> << What about advertising on some of the larger, well trafficked Hero 
> related web sites? >> 
>  
>   That would be up to the web site owners. A banner ad would be very nice... 
 
Make a banner ad and I will put it on my site, as well link to GRG's site. 
If Hero makes one, I'll do it for them too.   
 
*************************************************************************** 
* "'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, 20 Dec 1997 15:39:36 -0500 (EST) 
From: Michael Surbrook <susano@access.digex.net> 
cc: champ-l@omg.org 
Subject: Re: The Future of Hero 4. 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Sat, 20 Dec 1997, GoldRushG wrote: 
 
> << But here is your problem: The public believes that Champions is out 
> of print because Hero Games has not been showing a presence>> 
>  
>   That is one of the dumbest leaps of "logic" I've ever heard. Sorry, but it 
> still frustrates the hell out of me. Just because you don't see a Chevy ad for 
> 3 months... dopes that mean Chevy's are no longer being manufactured? 
 
It may be dumb, but this is what is happening.  I go into game stores I 
don't see wall posters for Hero, I don't see Hero product on the shelves. 
If I do see Hero product, it is usally old, out of date material. 
 
I do see ads for Magic, of the newest TSR product (or, at least, I did), 
or something SJG is doing (like an upcoming GURPS book), or some White 
Wolf Vampire: the unending game of goth and angst product. 
 
Mark, people are only telling you what they perceive, not what is really 
happening (like the fact you have a ton of BBB).  You may find it hard to 
believe (and feel we are being negative), but this is the way things look 
to us, and since we are the consumers (and we are posting from all over 
the US and even the world) it should tell you something if people are 
reporting this sort of perception of Hero and it's products and policies. 
 
If you have plans to change that, more power to you.  I for one, eagerly 
await your new product line, both Hero and Fuzion.  Hero, becuase it will 
hopefully put new life into the best universsal system around, and Fuzion 
because it will provide more source material for my Hero games. 
  
*************************************************************************** 
* "'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: bastet@pop.iquest.net 
Date: Sat, 20 Dec 1997 16:14:27 -0500 
From: TokyoMark <bastet@iquest.net> 
Subject: Re: The Future of Hero 4. 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
>> That is one of the dumbest leaps of "logic" I've ever heard. Sorry, but  
>> it still frustrates the hell out of me. Just because you don't see a  
>> Chevy ad for 3 months... does that mean Chevy's are no longer being 
>> manufactured? 
> 
>The "public", generally speaking, is a very dumb entity. :] 
 
'A person is smart.  People are stupid.' 
 
I forget who said this quote, but it reminds me alot of this.  In any case, 
it's a common rule of advertising that you want people to be aware your 
product exists:).   
 
It's sad but true that most places I find Hero Games products have had them 
on the shelves for years and simply not sold them yet.  I have to order 
everything I get. 
 
TokyoMark 
 
Date: Sat, 20 Dec 1997 13:19:13 -0800 
From: Darrin Kelley <flashbak@pacbell.net> 
Reply-To: flashbak@pacbell.net 
CC: champ-l@omg.org 
Subject: Re: The Future of Hero 4. 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
GoldRushG wrote: 
 
> << But here is your problem: The public believes that Champions is out 
> 
> of print because Hero Games has not been showing a presence>> 
> 
>   That is one of the dumbest leaps of "logic" I've ever heard. Sorry, 
> but it 
> still frustrates the hell out of me. Just because you don't see a 
> Chevy ad for 
> 3 months... dopes that mean Chevy's are no longer being manufactured? 
 
    It may be a dumb leap of logic, but it is also the perception that 
many retailers and fans seem to have. The local ones especially. Can 
they get Gold Rush products? I have maybe seen 1 copy of each in one of 
the local stores when they were released, and that was it. No reorders. 
I suggest that you talk to a few of the distributors and see what is 
going on. 
 
    I sympathize with your frustration fully. But you need to eliminate 
that perception. 
 
Date: Sat, 20 Dec 1997 13:26:39 -0800 
From: Darrin Kelley <flashbak@pacbell.net> 
Reply-To: flashbak@pacbell.net 
CC: champ-l@omg.org 
Subject: Re: The Future of Hero 4. 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
GoldRushG wrote: 
 
> << You at Gold Rush will never be able to take Hero 4 as far as you 
> really 
> want without ownership. >> 
> 
>   You, sir, are very, very wrong about this. 
 
    Then I invite you to prove me wrong. I really do. I will gladly eat 
crow if you manage to bring the Hero System to its ultimate potential 
without ownership. But given the egos involved, I don't really believe 
it. This is just my opinion. 
 
Date: Sat, 20 Dec 1997 16:33:21 -0500 (EST) 
From: Bill Svitavsky <bsvitavs@bu.edu> 
Reply-To: Bill Svitavsky <bsvitavs@bu.edu> 
Subject: Re: Re[2]: So What Now? 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
 
On Sat, 20 Dec 1997, Vox Ludator! wrote: 
 
> At 01:26 AM 12/20/97 +0000, Brian Wong wrote: 
> >  And those kids are the next generation of the hobby. Ensuring they're 
> > there is ensuring this all isn't going to be something done only in  
> > nursing homes in 40-60 years. 
>  
> I'm a lot less worried about where the hobby will be in 40-60 years than 
> where it's going to be NEXT year.  RPGs are something I do for my own 
> enjoyment, not for the betterment of humanity :/, and thus my concerns are 
> focussed on the selfish motivations of "how is this going to improve my own 
> gaming environment?"  
>  
   
I will be kind of curious to see what happens, though. I'm kind of glad 
the fad is over - I can deal with RPG's being obscure or being 
considered Satanic better than them being considered juvenile. (I still 
cringe at the thought of the D&D cartoon.) But who's to say the trend 
won't return in 10 or 20 years, like lava lamps and UFO's? 
 
My hope is that RPG's can become an enduring interest to a small group, 
like chess. Most people have heard of chess, many people have played it 
enough to know the basic concepts, but relatively few people (children or 
adults) are really into it. RPGing is certainly on a smaller scale, but 
in some ways it occupies a comparable niche already. Many Magic: the Fad 
players are aware that CCG's are somehow related to D&D, whatever that 
was. Some even get into RPG's because of that awareness. If RPG's can 
maintain that level of awareness when Magic gives way to the next 
trend, role-playing's future might be fairly secure. 
 
 
 
X-Sender: ctaylor@pop.cyberis.net 
Date: Sat, 20 Dec 1997 14:03:26 -0800 
From: Christopher Taylor <ctaylor@cyberis.net> 
Subject: Re: So What Now? 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
>>   That would be up to the web site owners. A banner ad would be very nice... 
> 
>Make a banner ad and I will put it on my site, as well link to GRG's site. 
>If Hero makes one, I'll do it for them too.   
 
So will I, and, I suspect, most of the Circle of Heros website folks. 
 
---------------------------------------------------------- 
Sola Gracia		Sola Scriptura		Sola Fide 
Soli Gloria Deo		Solus Christus		Corum Deo 
----------------------------------------------------------- 
 
X-Sender: naneiden@iswest.com 
Date: Sat, 20 Dec 1997 14:08:15 -0800 
From: Nic Neidenbach <naneiden@iswest.com> 
Subject: Cry for Vehicle Help 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
Hi all, 
 
I'm running a game tonight, and I need a write up for a V-TOL. It needs to 
carry about a dozen heroes, fly pretty fast, and have some armor. I'm in 
such a rush to get the adventure finished, I don't think I'll have time to 
puzzle though the rules for vehicles. Anyone have something laying around 
they can email me? 
 
Thanks! 
-Nic 
 
 
                +-------------------------------------------------+ 
                |               naneiden@iswest.com               | 
                |         http://www.iswest.com/~naneiden/        | 
                |     "Kame...hame..ha!" - Goku, Gohan & Goten    | 
                +-------------------------------------------------+ 
 
From: Brian Wong <rook@shell.infinex.com> 
Subject: Re: The Future of Hero 4. 
Date: Sat, 20 Dec 1997 22:31:29 +0000 (GMT) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
> >   Hero Games made us their publishers of 4th Ed. books. We are in the 
> > same role (with essentially the same license) that ICE was in 2 
> > years ago. But we have a smaller staff. ;) Just FYI. 
>  
>     As I suspected. But you guys don't have the MERP, Rolmaster and the 
> Tolkoen Estate diverting your attention from working on Hero System 
> products either. And I hope you manage grow based on the efforts you are 
> making. Hero 4 deserves that type of pure attention from someone. 
 
	However, Gold Rush Games has even more diversions. 
It has a complete Fuzion line with Usagi Yojimbo and Sengoku. It has 
Crunchy Frog Games products, and it has a line of import videos. 
	Actually, there's even more when you come down to it. Check 
out their webpage. 
 
> >   This is where I start to beat my head against the wall. The rulebook 
> > is *not* out of print. We have a ton of these things (almost literally) 
> > and have been regularly selling them to distributors. *Somebody* 
> > is buying them, I 
> > assure you. Why do so many people claim that Champions is out of 
> > print? Why, oh Why? 
>  
>     But here is your problem: The public believes that Champions is out 
> of print because Hero Games has not been showing a presence, except with 
> Fuzion, for quite some time. Even many of the retailers believe it. I 
> know this, because I do talk to alot of the local ones. They don't 
> believe they can get the rulebook anymore. You need to get the word out. 
 
	Exactly. Perception is reality. Common perception is that Hero 
no longer exists. Perception being reality, then it can be said that Hero 
no longer exists. 
 
	You can scream all you want that copies are sitting in a 
warehouse, but unless you can convince the public at large thet they are 
there and available; they effectivly don't exist. 
 
	Need to do something Hero has never done much of at all. 
Need to blitzcreig the gaming world with advertizement. 
 
> >   Oh, believe me, you don't need to convince me of that fact! It's our 
> > number 
> > one priority right now, which explains our more active net (and list) 
> > presence, our ads, our upcoming products, our convention support 
> > program, and 
>  
>     I'm glad to see this effort, believe me. It is way past time that 
> someone in the publishing department actually showed this list they 
> cared for more than just spamming us. I have been on this list for 6 
 
	More than that. When we disagree with Hero we often get dismissed 
out of hand as being no more than a small oddball fringe of Hero's 
Market. A fatal mistake. Not only are there many people on this list. 
But for every one that posts, there's likely 4 more. In addition we 
are spread throughout the world. We communite with other gamers at 
cons and at stores. 
	For everyone of us there's often a whole group of people not 
active here that we know, plus a local store. Hero makes a move in 
here and word spreads fast. 
	It's not uncommon to walk into a store today and here about 
something that happened on the net. 
	A group like this is both a company's marketing dream and 
worst nightmare come true all in one. 
	In today's world one word printed on the net can make or 
break a company. 
 
Rook : a common Old World gregarious bird related to the American crow. 
 
"The CCG is a natural extension of the Operating Sys... Er, Role Playing 
System." --- Something I swear Richard Garfield (WoTC) must have said at 
some point. 
 
Super Hero Links Page: http://www.infinex.com/~rook/SH/SHlinks.html 
My Champions Webpage is at: http://www.infinex.com/~rook/champs/ 
 
From: "\"qts\" <qts@nildram.co.uk> 
        \"John and Ron Prins\"" <qts@nildram.co.uk> 
Date: Sat, 20 Dec 97 22:36:28  
Reply-To: "qts" <qts@nildram.co.uk> 
Priority: Normal 
Subject: Re: Aid and Powers 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Tue, 16 Dec 1997 18:09:04 -0500 (EST), John and Ron Prins wrote: 
 
>>Some recent discussion on the list brought up an aspect of the Aid power I 
>>had never considered. Can Aid be used to grant powers that the target 
>>doesn't have? For that matter can the other adjustment powers? Say an 
>>aborption to energy blast that gives the user an energy blast they don't 
>>normally have acess to. 
> 
>IMO, no, you shouldn't be able to Aid someone if they don't have the power. 
>That's what 'Useable By Others' exists for. The same logic applies to 
>Absorption; if you don't have the power, how can you absorb to it? 
 
I agree with the first, and have a clean mechanic for the second: you 
could Absorb to a mimic VPP. 
 
Or you could use Missile Reflection and Damage Shield with VSFX in some 
cases (eg Feedback, who gives as good as he gets) 
qts 
 
Home: qts@nildram.co.uk. 
 


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Date: Wednesday, March 31, 1999 01:52 PM