Week Ending January 31, 1998

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Date: Sun, 25 Jan 1998 09:38:42 +1000 
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From: happyelf <jonesmj@topaz.cqu.edu.au> 
Subject: Re: Base point levels for 5th edition? 
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At 03:20 AM 1/24/98 +0000, you wrote: 
>On Fri, 23 Jan 1998 23:39:40 -0800 (PST), Brian Wong wrote: 
> 
>>> What are you talking about?  There is no "standard power level" unles the GM set one.   
>>> 
>>	It's in the campaigning section of the BBB. I'll get a page number tommorow if 
>>you want. 
>> 	It's the section were they suggest active point limits and such. 
>> 
> 
> 
>And there you've given yourself.  As you said, they SUGGEST active point limits.  If you don't like their  
>suggestions, then DON'T USE THEM.  The suggestions in the book reflect the campaigns of the folks who  
>playtested the game, not every campaign that ever was.  Again, this is not a problem with the RULES.  This is a  
>problem YOU have with the suggested campaign limits.   
> 
>Why are you so concerned over material that's from the Champions Sourcebook section of the BBB?  This  
>material is not part of the core rules, and from what the kids at Hero Games have said, won't even appear in fifth  
>edition as they want the rules to be a book unto themselves. 
> 
 
yes, but by SUGGESTING low active point limits, they SUGGEST that the 
game shouldn't be used for big ap-but-erally-cool powers.  
 
 
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Date: Sat, 24 Jan 1998 16:34:21 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Further H5 suggestions 
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At 12:01 PM 1/24/98 -0600, Dataweaver wrote: 
>> >* Introduce some more 'negative Perks' (specifically, priveleges denied to 
>> >the character that the Everyman takes for granted; useful for creating 
>> >characters who are slaves or ex-cons). 
>>  
>>    I think this could be done with Quirks. 
> 
>"Quirks", as in GURPS-style Quirks?  Actually, it's been suggested by 
>others that a "Social Disad" be added to handle such things as "Social 
>Stigma", "Duty", and the like... (although I'd personally prefer to see 
>Duty as a new Disad, mirroring Hunted/Watched in purchasing scheme) 
 
   Either could be done, depending on the severity. 
 
>> >* Relocate DNPC, Hunted/Watched, Public ID, Reputation, Rivalry, and 
>> >Secret ID to the Perks section (and rename the section to something more 
>> >appropriate, such as "Background") 
>>  
>>    Bad idea!  Bad, bad idea!   ;-] 
>>    These are all Character Disdvantages, and should remain that way. 
> 
>At least seperate them out within the Disads section; after all, there are 
>a few occasions where they should be treated as fundamentally different 
>than other Disads (Side Effects come to mind...) 
 
   A table like that in the Hero4 Powers section might be handy.  I could 
go for it, at any rate. 
 
>> >* Add a new +1 Advantage (Area Effect: Wall) which can only be applied to 
>> >Constant Powers that affect others; follow the rules given under Force 
>> >Wall and apply the effects of the power to anything attempting to pass 
>> >through the wall.  This can be expanded with options such as 'opaque', 
>> >'one-way', etc. 
>>  
>>    I'm not sure what you're getting at here.  Perhaps a couple of examples 
>> would help. 
> 
>Teleport: Continuous, Usable On Others, Area Effect: Wall to create a 
>portal between two locations; Extra-Dimensional Movement: Continuous, 
>Usable On Others, Area Effect to create a dimensional gateway; EB: 
>Continuous, Area Effect: Wall to create a wall of searing energy... 
 
   The first two can be done with a Gate (from Mystic Masters and 
elsewhere, possibly made into a straight +1/2 Advantage), and the last with 
a simple Limitation on the AE: Line Advantage. 
 
>> >* For each Advantage and Limitation, list the "states" that must be in 
>> >effect for the modifier to be applied.  Also, consider organizing 
>> >modifiers according to the required states, so that all Advantages that 
>> >are applied only to Attacks are listed together, etc. 
>>  
>>    I agree with the first part; however, I favor leaving all of the 
>> Advantages together in simple alphabetical order.  It makes them easier to 
>> cross-reference. 
> 
>Perhaps include a summary table for Advantages the way they do for Powers, 
>and either alphebetize the table/categorize the descriptions or categorize 
>the table/alphebetize the descriptions... 
 
   That could work. 
 
>BTW, will TUSV be dealing with just vehicles, or will it also cover bases? 
>Computers?  Automatons?   
 
   Only cursorily.  Some of the rules will be applicable to them, but it 
won't cover them directly. 
 
>> >* Consider adding an "Entangle Defense". 
>>  
>>    Entangle already acts as a defense against incoming attacks. 
> 
>Rephrasing: Consider adding a "Defense against Entangle" - for characters 
>that entangles have difficulty sticking to, for instance... 
 
   Couldn't this be done with just extra DCV vs Grabs & Entangles? 
--- 
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X-Sender: bob.greenwade@klock.com 
Date: Sat, 24 Jan 1998 16:43:42 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Further H5 suggestions 
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At 02:52 PM 1/24/98 -0600, Tim R. Gilberg wrote: 
> 
>> > > > This is largely campaign dependant. 
>> > > 
>> > > So list some campaign-dependent suggestions. 
>> > 
>> >  This would go well in a Social Disadvantage category. 
>> 
>> Yes, it would. 
> 
> Hmmm.  Maybe we can get a concentrated effort from the list to 
>convince Hero on the inclusion of Social Disadvantage in 5th ed. 
> 
> Are you listening, Steve Long. 
 
   I think we're probably there already.  (Of course, one of the first 
sample Social Disadvantages would probably be Public ID.) 
 
>> >  Which should be moved to the disads sections.  It helps to have 
>> > all of them in one place for cross referencing.  It's bad enough 
having to 
>> > flip around as is. 
>> 
>> So split Money up into Money and Poverty? 
> 
> Make Poverty a subset of the Social Disadvantage, with differing 
>levels spelled out, yes. 
 
   I disagree here.  Poverty should be its own Disadvantage, though it 
probably would only need a paragraph or two in the text. 
 
>> >  Like I said, the cost works as it is now.  I might see putting an 
>> > extra +1/2 advantage onto attacks that have no range by default to become 
>> > Damage Shield. 
>> 
>> Hmm... a valid alternative; I really don't know which would be better... 
> 
> I perfer the status quo, though I'd be against anything that 
>reduces the cost of any Damage Shields. 
 
   I like the extra +1/2 Advantage to attacks that already have no range 
for a similar reason that I like an extra -1/2 Limitation to Powers that 
use Charges and already don't cost END. 
--- 
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Date: Sat, 24 Jan 1998 16:50:28 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Further H5 suggestions 
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At 04:53 PM 1/24/98 -0600, Dataweaver wrote: 
>>  Hmmm.  I see it much more often than the above two, mostly as it's 
>> how I usually model a BattleSuit.  Heck, I see it more often than Side 
>> Effects or Variable Limitation, and no one wants to put those in Limited. 
> 
>A battlesuit would be modelled as Limited Power: Only While In Battlesuit; 
>using Only In Hero ID for battlesuits is only in-genre in a superhero 
>campaign - and battlesuits _can_ exist in other campaigns, where you don't 
>_have_ the civilian/hero dual life concept. 
 
   Any particular problems with Sean Fannon's "Battlesuit" Limitation? 
   For those who don't know where to find it, the shorthand of it is that a 
battlesuit takes much longer than a turn to remove (without permission), 
and often has security systems on it; but it is subject to system failure 
from STUN damage even if no BODY gets through its defenses.  (I can give 
the URL of where it can be found on the WWW at some later time if someone 
wants it.) 
--- 
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Date: Sat, 24 Jan 1998 17:19:18 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: US Time Zones (was: Steve Long on #herochat!) 
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At 09:19 PM 1/24/98, qts wrote: 
>On Sat, 24 Jan 1998 07:24:35 -0800, Bob Greenwade wrote: 
> 
>>At 11:05 AM 1/24/98, \"qts\" <qts@nildram.co.uk> wrote: 
>>>On Fri, 23 Jan 1998 14:46:33 -0800, Shelley Chrystal Mactyre wrote: 
>>> 
>>>>Mr. Dark Champions himself is going to be in #herochat on dal.net on 
>>>>February 1, from 1-2 PM PST to talk about his upcoming projects, offer 
>>>>advice, and respond to questions. 
>>> 
>>>What is PST in relation to GMT? Are we talking Hawaii time or 
>>>California time? 
>> 
>>   California time.  I believe that the time difference from the UK is 8 
>>hours. 
> 
>Thanks to all who responded. I guess it's going to be a late night. 
 
   Only unusually if you're an "early to bed" type like I am.  If I'm doing 
the math right, this will be 9-10 pm GMT. 
--- 
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Reply-To: "Filksinger" <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
Subject: Re: Further H5 suggestions 
Date: Sat, 24 Jan 1998 17:42:25 -0800 
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On Saturday, January 24, 1998 2:15 PM, Dataweaver wrote: 
 
 
>On Sat, 24 Jan 1998, Tim R. Gilberg wrote: 
<snip> 
>> Just like any power.  However, there is no reason to add 
>> unbalancing features to the system.  And the above would work just 
fine if 
>> a friend happened to have Fire Powers he could fire off after you 
fired 
>> your vulnerability ray.  And just how would Hunted, UAO work? 
> 
>It wouldn't; just like Side Effect (Hunted) doesn't work.  But that 
>doesn't make Side Effects that use Disads wrong across the board... 
 
 
Actually, they both work. 
 
Hunted, UOA 
"Now, I curse you in the name of Tindalos! The Hounds of Tindalos will 
track you down and consume your soul! They will follow you until the 
end of time! HAHAHAHAHAHAHAHAHAHAHAHA!" 
 
Side Effect (Hunted) 
"You have tried to Summon the Master, mage, but you have failed. He 
sent us to destroy you instead. You will never be rid of us!" 
 
<snip> 
Filksinger 
 
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From: "Remnant" <easleyap@mobis.com> 
Subject: Re: Further H5 suggestions 
Date: Sat, 24 Jan 1998 20:20:15 -0600 
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>But it doesn't take any time when the Casual STR breaks the Entangle. 
>Using your suggestion, the amazing Teflon man would be able to avoid 
>an attack, but if it still got him he wouldn't get out any easier than 
>anyone else. If we create a defense that acts like PD, ED, or Power 
>Defense, then we have the problem that a high-defense Entangle will 
>still hold the Teflon man indefinitely, but it takes less damage to 
>destroy the Entangle _after_ you overpower the Def. 
> 
>With STR, you get a character who ignores wimpy Entangles and easily 
>escapes stronger ones. Seems to fit well for me. 
> 
>Filksinger 
 
 
I think we are shooting for different effects.  My view of Teflon Man is 
that if the Entangle hits him good enough then he shouldn't have an easier 
time of getting out.  That is why I picked extra DCV as the answer.  It is 
also the cheapest way I can think of, probably too cheap. 
 
My problems with using STR as an Entangle Defense are: 
 
1) Entangles with Backlash, if Teflon Man doesn't break the Entangle he gets 
hit with damage. 
 
2) Entangle Walls, instead of simply slipping through himself, Teflon Man 
breaks the Entangle totally removing it. 
 
3) Entangles on other characters, Teflon Man would be able to break other 
characters out of their Entangles. 
 
4) Is very expensive for low STR characters. 
 
If the above problems don't bother you, I understand.  I would then still 
suggest a Damage Shield instead of STR to make it more fair between 
characters of differing STR levels who use this power.  You can make the 
Damage Shield an Armor Piercing or Penetrating.  Or even a Cumulative 
Dispel, although people often disagree about using Dispel this way. 
 
How about Desolid. For 40 Active/20 Real you can get near immunity to 
Entangles. 
 
Maybe a Teleport UAO, Damage Shield, Entangles and Characters who have 
grabbed you only. 
 
Finally I would like to add that I don't favor an Entangle Defense as a new 
power.  For the very reason we have just come up with.  There are plenty of 
good and not-so-good ways of making a defense against Entangles.  Which one 
you pick depends on personal preference, the exact house rules your game 
uses, and hopefully, most importantly on the SFX you are trying to 
represent. 
 
 
Be a Hero. 
 
Alan 
 
 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: Further H5 suggestions 
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-----BEGIN PGP SIGNED MESSAGE----- 
 
>>>>> "R" == Remnant <easleyap@mobis.com> writes: 
 
R> I think we are shooting for different effects.  My view of Teflon Man is 
R> that if the Entangle hits him good enough then he shouldn't have an 
R> easier time of getting out.  That is why I picked extra DCV as the 
R> answer.  It is also the cheapest way I can think of, probably too cheap. 
 
Not too cheap, and it is *exactly* the way I would do it.  Remember, 
*EVERYTHING* in Champions has special effects.  In this case, Mr. Teflon(R) 
has DCV skill levels with the special effect, "attacks hit, but slide off." 
 
[...] 
 
R> How about Desolid. For 40 Active/20 Real you can get near immunity to 
R> Entangles. 
 
How about not.  Desolidification is *NOT* a defense power. 
 
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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. 
 
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From: "Remnant" <easleyap@mobis.com> 
Subject: Entangle Defense was (Re: Further H5 suggestions) 
Date: Sat, 24 Jan 1998 22:35:31 -0600 
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>R> How about Desolid. For 40 Active/20 Real you can get near immunity to 
>R> Entangles. 
> 
>How about not.  Desolidification is *NOT* a defense power. 
 
 
 
I don't like it either.  I prefer the extra DCV for simplicity and points 
spent.  For my own characters and villains I prefer the Damage Shield 
variants. 
 
I would like to better understand why Desolidification is not a defense 
power, actually I would like to understand what defines something as a 
defense power.  I'm not being difficult I'm just probably being dense.  I've 
never heard of a group of powers referred to as "defense powers."  If I had 
to create a group called "defense powers" on my own I would probably put it 
in that classification I would also consider it to be in other groups as 
well because of the other effects that it gives. 
 
Alan 
 
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Date: Sat, 24 Jan 1998 23:27:56 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: Base point levels for 5th edition? 
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> They may be derivatives, but adding more categories would make it 
> easier to design some concepts. A character who is already at his 
> limit for Phys Lim or Susceptibility might want to add a "Dependence" 
> or "Addict" Disadvantage, but not be able to. Similarly, a character 
> at the limit for Psych Lim might still want to take "Duty". 
> 
> Additionally, flesh out some of the others. A character might have 
> multiple secrets that they want to keep, so allow people varying 
> levels of Secret, with Secret ID being the 15 pointer in most 
> superhero campaigns (frequently, strong). Any number of superheroes 
> have teammates who know their Secret ID, but not X. 
 
 
	You know, I've never really seen a point to Disadvantage Category 
Limits.  It seems to hinder possibly valid concepts.  I've never enforced 
them. 
 
 
 
				-Tim Gilberg 
 
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From: Brian Wong <rook@shell.infinex.com> 
Subject: Re: PING of GRG or Herogames 
Date: Sat, 24 Jan 1998 21:36:27 -0800 (PST) 
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> <<Anyone know if either GRG and/or Herogames is still watching this mailing 
> list? 
>   
>  	Are we just blowing steam talking about 5th edition ideas or is someone with 
> official input quietly watching to see if any of us says something of 
> interest?>> 
>  
>   Well, I can't speak for Mark or Steve P., but I'm certainly watching the 
> list with a great deal of interest, and have been for some time.  I have a 
> nice thick stack of printed-out comments from the HML, and I update my 5th Ed. 
> working outline just about every week.   
>   Everyone please keep the comments and suggestions coming!  All constructive 
> input is good input.  And be sure to fill out the questionnaire on the Hero 
> Games webpage; that's the best way to make your comments and suggestions, 
> since it makes them easiest for us to catalog. 
> 
 
	Ok, that's all I wanted to know. Naturally I don't expect you to 
stick your noses in it. But I'm glad to know you're monitoring. If we do 
hit upon some good ideas in here I'd like to know that they stand a chance of 
seeing print, instead of just being steam venting on our part. :) 
  
	And if I've already filled out the questionaire, any format you'd like 
to see "Additional Ideas" come in as? 
 
Rook : a common Old World gregarious bird related to the American crow. 
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/.)\ Super Hero Links Page: http://www.infinex.com/~rook/SH/SHlinks.html 
\(@/ My Champions Webpage is at: http://www.infinex.com/~rook/champs/ 
 
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Reply-To: "Filksinger" <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
Subject: Re: PING of GRG or Herogames 
Date: Sat, 24 Jan 1998 22:07:46 -0800 
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On Saturday, January 24, 1998 8:09 AM, SteveL1979 wrote: 
 
 
<snip> 
>  Everyone please keep the comments and suggestions coming!  All 
constructive 
>input is good input.  And be sure to fill out the questionnaire on 
the Hero 
>Games webpage; that's the best way to make your comments and 
suggestions, 
>since it makes them easiest for us to catalog. 
 
 
You might have someone code that page as a form, rather than just 
test. Better yet, code it as a form that can then be saved, so that 
people don't have to download it, fill it out, and mail it. If they 
can reach your webpage, they have it right there. 
 
Filksinger 
 
Return-Path: daemon@omg.org 
Date: Sun, 25 Jan 1998 01:07:57 -0500 (EST) 
From: Michael Surbrook <susano@access.digex.net> 
cc: champ-l@omg.org 
Subject: Re: Further H5 suggestions 
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On Sat, 24 Jan 1998, Filksinger wrote: 
 
> Hunted, UOA 
> "Now, I curse you in the name of Tindalos! The Hounds of Tindalos will 
> track you down and consume your soul! They will follow you until the 
> end of time! HAHAHAHAHAHAHAHAHAHAHAHA!" 
 
Get it right.  The Hounds hunt you from the *begining* of time.  Oh, and 
start thinking about moving to one of those 'modern' poured houses with no 
corners. 
 
*************************************************************************** 
* "'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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From: Brian Wong <rook@shell.infinex.com> 
Subject: Re: Base point levels for 5th edition? 
Date: Sat, 24 Jan 1998 22:18:28 -0800 (PST) 
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> >> But with a larger selection of disads I might revise that opinion. 
> > 
> > I don't think this is really a problem.  Any "added" disads would 
> >merely be derivatives of what already exists.  Things like 
> dependence, 
> >vow, etc, are all easily covered by the existing lims.  I would like 
> to 
> >see Social Limitation added, however. 
>  
>  
> They may be derivatives, but adding more categories would make it 
> easier to design some concepts. A character who is already at his 
> limit for Phys Lim or Susceptibility might want to add a "Dependence" 
> or "Addict" Disadvantage, but not be able to. Similarly, a character 
> at the limit for Psych Lim might still want to take "Duty". 
>  
> Additionally, flesh out some of the others. A character might have 
> multiple secrets that they want to keep, so allow people varying 
> levels of Secret, with Secret ID being the 15 pointer in most 
> superhero campaigns (frequently, strong). Any number of superheroes 
> have teammates who know their Secret ID, but not X. 
> 
	I have to agree here as well. I've always allowed multiple secret or 
public ID's. 
	Also splitting some of the very broad cataorgies down a bit would 
help to add to add flavor. 
	After all, on the other end of things we certainly don't have a power 
system so broad as "Attack power, Defense Power, Movement Power, Sense Power, 
Environment Power". Though if we worked hard enough, we could collapse the 
entire powers system into those four, I doubt any of us want that. 
	So why do it on the disadvantages side? 
 
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From: Brian Wong <rook@shell.infinex.com> 
Subject: Re: Base point levels for 5th edition? 
Date: Sat, 24 Jan 1998 22:22:06 -0800 (PST) 
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>  
> For one campaign that I started, I had characters start out as 50 
> point talented normals.  The idea was for the characters to get their 
> powers and disadvantages as part of the scenario.  They were to end up 
> with 150 points base + 150 disadvantages.  By having the characters 
> have to roleplay themselves pre-powers, it worked out well.  The 
> players were forced to design human beings, not power plants, and were 
> rewarded for it (with the 150 base vs. 100 base).  A variation might 
> be helpful for some people's campaigns. 
> 
	GURPS Supers has an idea like this. You're supposed to create a 
100 point normal (equiv to a 50+50 Hero character), then add the Hero ID 
onto it to build your 500 (100+100 Hero equiv) to 600 (100+150 equiv) point 
character. 
	The idea has had mixed reviews in their system, but the basic 
theory is a good one. 
 
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/ 
 
Return-Path: daemon@omg.org 
From: Brian Wong <rook@shell.infinex.com> 
Subject: Duty/Sns of Duty (was Re: Further H5 suggestions) 
Date: Sat, 24 Jan 1998 22:30:16 -0800 (PST) 
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 
 
> >> > Duty/Sense of Duty: add another variable representing how 
> bothersome the 
> >> > bothersome the job tends to be. 
> > 
> >Sure! 
> > 
> >Risk 
> >---- 
> >Inconvenient:         +0 
> >Hazardous:            +5 
> >Extremely Hazardous: +10 
>  
> Don't forget, superheroes get this one for free for superheroing. 
> Otherwise the power gamers will be trying to get points for simply 
> being a superhero.:) 
 
	I'd have to disagree here. 
After all, this disad could set up how and why a given character is a Super Hero 
 
	After all, Captian Patriot may have sense of Duty, 
But Demon X may just be bound by a contract to do good heroic deeds for 100 
years (Duty). 
	And Seargant Super may be a draftee under military orders (Duty). 
	Yet Ninja Nun may just feel a conviction to spread the word (Sns of 
	Duty). 
 
	So I think such a disad if anything is very suited to the Super Hero 
Hero genre. 
 
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/ 
 
Return-Path: daemon@omg.org 
Date: Sun, 25 Jan 1998 16:44:41 +1000 
Date-warning: Date header was inserted by topaz.cqu.edu.au 
From: happyelf <jonesmj@topaz.cqu.edu.au> 
Subject: Re: Base point levels for 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 
 
 
>	I have to agree here as well. I've always allowed multiple secret or 
>public ID's. 
>	Also splitting some of the very broad cataorgies down a bit would 
>help to add to add flavor. 
>	After all, on the other end of things we certainly don't have a power 
>system so broad as "Attack power, Defense Power, Movement Power, Sense Power, 
>Environment Power". Though if we worked hard enough, we could collapse the 
>entire powers system into those four, I doubt any of us want that. 
>	So why do it on the disadvantages side? 
> 
 
More specific categories give people a feel for the concept. While hero 
bases itself on the 'no explanation supplied' rationale, it's okay to get people thinking about the different implications- or 'perspectives' on various powers.  
 
Actually i'd like a group of disadvantages more like reverse powers- more dice  
and stuff involved. It's not always a good idea, but it helps to quantify the 
situation. I suppose most would be a derivitive of different uses of suseptable and  
dependant, but. . . .   
 
 
 
 
 
 
>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/ 
> 
 
Return-Path: daemon@omg.org 
From: Brian Wong <rook@shell.infinex.com> 
Subject: Re: Further H5 suggestions 
Date: Sat, 24 Jan 1998 22:48:10 -0800 (PST) 
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 vulnerability ray.  And just how would Hunted, UAO work? 
> >It wouldn't; just like Side Effect (Hunted) doesn't work.  But that 
> >doesn't make Side Effects that use Disads wrong across the board... 
>  
> Actually, they both work. 
>  
> Hunted, UOA 
> "Now, I curse you in the name of Tindalos! The Hounds of Tindalos will 
> track you down and consume your soul! They will follow you until the 
> end of time! HAHAHAHAHAHAHAHAHAHAHAHA!" 
> 
	This could also be followers, or summon, ussable against others, 
making the person summon the hounds, who are not controllable and thus 
likely to attack their summoner. 
  
> Side Effect (Hunted) 
> "You have tried to Summon the Master, mage, but you have failed. He 
> sent us to destroy you instead. You will never be rid of us!" 
> 
	Side effect Summon does this already. 
 
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/ 
 
Return-Path: daemon@omg.org 
Date: Sun, 25 Jan 1998 16:55:46 +1000 
Date-warning: Date header was inserted by topaz.cqu.edu.au 
From: happyelf <jonesmj@topaz.cqu.edu.au> 
Subject: Re: Base point levels for 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 10:22 PM 1/24/98 -0800, you wrote: 
>>  
>> For one campaign that I started, I had characters start out as 50 
>> point talented normals.  The idea was for the characters to get their 
>> powers and disadvantages as part of the scenario.  They were to end up 
>> with 150 points base + 150 disadvantages.  By having the characters 
>> have to roleplay themselves pre-powers, it worked out well.  The 
>> players were forced to design human beings, not power plants, and were 
>> rewarded for it (with the 150 base vs. 100 base).  A variation might 
>> be helpful for some people's campaigns. 
>> 
>	GURPS Supers has an idea like this. You're supposed to create a 
>100 point normal (equiv to a 50+50 Hero character), then add the Hero ID 
>onto it to build your 500 (100+100 Hero equiv) to 600 (100+150 equiv) point 
>character. 
>	The idea has had mixed reviews in their system, but the basic 
>theory is a good one. 
> 
 
 
Well i've done 'genre' enhancements before 'okay you're a bunch of 
normals sharing a cable can when sudenly. . . .. ' and so forth,  
and it makes for good characters in many ways. BUT, remember a 250  
point character can be anything, many aren't even human at all.  
 
I think 250 points is okay, the idea above makes good begining heros, 
i'm leery of adding anything to the 'base points'- Remember there is  
such a thing as a 'high powerhero' who gets. . .375 or something?  
 
alls you have to do is go  
hard on what disads you let them get. . You might even find people 
used to starting at 250 who *gasp* don't get the maximum points 
when they get to make higher power heros.  
 
 
 
>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/ 
> 
 
Return-Path: daemon@omg.org 
From: Brian Wong <rook@shell.infinex.com> 
Subject: Re: PING of GRG or Herogames 
Date: Sat, 24 Jan 1998 22:59:54 -0800 (PST) 
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 
 
> <snip> 
> >  Everyone please keep the comments and suggestions coming!  All 
> constructive 
> >input is good input.  And be sure to fill out the questionnaire on 
> the Hero 
> >Games webpage; that's the best way to make your comments and 
> suggestions, 
> >since it makes them easiest for us to catalog. 
>  
>  
> You might have someone code that page as a form, rather than just 
> test. Better yet, code it as a form that can then be saved, so that 
> people don't have to download it, fill it out, and mail it. If they 
> can reach your webpage, they have it right there. 
> 
	Agreed. I used forms extensively on my V&V website, and it made 
submissions much easier to deal with when all the data came in exactly as 
I wanted to see it. 
 
	That site is at http://www.infinex.com/~rook/LLNW.html 
 
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/ 
 
Return-Path: daemon@omg.org 
Date: Sun, 25 Jan 1998 03:35:21 -0800 
From: Captain Spith <cptspith@teleport.com> 
Reply-To: cptspith@teleport.com 
Subject: Re: Base point levels for 5th edition? 
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: 
  
>         You know, I've never really seen a point to Disadvantage Category 
> Limits.  It seems to hinder possibly valid concepts.  I've never enforced 
> them. 
 
   I heartily agree.  Though I believe there is a purpose for Category 
Limits, at least conceptually.  Just as with the old system of reduced 
bonuses for multiple disads from the same disad, it is a method of 
trying to prevent players from abusing disadvantages to their 
advantage.  Uh, yeah I meant to say that.  I mean it is potentially 
unbalancing to have a character with too many high-effect but 'uncommon' 
susceptibilities and/or vulnerabilities.  However, any GM worth his salt 
(or worth his 3-5 points in PS;GM), should be able to a)moniter disads 
and not allow frivolous ones or 'stacking' of 'snaller' disads and/or 
b)make sure that disads taken are properly capitalized on.  I.E. if a 
character has 4 'uncommon' vulnerabilities that all do 2X BODY and STUN, 
then you should probably expect at least one of these to show up about 
every adventure, or even every game. 
   BTW, I never impose category limits on disads; I feel that if a 
character LEGITIMATELY needs 75 points in Psych lims, so be it.  I 
merely require that the player plays the character true to the disads, 
and I've seen it done succesfully.  And if a player wants to take 75 
points in susceptibilities, I make sure that the character runs into a 
'bad' substance plenty often. 
 
--  
   -Capt. Spith 
   Savior of Humanity 
   Secular Messiah 
 
 
Return-Path: daemon@omg.org 
Date: Sun, 25 Jan 1998 03:44:41 -0800 
From: Captain Spith <cptspith@teleport.com> 
Reply-To: cptspith@teleport.com 
Subject: Re: Base point levels for 5th edition? 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
happyelf wrote: 
 
> I think 250 points is okay, the idea above makes good begining heros, 
> i'm leery of adding anything to the 'base points'- Remember there is 
> such a thing as a 'high powerhero' who gets. . .375 or something? 
>  
> alls you have to do is go 
> hard on what disads you let them get. . You might even find people 
> used to starting at 250 who *gasp* don't get the maximum points 
> when they get to make higher power heros. 
 
   I have found that when given a Character Point Total _Range_ (as 
opposed to simply an upper limit) I have tended to take a lower-point 
character.  I.E. in a game where the requested point range was 225-260, 
my character started at 243. 
   I have also found that it seems to be very uncommon for experience to 
be spent on buying off disads; in one game, I was the *only* player 
(over a course of 4 years) that actually spent XP on reducing my disad 
total.  I believe that if disads were played on a little more by GMs 
(I'm just as guilty of going soft as the next guy, mind you), players 
might be more likely to decide that reducing disads is another way to 
increase overall character effectiveness. 
 
--  
   -Capt. Spith 
   Savior of Humanity 
   Secular Messiah 
 
 
Return-Path: daemon@omg.org 
Date: Sun, 25 Jan 1998 04:26:55 -0800 
From: Captain Spith <cptspith@teleport.com> 
Reply-To: cptspith@teleport.com 
Subject: Re: Base point levels for 5th edition? 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
Brian Wong wrote: 
 
> I'm saying they are the standard, put forth as suggested, and therefore what 
> one is most likely to encounter. 
>         But they are broken. 
> SO: 
> "The suggested point levels and power levels needs to adjusted at one end or 
> the other so that when one builds a character using the suggested point 
> levels they can build that character up to the suggested power level and 
> still have points left over for a suggested number of suggested background 
> skills." 
>  
>         I suggest that that modification be made to the suggested 5th edition. 
>  
> Happy? 
> Clear enough? 
>  
>         Or do you find that the current 'suggested' point levels used in 
> combination with the current 'suggested' power levels still leave enough 
> points for you to include background skills? 
>         Or do you feel that having background skills as part of the 
> 'suggested' way of putting together a character on the 'suggested' point 
> level using the 'suggested' power level is a bad idea? 
 
   ( petty sarcasm snipped  >:-)>   ) 
 
   After skimming over the Champions and Villians in the Sourcebook 
section of the BBB, I have two conclusions to make. 
   First, it seems to me that each of the characters DOES seem to be 
built reasonably well-rounded (escept maybe Ogre, but it's not in his 
concept to be well-rounded), including anywhere from 3 to 20+points in 
skills, both combat and other.  Which I think is absolutely fine for 
precisely the reason that is my second conclusion. 
   Second, the 'suggested' guidelines in the book are intended for 
*beginning heroes*.  The BBB, indeed any RPG system's rulebook, must be 
primarily geared towards the beginning player.  Obviously, if - say - a 
brand new role-playing system was introduced into the market, it would 
fare very poorly if it assumed that everyone already knew what was what 
and catered to the 'experienced' player.  Thus, the character examples 
and the power level suggestions given in the BBB are geared towards the 
beginning player, since experienced players already know what works and 
what doesn't. 
   It is also intimated in a couple of places in the Book (if not stated 
outright) that player characters are generally considered to be 
beginning heroes, as is assumed in most game systems I have 
encountered.  This being the case, I find a power level (as evidenced by 
the BBB's examples) of 10-12 damage classes to be perfectly sufficient, 
and still leave points available for background skills.  Also remember 
that beginning players or more specifically beginning GMs may be less 
likely or able to accomodate too much detail in a character's design, 
background-wise, thus a few important skills to cover the primary points 
(job, concept-related skill(s), fanatic hobby(s)) should be plenty.  As 
players and GM all gain experience (both XP and experience with the 
system), more points can be spent fleshing out backgrounds and otherwise 
developing the minutia of one's character. 
 
--  
   -Capt. Spith 
   Savior of Humanity 
   Secular Messiah 
 
 
Return-Path: daemon@omg.org 
Date: Sun, 25 Jan 1998 04:40:42 -0800 
From: Captain Spith <cptspith@teleport.com> 
Reply-To: cptspith@teleport.com 
Subject: Re: Base point levels for 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: 
>  
> Here's an idea for a campaign where different characters in the same 
> group have different point levels. 
 
   <rationale snipped> 
 
> Give the players in your group one of two options- a 150 base pts 
> character with 100 pts in Disadvantages, and a 100 pts base character 
> with 200 pts in Disadvantages. This may make many players choose a 
> lowered power character rather than a higher powered character. If 
> players tend to always take one or the other, adjust the points to 
> "sweeten the deal". 
>  
> What do you think? 
 
   Interesting idea, but I always come back to the idea that disads - in 
concept - ARE, in fact, worth their points.  If used to the full extent 
of their 'worth', that is. 
 
   Another idea might be to set up a ratio of disadvantage points to 
character points like, say 1:3 - every 5 points of disads gives 15 
points for character building, with no 'base' points, and perhaps 
harsher consequences for disads. 
   For example try making 'uncommon' disads affect every other session, 
'common' ones every session and 'very common' every _encounter_ (or at 
least more than once per session).  Try rolling for frequency of hunteds 
or DNPCs twice or thrice per adventure. 
 
   This would give, say, a 250 point character 83 points in disads, but 
they would all MEAN something.  A 150 point character would only have 50 
points in disads, thus lower power would actually be more balanced by 
not having those 23 points in disads. 
   I have no idea how 'balanced' this example would be, but I already 
like the concept. 
 
--  
   -Capt. Spith 
   Savior of Humanity 
   Secular Messiah 
 
 
Return-Path: daemon@omg.org 
From: Brian Wong <rook@shell.infinex.com> 
Subject: Re: Base point levels for 5th edition? 
Date: Sun, 25 Jan 1998 05:05:40 -0800 (PST) 
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 
 
>  
> Tim R. Gilberg wrote: 
>   
> >         You know, I've never really seen a point to Disadvantage Category 
> > Limits.  It seems to hinder possibly valid concepts.  I've never enforced 
> > them. 
>  
>    I heartily agree.  Though I believe there is a purpose for Category 
> Limits, at least conceptually.  Just as with the old system of reduced 
 
>    BTW, I never impose category limits on disads; I feel that if a 
> character LEGITIMATELY needs 75 points in Psych lims, so be it.  I 
> merely require that the player plays the character true to the disads, 
> and I've seen it done succesfully.  And if a player wants to take 75 
> points in susceptibilities, I make sure that the character runs into a 
> 'bad' substance plenty often. 
>  
	I both agree and disagree. 
If we're looking at all this as suggested power levels (50 active), suggested 
base points (100), and suggested disads (150, 50/cat), then I think 
having a suggestion of where best to balance in at is a good idea. Though 
I think it should be a suggestion to players to spead about, rather than a 
suggestion to GM's to set a limit at X. 
 
	However if we look at it as hard and fast rules, drop it. 
 
Return-Path: daemon@omg.org 
From: Brian Wong <rook@shell.infinex.com> 
Subject: Re: Base point levels for 5th edition? 
Date: Sun, 25 Jan 1998 05:08:32 -0800 (PST) 
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 
 
>  
> happyelf wrote: 
>  
> > I think 250 points is okay, the idea above makes good begining heros, 
> > i'm leery of adding anything to the 'base points'- Remember there is 
> > such a thing as a 'high powerhero' who gets. . .375 or something? 
> >  
> > alls you have to do is go 
> > hard on what disads you let them get. . You might even find people 
> > used to starting at 250 who *gasp* don't get the maximum points 
> > when they get to make higher power heros. 
> 
 
	I think if the suggested limit is kept at 250, then the suggested 
power level of 50 active needs to be lowered to say, 40 or 45. 
 
	A suggested power level limit of 50 active gives you heroes who at a 
suggested point limit of a suggested 250 points are not going to have 
enough points to get much in the way of a suggested background.  
 
Return-Path: daemon@omg.org 
Date: Sun, 25 Jan 1998 09:53:10 -0500 (EST) 
From: Bill Svitavsky <bsvitavs@bu.edu> 
Subject: Riposte 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
 
I'm planning to run a pirate campaign soon, and in preparation went 
looking through my various versions of fencing rules: AC#12, ICE's 
Campaign Classics Pirates supplement, the BBB, and Ninja Hero. I decided 
to go with the Ninja Hero maneuvers, but to expand on them so I could 
break fencing down into different styles a la Pirates. Having fenced for a 
couple of years myself, the lack of a riposte maneuver became glaringly 
apparent.  
 
I'm considering adding a riposte maneuver using the optional NH rules for 
multiple non-exclusive maneuver bases. This is the first time I've 
actually used those rules, and it's been an adventure. Using the NH errata 
from Aaron Allston's web site, I finally figured out how the costs work, 
and created: 
 
Riposte	  1/2 Phase, -2 OCV, +0 DCV, Block/Strike, Abort. Cost: 5 pts. 
 
The optional rules are pretty explicit in warning how unbalancing these 
multiple-base maneuvers can be, though. All my pre-4th edition versions of 
fencing had no problem creating a riposte, but I suspect Aaron Allston 
probably gave these things a bit more thought.  
 
What experiences have other people had with multiple base maneuvers? Do 
you think a riposte really will be unbalancing? Am I going to end up with 
absurd battles consisting of an unbroken stream of ripostes? Should I 
declare a riposte simply to be a block followed by a thrust next phase? 
 
Finally, does the Ultimate Martial Artist add any new wrinkles to this?   
 
 
Return-Path: daemon@omg.org 
X-Sender: bob.greenwade@klock.com 
Date: Sun, 25 Jan 1998 07:31:23 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Disad Category Limits 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 11:27 PM 1/24/98 -0600, Tim R. Gilberg wrote: 
> You know, I've never really seen a point to Disadvantage Category 
>Limits.  It seems to hinder possibly valid concepts.  I've never enforced 
>them. 
 
   Same here.  (Actually, I've enforced a category limit once, but didn't 
feel right about it and would have relented later had I the opportunity.) 
--- 
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 
 
 
Return-Path: daemon@omg.org 
Date: Sun, 25 Jan 1998 14:49:05 -0400 (AST) 
From: Trevor Barrie <tbarrie@ibm.net> 
Subject: Re: The STR & HA Worms 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Sun, 11 Jan 1998, Filksinger wrote: 
 
> That said, I think that eliminating the figured part of Figured 
> Characteristics might be a good idea, but I don't want to see the 
> whole system retconned this way. 
 
Eh? Who said anything about changing the "whole system"? We're talking 
about a change so minor it barely deserves to be called a "minor change". 
 
 
Return-Path: daemon@omg.org 
Date: Sun, 25 Jan 1998 14:54:02 -0400 (AST) 
From: Trevor Barrie <tbarrie@ibm.net> 
Subject: Re: The STR & HA Worms 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On 13 Jan 1998, Opal wrote: 
 
> Let's see:  
>   
> 40 Multipower				60 Multipower  
>  4 u 20" Flight			6 u 30" Flight  
> 14 u 20/20 Force field, 1/2 END	5 u 20/20 FF, 1/2 END  
> 24 u 12d EB				6 u 12d EB  
> -- 					--  
> 82					77  
 
> Saves 5 points and gives you and extra 10" flight 'free'  
 
But your former example has a 50 pt and 60 pt slot in a 40 pt 
Multipower (which isn't illegal per se, it's just meaningless). 
Based on the costs you've used, I'm assuming your intent was 
that the former character has 10 pts of his Force Field and 
20 pts of his Energy Blast bought outside of the Multipower - 
but then that character is considerably more powerful than 
the second, so of course he's going to be more expensive. 
 
Return-Path: daemon@omg.org 
Date: Sun, 25 Jan 1998 14:55:11 -0400 (AST) 
From: Trevor Barrie <tbarrie@ibm.net> 
Subject: Re:  Point Crocks????? 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Wed, 14 Jan 1998, Remnant wrote: 
 
> >"Saving" points without any limiting factor to justify it may be a "part of 
> >the system", but it's not really part of the system's PHILOSOPHY.  Things 
> >like the Basic Law of Disadvantages/Power Limitations express a clear 
> >desire from the system creators that You Get What You Pay For. 
>  
> I didn't say "without any limiting factor", I said "that don't limit your 
> character that much."  Every case that I can think of limits your character 
> for saving points, in some possible situation. 
 
Okay, I'll bite. How does a 20 STR limit a character more than a 10 STR? 
 
Return-Path: daemon@omg.org 
Date: Sun, 25 Jan 1998 15:02:52 -0400 (AST) 
From: Trevor Barrie <tbarrie@ibm.net> 
cc: champ-l@omg.org 
Subject: Re: Gravity: A Heavy Concept 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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On Fri, 23 Jan 1998, Bob Greenwade wrote: 
 
> >I don't see the problem in just using Telekinesis w/ Indirect & Area Effect. 
> > 
> >It simulates it just fine when you don't take into account 
> >that the STR doesn't affect all masses equally. 
>  
>    That would be perfect if STR in Hero was linear.  But it's not. 
>    If two STR 10 forces pull in the same direction, then it becomes a total 
> of STR 15, not STR 20.  Add a third STR 10, and it becomes STR 18; it takes 
> four STR 10 forces working together to make STR 20. 
>    So suppose we use that TK in an area.  First, we have to determine how 
> much STR gravity has.  It seems to have a STR based on how much mass an 
> object has, since overcoming it requires more STR for larger objects, but 
> for the sake of argument let's assume that Gravity is STR 10 on the humans 
> being affected.  You turn on your gravitic TK to increase the gravity, and 
> use 10 STR.  Gravity is now doubled.  To quadruple it, you need to simulate 
> 3x STR 10, which (on a logarithmic scale) is 18. 
 
Yep, this simulates this ability just fine. 
 
>    So far, so good.  But what happens when you're on another planet, and 
> the gravity is half as strong (equivalent to STR 5)?  You need half as much 
> TK to do anything there.  If gravity is double Earth's, you need twice as 
> much.  (This may legitimately be accurate to your concept of the 
> character's Power, and I can't really say that you'd be wrong, though it 
> doesn't at all work for how I perceive gravity control would work). 
 
Is this supposed to be a planet-hopping campaign, then? For a standard 
super-hero game, gaining or losing effectiveness on other planets pretty 
obviously falls into the "minor effects of SFX" category. If operation 
on other planets is going to be common, buy enough to work on the heaviest 
planet you're likely to encounter and add a Limitation "limited by 
strength of available gravity wells". 
 
>    And how is this going to affect that piano over there?  It takes more 
> STR to lift a piano than a human being.  If it normally takes 20 STR to 
> lift a piano (OK, quiet down, this is just for the sake of argument), then 
> adding that 10 STR TK that doubles gravity for Humans is only going to add 
> 25% for the piano (to 22 STR or some such). 
 
Buy more than 10 STR, and add a Limitation "limited by mass of affected 
object". 
 
>    Now we use my method.  I Aid (or, rather, Assist) the gravity in the 
> area by 2d6, and get a result of 5.  +5 to Assist Gravity doubles the 
> gravity.  The humans are now twice as heavy, and so is the piano, and it 
> works the same no matter what the base gravity. 
>    Granted, adding a gravity element to Change Environment would probably 
> work just as well, if not better.  The TK method is the worst choice, 
> though. 
 
It simulates the ability near-perfectly and doesn't require any 
modifications to the rule. That doesn't spell "worst" to me. 
 
Return-Path: daemon@omg.org 
Date: Sun, 25 Jan 1998 15:06:30 -0400 (AST) 
From: Trevor Barrie <tbarrie@ibm.net> 
Subject: Re: Base point levels for 5th edition? 
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On Sat, 24 Jan 1998, Filksinger wrote: 
 
> I personally prefer games at 150 base and 100 disadvantages. 
 
I'm partial to 150 base and no limit on Disadvantages, with most 
characters having somewhere between 100 and 150 pts of Disads. 
 
Return-Path: daemon@omg.org 
Date: Sun, 25 Jan 1998 15:10:19 -0400 (AST) 
From: Trevor Barrie <tbarrie@ibm.net> 
Subject: Re: Dragonfly's Benchmarks! 
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On Sat, 24 Jan 1998 aregalad@miami.edu wrote: 
 
> Hmmm...have you ever seen Thor take a bullet (or read a thought bubble 
> that showed him worring about one)? 
 
Not that I can think of off-hand. 
 
> Just because he twirls his hammer to deflect them doesn't mean he CAN'T 
> take them - at least to some degree. Maybe he has low level Damage 
> Resistance? Anyway, I'm not arguing w/you, I just want to understand 
> Thor better.  
 
I'd probably buy Thor with low or no resistant defense, but with Damage 
Reduction. As I see it, shooting Thor is sort of like trying to stop 
a charging elephant with a small-calibre handgun (but worse) - the bullets 
aren't going to ricochet or anything, but unless you get a lucky hit, 
it's going to take a _lot_ of shots to bring him down. 
 
Return-Path: daemon@omg.org 
Date: Sun, 25 Jan 1998 15:11:31 -0400 (AST) 
From: Trevor Barrie <tbarrie@ibm.net> 
Subject: Re: Further H5 suggestions 
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On 24 Jan 1998, Opal wrote: 
 
>  t > * Allow more than one figured characteristic to be lowered, but count  
>  t > all lowered characteristics toward the Disadvantage Limit.  
>   
> Hmmmm.... What do the 'STR is underpriced' people think of this?  
 
It would make high STR even more literally a Disadvantage than it is now. 
No thanks. 
 
 
Return-Path: daemon@omg.org 
Date: Sun, 25 Jan 1998 13:13:28 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: Further H5 suggestions 
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> >It wouldn't; just like Side Effect (Hunted) doesn't work.  But that 
> >doesn't make Side Effects that use Disads wrong across the board... 
> 
> Actually, they both work. 
> 
> Hunted, UOA 
> "Now, I curse you in the name of Tindalos! The Hounds of Tindalos will 
> track you down and consume your soul! They will follow you until the 
> end of time! HAHAHAHAHAHAHAHAHAHAHAHA!" 
> 
> Side Effect (Hunted) 
> "You have tried to Summon the Master, mage, but you have failed. He 
> sent us to destroy you instead. You will never be rid of us!" 
 
 
 
	Actually, I just thought of those.  They'd need some point working 
to be balanced, but perhaps something similar could be put into 5th 
edition.  Or maybe a Transform would be best -- seems point balanced 
enough to add a Hunted. 
 
 
			-Tim Gilberg 
 
Return-Path: daemon@omg.org 
Date: Sun, 25 Jan 1998 15:14:46 -0400 (AST) 
From: Trevor Barrie <tbarrie@ibm.net> 
Subject: Re: Base point levels for 5th edition? 
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On Sat, 24 Jan 1998, Filksinger wrote: 
 
> It has been noted many times that players tend to max out the 
> Disadvantages, preferring high-powered characters with many 
> disadvantages over lower powered characters with fewer. 
 
Possibly influenced by the fact that every single sample character 
in the BBB maxed out their Disads, giving the impression that this 
is standard. In 3rd Edition, where there was no such max, the 
sample characters had a good range of point totals (as, for that 
matter, did the PCs in the campaign I ran back then); it seemed to 
work fine. 
 
 
Return-Path: daemon@omg.org 
Date: Sun, 25 Jan 1998 13:18:20 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: Duty/Sns of Duty (was Re: Further H5 suggestions) 
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> 	After all, Captian Patriot may have sense of Duty, 
> But Demon X may just be bound by a contract to do good heroic deeds for 100 
> years (Duty). 
> 	And Seargant Super may be a draftee under military orders (Duty). 
> 	Yet Ninja Nun may just feel a conviction to spread the word (Sns of 
> 	Duty). 
> 
> 	So I think such a disad if anything is very suited to the Super Hero 
> Hero genre. 
 
 
	And they work great as Psych lims.  That is the way to simulate 
these, not any new Disads.  (We don't need them, we're crowded enough as 
is.)  A Social Lim could cover some of them, and I think the Demon could 
be covered by Physical Lim. 
 
 
 
			-Tim Gilberg 
 
Return-Path: daemon@omg.org 
Date: Sun, 25 Jan 1998 13:25:00 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: Base point levels for 5th edition? 
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> 	I think if the suggested limit is kept at 250, then the suggested 
> power level of 50 active needs to be lowered to say, 40 or 45. 
 
 
	But the problem here, as I pointed out, is that Heroes are 
ineffective compared to the outside world.  They can't effect the scenery 
with their powers and don't seem really "super".  This is fine for a 
low-powered concept game, but games that try to simulate the comics, even 
with beginning heroes, should be at the 60 pt or greater range. 
 
 
			-Tim Gilberg 
 
Return-Path: daemon@omg.org 
Date: Sun, 25 Jan 1998 13:31:26 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: Riposte 
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> What experiences have other people had with multiple base maneuvers? Do 
> you think a riposte really will be unbalancing? Am I going to end up with 
> absurd battles consisting of an unbroken stream of ripostes? Should I 
> declare a riposte simply to be a block followed by a thrust next phase? 
 
	As is, I think it is quite unbalanced.  It is much more effective 
that *any* other maneuver or act because you can attack and defend all at 
once. 
 
	I'd simply define it as a Block followed by a quick strike. 
However, you could go the power route and create a Damage Shield to make 
up the effect.  Or define it as Lots O'Levels of DCV, SFX of ripostes. 
 
> Finally, does the Ultimate Martial Artist add any new wrinkles to this? 
 
 
	I'll have to look.  Don't quite remember. 
 
 
			-Tim Gilberg 
 
Return-Path: daemon@omg.org 
Date: Sun, 25 Jan 1998 13:42:20 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: Further H5 suggestions 
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> > 	Make Poverty a subset of the Social Disadvantage, with differing 
> > levels spelled out, yes. 
> 
> I would not want to see Poverty incorporated into Social Lim. 
 
	Hmmm.  I think it really does belong in that category, should that 
category exist.  Possibly with a mention of where to look in the Wealth 
section in Perks. 
 
 
> > 	I perfer the status quo, though I'd be against anything that 
> > reduces the cost of any Damage Shields. 
> 
> Problem with the status quo is that it biases against Ranged Powers; why 
> take Damage Shield: EB when you can get the exact same effect from Damage 
> Shield: HA for fewer points? 
 
	Not a worry anymore, with HA being removed from the system.  Next. 
 
> > 	Hmmm.  OK, it might just be worth -1/2.  Though technically it 
> > will be worth less *points* as it no longer will have to counteract 
> > "always on".  And an EB need not be constant to be always on.  It would 
> > just fire every phase.  Or continuous fire, but it wouldn't stick with the 
> > target and would need to be retargeted every phase. 
> 
> And what happens when you run out of targets? 
 
	You fire at the ground, into the air, at that car, at that 
mailbox, at that . . . 
 
> Keep in mind that this character would be experiencing a _continuous END 
> drain_ every waking moment! the second he goes under, the power shuts off; 
> then he wakes up again and the power reactivates, knocking him out 
> again... it makes no sense. 
 
	You'd need some sort of suppression field.  Or perhaps, it stays 
off just fine, but once it is turned on it doesn't turn off until you drop 
from exhaustion. 
 
> > 	Hmmm.  I see it much more often than the above two, mostly as it's 
> > how I usually model a BattleSuit.  Heck, I see it more often than Side 
> > Effects or Variable Limitation, and no one wants to put those in Limited. 
> 
> A battlesuit would be modelled as Limited Power: Only While In Battlesuit; 
> using Only In Hero ID for battlesuits is only in-genre in a superhero 
> campaign - and battlesuits _can_ exist in other campaigns, where you don't 
> _have_ the civilian/hero dual life concept. 
 
 
	Fine and dandy, but I've seen the limitation often enough to make 
it worth keeping separate.  And I've also seen it in a lot of other uses, 
such as Shapechangers and Symbiotes. 
 
 
 
			-Tim Gilberg 
 
Return-Path: daemon@omg.org 
Date: Sun, 25 Jan 1998 13:46:11 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: Further H5 suggestions 
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> > Hmmm.  Maybe we can get a concentrated effort from the list to 
> >convince Hero on the inclusion of Social Disadvantage in 5th ed. 
> > 
> > Are you listening, Steve Long. 
> 
>    I think we're probably there already.  (Of course, one of the first 
> sample Social Disadvantages would probably be Public ID.) 
 
	One can hope. 
 
> > Make Poverty a subset of the Social Disadvantage, with differing 
> >levels spelled out, yes. 
> 
>    I disagree here.  Poverty should be its own Disadvantage, though it 
> probably would only need a paragraph or two in the text. 
 
	Hmmm.  Why?  Because it has some rules applications beyond most 
Social Lims, I guess.  Right? 
 
>    I like the extra +1/2 Advantage to attacks that already have no range 
> for a similar reason that I like an extra -1/2 Limitation to Powers that 
> use Charges and already don't cost END. 
 
 
	Hmmm.  I keep both as are, but YMMV . . . 
 
 
 
			-Tim Gilberg 
 
Return-Path: daemon@omg.org 
Date: Sun, 25 Jan 1998 13:50:49 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: Entangle Defense was (Re: Further H5 suggestions) 
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> >R> How about Desolid. For 40 Active/20 Real you can get near immunity to 
> >R> Entangles. 
> > 
> >How about not.  Desolidification is *NOT* a defense power. 
 
	Rat, Rat, Rat.  There's no such things as Defense Powers, there 
are just Powers that act as a defense.  [severely tongue-in-cheek] 
 
> I would like to better understand why Desolidification is not a defense 
> power, actually I would like to understand what defines something as a 
> defense power.  I'm not being difficult I'm just probably being dense.  I've 
> never heard of a group of powers referred to as "defense powers."  If I had 
> to create a group called "defense powers" on my own I would probably put it 
> in that classification I would also consider it to be in other groups as 
> well because of the other effects that it gives. 
 
 
	I'd say defense powers are any powers that can act to defend the 
character, plain and simple.  In this case, Desolidification definately 
*is* a defense power.  In fact, I'd like to see some examples of it acting 
as such, say as a Super Dodge, in the 5th edition. 
 
	And I think Desolid, only to escape from entangles, provides no 
defense (-1 or -1 1/2) would work great as part of the framework with the 
extra STR and the extra levels of DCV.  It would allow one to escape from 
entagles and grabs (oops, add grabs to the above lim) without affecting 
the entagle itself (important), while not being too expensive. 
 
 
 
			-Tim Gilberg 
 
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Date: Sun, 25 Jan 1998 15:18:17 -0600 (CST) 
From: Dataweaver <traveler@io.com> 
Subject: H5 and Maxima 
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A few more H5 suggestions: 
 
Add a new Disad similar to Characteristic Maxima in that it applies a rule 
to a character in a Superheroic campaign that normally gets applied to 
everyone in a Heroic Campaign: The character can have no more than (INT/5) 
powers active at one time.  This Disad is unavailable in Heroic Campaigns, 
and is further unavailable in a Superheroic campaign to any character that 
wouldn't be inconvenienced by it.  Variations and weaker versions of this 
might exist; the roll could be based on EGO/5 or PRE/5, for instance; or 
the divisor could be changed - INT/10 would be worth more points as a 
Disad, and INT/3 would be worth less.  In a Heroic campaign, and with 
explicit GM permission, you might be able to take a non-standard limit by 
paying the difference in costs.   
 
Modify the Normal Characteristics Maxima Disad as suggested in An Eye For 
An Eye, but with one change; you may select any Characteristic, not just 
Primary Characteristics, and the relevant characteristic maximum is raised 
by 50%, not raised to 30.  Modify Age so that it explicitly subtracts from 
Characteristic Maxima, and apply the effects of Age _after_ applying the 
effects of the modified NCM.   
 
---- Jonathan Lang <traveler@io.com> ---- x ------- alias: Dataweaver --------- 
  Webpage:  http://www.io.com/~traveler  /@\ The Dogma of Otherness insists 
  GURPSnet's Benevolent Tyrant for Life  ~~~ that all voices deserve a hearing, 
FAQ: http://www.io.com/~ftp/GURPSnet/www  |  that all points of view have 
Archive: http://www.io.com/~ftp/GURPSnet  |  something of value to offer. 
submit new files to gurpsnet-files@io.com |  --David Brin, "Otherness" 
 
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Date: Sun, 25 Jan 1998 15:37:31 -0600 (CST) 
From: Dataweaver <traveler@io.com> 
cc: champ-l@omg.org 
Subject: Re: Further H5 suggestions 
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On Sat, 24 Jan 1998, Bob Greenwade wrote: 
 
>    The first two can be done with a Gate (from Mystic Masters and 
> elsewhere, possibly made into a straight +1/2 Advantage), and the last with 
> a simple Limitation on the AE: Line Advantage. 
 
Hmm... I missed the Gates... 
 
> >Rephrasing: Consider adding a "Defense against Entangle" - for characters 
> >that entangles have difficulty sticking to, for instance... 
>  
>    Couldn't this be done with just extra DCV vs Grabs & Entangles? 
 
It doesn'tjust make it harder to be grabbed; it makes it more difficult 
for the grabber to keep his hands on you.  The suggestion of STR only vs. 
Entangle _does_ seem to handle this nicely (much like Presence Defense 
from earlier editions was dropped in favor of PRE only vs. Presence 
Attacks...) 
 
Oh, that reminds me; how about expanding on the Presence Attack stuff? 
Specifically, allowing for COM Attacks (so that the Characteristic is 
something other than color...). 
 
---- Jonathan Lang <traveler@io.com> ---- x ------- alias: Dataweaver --------- 
  Webpage:  http://www.io.com/~traveler  /@\ The Dogma of Otherness insists 
  GURPSnet's Benevolent Tyrant for Life  ~~~ that all voices deserve a hearing, 
FAQ: http://www.io.com/~ftp/GURPSnet/www  |  that all points of view have 
Archive: http://www.io.com/~ftp/GURPSnet  |  something of value to offer. 
submit new files to gurpsnet-files@io.com |  --David Brin, "Otherness" 
 
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X-Sender: bob.greenwade@klock.com 
Date: Sun, 25 Jan 1998 14:03:16 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Further H5 suggestions 
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To: champ-l@omg.org 
 
At 01:46 PM 1/25/98 -0600, Tim R. Gilberg wrote: 
>> > Make Poverty a subset of the Social Disadvantage, with differing 
>> >levels spelled out, yes. 
>> 
>>    I disagree here.  Poverty should be its own Disadvantage, though it 
>> probably would only need a paragraph or two in the text. 
> 
> Hmmm.  Why?  Because it has some rules applications beyond most 
>Social Lims, I guess.  Right? 
 
   Actually, quite the opposite.  Structurally, Poverty is much more like 
"Negative Money" than something that would fit into a Social Lim frame 
(assuming, of course, that Social Lim, like its Physical and Psych cousins, 
has a two-characteristic tier system). 
--- 
Bob's Original Hero Stuff Page! 
   http://www.klock.com/public/users/bobg/original.htm 
Homepage of the Merry-Go-Round Webring!  (Wanna join?) 
   http://www.klock.com/public/users/bobg/merrhome.htm 
 
 
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Date: Sun, 25 Jan 1998 16:13:23 -0600 (CST) 
From: Dataweaver <traveler@io.com> 
cc: champ-l@omg.org 
Subject: Re: Further H5 suggestions 
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On Sat, 24 Jan 1998, Filksinger wrote: 
 
> On Saturday, January 24, 1998 2:15 PM, Dataweaver wrote: 
>  
>  
> >On Sat, 24 Jan 1998, Tim R. Gilberg wrote: 
> <snip> 
> >> Just like any power.  However, there is no reason to add 
> >> unbalancing features to the system.  And the above would work just 
> fine if 
> >> a friend happened to have Fire Powers he could fire off after you 
> fired 
> >> your vulnerability ray.  And just how would Hunted, UAO work? 
> > 
> >It wouldn't; just like Side Effect (Hunted) doesn't work.  But that 
> >doesn't make Side Effects that use Disads wrong across the board... 
>  
>  
> Actually, they both work. 
>  
> Hunted, UOA 
> "Now, I curse you in the name of Tindalos! The Hounds of Tindalos will 
> track you down and consume your soul! They will follow you until the 
> end of time! HAHAHAHAHAHAHAHAHAHAHAHA!" 
>  
> Side Effect (Hunted) 
> "You have tried to Summon the Master, mage, but you have failed. He 
> sent us to destroy you instead. You will never be rid of us!" 
 
You forget that both of these would have limited durations... 
 
---- Jonathan Lang <traveler@io.com> ---- x ------- alias: Dataweaver --------- 
  Webpage:  http://www.io.com/~traveler  /@\ The Dogma of Otherness insists 
  GURPSnet's Benevolent Tyrant for Life  ~~~ that all voices deserve a hearing, 
FAQ: http://www.io.com/~ftp/GURPSnet/www  |  that all points of view have 
Archive: http://www.io.com/~ftp/GURPSnet  |  something of value to offer. 
submit new files to gurpsnet-files@io.com |  --David Brin, "Otherness" 
 
Return-Path: daemon@omg.org 
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Date: Sun, 25 Jan 1998 16:20:15 -0600 (CST) 
From: Dataweaver <traveler@io.com> 
cc: champ-l@omg.org 
Subject: Re: PING of GRG or Herogames 
Errors-To: owner-champ-l@omg.org 
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On Sat, 24 Jan 1998, Filksinger wrote: 
 
> On Saturday, January 24, 1998 8:09 AM, SteveL1979 wrote: 
>  
>  
> <snip> 
> >  Everyone please keep the comments and suggestions coming!  All 
> constructive 
> >input is good input.  And be sure to fill out the questionnaire on 
> the Hero 
> >Games webpage; that's the best way to make your comments and 
> suggestions, 
> >since it makes them easiest for us to catalog. 
>  
>  
> You might have someone code that page as a form, rather than just 
> test. Better yet, code it as a form that can then be saved, so that 
> people don't have to download it, fill it out, and mail it. If they 
> can reach your webpage, they have it right there. 
 
While you're at it, set up online forms so that Hero Plus orders can be 
placed immediately and over the Internet.  See the sjgames site for a good 
model of how to do this... (and I'm still waiting for something to be set 
up to allow newly purchased e-books to be downloaded over the Internet...) 
 
---- Jonathan Lang <traveler@io.com> ---- x ------- alias: Dataweaver --------- 
  Webpage:  http://www.io.com/~traveler  /@\ The Dogma of Otherness insists 
  GURPSnet's Benevolent Tyrant for Life  ~~~ that all voices deserve a hearing, 
FAQ: http://www.io.com/~ftp/GURPSnet/www  |  that all points of view have 
Archive: http://www.io.com/~ftp/GURPSnet  |  something of value to offer. 
submit new files to gurpsnet-files@io.com |  --David Brin, "Otherness" 
 
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Date: Sun, 25 Jan 1998 17:00:44 -0600 (CST) 
From: Dataweaver <traveler@io.com> 
cc: champ-l@omg.org 
Subject: Re: Further H5 suggestions 
Errors-To: owner-champ-l@omg.org 
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On Sun, 25 Jan 1998, Tim R. Gilberg wrote: 
 
>  
> > > 	Make Poverty a subset of the Social Disadvantage, with differing 
> > > levels spelled out, yes. 
> > 
> > I would not want to see Poverty incorporated into Social Lim. 
>  
> 	Hmmm.  I think it really does belong in that category, should that 
> category exist.  Possibly with a mention of where to look in the Wealth 
> section in Perks. 
 
It belongs in that category about as much as Berserk and Enraged belong in 
Psychological Limitations.   
 
> > > 	I perfer the status quo, though I'd be against anything that 
> > > reduces the cost of any Damage Shields. 
> > 
> > Problem with the status quo is that it biases against Ranged Powers; why 
> > take Damage Shield: EB when you can get the exact same effect from Damage 
> > Shield: HA for fewer points? 
>  
> 	Not a worry anymore, with HA being removed from the system.  Next. 
 
Really?  Why?  I've always seen HA being related to EB the same way that 
HKA is related to RKA - HA has no range, but works in conjunction with 
your STR.   
 
> > Keep in mind that this character would be experiencing a _continuous END 
> > drain_ every waking moment! the second he goes under, the power shuts off; 
> > then he wakes up again and the power reactivates, knocking him out 
> > again... it makes no sense. 
>  
> 	You'd need some sort of suppression field.  Or perhaps, it stays 
> off just fine, but once it is turned on it doesn't turn off until you drop 
> from exhaustion. 
 
But that's not what Always On _is_; Always On is "your power cannot be 
shut off".  Hmm... now that I think about it, a character with an 
Always-On EB would be _dead_, because said EB _wouldn't_ shut off when he 
loses consciousness - it starts draining from his STUN, uses that up, and 
then starts draining from his BODY until he dies.  And this would start 
happening the instant this power is bestowed on him.  This makes be think 
of the Black Queens from the Wild Cards universe... 
 
---- Jonathan Lang <traveler@io.com> ---- x ------- alias: Dataweaver --------- 
  Webpage:  http://www.io.com/~traveler  /@\ The Dogma of Otherness insists 
  GURPSnet's Benevolent Tyrant for Life  ~~~ that all voices deserve a hearing, 
FAQ: http://www.io.com/~ftp/GURPSnet/www  |  that all points of view have 
Archive: http://www.io.com/~ftp/GURPSnet  |  something of value to offer. 
submit new files to gurpsnet-files@io.com |  --David Brin, "Otherness" 
 
Return-Path: daemon@omg.org 
Reply-To: "Filksinger" <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
Subject: Re: Further H5 suggestions 
Date: Sun, 25 Jan 1998 15:43:02 -0800 
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On Sunday, January 25, 1998 1:13 PM, Dataweaver wrote: 
 
>You forget that both of these would have limited durations... 
 
 
So they exaggerated.:) 
 
Filksinger 
 
Return-Path: daemon@omg.org 
Date: Sun, 25 Jan 1998 19:03:54 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: Further H5 suggestions 
Errors-To: owner-champ-l@omg.org 
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To: champ-l@omg.org 
 
 
 
> > > I would not want to see Poverty incorporated into Social Lim. 
> > 
> > 	Hmmm.  I think it really does belong in that category, should that 
> > category exist.  Possibly with a mention of where to look in the Wealth 
> > section in Perks. 
> 
> It belongs in that category about as much as Berserk and Enraged belong in 
> Psychological Limitations. 
 
	Why would money not belong there?  It's obviously a limitation 
having to do with Social Ideas.  A lack of money is Socially Limiting in a 
society where money is important.  Simlar to Soc Lim: Ex-Con or Soc Lim: 
Slave.  Heck, this category should of course get Reputations as well. 
 
> > 	Not a worry anymore, with HA being removed from the system.  Next. 
> 
> Really?  Why?  I've always seen HA being related to EB the same way that 
> HKA is related to RKA - HA has no range, but works in conjunction with 
> your STR. 
 
	And it is too cheap.  [No arguements here, please.  Hero Games has 
said that HA, as it is known, is *gone*.  Even if you don't agree, Hero 
5th will not have this power].  There is a replacement based off of EB. 
see the Digital Hero page on the Hero Games Web Site. 
 
 
> But that's not what Always On _is_; Always On is "your power cannot be 
> shut off".  Hmm... now that I think about it, a character with an 
> Always-On EB would be _dead_, because said EB _wouldn't_ shut off when he 
> loses consciousness - it starts draining from his STUN, uses that up, and 
 
 
	Well, it wouldn't exactly be "always on".  This would be its own 
variety of Limited Power, probably worth about -1/2 or -1. 
 
 
 
				-Tim Gilberg 
 
Return-Path: daemon@omg.org 
Date: Sun, 25 Jan 1998 19:06:18 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re:  Point Crocks????? 
Errors-To: owner-champ-l@omg.org 
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> > I didn't say "without any limiting factor", I said "that don't limit your 
> > character that much."  Every case that I can think of limits your character 
> > for saving points, in some possible situation. 
> 
> Okay, I'll bite. How does a 20 STR limit a character more than a 10 STR? 
 
 
	That's easy.  The first payed 10 points for STR, the second 
didn't. 
 
 
 
				-Tim Gilberg 
 
Return-Path: daemon@omg.org 
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Date: Sun, 25 Jan 1998 19:50:39 -0600 (CST) 
From: Dataweaver <traveler@io.com> 
cc: champ-l@omg.org 
Subject: Re: Further H5 suggestions 
Errors-To: owner-champ-l@omg.org 
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On Sun, 25 Jan 1998, Tim R. Gilberg wrote: 
 
>  
>  
> > > > I would not want to see Poverty incorporated into Social Lim. 
> > > 
> > > 	Hmmm.  I think it really does belong in that category, should that 
> > > category exist.  Possibly with a mention of where to look in the Wealth 
> > > section in Perks. 
> > 
> > It belongs in that category about as much as Berserk and Enraged belong in 
> > Psychological Limitations. 
>  
> 	Why would money not belong there?  It's obviously a limitation 
> having to do with Social Ideas.  A lack of money is Socially Limiting in a 
> society where money is important.  Simlar to Soc Lim: Ex-Con or Soc Lim: 
> Slave.  Heck, this category should of course get Reputations as well. 
 
Likewise, Berserk is obviously a limitation having to do with 
Psychological Ideas.  So why isn't it a Psychological Limitation? 
 
OTOH, I really would like to see Public Identity, Reputation, Rivalry, and 
Secret Identity incorporated into a Social Limitation (well, maybe not 
Rivalry, due to game mechanics; but definitely all of the others).   
 
> > > 	Not a worry anymore, with HA being removed from the system.  Next. 
> > 
> > Really?  Why?  I've always seen HA being related to EB the same way that 
> > HKA is related to RKA - HA has no range, but works in conjunction with 
> > your STR. 
>  
> 	And it is too cheap.  [No arguements here, please.  Hero Games has 
> said that HA, as it is known, is *gone*.  Even if you don't agree, Hero 
> 5th will not have this power].  There is a replacement based off of EB. 
> see the Digital Hero page on the Hero Games Web Site. 
 
Didn't find the replacement.  Where is it?   
 
---- Jonathan Lang <traveler@io.com> ---- x ------- alias: Dataweaver --------- 
  Webpage:  http://www.io.com/~traveler  /@\ The Dogma of Otherness insists 
  GURPSnet's Benevolent Tyrant for Life  ~~~ that all voices deserve a hearing, 
FAQ: http://www.io.com/~ftp/GURPSnet/www  |  that all points of view have 
Archive: http://www.io.com/~ftp/GURPSnet  |  something of value to offer. 
submit new files to gurpsnet-files@io.com |  --David Brin, "Otherness" 
 
Return-Path: daemon@omg.org 
Date: Sun, 25 Jan 1998 21:15:59 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: Further H5 suggestions 
Errors-To: owner-champ-l@omg.org 
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> > 	Why would money not belong there?  It's obviously a limitation 
> > having to do with Social Ideas.  A lack of money is Socially Limiting in a 
> > society where money is important.  Simlar to Soc Lim: Ex-Con or Soc Lim: 
> > Slave.  Heck, this category should of course get Reputations as well. 
> 
> Likewise, Berserk is obviously a limitation having to do with 
> Psychological Ideas.  So why isn't it a Psychological Limitation? 
 
	Added mechanics for frequency with regularly specified details. 
Also, it could simulate things that aren't necessarily Psychological in 
detail.  (Though give me time to figure something out.) 
 
 
> OTOH, I really would like to see Public Identity, Reputation, Rivalry, and 
> Secret Identity incorporated into a Social Limitation (well, maybe not 
> Rivalry, due to game mechanics; but definitely all of the others). 
 
	And Poverty.  While Poverty has set "levels", it would be better 
simulate through a two part system that Social Limitation would obviously 
have.  There isn't a major effect to really go with Wealth, just like 
there is no special mechanic or roll or whatnot needed for Poverty. 
 
> > 	And it is too cheap.  [No arguements here, please.  Hero Games has 
> > said that HA, as it is known, is *gone*.  Even if you don't agree, Hero 
> > 5th will not have this power].  There is a replacement based off of EB. 
> > see the Digital Hero page on the Hero Games Web Site. 
> 
> Didn't find the replacement.  Where is it? 
 
	Did you find the Digital Hero section -- their on-line magazene? 
It's in one of the earlier volumes.  I believe it is under Redifining the 
EB, or somesuch.  It's not about HA per se. 
 
 
 
			-Tim Gilberg 
 
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Date: Sun, 25 Jan 1998 22:19:15 -0600 (CST) 
From: Dataweaver <traveler@io.com> 
cc: champ-l@omg.org 
Subject: Re: Further H5 suggestions 
Errors-To: owner-champ-l@omg.org 
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On Sun, 25 Jan 1998, Tim R. Gilberg wrote: 
 
> > OTOH, I really would like to see Public Identity, Reputation, Rivalry, and 
> > Secret Identity incorporated into a Social Limitation (well, maybe not 
> > Rivalry, due to game mechanics; but definitely all of the others). 
>  
> 	And Poverty.  While Poverty has set "levels", it would be better 
> simulate through a two part system that Social Limitation would obviously 
> have.  There isn't a major effect to really go with Wealth, just like 
> there is no special mechanic or roll or whatnot needed for Poverty. 
 
Well... in a game that considers "Doesn't know how to drive" to be a 
Physical Limitation, I guess you could call "Doesn't have any money" a 
Social Limitation; but I don't like it... 
 
> > > 	And it is too cheap.  [No arguements here, please.  Hero Games has 
> > > said that HA, as it is known, is *gone*.  Even if you don't agree, Hero 
> > > 5th will not have this power].  There is a replacement based off of EB. 
> > > see the Digital Hero page on the Hero Games Web Site. 
> > 
> > Didn't find the replacement.  Where is it? 
>  
> 	Did you find the Digital Hero section -- their on-line magazene? 
> It's in one of the earlier volumes.  I believe it is under Redifining the 
> EB, or somesuch.  It's not about HA per se. 
 
I found Digital Hero, but the article you refer to wasn't there.   
 
---- Jonathan Lang <traveler@io.com> ---- x ------- alias: Dataweaver --------- 
  Webpage:  http://www.io.com/~traveler  /@\ The Dogma of Otherness insists 
  GURPSnet's Benevolent Tyrant for Life  ~~~ that all voices deserve a hearing, 
FAQ: http://www.io.com/~ftp/GURPSnet/www  |  that all points of view have 
Archive: http://www.io.com/~ftp/GURPSnet  |  something of value to offer. 
submit new files to gurpsnet-files@io.com |  --David Brin, "Otherness" 
 
Return-Path: daemon@omg.org 
X-Sender: ctaylor@pop.cyberis.net 
Date: Sun, 25 Jan 1998 20:34:06 -0800 
From: Christopher Taylor <ctaylor@cyberis.net> 
Subject: Re: Berserk 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
>> Likewise, Berserk is obviously a limitation having to do with 
>> Psychological Ideas.  So why isn't it a Psychological Limitation? 
> 
>	Added mechanics for frequency with regularly specified details. 
>Also, it could simulate things that aren't necessarily Psychological in 
>detail.  (Though give me time to figure something out.) 
 
I built a mentalist with always on telepathy, he was built with an enraged 
when anyone in a certain range berserked, sort of a sympathetic power, not 
psychological, it was due to his mental link.... voila :) 
 
---------------------------------------------------------- 
Sola Gracia		Sola Scriptura		Sola Fide 
Soli Gloria Deo		Solus Christus		Corum Deo 
----------------------------------------------------------- 
 
Return-Path: daemon@omg.org 
Date: Sun, 25 Jan 1998 22:35:35 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: Further H5 suggestions 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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To: champ-l@omg.org 
 
 
> > 	And Poverty.  While Poverty has set "levels", it would be better 
> > simulate through a two part system that Social Limitation would obviously 
> > have.  There isn't a major effect to really go with Wealth, just like 
> > there is no special mechanic or roll or whatnot needed for Poverty. 
> 
> Well... in a game that considers "Doesn't know how to drive" to be a 
> Physical Limitation, I guess you could call "Doesn't have any money" a 
> Social Limitation; but I don't like it... 
 
	Actually, both would be Social Limitations if that category 
existed.  As it is, Psych Lims are for things that are changeable with an 
Ego roll, Physical lims for those things that aren't. 
 
	But seriously, what is so wrong with Poverty as a Social 
Limitation.  Money is a construct of society, and not having any leads to 
problems relating to dealing with said society.  Pretty simple.  Anything 
involving Economics, Sociology, etc will be Social Lims. 
 
 
> > 	Did you find the Digital Hero section -- their on-line magazene? 
> > It's in one of the earlier volumes.  I believe it is under Redifining the 
> > EB, or somesuch.  It's not about HA per se. 
> 
> I found Digital Hero, but the article you refer to wasn't there. 
 
 
	Doh!  I just looked, and it's no longer there.  They have cleaned 
up a bit, I guess.  Caught me by surprise.  I'm asking if there is any way 
to get limited-time access to the older articles for purposes of 
downloading and printing.  Maybe I can convince them to allow someone to 
set up an archive site. 
 
 
				-Tim Gilberg 
 
Return-Path: daemon@omg.org 
X-Sender: griffin@mail.txdirect.net 
Date: Sun, 25 Jan 1998 23:26:30 -0600 
From: "Michael (Damon) or Peni R. Griffin" <griffin@txdirect.net> 
Subject: Energy Blast article from website 
Errors-To: owner-champ-l@omg.org 
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To: champ-l@omg.org 
 
Lifted from Casey McGirt's article "The Wonders of Energy Blast", once 
posted on the Digital Hero page: 
 
<snip> 
The Punch of Power - Replacing HTH Attack 
 
Breaking down HTH Attack, we see that it is roughly Energy Blast with the 
No Range limitation.  Energy Blast, however, has the advantage of adhering 
to the '5 active points/die' standard that is commonplace in the game.  For 
those that would prefer an alternative to HTH Attack, try this addition to 
Energy Blast: 
 
	* Energy Blast can either be defined as an independent attack, or as 
	adding to a single other attack method.  At the gamemaster's option, 
	players may choose to add to general Strength damage, rather than one  
	specific attack (such as Strike, Haymaker, etc.).  The Energy Blast 
	must take the same advantages and limitations that are in the attack 
	added to, including inherent ones (thus, No Range must be taken when 
	adding to Strength).  The type of Energy Blast (physical or energy) 
	must match the attack that it is added to, and follows the same 
	guidelines.  Since other attacks generally cannot be spread or bounced, 
	Energy Blast loses these abilities when paired with another attack. 
 
This ruling allows HTH attacks that are more balanced with other attacks, 
in terms of Endurance, active points, and the like. 
</snip> 
 
The article goes on to discuss Energy Blast in conjunction with TK, and the 
following optional advantages and limitations: 
 
Killing Blast (+1/4) - goes against resistant defenses for purposes of 
doing BODY. 
 
Dual Beam (+1/2) - allows two shots, either at the same target or at 
adjacent hexes. 
 
Seeking (+1/2) - allows continuous fire on successive phases until the 
attack hits. 
 
Counterstrike (+1 or more) - variant of Damage Shield, allows an automatic 
hit on a target who has just successfully hit you. 
 
Minimum Range (variable) - attack is ineffective at short ranges. 
 
Obviously, Casey describes these much more thoroughly. 
 
Damon 
 
 
====================== 
If you can keep your head when all about you are losing theirs it's  
just possible you haven't grasped the situation. -- Jean Kerr 
 
Return-Path: daemon@omg.org 
Reply-To: "Filksinger" <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
Subject: Re: Dragonfly's Benchmarks! 
Date: Sun, 25 Jan 1998 23:41:46 -0800 
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On Sunday, January 25, 1998 2:34 PM, Trevor Barrie wrote: 
 
 
>On Sat, 24 Jan 1998 aregalad@miami.edu wrote: 
> 
>> Hmmm...have you ever seen Thor take a bullet (or read a thought 
bubble 
>> that showed him worring about one)? 
> 
>Not that I can think of off-hand. 
> 
>> Just because he twirls his hammer to deflect them doesn't mean he 
CAN'T 
>> take them - at least to some degree. Maybe he has low level Damage 
>> Resistance? Anyway, I'm not arguing w/you, I just want to 
understand 
>> Thor better. 
> 
>I'd probably buy Thor with low or no resistant defense, but with 
Damage 
>Reduction. As I see it, shooting Thor is sort of like trying to stop 
>a charging elephant with a small-calibre handgun (but worse) - the 
bullets 
>aren't going to ricochet or anything, but unless you get a lucky hit, 
>it's going to take a _lot_ of shots to bring him down. 
> 
 
That is probably a good way to represent him. The old Marvel Universe 
limited series stated that Thor's flesh was three times as dense as a 
normal man's, but that it could be penetrated by small arms fire. 
 
Filksinger 
 
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Reply-To: "Filksinger" <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
Subject: Re: The STR & HA Worms 
Date: Sun, 25 Jan 1998 23:45:45 -0800 
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On Sunday, January 25, 1998 2:35 PM, Trevor Barrie wrote: 
 
 
>On Sun, 11 Jan 1998, Filksinger wrote: 
> 
>> That said, I think that eliminating the figured part of Figured 
>> Characteristics might be a good idea, but I don't want to see the 
>> whole system retconned this way. 
> 
>Eh? Who said anything about changing the "whole system"? We're 
talking 
>about a change so minor it barely deserves to be called a "minor 
change". 
 
 
Changing the STUN, PD, and REC of 90%+ of all characters in the books 
or any campaign I have ever been in is not "so minor it barely 
deserves to be called a "minor change". In fact, when dealing with 
heroic level characters, it is a _major_ change. I'm not about to tell 
someone that their heroic level character has just lost a third of 
their PD because you decided to retcon the system. 
 
Filksinger 
 
Return-Path: daemon@omg.org 
Reply-To: "Filksinger" <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
Subject: Re: Further H5 suggestions 
Date: Sun, 25 Jan 1998 23:57:44 -0800 
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On Sunday, January 25, 1998 6:25 PM, Tim R. Gilberg wrote: 
 
 
<snip> 
> 
>> > And it is too cheap.  [No arguements here, please.  Hero Games 
has 
>> > said that HA, as it is known, is *gone*.  Even if you don't 
agree, Hero 
>> > 5th will not have this power].  There is a replacement based off 
of EB. 
>> > see the Digital Hero page on the Hero Games Web Site. 
>> 
>> Didn't find the replacement.  Where is it? 
> 
> Did you find the Digital Hero section -- their on-line magazene? 
>It's in one of the earlier volumes.  I believe it is under Redifining 
the 
>EB, or somesuch.  It's not about HA per se. 
 
It isn't there anymore. I offered to archive their old stuff for them, 
but Bruce said it was unnecessary. There have been enough requests 
that he decided that there will be an archive section, but it hasn't 
been set up yet. 
 
Filksinger 
 
Return-Path: daemon@omg.org 
From: Daniel Pawtowski <dpawtows@access.digex.net> 
Subject: Surprise! 
Date: Mon, 26 Jan 1998 03:06:30 -0500 (EST) 
Organization: VTSFFC 
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Just thought I'd check this ruling that dosen't seem right to me. 
 
Situation:  Superteam guarding a Senator at a public speach.  Villians  
attack.  The two supers tasked to "In case of trouble, get the senator 
out of here" are taken out in the opening rounds, leaving the intended 
victim standing there between a couple villians intending him serious 
bodily harm. 
  My character, a flyer who was on high guard, decided to protect the 
senator by diving on him, knocking him down, and interposing his own 
body (and praying like heck his teammates could pull him outa this in 
one piece).  The GM asked for a Dex roll to do this.  I rolled, and 
failed by one.   
  His ruling on what happened next: Having missed, the flyer did a full 
speed move-through on the floor next to the senator, smashing though it. 
Acceptable, he had enough defenses to take it.  However, it turned out 
there was another supervillian hiding under the floor, who shot him. 
The GM ruled that this was a Surprise Attack, and thus I took double 
stun, ending up KOed.  This last bit just dosen't sit right with me. 
 
                                         Daniel Pawtowski 
 
Return-Path: daemon@omg.org 
Date: Mon, 26 Jan 1998 03:18:17 -0500 (EST) 
From: Tokyo Mark <bastet@iquest.net> 
X-Sender: bastet@iquest7 
cc: champ-l@omg.org 
Subject: Re: Surprise! 
Errors-To: owner-champ-l@omg.org 
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>   His ruling on what happened next: Having missed, the flyer did a full 
> speed move-through on the floor next to the senator, smashing though it. 
> Acceptable, he had enough defenses to take it.  However, it turned out 
> there was another supervillian hiding under the floor, who shot him. 
> The GM ruled that this was a Surprise Attack, and thus I took double 
> stun, ending up KOed.  This last bit just dosen't sit right with me. 
 
Well, I think there was a misunderstanding on surprise here.  Surprise out 
of combat gets the double stun modifier.  Surprise in combat only havles 
your DCV, which after a movethrough would already be lower.  From what you 
described it definately sounds like surprise in combat. 
 
TokyoMark 
 
 
 
Return-Path: daemon@omg.org 
From: "Remnant" <easleyap@mobis.com> 
Subject: Re: Point Crocks????? 
Date: Mon, 26 Jan 1998 02:34:58 -0600 
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>> >"Saving" points without any limiting factor to justify it may be a "part 
of 
>> >the system", but it's not really part of the system's PHILOSOPHY. 
Things 
>> >like the Basic Law of Disadvantages/Power Limitations express a clear 
>> >desire from the system creators that You Get What You Pay For. 
>> 
>> I didn't say "without any limiting factor", I said "that don't limit your 
>> character that much."  Every case that I can think of limits your 
character 
>> for saving points, in some possible situation. 
> 
>Okay, I'll bite. How does a 20 STR limit a character more than a 10 STR? 
 
 
I assume you are referring to the fact that if you bought 10 STR you would 
get not only an increase of 10 STR you also get 2 PD, 2 REC,  and 5 STUN. 
These figured characteristics that if bought separately would cost you 11 
points. 
 
Not to mention the fact that this charcter can now jump farther, carry more, 
use heavier weapons, impress the ladies or if a lady impress the guys, throw 
things farther, break grabs and entangles easier, shrug aside barriers that 
Normal Man has to take at least 1/2 phase to remove, and shove around little 
girly men at the beach.  And all this can be yours for the low, low price of 
only 10, I say, 10 Power Points.  :-) 
 
Top ten limitations a 20 STR character has that a 10 STR character doesn't. 
 
10)  I shoot this guy with a Limited EB that only hurts people who have 
above average STR.  He gets hit with damage and 10 STR Man doesn't.  True he 
does have an additional 2 points of PD to take it with.  Hopefully it is a 
physical blast. 
 
9)  If I Drain or Transfer the 10 STR away he loses the other benefits as 
well, which he wouldn't if he bought them separately. 
 
8) In a Fantasy Hero adventuring party he would wind up getting stuck 
carrying a larger share of the treasure and equipment, simply because he 
can. 
 
7) In Espionage, he would not be able to go unnoticed as easily. 
 
6) In a murder mystery adventure he could be a suspect if the victim was 
strangled with nearly inhuman strength. 
 
5) If Mind Controlled and ordered to punch himself, it would hurt worse. 
 
4) He could wind up accidentally being the King of England. 
 
3) Have to replace his joystick more often. 
 
2) Will more often be assumed to be "dumb." 
 
And #1 in our top ten list is: 
 
1) He wouldn't be able to resist slugging me for some of the above reasons. 
 
 
 
Alan "Looking gift horses in the mouth is my specialty" Easley 
 
 
Return-Path: daemon@omg.org 
From: "Remnant" <easleyap@mobis.com> 
Subject: Re: Surprise! 
Date: Mon, 26 Jan 1998 02:44:11 -0600 
X-MSMail-Priority: Normal 
X-MimeOLE: Produced By Microsoft MimeOLE V4.72.2106.4 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
>Just thought I'd check this ruling that dosen't seem right to me. 
> 
>Situation:  Superteam guarding a Senator at a public speach.  Villians 
>attack.  The two supers tasked to "In case of trouble, get the senator 
>out of here" are taken out in the opening rounds, leaving the intended 
>victim standing there between a couple villians intending him serious 
>bodily harm. 
>  My character, a flyer who was on high guard, decided to protect the 
>senator by diving on him, knocking him down, and interposing his own 
>body (and praying like heck his teammates could pull him outa this in 
>one piece).  The GM asked for a Dex roll to do this.  I rolled, and 
>failed by one. 
>  His ruling on what happened next: Having missed, the flyer did a full 
>speed move-through on the floor next to the senator, smashing though it. 
>Acceptable, he had enough defenses to take it.  However, it turned out 
>there was another supervillian hiding under the floor, who shot him. 
>The GM ruled that this was a Surprise Attack, and thus I took double 
>stun, ending up KOed.  This last bit just dosen't sit right with me. 
> 
>                                         Daniel Pawtowski 
 
 
Get your GM to reread the section of the BBB on page 151 dealing with 
Surprised.  Since your character was in "combat" or "expecting trouble" he 
should have at worst gotten a 1/2 reduction to his DCV making him easier to 
hit, but no change to damage.  Possibly this would only count as a surprise 
move, granting the villain a +1 to +3 on his OCV. 
 
Alan 
 
 
Return-Path: daemon@omg.org 
Date: Mon, 26 Jan 1998 02:47:30 -0800 
From: Captain Spith <cptspith@teleport.com> 
Reply-To: cptspith@teleport.com 
Organization: Satan's Children 
Subject: Re: Base point levels for 5th edition? 
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: 
>  
> >       I think if the suggested limit is kept at 250, then the suggested 
> > power level of 50 active needs to be lowered to say, 40 or 45. 
>  
>         But the problem here, as I pointed out, is that Heroes are 
> ineffective compared to the outside world.  They can't effect the scenery 
> with their powers and don't seem really "super".  This is fine for a 
> low-powered concept game, but games that try to simulate the comics, even 
> with beginning heroes, should be at the 60 pt or greater range. 
 
   This also depends on *which* comics you want to simulate.  It has 
been mentioned before; the tendancy in the last several years for Supers 
to become more and more powerful in the comics, with 'new' 
heroes/villians being introduced at the same levels as the characters 
that have been around for 15-20 years.  When Champions first came out, 
most superheroes had definite strengths and weaknesses and were not all 
demigods in tights.  I think that this is currently a sorely missed 
dynamic.  Nowadays, or at least until a recent slow weaning from the 
trend, most heroes are walking death machines that can step all over 
normals without even noticing that their shoes are getting guts on them. 
   A 50-60 AP power generally WILL 'affect the environment', but won't 
necessarily destroy three major buildings every time there is a 
superbattle.  And they shouldn't!  If there is any validity to the 
concept of ROLE-PLAYING, beginning heroes - and especially beginning 
players - should have limits to their powers and areas of weakness or 
vulnerability.  This encourages groups to work as teams to cover each 
others' weak spots, and gives characters clear directions to grow. 
   It would be very difficult to simulate MOST supers in today's comics 
on less than 300 points, _not_counting_ any background skills or 
'colour'.  I believe that it boils down to a question of game scale; 
generally if the heroes and villians are evenly matched, collateral 
damage or 'affecting the environment' should not be a big issue.  The 
classic 'Four-Colour-Comic' should NOT have rampant carnage of 'scenery' 
every time Plasma Boy uses his attack, but it is still possible for it 
to occur occasionally.  And I don't often see in the comics two bricks 
ripping a city apart for weapons to use on each other, as it is usually 
more effective to use fisticuffs, but occasionally a couple of 
praticularly powerful bricks will dammage a lot of stuff through KB 
impact and throwing each other through the streets.  I just don't think 
that excessive environment damage is all that common in the classic 
"Four-Colour" genre of supering that Champions was created to simulate. 
 
--  
   -Capt. Spith 
   Savior of Humanity 
   Secular Messiah 
 
 
Return-Path: daemon@omg.org 
Comments: Authenticated sender is <theala@shore.intercom.net> 
From: "Theala Sildorian" <theala@shore.intercom.net> 
Date: Mon, 26 Jan 1998 14:41:56 +0000 
Subject: Re: Surprise! 
Priority: normal 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
>   His ruling on what happened next: Having missed, the flyer did a 
>   full 
> speed move-through on the floor next to the senator, smashing though 
> it. Acceptable, he had enough defenses to take it.  However, it 
> turned out there was another supervillian hiding under the floor, 
> who shot him. The GM ruled that this was a Surprise Attack, and thus 
> I took double stun, ending up KOed.  This last bit just dosen't sit 
> right with me. 
 
Makes sense to me:  if there was no way for your character to know  
the villain was there, then any attack would be by Surprise. 
 
---------------- 
Theala Sildorian 
http://www.intercom.net/user/theala/hero.html 
Home of the Unofficial Champions Home Page! 
 
Return-Path: daemon@omg.org 
Subject: Re: Surprise! 
X-Juno-Line-Breaks: 0-15,18-19,22-24 
From: llwatts@juno.com (Leah L Watts) 
Date: Mon, 26 Jan 1998 10:18:19 EST 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
>>Just thought I'd check this ruling that dosen't seem right to me. 
>> 
>>Situation: <snipped>  
 
>>  His ruling on what happened next: Having missed, the flyer did a  
>full 
>>speed move-through on the floor next to the senator, smashing though  
>it. 
>>Acceptable, he had enough defenses to take it.  However, it turned  
>out 
>>there was another supervillian hiding under the floor, who shot him. 
>>The GM ruled that this was a Surprise Attack, and thus I took double 
>>stun, ending up KOed.  This last bit just dosen't sit right with me. 
>> 
>>                                         Daniel Pawtowski 
 
Guess I must be a more lenient GM than some, because unless the villian 
under the floor had some way to see you coming I would have ruled _he_ 
was surprised as well, and just run combat normally. 
 
Now, if the villian in question could see through floors, I'll agree with 
the other posts and say this was "Surprised in combat" for a DCV 
reduction, but not double stun. 
 
Leah 
 
_____________________________________________________________________ 
You don't need to buy Internet access to use free Internet e-mail. 
Get completely free e-mail from Juno at http://www.juno.com 
Or call Juno at (800) 654-JUNO [654-5866] 
 
Return-Path: daemon@omg.org 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: Energy Blast article from website 
Mail-Copies-To: never 
X-No-Archive: yes 
X-Attribution: Rat 
Organization: The Happy Fun Ball Brigade 
Date: 26 Jan 1998 10:36:27 -0500 
Lines: 27 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
-----BEGIN PGP SIGNED MESSAGE----- 
 
>>>>> "M(oPRG" == Michael (Damon) or Peni R Griffin <griffin@txdirect.net> 
>>>>> writes: 
 
M(oPRG> Breaking down HTH Attack, we see that it is roughly Energy Blast 
M(oPRG> with the No Range limitation. 
 
Um... your forgot one really big difference: you can add HA to Stregth 
damage; you cannot do that with EB.  This is the critical difference 
between EB and HA, not range vs. no range. 
 
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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. 
 
Return-Path: daemon@omg.org 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: Entangle Defense was (Re: Further H5 suggestions) 
Mail-Copies-To: never 
X-No-Archive: yes 
X-Attribution: Rat 
Organization: The Happy Fun Ball Brigade 
Date: 26 Jan 1998 10:41:18 -0500 
Lines: 31 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
-----BEGIN PGP SIGNED MESSAGE----- 
 
>>>>> "TRG" == Tim R Gilberg <trgilber@hilltop.ic.edu> writes: 
 
>> >How about not.  Desolidification is *NOT* a defense power. 
 
TRG> 	Rat, Rat, Rat.  There's no such things as Defense Powers, there 
TRG> are just Powers that act as a defense.  [severely tongue-in-cheek] 
 
Defensive powers are rated with a degree of effect: 10 PD, 30 resistant ED, 
etc.  Desolidification does not have this type of rating.  It does not 
provide defense against attacks, it makes one insubstantial.  Because of 
the "baggage" that goes with being insubstantial -- notably the fact that a 
Desolidified character cannot interact with the "real" world -- it is 
largely useless as a "standard" defense. 
 
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--  
Rat <ratinox@peorth.gweep.net>    \ Do not taunt Happy Fun Ball. 
PGP Key: at a key server near you! \  
                                    \  
 
Return-Path: daemon@omg.org 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: H5 and Maxima 
Mail-Copies-To: never 
X-No-Archive: yes 
X-Attribution: Rat 
Organization: The Happy Fun Ball Brigade 
Date: 26 Jan 1998 10:45:19 -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----- 
 
>>>>> "D" == Dataweaver <traveler@io.com> writes: 
 
D> Add a new Disad similar to Characteristic Maxima in that it applies a 
D> rule to a character in a Superheroic campaign that normally gets applied 
D> to everyone in a Heroic Campaign: The character can have no more than 
D> (INT/5) powers active at one time. 
 
Please note that the INT/5 limit from Fantasy Hero is *SPELLS*, not powers. 
An FH mage with that restriction may have a single spell composed of 
fifteen distinct powers -- but it counts as but *ONE* spell towards his 
limit. 
 
And I think this campaign restriction does not fit well in a supers game. 
Framework allocation and Endurance will serve well enough to restrict a 
supermage -- just as they restrict everyone else. 
 
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--  
Rat <ratinox@peorth.gweep.net>    \ Do not taunt Happy Fun Ball. 
PGP Key: at a key server near you! \  
                                    \  
 
Return-Path: daemon@omg.org 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: Riposte 
Mail-Copies-To: never 
X-No-Archive: yes 
X-Attribution: Rat 
Organization: The Happy Fun Ball Brigade 
Date: 26 Jan 1998 10:47:47 -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----- 
 
>>>>> "BS" == Bill Svitavsky <bsvitavs@bu.edu> writes: 
 
BS> Having fenced for a couple of years myself, the lack of a riposte 
BS> maneuver became glaringly apparent. 
 
Um... riposte is a Block maneuver, followed by an attack on your next 
action phase. 
 
[...] 
 
BS> Riposte	  1/2 Phase, -2 OCV, +0 DCV, Block/Strike, Abort. Cost: 5 pts. 
 
Blatantly illegal, verboten in Hero.  You cannot abort to a maneuver that 
does damage (regardless that The Ultimate Martial Artist breaks itself in 
this fashion). 
 
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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. 
 
Return-Path: daemon@omg.org 
Date: Mon, 26 Jan 1998 10:01:36 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: Further H5 suggestions 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
> It isn't there anymore. I offered to archive their old stuff for them, 
> but Bruce said it was unnecessary. There have been enough requests 
> that he decided that there will be an archive section, but it hasn't 
> been set up yet. 
 
 
	Oh, good.  I just offered the same yesterday. 
 
 
 
				-Tim Gilberg 
 
Return-Path: daemon@omg.org 
X-Authentication-Warning: xanadu.io.com: traveler owned process doing -bs 
Date: Mon, 26 Jan 1998 10:29:02 -0600 (CST) 
From: Dataweaver <traveler@io.com> 
cc: champ-l@omg.org 
Subject: Re: Energy Blast article from website 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Sun, 25 Jan 1998, Michael (Damon) or Peni R. Griffin wrote: 
 
> Lifted from Casey McGirt's article "The Wonders of Energy Blast", once 
> posted on the Digital Hero page: 
 
Thanks... 
 
> <snip> 
> The Punch of Power - Replacing HTH Attack 
>  
> Breaking down HTH Attack, we see that it is roughly Energy Blast with the 
> No Range limitation.  Energy Blast, however, has the advantage of adhering 
> to the '5 active points/die' standard that is commonplace in the game.  For 
> those that would prefer an alternative to HTH Attack, try this addition to 
> Energy Blast: 
>  
> 	* Energy Blast can either be defined as an independent attack, or as 
> 	adding to a single other attack method.   
 
And the associated drawback would be that the EB that adds to a single 
other attack method would be incapable of being used independently? 
 
> The article goes on to discuss Energy Blast in conjunction with TK, and the 
> following optional advantages and limitations: 
>  
> Killing Blast (+1/4) - goes against resistant defenses for purposes of 
> doing BODY. 
 
And, combined with Beam Attack, _almost_ duplicates existing RKAs (but not 
HKAs, and it doesn't have "+1 STUN Multiplier"... 
 
> Dual Beam (+1/2) - allows two shots, either at the same target or at 
> adjacent hexes. 
 
Poor man's Autofire... 
 
> Seeking (+1/2) - allows continuous fire on successive phases until the 
> attack hits. 
 
...and this once again shows that clarification between "continuous 
attack" and "continuous damage" is much needed.   
 
> Counterstrike (+1 or more) - variant of Damage Shield, allows an automatic 
> hit on a target who has just successfully hit you. 
 
Be careful with this one; I could see instances where Counterstrike would 
be ineffective (such as Counterstrike vs. a Seeking EB...) 
 
> Minimum Range (variable) - attack is ineffective at short ranges. 
 
Looks good.   
 
---- Jonathan Lang <traveler@io.com> ---- x ------- alias: Dataweaver --------- 
  Webpage:  http://www.io.com/~traveler  /@\ The Dogma of Otherness insists 
  GURPSnet's Benevolent Tyrant for Life  ~~~ that all voices deserve a hearing, 
FAQ: http://www.io.com/~ftp/GURPSnet/www  |  that all points of view have 
Archive: http://www.io.com/~ftp/GURPSnet  |  something of value to offer. 
submit new files to gurpsnet-files@io.com |  --David Brin, "Otherness" 
 
Return-Path: daemon@omg.org 
X-Authentication-Warning: xanadu.io.com: traveler owned process doing -bs 
Date: Mon, 26 Jan 1998 10:32:57 -0600 (CST) 
From: Dataweaver <traveler@io.com> 
cc: champ-l@omg.org 
Subject: Re: Energy Blast article from website 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On 26 Jan 1998, Stainless Steel Rat wrote: 
 
> -----BEGIN PGP SIGNED MESSAGE----- 
>  
> >>>>> "M(oPRG" == Michael (Damon) or Peni R Griffin <griffin@txdirect.net> 
> >>>>> writes: 
>  
> M(oPRG> Breaking down HTH Attack, we see that it is roughly Energy Blast 
> M(oPRG> with the No Range limitation. 
>  
> Um... your forgot one really big difference: you can add HA to Stregth 
> damage; you cannot do that with EB.  This is the critical difference 
> between EB and HA, not range vs. no range. 
 
Umm... the very next section covered that... 
 
---- Jonathan Lang <traveler@io.com> ---- x ------- alias: Dataweaver --------- 
  Webpage:  http://www.io.com/~traveler  /@\ The Dogma of Otherness insists 
  GURPSnet's Benevolent Tyrant for Life  ~~~ that all voices deserve a hearing, 
FAQ: http://www.io.com/~ftp/GURPSnet/www  |  that all points of view have 
Archive: http://www.io.com/~ftp/GURPSnet  |  something of value to offer. 
submit new files to gurpsnet-files@io.com |  --David Brin, "Otherness" 
 
Return-Path: daemon@omg.org 
X-Authentication-Warning: xanadu.io.com: traveler owned process doing -bs 
Date: Mon, 26 Jan 1998 10:38:11 -0600 (CST) 
From: Dataweaver <traveler@io.com> 
cc: champ-l@omg.org 
Subject: Re: H5 and Maxima 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On 26 Jan 1998, Stainless Steel Rat wrote: 
 
> -----BEGIN PGP SIGNED MESSAGE----- 
>  
> >>>>> "D" == Dataweaver <traveler@io.com> writes: 
>  
> D> Add a new Disad similar to Characteristic Maxima in that it applies a 
> D> rule to a character in a Superheroic campaign that normally gets applied 
> D> to everyone in a Heroic Campaign: The character can have no more than 
> D> (INT/5) powers active at one time. 
>  
> Please note that the INT/5 limit from Fantasy Hero is *SPELLS*, not powers. 
> An FH mage with that restriction may have a single spell composed of 
> fifteen distinct powers -- but it counts as but *ONE* spell towards his 
> limit. 
 
Conceded.   
 
> And I think this campaign restriction does not fit well in a supers game. 
> Framework allocation and Endurance will serve well enough to restrict a 
> supermage -- just as they restrict everyone else. 
 
Except that Delayed Effect specifically refers to the INT/5 rule - which 
is otherwise not even mentioned.  Either ditch Delayed Effect or add the 
INT/5 rule in as an optional rule... The first approach streamlines the 
book while the second makes it more flexible and maintains "backward 
compatability" a bit better.   
 
---- Jonathan Lang <traveler@io.com> ---- x ------- alias: Dataweaver --------- 
  Webpage:  http://www.io.com/~traveler  /@\ The Dogma of Otherness insists 
  GURPSnet's Benevolent Tyrant for Life  ~~~ that all voices deserve a hearing, 
FAQ: http://www.io.com/~ftp/GURPSnet/www  |  that all points of view have 
Archive: http://www.io.com/~ftp/GURPSnet  |  something of value to offer. 
submit new files to gurpsnet-files@io.com |  --David Brin, "Otherness" 
 
Return-Path: daemon@omg.org 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: Energy Blast article from website 
Mail-Copies-To: never 
X-No-Archive: yes 
X-Attribution: Rat 
Organization: The Happy Fun Ball Brigade 
Date: 26 Jan 1998 11:49:13 -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----- 
 
>>>>> "D" == Dataweaver <traveler@io.com> writes: 
 
>> Um... your forgot one really big difference: you can add HA to Stregth 
>> damage; you cannot do that with EB.  This is the critical difference 
>> between EB and HA, not range vs. no range. 
 
D> Umm... the very next section covered that... 
 
Your introduction, where you liken HA to EB, failed to mention it.  Your 
introduction makes HA look like a no-range Energy Blast.  It is not.  The 
closest power to HA is HKA. 
 
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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 
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X-Sender: bob.greenwade@klock.com 
Date: Mon, 26 Jan 1998 08:49:52 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Further H5 suggestions 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 05:00 PM 1/25/98 -0600, Dataweaver wrote: 
>> > Keep in mind that this character would be experiencing a _continuous END 
>> > drain_ every waking moment! the second he goes under, the power shuts 
off; 
>> > then he wakes up again and the power reactivates, knocking him out 
>> > again... it makes no sense. 
>>  
>>  You'd need some sort of suppression field.  Or perhaps, it stays 
>> off just fine, but once it is turned on it doesn't turn off until you drop 
>> from exhaustion. 
> 
>But that's not what Always On _is_; Always On is "your power cannot be 
>shut off".  Hmm... now that I think about it, a character with an 
>Always-On EB would be _dead_, because said EB _wouldn't_ shut off when he 
>loses consciousness - it starts draining from his STUN, uses that up, and 
>then starts draining from his BODY until he dies.  And this would start 
>happening the instant this power is bestowed on him.  This makes be think 
>of the Black Queens from the Wild Cards universe... 
 
   I may be misreading, but it seems like someone is forgetting that, 
according to the BBB, a Power that is Always On must be bought with 0 END 
Persistent. 
--- 
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 
 
 
Return-Path: daemon@omg.org 
X-Sender: bob.greenwade@klock.com 
Date: Mon, 26 Jan 1998 08:52:10 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Further H5 suggestions 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 07:50 PM 1/25/98 -0600, Dataweaver wrote: 
>OTOH, I really would like to see Public Identity, Reputation, Rivalry, and 
>Secret Identity incorporated into a Social Limitation (well, maybe not 
>Rivalry, due to game mechanics; but definitely all of the others).   
 
   Not Secret ID.  That's functionally closer to Psychological Limitation 
(though I've devised a structure for Secret as a separate category that I 
might post if I can figure out what I did with it). 
--- 
Bob's Original Hero Stuff Page! 
   http://www.klock.com/public/users/bobg/original.htm 
Homepage of the Merry-Go-Round Webring!  (Wanna join?) 
   http://www.klock.com/public/users/bobg/merrhome.htm 
 
 
Return-Path: daemon@omg.org 
Date: Mon, 26 Jan 1998 12:05:24 -0500 (EST) 
From: Michael Surbrook <susano@access.digex.net> 
cc: champ-l@omg.org 
Subject: Re: Riposte 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On 26 Jan 1998, Stainless Steel Rat wrote: 
 
> BS> Riposte	  1/2 Phase, -2 OCV, +0 DCV, Block/Strike, Abort. Cost: 5 pts. 
>  
> Blatantly illegal, verboten in Hero.  You cannot abort to a maneuver that 
> does damage (regardless that The Ultimate Martial Artist breaks itself in 
> this fashion). 
 
Except that this maneuver (or something very close to it) first appeared 
in Ninja Hero.  This type of maneuver also first appeared in Danger 
International (and Strike Force), used with (I think) Aikido. 
 
Not that it doesn't violate certain rules... but I wanted to make sure the 
air was clear. 
 
Now, Aaron Allston does state that the 'Block/action' maneuver is *not* 
meant for a normal game.  He offered the rules for Wild Martial Arts games 
(and because pervious martial arts packages had something similar). 
 
*************************************************************************** 
* "'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 * 
*************************************************************************** 
 
Return-Path: daemon@omg.org 
X-Sender: bob.greenwade@klock.com 
Date: Mon, 26 Jan 1998 09:05:31 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Gravity: A Heavy Concept 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 03:02 PM 1/25/98 -0400, Trevor Barrie wrote: 
   [earlier portion snipped] 
>>    So far, so good.  But what happens when you're on another planet, and 
>> the gravity is half as strong (equivalent to STR 5)?  You need half as much 
>> TK to do anything there.  If gravity is double Earth's, you need twice as 
>> much.  (This may legitimately be accurate to your concept of the 
>> character's Power, and I can't really say that you'd be wrong, though it 
>> doesn't at all work for how I perceive gravity control would work). 
> 
>Is this supposed to be a planet-hopping campaign, then?  
 
   No.  "This" is supposed to be a role-playing system that can simulate a 
wide variety of campaigns, with planet-hopping campaigns among them. 
 
>                                                        For a standard 
>super-hero game, gaining or losing effectiveness on other planets pretty 
>obviously falls into the "minor effects of SFX" category. If operation 
>on other planets is going to be common, buy enough to work on the heaviest 
>planet you're likely to encounter and add a Limitation "limited by 
>strength of available gravity wells". 
> 
>>    And how is this going to affect that piano over there?  It takes more 
>> STR to lift a piano than a human being.  If it normally takes 20 STR to 
>> lift a piano (OK, quiet down, this is just for the sake of argument), then 
>> adding that 10 STR TK that doubles gravity for Humans is only going to add 
>> 25% for the piano (to 22 STR or some such). 
> 
>Buy more than 10 STR, and add a Limitation "limited by mass of affected 
>object". 
 
   So let's see... What we're talking about is 10 STR, +10 (or more) STR 
(Limited by Mass of Affected Object), all Limited by Strength of Available 
Gravity Wells?  And you prefer *that* to a simple 2d6 Aid? 
 
>>    Now we use my method.  I Aid (or, rather, Assist) the gravity in the 
>> area by 2d6, and get a result of 5.  +5 to Assist Gravity doubles the 
>> gravity.  The humans are now twice as heavy, and so is the piano, and it 
>> works the same no matter what the base gravity. 
>>    Granted, adding a gravity element to Change Environment would probably 
>> work just as well, if not better.  The TK method is the worst choice, 
>> though. 
> 
>It simulates the ability near-perfectly and doesn't require any 
>modifications to the rule. That doesn't spell "worst" to me. 
 
   It requires special Limitations, including a partial Limitation, to make 
it work "near perfectly."  A minor adjustment to how the definition of Aid 
works makes it work perfectly, period (no "near" about it), with an 
already-existing Advantage. 
   Of course, as I say, adding a gravity element to Peterson's Change 
Environment article (say, at 10 points per 2X gravity) would arguably work 
best of 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 
 
 
Return-Path: daemon@omg.org 
X-Sender: bob.greenwade@klock.com 
Date: Mon, 26 Jan 1998 09:07:37 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: PING of GRG or Herogames 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 04:20 PM 1/25/98 -0600, Dataweaver wrote: 
>>  
>> You might have someone code that page as a form, rather than just 
>> test. Better yet, code it as a form that can then be saved, so that 
>> people don't have to download it, fill it out, and mail it. If they 
>> can reach your webpage, they have it right there. 
> 
>While you're at it, set up online forms so that Hero Plus orders can be 
>placed immediately and over the Internet.  See the sjgames site for a good 
>model of how to do this... (and I'm still waiting for something to be set 
>up to allow newly purchased e-books to be downloaded over the Internet...) 
 
   Check http://www.hyperbooks.com if you can.  I bought the Vehicle Design 
System 1.0 from there (and am incorporating some stuff from that book into 
TUSV).  In fact, I think Hero would do well to just let the Hero Plus books 
be sold through Hyperbooks. 
--- 
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 
 
 
Return-Path: daemon@omg.org 
Date: Mon, 26 Jan 1998 09:07:59 -0800 (PST) 
From: Anthony Jackson <ajackson@iii.com> 
Reply-To: Anthony Jackson <ajackson@iii.com> 
Subject: Re: Further H5 suggestions 
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 
 
Dataweaver writes: 
> On Fri, 23 Jan 1998, Richard G Schwerdtfeger wrote: 
> > If you don't mind me piping up, I would have to disagree with this 
> > statement. I can give you at least three examples of OHID in mainstream 
> > comics: Thor, Captain Marvel, and Iron Man (although some might argue 
> > about the last). OHID is a very specific, genre-necessary mechanic, and 
> > it has enough inherent limitations and bonuses that it should not be 
> > simply folded into the Limited Power disadd. 
>  
> What inherent bonuses and drawbacks does it have that "Limited Power: 
> Conditional (only works in Hero ID)" doesn't?   
  
All disadvantages can be handled as 'limited power'.  The question is whether 
the power appears frequently enough to be worth being listed on its own. 
 
Return-Path: daemon@omg.org 
Date: Mon, 26 Jan 1998 09:16:00 -0800 (PST) 
From: Anthony Jackson <ajackson@iii.com> 
Reply-To: Anthony Jackson <ajackson@iii.com> 
Subject: Re: H5: continuous and uncontrolled powers 
Cc: "champ-l@omg.org" <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 
 
qts writes: 
 
> How about a Continuous, Cumulative 2d6 Dispel? Eventually, it'll get 
> any power. Or a Continuous Drain? 
 
First of all, there is no such advantage as 'cumulative' for Dispel.  Secondly, 
'Drain' fits under the NND/AVLD category, as power defense is not a standard 
defense. 
 
Return-Path: daemon@omg.org 
X-Sender: bob.greenwade@klock.com 
Date: Mon, 26 Jan 1998 09:17:22 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Surprise! 
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 AM 1/26/98 -0500, Daniel Pawtowski wrote: 
> 
>Just thought I'd check this ruling that dosen't seem right to me. 
> 
>Situation:  Superteam guarding a Senator at a public speach.  Villians  
>attack.  The two supers tasked to "In case of trouble, get the senator 
>out of here" are taken out in the opening rounds, leaving the intended 
>victim standing there between a couple villians intending him serious 
>bodily harm. 
>  My character, a flyer who was on high guard, decided to protect the 
>senator by diving on him, knocking him down, and interposing his own 
>body (and praying like heck his teammates could pull him outa this in 
>one piece).  The GM asked for a Dex roll to do this.  I rolled, and 
>failed by one.   
>  His ruling on what happened next: Having missed, the flyer did a full 
>speed move-through on the floor next to the senator, smashing though it. 
>Acceptable, he had enough defenses to take it.  However, it turned out 
>there was another supervillian hiding under the floor, who shot him. 
>The GM ruled that this was a Surprise Attack, and thus I took double 
>stun, ending up KOed.  This last bit just dosen't sit right with me. 
 
   If the GM had the villain already posted there, ready to attack anything 
that came down his way, then OK.  (And given the often chaotic nature of 
superfights, that's not really as unlikely a scenario as one might assume.) 
   Even if the villain was posted there, though, but wasn't specifically 
ready for someone to come in on him, you were robbed (IMO).  He should've 
been as surprised as your character was. 
   If a villain under the stage hadn't been a part of the GM's plan, I 
would've had the Senator dive into the hole after your character. 
   Of course, as others have pointed out, the double STUN rule is for 
surprise *out* of combat, so unless your GM is using a house rule to the 
contrary then there was definitely a rules glitch. 
--- 
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 
 
 
Return-Path: daemon@omg.org 
Date: Mon, 26 Jan 1998 09:18:15 -0800 (PST) 
From: Anthony Jackson <ajackson@iii.com> 
Reply-To: Anthony Jackson <ajackson@iii.com> 
Subject: Re: H5: continuous and uncontrolled 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 
 
qts writes: 
  
> This is far too cheap: pity the guy I hit with a 1d6 Attachable Drain 
> if he doesn't have any Power Defense. It could work if it took a 
> half-phase action to maintain, though. 
 
Huh?  Ok, we have '+1/2: duration 1 turn', '+1/2: attachable', then _double_ 
this for being an NND/AVLD; net of a +2 advantage.  How is this a big problem? 
 
Return-Path: daemon@omg.org 
Date: Mon, 26 Jan 1998 09:19:42 -0800 (PST) 
From: Anthony Jackson <ajackson@iii.com> 
Reply-To: Anthony Jackson <ajackson@iii.com> 
Subject: Re: It's hard to be solid 
Cc: champ-l@omg.org, 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 
 
Tim R. Gilberg writes: 
> > Buy desolid with the advantages 'persistent' and 'trigger' -- the 
> > triggering condition is 'if stunned or knocked unconscious'.  Then, take 
> > the limitation 'costs END to turn off' (-1/4; it is less limiting than 
> > always on).  Result: 90 active, 72 real points. 
>  
>  
>      Why trigger if it has persistent? 
 
Because 'persistent' does not turn a power on.  If you switch your desolid 
_off_ (by spending END), it stays off until you turn it on again. 
 
Return-Path: daemon@omg.org 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: H5 and Maxima 
Mail-Copies-To: never 
X-No-Archive: yes 
X-Attribution: Rat 
Organization: The Happy Fun Ball Brigade 
Date: 26 Jan 1998 12:27:21 -0500 
Lines: 24 
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----- 
 
>>>>> "D" == Dataweaver <traveler@io.com> writes: 
 
D> Except that Delayed Effect specifically refers to the INT/5 rule - which 
D> is otherwise not even mentioned. 
 
That is what the "Trigger" advantage is for. 
 
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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. 
 
Return-Path: daemon@omg.org 
X-Authentication-Warning: pentagon.io.com: traveler owned process doing -bs 
Date: Mon, 26 Jan 1998 11:29:12 -0600 (CST) 
From: Dataweaver <traveler@io.com> 
cc: champ-l@omg.org 
Subject: Re: Further H5 suggestions 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Mon, 26 Jan 1998, Anthony Jackson wrote: 
> Dataweaver writes: 
> > On Fri, 23 Jan 1998, Richard G Schwerdtfeger wrote: 
> > > If you don't mind me piping up, I would have to disagree with this 
> > > statement. I can give you at least three examples of OHID in mainstream 
> > > comics: Thor, Captain Marvel, and Iron Man (although some might argue 
> > > about the last). OHID is a very specific, genre-necessary mechanic, and 
> > > it has enough inherent limitations and bonuses that it should not be 
> > > simply folded into the Limited Power disadd. 
> >  
> > What inherent bonuses and drawbacks does it have that "Limited Power: 
> > Conditional (only works in Hero ID)" doesn't?   
>   
> All disadvantages can be handled as 'limited power'.  The question is whether 
> the power appears frequently enough to be worth being listed on its own. 
 
Since the "Hero ID/civilian ID" is only prominent in one genre 
(superheroes), I'd say that Only in Hero ID isn't common enough (and if 
Social Limitation gets approved, neither are Public ID or Private ID, for 
that matter...)  As long as these three items remain as seperate entities, 
Hero System will continue to have the appearance of "superhero RPG first, 
universal RPG second".   
 
---- Jonathan Lang <traveler@io.com> ---- x ------- alias: Dataweaver --------- 
  Webpage:  http://www.io.com/~traveler  /@\ The Dogma of Otherness insists 
  GURPSnet's Benevolent Tyrant for Life  ~~~ that all voices deserve a hearing, 
FAQ: http://www.io.com/~ftp/GURPSnet/www  |  that all points of view have 
Archive: http://www.io.com/~ftp/GURPSnet  |  something of value to offer. 
submit new files to gurpsnet-files@io.com |  --David Brin, "Otherness" 
 
Return-Path: daemon@omg.org 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: Riposte 
Mail-Copies-To: never 
X-No-Archive: yes 
X-Attribution: Rat 
Organization: The Happy Fun Ball Brigade 
Date: 26 Jan 1998 12:35:33 -0500 
Lines: 40 
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----- 
 
>>>>> "MS" == Michael Surbrook <susano@access.digex.net> writes: 
 
MS> Except that this maneuver (or something very close to it) first 
MS> appeared in Ninja Hero. 
 
Nope, there are no maneuvers in Ninja Hero with both the Strike and Abort 
maneuver bases/elements[1].  Take a look at how Martial Throw is 
constructed, for instance.  There is one in The Ultimate Martial Artist, 
even though that book reprints the maneuver construction rules from Ninja 
Hero, including that proscription, thereby breaking itself. 
 
[1] The "highly optional, this will totally unbalance anything but a wild 
martial arts campaign, so do not use it" construction variant allows the 
combination of Strike and Abort, but no such maneuvers are in the Ninja 
Hero maneuvers list.  Trust me on this, I used to argue vehemently for 
allowing it for arts such as Iaijutsu, until someone described the 
Lightning Reflexes pseudo-talent. 
 
"Riposte" is either: a) a Block/Bind followed by a strike during one's next 
action phase; b) a high DCV strike maneuver with a "block the incoming 
strike" special effect; or c) application of combat skill levels into DCV 
in combination with a strike maneuver, with the same SFX as "b". 
 
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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. 
 
Return-Path: daemon@omg.org 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: Further H5 suggestions 
Mail-Copies-To: never 
X-No-Archive: yes 
X-Attribution: Rat 
Organization: The Happy Fun Ball Brigade 
Date: 26 Jan 1998 12:43:56 -0500 
Lines: 35 
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----- 
 
>>>>> "AJ" == Anthony Jackson <ajackson@iii.com> writes: 
 
AJ> All disadvantages can be handled as 'limited power'.  The question is 
AJ> whether the power appears frequently enough to be worth being listed on 
AJ> its own. 
 
"Limited Power" Limitations are frequently dependant on the campaign, 
moreso than other Limitations.  For instance, "does not work in vacuum" is 
worth practically nothing in a campaign set "today" in the local major 
city.  If the PCs have a base in orbit then it might be worth a -1/4, but 
only if the occasional villain drops in for a chat.  If many villains have 
access to the orbital station, then a -1/2 might be in order.  And if the 
campaign is set on and around an orbital station, it might be worth upwards 
of a -1. 
 
If the value of a Limitation varies with the campaign then it does not 
belong anywhere outside of "Limited Power". 
 
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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. 
 
Return-Path: daemon@omg.org 
Date: Mon, 26 Jan 1998 12:44:59 -0500 (EST) 
From: Michael Surbrook <susano@access.digex.net> 
cc: champ-l@omg.org 
Subject: Re: Riposte 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On 26 Jan 1998, Stainless Steel Rat wrote: 
 
> -----BEGIN PGP SIGNED MESSAGE----- 
>  
> >>>>> "MS" == Michael Surbrook <susano@access.digex.net> writes: 
>  
> MS> Except that this maneuver (or something very close to it) first 
> MS> appeared in Ninja Hero. 
>  
> Nope, there are no maneuvers in Ninja Hero with both the Strike and Abort 
> maneuver bases/elements[1].  Take a look at how Martial Throw is 
> constructed, for instance.  There is one in The Ultimate Martial Artist, 
> even though that book reprints the maneuver construction rules from Ninja 
> Hero, including that proscription, thereby breaking itself. 
 
Well, I don't have NH with me, so I can't comment right now.  I do have 
the exact same maneuver listed in my optional Fencing package, which I 
swore I copied directly out of NH while creating it. 
 
> [1] The "highly optional, this will totally unbalance anything but a wild 
> martial arts campaign, so do not use it" construction variant allows the 
> combination of Strike and Abort, but no such maneuvers are in the Ninja 
> Hero maneuvers list.  Trust me on this, I used to argue vehemently for 
> allowing it for arts such as Iaijutsu, until someone described the 
> Lightning Reflexes pseudo-talent. 
>  
> "Riposte" is either: a) a Block/Bind followed by a strike during one's next 
> action phase; b) a high DCV strike maneuver with a "block the incoming 
> strike" special effect; or c) application of combat skill levels into DCV 
> in combination with a strike maneuver, with the same SFX as "b". 
 
Sure, all of this is fine for any 'vanilla' Hero System game.  Personally, 
I don't think the block/strike stuff is worth it, that -2 OCV really 
bites into your avaliable CSL pool big time (if you even have any to begin 
with). 
 
*************************************************************************** 
* "'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 * 
*************************************************************************** 
 
Return-Path: daemon@omg.org 
X-Sender: bob.greenwade@klock.com (Unverified) 
Date: Mon, 26 Jan 1998 11:01:49 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Further H5 suggestions 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 09:07 AM 1/26/98 -0800, Anthony Jackson wrote: 
>Dataweaver writes: 
>> On Fri, 23 Jan 1998, Richard G Schwerdtfeger wrote: 
>> > If you don't mind me piping up, I would have to disagree with this 
>> > statement. I can give you at least three examples of OHID in mainstream 
>> > comics: Thor, Captain Marvel, and Iron Man (although some might argue 
>> > about the last). OHID is a very specific, genre-necessary mechanic, and 
>> > it has enough inherent limitations and bonuses that it should not be 
>> > simply folded into the Limited Power disadd. 
>>  
>> What inherent bonuses and drawbacks does it have that "Limited Power: 
>> Conditional (only works in Hero ID)" doesn't?   
>  
>All disadvantages can be handled as 'limited power'.  The question is whether 
>the power appears frequently enough to be worth being listed on its own. 
 
   Uh... I think you meant to say, "All *Power Limitations* can be handled 
as 'Limited Power.'"  :-] 
--- 
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 
 
 
Return-Path: daemon@omg.org 
X-Sender: voxel@mail.theramp.net 
Date: Mon, 26 Jan 1998 13:11:42 -0600 
From: Bryant Berggren <voxel@theramp.net> 
Subject: Re: Block/Strike in TUMA? 
Errors-To: owner-champ-l@omg.org 
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At 08:54 PM 1/26/98 -0600, Tim R. Gilberg wrote: 
>	You've repeatedly asserted over the past couple of days that TUMA 
>contains a maneuver that mixes the exclusive Block and Strike maneuvers -- 
>using this as a way to attack Mr. Long. 
> 
>	I was just paging through the book to look for this, as I didn't 
>actually remember this, and, Lo and Behold!, nothing of the sort.  Just 
>where is this "illegal" construction, Rat? 
 
He may have just been confused because the editing (and the cribbing from 
Ninja Hero) was so sloppy as to include the *warning* about using maneuvers 
like Block/Strike to build a one-maneuver martial art without including the 
"Paek-Tu" rules that warning refers to. :/ 
 
-- 
"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 
 
Return-Path: daemon@omg.org 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: Riposte 
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Date: 26 Jan 1998 14:12:58 -0500 
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>>>>> "MS" == Michael Surbrook <susano@access.digex.net> writes: 
 
MS> Well, I don't have NH with me, so I can't comment right now.  I do have 
MS> the exact same maneuver listed in my optional Fencing package, which I 
MS> swore I copied directly out of NH while creating it. 
 
The "riposte" maneuver in "fencing" is either a high DCV strike or a weapon 
bind/block maneuver.  I forget which, but it is not a block/strike maneuver. 
 
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From: "qts" <qts@nildram.co.uk> 
Cc: "champ-l@omg.org" <champ-l@omg.org> 
Date: Mon, 26 Jan 98 19:14:30  
Reply-To: "qts" <qts@nildram.co.uk> 
Priority: Normal 
Subject: Re: H5: continuous and uncontrolled powers 
Errors-To: owner-champ-l@omg.org 
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X-Hero: champ-l 
To: champ-l@omg.org 
 
On Mon, 26 Jan 1998 09:16:00 -0800 (PST), Anthony Jackson wrote: 
 
>qts writes: 
> 
>> How about a Continuous, Cumulative 2d6 Dispel? Eventually, it'll get 
>> any power. Or a Continuous Drain? 
> 
>First of all, there is no such advantage as 'cumulative' for Dispel. 
 
Sure there is - I just translated it from Transform. 
 
> Secondly, 
>'Drain' fits under the NND/AVLD category, as power defense is not a standard 
>defense. 
 
What?! You *are* kidding, aren't you? 
 
 
 
qts 
 
Home: qts@nildram.co.uk. 
 
Return-Path: daemon@omg.org 
From: "qts" <qts@nildram.co.uk> 
Cc: "champ-l@omg.org" <champ-l@omg.org> 
Date: Mon, 26 Jan 98 19:15:55  
Reply-To: "qts" <qts@nildram.co.uk> 
Priority: Normal 
Subject: Re: H5: continuous and uncontrolled powers 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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To: champ-l@omg.org 
 
On Mon, 26 Jan 1998 09:18:15 -0800 (PST), Anthony Jackson wrote: 
 
>qts writes: 
>  
>> This is far too cheap: pity the guy I hit with a 1d6 Attachable Drain 
>> if he doesn't have any Power Defense. It could work if it took a 
>> half-phase action to maintain, though. 
> 
>Huh?  Ok, we have '+1/2: duration 1 turn', '+1/2: attachable', then _double_ 
>this for being an NND/AVLD; net of a +2 advantage.  How is this a big problem? 
 
Even granting the AVLD/NND, the final cost is far too cheap. 
qts 
 
Home: qts@nildram.co.uk. 
 
Return-Path: daemon@omg.org 
Date: Mon, 26 Jan 1998 13:18:17 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: Energy Blast article from website 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
> M(oPRG> Breaking down HTH Attack, we see that it is roughly Energy Blast 
> M(oPRG> with the No Range limitation. 
> 
> Um... your forgot one really big difference: you can add HA to Stregth 
> damage; you cannot do that with EB.  This is the critical difference 
> between EB and HA, not range vs. no range. 
 
 
	Bull.  Rand vs no range is the difference here.  The article 
actually abstracts the "damage adds" concept even more, allowing an EB to 
limit itself by only being able to add to the damage of a certain attack 
(or, with GM permission, group of attacks).  Now it is a general concept 
rather than a special exception.  I think it works much better this way, 
myself; I assume this is how we will see EB in 5th edition. 
 
 
 
				-Tim Gilberg 
 
Return-Path: daemon@omg.org 
X-Sender: geoff@emerald.omg.org 
Date: Mon, 26 Jan 1998 14:21:19 -0500 
From: Geoff Speare <geoff@omg.org> 
Subject: Re: Riposte 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
>MS> Well, I don't have NH with me, so I can't comment right now.  I do have 
>MS> the exact same maneuver listed in my optional Fencing package, which I 
>MS> swore I copied directly out of NH while creating it. 
> 
>The "riposte" maneuver in "fencing" is either a high DCV strike or a weapon 
>bind/block maneuver.  I forget which, but it is not a block/strike maneuver. 
 
It could have been copied out of the "not for kids" wild martial maneuvers 
section, without being in the list of standard maneuvers at the front of NH. 
 
Geoff Speare 
 
Return-Path: daemon@omg.org 
Date: Mon, 26 Jan 1998 13:23:06 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: H5 and Maxima 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
	Wow.  I once again find myself agreeing with Rat. 
 
> Please note that the INT/5 limit from Fantasy Hero is *SPELLS*, not powers. 
> An FH mage with that restriction may have a single spell composed of 
> fifteen distinct powers -- but it counts as but *ONE* spell towards his 
> limit. 
 
	Very, VERY, good point.  Powers are simply abstract mechanics used 
to simulate SFX.  Limiting the number of powers that can be active will 
limit characters based on mechanic rather than logic. 
 
> And I think this campaign restriction does not fit well in a supers game. 
> Framework allocation and Endurance will serve well enough to restrict a 
> supermage -- just as they restrict everyone else. 
 
 
	Agreed.  There is no reason to add a restriction like this to all 
mages in a Supers campaign.  However, I would allow it as an optional 
Physical Limitation. 
 
 
				-Tim Gilberg 
 
Return-Path: daemon@omg.org 
Date: Mon, 26 Jan 1998 13:25:11 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: Champions Listserv <champ-l@omg.org> 
Subject: Re: It's hard to be solid 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
 
> >      Why trigger if it has persistent? 
> 
> Because 'persistent' does not turn a power on.  If you switch your desolid 
> _off_ (by spending END), it stays off until you turn it on again. 
 
 
	That makes absolutely no sense.   If you've defined the power as 
always on by default, turning it off would not take that away.  It's a 
simple modifier on the power. 
 
 
 
				-Tim Gilberg 
 
Return-Path: daemon@omg.org 
Date: Mon, 26 Jan 1998 13:27:42 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: "champ-l@omg.org" <champ-l@omg.org> 
Subject: Re: H5: continuous and uncontrolled powers 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
> > How about a Continuous, Cumulative 2d6 Dispel? Eventually, it'll get 
> > any power. Or a Continuous Drain? 
> 
> First of all, there is no such advantage as 'cumulative' for Dispel. 
 
	Hmmm.  But it is an advantage that could easily be added on, much 
as it was added to Mind Control (and any others?) in TUM.  This is 
something that could make it into 5th edition.  Anyway. 
 
>  Secondly, 
> 'Drain' fits under the NND/AVLD category, as power defense is not a standard 
> defense. 
 
 
	Explain. 
 
 
				-Tim Gilberg 
 
Return-Path: daemon@omg.org 
Date: Mon, 26 Jan 1998 13:29:05 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: H5: continuous and uncontrolled powers 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
> > This is far too cheap: pity the guy I hit with a 1d6 Attachable Drain 
> > if he doesn't have any Power Defense. It could work if it took a 
> > half-phase action to maintain, though. 
> 
> Huh?  Ok, we have '+1/2: duration 1 turn', '+1/2: attachable', then _double_ 
> this for being an NND/AVLD; net of a +2 advantage.  How is this a big problem? 
 
 
	Why would this be considered NND/AVLD?  I really don't understand 
where you pull these modifers from. 
 
 
				-Tim Gilberg 
 
Return-Path: daemon@omg.org 
Date: Mon, 26 Jan 1998 13:31:21 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: Further H5 suggestions 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
 
> > All disadvantages can be handled as 'limited power'.  The question is whether 
> > the power appears frequently enough to be worth being listed on its own. 
> 
> Since the "Hero ID/civilian ID" is only prominent in one genre 
> (superheroes), I'd say that Only in Hero ID isn't common enough (and if 
> Social Limitation gets approved, neither are Public ID or Private ID, for 
> that matter...)  As long as these three items remain as seperate entities, 
> Hero System will continue to have the appearance of "superhero RPG first, 
> universal RPG second". 
 
 
	So basically, to make the Hero system universal, we have to make 
it harder to use it to run SuperHero games, is that what is being said? 
 
 
 
				-Tim Gilberg 
 
Return-Path: daemon@omg.org 
Date: Mon, 26 Jan 1998 13:34:55 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: Further H5 suggestions 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
> >OTOH, I really would like to see Public Identity, Reputation, Rivalry, and 
> >Secret Identity incorporated into a Social Limitation (well, maybe not 
> >Rivalry, due to game mechanics; but definitely all of the others). 
> 
>    Not Secret ID.  That's functionally closer to Psychological Limitation 
> (though I've devised a structure for Secret as a separate category that I 
> might post if I can figure out what I did with it). 
 
 
	Nah.  You keep your ID secret because of the ramifications within 
society that would result were it to become known.  Yes, you don't tell 
anybody, but it isn't a situation where a simple Ego roll will allow you 
to tell.  You can tell if you want, but be prepared to pay the SOCIAL 
consequences. 
 
 
				-Tim Gilberg 
 
Return-Path: daemon@omg.org 
Date: Mon, 26 Jan 1998 13:37:54 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: Gravity: A Heavy Concept 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
>    Of course, as I say, adding a gravity element to Peterson's Change 
> Environment article (say, at 10 points per 2X gravity) would arguably work 
> best of all. 
 
 
	Hear, hear!  Or better yet, a three tiered CE with cosmetic, 
minor, and major effect. 
 
 
 
			-Tim Gilberg 
 
Return-Path: daemon@omg.org 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: Riposte 
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Organization: The Happy Fun Ball Brigade 
Date: 26 Jan 1998 14:39:04 -0500 
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>>>>> "GS" == Geoff Speare <geoff@omg.org> writes: 
 
GS> It could have been copied out of the "not for kids" wild martial 
GS> maneuvers section, without being in the list of standard maneuvers at 
GS> the front of NH. 
 
Maybe in The Ultimate Martial Artist, because there *is* just such a 
maneuver in the maneuvers list, even though it breaks the described 
maneuver construction system.  But in Ninja Hero there are no such 
maneuvers listed, not in the expanded maneuvers list, and not in any of the 
depicted arts. 
 
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Return-Path: daemon@omg.org 
Date: Mon, 26 Jan 1998 11:41:07 -0800 (PST) 
From: Anthony Jackson <ajackson@iii.com> 
Reply-To: Anthony Jackson <ajackson@iii.com> 
Subject: Re: H5: continuous and uncontrolled 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 
 
Tim R. Gilberg writes: 
  
>      Why would this be considered NND/AVLD?  I really don't understand 
> where you pull these modifers from. 
 
Same as autofire.  If the power doesn't go against a standard defense (i.e. PD 
or ED, including killing attacks) the cost increases.  For autofire it is a 
flat +1 additional advantage, which is probably simpler. 
 
Return-Path: daemon@omg.org 
Date: Mon, 26 Jan 1998 11:42:03 -0800 (PST) 
From: Anthony Jackson <ajackson@iii.com> 
Reply-To: Anthony Jackson <ajackson@iii.com> 
Subject: Re: H5: continuous and uncontrolled 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 
 
Tim R. Gilberg writes: 
> > First of all, there is no such advantage as 'cumulative' for Dispel. 
>  
>      Hmmm.  But it is an advantage that could easily be added on, much 
> as it was added to Mind Control (and any others?) in TUM.  This is 
> something that could make it into 5th edition.  Anyway. 
  
Not that I recall.  If it was added, it shouldn't have been ;). 
 
Return-Path: daemon@omg.org 
Date: Mon, 26 Jan 1998 11:44:49 -0800 (PST) 
From: Anthony Jackson <ajackson@iii.com> 
Reply-To: Anthony Jackson <ajackson@iii.com> 
Subject: Re: It's hard to be solid 
Cc: champ-l@omg.org, Champions Listserv <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 
 
Tim R. Gilberg writes: 
  
>      That makes absolutely no sense.   If you've defined the power as 
> always on by default, turning it off would not take that away.  It's a 
> simple modifier on the power. 
 
And the way you define a power as 'on by default' is by having a trigger which 
turns it on whenever you stop having it be off.  You can't simply 'define' a 
power as having an advantage, without paying for that advantage. 
 
Return-Path: daemon@omg.org 
Date: Mon, 26 Jan 1998 11:51:45 -0800 (PST) 
X-Sender: nexus@uky.campus.mci.net 
From: Kim Foster <nexus@uky.campus.mci.net> 
Subject: Re: Riposte 
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 PM 1/26/98 -0500, Stainless Steel Rat wrote: 
>-----BEGIN PGP SIGNED MESSAGE----- 
> 
>>>>>> "MS" == Michael Surbrook <susano@access.digex.net> writes: 
> 
>MS> Except that this maneuver (or something very close to it) first 
>MS> appeared in Ninja Hero. 
> 
>Nope, there are no maneuvers in Ninja Hero with both the Strike and Abort 
>maneuver bases/elements[1].  Take a look at how Martial Throw is 
>constructed, for instance.  There is one in The Ultimate Martial Artist, 
>even though that book reprints the maneuver construction rules from Ninja 
>Hero, including that proscription, thereby breaking itself. 
> 
>[1] The "highly optional, this will totally unbalance anything but a wild 
>martial arts campaign, so do not use it" construction variant allows the 
>combination of Strike and Abort, but no such maneuvers are in the Ninja 
>Hero maneuvers list.  Trust me on this, I used to argue vehemently for 
>allowing it for arts such as Iaijutsu, until someone described the 
>Lightning Reflexes pseudo-talent. 
 
 
 
PG. 89 in the optional martial arts design rules for Ninja here list A 
block/strike with an Abort element.  
 
 
I know violence doesn't solve all problems... 
	But it sure feels good! 
		Felicia:DS3:Vampire Savior 
 
Return-Path: daemon@omg.org 
Date: Mon, 26 Jan 1998 15:01:08 -0500 (EST) 
From: Michael Surbrook <susano@access.digex.net> 
cc: champ-l@omg.org 
Subject: Re: Riposte 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Mon, 26 Jan 1998, Kim Foster wrote: 
 
> PG. 89 in the optional martial arts design rules for Ninja here list A 
> block/strike with an Abort element.  
 
Aha!  Finally, I remember somethhing that actually exists! 
 
*************************************************************************** 
* "'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 * 
*************************************************************************** 
 
Return-Path: daemon@omg.org 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: Gravity: A Heavy Concept 
Mail-Copies-To: never 
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Organization: The Happy Fun Ball Brigade 
Date: 26 Jan 1998 15:09:19 -0500 
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To: champ-l@omg.org 
 
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>>>>> "TRG" == Tim R Gilberg <trgilber@hilltop.ic.edu> writes: 
 
TRG> 	Hear, hear!  Or better yet, a three tiered CE with cosmetic, 
TRG> minor, and major effect. 
 
So, where does 2x Earth's gravity fit in this three-tiered structure? 
Three times?  Four times?  Five times?  On the moon's surface (roughly 1/6 
Earth's)?  And do not forget that Change Environment's effects are not 
supposed to have more than minor effects on combat... but changing the 
force of gravity in a given area even a little bit can have a significant 
effect. 
 
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Return-Path: daemon@omg.org 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: H5: continuous and uncontrolled powers 
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Organization: The Happy Fun Ball Brigade 
Date: 26 Jan 1998 15:11:18 -0500 
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>>>>> "TRG" == Tim R Gilberg <trgilber@hilltop.ic.edu> writes: 
 
>> First of all, there is no such advantage as 'cumulative' for Dispel. 
 
TRG> 	Hmmm.  But it is an advantage that could easily be added on, 
 
It is an advantage unique to Transformation Attack. 
 
TRG> much as it was added to Mind Control (and any others?) in TUM. 
 
Oh, boy, yet another reason to avoid the Ultimate Crock books.  If you want 
a more powerful Mind Controll effect, buy more Mind Control. 
 
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Return-Path: daemon@omg.org 
Date: Mon, 26 Jan 1998 15:20:48 -0500 (EST) 
From: Michael Surbrook <susano@access.digex.net> 
cc: champ-l@omg.org 
Subject: Re: H5: continuous and uncontrolled powers 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On 26 Jan 1998, Stainless Steel Rat wrote: 
 
> >>>>> "TRG" == Tim R Gilberg <trgilber@hilltop.ic.edu> writes: 
>  
> >> First of all, there is no such advantage as 'cumulative' for Dispel. 
>  
> TRG> 	Hmmm.  But it is an advantage that could easily be added on, 
>  
> It is an advantage unique to Transformation Attack. 
>  
> TRG> much as it was added to Mind Control (and any others?) in TUM. 
>  
> Oh, boy, yet another reason to avoid the Ultimate Crock books.  If you want 
> a more powerful Mind Controll effect, buy more Mind Control. 
 
I disagree.  I don't think it's all that unbalancing to have an advantage 
that slowly allows someone with a small amount of Mind Control to affect 
another.  Granted one *could* call this a form of Transformation, except 
you'd have to allow the Transform to affect something other than Body (Ego 
annyone?). 
 
*************************************************************************** 
* "'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             * 
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Date: Mon, 26 Jan 1998 14:26:36 -0600 (CST) 
From: Dataweaver <traveler@io.com> 
cc: champ-l@omg.org 
Subject: Re: Gravity: A Heavy Concept 
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On Mon, 26 Jan 1998, Bob Greenwade wrote: 
 
>    Of course, as I say, adding a gravity element to Peterson's Change 
> Environment article (say, at 10 points per 2X gravity) would arguably work 
> best of all. 
 
...for Increased Gravity, yes; for Decreased Gravity, 2 points for every 
-20%, up to a maximum of -100%.   
 
---- Jonathan Lang <traveler@io.com> ---- x ------- alias: Dataweaver --------- 
  Webpage:  http://www.io.com/~traveler  /@\ The Dogma of Otherness insists 
  GURPSnet's Benevolent Tyrant for Life  ~~~ that all voices deserve a hearing, 
FAQ: http://www.io.com/~ftp/GURPSnet/www  |  that all points of view have 
Archive: http://www.io.com/~ftp/GURPSnet  |  something of value to offer. 
submit new files to gurpsnet-files@io.com |  --David Brin, "Otherness" 
 
Return-Path: daemon@omg.org 
Reply-To: "Filksinger" <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
Subject: Re: Surprise! 
Date: Mon, 26 Jan 1998 12:35:25 -0800 
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-----Original Message----- 
From: Daniel Pawtowski <dpawtows@access.digex.net> 
To: champ-l@omg.org <champ-l@omg.org> 
Date: Sunday, January 25, 1998 11:22 PM 
Subject: Surprise! 
 
 
> 
>Just thought I'd check this ruling that dosen't seem right to me. 
<snip> 
>  His ruling on what happened next: Having missed, the flyer did a 
full 
>speed move-through on the floor next to the senator, smashing though 
it. 
>Acceptable, he had enough defenses to take it.  However, it turned 
out 
>there was another supervillian hiding under the floor, who shot him. 
>The GM ruled that this was a Surprise Attack, and thus I took double 
>stun, ending up KOed.  This last bit just dosen't sit right with me. 
> 
The ruling was incorrect, though as GM he can make any ruling he 
wants. The x2 STUN for Surprised out of combat only applies to people 
who are not expecting trouble. I might rule that people not expecting 
trouble who are stunned while not expecting trouble may be considered 
surprised if hit while still stunned, but that's about it. 
 
Filksinger 
 
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Date: Mon, 26 Jan 1998 14:39:07 -0600 (CST) 
From: Dataweaver <traveler@io.com> 
cc: champ-l@omg.org 
Subject: Re: Further H5 suggestions 
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On Mon, 26 Jan 1998, Tim R. Gilberg wrote: 
 
>  
>  
> > > All disadvantages can be handled as 'limited power'.  The question is whether 
> > > the power appears frequently enough to be worth being listed on its own. 
> > 
> > Since the "Hero ID/civilian ID" is only prominent in one genre 
> > (superheroes), I'd say that Only in Hero ID isn't common enough (and if 
> > Social Limitation gets approved, neither are Public ID or Private ID, for 
> > that matter...)  As long as these three items remain as seperate entities, 
> > Hero System will continue to have the appearance of "superhero RPG first, 
> > universal RPG second". 
>  
>  
> 	So basically, to make the Hero system universal, we have to make 
> it harder to use it to run SuperHero games, is that what is being said? 
 
No. You just have to make the game appear a little less biased toward 
superheroics.  Incorporating Only in Hero ID, Secret Identity, and Public 
Identity into more general traits does _not_ make it any harder to run a 
superhero game; the traits are still there, just not displayed quite so 
prominently.   
 
---- Jonathan Lang <traveler@io.com> ---- x ------- alias: Dataweaver --------- 
  Webpage:  http://www.io.com/~traveler  /@\ The Dogma of Otherness insists 
  GURPSnet's Benevolent Tyrant for Life  ~~~ that all voices deserve a hearing, 
FAQ: http://www.io.com/~ftp/GURPSnet/www  |  that all points of view have 
Archive: http://www.io.com/~ftp/GURPSnet  |  something of value to offer. 
submit new files to gurpsnet-files@io.com |  --David Brin, "Otherness" 
 
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Date: Mon, 26 Jan 1998 14:41:25 -0600 (CST) 
From: Dataweaver <traveler@io.com> 
cc: champ-l@omg.org 
Subject: Re: Gravity: A Heavy Concept 
Errors-To: owner-champ-l@omg.org 
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To: champ-l@omg.org 
 
On Mon, 26 Jan 1998, Tim R. Gilberg wrote: 
 
>  
> >    Of course, as I say, adding a gravity element to Peterson's Change 
> > Environment article (say, at 10 points per 2X gravity) would arguably work 
> > best of all. 
>  
>  
> 	Hear, hear!  Or better yet, a three tiered CE with cosmetic, 
> minor, and major effect. 
 
I could see that being in there as well, as a sort of "catch-all" - sort 
of like how Enhanced Senses has IR Vision, Radio Sense, etc. as well as 
Detect/Sense, which acts to catch anything that slips by the others... 
 
---- Jonathan Lang <traveler@io.com> ---- x ------- alias: Dataweaver --------- 
  Webpage:  http://www.io.com/~traveler  /@\ The Dogma of Otherness insists 
  GURPSnet's Benevolent Tyrant for Life  ~~~ that all voices deserve a hearing, 
FAQ: http://www.io.com/~ftp/GURPSnet/www  |  that all points of view have 
Archive: http://www.io.com/~ftp/GURPSnet  |  something of value to offer. 
submit new files to gurpsnet-files@io.com |  --David Brin, "Otherness" 
 
Return-Path: daemon@omg.org 
Date: Mon, 26 Jan 1998 12:48:14 -0800 (PST) 
From: Anthony Jackson <ajackson@iii.com> 
Reply-To: Anthony Jackson <ajackson@iii.com> 
Subject: Re: H5: continuous and uncontrolled powers 
Cc: champ-l@omg.org 
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To: champ-l@omg.org 
 
qts writes: 
  
> Even granting the AVLD/NND, the final cost is far too cheap. 
> qts 
 
Shrug...its the same as uncontrolled continuous zero END (+2) and has the 
limitation that (a) it costs END (to activate, at least), and (b) it only lasts 
for a turn.  Assuming a speed of 6, for 60 active pts we can either get 2d6 for 
a turn (which hits 6 times, assuming it isn't cancelled by something), or 6d6 
once.  The continuing one will do more damage, but it will take a while to do 
it, and will be more affected by power defense, so this really doesn't horrify 
me. 
 
Btw, if it wasn't stated, attachable was supposed to have the same limitations 
as uncontrolled -- some reasonable method of breaking free must be provided. 
 
Return-Path: daemon@omg.org 
X-Sender: mlknight@pop.mindspring.com 
Date: Mon, 26 Jan 1998 16:46:13 -0500 
From: Michelle Knight <mlknight@mindspring.com> 
Subject: Re: Surprise! 
Errors-To: owner-champ-l@omg.org 
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To: champ-l@omg.org 
 
At 02:41 PM 1/26/98 +0000, Theala Sildorian wrote: 
> 
>>   His ruling on what happened next: Having missed, the flyer did a 
>>   full 
>> speed move-through on the floor next to the senator, smashing though 
>> it. Acceptable, he had enough defenses to take it.  However, it 
>> turned out there was another supervillian hiding under the floor, 
>> who shot him. The GM ruled that this was a Surprise Attack, and thus 
>> I took double stun, ending up KOed.  This last bit just dosen't sit 
>> right with me. 
> 
>Makes sense to me:  if there was no way for your character to know  
>the villain was there, then any attack would be by Surprise. 
 
 
  By the same tolken, how would the villain know that the hero was  
going to come crashing through the floor?  If there was no way that 
the villain could see him coming (his full attention was on the senator) 
I would rule that the villain was also surprised and combat would go  
ahead as normal.  Furthermore, the senator would be unharmed and  
aware of the villain's presence, thereby giving him a half way decent  
chance of escaping.    
 
 
Michelle 
 
 
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X-Sender: bob.greenwade@klock.com 
Date: Mon, 26 Jan 1998 14:18:19 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Further H5 suggestions 
Cc: Hero Mailing List <champ-l@omg.org> 
Errors-To: owner-champ-l@omg.org 
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To: champ-l@omg.org 
 
At 01:33 PM 1/26/98 -0600, Tim R. Gilberg wrote: 
>> >shut off".  Hmm... now that I think about it, a character with an 
>> >Always-On EB would be _dead_, because said EB _wouldn't_ shut off when he 
>> >loses consciousness - it starts draining from his STUN, uses that up, and 
>> >then starts draining from his BODY until he dies.  And this would start 
>> >happening the instant this power is bestowed on him.  This makes be think 
>> >of the Black Queens from the Wild Cards universe... 
>> 
>>    I may be misreading, but it seems like someone is forgetting that, 
>> according to the BBB, a Power that is Always On must be bought with 0 END 
>> Persistent. 
> 
> Actually, we were discussing the hypothetical Always On attack 
>without the required 0 END Persistent.  I.E, how could this limitation be 
>worked so that it could be possible. 
 
   Ah; I figured I was misreading. 
   Speaking for myself, the way I'd play such a mechanic is that it takes 
END to turn *off.* 
--- 
Bob's Original Hero Stuff Page! 
   http://www.klock.com/public/users/bobg/original.htm 
Homepage of the Merry-Go-Round Webring!  (Wanna join?) 
   http://www.klock.com/public/users/bobg/merrhome.htm 
 
 
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X-Sender: bob.greenwade@klock.com 
Date: Mon, 26 Jan 1998 14:20:15 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Further H5 suggestions 
Errors-To: owner-champ-l@omg.org 
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To: champ-l@omg.org 
 
At 01:31 PM 1/26/98 -0600, Tim R. Gilberg wrote: 
>> > All disadvantages can be handled as 'limited power'.  The question is 
whether 
>> > the power appears frequently enough to be worth being listed on its own. 
>> 
>> Since the "Hero ID/civilian ID" is only prominent in one genre 
>> (superheroes), I'd say that Only in Hero ID isn't common enough (and if 
>> Social Limitation gets approved, neither are Public ID or Private ID, for 
>> that matter...)  As long as these three items remain as seperate entities, 
>> Hero System will continue to have the appearance of "superhero RPG first, 
>> universal RPG second". 
> 
> So basically, to make the Hero system universal, we have to make 
>it harder to use it to run SuperHero games, is that what is being said? 
 
   How would shifting OIHID to a form of Limited Power make it actually 
harder to run superhero games?  It's a conditional limiter like a lot of 
other Limited Power examples, and it's rather infrequently used in the 
actual practice of superhero games at that. 
   BTW I'd be in favor of splitting Conditional Limitations from Limited 
Power, but that's just a personal taste. 
--- 
Bob's Original Hero Stuff Page! 
   http://www.klock.com/public/users/bobg/original.htm 
Homepage of the Merry-Go-Round Webring!  (Wanna join?) 
   http://www.klock.com/public/users/bobg/merrhome.htm 
 
 
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X-Sender: bob.greenwade@klock.com 
Date: Mon, 26 Jan 1998 14:21:43 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Further H5 suggestions 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 01:34 PM 1/26/98 -0600, Tim R. Gilberg wrote: 
> 
>> >OTOH, I really would like to see Public Identity, Reputation, Rivalry, and 
>> >Secret Identity incorporated into a Social Limitation (well, maybe not 
>> >Rivalry, due to game mechanics; but definitely all of the others). 
>> 
>>    Not Secret ID.  That's functionally closer to Psychological Limitation 
>> (though I've devised a structure for Secret as a separate category that I 
>> might post if I can figure out what I did with it). 
> 
> Nah.  You keep your ID secret because of the ramifications within 
>society that would result were it to become known.  Yes, you don't tell 
>anybody, but it isn't a situation where a simple Ego roll will allow you 
>to tell.  You can tell if you want, but be prepared to pay the SOCIAL 
>consequences. 
 
   Hm.  Maybe a separate structure for Secret would be better.  It does 
seem to depend somewhat on the character's perception. 
   Though at that, a Secret may work out better as a Social Limit 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 
 
 
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X-Sender: bob.greenwade@klock.com 
Date: Mon, 26 Jan 1998 14:24:56 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Gravity: A Heavy Concept 
Errors-To: owner-champ-l@omg.org 
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At 03:09 PM 1/26/98 -0500, Stainless Steel Rat wrote: 
>-----BEGIN PGP SIGNED MESSAGE----- 
> 
>>>>>> "TRG" == Tim R Gilberg <trgilber@hilltop.ic.edu> writes: 
> 
>TRG>  Hear, hear!  Or better yet, a three tiered CE with cosmetic, 
>TRG> minor, and major effect. 
> 
>So, where does 2x Earth's gravity fit in this three-tiered structure? 
>Three times?  Four times?  Five times?  On the moon's surface (roughly 1/6 
>Earth's)?  And do not forget that Change Environment's effects are not 
>supposed to have more than minor effects on combat... but changing the 
>force of gravity in a given area even a little bit can have a significant 
>effect. 
 
   This last sentence is a pure 4th Edition way of looking at it.  What's 
under discussion (though it wasn't made clear -- my fault) is a possible 
5th Edition way of doing this. 
   As for the rest of it, I'm with you.  If effects can be quantified 
without getting too bogged down, then do it that way.  I currently have two 
types of CE:  "Cosmetic," which takes only Radius, and "Effective," which 
has some other effect (as taken from Steve's article). 
--- 
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 
 
 
Return-Path: daemon@omg.org 
Date: Mon, 26 Jan 1998 14:54:06 -0800 
From: Rook <rook@infinex.com> 
Organization: Sujin & Brian 
Subject: Re: Further H5 suggestions 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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To: champ-l@omg.org 
 
> > >OTOH, I really would like to see Public Identity, Reputation, Rivalry, and 
> > >Secret Identity incorporated into a Social Limitation (well, maybe not 
> > >Rivalry, due to game mechanics; but definitely all of the others). 
> > 
> >    Not Secret ID.  That's functionally closer to Psychological Limitation 
> > (though I've devised a structure for Secret as a separate category that I 
> > might post if I can figure out what I did with it). 
> 
>         Nah.  You keep your ID secret because of the ramifications within 
> society that would result were it to become known.  Yes, you don't tell 
> anybody, but it isn't a situation where a simple Ego roll will allow you 
> to tell.  You can tell if you want, but be prepared to pay the SOCIAL 
> consequences. 
 
    Or perhaps you don't even know of the secret yourself. 
Power Guy goes to sleep at night and moments later the Plasma Killer wakes 
to stalk the night. 
    Neither ever knowing they are one and the same. 
 
    I rather like having Secret ID and Public ID be dinstinct and on their own. 
 
    Technically, almost all the disads could be incorporated into one or two 
catagories. 
Heck, we could even just go all the way down to "Disad". 
 
    But I think that takes away some of the flavor of things. 
I prefer adding more catagories, and even splitting some of the current ones out 
for 
common unusual uses of them. (Such as splitting off addiction from phys/psych). 
 
-- 
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/ 
 
 
Return-Path: daemon@omg.org 
Date: Mon, 26 Jan 1998 17:04:27 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: Further H5 suggestions 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
 
> > 	So basically, to make the Hero system universal, we have to make 
> > it harder to use it to run SuperHero games, is that what is being said? 
> 
> No. You just have to make the game appear a little less biased toward 
> superheroics.  Incorporating Only in Hero ID, Secret Identity, and Public 
> Identity into more general traits does _not_ make it any harder to run a 
> superhero game; the traits are still there, just not displayed quite so 
> prominently. 
 
 
	All you just said agreed with me -- you just added some semantics. 
Pulling the things out will make Superheroic games just a little more 
complicated.  The Hero System is universal, true, but it als does 
Superheroes better than *anything* and shouldn't try to get rid of that 
ability. 
 
	While I can agree with incorporating the ID's into a Social 
Limitation catagory, should that become part of the system, OIHID is 
common enough to warrent it having its own limitation.  Putting it in 
Limited Power gives it more of a "house rule" appearence, subject to the 
whim of a GM.  And I, actually, have seen (a very few) applications 
outside of the Superheroic. 
 
 
 
				-Tim Gilberg 
 
Return-Path: daemon@omg.org 
Date: Mon, 26 Jan 1998 17:06:03 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: H5: continuous and uncontrolled powers 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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> I disagree.  I don't think it's all that unbalancing to have an advantage 
> that slowly allows someone with a small amount of Mind Control to affect 
> another.  Granted one *could* call this a form of Transformation, except 
> you'd have to allow the Transform to affect something other than Body (Ego 
> annyone?). 
 
 
	See TUM for a (good) exploration of this.  And the cumulative Mind 
Control actually has the same types of limits as Aid and Absorption: only 
up to max possible on the roll.  (Though this can be bought up, of course) 
 
 
				-Tim Gilberg 
 
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X-Authentication-Warning: pentagon.io.com: traveler owned process doing -bs 
Date: Mon, 26 Jan 1998 17:48:06 -0600 (CST) 
From: Dataweaver <traveler@io.com> 
cc: "champ-l@omg.org" <champ-l@omg.org> 
Subject: Re: H5: continuous and uncontrolled powers 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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To: champ-l@omg.org 
 
On Mon, 26 Jan 1998, qts wrote: 
 
> On Mon, 26 Jan 1998 09:18:15 -0800 (PST), Anthony Jackson wrote: 
>  
> >qts writes: 
> >  
> >> This is far too cheap: pity the guy I hit with a 1d6 Attachable Drain 
> >> if he doesn't have any Power Defense. It could work if it took a 
> >> half-phase action to maintain, though. 
> > 
> >Huh?  Ok, we have '+1/2: duration 1 turn', '+1/2: attachable', then _double_ 
> >this for being an NND/AVLD; net of a +2 advantage.  How is this a big problem? 
>  
> Even granting the AVLD/NND, the final cost is far too cheap. 
 
How so?  For 30 points, you have a power which requires you to physically 
touch your opponent to activate; at that point, and every turn thereafter, 
you need to spend 3 END to keep the power running - you simply no longer 
require the physical contact to use it.  In addition, you are restricted 
to Draining a maximum of 6 points of ability (see Alteration Powers for 
details).  This seems rather balanced to me... 
 
---- Jonathan Lang <traveler@io.com> ---- x ------- alias: Dataweaver --------- 
  Webpage:  http://www.io.com/~traveler  /@\ The Dogma of Otherness insists 
  GURPSnet's Benevolent Tyrant for Life  ~~~ that all voices deserve a hearing, 
FAQ: http://www.io.com/~ftp/GURPSnet/www  |  that all points of view have 
Archive: http://www.io.com/~ftp/GURPSnet  |  something of value to offer. 
submit new files to gurpsnet-files@io.com |  --David Brin, "Otherness" 
 
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Date: Mon, 26 Jan 1998 18:08:33 -0600 (CST) 
From: Dataweaver <traveler@io.com> 
cc: champ-l@omg.org 
Subject: Re: Further H5 suggestions 
Errors-To: owner-champ-l@omg.org 
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To: champ-l@omg.org 
 
On Mon, 26 Jan 1998, Tim R. Gilberg wrote: 
 
> > > 	So basically, to make the Hero system universal, we have to make 
> > > it harder to use it to run SuperHero games, is that what is being said? 
> > 
> > No. You just have to make the game appear a little less biased toward 
> > superheroics.  Incorporating Only in Hero ID, Secret Identity, and Public 
> > Identity into more general traits does _not_ make it any harder to run a 
> > superhero game; the traits are still there, just not displayed quite so 
> > prominently. 
>  
> 	All you just said agreed with me -- you just added some semantics. 
> Pulling the things out will make Superheroic games just a little more 
> complicated.  The Hero System is universal, true, but it als does 
> Superheroes better than *anything* and shouldn't try to get rid of that 
> ability. 
 
I hardly see something as small as making Only In Hero ID into an example 
of Limited Power rather than a seperate Limitation enough to get rid of 
Hero's ability to handle superheroes, nor is that what I'm trying to do. 
By incorporating it into Limited Power, you free up space which could be 
better used for other purposes (such as the Social Limitations proposal), 
resulting in the system being _more_ capable for all genres, _including_ 
superheroics... 
 
> 	While I can agree with incorporating the ID's into a Social 
> Limitation catagory, should that become part of the system, OIHID is 
> common enough to warrent it having its own limitation.  Putting it in 
> Limited Power gives it more of a "house rule" appearence, subject to the 
> whim of a GM.  And I, actually, have seen (a very few) applications 
> outside of the Superheroic.                ^^^^^^^^^^ 
 
There's the key; I didn't say that OIHID would be _absent_ outside of the 
supers genre - just that it would be rare.   
 
Question: How many people here have ever thought of "Costs END" as being a 
house rule?  Not many, I'd wager... but it doesn't appear as a seperate 
Limitation.  If incorporating OIHID into Limited Power gives it the 
appearance of a house rule, then maybe it already _is_ a house rule, and 
we simply haven't recognized that fact yet... 
 
BTW, I thought _everything_ was subject to the whim of a GM... 
 
---- Jonathan Lang <traveler@io.com> ---- x ------- alias: Dataweaver --------- 
  Webpage:  http://www.io.com/~traveler  /@\ The Dogma of Otherness insists 
  GURPSnet's Benevolent Tyrant for Life  ~~~ that all voices deserve a hearing, 
FAQ: http://www.io.com/~ftp/GURPSnet/www  |  that all points of view have 
Archive: http://www.io.com/~ftp/GURPSnet  |  something of value to offer. 
submit new files to gurpsnet-files@io.com |  --David Brin, "Otherness" 
 
Return-Path: daemon@omg.org 
Date: Mon, 26 Jan 1998 18:11:32 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: Gravity: A Heavy Concept 
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> TRG> 	Hear, hear!  Or better yet, a three tiered CE with cosmetic, 
> TRG> minor, and major effect. 
> 
> So, where does 2x Earth's gravity fit in this three-tiered structure? 
> Three times?  Four times?  Five times?  On the moon's surface (roughly 1/6 
 
	Um.  That would be up to the GM for each campaign, really.  Though 
I'd like some guidelines under the Change Environment power. 
 
> Earth's)?  And do not forget that Change Environment's effects are not 
> supposed to have more than minor effects on combat... but changing the 
> force of gravity in a given area even a little bit can have a significant 
> effect. 
 
	We knw that, Rat.  What I'm proposing is changeing CE so that 
there are multiple levels of effect.  Cosmetic, which is for Changes with 
no effect on combat.  Minor, with minor effects on combat, possibly up to 
a little more than currently allowed.  (Note that most current CEs would 
fall under these two.).  Finally, major, with potentially major effects on 
combat.  Changed Gravity.  Ice/Oil Slicks.  Driving wind and rain that 
affects all targeting and makes characters make rolls to remain standing. 
It goes without saying that a Magnifying Glass is needed. 
 
 
 
				-Tim Gilberg 
 
Return-Path: daemon@omg.org 
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Date: Mon, 26 Jan 1998 18:15:16 -0600 (CST) 
From: Dataweaver <traveler@io.com> 
cc: champ-l@omg.org 
Subject: Re: Further H5 suggestions 
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On Mon, 26 Jan 1998, Rook wrote: 
 
>     Technically, almost all the disads could be incorporated into one or two 
> catagories. 
 
True enough.  OTOH, how about viewing it this way: You can expand Secret 
ID into a more flexible and all-encompassing disadvantage called "Secret"; 
and you can expand Public ID into a more flexible and all-encompassing 
disadvantage called "Social Inconvenience"... 
 
> Heck, we could even just go all the way down to "Disad". 
>  
>     But I think that takes away some of the flavor of things. 
> I prefer adding more catagories, and even splitting some of the current 
> ones out for common unusual uses of them. (Such as splitting off 
> addiction from phys/psych). 
 
To a point, I agree; I would be dismayed if Hero System attempted to fuse 
every Disad into two or three.  But neither should they avoid going in 
that direction without thinking it through first.   
 
---- Jonathan Lang <traveler@io.com> ---- x ------- alias: Dataweaver --------- 
  Webpage:  http://www.io.com/~traveler  /@\ The Dogma of Otherness insists 
  GURPSnet's Benevolent Tyrant for Life  ~~~ that all voices deserve a hearing, 
FAQ: http://www.io.com/~ftp/GURPSnet/www  |  that all points of view have 
Archive: http://www.io.com/~ftp/GURPSnet  |  something of value to offer. 
submit new files to gurpsnet-files@io.com |  --David Brin, "Otherness" 
 
Return-Path: daemon@omg.org 
Date: Mon, 26 Jan 1998 18:15:46 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: H5: continuous and uncontrolled powers 
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> >>>>> "TRG" == Tim R Gilberg <trgilber@hilltop.ic.edu> writes: 
> 
> >> First of all, there is no such advantage as 'cumulative' for Dispel. 
> 
> TRG> 	Hmmm.  But it is an advantage that could easily be added on, 
> 
> It is an advantage unique to Transformation Attack. 
 
	It _WAS_ an advantage unique to Transformation Attack.  With TUM, 
it has been added to Mind Control, maybe to Mental Illusions and 
Telepathy.  I'll have to check the last two.  Note that in this version, 
it's effect is limited to the total rollable on the dice -- with an option 
to buy up this maximum.  This mechanic is similar to that of Aid or 
Absorption, of course. 
 
	It is not hard to extrapolate this to Suppress or Dispell.  The 
first would be limited to amount rollable, of course.  The second, 
probably not, as a character could waste quite a few turns to finally 
Dispell a power that will just be turned on again the next phase.  This is 
a small change to the rules that I think could be a nice addition to 5th 
edition. 
 
> TRG> much as it was added to Mind Control (and any others?) in TUM. 
> 
> Oh, boy, yet another reason to avoid the Ultimate Crock books.  If you want 
> a more powerful Mind Controll effect, buy more Mind Control. 
 
 
	Well, by the same argument if you want a more powerful Transform 
effect, buy more Transform.  Doesn't work, Rat.  And note it isn't that 
much greater.  The target still gets the Ego rolls to break out. 
 
 
 
			-Tim Gilberg 
 
Return-Path: daemon@omg.org 
X-Sender: bob.greenwade@klock.com 
Date: Mon, 26 Jan 1998 16:21:29 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Gravity: A Heavy Concept 
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At 02:26 PM 1/26/98 -0600, Dataweaver wrote: 
>On Mon, 26 Jan 1998, Bob Greenwade wrote: 
> 
>>    Of course, as I say, adding a gravity element to Peterson's Change 
>> Environment article (say, at 10 points per 2X gravity) would arguably work 
>> best of all. 
> 
>...for Increased Gravity, yes; for Decreased Gravity, 2 points for every 
>-20%, up to a maximum of -100%. 
 
   I'd say 5 points per halving, myself, with some semi-arbitrary point 
declared as being Zero Gravity. 
   But that's just me. 
--- 
Bob's Original Hero Stuff Page! 
   http://www.klock.com/public/users/bobg/original.htm 
Homepage of the Merry-Go-Round Webring!  (Wanna join?) 
   http://www.klock.com/public/users/bobg/merrhome.htm 
 
 
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X-Sender: griffin@mail.txdirect.net 
Date: Mon, 26 Jan 1998 18:57:57 -0600 
From: "Michael (Damon) or Peni R. Griffin" <griffin@txdirect.net> 
Subject: Re: Energy Blast article from website 
Errors-To: owner-champ-l@omg.org 
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To: champ-l@omg.org 
 
At 10:36 AM 1/26/98 -0500, Stainless Steel Rat wrote: 
> 
>>>>>> "M(oPRG" == Michael (Damon) or Peni R Griffin <griffin@txdirect.net> 
>>>>>> writes: 
> 
>M(oPRG> Breaking down HTH Attack, we see that it is roughly Energy Blast 
>M(oPRG> with the No Range limitation. 
> 
>Um... your forgot one really big difference: you can add HA to Stregth 
>damage; you cannot do that with EB.  This is the critical difference 
>between EB and HA, not range vs. no range. 
 
A little precision, please, Herr Ratte.  *I* did not "forget" anything.  I 
was simply quoting an article by another author, whom I identified, and 
posting the thing for the convenience of others already involved in a 
discussion on this point.  I believe it was clear I wasn't offering the 
article in order to make a point of my own, so kindly address your 
objections to the article's author, not me. 
 
Damon 
 
---------------------------------------------- 
 
"Ah!  Arrogance and stupidity in one package. 
 How efficient of you."  -- Londo Molari 
 
Return-Path: daemon@omg.org 
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Date: Mon, 26 Jan 1998 19:30:44 -0600 (CST) 
From: Dataweaver <traveler@io.com> 
cc: Hero Mailing List <champ-l@omg.org> 
Subject: Re: Further H5 suggestions 
Errors-To: owner-champ-l@omg.org 
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On Mon, 26 Jan 1998, Bob Greenwade wrote: 
 
> At 01:33 PM 1/26/98 -0600, Tim R. Gilberg wrote: 
> >> >shut off".  Hmm... now that I think about it, a character with an 
> >> >Always-On EB would be _dead_, because said EB _wouldn't_ shut off when he 
> >> >loses consciousness - it starts draining from his STUN, uses that up, and 
> >> >then starts draining from his BODY until he dies.  And this would start 
> >> >happening the instant this power is bestowed on him.  This makes be think 
> >> >of the Black Queens from the Wild Cards universe... 
> >> 
> >>    I may be misreading, but it seems like someone is forgetting that, 
> >> according to the BBB, a Power that is Always On must be bought with 0 END 
> >> Persistent. 
> > 
> > Actually, we were discussing the hypothetical Always On attack 
> >without the required 0 END Persistent.  I.E, how could this limitation be 
> >worked so that it could be possible. 
>  
>    Ah; I figured I was misreading. 
>    Speaking for myself, the way I'd play such a mechanic is that it takes 
> END to turn *off.* 
 
point-wise, this would be equivelent to "0 END Persistent, requires END to 
deactivate"; the 0 END Persistent would still be as much as a +1 1/2  
Advantage depending on the power in question (and EB would fall into that 
category, needing Constant and 0 END Persistent before it could qualify 
for "required END to deactivate" - which is slightly less constraining 
than Always On, so I'd call it a -1/4 Disad.   
 
BTW, I'd also suggest breaking "Persistent" out from "Reduced END" and 
saying that "to qualify for Persistent, a Power must be both 
Constant/Continuous and 0 END/bought down to 0 END; Persistence is a +1/2 
Advantage."   
 
---- Jonathan Lang <traveler@io.com> ---- x ------- alias: Dataweaver --------- 
  Webpage:  http://www.io.com/~traveler  /@\ The Dogma of Otherness insists 
  GURPSnet's Benevolent Tyrant for Life  ~~~ that all voices deserve a hearing, 
FAQ: http://www.io.com/~ftp/GURPSnet/www  |  that all points of view have 
Archive: http://www.io.com/~ftp/GURPSnet  |  something of value to offer. 
submit new files to gurpsnet-files@io.com |  --David Brin, "Otherness" 
 
Return-Path: daemon@omg.org 
Date: Mon, 26 Jan 1998 19:32:43 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: Champions Listserv <champ-l@omg.org> 
Subject: Re: It's hard to be solid 
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> >      That makes absolutely no sense.   If you've defined the power as 
> > always on by default, turning it off would not take that away.  It's a 
> > simple modifier on the power. 
> 
> And the way you define a power as 'on by default' is by having a trigger which 
> turns it on whenever you stop having it be off.  You can't simply 'define' a 
> power as having an advantage, without paying for that advantage. 
 
 
	What advantage?  We're talking about a disadvantageous condition. 
 
 
 
				-Tim Gilberg 
 
Return-Path: daemon@omg.org 
Date: Mon, 26 Jan 1998 17:36:26 -0800 (PST) 
From: Anthony Jackson <ajackson@iii.com> 
Reply-To: Anthony Jackson <ajackson@iii.com> 
Subject: Re: It's hard to be solid 
Cc: champ-l@omg.org 
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Tim R. Gilberg writes: 
  
>      What advantage?  We're talking about a disadvantageous condition. 
>  
Uh, nope.  Going desolid when you get knocked out is clearly an advantage over 
not doing so. 
 
Return-Path: daemon@omg.org 
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Date: Mon, 26 Jan 1998 20:17:17 -0600 (CST) 
From: Dataweaver <traveler@io.com> 
cc: champ-l@omg.org 
Subject: Re: It's hard to be solid 
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On Mon, 26 Jan 1998, Anthony Jackson wrote: 
 
> Tim R. Gilberg writes: 
>   
> >      What advantage?  We're talking about a disadvantageous condition. 
> >  
> Uh, nope.  Going desolid when you get knocked out is clearly an advantage over 
> not doing so. 
 
Mmm... not neccessarily; it makes it kind of hard to receive medical 
attention... 
 
---- Jonathan Lang <traveler@io.com> ---- x ------- alias: Dataweaver --------- 
  Webpage:  http://www.io.com/~traveler  /@\ The Dogma of Otherness insists 
  GURPSnet's Benevolent Tyrant for Life  ~~~ that all voices deserve a hearing, 
FAQ: http://www.io.com/~ftp/GURPSnet/www  |  that all points of view have 
Archive: http://www.io.com/~ftp/GURPSnet  |  something of value to offer. 
submit new files to gurpsnet-files@io.com |  --David Brin, "Otherness" 
 
Return-Path: daemon@omg.org 
Date: Mon, 26 Jan 1998 20:52:26 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: It's hard to be solid 
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> >      What advantage?  We're talking about a disadvantageous condition. 
> > 
> Uh, nope.  Going desolid when you get knocked out is clearly an advantage over 
> not doing so. 
 
 
	So?  Having to constantly expend END to keep oneself solid, and 
thus allow for any type of interaction with the world, is a huge 
disadvantage.  It happens to come with a small side effect advantage of 
going Desol when getting KOed.  However, note that if you are KOed and 
also desperately in need of medical attention, you are quite screwed. 
 
	But as for generalizing the concept:  Declaring a power Always On 
by Default, costs END to turn off, really should be about a +-0 modifier. 
 
 
 
				-Tim Gilberg 
 
Return-Path: daemon@omg.org 
Date: Mon, 26 Jan 1998 20:54:48 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Block/Strike in TUMA? 
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	Rat, 
 
	You've repeatedly asserted over the past couple of days that TUMA 
contains a maneuver that mixes the exclusive Block and Strike maneuvers -- 
using this as a way to attack Mr. Long. 
 
	I was just paging through the book to look for this, as I didn't 
actually remember this, and, Lo and Behold!, nothing of the sort.  Just 
where is this "illegal" construction, Rat? 
 
 
 
				-Tim Gilberg 
 
Return-Path: daemon@omg.org 
From: "Remnant" <easleyap@mobis.com> 
Subject: RE: Further H5 Suggestions 
Date: Mon, 26 Jan 1998 21:29:41 -0600 
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Regarding the discussion about concerning Only in Hero ID, Secret Identity, 
and Public ID.  (One of which is a Power Limitation, and the other two of 
which are Character Disadvantages.) 
 
I think a more important issue in determining whether or not they need to be 
included separately or not is: 
 
Do they need a section, however small, to explain them specifically ? 
 
If a new player would benefit from a separate section, even just a 
paragraph, to understand a particular Disadvantage/Limitation then including 
it makes sense.  If it can be adequately explained in a smaller one or two 
line part of a larger category, then fine. 
 
It doesn't really matter whether or not Hero is biased to Super-Hero 
campaigns or not.  The perception of the majority of game players is that it 
is a Super-Hero game, that you can do more with.  That perception is not 
going to change as long as Champions is more popular than the other flavors 
of Hero.  Which I don't think is going to happen anytime soon. 
 
Be a Super Hero! 
 
Alan 
 
Return-Path: daemon@omg.org 
From: Daniel Pawtowski <dpawtows@access.digex.net> 
Subject: Re: Surprise! 
Date: Mon, 26 Jan 1998 22:32:10 -0500 (EST) 
Organization: VTSFFC 
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> Guess I must be a more lenient GM than some, because unless the villian 
> under the floor had some way to see you coming I would have ruled _he_ 
> was surprised as well, and just run combat normally. 
 
Hadn't thought of that.  They were a well-cordinated villian team, it's 
certainly possible that one of his teammates warned him about an incoming 
hero. 
 
> Now, if the villian in question could see through floors, I'll agree with 
> the other posts and say this was "Surprised in combat" for a DCV 
> reduction, but not double stun. 
 
  The DCV reduction never came up, actually, as the belly-flop reduced 
the hero to zero DCV anyway.  It was the double stun that was the  
annoyance. 
 
                                              Daniel Pawtowski 
 
Return-Path: daemon@omg.org 
Reply-To: "Filksinger" <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
Subject: Re: Riposte 
Date: Mon, 26 Jan 1998 21:58:52 -0800 
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On Monday, January 26, 1998 9:13 AM, Michael Surbrook wrote: 
 
 
>On 26 Jan 1998, Stainless Steel Rat wrote: 
> 
>> -----BEGIN PGP SIGNED MESSAGE----- 
>> 
>> >>>>> "MS" == Michael Surbrook <susano@access.digex.net> writes: 
>> 
>> MS> Except that this maneuver (or something very close to it) first 
>> MS> appeared in Ninja Hero. 
>> 
>> Nope, there are no maneuvers in Ninja Hero with both the Strike and 
Abort 
>> maneuver bases/elements[1].  Take a look at how Martial Throw is 
>> constructed, for instance.  There is one in The Ultimate Martial 
Artist, 
>> even though that book reprints the maneuver construction rules from 
Ninja 
>> Hero, including that proscription, thereby breaking itself. 
> 
>Well, I don't have NH with me, so I can't comment right now.  I do 
have 
>the exact same maneuver listed in my optional Fencing package, which 
I 
>swore I copied directly out of NH while creating it. 
 
 
Not unless their were multiple editions. It's certainly not in mine. 
 
>> [1] The "highly optional, this will totally unbalance anything but 
a wild 
>> martial arts campaign, so do not use it" construction variant 
allows the 
>> combination of Strike and Abort, but no such maneuvers are in the 
Ninja 
>> Hero maneuvers list.  Trust me on this, I used to argue vehemently 
for 
>> allowing it for arts such as Iaijutsu, until someone described the 
>> Lightning Reflexes pseudo-talent. 
>> 
>> "Riposte" is either: a) a Block/Bind followed by a strike during 
one's next 
>> action phase; b) a high DCV strike maneuver with a "block the 
incoming 
>> strike" special effect; or c) application of combat skill levels 
into DCV 
>> in combination with a strike maneuver, with the same SFX as "b". 
> 
>Sure, all of this is fine for any 'vanilla' Hero System game. 
Personally, 
>I don't think the block/strike stuff is worth it, that -2 OCV really 
>bites into your avaliable CSL pool big time (if you even have any to 
begin 
>with). 
 
 
Indeed. 
 
I had wondered, however, how the people on the list would view 
allowing such maneuvers in their campaigns, if they were extra 
expensive. If not, why not, if so, how much should it cost? 
 
Filksinger 
 
 
 
Return-Path: daemon@omg.org 
Reply-To: "Filksinger" <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
Subject: Falling and the 5th Edition 
Date: Mon, 26 Jan 1998 21:59:05 -0800 
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Anyone besides me think that the falling rules need to be revamped in 
5th Ed? 
 
Filksinger 
 
 
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X-Sender: voxel@mail.theramp.net 
Date: Mon, 26 Jan 1998 23:59:09 -0600 
        champ-l@omg.org 
From: Bryant Berggren <voxel@theramp.net> 
Subject: Re: 4th Edition starship construction 
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At 09:06 AM 1/27/98 -0600, Michael (Damon) or Peni R. Griffin wrote: 
>Gs (Average)           x10       0 
 
[Clip] 
 
>THR(ust) was computed from Gs and SPD:   THR = 12 x Gs / SPD   and was used 
>to change the ship's Velocity, Facing, or Position.  Starships coast during 
>each Phase, moving forward a number of hexes equal to their Velocity. 
>There are several pages describing ship movement and combat, but the 
>movement boils down to this: 
> 
><QUOTE> 
>1. The total THR used each Turn may not exceed the starship's THR statistic. 
>2. Changing Velocity by +1 hex/Phase or -1 hex/Phase uses 1 THR. 
>3. Changing Facing by 1 hexside uses as many units of THR as the ship's 
>current Velocity. 
>4. Changing Position by starship's SPD/2 in hexes uses 1 THR, must be done 
>at the end of movement, and can only be done once per Phase. 
></QUOTE> 
 
You can adapt these rules to 4th edition by setting "1 G" to be whatever 
amount of combat Flight is necessary to cross 1 space hex (I don't know if 
Star Hero used 2m hexes for space combat -- I know that the rough draft for 
Star Hero 2ED was working with "Megahexes" which were a lot bigger). 
 
>Also, under the Star Hero system, Life Support was purchased based on the 
>number of people being supported.  This doesn't seem to be the case under 
>4th Edition; you just buy Life Support (possibly with the "Costs END" 
>Limitation) and your whole vehicle or base is covered, regardless of Size. 
>Correct?   
 
Hurm. Logic might dictate that you buy LS: Usable By Others, insofar as 
ordinary LS would just protect the SHIP. But I think you may be right where 
the book is concerned (having just moved, my BBB is still in my other house). 
 
>Finally, if characters want to design a ship with both self-repairing 
>technology and a medlab that incorporates auto-doc treatment equipment, is 
>this best handled by giving the ship Regeneration, Usable On Others?  If 
>so, should that only apply to the medlab treatments, with Regeneration 
>bought a second time to simulate the ship's self-repair capability?  The 
>ship would not be constructed (grown?) using biotechnology, so the two 
>"healing" functions would be entirely different, if only in special 
>effects.  If the medlab facility includes the ability to restore 
>recently-lost limbs and organs (by regrowing a new one, not surgically 
>attaching one), can that be treated as a special effect of the 
>Regeneration, or are we getting into Transform here? 
 
You DEFINITELY want to buy the two functions separately, so that you don't 
automatically knock out both the auto-doc and the self-repair systems with a 
single combat hit -- as you said, they're entirely different mechanisms. 
 
As for regrowing limbs, that's practically is a thread unto itself ... :[ 
 
-- 
"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 
 
Return-Path: daemon@omg.org 
Reply-To: "Filksinger" <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
Subject: Re: H5: continuous and uncontrolled powers 
Date: Mon, 26 Jan 1998 22:11:51 -0800 
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On Monday, January 26, 1998 11:32 AM, Stainless Steel Rat wrote: 
 
 
>-----BEGIN PGP SIGNED MESSAGE----- 
> 
>>>>>> "TRG" == Tim R Gilberg <trgilber@hilltop.ic.edu> writes: 
> 
>>> First of all, there is no such advantage as 'cumulative' for 
Dispel. 
> 
>TRG> Hmmm.  But it is an advantage that could easily be added on, 
> 
>It is an advantage unique to Transformation Attack. 
> 
>TRG> much as it was added to Mind Control (and any others?) in TUM. 
> 
>Oh, boy, yet another reason to avoid the Ultimate Crock books.  If 
you want 
>a more powerful Mind Controll effect, buy more Mind Control. 
 
If you want to buy a more powerful Transform, buy more Transform. 
 
I fail to see why it would be invalid for Mind Control, but acceptable 
for Transform. Please define exactly what it is that makes one valid 
and the other not. 
 
Filksinger 
 
Return-Path: daemon@omg.org 
Date: Tue, 27 Jan 1998 00:34:24 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: Riposte 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
X-Status:  
X-Keywords: 
X-UID: 11 
 
 
> >Well, I don't have NH with me, so I can't comment right now.  I do 
> have 
> >the exact same maneuver listed in my optional Fencing package, which 
> I 
> >swore I copied directly out of NH while creating it. 
> 
> Not unless their were multiple editions. It's certainly not in mine. 
 
	I beleive he means that he copied the maneuver, not the package, 
from NH.  The maneuver would be in the optional construction section. 
 
> Indeed. 
> 
> I had wondered, however, how the people on the list would view 
> allowing such maneuvers in their campaigns, if they were extra 
> expensive. If not, why not, if so, how much should it cost? 
 
 
	I might allow them in a Hong Kong-ish, wild MA campaign.  Possibly 
a campaign based on certain Anime.  Otherwise, a character can be way too 
effective.  Avoid damage and dish it out with one maneuver, no thanks. 
 
 
			-Tim Gilberg 
 
Return-Path: daemon@omg.org 
Date: Tue, 27 Jan 1998 01:09:00 -0600 (CST) 
X-Sender: mlnunn@blue.net (Unverified) 
From: Michael Nunn <mlnunn@scrtc.blue.net> 
Subject: Re: Duty/Sns of Duty  
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
X-Status:  
X-Keywords: 
X-UID: 13 
 
>	After all, Captian Patriot may have sense of Duty, 
>But Demon X may just be bound by a contract to do good heroic deeds for 100 
>years (Duty). 
>	And Seargant Super may be a draftee under military orders (Duty). 
>	Yet Ninja Nun may just feel a conviction to spread the word (Sns of 
>	Duty). 
 
 
Couldn't all of these be handled by a Psych Lim.   
 
Michael 
Rising Force Publications 
Herozine The Superhero RPG Fanzine...vist our seldom updated web site... 
http://members.aol.com/hzineweb/index.htm 
 
"You have never lived until you have almost died.  
And for those who fight for it, 
life has a flavor the protected never know"  
- anonymous 
 
Return-Path: daemon@omg.org 
From: filkhero@usa.net 
Date: Tue, 27 Jan 1998 12:58:52 
Subject: Re: [Re: H5: continuous and uncontrolled powers] 
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: 
> -----BEGIN PGP SIGNED MESSAGE----- 
>  
> >>>>> "F" == Filksinger <filkhero@usa.net> writes: 
>  
> F> I fail to see why it would be invalid for Mind Control, but acceptable 
> F> for Transform. Please define exactly what it is that makes one valid 
> F> and the other not. 
>  
> Because Transformation always has a reasonably common or obvious way of 
> reversing the effect.  No matter what the total "Body" rolled on the 
> Transformation, Cumulative or not, may be, it can be reversed by meeting 
> the reversal conditions. 
 
FALSE. Transformation can either be reversed, after completion by a reasonably common or obvious method, _or_ _by healing the Transformation BODY_. 
 
> Mind Control does not have a reasonably common or obvious way of breaking 
> it, other than a successful Ego roll.  The more "damage" rolled for the 
> Mind Control, the more difficult it is to break the control. 
>  
> That is exactly why Cumulative is valid for Transformation but not other 
> powers.  The effect it has is significantly different, and much more 
> powerful when applied to other powers. 
 
Since it is much easier to make an Ego roll, as a general rule, than to heal enough BODY to reach 2x my original total, I cannot see this to be true. Your entire assumption is based upon the idea that the 'reasonably common or obvious'escape always exists, and it does not. 
 
Furthermore, if it did, all that would be required would be for the Cumulative Advantage to require such a 'reasonably common or obvious' escape route. 
 
In reality, the upper limit on Mind Control effects, combined with the ease of making an Ego roll rather than spending weeks or months healing, makes it less effective than with Transformation. 
 
Filksinger 
 
 
____________________________________________________________________ 
Get free e-mail and a permanent address at http://www.netaddress.com 
 
Return-Path: daemon@omg.org 
From: filkhero@usa.net 
Date: Tue, 27 Jan 1998 13:15:34 
Subject: Re: [Re: Falling and the 5th Edition] 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
daemon@omg.org wrote: 
> At 09:59 PM 1/26/98 -0800, Filksinger wrote: 
> >Anyone besides me think that the falling rules need to be revamped in 
> >5th Ed? 
>  
>    Rate of fall and terminal velocity are pretty close to real life (based 
> on the admittedly cursory research I've done).  If you're thinking the 
> system of determining damage from falling should be revamped, though, I'd 
> say you have a good idea here. 
 
In the first second in Champions, you fall twice as far as you would in real life. This a) causes people to reach the ground before they can be caught, and b) causes people to reach the ground before they have enough velocity to hurt themselves. 
 
Somewhere on my machine I have my optional falling rules. Half of the changes are to correct the falling distance vs. falling time and speed. This actually increases the damage done by falling short distances considerably, correcting the major problem with the falling rules. I added some minor adjustments to damage for the rest. 
 
I sent it to Bruce Harlick, but he ignored them. 
 
Filksinger 
 
 
____________________________________________________________________ 
Get free e-mail and a permanent address at http://www.netaddress.com 
 
Return-Path: daemon@omg.org 
From: filkhero@usa.net 
Date: Tue, 27 Jan 1998 13:22:43 
Subject: Re: [Re: Falling and the 5th Edition] 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
daemon@omg.org wrote: 
> >   Rate of fall and terminal velocity are pretty close to real life (based 
> >on the admittedly cursory research I've done).  If you're thinking the 
> >system of determining damage from falling should be revamped, though, I'd 
> >say you have a good idea here. 
>  
> I think the key in fixing all the velocity damage systems (move-by/through, 
> falling, collision, knockback, etc.) is to make the scale based on 
> doublings rather than linear.  
 
I wish I could agree with that. Unfortunately, applying this to falling damage would result in rules where either normals are crushed by falls of 10 feet, or high-BODY and PD characters cannot be killed at terminal velocity 99% of the time. 
 
Frankly, I almost wish they could get rid of the idea that each Damage Class is a doubling of power. We end up with a system where, if your armor barely stops an attack's BODY, quadrupling the attack power results in minor injuries. In real life, quadrupling the attack power generally results in massive increases in damage. 
 
Filksinger 
 
 
____________________________________________________________________ 
Get free e-mail and a permanent address at http://www.netaddress.com 
 
Return-Path: daemon@omg.org 
From: filkhero@usa.net 
Date: Tue, 27 Jan 1998 13:25:16 
Subject: Re: [Re: Falling and the 5th Edition] 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
Tim Gilberg wrote: 
>  
>  
> > At 09:59 PM 1/26/98 -0800, Filksinger wrote: 
> > >Anyone besides me think that the falling rules need to be revamped in 
> > >5th Ed? 
> > 
> >    Rate of fall and terminal velocity are pretty close to real life (based 
> > on the admittedly cursory research I've done).  If you're thinking the 
> > system of determining damage from falling should be revamped, though, I'd 
> > say you have a good idea here. 
>  
>  
> 	Well, the main problem is balancing the realism and playability of 
> a system.  I've seen some pretty realistic systems posted to this list for 
> determining damage, but I have not intention on using them because the 
> realism takes away from playability.  (Too complicated.)  The current 
> system has flaws, but it is playable.  I would not want a replacement 
> unless it also was just as playable. 
 
Well, I use an optional falling system that is pretty much just as playable as the original. The only added feature beyond using a simple chart, just like the original, is that I differentiate between falling on grass and falling on granite. 
 
Filksinger 
 
 
____________________________________________________________________ 
Get free e-mail and a permanent address at http://www.netaddress.com 
 
Return-Path: daemon@omg.org 
From: filkhero@usa.net 
Date: Tue, 27 Jan 1998 13:32:41 
Subject: Re: [Re[2]: 4th Edition starship construction] 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
daemon@omg.org wrote: 
> Bob wrote: 
>      However, one new rule I'm putting in (and which has gotten good  
>      feedback so far) is that Life Support for those on board is not  
>      the same as Life Support for the vehicle!  I space vehicle would  
>      have to buy Life Support vs breathing, heat/cold, and vacuum for  
>      itself in addition to the same for its occupants. 
>  
> Bob? Aren't you going a little too far on this one? Why would a spaceship  
> have to buy those Life Supports for the ship itself? The ship is simply a  
> huge hunk of metal/plastic/biotech/etc, and except in rare circumstances,  
> not alive.(I know, this is dependent on SFX, but it's a good generalization) 
>  
> What advantages does the ship itself get for purchasing these systems for  
> itself, rather than to protect its crew? 
>  
> I hate to say this, Bob, but it seems to me from some of the stuff you have  
> posted here that you may be overcomplicating the vehicle construction rules. 
> Yes, we do need a new set, and yes, it should be more comprehensive than the  
> one we have now. But it seems that the way you are heading with these rules,  
> I will have to pay twice what I had paid before, just because of all of the 
> "necessary systems" in my vehicle now cost points, whereas they were  
> previously just special effects. 
>  
> List these as optional rules, if you like, but don't make it integral to your 
> new rules to have to pay for this stuff individually. 
 
I disagree. Many vehicles, in fact the vast majority, do not work in vacuum or underwater. Life Support gives us a ready made mechanic for this. 
 
Additionally, there are already vehicles that have this sort of Life Support for themselves, but not their occupants. Note mini-subs and the Lunar Rovers, for example. 
 
Filksinger 
 
 
____________________________________________________________________ 
Get free e-mail and a permanent address at http://www.netaddress.com 
 
Return-Path: daemon@omg.org 
From: filkhero@usa.net 
Date: Tue, 27 Jan 1998 13:59:54 
Subject: Re: [Re: H5: continuous and uncontrolled powers] 
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: 
> -----BEGIN PGP SIGNED MESSAGE----- 
>  
> >>>>> "BG" == Bob Greenwade <bob.greenwade@klock.com> writes: 
>  
> BG>    Not all Transformations use a "resonably common or obvious way of 
> BG> breaking it" (or, to use the book's wording, "some identifiable way" 
> BG> for an "All-or-Nothing retransformation").  [...] 
>  
> But it is not a one or the other deal; *both* means are supposed to apply 
> to any Transformation Attack.  The "or" in the description, like every 
> other use of or in Power descriptions, is not an exclusive (logical) or. 
> It is a grammatical or, which is really a conditional "and". 
 
Garbage. The description doesn't say, "or" at all, it says, "one of two". Clearly one or the other, but _not_ both. 
 
Filksinger 
 
 
____________________________________________________________________ 
Get free e-mail and a permanent address at http://www.netaddress.com 
 
Return-Path: daemon@omg.org 
Date: Tue, 27 Jan 1998 09:44:42 -0500 (EST) 
From: Bill Svitavsky <bsvitavs@bu.edu> 
Subject: Re: Riposte 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
Well, I decided against creating a Riposte maneuver.  
 
I found it interesting that a number of responses to my question cited the 
very rules and constructions which I mentioned in my original post. I'm 
entirely aware that a Block/Strike maneuver isn't allowed in "vanilla" 
martial arts rules (Rat); I was asking what people's experiences had been 
using the optional "Wild Martial Arts" multiple exclusive base maneuvers. 
As I mentioned before, several pre-4th edition sets of published fencing 
rules *did* include a riposte which was effectively a Block/Strike.  I 
think a wild fencing game would be as viable a concept as a wild Hong-Kong 
martial arts game; my concern was that using only one wild maneuver would 
lead to overuse of that maneuver.  
 
Out of curiosity, has anybody actually played a "Wild Martial Arts" game?  
 
Return-Path: daemon@omg.org 
Date: Tue, 27 Jan 1998 08:00:08 -0700 
From: Curtis Gibson <mhoram@relia.net> 
Subject: Re: Riposte 
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: 
>  
> -----BEGIN PGP SIGNED MESSAGE----- 
>  
> >>>>> "MS" == Michael Surbrook <susano@access.digex.net> writes: 
>  
> MS> Except that this maneuver (or something very close to it) first 
> MS> appeared in Ninja Hero. 
>  
> Nope, there are no maneuvers in Ninja Hero with both the Strike and Abort 
> maneuver bases/elements 
 
I'm coming in a little late here but I had to comment. 
 
Ninja Hero: 
 
Page 89 in the Optional Martial Arts Design Rules section, second 
column, Sample manuevers chart, 3th manuever down on the list. 
 
Block/Strike  1/2 phase, 3 point  -4 OCV -0 DCV STR Strike, Block, Abort 
1/2 phase 
 
 
--  
 
Not only does the English Language borrow words from other languages, 
it sometimes chases them down dark alleys, hits them over the head, and 
goes through their pockets.    -- Eddy Peters 
 
Return-Path: daemon@omg.org 
X-Sender: griffin@mail.txdirect.net 
Date: Tue, 27 Jan 1998 09:06:40 -0600 
From: "Michael (Damon) or Peni R. Griffin" <griffin@txdirect.net> 
Subject: 4th Edition starship construction 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
The [pre-4th Edition] Star Hero genre book lists these stats for starships: 
 
                      Cost     Base 
BODY                   x2       10  
DEF (Armor)            x3       10 
DEF (Force Field)      x2       10 
END                   x1/2       0 
FTL (LY/day)           *         0 
Gs (Average)           x10       0 
Life Supp. (People)    **        0 
MAN (+ to Pilot.)      x10       0 
REC (Power Plant)      x1        1 
SPD                    x10       1 
Cargo Space (tons)     ***      ___ 
High-Tech Rooms        x2        1 
Living Quarters        **        0 
 
  
*   1 for 10 pts, x2 for +5 pts 
**  1 for 2 pts, x2 for +2 pts 
*** x2 for +2 pts 
 
THR(ust) was computed from Gs and SPD:   THR = 12 x Gs / SPD   and was used 
to change the ship's Velocity, Facing, or Position.  Starships coast during 
each Phase, moving forward a number of hexes equal to their Velocity. 
There are several pages describing ship movement and combat, but the 
movement boils down to this: 
 
<QUOTE> 
1. The total THR used each Turn may not exceed the starship's THR statistic. 
2. Changing Velocity by +1 hex/Phase or -1 hex/Phase uses 1 THR. 
3. Changing Facing by 1 hexside uses as many units of THR as the ship's 
current Velocity. 
4. Changing Position by starship's SPD/2 in hexes uses 1 THR, must be done 
at the end of movement, and can only be done once per Phase. 
</QUOTE> 
 
The generic Vehicle rules in the BBB do not concern themselves much with 
starships, and add STR, DEX and Size as vehicle characteristics, while 
dropping END, REC and those things which are really Powers anyway, like 
Life Support and FTL Travel.  Makes the two systems a pain in the butt to 
try to integrate, but since the BBB doesn't have much to say about 
spaceships per se, it seems I may have to take some information, like Gs 
and THR, from the older system.  Will TUSV go into more detail on starships 
specifically, and if so is there a projected availability date for that 
product? 
 
Also, under the Star Hero system, Life Support was purchased based on the 
number of people being supported.  This doesn't seem to be the case under 
4th Edition; you just buy Life Support (possibly with the "Costs END" 
Limitation) and your whole vehicle or base is covered, regardless of Size. 
Correct?   
 
Finally, if characters want to design a ship with both self-repairing 
technology and a medlab that incorporates auto-doc treatment equipment, is 
this best handled by giving the ship Regeneration, Usable On Others?  If 
so, should that only apply to the medlab treatments, with Regeneration 
bought a second time to simulate the ship's self-repair capability?  The 
ship would not be constructed (grown?) using biotechnology, so the two 
"healing" functions would be entirely different, if only in special 
effects.  If the medlab facility includes the ability to restore 
recently-lost limbs and organs (by regrowing a new one, not surgically 
attaching one), can that be treated as a special effect of the 
Regeneration, or are we getting into Transform here? 
 
Damon 
 
 
|--------------------------------------------------------------------| 
|****************** Beware of geeks bearing .GIFs *******************| 
|--------------------------------------------------------------------| 
|Damon & Peni's homepages: http://www.geocities.com/Athens/3401/     | 
|   Children's Books -- Dolls -- X-Files -- Pulp Magazines           | 
|       Worthy Causes -- Computer -- Atlanta -- All Human Knowledge  | 
|--------------------------------------------------------------------| 
 
Return-Path: daemon@omg.org 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: H5: continuous and uncontrolled powers 
Mail-Copies-To: never 
X-No-Archive: yes 
X-Attribution: Rat 
Organization: The Happy Fun Ball Brigade 
Date: 27 Jan 1998 10:25:07 -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----- 
 
>>>>> "F" == Filksinger <filkhero@usa.net> writes: 
 
F> I fail to see why it would be invalid for Mind Control, but acceptable 
F> for Transform. Please define exactly what it is that makes one valid 
F> and the other not. 
 
Because Transformation always has a reasonably common or obvious way of 
reversing the effect.  No matter what the total "Body" rolled on the 
Transformation, Cumulative or not, may be, it can be reversed by meeting 
the reversal conditions. 
 
Mind Control does not have a reasonably common or obvious way of breaking 
it, other than a successful Ego roll.  The more "damage" rolled for the 
Mind Control, the more difficult it is to break the control. 
 
That is exactly why Cumulative is valid for Transformation but not other 
powers.  The effect it has is significantly different, and much more 
powerful when applied to other powers. 
 
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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. 
 
Return-Path: daemon@omg.org 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: Block/Strike in TUMA? 
Mail-Copies-To: never 
X-No-Archive: yes 
X-Attribution: Rat 
Organization: The Happy Fun Ball Brigade 
Date: 27 Jan 1998 10:32:14 -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----- 
 
>>>>> "BB" == Bryant Berggren <voxel@theramp.net> writes: 
 
BB> He may have just been confused because the editing (and the cribbing 
BB> from Ninja Hero) was so sloppy as to include the *warning* about using 
BB> maneuvers like Block/Strike to build a one-maneuver martial art without 
BB> including the "Paek-Tu" rules that warning refers to. :/ 
 
There is *one* maneuver in TUMA's big list of maneuvers that is a Strike 
with the Abort element, or else it is a Block base (which has Abort for 
free) that does damage.  Regardless of how it is constructed, it is a 
maneuver that does damage and has the Abort element -- a blatantly illegal 
construct.  It is not in the "not for kids" section, it is in the big 
maneuvers list at the beginning of the book. 
 
I would look up the maneuver's name, but I cannot find my TUMA, which as 
far as I am concerned is just as well. 
 
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--  
Rat <ratinox@peorth.gweep.net>    \ Do not taunt Happy Fun Ball. 
PGP Key: at a key server near you! \  
                                    \  
 
Return-Path: daemon@omg.org 
Date: Tue, 27 Jan 1998 10:06:22 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: Duty/Sns of Duty  
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
> >	After all, Captian Patriot may have sense of Duty, 
> >But Demon X may just be bound by a contract to do good heroic deeds for 100 
> >years (Duty). 
> >	And Seargant Super may be a draftee under military orders (Duty). 
> >	Yet Ninja Nun may just feel a conviction to spread the word (Sns of 
> >	Duty). 
> 
> Couldn't all of these be handled by a Psych Lim. 
 
 
	Quite well.  Going this route would seem to suggest a dropping of 
Psych Lim entirely and going with its individual flavors:  Fear; 
Belief; Hatred; etc. 
 
 
 
				-Tim Gilberg 
 
Return-Path: daemon@omg.org 
Date: Tue, 27 Jan 1998 10:09:49 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: Block/Strike in TUMA? 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
> There is *one* maneuver in TUMA's big list of maneuvers that is a Strike 
> with the Abort element, or else it is a Block base (which has Abort for 
> free) that does damage.  Regardless of how it is constructed, it is a 
> maneuver that does damage and has the Abort element -- a blatantly illegal 
> construct.  It is not in the "not for kids" section, it is in the big 
> maneuvers list at the beginning of the book. 
 
	Tell you what.  I'll post that manevuer list in few so you can 
point it out.  I was looking, but didn't see a thing. 
 
> I would look up the maneuver's name, but I cannot find my TUMA, which as 
> far as I am concerned is just as well. 
 
	Gee, that's too bad, it being one of the most useful Champions 
books produced and all. 
 
 
				-Tim Gilberg 
 
Return-Path: daemon@omg.org 
X-Sender: bob.greenwade@klock.com 
Date: Tue, 27 Jan 1998 08:11:43 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: 4th Edition starship construction 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 09:06 AM 1/27/98 -0600, Michael (Damon) or Peni R. Griffin wrote: 
>The [pre-4th Edition] Star Hero genre book lists these stats for starships: 
 
   [Table and attendant notes snipped; I do have Star Hero, BTW] 
 
>The generic Vehicle rules in the BBB do not concern themselves much with 
>starships, and add STR, DEX and Size as vehicle characteristics, while 
>dropping END, REC and those things which are really Powers anyway, like 
>Life Support and FTL Travel.  Makes the two systems a pain in the butt to 
>try to integrate, but since the BBB doesn't have much to say about 
>spaceships per se, it seems I may have to take some information, like Gs 
>and THR, from the older system.  Will TUSV go into more detail on starships 
>specifically, and if so is there a projected availability date for that 
>product? 
 
   TUSV will address starships.  I just finished all of the really vital 
stuff for the First Draft yesterday, and while there's not as much in there 
directly regarding starships right now, I think you can expect to see a 
fair amount (including at least a couple of sample ones) in the final product. 
   To give you an idea of the emphasis this book will have, I'll give a 
brief history of how it came about:  Originally it was going to be The 
Ultimate Giant Robot, for giant robots in superhero campaigns.  I worked 
out some notes, and sent in a proposal to Hero Games in spring of '95, but 
Bruce turned it down.  I set the project aside for a while, and started to 
wonder if it might not go over better if it covered "super vehicles" of all 
kinds, from the Batmobile to the Zords.  As I've worked on the campaign 
materials, I've added straight science-fiction ideas (particularly drawing 
from Babylon 5, Star Wars, and Star Trek) and even put in stuff for 
fantasy, historical, and straight action-adventure scenarios. 
   Now, even though they are added on after the main structure, the 
spaceship and fantasy stuff isn't just an afterthought.  The strongest 
emphasis is, of course, on giant robots and superhero vehicles, but there's 
also a lot given that can be applied to anything you want to do with 
vehicles.  I make reference to the "Speed" movies in the campaigning 
section, and I have a "special campaign" in the appendices that was 
inspired by the old Starfire game.  For that matter, I've been seriously 
thinking of sitting down next December and writing up Santa Claus' sleigh 
(flying reindeer and all) using the rules from TUSV. 
   And to answer your last question, I think you can start looking for it 
around next August -- but cross your fingers.  (I know I'm crossing mine.) 
 
>Also, under the Star Hero system, Life Support was purchased based on the 
>number of people being supported.  This doesn't seem to be the case under 
>4th Edition; you just buy Life Support (possibly with the "Costs END" 
>Limitation) and your whole vehicle or base is covered, regardless of Size. 
>Correct?   
 
   Correct. 
   However, one new rule I'm putting in (and which has gotten good feedback 
so far) is that Life Support for those on board is not the same as Life 
Support for the vehicle!  I space vehicle would have to buy Life Support vs 
breathing, heat/cold, and vacuum for itself in addition to the same for its 
occupants. 
 
>Finally, if characters want to design a ship with both self-repairing 
>technology and a medlab that incorporates auto-doc treatment equipment, is 
>this best handled by giving the ship Regeneration, Usable On Others?  If 
>so, should that only apply to the medlab treatments, with Regeneration 
>bought a second time to simulate the ship's self-repair capability?  The 
>ship would not be constructed (grown?) using biotechnology, so the two 
>"healing" functions would be entirely different, if only in special 
>effects.  If the medlab facility includes the ability to restore 
>recently-lost limbs and organs (by regrowing a new one, not surgically 
>attaching one), can that be treated as a special effect of the 
>Regeneration, or are we getting into Transform here? 
 
   Self-repairing (Damage Control) and medical facilities would be bought 
separately. 
   Damage Control could be bought as Regeneration.  It could also be bought 
as a Healing Aid on itself, or as a "spare parts" VPP that can only be used 
to replace damaged equipment.  Which of these may be used is up to the GM. 
   An "auto-doc" would be bought as a Healing Aid. 
   As for regenerating lost limbs, I don't cover that in TUSV, since that's 
really more of a matter for The Ultimate Shape Changer or some other book. 
I personally favor a +1/4 Advantage "Regrows Lost Limbs" for REC, Aid, and 
Regeneration, but I'm not in the kind of position to push that like I am 
the rest of the stuff I've mentioned 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 
 
 
Return-Path: daemon@omg.org 
X-Sender: bob.greenwade@klock.com 
Date: Tue, 27 Jan 1998 08:16:41 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Duty/Sns of Duty  
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 01:09 AM 1/27/98 -0600, Michael Nunn wrote: 
>> After all, Captian Patriot may have sense of Duty, 
>>But Demon X may just be bound by a contract to do good heroic deeds for 100 
>>years (Duty). 
>> And Seargant Super may be a draftee under military orders (Duty). 
>> Yet Ninja Nun may just feel a conviction to spread the word (Sns of 
>> Duty). 
>Couldn't all of these be handled by a Psych Lim. 
 
   I don't know how pertinent it is to this discussion, but in TUSV I 
reflect the fact that many vehicle-centered campaigns take place in 
military and law enforcement settings by including the following update of 
the Subject to Orders Disdvantage (which originally appeared in a number of 
3rd Ed Hero genre products): 
 
Subject to Orders 
 
Orders are Given                      Points 
 
Occasionally (8-)                          5 
Frequently (11-)                          10 
Very Frequently (14-)                     15 
 
Usual Hazard Level of Missions        Points 
 
Difficult (but fairly safe)               +0 
Dangerous (major risk of injury)          +5 
Deadly (suicide runs)                    +10 
 
Punishment for Disobedience           Points 
 
Minor (fired, dishonored, disowned)       +0 
Major (blacklisted, flogged, imprisoned)  +5 
Severe (death — if they catch you)       +10 
--- 
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   http://www.klock.com/public/users/bobg/original.htm 
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Return-Path: daemon@omg.org 
From: filkhero@usa.net 
Date: Tue, 27 Jan 1998 16:17:23 
Subject: Re: [Re: [Re: [Re: Falling and the 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-Status:  
X-Keywords: 
X-UID: 7 
 
Geoff Speare wrote: 
> >Yes, but if you add 1d6 for each doubling of falling speed, then normals  
> >with 8 PD and 20 BODY are invulnerable to death when leaping from airplanes,  
> >if they land on flat concrete. 
>  
> I think the proper thing to do would be to have standard velocity rules 
> based on doubling (which produce the above effects, more or less), and 
> heroic optional rules which make falling more deadly. 
 
That might work well. Much like the Bleeding rules, Hit Locations, and other optional rules. Makes it a bit silly, however, when heroes laugh at villains who threaten to throw people off of buildings. 
 
>(For example, does 
> tough skin really prevent you from taking falling damage? 
 
Good question. Should armor of any sort help, and if so, what sort? Does a man who is wearing full plate really fall off a 6 story building without injury? 
 
>Should hit 
> locations make a different when falling?) 
 
Some difference, yes. One option would be to divide the damage of the fall that penetrates the target's defenses into blocks equal to half the target's BODY, then apply Hit Location modifiers normally. 
 
Example: 
 
Hero X is thrown from a building by Dr. Y. Hero X hits, taking 12 BODY. Hero X has 10 BODY. The incoming damage is divided into three separate attacks, two 5 BODY attacks and one 2 BODY attack. Hero X rolls for hit locations, rolling 7 (arm), 15 (leg), and 3 (head). Hero X takes 3 BODY to his arm, 3 BODY to his leg, and 4 BODY to his head. Hero X has an impaired arm and leg, and is injured badly, but will not die. 
 
One additional note. Two imparing results on a single BODY part will be a Disabled. Thus, your arm is only Impaired if you roll it once, but it is completely disabled if you roll it twice. 
 
Similar rules could be used for car impacts, or being thrown through walls by supervillains, if the GM wishes for more detail. 
 
Filksinger 
 
 
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Return-Path: daemon@omg.org 
X-Sender: bob.greenwade@klock.com 
Date: Tue, 27 Jan 1998 08:18:45 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Falling and the 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 09:59 PM 1/26/98 -0800, Filksinger wrote: 
>Anyone besides me think that the falling rules need to be revamped in 
>5th Ed? 
 
   Rate of fall and terminal velocity are pretty close to real life (based 
on the admittedly cursory research I've done).  If you're thinking the 
system of determining damage from falling should be revamped, though, I'd 
say you have a good idea here. 
--- 
Bob's Original Hero Stuff Page! 
   http://www.klock.com/public/users/bobg/original.htm 
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   http://www.klock.com/public/users/bobg/merrhome.htm 
 
 
Return-Path: daemon@omg.org 
Date: Tue, 27 Jan 1998 10:18:51 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: H5: continuous and uncontrolled powers 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
> F> I fail to see why it would be invalid for Mind Control, but acceptable 
> F> for Transform. Please define exactly what it is that makes one valid 
> F> and the other not. 
> 
> Because Transformation always has a reasonably common or obvious way of 
> reversing the effect.  No matter what the total "Body" rolled on the 
> Transformation, Cumulative or not, may be, it can be reversed by meeting 
> the reversal conditions. 
 
	Or by healing the body, actually.  Sometimes there is no obvious 
cure.  And even if it is common and/or obvious, the changed being might be 
quite unable to cause his/her own change back because of the change 
itself.  Example:  Turned into a statute and needs a touch of red wine to 
the lips, or somesuch. 
 
> Mind Control does not have a reasonably common or obvious way of breaking 
> it, other than a successful Ego roll.  The more "damage" rolled for the 
> Mind Control, the more difficult it is to break the control. 
 
	Other than?  That seems to be a pretty obvious and common way 
right there, considering anyone can attempt to make an Ego roll.  Heck, an 
Ego roll could easily be the breakout condition for a Transformation. 
 
> That is exactly why Cumulative is valid for Transformation but not other 
> powers.  The effect it has is significantly different, and much more 
> powerful when applied to other powers. 
 
 
	You make no sense.  Basically, your argument is, "It is different 
and more powerful because I say so." 
 
	However, it seems, if anything, to be a less powerful effect. 
Note that, for Mind Control, there is a limit of the max rolled on the 
dice -- making this effect much less powerful than, say, a 1d6 cumulative 
Major Transform (Human to Statue). 
 
	I think that we have here a case of Rat rejecting a construction 
simply because it was first suggested by a Steve Long-written book.  Rat, 
you cannot let your prejudices against one person cause you to reject 
valid and helpful Champions constructions. 
 
	Is cumulative for anything other that Transform part of the 
official 4th edition "book" rules?  No.  Is it an official "optional" 
rule?  Yes.  I'd be even willing to say that cumulative mind control 
_will_ make the 5th edition, considering it will probably include the best 
of the "optional" rules added from the Ultimate books and other sources. 
 
	Is cumulative dispel and/or suppress a decent "house rule" 
construction?  Yes. 
 
	Actually, I'd like to discuss cumulative Suppress and Dispel as 
"house rules", Rat.  Anything to say about how to work them?  I think the 
former should be limited to the total rollable on the dice, with an option 
to buy that max up.  The latter should not have this limitation. 
 
 
 
				-Tim Gilberg 
 
Return-Path: daemon@omg.org 
X-Sender: bob.greenwade@klock.com 
Date: Tue, 27 Jan 1998 08:29:46 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: RE: Further H5 Suggestions 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 09:29 PM 1/26/98 -0600, Remnant wrote: 
>Regarding the discussion about concerning Only in Hero ID, Secret Identity, 
>and Public ID.  (One of which is a Power Limitation, and the other two of 
>which are Character Disadvantages.) 
> 
>I think a more important issue in determining whether or not they need to be 
>included separately or not is: 
> 
>Do they need a section, however small, to explain them specifically ? 
> 
>If a new player would benefit from a separate section, even just a 
>paragraph, to understand a particular Disadvantage/Limitation then including 
>it makes sense.  If it can be adequately explained in a smaller one or two 
>line part of a larger category, then fine. 
 
   This is a *very* good point!  In fact, in TUSV, I bring up a number of 
Advantages and Limitations that might normally just be considered a part of 
another Advantage or Limitation (in the latter case, usually Limited 
Power), or could possibly be just listed with the one or two Powers they 
affect.  These are just involved enough that they are given their own section. 
   I also take a cue from TUMA and have a couple of entries titled by 
effect rather than by game mechanic, and list ways to handle that effect 
(Laboratories, Mega-Attacks). 
 
>It doesn't really matter whether or not Hero is biased to Super-Hero 
>campaigns or not.  The perception of the majority of game players is that it 
>is a Super-Hero game, that you can do more with.  That perception is not 
>going to change as long as Champions is more popular than the other flavors 
>of Hero.  Which I don't think is going to happen anytime soon. 
 
   Well, one can always try....  :-] 
--- 
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 
 
 
Return-Path: daemon@omg.org 
From: Curt Hicks <exucurt@exu.ericsson.se> 
Date: Tue, 27 Jan 1998 10:31:20 -0600 (CST) 
Subject: Duty/Sense of Duty 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
  
 > >	After all, Captian Patriot may have sense of Duty, 
 > >But Demon X may just be bound by a contract to do good heroic deeds for 100 
 > >years (Duty). 
 > >	And Seargant Super may be a draftee under military orders (Duty). 
 > >	Yet Ninja Nun may just feel a conviction to spread the word (Sns of 
 > >	Duty). 
 > 
 > Couldn't all of these be handled by a Psych Lim. 
 
IMO,  'Duty' is actually a 'Watched'.  i.e.  You are supposed to do something, 
and if you don't you get in trouble.  
 
'Sense of Duty' is a psych. lim.    
 
Curt Hicks   
  
  
 
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X-Sender: bob.greenwade@klock.com 
Date: Tue, 27 Jan 1998 08:34:35 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: H5: continuous and uncontrolled powers 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 10:25 AM 1/27/98 -0500, Stainless Steel Rat wrote: 
>-----BEGIN PGP SIGNED MESSAGE----- 
> 
>>>>>> "F" == Filksinger <filkhero@usa.net> writes: 
> 
>F> I fail to see why it would be invalid for Mind Control, but acceptable 
>F> for Transform. Please define exactly what it is that makes one valid 
>F> and the other not. 
> 
>Because Transformation always has a reasonably common or obvious way of 
>reversing the effect.  No matter what the total "Body" rolled on the 
>Transformation, Cumulative or not, may be, it can be reversed by meeting 
>the reversal conditions. 
> 
>Mind Control does not have a reasonably common or obvious way of breaking 
>it, other than a successful Ego roll.  The more "damage" rolled for the 
>Mind Control, the more difficult it is to break the control. 
> 
>That is exactly why Cumulative is valid for Transformation but not other 
>powers.  The effect it has is significantly different, and much more 
>powerful when applied to other powers. 
 
   Not all Transformations use a "resonably common or obvious way of 
breaking it" (or, to use the book's wording, "some identifiable way" for an 
"All-or-Nothing retransformation").  In fact, that's the *alternate* way of 
handling it.  The *normal* way of reversing a Transformation is to "heal 
the BODY taken from the Transformation Attack... at the same rate as normal 
BODY." 
   So on a Cumulative Transform that heals back, the more "damage" rolled 
for the Transform, the more difficult it is to reverse. 
--- 
Bob's Original Hero Stuff Page! 
   http://www.klock.com/public/users/bobg/original.htm 
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Return-Path: daemon@omg.org 
Date: Tue, 27 Jan 1998 17:10:16 
From: Filksinger <filkhero@usa.net> 
Subject: Re: [Re: TUMA Maneuvers] 
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: 
> -----BEGIN PGP SIGNED MESSAGE----- 
>  
> >>>>> "MS" == Michael Surbrook <susano@access.digex.net> writes: 
>  
> > Defensive Throw		Block, Target Falls 
>  
> MS> Except, this one doesn't say "Abort", all the others are clearly marked 
> MS> "Abort" as one of the elements.  The Block element doesn't 
> MS> automatically allow you to Abort (at least, not in this case). 
>  
> Except that the "Block" maneuver base automatically includes the Abort 
> element. 
 
Reread the martial maneouver creation rules. Abort is not automatic with Block. 
 
>Otherwise Block is useless as a defensive maneuver. 
 
Wrong. It can only be used with a held phase, but it isn't useless. 
 
>But this is 
> an offensive maneuver -- "Target Falls" is for the Strike maneuver base. 
 
Also incorrect under the martial move creation rules. Target Falls and Block are completely separate from Abort and Strike. They usually go together, but they only do if it is specifically stated in the maneouver description. 
 
> At this point I have to wonder if "Block, Target Falls" is a typographical 
> error, that it should read "Throw, Target Falls".  If so, then the maneuver 
> is legit, and I owe Steve Long an apology. 
 
It is legit, and not a typo. You need to reread the creation rules. 
 
Filksinger 
 
 
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Return-Path: daemon@omg.org 
Date: Tue, 27 Jan 1998 17:15:41 
From: Filksinger <filkhero@usa.net> 
Subject: Re: [Re: [Re: [Re: Falling and the 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: 
> Geoff Speare writes: 
> > >Yes, but if you add 1d6 for each doubling of falling speed, then normals  
> > >with 8 PD and 20 BODY are invulnerable to death when leaping from 
> > >airplanes,  if they land on flat concrete. 
> >  
> > I think the proper thing to do would be to have standard velocity rules 
> > based on doubling (which produce the above effects, more or less), and 
> > heroic optional rules which make falling more deadly. (For example, does 
> > tough skin really prevent you from taking falling damage? Should hit 
> > locations make a different when falling?) 
>  
> In addition, damage for falling should be at +2d6 per doubling in velocity, not 
> +1d6.  They should be +1d6 per doubling in _distance_. 
>  
> If we say that 1"/segment (4.5 mph) is 2d6 (fair enough, hitting something 
> solid at a walking pace isn't too fun), terminal velocity (30"/segment) would 
> be 12d6; 1"/segment could really be as much as 4d6 on a solid surface. 
>  
> Going with 1"/segment = 2d6, a 1-hex fall (2 meters; velocity is 6 
> meters/second on impact) is 5d6, each doubling in distance is +1d6 to a maximum 
> of 12d6 for a fall of 128 hexes.  This is not actually a particularly difficult 
> chart to remember ;). 
 
Unfortunately, it is not only not realistic, but is also not true to genre. Many heroes have died from falls, and many more were afraid they would die. However, only the heroes with very low physical defenses of all sorts would ever have to fear dying under these falling rules. 
 
Filksinger 
 
 
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Return-Path: daemon@omg.org 
Date: Tue, 27 Jan 1998 09:17:13 -0800 (PST) 
From: Anthony Jackson <ajackson@iii.com> 
Reply-To: Anthony Jackson <ajackson@iii.com> 
Subject: Re: Falling and the 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 
 
Filksinger writes: 
> Anyone besides me think that the falling rules need to be revamped in 
> 5th Ed? 
 
All the velocity damage rules could do with a reworking (noncombat movebys are 
a bit of a problem too).   
 
Return-Path: daemon@omg.org 
Date: Tue, 27 Jan 1998 09:23:48 -0800 (PST) 
From: Anthony Jackson <ajackson@iii.com> 
Reply-To: Anthony Jackson <ajackson@iii.com> 
Subject: Re: It's hard to be solid 
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 
 
Tim R. Gilberg writes: 
>      So?  Having to constantly expend END to keep oneself solid, and 
> thus allow for any type of interaction with the world, is a huge 
> disadvantage.  It happens to come with a small side effect advantage of 
> going Desol when getting KOed.  However, note that if you are KOed and 
> also desperately in need of medical attention, you are quite screwed. 
>  
>      But as for generalizing the concept:  Declaring a power Always On 
> by Default, costs END to turn off, really should be about a +-0 modifier. 
 
Which would make it cheaper than always on, which is clearly wrong. 
 
Lets go through the logic here: 
a)  The persistent advantage _does not_ cause a power to turn itself on, it 
causes a power to _not_ turn itself off. 
b)  If you are not desolid, your desolid is not on. 
c)  Power limitations do not _add_ abilities to powers. 
d)  There is a well-defined advantage (trigger) which _does_ cause a power to 
turn itself on. 
 
Therefore, if you want a power to turn itself on when you stop paying END for 
it, you buy the power with a trigger. 
 
Return-Path: daemon@omg.org 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: H5: continuous and uncontrolled powers 
Mail-Copies-To: never 
X-No-Archive: yes 
X-Attribution: Rat 
Organization: The Happy Fun Ball Brigade 
Date: 27 Jan 1998 12:40:17 -0500 
Lines: 53 
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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: 
 
>> That is exactly why Cumulative is valid for Transformation but not other 
>> powers.  The effect it has is significantly different, and much more 
>> powerful when applied to other powers. 
 
TRG> 	You make no sense.  Basically, your argument is, "It is different 
TRG> and more powerful because I say so." 
 
Maybe you should think a little bit before posting. 
 
A given Transformation that rolls a total of 30 "Body" is just as easy (or 
difficult) to reverse as one that rolls a total of w150 "Body".  Cumulative 
makes it "easier" to achieve a Transformation effect on a given budget, 
with a tradeoff for the greater amount of time required.  That is all 
Cumulative does to Transformation. 
 
When you apply Cumulative to Mind Control, you get the greater potential 
effect with a tradeoff for time.  But because of the way Mind Control 
works, the more "damage" you do with it, the harder it is to break out. 
There is a direct correspondance between use of Cumulative and making it 
harder to break out of Mind Control.  This aspect does not exist with 
Transformation's Cumulative advantage.  It is a radical change in how the 
advantage works. 
 
Yes, I say it is unbalancing, not because it is different but because it is 
inconsistant.  Advantages that may be applied to different powers should 
have a consistant effect regardless of the base power.  For instance, take 
Armor Piercing.  Regardless of the base power or the applicable defense, 
the effect is consistant: the defense is halved.  Cumulative does not have 
this consistancy.  With equivalent Ego and Body, with equivalent levels of 
Mental Defense vs. Power Defense, with equivalent base points in Mind 
Control vs. Transformation, Cumulative Mind Control is dramatically more 
effective than Cumulative Transformation.  That inconsistancy is why it is 
unbalancing. 
 
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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! \  
                                    \  
 
Return-Path: daemon@omg.org 
Date: Tue, 27 Jan 1998 18:00:26 
From: Filksinger <filkhero@usa.net> 
Subject: Re: [Re: [Re[2]: 4th Edition starship construction]] 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
griffin@txdirect.net wrote: 
> >Additionally, there are already vehicles that have this sort of Life 
> Support for themselves, but not their occupants. Note mini-subs and the 
> Lunar Rovers, for example. 
>  
> In what way is it obvious that a Lunar Rover has Life Support for itself? 
> I can just as easily argue that it doesn't have Life Support, and doesn't 
> *need* it. 
 
A robot doesn't need to breath, and should be waterproof and immune to vacuum. That does not give a robot these abilities for free, whether it is a character or an automaton. 
 
Filksinger 
 
 
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X-Sender: bob.greenwade@klock.com 
Date: Tue, 27 Jan 1998 10:42:19 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: H5: continuous and uncontrolled powers 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 12:40 PM 1/27/98 -0500, Stainless Steel Rat wrote: 
>-----BEGIN PGP SIGNED MESSAGE----- 
> 
>>>>>> "TRG" == Tim R Gilberg <trgilber@hilltop.ic.edu> writes: 
> 
>>> That is exactly why Cumulative is valid for Transformation but not other 
>>> powers.  The effect it has is significantly different, and much more 
>>> powerful when applied to other powers. 
> 
>TRG>  You make no sense.  Basically, your argument is, "It is different 
>TRG> and more powerful because I say so." 
> 
>Maybe you should think a little bit before posting. 
> 
>A given Transformation that rolls a total of 30 "Body" is just as easy (or 
>difficult) to reverse as one that rolls a total of w150 "Body".  Cumulative 
>makes it "easier" to achieve a Transformation effect on a given budget, 
>with a tradeoff for the greater amount of time required.  That is all 
>Cumulative does to Transformation. 
 
   Hold on a sec.  Let's work this out a bit. 
   Character 1 has a 2d6 Cumulative Major Transform (45 points) that 
"heals" back (the default mode).  Character 2, his target, has 15 BODY and 
5 REC.  Character 1 keeps attacking Character 2 with his Transform until he 
gets 30 BODY, at which point Character 2 Transforms.  Healing at the normal 
rate of 5 BODY per month, Character 2 will retransform in 6 months. 
   After those 6 months are over, Character 1 and Character 2 meet again. 
Character 1 is so mad that Character 2 got better that he's going to try 
again, only he's going to make *really* sure this time.  He keeps at it 
until he's rolled 150 BODY against Character 2.  At 5 BODY per month, 
Character 2 will recover after 30 months (two and a half years). 
   Would you call that "just as easy" to reverse?  It looks to me like it 
took five times as long for Character 2 to heal up.  If someone had tried 
using a Healing Aid on him, then five times the effect would've been 
needed.  Correct me if I'm wrong, but needing five times the effect or 
taking five times as long doesn't seem like "just as easy" to me.  It seems 
more like it's five times as hard. 
--- 
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 
 
 
Return-Path: daemon@omg.org 
X-Sender: geoff@emerald.omg.org 
Date: Tue, 27 Jan 1998 13:42:40 -0500 
From: Geoff Speare <geoff@omg.org> 
Subject: Re: Falling and the 5th Edition 
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>   Rate of fall and terminal velocity are pretty close to real life (based 
>on the admittedly cursory research I've done).  If you're thinking the 
>system of determining damage from falling should be revamped, though, I'd 
>say you have a good idea here. 
 
I think the key in fixing all the velocity damage systems (move-by/through, 
falling, collision, knockback, etc.) is to make the scale based on 
doublings rather than linear.  
 
Geoff Speare 
 
Return-Path: daemon@omg.org 
Date: Tue, 27 Jan 1998 18:43:36 +0000 
From: Mark Lemming <icepirat@ix.netcom.com> 
Subject: Re: It's hard to be solid 
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Anthony Jackson wrote: 
>  
> Tim R. Gilberg writes: 
>  
> >      What advantage?  We're talking about a disadvantageous condition. 
> > 
> Uh, nope.  Going desolid when you get knocked out is clearly an advantage over 
> not doing so. 
 
Unless you're bleeding to death. 
 
-Mark 
 
Return-Path: daemon@omg.org 
Date: Tue, 27 Jan 1998 11:07:32 -0800 
From: RGSchwerdtfeger@directv.com (Richard G Schwerdtfeger) 
Subject: Re[2]: 4th Edition starship construction 
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Bob wrote: 
     However, one new rule I'm putting in (and which has gotten good  
     feedback so far) is that Life Support for those on board is not  
     the same as Life Support for the vehicle!  I space vehicle would  
     have to buy Life Support vs breathing, heat/cold, and vacuum for  
     itself in addition to the same for its occupants. 
 
Bob? Aren't you going a little too far on this one? Why would a spaceship  
have to buy those Life Supports for the ship itself? The ship is simply a  
huge hunk of metal/plastic/biotech/etc, and except in rare circumstances,  
not alive.(I know, this is dependent on SFX, but it's a good generalization) 
 
What advantages does the ship itself get for purchasing these systems for  
itself, rather than to protect its crew? 
 
I hate to say this, Bob, but it seems to me from some of the stuff you have  
posted here that you may be overcomplicating the vehicle construction rules. 
Yes, we do need a new set, and yes, it should be more comprehensive than the  
one we have now. But it seems that the way you are heading with these rules,  
I will have to pay twice what I had paid before, just because of all of the 
"necessary systems" in my vehicle now cost points, whereas they were  
previously just special effects. 
 
List these as optional rules, if you like, but don't make it integral to your 
new rules to have to pay for this stuff individually. 
 
Richard 
 
Return-Path: daemon@omg.org 
Date: Tue, 27 Jan 1998 11:12:08 -0800 (PST) 
From: Anthony Jackson <ajackson@iii.com> 
Reply-To: Anthony Jackson <ajackson@iii.com> 
Subject: Re: Falling and the 5th Edition 
Cc: champ-l@omg.org 
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Geoff Speare writes: 
>  
> I think the key in fixing all the velocity damage systems (move-by/through, 
> falling, collision, knockback, etc.) is to make the scale based on 
> doublings rather than linear.  
 
Yes, but in that case the movement system should also become nonlinear, and 
that's probably a larger change than they want to make for H5.  One variant 
I've considered for movement: 
Movement rate may be bought normally; turn mode (where applicable) will be 1.  
In most cases it isn't worth buying much above the minimum amount of movement. 
For +5 points you may buy a noncombat multiple.  Each noncombat multiple 
doubles your noncombat movement rate and multiplies your turn mode by 4. 
For +10 points you may buy a combat multiple.  Each combat multiple doubles 
your _combat_ movement rate and multiplies your turn mode by 2. 
For +5 points you may halve your turn mode. 
 
Of course, this means someone with speed 6 spending 60 pts on combat running, 
instead of going 36"/2 segments (80 mph) combat will go 384"/2 segments (864 
mph) combat, but on the other hand, people like the flash _do_ go that fast in 
combat. 
 
Return-Path: daemon@omg.org 
Date: Tue, 27 Jan 1998 13:18:57 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: Falling and the 5th Edition 
Errors-To: owner-champ-l@omg.org 
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> At 09:59 PM 1/26/98 -0800, Filksinger wrote: 
> >Anyone besides me think that the falling rules need to be revamped in 
> >5th Ed? 
> 
>    Rate of fall and terminal velocity are pretty close to real life (based 
> on the admittedly cursory research I've done).  If you're thinking the 
> system of determining damage from falling should be revamped, though, I'd 
> say you have a good idea here. 
 
 
	Well, the main problem is balancing the realism and playability of 
a system.  I've seen some pretty realistic systems posted to this list for 
determining damage, but I have not intention on using them because the 
realism takes away from playability.  (Too complicated.)  The current 
system has flaws, but it is playable.  I would not want a replacement 
unless it also was just as playable. 
 
 
				-Tim Gilberg 
 
Return-Path: daemon@omg.org 
Date: Tue, 27 Jan 1998 13:22:54 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Subject: TUMA Maneuvers 
Errors-To: owner-champ-l@omg.org 
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	OK, Rat.  You can't find your copy, so here's an edited maneuver 
list showing only name and effect.  I've cut the rest so to protect the 
copywrited material.  This is edited enough to make it unusable for 
anything but this discussion. 
 
	So Rat, where is this illegal maneuver?  I can't see any problems. 
 
 
Hand-To-Hand Martial Arts Maneuvers 
Maneuver 		Damage/Effect 
Ballestra		STR +4d6; Half Move Required 
Basic Strike      	STR +2d6 Strike 
Breaking Throw		Grab One Limb; 1/2d6 HKA (2 DC), Disable; Target Falls 
Choke Hold		Grab One Limb; 2d6 NND(2) 
Counterstrike		STR +2d6 Strike, Must Follow Successful Block 
Crush			STR +4d6 Crush, Must Follow Successful Grab 
Defensive Block		Block, Abort 
Defensive Strike	STR Strike 
Defensive Throw		Block, Target Falls 
Takeaway Throw		Grab Weapon, +15 STR to take weapon away; Target Falls 
Eye Gouge		2d6 Sight Group Flash 
Fast Strike		STR +2d6 Strike 
Flying Dodge		Dodge All Attacks, Abort; FMove 
Flying Tackle		STR +v/5 Strike; You Fall, Target Falls; FMove 
Grappling Throw		STR +2d6 Strike; Target Falls; Must Follow Grab 
Joint Break		Grab One Limb; 1/2d6 HKA (2 DC), Disable 
Joint Lock/Throw	Grab One Limb; 1d6 NND(3); Target Falls 
Killing Strike		1/2d6 HKA (2 DC) 
Killing Throw		1/2d6 HKA (2 DC); Target Falls 
Legsweep		STR +1d6 Strike; Target Falls 
Martial Block		Block, Abort 
Martial Disarm		Disarm; +10 STR to Disarm roll 
Martial Dodge		Dodge, Affects All Attacks, Abort 
Martial Escape		+15 STR vs. Grabs 
Martial Grab		Grab Two Limbs, +10 to STR for holding on 
Martial Strike		STR +2d6 Strike 
Martial Throw		STR +v/5; Target Falls 
Nerve Strike		2d6 NND(1) 
Offensive Strike	STR +4d6 Strike 
Passing Strike		STR +v/5; FMove 
Reversal		STR +15 to Escape; Grab Two Limbs 
Root			STR +15 to resist Shove; Block, Abort 
Sacrifice Disarm	Disarm, +10 STR to Disarm roll 
Sacrifice Lunge		STR +v/5; FMove 
Sacrifice Strike	STR +4d6 Strike 
Sacrifice Throw		STR Strike; You Fall, Target Falls 
Shove			+15 STR to Shove 
Takeaway		Grab Weapon, +10 STR to Take weapon away 
Takedown		STR Strike; Target Falls 
Weapon Bind		Bind, +10 STR 
 
[this table is copied without permission from TUMA, author Steve Long] 
 
			-Tim Gilberg 
 
Return-Path: daemon@omg.org 
Date: Tue, 27 Jan 1998 11:24:58 -0800 (PST) 
From: Anthony Jackson <ajackson@iii.com> 
Reply-To: Anthony Jackson <ajackson@iii.com> 
Subject: Re: 4th Edition starship construction 
Cc: champ-l@omg.org 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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To: champ-l@omg.org 
 
Richard G Schwerdtfeger writes: 
> Bob wrote: 
>      However, one new rule I'm putting in (and which has gotten good  
>      feedback so far) is that Life Support for those on board is not  
>      the same as Life Support for the vehicle!  I space vehicle would  
>      have to buy Life Support vs breathing, heat/cold, and vacuum for  
>      itself in addition to the same for its occupants. 
>  
> Bob? Aren't you going a little too far on this one? Why would a spaceship  
> have to buy those Life Supports for the ship itself? The ship is simply a  
> huge hunk of metal/plastic/biotech/etc, and except in rare circumstances,  
> not alive.(I know, this is dependent on SFX, but it's a good 
> generalization)  
 
Your average car will not do well in a vacuum, nor will it run very well at 
extremely high or low temperatures, nor will it run without air.  Thus, a 
spaceship probably needs these advantages.  If the spaceship doesn't require 
fuel, it also needs 'LS: need not eat'. 
 
Return-Path: daemon@omg.org 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: H5: continuous and uncontrolled powers 
Mail-Copies-To: never 
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Date: 27 Jan 1998 14:30:39 -0500 
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-----BEGIN PGP SIGNED MESSAGE----- 
 
>>>>> "BG" == Bob Greenwade <bob.greenwade@klock.com> writes: 
 
BG>    Not all Transformations use a "resonably common or obvious way of 
BG> breaking it" (or, to use the book's wording, "some identifiable way" 
BG> for an "All-or-Nothing retransformation").  [...] 
 
But it is not a one or the other deal; *both* means are supposed to apply 
to any Transformation Attack.  The "or" in the description, like every 
other use of or in Power descriptions, is not an exclusive (logical) or. 
It is a grammatical or, which is really a conditional "and". 
 
-----BEGIN PGP SIGNATURE----- 
Version: 2.6.3a 
Charset: noconv 
 
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=PgKC 
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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. 
 
Return-Path: daemon@omg.org 
X-Authentication-Warning: bermuda.io.com: traveler owned process doing -bs 
Date: Tue, 27 Jan 1998 13:32:52 -0600 (CST) 
From: Dataweaver <traveler@io.com> 
cc: champ-l@omg.org 
Subject: Re: Duty/Sns of Duty  
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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On Tue, 27 Jan 1998, Michael Nunn wrote: 
 
> >	After all, Captian Patriot may have sense of Duty, 
> >But Demon X may just be bound by a contract to do good heroic deeds for 100 
> >years (Duty). 
> >	And Seargant Super may be a draftee under military orders (Duty). 
> >	Yet Ninja Nun may just feel a conviction to spread the word (Sns of 
> >	Duty). 
>  
> Couldn't all of these be handled by a Psych Lim.   
 
Captain Patriot and Ninja Nun could; but what Demon X and Sgt. Super have 
to deal with is something else entirely; in general, they can feel free to 
shirk their duties any time they want, as long as they're willing to pay 
the consequences... AFAIK, neither Phys. Lim nor Psych Lim handles this 
well... 
 
---- Jonathan Lang <traveler@io.com> ---- x ------- alias: Dataweaver --------- 
  Webpage:  http://www.io.com/~traveler  /@\ The Dogma of Otherness insists 
  GURPSnet's Benevolent Tyrant for Life  ~~~ that all voices deserve a hearing, 
FAQ: http://www.io.com/~ftp/GURPSnet/www  |  that all points of view have 
Archive: http://www.io.com/~ftp/GURPSnet  |  something of value to offer. 
submit new files to gurpsnet-files@io.com |  --David Brin, "Otherness" 
 
Return-Path: daemon@omg.org 
Date: Tue, 27 Jan 1998 11:37:58 -0800 
From: RGSchwerdtfeger@directv.com (Richard G Schwerdtfeger) 
Subject: Re[2]: 4th Edition starship construction 
Cc: champ-l@omg.org 
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Anthony wrote: 
   Your average car will not do well in a vacuum, nor will it run very well at  
   extremely high or low temperatures, nor will it run without air.  Thus, a  
   spaceship probably needs these advantages.  If the spaceship doesn't require  
   fuel, it also needs 'LS: need not eat'. 
 
And in some Sci-fi, big spaceships can't enter atmosphere. But some can...so 
do they require LS:atmosphere, or do the the others get a disadd, or can you 
just chalk it all up to Special Effects? 
 
Guess which my preference would be? ;) 
 
Richard 
 
Return-Path: daemon@omg.org 
From: "qts" <qts@nildram.co.uk> 
Cc: "champ-l@omg.org" <champ-l@omg.org> 
Date: Tue, 27 Jan 98 19:38:27  
Reply-To: "qts" <qts@nildram.co.uk> 
Priority: Normal 
Subject: Re: H5: continuous and uncontrolled powers 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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On Mon, 26 Jan 1998 17:48:06 -0600 (CST), Dataweaver wrote: 
 
>On Mon, 26 Jan 1998, qts wrote: 
> 
>> On Mon, 26 Jan 1998 09:18:15 -0800 (PST), Anthony Jackson wrote: 
>>  
>> >qts writes: 
>> >  
>> >> This is far too cheap: pity the guy I hit with a 1d6 Attachable Drain 
>> >> if he doesn't have any Power Defense. It could work if it took a 
>> >> half-phase action to maintain, though. 
>> > 
>> >Huh?  Ok, we have '+1/2: duration 1 turn', '+1/2: attachable', then _double_ 
>> >this for being an NND/AVLD; net of a +2 advantage.  How is this a big problem? 
>>  
>> Even granting the AVLD/NND, the final cost is far too cheap. 
> 
>How so?  For 30 points, you have a power which requires you to physically 
>touch your opponent to activate; at that point, and every turn thereafter, 
>you need to spend 3 END to keep the power running - you simply no longer 
>require the physical contact to use it.  In addition, you are restricted 
>to Draining a maximum of 6 points of ability (see Alteration Powers for 
>details).  This seems rather balanced to me... 
 
Drain doesn't have a maximum limit like Aid. 
qts 
 
Home: qts@nildram.co.uk. 
 
Return-Path: daemon@omg.org 
From: "qts" <qts@nildram.co.uk> 
Cc: "champ-l@omg.org" <champ-l@omg.org> 
Date: Tue, 27 Jan 98 19:39:17  
Reply-To: "qts" <qts@nildram.co.uk> 
Priority: Normal 
Subject: Re: H5: continuous and uncontrolled powers 
Errors-To: owner-champ-l@omg.org 
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On Mon, 26 Jan 1998 12:48:14 -0800 (PST), Anthony Jackson wrote: 
 
>qts writes: 
>  
>> Even granting the AVLD/NND, the final cost is far too cheap. 
>> qts 
> 
>Shrug...its the same as uncontrolled continuous zero END (+2) and has the 
>limitation that (a) it costs END (to activate, at least), and (b) it only lasts 
>for a turn.  Assuming a speed of 6, for 60 active pts we can either get 2d6 for 
>a turn (which hits 6 times, assuming it isn't cancelled by something), or 6d6 
>once.  The continuing one will do more damage, but it will take a while to do 
>it, and will be more affected by power defense, so this really doesn't horrify 
>me. 
> 
>Btw, if it wasn't stated, attachable was supposed to have the same limitations 
>as uncontrolled -- some reasonable method of breaking free must be provided. 
 
Ah! That makes a BIG difference. 
 
qts 
 
Home: qts@nildram.co.uk. 
 
Return-Path: daemon@omg.org 
From: "\"qts\" <qts@nildram.co.uk> 
        \"Stainless Steel Rat\"" <qts@nildram.co.uk> 
Date: Tue, 27 Jan 98 19:45:26  
Reply-To: "qts" <qts@nildram.co.uk> 
Priority: Normal 
Subject: Re: H5: continuous and uncontrolled powers 
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On 26 Jan 1998 15:11:18 -0500, Stainless Steel Rat wrote: 
 
>-----BEGIN PGP SIGNED MESSAGE----- 
> 
>>>>>> "TRG" == Tim R Gilberg <trgilber@hilltop.ic.edu> writes: 
> 
>>> First of all, there is no such advantage as 'cumulative' for Dispel. 
> 
>TRG> 	Hmmm.  But it is an advantage that could easily be added on, 
> 
>It is an advantage unique to Transformation Attack. 
 
Not in my campaigns. 
 
 
qts 
 
Home: qts@nildram.co.uk. 
 
Return-Path: daemon@omg.org 
Date: Tue, 27 Jan 1998 11:46:44 -0800 (PST) 
From: Anthony Jackson <ajackson@iii.com> 
Reply-To: Anthony Jackson <ajackson@iii.com> 
Subject: Re: 4th Edition starship construction 
Cc: champ-l@omg.org 
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Richard G Schwerdtfeger writes: 
  
> And in some Sci-fi, big spaceships can't enter atmosphere. But some 
> can...so do they require LS:atmosphere, or do the the others get a disadd, 
> or can you just chalk it all up to Special Effects? 
 
They have 'physlim: cannot enter atmosphere'. 
 
Return-Path: daemon@omg.org 
From: "Remnant" <easleyap@mobis.com> 
Subject: Re: It's hard to be solid 
Date: Tue, 27 Jan 1998 13:47:13 -0600 
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>Lets go through the logic here: 
>a)  The persistent advantage _does not_ cause a power to turn itself on, it 
>causes a power to _not_ turn itself off. 
>b)  If you are not desolid, your desolid is not on. 
>c)  Power limitations do not _add_ abilities to powers. 
>d)  There is a well-defined advantage (trigger) which _does_ cause a power 
to 
>turn itself on. 
 
 
I have seen arguments to premise 'B', and premise 'C' is just incorrect. 
Visible makes a power Visible.  Charges allows a power to operate without 
using END.  Yes, I know that at certain #'s of charges Charges is an 
Advantage, but at others it is a limitation.  Focus can be used to give a 
power to someone else without using the Advantage UBO or UAO.  No Knockback 
(which I hardly even consider a Limitation, but it still is) allows you to 
knock the crap out of a bad guy without as much chance of damaging the real 
estate. 
 
>Therefore, if you want a power to turn itself on when you stop paying END 
for 
>it, you buy the power with a trigger. 
 
 
If I buy a power and make it Always On, it should be Always On.  If a power 
such as Dispel or Suppress turns it off.  Are you saying that: "Once the 
Dispel or Suppress ends the power would stay off indefinitely, or until the 
character reactivates it?"  Seems like you have, I can't buy that.  Sorry. 
 
An Always On power is Always On, not just can't be turned off.  Sure using 
this does bend the definition of Always On a little, but only by allowing 
the character to in any way shape or form turn the power off, not by making 
it turn the power back on after he stops. 
 
BTW, there is a character in a supplement from several years ago who had a 
damage shield that functioned similarly to this discussion.  I can't 
remember her name or the supplements name, or even exactly how the effect 
was achieved.  (No, I'm not actually an idiot, I just play one.)  The 
character was a half-demoness w/a soul damaging field that had the Always On 
limitation but had a way to turn it off, that took END.  I just can't 
remember how.  I don't have the time to hunt through my books to find it. 
 
Alan 
 
Return-Path: daemon@omg.org 
From: "\"qts\" <qts@nildram.co.uk> 
        \"Tim R. Gilberg\"" <qts@nildram.co.uk> 
Date: Tue, 27 Jan 98 19:48:56  
Reply-To: "qts" <qts@nildram.co.uk> 
Priority: Normal 
Subject: Re: H5: continuous and uncontrolled powers 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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To: champ-l@omg.org 
 
On Mon, 26 Jan 1998 18:15:46 -0600 (CST), Tim R. Gilberg wrote: 
 
> 
>> >>>>> "TRG" == Tim R Gilberg <trgilber@hilltop.ic.edu> writes: 
>> 
>> >> First of all, there is no such advantage as 'cumulative' for Dispel. 
>> 
>> TRG> 	Hmmm.  But it is an advantage that could easily be added on, 
>> 
>> It is an advantage unique to Transformation Attack. 
> 
>	It _WAS_ an advantage unique to Transformation Attack.  With TUM, 
>it has been added to Mind Control, maybe to Mental Illusions and 
>Telepathy.  I'll have to check the last two.  Note that in this version, 
>it's effect is limited to the total rollable on the dice -- with an option 
>to buy up this maximum.  This mechanic is similar to that of Aid or 
>Absorption, of course. 
> 
>	It is not hard to extrapolate this to Suppress or Dispell.  The 
>first would be limited to amount rollable, of course.  The second, 
>probably not, as a character could waste quite a few turns to finally 
>Dispell a power that will just be turned on again the next phase.  This is 
>a small change to the rules that I think could be a nice addition to 5th 
>edition. 
 
And don't forget that the target gets its defenses against each attack. 
My primary aim, from a technical angle, is to keep the APs down (having 
fun comes first overall, of course). 
 
 
qts 
 
Home: qts@nildram.co.uk. 
 
Return-Path: daemon@omg.org 
From: "\"qts\" <qts@nildram.co.uk> 
        \"Stainless Steel Rat\"" <qts@nildram.co.uk> 
Date: Tue, 27 Jan 98 19:51:40  
Reply-To: "qts" <qts@nildram.co.uk> 
Priority: Normal 
Subject: Re: H5: continuous and uncontrolled powers 
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On 27 Jan 1998 10:25:07 -0500, Stainless Steel Rat wrote: 
 
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> 
>>>>>> "F" == Filksinger <filkhero@usa.net> writes: 
> 
>F> I fail to see why it would be invalid for Mind Control, but acceptable 
>F> for Transform. Please define exactly what it is that makes one valid 
>F> and the other not. 
> 
>Because Transformation always has a reasonably common or obvious way of 
>reversing the effect.  No matter what the total "Body" rolled on the 
>Transformation, Cumulative or not, may be, it can be reversed by meeting 
>the reversal conditions. 
 
And in a Fantasy campaign, Power Defense is a given for wizards, demons 
et al. 
 
>Mind Control does not have a reasonably common or obvious way of breaking 
>it, other than a successful Ego roll.  The more "damage" rolled for the 
>Mind Control, the more difficult it is to break the control. 
 
Those Ego rolls? Roll each time you get hit with the MC. 
 
 
qts 
 
Home: qts@nildram.co.uk. 
 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: Falling and the 5th Edition 
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>>>>> "GS" == Geoff Speare <geoff@omg.org> writes: 
 
GS> I think the key in fixing all the velocity damage systems 
GS> (move-by/through, falling, collision, knockback, etc.) is to make the 
GS> scale based on doublings rather than linear. 
 
I think the first step is to make movement based on Turns rather than 
action phases.  Once that is done, all velocity-based damage can be figured 
with one basic formula, something like xD6/f(inches/Turn), where f() is 
something usable. 
 
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Date: Tue, 27 Jan 1998 14:05:10 -0600 
From: "Michael (Damon) or Peni R. Griffin" <griffin@txdirect.net> 
Subject: Re: 4th Edition starship construction 
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>   TUSV will address starships.  I just finished all of the really vital 
>stuff for the First Draft yesterday, and while there's not as much in there 
>directly regarding starships right now, I think you can expect to see a 
>fair amount (including at least a couple of sample ones) in the final 
product. 
 
Samples are always nice.  Mainly I wanted a *clear* system in a section 
that had *starships* in mind, since several considerations apply to them 
but not to other types of vehicle.  The Star Hero book met the second 
requirement, but kind of fell down on the first; the BBB pretty much did 
the opposite.  Ideally, someone would just update SH for 4th/5th Edition, 
but no one seems to be working on it.  Bruce didn't reply to a query I sent 
about that several weeks ago, but did mention it in his recent appearance 
on #herochat.  I didn't "attend", but read the log afterward, and 
apparently no one is working on such a revision, though he claims he'd be 
very much interested.  I kind of got the impression he wanted it to be all 
things to all SF fans, not just a space genre book, but a book that would 
cover every conceivable aspect of SF roleplay.  That may be a bit 
ambitious, and it's hard to see why it'd be necessary in a single book 
anyway.  That's why we have genre books, 'cause everything doesn't fit in 
one volume. 
 
>   Now, even though they are added on after the main structure, the 
>spaceship and fantasy stuff isn't just an afterthought.  The strongest 
>emphasis is, of course, on giant robots and superhero vehicles, but there's 
>also a lot given that can be applied to anything you want to do with 
>vehicles.  I make reference to the "Speed" movies in the campaigning 
>section, and I have a "special campaign" in the appendices that was 
>inspired by the old Starfire game.  For that matter, I've been seriously 
>thinking of sitting down next December and writing up Santa Claus' sleigh 
>(flying reindeer and all) using the rules from TUSV. 
 
Merely for the sake of completenes (since I've never known anyone to 
actually *play* Western Hero) will there be a nod to Old West-genre 
vehicles lke the steam locomotive, the ironclad warship, or the humble 
stagecoach?  That last is arguably not so much a vehicle as a container, 
since the horse provides the power:  a wagon is little more than a giant 
saddlebag with wheels. 
 
>   And to answer your last question, I think you can start looking for it 
>around next August -- but cross your fingers.  (I know I'm crossing mine.) 
 
Ah, unfortunate.  I'll buy it anyway, as soon as it's out, but I was rather 
hoping to get this space campaign going by May.  The likely chain of events 
will have start the PCs off as crew for a large corporate vessel, 
alternately ferrying colonists to new planets and bringing back mined 
resources to Earth.  Events will quickly put them into a much smaller ship 
of their own, with different functions.  This means I'll have to have 
designed both types of ship before the game begins, and possibly one or two 
others. 
 
>   However, one new rule I'm putting in (and which has gotten good feedback 
>so far) is that Life Support for those on board is not the same as Life 
>Support for the vehicle!  I space vehicle would have to buy Life Support vs 
>breathing, heat/cold, and vacuum for itself in addition to the same for its 
>occupants. 
 
Buying Life Support for the ship itself seems weird, unless it's one of 
those semi-alive biotech ships you occasionaly run across in fiction, like 
B5's Vorlon vessels.  Breathing is not a consideration for a starship, 
since we can assume none of them run on internal combustion engines.  Any 
starship had *better* be able to operate in vacuum and intense cold 
environments by default.  Immunity to disease and aging don't seem to apply 
either.  That leaves protection against radiation, which *does* make sense, 
but such protection would seem to automatically extend to persons inside 
the ship, yes?  Hmmm...this would be nice:  for 5 pts the ship doesn't need 
to "eat".  ZERO FUEL CONSUMPTION!  I LOVE IT!  Okay, I'll behave now. 
Seriously, I'd like to hear more about how you justified Life Support for 
the vehicle itself.  It seems counterintuitive to me. 
 
Damon 
 
 
================ 
Science is when we compare our thoughts with those of 
the Universe, to see if they match. 
				-- Isaac Asimov 
 
Return-Path: daemon@omg.org 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: Duty/Sns of Duty 
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>>>>> "D" == Dataweaver <traveler@io.com> writes: 
 
D> in general, they can feel free to shirk their duties any time they want, 
D> as long as they're willing to pay the consequences... AFAIK, neither 
D> Phys. Lim nor Psych Lim handles this well... 
 
Nope, they do not.  Physical Limitations are things that you cannot ever 
(or must always) do.  Psychological Limitations are things that you do or 
do not want to always do.  A sense of duty is a Psychological Limitation. 
 
What is described is really Watched.  The "pay[ing] the consequences" is 
the disadvantage here, and that punnishment is meted out by whomever they 
have given their alegiance. 
 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: TUMA Maneuvers 
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>>>>> "TRG" == Tim R Gilberg <trgilber@hilltop.ic.edu> writes: 
 
TRG> Defensive Throw		Block, Target Falls 
 
That's the one. 
 
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Return-Path: daemon@omg.org 
From: "Remnant" <easleyap@mobis.com> 
Subject: Re: H5: continuous and uncontrolled powers 
Date: Tue, 27 Jan 1998 14:20:09 -0600 
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>>>>>> "BG" == Bob Greenwade <bob.greenwade@klock.com> writes: 
> 
>BG>    Not all Transformations use a "resonably common or obvious way of 
>BG> breaking it" (or, to use the book's wording, "some identifiable way" 
>BG> for an "All-or-Nothing retransformation").  [...] 
 
 
Rat follows: 
 
>But it is not a one or the other deal; *both* means are supposed to apply 
>to any Transformation Attack.  The "or" in the description, like every 
>other use of or in Power descriptions, is not an exclusive (logical) or. 
>It is a grammatical or, which is really a conditional "and". 
 
 
I don't believe that the word "or" means "and" if it did then what would 
mean "or", "not"?? 
 
Secondly, the BBB doesn't use the term "or" dealing with the "cures" for 
Transform. 
Quote:  "The character may define one of two ways for the character to 
regain his normal form." 
 
Neither one is listed as the default condition, however.  They just list the 
"heal the body" cure first. 
 
Alan 
 
Return-Path: daemon@omg.org 
Date: Tue, 27 Jan 1998 15:23:40 -0500 (EST) 
From: Michael Surbrook <susano@access.digex.net> 
cc: champ-l@omg.org 
Subject: Re: TUMA Maneuvers 
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On 27 Jan 1998, Stainless Steel Rat wrote: 
 
> >>>>> "TRG" == Tim R Gilberg <trgilber@hilltop.ic.edu> writes: 
>  
> TRG> Defensive Throw		Block, Target Falls 
>  
> That's the one. 
 
Except, this one doesn't say "Abort", all the others are clearly marked 
"Abort" as one of the elements.  The Block element doesn't automatically 
allow you to Abort (at least, not in this case). 
 
*************************************************************************** 
* "'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: Tue, 27 Jan 1998 14:38:07 -0600 
From: "Michael (Damon) or Peni R. Griffin" <griffin@txdirect.net> 
Subject: Genetic engineering 
Errors-To: owner-champ-l@omg.org 
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Forgot this item when I was asking about starships and such earlier: 
package deals for genetically engineered humans who colonize 
not-quite-Earthlike planets.  In my campaign timeline, the terraforming of 
Mars has been underway for almost 200 years by the time the game begins, 
but it will be some time yet before unaltered humans can live there.  The 
people who've colonized Mars will have undergone radical gene therapy, 
engineering them for survival in the low pressure, low temperature, low 
oxygen, high radiation Martian environment.   
 
Several purchases of Life Support are clearly in order.  However, it will 
be limited in two ways:  (1) it still doesn't allow unaided survival in 
this harsh environment, it just means a Martian colonist needs less 
artificial aid, and wouldn't be *quite* as damaged *quite* as quickly as an 
unaltered human by sudden exposure to the outdoors.  Partial protection, 
not immunity.  (2) Within a few more generations, Mars will be fully 
terraformed and there will be no need for this genetic alteration; the 
process is rapid enough that dramatic change in the environment takes place 
within a single generation, making the support requirements slightly 
different every couple of decades.  For this reason, the gene therapy is 
not permanent, and each colonist is given an annual "booster shot" without 
which he begins to revert to human norms and becomes unable to survive on 
Mars.  This limitation may be so small as to be worth no points. 
Continuing Charges which last for a year push that limitation well into the 
advantage side, and Dependence is worth nothing if you only need the 
substance annually. 
 
The best way I can see to do this is to work out just how much 
environmental protection is offered by the gene therapy, and then determine 
whether the Life Support taken as a whole should get a -1/4 or -1/2 
Limitation.  To do that, I have to know the normal effects of these things 
(vacuum, low pressure, radiation) on a normal human.  I can then use the 
chart on page S-46, BBB, and give the Martians a chart shift:  what 
constitutes Overkill to a normal human (3d6+1 or above Killing Damage) 
would still be Lethal to a Martian (2d6-3d6) but Lethal radiation becomes 
merely Dangerous (1d6 - 1 1/2d6), and Dangerous low pressure levels merely 
Annoying (1 pip - 1/2d6).  The rules for drowning should work for sudden 
exposure to low-oxygen atmosphere, and the section on "Living in a 
Dangerous World", which includes the damage table above, mentions 
radiation, but I see no references to low pressure/vacuum damage or damage 
from cold. 
Suggestions? 
 
Damon 
 
 
----------------------- 
I must create a system, or be enslaved by another man's. 
				-- William Blake, English poet 
 
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Date: Tue, 27 Jan 1998 14:39:20 -0600 (CST) 
From: Dataweaver <traveler@io.com> 
cc: champ-l@omg.org 
Subject: Re: Duty/Sns of Duty  
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On Tue, 27 Jan 1998, Tim R. Gilberg wrote: 
 
> > >	After all, Captian Patriot may have sense of Duty, 
> > >But Demon X may just be bound by a contract to do good heroic deeds for 100 
> > >years (Duty). 
> > >	And Seargant Super may be a draftee under military orders (Duty). 
> > >	Yet Ninja Nun may just feel a conviction to spread the word (Sns of 
> > >	Duty). 
> > 
> > Couldn't all of these be handled by a Psych Lim. 
>  
> 	Quite well.  Going this route would seem to suggest a dropping of 
> Psych Lim entirely and going with its individual flavors:  Fear; 
> Belief; Hatred; etc. 
 
Neg; this will work for Sense of Duty, but not for Duty (which you can 
neglect any time you choose, as long as you're willing to pay the 
consequences; in fact, that could be the defining feature of Social 
Limitations - certain activities hold consequences for you, and as long as 
you're willing to pay the consequences, you can perform those 
activities... 
 
---- Jonathan Lang <traveler@io.com> ---- x ------- alias: Dataweaver --------- 
  Webpage:  http://www.io.com/~traveler  /@\ The Dogma of Otherness insists 
  GURPSnet's Benevolent Tyrant for Life  ~~~ that all voices deserve a hearing, 
FAQ: http://www.io.com/~ftp/GURPSnet/www  |  that all points of view have 
Archive: http://www.io.com/~ftp/GURPSnet  |  something of value to offer. 
submit new files to gurpsnet-files@io.com |  --David Brin, "Otherness" 
 
Return-Path: daemon@omg.org 
Date: Tue, 27 Jan 1998 12:51:27 -0800 
From: Rook <rook@infinex.com> 
Organization: Sujin & Brian 
Subject: Re: Duty/Sns of Duty 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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To: champ-l@omg.org 
 
> > >     After all, Captian Patriot may have sense of Duty, 
> > >But Demon X may just be bound by a contract to do good heroic deeds for 100 
> > >years (Duty). 
> > >     And Seargant Super may be a draftee under military orders (Duty). 
> > >     Yet Ninja Nun may just feel a conviction to spread the word (Sns of 
> > >     Duty). 
> > 
> > Couldn't all of these be handled by a Psych Lim. 
> 
>         Quite well.  Going this route would seem to suggest a dropping of 
> Psych Lim entirely and going with its individual flavors:  Fear; 
> Belief; Hatred; etc. 
 
    Not Demon X's. 
 
Demon X has no choice in it's actions. It can no more overule being a Hero than a 
computer can do other than the exact wording of what a program tells it to do. 
    So his would be a physical lim. 
 
    And Seargant Super's is not Psychological either. He does what he does cause 
he is ordered to. 
Failing to do so put's him under possible court martial. 
    So his is a 'Legal Disad'. Or a Psych with a Side effect limitation that goes 
off when he manages 
to overcome it. However overcoming it requires no ego roll, he can do so at a 
whim. 
    So perhaps it's a conditional hunted... 
 
Of course, adding "Duty" just simplifies their two cases. 
-- 
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/ 
 
 
Return-Path: daemon@omg.org 
Date: Tue, 27 Jan 1998 12:57:05 -0800 
From: Rook <rook@infinex.com> 
Organization: Sujin & Brian 
CC: champ-l@omg.org 
Subject: Subject To Orders (Was Re: Duty/Sns of Duty) 
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To: champ-l@omg.org 
 
> >> After all, Captian Patriot may have sense of Duty, 
> >>But Demon X may just be bound by a contract to do good heroic deeds for 100 
> >>years (Duty). 
> >> And Seargant Super may be a draftee under military orders (Duty). 
> >> Yet Ninja Nun may just feel a conviction to spread the word (Sns of 
> >> Duty). 
> >Couldn't all of these be handled by a Psych Lim. 
> 
>    I don't know how pertinent it is to this discussion, but in TUSV I 
> reflect the fact that many vehicle-centered campaigns take place in 
> military and law enforcement settings by including the following update of 
> the Subject to Orders Disdvantage (which originally appeared in a number of 
> 3rd Ed Hero genre products): 
> 
 
    It describes one of the people above, Seargant Super.It would get Demon X if 
it had an option making it impossible to disobey orders. (Which could 
be done as a phys disad instead, but I prefer to have a 'Duty' disad which is 
capable of a variety of 
styles of duty/sns of duty) 
 
    By all means I would love to see something like this in 5th. 
 
> Subject to Orders 
> 
> Orders are Given                      Points 
> 
> Occasionally (8-)                          5 
> Frequently (11-)                          10 
> Very Frequently (14-)                     15 
> 
> Usual Hazard Level of Missions        Points 
> 
> Difficult (but fairly safe)               +0 
> Dangerous (major risk of injury)          +5 
> Deadly (suicide runs)                    +10 
> 
> Punishment for Disobedience           Points 
> 
> Minor (fired, dishonored, disowned)       +0 
> Major (blacklisted, flogged, imprisoned)  +5 
> Severe (death — if they catch you)       +10 
 
 
 
-- 
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/ 
 
 
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X-Sender: griffin@mail.txdirect.net 
Date: Tue, 27 Jan 1998 15:09:40 -0600 
From: "Michael (Damon) or Peni R. Griffin" <griffin@txdirect.net> 
Subject: Re: Re[2]: 4th Edition starship construction 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
>   Your average car will not do well in a vacuum, nor will it run very 
well at  
>   extremely high or low temperatures, nor will it run without air.  Thus, a  
>   spaceship probably needs these advantages.  If the spaceship doesn't 
require  
>   fuel, it also needs 'LS: need not eat'. 
 
Your typical submarine cannot travel cross-country.  Do all cars need to 
buy this as an advantage or power, just because they can do something 
another vehicle type can't?  A basic Everyvehicle Skill is (or should be) 
the ability to function in the environment for which it was clearly 
designed.  Spaceships, as I said elsewhere, do not run on internal 
combustion engines, and do not require a massive "gasoline/oxygen 
interface" like a startship might use a matter/antimatter reactor.  A 
spacegoing car or motorcycle would certainly need to pay for the ability to 
function in space; a spaceship shouldn't have to, since that's what it was 
designed for at its most basic level. 
 
Damon 
 
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X-Sender: geoff@emerald.omg.org 
Date: Tue, 27 Jan 1998 16:12:53 -0500 
From: Geoff Speare <geoff@omg.org> 
Subject: Re: [Re: [Re: Falling and the 5th Edition]] 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
>Yes, but if you add 1d6 for each doubling of falling speed, then normals  
>with 8 PD and 20 BODY are invulnerable to death when leaping from airplanes,  
>if they land on flat concrete. 
 
I think the proper thing to do would be to have standard velocity rules 
based on doubling (which produce the above effects, more or less), and 
heroic optional rules which make falling more deadly. (For example, does 
tough skin really prevent you from taking falling damage? Should hit 
locations make a different when falling?) 
 
Geoff Speare 
 
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From: "Vance Scott" <b1tlbx98@pop1.sympatico.ca> 
Date: Tue, 27 Jan 1998 16:17:35 -500 
Subject: Re: Surprise! 
Reply-to: vances@sympatico.ca 
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> Just thought I'd check this ruling that dosen't seem right to me. 
>  
> Situation:  Superteam guarding a Senator at a public speach.  Villians  
> attack.  The two supers tasked to "In case of trouble, get the senator 
> out of here" are taken out in the opening rounds, leaving the intended 
> victim standing there between a couple villians intending him serious 
> bodily harm. 
>   My character, a flyer who was on high guard, decided to protect the 
> senator by diving on him, knocking him down, and interposing his own 
> body (and praying like heck his teammates could pull him outa this in 
> one piece).  The GM asked for a Dex roll to do this.  I rolled, and 
> failed by one.   
>   His ruling on what happened next: Having missed, the flyer did a full 
> speed move-through on the floor next to the senator, smashing though it. 
> Acceptable, he had enough defenses to take it.  However, it turned out 
> there was another supervillian hiding under the floor, who shot him. 
> The GM ruled that this was a Surprise Attack, and thus I took double 
> stun, ending up KOed.  This last bit just dosen't sit right with me. 
>  
>                                          Daniel Pawtowski 
 
I have to agree with you Daniel, if anything the villain hiding under  
the podium should be surprised. Unless he had some way of seeing, or  
perceiving that your character was flying towards the senator, and  
himself. 
 
 
Vance Scott 
 
Vanquisher of all foes 
 
Return-Path: daemon@omg.org 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: TUMA Maneuvers 
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Organization: The Happy Fun Ball Brigade 
Date: 27 Jan 1998 16:20:52 -0500 
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>>>>> "MS" == Michael Surbrook <susano@access.digex.net> writes: 
 
> Defensive Throw		Block, Target Falls 
 
MS> Except, this one doesn't say "Abort", all the others are clearly marked 
MS> "Abort" as one of the elements.  The Block element doesn't 
MS> automatically allow you to Abort (at least, not in this case). 
 
Except that the "Block" maneuver base automatically includes the Abort 
element.  Otherwise Block is useless as a defensive maneuver.  But this is 
an offensive maneuver -- "Target Falls" is for the Strike maneuver base. 
 
At this point I have to wonder if "Block, Target Falls" is a typographical 
error, that it should read "Throw, Target Falls".  If so, then the maneuver 
is legit, and I owe Steve Long an apology. 
 
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--  
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PGP Key: at a key server near you! \ returned to its special container and 
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Return-Path: daemon@omg.org 
Date: Tue, 27 Jan 1998 15:27:18 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: TUMA Maneuvers 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
 
> TRG> Defensive Throw		Block, Target Falls 
> 
> That's the one. 
 
 
	Nope, perfectly legal under both TUMA and Ninja Hero.  I even just 
re-went through the Ninja Hero maneuver creation to check on this. 
 
	Block is an exclusive maneuver base, meaning it must be taken 
only by itself or with non-exclusive maneuver bases.  (Most bases, 
including Strike, Dodge, and Block, are exclusive.) 
 
	Throw (outlined above by "Target Falls"), is a non-exclusive base 
(along with Exert and Grab Opponent).  Thus, it can be taken by itself or 
with any exclusive or non-exclusive base. 
 
	Therefore . . . a legal construction.  Note, however, that this 
maneuver will do no damage.  All it will do is block incomming attacks and 
put the attacker on the ground.  Similar to many non-violent RL maneuvers 
that only re-direct an opponent's momentum. 
 
 
 
				-Tim Gilberg 
 
Return-Path: daemon@omg.org 
Date: Tue, 27 Jan 1998 15:28:29 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: Duty/Sns of Duty  
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
 
> Neg; this will work for Sense of Duty, but not for Duty (which you can 
> neglect any time you choose, as long as you're willing to pay the 
> consequences; in fact, that could be the defining feature of Social 
> Limitations - certain activities hold consequences for you, and as long as 
> you're willing to pay the consequences, you can perform those 
> activities... 
 
 
	Actually, I have to agree.   A social lim would do better at 
handling actual "Duties".  As is, it now has to be kludged with Watched or 
Physical Lim. 
 
 
				-Tim Gilberg 
 
Return-Path: daemon@omg.org 
Date: Tue, 27 Jan 1998 15:30:57 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: TUMA Maneuvers 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
 
> > TRG> Defensive Throw		Block, Target Falls 
> > 
> > That's the one. 
> 
> Except, this one doesn't say "Abort", all the others are clearly marked 
> "Abort" as one of the elements.  The Block element doesn't automatically 
> allow you to Abort (at least, not in this case). 
 
 
	I'm not sure.  It doesn't have Abort on the chart, but reading the 
NH rules, it might just get it.  It depends on whether you consider the 
"Target Falls" to be agressive.  I think I might, but I could see 
arguements for allowing Block's free abort. 
 
 
 
				-Tim Gilberg 
 
Return-Path: daemon@omg.org 
Date: Tue, 27 Jan 1998 13:36:07 -0800 (PST) 
From: Anthony Jackson <ajackson@iii.com> 
Reply-To: Anthony Jackson <ajackson@iii.com> 
Subject: Re: [Re: [Re: Falling and the 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 
 
Geoff Speare writes: 
> >Yes, but if you add 1d6 for each doubling of falling speed, then normals  
> >with 8 PD and 20 BODY are invulnerable to death when leaping from 
> >airplanes,  if they land on flat concrete. 
>  
> I think the proper thing to do would be to have standard velocity rules 
> based on doubling (which produce the above effects, more or less), and 
> heroic optional rules which make falling more deadly. (For example, does 
> tough skin really prevent you from taking falling damage? Should hit 
> locations make a different when falling?) 
 
In addition, damage for falling should be at +2d6 per doubling in velocity, not 
+1d6.  They should be +1d6 per doubling in _distance_. 
 
If we say that 1"/segment (4.5 mph) is 2d6 (fair enough, hitting something 
solid at a walking pace isn't too fun), terminal velocity (30"/segment) would 
be 12d6; 1"/segment could really be as much as 4d6 on a solid surface. 
 
Going with 1"/segment = 2d6, a 1-hex fall (2 meters; velocity is 6 
meters/second on impact) is 5d6, each doubling in distance is +1d6 to a maximum 
of 12d6 for a fall of 128 hexes.  This is not actually a particularly difficult 
chart to remember ;). 
 
Return-Path: daemon@omg.org 
Date: Tue, 27 Jan 1998 15:39:30 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: TUMA Maneuvers - addendum 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
> > TRG> Defensive Throw		Block, Target Falls 
> > 
> > That's the one. 
> 
> Except, this one doesn't say "Abort", all the others are clearly marked 
> "Abort" as one of the elements.  The Block element doesn't automatically 
> allow you to Abort (at least, not in this case). 
 
 
	Oops.  Just looked in TUMA.  It makes very clear that anything 
with the "Throw" element does _NOT_ get abort.  In this case, the maneuver 
looses its free abort from the Block. 
 
 
			-Tim Gilberg 
 
Return-Path: daemon@omg.org 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: H5: continuous and uncontrolled powers 
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Organization: The Happy Fun Ball Brigade 
Date: 27 Jan 1998 16:40:17 -0500 
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-----BEGIN PGP SIGNED MESSAGE----- 
 
>>>>> "R" == Remnant <easleyap@mobis.com> writes: 
 
R> I don't believe that the word "or" means "and" if it did then what would 
R> mean "or", "not"?? 
 
Damage Reduction applies to the "Body or Stun" of an attack.  Does this 
mean that you have to buy Physical Damage Reduction twice, once for the 
Body damage, once for the Stun damage?  Of course not.  Hero uses a 
grammatical "or" because not all attacks will do both Body and Stun damage. 
Saying, "Body and Stun of an attack," would be grammatically incorrect. 
 
The thing to remember is that a logical or is exclusive, a grammatical or 
is inclusive. 
 
R> Secondly, the BBB doesn't use the term "or" dealing with the "cures" for 
R> Transform.  Quote: "The character may define one of two ways for the 
R> character to regain his normal form." 
 
Of course, I can pick the grammar of this apart, too.  To whom does the 
first reference to "the character" point?  The character with the attack, 
really the player?  The second reference to "the character" is clearly the 
target, but the first is ambiguous if you start stripping context. 
 
And there is the word "may".  "May" indicates a choice, and this statement 
can be interpreted to show two choices: whether or not to chose a reversal 
condition, and which of the two reversal conditions to define if reversal 
conditions are chosen.  If one replaces "may" with "must", which I think 
was the intent, the ambiguity goes away.  Of course, this means I am 
utterly wrong, but it wouldn't be the frist time. :) 
 
But regardless of how you interpret that statement, I still stand by my 
statement that Cumulative's inconsistent applicability is unbalancing. 
Cumulative on anything other than Transformation is much more effective for 
the price. 
 
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--  
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Return-Path: daemon@omg.org 
Date: Tue, 27 Jan 1998 16:20:38 -0600 
From: Jerry Nealis <jnealis@onramp.net> 
Reply-To: jnealis@onramp.net 
Subject: what happened 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 
 
did I miss a nuclear war or something? 
 
where is everybody? 
 
Return-Path: daemon@omg.org 
Date: Tue, 27 Jan 1998 15:00:06 -0800 (PST) 
From: Anthony Jackson <ajackson@iii.com> 
Reply-To: Anthony Jackson <ajackson@iii.com> 
Subject: Re: 4th Edition starship construction 
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 
 
Michael (Damon) or Peni R. Griffin writes: 
> Your typical submarine cannot travel cross-country.  Do all cars need to 
> buy this as an advantage or power, just because they can do something 
> another vehicle type can't? 
Nope.  By default, a vehicle gets 6" of running for free.  If a vehicle cannot 
travel cross-country, it should buy its running down to 0 (and get 12 points 
back).  However, most cars do need to buy more than base running. 
Incidentally, TUSV should list disadvantage values for such things as wheels 
and tracks, since those have lower crosscountry mobility than the default of 
legs. 
>  A basic Everyvehicle Skill is (or should be) 
> the ability to function in the environment for which it was clearly 
> designed. 
Just because the concept of my vehicle says 'goes anywhere', does that mean I 
get the ability to go anywhere for free? 
 
Return-Path: daemon@omg.org 
X-Sender: griffin@mail.txdirect.net 
Date: Tue, 27 Jan 1998 17:30:59 -0600 
From: "Michael (Damon) or Peni R. Griffin" <griffin@txdirect.net> 
Subject: Re: 4th Edition starship construction 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
>Nope.  By default, a vehicle gets 6" of running for free.  If a vehicle 
cannot 
>travel cross-country, it should buy its running down to 0 (and get 12 points 
>back).  However, most cars do need to buy more than base running. 
 
We weren't discussing *how* a car moves cross-country (Running), nor how 
*fast* it can do so (6" or whatever), just the fact that it is assumed to 
be able to operate as a land-based vehicle because that's what is was 
designed for.  It doesn't have to pay any points for being able to operate 
out of water, as a submarine, boat, or jetski would have to if it wanted to 
be a kind of super-ATV. 
 
>Incidentally, TUSV should list disadvantage values for such things as wheels 
>and tracks, since those have lower crosscountry mobility than the default of 
>legs. 
 
Okay, then I want a Physical Limitation for my human characters, who have 
to take longer overland routes, their lack of wings keeping them from 
traveling "as the crow flies".  Don't be absurd.  Tracks, maybe.  But not 
wheels. 
 
>Just because the concept of my vehicle says 'goes anywhere', does that mean I 
>get the ability to go anywhere for free? 
 
No.  You would have to demonstrate that the design of the vehicle clearly 
enabled it to function in every conceivable environment, by virtue of 
clearly being designed with all those environments in mind.  Frankly, I 
don't know how you'd be able to show that.  A car is designed for overland 
travel, and should not have to pay points for special powers related to the 
environment it's in, unless it enters an "unfriendly" environment, or one 
for which it is clearly unequipped. 
 
Humans have lungs, fish have gills.  Humans don't have to pay points to 
breathe in the air, but a fish would have to do so, because it's not 
designed for that environment.  No character should have to pay points for 
the mere ability to breathe air, move, pick things up, etc., but only for 
the speed, strength, agility, etc., with which he does those basic things. 
(Fish *do* have to pay for Life Support to breathe underwater, so I'm aware 
this argument has an inherent weakness.) 
 
It may be reasonable to base all PC characters on a generic human template, 
but I don't think it's equally reasonable to base all vehicles, regardless 
of purpose, design, construction, tech level or environment, on a Dodge 
minivan. 
 
Damon 
 
============================== 
God is dead.   
	-- Neitzsche, 1882 
 
Neitzsche is dead. 
	-- God, 1900 
 
Return-Path: daemon@omg.org 
Date: Tue, 27 Jan 1998 15:45:10 -0800 (PST) 
From: Anthony Jackson <ajackson@iii.com> 
Reply-To: Anthony Jackson <ajackson@iii.com> 
Subject: Re: 4th Edition starship construction 
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 
 
Michael (Damon) or Peni R. Griffin writes: 
> We weren't discussing *how* a car moves cross-country (Running), nor how 
> *fast* it can do so (6" or whatever), just the fact that it is assumed to 
> be able to operate as a land-based vehicle because that's what is was 
> designed for.  It doesn't have to pay any points for being able to operate 
> out of water, as a submarine, boat, or jetski would have to if it wanted to 
> be a kind of super-ATV. 
If you have running, you can move cross-country.  Otherwise, you cannot.  I 
fail to see how this is complicated. 
>  
> >Incidentally, TUSV should list disadvantage values for such things as 
> >wheels and tracks, since those have lower crosscountry mobility than the 
> >default of legs. 
>  
> Okay, then I want a Physical Limitation for my human characters, who have 
> to take longer overland routes, their lack of wings keeping them from 
> traveling "as the crow flies".  Don't be absurd.  Tracks, maybe.  But not 
> wheels. 
 
Your human characters don't have the 'flight' power, thus they cannot travel as 
the crow flies. 
>  
> >Just because the concept of my vehicle says 'goes anywhere', does that 
> >mean I get the ability to go anywhere for free? 
>  
> No.  You would have to demonstrate that the design of the vehicle clearly 
> enabled it to function in every conceivable environment, by virtue of 
> clearly being designed with all those environments in mind.  Frankly, I 
> don't know how you'd be able to show that.  A car is designed for overland 
> travel, and should not have to pay points for special powers related to the 
> environment it's in, unless it enters an "unfriendly" environment, or one 
> for which it is clearly unequipped. 
>  
> Humans have lungs, fish have gills.  Humans don't have to pay points to 
> breathe in the air, but a fish would have to do so, because it's not 
> designed for that environment. 
No, a fish needs to pay points for 'LS: underwater'.  It gets a physical 
limitation for 'cannot breathe air'.  If a fish wanted to breathe air, it would 
have to buy off this physical limitation. 
> No character should have to pay points for 
> the mere ability to breathe air, move, pick things up, etc., but only for 
> the speed, strength, agility, etc., with which he does those basic things. 
> (Fish *do* have to pay for Life Support to breathe underwater, so I'm aware 
> this argument has an inherent weakness.) 
Characters have to pay points for anything they can do which the standard 
template for a character cannot do. 
>  
> It may be reasonable to base all PC characters on a generic human template, 
> but I don't think it's equally reasonable to base all vehicles, regardless 
> of purpose, design, construction, tech level or environment, on a Dodge 
> minivan. 
 
Why not?  That's the whole point of the hero system -- you can make do with 
only a single _base_ form, and then add powers or disadvantages to make the 
form into whatever you want.  I don't want to go 'OK, this is a 'starship', 
with these powers and disadvantages', I want to go 'OK, this is a vehicle with 
these powers and disadvantages, and I call it a starship'. 
 
Return-Path: daemon@omg.org 
X-Authentication-Warning: pentagon.io.com: traveler owned process doing -bs 
Date: Tue, 27 Jan 1998 17:53:22 -0600 (CST) 
From: Dataweaver <traveler@io.com> 
cc: champ-l@omg.org 
Subject: Re: Falling and the 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 Tue, 27 Jan 1998, Anthony Jackson wrote: 
 
> Filksinger writes: 
> > Anyone besides me think that the falling rules need to be revamped in 
> > 5th Ed? 
>  
> All the velocity damage rules could do with a reworking (noncombat movebys are 
> a bit of a problem too).   
 
The falling speeds are fine as is; treat damage from impact with the 
ground as a Move-through, and rework move-bys and move-throughs to make 
sense.   
 
---- Jonathan Lang <traveler@io.com> ---- x ------- alias: Dataweaver --------- 
  Webpage:  http://www.io.com/~traveler  /@\ The Dogma of Otherness insists 
  GURPSnet's Benevolent Tyrant for Life  ~~~ that all voices deserve a hearing, 
FAQ: http://www.io.com/~ftp/GURPSnet/www  |  that all points of view have 
Archive: http://www.io.com/~ftp/GURPSnet  |  something of value to offer. 
submit new files to gurpsnet-files@io.com |  --David Brin, "Otherness" 
 
Return-Path: daemon@omg.org 
Date: Tue, 27 Jan 1998 15:57:41 -0800 
From: RGSchwerdtfeger@directv.com (Richard G Schwerdtfeger) 
Subject: Re[2]: 4th Edition starship construction 
Content-Description: cc:Mail note part 
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X-Hero: champ-l 
To: champ-l@omg.org 
 
>>  A basic Everyvehicle Skill is (or should be) 
>> the ability to function in the environment for which it was clearly  
>> designed. 
>Just because the concept of my vehicle says 'goes anywhere', does that mean I  
>get the ability to go anywhere for free? 
 
Sure. As long as you buy an ability to get you there, like flight or Teleport 
or swinging etc. Take a James Bond car which can both travel underwater and  
fly through the air as an example. As long as it has flight and swimming, it  
can go anywhere it wants to. Having a pressurized driver's compartment is  
another question: it should have both LS: self-contained breathing and  
LS:vacuum/high pressure to allow the driver to survive. 
 
Richard 
 
Return-Path: daemon@omg.org 
X-Sender: griffin@mail.txdirect.net 
Date: Tue, 27 Jan 1998 18:06:41 -0600 
From: "Michael (Damon) or Peni R. Griffin" <griffin@txdirect.net> 
Subject: Re: 4th Edition starship construction 
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 
 
>> It may be reasonable to base all PC characters on a generic human template, 
>> but I don't think it's equally reasonable to base all vehicles, regardless 
>> of purpose, design, construction, tech level or environment, on a Dodge 
>> minivan. 
> 
>Why not?  That's the whole point of the hero system -- you can make do with 
>only a single _base_ form, and then add powers or disadvantages to make the 
>form into whatever you want.  I don't want to go 'OK, this is a 'starship', 
>with these powers and disadvantages', I want to go 'OK, this is a vehicle 
with 
>these powers and disadvantages, and I call it a starship'. 
 
Perhaps what's needed is separate base forms for land/sea/air/space 
vehicles.  I'm not sure which would be more complicated in the long run, 
having four separate base forms for vehicles -- added to the existing base 
forms for characters, computers/AIs, spirits, and so forth -- each of which 
would incorporate the "everyvehicle" aspects of that single class, or 
having to do this excessive tinkering with the single existing form just to 
allow your boat to float. 
 
This is distracting me from the points I really cared about, those directly 
concerned with my upcoming game.  If the author of TUSV wants starships to 
have to buy Life Support, that's the way he's going to write the rules.  I 
asked him what his thoughts were for justifiying it, and he hasn't time to 
respond yet.  If I agree with his thinking, I'll use his rule as written. 
If not, I'll make a house rule to override it for my campaign. 
 
Damon  
 
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Date: Tue, 27 Jan 1998 18:18:05 -0600 (CST) 
From: Dataweaver <traveler@io.com> 
cc: champ-l@omg.org 
Subject: Re: Duty/Sns of Duty  
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Tue, 27 Jan 1998, Bob Greenwade wrote: 
 
> At 01:09 AM 1/27/98 -0600, Michael Nunn wrote: 
> >> After all, Captian Patriot may have sense of Duty, 
> >>But Demon X may just be bound by a contract to do good heroic deeds for 100 
> >>years (Duty). 
> >> And Seargant Super may be a draftee under military orders (Duty). 
> >> Yet Ninja Nun may just feel a conviction to spread the word (Sns of 
> >> Duty). 
> >Couldn't all of these be handled by a Psych Lim. 
>  
>    I don't know how pertinent it is to this discussion, but in TUSV I 
> reflect the fact that many vehicle-centered campaigns take place in 
> military and law enforcement settings by including the following update of 
> the Subject to Orders Disdvantage (which originally appeared in a number of 
> 3rd Ed Hero genre products): 
>  
> Subject to Orders 
>  
> Orders are Given                      Points 
>  
> Occasionally (8-)                          5 
> Frequently (11-)                          10 
> Very Frequently (14-)                     15 
>  
> Usual Hazard Level of Missions        Points 
>  
> Difficult (but fairly safe)               +0 
> Dangerous (major risk of injury)          +5 
> Deadly (suicide runs)                    +10 
>  
> Punishment for Disobedience           Points 
>  
> Minor (fired, dishonored, disowned)       +0 
> Major (blacklisted, flogged, imprisoned)  +5 
> Severe (death — if they catch you)       +10 
 
Nice!  But it could use some expansion: 
 
> Social Limitation 
>  
> Circumstances Occur                   Points 
>  
> Occasionally (8-)                          5 
> Frequently (11-)                          10 
> Very Frequently (14-)                     15 
>  
> Effects of Limitation                 Points 
>  
> Inconvenient (but fairly safe)            +0 
> Dangerous (major risk of injury)          +5 
> Deadly (suicide runs)                    +10 
>  
> Punishment for Violation              Points 
>  
> Minor (fired, dishonored, disowned)       +0 
> Major (blacklisted, flogged, imprisoned)  +5 
> Severe (death — if they catch you)       +10 
 
So a society where minorities aren't allowed to visit certain locations, 
are forced to ride in the back of the busses, etc. and will be thrown in 
prison if they do not, being a minority is a 15 point Disad (11-, 
Inconvenient, Major reprecussions); if women are required to wear 
outlandish outfits to formal occasions or face ridicule by their peers, 
this would be a 5-point Disad (8-, Inconvenient, Minor reprecussions); if 
Death Hunter killed the president's son and is being blackmailed into 
performing critical missions for the government, this is a 35-point Disad 
(14-, Deadly, Severe).  The typical Secret ID would be 11-, Inconvenient, 
Major (specifically, the danger to family and friends); and the typical 
Public ID would be 11-, Inconvenient, Minor ("always in the spotlight").   
 
---- Jonathan Lang <traveler@io.com> ---- x ------- alias: Dataweaver --------- 
  Webpage:  http://www.io.com/~traveler  /@\ The Dogma of Otherness insists 
  GURPSnet's Benevolent Tyrant for Life  ~~~ that all voices deserve a hearing, 
FAQ: http://www.io.com/~ftp/GURPSnet/www  |  that all points of view have 
Archive: http://www.io.com/~ftp/GURPSnet  |  something of value to offer. 
submit new files to gurpsnet-files@io.com |  --David Brin, "Otherness" 
 
Return-Path: daemon@omg.org 
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Date: Tue, 27 Jan 1998 18:31:12 -0600 (CST) 
From: Dataweaver <traveler@io.com> 
cc: "champ-l@omg.org" <champ-l@omg.org> 
Subject: Re: H5: continuous and uncontrolled powers 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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To: champ-l@omg.org 
 
On Tue, 27 Jan 1998, qts wrote: 
 
> Drain doesn't have a maximum limit like Aid. 
 
Hmm?  Last I chaecked, _all_ Alteration Powers had a maximum limit... 
 
---- Jonathan Lang <traveler@io.com> ---- x ------- alias: Dataweaver --------- 
  Webpage:  http://www.io.com/~traveler  /@\ The Dogma of Otherness insists 
  GURPSnet's Benevolent Tyrant for Life  ~~~ that all voices deserve a hearing, 
FAQ: http://www.io.com/~ftp/GURPSnet/www  |  that all points of view have 
Archive: http://www.io.com/~ftp/GURPSnet  |  something of value to offer. 
submit new files to gurpsnet-files@io.com |  --David Brin, "Otherness" 
 
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Date: Tue, 27 Jan 1998 18:45:10 -0600 (CST) 
From: Dataweaver <traveler@io.com> 
cc: champ-l@omg.org 
Subject: Re: 4th Edition starship construction 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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To: champ-l@omg.org 
 
On Tue, 27 Jan 1998, Michael (Damon) or Peni R. Griffin wrote: 
 
> >   Now, even though they are added on after the main structure, the 
> >spaceship and fantasy stuff isn't just an afterthought.  The strongest 
> >emphasis is, of course, on giant robots and superhero vehicles, but there's 
> >also a lot given that can be applied to anything you want to do with 
> >vehicles.  I make reference to the "Speed" movies in the campaigning 
> >section, and I have a "special campaign" in the appendices that was 
> >inspired by the old Starfire game.  For that matter, I've been seriously 
> >thinking of sitting down next December and writing up Santa Claus' sleigh 
> >(flying reindeer and all) using the rules from TUSV. 
>  
> Merely for the sake of completenes (since I've never known anyone to 
> actually *play* Western Hero) will there be a nod to Old West-genre 
> vehicles lke the steam locomotive, the ironclad warship, or the humble 
> stagecoach?  That last is arguably not so much a vehicle as a container, 
> since the horse provides the power:  a wagon is little more than a giant 
> saddlebag with wheels. 
 
Mind you, you'd also want to consider such things as carts and chariots 
(for Fantasy Hero) and jet packs and Battlesuits (specifically, how would 
you model a Robotech Cyclone?  A motorcycle is clearly a Vehicle; but 
would the battlesuit be a vehicle as well, or a collection of powers with 
a -1/2 Limitation applied (be it Focus, Battlesuit, or whatever...) 
 
> >   However, one new rule I'm putting in (and which has gotten good feedback 
> >so far) is that Life Support for those on board is not the same as Life 
> >Support for the vehicle!  I space vehicle would have to buy Life Support vs 
> >breathing, heat/cold, and vacuum for itself in addition to the same for its 
> >occupants. 
>  
> Buying Life Support for the ship itself seems weird, unless it's one of 
> those semi-alive biotech ships you occasionaly run across in fiction, like 
> B5's Vorlon vessels.  Breathing is not a consideration for a starship, 
> since we can assume none of them run on internal combustion engines.  Any 
> starship had *better* be able to operate in vacuum and intense cold 
> environments by default.  Immunity to disease and aging don't seem to apply 
> either.  That leaves protection against radiation, which *does* make sense, 
> but such protection would seem to automatically extend to persons inside 
> the ship, yes?  Hmmm...this would be nice:  for 5 pts the ship doesn't need 
> to "eat".  ZERO FUEL CONSUMPTION!  I LOVE IT!  Okay, I'll behave now. 
> Seriously, I'd like to hear more about how you justified Life Support for 
> the vehicle itself.  It seems counterintuitive to me. 
 
Note: this is The Ultimate Super Vehicle, not The Ultimate Starship; cars 
would have a serious problem running their air-breathing engines in a 
vacuum, and various of their systems might have problems with unusual 
environmental conditions such as heat or cold.   
 
---- Jonathan Lang <traveler@io.com> ---- x ------- alias: Dataweaver --------- 
  Webpage:  http://www.io.com/~traveler  /@\ The Dogma of Otherness insists 
  GURPSnet's Benevolent Tyrant for Life  ~~~ that all voices deserve a hearing, 
FAQ: http://www.io.com/~ftp/GURPSnet/www  |  that all points of view have 
Archive: http://www.io.com/~ftp/GURPSnet  |  something of value to offer. 
submit new files to gurpsnet-files@io.com |  --David Brin, "Otherness" 
 
Return-Path: daemon@omg.org 
Date: Tue, 27 Jan 1998 16:45:21 -0800 (PST) 
From: Anthony Jackson <ajackson@iii.com> 
Reply-To: Anthony Jackson <ajackson@iii.com> 
Subject: Re: H5: continuous and uncontrolled 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 
 
Dataweaver writes: 
> > Drain doesn't have a maximum limit like Aid. 
>  
> Hmm?  Last I chaecked, _all_ Alteration Powers had a maximum limit... 
 
Nah.  There's a maximum amount by which an adjustment power can help you, but 
no limit to how much one can hurt you. 
 
Return-Path: daemon@omg.org 
X-Sender: why@mail.superlink.net 
Date: Tue, 27 Jan 1998 19:46:05 -0500 
From: Joe Mucchiello <why@mars.superlink.net> 
Subject: Re: It's hard to be solid 
Cc: champ-l@omg.org 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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To: champ-l@omg.org 
 
At 08:52 PM 1/26/98 -0600, Tim R. Gilberg wrote: 
>	So?  Having to constantly expend END to keep oneself solid, and 
>thus allow for any type of interaction with the world, is a huge 
>disadvantage.  It happens to come with a small side effect advantage of 
>going Desol when getting KOed.  However, note that if you are KOed and 
>also desperately in need of medical attention, you are quite screwed. 
> 
>	But as for generalizing the concept:  Declaring a power Always On 
>by Default, costs END to turn off, really should be about a +-0 modifier. 
 
Assuming the power is bought 0 END to start with.  Doesn't this construct 
come up every few months?  I always do things like that, like this: 
 
Desolid, 0 END, Persistant, Variable Limitation (-1/4: Must always be 
either Always On (-1/2) or Costs END (-1/2)) 
 
Granted, the construct is not perfect.  But I cannot imagine a GM not 
allowing this definition.  If you wouldn't, why wouldn't you? 
 
  Joe 
 
 
Return-Path: daemon@omg.org 
Date: Tue, 27 Jan 1998 16:51:31 -0800 (PST) 
From: Anthony Jackson <ajackson@iii.com> 
Reply-To: Anthony Jackson <ajackson@iii.com> 
Subject: Re: It's hard to be solid 
Cc: champ-l@omg.org, 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 
 
Joe Mucchiello writes: 
 > Assuming the power is bought 0 END to start with.  Doesn't this construct 
> come up every few months?  I always do things like that, like this: 
>  
> Desolid, 0 END, Persistant, Variable Limitation (-1/4: Must always be 
> either Always On (-1/2) or Costs END (-1/2)) 
>  
> Granted, the construct is not perfect.  But I cannot imagine a GM not 
> allowing this definition.  If you wouldn't, why wouldn't you? 
 
Because 'always on' doesn't make any sense in a variable limitation -- the 
power clearly is _not_ always on. 
 
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Date: Tue, 27 Jan 1998 18:59:05 -0600 (CST) 
From: Dataweaver <traveler@io.com> 
cc: champ-l@omg.org 
Subject: Re: Re[2]: 4th Edition starship construction 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Tue, 27 Jan 1998, Michael (Damon) or Peni R. Griffin wrote: 
 
> >   Your average car will not do well in a vacuum, nor will it run very 
> well at  
> >   extremely high or low temperatures, nor will it run without air.  Thus, a  
> >   spaceship probably needs these advantages.  If the spaceship doesn't 
> require  
> >   fuel, it also needs 'LS: need not eat'. 
>  
> Your typical submarine cannot travel cross-country.  Do all cars need to 
> buy this as an advantage or power, just because they can do something 
> another vehicle type can't?  
 
Yes; it's called "ground movement", and costs the same as Running.  Cars 
have it; subs don't.   
 
---- Jonathan Lang <traveler@io.com> ---- x ------- alias: Dataweaver --------- 
  Webpage:  http://www.io.com/~traveler  /@\ The Dogma of Otherness insists 
  GURPSnet's Benevolent Tyrant for Life  ~~~ that all voices deserve a hearing, 
FAQ: http://www.io.com/~ftp/GURPSnet/www  |  that all points of view have 
Archive: http://www.io.com/~ftp/GURPSnet  |  something of value to offer. 
submit new files to gurpsnet-files@io.com |  --David Brin, "Otherness" 
 
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Date: Tue, 27 Jan 1998 19:03:02 -0600 (CST) 
From: Dataweaver <traveler@io.com> 
cc: champ-l@omg.org 
Subject: Re: H5: continuous and uncontrolled 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, 27 Jan 1998, Anthony Jackson wrote: 
 
> Dataweaver writes: 
> > > Drain doesn't have a maximum limit like Aid. 
> >  
> > Hmm?  Last I chaecked, _all_ Alteration Powers had a maximum limit... 
>  
> Nah.  There's a maximum amount by which an adjustment power can help you, but 
> no limit to how much one can hurt you. 
 
So a Transfer can only give you so much, but can continue dropping your 
opponent's trait? 
 
---- Jonathan Lang <traveler@io.com> ---- x ------- alias: Dataweaver --------- 
  Webpage:  http://www.io.com/~traveler  /@\ The Dogma of Otherness insists 
  GURPSnet's Benevolent Tyrant for Life  ~~~ that all voices deserve a hearing, 
FAQ: http://www.io.com/~ftp/GURPSnet/www  |  that all points of view have 
Archive: http://www.io.com/~ftp/GURPSnet  |  something of value to offer. 
submit new files to gurpsnet-files@io.com |  --David Brin, "Otherness" 
 
Return-Path: daemon@omg.org 
X-Sender: why@mail.superlink.net 
Date: Tue, 27 Jan 1998 20:07:16 -0500 
From: Joe Mucchiello <why@mars.superlink.net> 
Subject: Re: It's hard to be solid 
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 04:51 PM 1/27/98 -0800, Anthony Jackson wrote: 
>Joe Mucchiello writes: 
> > Assuming the power is bought 0 END to start with.  Doesn't this construct 
>> come up every few months?  I always do things like that, like this: 
>>  
>> Desolid, 0 END, Persistant, Variable Limitation (-1/4: Must always be 
>> either Always On (-1/2) or Costs END (-1/2)) 
>>  
>> Granted, the construct is not perfect.  But I cannot imagine a GM not 
>> allowing this definition.  If you wouldn't, why wouldn't you? 
> 
>Because 'always on' doesn't make any sense in a variable limitation -- the 
>power clearly is _not_ always on. 
 
Yes, it does.  It is "Always On", i.e. cannot be turned off.  The only way 
to turn it off is to change the VL to "Costs END".  The GM has to rule 
(outside the power construct) that when the character does not or cannot 
pay the END that the VL must switch back to Always On, thus making the 
character Desolid.  How else can you do this construct? 
 
  Joe 
 
 
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X-Sender: bob.greenwade@klock.com 
Date: Tue, 27 Jan 1998 17:12:13 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: 4th Edition starship construction 
Errors-To: owner-champ-l@omg.org 
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At 11:24 AM 1/27/98 -0800, Anthony Jackson wrote: 
>Richard G Schwerdtfeger writes: 
>> Bob wrote: 
>>      However, one new rule I'm putting in (and which has gotten good  
>>      feedback so far) is that Life Support for those on board is not  
>>      the same as Life Support for the vehicle!  I space vehicle would  
>>      have to buy Life Support vs breathing, heat/cold, and vacuum for  
>>      itself in addition to the same for its occupants. 
>>  
>> Bob? Aren't you going a little too far on this one? Why would a spaceship  
>> have to buy those Life Supports for the ship itself? The ship is simply a  
>> huge hunk of metal/plastic/biotech/etc, and except in rare circumstances,  
>> not alive.(I know, this is dependent on SFX, but it's a good 
>> generalization)  
> 
>Your average car will not do well in a vacuum, nor will it run very well at 
>extremely high or low temperatures, nor will it run without air.  Thus, a 
>spaceship probably needs these advantages.  If the spaceship doesn't require 
>fuel, it also needs 'LS: need not eat'. 
 
   Anthony, if we ever meet at a convention, remember that I wanted to go 
out and buy you a kewpie doll.  :-] 
--- 
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 
 
 
Return-Path: daemon@omg.org 
Date: Tue, 27 Jan 1998 17:16:53 -0800 (PST) 
From: Anthony Jackson <ajackson@iii.com> 
Reply-To: Anthony Jackson <ajackson@iii.com> 
Subject: Re: It's hard to be solid 
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 
 
Joe Mucchiello writes: 
  
> Yes, it does.  It is "Always On", i.e. cannot be turned off.  The only way 
> to turn it off is to change the VL to "Costs END".  The GM has to rule 
> (outside the power construct) that when the character does not or cannot 
> pay the END that the VL must switch back to Always On, thus making the 
> character Desolid.  How else can you do this construct? 
 
Trigger (turns on when character stops paying END). 
 
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X-Sender: bob.greenwade@klock.com 
Date: Tue, 27 Jan 1998 17:30:46 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: 4th Edition starship construction 
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At 02:05 PM 1/27/98 -0600, Michael (Damon) or Peni R. Griffin wrote: 
>>   TUSV will address starships.  I just finished all of the really vital 
>>stuff for the First Draft yesterday, and while there's not as much in there 
>>directly regarding starships right now, I think you can expect to see a 
>>fair amount (including at least a couple of sample ones) in the final 
>product. 
> 
>Samples are always nice.  Mainly I wanted a *clear* system in a section 
>that had *starships* in mind, since several considerations apply to them 
>but not to other types of vehicle.  The Star Hero book met the second 
>requirement, but kind of fell down on the first; the BBB pretty much did 
>the opposite.  Ideally, someone would just update SH for 4th/5th Edition, 
>but no one seems to be working on it.  Bruce didn't reply to a query I sent 
>about that several weeks ago, but did mention it in his recent appearance 
>on #herochat.  I didn't "attend", but read the log afterward, and 
>apparently no one is working on such a revision, though he claims he'd be 
>very much interested.  I kind of got the impression he wanted it to be all 
>things to all SF fans, not just a space genre book, but a book that would 
>cover every conceivable aspect of SF roleplay.  That may be a bit 
>ambitious, and it's hard to see why it'd be necessary in a single book 
>anyway.  That's why we have genre books, 'cause everything doesn't fit in 
>one volume. 
 
   Yeah, frankly I'd prefer to see Star Hero as just a "spacefaring sci-fi" 
type of genre book, maybe with addenda for Giant Robots and Time Travel. 
Let post-Holocaust take care of itself.  Let cyberpunk take care of itself 
(Cyber Hero was OK, and I understand that the manuscript that the authors 
actually submitted was really quite good).  Heck, already I tend to 
consider superheroes a sort of subgenre of science fiction. 
   As for how well TUSV addresses starships, well, that's a little hard to 
call at this point in time.  *I* think it does an adequate job, and should 
empower GMs and authors of science-fiction settings to give their starships 
a good definition.  Your opinion may be different from that, though. 
 
>>   Now, even though they are added on after the main structure, the 
>>spaceship and fantasy stuff isn't just an afterthought.  The strongest 
>>emphasis is, of course, on giant robots and superhero vehicles, but there's 
>>also a lot given that can be applied to anything you want to do with 
>>vehicles.  I make reference to the "Speed" movies in the campaigning 
>>section, and I have a "special campaign" in the appendices that was 
>>inspired by the old Starfire game.  For that matter, I've been seriously 
>>thinking of sitting down next December and writing up Santa Claus' sleigh 
>>(flying reindeer and all) using the rules from TUSV. 
> 
>Merely for the sake of completenes (since I've never known anyone to 
>actually *play* Western Hero) will there be a nod to Old West-genre 
>vehicles lke the steam locomotive, the ironclad warship, or the humble 
>stagecoach?  That last is arguably not so much a vehicle as a container, 
>since the horse provides the power:  a wagon is little more than a giant 
>saddlebag with wheels. 
 
   I fully address, albeit not in *great* detail, "vehicles" which are 
pulled.  They are, essentially, built as Vehicles with a limited form of 
Gliding as their only Movement.  They are then pulled along according to 
the STR and Running of whatever is pulling them.  (Locomotives and tractor 
trailers and work the same way.)  There are restrictions on how fast a 
vehicle can go, so that one can't just buy something with 1" of gliding and 
expect to pull it along at 50" using a team of gazelles. 
   And there are plenty of rules for old-style ships.  If someone wants to 
run something aboard a steamship in the 1880s, and needs the stats for such 
a vessel, that will be doable. 
 
>>   And to answer your last question, I think you can start looking for it 
>>around next August -- but cross your fingers.  (I know I'm crossing mine.) 
> 
>Ah, unfortunate.  I'll buy it anyway, as soon as it's out, but I was rather 
>hoping to get this space campaign going by May.  The likely chain of events 
>will have start the PCs off as crew for a large corporate vessel, 
>alternately ferrying colonists to new planets and bringing back mined 
>resources to Earth.  Events will quickly put them into a much smaller ship 
>of their own, with different functions.  This means I'll have to have 
>designed both types of ship before the game begins, and possibly one or two 
>others. 
 
   Yeah, May is definitely out.  I'll be doing well if I have the Final 
Draft ready by the end of March. 
   However, Damon, I'd be more than willing to provide assistance by 
private email as the time for your campaign draws near. 
 
>>   However, one new rule I'm putting in (and which has gotten good feedback 
>>so far) is that Life Support for those on board is not the same as Life 
>>Support for the vehicle!  I space vehicle would have to buy Life Support vs 
>>breathing, heat/cold, and vacuum for itself in addition to the same for its 
>>occupants. 
> 
>Buying Life Support for the ship itself seems weird, unless it's one of 
>those semi-alive biotech ships you occasionaly run across in fiction, like 
>B5's Vorlon vessels.  Breathing is not a consideration for a starship, 
>since we can assume none of them run on internal combustion engines.  Any 
>starship had *better* be able to operate in vacuum and intense cold 
>environments by default.  Immunity to disease and aging don't seem to apply 
>either.  That leaves protection against radiation, which *does* make sense, 
>but such protection would seem to automatically extend to persons inside 
>the ship, yes?  Hmmm...this would be nice:  for 5 pts the ship doesn't need 
>to "eat".  ZERO FUEL CONSUMPTION!  I LOVE IT!  Okay, I'll behave now. 
>Seriously, I'd like to hear more about how you justified Life Support for 
>the vehicle itself.  It seems counterintuitive to me. 
 
   If you think that a vehicle isn't immune to aging, then you clearly have 
never owned a car beyond its 10th birthday.  ;-] 
   Immunity to "disease" for a Vehicle is immunity to such things as rust 
and other forms of materials degradation. 
   And yes, per the current manuscript, the starship *does* need to buy 
Self-Contained Breathing ("no internal combustion engine" is *not* a 
default), Safe in Vacuum, and Safe in Heat/Cold for itself. 
   For that matter, here's the Vehicular Life Support Table as it now stands: 
 
                          Vehicular Life Support 
Pts     Effect 
5       Vehicle can operate (that is, "breathe") in an unusual environment 
(under 
        water, in heavy dust, etc.) 
10      Vehicle's ventilation system is self-contained. 
5       Does Not Need Fuel* or Maintenance 
3 each  Safe vs Vacuum/High Pressure; Safe vs High Radiation; Safe vs Intense 
        Heat/Cold; Immune to Degradation (such as rust); Immune to Aging 
 
   *This element is optional, and may only be taken in campaigns where Fuel 
Dependence is assumed and not used as a special Disadvantage.  (In this 
case, there's also a unique option of creating a "negative Disadvantage," 
treated as a Talent, for Reduced Fuel Consumption.) 
 
   The reasoning here is the same as the reason "giant robots" don't get 
arms for free just for being "giant robots":  You Get What You Pay For. 
Sure, I was talking a while ago about Everyvehicle Equipment, but these are 
a bit much 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 
 
 
Return-Path: daemon@omg.org 
X-Sender: bob.greenwade@klock.com 
Date: Tue, 27 Jan 1998 17:32:26 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: 4th Edition starship construction 
Errors-To: owner-champ-l@omg.org 
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At 03:00 PM 1/27/98 -0800, Anthony Jackson wrote: 
>Michael (Damon) or Peni R. Griffin writes: 
>> Your typical submarine cannot travel cross-country.  Do all cars need to 
>> buy this as an advantage or power, just because they can do something 
>> another vehicle type can't? 
>Nope.  By default, a vehicle gets 6" of running for free.  If a vehicle 
cannot 
>travel cross-country, it should buy its running down to 0 (and get 12 points 
>back).  However, most cars do need to buy more than base running. 
 
   You are correct, sir!   :-]  (Except HeroMaker also provides 2" of 
Swimming for free.  I try to not think about it too hard.) 
 
>Incidentally, TUSV should list disadvantage values for such things as wheels 
>and tracks, since those have lower crosscountry mobility than the default of 
>legs. 
 
   These aren't Disadvantages; they're Limitations. 
 
>>  A basic Everyvehicle Skill is (or should be) 
>> the ability to function in the environment for which it was clearly 
>> designed. 
>Just because the concept of my vehicle says 'goes anywhere', does that mean I 
>get the ability to go anywhere for free? 
 
   Again, correct.  
--- 
Bob's Original Hero Stuff Page! 
   http://www.klock.com/public/users/bobg/original.htm 
Homepage of the Merry-Go-Round Webring!  (Wanna join?) 
   http://www.klock.com/public/users/bobg/merrhome.htm 
 
 
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X-Sender: bob.greenwade@klock.com 
Date: Tue, 27 Jan 1998 17:35:47 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: 4th Edition starship construction 
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At 06:06 PM 1/27/98 -0600, Michael (Damon) or Peni R. Griffin wrote: 
>This is distracting me from the points I really cared about, those directly 
>concerned with my upcoming game.  If the author of TUSV wants starships to 
>have to buy Life Support, that's the way he's going to write the rules.  I 
>asked him what his thoughts were for justifiying it, and he hasn't time to 
>respond yet.  If I agree with his thinking, I'll use his rule as written. 
>If not, I'll make a house rule to override it for my campaign. 
 
   This attitude, in my estimation, makes you one of the most intelligent 
members of this Mailing List.  :-] 
--- 
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X-Authentication-Warning: pentagon.io.com: traveler owned process doing -bs 
Date: Tue, 27 Jan 1998 19:36:12 -0600 (CST) 
From: Dataweaver <traveler@io.com> 
cc: champ-l@omg.org 
Subject: Re: It's hard to be solid 
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On Tue, 27 Jan 1998, Anthony Jackson wrote: 
 
> Joe Mucchiello writes: 
>  > Assuming the power is bought 0 END to start with.  Doesn't this construct 
> > come up every few months?  I always do things like that, like this: 
> >  
> > Desolid, 0 END, Persistant, Variable Limitation (-1/4: Must always be 
> > either Always On (-1/2) or Costs END (-1/2)) 
> >  
> > Granted, the construct is not perfect.  But I cannot imagine a GM not 
> > allowing this definition.  If you wouldn't, why wouldn't you? 
>  
> Because 'always on' doesn't make any sense in a variable limitation -- the 
> power clearly is _not_ always on. 
 
Actually, this one makes sense; it's a nice, simple way to design a power 
that can never be shut off except under very specific conditions (such as 
paying END, or when the moon is full...) 
 
---- Jonathan Lang <traveler@io.com> ---- x ------- alias: Dataweaver --------- 
  Webpage:  http://www.io.com/~traveler  /@\ The Dogma of Otherness insists 
  GURPSnet's Benevolent Tyrant for Life  ~~~ that all voices deserve a hearing, 
FAQ: http://www.io.com/~ftp/GURPSnet/www  |  that all points of view have 
Archive: http://www.io.com/~ftp/GURPSnet  |  something of value to offer. 
submit new files to gurpsnet-files@io.com |  --David Brin, "Otherness" 
 
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Date: Tue, 27 Jan 1998 17:37:41 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: 4th Edition starship construction 
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At 06:45 PM 1/27/98 -0600, Dataweaver wrote: 
>Mind you, you'd also want to consider such things as carts and chariots 
>(for Fantasy Hero) and jet packs and Battlesuits (specifically, how would 
>you model a Robotech Cyclone?  A motorcycle is clearly a Vehicle; but 
>would the battlesuit be a vehicle as well, or a collection of powers with 
>a -1/2 Limitation applied (be it Focus, Battlesuit, or whatever...) 
 
   In this case, the battlesuit form would be written as a Vehicle (though 
there's certainly room to argue for writing it up with Battlesuit or Focus 
Limitation, and creating a Multipower for "normal person with motorcycle"). 
--- 
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X-Sender: bob.greenwade@klock.com 
Date: Tue, 27 Jan 1998 17:40:31 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: [Re: Falling and the 5th Edition] 
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At 01:15 PM 1/27/98, filkhero@usa.net wrote: 
>daemon@omg.org wrote: 
>> At 09:59 PM 1/26/98 -0800, Filksinger wrote: 
>> >Anyone besides me think that the falling rules need to be revamped in 
>> >5th Ed? 
>>  
>>    Rate of fall and terminal velocity are pretty close to real life (based 
>> on the admittedly cursory research I've done).  If you're thinking the 
>> system of determining damage from falling should be revamped, though, I'd 
>> say you have a good idea here. 
> 
>In the first second in Champions, you fall twice as far as you would in 
real life. This a) causes people to reach the ground before they can be 
caught, and b) causes people to reach the ground before they have enough 
velocity to hurt themselves. 
 
   Well, I *did* admit that my research was weak and not thorough.   :-] 
 
>Somewhere on my machine I have my optional falling rules. Half of the 
changes are to correct the falling distance vs. falling time and speed. 
This actually increases the damage done by falling short distances 
considerably, correcting the major problem with the falling rules. I added 
some minor adjustments to damage for the rest. 
> 
>I sent it to Bruce Harlick, but he ignored them. 
 
   Post them here.  I know I'd like to see them, and with Steve Long 
lurking the list they just might get into Hero5. 
--- 
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Date: Tue, 27 Jan 1998 17:49:42 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Social Limitation 
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At 06:18 PM 1/27/98 -0600, Dataweaver wrote: 
>> Social Limitation 
>>  
>> Circumstances Occur                   Points 
>>  
>> Occasionally (8-)                          5 
>> Frequently (11-)                          10 
>> Very Frequently (14-)                     15 
>>  
>> Effects of Limitation                 Points 
>>  
>> Inconvenient (but fairly safe)            +0 
>> Dangerous (major risk of injury)          +5 
>> Deadly (suicide runs)                    +10 
>>  
>> Punishment for Violation              Points 
>>  
>> Minor (fired, dishonored, disowned)       +0 
>> Major (blacklisted, flogged, imprisoned)  +5 
>> Severe (death — if they catch you)       +10 
> 
>So a society where minorities aren't allowed to visit certain locations, 
>are forced to ride in the back of the busses, etc. and will be thrown in 
>prison if they do not, being a minority is a 15 point Disad (11-, 
>Inconvenient, Major reprecussions); if women are required to wear 
>outlandish outfits to formal occasions or face ridicule by their peers, 
>this would be a 5-point Disad (8-, Inconvenient, Minor reprecussions); if 
>Death Hunter killed the president's son and is being blackmailed into 
>performing critical missions for the government, this is a 35-point Disad 
>(14-, Deadly, Severe).  The typical Secret ID would be 11-, Inconvenient, 
>Major (specifically, the danger to family and friends); and the typical 
>Public ID would be 11-, Inconvenient, Minor ("always in the spotlight"). 
 
   So did we just come up with a workable structure for Social Limitation? 
Let's see.... 
   An Ex-con (depending somewhat on the specific offense) cannot vote or 
carry a firearm, and is subject to certain other restrictions.  This occurs 
Occasionally and is Inconvenient, but carries Major punishment for 
violation, so being an Ex-Con is worth 10 points. 
   A Hot Celebrity (something more than just "Public ID") is recognized and 
mobbed wherever he goes, and is hounded by the tabloid press.  This occurs 
Very Frequently, can be considered Dangerous (remember John Lennon and 
Princess Diana), and has Minor repercussions (public embarassment) for 
doing something wrong.  Being a Hot Celebrity is worth 20 points. 
   Works for me. 
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Date: Tue, 27 Jan 1998 20:53:24 -0500 
From: Joe Mucchiello <why@mars.superlink.net> 
Subject: Re: It's hard to be solid 
Cc: champ-l@omg.org 
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At 05:16 PM 1/27/98 -0800, Anthony Jackson wrote: 
>Joe Mucchiello writes: 
>  
>> Yes, it does.  It is "Always On", i.e. cannot be turned off.  The only way 
>> to turn it off is to change the VL to "Costs END".  The GM has to rule 
>> (outside the power construct) that when the character does not or cannot 
>> pay the END that the VL must switch back to Always On, thus making the 
>> character Desolid.  How else can you do this construct? 
> 
>Trigger (turns on when character stops paying END). 
 
But that doesn't turn it off when the character starts paying END. 
Variable Limitation does.  You might argue that the Trigger is necessary 
even with the variable limitation.  But, I don't think you can get around 
the VL.  Also,  
this text in trigger does not work with the effect (BBB p98 Para.3): 
 
     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 Invisible Power Effects.... 
 
Trigger is inappropriate for this construct.  If you can accept ignoring 
that paragraph in Trigger, that you can ignore the "Always" in Always On, 
IMHO. 
 
  Joe 
 
 
Return-Path: daemon@omg.org 
Date: Tue, 27 Jan 1998 19:53:53 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: It's hard to be solid 
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> > Desolid, 0 END, Persistant, Variable Limitation (-1/4: Must always be 
> > either Always On (-1/2) or Costs END (-1/2)) 
> > 
> > Granted, the construct is not perfect.  But I cannot imagine a GM not 
> > allowing this definition.  If you wouldn't, why wouldn't you? 
> 
> Because 'always on' doesn't make any sense in a variable limitation -- the 
> power clearly is _not_ always on. 
 
 
	that's why it's worth less points.  By your arguement, Costs End 
doesn't make sense either, as I can use the power without spending END. 
 
 
			-Tim Gilberg 
 
Return-Path: daemon@omg.org 
Date: Tue, 27 Jan 1998 19:55:25 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: It's hard to be solid 
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> > Yes, it does.  It is "Always On", i.e. cannot be turned off.  The only way 
> > to turn it off is to change the VL to "Costs END".  The GM has to rule 
> > (outside the power construct) that when the character does not or cannot 
> > pay the END that the VL must switch back to Always On, thus making the 
> > character Desolid.  How else can you do this construct? 
> 
> Trigger (turns on when character stops paying END). 
 
 
	Nah.  All I have to do is not set my trigger to not have it turn 
back on.  Therefore, I spend END to turn it off, don't set my trigger, and 
am not at all in any problems. 
 
 
 
			-Tim Gilberg 
 
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X-Sender: jrc@pop1.nai.net 
Date: Tue, 27 Jan 1998 20:56:37 -0500 
From: "Joe Claffey Jr." <jrc@mail1.nai.net> 
Subject: Re: TUMA Maneuvers 
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Stainless Steel Rat <ratinox@peorth.gweep.net> writes, 
>>>>>> "MS" == Michael Surbrook <susano@access.digex.net> writes: 
> 
>> Defensive Throw		Block, Target Falls 
> 
>MS> Except, this one doesn't say "Abort", all the others are clearly marked 
>MS> "Abort" as one of the elements.  The Block element doesn't 
>MS> automatically allow you to Abort (at least, not in this case). 
> 
>Except that the "Block" maneuver base automatically includes the Abort 
>element.  Otherwise Block is useless as a defensive maneuver.  But this is 
>an offensive maneuver -- "Target Falls" is for the Strike maneuver base. 
 
 TUMA changed the rules on the Throw element. Unless a Throw is based on a 
Strike, it does no damage. 
 
  Joe Claffey               | "In the end, everything is a gag." 
  jrc@ct1.nai.net           |               - Charlie Chaplin 
 
 
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X-Sender: bob.greenwade@klock.com 
Date: Tue, 27 Jan 1998 17:59:05 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: H5: continuous and uncontrolled powers 
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At 02:30 PM 1/27/98 -0500, Stainless Steel Rat wrote: 
>-----BEGIN PGP SIGNED MESSAGE----- 
> 
>>>>>> "BG" == Bob Greenwade <bob.greenwade@klock.com> writes: 
> 
>BG>    Not all Transformations use a "resonably common or obvious way of 
>BG> breaking it" (or, to use the book's wording, "some identifiable way" 
>BG> for an "All-or-Nothing retransformation").  [...] 
> 
>But it is not a one or the other deal; *both* means are supposed to apply 
>to any Transformation Attack.  The "or" in the description, like every 
>other use of or in Power descriptions, is not an exclusive (logical) or. 
>It is a grammatical or, which is really a conditional "and". 
 
   Look again at the actual sentence:  "The character may define one of two 
ways for the character to regain his normal form."  (This is somewhat 
poorly written; it should probably read, "The character with the Transform 
may define one of two ways for the target to regain its normal form."  But 
that doesn't affect the important part of the sentence.) 
   Note again that it says, "*one* of *two* ways."  This means either this 
one, or that one; either healing or All-or-Nothing retransformation.  (As a 
minor point, I notice that the two paragraphs that address recovering from 
Transform do not once use the word, "or.") 
--- 
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Return-Path: daemon@omg.org 
Date: Tue, 27 Jan 1998 20:00:54 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: TUMA Maneuvers 
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> > Defensive Throw		Block, Target Falls 
> 
> MS> Except, this one doesn't say "Abort", all the others are clearly marked 
> MS> "Abort" as one of the elements.  The Block element doesn't 
> MS> automatically allow you to Abort (at least, not in this case). 
> 
> Except that the "Block" maneuver base automatically includes the Abort 
> element.  Otherwise Block is useless as a defensive maneuver.  But this is 
 
	Actually, it gets the Abort element for free.  However, as it can 
be mixed with non-exclusive bases that can be considered offensive, it 
looses the free abort. 
 
	The block is also far from useless, it just will require being 
declared by its player on his phase, or used with a held phase.  Not as 
useful as a regular block, sure. 
 
> an offensive maneuver -- "Target Falls" is for the Strike maneuver base. 
 
	Nope.  Target Falls is with the Throw Non-Exclusive maneuver base. 
It can go with _anything_.  Most go with strikes so that they can cause 
some actual damage, but it is possible to mix with, say, grab, bind,  or 
disarm. 
 
> At this point I have to wonder if "Block, Target Falls" is a typographical 
> error, that it should read "Throw, Target Falls".  If so, then the maneuver 
> is legit, and I owe Steve Long an apology. 
 
	You owe him one anyway.  The "Throw" element is usually simply 
represented with the words, "Target Falls".  "Throw, Target Falls" is 
redundant.  This would (kinda) represent the pre-4th edition throw which 
could stop incoming attacks.  However, it is now unable to be aborted to 
as well as having no damage potential. 
 
 
 
			-Tim Gilberg 
 
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X-Sender: bob.greenwade@klock.com 
Date: Tue, 27 Jan 1998 18:08:44 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Re[2]: 4th Edition starship construction 
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At 11:07 AM 1/27/98 -0800, Richard G Schwerdtfeger wrote: 
>Bob wrote: 
>     However, one new rule I'm putting in (and which has gotten good  
>     feedback so far) is that Life Support for those on board is not  
>     the same as Life Support for the vehicle!  I space vehicle would  
>     have to buy Life Support vs breathing, heat/cold, and vacuum for  
>     itself in addition to the same for its occupants. 
> 
>Bob? Aren't you going a little too far on this one? Why would a spaceship  
>have to buy those Life Supports for the ship itself? The ship is simply a  
>huge hunk of metal/plastic/biotech/etc, and except in rare circumstances,  
>not alive.(I know, this is dependent on SFX, but it's a good generalization) 
> 
>What advantages does the ship itself get for purchasing these systems for  
>itself, rather than to protect its crew? 
 
   Well, someone else already gave a lot of the logic, and I've posted my 
Vehicular Life Support table, so I think you should get a pretty good idea 
from those what my answer is here. 
 
>I hate to say this, Bob, but it seems to me from some of the stuff you have  
>posted here that you may be overcomplicating the vehicle construction rules. 
>Yes, we do need a new set, and yes, it should be more comprehensive than the  
>one we have now. But it seems that the way you are heading with these rules,  
>I will have to pay twice what I had paid before, just because of all of the 
>"necessary systems" in my vehicle now cost points, whereas they were  
>previously just special effects. 
 
   Not much has to be paid for twice.  In fact, Life Support is about it. 
If the Vehicle has Power Defense, for instance, it affects both the Vehicle 
and its occupants (unless it takes a -1/2 Limitation to affect only one or 
the other). 
 
>List these as optional rules, if you like, but don't make it integral to your 
>new rules to have to pay for this stuff individually. 
 
   Well, anything in any Ultimate Book should be treated like broccoli.  If 
you don't like it, don't eat it (unless your parents are watching).   :-] 
--- 
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Date: Tue, 27 Jan 1998 18:10:17 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Re[2]: 4th Edition starship construction 
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At 11:37 AM 1/27/98 -0800, Richard G Schwerdtfeger wrote: 
>Anthony wrote: 
>   Your average car will not do well in a vacuum, nor will it run very 
well at  
>   extremely high or low temperatures, nor will it run without air.  Thus, a  
>   spaceship probably needs these advantages.  If the spaceship doesn't 
require  
>   fuel, it also needs 'LS: need not eat'. 
> 
>And in some Sci-fi, big spaceships can't enter atmosphere. But some can...so 
>do they require LS:atmosphere, or do the the others get a disadd, or can you 
>just chalk it all up to Special Effects? 
> 
>Guess which my preference would be? ;) 
 
   My guess is that you'd go with SFX.  That's your prerogative.  If I was 
a player in your game with that rule in force, I'd go with it. 
   Officially, though, LS: Self-Contained Ventilation is required for space 
travel, and Physical Limitation: Cannot Enter Atmosphere is used to keep 
vessels there.  (At least, in the current draft.) 
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X-Sender: bob.greenwade@klock.com 
Date: Tue, 27 Jan 1998 18:14:01 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: TUMA Maneuvers 
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At 01:22 PM 1/27/98 -0600, Tim R. Gilberg wrote: 
>Hand-To-Hand Martial Arts Maneuvers 
>Maneuver   Damage/Effect 
>Ballestra  STR +4d6; Half Move Required 
 
   Just for the record, and along a different line of discussion, I'd like 
to see the entire Martial Arts maneuvers table duplicated in Hero5, except 
for the one above and the one under controversy. 
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Return-Path: daemon@omg.org 
Reply-To: "Filksinger" <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
Subject: Re: 4th Edition starship construction 
Date: Tue, 27 Jan 1998 19:01:46 -0800 
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On Tuesday, January 27, 1998 3:01 PM, Michael (Damon) or Peni R. 
Griffin wrote: 
 
 
>>Nope.  By default, a vehicle gets 6" of running for free.  If a 
vehicle 
>cannot 
>>travel cross-country, it should buy its running down to 0 (and get 
12 points 
>>back).  However, most cars do need to buy more than base running. 
> 
>We weren't discussing *how* a car moves cross-country (Running), nor 
how 
>*fast* it can do so (6" or whatever), just the fact that it is 
assumed to 
>be able to operate as a land-based vehicle because that's what is was 
>designed for.  It doesn't have to pay any points for being able to 
operate 
>out of water, as a submarine, boat, or jetski would have to if it 
wanted to 
>be a kind of super-ATV. 
 
 
I have no problems with making the default 6" Movement, Movement to be 
defined when the vehicle is purchased. 
 
>>Incidentally, TUSV should list disadvantage values for such things 
as wheels 
>>and tracks, since those have lower crosscountry mobility than the 
default of 
>>legs. 
> 
>Okay, then I want a Physical Limitation for my human characters, who 
have 
>to take longer overland routes, their lack of wings keeping them from 
>traveling "as the crow flies".  Don't be absurd.  Tracks, maybe.  But 
not 
>wheels. 
 
 
Then you are in favor of creating a new Advantage or Power for 
vehicles that have legs? Or were you planning on giving all vehicles 
with legs the ability to travel where other vehicles can't for free? 
 
>>Just because the concept of my vehicle says 'goes anywhere', does 
that mean I 
>>get the ability to go anywhere for free? 
> 
>No.  You would have to demonstrate that the design of the vehicle 
clearly 
>enabled it to function in every conceivable environment, by virtue of 
>clearly being designed with all those environments in mind.  Frankly, 
I 
>don't know how you'd be able to show that.  A car is designed for 
overland 
>travel, and should not have to pay points for special powers related 
to the 
>environment it's in, unless it enters an "unfriendly" environment, or 
one 
>for which it is clearly unequipped. 
> 
>Humans have lungs, fish have gills.  Humans don't have to pay points 
to 
>breathe in the air, but a fish would have to do so, because it's not 
>designed for that environment.  No character should have to pay 
points for 
>the mere ability to breathe air, move, pick things up, etc., but only 
for 
>the speed, strength, agility, etc., with which he does those basic 
things. 
>(Fish *do* have to pay for Life Support to breathe underwater, so I'm 
aware 
>this argument has an inherent weakness.) 
 
 
Unfortunately, I consider that 'inherent weakness' to be the key to 
this entire discussion. 
 
>It may be reasonable to base all PC characters on a generic human 
template, 
>but I don't think it's equally reasonable to base all vehicles, 
regardless 
>of purpose, design, construction, tech level or environment, on a 
Dodge 
>minivan. 
 
 
Why not? What do you base it upon, if not a basic car? The only other 
thing I can think of to base it upon would be a character, treating 
vehicles as a form of Follower. 
 
If you base it upon a Lunar Rover, then all cars, everywhere, have a 
Physical Limitation based upon their inability to survive in vacuum 
and without oxygen. If you base it upon submarines, then all cars have 
Phys. Lims that explain why they cannot drive in water. 
 
You state that a vehicle should not have to buy special features like 
Life Support in order to operate in their "natural environment". Why 
not? Fish (as you admitted) do, as would a character who was a form of 
vacuum living creature. Why should vehicles get their default 
environment for free? Additionally, even if they do, the Lunar Rover 
would still have to pay points to drive in air. 
 
Filksinger 
 
Return-Path: daemon@omg.org 
Date: Tue, 27 Jan 1998 21:14:38 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: TUMA Maneuvers 
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> >Except that the "Block" maneuver base automatically includes the Abort 
> >element.  Otherwise Block is useless as a defensive maneuver.  But this is 
> >an offensive maneuver -- "Target Falls" is for the Strike maneuver base. 
> 
>  TUMA changed the rules on the Throw element. Unless a Throw is based on a 
> Strike, it does no damage. 
 
 
	Actually, even in NH it was this way.  A throw is a (say it with 
me) non-exclusive maneuver base that is generall mixed with an exclusive 
maneuver base.  In most cases, Strike -- but not in all cases. 
 
 
 
			-Tim Gilberg 
 
Return-Path: daemon@omg.org 
Reply-To: "Filksinger" <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
Subject: Re: Falling and the 5th Edition 
Date: Tue, 27 Jan 1998 19:33:05 -0800 
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On Tuesday, January 27, 1998 3:14 PM, Dataweaver wrote: 
 
>On Tue, 27 Jan 1998, Anthony Jackson wrote: 
> 
>> Filksinger writes: 
>> > Anyone besides me think that the falling rules need to be 
revamped in 
>> > 5th Ed? 
>> 
>> All the velocity damage rules could do with a reworking (noncombat 
movebys are 
>> a bit of a problem too). 
> 
>The falling speeds are fine as is; treat damage from impact with the 
>ground as a Move-through, and rework move-bys and move-throughs to 
make 
>sense. 
> 
The falling speeds are fine, the falling _distances_ are wrong. 
 
Unfortunately, all methods for improving move-bys and move-throughs 
reduce the lethality of falls even more than the present system. Since 
the present system is a classic Murphy's Rules joke, I don't think 
making it worse is a good thing. 
 
Filksinger 
 
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Reply-To: "Filksinger" <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
Subject: Re: Re[2]: 4th Edition starship construction 
Date: Tue, 27 Jan 1998 19:39:39 -0800 
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On Tuesday, January 27, 1998 3:18 PM, Richard G Schwerdtferger wrote: 
 
 
>>>  A basic Everyvehicle Skill is (or should be) 
>>> the ability to function in the environment for which it was 
clearly 
>>> designed. 
>>Just because the concept of my vehicle says 'goes anywhere', does 
that mean I 
>>get the ability to go anywhere for free? 
> 
>Sure. As long as you buy an ability to get you there, like flight or 
Teleport 
>or swinging etc. Take a James Bond car which can both travel 
underwater and 
>fly through the air as an example. As long as it has flight and 
swimming, it 
>can go anywhere it wants to. Having a pressurized driver's 
compartment is 
>another question: it should have both LS: self-contained breathing 
and 
>LS:vacuum/high pressure to allow the driver to survive. 
 
 
So, do all motorboats take a Phys. Lim. because they can't swim 
underwater? 
 
I can swim underwater, but I do not get to breathe underwater for 
free. A motorboat has swimming, but cannot operate underwater for 
free. A car can drive into the water, but cannot drive across the 
bottom of the lake for free. 
 
I do not want vehicle rules where the default is such that cars and 
motorboats have to take Disadvantages, but other vehicles get to 
operate underwater for free. Robots don't get "LS: Need not breathe" 
for free, so why should a Lunar Rover? 
 
Filksinger 
 
Return-Path: daemon@omg.org 
Date: Tue, 27 Jan 1998 19:42:26 -0800 
From: Redraven <wingers@home.com> 
Organization: Redraven Productions 
Subject: Unsubscribe 
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-- 
Redraven Productions 
Http://members.home.net/wingers/redraven.htm 
 
 
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Reply-To: "Filksinger" <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
Subject: Re: It's hard to be solid 
Date: Tue, 27 Jan 1998 19:48:03 -0800 
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On Tuesday, January 27, 1998 4:13 PM, Anthony Jackson wrote: 
 
 
>Joe Mucchiello writes: 
> > Assuming the power is bought 0 END to start with.  Doesn't this 
construct 
>> come up every few months?  I always do things like that, like this: 
>> 
>> Desolid, 0 END, Persistant, Variable Limitation (-1/4: Must always 
be 
>> either Always On (-1/2) or Costs END (-1/2)) 
>> 
>> Granted, the construct is not perfect.  But I cannot imagine a GM 
not 
>> allowing this definition.  If you wouldn't, why wouldn't you? 
> 
>Because 'always on' doesn't make any sense in a variable 
limitation -- the 
>power clearly is _not_ always on. 
 
If it were "Must always be either Not at night (-1/2) or Costs END 
(-1/2)" then the power would clearly work at night. 
 
That is the entire purpose of Variable Limitation. A Limitation limits 
less than it should, because sometimes it doesn't apply-- another 
Limitation does. That's what Variable Limitation _always_ does. 
 
Filksinger 
 
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Reply-To: "Filksinger" <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
Subject: Re: TUMA Maneuvers 
Date: Tue, 27 Jan 1998 19:55:47 -0800 
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On Tuesday, January 27, 1998 5:07 PM, Tim R. Gilberg wrote: 
 
 
> 
>> > Defensive Throw Block, Target Falls 
>> 
>> MS> Except, this one doesn't say "Abort", all the others are 
clearly marked 
>> MS> "Abort" as one of the elements.  The Block element doesn't 
>> MS> automatically allow you to Abort (at least, not in this case). 
>> 
>> Except that the "Block" maneuver base automatically includes the 
Abort 
>> element.  Otherwise Block is useless as a defensive maneuver.  But 
this is 
> 
> Actually, it gets the Abort element for free.  However, as it can 
>be mixed with non-exclusive bases that can be considered offensive, 
it 
>looses the free abort. 
 
 
Actually, there is nothing in the Martial Arts rules that I can find 
that indicates that you cannot throw someone to the ground during an 
abort. You simply cannot do damage. 
 
I did mistate myself, however, when I said that Abort is not a part of 
Block by default. My bad.:( 
 
Filksinger 
 
Return-Path: daemon@omg.org 
Date: Tue, 27 Jan 1998 22:37:10 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: TUMA Maneuvers 
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> >Hand-To-Hand Martial Arts Maneuvers 
> >Maneuver   Damage/Effect 
> >Ballestra  STR +4d6; Half Move Required 
> 
>    Just for the record, and along a different line of discussion, I'd like 
> to see the entire Martial Arts maneuvers table duplicated in Hero5, except 
> for the one above and the one under controversy. 
 
 
	O.K, now what's wrong with the above? 
 
	And I want to keep our controversial Defensive Throw, mostly as it 
fits an effect and is perfectly legal with both NH and TUMA. 
 
 
			-Tim Gilberg 
 
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From: "Remnant" <easleyap@mobis.com> 
Subject: Re: H5: continuous and uncontrolled powers 
Date: Tue, 27 Jan 1998 23:04:31 -0600 
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G>Damage Reduction applies to the "Body or Stun" of an attack.  Does this 
G>mean that you have to buy Physical Damage Reduction twice, once for the 
G>Body damage, once for the Stun damage?  Of course not.  Hero uses a 
G>grammatical "or" because not all attacks will do both Body and Stun 
damage. 
G>Saying, "Body and Stun of an attack," would be grammatically incorrect. 
 
 
You are misquoting the book again.  The sentence that uses the phrase 'BODY 
or STUN' is referring to the owner of the power's characteristics not the 
attack's damage.  The sentence says that ";only part of any damage that gets 
through their defenses is applied against their STUN or BODY."  Note that it 
refers to 'ANY damage', and THEIR STUN or BODY.'  Or has to be used because 
no single type of damage could be applied to both and since it can't be 
both, which would allow an 'and' it has to be 'or' which allows one or the 
other but not both.  Which is what exclusive means.  I don't know whether or 
not it is possible to use 'or' in a simple sentence and make it be 
inclusive. 
 
G>The thing to remember is that a logical or is exclusive, a grammatical or 
G>is inclusive. 
 
 
A logical 'or' is either exclusive or inclusive depending on whether it is 
exclusive 'XOR' or inclusive 'OR'.  If all grammatical 'ORs' were inclusive 
as you insist then the sentence "Johnny is dead or playing." would mean that 
Johnny is both dead and playing.  That is just plain silly.  It means that 
he is either dead or playing but not both.  That my acquaintance is 
exclusive by definition of the word 'exclusive.'  The sentence "Take the 
Buick or the Hummer.  Doesn't mean take them both.  It means one or the 
other but NOT both, exclusive. 
 
>R> Secondly, the BBB doesn't use the term "or" dealing with the "cures" for 
>R> Transform.  Quote: "The character may define one of two ways for the 
>R> character to regain his normal form." 
> 
G>Of course, I can pick the grammar of this apart, too.  To whom does the 
G>first reference to "the character" point?  The character with the attack, 
G>really the player?  The second reference to "the character" is clearly the 
G>target, but the first is ambiguous if you start stripping context. 
 
 
By stripping context I assume you mean where later on it refers to 'the 
character with the Transform to define' part.  Which makes it clear which 
character gets to define the cures.  Ambiguity removed. 
 
G>And there is the word "may".  "May" indicates a choice, and this statement 
G>can be interpreted to show two choices: whether or not to chose a reversal 
G>condition, and which of the two reversal conditions to define if reversal 
G>conditions are chosen.  If one replaces "may" with "must", which I think 
G>was the intent, the ambiguity goes away.  Of course, this means I am 
G>utterly wrong, but it wouldn't be the frist time. :) 
 
 
You are correct about 'may' adding a bit of ambiguity to the sentence, 
however, the 'one of two' part removes the ambiguity over how many cures are 
to be taken.  'You may choose one of the three doors in front of your.'  Can 
be construed to mean you don't have to choose a door at all, but would have 
to be misconstrued to mean you can choose more than one. The sentence I 
mentioned earlier removes the other ambiguity.  So now we have no more 
ambiguity. 
 
G>But regardless of how you interpret that statement, I still stand by my 
G>statement that Cumulative's inconsistent applicability is unbalancing. 
G>Cumulative on anything other than Transformation is much more effective 
for 
G>the price. 
 
 
Never argued about that one way or the other.  Since you brought it up, 
however, I don't see 'Cumulative' as being any more or less unbalancing on 
Transform than any other all-or-nothing power.  I really don't think that 
the Transform power with Cumulative is really all that balanced if the first 
place. 
 
Transform +1/2 Cumulative, Change character into inanimate glass is only 
22.5 points per die, and this power goes against Power Defense.  A Killing 
Attack that works against Power Defense is 37.5 points per die.  They are bo 
th about as effective as each other. 
 
To finish I both agree and disagree with you.  I won't argue that Cumulative 
used on Mind Control isn't unbalancing, just that it isn't any more 
unbalancing than it is when used on Transform. 
 
Alan 
 
Return-Path: daemon@omg.org 
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Date: Wed, 28 Jan 1998 01:15:08 -0600 
From: Bryant Berggren <voxel@theramp.net> 
Subject: Re: Problems with the language similarity chart 
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At 09:11 AM 1/28/98 -0500, Dave Mattingly wrote: 
>I've always been bugged by the English simliarities.  
> 
>Isn't English closer to Latin than German? I always thought English was 
>a romance language. I certainly learned a lot of English words from my 
>Latin class. 
 
English is a Germanic language that borrowed an extensive (Norman) French 
vocabulary, then haphazardly instituted a Latin grammar in the days when 
Latin was THE intellectual language (which is where we get silly rules like 
"you can't split an infinitive" -- in Romance languages, infinitives are one 
word, so of COURSE you can't split them). For the whole fascinating story 
(and a lot of side treks into other linguistic quirks), I recommend reading 
THE MOTHER TONGUE by Bill Bryson. Great book. 
 
Personally, I don't think English has a 4-pt. similarity to ANYTHING, though 
at the rate which languages as far off as Japanese are borrowing words, it 
might not be too far off the mark to say it has a 1 pt. similarity with 
EVERY modern language. :] 
 
-- 
"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 
 
Return-Path: daemon@omg.org 
Date: Tue, 27 Jan 1998 23:21:24 -0800 
From: Rook <rook@infinex.com> 
Organization: Sujin & Brian 
Subject: Re: Social Limitation 
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> >> Social Limitation 
> >> 
> >> Circumstances Occur                   Points 
> >> 
> >> Occasionally (8-)                          5 
> >> Frequently (11-)                          10 
> >> Very Frequently (14-)                     15 
> >> 
> >> Effects of Limitation                 Points 
> >> 
> >> Inconvenient (but fairly safe)            +0 
> >> Dangerous (major risk of injury)          +5 
> >> Deadly (suicide runs)                    +10 
> >> 
> >> Punishment for Violation              Points 
> >> 
> >> Minor (fired, dishonored, disowned)       +0 
> >> Major (blacklisted, flogged, imprisoned)  +5 
> >> Severe (death — if they catch you)       +10 
>    So did we just come up with a workable structure for Social Limitation? 
> Let's see.... 
>    Works for me. 
 
    Only remove the 8-, 11-, 14- from the frequency's, and just list the 
frequencies. 
Then add one more frequency: Always  at 20. 
 
 
 
-- 
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/ 
 
 
Return-Path: daemon@omg.org 
From: "Len Carpenter" <redlion@voicenet.com> 
Subject: Re: Falling and the 5th Edition 
Date: Wed, 28 Jan 1998 03:24:27 -0500 
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Since Filksinger brought up the subject of falling damage, I decided to take 
another look at my falling damage table, originally posted to this list a 
couple of months back. 
 
Here are some sample numbers for the time of fall, distance fallen, velocity 
of falling body, kinetic energy of 100 kg body falling at a given velocity, 
and damage dice.  The damage dice figures for a given velocity agree fairly 
well with the vehicle damage table from the old Champions II supplement. 
 
These distance and velocity figures for a fall of a given time aren't truly 
accurate, since air resistance is treated as negligible up until the time 
terminal velocity is reached.  Because of air resistance, velocity doesn't 
increase as fast this table suggests, and it takes longer to reach terminal 
velocity, as well.  
 
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.  Terminal velocity becomes greater with falls from higher elevations.  
A skydiver would have to fall from a height of several miles to reach a 70 
m/sec velocity.  A skydiver also takes from 12 to 14 seconds to reach 
terminal velocity.  For example, a real skydiver falling from about 700 
meters doesn't reach his terminal velocity (about 55 m/sec) until he has 
fallen for about 12 seconds, or 450 meters. 
 
                                                  
  Time    Distance  Velocity  Kinetic Energy  Damage Dice 
(seconds) (meters)   (m/sec)     (joules) 
 
  0.5         1         5           1,200         5d6          
  1.0         5        10           5,000	        7d6 
  1.5        10        15          10,000         8d6 
  2.0        20        20          20,000         9d6 
  2.5        30        25          30,000        10d6 
  3.0        45        30          45,000        10d6 
  3.5        60        35          60,000       11d6 
  4.0        80        40          75,000        11d6 
  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 
 
 
These damage figures for high falls, unfortunately, don't mean so much to 
characters with decent defenses and BODY.  Even a healthy normal stands a 
chance of walking away.  In the real world, falls of more than six stories 
onto a hard surface are generally not considered survivable. 
 
On the topic of armor, most forms of real-world, weapon-stopping armor 
shouldn't help much in a high fall.  Such armor could prove even more 
injurious, say if a piece of a knight's suit of plate armor gets driven into 
his body on impact. 
 
Like Filksinger, I considered dividing up the damage of a fall into 
locations. The position of the body at the moment of impact is crucial in 
understanding the injuries suffered.  My notion was that rather than treat 
falling damage as general, 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 kJ or 12d6 general 
damage, the skydiver suffers 50 kJ or 11d6 damage to two separate locations, 
or even 25 kJ 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 
it would make Gumby gag.  Dividing up damage energy into locations could also 
work with other sorts of collisions, as Filksinger suggested. 
 
A character lucky enough to land on a mass that can deform with the fall, 
such as a haystack or deep snow, will obviously suffer less damage.  Even a 
fall onto bare earth is better than one onto concrete, which has very little 
capacity to "give" under the force of the falling body.  Contrary to popular 
belief, water also has little "give" where high falls are concerned. 
 
Another curious fact of falling is that small animals often survive falls 
much better than large ones do.  A mouse has a better chance of surviving a 
high fall that a horse, even though the horse has a much higher BODY stat.  
To get really realistic, subtract dice of falling damage for characters or 
creatures with levels of Shrinking, and add dice of damage for characters 
with Growth. 
 
 
Len Carpenter 
redlion@early.com 
 
Return-Path: daemon@omg.org 
Reply-To: "Filksinger" <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
Subject: Re: Falling and the 5th Edition 
Date: Wed, 28 Jan 1998 01:21:45 -0800 
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On Tuesday, January 27, 1998 11:40 PM, Len Carpenter wrote: 
 
 
> 
>Since Filksinger brought up the subject of falling damage, I decided 
to take 
>another look at my falling damage table, originally posted to this 
list a 
>couple of months back. 
<snip> 
>Another curious fact of falling is that small animals often survive 
falls 
>much better than large ones do.  A mouse has a better chance of 
surviving a 
>high fall that a horse, even though the horse has a much higher BODY 
stat. 
>To get really realistic, subtract dice of falling damage for 
characters or 
>creatures with levels of Shrinking, and add dice of damage for 
characters 
>with Growth. 
> 
The reason that smaller creatures survive when larger one's don't is 
because of the inverse square law. In Champions, people with Shrinking 
are even stronger for their size than the inverse square law suggests, 
and realistically should, if they have more than one level, take 
virtually no damage, since they are more durable than the small 
creatures that are the same size as them, but have the kinetic energy 
of one of these smaller creatures. Additionally, the power Growth 
automatically compensates for the inverse square law, and thus 
strength in relation to mass remains constant, unlike with the horse 
and other real-world large creatures, and therefore characters with 
Growth in Champions should not take extra damage. 
 
Filksinger 
 
Return-Path: daemon@omg.org 
Date: Wed, 28 Jan 1998 03:35:52 -0800 
From: Rook <rook@infinex.com> 
Organization: Sujin & Brian 
Subject: Problems with the language similarity chart 
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Hello; 
 
    Has anyone else noticed problems in the language similarity chart? 
 
I can only comment on the languages I'm familiar with, so I've made the 
following mods so 
far: 
 
    Korean and Mandarin have 2 points similarity 
    Korean and Japanese have 1 points similarity 
(this stems from the fact that Korean uses Japanese Grammer and 60% of 
Korean vocab is 
borrowed from Chinese with a little modification) 
 
    Tagalog and Spanish have 4 points similarity 
(speakers of one or the other can communicate with each other with only 
a few stumbling points) 
 
    Any other corrections people have made based on languages they may 
have knowledge of? 
 
-- 
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/ 
 
 
Return-Path: daemon@omg.org 
Date: Wed, 28 Jan 1998 11:41:04 
From: Filksinger <filkhero@usa.net> 
Subject: Re: [Re: TUMA Maneuvers] 
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Stainless Steel Rat wrote: 
> -----BEGIN PGP SIGNED MESSAGE----- 
>  
> >>>>> "S" == SteveL1979 <SteveL1979@aol.com> writes: 
>  
> S>   [...] 
> S>   I hope that clears things up. 
>  
> Okay, I think I see the logic behind it, a "throw" that blocks an incoming 
> attack and knocks the opponent down.  And it becomes a mechanically legal 
> maneuver with the loss of Abort. 
>  
> But I have a problem rationalizing a "target falls" element that does not 
> do any damage whatsoever from the fall.  Any technique that directs an 
> opponent's energy "down" is going to cause some hurt when the opponent hits 
> the ground. 
 
It was the first move I was ever taught in Aikido. Actually, it was the only one, as my bad knees, recently operated upon, made Aikido all but impossible. 
 
> Whatever, maybe that's just me. 
 
The Aikido move is a strange one, that's true. It not only blocks, but it guides your opponent into a roll as it throws him. Even if he doesn't know how to roll, he generally will not be hurt. If he fights it too hard, he could hurt himself; however, this usually won't happen. 
 
However, while Aikido discourages any attacks which do harm, only minor variations will turn this into a damaging attack. 
 
Filksinger 
 
 
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Return-Path: daemon@omg.org 
Date: Wed, 28 Jan 1998 11:50:34 
From: Filksinger <filkhero@usa.net> 
Subject: Re: [Re: H5: continuous and uncontrolled powers]] 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
Leah wrote: 
> >> F> I fail to see why it would be invalid for Mind Control, but  
> >acceptable 
> >> F> for Transform. Please define exactly what it is that makes one  
> >valid 
> >> F> and the other not. 
>  
> Actually, cumulative Mind Control sounds like a good construction for a 
> Horror Hero villian to use: 
<snip> 
>  
> I don't run mentalists very often, so there may be holes in this attack 
> description. 
 
That's a pretty good way for it to work. Of course, if the hero gets new Ego rolls with each attack, it is almost certain to fail. This idea needs more work. 
 
However, I have long considered it to be a much better way to simulate Mental powers in super mage games than the one in Mystic Masters. The one they used was a massive all or nothing, while anyone who reads comics knows it is more like this: 
 
"Submit" 
"NO!" 
"You cannot resist." 
"No! I will never submit." 
"It is inevitable." 
"No...." 
"I win." 
"Yes, master." 
 
Filksinger 
 
 
 
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Return-Path: daemon@omg.org 
From: SteveL1979 <SteveL1979@aol.com> 
Date: Wed, 28 Jan 1998 07:26:54 EST 
Subject: Re: TUMA Maneuvers 
Organization: AOL (http://www.aol.com) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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X-Keywords: 
X-UID: 33 
 
In a message dated 98-01-27 16:31:16 EST, you write: 
 
<< At this point I have to wonder if "Block, Target Falls" is a typographical 
 error, that it should read "Throw, Target Falls".  If so, then the maneuver 
 is legit, and I owe Steve Long an apology. >> 
 
  Well, regardless of whether any apologies are owed by anyone to anyone else 
-- certainly I don't think apologies are needed for expressing an opinion, 
provided it's expressed *politely* -- the maneuver in question is in fact 
supposed to be, "Block, Target Falls."  The confusion here may be that in the 
first printing of UMA is was listed as, "Block, Target Falls, STR Strike." 
Obviously a manuever cannot both Block and Strike, since each is an Exclusive 
Basis.  I'm not sure how or where this error crept in, but it was edited out 
of the HERO PLUS version of the book (or was supposed to have been), and 
possibly later printings of the book as well. 
  As noted under "Throw" (UMA, p. 116), Throw maneuvers (those with, among 
others, "Target Falls") have to be bought at STR Strikes to do damage.  If not 
bought as a STR Strike, the Throw does no damage, it just puts someone on the 
ground. 
  Further confusion results from fact that the "Abort" aspect of Block is 
poorly explained, and that's definitely my fault (mea culpa).  Abort is an 
"option" for Block, as the text notes, meaning that not all Blocks necessarily 
have to be Abort-able (though they automatically get Abort for free if they so 
choose).  Of the Blocks listed in the HTH maneuvers chart (UMA, p. 9), every 
single Block specifically notes that it's Abort-able -- except one, the 
Defensive Block, meaning that you can't Abort to it.  Even though the maneuver 
technically does no damage, I'm not comfortable with someone Aborting to it, 
since the Throw can result in a tactical advantage.  In fact,  UMA p. 110 
specifically states you can't Abort to a Throw-based maneuver.  But you can't 
Abort to a Defensive Throw, so it's not a problem here. 
  Therefore, unlike the Rat, I see no problem with this maneuver from a rules 
point of view.  The only problem is that it wasn't well-explained, which is my 
fault, and for which I apologize. 
  I hope that clears things up. 
 
Steve Long 
 
P.S.:  On the Riposte issue, for those of you who'd like to have one in a 
martial arts package or style, I'd suggest using the Counterstrike maneuver 
from UMA. 
 
Return-Path: daemon@omg.org 
Date: Wed, 28 Jan 1998 13:50:29 
From: Filksinger <filkhero@usa.net> 
Subject: Re: [Re: TUMA Maneuvers] 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
Tim Gilberg wrote: 
<snip> 
> >But you can't 
> > Abort to a Defensive Throw, so it's not a problem here. 
>  
> 	I've thought about allowing it to be aborted to.  It doesn't seem 
> to be that unbalancing.  Any opinions? 
 
Well, from a real world point of view, the Aikido version that I learned is more complex than many straight attack maneuvers I have learned before and since. If I am so prepared that I could do that maneuver, I could certainly do a stop strike, for example. Thus, I don't think it deserves an "Abort". 
 
Filksinger 
 
 
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Return-Path: daemon@omg.org 
Date: Wed, 28 Jan 1998 14:01:13 
From: Filksinger <filkhero@usa.net> 
Subject: Re: [Re: [Re: TUMA Maneuvers]] 
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: 
> -----BEGIN PGP SIGNED MESSAGE----- 
>  
> >>>>> "F" == Filksinger <filkhero@usa.net> writes: 
>  
> F> The Aikido move is a strange one, that's true. It not only blocks, but 
> F> it guides your opponent into a roll as it throws him. Even if he doesn't 
> F> know how to roll, he generally will not be hurt. If he fights it too 
> F> hard, he could hurt himself; however, this usually won't happen. 
>  
> It is not strange at all; it only seems that way because you are not 
> looking at the right game mechanics. 
 
I wasn't talking about the game mechanics. I was talking about the real world mechanics of a throw designed to not so much as knock the wind out of you. While this is normal for Aikido, it seems strange when compared to other arts. 
 
<snip> 
>  
> F> However, while Aikido discourages any attacks which do harm, only minor 
> F> variations will turn this into a damaging attack. 
>  
> You got it backwards: the Aikijutsu technique is the one that was modified 
> into one that is less harmful. 
 
1) While not the usual usage, it is perfectly acceptable to state that two things are variations of each other, regardless of which one was first. 
 
2) If I didn't know anything about Aikijutsu, I could still modify the Aikido throw into a damaging one. If anything, it is easier to damage someone than to do it right. Its origins have little to do with it. 
 
Filksinger 
 
 
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Return-Path: daemon@omg.org 
From: Dave Mattingly <DaveM@FocusSoft.com> 
Subject: Re: Problems with the language similarity chart 
Date: Wed, 28 Jan 1998 09:11:10 -0500 
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 
 
Rook asks: 
>Has anyone else noticed problems in the language similarity chart? 
 
I've always been bugged by the English simliarities.  
 
Isn't English closer to Latin than German? I always thought English was 
a romance language. I certainly learned a lot of English words from my 
Latin class. 
 
Dave Mattingly 
 
Return-Path: daemon@omg.org 
X-Sender: shelley@mail.mactyre.net 
Date: Wed, 28 Jan 1998 06:59:14 -0800 
From: Shelley Chrystal Mactyre <scm@mactyre.net> 
Subject: Re: Problems with the language similarity chart 
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 09:11 AM 1/28/98 -0500, Dave Mattingly wrote: 
>Rook asks: 
>>Has anyone else noticed problems in the language similarity chart? 
> 
>I've always been bugged by the English simliarities.  
> 
>Isn't English closer to Latin than German? I always thought English was 
>a romance language. I certainly learned a lot of English words from my 
>Latin class. 
 
No, English and German are both Germanic languages; you can really see the 
similarities when you look at middle English and German.   
 
Shelley Chrystal Mactyre 
http://www.mactyre.net 
 
A flung stone has always been a fool's favorite means of putting himself on 
a level with the wise.   
-- Edgar Pangborn 
 
Return-Path: daemon@omg.org 
From: Don McKinney <dmckinne@cmi.csc.com> 
Subject: Re: Problems with the language similarity chart 
Date: Wed, 28 Jan 1998 9:19:20 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 
 
> Rook asks: 
> >Has anyone else noticed problems in the language similarity chart? 
>  
> I've always been bugged by the English simliarities.  
>  
> Isn't English closer to Latin than German? I always thought English was 
> a romance language. I certainly learned a lot of English words from my 
> Latin class. 
 
No.  English is "peasant-spoken Anglo-Saxon translated by a wheezing 
toothless old Norman into French, with a dab of High Mass Latin spread 
across it to impress visitors when they arrive in the land of dogs and 
bogs...". 
 
A quote from my college Medieval professor...  any derivations are my 
bad memory.   
 
 
DonM. 
-- 
========================================================================= 
= Donald E. McKinney, Senior CM Specialist         dmckinne@cmi.csc.com = 
= International Telecommunications Data Systems          (217) 239-8365 = 
= 2109 Fox Drive, Champaign, IL                          (217) 351-8250 = 
= Winter War XXV Convention Chairman, Champaign, IL, February 6-8, 1998 = 
= dmckinne@prairienet.org or winterwar@prairienet.org    (217) 469-9917 =  
========================================================================= 
 
Return-Path: daemon@omg.org 
X-Sender: bob.greenwade@klock.com 
Date: Wed, 28 Jan 1998 07:29:22 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Problems with the language similarity chart 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 03:35 AM 1/28/98 -0800, Rook wrote: 
>Hello; 
> 
>    Has anyone else noticed problems in the language similarity chart? 
> 
>I can only comment on the languages I'm familiar with, so I've made the 
>following mods so 
>far: 
> 
>    Korean and Mandarin have 2 points similarity 
>    Korean and Japanese have 1 points similarity 
>(this stems from the fact that Korean uses Japanese Grammer and 60% of 
>Korean vocab is borrowed from Chinese with a little modification) 
> 
>    Tagalog and Spanish have 4 points similarity 
>(speakers of one or the other can communicate with each other with only 
>a few stumbling points) 
> 
>    Any other corrections people have made based on languages they may 
>have knowledge of? 
 
   A friend of mine who spent about half of her childhood in Italy (her 
father is a missionary there) tells me that she can understand Spanish 
speakers, and vice versa, a little better than half the time.  That 
suggests 3 points of Similarity between the two (though I don't know how 
that affects the other languages w/3 points sim with those two languages). 
--- 
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 
 
 
Return-Path: daemon@omg.org 
X-Sender: bob.greenwade@klock.com 
Date: Wed, 28 Jan 1998 07:33:48 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Problems with the language similarity chart 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 09:11 AM 1/28/98 -0500, Dave Mattingly wrote: 
>Rook asks: 
>>Has anyone else noticed problems in the language similarity chart? 
> 
>I've always been bugged by the English simliarities.  
> 
>Isn't English closer to Latin than German? I always thought English was 
>a romance language. I certainly learned a lot of English words from my 
>Latin class. 
 
   More words are borrowed directly from Latin, but about 60% of your 
vocabulary (a Roll of 11-) has a close counterpart in German. 
   I do wonder, though, that English doesn't have a 2-pointer with Greek; 
nearly as much is borrowed from Greek as from Latin. 
   On a different note, what do people think of the idea of having 
languages whose origins were on different planets (that is, alien 
languages) having -1 point of similarity to represent how the physical 
lingual facilities (larynx, mouth, and such) are formed differently?  Even 
a -2 if the basis of language is quite different, like color flashing for 
chamelonlike or light-based races. 
--- 
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 
 
 
Return-Path: daemon@omg.org 
Date: Wed, 28 Jan 1998 15:35:57 
From: Filksinger <filkhero@usa.net> 
Subject: Re: [Re: It's hard to be solid] 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
Darien Phoenix Lynx wrote: 
<snip> 
> So far, I've heard: 
>  
> 1. Some form of persistent+trigger(KO/no END) 
> 2. Variable limitation between always on and costs END 
> 3. Simply calling it -1/4 because it's less limiting than Always on 
> 4. Buying off the limitation "Always on," applying the limitation "Costs 
>    END" 
> 5. Making it a +-0 limitation, akin to stun only, universal/personal 
>    focus, or other mods that have advantages and disadvantages that seem 
>    to cancel out 
> 6. Buying a Supress against your own Desolid (only on self), which 
>    naturally costs END 
> 7. Tweak the Spirit Rules (don't have them, unfortunately) to try to model 
>    this situation 
>  
> However, I still can't decide on which is best! For one thing, I want to 
> make the "Costs END" extra limiting (x 4 END). So far, I lean to #4 
> because it handles this relatively cleanly and doesn't seem as harsh as 
> having to pay points to suppress your own Desolid. I'm concerned about the 
> validity in HERO of such an approach, though. Is buying off limitations 
> with limitations an open door to abuse? 
 
It was allowed under 3rd Ed, if you go by characters printed in the Enemies books. However, it was never spelled out, and is not mentioned anywhere in 4th Ed. 
 
Some people consider it to have been replaced with Variable Limitation, but that only works if the Limitations desired are equal. 
 
Frankly, I cannot see anything abusive about #4. Variable Limitation, when applicable, would save more points, so it isn't point abusive. It is slightly more expensive. 
 
<snip>  
> Someone compared the "It's hard to be solid" effect with Cyclops' energy 
> blasts, an excellent parallel. In his campaign, he recalls a similar 
> construction, with the "Always on" of Cyke's EB bought off, with the 
> limitation "OIF ruby glasses/goggles." 
>  
> Further thoughts? 
 
Personally, I'd allow it. It supplies needed functionality to the Hero System, isn't points abusive, and isn't any more abusive than Variable Limitation in other ways, as far as I can tell. 
 
Filksinger 
 
 
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X-Sender: bob.greenwade@klock.com 
Date: Wed, 28 Jan 1998 07:38:05 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Re[2]: 4th Edition starship construction 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 07:39 PM 1/27/98 -0800, Filksinger wrote: 
>So, do all motorboats take a Phys. Lim. because they can't swim 
>underwater? 
 
   No; they take a -1 Limitation to Swimming (HSR page 85). 
 
>I can swim underwater, but I do not get to breathe underwater for 
>free. A motorboat has swimming, but cannot operate underwater for 
>free. A car can drive into the water, but cannot drive across the 
>bottom of the lake for free. 
 
   Actually, a car theoretically *could* drive across the bottom of the 
lake if it had the appropriate Life Support.  (But then again, that's not 
quite free.) 
 
>I do not want vehicle rules where the default is such that cars and 
>motorboats have to take Disadvantages, but other vehicles get to 
>operate underwater for free. Robots don't get "LS: Need not breathe" 
>for free, so why should a Lunar Rover? 
 
   That's kinda my thought as well.  Given the default 6" Ground Movement, 
2 DEF that does protect passengers, and human size, I think we can assume 
that the "default Vehicle" is something like a recumbent scooter (like a 
photon torpedo shell from Star Trek: TNG, but with wheels). 
--- 
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X-Sender: bob.greenwade@klock.com 
Date: Wed, 28 Jan 1998 07:39:29 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Social Limitation 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 11:21 PM 1/27/98 -0800, Rook wrote: 
>>    So did we just come up with a workable structure for Social Limitation? 
>> Let's see.... 
>>    Works for me. 
> 
>    Only remove the 8-, 11-, 14- from the frequency's, and just list the 
>frequencies. 
>Then add one more frequency: Always  at 20. 
 
   Only if we get the frequency extensions I've suggested for DNPC and 
Hunter. 
--- 
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Return-Path: daemon@omg.org 
Date: Wed, 28 Jan 1998 10:04:52 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Subject: RE: Question about object weight vs Damage 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
	I'm taking this back to the list to get some other responses. 
 
> Why would he only do 10d6 ?? Wouldn't there be extra dice of damage for 
> the weight of the piano ?? By "if the def and Bod of the piano combined 
> is less than 10"  are you saying that the damage dice rolled would be 
> equal to the DEF + BODY of the object thrown if DEF + BODY < STRd6 ? 
> That I can see, but what if the piano had DEF 10 BODY 10 (okay, it's a 
> titanium piano) ??? That would be 10d6 for STR + ??d6 for the piano ? 
> Your help would be greatly appreciated. 
 
	It's 10D6, plain and simple.  Throwing an object only allows one 
to do one's STR damage.  It's a way of getting free range on your attack. 
However, it is *limited* by the object being thrown.  Throwing a def 2, 
bod 1 piece of wood would result in only 3D6 of damage.  Throwing a, say, 
4 DEF, 8 BOD piano would do 10D6 for a STR 50 character, 8D6 for a STR 40 
character, and 12D6 for a 60 STR character.  A 80 STR character would also 
do 12D6, instead of his STR damage of 16D6, as the piano would shatter 
from the impact, being unable to do any more than its potential in damage. 
 
 
 
			-Tim Gilberg 
 
 
Return-Path: daemon@omg.org 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Cc: SteveL1979@aol.com 
Subject: Re: TUMA Maneuvers 
Mail-Copies-To: never 
X-No-Archive: yes 
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Date: 28 Jan 1998 11:11:43 -0500 
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To: champ-l@omg.org 
 
-----BEGIN PGP SIGNED MESSAGE----- 
 
>>>>> "S" == SteveL1979 <SteveL1979@aol.com> writes: 
 
S>   [...] 
S>   I hope that clears things up. 
 
Okay, I think I see the logic behind it, a "throw" that blocks an incoming 
attack and knocks the opponent down.  And it becomes a mechanically legal 
maneuver with the loss of Abort. 
 
But I have a problem rationalizing a "target falls" element that does not 
do any damage whatsoever from the fall.  Any technique that directs an 
opponent's energy "down" is going to cause some hurt when the opponent hits 
the ground. 
 
Whatever, maybe that's just me. 
 
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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! \  
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: H5: continuous and uncontrolled powers 
Mail-Copies-To: never 
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Date: 28 Jan 1998 11:18:14 -0500 
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-----BEGIN PGP SIGNED MESSAGE----- 
 
>>>>> "D" == Dataweaver <traveler@io.com> writes: 
 
D> So a Transfer can only give you so much, but can continue dropping your 
D> opponent's trait? 
 
Generally speaking, adjustment powers affect active points.  When the 
target runs out of active points, there is nothing more to affect. 
Additional effect from the power will do nothing. 
 
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Return-Path: daemon@omg.org 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: Problems with the language similarity chart 
Mail-Copies-To: never 
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-----BEGIN PGP SIGNED MESSAGE----- 
 
>>>>> "DM" == Dave Mattingly <DaveM@FocusSoft.com> writes: 
 
DM> Isn't English closer to Latin than German? I always thought English was 
DM> a romance language. 
 
Nope, English is Germanic.  Spanish, French, and Italian are the 
Latin-derived "Romance" languages. 
 
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Subject: Re: H5: continuous and uncontrolled powers] 
X-Juno-Line-Breaks: 0-5,7,9,12-13,16,18-19,21-23 
From: llwatts@juno.com (Leah L Watts) 
Date: Wed, 28 Jan 1998 11:21:48 EST 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
>> F> I fail to see why it would be invalid for Mind Control, but  
>acceptable 
>> F> for Transform. Please define exactly what it is that makes one  
>valid 
>> F> and the other not. 
 
Actually, cumulative Mind Control sounds like a good construction for a 
Horror Hero villian to use: 
First night -- Our Hero has strange nightmares all night long.  (First 
Mind Control attack.) 
  Next day -- Our Hero can function normally (with enough caffeine), but 
finds himself drawn to actions he wouldn't normally do (exact action 
depending on nature of the Mind Control). 
Second night -- More nightmares.  (Second Mind Control attack.) 
   Next day -- Even more caffeine needed to function, but the strange 
pull to whatever action is being implanted with the Mind Control is 
stronger. 
Continue until the Mind Control hits full strength or Our Hero's buddies 
realize there's more than sleep deprivation going on here. 
 
I don't run mentalists very often, so there may be holes in this attack 
description. 
 
Leah 
 
_____________________________________________________________________ 
You don't need to buy Internet access to use free Internet e-mail. 
Get completely free e-mail from Juno at http://www.juno.com 
Or call Juno at (800) 654-JUNO [654-5866] 
 
Return-Path: daemon@omg.org 
X-Authentication-Warning: bermuda.io.com: traveler owned process doing -bs 
Date: Wed, 28 Jan 1998 10:23:13 -0600 (CST) 
From: Dataweaver <traveler@io.com> 
cc: champ-l@omg.org 
Subject: Re: Social Limitation 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Tue, 27 Jan 1998, Rook wrote: 
 
> > >> Social Limitation 
> > >> 
> > >> Circumstances Occur                   Points 
> > >> 
> > >> Occasionally (8-)                          5 
> > >> Frequently (11-)                          10 
> > >> Very Frequently (14-)                     15 
> > >> 
> > >> Effects of Limitation                 Points 
> > >> 
> > >> Inconvenient (but fairly safe)            +0 
> > >> Dangerous (major risk of injury)          +5 
> > >> Deadly (suicide runs)                    +10 
> > >> 
> > >> Punishment for Violation              Points 
> > >> 
> > >> Minor (fired, dishonored, disowned)       +0 
> > >> Major (blacklisted, flogged, imprisoned)  +5 
> > >> Severe (death — if they catch you)       +10 
> >    So did we just come up with a workable structure for Social Limitation? 
> > Let's see.... 
> >    Works for me. 
>  
>     Only remove the 8-, 11-, 14- from the frequency's, and just list the 
> frequencies. 
> Then add one more frequency: Always  at 20. 
 
Good points... Could you give some examples of "Always", as opposed to 
"Very Frequently"? 
 
---- Jonathan Lang <traveler@io.com> ---- x ------- alias: Dataweaver --------- 
  Webpage:  http://www.io.com/~traveler  /@\ The Dogma of Otherness insists 
  GURPSnet's Benevolent Tyrant for Life  ~~~ that all voices deserve a hearing, 
FAQ: http://www.io.com/~ftp/GURPSnet/www  |  that all points of view have 
Archive: http://www.io.com/~ftp/GURPSnet  |  something of value to offer. 
submit new files to gurpsnet-files@io.com |  --David Brin, "Otherness" 
 
Return-Path: daemon@omg.org 
X-Sender: bob.greenwade@klock.com 
Date: Wed, 28 Jan 1998 08:40:50 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: TUMA Maneuvers 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 10:37 PM 1/27/98 -0600, Tim R. Gilberg wrote: 
> 
>> >Hand-To-Hand Martial Arts Maneuvers 
>> >Maneuver   Damage/Effect 
>> >Ballestra  STR +4d6; Half Move Required 
>> 
>>    Just for the record, and along a different line of discussion, I'd like 
>> to see the entire Martial Arts maneuvers table duplicated in Hero5, except 
>> for the one above and the one under controversy. 
> 
> O.K, now what's wrong with the above? 
> 
> And I want to keep our controversial Defensive Throw, mostly as it 
>fits an effect and is perfectly legal with both NH and TUMA. 
 
   The two things I don't like about Ballestra (as far as inclusion on a 
general list of maneuvers) are that it's poorly defined (what the heck *is* 
it, anyway?), and it's used in only one Martial Art in the whole book. 
   As for Defensive Throw, I've changed my mind based on arguments I saw in 
its favor this morning. 
--- 
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 
 
 
Return-Path: daemon@omg.org 
X-Sender: nexus@uky.campus.mci.net 
Date: Wed, 28 Jan 1998 11:40:50 -0500 
From: KimFoster <nexus@uky.campus.mci.net> 
Subject: Re: TUMA Maneuvers 
Cc: SteveL1979@aol.com 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 11:11 AM 1/28/98 -0500, Stainless Steel Rat wrote: 
>-----BEGIN PGP SIGNED MESSAGE----- 
> 
>>>>>> "S" == SteveL1979 <SteveL1979@aol.com> writes: 
> 
>S>   [...] 
>S>   I hope that clears things up. 
> 
>Okay, I think I see the logic behind it, a "throw" that blocks an incoming 
>attack and knocks the opponent down.  And it becomes a mechanically legal 
>maneuver with the loss of Abort. 
> 
>But I have a problem rationalizing a "target falls" element that does not 
>do any damage whatsoever from the fall.  Any technique that directs an 
>opponent's energy "down" is going to cause some hurt when the opponent hits 
>the ground. 
> 
>Whatever, maybe that's just me. 
 
 
I can see it "hurting" without doing any real lasting damage or just 
forcing the person into a disdvantages position (kneeling, off balance or 
the like) of the DCV reduction. I am curious though. Would such a manuver 
get the "bonus" damage added to throws for the surface the target lands on.  
 
Return-Path: daemon@omg.org 
Date: Wed, 28 Jan 1998 12:49:50 -0400 (AST) 
From: Trevor Barrie <tbarrie@ibm.net> 
Subject: Re: H5: continuous and uncontrolled 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, 27 Jan 1998, Dataweaver wrote: 
 
> > Nah.  There's a maximum amount by which an adjustment power can help you,  
> > but no limit to how much one can hurt you. 
>  
> So a Transfer can only give you so much, but can continue dropping your 
> opponent's trait? 
 
A judgement call, but strictly by the book no: it has a flat limit on its 
effects, just like all of the points-increading adjustment powers. 
 
 
Return-Path: daemon@omg.org 
Date: Wed, 28 Jan 1998 12:52:42 -0400 (AST) 
From: Trevor Barrie <tbarrie@ibm.net> 
Subject: Re: H5: continuous and uncontrolled powers 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On 27 Jan 1998, Stainless Steel Rat wrote: 
 
> The thing to remember is that a logical or is exclusive, a grammatical or 
> is inclusive. 
 
This is nonsense, Rat. A grammatical or is, like most things pertaining 
to natural language, ambiguoug. A logical or is inclusive; "A or B" 
means "at least one of A and B are true". If a logician wants to use 
an exclusive or, he or she will specifically say "A or B but not both", 
or "either A or B", or "A XOR B" (XOR being short for "exclusive or".) 
 
Return-Path: daemon@omg.org 
Date: Wed, 28 Jan 1998 13:00:57 -0400 (AST) 
From: Trevor Barrie <tbarrie@ibm.net> 
Subject: Re: Gravity: A Heavy Concept 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Mon, 26 Jan 1998, Bob Greenwade wrote: 
 
> >Buy more than 10 STR, and add a Limitation "limited by mass of affected 
> >object". 
>  
>    So let's see... What we're talking about is 10 STR, +10 (or more) STR 
> (Limited by Mass of Affected Object), all Limited by Strength of Available 
> Gravity Wells? 
 
Both Limitations apply to the Power as a whole (though whether the Gravity 
one is necessary depends on the campaign, of course.) 
 
> And you prefer *that* to a simple 2d6 Aid? 
 
Infinitely preferable, yes. It's cleaner, and it requires no house rules. 
 
> >It simulates the ability near-perfectly and doesn't require any 
> >modifications to the rule. That doesn't spell "worst" to me. 
>  
>    It requires special Limitations, including a partial Limitation, to make 
> it work "near perfectly." 
 
What "special" Limitations? Limited Power is a standard BBB Power 
Modifier. If you're going to invent a new Power for every effect which 
would otherwise require a Limited Power, you may as well just ditch the 
whole Hero power-design philosophy. 
 
> A minor adjustment to how the definition of Aid works makes it work 
> perfectly, period (no "near" about it), with an already-existing Advantage. 
 
Only if you consider making it do something not even vaguely connected to 
what it currently does to be a "minor" adjustment. 
 
Return-Path: daemon@omg.org 
Date: Wed, 28 Jan 1998 11:02:35 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: Problems with the language similarity chart 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
> >Has anyone else noticed problems in the language similarity chart? 
> 
> I've always been bugged by the English simliarities. 
> 
> Isn't English closer to Latin than German? I always thought English was 
> a romance language. I certainly learned a lot of English words from my 
> Latin class. 
 
	English is a mutt when it comes to languages. 
 
	The main base for English is, of course, it's Anglo-Saxton-Jute 
roots, all germanic tribes that moved into Britain long ago.  It also 
retains some of the old Celtic elements that belonged to the 
pre-Anglo-Saxtons.  From this language, Old English developed.  This is 
what Beowulf and The Wanderer were written in. 
 
	In 1066 the Normans invaded, bringing their French.  For awhile, 
French was England's official language, spoken by the nobility, etc.  At 
the same time, the commoners would be speaking the old Anglo-Saxton.  (As 
an aside, durning the time of Shakespeare's earlier History Plays, the 
courts would actually be speaking French.) 
 
	From the mix of these developed Middle English, of which there 
were multiple dialects.  The Longon dialect became the "official", and 
morphed into something more resembling the modern by the time of the 
Tudors. 
 
	Our language, therefore, is a Germanic base with a lot of Romance 
laid over it.  In the meantime, we have absorbed many words from Spanish, 
some of Irish, Italian, German, and various Oriental Languages.  Also many 
words taken from various Tribal languages of native North American and 
African peoples. 
 
	That clear things up? 
 
 
 
				-Tim Gilberg 
 
Return-Path: daemon@omg.org 
Date: Wed, 28 Jan 1998 13:07:02 -0400 (AST) 
From: Trevor Barrie <tbarrie@ibm.net> 
Subject: Re: Point Crocks????? 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Mon, 26 Jan 1998, Remnant wrote: 
 
> >Okay, I'll bite. How does a 20 STR limit a character more than a 10 STR? 
>  
> I assume you are referring to the fact that if you bought 10 STR you would 
> get not only an increase of 10 STR you also get 2 PD, 2 REC,  and 5 STUN. 
> These figured characteristics that if bought separately would cost you 11 
> points. 
 
Yes, I'm referring to the fact that, in general, increases a character's 
STR by 10 reduces his or her total cost by 1. 
 
> Not to mention the fact that this charcter can now jump farther, carry more, 
> use heavier weapons, impress the ladies or if a lady impress the guys, throw 
> things farther, break grabs and entangles easier, shrug aside barriers that 
> Normal Man has to take at least 1/2 phase to remove, and shove around little 
> girly men at the beach.  And all this can be yours for the low, low price of 
> only 10, I say, 10 Power Points.  :-) 
 
> 10)  I shoot this guy with a Limited EB that only hurts people who have 
> above average STR.  He gets hit with damage and 10 STR Man doesn't. 
> 8) In a Fantasy Hero adventuring party he would wind up getting stuck 
> carrying a larger share of the treasure and equipment, simply because he 
> can. 
> 6) In a murder mystery adventure he could be a suspect if the victim was 
> strangled with nearly inhuman strength. 
> 5) If Mind Controlled and ordered to punch himself, it would hurt worse. 
 
By this logic, every useful ability should give points back. 
 
> 9)  If I Drain or Transfer the 10 STR away he loses the other benefits as 
> well, which he wouldn't if he bought them separately. 
 
Eh? He wouldn't have those abilities (the far-jumping, thing-lifting, and 
opposite-sex-impressing) at all if he hadn't bought the STR.  
 
> 7) In Espionage, he would not be able to go unnoticed as easily. 
> 2) Will more often be assumed to be "dumb." 
 
These seem to assume that a character with high STR necessarily looks more 
muscular, which is sort of reasonable in a heroic campaign bu certainly 
not generally true. 
 
> 1) He wouldn't be able to resist slugging me for some of the above reasons. 
 
And this isn't a drawback.:) 
 
 
Return-Path: daemon@omg.org 
Date: Wed, 28 Jan 1998 13:15:56 -0400 (AST) 
From: Trevor Barrie <tbarrie@ibm.net> 
Subject: Re: The STR & HA Worms 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Sun, 25 Jan 1998, Filksinger wrote: 
 
> >> That said, I think that eliminating the figured part of Figured 
> >> Characteristics might be a good idea, but I don't want to see the 
> >> whole system retconned this way. 
> > 
> >Eh? Who said anything about changing the "whole system"? We're 
> >talking about a change so minor it barely deserves to be called a 
> "minor change". 
>  
> Changing the STUN, PD, and REC of 90%+ of all characters in the books 
> or any campaign I have ever been in is not "so minor it barely 
> deserves to be called a "minor change". 
 
So don't change them. Gee, that was hard. It's simply not an issue at all 
for the characters in the books; for PCs, you either have to juggle 
numbers to make things work or just allow the characters to keep their old 
stats (the same choices you have any time you try to change rules 
mid-campaign.) 
 
Return-Path: daemon@omg.org 
Date: Wed, 28 Jan 1998 09:16:00 -0800 (PST) 
From: Anthony Jackson <ajackson@iii.com> 
Reply-To: Anthony Jackson <ajackson@iii.com> 
Subject: Re: It's hard to be solid 
Cc: champ-l@omg.org, 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 
 
Tim R. Gilberg writes: 
> > Trigger (turns on when character stops paying END). 
>  
>  
>      Nah.  All I have to do is not set my trigger to not have it turn 
> back on.  Therefore, I spend END to turn it off, don't set my trigger, and 
> am not at all in any problems. 
 
Actually, that's correct.  What you want is: 
persistent, trigger (turns on when stunned, knocked out, or no longer paying 
END), must reset trigger when turning power off (-1/4 or -1/2). 
 
Return-Path: daemon@omg.org 
Date: Wed, 28 Jan 1998 11:20:16 -0600 (CST) 
From: Darien Phoenix Lynx <chip@owlnet.rice.edu> 
cc: champ-l@omg.org 
Subject: Re: the 5th edition questionaire at the Hero Games website 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
Heh. What did you say? 
 
On Fri, 23 Jan 1998, Brian Wong wrote: 
 
> Hello; 
>  
> 	Just wanted to remind everyone that the 5th edition questionaire Hero 
> Games mentioned is up on their website. Send yours in ASAP. I just did so 
> myself. If anyone wants to know what I said, you can email me for it. But I 
> doubt I'll get a request. We on this list seem to be a rather opinionated 
> lot who only like to listen to ourselves. :) 
>  
> 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/ 
>  
 
Return-Path: daemon@omg.org 
Date: Wed, 28 Jan 1998 09:31:36 -0800 (PST) 
From: Anthony Jackson <ajackson@iii.com> 
Reply-To: Anthony Jackson <ajackson@iii.com> 
Subject: Re: Falling and the 5th Edition 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
Hm...I don't know how realistic we really care about being, but to have a 
fairly realistic way of handling falling: 
Collision damage starts at 2d6 if moving at 1 hex/segment; +2d6 per doubling. 
Falling damage is thus 5d6 for a 1 hex fall; +1d6 per doubling.  Maximum base 
falling damage is 12d6. 
Falling damage should probably be treated as AP, at least against non-resistant 
defenses and focused defenses.  It should probably not be treated as AP against 
things which do not take stun. 
In addition, modify falling damage as follows: 
 
Character has DI: +1d6 per level.  In addition, +1d6 per level to maximum fall 
damage.  Falling from orbit will do 26d6 + weight, if you have enough DI. 
 
Character has growth: +1d6 per level.  In addigion, +1d6 per 3 levels to 
maximum falling damage. 
 
Character has shrinking: -3d6 per level, -1d6/level to max fall damage.  A 
character with 3+ levels of shrinking is immune to falls unless he/she has DI. 
 
Return-Path: daemon@omg.org 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: TUMA Maneuvers 
Mail-Copies-To: never 
X-No-Archive: yes 
X-Attribution: Rat 
Organization: The Happy Fun Ball Brigade 
Date: 28 Jan 1998 12:36:41 -0500 
Lines: 37 
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----- 
 
>>>>> "K" == KimFoster <nexus@uky.campus.mci.net> writes: 
 
K> I can see it "hurting" without doing any real lasting damage or just 
K> forcing the person into a disdvantages position (kneeling, off balance 
K> or the like) of the DCV reduction. 
 
The CV penalties for being prone (target falls) are more severe than being 
"off balance". 
 
K> I am curious though. Would such a manuver get the "bonus" damage added 
K> to throws for the surface the target lands on. 
 
Of course not.  A defensive maneuver cannot do damage.  Period. 
 
But this maneuver *should* do damage for exactly that reason.  This is why 
I have problems with the "Block" base for a "target falls" maneuver.  It 
should do damage, but it cannot because of the maneuver base.  The 
"problem" is that as far as game mechanics go it is really two separate 
maneuvers: a Block followed by a Throw. 
 
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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! \  
                                    \  
 
Return-Path: daemon@omg.org 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: H5: continuous and uncontrolled powers] 
Mail-Copies-To: never 
X-No-Archive: yes 
X-Attribution: Rat 
Organization: The Happy Fun Ball Brigade 
Date: 28 Jan 1998 12:40:39 -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----- 
 
>>>>> "LLW" == Leah L Watts <llwatts@juno.com> writes: 
 
LLW> Actually, cumulative Mind Control sounds like a good construction for a 
LLW> Horror Hero villian to use: 
LLW> First night -- Our Hero has strange nightmares all night long.  (First 
LLW> Mind Control attack.) 
 
"Champions in 3D" does this with a Transformation attack, to give the 
victim a Psychological Limitation.  The reason being, Mind Control does not 
work well for long-term changes to a character.  That is Transformation 
Attack's bailiwick. 
 
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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! \  
                                    \  
 
Return-Path: daemon@omg.org 
Date: Wed, 28 Jan 1998 09:41:23 -0800 (PST) 
From: Anthony Jackson <ajackson@iii.com> 
Reply-To: Anthony Jackson <ajackson@iii.com> 
Subject: Re: TUMA Maneuvers 
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: 
> Of course not.  A defensive maneuver cannot do damage.  Period. 
>  
> But this maneuver *should* do damage for exactly that reason.  This is why 
> I have problems with the "Block" base for a "target falls" maneuver.  It 
> should do damage, but it cannot because of the maneuver base.  The 
> "problem" is that as far as game mechanics go it is really two separate 
> maneuvers: a Block followed by a Throw. 
 
So, what do you think of 'escaping throw' (+10 STR to escape, target falls)?  
Particularly given that escape is normally usable as a zero-phase casual ;). 
 
Return-Path: daemon@omg.org 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: It's hard to be solid 
Mail-Copies-To: never 
X-No-Archive: yes 
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Organization: The Happy Fun Ball Brigade 
Date: 28 Jan 1998 12:42:13 -0500 
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To: champ-l@omg.org 
 
-----BEGIN PGP SIGNED MESSAGE----- 
 
>>>>> "AJ" == Anthony Jackson <ajackson@iii.com> writes: 
 
AJ> persistent, trigger (turns on when stunned, knocked out, or no longer 
AJ> paying END), must reset trigger when turning power off (-1/4 or -1/2). 
 
That last is not really much of a limitation, since a Trigger must be 
"manually" set each time the power is to be used.  It certainly is not 
worth a -1/2. 
 
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Rat <ratinox@peorth.gweep.net>    \ Do not taunt Happy Fun Ball. 
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                                    \  
 
Return-Path: daemon@omg.org 
From: SteveL1979 <SteveL1979@aol.com> 
Date: Wed, 28 Jan 1998 12:48:17 EST 
Subject: Re: TUMA Maneuvers 
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 98-01-28 11:14:45 EST, ratinox@peorth.gweep.net writes: 
 
<< But I have a problem rationalizing a "target falls" element that does not 
 do any damage whatsoever from the fall.  Any technique that directs an 
 opponent's energy "down" is going to cause some hurt when the opponent hits 
 the ground. 
  
 Whatever, maybe that's just me.  >> 
 
  In a real-world sense, that is probably true -- but even there, the damage 
could easily be negligible (i.e., a minor fleeting pain that doesn't even 
leave a bruise).  In the HERO SYSTEM, where the ability to break down damage 
into increments is limited, this Throw simply doesn't reach the minimum level 
of hurt necessary to reach the first level of causing damage -- or so I'd 
rationalize it. :) 
 
Steve Long 
 
Return-Path: daemon@omg.org 
From: SteveL1979 <SteveL1979@aol.com> 
Date: Wed, 28 Jan 1998 12:54:07 EST 
Subject: Re: TUMA Maneuvers 
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 98-01-28 11:56:46 EST, nexus@uky.campus.mci.net writes: 
 
<< >Okay, I think I see the logic behind it, a "throw" that blocks an incoming 
 >attack and knocks the opponent down.  And it becomes a mechanically legal 
 >maneuver with the loss of Abort. 
 > 
 >But I have a problem rationalizing a "target falls" element that does not 
 >do any damage whatsoever from the fall.  Any technique that directs an 
 >opponent's energy "down" is going to cause some hurt when the opponent hits 
 >the ground. 
 > 
 >Whatever, maybe that's just me. 
  
  I can see it "hurting" without doing any real lasting damage or just 
 forcing the person into a disdvantages position (kneeling, off balance or 
 the like) of the DCV reduction. I am curious though. Would such a manuver 
 get the "bonus" damage added to throws for the surface the target lands on. 
>> 
 
  If it doesn't do any damage in the first place, I don't think it should get 
any bonus damage -- there's nothing for the bonus damage to be a bonus to. 
Even if you allowed the bonus damage as base damage, it's so little that I 
don't think most martial artists (certainly not superheroic ones) would take 
much damage. 
 
Steve Long 
 
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From: SteveL1979 <SteveL1979@aol.com> 
Date: Wed, 28 Jan 1998 12:56:55 EST 
Subject: Re: TUMA Maneuvers 
Organization: AOL (http://www.aol.com) 
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In a message dated 98-01-28 12:10:07 EST, bob.greenwade@klock.com writes: 
 
<<   The two things I don't like about Ballestra (as far as inclusion on a 
 general list of maneuvers) are that it's poorly defined (what the heck *is* 
 it, anyway?), and it's used in only one Martial Art in the whole book. >> 
 
  As explained to me by my sources (assuming my memory's correct -- don't have 
my UMA notes handy right now), the Ballestra is a sort of all-out offensive 
swordfighting charge.  Although fairly specific to that sort of style, it 
could be incorporated into fantasy fencing styles and some other weapon-based 
arts, and possibly even some others depending on how far you want to stretch 
the special effect. 
 
Steve Long 
 
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From: SteveL1979 <SteveL1979@aol.com> 
Date: Wed, 28 Jan 1998 13:02:07 EST 
Subject: Re: Problems with the language similarity chart 
Organization: AOL (http://www.aol.com) 
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In a message dated 98-01-28 12:28:19 EST, voxel@theramp.net writes: 
 
<< Personally, I don't think English has a 4-pt. similarity to ANYTHING, >> 
 
  Although it's not listed in the BBB, English would have a 4-point similarity 
with Frisian, a Germanic language spoken in the Dutch province of Friesland. 
The two languages are virtually identical in many respects. 
  Another good book on languages:  NATIVE TONGUES by Charles Berlitz -- 
thousands of factlets about languages from all over the world, including the 
above one. :) 
 
Steve Long 
 
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Date: Wed, 28 Jan 1998 10:09:24 -0800 (PST) 
From: Anthony Jackson <ajackson@iii.com> 
Reply-To: Anthony Jackson <ajackson@iii.com> 
Subject: Re: It's hard to be solid 
Cc: champ-l@omg.org 
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Stainless Steel Rat writes: 
> -----BEGIN PGP SIGNED MESSAGE----- 
>  
> >>>>> "AJ" == Anthony Jackson <ajackson@iii.com> writes: 
>  
> AJ> persistent, trigger (turns on when stunned, knocked out, or no longer 
> AJ> paying END), must reset trigger when turning power off (-1/4 or -1/2). 
>  
> That last is not really much of a limitation, since a Trigger must be 
> "manually" set each time the power is to be used.  It certainly is not 
> worth a -1/2. 
 
Well, setting a trigger takes the same time as normally using the power, which 
is a zero-phase action in this case (the same as turning it off), so requiring 
setting the trigger when you turn a power off isn't a particularly severe 
restriction.  It is worth a limitation because preventing the power from 
triggering itself is irritating (due mainly to the paying END requirement). 
 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: TUMA Maneuvers 
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>>>>> "AJ" == Anthony Jackson <ajackson@iii.com> writes: 
 
AJ> So, what do you think of 'escaping throw' (+10 STR to escape, target 
AJ> falls)?  Particularly given that escape is normally usable as a 
AJ> zero-phase casual ;). 
 
Same thing: the technique should do damage, but the maneuver cannot.  That 
is a clear indication that the technique is more than one maneuver.  Thus, 
two maneuvers: an escape followed by a throw of some sort. 
 
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Date: Wed, 28 Jan 1998 12:35:34 -0600 (CST) 
From: Darien Phoenix Lynx <chip@owlnet.rice.edu> 
Subject: Re: It's hard to be solid 
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On Tue, 27 Jan 1998, Joe Mucchiello wrote: 
 
> At 04:51 PM 1/27/98 -0800, Anthony Jackson wrote: 
> >Joe Mucchiello writes: 
> > > Assuming the power is bought 0 END to start with.  Doesn't this construct 
> >> come up every few months?  I always do things like that, like this: 
> >>  
> >> Desolid, 0 END, Persistant, Variable Limitation (-1/4: Must always be 
> >> either Always On (-1/2) or Costs END (-1/2)) 
> >>  
> >> Granted, the construct is not perfect.  But I cannot imagine a GM not 
> >> allowing this definition.  If you wouldn't, why wouldn't you? 
> > 
> >Because 'always on' doesn't make any sense in a variable limitation -- the 
> >power clearly is _not_ always on. 
>  
> Yes, it does.  It is "Always On", i.e. cannot be turned off.  The only way 
> to turn it off is to change the VL to "Costs END".  The GM has to rule 
> (outside the power construct) that when the character does not or cannot 
> pay the END that the VL must switch back to Always On, thus making the 
> character Desolid.  How else can you do this construct? 
 
So far, I've gotten some really great ideas, so thank you all. 
 
So far, I've heard: 
 
1. Some form of persistent+trigger(KO/no END) 
2. Variable limitation between always on and costs END 
3. Simply calling it -1/4 because it's less limiting than Always on 
4. Buying off the limitation "Always on," applying the limitation "Costs 
   END" 
5. Making it a +-0 limitation, akin to stun only, universal/personal 
   focus, or other mods that have advantages and disadvantages that seem 
   to cancel out 
6. Buying a Supress against your own Desolid (only on self), which 
   naturally costs END 
7. Tweak the Spirit Rules (don't have them, unfortunately) to try to model 
   this situation 
 
However, I still can't decide on which is best! For one thing, I want to 
make the "Costs END" extra limiting (x 4 END). So far, I lean to #4 
because it handles this relatively cleanly and doesn't seem as harsh as 
having to pay points to suppress your own Desolid. I'm concerned about the 
validity in HERO of such an approach, though. Is buying off limitations 
with limitations an open door to abuse? 
 
Another of my players has a character with Clairsentience... well, sort 
of. The goal of this power is to represent the fact that he has a "bag of 
tricks"--a satchel with all kinds of unspecified things in it. He has a 
limited ability to see the future and picks up items that he "gets a 
feeling" will be useful in the future--of course these items are found in 
the bag when needed. Now said player also wanted to have "real" 
clairsentience of the future, but only in his dreams. So he bought off the 
various and sundry "only useful items" limitations, and on the cost 
applied "only in dreams," and "no conscious control" limitations. How are 
we doing? 
 
Someone compared the "It's hard to be solid" effect with Cyclops' energy 
blasts, an excellent parallel. In his campaign, he recalls a similar 
construction, with the "Always on" of Cyke's EB bought off, with the 
limitation "OIF ruby glasses/goggles." 
 
Further thoughts? 
 
Return-Path: daemon@omg.org 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Cc: SteveL1979@aol.com 
Subject: Re: TUMA Maneuvers 
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-----BEGIN PGP SIGNED MESSAGE----- 
 
>>>>> "S" == SteveL1979 <SteveL1979@aol.com> writes: 
 
S>   In a real-world sense, that is probably true -- but even there, the 
S> damage could easily be negligible (i.e., a minor fleeting pain that 
S> doesn't even leave a bruise). 
 
By the same token, the damage could easilly be drastic, especially with the 
more traditional use of throws against charging opponents.  The maneuver 
does not reflect this at all. 
 
Like I said, maybe it is just me.  I have studied the philosophies of 
several martial arts; this maneuver as written just does not fit into any 
of them.  A block maneuver dissipates the energy of an attack in some 
fashion.  The way this maneuver is built, it appears to give that 
dissipation a direction: down -- "Target Falls".  The thing with falling is 
that the more energy one has, the more it hurts when one hits. 
 
I think this technique works better as a high-DCV Strike/Throw, especially 
when one considers the loss of Block's automatic Abort.  And if you want to 
do less damage, pull it. 
 
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Date: Wed, 28 Jan 1998 12:42:13 -0600 (CST) 
From: Dataweaver <traveler@io.com> 
cc: champ-l@omg.org 
Subject: Re: H5: continuous and uncontrolled powers 
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On 28 Jan 1998, Stainless Steel Rat wrote: 
 
> -----BEGIN PGP SIGNED MESSAGE----- 
>  
> >>>>> "D" == Dataweaver <traveler@io.com> writes: 
>  
> D> So a Transfer can only give you so much, but can continue dropping your 
> D> opponent's trait? 
>  
> Generally speaking, adjustment powers affect active points.  When the 
> target runs out of active points, there is nothing more to affect. 
> Additional effect from the power will do nothing. 
 
That wasn't my question; a Transfer can give you a maximum of 6 pts per 
die rolled, but that same Transfer can take an unlimited number of points 
from the target - if I'm understanding correctly... 
 
---- Jonathan Lang <traveler@io.com> ---- x ------- alias: Dataweaver --------- 
  Webpage:  http://www.io.com/~traveler  /@\ The Dogma of Otherness insists 
  GURPSnet's Benevolent Tyrant for Life  ~~~ that all voices deserve a hearing, 
FAQ: http://www.io.com/~ftp/GURPSnet/www  |  that all points of view have 
Archive: http://www.io.com/~ftp/GURPSnet  |  something of value to offer. 
submit new files to gurpsnet-files@io.com |  --David Brin, "Otherness" 
 
Return-Path: daemon@omg.org 
Date: Wed, 28 Jan 1998 13:00:41 -0600 (CST) 
From: Darien Phoenix Lynx <chip@owlnet.rice.edu> 
Subject: Limitation/AP mods idea 
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To: champ-l@omg.org 
 
Don't worry, I'm braced against the knockback the flaming from this idea's 
gonna give me... 
 
A mechanism (choice?) for allowing limitations to affect active point 
costs, similarly for advantages. Not all advantages should really affect 
active point cost (hole in the middle, personal immunity) and some 
limitations seem like they should (no knockback, reduced penetration).  
Some conditional limitations, especially for defenses, seem like they 
should (force Field only vs. fire), while others like activation, 
shouldn't. Is there a real problem (other than a little more complexity)  
in allowing people to choose whether their advantage/limitation affects 
active point cost or not? Should this be worth more "real" points to go 
against the grain (1/4 less limitation or 1/4 more advantage)? Obviously, 
certain clearly active advantages (double knockback) should always add to 
the active cost, while inactive limitations (focus) should never subtract 
from it. 
 
With active points come: range, dispel/suppress/drain difficulty, END 
cost, multipower/EC/campaign caps. Anything I'm leaving out? 
 
What is an "active point" really? It's a point that's actually "active," 
that is "out there" manifested in your power. Frankly, I don't care when 
I'm getting hit with a 12d6 EB whether you shot it from a focus or used 
incantantions or gestures or that you could only do it under a full moon. 
That's 12d6 of *active* effect, and it is and should be that difficult to 
dispel, should have that much range, and should cost that much END. 
Similarly, a 12d6 AVLD attack is *actively* different from your standard 
12d6 EB--if I could catch EBs in a jar, some test could show the 
difference--but not that one required a skill roll. 
 
In most cases, HERO works such that restrictions or conditions on a powers 
usage are called limitations, and enhancements to a power's active effect 
are called advantages, but the rule of thumb doesn't always hold true. 
 
However, if your force field only works against fire, that's an actively 
different power that doesn't affect the active cost. And a triggered EB 
isn't actively different from a manual one, but there it does affect the 
active cost. When applying the "makes sense" approach we find that there 
should be a flag on each advantage/limitation as to whether it affects the 
active cost or not.  
 
On the separate note, if the above suggestion is rejected, should not 
occasionally a character be allowed to choose whether a given advantage or 
limitation affects active cost? This gives greater flexibility in 
determining END costs, while trading off the benefit for a shorter range, 
easier-to-dispel active power.  
 
 
Return-Path: daemon@omg.org 
Date: Wed, 28 Jan 1998 13:08:31 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: Champions Listserv <champ-l@omg.org> 
Subject: Re: TUMA Maneuvers 
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> I can see it "hurting" without doing any real lasting damage or just 
> forcing the person into a disdvantages position (kneeling, off balance or 
> the like) of the DCV reduction. I am curious though. Would such a manuver 
> get the "bonus" damage added to throws for the surface the target lands on. 
 
 
	Um.   I might allow it.  It does kinda make sense, and doesn't 
really seem that unbalanced.  The character does have to either declare to 
be "Defensive Throwing" at his/her attack phase or hold an action and win 
a DEX check to go first, so . . . 
 
 
 
			-Tim Gilberg 
 
Return-Path: daemon@omg.org 
From: "\"qts\" <qts@nildram.co.uk> 
        \"Michael (Damon) or Peni R. Griffin\"" <qts@nildram.co.uk> 
Date: Wed, 28 Jan 98 19:10:30  
Reply-To: "qts" <qts@nildram.co.uk> 
Priority: Normal 
Subject: Re: Genetic engineering 
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Sender: owner-champ-l@omg.org 
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To: champ-l@omg.org 
 
On Tue, 27 Jan 1998 14:38:07 -0600, Michael (Damon) or Peni R. Griffin 
wrote: 
 
>Forgot this item when I was asking about starships and such earlier: 
>package deals for genetically engineered humans who colonize 
>not-quite-Earthlike planets.  In my campaign timeline, the terraforming of 
>Mars has been underway for almost 200 years by the time the game begins, 
>but it will be some time yet before unaltered humans can live there.  The 
>people who've colonized Mars will have undergone radical gene therapy, 
>engineering them for survival in the low pressure, low temperature, low 
>oxygen, high radiation Martian environment.   
 
Why make the characters pay anything? It's a plot device. You don't 
make them pay for Flu jabs, do you? 
qts 
 
Home: qts@nildram.co.uk. 
 
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From: "qts" <qts@nildram.co.uk> 
Cc: "champ-l@omg.org" <champ-l@omg.org> 
Date: Wed, 28 Jan 98 19:11:59  
Reply-To: "qts" <qts@nildram.co.uk> 
Priority: Normal 
Subject: Re: H5: continuous and uncontrolled powers 
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On Tue, 27 Jan 1998 18:31:12 -0600 (CST), Dataweaver wrote: 
 
>On Tue, 27 Jan 1998, qts wrote: 
> 
>> Drain doesn't have a maximum limit like Aid. 
> 
>Hmm?  Last I chaecked, _all_ Alteration Powers had a maximum limit... 
 
They have a maximum limit that you can *increase* something, but no 
maximum limit for *decreasing* 
qts 
 
Home: qts@nildram.co.uk. 
 
Return-Path: daemon@omg.org 
Date: Wed, 28 Jan 1998 13:13:58 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: TUMA Maneuvers 
Errors-To: owner-champ-l@omg.org 
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> > And I want to keep our controversial Defensive Throw, mostly as it 
> >fits an effect and is perfectly legal with both NH and TUMA. 
> 
>    The two things I don't like about Ballestra (as far as inclusion on a 
> general list of maneuvers) are that it's poorly defined (what the heck *is* 
> it, anyway?), and it's used in only one Martial Art in the whole book. 
 
	Not bad, but I think the point of the maneuvers list (and correct 
me if I'm wrong) was to include "official" maneuvers for all of the 
"official" Martial Arts Packages. 
 
>    As for Defensive Throw, I've changed my mind based on arguments I saw in 
> its favor this morning. 
 
 
	Fair enough.  It seems to work, though it is quite limited 
compared to a plain old block. 
 
 
 
			-Tim Gilberg 
 
Return-Path: daemon@omg.org 
Date: Wed, 28 Jan 1998 13:20:31 -0600 (CST) 
From: Darien Phoenix Lynx <chip@owlnet.rice.edu> 
Subject: EVIL Campaign Revisited 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
I got many requests for information about my EVIL villains campaign. The 
campaign setting, information, and player packets have been ready for a 
while, complete with superhero data file. However, I lost the list I was 
keeping of interested people. 
 
The packets are in Word 97 format. Forthcoming are additional setting 
information, in the form of conversation transcripts, a little history 
behind the world, and biweekly installments of newspaper/magazine 
clippings. I will also have Heromaker files for the major superheroes in 
the world, and if my players agree, I can send you their villains as 
sample characters.  
 
On a side note, I've gotten some excellent villains. From Hank's Arm--the 
challenging-to-build possessed arm who bullies the unfortunate soul to 
whom he's attached into doing evil... to General Joe, the 
chopstick-throwing, poison-cooking ex-restaurant owner who was shut down 
the health department and a prominent superhero... to Saddam Hussein 
himself, complete with wildly innacurate SCUD missile launchers and bogus 
diplomatic immunity. 
 
It's a fun campaign world, and will definitely be a fun campaign. I 
apologize for the inconvenience to those who wish to run the campaign 
elsewhere, please e-mail me again, and I'll get the materials and 
subscription to you. With enough interest, I'll make a web site. 
 
Return-Path: daemon@omg.org 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: H5: continuous and uncontrolled powers 
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-----BEGIN PGP SIGNED MESSAGE----- 
 
>>>>> "D" == Dataweaver <traveler@io.com> writes: 
 
D> That wasn't my question; 
 
But it was the answer.  "Active points" is the key to understanding how 
adjustment powers work. 
 
D> a Transfer can give you a maximum of 6 pts per die rolled, but that same 
D> Transfer can take an unlimited number of points from the target - if I'm 
D> understanding correctly... 
 
Transfer works by transferring active points from the target to the 
character.  If one has 1D6 of Transfer, one can transfer a maximum of 6 
active points.  Additional attempts to use Transfer will do nothing, 
because the limit of the power has been reached. 
 
In other words, a Transfer *CANNOT* take an unlimited number of active 
points from a target.  Once the maximum number of active points that 
Transfer can transfer have been transferred, the power cannot transfer any 
more points until some of those transferred points fade. 
 
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Date: Wed, 28 Jan 1998 13:23:15 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: TUMA Maneuvers 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
>   Well, regardless of whether any apologies are owed by anyone to anyone else 
> -- certainly I don't think apologies are needed for expressing an opinion, 
> provided it's expressed *politely* -- the maneuver in question is in fact 
 
	Good philosophy, that. 
 
> supposed to be, "Block, Target Falls."  The confusion here may be that in the 
> first printing of UMA is was listed as, "Block, Target Falls, STR Strike." 
> Obviously a manuever cannot both Block and Strike, since each is an Exclusive 
> Basis.  I'm not sure how or where this error crept in, but it was edited out 
> of the HERO PLUS version of the book (or was supposed to have been), and 
> possibly later printings of the book as well. 
 
	Ah.  I have the Hero Plus version, and I can definately say that 
the STR Strike portion is gone. 
 
>   As noted under "Throw" (UMA, p. 116), Throw maneuvers (those with, among 
> others, "Target Falls") have to be bought at STR Strikes to do damage.  If not 
> bought as a STR Strike, the Throw does no damage, it just puts someone on the 
> ground. 
 
	And it's surprising how difficult this concept is to grasp.  Ever 
since the pre-4th MAs, all Throws have just automatically done damage. 
Ninja Hero changed this, requiring a STR Strike with the added Throw 
Non-Exclusive Base.  However, many still think of Throw as automatically 
doing damage. 
 
>   Further confusion results from fact that the "Abort" aspect of Block is 
> poorly explained, and that's definitely my fault (mea culpa).  Abort is an 
> "option" for Block, as the text notes, meaning that not all Blocks necessarily 
> have to be Abort-able (though they automatically get Abort for free if they so 
> choose).  Of the Blocks listed in the HTH maneuvers chart (UMA, p. 9), every 
> single Block specifically notes that it's Abort-able -- except one, the 
> Defensive Block, meaning that you can't Abort to it.  Even though the maneuver 
 
	Right.  I noticed that just looking at the chart. 
 
> technically does no damage, I'm not comfortable with someone Aborting to it, 
> since the Throw can result in a tactical advantage.  In fact,  UMA p. 110 
> specifically states you can't Abort to a Throw-based maneuver.  But you can't 
> Abort to a Defensive Throw, so it's not a problem here. 
 
	I've thought about allowing it to be aborted to.  It doesn't seem 
to be that unbalancing.  Any opinions? 
 
>   Therefore, unlike the Rat, I see no problem with this maneuver from a rules 
> point of view.  The only problem is that it wasn't well-explained, which is my 
> fault, and for which I apologize. 
>   I hope that clears things up. 
 
	Thanks.  Nice to get some clarification right from the source. 
 
> P.S.:  On the Riposte issue, for those of you who'd like to have one in a 
> martial arts package or style, I'd suggest using the Counterstrike maneuver 
> from UMA. 
 
 
	So obvious it almost didn't need to be said.  I'd say it fits the 
description quite well.  The "Must Follow" element is quite nice. 
 
 
 
			-Tim Gilberg 
 
Return-Path: daemon@omg.org 
Date: Wed, 28 Jan 1998 13:25:52 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: Champions Listserv <champ-l@omg.org> 
Subject: Re: TUMA Maneuvers 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
	Oh, Rat.  You don't need to cc Steve Long, as he is on the list. 
 
> Okay, I think I see the logic behind it, a "throw" that blocks an incoming 
> attack and knocks the opponent down.  And it becomes a mechanically legal 
> maneuver with the loss of Abort. 
 
	It is actually quite similar to the "throws" of pre-4th edition, 
which had abort and an automatic block as well as doing damage. 
 
> But I have a problem rationalizing a "target falls" element that does not 
> do any damage whatsoever from the fall.  Any technique that directs an 
> opponent's energy "down" is going to cause some hurt when the opponent hits 
> the ground. 
 
	Well, one option is to allow velocity damage, though that's iffy. 
The other is to realize that some maneuvers bear a target to the ground in 
a "gentler" manner.  I can think of a few wrestling takedowns that 
wouldn't be damaging.  And some that would be quite damaging. 
 
 
				-Tim Gilberg 
 
Return-Path: daemon@omg.org 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: [Re: TUMA Maneuvers] 
Mail-Copies-To: never 
X-No-Archive: yes 
X-Attribution: Rat 
Organization: The Happy Fun Ball Brigade 
Date: 28 Jan 1998 14:38:53 -0500 
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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> The Aikido move is a strange one, that's true. It not only blocks, but 
F> it guides your opponent into a roll as it throws him. Even if he doesn't 
F> know how to roll, he generally will not be hurt. If he fights it too 
F> hard, he could hurt himself; however, this usually won't happen. 
 
It is not strange at all; it only seems that way becuase you are not 
looking at the right game mechanics.  And in this case you have two things 
to look at: 
 
You can use a conventional throw maneuver, but do no Strength damage (look 
at the "Professional Wrestling" psduo-art) so any damage the attacker 
suffers is based solely on his velocity.  Given that most people have 6" of 
Running that comes out to 1D6, or 2D6 if moving non-combat.  And as you 
say, the attacker will usually not hurt himself. 
 
Or you can "pull your punch" to reduce the Body damage without affecting 
the Stun damage from the impact.  This would be considered a more advanced 
technique due to the CV penalties. 
 
F> However, while Aikido discourages any attacks which do harm, only minor 
F> variations will turn this into a damaging attack. 
 
You got it backwards: the Aikijutsu technique is the one that was modified 
into one that is less harmful. 
 
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--  
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PGP Key: at a key server near you! \ unknown glowing substance which fell to 
                                    \ Earth, presumably from outer space. 
 
Return-Path: daemon@omg.org 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: TUMA Maneuvers 
Mail-Copies-To: never 
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Organization: The Happy Fun Ball Brigade 
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>>>>> "TRG" == Tim R Gilberg <trgilber@hilltop.ic.edu> writes: 
 
TRG> I can think of a few wrestling takedowns that wouldn't be damaging. 
 
The word you are looking for is "pin".  Pins work better, I think, as 
variations of Grab.  If you can grab and redirect, grab and pin is no 
stretch at all. 
 
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--  
Rat <ratinox@peorth.gweep.net>    \ Do not taunt Happy Fun Ball. 
PGP Key: at a key server near you! \  
                                    \  
 
Return-Path: daemon@omg.org 
Date: Wed, 28 Jan 1998 14:34:59 -0600 (CST) 
From: Darien Phoenix Lynx <chip@owlnet.rice.edu> 
Subject: Re: Limitation/AP mods idea 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On 28 Jan 1998, Stainless Steel Rat wrote: 
 
> DPL> A mechanism (choice?) for allowing limitations to affect active point 
> DPL> costs, similarly for advantages. Not all advantages should really 
> DPL> affect active point cost (hole in the middle, personal immunity) and 
> DPL> some limitations seem like they should (no knockback, reduced 
> DPL> penetration). 
>  
> The term you are looking for is "Damage Class".  Damage Classes are a 
> rating of how much damage powers do, distinct from their active and real 
> point costs. 
 
Not quite what I had in mind. Although many of the examples I gave involve 
damaging effects, this is a more general consideration. I'm not looking 
for a classification, I really want to change the active costs. I'll 
re-express my thoughts for clarity if I'm not getting across. Please 
review my definition of active points, and why I feel certain advantages 
and limitations do not apply. 
 
 
Return-Path: daemon@omg.org 
X-Authentication-Warning: bermuda.io.com: traveler owned process doing -bs 
Date: Wed, 28 Jan 1998 15:15:21 -0600 (CST) 
From: Dataweaver <traveler@io.com> 
cc: champ-l@omg.org 
Subject: Re: H5: continuous and uncontrolled powers 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On 28 Jan 1998, Stainless Steel Rat wrote: 
 
> -----BEGIN PGP SIGNED MESSAGE----- 
>  
> >>>>> "D" == Dataweaver <traveler@io.com> writes: 
>  
> D> That wasn't my question; 
>  
> But it was the answer.  "Active points" is the key to understanding how 
> adjustment powers work. 
>  
> D> a Transfer can give you a maximum of 6 pts per die rolled, but that same 
> D> Transfer can take an unlimited number of points from the target - if I'm 
> D> understanding correctly... 
>  
> Transfer works by transferring active points from the target to the 
> character.  If one has 1D6 of Transfer, one can transfer a maximum of 6 
> active points.  Additional attempts to use Transfer will do nothing, 
> because the limit of the power has been reached. 
 
So, in effect, there is a limit to how much Transfer can hurt someone, as 
well as a limit on how much it can help them... 
 
---- Jonathan Lang <traveler@io.com> ---- x ------- alias: Dataweaver --------- 
  Webpage:  http://www.io.com/~traveler  /@\ The Dogma of Otherness insists 
  GURPSnet's Benevolent Tyrant for Life  ~~~ that all voices deserve a hearing, 
FAQ: http://www.io.com/~ftp/GURPSnet/www  |  that all points of view have 
Archive: http://www.io.com/~ftp/GURPSnet  |  something of value to offer. 
submit new files to gurpsnet-files@io.com |  --David Brin, "Otherness" 
 
Return-Path: daemon@omg.org 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: [Re: [Re: TUMA Maneuvers]] 
Mail-Copies-To: never 
X-No-Archive: yes 
X-Attribution: Rat 
Organization: The Happy Fun Ball Brigade 
Date: 28 Jan 1998 16:29:53 -0500 
Lines: 49 
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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>>>>> "F" == Filksinger <filkhero@usa.net> writes: 
 
F> I wasn't talking about the game mechanics. I was talking about the real 
F> world mechanics of a throw designed to not so much as knock the wind out 
F> of you. While this is normal for Aikido, it seems strange when compared 
F> to other arts. 
 
I understand... but remember that the goal is to mirror that effect using 
the game mechanics.  The simplest way to do that is to use Martial Throw 
and add no damage from Strength.  Against most people the 0 Strength 
maneuver will do no damage unless they are especially frail, and even then 
the damage will be minimal. 
 
[...] 
 
>> You got it backwards: the Aikijutsu technique is the one that was 
>> modified into one that is less harmful. 
 
F> 1) While not the usual usage, it is perfectly acceptable to state that two 
F> things are variations of each other, regardless of which one was first. 
 
Aikijutsu predates Aikido.  Aikijutsu is the direct predecessor of Aikido. 
Aikido is the variation of Aikijutsu.  It is historically inaccurate to 
call Aikijutsu a variation of Aikido. 
 
F> 2) If I didn't know anything about Aikijutsu, I could still modify the 
F> Aikido throw into a damaging one. If anything, it is easier to damage 
F> someone than to do it right. 
 
Agreed, which is why I mentioned that "pulling the punch" with a 
full-strength Martial Throw would be considered a more advanced technique. 
 
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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. 
                                    \  
 
Return-Path: daemon@omg.org 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: Limitation/AP mods idea 
Mail-Copies-To: never 
X-No-Archive: yes 
X-Attribution: Rat 
Organization: The Happy Fun Ball Brigade 
Date: 28 Jan 1998 16:53:14 -0500 
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To: champ-l@omg.org 
 
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>>>>> "DPL" == Darien Phoenix Lynx <chip@owlnet.rice.edu> writes: 
 
DPL> A mechanism (choice?) for allowing limitations to affect active point 
DPL> costs, similarly for advantages. Not all advantages should really 
DPL> affect active point cost (hole in the middle, personal immunity) and 
DPL> some limitations seem like they should (no knockback, reduced 
DPL> penetration). 
 
The term you are looking for is "Damage Class".  Damage Classes are a 
rating of how much damage powers do, distinct from their active and real 
point costs. 
 
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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. 
 
Return-Path: daemon@omg.org 
Date: Wed, 28 Jan 1998 15:56:20 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Subject: Re: TUMA Maneuvers 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
> > I can see it "hurting" without doing any real lasting damage or just 
> > forcing the person into a disdvantages position (kneeling, off balance or 
> > the like) of the DCV reduction. I am curious though. Would such a manuver 
> > get the "bonus" damage added to throws for the surface the target lands on. 
> 
> 	Um.   I might allow it.  It does kinda make sense, and doesn't 
> really seem that unbalanced.  The character does have to either declare to 
> be "Defensive Throwing" at his/her attack phase or hold an action and win 
> a DEX check to go first, so . . . 
 
 
	Oops.  My bad.  The velocity damage is a seperate element to be 
purchased with the maneuver.  This one doesn't have it, so no damage. 
 
	Now, would I allow a maneuver like this to take the bonus damage? 
No, probably not.  Is it allowable under the NH or UMA rules?  I'm not 
sure.  Any comments? 
 
 
			-Tim Gilberg 
 
Return-Path: daemon@omg.org 
Date: Wed, 28 Jan 1998 16:02:52 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: [Re: TUMA Maneuvers] 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
> It is not strange at all; it only seems that way becuase you are not 
> looking at the right game mechanics.  And in this case you have two things 
> to look at: 
> 
> You can use a conventional throw maneuver, but do no Strength damage (look 
> at the "Professional Wrestling" psduo-art) so any damage the attacker 
> suffers is based solely on his velocity.  Given that most people have 6" of 
> Running that comes out to 1D6, or 2D6 if moving non-combat.  And as you 
> say, the attacker will usually not hurt himself. 
 
	However, that throw will not stop incoming attacks.  Or rather, it 
might stop them, depending on a DEX check to see who goes first -- ala NH 
rules.  I'm really not sure if UMA changed this or not. 
 
	Mixing the throw with block takes away the need for that DEX 
check, as long as the character is in a prepared Block mode. 
 
> Or you can "pull your punch" to reduce the Body damage without affecting 
> the Stun damage from the impact.  This would be considered a more advanced 
> technique due to the CV penalties. 
 
 
	Or you can define a Throw without the Strike Element to simulate 
the same thing.  Less chance here of accidental damage. 
 
 
 
				-Tim Gilberg 
 
Return-Path: daemon@omg.org 
Date: Wed, 28 Jan 1998 16:06:40 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: TUMA Maneuvers 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
> TRG> I can think of a few wrestling takedowns that wouldn't be damaging. 
> 
> The word you are looking for is "pin".  Pins work better, I think, as 
> variations of Grab.  If you can grab and redirect, grab and pin is no 
> stretch at all. 
 
 
	Agreed that pins work best as Grabs, though you do have to get 
your target to the ground.  Either the "target falls" element or through 
performing a "grab and whatever". 
 
	However, I was thinking about takedowns.  I participated on a 
School Wrestling Team for one season, and saw a few varieties of 
takedowns.  Some basically did no damage.  Others hurt quite a bit. 
(Particularly one where one wrestler, from a head-to-head side-by-side 
position, got control and went to the ground himself breaking his fall 
with the other wrestler's face.  We heard that one through the entire 
wrestling floor.) 
 
 
			-Tim Gilberg 
 
Return-Path: daemon@omg.org 
Date: Wed, 28 Jan 1998 16:13:41 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: It's hard to be solid 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
> However, I still can't decide on which is best! For one thing, I want to 
> make the "Costs END" extra limiting (x 4 END). So far, I lean to #4 
> because it handles this relatively cleanly and doesn't seem as harsh as 
 
	True.  That's what I'd suggest for the extra lims. 
 
> having to pay points to suppress your own Desolid. I'm concerned about the 
> validity in HERO of such an approach, though. Is buying off limitations 
> with limitations an open door to abuse? 
 
	I don't think so, but I'd require strict GM oversight. 
 
> Another of my players has a character with Clairsentience... well, sort 
> of. The goal of this power is to represent the fact that he has a "bag of 
> tricks"--a satchel with all kinds of unspecified things in it. He has a 
> limited ability to see the future and picks up items that he "gets a 
> feeling" will be useful in the future--of course these items are found in 
> the bag when needed. Now said player also wanted to have "real" 
> clairsentience of the future, but only in his dreams. So he bought off the 
> various and sundry "only useful items" limitations, and on the cost 
> applied "only in dreams," and "no conscious control" limitations. How are 
> we doing? 
 
	Looking like my character with Dream Visions.  (He's from a line 
of Ojibwa Medicine Men).  The visions are normally bought with a powerful 
Clairsentience -- basically anything -- with No Concious Control and 
concentrate 0 DCV.  It's an excuse for the GM to take my character out of 
the action for a while for some Mental Adventures.  However, I can try to 
force a tream vision with a Meditation Roll.  This roll can be increased 
through the use of mind altering states and items. 
 
	It looks like: 
 
	Clairsentience (w/ all the trimmings), Concentrate 0DCV 
throughout, No Concious Control. 
 
	Remove NCC from Clairsentience, costs END, *4 END, must make 
meditiation roll. 
 
	I like it because it works, it's logical, and it does a good job 
of simulating the power without being too expensive. 
 
 
 
				-Tim Gilberg 
 
 
 
Return-Path: daemon@omg.org 
Date: Wed, 28 Jan 1998 16:22:31 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: TUMA Maneuvers 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
 
> AJ> So, what do you think of 'escaping throw' (+10 STR to escape, target 
> AJ> falls)?  Particularly given that escape is normally usable as a 
> AJ> zero-phase casual ;). 
> 
> Same thing: the technique should do damage, but the maneuver cannot.  That 
> is a clear indication that the technique is more than one maneuver.  Thus, 
> two maneuvers: an escape followed by a throw of some sort. 
 
 
	Not at all.  It is similar to the reversal, actually.  The escape 
is performed while trying to turn to move to a particular result. 
 
	The Escape + Throw is something like breaking a bear hug with 
enough of a jerk to put the holder on his ass.  Another option is going 
from the down position (wrestling) and rolling your opponent over your 
body and standing up yourself. 
 
	The Reversal is simlar, you just end up with a hold on your 
opponent. 
 
	While it could be argued that these should do damage, I can see 
reasons not.  It was rare for someone to be damaged per se while 
wrestling.  They in general are just maneuvered about by their opponent, 
who is, BTW, using all his available force, in general. 
 
	These moves are, however, definately not two seperate maneuvers. 
It's not a case of getting away one phase and tossing your opponent to the 
ground the next.  Nor is it a case of getting away one phase and grabbing 
a hold of your opponent the next. 
 
 
 
				-Tim Gilberg 
 
Return-Path: daemon@omg.org 
Reply-To: <dflacks@ican.net> 
From: "dflacks" <dflacks@ican.net> 
Subject: OIHID 
Date: Wed, 28 Jan 1998 17:37:54 -0500 
X-MSMail-Priority: Normal 
X-MIME-Autoconverted: from 8bit to quoted-printable by mail0.tor.acc.ca id RAA03044 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
I have been following the Only In Hero ID thread and would like to put my 2 
cents in.  Actually its 1.37 cents when you convert it to American dollars. 
 
One reason not yet mentioned for OIHID being a separate limitation is the 
connection with the Focus limitation.  In the details for the focus 
limitation, the BBB says that some things may appear to have a Focus, but 
closer examination reveals that the actual limitation should be OIHID.  
Since Focus is a common limitation across many genre, the OIHID limitation 
should definitely remain separate from the generic limitation. 
 
As for the usefulness of OIHID, it is one of my favorite limitations.  If a 
GM asks me to make a new character, odds are I will end up using OIHID.  I 
tend to create a character similar to a high powered agent with stats like 
15 strength and 13 or even 18 DEX.  Once designed, I add the OIHID powers 
and more skills.  I like to have Martial Arts, and often end up spending 
any points I save with OIHID on MA and Skills for base character. 
 
One of my favorite characters was a high risk courier before he became a 
hero, so he had 18 DEX  and MA.  What made him fun was the way his powers 
worked. 
 
His powers all ran off an END reserve, which was OIHID, but the associated 
recovery was Only In Normal ID.  This meant the every action he takes as a 
superhero drains him.  This forced him to think before he acted.  If he 
used brute power instead of thought and subtlety he would find himself out 
of juice during the climatic moments.  Add a Secret ID and some Accidental 
Changes to his normal form when his END reserve gets low and the OIHID 
becomes the central flavor of his powers. 
 
The character would have to balance his Secret ID against his need to be in 
Normal ID to recover his battery.  The character was forced to spend more 
adventure time in his Normal ID than many of the characters I remember from 
comics. 
 
I have revised this character a number of times, changing its name and 
powers but keeping the OIHID characteristics the same.  In one adventure, 
the S.T.R.I.D.E.R. incantation of my character actual hid in the team 
super-jet’s bathroom for the entire flight so he could stay in Normal ID to 
recover without revealing his ID to the NPC along for the ride.  By the end 
of the Flight, the NPC thought S.T.R.I.D.E.R. was prone to airsickness.  
This embarrassing miss-conception got out and S.T.R.I.D.E.R. was the butt 
of talk show host for weeks.  In his Normal ID S.T.R.I.D.E.R. was a Pilot! 
 
 
Daniel Flacks   dflacks@ican.net 
 
Give me ambiguity or give me something else 
 
Return-Path: daemon@omg.org 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: TUMA Maneuvers 
Mail-Copies-To: never 
X-No-Archive: yes 
X-Attribution: Rat 
Organization: The Happy Fun Ball Brigade 
Date: 28 Jan 1998 17:38:49 -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----- 
 
>>>>> "TRG" == Tim R Gilberg <trgilber@hilltop.ic.edu> writes: 
 
TRG> (Particularly one where one wrestler, from a head-to-head side-by-side 
TRG> position, got control and went to the ground himself breaking his fall 
TRG> with the other wrestler's face.  We heard that one through the entire 
TRG> wrestling floor.) 
 
Grab and Throw? 
 
Grab is a wonderful maneuver for one simple reason: you do not have to let 
go.  Nothing else allows you to retain control over your victim's body. 
 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: TUMA Maneuvers 
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>>>>> "TRG" == Tim R Gilberg <trgilber@hilltop.ic.edu> writes: 
 
TRG> 	These moves are, however, definately not two seperate maneuvers. 
TRG> It's not a case of getting away one phase and tossing your opponent to 
TRG> the ground the next.  Nor is it a case of getting away one phase and 
TRG> grabbing a hold of your opponent the next. 
 
Remember that Escapes may be performed as zero-phase actions.  Same goes 
for getting up off the ground with Breakfall (or Acrobatics if the GM 
allows it). 
 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: [Re: TUMA Maneuvers] 
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>>>>> "TRG" == Tim R Gilberg <trgilber@hilltop.ic.edu> writes: 
 
TRG> 	However, that throw will not stop incoming attacks.  Or rather, it 
TRG> might stop them, depending on a DEX check to see who goes first -- ala 
TRG> NH rules.  I'm really not sure if UMA changed this or not. 
 
A DEX check is required to see who goes first.  If the thrower goes first, 
and is successful, the attacker winds up on the ground before he can 
attack.  More than likely that will invalidate the attacker's attack. 
 
TRG> 	Mixing the throw with block takes away the need for that DEX 
TRG> check, as long as the character is in a prepared Block mode. 
 
No, it does not, because the Block does not have the Abort element any 
more.  Take away Abort and you must have a DEX check. 
 
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X-Authentication-Warning: bermuda.io.com: traveler owned process doing -bs 
Date: Wed, 28 Jan 1998 16:54:23 -0600 (CST) 
From: Dataweaver <traveler@io.com> 
cc: champ-l@omg.org 
Subject: Re: Limitation/AP mods idea 
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On Wed, 28 Jan 1998, Darien Phoenix Lynx wrote: 
 
> Don't worry, I'm braced against the knockback the flaming from this idea's 
> gonna give me... 
>  
> A mechanism (choice?) for allowing limitations to affect active point 
> costs, similarly for advantages. Not all advantages should really affect 
> active point cost (hole in the middle, personal immunity) and some 
> limitations seem like they should (no knockback, reduced penetration).  
> Some conditional limitations, especially for defenses, seem like they 
> should (force Field only vs. fire), while others like activation, 
> shouldn't. Is there a real problem (other than a little more complexity)  
> in allowing people to choose whether their advantage/limitation affects 
> active point cost or not? Should this be worth more "real" points to go 
> against the grain (1/4 less limitation or 1/4 more advantage)? Obviously, 
> certain clearly active advantages (double knockback) should always add to 
> the active cost, while inactive limitations (focus) should never subtract 
> from it. 
 
Two types of Advantages and Limitations: Active and Real.   
 
Active Cost = Base Cost x (1 + total of Active Mods)  
                if Active Advantages are at least equal  
                to Active Limitations;  
            = Base Cost / (1 + |total of Active Mods|) 
                otherwise 
 
Real Cost = Active Cost x (1 + total of Real Mods)  
                if Real Advantages are at least equal  
                to Real Limitations;  
          = Active Cost / (1 + |total of Real Mods|) 
                otherwise 
 
> With active points come: range, dispel/suppress/drain difficulty, END 
> cost, multipower/EC/campaign caps. Anything I'm leaving out? 
 
If nothing else, the above could work nicely as a house-rule... 
 
Go through the various Ads and Lims and determine for each whether it 
should be considered Active or Real.  I don't have my book at the moment, 
so I can't exactly do it myself... 
 
---- Jonathan Lang <traveler@io.com> ---- x ------- alias: Dataweaver --------- 
  Webpage:  http://www.io.com/~traveler  /@\ The Dogma of Otherness insists 
  GURPSnet's Benevolent Tyrant for Life  ~~~ that all voices deserve a hearing, 
FAQ: http://www.io.com/~ftp/GURPSnet/www  |  that all points of view have 
Archive: http://www.io.com/~ftp/GURPSnet  |  something of value to offer. 
submit new files to gurpsnet-files@io.com |  --David Brin, "Otherness" 
 
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Date: Wed, 28 Jan 1998 17:48:40 -0600 (CST) 
From: Dataweaver <traveler@io.com> 
cc: champ-l@omg.org 
Subject: Re: OIHID 
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On Wed, 28 Jan 1998, dflacks wrote: 
 
> One reason not yet mentioned for OIHID being a separate limitation is the 
> connection with the Focus limitation.  In the details for the focus 
> limitation, the BBB says that some things may appear to have a Focus, but 
> closer examination reveals that the actual limitation should be OIHID.  
> Since Focus is a common limitation across many genre, the OIHID limitation 
> should definitely remain separate from the generic limitation. 
 
This can be taken care of by changing the phrasing under Focus to refer to 
"Conditional Limitations" instead of "OIHID".   
 
> As for the usefulness of OIHID, it is one of my favorite limitations.  If a 
> GM asks me to make a new character, odds are I will end up using OIHID.  I 
> tend to create a character similar to a high powered agent with stats like 
> 15 strength and 13 or even 18 DEX.  Once designed, I add the OIHID powers 
> and more skills.  I like to have Martial Arts, and often end up spending 
> any points I save with OIHID on MA and Skills for base character. 
 
OIHID would still be there after integrating it into Conditional 
Limitations (which probably _should_ be seperated from Limited Power), and 
its usefulness would not be degraded in any way by doing so; nor have I 
questioned the usefulness of OIHID.  All I'm saying is that it isn't 
unique enough to be listed as a seperate Limitation.   
 
> I have revised this character a number of times, changing its name and 
> powers but keeping the OIHID characteristics the same.   
 
If my suggestion to integrate OIHID into Conditional Limitations gets 
accepted, the only change you'd have to make to your character (and even 
this is optional) would be to put the words "Conditional Power: " in front 
of OIHID.  Everything else works the exact same way.   
 
---- Jonathan Lang <traveler@io.com> ---- x ------- alias: Dataweaver --------- 
  Webpage:  http://www.io.com/~traveler  /@\ The Dogma of Otherness insists 
  GURPSnet's Benevolent Tyrant for Life  ~~~ that all voices deserve a hearing, 
FAQ: http://www.io.com/~ftp/GURPSnet/www  |  that all points of view have 
Archive: http://www.io.com/~ftp/GURPSnet  |  something of value to offer. 
submit new files to gurpsnet-files@io.com |  --David Brin, "Otherness" 
 
Return-Path: daemon@omg.org 
X-Sender: bob.greenwade@klock.com (Unverified) 
Date: Wed, 28 Jan 1998 15:54:00 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: TUMA Maneuvers 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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At 12:56 PM 1/28/98 EST, SteveL1979 wrote: 
>In a message dated 98-01-28 12:10:07 EST, bob.greenwade@klock.com writes: 
> 
><<   The two things I don't like about Ballestra (as far as inclusion on a 
> general list of maneuvers) are that it's poorly defined (what the heck *is* 
> it, anyway?), and it's used in only one Martial Art in the whole book. >> 
> 
>  As explained to me by my sources (assuming my memory's correct -- don't 
have 
>my UMA notes handy right now), the Ballestra is a sort of all-out offensive 
>swordfighting charge.  Although fairly specific to that sort of style, it 
>could be incorporated into fantasy fencing styles and some other weapon-based 
>arts, and possibly even some others depending on how far you want to stretch 
>the special effect. 
 
   Well, that at least answers that part of the question.  I suppose I 
could yield on the point.  :-] 
   Actually, it would've been good in TUMA (all right, all right, UMA) to 
have a brief explanation of each maneuver on the tables.  I can see where 
that would have been impractical, though, especially in a printed book 
that's already pushing the size limit. 
   Hero4 has such explanations, if I recall correctly; I think we should be 
able to expect Hero5 to do so as well. 
--- 
Bob's Original Hero Stuff Page! 
   http://www.klock.com/public/users/bobg/original.htm 
Homepage of the Merry-Go-Round Webring!  (Wanna join?) 
   http://www.klock.com/public/users/bobg/merrhome.htm 
 
 
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X-Sender: bob.greenwade@klock.com (Unverified) 
Date: Wed, 28 Jan 1998 16:01:20 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: TUMA Maneuvers 
Errors-To: owner-champ-l@omg.org 
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At 01:25 PM 1/28/98 -0600, Tim R. Gilberg wrote: 
> It is actually quite similar to the "throws" of pre-4th edition, 
>which had abort and an automatic block as well as doing damage. 
 
   Whenever this is mentioned, a recall when Exo-Skeleton Man tried to do a 
Move Through on my PC, Frank Lewis, in his pre-Captain Glory days.  At that 
time Frank was basically just a normal, albeit with horribly high stats 
(nearly all Primary Stats just over 20) and Martial Arts.  I felt like 
showing off, so as soon as I was aware of what was going on, I blurted out, 
"Martial Throw."  The maneuver was successful, doing Frank's STR plus 
Leroy's Velocity, and instead of splattering Frank across the pavement, ol' 
Leroy was about 3 STUN short of being in GM's Option. 
   That would never be possible under the current rules (unless one uses 
the optional maneuver construction rules in Ninja Hero, but even those 
aren't meant for superhero games like what Frank was in).  But it sure made 
for a great gaming moment.  :-] 
--- 
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 
 
 
Return-Path: daemon@omg.org 
Date: Wed, 28 Jan 1998 19:05:08 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: TUMA Maneuvers 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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> TRG> (Particularly one where one wrestler, from a head-to-head side-by-side 
> TRG> position, got control and went to the ground himself breaking his fall 
> TRG> with the other wrestler's face.  We heard that one through the entire 
> TRG> wrestling floor.) 
> 
> Grab and Throw? 
 
	Maybe.  I was thinking more Strike/Throw with about +4D6 damage. 
 
> Grab is a wonderful maneuver for one simple reason: you do not have to let 
> go.  Nothing else allows you to retain control over your victim's body. 
 
 
	Oh, I quite agree.  Notice, however, that Grab itself is a 
non-exclusive element, needing the Strike element to do damage. 
 
	And for that particular takedown, no control was maintained after 
the fall.  Of course, the target wasn't able to move to keep from being 
grabbed during the next action pahse, but . . . 
 
 
 
				-Tim Gilberg 
 
Return-Path: daemon@omg.org 
Date: Wed, 28 Jan 1998 19:07:45 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: TUMA Maneuvers 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
> TRG> 	These moves are, however, definately not two seperate maneuvers. 
> TRG> It's not a case of getting away one phase and tossing your opponent to 
> TRG> the ground the next.  Nor is it a case of getting away one phase and 
> TRG> grabbing a hold of your opponent the next. 
> 
> Remember that Escapes may be performed as zero-phase actions.  Same goes 
 
	Not quite.  Only if you break the hold by a suitable amount is it 
a 0-phase action.  Otherwise, one could attempt an infinate number of 
escape attempts per, say, action phase. 
 
	And what does this have to do with the discussion at hand, anyway? 
 
 
 
			-Tim Gilberg 
 
Return-Path: daemon@omg.org 
Date: Wed, 28 Jan 1998 20:35:49 -0500 
Subject: Re: Problems with the language similarity chart 
X-Juno-Line-Breaks: 0-20,24 
From: istorema@juno.com (Bruce A Crow) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Wed, 28 Jan 1998 03:35:52 -0800 Rook <rook@infinex.com> writes: 
>Hello; 
>    Has anyone else noticed problems in the language similarity chart? 
>I can only comment on the languages I'm familiar with, so I've made  
>the 
>following mods so 
>far: 
>    Korean and Mandarin have 2 points similarity 
>    Korean and Japanese have 1 points similarity 
>(this stems from the fact that Korean uses Japanese Grammer and 60% of 
>Korean vocab is 
>borrowed from Chinese with a little modification) 
> 
>    Tagalog and Spanish have 4 points similarity 
>(speakers of one or the other can communicate with each other with  
>only 
>a few stumbling points) 
> 
>    Any other corrections people have made based on languages they may 
>have knowledge of? 
 
Spoken Vienamese is quite similar to Spoken Cantonese, thought the 
written versions are very different. I would give a 2 point similarity 
but for the written part so I only give a 1 point similarity. I don't 
know much about Cambodian so I can't comment. 
 
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Return-Path: daemon@omg.org 
From: Michael.Adams@october.com (Michael Adams) 
Date: 28 Jan 98 19:20:08 -0800 
Subject: Re: Magic Shapeshifting Potions 
Organization: Fidonet: Red October Alpha * Hero Roleplaying * 408-629-4695 *  
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Magic could be brought on by a virus or other genetic change/mutation. 
 
Or threw nanotech and combined with transporter tech to recreate the effects of 
magic. 
 
 
After all, to change shape all you need to do is seperate the "mental"processes 
from the body and put the body into a pattern buffer and give the "mental"a new 
temporary body. The potion could be how the nanites are infused (liek the Borg 
for an example (I thought of it first, but). 
 
With the tech parts being "grown"... 
 
Return-Path: daemon@omg.org 
X-Sender: voxel@mail.theramp.net 
Date: Wed, 28 Jan 1998 21:42:31 -0600 
From: Bryant Berggren <voxel@theramp.net> 
Subject: Re: The STR & HA Worms 
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At 01:15 PM 1/28/98 -0400, Trevor Barrie wrote: 
>On Sun, 25 Jan 1998, Filksinger wrote: 
>> Changing the STUN, PD, and REC of 90%+ of all characters in the books 
>> or any campaign I have ever been in is not "so minor it barely 
>> deserves to be called a "minor change". 
> 
>So don't change them. Gee, that was hard. It's simply not an issue at all 
>for the characters in the books; for PCs, you either have to juggle 
>numbers to make things work or just allow the characters to keep their old 
>stats (the same choices you have any time you try to change rules 
>mid-campaign.) 
 
Changing attribute costs is, at least regarding published characters, a 
minor change. Simple method to effect it: if, for example, we increase the 
cost of STR to 2 points ... 
        1) Look at Character A's STR. 
        2) Subtract 10 from result of 1. 
        3) Add result of 2 to Character A's Experience & Total. 
 
Gosh, that was tough. 
 
-- 
"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 
 
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From: Brian Wong <rook@shell.infinex.com> 
Subject: Re: Problems with the language similarity chart 
Date: Wed, 28 Jan 1998 19:45:44 -0800 (PST) 
Cc: champ-l@omg.org 
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> >    Korean and Mandarin have 2 points similarity 
> >    Korean and Japanese have 1 points similarity 
> > 
> >    Tagalog and Spanish have 4 points similarity 
>  
> Spoken Vienamese is quite similar to Spoken Cantonese, thought the 
> written versions are very different. I would give a 2 point similarity 
> but for the written part so I only give a 1 point similarity. I don't 
> know much about Cambodian so I can't comment. 
> 
	Well, written isn't much of an issue. After all, according to the 
chart on page 20, literacy is free unless in a culture were illeracy is the 
norm, in which case it's just a one point add on. 
  
 
Return-Path: daemon@omg.org 
From: Brian Wong <rook@shell.infinex.com> 
Subject: Re: Problems with the language similarity chart 
Date: Wed, 28 Jan 1998 19:49:23 -0800 (PST) 
Cc: champ-l@omg.org 
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>  
> << Tagalog and Spanish have 4 points similarity (speakers of one or the other 
> can communicate with each other with only a few stumbling points)>> 
>  
>   That's not been *my* experience. I speak enough Spanish to communicate with 
> folks at my day job, and I have never had any luck communicating with folks 
> who speak Tagalog. :/ 
>  
	Funny. 
Worked fine for all the philipino's I knew when I lived in asia. 
 
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X-Sender: ron@salt.bowneglobal.co.jp 
Date: Thu, 29 Jan 1998 14:10:02 +0900 
From: Ron FOSTER <ron@bowneglobal.co.jp> 
Subject: Re: Dragonfly's Benchmarks! 
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At 7:50 PM -0800 98.01.22, Sam Bell wrote: 
:  Dexterity: 
:   
:  In general, I think trying to peg Dex onto gymnastic ability is silly. If 
:  anything, it should be pegged to hand-to-hand combat ability. Gymnastics 
:  is just another Dex-based skill and shouldn't get so much attention. To 
:  put it another way, juggling is a dex-based skill too, but just because I'm 
:  a heroic level juggler doesn't mean I have 15-17 dex. 
:   
:  In specific: Shadowcat has the same dex as the Thing? Darkseid has more dex 
:  than Nightwing? Titanium Man has more dex than Mockingbird???  Let's face it, 
:  the guys who come up with stats for game systems screw up sometimes. 
 
Although it's been years since I played, much less looked at, either 
the DC Heroes or the Marvel RPG, even if we peg Dex to HTH ability, I 
can easily see Darkseid having a higher Dex (and SPD) than Nightwing. 
 
I haen't been reading Fourth World or the (new) New Gods, and don't 
know what the current treatment of Darkseid is, but in the early issues 
of the Byrne Superman (I know, I know, he's been powered up since...), 
Darkseid was able to move at Supe-level speed--I remember Kal commenting 
that "How can something so big move so fast? I didn't even see him 
move!" Whoa. Not even with those super-peepers?  
 
Another thing to keep in mind is Darkseid is a _god_. His very nature 
gives him abilities beyond most mortals'. Byrne and other have portrayed 
him moving much like the old Superman and the Flash--no movement marks, 
just being in one place in one panel and another in the next panel. 
Given that Champions Dex is a combination of reflexes, reaction time, 
and so on, I can imagine Darkseid being in the 27 (low-powered campaign) 
to 36 (high-powered) range. If I had to build them, I would probably 
give Nightwing a 27 Dex, Batman a 29 Dex, Darkseid/Superman a 30 (maybe 
33) and the Flash 33 (maybe 36). 
 
My two cents' worth. 
 
 
 
Thanks, 
Ron 
 
 
Return-Path: daemon@omg.org 
From: Brian Wong <rook@shell.infinex.com> 
Subject: Re: Problems with the language similarity chart 
Date: Wed, 28 Jan 1998 21:23:33 -0800 (PST) 
Cc: champ-l@omg.org 
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>  
> Rook asks: 
> >Has anyone else noticed problems in the language similarity chart? 
>  
> I've always been bugged by the English simliarities.  
>  
> Isn't English closer to Latin than German? I always thought English was 
> a romance language. I certainly learned a lot of English words from my 
> Latin class. 
> 
	It's germanic. In fact, I've never studied german but I have 
found myself able to understand parts of it when I listen in closely.  
 
Return-Path: daemon@omg.org 
Reply-To: "Filksinger" <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
Subject: Re: Energy Blast article from website 
Date: Wed, 28 Jan 1998 21:25:11 -0800 
X-MSMail-Priority: Normal 
X-MimeOLE: Produced By Microsoft MimeOLE V4.72.2106.4 
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On Monday, January 26, 1998 7:47 AM, Dataweaver wrote: 
 
 
>On Sun, 25 Jan 1998, Michael (Damon) or Peni R. Griffin wrote: 
> 
>> Lifted from Casey McGirt's article "The Wonders of Energy Blast", 
once 
>> posted on the Digital Hero page: 
<snip> 
> 
>> Counterstrike (+1 or more) - variant of Damage Shield, allows an 
automatic 
>> hit on a target who has just successfully hit you. 
> 
>Be careful with this one; I could see instances where Counterstrike 
would 
>be ineffective (such as Counterstrike vs. a Seeking EB...) 
> 
 
 
Which could actually be a valid ability. A character might have an 
energy blast that tracked back along an attack's path to strike the 
original attacker, for example. 
 
Filksinger 
 
 
 
Return-Path: daemon@omg.org 
From: Brian Wong <rook@shell.infinex.com> 
Subject: Re: Social Limitation 
Date: Wed, 28 Jan 1998 21:39:36 -0800 (PST) 
Cc: champ-l@omg.org 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
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X-UID: 6 
 
> >>    So did we just come up with a workable structure for Social Limitation? 
> >> Let's see.... 
> >>    Works for me. 
> > 
> >    Only remove the 8-, 11-, 14- from the frequency's, and just list the 
> >frequencies. 
> >Then add one more frequency: Always  at 20. 
> 
	Opps, when I said Always at 20 I meant always, for 20 points. 
I don't think any frequencies should be diced based. 
	I mean, who rolls up random scenerios anyway? 
Just give me descriptions that are clear enough I can plot them in as needed. 
  
>    Only if we get the frequency extensions I've suggested for DNPC and 
> Hunter. 
	Oh? What were those? 
 
Return-Path: daemon@omg.org 
From: Brian Wong <rook@shell.infinex.com> 
Subject: Re: H5: continuous and uncontrolled powers] 
Date: Wed, 28 Jan 1998 22:03:46 -0800 (PST) 
Cc: champ-l@omg.org 
Errors-To: owner-champ-l@omg.org 
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>  
> >> F> I fail to see why it would be invalid for Mind Control, but  
> >acceptable 
> >> F> for Transform. Please define exactly what it is that makes one  
> >valid 
> >> F> and the other not. 
>  
> Actually, cumulative Mind Control sounds like a good construction for a 
> Horror Hero villian to use: 
> First night -- Our Hero has strange nightmares all night long.  (First 
> Mind Control attack.) 
>   Next day -- Our Hero can function normally (with enough caffeine), but 
> finds himself drawn to actions he wouldn't normally do (exact action 
> depending on nature of the Mind Control). 
> Second night -- More nightmares.  (Second Mind Control attack.) 
>    Next day -- Even more caffeine needed to function, but the strange 
> pull to whatever action is being implanted with the Mind Control is 
> stronger. 
> Continue until the Mind Control hits full strength or Our Hero's buddies 
> realize there's more than sleep deprivation going on here. 
>  
> I don't run mentalists very often, so there may be holes in this attack 
> description. 
> 
	Seems totally valid. 
Actually, I was shocked when I first started Hero back in 1985 and found 
mental powers were all instan all or nothing items. 
	It certainly clashes with the genre. 
  
 
Return-Path: daemon@omg.org 
Date: Thu, 29 Jan 1998 00:49:36 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: TUMA Maneuvers 
Errors-To: owner-champ-l@omg.org 
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>    That would never be possible under the current rules (unless one uses 
> the optional maneuver construction rules in Ninja Hero, but even those 
> aren't meant for superhero games like what Frank was in).  But it sure made 
> for a great gaming moment.  :-] 
 
 
	I think, perhaps, it would be possible if a character were to 
prepare and declare a Martial Throw in preperation of someone charging 
him/her.  It would still require a Dex roll to see if the attack or the 
Throw would be the first to have effect. 
 
 
			-Tim Gilberg 
 
Return-Path: daemon@omg.org 
Date: Thu, 29 Jan 1998 00:51:46 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: [Re: TUMA Maneuvers] 
Errors-To: owner-champ-l@omg.org 
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> TRG> 	However, that throw will not stop incoming attacks.  Or rather, it 
> TRG> might stop them, depending on a DEX check to see who goes first -- ala 
> TRG> NH rules.  I'm really not sure if UMA changed this or not. 
> 
> A DEX check is required to see who goes first.  If the thrower goes first, 
> and is successful, the attacker winds up on the ground before he can 
> attack.  More than likely that will invalidate the attacker's attack. 
 
	Right.  That's what I said, in essence. 
 
> TRG> 	Mixing the throw with block takes away the need for that DEX 
> TRG> check, as long as the character is in a prepared Block mode. 
> 
> No, it does not, because the Block does not have the Abort element any 
> more.  Take away Abort and you must have a DEX check. 
 
 
	Huh, not really.  The block allows one to block the incoming 
attack, plain and simple.  The character just can't abort his phase to go 
to the block.  He has to declare this maneuver on his action phase. 
 
 
 
				-Tim Gilberg 
 
Return-Path: daemon@omg.org 
Subject: Re: Social Limitation 
Date: Thu, 29 Jan 98 09:48:58 -0500 
x-sender: DFair@pop.worldweb.net 
From: David Fair <DFair@sdslink.com> 
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The Proposed Social Limitation is as follows: 
 
>>> Social Limitation 
>>>  
>>> Circumstances Occur                   Points 
>>>  
>>> Occasionally (8-)                          5 
>>> Frequently (11-)                          10 
>>> Very Frequently (14-)                     15 
>>>  
>>> Effects of Limitation                 Points 
>>>  
>>> Inconvenient (but fairly safe)            +0 
>>> Dangerous (major risk of injury)          +5 
>>> Deadly (suicide runs)                    +10 
>>>  
>>> Punishment for Violation              Points 
>>>  
>>> Minor (fired, dishonored, disowned)       +0 
>>> Major (blacklisted, flogged, imprisoned)  +5 
>>> Severe (death — if they catch you)       +10 
 
This could move things like Dist. Feat: Unfamiliar w/Culture into a more appropriate category (SL: Unfamiliar w/ Earth Culture, Very Freq, Inconvenient, Major [you may inadvertantly break the law], 20 Points.) 
 
I have never liked using Dist. Feat this way, so I vote wholeheartedly for this one. 
 
David A. Fair         | 
SDS International     |     Think Different 
dfair@sdslink.com     | 
 
Return-Path: daemon@omg.org 
Subject: Re: Point Crocks????? 
Date: Thu, 29 Jan 98 10:08:01 -0500 
x-sender: DFair@pop.worldweb.net 
From: David Fair <DFair@sdslink.com> 
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>> Not to mention the fact that this charcter can now jump farther, carry more, 
>> use heavier weapons, impress the ladies or if a lady impress the guys, throw 
>> things farther, break grabs and entangles easier, shrug aside barriers that 
>> Normal Man has to take at least 1/2 phase to remove, and shove around little 
>> girly men at the beach.  And all this can be yours for the low, low price of 
>> only 10, I say, 10 Power Points.  :-) 
 
Not to be jerk, but ST does nothing to impress anyone. That is what PRE  
is for. I can make an 80 STR character and say that he looks like an  
80-lb weakling, since he is of an alien race... 
 
David A. Fair         | 
SDS International     |     Think Different 
dfair@sdslink.com     | 
 
Return-Path: daemon@omg.org 
Date: Thu, 29 Jan 1998 10:02:53 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: Point Crocks????? 
Errors-To: owner-champ-l@omg.org 
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> Not to be jerk, but ST does nothing to impress anyone. That is what PRE 
> is for. I can make an 80 STR character and say that he looks like an 
> 80-lb weakling, since he is of an alien race... 
 
 
	Sure, but that isn't necessarily a matter of PRE.  He could have 
80 STR, look like a 80-lb weakling, but be so incredibly compelling and 
inspiring to have, say, a 50 PRE. 
 
	Or you could have a 20 STR jock with huge muscles who acts so 
insecure to be able to intimidate anyone, PRE 5. 
 
 
			-Tim Gilberg 
 
Return-Path: daemon@omg.org 
From: aregalad@miami.edu 
Date: Thu, 29 Jan 1998 11:18:30 -0500 (EST) 
Subject: Re: Dragonfly's Benchmarks! 
Cc: champ-l@omg.org 
Errors-To: owner-champ-l@omg.org 
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Howdy! 
 
> Although it's been years since I played, much less looked at, either 
> the DC Heroes or the Marvel RPG, even if we peg Dex to HTH ability, I 
> can easily see Darkseid having a higher Dex (and SPD) than Nightwing. 
> I haen't been reading Fourth World or the (new) New Gods, and don't 
> know what the current treatment of Darkseid is, but in the early issues 
> of the Byrne Superman (I know, I know, he's been powered up since...), 
> Darkseid was able to move at Supe-level speed--I remember Kal commenting 
> that "How can something so big move so fast? I didn't even see him 
> move!" Whoa. Not even with those super-peepers?  
 
Well there you go! Strike one for the comicbook people for assigning 
stats! I own these issues, but it has been a long time. Thanks for the 
input. 
 
Take care, 
 
Dragonfly 
 
Return-Path: daemon@omg.org 
Date: Thu, 29 Jan 1998 16:21:37 
From: Filksinger <filkhero@usa.net> 
Subject: Re: [Re: H5: continuous and uncontrolled powers] 
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: 
> -----BEGIN PGP SIGNED MESSAGE----- 
>  
> >>>>> "q" == qts <qts@nildram.co.uk> writes: 
>  
> >> So a Transfer can only give you so much, but can continue dropping your 
> >> opponent's trait? 
>  
> q> Yes 
>  
> No. 
>  
> Adjustment powers cannot adjust more than their active point limit. 
 
No such statement is made in my BBB. They can not increase characteristics more than their roll, but it says nothing about limits on how many points may be taken away. To wit, a 1d6 Aid can only add 1d6 pts, but a 1d6 Drain has no defined upper limit on what may be drained. 
 
The exception to this is Tranfer, which states a limit based upon how much you can increase a characteristic, but makes no reference to how much you may take away. This, read literally, indicates that when you've Transfered your limit to yourself, you can go no further with it at all, thus preventing Transfer from working like Drain after the point recipient is "full". 
 
>They 
> also cannot adjust active points that are not there.  To wit, against a 
> 12D6 Energy Blast, 60 active points, you cannot take away more than 60 
> active points.  If you have a maximum of 30 active points of Transfer you 
> cannot adjust more than 30 points of that Energy Blast. 
 
Except that the last time we had this conversation, I posted an email from Bruce Harlick stating that characteristics could go to negative, and furthermore that, even if you didn't use the Negative Characteristic rules, BODY Drains that went negative could kill. 
 
Filksinger 
 
 
____________________________________________________________________ 
Get free e-mail and a permanent address at http://www.netaddress.com 
 
Return-Path: daemon@omg.org 
Date: Thu, 29 Jan 1998 16:28:18 
From: Filksinger <filkhero@usa.net> 
Subject: Re: [Re: [Re: TUMA Maneuvers]] 
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: 
<snip> 
>  
> One may abort to any defensive action.  I do not believe anyone can 
> disagree with that. 
>  
> Defensive Throw is a maneuver that one cannot abort to.  The Abort element 
> has been specificaly removed from the maneuver.  Based on Steve Long's 
> recent comments I think nobody will disagree with that, either. 
>  
> The only conclusion that can be drawn from these two statements is that 
> using Defensive Throw is not a defensive action.  If it is not a defensive 
> action then a DEX roll is required. 
 
The rules state that Abort can only be used with defensive actions, but the rules do _not_ say that Abort can _always_ be used with _all_ defensive actions. At no time do the rules state that being a defensive action requires the ability to abort. 
 
Neither do the rules state at any time that the ability of block to 'go off before' another person's attack has anything to do with Abort. The description of this ability does not mention Abort as being required, and it is not listed as a function of Abort. 
 
The only function stated to be the direct result of Abort is the ability to use an action before your next phase. It is never described as having any other effect, such as to decide who goes first or to define what is or is not a "defensive action". 
 
Filksinger 
 
Filksinger 
 
 
____________________________________________________________________ 
Get free e-mail and a permanent address at http://www.netaddress.com 
 
Return-Path: daemon@omg.org 
Subject: Re: H5: continuous and uncontrolled powers] 
Date: Thu, 29 Jan 98 11:38:10 -0500 
x-sender: DFair@pop.worldweb.net 
From: David Fair <DFair@sdslink.com> 
cc: <champ-l@omg.org> 
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Sender: owner-champ-l@omg.org 
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X-UID: 28 
 
>> Actually, cumulative Mind Control sounds like a good construction for a 
>> Horror Hero villian to use: 
>> First night -- Our Hero has strange nightmares all night long.  (First 
>> Mind Control attack.) 
>>   Next day -- Our Hero can function normally (with enough caffeine), but 
>> finds himself drawn to actions he wouldn't normally do (exact action 
>> depending on nature of the Mind Control). 
>> Second night -- More nightmares.  (Second Mind Control attack.) 
>>    Next day -- Even more caffeine needed to function, but the strange 
>> pull to whatever action is being implanted with the Mind Control is 
>> stronger. 
>> Continue until the Mind Control hits full strength or Our Hero's buddies 
>> realize there's more than sleep deprivation going on here. 
>>  
>> I don't run mentalists very often, so there may be holes in this attack 
>> description. 
 
This, strictly speaking, doesn't sound like it is only a mind control. It  
sounds like an EGO drain (with a very long recovery time) followed by a  
weak mind control. The more you drain each night (the start of the  
nighmares) the more susceptable the target becomes to the mind control  
(the end of the nightmares). Have the recovery period set to something  
like 1 week or more and it works pretty well. 
 
David A. Fair         | 
SDS International     |     Think Different 
dfair@sdslink.com     | 
 
Return-Path: daemon@omg.org 
Subject: Re: Point Crocks????? 
Date: Thu, 29 Jan 98 11:38:12 -0500 
x-sender: DFair@pop.worldweb.net 
From: David Fair <DFair@sdslink.com> 
cc: <champ-l@omg.org> 
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Sender: owner-champ-l@omg.org 
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On 1/29/98 11:02 AM Tim R. Gilberg (trgilber@hilltop.ic.edu) Said: 
 
>> Not to be jerk, but ST does nothing to impress anyone. That is what PRE 
>> is for. I can make an 80 STR character and say that he looks like an 
>> 80-lb weakling, since he is of an alien race... 
> 
> 
>	Sure, but that isn't necessarily a matter of PRE.  He could have 
>80 STR, look like a 80-lb weakling, but be so incredibly compelling and 
>inspiring to have, say, a 50 PRE. 
> 
>	Or you could have a 20 STR jock with huge muscles who acts so 
>insecure to be able to intimidate anyone, PRE 5. 
 
Exactly. In none of the examples above does STR directly give bonuses for  
"impressing" people; That is the responsibility of PRE. If you want to be  
impressive buy PRE, if not, don't. 
 
David A. Fair         | 
SDS International     |     Think Different 
dfair@sdslink.com     | 
 
Return-Path: daemon@omg.org 
X-Authentication-Warning: pentagon.io.com: traveler owned process doing -bs 
Date: Thu, 29 Jan 1998 10:44:01 -0600 (CST) 
From: Dataweaver <traveler@io.com> 
cc: champ-l@omg.org 
Subject: Re: Energy Blast article from website 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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On Wed, 28 Jan 1998, Filksinger wrote: 
 
> On Monday, January 26, 1998 7:47 AM, Dataweaver wrote: 
>  
>  
> >On Sun, 25 Jan 1998, Michael (Damon) or Peni R. Griffin wrote: 
> > 
> >> Lifted from Casey McGirt's article "The Wonders of Energy Blast", 
> once 
> >> posted on the Digital Hero page: 
> <snip> 
> > 
> >> Counterstrike (+1 or more) - variant of Damage Shield, allows an 
> automatic 
> >> hit on a target who has just successfully hit you. 
> > 
> >Be careful with this one; I could see instances where Counterstrike 
> would 
> >be ineffective (such as Counterstrike vs. a Seeking EB...) 
> > 
>  
>  
> Which could actually be a valid ability. A character might have an 
> energy blast that tracked back along an attack's path to strike the 
> original attacker, for example. 
 
But it sould not come automatic with Counterstrike; say, require an extra 
+1/4A for Counterstrike to be usable against Seeking EB.   
 
---- Jonathan Lang <traveler@io.com> ---- x ------- alias: Dataweaver --------- 
  Webpage:  http://www.io.com/~traveler  /@\ The Dogma of Otherness insists 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: TUMA Maneuvers 
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-----BEGIN PGP SIGNED MESSAGE----- 
 
>>>>> "TRG" == Tim R Gilberg <trgilber@hilltop.ic.edu> writes: 
 
TRG> 	Not quite.  Only if you break the hold by a suitable amount is it 
TRG> a 0-phase action.  Otherwise, one could attempt an infinate number of 
TRG> escape attempts per, say, action phase. 
 
TRG> 	And what does this have to do with the discussion at hand, anyway? 
 
If you can break out/get up as a 0-phase action you do not have the 
described "break out on one phase and perform the throw on the next phase" 
phenomenon.  The escape and the counterthrow occour as if they were a 
single action -- because, in fact, they are as far as SFX go. 
 
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--  
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: [Re: TUMA Maneuvers] 
Mail-Copies-To: never 
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-----BEGIN PGP SIGNED MESSAGE----- 
 
>>>>> "TRG" == Tim R Gilberg <trgilber@hilltop.ic.edu> writes: 
 
TRG> 	Huh, not really.  The block allows one to block the incoming 
TRG> attack, plain and simple.  The character just can't abort his phase to 
TRG> go to the block.  He has to declare this maneuver on his action phase. 
 
I don't think so, but I will have to check to be sure.  I was under the 
impression that what allowed a defensive maneuver to occour before an 
opponent's offensive maneuver was the Abort element. :) 
 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: Limitation/AP mods idea 
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-----BEGIN PGP SIGNED MESSAGE----- 
 
>>>>> "DPL" == Darien Phoenix Lynx <chip@owlnet.rice.edu> writes: 
 
DPL> Not quite what I had in mind. Although many of the examples I gave 
DPL> involve damaging effects, this is a more general consideration. I'm 
DPL> not looking for a classification, I really want to change the active 
DPL> costs. 
 
Okay, let me be a bit more blunt: don't.  Active cost is active cost, 
damage clases are damage classes.  The latter exist for exactly the reasons 
you describe.  It is a way for GMs to set reasonable damage limits on 
powers in his campaign without having to deal with exceptions for "less 
important" advantages. 
 
To wit, a "12D6 EB" and a "12D6 EB, Half Endurance Cost" have different 
active point totals.  They both have the same DC total (Reduced Endurance 
does not affect the damage done by the attack).  Both are valid for a 12DC 
campaign. 
 
Let damage be capped by DCs, and let active points be capped by the 
campaign's guidelines for character point totals. 
 
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Return-Path: daemon@omg.org 
Date: Thu, 29 Jan 1998 11:43:32 -0600 (CST) 
From: Darien Phoenix Lynx <chip@owlnet.rice.edu> 
Subject: Re: Limitation/AP mods idea 
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On 29 Jan 1998, Stainless Steel Rat wrote: 
 
> -----BEGIN PGP SIGNED MESSAGE----- 
>  
> >>>>> "DPL" == Darien Phoenix Lynx <chip@owlnet.rice.edu> writes: 
>  
> DPL> Not quite what I had in mind. Although many of the examples I gave 
> DPL> involve damaging effects, this is a more general consideration. I'm 
> DPL> not looking for a classification, I really want to change the active 
> DPL> costs. 
>  
> Okay, let me be a bit more blunt: don't.  Active cost is active cost, 
> damage clases are damage classes.  The latter exist for exactly the reasons 
> you describe.  It is a way for GMs to set reasonable damage limits on 
> powers in his campaign without having to deal with exceptions for "less 
> important" advantages. 
>  
> To wit, a "12D6 EB" and a "12D6 EB, Half Endurance Cost" have different 
> active point totals.  They both have the same DC total (Reduced Endurance 
> does not affect the damage done by the attack).  Both are valid for a 12DC 
> campaign. 
>  
> Let damage be capped by DCs, and let active points be capped by the 
> campaign's guidelines for character point totals. 
 
Rat, you still don't understand. 
 
To help clarify, explain to me why a personal immunity EB has a longer 
range, costs more END and is more difficult to dispel than a regular 
EB--even though it's actively the same EB. Or half-end, or variable SFX, 
and so on. We're not talking about damage AT ALL, but these other effects 
of active points. Considering that you favor DC limits over AP limits, you 
shouldn't be concerned about changing active costs... it won't affect your 
campaign balance, but it will affect the range, END cost, and 
drain/dispelibility of some powers. 
 
I understand and appreciate the points you raise. However, remember that I 
defined active points and based on that definition, determined that the 
simple advantage/affects active cost, limitation/doesn't approach is 
perhaps insufficient. Active points are a useful construct, but as handled 
presently they produce some "off" results. Additionally, it makes sense 
that a limited defense, like a FF only vs. fire, should cost the character 
fewer END to maintain than a broader "spectrum" ED FF, even if they have 
the same DEF values. 
 
Based on your previous posts, which excel at finding the unforeseen 
problems in proposals, I'm interested in what you have to say. So far you 
seem to think I'm talking about a more complex AP management schema for 
GMs who set active point limits in their campaigns. I'm not; please see my 
definition of active points and analysis of advantages/limitations which 
should/should not logically apply, and direct your constructive criticism 
there.  
 
 
Return-Path: daemon@omg.org 
Date: Thu, 29 Jan 1998 13:16:35 -0600 (CST) 
From: Darien Phoenix Lynx <chip@owlnet.rice.edu> 
Reply-To: Darien Phoenix Lynx <chip@owlnet.rice.edu> 
Subject: Disadvantages for powers! 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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Ready for my next great/insane idea? 
 
Much has been made of the SFX vs. game mechanics arguments. Some allow for 
widely varying "real" effects based of the SFX; others feel that no effect 
must the most minor should be received if it wasn't paid for with points. 
 
Consider this: One of my players builds a villain, Mr. BOOM. A mad bomber 
archetype, he has an arsenal of multifunctional black orb-bombs. However, 
for this discussion consider his Superleap: 10" (8 charges) SFX:  
controlled explosions in the heels of his blast protection suit. Now, 
being an observant GM, I note that a no range 2d6 x2 KB EB explosion 
linked to the superleap seems appropriate. But them's points, and not very 
useful ones at that. No one wants to pay for questionably effective "side 
effects." Of course, I get the usual "why...? Do I have to?" "Well, no, 
but don't you think..."  "I *could* just say they're super-springs or 
something..." "Now, come on, that's not Mr. BOOM's MO..." 
 
And so on. 
 
Some people say--give the player a minor SFX benefit in exchange for a 
minor SFX detriment... others say, if it could be written up, then it 
needs to be written up. The truth is, it's far more interesting and 
true-to-genre when heroes use their powers in creative and innovative 
ways--yet frustrating for GMs who have to control or define those 
"unspecified ways"--yet frustrating for players to actually buy those 
"lesser" uses. 
 
Idea: Allow up to a set number of points (Campaign AP limit/3, let's say) 
for other uses of, or side effects of your power. Put in that tiny 
aftershock explosion, or that 1/2d6 AoE flash that accompanies your EB... 
but there's a catch. Any points that you spend this way have to be made up 
with power disadvantages... the negeative ramifications of your power. For 
instance, were Mr. BOOM a hero, one common, minor disadvantage would be 
the property damages caused by his jumping. This makes him more reluctant 
to use the power. Assuming everything balances out, you pave the way for 
more unique powers and more fun role-playing. Just like in the comics, you 
could see a battered Mr. BOOM seeing the flying enemy come in for the 
kill, while the thought-bubble says, "Now, if I time this just right... I 
can use the controlled explosions in my boots to get away, and knock him 
into the meat grinder over there..." 
 
Return-Path: daemon@omg.org 
From: "qts" <qts@nildram.co.uk> 
Date: Thu, 29 Jan 98 19:38:51  
Reply-To: "qts" <qts@nildram.co.uk> 
Priority: Normal 
Subject: Re: H5: continuous and uncontrolled powers 
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On Tue, 27 Jan 1998 19:03:02 -0600 (CST), Dataweaver wrote: 
 
>On Tue, 27 Jan 1998, Anthony Jackson wrote: 
> 
>> Dataweaver writes: 
>> > > Drain doesn't have a maximum limit like Aid. 
>> >  
>> > Hmm?  Last I chaecked, _all_ Alteration Powers had a maximum limit... 
>>  
>> Nah.  There's a maximum amount by which an adjustment power can help you, but 
>> no limit to how much one can hurt you. 
> 
>So a Transfer can only give you so much, but can continue dropping your 
>opponent's trait? 
 
Yes 
qts 
 
Home: qts@nildram.co.uk. 
 
Return-Path: daemon@omg.org 
Date: Thu, 29 Jan 1998 13:58:50 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: Point Crocks????? 
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> >	Or you could have a 20 STR jock with huge muscles who acts so 
> >insecure to be able to intimidate anyone, PRE 5. 
> 
> Exactly. In none of the examples above does STR directly give bonuses for 
> "impressing" people; That is the responsibility of PRE. If you want to be 
> impressive buy PRE, if not, don't. 
 
 
	Oh, I don't know.  You can look pretty "impressive", 
physique-wise, with a sub-average PRE.  The STR and BOD scores have most 
to do with looks, especially in more "realistic" campaigns. 
 
 
 
			-Tim Gilberg 
 
Return-Path: daemon@omg.org 
Date: Thu, 29 Jan 1998 14:01:51 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: H5: continuous and uncontrolled powers] 
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> >> I don't run mentalists very often, so there may be holes in this attack 
> >> description. 
> 
> This, strictly speaking, doesn't sound like it is only a mind control. It 
> sounds like an EGO drain (with a very long recovery time) followed by a 
> weak mind control. The more you drain each night (the start of the 
 
	Actually, you have described the standard Hero 4th explination of 
this concept.  However, just describing the effect, it does not sound like 
"a long recovery time EGO drain with a small Mind Control" to an average 
player trying to construct a power in Champions. 
 
> nighmares) the more susceptable the target becomes to the mind control 
> (the end of the nightmares). Have the recovery period set to something 
> like 1 week or more and it works pretty well. 
 
 
	Just because we have come up with Kludges to make Mind Control and 
other Mental Powers work a little more like they do in the source 
materials doesn't mean the construction is the best or, even, the most 
valid.  I think the addition of cumulative in TUM was a great step -- one 
that should definately make the 5th edition. 
 
 
 
				-Tim Gilberg 
 
Return-Path: daemon@omg.org 
Date: Thu, 29 Jan 1998 14:04:23 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: [Re: TUMA Maneuvers] 
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> TRG> 	Huh, not really.  The block allows one to block the incoming 
> TRG> attack, plain and simple.  The character just can't abort his phase to 
> TRG> go to the block.  He has to declare this maneuver on his action phase. 
> 
> I don't think so, but I will have to check to be sure.  I was under the 
> impression that what allowed a defensive maneuver to occour before an 
> opponent's offensive maneuver was the Abort element. :) 
 
 
	I just did some searching of my own, and as far as I can tell 
Abort is only used to allow one to "abort one's action phase" to go before 
someone.  That is, it is useful for going before someone else's action, 
yes, but only to be able to declare an action of your own when not holding 
a phase. 
 
	With either a declared action or a held phase, abort is not 
actually needed for Dodge or Block.  And, according to the HSA section 
held actions, a DEX roll is needed to see who goes first.  Except, of 
course, in the case of defensive actions -- they always go first. 
 
 
			-Tim Gilberg 
 
Return-Path: daemon@omg.org 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: [Re: TUMA Maneuvers] 
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>>>>> "TRG" == Tim R Gilberg <trgilber@hilltop.ic.edu> writes: 
 
TRG> 	With either a declared action or a held phase, abort is not 
TRG> actually needed for Dodge or Block. 
 
That *is* an abort -- bear with me on this.  Strictly speaking, holding 
your action requires that you specify some future event or condition that 
will cause the character to "break" his hold and do something.  There are 
three conditions that will break the hold: 
 
1. The specified event occours or the condition is met.  You get the full 
   use of your held action at that point, but you may need to make a DEX 
   roll in order to act faster than the event. 
2. The start of your next action phase.  No DEX roll is required, but you 
   lose your held action. 
3. You abort to a defensive action.  No DEX roll is requird, as this is an 
   abort.  The held action is used instead of your next time chart action 
   phase as it is your next future action phase. 
 
TRG> And, according to the HSA section held actions, a DEX roll is needed 
TRG> to see who goes first.  Except, of course, in the case of defensive 
TRG> actions -- they always go first. 
 
One may abort to any defensive action.  I do not believe anyone can 
disagree with that. 
 
Defensive Throw is a maneuver that one cannot abort to.  The Abort element 
has been specificaly removed from the maneuver.  Based on Steve Long's 
recent comments I think nobody will disagree with that, either. 
 
The only conclusion that can be drawn from these two statements is that 
using Defensive Throw is not a defensive action.  If it is not a defensive 
action then a DEX roll is required. 
 
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Return-Path: daemon@omg.org 
From: "\"qts\" <qts@nildram.co.uk> 
        \"Darien Phoenix Lynx\"" <qts@nildram.co.uk> 
Date: Thu, 29 Jan 98 20:29:27  
Reply-To: "qts" <qts@nildram.co.uk> 
Priority: Normal 
Subject: Re: Limitation/AP mods idea 
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Sender: owner-champ-l@omg.org 
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On Wed, 28 Jan 1998 13:00:41 -0600 (CST), Darien Phoenix Lynx wrote: 
 
>Don't worry, I'm braced against the knockback the flaming from this idea's 
>gonna give me... 
> 
>A mechanism (choice?) for allowing limitations to affect active point 
>costs, similarly for advantages. Not all advantages should really affect 
>active point cost (hole in the middle, personal immunity) and some 
>limitations seem like they should (no knockback, reduced penetration).  
>Some conditional limitations, especially for defenses, seem like they 
>should (force Field only vs. fire), while others like activation, 
>shouldn't. Is there a real problem (other than a little more complexity)  
>in allowing people to choose whether their advantage/limitation affects 
>active point cost or not? Should this be worth more "real" points to go 
>against the grain (1/4 less limitation or 1/4 more advantage)? Obviously, 
>certain clearly active advantages (double knockback) should always add to 
>the active cost, while inactive limitations (focus) should never subtract 
>from it. 
> 
>With active points come: range, dispel/suppress/drain difficulty, END 
>cost, multipower/EC/campaign caps. Anything I'm leaving out? 
> 
>What is an "active point" really? It's a point that's actually "active," 
>that is "out there" manifested in your power. Frankly, I don't care when 
>I'm getting hit with a 12d6 EB whether you shot it from a focus or used 
>incantantions or gestures or that you could only do it under a full moon. 
>That's 12d6 of *active* effect, and it is and should be that difficult to 
>dispel, should have that much range, and should cost that much END. 
>Similarly, a 12d6 AVLD attack is *actively* different from your standard 
>12d6 EB--if I could catch EBs in a jar, some test could show the 
>difference--but not that one required a skill roll. 
> 
>In most cases, HERO works such that restrictions or conditions on a powers 
>usage are called limitations, and enhancements to a power's active effect 
>are called advantages, but the rule of thumb doesn't always hold true. 
> 
>However, if your force field only works against fire, that's an actively 
>different power that doesn't affect the active cost. And a triggered EB 
>isn't actively different from a manual one, but there it does affect the 
>active cost. When applying the "makes sense" approach we find that there 
>should be a flag on each advantage/limitation as to whether it affects the 
>active cost or not.  
> 
>On the separate note, if the above suggestion is rejected, should not 
>occasionally a character be allowed to choose whether a given advantage or 
>limitation affects active cost? This gives greater flexibility in 
>determining END costs, while trading off the benefit for a shorter range, 
>easier-to-dispel active power.  
 
Are you looking to reintroduce the old FH-1 concept of Modifiers? These 
(Reduced End and Variable Advantage, as I recall) were taken after 
calculating the Active Cost, but before any limitations. 
qts 
 
Home: qts@nildram.co.uk. 
 
Return-Path: daemon@omg.org 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: Limitation/AP mods idea 
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>>>>> "DPL" == Darien Phoenix Lynx <chip@owlnet.rice.edu> writes: 
 
DPL> To help clarify, explain to me why a personal immunity EB has a longer 
DPL> range, costs more END and is more difficult to dispel than a regular 
DPL> EB--even though it's actively the same EB. Or half-end, or variable 
DPL> SFX, and so on. 
 
Because it is *NOT* actively the same EB. 
 
The DCs are the same (Personal Immunity does not affect damage to the 
target), but the active costs are different.  I, with my 12D6 EB with 
Personal Immunity, have paid more than you with your "vanilla" 12D6 EB.  It 
costs me more END because I have a bigger power.  It is harder to dispell 
because it is a bigger power.  I paid more points than you did. 
 
Remember the corrolary to one of the rules of thumb: if you did pay for it, 
you do have it.  If someone paid more points for a power than someone else, 
the first will get more out of it than the second. 
 
Personally, as far as range goes, I would be recomend using the base cost 
of the power to determine range, but that is just me. 
 
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Return-Path: daemon@omg.org 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: H5: continuous and uncontrolled powers 
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>>>>> "q" == qts <qts@nildram.co.uk> writes: 
 
>> So a Transfer can only give you so much, but can continue dropping your 
>> opponent's trait? 
 
q> Yes 
 
No. 
 
Adjustment powers cannot adjust more than their active point limit.  They 
also cannot adjust active points that are not there.  To wit, against a 
12D6 Energy Blast, 60 active points, you cannot take away more than 60 
active points.  If you have a maximum of 30 active points of Transfer you 
cannot adjust more than 30 points of that Energy Blast. 
 
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Return-Path: daemon@omg.org 
Subject: Re: Point Crocks????? 
Date: Thu, 29 Jan 98 16:38:04 -0500 
x-sender: DFair@pop.worldweb.net 
From: David Fair <DFair@sdslink.com> 
cc: <champ-l@omg.org> 
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On 1/29/98 2:58 PM Tim R. Gilberg (trgilber@hilltop.ic.edu) Said: 
 
> 
>	Oh, I don't know.  You can look pretty "impressive", 
>physique-wise, with a sub-average PRE.  The STR and BOD scores have most 
>to do with looks, especially in more "realistic" campaigns. 
> 
 
Perhaps in your campaign, not in mine. 
 
David A. Fair         | 
SDS International     |     Think Different 
dfair@sdslink.com     | 
 
Return-Path: daemon@omg.org 
Date: Thu, 29 Jan 1998 15:38:33 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: [Re: TUMA Maneuvers] 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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> 3. You abort to a defensive action.  No DEX roll is requird, as this is an 
>    abort.  The held action is used instead of your next time chart action 
>    phase as it is your next future action phase. 
 
	This isn't how it works in the HSR, as far as I could see, but 
I'll do some more looking. 
 
> TRG> And, according to the HSA section held actions, a DEX roll is needed 
> TRG> to see who goes first.  Except, of course, in the case of defensive 
> TRG> actions -- they always go first. 
> 
> One may abort to any defensive action.  I do not believe anyone can 
> disagree with that. 
 
	Right. 
 
> Defensive Throw is a maneuver that one cannot abort to.  The Abort element 
> has been specificaly removed from the maneuver.  Based on Steve Long's 
> recent comments I think nobody will disagree with that, either. 
 
	Right.  Though it can, like any other action, be used in a held 
phase. 
 
> The only conclusion that can be drawn from these two statements is that 
> using Defensive Throw is not a defensive action. 
 
	Here a disagree.  It contains the Block element, making it 
defensive in nature.  It also doesn't do any damage.  For reasons of 
balance, it has no Abort element.  This only keeps one from Aborting the 
next action phase to use it. 
 
> If it is not a defensive action then a DEX roll is required. 
 
	Actually, a DEX roll is required for all actions trying to occur 
on the same phase, defensive or not.  It just so happens that defensive 
actions are always considered to have taken effect "first", even though 
they are actually "simultaneous". 
 
 
			-Tim 
 
Return-Path: daemon@omg.org 
Date: Thu, 29 Jan 1998 17:06:28 -0500 (EST) 
X-Sender: jprins@interhop.net 
From: jprins@interhop.net (John and Ron Prins) 
Subject: Re: [Re: TUMA Maneuvers] 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
>The only conclusion that can be drawn from these two statements is that 
>using Defensive Throw is not a defensive action.  If it is not a defensive 
>action then a DEX roll is required. 
 
Hrm. Bear with me on this; say on my phase (3) I don't have anybody 
attacking me and no one is in easy range. So I declare that I'm using my 
action for Defensive Throw. On the next segment (4), somebody waltzes up and 
and tries to take a swing at me. Since Blocks 'carry over', I do the OCV vs 
OCV thing. If my Block succeeds, my opponant is thrown off his feet and his 
attack is Blocked. Correct so far? 
 
Now, say on phase 3 I simply decided to 'hold my action' until somebody 
attacks me. On segment 4 somebody does and I declare my Defensive Throw. Do 
I make a DEX vs. DEX roll to see who goes first? My copy of TUMA reads 
'Block, Target Falls, STR Strike', which means it's an attack action and 
would require the DEX vs. DEX check. If it was simply 'Block, Target Falls' 
then it would be a defensive action and automatically 'go first'. 
 
In either case the Defensive Throw obviously cannot be Aborted to, it lacks 
the 'abort' characteristic. As written (Block, Target Falls, STR Strike) 
it's illegal (two exclusive maneuver bases), but as a Block, Target Falls 
it's 'legitimate', as far as it goes. So which is 'proper' (I've skipped 
quite a bit of this thread, if you can't tell)? 
 
Without the Abort characteristic, you can't even use this in a mutual phase 
unless you have a higher (or equal) DEX than your opponant; the only way to 
use a non-abort Block is on your DEX or as a held action. 
 
----------------------------------------------------------------------------- 
"And go on to rule this world from beyond the grave." 
"Indeed!" 
"That, or check into a mental hospital; whatever comes first." 
----------------------------------------------------------------------------- 
John D. Prins 
jprins@interhop.net 
 
Return-Path: daemon@omg.org 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: [Re: TUMA Maneuvers] 
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>>>>> "TRG" == Tim R Gilberg <trgilber@hilltop.ic.edu> writes: 
 
>> The only conclusion that can be drawn from these two statements is that 
>> using Defensive Throw is not a defensive action. 
 
TRG> 	Here a disagree.  It contains the Block element, making it 
TRG> defensive in nature. 
 
Now you're doing it on purpose :) (and Block is a maneuver base, not a 
maneuver element). 
 
Defensive Throw contains a "Target Falls" element, making it *offensive* in 
nature, even though it does no damage[1], and regardless of the maneuver base. 
The maneuver loses the Abort element because of that offensive element -- 
Steve fairly said as much.  The maneuver stopped being defensive when that 
happened. 
 
Or, if it *is* a defensive action, why is it that one cannot abort to use 
it? 
 
Personally, I think I've got you over a barrel on this one, Tim. :) 
 
 
[1]There are many offensive maneuvers that do no damage: Grab and Hold, 
Grab and Redirect, disarms, etc. 
 
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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. 
 
Return-Path: daemon@omg.org 
Date: Thu, 29 Jan 1998 16:18:55 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: Point Crocks????? 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
> >	Oh, I don't know.  You can look pretty "impressive", 
> >physique-wise, with a sub-average PRE.  The STR and BOD scores have most 
> >to do with looks, especially in more "realistic" campaigns. 
> > 
> 
> Perhaps in your campaign, not in mine. 
 
 
	How do you rationalize that?  Physical stats, STR and BOD 
especially, but also DEX and CON, quite obviously come with the effect of 
"looking" stronger, sleeker, bulkier, or whatever. 
 
	This, of course, isn't necessarily true in SuperHero campaigns, 
where differing physical structures can exist.  But for any normal humans, 
it should be very easy (PER roll at, say +3 or 4) to tell, by looking at 
two people, which one has 10 STR and which has 20. 
 
 
 
				-Tim Gilberg 
 
Return-Path: daemon@omg.org 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: Disadvantages for powers! 
Mail-Copies-To: never 
X-No-Archive: yes 
X-Attribution: Rat 
Organization: The Happy Fun Ball Brigade 
Date: 29 Jan 1998 17:20:45 -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----- 
 
>>>>> "DPL" == Darien Phoenix Lynx <chip@owlnet.rice.edu> writes: 
 
DPL> Some people say--give the player a minor SFX benefit in exchange for a 
DPL> minor SFX detriment... others say, if it could be written up, then it 
DPL> needs to be written up. 
 
The middle ground is, if the character uses the ability more than once as a 
creative use of his extant abilities, and the ability is significant, he 
has to spend the points for it.  What you described for Mr. BOOM is not 
creative use of his extant powers -- he needs to buy Superleap.  The 
explosion is a special effect since, well, it does not actually damage 
anything because it is shaped such that all the energy goes into propelling 
him up. 
 
By the by, "grenade-hopping" did not originate in Quake, as some would 
believe.  The technique came from the game "Marathon". 
 
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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. 
                                    \  
 
Return-Path: daemon@omg.org 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: Point Crocks????? 
Mail-Copies-To: never 
X-No-Archive: yes 
X-Attribution: Rat 
Organization: The Happy Fun Ball Brigade 
Date: 29 Jan 1998 17:26:33 -0500 
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X-Hero: champ-l 
To: champ-l@omg.org 
 
-----BEGIN PGP SIGNED MESSAGE----- 
 
>>>>> "DF" == David Fair <DFair@sdslink.com> writes: 
 
>> Oh, I don't know.  You can look pretty "impressive", 
>> physique-wise, with a sub-average PRE.  The STR and BOD scores have most 
>> to do with looks, especially in more "realistic" campaigns. 
 
DF> Perhaps in your campaign, not in mine. 
 
Oh, yeah.  You can be as strong as an ox but not appear to be particularly 
impressive.  Look at any muscle magazine or contest.  The guy with the 
highest Presence -- reflected in part by definition of muscle -- is the guy 
that wins, not the outright strongest. 
 
You can be big and strong but not appear particularly intimidating.  George 
from "Of Mice and Men" is a good example of that. 
 
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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. 
                                    \  
 
Return-Path: daemon@omg.org 
Date: Thu, 29 Jan 1998 17:37:34 -0500 (EST) 
From: Michael Surbrook <susano@access.digex.net> 
cc: champ-l@omg.org 
Subject: Re: [Re: TUMA Maneuvers] 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Thu, 29 Jan 1998, John and Ron Prins wrote: 
 
> ----------------------------------------------------------------------------- 
> "And go on to rule this world from beyond the grave." 
> "Indeed!" 
> "That, or check into a mental hospital; whatever comes first." 
> ----------------------------------------------------------------------------- 
 
"Jack!" 
 
"Jack what!" 
 
Hmmm... I just gotta get offa my butt and finish my work on the cast of 
Big trouble in Little China. 
 
*************************************************************************** 
* "'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 * 
*************************************************************************** 
 
Return-Path: daemon@omg.org 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: [Re: TUMA Maneuvers] 
Mail-Copies-To: never 
X-No-Archive: yes 
X-Attribution: Rat 
Organization: The Happy Fun Ball Brigade 
Date: 29 Jan 1998 17:44:31 -0500 
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Errors-To: owner-champ-l@omg.org 
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X-Hero: champ-l 
To: champ-l@omg.org 
 
-----BEGIN PGP SIGNED MESSAGE----- 
 
>>>>> "JaRP" == John and Ron Prins <jprins@interhop.net> writes: 
 
JaRP> Hrm. Bear with me on this; say on my phase (3) I don't have anybody 
JaRP> attacking me and no one is in easy range. So I declare that I'm using 
JaRP> my action for Defensive Throw. On the next segment (4), somebody 
JaRP> waltzes up and and tries to take a swing at me. Since Blocks 'carry 
JaRP> over', I do the OCV vs OCV thing. If my Block succeeds, my opponant 
JaRP> is thrown off his feet and his attack is Blocked. Correct so far? 
 
No.  Strictly speaking, your block has not carried over, because you have 
not actually used it.  Block requires an OCV vs. OCV roll, a roll that you 
have not yet made.  GM's call whether or not you get the OCV and DCV 
modifiers from the maneuver.  I would say no, you are holding your action, 
on the condition of someone entering hand-to-hand range of you.  You intend 
to use Defensive Throw on whomever comes within range, but you have not 
actually done it, yet. 
 
By the by, you bring up an interesting point: because Defensive Throw is 
based on the Block maneuver base you may opt to continue to toss around 
attacking opponents until your next action phase.  Darned impressive, that. 
 
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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. 
 
Return-Path: daemon@omg.org 
From: "John Desmarais" <John.Desmarais@ibm.net> 
Date: Thu, 29 Jan 98 23:02:07  
Reply-To: "John Desmarais" <John.Desmarais@ibm.net> 
Priority: Normal 
Subject: Re: Need Fantasy Creatures 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
X-Status:  
X-Keywords: 
X-UID: 4 
 
On Thu, 29 Jan 1998 20:39:27 -0600, Marc Seebass wrote: 
 
>Does anyone have a listing of Fantasy creatures that  could challange a 250 
>+ exp group? I have a sinerio in mind and I'd like to save myself some work 
>if I can. Please email responses to me, not the group, it's easier to sort 
>through them that way. 
> 
>Thanks in advance 
 
Both The Hero Beastiary and The Fantasy Hero Companion have a bunch of beasties  
-  enough that I only bother writing things like that up when I have something specific that  
I want.  I'd recommend both volumes (there is some overlap of beasts, but the write-ups  
aren't the same). 
 
Return-Path: daemon@omg.org 
Date: Thu, 29 Jan 1998 18:15:46 -0500 (EST) 
X-Sender: jprins@interhop.net 
From: jprins@interhop.net (John and Ron Prins) 
Subject: Re: [Re: TUMA Maneuvers] 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
>JaRP> Hrm. Bear with me on this; say on my phase (3) I don't have anybody 
>JaRP> attacking me and no one is in easy range. So I declare that I'm using 
>JaRP> my action for Defensive Throw. On the next segment (4), somebody 
>JaRP> waltzes up and and tries to take a swing at me. Since Blocks 'carry 
>JaRP> over', I do the OCV vs OCV thing. If my Block succeeds, my opponant 
>JaRP> is thrown off his feet and his attack is Blocked. Correct so far? 
> 
>No.  Strictly speaking, your block has not carried over, because you have 
>not actually used it.  Block requires an OCV vs. OCV roll, a roll that you 
>have not yet made.  GM's call whether or not you get the OCV and DCV 
>modifiers from the maneuver.  I would say no, you are holding your action, 
>on the condition of someone entering hand-to-hand range of you.  You intend 
>to use Defensive Throw on whomever comes within range, but you have not 
>actually done it, yet. 
 
I'd say that the bonuses do take effect. Blocking can be as much 
stance-dependant as reaction-dependant - isn't this why we have maneuver 
bonuses in the first place, to represent how much of an offensive/defensive 
advantage or disadvantage a particular 'maneuver' grants? If I choose to 
take a stance condusive to Defensive Throws, those bonuses should take place 
immediately. After all, do you question (I doubt it) that the bonuses for 
Dodge take place immediately when a character declares it w/o Aborting to 
it? While the difference may be that Defensive Throw has some 'offensive' 
potential, I don't think it's enough difference - it still based off of a Block. 
 
>By the by, you bring up an interesting point: because Defensive Throw is 
>based on the Block maneuver base you may opt to continue to toss around 
>attacking opponents until your next action phase.  Darned impressive, that. 
 
True, but the descending OCV of the Blocker will make this run out pretty 
quick; in many respects it's very similar to the Sweep Maneuver, only you 
can't be the agressor (they have to attack you for it to work) and thus has 
cumulative descending penalties (-2 OCV per additional Block) rather than a 
flat fee (-2 OCV for every target, cumulatively). 
 
Visually, I see the Defensive Throw as simply redirecting the attacks of 
others so that they trip/fall/lose balance. As long as you remove the 'STR 
Strike' part of it I have no troubles with the maneuver; though you could 
apply a little damage based on the surface involved in the Throw. A 
non-damaging Throw provides few enough bonuses for the price (esp. atop a 
Block manuver) that I don't think it's terribly abusive. 
 
 
 
----------------------------------------------------------------------------- 
"And go on to rule this world from beyond the grave." 
"Indeed!" 
"That, or check into a mental hospital; whatever comes first." 
----------------------------------------------------------------------------- 
John D. Prins 
jprins@interhop.net 
 
Return-Path: daemon@omg.org 
Date: Thu, 29 Jan 1998 17:29:17 -0600 
From: Donald Tsang <tsang@sedl.org> 
Subject: Re: [Re: H5: continuous and uncontrolled powers] 
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: 
>>> So a Transfer can only give you so much, but can continue dropping your 
>>> opponent's trait? 
>> 
>> Yes 
>  
> No. 
>  
> Adjustment powers cannot adjust more than their active point limit. 
 
C'mon.  Transfer is an overpriced version of Drain+Aid.  Drain doesn't 
have an active point limit, and Aid does.  You keep draining, but the 
excess is wasted (the Aid has been sated).  If you disagree, just read 
all "Transfers" as Drain+Aid, linked (oops). 
 
  Donald 
 
Return-Path: daemon@omg.org 
X-Authentication-Warning: bermuda.io.com: traveler owned process doing -bs 
Date: Thu, 29 Jan 1998 17:30:07 -0600 (CST) 
From: Dataweaver <traveler@io.com> 
cc: champ-l@omg.org 
Subject: Re: Limitation/AP mods idea 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On 29 Jan 1998, Stainless Steel Rat wrote: 
 
> -----BEGIN PGP SIGNED MESSAGE----- 
>  
> >>>>> "DPL" == Darien Phoenix Lynx <chip@owlnet.rice.edu> writes: 
>  
> DPL> To help clarify, explain to me why a personal immunity EB has a longer 
> DPL> range, costs more END and is more difficult to dispel than a regular 
> DPL> EB--even though it's actively the same EB. Or half-end, or variable 
> DPL> SFX, and so on. 
>  
> Because it is *NOT* actively the same EB. 
>  
> The DCs are the same (Personal Immunity does not affect damage to the 
> target), but the active costs are different.  I, with my 12D6 EB with 
> Personal Immunity, have paid more than you with your "vanilla" 12D6 EB.  It 
> costs me more END because I have a bigger power.  It is harder to dispell 
> because it is a bigger power.  I paid more points than you did. 
>  
> Remember the corrolary to one of the rules of thumb: if you did pay for it, 
> you do have it.  If someone paid more points for a power than someone else, 
> the first will get more out of it than the second. 
>  
> Personally, as far as range goes, I would be recomend using the base cost 
> of the power to determine range, but that is just me. 
 
You completely missed the point.   
 
A 12d6 EB with Personal Immunity and OIF costs 90 Active points and 60 
Real points and has 12 DC of effect; a 12d6 plain-vanilla EB costs 60 
Active points and 60 Real points and has 12 DC of effect.  In both cases, 
you pay 60 points and get 12 DC of effect; but the first EB has 50% more 
range than the second and requires 50% more END to use; and an Adjustment 
Power would have to roll 50% higher to generate the same amount of effect 
on it - all because the character cannot be injured by his own power.   
 
(I don't have my book with me, so my figures may be a little off; I'm 
assuming that Personal Immunity is a +1/2A.  If it's only a +1/4, replace 
the OIF with an IIF, reduce the 90 points to 75 points, and change all 
50%'s to 25%'s; the point remains the same.) 
 
I can't really think of any Limits that would lower Active cost (i.e., 
make the power easier to Adjust, cost less END and have less range); but I 
can think of a large number of Advantages that wouldn't - Personal 
Immunity and Autofire (the cost of each shot wouldn't go up, but you'd 
still have to pay seperately for every shot) come to mind... 
 
---- Jonathan Lang <traveler@io.com> ---- x ------- alias: Dataweaver --------- 
  Webpage:  http://www.io.com/~traveler  /@\ The Dogma of Otherness insists 
  GURPSnet's Benevolent Tyrant for Life  ~~~ that all voices deserve a hearing, 
FAQ: http://www.io.com/~ftp/GURPSnet/www  |  that all points of view have 
Archive: http://www.io.com/~ftp/GURPSnet  |  something of value to offer. 
submit new files to gurpsnet-files@io.com |  --David Brin, "Otherness" 
 
Return-Path: daemon@omg.org 
X-Authentication-Warning: bermuda.io.com: traveler owned process doing -bs 
Date: Thu, 29 Jan 1998 17:35:22 -0600 (CST) 
From: Dataweaver <traveler@io.com> 
cc: champ-l@omg.org 
Subject: Re: H5: continuous and uncontrolled powers 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On 29 Jan 1998, Stainless Steel Rat wrote: 
 
> -----BEGIN PGP SIGNED MESSAGE----- 
>  
> >>>>> "q" == qts <qts@nildram.co.uk> writes: 
>  
> >> So a Transfer can only give you so much, but can continue dropping your 
> >> opponent's trait? 
>  
> q> Yes 
>  
> No. 
>  
> Adjustment powers cannot adjust more than their active point limit.  They 
> also cannot adjust active points that are not there.  To wit, against a 
> 12D6 Energy Blast, 60 active points, you cannot take away more than 60 
> active points.  If you have a maximum of 30 active points of Transfer you 
> cannot adjust more than 30 points of that Energy Blast. 
 
...and getting back to the original question: does this also apply to 
Drain?  i.e., if you have 5d6 Drain, are you limited to a maximum of 30 
Active points that can be Drained?  (I'd like to ask a favor: Please give 
relevant quotes from the BBB to back up your statements.)   
 
---- Jonathan Lang <traveler@io.com> ---- x ------- alias: Dataweaver --------- 
  Webpage:  http://www.io.com/~traveler  /@\ The Dogma of Otherness insists 
  GURPSnet's Benevolent Tyrant for Life  ~~~ that all voices deserve a hearing, 
FAQ: http://www.io.com/~ftp/GURPSnet/www  |  that all points of view have 
Archive: http://www.io.com/~ftp/GURPSnet  |  something of value to offer. 
submit new files to gurpsnet-files@io.com |  --David Brin, "Otherness" 
 
Return-Path: daemon@omg.org 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: Limitation/AP mods idea 
Mail-Copies-To: never 
X-No-Archive: yes 
X-Attribution: Rat 
Organization: The Happy Fun Ball Brigade 
Date: 29 Jan 1998 18:44:56 -0500 
Lines: 48 
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----- 
 
>>>>> "D" == Dataweaver <traveler@io.com> writes: 
 
D> A 12d6 EB with Personal Immunity and OIF costs 90 Active points and 60 
D> Real points and has 12 DC of effect; a 12d6 plain-vanilla EB costs 60 
D> Active points and 60 Real points and has 12 DC of effect.  In both 
D> cases, you pay 60 points and get 12 DC of effect; but the first EB has 
D> 50% more range than the second and requires 50% more END to use; and an 
D> Adjustment Power would have to roll 50% higher to generate the same 
D> amount of effect on it 
 
Because it is a bigger power.  They may cost the same, but they are not the 
same power.  When you apply a power modifier to a power, you change that 
power into something else. 
 
D> - all because the character cannot be injured by his own power. 
 
Wait a minute, here.  You are blatantly ignoring the detrimental effects of 
that Focus limitation.  Sure, your big EB has greater utility.  But I, a 
normal person with no powers to speak of, can take that power away from you 
with nothing more than a bit of cleverness (and maybe some luck).  And 
because I control the focus for the power, I control all aspects of that 
power, not you.  If it is a Universal Focus, I get the Personal Immunity, 
not you; if it is not Universal, well, I may not be able to use it at all, 
but neither can you. 
 
In other words, roughly 1/4 the time, give or take depending on the GM's 
whim, you are not going to have your big, badass, hard to dispell Energy 
Blast. 
 
I think that just agbout makes up for the supposed dichotomy. 
 
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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. 
                                    \  
 
Return-Path: daemon@omg.org 
X-Authentication-Warning: bermuda.io.com: traveler owned process doing -bs 
Date: Thu, 29 Jan 1998 17:47:48 -0600 (CST) 
From: Dataweaver <traveler@io.com> 
cc: Hero System Mailing List <champ-l@omg.org> 
Subject: Re: Limitation/AP mods idea 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Thu, 29 Jan 1998, Donald Tsang wrote: 
 
> Does the BBB specify that range is based on active points, not base points? 
> (older versions of Champs/Hero used base points, I believe) 
 
I'm assuming so; I don't have my copy right now (it was stolen two days 
ago...).  If not, the issue about Adjustment Powers is still a point.  And 
there _are_ some Advantages that should result in a higher END Cost, such  
as Area Effect or Explosive...  
 
Perhaps range should be based off of Base points, while END Cost should be 
based off of Active points (with only some of the Advantages affecting 
Active cost)... 
 
---- Jonathan Lang <traveler@io.com> ---- x ------- alias: Dataweaver --------- 
  Webpage:  http://www.io.com/~traveler  /@\ The Dogma of Otherness insists 
  GURPSnet's Benevolent Tyrant for Life  ~~~ that all voices deserve a hearing, 
FAQ: http://www.io.com/~ftp/GURPSnet/www  |  that all points of view have 
Archive: http://www.io.com/~ftp/GURPSnet  |  something of value to offer. 
submit new files to gurpsnet-files@io.com |  --David Brin, "Otherness" 
 
Return-Path: daemon@omg.org 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: [Re: H5: continuous and uncontrolled powers] 
Mail-Copies-To: never 
X-No-Archive: yes 
X-Attribution: Rat 
Organization: The Happy Fun Ball Brigade 
Date: 29 Jan 1998 18:55:17 -0500 
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To: champ-l@omg.org 
 
-----BEGIN PGP SIGNED MESSAGE----- 
 
>>>>> "F" == Filksinger <filkhero@usa.net> writes: 
 
>> Adjustment powers cannot adjust more than their active point limit. 
 
F> No such statement is made in my BBB. 
 
Au contraire.  I suggest you read it again, in the numerous places that 
specifically mention that adjustment powers affect active points.  If there 
are no active points to adjust, there is nothing to adjust.  It was not a 
literal quote.  Duh. 
 
F> They can not increase characteristics more than their roll, but it says 
F> nothing about limits on how many points may be taken away. 
 
Read Transfer; it can transfer (move) X number of active points of 
whatever, where X is a function of the number of dice of Transfer.  Once 
you hit the limit, Transfer cannot move any more active points.  Duh. 
 
F> To wit, a 1d6 Aid can only add 1d6 pts, but a 1d6 Drain has no defined 
F> upper limit on what may be drained. 
 
The limit to Drain is the available active points.  Drain vs. a 30 active 
point Energy Blast cannot drain more than 30 active points.  Duh.  Hell! 
try to drain or transfer active points of Energy Blast from me, the normal 
human with no powers.  Duh. 
 
And please note that I deliberately avoided mentioning Characteristics, 
because some can have negative values, like Body and Stun.  What happens 
when they reach certain negative levels is thoroughly defined in the BBB. 
Duh. 
 
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--  
Rat <ratinox@peorth.gweep.net>    \ Do not taunt Happy Fun Ball. 
PGP Key: at a key server near you! \  
                                    \  
 
Return-Path: daemon@omg.org 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: [Re: TUMA Maneuvers] 
Mail-Copies-To: never 
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>>>>> "JaRP" == John and Ron Prins <jprins@interhop.net> writes: 
 
JaRP> I'd say that the bonuses do take effect. Blocking can be as much 
JaRP> stance-dependant as reaction-dependant - 
 
I do not disagree with this, but you have not actually performed the 
maneuver.  Since you have not done so, you do not get the CV modifiers. 
Same goes for any other maneuver: until you actually begin using that 
maneuver you do not get the modifiers. 
 
Normally, because Block gets Abort, you get to go before the attack, so the 
CV modifiers come into effect.  But with a maneuver like Martial Throw you 
need to make a DEX roll.  If you win, you get your CV modifiers before the 
attack hits (if it hits); if you lose you do not. 
 
Because Defensive Throw loses Abort and because it is an offensive maneuver 
(see the other fork of this discussion) you need a DEX roll to see which 
goes first, the block or the attack.  Even though you declared that you 
will be attempting that maneuver, you have not actually used it, yet. 
Thus, I say you are holding your action.  That is the most beneficial thing 
for you that I can do given the nature of the maneuver. 
 
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--  
Rat <ratinox@peorth.gweep.net>    \ Warning: pregnant women, the elderly, and 
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Return-Path: daemon@omg.org 
Date: Thu, 29 Jan 1998 18:16:24 -0600 
From: Donald Tsang <tsang@sedl.org> 
Subject: Re: [Re: H5: continuous and uncontrolled powers] 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
(Rat, please don't use repeated "Duh"s; you're just generating ill will) 
 
Rat writes [left-edge quotes edited]: 
>Filksinger <filkhero@usa.net> writes: 
>>Rat writes: 
>>> Adjustment powers cannot adjust more than their active point limit. 
>> 
>> No such statement is made in my BBB. 
> 
>Au contraire.  I suggest you read it again, in the numerous places that 
>specifically mention that adjustment powers affect active points.  If there 
>are no active points to adjust, there is nothing to adjust.  It was not a 
>literal quote.  Duh. 
 
Actually, nowhere does it specifically mention active points, as I recall 
(which is why some people [still?] interpreted Aid as being Real Points). 
 
And it's not clear that you can't drain something below zero.  In fact, 
I would *want* to be able to, if only to delay the reemergence of the 
drained power. 
 
The very reasonable interpretation, "Powers drained to below their 
active point minimum [which, by the way, should be the base point minimum 
adjusted by the power's advantages] are treated as not existing, except 
for purposes of recovering up to that minimum" solves any problems I 
can forsee... 
 
 
>> They can not increase characteristics more than their roll, but it says 
>> nothing about limits on how many points may be taken away. 
> 
>Read Transfer; it can transfer (move) X number of active points of 
>whatever, where X is a function of the number of dice of Transfer.  Once 
>you hit the limit, Transfer cannot move any more active points.  Duh. 
 
Please, read between the lines.  Don't force people to buy Drain+Aid, 
linked (with the +0 advantage "use the same dice for both results"). 
 
  Donald 
 
Return-Path: daemon@omg.org 
Date: Thu, 29 Jan 1998 19:08:03 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: [Re: TUMA Maneuvers] 
Errors-To: owner-champ-l@omg.org 
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X-Hero: champ-l 
To: champ-l@omg.org 
 
 
> JaRP> I'd say that the bonuses do take effect. Blocking can be as much 
> JaRP> stance-dependant as reaction-dependant - 
> 
> I do not disagree with this, but you have not actually performed the 
> maneuver.  Since you have not done so, you do not get the CV modifiers. 
 
	The modifiers do not depend on someone attacking you.  For a 
Martial Dodge declared during your action phases, you definately get the 
modifier.  Block would be exactly the same -- you are in preperation to 
block any incomming attack. 
 
> Same goes for any other maneuver: until you actually begin using that 
> maneuver you do not get the modifiers. 
 
	Where is your rationale?  Rat, we've come up with information from 
the HSR, NH, and TUMA to support our points.  What have you forwarded? 
 
> Normally, because Block gets Abort, you get to go before the attack, so the 
> CV modifiers come into effect. 
 
	But as we've pointed out, Rat, the abort element has nothing to do 
with going first.  All that has to do with going first or not is whether 
the maneuver is a defensive one based on block or dodge. 
 
> But with a maneuver like Martial Throw you 
> need to make a DEX roll.  If you win, you get your CV modifiers before the 
> attack hits (if it hits); if you lose you do not. 
 
	No DEX roll necessary.  Read your HSR/BBB. 
 
> Because Defensive Throw loses Abort and because it is an offensive maneuver 
> (see the other fork of this discussion) you need a DEX roll to see which 
> goes first, the block or the attack.  Even though you declared that you 
 
	Why?  Abort has nothing to do with this.  It is either a declared 
action or a held phase.  And as it is defensive (like any block), it goes 
before any attacks.  This differentiates it from a Strike/Throw, which can 
do the same thing with a held phase only with the DEX roll. 
 
> will be attempting that maneuver, you have not actually used it, yet. 
> Thus, I say you are holding your action.  That is the most beneficial thing 
> for you that I can do given the nature of the maneuver. 
 
 
	Your last sentence was unintelligible.  I might or might not be 
holding my action, but it doesen't matter.  This, as a defensive 
block-based maneuver, goes first. 
 
 
 
				-Tim Gilberg 
 
Return-Path: daemon@omg.org 
Date: Thu, 29 Jan 1998 19:10:44 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: TUMA Maneuvers 
Errors-To: owner-champ-l@omg.org 
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To: champ-l@omg.org 
 
 
> TRG> 	And what does this have to do with the discussion at hand, anyway? 
> 
> If you can break out/get up as a 0-phase action you do not have the 
> described "break out on one phase and perform the throw on the next phase" 
> phenomenon.  The escape and the counterthrow occour as if they were a 
> single action -- because, in fact, they are as far as SFX go. 
 
 
	True, but if I don't break out in the 0-phase action, it doesn't 
work.  This isn't true to form.  Also, with two seperate elements, I'll 
have to escape and then make an attack roll.  As it is, if I escape, you 
fall.  (Barring a breakfall roll, of course.) 
 
	This is actually pretty true to form.  Many wrestling maneuvers 
I've seen and used when in a "both standing" grasp have been an escape 
that happens to direct the original grabbing wrestler to the mat. 
 
 
 
				-Tim Gilberg 
 
Return-Path: daemon@omg.org 
X-Authentication-Warning: pentagon.io.com: traveler owned process doing -bs 
Date: Thu, 29 Jan 1998 19:11:38 -0600 (CST) 
From: Dataweaver <traveler@io.com> 
cc: champ-l@omg.org 
Subject: Re: Limitation/AP mods idea 
Errors-To: owner-champ-l@omg.org 
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To: champ-l@omg.org 
 
On 29 Jan 1998, Stainless Steel Rat wrote: 
 
> -----BEGIN PGP SIGNED MESSAGE----- 
>  
> >>>>> "D" == Dataweaver <traveler@io.com> writes: 
>  
> D> A 12d6 EB with Personal Immunity and OIF costs 90 Active points and 60 
> D> Real points and has 12 DC of effect; a 12d6 plain-vanilla EB costs 60 
> D> Active points and 60 Real points and has 12 DC of effect.  In both 
> D> cases, you pay 60 points and get 12 DC of effect; but the first EB has 
> D> 50% more range than the second and requires 50% more END to use; and an 
> D> Adjustment Power would have to roll 50% higher to generate the same 
> D> amount of effect on it 
>  
> Because it is a bigger power.  They may cost the same, but they are not the 
> same power.  When you apply a power modifier to a power, you change that 
> power into something else. 
 
Yes; you change it into a power that has more range and costs more END to 
use.  But it shouldn't; a 75-point 10d6 Autofire EB should have the _same_ 
range and END cost as a 50-point 10d6 EB; not 50% more.  The extra points 
were payed to increase the rate of fire, not to increase the range (IMHO, 
range should be determined by Base Points instead of Active Points 
anyway), and the END cost of each shot should _not_ go up; you should 
simply pay END for five shots instead of one.  Granted, it's doubtful as 
to whether or not it should be more difficult to Adjust (although I'm in 
favor of it being more difficult, to stop Aid abuses); perhaps both range 
and END Cost should be figured off of Base points, and have some 
Advantages being noted as affecting the END cost as well as the points 
cost... (Autofire would _not_ be among them) Doing this, you could 
dispense with the "some Ads don't affect Active cost/some Disads do" and 
_still_ have believable ranges and END costs... 
 
---- Jonathan Lang <traveler@io.com> ---- x ------- alias: Dataweaver --------- 
  Webpage:  http://www.io.com/~traveler  /@\ The Dogma of Otherness insists 
  GURPSnet's Benevolent Tyrant for Life  ~~~ that all voices deserve a hearing, 
FAQ: http://www.io.com/~ftp/GURPSnet/www  |  that all points of view have 
Archive: http://www.io.com/~ftp/GURPSnet  |  something of value to offer. 
submit new files to gurpsnet-files@io.com |  --David Brin, "Otherness" 
 
Return-Path: daemon@omg.org 
Date: Thu, 29 Jan 1998 19:17:08 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: [Re: TUMA Maneuvers] 
Errors-To: owner-champ-l@omg.org 
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> TRG> 	Here a disagree.  It contains the Block element, making it 
> TRG> defensive in nature. 
> 
> Now you're doing it on purpose :) (and Block is a maneuver base, not a 
> maneuver element). 
 
	Right.  Close enough, though. 
 
> Defensive Throw contains a "Target Falls" element, making it *offensive* in 
> nature, even though it does no damage[1], and regardless of the maneuver base. 
> The maneuver loses the Abort element because of that offensive element -- 
> Steve fairly said as much.  The maneuver stopped being defensive when that 
> happened. 
 
	Not exactly.  It has an agressive effect, but the existence of the 
Block Maneuver Base clearly makes it defensive. 
 
> Or, if it *is* a defensive action, why is it that one cannot abort to use 
> it? 
 
	A limiting feature, to keep it from being too useful.  One has to 
specifically go into a defensive mode for this power to work.  I can't do 
my normal attack thing and just abort to this one. 
 
> Personally, I think I've got you over a barrel on this one, Tim. :) 
 
	I'd disagree.  I'd say you've got that barrel squarely under 
yourself. 
 
> [1]There are many offensive maneuvers that do no damage: Grab and Hold, 
> Grab and Redirect, disarms, etc. 
 
 
	No arguement, though that's only because the choice is not to do 
that damage (with Grabs).  You can do the damage, but don't -- similar to 
pulling a punch. 
 
 
 
				-Tim Gilberg 
 
Return-Path: daemon@omg.org 
From: ErolB1@aol.com 
Date: Thu, 29 Jan 1998 20:25:00 EST 
Subject: Re: Problems with the language similarity chart 
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 98-01-28 12:28:23 EST, voxel@theramp.net writes:  
 
> Personally, I don't think English has a 4-pt. similarity to ANYTHING, though 
>  at the rate which languages as far off as Japanese are borrowing words, it 
>  might not be too far off the mark to say it has a 1 pt. similarity with 
>  EVERY modern language. :] 
 
English has a 4-pt similarity to American, and vice versa :-) 
 
Erol K. Bayburt 
Evil Genius for a Better Tomorrow 
 
Return-Path: daemon@omg.org 
From: "Marc Seebass" <kitsune-bi@worldnet.att.net> 
Subject: Need Fantasy Creatures 
Date: Thu, 29 Jan 1998 20:39:27 -0600 
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Does anyone have a listing of Fantasy creatures that  could challange a 250 
+ exp group? I have a sinerio in mind and I'd like to save myself some work 
if I can. Please email responses to me, not the group, it's easier to sort 
through them that way. 
 
Thanks in advance 
 
----Marc "Kitsune" Seebass 
 
Return-Path: daemon@omg.org 
Date: Thu, 29 Jan 1998 21:43:23 -0500 (EST) 
X-Sender: jprins@interhop.net 
From: jprins@interhop.net (John and Ron Prins) 
Subject: Re: [Re: TUMA Maneuvers] 
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>	"Block, Target Falls" is correct.  The paper copy was in error on 
>this point, but the Hero Plus version corrected it.  Steve himself pointed 
>this out. 
 
<insert sound of black marker in John's copy of TUMA> 
 
I'd have to call a non-damaging throw combined with a block still a 
'defensive' maneuver - sidestepping the need for DEX vs DEX checks. 
 
----------------------------------------------------------------------------- 
"And go on to rule this world from beyond the grave." 
"Indeed!" 
"That, or check into a mental hospital; whatever comes first." 
----------------------------------------------------------------------------- 
John D. Prins 
jprins@interhop.net 
 
Return-Path: daemon@omg.org 
Reply-To: "Filksinger" <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
Subject: Re: Energy Blast article from website 
Date: Thu, 29 Jan 1998 20:37:36 -0800 
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X-UID: 7 
 
On Thursday, January 29, 1998 7:44 AM, Dataweaver wrote: 
 
 
>On Wed, 28 Jan 1998, Filksinger wrote: 
> 
>> On Monday, January 26, 1998 7:47 AM, Dataweaver wrote: 
>> 
>> 
>> >On Sun, 25 Jan 1998, Michael (Damon) or Peni R. Griffin wrote: 
>> > 
>> >> Lifted from Casey McGirt's article "The Wonders of Energy 
Blast", 
>> once 
>> >> posted on the Digital Hero page: 
>> <snip> 
>> > 
>> >> Counterstrike (+1 or more) - variant of Damage Shield, allows an 
>> automatic 
>> >> hit on a target who has just successfully hit you. 
>> > 
>> >Be careful with this one; I could see instances where 
Counterstrike 
>> would 
>> >be ineffective (such as Counterstrike vs. a Seeking EB...) 
>> > 
>> 
>> 
>> Which could actually be a valid ability. A character might have an 
>> energy blast that tracked back along an attack's path to strike the 
>> original attacker, for example. 
> 
>But it sould not come automatic with Counterstrike; say, require an 
extra 
>+1/4A for Counterstrike to be usable against Seeking EB. 
 
Why would immunity to Counterstrike come with Seeking? Granted, most 
SFX would seem to lean that way, but you either have Seeking 
automatically gets immunity to Counterstrike, or Seeking is treated 
just like any other EB for purposes of Counterstrike. 
 
I might agree with your suggestion, but I do have a tendency to prefer 
that only features deliberately built-in to a Power, Advantage, or 
Limitation be given away without extra cost. 
 
Filksinger 
 
Return-Path: daemon@omg.org 
Reply-To: "Filksinger" <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
Subject: Re: [Re: TUMA Maneuvers] 
Date: Thu, 29 Jan 1998 20:57:25 -0800 
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On Thursday, January 29, 1998 1:33 PM, Stainless Steel Rat wrote: 
 
<snip> 
> 
>Defensive Throw contains a "Target Falls" element, making it 
*offensive* in 
>nature, even though it does no damage[1], and regardless of the 
maneuver base. 
>The maneuver loses the Abort element because of that offensive 
element -- 
>Steve fairly said as much.  The maneuver stopped being defensive when 
that 
>happened. 
> 
>Or, if it *is* a defensive action, why is it that one cannot abort to 
use 
>it? 
> 
>Personally, I think I've got you over a barrel on this one, Tim. :) 
 
 
Very good try. Now bite on this one. 
 
I will accept that the Defensive Throw is not a defensive maneuver 
(though I think the name calls that into question). However, it is 
irrelevant. 
 
Blocks do not go first because they are defensive maneuvers. 
 
The description of Block in the BBB is very clear, as is the one in 
Ninja Hero (I assume it is the same in UMA). It says nothing about 
Abort allowing the attack to go first, nor does the definition of 
Abort. It says nothing about Block going first because it is 
defensive. What it does say is that a person attacks, the target says, 
"I will block", and the target goes first. 
 
You don't go first with a Block because it aborts or because its 
defensive, but because going before the attacker gets his attack roll 
is part of the _definition_ of Block. 
 
Filksinger 
 
Return-Path: daemon@omg.org 
Reply-To: "Filksinger" <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
Subject: Re: [Re: H5: continuous and uncontrolled powers] 
Date: Thu, 29 Jan 1998 21:15:38 -0800 
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On Thursday, January 29, 1998 3:10 PM, Stainless Steel Rat wrote: 
 
 
>-----BEGIN PGP SIGNED MESSAGE----- 
> 
>>>>>> "F" == Filksinger <filkhero@usa.net> writes: 
> 
>>> Adjustment powers cannot adjust more than their active point 
limit. 
> 
>F> No such statement is made in my BBB. 
> 
>Au contraire.  I suggest you read it again, in the numerous places 
that 
>specifically mention that adjustment powers affect active points.  If 
there 
>are no active points to adjust, there is nothing to adjust.  It was 
not a 
>literal quote.  Duh. 
 
 
Uh, I am afraid I don't understand. I took the statement, "Adjustment 
powers cannot adjust more that _their _ active point limit" to mean 
"Adjustment powers cannot adjust more than _the Adjustment power's_ 
active point limit". If you meant, "Adjustment powers cannot adjust 
more than _the target power's_ active point limit", then that is 
another matter entirely. 
 
>F> They can not increase characteristics more than their roll, but it 
says 
>F> nothing about limits on how many points may be taken away. 
> 
>Read Transfer; it can transfer (move) X number of active points of 
>whatever, where X is a function of the number of dice of Transfer. 
Once 
>you hit the limit, Transfer cannot move any more active points.  Duh. 
 
 
Transfer does appear to say that you cannot remove anymore points than 
you can receive. However, _Drain_ says nothing of the sort. 
 
>F> To wit, a 1d6 Aid can only add 1d6 pts, but a 1d6 Drain has no 
defined 
>F> upper limit on what may be drained. 
> 
>The limit to Drain is the available active points.  Drain vs. a 30 
active 
>point Energy Blast cannot drain more than 30 active points.  Duh. 
Hell! 
>try to drain or transfer active points of Energy Blast from me, the 
normal 
>human with no powers.  Duh. 
 
 
As I stated above, you appeared to be saying something else. Thus, 
neither one of us understood the other, as we both made assumptions 
about what the other was talking about. 
 
>And please note that I deliberately avoided mentioning 
Characteristics, 
>because some can have negative values, like Body and Stun.  What 
happens 
>when they reach certain negative levels is thoroughly defined in the 
BBB. 
>Duh. 
 
As near as I can tell, our disagreement is based almost entirely upon 
not understanding each other. Thus, this argument appears to be 
settled. 
 
Filksinger 
 
Return-Path: daemon@omg.org 
From: Brian Wong <rook@shell.infinex.com> 
Subject: Re: Point Crocks????? 
Date: Thu, 29 Jan 1998 22:12:03 -0800 (PST) 
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>  
> On 1/29/98 2:58 PM Tim R. Gilberg (trgilber@hilltop.ic.edu) Said: 
>  
> > 
> >	Oh, I don't know.  You can look pretty "impressive", 
> >physique-wise, with a sub-average PRE.  The STR and BOD scores have most 
> >to do with looks, especially in more "realistic" campaigns. 
> > 
>  
> Perhaps in your campaign, not in mine. 
> 
	Isn't there already a stat for this sort of thing? 
I thought that's what COM was for after all. 
 
COM: How attractive you look. 
PRE: How impressive you are, looks or not. 
STR: How much you can lift. 
BODY: your hit points. 
 
Correct me if I'm wrong here.  
 
Return-Path: daemon@omg.org 
From: Don McKinney <dmckinne@cmi.csc.com> 
Subject: Re: Problems with the language similarity chart 
Date: Fri, 30 Jan 1998 0:52:03 CST 
Cc: champ-l@omg.org 
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> In a message dated 98-01-28 12:28:23 EST, voxel@theramp.net writes:  
>  
> > Personally, I don't think English has a 4-pt. similarity to ANYTHING, though 
> >  at the rate which languages as far off as Japanese are borrowing words, it 
> >  might not be too far off the mark to say it has a 1 pt. similarity with 
> >  EVERY modern language. :] 
>  
> English has a 4-pt similarity to American, and vice versa :-) 
 
Actually, only Australian and American have 4 pts. of Similiarity. 
Aussie and Kiwi have a 3 pt. similiarlity to each other, and a 2 pt. 
similiarity to Tazmanian (which my Aussie co-workers have described as 
"the Kentuck of Australia").  American has a 3 pt. similiarity to  
both Common Canadian Redneck, and a 2 pt. similiarity to Ebonics. 
British (ie, the Queen's English, as opposed to the English of everyone 
else in the British Isles) has a 3 pt. similiarity (everything but 
slang, as in "Do you want me to knock you up?" from the male 
bellhop to the beautiful young American female traveller) to American, 
and probably a 4 pt. similiarity to Common Canadian and Aussie. 
 
Did I miss any English derivatives? 
 
 
DonM. 
 
-- 
========================================================================= 
= Donald E. McKinney, Senior CM Specialist         dmckinne@cmi.csc.com = 
= International Telecommunications Data Systems          (217) 239-8365 = 
= 2109 Fox Drive, Champaign, IL                          (217) 351-8250 = 
= Winter War XXV Convention Chairman, Champaign, IL, February 6-8, 1998 = 
= dmckinne@prairienet.org or winterwar@prairienet.org    (217) 469-9917 =  
========================================================================= 
 
Return-Path: daemon@omg.org 
Date: Fri, 30 Jan 1998 12:30:28 
From: Filksinger <filkhero@usa.net> 
Subject: Re: [Re: [Re: TUMA Maneuvers]] 
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Stainless Steel Rat wrote: 
<snip> 
>  
> TRG> 	But as we've pointed out, Rat, the abort element has nothing to do 
> TRG> with going first. 
>  
> Wrong.  Abort is *exactly* what allows one to use a defensive maneuver 
> first, before the attacker gets his action, regardless of DEX counts or 
> held actions. 
 
Your interpretation. Nowhere in the rules is this stated. The ability to "go first" with a block is built into the definition of Block, not Abort. 
 
Filksinger 
 
 
____________________________________________________________________ 
Get free e-mail and a permanent address at http://www.netaddress.com 
 
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From: Dave Mattingly <DaveM@FocusSoft.com> 
Subject: Re: Problems with the language similarity chart 
Date: Fri, 30 Jan 1998 07:40:09 -0500 
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What kind of similarity would you give ASL (American Sign Language) and 
Braille to English, if any? 
 
And how many points should be spent for what effects? e.g. is just 1 
point of Braille all that's needed, since it's considered literacy? 
 
Dave Mattingly 
 
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Subject: Re: Point Crocks????? 
Date: Fri, 30 Jan 98 08:48:06 -0500 
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From: David Fair <DFair@sdslink.com> 
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On 1/29/98 5:18 PM Tim R. Gilberg (trgilber@hilltop.ic.edu) Said: 
 
>	How do you rationalize that?  Physical stats, STR and BOD 
>especially, but also DEX and CON, quite obviously come with the effect of 
>"looking" stronger, sleeker, bulkier, or whatever. 
> 
>	This, of course, isn't necessarily true in SuperHero campaigns, 
>where differing physical structures can exist.  But for any normal humans, 
>it should be very easy (PER roll at, say +3 or 4) to tell, by looking at 
>two people, which one has 10 STR and which has 20. 
 
I rationalize it quite easily, as a matter of fact. The Hero System  
provides me with a number of characteristics and powers. I rationalize  
that those should be used for what the designers intended them for; no  
more, and no less.  
 
I don't give bonuses to seduction rolls for people with high STR (this  
did start as a discussion involving high STR characters as being  
impressive, and more attractive to members of the opposite sex, after  
all). I don't assume that a high STR character has to look like a high  
STR character, whether it is a "reality-based" campaign or not.  
 
Since the system has given me a mechanic for gauging ones impressiveness  
(PRE, which can reflect his Physical attributes as well as  
Personality-based ones) and his looks (COM), I choose to use them. Giving  
the abilities of these characteristics to someone who has simply bought a  
high STR defeats the purpose of having the stats at all, as well as  
playing a point-based system. 
 
David A. Fair         | 
SDS International     |     Think Different 
dfair@sdslink.com     | 
 
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From: CptPatriot@aol.com 
Date: Fri, 30 Jan 1998 08:55:40 EST 
Subject: Re: 4th Edition starship construction 
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Does anyone know the scale of the hexes in the 1st edition Star Hero? 
 
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Date: Fri, 30 Jan 1998 08:25:11 -0600 (CST) 
From: Darien Phoenix Lynx <chip@owlnet.rice.edu> 
Subject: Re: [Re: H5: continuous and uncontrolled powers] 
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On 30 Jan 1998, Stainless Steel Rat wrote: 
 
> DT> C'mon.  Transfer is an overpriced version of Drain+Aid. 
>  
> Wrong.  If Transfer was Drain+Aid it would be written up as Drain+Aid.  It 
> is not.  A power should *NEVER* be used to exactly duplicate the effects of 
> another power, as you describe.  Transfer is *NOT* an overpriced Aid+Drain 
> (the "overpriced" part is arguable, but IIRC, Transfer is Ranged, Drain and 
> Aid are not). 
 
Okay, I thought I would figure it out if I watched people use it enough. 
But I must be hopelessly ignorant. What does IIRC mean???? 
 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: [Re: TUMA Maneuvers] 
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>>>>> "TRG" == Tim R Gilberg <trgilber@hilltop.ic.edu> writes: 
 
TRG> 	The modifiers do not depend on someone attacking you.  For a 
TRG> Martial Dodge declared during your action phases, you definately get 
TRG> the modifier.  Block would be exactly the same -- you are in 
TRG> preperation to block any incomming attack. 
 
There is a critical difference here: Dodge does not require any kind of 
roll; Block does.  To paraphrase, "to use Block, the defender makes an OCV 
vs. OCV roll against the attacker".  Until that roll is made you are not 
using that maneuver.  Dodge, on the other hand, does not have that 
requirement.  Simply state that you are dodging and you use that maneuver. 
 
It is all a matter of timing. 
 
[...] 
 
TRG> 	But as we've pointed out, Rat, the abort element has nothing to do 
TRG> with going first. 
 
Wrong.  Abort is *exactly* what allows one to use a defensive maneuver 
first, before the attacker gets his action, regardless of DEX counts or 
held actions. 
 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: Limitation/AP mods idea 
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>>>>> "D" == Dataweaver <traveler@io.com> writes: 
 
D> Yes; you change it into a power that has more range and costs more END 
D> to use.  But it shouldn't; a 75-point 10d6 Autofire EB should have the 
D> _same_ range and END cost as a 50-point 10d6 EB; not 50% more. 
 
Why?  The character that has the bigger power has a bigger power.  Bigger 
powers have greater utility than smaller powers.  It really is that 
simple. 
 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: [Re: TUMA Maneuvers] 
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>>>>> "TRG" == Tim R Gilberg <trgilber@hilltop.ic.edu> writes: 
 
>> Or, if it *is* a defensive action, why is it that one cannot abort to use 
>> it? 
 
TRG> 	A limiting feature, to keep it from being too useful. 
 
One may abort one's next action phase to use a defensive action. 
 
Your task: make this dichotomy go away without creating an exception, 
because execptions break the system. 
 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: H5: continuous and uncontrolled powers 
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>>>>> "D" == Dataweaver <traveler@io.com> writes: 
 
D> ...and getting back to the original question: does this also apply to 
D> Drain?  i.e., if you have 5d6 Drain, are you limited to a maximum of 30 
D> Active points that can be Drained?  (I'd like to ask a favor: Please 
D> give relevant quotes from the BBB to back up your statements.) 
 
Again, active points.  Read Drain, where it says that it Drains active 
points of powers (I'd cite it myself but my BBB is at home, sorry).  It 
applies to all adjustment powers.  They all operate on active points.  When 
there are no active points to affect, an adjustment power will have no 
effect. 
 
Say you with your 5d6 Drain vs. Energy Blast try to use it against me, the 
real me, with no powers to speak of.  Great! you roll 20 points of effect. 
It does nothing because I don't have any active points of EB to affect. 
 
Now, say that I have a 60 AP Energy Blast, and you use your Drain on me a 
few times.  You Drain a total of 75 AP from me.  Well, once you've gotten 
all 60 active points from me there is nothing left to affect.  The extra 15 
points of effect are wasted. 
 
Before anyone says something like, "but negative points in EB will cause 
you to take longer to recover your points," I will point out that there 
already exists a mechanic to delay recover times.  Negative values for 
anything that the BBB does not explicitly define is a house rule.  HSA 1 & 
2 are the largest collections of Hero house rules ever printed -- they even 
say as much in their introductions. 
 
And personally, I would be very careful about allowing adjustment powers to 
reduce any characteristics below 1.  The potential for abuse is extreme 
because large quantities of Power Defense is relatively rare. 
 
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X-Sender: bob.greenwade@klock.com 
Date: Fri, 30 Jan 1998 07:36:20 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: TUSV: Damaging Movement 
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At 05:20 PM 1/29/98 -0500, Stainless Steel Rat wrote: 
>-----BEGIN PGP SIGNED MESSAGE----- 
> 
>>>>>> "DPL" == Darien Phoenix Lynx <chip@owlnet.rice.edu> writes: 
> 
>DPL> Some people say--give the player a minor SFX benefit in exchange for a 
>DPL> minor SFX detriment... others say, if it could be written up, then it 
>DPL> needs to be written up. 
> 
>The middle ground is, if the character uses the ability more than once as a 
>creative use of his extant abilities, and the ability is significant, he 
>has to spend the points for it.  What you described for Mr. BOOM is not 
>creative use of his extant powers -- he needs to buy Superleap.  The 
>explosion is a special effect since, well, it does not actually damage 
>anything because it is shaped such that all the energy goes into propelling 
>him up. 
 
   This is, by the way, something that didn't make it into the First Draft 
of TUSV because I wasn't sure how to handle it.  Rockets to a lot of blast 
damage, and a person could be badly hurt by spinning helicopter rotors or 
airplane propeller (as demonstrated in "Raiders of the Lost Ark"), but I'm 
really uncertain as to whether such a thing should be a Side Effect type of 
Limitation, a Linked [sorry] Power, or just something so secondary, equally 
advantageous and disadvantageous, that the Vehicle should get it simply by 
definition. 
   I probably should have asked the list long ago, but... what do you all 
think?  (I suspect that I'll be no less confused when the discussion is 
over....) 
--- 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: TUMA Maneuvers 
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>>>>> "TRG" == Tim R Gilberg <trgilber@hilltop.ic.edu> writes: 
 
TRG> 	True, but if I don't break out in the 0-phase action, it doesn't 
TRG> work.  This isn't true to form. 
 
Sure it is.  If you do not break out "well enough" you did not do it with 
enough force to knock him down anyway.  Why should you get something you 
did not earn? 
 
TRG> Also, with two seperate elements, I'll have to escape and then make an 
TRG> attack roll.  As it is, if I escape, you fall.  (Barring a breakfall 
TRG> roll, of course.) 
 
Which is the way the way Hero works, TUMA's singular exception excepted. 
Reversing a hold into a hold or throw should require an attack roll. 
 
It is a conceptual thing.  Offensive maneuvers are intended to put one's 
opponent at a disadvantage.  Defensive maneuvers are intended to neutralize 
or mitigate a disadvantaged position.  An escape from a hold is a defensive 
maneuver.  Reversing a hold into a hold or throw is an offensive maneuver. 
Offensive maneuvers require attack rolls. 
 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: [Re: [Re: TUMA Maneuvers]] 
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>>>>> "F" == Filksinger <filkhero@usa.net> writes: 
 
F> The rules state that Abort can only be used with defensive actions, but 
F> the rules do _not_ say that Abort can _always_ be used with _all_ 
F> defensive actions. 
 
Yes, it does.  One may abort to *ANY* defensive action. 
 
Defensive Throw is a maneuver that one specifically may not abort to use. 
 
Therefore, use of Defensive Throw is not a defensive action. 
 
Defensive Throw is not a defensive action.  It is not a "neutral action"; 
those are things like holding, unstunning, and taking recoveries. 
Therefore it must be an offensive action. 
 
All offensive actions require a DEX roll to see which goes first when one 
wishes to go first. 
 
Therefore, use of Defensive Throw requires a DEX roll (and a held action). 
 
This is where I write "QED", right? 
 
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X-Sender: bob.greenwade@klock.com 
Date: Fri, 30 Jan 1998 07:47:49 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Point Crocks????? 
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At 04:18 PM 1/29/98 -0600, Tim R. Gilberg wrote: 
> 
>> > Oh, I don't know.  You can look pretty "impressive", 
>> >physique-wise, with a sub-average PRE.  The STR and BOD scores have most 
>> >to do with looks, especially in more "realistic" campaigns. 
>> 
>> Perhaps in your campaign, not in mine. 
> 
> How do you rationalize that?  Physical stats, STR and BOD 
>especially, but also DEX and CON, quite obviously come with the effect of 
>"looking" stronger, sleeker, bulkier, or whatever. 
 
   Having a good STR and BODY don't necessarily equate with being 
impressive.  I've seen clips of "Copland" that bear this out. 
   I also remember a Silver Age issue of one of the Superman comics where 
Supes was afflicted with little horns growing out of his forehead (I think 
as a result of Red Kryptonite), so he borrowed one of Batman's cowls to 
cover it up.  He then decided, while he was at it, to make Batman-like 
entrances, standing in the window with the cape outstretched.  The usual 
response was something like, "Oh, my G-- oh, it's just *you*, Superman." 
   After it was all over, Clark Kent was on the telephone to Bruce Wayne, 
and asked confidentially, "How do you *do* that?" 
   Obviously high STR, BODY, CON, etc., but not quite the PRE he thought he 
had. 
 
> This, of course, isn't necessarily true in SuperHero campaigns, 
>where differing physical structures can exist.  But for any normal humans, 
>it should be very easy (PER roll at, say +3 or 4) to tell, by looking at 
>two people, which one has 10 STR and which has 20. 
 
   Which is a different question of "impressive" (PRE). 
--- 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: [Re: H5: continuous and uncontrolled powers] 
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>>>>> "DT" == Donald Tsang <tsang@sedl.org> writes: 
 
DT> C'mon.  Transfer is an overpriced version of Drain+Aid. 
 
Wrong.  If Transfer was Drain+Aid it would be written up as Drain+Aid.  It 
is not.  A power should *NEVER* be used to exactly duplicate the effects of 
another power, as you describe.  Transfer is *NOT* an overpriced Aid+Drain 
(the "overpriced" part is arguable, but IIRC, Transfer is Ranged, Drain and 
Aid are not). 
 
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X-Sender: bob.greenwade@klock.com 
Date: Fri, 30 Jan 1998 07:51:12 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Problems with the language similarity chart 
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At 08:25 PM 1/29/98 EST, ErolB1@aol.com wrote: 
>In a message dated 98-01-28 12:28:23 EST, voxel@theramp.net writes:  
> 
>> Personally, I don't think English has a 4-pt. similarity to ANYTHING, 
though 
>>  at the rate which languages as far off as Japanese are borrowing words, it 
>>  might not be too far off the mark to say it has a 1 pt. similarity with 
>>  EVERY modern language. :] 
> 
>English has a 4-pt similarity to American, and vice versa :-) 
 
   Phil Masters' comment that Highlander characters on British television 
often need subtitles despite the fact that they're technically still 
speaking English seems fitting here. 
   For that matter, I once rented a movie (I don't recall the title) that 
took place in an African-American inner city area, and finally gave up on 
following it because I couldn't understand a word (other than the rather 
thick profanity). 
--- 
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Return-Path: daemon@omg.org 
X-Sender: bob.greenwade@klock.com 
Date: Fri, 30 Jan 1998 07:52:59 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Problems with the language similarity chart 
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At 12:52 AM 1/30/98 CST, Don McKinney wrote: 
>> In a message dated 98-01-28 12:28:23 EST, voxel@theramp.net writes:  
>>  
>> > Personally, I don't think English has a 4-pt. similarity to ANYTHING, 
though 
>> >  at the rate which languages as far off as Japanese are borrowing 
words, it 
>> >  might not be too far off the mark to say it has a 1 pt. similarity with 
>> >  EVERY modern language. :] 
>>  
>> English has a 4-pt similarity to American, and vice versa :-) 
> 
>Actually, only Australian and American have 4 pts. of Similiarity. 
>Aussie and Kiwi have a 3 pt. similiarlity to each other, and a 2 pt. 
>similiarity to Tazmanian (which my Aussie co-workers have described as 
>"the Kentuck of Australia").  American has a 3 pt. similiarity to  
>both Common Canadian Redneck, and a 2 pt. similiarity to Ebonics. 
>British (ie, the Queen's English, as opposed to the English of everyone 
>else in the British Isles) has a 3 pt. similiarity (everything but 
>slang, as in "Do you want me to knock you up?" from the male 
>bellhop to the beautiful young American female traveller) to American, 
>and probably a 4 pt. similiarity to Common Canadian and Aussie. 
> 
>Did I miss any English derivatives? 
 
   American Southern, and Cajun.  (After my brief journey to Alabama last 
spring, I can definitely say that those are two very different derivitaves, 
and that Gambit's accent is understated in both comic and cartoon.) 
--- 
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Return-Path: daemon@omg.org 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: [Re: TUMA Maneuvers] 
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-----BEGIN PGP SIGNED MESSAGE----- 
 
>>>>> "F" == Filksinger <filkhero@usa.net> writes: 
 
F> I will accept that the Defensive Throw is not a defensive maneuver 
F> (though I think the name calls that into question). However, it is 
F> irrelevant. 
 
The name is about as "wrong" as one can get.  Ignore the name.  It is not a 
throw, and it is not defensive.  It is an offensive block maneuver, as 
opposed to the conventional defensive block maneuvers.  That is the game 
mechanic. 
 
F> Blocks do not go first because they are defensive maneuvers. 
 
F> The description of Block in the BBB is very clear, as is the one in 
F> Ninja Hero (I assume it is the same in UMA). 
 
They go first because they have the Abort element.  Read the description of 
the Abort element.  That is the entire point of the element: it lets you 
take a defensive action before an attacker can hit you, regardless of DEX 
counts and rolls. 
 
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X-Sender: bob.greenwade@klock.com 
Date: Fri, 30 Jan 1998 07:56:13 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Social Limitation 
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At 09:39 PM 1/28/98 -0800, Brian Wong wrote: 
>> >>    So did we just come up with a workable structure for Social 
Limitation? 
>> >> Let's see.... 
>> >>    Works for me. 
>> > 
>> >    Only remove the 8-, 11-, 14- from the frequency's, and just list the 
>> >frequencies. 
>> >Then add one more frequency: Always  at 20. 
>> 
> Opps, when I said Always at 20 I meant always, for 20 points. 
>I don't think any frequencies should be diced based. 
> I mean, who rolls up random scenerios anyway? 
>Just give me descriptions that are clear enough I can plot them in as needed. 
>  
>>    Only if we get the frequency extensions I've suggested for DNPC and 
>> Hunter. 
> Oh? What were those? 
 
DNPC: 
 
Roll  Bonus 
5-       +0 
8-       +5 
11-     +10 
14-     +15 
17-     +20 
 
   (Also +5 points per 2X DNPCs on the same Roll, though that's not quite 
germane to this specific discussion) 
 
Hunted: 
 
Roll  Bonus 
5-       -5 
8-       +0 
11-      +5 
14-     +10 
17-     +15 
 
--- 
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X-Sender: bob.greenwade@klock.com 
Date: Fri, 30 Jan 1998 08:28:55 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: 4th Edition starship construction 
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At 08:55 AM 1/30/98 EST, CptPatriot@aol.com wrote: 
>Does anyone know the scale of the hexes in the 1st edition Star Hero? 
 
   Assuming (from the header) that you mean starship hexes, it's 1 hex = 
64" normal scale = 128 meters.  (Star Hero, page 116.) 
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Return-Path: daemon@omg.org 
Date: Fri, 30 Jan 1998 10:28:59 -0600 
From: "Guy Hoyle" <ghoyle1@airmail.net> 
Subject: Re: [Re: H5: continuous and uncontrolled powers] 
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On 1/30/98, at 10:50 AM, Stainless Steel Rat  wrote:  
>>>>>> "DT" == Donald Tsang <tsang@sedl.org> writes: 
> 
>DT> C'mon.  Transfer is an overpriced version of Drain+Aid. 
> 
>Wrong.  If Transfer was Drain+Aid it would be written up as Drain+Aid.  It 
>is not.  A power should *NEVER* be used to exactly duplicate the effects of 
>another power, as you describe.  Transfer is *NOT* an overpriced Aid+Drain 
>(the "overpriced" part is arguable, but IIRC, Transfer is Ranged, Drain and 
>Aid are not). 
 
OK, so Transfer is Drain+Aid, Ranged.  It STILL duplicates those two powers pretty much.  
 
Correct me if I'm wrong, but isn't the prohibition against duplicating the effect of another power pretty much a rule of thumb, and not an absolute?  If it was, we wouldn't have both Armor and Force Field, or the Growth and Shrinking powers, to name a few. 
 
Common problems need Uncommon Solutions! 
http://www.uncommonsolutions.com 
 
Return-Path: daemon@omg.org 
Date: Fri, 30 Jan 1998 16:29:15 
From: Filksinger <filkhero@usa.net> 
Subject: Re: [Re: [Re: TUMA Maneuvers]] 
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Stainless Steel Rat wrote: 
> -----BEGIN PGP SIGNED MESSAGE----- 
>  
> >>>>> "TRG" == Tim R Gilberg <trgilber@hilltop.ic.edu> writes: 
>  
> >> Or, if it *is* a defensive action, why is it that one cannot abort to use 
> >> it? 
>  
> TRG> 	A limiting feature, to keep it from being too useful. 
>  
> One may abort one's next action phase to use a defensive action. 
>  
> Your task: make this dichotomy go away without creating an exception, 
> because execptions break the system. 
 
1) There are already exceptions. Dive for Cover cannot normally be Aborted to. 
 
2) The maneuver was deliberately _made_ an exception. If that makes the system broken, too bad. 
 
Filksinger 
 
 
____________________________________________________________________ 
Get free e-mail and a permanent address at http://www.netaddress.com 
 
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X-Sender: bob.greenwade@klock.com 
Date: Fri, 30 Jan 1998 08:35:01 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: [Re: [Re: TUMA Maneuvers]] 
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At 10:47 AM 1/30/98 -0500, Stainless Steel Rat wrote: 
>-----BEGIN PGP SIGNED MESSAGE----- 
> 
>>>>>> "F" == Filksinger <filkhero@usa.net> writes: 
> 
>F> The rules state that Abort can only be used with defensive actions, but 
>F> the rules do _not_ say that Abort can _always_ be used with _all_ 
>F> defensive actions. 
> 
>Yes, it does.  One may abort to *ANY* defensive action. 
> 
>Defensive Throw is a maneuver that one specifically may not abort to use. 
> 
>Therefore, use of Defensive Throw is not a defensive action. 
> 
>Defensive Throw is not a defensive action.  It is not a "neutral action"; 
>those are things like holding, unstunning, and taking recoveries. 
>Therefore it must be an offensive action. 
> 
>All offensive actions require a DEX roll to see which goes first when one 
>wishes to go first. 
> 
>Therefore, use of Defensive Throw requires a DEX roll (and a held action). 
> 
>This is where I write "QED", right? 
 
   Not necessarily....  I've been following this discussion only 
cursorially, since it's gone outside by usualy area of expertise, but it 
always catches my attention when someone spells something out this 
specifically because such arguments always serve to either change my 
viewpoint, or see exactly where the other person has gone wrong. 
   What I find the HSR saying (on page 141) is, "A character can abort his 
next action to perform a defensive Combat Manever or some other defensive 
action like turning on a Force Field."  In this section, it doesn't say 
"any" (the word which you not unreasonably emphasized). 
   If you can point out to me somewhere in the HSR (or TUMA) that it 
specifically uses the phrase "any defensive action" in connection with 
Abort, then I'd have to agree with your logic; it's just a matter of Doing 
The Math.  Otherwise, I'd have to disagree on that premise. 
--- 
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X-Sender: bob.greenwade@klock.com 
Date: Fri, 30 Jan 1998 08:42:11 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Problems with the language similarity chart 
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At 07:40 AM 1/30/98 -0500, Dave Mattingly wrote: 
>What kind of similarity would you give ASL (American Sign Language) and 
>Braille to English, if any? 
> 
>And how many points should be spent for what effects? e.g. is just 1 
>point of Braille all that's needed, since it's considered literacy? 
 
   I'd call Braille a form of literacy, and ASL one point of similarity 
(the grammar is the same, and words are often spelled out). 
   I'd also require that hand-letters be required for speakers of ASL, as a 
form of "literacy." 
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Return-Path: daemon@omg.org 
Date: Fri, 30 Jan 1998 11:50:00 -0500 (EST) 
X-Sender: jprins@interhop.net 
From: jprins@interhop.net (John and Ron Prins) 
Subject: Re: TUMA Maneuvers 
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>It is a conceptual thing.  Offensive maneuvers are intended to put one's 
>opponent at a disadvantage.  Defensive maneuvers are intended to neutralize 
>or mitigate a disadvantaged position.  An escape from a hold is a defensive 
>maneuver.  Reversing a hold into a hold or throw is an offensive maneuver. 
>Offensive maneuvers require attack rolls. 
 
Block puts an opponant at a disadvantage - namely, the blocked person goes 
after the blocker, regardless of DEX, if they have the next phase in common. 
 
Throw also puts an opponant at a disadvantage - it throws them off their 
feet and imposes the same 'sequence' as Block. 
 
However, neither, in and of themselves do damage. A simple non-damaging 
throw is rediculously easy to resist (b/c the Breakfall/Acrobatics penalties 
are based on damage - no damage, no penalties). 
 
Further, the Block/Throw _does_ require an 'attack' roll, namely the Block 
roll. Now, you could choose to simply apply this vs. the DCV of the target 
rather than making it 'automatic' once the Block has succeeded, but that's 
another matter. And probably the best solution - block first (defensive 
element), and if the block succeeds, compare the OCV roll vs targets DCV to 
see if he's thrown. 
 
I see your point, Rat, in that 'throws' are offensive. But, blocks are 
'defensive'. Escapes are neither (you can't abort to an escape maneuver, 
AFAIK), they are an Exert, which adds to some other action (offensive or 
defensive). The Escape/Grab is not an Escape maneuver, but a Grab maneuver 
preceded by an escape attempt. Anybody could do this if they had enough STR 
(break the Grab with STR, and if they do well enough, use the full/half 
phase for a normal Grab). That's why the Escape/Throw has the 'Var.' time 
part. See note below. 
 
But does the 'offensive' portion of the maneuver cancel out its 'defensive' 
portion? Not in my opinion. You cannot abort to a block that has an 
offensive element, but if you have a held phase, or are in your own phase 
(but not yet at your DEX), the block is still a defensive action and should 
go first automatically. And if I declare that I'm using the Defensive Throw 
earlier in the phase or turn, it darn well should go first! The throw is NOT 
'automatic', as it still depends upon the Block to work. Nor does the Throw 
'negate' the attack like a normal 'held phase throw' would - the Block does 
that! IMHO, the Block is in this maneuver to allow for 'defensive throws' 
without resorting to the DEX vs. DEX check. 
 
The whole thing comes down to whether or not the 'block' is a prerequisite 
of the 'throw'. (see Partial Maneuvers, pg.179 of TUMA). If I _have_ to 
block in order to throw, then the throw becomes even less useful. The whole 
maneuver becomes definitely defensive b/c I _cannot_ throw someone unless 
they attack me so I can block them. 
 
If the two elements are separate (i.e. I can throw without blocking), then 
the maneuver looks a lot more offensive, in which case I would force the DEX 
vs. DEX check if somebody was just using the Throw. Personally, I think the 
block is required to throw - that's how it would work in my campaign. 
 
*Note: Can you grab someone while still being grabbed yourself? I.e. he's 
grabbed my arms, but I use my legs to grab his. In this case, the Escape 
portion of the maneuver could be irrelevant to the Grab attempt, as Grab and 
Crush is certainly possible with just the legs. It depends how many of your 
limbs are ties up, I guess. 
 
----------------------------------------------------------------------------- 
"And go on to rule this world from beyond the grave." 
"Indeed!" 
"That, or check into a mental hospital; whatever comes first." 
----------------------------------------------------------------------------- 
John D. Prins 
jprins@interhop.net 
 
Return-Path: daemon@omg.org 
Date: Fri, 30 Jan 1998 12:12:32 -0500 (EST) 
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From: jprins@interhop.net (John and Ron Prins) 
Subject: Re: [Re: TUMA Maneuvers] 
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>F> Blocks do not go first because they are defensive maneuvers. 
> 
>F> The description of Block in the BBB is very clear, as is the one in 
>F> Ninja Hero (I assume it is the same in UMA). 
> 
>They go first because they have the Abort element.  Read the description of 
>the Abort element.  That is the entire point of the element: it lets you 
>take a defensive action before an attacker can hit you, regardless of DEX 
>counts and rolls. 
 
Quotation time!: 
 
TUMA, pg. 110, 'Abort': 
 
"The character can abort to his next Phase to perform this maneuver on a 
Segment not normally his Phase." 
 
BBB, pg. 152, 'Block': 
 
"This action blocks a hand-to-hand opponant's attack and sets the blocking 
character to deliver the next blow. A character who wants to Block must 
declare his intention before his attacker attempts an Attack Roll." 
 
BBB, pg. 140, 'Holding an Action': 
 
"Regardless of the roll, defensive actions (or any action that the character 
could abort to) will go off first; the DEX roll applies only to attack or 
movement actions." 
 
Point 1: Abort is not necessary to block. All block requires is a held 
action or current phase and a declaration to block before the Attack Roll is 
made. 
 
Point 2: Defensive actions are NOT necessarily ones you can abort to (see 
the 'or' in the third quote?) 
 
Point 3: Blocks do not care about the DEX order. I do not have to Abort to a 
block if I have an action available (held or it's my phase/not my DEX yet). 
Abort only comes into play if you want to 'pre-spend' an action in a Segment 
_before_ your phase. 
 
Conclusion: If I have an available action, Block _automatically_ goes first, 
by the very nature of the Block mechanic, _separate_ from its use as an 
Abort. All I have to do is declare the intention to Block before the Attack 
Roll is made. Blocks always go before incoming attacks. This is a function 
of Block, not a function of Abort. 
----------------------------------------------------------------------------- 
"And go on to rule this world from beyond the grave." 
"Indeed!" 
"That, or check into a mental hospital; whatever comes first." 
----------------------------------------------------------------------------- 
John D. Prins 
jprins@interhop.net 
 
Return-Path: daemon@omg.org 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: [Re: H5: continuous and uncontrolled powers] 
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>>>>> "GH" == Guy Hoyle <ghoyle1@airmail.net> writes: 
 
GH> OK, so Transfer is Drain+Aid, Ranged.  It STILL duplicates those two 
GH> powers pretty much. 
 
With Transfer there is a 1:1 correspondance between points removed and 
points added.  There is no way to get Drain+Aid to have that same ratio (at 
least not without limitations that make one wince).  That is what warrants 
Transfer as a distinct power. 
 
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Return-Path: daemon@omg.org 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: IIRC 
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>>>>> "DPL" == Darien Phoenix Lynx <chip@owlnet.rice.edu> writes: 
 
DPL> Okay, I thought I would figure it out if I watched people use it 
DPL> enough.  But I must be hopelessly ignorant. What does IIRC mean???? 
 
"If I remember correctly". 
 
Goes along with IMHO: "in my humble opinion".  Those who do not consider 
themselves to be humble will omit the "H". 
 
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X-Sender: bob.greenwade@klock.com 
Date: Fri, 30 Jan 1998 09:16:56 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Northwest Champions 
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   Well, I finally have the First Draft for The Ultimate Super Vehicle 
ready; it will be heading off to Bruce this weekend (slightly over a month 
later than originally expected, but it is getting there!). 
   Now, until Bruce gets back to me, I'm going to be turning my attention 
to the next two books on my docket:  Northwest Champions, and VOICE.  (The 
latter, I will discuss on a different thread.) 
   Northwest Champions will be a sourcebook for general and Hero 
roleplaying in the Pacific Northwest, primarily covering the states of 
Oregon, Washington, and Idaho (with a little "spillage" into northern 
California, western Montana, and southern British Columbia).  As an 
organizational template ("role model"), I will be using Kingdom of 
Champions and Justice Not Law, though I may also add San Angelo to that 
list; I'll be giving information on the real Northwestern areas first, then 
additions for the Champions Universe, and finally a sourcebook of NPC 
heroes and villains. 
   Now, the big question:  is there anything specific that you'd like to 
seen included?  Any questions you'd like to have answered in this book? 
Any characters that have been published in the past whom you'd like to see 
updated in this book, who would seem appropriate?  (For this last, I'm 
already planning on Project Sunburst and possibly the Unique Battallion.) 
   In fact, at this stage, any input would be appreciated. 
--- 
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Date: Fri, 30 Jan 1998 09:18:06 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: VOICE 
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   And now, as promised, a word from VOICE.  ;-] 
   VOICE will be an organization book with the detail of the VIPER 
sourcebook, but with several elements of atmosphere and method that set it 
apart from that group as well as other Champions Universe villain agencies. 
 (The last thing I want VOICE to be treated as is "just another VIPER-like 
organization.")  The biggest difference will be that, since it is an 
organization with a very Chinese background despite its numerous 
non-Chinese members, I will play up the multi-layered mystery traditional 
to Chinese villainous organizations in a way that hasn't really been 
emphasized before. 
   The big question here is the same as for Northwest Champions.  Is there 
anything specific that you'd like to see included in this sourcebook?  Any 
questions you'd like to have answered?  Any characters that have been 
published in the past whom you'd like to see updated here (at least, that 
isn't painfully obvious, like the original members)? 
   Oh, and if anyone has corrections for linguistic screw-ups on character 
names among the original members of VOICE, that would be cool too. 
(Specifically, I think there was a discussion some time ago on Le Maistre; 
and a Japanese character whom I want to call Shadow Dagger is currently 
listed as Kagetantoo.) 
   As with Northwest Champions, any input would be appreciated. 
--- 
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 
 
 
Return-Path: daemon@omg.org 
Date: Fri, 30 Jan 1998 09:18:24 -0800 (PST) 
From: Anthony Jackson <ajackson@iii.com> 
Reply-To: Anthony Jackson <ajackson@iii.com> 
Subject: Re: [Re: H5: continuous and uncontrolled powers] 
Cc: champ-l@omg.org 
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Stainless Steel Rat writes: 
> Wrong.  If Transfer was Drain+Aid it would be written up as Drain+Aid.  It 
> is not.  A power should *NEVER* be used to exactly duplicate the effects of 
> another power, as you describe.  Transfer is *NOT* an overpriced Aid+Drain 
> (the "overpriced" part is arguable, but IIRC, Transfer is Ranged, Drain and 
> Aid are not). 
>  
Transfer isn't ranged, and cannot in fact be done with drain+aid, for the 
simple reason that the target of the drain isn't the same as the target of the 
aid.  More importantly, it predates the aid power ;).  Actually, it might 
predate the drain power as well.  It still _behaves_ like drain+aid. 
 
Return-Path: daemon@omg.org 
Date: Fri, 30 Jan 1998 11:45:42 -0600 
From: "Guy Hoyle" <ghoyle1@airmail.net> 
Subject: Re: [Re: H5: continuous and uncontrolled powers] 
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On 1/30/98, at 12:13 PM, Stainless Steel Rat  wrote:  
 
>-----BEGIN PGP SIGNED MESSAGE----- 
> 
>>>>>> "GH" == Guy Hoyle <ghoyle1@airmail.net> writes: 
> 
>GH> OK, so Transfer is Drain+Aid, Ranged.  It STILL duplicates those two 
>GH> powers pretty much. 
> 
>With Transfer there is a 1:1 correspondance between points removed and 
>points added.  There is no way to get Drain+Aid to have that same ratio (at 
>least not without limitations that make one wince).  That is what warrants 
>Transfer as a distinct power. 
> 
 
Still, it seems like a very trivial difference to me, since the rolls average out the same over time. 
 
Guy 
 
Common problems need Uncommon Solutions! 
http://www.uncommonsolutions.com 
 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: TUMA Maneuvers 
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>>>>> "JaRP" == John and Ron Prins <jprins@interhop.net> writes: 
 
JaRP> Block puts an opponant at a disadvantage - namely, the blocked person 
JaRP> goes after the blocker, regardless of DEX, if they have the next 
JaRP> phase in common. 
 
The interception of an incoming attack -- neutralizing your disadvantage, 
that of being hurt by the attack -- is the primary purpose of Block.  The 
limited occourance (especially when one aborts to Block) of the reversal of 
DEX order is insignificant by comparison. 
 
JaRP> Throw also puts an opponant at a disadvantage - it throws them off 
JaRP> their feet and imposes the same 'sequence' as Block. 
 
Exactly.  The philosophies of the two maneuvers are different.  That is why 
Defensive Throw loses the Abort element. 
 
JaRP> However, neither, in and of themselves do damage. 
 
Nor do the Grab options other than Throw and Squeeze, disarm, and others. 
Damage is not a requirement of an offensive action. 
 
JaRP> A simple non-damaging throw is rediculously easy to resist (b/c the 
JaRP> Breakfall/Acrobatics penalties are based on damage - no damage, no 
JaRP> penalties). 
 
JaRP> Further, the Block/Throw _does_ require an 'attack' roll, namely the 
JaRP> Block roll. 
 
It is not an attack roll by strictest definition.  It is an OCV vs. OCV 
roll.  Attack rolls are OCV vs. DCV.  It does end your action phase, 
however. 
 
[...] 
 
JaRP> I see your point, Rat, in that 'throws' are offensive. But, blocks 
JaRP> are 'defensive'. 
 
Please read Steve Long's recent comments on this.  While I disagree with 
his philosophy behind the changes he made, I cannot fault the compensations 
he incorporated to balance those changes.  When he allowed "Target Falls", 
an offensive element, to be used with Block, a defensive maneuver base, the 
Block base ceased being defensive in nature. 
 
JaRP> Escapes are neither (you can't abort to an escape maneuver, AFAIK), 
 
Escapes are "neutral" actions.  You cannot abort to an escape, but the 
first escape attempt is considered automatic, and if you roll well enough 
it might be a 0-phase or no time action. 
 
JaRP> they are an Exert, which adds to some other action (offensive or 
JaRP> defensive). The Escape/Grab is not an Escape maneuver, but a Grab 
JaRP> maneuver preceded by an escape attempt. Anybody could do this if they 
JaRP> had enough STR (break the Grab with STR, and if they do well enough, 
JaRP> use the full/half phase for a normal Grab). That's why the 
JaRP> Escape/Throw has the 'Var.' time part. See note below. 
 
That is an interesting way of looking at it. 
 
JaRP> But does the 'offensive' portion of the maneuver cancel out its 
JaRP> 'defensive' portion? 
 
Well, as we previously agreed, escape is neither offensive nor defensive, 
so there is no defensive portion of the maneuver to cancel.  The maneuver 
as a whole, however, is an offensive action.  Where one could use Martial 
Escape as potentially a 0-phase action (if one rolls well enough), a 
combination Escape/Grab requires an attack action.  That is, assuming that 
the GM allows the combination of the two maneuver bases.  I would not. 
 
In the case of the Block/Target Falls maneuver, there is a defensive 
aspect to be countered by the offensive aspect of "Target Falls".  In 
Steve's changes to the system, he specified that when you apply an 
offensive element to the Block maneuver base, the maneuver loses the Abort 
element.  The maneuver cannot be used as a defensive action without Abort. 
 
Once you accept the fact that it cannot be used as a defensive action, it 
is a very short step to the conclusion that it is not a defensive action. :) 
 
[...] 
 
JaRP> The whole thing comes down to whether or not the 'block' is a 
JaRP> prerequisite of the 'throw'. (see Partial Maneuvers, pg.179 of 
JaRP> TUMA). If I _have_ to block in order to throw, then the throw becomes 
JaRP> even less useful. The whole maneuver becomes definitely defensive b/c 
JaRP> I _cannot_ throw someone unless they attack me so I can block them. 
 
Given the maneuver's construction, you must successfully Block an incoming 
attack for the opponent to fall.  In order to successfully Block, the 
opponent must attack.  It is a "Defensive Throw" because you are the 
defender in the fight, not because it is a defensive action. 
 
If you wish to initiate the throw, you need the Strike maneuver base. 
 
[...] 
 
JaRP> *Note: Can you grab someone while still being grabbed yourself? 
 
If by that you mean, can you grab someone that is holding you, strictly 
speaking you cannot.  The one holding pretty much has complete control over 
the one being held.  One must escape the hold first.  Special effects might 
mitigate this. 
 
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--  
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Return-Path: daemon@omg.org 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: [Re: H5: continuous and uncontrolled powers] 
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>>>>> "GH" == Guy Hoyle <ghoyle1@airmail.net> writes: 
 
GH> Still, it seems like a very trivial difference to me, since the rolls 
GH> average out the same over time. 
 
The fact that they are different on the instantaneous basis is the problem. 
You cannot use Drain+Aid to get the effect of, "I take X points of his 
strength and add it to mine."  X points drained and Y points aided will 
frequently be very different values. 
 
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Return-Path: daemon@omg.org 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: [Re: [Re: TUMA Maneuvers]] 
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>>>>> "BG" == Bob Greenwade <bob.greenwade@klock.com> writes: 
 
BG>    What I find the HSR saying (on page 141) is, "A character can abort 
BG> his next action to perform a defensive Combat Manever or some other 
BG> defensive action like turning on a Force Field."  In this section, it 
BG> doesn't say "any" (the word which you not unreasonably emphasized). 
 
It does not need to say it. 
 
My point here is that in order to use a martial maneuver as a defensive 
action that maneuver must have the Abort element.  That is why in Ninja 
Hero the defensive maneuver bases get Abort as a freebie -- it is 
impossible for them not to have it. 
 
TUMA changes this by allowing offensive maneuver elements on defensive 
maneuver bases.  To balance this, the defensive maneuver base loses the 
Abort element.  You cannot abort to use such a maneuver as a defensive 
action.  You canont abort to use Defensive Throw. 
 
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Return-Path: daemon@omg.org 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: [Re: TUMA Maneuvers] 
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>>>>> "JaRP" == John and Ron Prins <jprins@interhop.net> writes: 
 
JaRP> BBB, pg. 152, 'Block': 
 
JaRP> "This action blocks a hand-to-hand opponant's attack and sets the 
JaRP> blocking character to deliver the next blow. A character who wants to 
JaRP> Block must declare his intention before his attacker attempts an 
JaRP> Attack Roll." 
 
Remember that this rule was written when all Block maneuvers had Abort 
elements.  TUMA changed this rule.  TUMA's Defensive Throw is a Block 
maneuver that specifically does not have the Abort element.  One absolutely 
*CANNOT* abort to use Defensive Throw. 
 
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Return-Path: daemon@omg.org 
Date: Fri, 30 Jan 1998 12:06:24 -0600 (CST) 
From: Darien Phoenix Lynx <chip@owlnet.rice.edu> 
cc: "champ-l@omg.org" <champ-l@omg.org> 
Subject: Re: Limitation/AP mods idea 
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On Thu, 29 Jan 1998, qts wrote: 
 
> Are you looking to reintroduce the old FH-1 concept of Modifiers? These 
> (Reduced End and Variable Advantage, as I recall) were taken after 
> calculating the Active Cost, but before any limitations. 
 
I haven't heard of FH-1 modifiers, but that sounds about right. Also, some 
limitations *would* affect the active cost... those that made the power 
actively different. As I said, most applicability limitations, reduced 
penetration and no knockback, but not any of the slew of conditional 
limitations (including the common focus, incantations, gestures, and so 
on). Applicability limitations are limitations that claim that the power 
only applies to a certain subset of what it normally does. For instance an 
EB that only works on undead, or a force field that only works on fire 
both have applicability limitations. Players should get a break and some 
encouragement in taking such powers by having to pay less END to use them. 
Furthermore, they could make bigger versions of such powers fit inside 
multipowers, although it would require the magnifying glass (is it the 
yield sign now? I saw it in my copy of TUSM). 
 
I need to get my book and make the list as Dataweaver suggests, but I'm a 
tad busy. 
 
Return-Path: daemon@omg.org 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: TUSV: Damaging Movement 
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>>>>> "BG" == Bob Greenwade <bob.greenwade@klock.com> writes: 
 
BG>    This is, by the way, something that didn't make it into the First 
BG> Draft of TUSV because I wasn't sure how to handle it.  Rockets to a lot 
BG> of blast damage, and a person could be badly hurt by spinning 
BG> helicopter rotors or airplane propeller (as demonstrated in "Raiders of 
BG> the Lost Ark"), but I'm really uncertain as to whether such a thing 
BG> should be a Side Effect type of Limitation, a Linked [sorry] Power, or 
BG> just something so secondary, equally advantageous and disadvantageous, 
BG> that the Vehicle should get it simply by definition. 
 
Like I said, if the ability is used once as creative use of the ability, 
there is no problem. 
 
That said, I would take a look at some of the notes in the old Danger 
International.  Propulsion systems that are used to damage things get 
something similar to Side Effect.  It is not quite the same thing as Side 
Effect, though.  For instance, US and Brittish fighter pilots during World 
War II would use their propellers to chop up various types of Axis fighter 
that were made of wood and canvas.  The tradeoff was a) the damage to their 
propeller blades, themselves made of wood; and b) when German fighers 
started using metal fuselages like the Allies, the Allied pilots started 
losing aircraft. 
 
And with that said, if a character frequently uses his dangerous propulsion 
system as a weapon, and the vehicle does not spend half the campaing in the 
shop being repaired of self-inflicted damage, he has to spend points for 
the attack.  And be sure to put a Burnout roll on it. :) 
 
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Return-Path: daemon@omg.org 
Date: Fri, 30 Jan 1998 12:35:50 -0600 (CST) 
From: Darien Phoenix Lynx <chip@owlnet.rice.edu> 
Subject: Re: [Re: H5: continuous and uncontrolled powers] 
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On Fri, 30 Jan 1998, Guy Hoyle wrote: 
 
> On 1/30/98, at 10:50 AM, Stainless Steel Rat  wrote:  
> >>>>>> "DT" == Donald Tsang <tsang@sedl.org> writes: 
> > 
> >DT> C'mon.  Transfer is an overpriced version of Drain+Aid. 
> > 
> >Wrong.  If Transfer was Drain+Aid it would be written up as Drain+Aid.  It 
> >is not.  A power should *NEVER* be used to exactly duplicate the effects of 
> >another power, as you describe.  Transfer is *NOT* an overpriced Aid+Drain 
> >(the "overpriced" part is arguable, but IIRC, Transfer is Ranged, Drain and 
> >Aid are not). 
>  
> OK, so Transfer is Drain+Aid, Ranged.  It STILL duplicates those two powers pretty much.  
>  
> Correct me if I'm wrong, but isn't the prohibition against duplicating the effect of another power pretty much a rule of thumb, and not an absolute?  If it was, we wouldn't have both Armor and Force Field, or the Growth and Shrinking powers, to name a few. 
 
If AID costs 10, and DRAIN costs 10, and TRANSFER costs 15, then I'm not 
sure how transfer is overpriced? After all, it's fewer active points and 
costs less END to use, but I don't remember anything about it being 
ranged. 
 
As for duplicate effects, I've always been in favor of having: 
 
POWER 
----- 
 
POWER is used to represent a super-power. One die of POWER costs 5 points 
and lets you do one die of stuff. Stuff must be defined when the power is 
purchased. More powerful stuff should costs 10 points per die or even 15. 
You may add advantages and limitations onto POWER to achieve different 
effects. POWER costs END to use and has no range. POWER should be 
regulated carefully by the GM (magnifying glass), or it might be abused. 
If you use POWER in a way that is not intended, a stainless steel rat will 
tell you so. POWER is only recommened for use in superheroic campaigns, 
heroic campaigns should use TALENT or SKILL instead. 
 
Return-Path: daemon@omg.org 
Date: Fri, 30 Jan 1998 14:37:05 -0400 (AST) 
From: Trevor Barrie <tbarrie@ibm.net> 
Subject: Re: Problems with the language similarity chart 
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Sender: owner-champ-l@omg.org 
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To: champ-l@omg.org 
 
On Wed, 28 Jan 1998, Brian Wong wrote: 
 
> 	It's germanic. In fact, I've never studied german but I have 
> found myself able to understand parts of it when I listen in closely.  
 
Yep. German is just English with a funny accent.:) 
 
 
Return-Path: daemon@omg.org 
Date: Fri, 30 Jan 1998 14:40:31 -0400 (AST) 
From: Trevor Barrie <tbarrie@ibm.net> 
Subject: Re: Point Crocks????? 
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On Thu, 29 Jan 1998, David Fair wrote: 
 
> >> Not to mention the fact that this charcter can now jump farther, carry 
> >> more, use heavier weapons, impress the ladies or if a lady impress the 
> >> guys, 
> Not to be jerk, but ST does nothing to impress anyone. 
 
Lifting a tank would impress the hell out of me, no matter what the person 
doing it _looked_ like. Do you disagree? 
 
> That is what PRE is for. 
 
Yes, but there's a reason why the rules for Presence Attacks include 
bonuses based on the attacker's actions. 
 
Return-Path: daemon@omg.org 
Date: Fri, 30 Jan 1998 14:43:08 -0400 (AST) 
From: Trevor Barrie <tbarrie@ibm.net> 
Subject: Re: TUMA Maneuvers 
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On Fri, 30 Jan 1998, Tim R. Gilberg wrote: 
 
> 	Why not.  It's standard Hero ever since NH. 
 
Nothing is standard Hero until it appears in the Hero rulebook (sounds 
almost axiomatic). None of the "build-your-own-Maneuver" martial arts 
rules merit that description. 
 
Return-Path: daemon@omg.org 
Date: Fri, 30 Jan 1998 10:52:11 -0800 
From: RGSchwerdtfeger@directv.com (Richard G Schwerdtfeger) 
Subject: Re[2]: Problems with the language similarity chart 
Content-Description: cc:Mail note part 
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At 12:52 AM 1/30/98 CST, Don McKinney wrote: 
>> In a message dated 98-01-28 12:28:23 EST, voxel@theramp.net writes: >>  
>> > Personally, I don't think English has a 4-pt. similarity to ANYTHING,  
though 
>> >  at the rate which languages as far off as Japanese are borrowing words, it 
>> >  might not be too far off the mark to say it has a 1 pt. similarity with >> 
>  EVERY modern language. :] 
>>  
>> English has a 4-pt similarity to American, and vice versa :-) > 
>Actually, only Australian and American have 4 pts. of Similiarity. >Aussie and  
Kiwi have a 3 pt. similiarlity to each other, and a 2 pt. >similiarity to  
Tazmanian (which my Aussie co-workers have described as >"the Kentuck of  
Australia").  American has a 3 pt. similiarity to >both Common Canadian Redneck, 
and a 2 pt. similiarity to Ebonics. >British (ie, the Queen's English, as  
opposed to the English of everyone >else in the British Isles) has a 3 pt.  
similiarity (everything but >slang, as in "Do you want me to knock you up?" from 
the male 
>bellhop to the beautiful young American female traveller) to American, >and  
probably a 4 pt. similiarity to Common Canadian and Aussie. 
> 
>Did I miss any English derivatives? 
 
There was also a particular dialect found here in Los Angeles (in the San  
Fernando Valley). Anyone who has listened to the Frank/Moon Unit Zappa 
song "Valley Girl" will agree that it only had a 2. pt similarity. 
 
Richard 
 
Return-Path: daemon@omg.org 
From: "qts" <qts@nildram.co.uk> 
Date: Fri, 30 Jan 98 19:20:52  
Reply-To: "qts" <qts@nildram.co.uk> 
Priority: Normal 
Subject: Re: H5: continuous and uncontrolled powers 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On 29 Jan 1998 15:44:05 -0500, Stainless Steel Rat wrote: 
 
>-----BEGIN PGP SIGNED MESSAGE----- 
> 
>>>>>> "q" == qts <qts@nildram.co.uk> writes: 
> 
>>> So a Transfer can only give you so much, but can continue dropping your 
>>> opponent's trait? 
> 
>q> Yes 
> 
>No. 
> 
>Adjustment powers cannot adjust more than their active point limit.  
 
Agreed - I took that to be a given. 
qts 
 
Home: qts@nildram.co.uk. 
 
Return-Path: daemon@omg.org 
From: "qts" <qts@nildram.co.uk> 
Date: Fri, 30 Jan 98 19:23:01  
Reply-To: "qts" <qts@nildram.co.uk> 
Priority: Normal 
Subject: Re: H5: continuous and uncontrolled powers 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Thu, 29 Jan 1998 17:35:22 -0600 (CST), Dataweaver wrote: 
 
>On 29 Jan 1998, Stainless Steel Rat wrote: 
> 
>> -----BEGIN PGP SIGNED MESSAGE----- 
>>  
>> >>>>> "q" == qts <qts@nildram.co.uk> writes: 
>>  
>> >> So a Transfer can only give you so much, but can continue dropping your 
>> >> opponent's trait? 
>>  
>> q> Yes 
>>  
>> No. 
>>  
>> Adjustment powers cannot adjust more than their active point limit.  They 
>> also cannot adjust active points that are not there.  To wit, against a 
>> 12D6 Energy Blast, 60 active points, you cannot take away more than 60 
>> active points.  If you have a maximum of 30 active points of Transfer you 
>> cannot adjust more than 30 points of that Energy Blast. 
> 
>...and getting back to the original question: does this also apply to 
>Drain?  i.e., if you have 5d6 Drain, are you limited to a maximum of 30 
>Active points that can be Drained?  (I'd like to ask a favor: Please give 
>relevant quotes from the BBB to back up your statements.)   
 
Per the HSR, you are NOT limited - remember that EBs and KAs are merely 
a special sort of Drain. 
 
However, I wonder whether they should be. 
qts 
 
Home: qts@nildram.co.uk. 
 
Return-Path: daemon@omg.org 
From: "\"qts\" <qts@nildram.co.uk> 
        \"Tim R. Gilberg\"" <qts@nildram.co.uk> 
Date: Fri, 30 Jan 98 19:39:52  
Reply-To: "qts" <qts@nildram.co.uk> 
Priority: Normal 
Subject: Re: Point Crocks????? 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Thu, 29 Jan 1998 16:18:55 -0600 (CST), Tim R. Gilberg wrote: 
 
>> >	Oh, I don't know.  You can look pretty "impressive", 
>> >physique-wise, with a sub-average PRE.  The STR and BOD scores have most 
>> >to do with looks, especially in more "realistic" campaigns. 
>> > 
>> 
>> Perhaps in your campaign, not in mine. 
> 
> 
>	How do you rationalize that?  Physical stats, STR and BOD 
>especially, but also DEX and CON, quite obviously come with the effect of 
>"looking" stronger, sleeker, bulkier, or whatever. 
 
Str is very useful for making Presence Attacks... 
qts 
 
Home: qts@nildram.co.uk. 
 
Return-Path: daemon@omg.org 
Date: Fri, 30 Jan 1998 14:45:00 -0500 (EST) 
X-Sender: jprins@interhop.net 
From: jprins@interhop.net (John and Ron Prins) 
Subject: Re: TUMA Maneuvers 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
>JaRP> Escapes are neither (you can't abort to an escape maneuver, AFAIK), 
> 
>Escapes are "neutral" actions.  You cannot abort to an escape, but the 
>first escape attempt is considered automatic, and if you roll well enough 
>it might be a 0-phase or no time action. 
 
Actually, you can abort to an escape, see the Abort listing in TUMA pg 110, 
where it explicitly states that you can build Escapes with Abort at +1 point 
cost to the maneuver. 
 
>In the case of the Block/Target Falls maneuver, there is a defensive 
>aspect to be countered by the offensive aspect of "Target Falls".  In 
>Steve's changes to the system, he specified that when you apply an 
>offensive element to the Block maneuver base, the maneuver loses the Abort 
>element.  The maneuver cannot be used as a defensive action without Abort. 
 
I disagree. The fundamental nature of Block is Defensive, separate from any 
part of Abort. 
----------------------------------------------------------------------------- 
"And go on to rule this world from beyond the grave." 
"Indeed!" 
"That, or check into a mental hospital; whatever comes first." 
----------------------------------------------------------------------------- 
John D. Prins 
jprins@interhop.net 
 
Return-Path: daemon@omg.org 
Date: Fri, 30 Jan 1998 14:45:03 -0500 (EST) 
X-Sender: jprins@interhop.net 
From: jprins@interhop.net (John and Ron Prins) 
Subject: Re: [Re: TUMA Maneuvers] 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
>JaRP> BBB, pg. 152, 'Block': 
> 
>JaRP> "This action blocks a hand-to-hand opponant's attack and sets the 
>JaRP> blocking character to deliver the next blow. A character who wants to 
>JaRP> Block must declare his intention before his attacker attempts an 
>JaRP> Attack Roll." 
> 
>Remember that this rule was written when all Block maneuvers had Abort 
>elements.  TUMA changed this rule.  TUMA's Defensive Throw is a Block 
>maneuver that specifically does not have the Abort element.  One absolutely 
>*CANNOT* abort to use Defensive Throw. 
 
Rat, I think you're confused on the definition of 'Abort'. Abort lets you 
act on a Segment before your Phase. That's it. If you have a held action or 
you're in your own phase, you don't need Abort. Further, Block, even when 
combined with something else, is _still_ a defensive action. How could it be 
interpreted otherwise? Blocking protects the user by stopping an incoming 
hand-to-hand attack. Therefore it is defensive. Just because you cannot 
Abort to it does not make it 'non-defensive'. It's still 'defensive' 
(especially for the purposes of held actions), you just can't abort to it 
(i.e. you have to use it with a held action or in your own phase). 
 
Now, if you want to impose an additional OCV roll to determine if the Throw 
works as opposed to 'automatically' working, I'd probably agree. 
Automatically throwing someone on a 'defensive' action like a Block feels 
wrong. BUT, turning Block into an 'offensive' action feels even worse. The 
whole point of Block is that you get a chance to stop the attack before it 
happens; this is fundamental to Block, and not a part of Abort. 
 
I.e. If I'm 20 DEX and my opponant punches me on 24 DEX, I do not need to 
'Abort' to Block to stop his punch. Aborting involves acting in earlier 
Segments. 
 
Oh, BTW, Rat, you can Abort to a Missile Reflection, can you not? 
(rhetorical, I checked, you _can_). This is a pretty solid case of an Abort 
to an action that has offensive potential. Sure, it's paid for in the power, 
but so is the 'throw' part of Defensive Throw. Missile Reflection does not 
change Missile Deflection into an attack power. Neither should Throw change 
Block into an attack maneuver. Block stays defensive despite the presence of 
Throw and therefore goes first without a DEX vs DEX check. 
 
----------------------------------------------------------------------------- 
"And go on to rule this world from beyond the grave." 
"Indeed!" 
"That, or check into a mental hospital; whatever comes first." 
----------------------------------------------------------------------------- 
John D. Prins 
jprins@interhop.net 
 
Return-Path: daemon@omg.org 
Date: Fri, 30 Jan 1998 14:42:19 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: Problems with the language similarity chart 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
> >And how many points should be spent for what effects? e.g. is just 1 
> >point of Braille all that's needed, since it's considered literacy? 
> 
>    I'd call Braille a form of literacy, and ASL one point of similarity 
> (the grammar is the same, and words are often spelled out). 
 
	Actually, the grammar is _not_ the same -- one of the major 
reasons deaf students have trouble with English. 
 
>    I'd also require that hand-letters be required for speakers of ASL, as a 
> form of "literacy." 
 
	Maybe, I'm not to sure, though.  I'd think it'd come with but one 
point of any of the major sign languages.  (ASL, Manually Coded English, 
and I forget the third.  I think there's a third.) 
 
 
			-Tim Gilberg 
 
Return-Path: daemon@omg.org 
From: "\"qts\" <qts@nildram.co.uk> 
        \"Darien Phoenix Lynx\"" <qts@nildram.co.uk> 
Date: Fri, 30 Jan 98 20:48:43  
Reply-To: "qts" <qts@nildram.co.uk> 
Priority: Normal 
Subject: Re: Limitation/AP mods idea 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Thu, 29 Jan 1998 11:43:32 -0600 (CST), Darien Phoenix Lynx wrote: 
 
>To help clarify, explain to me why a personal immunity EB has a longer 
>range, costs more END and is more difficult to dispel than a regular 
>EB--even though it's actively the same EB. Or half-end, or variable SFX, 
>and so on. We're not talking about damage AT ALL, but these other effects 
>of active points. Considering that you favor DC limits over AP limits, you 
>shouldn't be concerned about changing active costs... it won't affect your 
>campaign balance, but it will affect the range, END cost, and 
>drain/dispelibility of some powers. 
 
Try looking at it from a Fantasy angle: an EB is a straight-forward 
effect, but imagine an AD&D wizard with a Fireball spell. Now, if he 
casts it in a restricted space, he's going to get blasted too. So he 
adds in PI, making the spell *more complex*, and thus increasing the 
APs. Likewise with VSFX, becaus e the wizard can change the EB from a 
Cone of Cold to a Cone of Salt, the spell is more complex. Because the 
spell is more complex, it takes a more powerful Dispel to counter. 
 
Does this help? 
qts 
 
Home: qts@nildram.co.uk. 
 
Return-Path: daemon@omg.org 
Date: Fri, 30 Jan 1998 14:54:03 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: [Re: [Re: TUMA Maneuvers]] 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
> BG>    What I find the HSR saying (on page 141) is, "A character can abort 
> BG> his next action to perform a defensive Combat Manever or some other 
> BG> defensive action like turning on a Force Field."  In this section, it 
> BG> doesn't say "any" (the word which you not unreasonably emphasized). 
> 
> It does not need to say it. 
 
	Why not? 
 
> My point here is that in order to use a martial maneuver as a defensive 
> action that maneuver must have the Abort element. 
 
	Where are you getting this?  Really, I'd like to know.  Reading 
through the three relavent books, Abort and defensive actions, while often 
interconnected, aren't necessarily/ 
 
> That is why in Ninja 
> Hero the defensive maneuver bases get Abort as a freebie -- it is 
> impossible for them not to have it. 
 
	Not really.  Read about the Abort element.  It just says that 
this alone cannot be used with agressive maneuvers.  (Which is later 
equated to maneuvers that do damage.) 
 
> TUMA changes this by allowing offensive maneuver elements on defensive 
> maneuver bases. 
 
	Not quite.  This was allowed in NH as well.  Any nonexclusive base 
can mix with any exclusive base. 
 
> To balance this, the defensive maneuver base loses the 
> Abort element.  You cannot abort to use such a maneuver as a defensive 
> action.  You canont abort to use Defensive Throw. 
 
 
	Of course you can't abort, but that's not the point.  We are 
talking about declaring this as an action on one's phase and/or holding a 
phase and using it at a chosen time.  As it is a defensive maneuver (the 
Block element provides this), it goes before any moves or attacks.  Read 
the rules, Rat.  You're trying to argue away the printed text in front of 
you. 
 
	Mr. Prins, you've made some fine points on this debate, sparing me 
the time.  Note, however, this. 
 
	A regular throw, with the STR + Throw bases, can be used to 
attempt to (kinda) stop incoming attacks.  This is an offensive throw, but 
if declared on one's phase or used with a held action, has a chance to 
affect an attacking target if a DEX roll is won.  This then throws the 
attacking character and does damage  (STR + v/5, probably.  Maybe more). 
 
	The defensive throw, constructed with a Block + Throw, gains the 
benefit of being a defensive action and therefore going first without a 
roll.  It, however, looses the ability to do damage. 
 
 
 
				-Tim Gilberg 
 
Return-Path: daemon@omg.org 
Date: Fri, 30 Jan 1998 15:01:31 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: TUMA Maneuvers 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
> JaRP> Throw also puts an opponant at a disadvantage - it throws them off 
> JaRP> their feet and imposes the same 'sequence' as Block. 
> 
> Exactly.  The philosophies of the two maneuvers are different.  That is why 
> Defensive Throw loses the Abort element. 
 
	Actually, it lost the Abort because it may have otherwise been 
unbalancing.  I'd disagree, but . . . 
 
> JaRP> I see your point, Rat, in that 'throws' are offensive. But, blocks 
> JaRP> are 'defensive'. 
> 
> Please read Steve Long's recent comments on this.  While I disagree with 
> his philosophy behind the changes he made, I cannot fault the compensations 
> he incorporated to balance those changes.  When he allowed "Target Falls", 
> an offensive element, to be used with Block, a defensive maneuver base, the 
> Block base ceased being defensive in nature. 
 
	Rat, you keep getting this one wrong.  This has actually been 
allowed since Ninja Hero, where any non-exclusive base, like throw, grab, 
whatever, could be mixed with any exclusive base.  Long just took away 
some possible problems by taking away the Abort for any block (and dodge?) 
with Grab and/or Throw. 
 
 
> JaRP> they are an Exert, which adds to some other action (offensive or 
> JaRP> defensive). The Escape/Grab is not an Escape maneuver, but a Grab 
> JaRP> maneuver preceded by an escape attempt. Anybody could do this if they 
> JaRP> had enough STR (break the Grab with STR, and if they do well enough, 
> JaRP> use the full/half phase for a normal Grab). That's why the 
> JaRP> Escape/Throw has the 'Var.' time part. See note below. 
> 
> That is an interesting way of looking at it. 
 
	Made sense to me, too. 
 
> JaRP> But does the 'offensive' portion of the maneuver cancel out its 
> JaRP> 'defensive' portion? 
> 
> Well, as we previously agreed, escape is neither offensive nor defensive, 
> so there is no defensive portion of the maneuver to cancel.  The maneuver 
> as a whole, however, is an offensive action.  Where one could use Martial 
> Escape as potentially a 0-phase action (if one rolls well enough), a 
> combination Escape/Grab requires an attack action.  That is, assuming that 
> the GM allows the combination of the two maneuver bases.  I would not. 
 
	Why not.  It's standard Hero ever since NH.  And was quite allowed 
before 4th edition, albeit in a more unbalancing form. 
 
> In the case of the Block/Target Falls maneuver, there is a defensive 
> aspect to be countered by the offensive aspect of "Target Falls".  In 
> Steve's changes to the system, he specified that when you apply an 
> offensive element to the Block maneuver base, the maneuver loses the Abort 
> element.  The maneuver cannot be used as a defensive action without Abort. 
> 
> Once you accept the fact that it cannot be used as a defensive action, it 
> is a very short step to the conclusion that it is not a defensive action. :) 
 
	Except for the fact that Abort is not what makes a maneuver 
defensive.  Having Block or Dodge as a basis is what makes them defensive. 
You cannot Abort to them, this is a given.  You can, however, declare and 
then use them or use them on a held phase. 
 
 
			-Tim Gilberg 
 
Return-Path: daemon@omg.org 
X-Sender: bob.greenwade@klock.com (Unverified) 
Date: Fri, 30 Jan 1998 13:11:46 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: [Re: [Re: TUMA Maneuvers]] 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 01:02 PM 1/30/1998 -0500, Stainless Steel Rat wrote: 
>-----BEGIN PGP SIGNED MESSAGE----- 
> 
>>>>>> "BG" == Bob Greenwade <bob.greenwade@klock.com> writes: 
> 
>BG>    What I find the HSR saying (on page 141) is, "A character can abort 
>BG> his next action to perform a defensive Combat Manever or some other 
>BG> defensive action like turning on a Force Field."  In this section, it 
>BG> doesn't say "any" (the word which you not unreasonably emphasized). 
> 
>It does not need to say it. 
 
   For the stated logic to hold, yes it does. 
 
>My point here is that in order to use a martial maneuver as a defensive 
>action that maneuver must have the Abort element.  That is why in Ninja 
>Hero the defensive maneuver bases get Abort as a freebie -- it is 
>impossible for them not to have it. 
 
   Actually, your point regarding the text which you quoted above was 
nonexistant, because I was responding to a post by Filksinger, not one of 
yours. 
 
>TUMA changes this by allowing offensive maneuver elements on defensive 
>maneuver bases.  To balance this, the defensive maneuver base loses the 
>Abort element.  You cannot abort to use such a maneuver as a defensive 
>action.  You canont abort to use Defensive Throw. 
 
   I'm not arguing against that at 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 
 
 
Return-Path: daemon@omg.org 
Date: Fri, 30 Jan 1998 13:19:46 -0800 (PST) 
From: Duane Morris <duane@turing.sci.yorku.ca> 
Subject: Re: Problems with the language similarity chart 
X-X-Sender: duane@science.yorku.ca 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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To: champ-l@omg.org 
X-Status:  
X-Keywords: 
X-UID: 46 
 
On Fri, 30 Jan 1998, Bob Greenwade wrote: 
 
> At 12:52 AM 1/30/98 CST, Don McKinney wrote: 
> >> In a message dated 98-01-28 12:28:23 EST, voxel@theramp.net writes:  
> >>  
> >> > Personally, I don't think English has a 4-pt. similarity to ANYTHING, 
> though 
> >> >  at the rate which languages as far off as Japanese are borrowing 
> words, it 
> >> >  might not be too far off the mark to say it has a 1 pt. similarity with 
> >> >  EVERY modern language. :] 
> >>  
> >> English has a 4-pt similarity to American, and vice versa :-) 
> > 
> >Actually, only Australian and American have 4 pts. of Similiarity. 
> >Aussie and Kiwi have a 3 pt. similiarlity to each other, and a 2 pt. 
> >similiarity to Tazmanian (which my Aussie co-workers have described as 
> >"the Kentuck of Australia").  American has a 3 pt. similiarity to  
> >both Common Canadian Redneck, and a 2 pt. similiarity to Ebonics. 
> >British (ie, the Queen's English, as opposed to the English of everyone 
> >else in the British Isles) has a 3 pt. similiarity (everything but 
> >slang, as in "Do you want me to knock you up?" from the male 
> >bellhop to the beautiful young American female traveller) to American, 
> >and probably a 4 pt. similiarity to Common Canadian and Aussie. 
> > 
> >Did I miss any English derivatives? 
>  
>    American Southern, and Cajun.  (After my brief journey to Alabama last 
> spring, I can definitely say that those are two very different derivitaves, 
> and that Gambit's accent is understated in both comic and cartoon.) 
 
Don't forget Canada's East Coast, where we have Newfoundland, the Acadians 
<where Cajun comes from>, and several other wierd and wonderful amalgams 
of English & French. 
 
Duane. 
 
------------------------------------------------------------------- 
Duane Morris <duane@turing.sci.yorku.ca>   Dept. of Technical Services 
Faculty of Pure and Applied Science        Petrie Science Stores 
York University, North York, Ontario  M3J 1P3, CANADA 
Voice: (416) 736-5244; Fax: (416) 736-5516 
 
Return-Path: daemon@omg.org 
X-Sender: bob.greenwade@klock.com (Unverified) 
Date: Fri, 30 Jan 1998 13:26:13 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Problems with the language similarity chart 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 02:42 PM 1/30/1998 -0600, Tim R. Gilberg wrote: 
> 
>> >And how many points should be spent for what effects? e.g. is just 1 
>> >point of Braille all that's needed, since it's considered literacy? 
>> 
>>    I'd call Braille a form of literacy, and ASL one point of similarity 
>> (the grammar is the same, and words are often spelled out). 
> 
> Actually, the grammar is _not_ the same -- one of the major 
>reasons deaf students have trouble with English. 
 
   Now that you make that point, you're right.  Maybe it should be 0 points 
of similarity. 
 
>>    I'd also require that hand-letters be required for speakers of ASL, as a 
>> form of "literacy." 
> 
> Maybe, I'm not to sure, though.  I'd think it'd come with but one 
>point of any of the major sign languages.  (ASL, Manually Coded English, 
>and I forget the third.  I think there's a third.) 
 
   The third is probably Signed English, unless that's just another name 
for what you called Manually Coded English.  Yes, there is a third; at my 
old job of putting out a jobs bulletin, I regularly came across references 
to all three. 
--- 
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 
 
 
Return-Path: daemon@omg.org 
Subject: Re: Point Crocks????? 
Date: Fri, 30 Jan 98 16:29:01 -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 
 
>Str is very useful for making Presence Attacks... 
 
Only if you perform a violent action. And only as a bonus. 
 
If you want a high PRE, buy one. 
 
David A. Fair         | 
SDS International     |     Think Different 
dfair@sdslink.com     | 
 
Return-Path: daemon@omg.org 
X-Authentication-Warning: bermuda.io.com: traveler owned process doing -bs 
Date: Fri, 30 Jan 1998 16:05:05 -0600 (CST) 
From: Dataweaver <traveler@io.com> 
cc: champ-l@omg.org 
Subject: Re: Energy Blast article from website 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Thu, 29 Jan 1998, Filksinger wrote: 
> On Thursday, January 29, 1998 7:44 AM, Dataweaver wrote: 
> >On Wed, 28 Jan 1998, Filksinger wrote: 
> >> On Monday, January 26, 1998 7:47 AM, Dataweaver wrote: 
> >> >On Sun, 25 Jan 1998, Michael (Damon) or Peni R. Griffin wrote: 
> >> >> Counterstrike (+1 or more) - variant of Damage Shield, allows an 
> >> >> automatic hit on a target who has just successfully hit you. 
> >> > 
> >> >Be careful with this one; I could see instances where 
> >> >Counterstrike would be ineffective (such as Counterstrike vs. a 
> >> >Seeking EB...) 
> >> 
> >> Which could actually be a valid ability. A character might have an 
> >> energy blast that tracked back along an attack's path to strike the 
> >> original attacker, for example. 
> > 
> >But it sould not come automatic with Counterstrike; say, require an 
> >extra +1/4A for Counterstrike to be usable against Seeking EB. 
>  
> Why would immunity to Counterstrike come with Seeking? Granted, most 
> SFX would seem to lean that way, but you either have Seeking 
> automatically gets immunity to Counterstrike, or Seeking is treated 
> just like any other EB for purposes of Counterstrike. 
>  
> I might agree with your suggestion, but I do have a tendency to prefer 
> that only features deliberately built-in to a Power, Advantage, or 
> Limitation be given away without extra cost. 
 
I'm not seeing it as Seeking providing immunity to Counterstrike; I'm 
seeing it as Counterstrike being ineffective against Seeking (the 
difference being "which one needs to be modified to change the 
situation?").  The majority of the time, you would need a specially 
designed Counterstrike to be able to retrace a Seeking attack's route and 
hit the source.   
 
---- Jonathan Lang <traveler@io.com> ---- x ------- alias: Dataweaver --------- 
  Webpage:  http://www.io.com/~traveler  /@\ The Dogma of Otherness insists 
  GURPSnet's Benevolent Tyrant for Life  ~~~ that all voices deserve a hearing, 
FAQ: http://www.io.com/~ftp/GURPSnet/www  |  that all points of view have 
Archive: http://www.io.com/~ftp/GURPSnet  |  something of value to offer. 
submit new files to gurpsnet-files@io.com |  --David Brin, "Otherness" 
 
Return-Path: daemon@omg.org 
X-Authentication-Warning: bermuda.io.com: traveler owned process doing -bs 
Date: Fri, 30 Jan 1998 16:27:57 -0600 (CST) 
From: Dataweaver <traveler@io.com> 
cc: champ-l@omg.org 
Subject: Re: Limitation/AP mods idea 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On 30 Jan 1998, Stainless Steel Rat wrote: 
 
> -----BEGIN PGP SIGNED MESSAGE----- 
>  
> >>>>> "D" == Dataweaver <traveler@io.com> writes: 
>  
> D> Yes; you change it into a power that has more range and costs more END 
> D> to use.  But it shouldn't; a 75-point 10d6 Autofire EB should have the 
> D> _same_ range and END cost as a 50-point 10d6 EB; not 50% more. 
>  
> Why?  The character that has the bigger power has a bigger power.  Bigger 
> powers have greater utility than smaller powers.  It really is that 
> simple. 
 
Yes, it's a bigger power; yes, it has more utility.  But that utility is 
_already_ covered very nicely by the fact that the Autofire EB can fire 
five times as often as the regular EB.  Automatically giving it extra 
range is giving it another effect for free (the extra 30 points were spent 
with the intent of raising the rate of fire, not for increasing the range 
and END cost).   
 
---- Jonathan Lang <traveler@io.com> ---- x ------- alias: Dataweaver --------- 
  Webpage:  http://www.io.com/~traveler  /@\ The Dogma of Otherness insists 
  GURPSnet's Benevolent Tyrant for Life  ~~~ that all voices deserve a hearing, 
FAQ: http://www.io.com/~ftp/GURPSnet/www  |  that all points of view have 
Archive: http://www.io.com/~ftp/GURPSnet  |  something of value to offer. 
submit new files to gurpsnet-files@io.com |  --David Brin, "Otherness" 
 
Return-Path: daemon@omg.org 
X-Authentication-Warning: bermuda.io.com: traveler owned process doing -bs 
Date: Fri, 30 Jan 1998 16:30:42 -0600 (CST) 
From: Dataweaver <traveler@io.com> 
cc: champ-l@omg.org 
Subject: Re: H5: continuous and uncontrolled powers 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On 30 Jan 1998, Stainless Steel Rat wrote: 
 
> -----BEGIN PGP SIGNED MESSAGE----- 
>  
> >>>>> "D" == Dataweaver <traveler@io.com> writes: 
>  
> D> ...and getting back to the original question: does this also apply to 
> D> Drain?  i.e., if you have 5d6 Drain, are you limited to a maximum of 30 
> D> Active points that can be Drained?  (I'd like to ask a favor: Please 
> D> give relevant quotes from the BBB to back up your statements.) 
>  
> Again, active points.  Read Drain, where it says that it Drains active 
> points of powers (I'd cite it myself but my BBB is at home, sorry).  It 
> applies to all adjustment powers.  They all operate on active points.  When 
> there are no active points to affect, an adjustment power will have no 
> effect. 
 
I seem to remember the section about Alteration Powers at the beginning of 
the Powers section saying something about the limit of how many points can 
be affected; could someone please let me know exactly what it is?   
 
---- Jonathan Lang <traveler@io.com> ---- x ------- alias: Dataweaver --------- 
  Webpage:  http://www.io.com/~traveler  /@\ The Dogma of Otherness insists 
  GURPSnet's Benevolent Tyrant for Life  ~~~ that all voices deserve a hearing, 
FAQ: http://www.io.com/~ftp/GURPSnet/www  |  that all points of view have 
Archive: http://www.io.com/~ftp/GURPSnet  |  something of value to offer. 
submit new files to gurpsnet-files@io.com |  --David Brin, "Otherness" 
 
Return-Path: daemon@omg.org 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: [Re: [Re: TUMA Maneuvers]] 
Mail-Copies-To: never 
X-No-Archive: yes 
X-Attribution: Rat 
Organization: The Happy Fun Ball Brigade 
Date: 30 Jan 1998 17:59:00 -0500 
Lines: 56 
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: 
 
BG> What I find the HSR saying (on page 141) is, "A character can abort 
BG> his next action to perform a defensive Combat Manever or some other 
BG> defensive action like turning on a Force Field."  In this section, it 
BG> doesn't say "any" (the word which you not unreasonably emphasized). 
 
>> It does not need to say it. 
 
TRG> 	Why not? 
 
Because it should be readilly obvious to anyone with a basic understanding 
of the English language and an ounce of common sense? 
 
>> My point here is that in order to use a martial maneuver as a defensive 
>> action that maneuver must have the Abort element. 
 
TRG> 	Where are you getting this?  Really, I'd like to know. 
 
A defensive action that one cannot abort to use is nonsensical.  "A 
character can abort his next action to perform a defensive Combat Maneuver 
or some other defensive action like turning on a Force Field."  If you 
cannot abort to perform a given action, can it really be called a defensive 
action? 
 
[...] 
 
>> TUMA changes this by allowing offensive maneuver elements on defensive 
>> maneuver bases. 
 
TRG> 	Not quite.  This was allowed in NH as well.  Any nonexclusive base 
TRG> can mix with any exclusive base. 
 
Except for the fact that under NH, Block always has Abort, and you 
absolutely cannot have Abort on any damaging or aggressive maneuvers. 
Therefore the Defensive Strike maneuver is illegal under NH.  TUMA changes 
that by removing Abort from Block if you add an aggressive element to the 
maneuver base. 
 
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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. 
 
Return-Path: daemon@omg.org 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: H5: continuous and uncontrolled powers 
Mail-Copies-To: never 
X-No-Archive: yes 
X-Attribution: Rat 
Organization: The Happy Fun Ball Brigade 
Date: 30 Jan 1998 18:04:26 -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----- 
 
>>>>> "D" == Dataweaver <traveler@io.com> writes: 
 
D> I seem to remember the section about Alteration Powers at the beginning 
D> of the Powers section saying something about the limit of how many 
D> points can be affected; could someone please let me know exactly what it 
D> is? 
 
Champions Deluxe, page 54: 
 
	"The Character Points from Adjustment Powers are applied to the 
	Active Points of a Characteristic or Power. 
 
That is the only limit per se in the Powers introduction section.  As most 
of the adjustment powers have other limits based on additional factors, 
those are described under the specific powers. 
 
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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. 
 
Return-Path: daemon@omg.org 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: TUMA Maneuvers 
Mail-Copies-To: never 
X-No-Archive: yes 
X-Attribution: Rat 
Organization: The Happy Fun Ball Brigade 
Date: 30 Jan 1998 18:06:49 -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----- 
 
>>>>> "JaRP" == John and Ron Prins <jprins@interhop.net> writes: 
 
JaRP> Actually, you can abort to an escape, see the Abort listing in TUMA 
JaRP> pg 110, where it explicitly states that you can build Escapes with 
JaRP> Abort at +1 point cost to the maneuver. 
 
Yup, I just noticed that, going through the construction rules.  Ninja Hero 
does not categorize "exert" as an aggressive maneuver. 
 
>> In the case of the Block/Target Falls maneuver, there is a defensive 
>> aspect to be countered by the offensive aspect of "Target Falls".  In 
>> Steve's changes to the system, he specified that when you apply an 
>> offensive element to the Block maneuver base, the maneuver loses the Abort 
>> element.  The maneuver cannot be used as a defensive action without Abort. 
 
JaRP> I disagree. The fundamental nature of Block is Defensive, separate 
JaRP> from any part of Abort. 
 
The fundamental nature of "Target Falls" is aggressive.  That makes the 
entire maneuver aggresive. 
 
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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. 
                                    \  
 
Return-Path: daemon@omg.org 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: [Re: [Re: TUMA Maneuvers]] 
Mail-Copies-To: never 
X-No-Archive: yes 
X-Attribution: Rat 
Organization: The Happy Fun Ball Brigade 
Date: 30 Jan 1998 18:09:22 -0500 
Lines: 27 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
-----BEGIN PGP SIGNED MESSAGE----- 
 
>>>>> "F" == Filksinger <filkhero@usa.net> writes: 
 
F> Your interpretation. Nowhere in the rules is this stated. The ability to 
F> "go first" with a block is built into the definition of Block, not 
F> Abort. 
 
Nope.  Read your Ninja Hero or TUMA, because nowhere in there does it give 
the Block base, in and of itself, any ability to "go first".  The *ONLY* 
element that allows that is Abort. 
 
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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. 
 
Return-Path: daemon@omg.org 
From: CptPatriot@aol.com 
Date: Fri, 30 Jan 1998 18:37:09 EST 
Subject: Re: 4th Edition starship construction 
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 1/30/98 5:18:09 PM, bob.greenwade@klock.com wrote: 
 
<<Assuming (from the header) that you mean starship hexes, it's 1 hex = 
64" normal scale = 128 meters.  (Star Hero, page 116.)>> 
 
I was trying to convert the 1st ed Star Hero vehicle rules that were posted 
earlier to 4th ed HS and thought that the scale was 5" normal scale = 10 
meters 
 
By the way, anyone selling a copy of Star Hero, 1st Ed. 
 
Archie 
cptpatriot@aol.com 
 
Return-Path: daemon@omg.org 
X-Sender: griffin@mail.txdirect.net 
Date: Fri, 30 Jan 1998 17:42:15 -0600 
From: "Michael (Damon) or Peni R. Griffin" <griffin@txdirect.net> 
Subject: Re: 4th Edition starship construction 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 08:55 AM 1/30/98 EST, CptPatriot@aol.com wrote: 
>Does anyone know the scale of the hexes in the 1st edition Star Hero? 
 
Standard 2m hexes for ship's interior, and "starship hexes" which are 128m 
(or 64 normal hexes) across.  So if a starship weapon has range modifiers 
of -1/3 starship hexes, that would be -1 per 192" in normal scale. 
 
Damon 
 
Return-Path: daemon@omg.org 
X-Sender: griffin@mail.txdirect.net 
Date: Fri, 30 Jan 1998 17:53:31 -0600 
From: "Michael (Damon) or Peni R. Griffin" <griffin@txdirect.net> 
Subject: Re: VOICE 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 09:18 AM 1/30/98 -0800, Bob Greenwade wrote: 
>   And now, as promised, a word from VOICE.  ;-] 
>   VOICE will be an organization book with the detail of the VIPER 
>sourcebook, but with several elements of atmosphere and method that set it 
>apart from that group as well as other Champions Universe villain agencies. 
>   The big question here is the same as for Northwest Champions.  Is there 
>anything specific that you'd like to see included in this sourcebook?  Any 
>questions you'd like to have answered?  Any characters that have been 
>published in the past whom you'd like to see updated here (at least, that 
>isn't painfully obvious, like the original members)? 
 
Unlike many organizations, VOICE has been around for a very long time.  How 
about a section of notes that would allow the organization, in its 
different incarnations, to be dropped into a Pulp Hero (Justice, Inc.) 
campaign, a WWII-era game (Golden Age Champions) or even Western Hero 
(shades of the Wild, Wild West)?   More than a couple of pages worth of 
timeline; a breakdown of different equipment used by VOICE agents, even 
different agent package deals for each era.  Computer Programming might 
regress through the decades to become Radio Operations, then a Telegraph 
skill. 
 
Damon 
 
 
-------------------- 
It always takes longer than you expect, even when you take  
Hofstadter's Law into account. 
          			-- Hofstadter's Law 
 
Return-Path: daemon@omg.org 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: [Re: [Re: TUMA Maneuvers]] 
Mail-Copies-To: never 
X-No-Archive: yes 
X-Attribution: Rat 
Organization: The Happy Fun Ball Brigade 
Date: 30 Jan 1998 20:17:09 -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----- 
 
>>>>> "F" == Filksinger <filkhero@usa.net> writes: 
 
F> 1) There are already exceptions. Dive for Cover cannot normally be 
F>    Aborted to. 
 
Dive for Cover always may be aborted to. 
 
F> 2) The maneuver was deliberately _made_ an exception. If that makes the 
F>    system broken, too bad. 
 
Nope.  The exception is in removing the Abort element from the maneuver 
base.  Steve said as much. 
 
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--  
Rat <ratinox@peorth.gweep.net>    \ Do not taunt Happy Fun Ball. 
PGP Key: at a key server near you! \  
                                    \  
 
Return-Path: daemon@omg.org 
Date: Fri, 30 Jan 1998 19:41:52 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: [Re: [Re: TUMA Maneuvers]] 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
> F> Your interpretation. Nowhere in the rules is this stated. The ability to 
> F> "go first" with a block is built into the definition of Block, not 
> F> Abort. 
> 
> Nope.  Read your Ninja Hero or TUMA, because nowhere in there does it give 
> the Block base, in and of itself, any ability to "go first".  The *ONLY* 
> element that allows that is Abort. 
 
 
	No, again, Rat.  Read your HSR/BBB.  Defensive actions go first in 
the case of a held phase/acting on your phase.  Actually, the wording was 
Defensive actions and *any* *other* action that can be aborted to.  I'd 
assume that last is to cover things like turning on Desolid (not a 
defense, in your words), Shapeshift, Growth, Density Increase, Images, 
etc. 
 
 
			-Tim Gilberg 
 
Return-Path: daemon@omg.org 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: [Re: [Re: TUMA Maneuvers]] 
Mail-Copies-To: never 
X-No-Archive: yes 
X-Attribution: Rat 
Organization: The Happy Fun Ball Brigade 
Date: 30 Jan 1998 21:04:40 -0500 
Lines: 31 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
-----BEGIN PGP SIGNED MESSAGE----- 
 
>>>>> "TRG" == Tim R Gilberg <trgilber@hilltop.ic.edu> writes: 
 
TRG> 	No, again, Rat.  Read your HSR/BBB.  Defensive actions go first in 
TRG> the case of a held phase/acting on your phase.  Actually, the wording was 
TRG> Defensive actions and *any* *other* action that can be aborted to. 
 
The wording is, "defensive Combat Maneuver or some other defensive action". 
 
Combat maneuvers that are not defensive in nature may not be aborted to. 
 
Oh, and by the way activating Desolidification to avoid being tagged by an 
Energy Blast is a defensive action, just as is using Flight in an attempt 
to Dive for Cover out of the blast radius of a grendade. 
 
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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! \  
                                    \  
 
Return-Path: daemon@omg.org 
Date: Fri, 30 Jan 1998 21:58:14 -0500 (EST) 
X-Sender: jprins@interhop.net 
From: jprins@interhop.net (John and Ron Prins) 
Subject: Re: TUMA Maneuvers 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
>JaRP> I disagree. The fundamental nature of Block is Defensive, separate 
>JaRP> from any part of Abort. 
> 
>The fundamental nature of "Target Falls" is aggressive.  That makes the 
>entire maneuver aggresive. 
 
The point isn't agressive (even a Block is an 'agressive' response in my 
book), it's Attack/Defense. If someone is Blocking, they are _not_ 
attacking; they are being attacked. It is not a case of Attacker vs. 
Attacker, it's a case of Attacker vs. Special Defense. 
 
Case in point. Say I've got a Force Field, with a Linked Damage Shield. I 
can raise a force field (a defensive action) to stop an attack without the 
DEX vs DEX check, right? Can I raise a FF with a Linked DS as a defensive 
action as well? I'd say yes - b/c a Damage Shield is a 'responsive' power. 
It depends on the action of the attacker to work. 
 
The same case applies to Block/Throw. Just because a Throw is tacked onto a 
Block (linked, as it were), does not change the fundamentally defensive 
nature of Block. Block needs an attacker before most of its effects can come 
into play (note the DCV bonus would still be around, but the OCV bonus and 
the 'blocks attacks' bits kinda need an attacker to have effect). 
 
Abort has _nothing_ to do with the way Blocks or Dodges work. All Abort 
allows you to do is use a defensive action in a Segment that is before your 
next phase (i.e. Abort lets you 'move forward' your action). That's all that 
a Block without Abort loses; it can only be used as a held action or in your 
own phase. Block by its very nature can be used before the attack comes in, 
regardless of the order of DEX - provided you've got an available action. 
 
Block/Throw is _not_ an attack. It's a 'Special Defense'.  
----------------------------------------------------------------------------- 
"And go on to rule this world from beyond the grave." 
"Indeed!" 
"That, or check into a mental hospital; whatever comes first." 
----------------------------------------------------------------------------- 
John D. Prins 
jprins@interhop.net 
 
Return-Path: daemon@omg.org 
Date: Fri, 30 Jan 1998 21:58:22 -0500 (EST) 
X-Sender: jprins@interhop.net 
From: jprins@interhop.net (John and Ron Prins) 
Subject: Re: [Re: [Re: TUMA Maneuvers]] 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
>F> Your interpretation. Nowhere in the rules is this stated. The ability to 
>F> "go first" with a block is built into the definition of Block, not 
>F> Abort. 
> 
>Nope.  Read your Ninja Hero or TUMA, because nowhere in there does it give 
>the Block base, in and of itself, any ability to "go first".  The *ONLY* 
>element that allows that is Abort. 
 
Not true; Block states that all that is required is a 1/2 phase and a 
declaration that you're Blocking before the Attack Roll is made. Abort only 
comes into play if you don't have an available 1/2 phase - you steal it from 
your next phase. Abort deals solely with this 'stealing' of phases. You do 
not have to Abort to Block or Dodge if you have an available action (held or 
it's your phase), these maneuvers circumvent the normal DEX procedure by 
their very natures. Heck, Block does it twice, once to do the Blocking, and 
then if they next phases are in common it does it again. If Block has this 
ability to circumvent the normal DEX order in the next common phase, why is 
it so odd to think that it could do it during the phase in which the attack 
takes place? 
 
Read the 'holding an action' section in the BBB again. It lets defensive 
maneuvers from held actions go first, NOT because of Abort, but because 
they're defensive actions, and defensive actions automatically go first. 
When you Abort, you Abort to a defensive action (b/c you can only Abort to a 
defensive action), so of course you go first - but this is STILL a function 
of it being a defensive action, not a function of Abort. 
----------------------------------------------------------------------------- 
"And go on to rule this world from beyond the grave." 
"Indeed!" 
"That, or check into a mental hospital; whatever comes first." 
----------------------------------------------------------------------------- 
John D. Prins 
jprins@interhop.net 
 
Return-Path: daemon@omg.org 
From: Brian Wong <rook@shell.infinex.com> 
Subject: Re: Problems with the language similarity chart 
Date: Fri, 30 Jan 1998 21:47:15 -0800 (PST) 
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 kind of similarity would you give ASL (American Sign Language) and 
> Braille to English, if any? 
>  
> And how many points should be spent for what effects? e.g. is just 1 
> point of Braille all that's needed, since it's considered literacy? 
>  
> Dave Mattingly 
>  
	I don't know here. But I do know that ASL is closer to french 
sign language than it is to British. I recall that from the class I took 
on it. 
	I know from Korean Sign Language that they are easier to learn 
than spoken languages. I knew people in Korea who could master that one in 
a single month of regular usage. 
 
Return-Path: daemon@omg.org 
Date: Sat, 31 Jan 1998 00:45:51 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: TUMA Maneuvers 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
> > 	Why not.  It's standard Hero ever since NH. 
> 
> Nothing is standard Hero until it appears in the Hero rulebook (sounds 
> almost axiomatic). None of the "build-your-own-Maneuver" martial arts 
> rules merit that description. 
 
 
	Eh?  It may not be in the standard HSA, but it is in one of the 
genre books giving it more authority than most "unofficial" rules.  In 
fact, for anything in the genre, it is official.  Now, the question is, in 
what genres are the Martial Arts? 
 
	Oh, and we were also talking about 5th edition, which will 
probably contain the expanded list, and possibly the maneuver 
construction rules.  (An idea which I find myself in growing support of.) 
 
 
			-Tim Gilberg 
 
Return-Path: daemon@omg.org 
X-Sender: mlknight@pop.mindspring.com 
Date: Sat, 31 Jan 1998 07:16:16 -0500 
From: Michelle Knight <mlknight@mindspring.com> 
Subject: Re: IIRC 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 10:25 AM 1/31/98 -0800, Rick Holding wrote: 
>Stainless Steel Rat wrote: 
> 
>> Goes along with IMHO: "in my humble opinion".  Those who do not consider 
>> themselves to be humble will omit the "H". 
> 
>	Well, that got me.  I thought the "H" stood for honest. 
 
 
   You can use it either way.  Doesn't really matter. 
 
 
Michelle 
 
Return-Path: daemon@omg.org 
From: "qts" <qts@nildram.co.uk> 
Date: Sat, 31 Jan 98 14:16:57  
Reply-To: "qts" <qts@nildram.co.uk> 
Priority: Normal 
Subject: Re: Point Crocks????? 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Fri, 30 Jan 98 16:29:01 -0500, David Fair wrote: 
 
>>Str is very useful for making Presence Attacks... 
> 
>Only if you perform a violent action. And only as a bonus. 
 
This depends upon how you interpret violent - vs person or vs thing 
 
>If you want a high PRE, buy one. 
 
Agreed 
qts 
 
Home: qts@nildram.co.uk. 
 
Return-Path: daemon@omg.org 
X-Sender: bob.greenwade@klock.com (Unverified) 
Date: Sat, 31 Jan 1998 07:51:21 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: [Re: [Re: TUMA Maneuvers]] 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 06:09 PM 1/30/1998 -0500, Stainless Steel Rat wrote: 
>-----BEGIN PGP SIGNED MESSAGE----- 
> 
>>>>>> "F" == Filksinger <filkhero@usa.net> writes: 
> 
>F> Your interpretation. Nowhere in the rules is this stated. The ability to 
>F> "go first" with a block is built into the definition of Block, not 
>F> Abort. 
> 
>Nope.  Read your Ninja Hero or TUMA, because nowhere in there does it give 
>the Block base, in and of itself, any ability to "go first".  The *ONLY* 
>element that allows that is Abort. 
 
   Abort gives the ability to go first in the current Phase. 
   Block gives a limited ability to go first in the *next* Phase.  My copy 
of Ninja Hero is under a bunch of stuff at the moment, but the first 
paragraphs in the description of the Block maneuver in HSR (pg 152) and the 
Block element in TUMA (pg 110) both mention this fact in the first 
paragraphs. 
--- 
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 
 
 
Return-Path: daemon@omg.org 
X-Sender: bob.greenwade@klock.com (Unverified) 
Date: Sat, 31 Jan 1998 08:04:41 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Problems with the language similarity chart 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 02:37 PM 1/30/1998 -0400, Trevor Barrie wrote: 
>On Wed, 28 Jan 1998, Brian Wong wrote: 
> 
>>  It's germanic. In fact, I've never studied german but I have 
>> found myself able to understand parts of it when I listen in closely.  
> 
>Yep. German is just English with a funny accent.:) 
 
   Or vice versa. 
--- 
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 
 
 
Return-Path: daemon@omg.org 
X-Sender: bob.greenwade@klock.com (Unverified) 
Date: Sat, 31 Jan 1998 08:10:47 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: VOICE 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 05:53 PM 1/30/1998 -0600, Michael (Damon) or Peni R. Griffin wrote: 
>Unlike many organizations, VOICE has been around for a very long time.  How 
>about a section of notes that would allow the organization, in its 
>different incarnations, to be dropped into a Pulp Hero (Justice, Inc.) 
>campaign, a WWII-era game (Golden Age Champions) or even Western Hero 
>(shades of the Wild, Wild West)?   More than a couple of pages worth of 
>timeline; a breakdown of different equipment used by VOICE agents, even 
>different agent package deals for each era.  Computer Programming might 
>regress through the decades to become Radio Operations, then a Telegraph 
>skill. 
 
   Now, *that* is an extremely good suggestion that hadn't occurred to me! 
In particular, the potentiality of using VOICE as a Western Hero villain 
outfit (even though it probably predates the name) would be very 
interesting, especially if the GM is looking for a good Chinese master 
villain.  Lung Hung can be very Fu Manchu-like when (s)he wants to be. 
--- 
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 
 
 
Return-Path: daemon@omg.org 
X-Sender: bob.greenwade@klock.com (Unverified) 
Date: Sat, 31 Jan 1998 08:28:46 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: TUSV: Damaging Movement 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 11:23 AM 1/31/1998 -0800, Rick Holding wrote: 
>-- Bob Greenwade wrote: 
>>    This is, by the way, something that didn't make it into the First Draft 
>> of TUSV because I wasn't sure how to handle it.  Rockets to a lot of blast 
>> damage, and a person could be badly hurt by spinning helicopter rotors or 
>> airplane propeller (as demonstrated in "Raiders of the Lost Ark"), but I'm 
>> really uncertain as to whether such a thing should be a Side Effect type of 
>> Limitation, a Linked [sorry] Power, or just something so secondary, equally 
>> advantageous and disadvantageous, that the Vehicle should get it simply by 
>> definition. 
>>    I probably should have asked the list long ago, but... what do you all 
>> think?  (I suspect that I'll be no less confused when the discussion is 
>> over....) 
> 
> I remember when I first started to play Champions when it first came  
>out, I tried (wel, actually I did) to catch a jet fighter that was causing 
our  
>team some grief.  I had to fly up behind it and got caught by its exhaust, a  
>4d6KE IIRC.  It had actually been specified in the vehicle writeup and 
brought  
>for. 
> 
> A simple solution would be to realise that certain special effects have  
>a consequence.  Helicopters have heavy blades that rotate 300+ RPM, exhausts  
>have tempetures in excess of 1000 degrees C, etc.  GM's call, convert 
either the  
>strength or movement points of a vehicle into the equivelant amount of 
normal or  
>killing damage.  For instance, a jet has 60 active points of flight,  the  
>exhaust if applied does 4D6KE.  A helicopter can lift 6 tonne (40 strength),  
>being struck by the blades causes 2 1/2D6 KP (which in this case is also 
applied  
>to the helicopter in real life). 
> 
> There are so many ways that vehicles can affect the world.  Consider car  
>exhaust and carbon monoxide.  Nobody has ever put forward the case of 
forcing  
>everybody to buy cumulative transform for their vehicle to transform 
breathable  
>air to not. 
 
   This is both helpful, and not helpful. 
   The real question is, how should this be done in terms of Vehicle 
construction? 
--- 
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 
 
 
Return-Path: daemon@omg.org 
From: Don McKinney <dmckinne@cmi.csc.com> 
Subject: Re: TUSV: Damaging Movement 
Date: Sat, 31 Jan 1998 12:18:29 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 
 
> > A simple solution would be to realise that certain special effects have  
> >a consequence.  Helicopters have heavy blades that rotate 300+ RPM, exhausts  
> >have tempetures in excess of 1000 degrees C, etc.  GM's call, convert 
> either the  
> >strength or movement points of a vehicle into the equivelant amount of 
> normal or  
> >killing damage.  For instance, a jet has 60 active points of flight,  the  
> >exhaust if applied does 4D6KE.  A helicopter can lift 6 tonne (40 strength),  
> >being struck by the blades causes 2 1/2D6 KP (which in this case is also 
> applied  
> >to the helicopter in real life). 
> > 
> > There are so many ways that vehicles can affect the world.  Consider car  
> >exhaust and carbon monoxide.  Nobody has ever put forward the case of 
> forcing  
> >everybody to buy cumulative transform for their vehicle to transform 
> breathable  
> >air to not. 
>  
>    This is both helpful, and not helpful. 
>    The real question is, how should this be done in terms of Vehicle 
> construction? 
 
We've always done it as "side effects"; side effects which are NOT  
harmful to the user of the power (or to the vehicle in this instance) 
receive only half the limitation listed in the book.  For example, 
a bazooka has side effects, but it only hits someone standing real 
close behind it when fired. 
 
So, jet fighters all have a -1/2 lim on their flight, "side effects", 
it being a 4d6EKA out the back. 
 
And we NEVER allow someone to aim a side effect...  "You just can't  
maneuver like that..." 
 
 
DonM. 
-- 
========================================================================= 
= Donald E. McKinney, Senior CM Specialist         dmckinne@cmi.csc.com = 
= International Telecommunications Data Systems          (217) 239-8365 = 
= 2109 Fox Drive, Champaign, IL                          (217) 351-8250 = 
= Winter War XXV Convention Chairman, Champaign, IL, February 6-8, 1998 = 
= dmckinne@prairienet.org or winterwar@prairienet.org    (217) 469-9917 =  
========================================================================= 
 
Return-Path: daemon@omg.org 
Date: Sat, 31 Jan 1998 12:18:34 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: Problems with the language similarity chart 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
> > Actually, the grammar is _not_ the same -- one of the major 
> >reasons deaf students have trouble with English. 
> 
>    Now that you make that point, you're right.  Maybe it should be 0 points 
> of similarity. 
 
	I might allow 1 pt similarity for some likenesses.  There is quite 
a bit of difference, however. 
 
>    The third is probably Signed English, unless that's just another name 
> for what you called Manually Coded English.  Yes, there is a third; at my 
> old job of putting out a jobs bulletin, I regularly came across references 
> to all three. 
 
 
	MCE is basically the hand signs in English Word Order, IIRC.  My 
girlfriend was a Deaf-Ed major, and has worked at the Illinois School for 
the Deaf for the past 2 years.  So I'm pretty sure on those two.  I'd have 
to ask about the other one. 
 
 
 
				-Tim Gilberg 
 
Return-Path: daemon@omg.org 
Date: Sat, 31 Jan 1998 12:24:37 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: [Re: [Re: TUMA Maneuvers]] 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
> The wording is, "defensive Combat Maneuver or some other defensive action". 
> 
> Combat maneuvers that are not defensive in nature may not be aborted to. 
 
	True.  And neither may certain defensive combat maneuvers.  Dodges 
or Blocks with added Grabs or Throws come to mind.  So does escapes with 
those elements added. 
 
> Oh, and by the way activating Desolidification to avoid being tagged by an 
> Energy Blast is a defensive action, just as is using Flight in an attempt 
> to Dive for Cover out of the blast radius of a grendade. 
 
	Why defensive?  It's not a defensive power.  Could it be because 
it is in reaction to an incoming attack?  How about using an EB to knock a 
friend out of the way of an oncoming train?  Is that defensive?  Can I 
abort to that? 
 
 
 
				-Tim Gilberg 
 
Return-Path: daemon@omg.org 
Date: Sat, 31 Jan 1998 10:25:26 -0800 
From: Rick Holding <rholding@ActOnline.com.au> 
Subject: Re: IIRC 
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: 
 
> Goes along with IMHO: "in my humble opinion".  Those who do not consider 
> themselves to be humble will omit the "H". 
 
	Well, that got me.  I thought the "H" stood for honest. 
----------------------------------------------------------- 
Ricky Holding    Email: rholding@ActOnline.com.au 
Work is only there to give us time to talk about play 
----------------------------------------------------------- 
 
 
Return-Path: daemon@omg.org 
Date: Sat, 31 Jan 1998 12:35:28 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: Point Crocks????? 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
> 	Isn't there already a stat for this sort of thing? 
> I thought that's what COM was for after all. 
 
	It's a little more complex than that. 
 
> COM: How attractive you look. 
> PRE: How impressive you are, looks or not. 
> STR: How much you can lift. 
> BODY: your hit points. 
> 
> Correct me if I'm wrong here. 
 
 
	Not wrong, just not totally right.  Now, talking about a Realistic 
campaign, the physical scores have some unavoidable side-effects. 
 
	Someone with a, say, 20 STR in a "realistic" campaign is going to 
be hugely barrel-chested, very beefy.  He won't be able to pass as a 98-lb 
(or 200-lb) weakling.  Other possibilities is well-defined, very obvious, 
muscle construction.  A high BOD score will indicate not only someone who 
is better conditioned (for a few points added, no problem), but someone 
who is bigger, with, plain and simply, more Body.  Look at Growth and how 
it automatically adds Bod.  There's more Body there. 
 
	PRE is, as you've said, how impressive you are, looks or not. 
Someone with a 20 STR will look it, very big.  However, if he has only 5 
PRE, he will be meek enough to be unable to impress almost anyone.  See 
Lenny from Of Mice and Men for an example. 
 
	COM could very well be defined as sculpted muscles.  However, I 
wouldn't allow someone to take a high PRE and COM defined as "muscular" 
unless it came with a decent amount of added STR.  15 or more, I'd say. 
 
 
 
			-Tim Gilberg 
 
Return-Path: daemon@omg.org 
Date: Sat, 31 Jan 1998 10:38:42 -0800 
From: Rick Holding <rholding@ActOnline.com.au> 
Subject: Re: [Re: TUMA Maneuvers] 
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: 
>  
> -----BEGIN PGP SIGNED MESSAGE----- 
>  
> >>>>> "TRG" == Tim R Gilberg <trgilber@hilltop.ic.edu> writes: 
>  
> TRG>    Huh, not really.  The block allows one to block the incoming 
> TRG> attack, plain and simple.  The character just can't abort his phase to 
> TRG> go to the block.  He has to declare this maneuver on his action phase. 
>  
> I don't think so, but I will have to check to be sure.  I was under the 
> impression that what allowed a defensive maneuver to occour before an 
> opponent's offensive maneuver was the Abort element. :) 
 
	If the maneuver has an abort component then you can do that at any time  
EXCEPT if you already have used your full phase in that segment.  If you have a  
half phase in reserve or you haven't moved this segment, you can abort to dodge,  
block, dive for cover and anything else which has abort as part of a package. 
 
	If the maneuver doesn't have abort as part of its package, then you must  
have at least that half phase in reserve.  If the maneuver is defensive in  
nature, then you go first.  No roll is required.  If the action is offensive or  
movement related then a dex roll is required to see who goes first. 
 
	Page 140 in the BBB refers. 
--  
----------------------------------------------------------- 
Ricky Holding    Email: rholding@ActOnline.com.au 
Work is only there to give us time to talk about play 
----------------------------------------------------------- 
 
 
Return-Path: daemon@omg.org 
Date: Sat, 31 Jan 1998 10:38:42 -0800 
From: Rick Holding <rholding@ActOnline.com.au> 
Subject: Re: [Re: TUMA Maneuvers] 
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: 
>  
> -----BEGIN PGP SIGNED MESSAGE----- 
>  
> >>>>> "TRG" == Tim R Gilberg <trgilber@hilltop.ic.edu> writes: 
>  
> TRG>    Huh, not really.  The block allows one to block the incoming 
> TRG> attack, plain and simple.  The character just can't abort his phase to 
> TRG> go to the block.  He has to declare this maneuver on his action phase. 
>  
> I don't think so, but I will have to check to be sure.  I was under the 
> impression that what allowed a defensive maneuver to occour before an 
> opponent's offensive maneuver was the Abort element. :) 
 
	If the maneuver has an abort component then you can do that at any time  
EXCEPT if you already have used your full phase in that segment.  If you have a  
half phase in reserve or you haven't moved this segment, you can abort to dodge,  
block, dive for cover and anything else which has abort as part of a package. 
 
	If the maneuver doesn't have abort as part of its package, then you must  
have at least that half phase in reserve.  If the maneuver is defensive in  
nature, then you go first.  No roll is required.  If the action is offensive or  
movement related then a dex roll is required to see who goes first. 
 
	Page 140 in the BBB refers. 
--  
----------------------------------------------------------- 
Ricky Holding    Email: rholding@ActOnline.com.au 
Work is only there to give us time to talk about play 
----------------------------------------------------------- 
 
 
Return-Path: daemon@omg.org 
Date: Sat, 31 Jan 1998 12:43:38 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: Point Crocks????? 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
> >	This, of course, isn't necessarily true in SuperHero campaigns, 
> >where differing physical structures can exist.  But for any normal humans, 
> >it should be very easy (PER roll at, say +3 or 4) to tell, by looking at 
> >two people, which one has 10 STR and which has 20. 
> 
> I rationalize it quite easily, as a matter of fact. The Hero System 
> provides me with a number of characteristics and powers. I rationalize 
> that those should be used for what the designers intended them for; no 
> more, and no less. 
 
	Sure.  But if you want realism you'll have to abide by a few 
concepts. 
 
> I don't give bonuses to seduction rolls for people with high STR (this 
 
	Neither would I.  Unless we're talking about a woman (or man) with 
a major thing for body-builders or really big, beefy guys.  Of course, 
that would be in that woman (or man)'s writeup.  A note that they perfer 
and will be easily seduced by people with a high STR.  But I digress. 
 
> did start as a discussion involving high STR characters as being 
> impressive, and more attractive to members of the opposite sex, after 
> all). I don't assume that a high STR character has to look like a high 
> STR character, whether it is a "reality-based" campaign or not. 
 
	Again, how can you rationalize that.  It will be very obvious who 
happens to be pushing the max lift for humans and who is not.  In a 
"realistic" campaign.  Agreed, in Superheroic campaigns, many other things 
mix in allowing for high STR without the body shape that goes with it. 
 
> Since the system has given me a mechanic for gauging ones impressiveness 
> (PRE, which can reflect his Physical attributes as well as 
> Personality-based ones) and his looks (COM), I choose to use them. Giving 
> the abilities of these characteristics to someone who has simply bought a 
> high STR defeats the purpose of having the stats at all, as well as 
> playing a point-based system. 
 
 
	I wasn't saying this character was more or less impressive or good 
looking.  That is something separate, which you very rightly point out. 
But there is some correlation.  Someone with an 8 STR trying to do an 
intimidation-based PRE attack by bending a lead pipe is probably going to 
fail to bend said pipe and get a nice hefty negative to his PRE attack, 
even if said PRE is 25. 
 
	Someone with a 10 PRE but 20 STR might just bend that pipe, 
getting a positive to his PRE attack. 
 
	Of course, that guy with the 8 STR could do something indimidating 
not necessarily based on STR, in which case he will get a bonus. 
 
	I'm rambling, but the point is that STR, DEX, BOD, CON, whatever 
do carry some associated visual characteristics, in a realistic campaign. 
This does not mean that a high STR character is more impressive or better 
looking.  It does mean that someone can tell he's strong. 
 
 
 
			-Tim Gilberg 
 
Return-Path: daemon@omg.org 
Date: Sat, 31 Jan 1998 10:50:39 -0800 
From: Rick Holding <rholding@ActOnline.com.au> 
Subject: Re: [Re: TUMA Maneuvers] 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
-- Stainless Steel Rat wrote: 
 
> TRG>    But as we've pointed out, Rat, the abort element has nothing to do 
> TRG> with going first. 
>  
> Wrong.  Abort is *exactly* what allows one to use a defensive maneuver 
> first, before the attacker gets his action, regardless of DEX counts or 
> held actions. 
 
	Sorry, you are wrong on this.  The abort function allows you to use  
your NEXT action phase to do the maneuver.  If the manouver does not have abort  
then you must have at least a half phase in reserve to do the maneuver. 
----------------------------------------------------------- 
Ricky Holding    Email: rholding@ActOnline.com.au 
Work is only there to give us time to talk about play 
----------------------------------------------------------- 
 
 
Return-Path: daemon@omg.org 
Date: Sat, 31 Jan 1998 11:23:11 -0800 
From: Rick Holding <rholding@ActOnline.com.au> 
Subject: Re: TUSV: Damaging Movement 
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, by the way, something that didn't make it into the First Draft 
> of TUSV because I wasn't sure how to handle it.  Rockets to a lot of blast 
> damage, and a person could be badly hurt by spinning helicopter rotors or 
> airplane propeller (as demonstrated in "Raiders of the Lost Ark"), but I'm 
> really uncertain as to whether such a thing should be a Side Effect type of 
> Limitation, a Linked [sorry] Power, or just something so secondary, equally 
> advantageous and disadvantageous, that the Vehicle should get it simply by 
> definition. 
>    I probably should have asked the list long ago, but... what do you all 
> think?  (I suspect that I'll be no less confused when the discussion is 
> over....) 
 
	I remember when I first started to play Champions when it first came  
out, I tried (wel, actually I did) to catch a jet fighter that was causing our  
team some grief.  I had to fly up behind it and got caught by its exhaust, a  
4d6KE IIRC.  It had actually been specified in the vehicle writeup and brought  
for. 
 
	A simple solution would be to realise that certain special effects have  
a consequence.  Helicopters have heavy blades that rotate 300+ RPM, exhausts  
have tempetures in excess of 1000 degrees C, etc.  GM's call, convert either the  
strength or movement points of a vehicle into the equivelant amount of normal or  
killing damage.  For instance, a jet has 60 active points of flight,  the  
exhaust if applied does 4D6KE.  A helicopter can lift 6 tonne (40 strength),  
being struck by the blades causes 2 1/2D6 KP (which in this case is also applied  
to the helicopter in real life). 
 
	There are so many ways that vehicles can affect the world.  Consider car  
exhaust and carbon monoxide.  Nobody has ever put forward the case of forcing  
everybody to buy cumulative transform for their vehicle to transform breathable  
air to not. 
 
----------------------------------------------------------- 
Ricky Holding    Email: rholding@ActOnline.com.au 
Work is only there to give us time to talk about play 
----------------------------------------------------------- 
 
Return-Path: daemon@omg.org 
X-Authentication-Warning: pentagon.io.com: traveler owned process doing -bs 
Date: Sat, 31 Jan 1998 14:18:04 -0600 (CST) 
From: Dataweaver <traveler@io.com> 
cc: champ-l@omg.org 
Subject: Re: IIRC 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Sat, 31 Jan 1998, Michelle Knight wrote: 
 
> At 10:25 AM 1/31/98 -0800, Rick Holding wrote: 
> >Stainless Steel Rat wrote: 
> > 
> >> Goes along with IMHO: "in my humble opinion".  Those who do not consider 
> >> themselves to be humble will omit the "H". 
> > 
> >	Well, that got me.  I thought the "H" stood for honest. 
>  
>  
>    You can use it either way.  Doesn't really matter. 
 
What I find particuloarly amusing is that, sometimes, it can mean 
"holy"... ;) 
 
---- Jonathan Lang <traveler@io.com> ---- x ------- alias: Dataweaver --------- 
  Webpage:  http://www.io.com/~traveler  /@\ The Dogma of Otherness insists 
  GURPSnet's Benevolent Tyrant for Life  ~~~ that all voices deserve a hearing, 
FAQ: http://www.io.com/~ftp/GURPSnet/www  |  that all points of view have 
Archive: http://www.io.com/~ftp/GURPSnet  |  something of value to offer. 
submit new files to gurpsnet-files@io.com |  --David Brin, "Otherness" 
 
Return-Path: daemon@omg.org 
Date: Sat, 31 Jan 1998 17:38:28 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Subject: test 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
	Testing.  Is the list up?  Am I getting any incoming mail?  Sorry. 
 
 
 
			-Tim Gilberg 
 
Return-Path: daemon@omg.org 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: [Re: [Re: TUMA Maneuvers]] 
Mail-Copies-To: never 
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Organization: The Happy Fun Ball Brigade 
Date: 31 Jan 1998 21:14:23 -0500 
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>>>>> "TRG" == Tim R Gilberg <trgilber@hilltop.ic.edu> writes: 
 
>> Combat maneuvers that are not defensive in nature may not be aborted to. 
 
TRG> 	True.  And neither may certain defensive combat maneuvers.  Dodges 
TRG> or Blocks with added Grabs or Throws come to mind.  So does escapes with 
TRG> those elements added. 
 
Correct, because when those elements are added the maneuvers qbecome 
aggressive rather than defensive. 
 
>> Oh, and by the way activating Desolidification to avoid being tagged by an 
>> Energy Blast is a defensive action, just as is using Flight in an attempt 
>> to Dive for Cover out of the blast radius of a grendade. 
 
TRG> 	Why defensive?  It's not a defensive power. 
 
Because it is a defensive action. 
 
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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. 
 
Return-Path: daemon@omg.org 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: TUMA Maneuvers 
Mail-Copies-To: never 
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Organization: The Happy Fun Ball Brigade 
Date: 31 Jan 1998 21:20:42 -0500 
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>>>>> "JaRP" == John and Ron Prins <jprins@interhop.net> writes: 
 
JaRP> The point isn't agressive 
 
The point *is* agressive.  Agressive maneuvers and actions are not 
defensive in nature, they are agressive.  Sometimes I have to wonder about 
this list, that such an obvious thing must be stated outright, and that 
some will still disagree with it. 
 
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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: Fw: The Tick universe 
Date: Wed, 31 Dec 1997 22:41:00 -75200 (PST) 
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 
 
>  
> >Somewhere deep in the internet is a Tick character for Champions.  Nothing 
> >else, just the character.  I know I downloaded it but that was two moves 
> >ago.  I don't know If I still have it.  But He is out there. 
> > 
> >>> Has anybody developed the characters from The Tick for use with 
> >>> Champions? 
> >> 
> >>  Now *this* is something I'd like to see! 
 
	I made such a character years ago. I think he's still buried in 
a file somewhere. 
 
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/ 
 
Return-Path: daemon@omg.org 
Date: Sat, 31 Jan 1998 23:09:51 -0800 
From: Rick Holding <rholding@ActOnline.com.au> 
Subject: Re: It's hard to be solid 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
Remnant wrote: 
>  
> >Lets go through the logic here: 
> >a)  The persistent advantage _does not_ cause a power to turn itself on, it 
> >causes a power to _not_ turn itself off. 
> >b)  If you are not desolid, your desolid is not on. 
> >c)  Power limitations do not _add_ abilities to powers. 
> >d)  There is a well-defined advantage (trigger) which _does_ cause a power 
> to 
> >turn itself on. 
>  
> I have seen arguments to premise 'B', and premise 'C' is just incorrect. 
> Visible makes a power Visible.  Charges allows a power to operate without 
> using END.  Yes, I know that at certain #'s of charges Charges is an 
> Advantage, but at others it is a limitation.  Focus can be used to give a 
> power to someone else without using the Advantage UBO or UAO.  No Knockback 
> (which I hardly even consider a Limitation, but it still is) allows you to 
> knock the crap out of a bad guy without as much chance of damaging the real 
> estate. 
>  
> >Therefore, if you want a power to turn itself on when you stop paying END 
> for 
> >it, you buy the power with a trigger. 
>  
> If I buy a power and make it Always On, it should be Always On.  If a power 
> such as Dispel or Suppress turns it off.  Are you saying that: "Once the 
> Dispel or Suppress ends the power would stay off indefinitely, or until the 
> character reactivates it?"  Seems like you have, I can't buy that.  Sorry. 
>  
> An Always On power is Always On, not just can't be turned off.  Sure using 
> this does bend the definition of Always On a little, but only by allowing 
> the character to in any way shape or form turn the power off, not by making 
> it turn the power back on after he stops. 
>  
> BTW, there is a character in a supplement from several years ago who had a 
> damage shield that functioned similarly to this discussion.  I can't 
> remember her name or the supplements name, or even exactly how the effect 
> was achieved.  (No, I'm not actually an idiot, I just play one.)  The 
> character was a half-demoness w/a soul damaging field that had the Always On 
> limitation but had a way to turn it off, that took END.  I just can't 
> remember how.  I don't have the time to hunt through my books to find it. 
>  
> Alan 
 
	It was from Enemies 3 and the character was Dark Angel.  She had a 3D6  
RKA damage shield always on costing 107 points.  Very next line was 27 pts to  
neutralize RKA, costs endurance (5) costing 22 points.  That was taken directly  
from the book itself.  Enemies 3 was written just after Champions 3 had came  
out and perhaps some of the powers were not fully understood... 
--  
----------------------------------------------------------- 
Ricky Holding    Email: rholding@ActOnline.com.au 
Work is only there to give us time to talk about play 
----------------------------------------------------------- 
 
 
Return-Path: daemon@omg.org 
Date: Sat, 31 Jan 1998 23:17:45 -0800 
From: Rick Holding <rholding@ActOnline.com.au> 
Subject: Re: It's hard to be solid 
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: 
>  
> -----BEGIN PGP SIGNED MESSAGE----- 
>  
> >>>>> "AJ" == Anthony Jackson <ajackson@iii.com> writes: 
>  
> AJ> persistent, trigger (turns on when stunned, knocked out, or no longer 
> AJ> paying END), must reset trigger when turning power off (-1/4 or -1/2). 
>  
> That last is not really much of a limitation, since a Trigger must be 
> "manually" set each time the power is to be used.  It certainly is not 
> worth a -1/2. 
 
	I think maybe you missed the point.  Certainly while the trigger must  
be manually set, in this case you have no choice but to set the trigger.  This  
way, the trigger is always ready to trip.  However, -1/4 is plenty. 
-  
----------------------------------------------------------- 
Ricky Holding    Email: rholding@ActOnline.com.au 
Work is only there to give us time to talk about play 
----------------------------------------------------------- 
 
 
Return-Path: daemon@omg.org 
Reply-To: "Filksinger" <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
Subject: Re: [Re: TUMA Maneuvers] 
Date: Sat, 31 Jan 1998 23:29:51 -0800 
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To: champ-l@omg.org 
 
On Friday, January 30, 1998 7:09 AM, Stainless Steel Rat wrote: 
 
 
>-----BEGIN PGP SIGNED MESSAGE----- 
> 
>>>>>> "F" == Filksinger <filkhero@usa.net> writes: 
> 
>F> I will accept that the Defensive Throw is not a defensive maneuver 
>F> (though I think the name calls that into question). However, it is 
>F> irrelevant. 
> 
>The name is about as "wrong" as one can get.  Ignore the name.  It is 
not a 
>throw, and it is not defensive.  It is an offensive block maneuver, 
as 
>opposed to the conventional defensive block maneuvers.  That is the 
game 
>mechanic. 
 
 
A block is _inherently_ defensive. It may also be offensive, to a very 
slight degree, but it is still defensive, _and_ it is the _base_ of 
this manouver. I submit that the _base_ of a manouver defines its 
nature. 
 
>F> Blocks do not go first because they are defensive maneuvers. 
> 
>F> The description of Block in the BBB is very clear, as is the one 
in 
>F> Ninja Hero (I assume it is the same in UMA). 
> 
>They go first because they have the Abort element.  Read the 
description of 
>the Abort element. 
 
I did. Did you? 
 
>That is the entire point of the element: it lets you 
>take a defensive action before an attacker can hit you, regardless of 
DEX 
>counts and rolls. 
 
 
ABORTING AN ACTION 
    This is also called Canceling a Move. A character can abort his 
next action to perform a defensive Combat Maneuver or some other 
defensive action like turning on a Force Field.  This requires the 
character's next full Phase to perform. Once a character has attacked, 
he can't abort to any action before the next Segment. 
    The usable maneuvers when aborting are Block and Dodge. A 
character can't normally abort to a movement action. 
 
Note that nowhere in the above paragraph does it ever state that 
Aborting an action allows you to go first. However, the _descriptions_ 
of Dodge and Block both do. Furthermore, the maneuver Diving for 
Cover, though left of the list of Abortable actions(1), does say that 
it allows for Abort, _but does not automatically go first_. 
 
So, to begin with, your claim that Abort says it allows you to go 
first is wrong. Secondly, maneuvers aborted to do not always go first. 
Third, those maneuvers that can go first say so in their descriptions, 
without ever stating that abort is the key element that allows this. 
 
Sorry, Rat, but I don't buy it. If you want to use that interpretation 
in your games, fine, but don't try to tell me "read the description" 
without checking it first. 
 
Filksinger 
 
(1) Previously, I stated you cannot abort to a Dive for Cover. I 
thought that you couldn't because a) it was a movement action, and b) 
the Abort description specifically named Block and Dodge as _the_ 
usable maneuvers, not simply as usable maneuvers. 
 
Return-Path: daemon@omg.org 
Date: Sat, 31 Jan 1998 23:43:30 -0800 
From: Rick Holding <rholding@ActOnline.com.au> 
Subject: Re: Re[2]: 4th Edition starship construction 
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: 
 
>    Officially, though, LS: Self-Contained Ventilation is required for space 
> travel, and Physical Limitation: Cannot Enter Atmosphere is used to keep 
> vessels there.  (At least, in the current draft.) 
 
	(TIC) Thats not quite correct.  Any ship can enter atmosphere and it's  
one of the most specky sights you will ever see.   
 
	(TNIC)  You should not buy "cannot enter atmosphere" as a physical  
limitation.  It would be closer represented as a susceptability which  
(maybe) does body for as long as it is exposed.  This allows for those scenes  
like in Moonraker where the ship has to dip into the atmosphere to perform some  
task and starts to melt. 
 
	By the way TIC - Tongue In Cheek.  TNIC - Tongue Not In Cheek 
--  
----------------------------------------------------------- 
Ricky Holding    Email: rholding@ActOnline.com.au 
Work is only there to give us time to talk about play 
----------------------------------------------------------- 
 
 
Return-Path: daemon@omg.org 
Reply-To: "Filksinger" <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
Subject: Re: TUSV: Damaging Movement 
Date: Sat, 31 Jan 1998 23:59:02 -0800 
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On Friday, January 30, 1998 8:39 AM, Bob Greenwade wrote: 
 
 
<snip> 
> 
>   This is, by the way, something that didn't make it into the First 
Draft 
>of TUSV because I wasn't sure how to handle it.  Rockets to a lot of 
blast 
>damage, and a person could be badly hurt by spinning helicopter 
rotors or 
>airplane propeller (as demonstrated in "Raiders of the Lost Ark"), 
but I'm 
>really uncertain as to whether such a thing should be a Side Effect 
type of 
>Limitation, a Linked [sorry] Power, or just something so secondary, 
equally 
>advantageous and disadvantageous, that the Vehicle should get it 
simply by 
>definition. 
>   I probably should have asked the list long ago, but... what do you 
all 
>think?  (I suspect that I'll be no less confused when the discussion 
is 
>over....) 
 
 
Do both. Give the Movement power a Limitation based upon the DC of the 
attack power, and give the attack power Linked, of whatever variety 
makes it _always_ go off together. Do this with any power that is not 
offensive, but is linked to an offensive power. Maybe even give it to 
offensive powers that do unintended, collateral damage, at a lower 
level (its hard to save the hostages when your 12d6 EB is linked to a 
2d6 RKA Explosion). 
 
Filksinger 


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