Week Ending February 7, 1998
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From: "Filksinger" <filkhero@usa.net> 
Subject: Re: Energy Blast article from website 
Date: Sun, 1 Feb 1998 00:37:47 -0800 
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On Friday, January 30, 1998 1:20 PM, Dataweaver wrote: 
 
 
>On Thu, 29 Jan 1998, Filksinger wrote: 
<snip> 
>> 
>> 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. 
 
 
But that is an immunity to standard Counterstrike, obtained free with 
Seeking. Furthermore, in all cases where I would state that Seeking 
made one immune to Counterstrike, exactly the same arguments would 
apply to Missile Reflection-- Seeking would be immune to it as well as 
Counterstrike. Immunity to both powers and Advantages should cost 
extra, as a rule. 
 
Filksinger 
 
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Reply-To: "Filksinger" <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
Subject: Re: [Re: [Re: TUMA Maneuvers]] 
Date: Sun, 1 Feb 1998 00:43:44 -0800 
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On Friday, January 30, 1998 2:19 PM, Stainless Steel Rat wrote: 
 
 
>-----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? 
 
 
Be civil. It is impolite to claim people don't have 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? 
 
 
Yes. Its primary purpose, as defined by its exclusive base, is to 
defend the person from damage. Therefore, it is defensive. If Abort 
did not exist, or I purchased a special Block that was just like a 
normal one without Abort, the Block would still be defensive. 
 
>[...] 
> 
>>> 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. 
 
 
The wording is that Block in NH comes with a free Abort _option_. You 
can opt not to have it in a Block. 
 
Besides which, under the rules in NH, you can combine Block with 
Throw. If Abort is irrevocably tied to Block in NH, then a Defensive 
Throw designed in Ninja Hero, perfectly legal under the NH rules, 
would be Abortable. 
 
Filksinger 
 
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Reply-To: "Filksinger" <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
Subject: Re: [Re: [Re: TUMA Maneuvers]] 
Date: Sun, 1 Feb 1998 00:48:03 -0800 
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On January 30, 1998 2:23 PM, 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. 
 
 
It says in the first line that it is based upon normal Block. If it is 
based upon normal Block, then you get all of normal Block's advantages 
and limitations. Additionally, when it doesn't take the space to 
detail some features, it refers you to the original Block. 
 
Filksinger 
 
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Reply-To: "Filksinger" <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
Subject: Re: [Re: [Re: TUMA Maneuvers]] 
Date: Sun, 1 Feb 1998 00:49:40 -0800 
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On Friday, January 30, 1998 2:49 PM, Filksinger wrote: 
 
 
<snip> 
> 
>1) There are already exceptions. Dive for Cover cannot normally be 
Aborted to. 
 
 
Oops. While Aborting an Action clearly states that _the_ usable 
maneuvers are Block and Dodge, the description of Dive for Cover adds 
Dive for Cover. 
 
Filksinger 
 
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Reply-To: "Filksinger" <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
Subject: Re: TUMA Maneuvers 
Date: Sun, 1 Feb 1998 00:52:27 -0800 
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On Friday, January 30, 1998 3:07 PM, Stainless Steel Rat wrote: 
 
<snip> 
>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 fundamental nature of "Block" is defensive. That makes the entire 
maneuver defensive. 
 
Frankly, I don't see why you're version is superior to mine, except 
that you say it is. 
 
Filksinger 
 
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Reply-To: "Filksinger" <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
Subject: Re: [Re: [Re: TUMA Maneuvers]] 
Date: Sun, 1 Feb 1998 00:57:21 -0800 
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On Friday, January 30, 1998 4:31 PM, Stainless Steel Rat wrote: 
 
 
>-----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. 
 
 
Oops. I explain the mistake in other posts. 
 
>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. 
 
 
That is the exception to which I refer. It was made an exception to 
the Abort feature, but never was made an exception to the "goes first" 
feature, which is built into the description of Block and not stated 
to be given by Abort in that description. 
 
Filksinger 
 
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Reply-To: "Filksinger" <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
Subject: Re: TUMA Maneuvers 
Date: Sun, 1 Feb 1998 01:17:37 -0800 
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On Saturday, January 31, 1998 5:35 PM, Stainless Steel Rat wrote: 
 
 
<snip> 
>The point *is* agressive.  Agressive maneuvers and actions are not 
>defensive in nature, they are agressive. 
 
Defensive maneuvers and actions are not agressive, they are defensive. 
 
Seems as straightforward as yours. 
 
 
If you wish, don't allow people to automatically Block before the 
attacker hits. That's your call. If you wish, you can argue the order 
to be "resolve block, then make DEX roll to resolve attacks, if still 
necessary", to avoid the throw portion of the Defensive Throw to go 
first automatically. 
 
>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. 
 
Please be polite. Others could say similar things about you, but 
aren't. Please return the favor. 
 
Filksinger 
 
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Reply-To: "Filksinger" <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
Subject: Re: TUSV: Damaging Movement 
Date: Sun, 1 Feb 1998 01:21:17 -0800 
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On Saturday, January 31, 1998 9:25 AM, Don McKinney wrote: 
 
 
<snip> 
> 
>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..." 
> 
Save that characters in comics and people in the real world do. I 
recall Iron Man setting fire to Titanium Man's armor with his jet 
boots once, for example. 
 
Besides, with this ruling, I wouldn't be able to back up to a wall, 
put on my brakes, and turn on my jets to "low" to set fire to a 
building. 
 
Filksinger 
 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: TUMA Maneuvers 
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>>>>> "RH" == Rick Holding <rholding@ActOnline.com.au> writes: 
 
RH> 	I don't know.  The act of throwing your arm up to block an incoming  
RH> attack could be construed as an offensive act. 
 
Hero game mechanics consider it defensive. 
 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: TUMA Maneuvers 
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-----BEGIN PGP SIGNED MESSAGE----- 
 
>>>>> "F" == Filksinger <filkhero@usa.net> writes: 
 
F> Frankly, I don't see why you're version is superior to mine, except 
F> that you say it is. 
 
Because "my" version fits Hero game mechanics and the intent of the people 
who wrote the rules.  Yours does not. 
 
Or just ignore Steve Long's recent clarifications and allow the use of 
Defensive Throw as a defensive action.  But do not cry to him or me when 
one of your players with a 60+ Strength uses it. 
 
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X-Sender: bob.greenwade@klock.com 
Date: Sun, 01 Feb 1998 07:06:05 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: TUMA Maneuvers 
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At 09:09 AM 2/1/1998 -0500, Stainless Steel Rat wrote: 
>-----BEGIN PGP SIGNED MESSAGE----- 
> 
>>>>>> "F" == Filksinger <filkhero@usa.net> writes: 
> 
>F> Frankly, I don't see why you're version is superior to mine, except 
>F> that you say it is. 
> 
>Because "my" version fits Hero game mechanics and the intent of the people 
>who wrote the rules.  Yours does not. 
> 
>Or just ignore Steve Long's recent clarifications and allow the use of 
>Defensive Throw as a defensive action.  But do not cry to him or me when 
>one of your players with a 60+ Strength uses it. 
 
   1.  I generally don't see Bricks taking any Martial Maneuvers at all. 
   2.  Taking Steve's clarification into consideration (that, among other 
things, the "STR Strike" element was supposed to be striken from Defensive 
Throw), I don't see what difference the STR of the character using it makes. 
--- 
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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Reply-To: "Filksinger" <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
Subject: Re: TUMA Maneuvers 
Date: Sun, 1 Feb 1998 10:51:02 -0800 
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On Sunday, February 01, 1998 5:20 AM, Stainless Steel Rat wrote: 
 
 
>-----BEGIN PGP SIGNED MESSAGE----- 
> 
>>>>>> "F" == Filksinger <filkhero@usa.net> writes: 
> 
>F> Frankly, I don't see why you're version is superior to mine, 
except 
>F> that you say it is. 
> 
>Because "my" version fits Hero game mechanics and the intent of the 
people 
>who wrote the rules.  Yours does not. 
 
 
According to you. I note that there are about half a dozen people who 
disagree with you, and so far no one who has argued in your favor. 
Accept that it is an _interpretation_. 
 
Frankly, you may be right about the _intent_ of the rules. However, it 
is most definitely not written in to them. It is ridiculous and 
insulting to repeatedly claim that it is obvious and written clearly, 
and that all others involved in this discussion cannot even read 
correctly. 
 
>Or just ignore Steve Long's recent clarifications and allow the use 
of 
>Defensive Throw as a defensive action. 
 
Steve Long only said it could not be used with Abort. He never said 
that it wasn't basically defensive, he did he ever say that it did not 
get the automatic "go first" built into block, nor did he ever say 
that Abort is what supplies the automatic "go first" built into 
certain defensive maneuvers, but which is _not_ shared by all 
defensive maneuvers with Abort. 
 
>But do not cry to him or me when 
>one of your players with a 60+ Strength uses it. 
 
 
Who cares how strong the user is? It does _no_ damage, and thus I 
don't care if it is used by Pre-Crisis Superman. It costs no points, 
and furthermore I only claim that the _Block_ portion of the move goes 
first automatically, not the Throw (which should require a separate 
roll, as it is an attack and the roll for Block is not an "attack 
roll"). 
 
Filksinger 
 
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Date: Sun, 01 Feb 1998 19:01:40 +0000 
From: Stephen McGinness <S.McGinness@csm.ex.ac.uk> 
Reply-To: csm.ex.ac.uk@exeter.ac.uk 
Organization: Camborne School of Mines 
Subject: Re: Point Crocks????? 
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Tim R. Gilberg wrote: 
>         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. 
 
So why allow someone to buy the STR without the 
PRE and COM that they want to derive from it?? 
 
I'm of the opinion that STR will not help you in 
feats of impressiveness unless you have bought the 
PRE that you should have to go along with it, or 
in terms of seduction unless you have bought the 
COM that you should have.  
 
I'd go along with the summary already posted.  
 
> COM: How attractive you look. 
> PRE: How impressive you are, looks or not. 
> STR: How much you can lift. 
> BODY: your hit points. 
 
It's quite simple, in Champions you get what you 
pay for, even in realistic campaigns!! :-) 
 
Stephen McGinness 
  
>                         -Tim Gilberg 
 
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Date: Sun, 01 Feb 1998 11:46:18 -0800 
From: Rick Holding <rholding@ActOnline.com.au> 
Subject: Re: [Re: [Re: TUMA Maneuvers]] 
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-- Bob Greenwade wrote: 
>    Abort gives the ability to go first in the current Phase. 
 
	ARRRGGH!!  No, it doesn't.  Abort allows you to use you next phase  
early.  And thats all it does.  It does not allow you to go first.  Page 31 in  
the BBB, the original martial arts listing - "Abort - The character can abort  
his next phase to perform this maneuver on a segment not normally his phase."   
Can I point out no where does it say anything about going first. 
 
	Okay, next.  Page 141, same book.(Selective Quote)  "Aborting an Action  
- A character can abort his next action to perform a defensive combat maneuver  
or some other defensive action like turning on a force field.  The useable  
maneuvers are Block and Dodge." 
 
	Lastly.  Page 140, same book.(Selective Quote) "Holding an Action -   
Characters may choose not to act when their DEX value indicates it is their  
phase.  They may hold until a lower DEX value or until some other action occurs.  
 If two characters want to perform an action at the same time, each character  
should make a DEX roll.  Regardless of the roll, defensive actions (or any that  
the character can abort to [NUTS..  Thats what I get when I don't read the full  
paragraph.  Still, I believe I have a valid platform.  Lets keep going]) will go  
first, the DEX roll only applies to attack or movement powers." 
 
	So what do we have?  Abort allows you to take from your next phase.  The  
defensive maneuvers confer the ability to go first (ignoring those couple of  
words in brackets).  Can defensive throw be considered a defensive maneuver?   
IMO, yes.  Can it be aborted to?  Probarly not. 
 
	As a small side issue, I got the impression that perhaps there may be  
some confusion as to when you get to move.  If you move on segment 3 with 20  
dex, to react to somebody with 23 dex also moving on segment 3 you must use  
abort.  I got the impression from some of the posts that some maybe thought  
differently. 
 
	Sorry about the length of this. 
 
----------------------------------------------------------- 
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: Sun, 01 Feb 1998 11:46:18 -0800 
From: Rick Holding <rholding@ActOnline.com.au> 
Subject: Re: [Re: [Re: TUMA Maneuvers]] 
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-- Bob Greenwade wrote: 
>    Abort gives the ability to go first in the current Phase. 
 
	ARRRGGH!!  No, it doesn't.  Abort allows you to use you next phase  
early.  And thats all it does.  It does not allow you to go first.  Page 31 in  
the BBB, the original martial arts listing - "Abort - The character can abort  
his next phase to perform this maneuver on a segment not normally his phase."   
Can I point out no where does it say anything about going first. 
 
	Okay, next.  Page 141, same book.(Selective Quote)  "Aborting an Action  
- A character can abort his next action to perform a defensive combat maneuver  
or some other defensive action like turning on a force field.  The useable  
maneuvers are Block and Dodge." 
 
	Lastly.  Page 140, same book.(Selective Quote) "Holding an Action -   
Characters may choose not to act when their DEX value indicates it is their  
phase.  They may hold until a lower DEX value or until some other action occurs.  
 If two characters want to perform an action at the same time, each character  
should make a DEX roll.  Regardless of the roll, defensive actions (or any that  
the character can abort to [NUTS..  Thats what I get when I don't read the full  
paragraph.  Still, I believe I have a valid platform.  Lets keep going]) will go  
first, the DEX roll only applies to attack or movement powers." 
 
	So what do we have?  Abort allows you to take from your next phase.  The  
defensive maneuvers confer the ability to go first (ignoring those couple of  
words in brackets).  Can defensive throw be considered a defensive maneuver?   
IMO, yes.  Can it be aborted to?  Probarly not. 
 
	As a small side issue, I got the impression that perhaps there may be  
some confusion as to when you get to move.  If you move on segment 3 with 20  
dex, to react to somebody with 23 dex also moving on segment 3 you must use  
abort.  I got the impression from some of the posts that some maybe thought  
differently. 
 
	Sorry about the length of this. 
 
----------------------------------------------------------- 
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: Sun, 01 Feb 1998 12:09:24 -0800 
From: Rick Holding <rholding@actonline.com.au> 
Subject: Re: TUSV: Damaging Movement 
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-- Don McKinney wrote: 
 
> 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..." 
 
	I like this.  All that is required for most "real" vehicles is  
an understanding of the transport modes.  Most land vehicles could to  
all intents and purposes be exempt from this advantage.  An internal  
combustion engine does produce a side effect, its just not big enough to  
get any points for.  Most modern boats still use props which is killing  
physical and the ones that use jet propulsion have a grab at the front  
and a normal physical at the back.  Submersibles use props unless you  
build the Red October, in which case you get sucked through suffering  
NND energy attacks from the intense magnetic fields going through the  
propulsion tubes. 
 
	Helicopters and prop driven aircraft have physical killing  
attacks around the blades, and some of the bigger helicopters and planes  
have exhaust kill zones.  Jet aircraft have a TK from the front (quickly  
followed by a BIG killing attack and lose of an engine.) and a killing  
energy from the rear. 
 
	Spacecraft differ on their propulsion systems.  Killing energy,  
NND killing (really bad radiation), maybe none at all. 
 
	And of course, if this is applied to the flight systems of  
heroes?? 
----------------------------------------------------------- 
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: Sun, 01 Feb 1998 12:12:51 -0800 
From: Rick Holding <rholding@actonline.com.au> 
Subject: Re: TUSV: Damaging Movement 
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-- Damn, I forgot one.  Most engines which make a lot of power make a  
huge amount of noise and in some cases light.  So add flash attacks as  
part of the side effects. 
----------------------------------------------------------- 
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: Sun, 1 Feb 1998 15:01:01 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: TUMA Maneuvers 
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> RH> 	I don't know.  The act of throwing your arm up to block an incoming 
> RH> attack could be construed as an offensive act. 
> 
> Hero game mechanics consider it defensive. 
 
 
	Oh, good.  Rat finally agrees with us. 
 
 
			-Tim Gilberg 
 
Return-Path: daemon@omg.org 
Date: Sun, 1 Feb 1998 15:06:41 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: Point Crocks????? 
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> >         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. 
> 
> So why allow someone to buy the STR without the 
> PRE and COM that they want to derive from it?? 
 
	Because they don't necessarily get that PRE and COM.  I said PRE 
and COM defined as "muscular".  I could see someone with a well-shaped 
body but a very plain face having only a 10 COM.  I could see a 
well-shaped individual (high-STR) who has absolutely no confidence or 
abilty to project a presence.  Then you also have the strong men who are 
more beefy then sculpted. 
 
> I'm of the opinion that STR will not help you in 
> feats of impressiveness unless you have bought the 
> PRE that you should have to go along with it, or 
> in terms of seduction unless you have bought the 
> COM that you should have. 
 
	And again, it goes to role-playing.  I don't care if I do have a 5 
PRE.  If my brick-level STR allows me to pick up a Yugo, I'm going to get 
a bonus.  That bonus probably won't allow me to out intimidate a wimp with 
a 20 PRE, however.  And my seduction example (which is also based on PRE, 
not COM) involved a target of the seduction with a major fetish for big 
muscles  - not your everyday thing. 
 
> I'd go along with the summary already posted. 
> 
> > COM: How attractive you look. 
> > PRE: How impressive you are, looks or not. 
> > STR: How much you can lift. 
> > BODY: your hit points. 
> 
> It's quite simple, in Champions you get what you 
> pay for, even in realistic campaigns!! :-) 
 
 
	In Champions campaigns, sure.  But not in real-world campaigns. 
You get whatyou pay for, and in terms of physical characteristics, they 
come with some associated visual features that can't be avoided.  These 
features are both advantageous and disadvantageous. 
 
 
 
				-Tim Gilberg 
 
Return-Path: daemon@omg.org 
Date: Sun, 1 Feb 1998 15:10:40 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: TUMA Maneuvers 
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> According to you. I note that there are about half a dozen people who 
> disagree with you, and so far no one who has argued in your favor. 
 
	True. 
 
> Accept that it is an _interpretation_. 
 
	True. 
 
> Frankly, you may be right about the _intent_ of the rules. However, it 
> is most definitely not written in to them. It is ridiculous and 
 
	Agreed.  Though I think the intent, at least with the two martial 
arts add-ons, is along the lines of Abort not being what gives the ability 
to go first. 
 
> insulting to repeatedly claim that it is obvious and written clearly, 
> and that all others involved in this discussion cannot even read 
> correctly. 
 
	Quite correct.  Every one of Rat's posts along these lines I seem 
to see as applying only to him. 
 
> >Defensive Throw as a defensive action. 
> 
> Steve Long only said it could not be used with Abort. He never said 
> that it wasn't basically defensive, he did he ever say that it did not 
> get the automatic "go first" built into block, nor did he ever say 
> that Abort is what supplies the automatic "go first" built into 
> certain defensive maneuvers, but which is _not_ shared by all 
> defensive maneuvers with Abort. 
 
	Right. 
 
> >But do not cry to him or me when 
> >one of your players with a 60+ Strength uses it. 
> 
> 
> Who cares how strong the user is? It does _no_ damage, and thus I 
> don't care if it is used by Pre-Crisis Superman. It costs no points, 
 
	Again, right.  Rat's above claim made no sense. 
 
> and furthermore I only claim that the _Block_ portion of the move goes 
> first automatically, not the Throw (which should require a separate 
> roll, as it is an attack and the roll for Block is not an "attack 
> roll"). 
 
 
	How does this matter?  If the block succeeds, there is no 
incomming attack to worry about.  It's been blocked.  If the block fails, 
the throw can't happen, as their intertwined.  The block doesn't happen, 
you get hit by the incoming attack, if it hits. 
 
 
 
				-Tim Gilberg 
 
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Comments: Authenticated sender is <theala@shore.intercom.net> 
From: "Theala Sildorian" <theala@shore.intercom.net> 
Date: Sun, 1 Feb 1998 21:48:04 +0000 
Subject: Steve Long on Herochat channell 
Priority: normal 
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Steve Long, author of Dark Champions, The Ultimate Martial Artist and  
numerous other RPG sourcebooks, appeared for a one hour chat on  
DALnet's #herochat channell, and stayed for 2.  He answered all  
questions, and everyone had a good time. 
 
If you're interested in the outcome of the chat, you can find a  
summation in Theala's Gossip, or the log on Shelley Mactyre's  
homepage www.mactyre.net/herochat 
 
Theala 
 
---------------- 
Theala Sildorian 
http://www.intercom.net/user/theala/hero.html 
Home of the Unofficial Champions Home Page! 
 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: TUMA Maneuvers 
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>>>>> "BG" == Bob Greenwade <bob.greenwade@klock.com> writes: 
 
BG>    1.  I generally don't see Bricks taking any Martial Maneuvers at 
BG> all. 
 
So you think American Boxing is not suitable for a brick?  What about the 
various flavors of Wrestling?  Are these not martial arts?  Are they not 
primarlly practiced by "brickish" people? 
 
What about a super team that has a charter to the effect that they are 
"super police", and as such capturing criminals largely unharmed if 
possible is their priority.  A brick on that team that happens to be an 
Aikidoka would be invaluable. 
 
BG>    2.  Taking Steve's clarification into consideration (that, among 
BG> other things, the "STR Strike" element was supposed to be striken from 
BG> Defensive Throw), I don't see what difference the STR of the character 
BG> using it makes. 
 
Because that fails to take *all* of Steve's comments into consideration. 
Specifically, his explanation as to why Block with an aggressive element 
cannot do damage, and why it loses the Abort element and the changes to the 
manevuer that entails. 
 
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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: 
 
RH> I don't know.  The act of throwing your arm up to block an incoming 
RH> attack could be construed as an offensive act. 
 
>> Hero game mechanics consider it defensive. 
 
TRG> 	Oh, good.  Rat finally agrees with us. 
 
Or you with me?  But consider that Defensive Throw is more than "throwing 
your arm up to block an incoming attack."  It may be "throwing your arm up 
in such a way that it causes the attacker to fall flat on his face."  As 
far as Hero is concerned those are two radically different types of 
maneuvers, the former is defensive, the latter is aggressive.  Defensive 
maneuvers attempt to put oneself at an advantage or negate a disadvantage; 
aggressive maneuvers attempt to put one's opponent at a disadvantage. 
 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: Point Crocks????? 
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>>>>> "SM" == Stephen McGinness <S.McGinness@csm.ex.ac.uk> writes: 
 
SM> So why allow someone to buy the STR without the PRE and COM that they 
SM> want to derive from it?? 
 
Because there are apparantly a lot of GMs out there that do not understand 
the system well enough to require that purchase. 
 
SM> I'm of the opinion that STR will not help you in feats of 
SM> impressiveness unless you have bought the PRE that you should have to 
SM> go along with it, 
 
Oh, it will add, but at best it will only add a few dice to a presence 
attack. 
 
SM> or in terms of seduction unless you have bought the COM that you should 
SM> have. 
 
A high COM is not a prerequisite for being good at seduction.  A high PRE, 
averageish COM seducer will play up his power, his strength, perceived or 
real, use that to draw the moth to the flame.  It is more difficult than 
having a high COM, which is why a COM roll frequently may be used as a 
supporting roll to seduction attempts. 
 
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X-Authentication-Warning: pentagon.io.com: traveler owned process doing -bs 
Date: Sun, 1 Feb 1998 17:08:17 -0600 (CST) 
From: Dataweaver <traveler@io.com> 
cc: champ-l@omg.org 
Subject: Re: Energy Blast article from website 
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On Sun, 1 Feb 1998, Filksinger wrote: 
 
> On Friday, January 30, 1998 1:20 PM, Dataweaver wrote: 
>  
>  
> >On Thu, 29 Jan 1998, Filksinger wrote: 
> <snip> 
> >> 
> >> 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. 
>  
>  
> But that is an immunity to standard Counterstrike, obtained free with 
> Seeking. Furthermore, in all cases where I would state that Seeking 
> made one immune to Counterstrike, exactly the same arguments would 
> apply to Missile Reflection-- Seeking would be immune to it as well as 
> Counterstrike. Immunity to both powers and Advantages should cost 
> extra, as a rule. 
 
True enough; Missile Reflection, when used against a Seeking attack, 
should be treated merely as Missile Deflection, unless an appropriate 
Advantage is applied to it.  Either that, or add a Limitation to both that 
says "cannot be used against Seeking attacks" - and remember to add this 
limitation to nearly every character who currently has Missile Reflection.   
 
---- 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, 1 Feb 1998 17:31:58 -0600 (CST) 
From: Dataweaver <traveler@io.com> 
cc: champ-l@omg.org 
Subject: Re: TUSV: Damaging Movement 
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On Sun, 1 Feb 1998, Filksinger wrote: 
 
> On Saturday, January 31, 1998 9:25 AM, Don McKinney wrote: 
>  
>  
> <snip> 
> > 
> >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..." 
> > 
> Save that characters in comics and people in the real world do. I 
> recall Iron Man setting fire to Titanium Man's armor with his jet 
> boots once, for example. 
 
IIRC, that was an accident.   
 
> Besides, with this ruling, I wouldn't be able to back up to a wall, 
> put on my brakes, and turn on my jets to "low" to set fire to a 
> building. 
 
Maybe there should be a rule in H5 that allows a character to use a power 
in a way thatis technically outside of its normal bounds, but requires GM 
approval and a character-point expenditure; that way, you don't have to 
dream up every possible application of your powers as you envision them 
during character creation, nor do you have to wait until you can afford to 
purchase a power all at once to be able to use 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" 
 
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From: "Remnant" <easleyap@mobis.com> 
Subject: Re: Point Crocks????? 
Date: Sun, 1 Feb 1998 17:55:07 -0600 
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David Fair writes: 
 
>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). 
 
You are only partly correct.  The main thrust of what started this is 
whether or not a high STR character looks muscular.  The attractive and 
impressive part were just sidebars. 
 
>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. 
 
If you don't think humans in a realistic campaign who have high STR should 
look muscular regardless of their COM or PRE you need to think again. 
Looking muscular by itself doesn't necessarily make someone more attractive 
or more impressive,  but it will generally have an effect.  In the REAL 
world high STR people have REAL muscles.  These muscles take space and 
generally show, REALLY. 
 
>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. 
 
STR can and does modify the impressiveness of a character.  PRE may be the 
base of impressiveness but how can you claim that with equal PRE a character 
with high STR will only be as impressive as one without high STR and nothing 
to take its place? 
 
Alan 
 
 
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From: "Remnant" <easleyap@mobis.com> 
Subject: Re: Point Crocks????? 
Date: Sun, 1 Feb 1998 17:57:10 -0600 
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>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. 
 
Only if that character had already bought up his PD, REC, and STUN before 
buying the STR and then keeping the stats at their previous level.  Just 
when is this supposed to realistically happen?  During character design?  Or 
later?  If the former then he isn't saving points he is spending points, 10 
of them to be precise.  Using that logic I just "saved" a fortune at Sam's 
Warehouse today.  Of course, all my wife sees is that I "spent" 133 dollars. 
If 
the latter, then what kind of GM is going to allow a character to do this. 
"Hello, Mr./Ms. GM, I would like to increase my STR by 10 points but keep 
all of the characteristics I previously bought the same and then spend my 
extra point on another point of STR." 
 
>> 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. 
 
 
Not using logic.  Just doing what you asked and pointing out situations in 
which a 20 STR character is limited more than a 10 STR character.  If you 
want a logical discussion of something else you need to ask. 
 
>> 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. 
 
I certainly feel worse when I have lost something that I had instead of not 
ever having had it at all.  Except, Love. 
 
>> 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. 
 
STR is a END using ability.  Most reasonable people would assume it to need 
a visible special effect.  I am sure someone will claim "It's not a power. 
It doesn't have to have a special effect."  I did say "assume."  I also said 
"reasonable."  I would require a reason why a high STR character doesn't 
have visible muscles. 
 
My original statement stated "in some situations."  Not in all situations. 
Not in most situations.  Simply, "in some situations."  Thank you, for 
finding at least some of my reasons reasonable, at least, "sort of." 
 
>> 1) He wouldn't be able to resist slugging me for some of the above 
reasons. 
> 
>And this isn't a drawback.:) 
 
 
Trust me, it is, most definitely, for him at least. 
 
I didn't mean to start off another round of arguing.  C'mon guys most of my 
"ten reasons" post was just a joke. 
 
Alan 
 
 
 
 
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From: "Remnant" <easleyap@mobis.com> 
Subject: Re: Point Crocks????? 
Date: Sun, 1 Feb 1998 18:15:53 -0600 
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>So why allow someone to buy the STR without the 
>PRE and COM that they want to derive from it?? 
> 
>I'm of the opinion that STR will not help you in 
>feats of impressiveness unless you have bought the 
>PRE that you should have to go along with it, or 
>in terms of seduction unless you have bought the 
>COM that you should have. 
> 
>I'd go along with the summary already posted. 
> 
>> COM: How attractive you look. 
>> PRE: How impressive you are, looks or not. 
>> STR: How much you can lift. 
>> BODY: your hit points. 
> 
>It's quite simple, in Champions you get what you 
>pay for, even in realistic campaigns!! :-) 
 
 
Seems to me that you are assuming that a character with high STR shouldn't 
have visible muscles that represent that high STR.  You seem to base this on 
your opinion that those visible muscles will be impressive. 
 
Without the PRE to back it up the visible muscles simply won't be 
impressive.  The use of those muscles, on the other hand, CAN add to the 
dice of a presence attack.  This means to me that high STR can, not will but 
can, make a character more impressive.  Just like an EB or KA or any other 
possibly violent power can.  Not all of the time, but definitely in a 
situation where the character is trying to be impressive.  If you don't 
believe this I must ask you if, and if you do, then why do you allow players 
to add dice to their PRE attacks through violent actions? 
 
Alan 
 
Return-Path: daemon@omg.org 
X-Sender: voxel@mail.theramp.net 
Date: Sun, 01 Feb 1998 18:36:05 -0600 
From: Bryant Berggren <voxel@theramp.net> 
Subject: Re: The Horrors of Hero? 
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At 11:02 PM 2/1/98 -0800, Jim Dickinson wrote: 
>I want to hear, as specifically as you care to get, what makes Hero less 
>attractive -- assuming that the genre is attractive, and that the "feel" of 
>the system (e.g. generally cinematic) is good -- and what scares them away? 
> 
>I think two words sum it up:  Math  and  Complexity 
 
[clip] 
 
HERO math can be tedious when you don't have a calculator, but at least you 
CAN do it on a watch-calculator or $2 special. To put it another way, 
there's nothing mathematically in HERO more complicated than calculating a 
batting average, which at least half of all kids in America learn 
voluntarily before the age of 12. ;] I don't see the math as REALLY scary 
until you start needing *scientific* calculators. 
 
>But I don't want to miss anything important.  Hence this query to the 
>finest Hero minds on the net: 
> 
>What are the "horrors of Hero"?  What parts of this game are often too 
>complex or "scary" for new players?  What needs to be simplified? 
 
At least one definite "horror of HERO" I've encountered time and again is 
that nobody THINKS of it as "HERO". It's "Champions". If I had a dime for 
every time someone told me that "Champions is only good for superheroes" 
when I want to run a Star HERO or Fantasy HERO or 
Custom-Genre-That-Only-Works-In HERO, I'd own TSR. 
 
I think HERO's vaunted and infamous "complexity" is more a matter of 
reputation than reality. HERO is *not* really any more complex to play than, 
say, AD&D, which most gamers I know started with. But it does LOOK more 
complex -- all those scary CHAR and cryptic abbreviations (like, oh, "CHAR" 
:] ) filling up the sheet. Oh, yes, and it includes 2-digit numbers, a 
definite phobia amongst today's avant gaming crowds. :^/ 
 
I think what HERO needs is some kind of "aversion therapy", to whit a 
walk-through similar to the "10 Ideas" that open up the =DC Heroes= rules. 
The general ideas of HERO (CHAR rolls, Skill rolls, attack and damage 
resolution, mental combat, etc.) aren't that tough to learn -- and if 
today's crop of gamer can learn and account for the effects of 1,000 
different "Magic: The Gathering" cards, they can learn HERO dammit. :]  
 
-- 
"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: Sun, 1 Feb 1998 18:39:44 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: TUMA Maneuvers 
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> BG>    1.  I generally don't see Bricks taking any Martial Maneuvers at 
> BG> all. 
> 
> So you think American Boxing is not suitable for a brick?  What about the 
> various flavors of Wrestling?  Are these not martial arts?  Are they not 
> primarlly practiced by "brickish" people? 
 
	That's been my observation, but . . . 
 
> What about a super team that has a charter to the effect that they are 
> "super police", and as such capturing criminals largely unharmed if 
> possible is their priority.  A brick on that team that happens to be an 
> Aikidoka would be invaluable. 
 
	Oh, quite true.  In fact, I've been toying with adding a 
Block+Grab maneuver to mirror the effects of neutralizing an incoming 
attack by physically restraining the attacker. 
 
> BG>    2.  Taking Steve's clarification into consideration (that, among 
> BG> other things, the "STR Strike" element was supposed to be striken from 
> BG> Defensive Throw), I don't see what difference the STR of the character 
> BG> using it makes. 
> 
> Because that fails to take *all* of Steve's comments into consideration. 
> Specifically, his explanation as to why Block with an aggressive element 
> cannot do damage, and why it loses the Abort element and the changes to the 
> manevuer that entails. 
 
 
	Block with an agressive element is not why it can't do damage.  It 
can't do damage because it cannot have two exclusive maneuver bases, plain 
and simple.  Technically, one could put the +v/5 damage element onto a 
similar maneuver and allow damage, but I'm not sure if I'd allow it.  t 
is, technically, legal under both NH and UMA. 
 
	Steve said that the Abort element isn't allowed on these moves not 
so much because they are normally damaging moves, but because it was a 
balancing factor.  Allowing someone, at any time, if they have an action 
phase or not, to go into a maneuver that puts someone on the ground might 
be unbalancing, even if said maneuver doesn't do damage.  The move is 
limited by the fact one must either be using it on one's own phase or 
holding a phase. 
 
	The move is still quite defensive, Rat.  It depends on defending 
against an incoming attack to work. 
 
	Compare, as I earlier pointed out, to a Throw constructed with the 
Throw+Strike elements.  It cannot be aborted to, but with a held phase it 
can be used to throw an opponent, doing damage, and stopping an incoming 
attack.  It just requires a Dex roll to go first as it is offensive. 
(Strike-based=offensive). 
 
	The defensive throw doesn't need a Dex roll to go first as it is 
defensive.  (Block-based=defensive).  It trades the ability to do damage 
for the ability to stop an incoming attack without needing a DEX roll to 
go first. 
 
 
 
				-Tim Gilberg 
 
Return-Path: daemon@omg.org 
Date: Sun, 1 Feb 1998 18:42:59 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: TUMA Maneuvers 
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> Or you with me?  But consider that Defensive Throw is more than "throwing 
> your arm up to block an incoming attack."  It may be "throwing your arm up 
> in such a way that it causes the attacker to fall flat on his face."  As 
 
	Not much difference.  It's just a matter of which way you move. 
Both are defensive reactions. 
 
> far as Hero is concerned those are two radically different types of 
> maneuvers, the former is defensive, the latter is aggressive.  Defensive 
 
	Nope.  Throwing your opponent before he attacks you would be 
offensive.  It would also be simulated by a Strike+Throw. 
 
> maneuvers attempt to put oneself at an advantage or negate a disadvantage; 
> aggressive maneuvers attempt to put one's opponent at a disadvantage. 
 
 
	Right.  The Defensive Throw blocks an incoming attack and (maybe) 
puts the attacker on the ground, putting me at an advantage.  Sounds 
defensive to me. 
 
	And with your logic, Rat, what about an attack with the "You Fall" 
element.  Putting yourself on the ground is hardly giving oneself an 
advantage. 
 
 
			-Tim Gilberg 
 
Return-Path: daemon@omg.org 
Date: Sun, 1 Feb 1998 18:45:28 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: Point Crocks????? 
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> STR can and does modify the impressiveness of a character.  PRE may be the 
> base of impressiveness but how can you claim that with equal PRE a character 
> with high STR will only be as impressive as one without high STR and nothing 
> to take its place? 
 
 
	Thanks for the assist -- I hate to disagree with you here. 
 
	The high-STR character will only get an advantage in cases where 
being big and Strong would be important.  Something like smashing a can, 
or something. 
 
	In the case of, say, a speech in front of a jury, the extra STR 
don't make a bit of difference. 
 
 
 
				-Tim Gilberg 
 
Return-Path: daemon@omg.org 
Reply-To: "Filksinger" <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
Subject: Re: TUMA Maneuvers 
Date: Sun, 1 Feb 1998 22:13:27 -0800 
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On Sunday, February 01, 1998 12:26 PM, Tim R. Gilberg wrote: 
 
 
<snip> 
> 
>> and furthermore I only claim that the _Block_ portion of the move 
goes 
>> first automatically, not the Throw (which should require a separate 
>> roll, as it is an attack and the roll for Block is not an "attack 
>> roll"). 
> 
> 
> How does this matter?  If the block succeeds, there is no 
>incomming attack to worry about.  It's been blocked.  If the block 
fails, 
>the throw can't happen, as their intertwined.  The block doesn't 
happen, 
>you get hit by the incoming attack, if it hits. 
> 
Yes, if the block fails, I get hit, assuming his attack roll was 
sufficient. However, I don't necessarily see the success of the block 
being required for the throw. 
 
I might only partly deflect the blow, still getting hit, but not 
Stunned, and complete the throw. I might manage to connect to the 
attacker's arm immediately after his wimpy punch strikes me, allowing 
me to them perform the throw. 
 
Just because the Block succeeded doesn't mean the Throw succeeded. 
Just because the Block failed doesn't mean the Throw failed. 
 
YMMV, of course. In fact, if you think the Block/Throw combo is 
slightly abusive, you can always make the Throw require a successful 
Block _and_ an attack roll. 
 
Filksinger 
 
Return-Path: daemon@omg.org 
From: Opal@october.com (Opal) 
Date: 01 Feb 98 22:20:02 -0800 
Subject: Re: TUSV: Damaging Movem 
Organization: Fidonet: Red October Alpha * Hero Roleplaying * 408-629-4695 *  
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 b >    This is, by the way, something that didn't make it into the First  
 b > of TUSV because I wasn't sure how to handle it.  Rockets to a lot of  
 b > damage, and a person could be badly hurt by spinning helicopter rotors  
 b > airplane propeller (as demonstrated in "Raiders of the Lost Ark"), but  
 b > really uncertain as to whether such a thing should be a Side Effect  
 b > Limitation, a Linked [sorry] Power, or just something so secondary,  
 b > advantageous and disadvantageous, that the Vehicle should get it  
 b > simply by definition.  
 b >    I probably should have asked the list long ago, but... what do you  
 b > think?  (I suspect that I'll be no less confused when the discussion  
 b > over....)  
 b > ---  
 b > Bob's Original Hero Stuff Page!  
 b > ---  
  
  
I remember Exhaust was one of the most anoying things in the old  
vehicle rules (the most anoying was the 'waste space' result on the  
vehicle hit location chart... I hit the vehicle for 72 BOD against  
it's 6 DEF, but hit 'waste space' so nothing happens... sheesh).  
  
Exhaust was bad because it gave you this nasty attack for no points.  
So, I guess I'd be for making any 'Exhaust' a linked attack... I know  
it gets expensive, but you can indeed point your afterburners at  
someone and toast them, so you should pay for it.  
  
BTW, one time someone in a game I was in did turn thier vehicles  
massive Exhaust KA on a character... who happened to have Reflection,  
which, at that time took a penalty based on the points in the power...  
and the Exhaust cost no points...  ;)  
  
  
___  
 * OFFLINE 1.58  
 
Return-Path: daemon@omg.org 
Reply-To: "Filksinger" <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
Subject: Re: Point Crocks????? 
Date: Sun, 1 Feb 1998 22:27:07 -0800 
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On Sunday, February 01, 1998 4:10 PM, Tim R. Gilberg wrote: 
 
 
<snip> 
> 
> Thanks for the assist -- I hate to disagree with you here. 
> 
> The high-STR character will only get an advantage in cases where 
>being big and Strong would be important.  Something like smashing a 
can, 
>or something. 
> 
> In the case of, say, a speech in front of a jury, the extra STR 
>don't make a bit of difference. 
 
 
Actually, you aren't disagreeing with him. I was going to respond to 
that comment myself, until I realized that his other posts were saying 
essentially what you are saying-- that, at appropriate times, flexing 
muscles (exhibiting power) and threats or crushing things (violent 
actions) can be used to increase a PRE attack, but at other times they 
just aren't appropriate. 
 
Filksinger 
 
Return-Path: daemon@omg.org 
From: Opal@october.com (Opal) 
Date: 01 Feb 98 22:29:04 -0800 
Subject: Re: Riposte 
Organization: Fidonet: Red October Alpha * Hero Roleplaying * 408-629-4695 *  
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 > From: Stainless Steel Rat <ratinox@peorth.gweep.net>  
 > >>>>> "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.  
 >  
  
True, but it's still a specific manuever, something like  
  
Riposte +2 OCV +2 DCV +2 DC  Strike, must follow a Block... 4 pts  
  
would nicely represent it.  Pretty obvious, really, one of the first  
manuevers I tried to build when I got Ninja Hero - that and an 'Evade'  
- a Full-Move-Dodge.  :)  Steve Long actually put similar manuevers in  
UMA... I think they were called a 'Return Strike' and a 'Flying Dodge'  
respectively.  
  
 > [...]  
 >  
 > 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  
 > does damage (regardless that The Ultimate Martial Artist breaks itself  
 > this fashion).  
  
What was it a Block/Throw?  I think that one just put you on the ground  
but did no damage...  
___  
 * OFFLINE 1.58  
 
Return-Path: daemon@omg.org 
From: Opal@october.com (Opal) 
Date: 01 Feb 98 22:36:06 -0800 
Subject: Limitation/AP mods idea 
Organization: Fidonet: Red October Alpha * Hero Roleplaying * 408-629-4695 *  
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 c > From: Darien Phoenix Lynx <chip@owlnet.rice.edu>  
 c >  
 c > On the separate note, if the above suggestion is rejected, should not  
 c > occasionally a character be allowed to choose whether a given  
 c > advantage or  
 c > limitation affects active cost? This gives greater flexibility in  
 c > determining END costs, while trading off the benefit for a shorter  
 c > range,  
 c > easier-to-dispel active power.  
 c > ---  
  
I see your point...  I don't think it would make a big difference  
very often - the biggest thing about Apts is whether they get past  
a given GMs Apt limits - and those are often negotiable...  I could  
see 'declaring' a power to have a lower 'Active Cost' as a not  
unreasonable trade-off between END cost, and vulnerability to  
Adjustment powers.  Call it a '-0 Limitation' .. I'd keep an eye  
on it though.  
___  
 * OFFLINE 1.58  
 
Return-Path: daemon@omg.org 
From: Opal@october.com (Opal) 
Date: 01 Feb 98 22:42:08 -0800 
Subject: Genetic engineering 
Organization: Fidonet: Red October Alpha * Hero Roleplaying * 408-629-4695 *  
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 g > From: "Michael (Damon) or Peni R. Griffin" <griffin@txdirect.net>  
 g >  
 g > package deals for genetically engineered humans who colonize  
 g > not-quite-Earthlike planets.  In my campaign timeline, the  
.....  
 g > Several purchases of Life Support are clearly in order.  However, it  
 g > will be limited in two ways:  (1) it still doesn't allow unaided surviv  
 g > in this harsh environment, and wouldn't be *quite* as damaged  
 g > unaltered human by sudden exposure to the outdoors.  Partial  
 g > protection, .  (2) Within a few more generations,  
 g > terraformed and there will be no need for this genetic alteration;  
 g > different every couple of decades.  For this reason, the gene therapy  
 g > not permanent, and each colonist is given an annual "booster shot"  
 g > without which he begins to revert to human norms and becomes unable to  
 g > survive.  This limitation may be so small as to be worth no point  
 g > Continuing Charges which last for a year push that limitation well  
 g > into the advantage side, and Dependence is worth nothing if you only ne  
 g > substance annually.  
  
Either take the Life Supports, and difine a large Limitation for the  
'only partial protection' and just toss the booster shots in with that,  
or define it as a Talent or Perk at whatever point level seems apropriate  
to you.  
  
___  
 * OFFLINE 1.58  
 
Return-Path: daemon@omg.org 
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Date: Sun, 01 Feb 1998 23:02:08 -0800 
From: Jim Dickinson <champion@cyberhighway.net> 
Subject: The Horrors of Hero? 
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Before anyone overreacts, the Subject line was meant to catch your 
attention more than anything, but it very much has to do with the subject 
of this message.  I am hoping to gather YOUR thoughts on what you believe 
to be "non-Hero" players' reason for not playing Hero. 
 
It is my opinion, and I'm sure most here agree, that this system is by far 
one of the best RPG game systems ever written.  That's why we play it!  But 
if this is true, why aren't others jumping on the bandwagon?  What has 
stopped them over the past 15 years? 
 
I want to hear, as specifically as you care to get, what makes Hero less 
attractive -- assuming that the genre is attractive, and that the "feel" of 
the system (e.g. generally cinematic) is good -- and what scares them away? 
 
I think two words sum it up:  Math  and  Complexity 
 
I think that any time you need a calculator (or a computer program) in 
order to make a character, you are in a zone that *most* RPGers don't want 
to tread.  I also think that new players are scared off by some of Hero's 
more complex rules -- rules you and I like for their utility and 
versatility, but they are complicated enough to make many people shy away. 
 
For example: 
This game uses all d6's.  How hard can that be?  Seems less complex than 
polyhedral dice used in AD&D, right?  Sure, but then new players see that 
there are multiple ways to read results from those dice, like counting them 
twice...once for Stun and then again for Body.  And then not all damage is 
rolled the same: Normal attacks roll dice differently from Killing attacks, 
etc. 
 
I am considering submitting a proposal to Gold Rush Games and/or Hero Plus 
that will offer rules variations that simplify Hero without changing any of 
the core mechanics, so that GMs have simpler rules to use at a convention, 
or when introducing new players to the game.  And then they can graduate 
those players to the full rules system without the players having to 
"unlearn" any of the first rules they learned (they would have to do this 
with Fuzion, for example). 
 
But I don't want to miss anything important.  Hence this query to the 
finest Hero minds on the net: 
 
What are the "horrors of Hero"?  What parts of this game are often too 
complex or "scary" for new players?  What needs to be simplified? 
 
Thanks in advance for you honest advice. 
 
Jim 
 
Return-Path: daemon@omg.org 
Date: Sun, 01 Feb 1998 23:27:21 -0800 
From: Rick Holding <rholding@ActOnline.com.au> 
Subject: Re: TUMA Maneuvers 
Errors-To: owner-champ-l@omg.org 
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-- Stainless Steel Rat wrote: 
>  
> 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. 
 
	I don't know.  The act of throwing your arm up to block an incoming  
attack could be construed as an offensive act. 
----------------------------------------------------------- 
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: Mon, 02 Feb 1998 08:14:22 +0000 
From: Stephen McGinness <S.McGinness@csm.ex.ac.uk> 
Reply-To: csm.ex.ac.uk@exeter.ac.uk 
Organization: Camborne School of Mines 
Subject: Re: Point Crocks????? 
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Remnant wrote: 
> >It's quite simple, in Champions you get what you 
> >pay for, even in realistic campaigns!! :-) 
>  
> Seems to me that you are assuming that a character with high STR shouldn't 
> have visible muscles that represent that high STR.  You seem to base this on 
> your opinion that those visible muscles will be impressive. 
 
I think someone who is visibly muscular _is_ 
impressive and therefore you should buy the PRE to 
simulate that impressiveness. People _will_ look 
at someone who is  so muscular and think WOW he 
looks very strong!! In a realistic campaign the 
purchase of such PRE _should_ be compulsory. If 
you do not buy the PRE then you are suggesting 
that the character does not look impressively 
strong and therefore not muscular. I'm not saying 
it's impossible, it's the way I see the system 
model realistic campaigns. Just because STR 
doesn't give you PRE like a figured characteristic 
doesn't mean that STR shouldn't make you more 
impressive, it just means you've got to spend the 
points on it. 
 
If you don't spend the points then you don't get 
the benfits. It really is a simple premise. I can 
as a GM accept that a very strong character will 
not look strong, if everyone insists that it is a 
realistic campaign and he will look strong and 
impressive then I say to him that he must purchase 
teh PRE to obtain that look, if it is a california 
beach campaign then I will also make him buy the 
COM that goes with that too!! :-) 
  
> Without the PRE to back it up the visible muscles simply won't be 
> impressive.  The use of those muscles, on the other hand, CAN add to the 
 
Without the PRE to back it up he will not be able 
to use that strength to intimidate people, he'll 
still look impressive.  
 
> dice of a presence attack.  This means to me that high STR can, not will but 
> can, make a character more impressive.  Just like an EB or KA or any other 
> possibly violent power can.  Not all of the time, but definitely in a 
> situation where the character is trying to be impressive.  If you don't 
> believe this I must ask you if, and if you do, then why do you allow players 
> to add dice to their PRE attacks through violent actions? 
 
My last post does seem to say that doesn't it!! I 
didn't mean it to. I will allow strength to add to 
presence attacks and so the use of STR can make 
you more impressive. It is this particular case of 
realistic campaigns where people want to have 
bulging muscles because they buy high STR. Well 
the campaign rules may tell you that if you have 
high STR then this must be reflected in your 
musculature, which is a fancy way of telling you 
that you had better buy some PRE if you want the 
high STR. 
 
 
All in my humble opinion of course. :-) 
 
 
 
Stephen 
  
> Alan 
 
Return-Path: daemon@omg.org 
Date: Mon, 02 Feb 1998 08:22:04 +0000 
From: Stephen McGinness <S.McGinness@csm.ex.ac.uk> 
Reply-To: csm.ex.ac.uk@exeter.ac.uk 
Organization: Camborne School of Mines 
Subject: Re: The Horrors of Hero? 
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Jim Dickinson wrote: 
> I want to hear, as specifically as you care to get, what makes Hero less 
> attractive -- assuming that the genre is attractive, and that the "feel" of 
> the system (e.g. generally cinematic) is good -- and what scares them away? 
 
I think part of the problem is the way the system 
works. It is based on getting the powers to model 
the effects that you want to achieve. It isn't 
always a simple case of buying the power that 
seems to be called something close to what you 
want, you have to put some effort into it. If you 
want to mind control people into believing you are 
not there than you don't buy mind control, you 
tend to buy a limited invisibility! It causes 
people to shrivel up and wonder why they aren't 
playing something simple like AD&D!! ;-) 
  
> I think two words sum it up:  Math  and  Complexity 
 
That too!! :-) 
  
> Thanks in advance for you honest advice. 
>  
> Jim 
 
 
It's a good subject!! I have tried for years to 
push the system at people but most of them really 
do shy away and go back to systems they like. For 
shame some of them actually go to things like 
Heroes Unlimited because they like all the cool 
background stuff and alignment systems for God's 
sake! No matter what you do there will be people 
who just don't appreciate a good thing when they 
see it!! 
 
 
 
Stephen 
 
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From: Brian Wong <rook@shell.infinex.com> 
Subject: Re: The Horrors of Hero? 
Date: Mon, 2 Feb 1998 04:26:57 -0800 (PST) 
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>  
> At 11:02 PM 2/1/98 -0800, Jim Dickinson wrote: 
> >I want to hear, as specifically as you care to get, what makes Hero less 
> >attractive -- assuming that the genre is attractive, and that the "feel" of 
> >the system (e.g. generally cinematic) is good -- and what scares them away? 
> > 
> >I think two words sum it up:  Math  and  Complexity 
>  
> [clip] 
>  
> HERO math can be tedious when you don't have a calculator, but at least you 
> CAN do it on a watch-calculator or $2 special. To put it another way, 
> 
 
	You know, I switched to Hero for two reasons back in 1985: 
1) point based, I didn't like dice, not relevant to this discussion. 
2) It was simpler than 'the other stuff'. 
	After all, as I saw it, everything could be done by rolling 3d6 and 
	trying to get <= to a number on a sheet somewhere. 
 
	That was much simpler than one system for avoiding posion, one 
	for picking pockets, another for secret doors, and yet another 
	for to hit rolls, spell lists in the 1000's, etc... 
	And then there was chartmaster(rolemaster)... Aftermath... 
	Space Opera, Traveller, heck, even V&V is more complex. 
 
	Ok, so character creation was more involved, but that didn't even 
	phase me to be honest. And it's never phased anyone I've met. 
 
Somewhere in the early 90's I started hearing people say Hero was too 
complex. All the people shouting this out to the world were Hero players 
themselves.  Not, from what I encountered; non hero people who had been 
turned away. 
	It was like a mad dash to see who could shoot themselves in the foot 
fastest. 
 
	Now, how is I never had the problems these people claimed? 
 
Well, lets take a look at my first experience with Hero. 
	I'd never played a Super game at the time, and my comics had been 
confined to Conan. 
	So it was a Champions game, and I had no genre familiarity. 
 
	To make my character I flipped through a Dragon magazine till I 
found a neat picture, a 'Tengu' for an add to Bushido (Tengu are humanoid 
Ravens, more or less). 
	I showed it to the GM and he said ok, I told him I wanted a guy 
with martial arts, a sword, and wings. He wrote some stuff down and 
then handed me a sheet. 
 
	He told me all I needed to do was roll 3d6 when I tried something 
and try to get <= to the number listed on the sheet. He pointed to another 
set of xd6 numbers and said if you hit something, roll one of those depending 
on what you did to hit them. 
 
	In about 5 minutes I was swooping down out of the air to stop a bank 
robbery and slashing at a bug green guy with my sword. 
	When I rolled the dice and didn't know what it meant, the other's 
helped me out, showing me as we went along. 
 
	It took me about 1 hour in play to memorize the whole essentials 
of 2nd edition Champions in play. A week later I had my own copy (3rd 
edition) and sat down to learn character generation. 
 
	As I'd already found play fun and easy, the character gen didn't phase 
me. It was actually fun to be able to go that deep into a character. 
 
> >But I don't want to miss anything important.  Hence this query to the 
> >finest Hero minds on the net: 
> > 
> >What are the "horrors of Hero"?  What parts of this game are often too 
> >complex or "scary" for new players?  What needs to be simplified? 
>  
> At least one definite "horror of HERO" I've encountered time and again is 
> that nobody THINKS of it as "HERO". It's "Champions". If I had a dime for 
> every time someone told me that "Champions is only good for superheroes" 
 
	True. 
  
> I think HERO's vaunted and infamous "complexity" is more a matter of 
> reputation than reality. HERO is *not* really any more complex to play than, 
> say, AD&D, which most gamers I know started with. But it does LOOK more 
> complex -- all those scary CHAR and cryptic abbreviations (like, oh, "CHAR" 
> :] ) filling up the sheet. Oh, yes, and it includes 2-digit numbers, a 
> definite phobia amongst today's avant gaming crowds. :^/ 
> 
	It's definatly repuation. But it's also approach. 
For an example; look at the way we discuss the game in here and the newsgroup. 
We don't talk about concepts, we talk numbers. We fight over trivial things 
like weather linked math's this way or that. Rather than discussing plot 
and characterization, we go off on 1/4 this times X dived by whatever gives 
you that when applied to power Z. 
 
	Now go into a forum for a WW game, half the posts are group fiction, 
reviews of products, or 'cool genre ideas'. 
 
	Now, it's this way in person to. Go to a con and listen to how people 
talk about their favorite games. 
	Hero people don't talk about genre, roleplay, and creative fiction. 
They talk numbers. 
	If I was looking to get into roleplay and didn't know better, I'd find 
Hero people to be a turn off. 
	WW people (to use a popular contrast) are dramatic and into their 
roles. They go through the same complexity in the playing their games, rolling 
their dice, or whatever. But when they 'talk shop', it sounds like the local 
drama club minus good acting. :) 
 
 
> I think what HERO needs is some kind of "aversion therapy", to whit a 
> walk-through similar to the "10 Ideas" that open up the =DC Heroes= rules. 
> The general ideas of HERO (CHAR rolls, Skill rolls, attack and damage 
> resolution, mental combat, etc.) aren't that tough to learn -- and if 
> today's crop of gamer can learn and account for the effects of 1,000 
> different "Magic: The Gathering" cards, they can learn HERO dammit. :] 
 
	Oh gods yes. I was a subscriber to a few magic lists for a bit, and 
they're shaping up to be worse than us when it comes to getting complex 
and obscure. 
	But they present a good public front. A bunch of kids shouting at 
the local comic store over who's winning or losing. Draws the eyes of the kid 
looking at the shelves and trying to find a new hobby. 
 
	I think what we need to do is start presenting ourselves better. 
Don't let on to how complex it can get. 
Hide the math to newbies by making their characters for them, based on what 
they describe. 
Help them count the dice. 
Don't debate linked in front of them. 
Debate Superman's new blue or red look, or the virtues/flaws of the X-Men, but 
not weather slick is a transform or a change environment or a whatever... 
 
	Keep those debates private to the Hero veterans. 
 
	We have to show people what's fun about. 
 
Now my comments have been Super oriented, but it works for any genre. 
 
	And one thing that's needed, more con games being run with the 
intention of appealing to newbies. 
	Most con games I see tend to go into cryptic debates and attract 
Hero Guru's while shunning new faces. 
	Need to make those simple games with pregen characters and just hand 
the newbies 3d6 and a concept. Then let them have at it. After they've been 
hooked they can learn the complex stuff. 
 
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 Super Hero Role Playing Sight is at: http://www.infinex.com/~rook/SH/ 
 
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Date: Mon, 02 Feb 1998 13:46:14 
From: Filksinger <filkhero@usa.net> 
Subject: Re: [Re: TUMA Maneuvers] 
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Stainless Steel Rat wrote: 
> -----BEGIN PGP SIGNED MESSAGE----- 
>  
> >>>>> "RH" == Rick Holding <rholding@ActOnline.com.au> writes: 
>  
> RH> 	And you have a problem with defensive throw also being classified 
> RH> as defensive? 
>  
> Yes I do, because it has an aggressive element.  The maneuver *base*, the 
> Block, is defensive.  But the maneuver as a whole is not because it has an 
> aggressive element.  A defensive maneuver cannot be aggressive in any way. 
 
Since in real life aggressive activity is classified as "defensive" on a regular basis, I assume you must be talking about the game. Fine. Show me where, in the game, it states that defensive maneuvers cannot be offensive in any way, and I'll grant you that point, on the condition that you do not attempt to feed me that line that anything that cannot be Aborted to is automatically not defensive. 
 
Filksinger 
 
 
____________________________________________________________________ 
Get free e-mail and a permanent address at http://www.netaddress.com 
 
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Date: Mon, 02 Feb 1998 05:52:02 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: TUMA Maneuvers 
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At 05:50 PM 2/1/1998 -0500, Stainless Steel Rat wrote: 
>-----BEGIN PGP SIGNED MESSAGE----- 
> 
>>>>>> "BG" == Bob Greenwade <bob.greenwade@klock.com> writes: 
> 
>BG>    1.  I generally don't see Bricks taking any Martial Maneuvers at 
>BG> all. 
> 
>So you think American Boxing is not suitable for a brick?  What about the 
>various flavors of Wrestling?  Are these not martial arts?  Are they not 
>primarlly practiced by "brickish" people? 
> 
>What about a super team that has a charter to the effect that they are 
>"super police", and as such capturing criminals largely unharmed if 
>possible is their priority.  A brick on that team that happens to be an 
>Aikidoka would be invaluable. 
 
   I've not only seen it but done it.  Note the word "generally" above. 
   Still, I have yet to see a STR 60 brick take any martial arts, and 
certainly I don't see full-fledged bricks taking Kung Fu or Tae Kwon Do. 
 
>BG>    2.  Taking Steve's clarification into consideration (that, among 
>BG> other things, the "STR Strike" element was supposed to be striken from 
>BG> Defensive Throw), I don't see what difference the STR of the character 
>BG> using it makes. 
> 
>Because that fails to take *all* of Steve's comments into consideration. 
>Specifically, his explanation as to why Block with an aggressive element 
>cannot do damage, and why it loses the Abort element and the changes to the 
>manevuer that entails. 
 
   Okay, so what difference exactly does the STR of the character make when 
he's performing a Defensive Throw? 
--- 
Bob's Original Hero Stuff Page! 
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Homepage of the Merry-Go-Round Webring!  (Wanna join?) 
   http://www.klock.com/public/users/bobg/merrhome.htm 
 
 
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Date: Mon, 02 Feb 1998 05:53:32 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: TUMA Maneuvers 
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At 06:39 PM 2/1/1998 -0600, Tim R. Gilberg wrote: 
> Oh, quite true.  In fact, I've been toying with adding a 
>Block+Grab maneuver to mirror the effects of neutralizing an incoming 
>attack by physically restraining the attacker. 
 
   This would be a very appropriate maneuver for Krav Maga (another martial 
art that can be appropriate for a low-level brick). 
--- 
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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Subject: Re: Point Crocks????? 
Date: Mon, 2 Feb 98 09:28:03 -0500 
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From: David Fair <DFair@sdslink.com> 
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On 1/31/98 1:43 PM Tim R. Gilberg (trgilber@hilltop.ic.edu) Said: 
 
>	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. 
 
Sure, the High STR Character may look strong, but may not look  
impressivly strong. IOW, his 20 STR may just look like a 14 STR. People  
can tell that he is strong but not how strong he is.  
 
Have you ever watched powerlifting? These guys are not in the greatest  
physical shape; many are overweight, most are big, but not all that  
impressive looking when not lifting something. Sure thay look strong, but  
do they look THAT strong? Not usually. (Say 20 STR, 12 PRE & 12 COM) 
 
On the other hand, body builders who don't have a prayer of lifting what  
the powerlifters do, LOOK far stronger than the powerlifter!  This is a  
case of 13 STR, 20 PRE & 18 COM. 
 
Of course, all this is simply the NORMAL case; theree are exceptions and  
in role-playing you can do whatever you like. I just don't thinks anyone  
with a high STR should try to use it like PRE, without paying for the PRE  
as well. 
 
David A. Fair         | 
SDS International     |     Think Different 
dfair@sdslink.com     | 
 
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Subject: Re: Point Crocks????? 
Date: Mon, 2 Feb 98 09:48:07 -0500 
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On 2/1/98 6:55 PM Remnant (easleyap@mobis.com) Said: 
 
> 
>STR can and does modify the impressiveness of a character.  PRE may be the 
>base of impressiveness but how can you claim that with equal PRE a character 
>with high STR will only be as impressive as one without high STR and nothing 
>to take its place? 
 
That would depend on why the second character bought a high PRE. Is he a  
powerful mafiaosa, unable to be intimidated? That calls for a high PRE.  
Does he have powerful political ties? High PRE.  
 
An infomercial host with a well-oiled sales pitch can be far more  
impressive to the potential customer than the physique laden guinea pig  
who runs on the treadmill while Slick does the talking. 
 
David A. Fair         | 
SDS International     |     Think Different 
dfair@sdslink.com     | 
 
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Date: Mon, 2 Feb 1998 10:02:34 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: TUMA Maneuvers 
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> Yes, if the block fails, I get hit, assuming his attack roll was 
> sufficient. However, I don't necessarily see the success of the block 
> being required for the throw. 
 
	I very much do, on the other hand. 
 
> I might only partly deflect the blow, still getting hit, but not 
> Stunned, and complete the throw. I might manage to connect to the 
> attacker's arm immediately after his wimpy punch strikes me, allowing 
> me to them perform the throw. 
 
	That's not a block/throw, then.  You're talking about a straight 
up throw.  With the throw+strike elements. 
 
> Just because the Block succeeded doesn't mean the Throw succeeded. 
> Just because the Block failed doesn't mean the Throw failed. 
 
	We're not talking about a block then throw maneuver.  We're 
talking about a block maneuver that happens to direct an attacker to the 
ground.  It's one move, not two. 
 
> YMMV, of course. In fact, if you think the Block/Throw combo is 
> slightly abusive, you can always make the Throw require a successful 
> Block _and_ an attack roll. 
 
 
	I'd put it only on the block roll.  If it works, attacker is going 
to the floor unless a breakfall roll is made.  If it doesn't work, the 
attack flies free and no throw can be made. 
 
 
 
				-Tim Gilberg 
 
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From: GoldRushG@aol.com 
Date: Mon, 2 Feb 1998 11:09:10 EST 
Subject: Re: The Horrors of Hero? 
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  I think your two words summed it up quite nicely: math and complexity. The 
Hero System's diversity and flexibility also seem to be what cause some 
newcomers to shy away from it. IMHO, most new Hero SYstem players have been 
brought into the fold by actually playing in a game rather than by first 
buying the rules book. 
 
  Mark @ GRG 
 
Return-Path: daemon@omg.org 
Date: Mon, 2 Feb 1998 12:04:40 -0600 (CST) 
From: Darien Phoenix Lynx <chip@owlnet.rice.edu> 
Subject: Re: Limitation/AP mods idea 
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On Fri, 30 Jan 1998, "qts" <qts@nildram.co.uk>        "Darien Phoenix Lynx" wrote: 
 
> 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 
 
Hmm... there's an example of where the personal immunity is in the active 
power. But with many special effects, the personal immunity has nothing to 
do with the active power. Like Cyclops, with his personal immunity to his 
energy blast... it's not that the blast is more powerful or more complex, 
but that his skin can metabolize it. In this case the personal immunity 
should not affect the active cost if the player doesn't wish it. 
 
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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: 
 
>> Yes, if the block fails, I get hit, assuming his attack roll was 
>> sufficient. However, I don't necessarily see the success of the block 
>> being required for the throw. 
 
TRG> 	I very much do, on the other hand. 
 
Huzza!  Hell is certainly freezing over, now. :) 
 
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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: "Desmarais, John" <jdesmara@novanthealth.org> 
Subject: Re: The Horrors of Hero? 
Date: Mon, 2 Feb 1998 14:16:32 -0500 
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---Jim Dickinson  wrote: 
> 
> Before anyone overreacts, the Subject line was meant to catch your 
> attention more than anything, but it very much has to do with the 
subject 
> of this message.  I am hoping to gather YOUR thoughts on what you 
believe 
> to be "non-Hero" players' reason for not playing Hero. 
> 
> It is my opinion, and I'm sure most here agree, that this system is by 
far 
> one of the best RPG game systems ever written.  That's why we play it! 
But 
> if this is true, why aren't others jumping on the bandwagon?  What has 
> stopped them over the past 15 years? 
>  
> I want to hear, as specifically as you care to get, what makes Hero 
less 
> attractive -- assuming that the genre is attractive, and that the 
"feel" of 
> the system (e.g. generally cinematic) is good -- and what scares them 
away? 
>  
> I think two words sum it up:  Math  and  Complexity 
>  
> I think that any time you need a calculator (or a computer program) in 
> order to make a character, you are in a zone that *most* RPGers don't 
want 
> to tread.  I also think that new players are scared off by some of 
Hero's 
> more complex rules -- rules you and I like for their utility and 
> versatility, but they are complicated enough to make many people shy 
away. 
 
Sort of, except that it really isn't that complex.  All of the math 
involved is stuff you learned in elementry school and should be able to 
do in your head [depending on which school system you attended and 
whether or not you wre forced to lived through the horrors of "New Math" 
- but that's a whole other complaint...]   : ) 
 
I think it's more a matter of perception of complexity than actual 
complexity.  When you are first exposed to the rules, there is something 
intimidating about them.  There really aren't any particularly complex 
concepts in the rules.  "Here's your points, here's how much everything 
costs, add it up and go".  I think with many new player, the fact that 
it's not a class based system (unlike what was probably their first 
game) my overwhealm them.  I've had this problem recently with my 
girlfriend.  She expressed an interest in playing, but when I asked her 
to describe the character she'd like to play, she just froze up for a 
while.   
 
Something that may help, since the rules are being revisited anyway, may 
be to include archetype templates (a tamplate would be much more 
complete than a package deal) for the standard superhero archetypes. 
Basically, prespend about 200 points (leave the new player 50 points to 
"custumize" the character) towards building a Brick, Energy Blaster, 
Martial Artist, etc..  (hmmm.... I may go ahead and do this myself to 
use in my games....).  While it may go against the "classless system" 
concept, I think it would make things easier for neophites. 
 
Next problem - there is the the rule books themselves.  While easy for 
an experienced player to use as reference, somehow they miss the mark 
for showing a new player how to play.  I'm not really sure what's 
missing, more examples might help (but I really don't think that's all 
of it); but back in ths dark ages when I first started playing 
Champions, reading the rules didn't give me anywhere near a feel for the 
game that my first session playing did. 
 
  
-=>John Desmarais 
 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: TUMA Maneuvers 
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-----BEGIN PGP SIGNED MESSAGE----- 
 
>>>>> "RH" == Rick Holding <rholding@ActOnline.com.au> writes: 
 
RH> 	And you have a problem with defensive throw also being classified 
RH> as defensive? 
 
Yes I do, because it has an aggressive element.  The maneuver *base*, the 
Block, is defensive.  But the maneuver as a whole is not because it has an 
aggressive element.  A defensive maneuver cannot be aggressive in any way. 
 
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PGP Key: at a key server near you! \  
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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 
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Organization: The Happy Fun Ball Brigade 
Date: 02 Feb 1998 14:24:58 -0500 
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-----BEGIN PGP SIGNED MESSAGE----- 
 
>>>>> "BG" == Bob Greenwade <bob.greenwade@klock.com> writes: 
 
BG>    Still, I have yet to see a STR 60 brick take any martial arts, and 
BG> certainly I don't see full-fledged bricks taking Kung Fu or Tae Kwon 
BG> Do. 
 
The Kung Fu styles tend to be "softer" arts, but arts like Tae Kwon Do or 
Muay Thai, more "boxing" styles, are well-suited for bricks. 
 
[...] 
 
BG>    Okay, so what difference exactly does the STR of the character make 
BG> when he's performing a Defensive Throw? 
 
Well, if you chose to ignore Steve's clarifications, you chose to ignore 
the fact that "STR Strike" is a typo. 
 
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Return-Path: daemon@omg.org 
From: "\"qts\" <qts@nildram.co.uk> 
        \"Jim Dickinson\"" <qts@nildram.co.uk> 
Date: Mon, 02 Feb 98 19:50:38  
Reply-To: "qts" <qts@nildram.co.uk> 
Priority: Normal 
Subject: Re: The Horrors of Hero? 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Sun, 01 Feb 1998 23:02:08 -0800, Jim Dickinson wrote: 
 
>Before anyone overreacts, the Subject line was meant to catch your 
>attention more than anything, but it very much has to do with the subject 
>of this message.  I am hoping to gather YOUR thoughts on what you believe 
>to be "non-Hero" players' reason for not playing Hero. 
> 
>It is my opinion, and I'm sure most here agree, that this system is by far 
>one of the best RPG game systems ever written.  That's why we play it!  But 
>if this is true, why aren't others jumping on the bandwagon?  What has 
>stopped them over the past 15 years? 
> 
>I want to hear, as specifically as you care to get, what makes Hero less 
>attractive -- assuming that the genre is attractive, and that the "feel" of 
>the system (e.g. generally cinematic) is good -- and what scares them away? 
> 
>I think two words sum it up:  Math  and  Complexity 
 
More like Ignorance and Inertia. 
 
Most RPers haven't even heard about Hero, and of those who have, most 
are happily playing AD&D, and are content to stay so. 
qts 
 
Home: qts@nildram.co.uk. 
 
Return-Path: daemon@omg.org 
Date: Mon, 2 Feb 1998 13:53:51 -0600 (CST) 
From: Darien Phoenix Lynx <chip@owlnet.rice.edu> 
Subject: Re: The Horrors of Hero? 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Mon, 2 Feb 1998, "qts" <qts@nildram.co.uk>        "Jim Dickinson" wrote: 
 
> On Sun, 01 Feb 1998 23:02:08 -0800, Jim Dickinson wrote: 
>  
> >Before anyone overreacts, the Subject line was meant to catch your 
> >attention more than anything, but it very much has to do with the subject 
> >of this message.  I am hoping to gather YOUR thoughts on what you believe 
> >to be "non-Hero" players' reason for not playing Hero. 
> > 
> >It is my opinion, and I'm sure most here agree, that this system is by far 
> >one of the best RPG game systems ever written.  That's why we play it!  But 
> >if this is true, why aren't others jumping on the bandwagon?  What has 
> >stopped them over the past 15 years? 
> > 
> >I want to hear, as specifically as you care to get, what makes Hero less 
> >attractive -- assuming that the genre is attractive, and that the "feel" of 
> >the system (e.g. generally cinematic) is good -- and what scares them away? 
> > 
> >I think two words sum it up:  Math  and  Complexity 
 
Personally I wonder sometimes if the system is complex enough. Am I a 
heretic? The system is so granular that players are always trying to get 
the most out of their points. they won't put an extra limitation on a 
power if it doesn't save them points. Why have 7 charges when you can have 
8--that sort of nonsense. HERO becomes a game-playing game, not a 
role-playing game, when the numbers become king, and efficiency rather 
than character takes the sway of our hearts. 
 
My players are always playing number games and I don't know how to get 
them to stop. They whine and whine when I don't let something gratuitous 
slip into an EC or multipower. They freak when I say their STR doesn't fit 
the character. They can't stand the fact that I rule Flash defense OIF 
goggles doesn't work vs. an optic nerve-shorting attack--in short they put 
game mechanics over "real" mechanics, game effects over special effects. 
Frankly, I'd be much happier if they were ignorant newbies with a 
character concept and let me design their characters. But when you know 
the system, it's too hard to overlook the things which make your character 
more "game-effective," and character concept changes when the numbers 
don't work right. It's this horrific reversal, or reverse-engineering, of 
the HERO system that causes much of the ill and makes me want to crawl, 
exhausted, to a "simpler" role-playing system where at least everything is 
spelled out, no matter how many pages it takes. 
 
The best way I think HERO games can combat this effect is to give the 
spirit of the rules sidebars I talked about before... they need to give 
GMs in the trenches a hand in doing the regulation and spirit-preservation 
that is so desperately needed to prevent a HERO game from degenerating 
into a farce. 
 
Return-Path: daemon@omg.org 
Date: Mon, 2 Feb 1998 15:02:04 -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 
 
>RH> 	And you have a problem with defensive throw also being classified 
>RH> as defensive? 
> 
>Yes I do, because it has an aggressive element.  The maneuver *base*, the 
>Block, is defensive.  But the maneuver as a whole is not because it has an 
>aggressive element.  A defensive maneuver cannot be aggressive in any way. 
 
Missile Reflection. Explain that, please, Rat. You can even abort to it. 
 
----------------------------------------------------------------------------- 
"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: Mon, 2 Feb 1998 12:31:54 -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 
 
John and Ron Prins writes: 
  
> Missile Reflection. Explain that, please, Rat. You can even abort to it. 
 
Can you?  I've always ruled that you cannot abort to reflect, you can only 
abort to deflect. 
 
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 
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Organization: The Happy Fun Ball Brigade 
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-----BEGIN PGP SIGNED MESSAGE----- 
 
>>>>> "JaRP" == John and Ron Prins <jprins@interhop.net> writes: 
 
JaRP> Missile Reflection. Explain that, please, Rat. You can even abort to it. 
 
It is a legacy of the second edition of the game. 
 
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Return-Path: daemon@omg.org 
Date: Mon, 2 Feb 1998 17:07:57 -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 
 
>> Missile Reflection. Explain that, please, Rat. You can even abort to it. 
> 
>Can you?  I've always ruled that you cannot abort to reflect, you can only 
>abort to deflect. 
 
Reflection is just an option of Deflection. You can Abort to Deflect 
(explicitly), and the Reflection bit says nothing about changing this. And 
what about Reflection at Range? I have a hard time calling deflecting a shot 
meant for somebody else as a 'purely defensive' action. But it's still 
Missile Deflection and you can Abort to it. And the SFX of a particular 
Reflection might _require_ someone to reflect (no choice; like some sort of 
'feedback' power) to deflect. 
 
Reflection has an 'agressive' componant to it but it's _still_ defensive. 
It's _primary_ purpose is _still_ to keep an incoming attack from damaging 
the PC. Exactly the same way that the Defensive Throw's _primary_ purpose is 
to stop an incoming attack. If it's got a small offensive componant to it, 
so what? Defensive Throw explictly loses Abort in its construction, 
according to TUMA. Missile Reflection does not explicitly lose Abort in BBB, 
so it must still have it. It is, after all, still primarily a defensive power. 
 
----------------------------------------------------------------------------- 
"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: Mon, 2 Feb 1998 17:19:03 -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> Missile Reflection. Explain that, please, Rat. You can even abort to it. 
> 
>It is a legacy of the second edition of the game. 
 
That doesn't change the fact that it kinda blows your argument out of the 
water...you _can_ have 'defensive' actions with 'agressive' componants, in 
4th Edition HERO. 
 
 
 
----------------------------------------------------------------------------- 
"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 
X-Sender: geoff@emerald.omg.org 
Date: Mon, 02 Feb 1998 17:22:28 -0500 
From: Geoff Speare <geoff@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> Missile Reflection. Explain that, please, Rat. You can even abort 
to it. 
>> 
>>It is a legacy of the second edition of the game. 
> 
>That doesn't change the fact that it kinda blows your argument out of the 
>water...you _can_ have 'defensive' actions with 'agressive' componants, in 
>4th Edition HERO. 
 
And it's hardly fair to wave off anything which doesn't fit in with your 
particular interpretation as "legacy of old editions".  
 
Geoff Speare 
 
Return-Path: daemon@omg.org 
Date: Mon, 2 Feb 1998 16:22:43 -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 
 
 
> BG>    Still, I have yet to see a STR 60 brick take any martial arts, and 
> BG> certainly I don't see full-fledged bricks taking Kung Fu or Tae Kwon 
> BG> Do. 
> 
> The Kung Fu styles tend to be "softer" arts, but arts like Tae Kwon Do or 
> Muay Thai, more "boxing" styles, are well-suited for bricks. 
 
	Well, I could come up with a nice pacifistic brick, but that's not 
the point. 
 
> BG>    Okay, so what difference exactly does the STR of the character make 
> BG> when he's performing a Defensive Throw? 
> 
> Well, if you chose to ignore Steve's clarifications, you chose to ignore 
> the fact that "STR Strike" is a typo. 
 
 
	Not quite.  STR Strike is a typo officially corrected in the UMA 
released in Hero Plus format.  That is seperate from anything Steve may 
have clarified.  (And you deliberately misinterpreted, but that's not the 
point.) 
 
 
 
			-Tim Gilberg 
 
Return-Path: daemon@omg.org 
Date: Mon, 2 Feb 1998 16:23:49 -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 
 
 
> > Missile Reflection. Explain that, please, Rat. You can even abort to it. 
> 
> Can you?  I've always ruled that you cannot abort to reflect, you can only 
> abort to deflect. 
 
 
	What's the rationale?  I don't really see one other than, "The GM 
says so."  I'd feel quite cheated if a GM pulled that kind of ruling. 
 
 
 
				-Tim Gilberg 
 
Return-Path: daemon@omg.org 
Date: Mon, 2 Feb 1998 16:24:55 -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> Missile Reflection. Explain that, please, Rat. You can even abort to it. 
> 
> It is a legacy of the second edition of the game. 
 
 
	And a Throw that was considered defensive, could be aborted to, 
and did damage was a legacy of the third edition of the game. 
 
	What's your point? 
 
 
				-Tim Gilberg 
 
Return-Path: daemon@omg.org 
Date: Mon, 2 Feb 1998 14:25:58 -0800 (PST) 
From: Anthony Jackson <ajackson@iii.com> 
Reply-To: Anthony Jackson <ajackson@iii.com> 
Subject: Re: TUMA Maneuvers 
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: 
 
>      What's the rationale?  I don't really see one other than, "The GM 
> says so."  I'd feel quite cheated if a GM pulled that kind of ruling. 
 
The rationale is 'missile reflection is not a defensive action' ;). 
 
Return-Path: daemon@omg.org 
From: "Warren E Henderson III" <warren@newenglandpc.net> 
Date: Mon, 02 Feb 98 23:46:47  
Reply-To: "Warren E Henderson III" <warren@newenglandpc.net> 
Priority: Normal 
Subject: RE:The Horrors of Hero? 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
X-Status:  
X-Keywords: 
X-UID: 6 
 
>It is my opinion, and I'm sure most here agree, that this system is by far 
>one of the best RPG game systems ever written.  That's why we play it!  But 
>if this is true, why aren't others jumping on the bandwagon?  What has 
>stopped them over the past 15 years? 
 
It has been my experience that Hero's biggest problem is why you would want to play it, You can do  
ANYTHING with the system.  Seeings as you can, the rules just cover the mechanics of the system rather  
than developing a setting.  Hero can easily overwhelm new players with the amount of stuff they can do,  
AD&D it cast spells, or swing a sword. That being said I have to back track, I play FH not Champions and  
don't know what the campiagn settings are like.  Something else is the lack of any ready to run (once again  
Champions excepted).  Not that it would be easy to write something,  Characters can be anything the players  
care to create. 
 
>>Brian Wong <rook@shell.infinex.com> writes:  
 
>>  It's definatly repuation. But it's also approach. 
>> For an example; look at the way we discuss the game in here and the newsgroup. 
>> We don't talk about concepts, we talk numbers. We fight over trivial things 
>> like weather linked math's this way or that. Rather than discussing plot 
>> and characterization, we go off on 1/4 this times X dived by whatever gives 
>> you that when applied to power Z. 
 
 
>Very good point !  I subscribe to the list mainly for plot ideas, character ideas, and the like.  Stuff that should  
>be system transparent.  However, as Brian 
>points out, most of the discussion is rules/mechanics-oriented. 
 
>Curt Hicks 
 
I think this has something to do with how you learn Hero, point costs are well spelled out in the books.  A little  
more emphasis on using the system to create what you want, rather than what you can create with 75 points  
would help.  Though this is a little unfair to FH 2nd ed, they do have a section from developing your  
character, but it think an example of how to take a concept and turn it into a character would be a good  
thing.  GURPs did this in their core rule book. 
 
>My players are always playing number games and I don't know how to get 
>them to stop. They whine and whine when I don't let something gratuitous 
>slip into an EC or multipower. They freak when I say their STR doesn't fit 
>the character. They can't stand the fact that I rule Flash defense OIF 
>goggles doesn't work vs. an optic nerve-shorting attack--in short they put 
>game mechanics over "real" mechanics, game effects over special effects. 
>Frankly, I'd be much happier if they were ignorant newbies with a 
>character concept and let me design their characters. But when you know 
>the system, it's too hard to overlook the things which make your character 
>more "game-effective," and character concept changes when the numbers 
>don't work right. It's this horrific reversal, or reverse-engineering, of 
>the HERO system that causes much of the ill and makes me want to crawl, 
>exhausted, to a "simpler" role-playing system where at least everything is 
>spelled out, no matter how many pages it takes. 
 
Yuck, It not easy to deal with human nature, its a rare player that will create a less effective character than  
they can.  If the people you play with are willing, try having them write up the concept of their character and  
then you can create it with the rules so you are comfortable with the characters in your setting.  I wouldn't be  
to hopeful of pulling this trick off, but if you do manage it, at least after the first whinathon you can have a  
good idea of how they are going to spend there points and try to keep things in line but creatively not allowing  
everything they want.  Instead of saying 'No I don't want you to have that' have an adventure for something  
(material, knowledge, et al) that might convince them not to get it after all. 
 
>Most RPers haven't even heard about Hero, and of those who have, most 
>are happily playing AD&D, and are content to stay so. 
>qts 
 
I am not so shure about 'happily'  the classes get pretty restrictive after awhile.  Or maybe it would be better to  
say there isn't much difference available.  Alignment isn't much of a motivation or hook to build your character  
around.  Besides the dice make or break you from the start and stats never improve except through magic. 
 
 
 
 
Return-Path: daemon@omg.org 
From: Curt Hicks <exucurt@exu.ericsson.se> 
Date: Mon, 2 Feb 1998 18:01:25 -0600 (CST) 
Subject: The Horrors of Hero? 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
Jim Dickinson <champion@cyberhighway.net> wrote:  
 
> I think two words sum it up:  Math  and  Complexity 
>  
> I think that any time you need a calculator (or a computer program) in 
> order to make a character, you are in a zone that *most* RPGers don't want 
> to tread.  
 
You do NOT NEED a calculator, let alone a &&)(%^*&% spreadsheet to make 
a character !!!!  (I have never understood the appeal of Heromaker). 
 
 Brian Wong <rook@shell.infinex.com> writes:  
 
> 
> 	It's definatly repuation. But it's also approach. 
> For an example; look at the way we discuss the game in here and the newsgroup. 
> We don't talk about concepts, we talk numbers. We fight over trivial things 
> like weather linked math's this way or that. Rather than discussing plot 
> and characterization, we go off on 1/4 this times X dived by whatever gives 
> you that when applied to power Z. 
>  
> 	Now go into a forum for a WW game, half the posts are group fiction, 
> reviews of products, or 'cool genre ideas'. 
>  
> 	Now, it's this way in person to. Go to a con and listen to how people 
> talk about their favorite games. 
> 	Hero people don't talk about genre, roleplay, and creative fiction. 
> They talk numbers. 
 
 
Very good point !  I subscribe to the list mainly for plot ideas, character ideas, and the like.  Stuff that should be system transparent.  However, as Brian 
points out, most of the discussion is rules/mechanics-oriented. 
 
Curt Hicks 
 
Return-Path: daemon@omg.org 
From: "john martin" <jmartin04@snet.net> 
Subject: Re: The Horrors of Hero? 
Date: Mon, 2 Feb 1998 19:43:56 -0500 
X-MSMail-Priority: Normal 
X-MimeOLE: Produced By Microsoft MimeOLE V4.71.1712.3 
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Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
-----Original Message----- 
From: Desmarais, John <jdesmara@novanthealth.org> 
To: champ-l@omg.org <champ-l@omg.org> 
Date: Monday, February 02, 1998 3:15 PM 
Subject: Re: The Horrors of Hero? 
 
 
> 
>---Jim Dickinson  wrote: 
>> 
> 
>I think it's more a matter of perception of complexity than actual 
>complexity.  When you are first exposed to the rules, there is something 
>intimidating about them.  There really aren't any particularly complex 
>concepts in the rules.  "Here's your points, here's how much everything 
>costs, add it up and go".  I think with many new player, the fact that 
>it's not a class based system (unlike what was probably their first 
>game) my overwhealm them.  I've had this problem recently with my 
>girlfriend.  She expressed an interest in playing, but when I asked her 
>to describe the character she'd like to play, she just froze up for a 
>while. 
> 
>Something that may help, since the rules are being revisited anyway, may 
>be to include archetype templates (a tamplate would be much more 
>complete than a package deal) for the standard superhero archetypes. 
>Basically, prespend about 200 points (leave the new player 50 points to 
>"custumize" the character) towards building a Brick, Energy Blaster, 
>Martial Artist, etc..  (hmmm.... I may go ahead and do this myself to 
>use in my games....).  While it may go against the "classless system" 
>concept, I think it would make things easier for neophites. 
> 
>Next problem - there is the the rule books themselves.  While easy for 
>an experienced player to use as reference, somehow they miss the mark 
>for showing a new player how to play.  I'm not really sure what's 
>missing, more examples might help (but I really don't think that's all 
>of it); but back in ths dark ages when I first started playing 
>Champions, reading the rules didn't give me anywhere near a feel for the 
>game that my first session playing did. 
> 
> 
>-=>John Desmarais 
> 
 
Give this man a cigar! I believe that the biggest problem facing the Hero 
rules system is dangerous Game Masters. The rules are written to allow for a 
great degree of interpretation; the hallmark of a good Hero GM is one who 
clearly spells out, in word and deed, his or her particular slant on a 
variety of issues. Newbies can easily be intimidated by the furious rules 
debates which can (and oh so often do) erupt in the midst of a session. The 
vocabulary can be quite confusing! It is important for the GM to take charge 
and provide an environment in which the player's main responsibility is to 
interact with each other and the world they are playing in; mechanics should 
be as transparent as possible. Any rules debate which lasts more than 30 
seconds is a sign that it is time for a quick break - the GM can discuss the 
problem, in private, with the parties involved. 
 
   The first time I played a Hero games was Champs; The GM and I developed 
my character over beer and pizza one night and we played the next week - I 
told him what I wanted to be able to do, and he worked the mechanics. He and 
a more experienced player took charge of me when we played and all I had to 
do was roll dice and lose myself in pulse-pounding, superheroic action!! 
 
   As GM's, we need to get players PLAYING; the rules can come later. 
 
 
Salve! 
 
Marty 
 
Return-Path: daemon@omg.org 
Date: Mon, 02 Feb 1998 16:52:06 -0800 
From: Rook <rook@infinex.com> 
Organization: Sujin & Brian 
Subject: Re: The Horrors of Hero? 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
> > >of this message.  I am hoping to gather YOUR thoughts on what you believe 
> > >to be "non-Hero" players' reason for not playing Hero. 
> > > 
> > >It is my opinion, and I'm sure most here agree, that this system is by far 
> > >one of the best RPG game systems ever written.  That's why we play it!  But 
> > >if this is true, why aren't others jumping on the bandwagon?  What has 
> > >stopped them over the past 15 years? 
> > > 
> > >I want to hear, as specifically as you care to get, what makes Hero less 
> > >attractive -- assuming that the genre is attractive, and that the "feel" of 
> > >the system (e.g. generally cinematic) is good -- and what scares them away? 
> > > 
> > >I think two words sum it up:  Math  and  Complexity 
> 
> Personally I wonder sometimes if the system is complex enough. Am I a 
> heretic? The system is so granular that players are always trying to get 
> the most out of their points. they won't put an extra limitation on a 
> power if it doesn't save them points. Why have 7 charges when you can have 
> 8--that sort of nonsense. HERO becomes a game-playing game, not a 
> role-playing game, when the numbers become king, and efficiency rather 
> than character takes the sway of our hearts. 
> 
 
    This is true. 
 
> My players are always playing number games and I don't know how to get 
> them to stop. They whine and whine when I don't let something gratuitous 
> slip into an EC or multipower. They freak when I say their STR doesn't fit 
> the character. They can't stand the fact that I rule Flash defense OIF 
> goggles doesn't work vs. an optic nerve-shorting attack--in short they put 
> game mechanics over "real" mechanics, game effects over special effects. 
> 
 
    The solution I used, which has worked, was to set no point limits.No limits on 
max disads, no base points declared, no maxes whatsoever. 
 
I simply told them to build to a given power level, and to not be stronger or 
weaker 
than that power level. 
 
    This immediatly meant that all those nifty point saving methods were useless 
wastes of 
time and effort. Why save points when you have an unlimited amount? 
Why get useless disads that don't fit the concept when you can just up the base 
points? 
 
    Some people might say, so why get any disads at all? 
 
Well, there's the old concept argument, but I don't expect a problem player to see 
eye to 
eye with me on that one. 
 
    So then I fall back on the power level setting. If I've told my players I've 
set a power level 
of X, and I will judge PC's based on that power level, and not on points; then 
they will do what they 
can to fit that power level. 
    The worst they will do is try to sneak things in that defy the level and hope 
I don't catch them. And I 
do have one player who'se been trying this. 
 
    The point system doesn't work to balance a character. Pure and simple. Given 
time and effort I can 
build a 250 character that will take Mechanon hands down. 
    But if you ignore that, and set power level limits instead, you'll get a 
balanced power level. The min 
maxing tricks will disapear as soon as players realize they don't do them any 
good. All you'll be left 
with on the sheet is the stuff that fits the concept. 
 
    And frankly, some of the best ways of doing things to concept are often very 
high point cost without 
adding any power level. Once I remove the points limits, players start using those 
things over the silly 
krocks designed to fit a concept into too few points. 
 
 
> Frankly, I'd be much happier if they were ignorant newbies with a 
> character concept and let me design their characters. But when you know 
> the system, it's too hard to overlook the things which make your character 
> more "game-effective," and character concept changes when the numbers 
> don't work right. It's this horrific reversal, or reverse-engineering, of 
> the HERO system that causes much of the ill and makes me want to crawl, 
> exhausted, to a "simpler" role-playing system where at least everything is 
> spelled out, no matter how many pages it takes. 
> 
 
    Setting point limits rather than concept or power level limits is whatcauses 
this situation to develop. 
    Set very clear rules on concept and power level and the problem will fade. 
It will take some players a while to adjust. My power gamer failed to read the 
entirity of the concept sections of my ground rules the first few attempts, but 
after 
quoting sections of it after each question the problem has cleared up. 
 
    All of them kept asking me where to set their base points, to which I gave 
cryptic 'Kosh' 
like answers or told them whatever was needed. 
    In the end I ended up with a group of PC's built around my power level 
settings that 
difered in points by about 100 from the low to the high. For the most part they 
are all 
close in functional power level, save for the two who insisted on being 'weaker' 
than the settings. 
    Which was in itself an interesting phenominon (sp?). I didn't set points and 
gave rather 
vague power levels, but stated my own prefs where a bit more specific that what I 
was letting on. 
As a result one player who chose a PC with various multiple sub powers (a 
gadgeteer) lowered his 
power level to avoid he perceived would be a ban for being both too diverse and 
powerful. Without a 
clear definition of points, the only guide he had was final overall power. He felt 
that having individual 
powers at the full power level, but having an unlimited numbe of diferent ones; 
would mean he would 
be too powerful to get by me. Since he certainly couldn't argue that it was only a 
X active point power 
on a Y point character and therefore legit. :) 
 
    In the end, that worked out great. 
 
    I spent years trying to get players to shove a concept into my point settings, 
and wondering why they 
kept min maxing even when asked not to. I came up with my current idea on a whim, 
and it seems to 
work perfectly. It just means that we I view a PC submission I have to look at 
overall effectivness of 
the character and ignore the numbers and details. But they know coming in that I'm 
going to be judging 
their power and not their points. And they don't know when and were I will get 
picky; so they have to 
become judges of their own power as well. 
 
    No more of that 'just why does it not work in magnetic fields during full 
moons again?' 
 
> The best way I think HERO games can combat this effect is to give the 
> spirit of the rules sidebars I talked about before... they need to give 
> GMs in the trenches a hand in doing the regulation and spirit-preservation 
> that is so desperately needed to prevent a HERO game from degenerating 
> into a farce. 
 
    This would be a good idea. And I hope that a signifigant portion of the genre 
books 
to fifth edition deal with this issue. 
 
 
-- 
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 Super Hero Role Playing Sight is at: http://www.infinex.com/~rook/SH/ 
 
Return-Path: daemon@omg.org 
Date: Mon, 02 Feb 1998 17:08:12 -0800 
From: Rook <rook@infinex.com> 
Organization: Sujin & Brian 
Subject: Re: The Horrors of Hero? 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
> > I think two words sum it up:  Math  and  Complexity 
> > 
> > I think that any time you need a calculator (or a computer program) in 
> > order to make a character, you are in a zone that *most* RPGers don't want 
> > to tread. 
> You do NOT NEED a calculator, let alone a &&)(%^*&% spreadsheet to make 
> a character !!!!  (I have never understood the appeal of Heromaker). 
 
    Well, I use heromaker for the printouts. I type it all in, then print it out on paperand save a copy to text so I can cut and paste it into html. :) 
 
 
> >       It's definatly repuation. But it's also approach. 
> > For an example; look at the way we discuss the game in here and the newsgroup. 
> > We don't talk about concepts, we talk numbers. We fight over trivial things 
> > like weather linked math's this way or that. Rather than discussing plot 
> > and characterization, we go off on 1/4 this times X dived by whatever gives 
> > you that when applied to power Z. 
> > 
> >       Now go into a forum for a WW game, half the posts are group fiction, 
> > reviews of products, or 'cool genre ideas'. 
> > 
> >       Now, it's this way in person to. Go to a con and listen to how people 
> > talk about their favorite games. 
> >       Hero people don't talk about genre, roleplay, and creative fiction. 
> > They talk numbers. 
> 
> Very good point !  I subscribe to the list mainly for plot ideas, character ideas, and the like.  Stuff that should be system transparent.  However, as Brian 
> points out, most of the discussion is rules/mechanics-oriented. 
 
    Yeah, the number of times I've just gotten sick of seing debate on how a manuever in TUMA works, 
or Linked, or whatever... 
    I've been one mouse click away from unsubscribing several times. 
 
    Until 1989 I'd never even seen a rules debate for Hero. It had all been just about 'being Heroes' for 
me and my group before that. But in 1989 we got us a new GM from a note in the rec.games.frp 
newsgroup. We wanted a fresh outlook. We got us a college kid new to the system via the BBB who 
debated every single rule in the book. By himself even if we didn't join in. 
 
    We tossed him in two weeks and went back to being heroes. 
Course, it meant I and one other guy got stuck as the GM's again... 
 
    Didn't see another debate until I got here. 
 
I just don't feel it's worth it. It's exhausting, turns off newbies, and never gets anywhere. 
    Frankly, I could care less what the rest of you think about how linked works. You're not in 
my games. If you were, we'd probably do it my way when I GM'd, your way when you did. 
    I do desire to know about how you do the genre you do. Or what plots you find work best, 
or cool characters you have. But I don't want to debate the third power in your second EC and 
how the lim that makes it not work under situation X shouldn't be worth Y. I might want to know 
the idea behind it though. So I could adapt it in my way. 
 
 
    Just find a group of like minded people and hold a game according to the rules as you see them. 
And focus on being Heroes, regardless of exact 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 Super Hero Role Playing Sight is at: http://www.infinex.com/~rook/SH/ 
 
Return-Path: daemon@omg.org 
Date: Mon, 2 Feb 1998 19:33:33 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: The Horrors of Hero? 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
> > I think that any time you need a calculator (or a computer program) in 
> > order to make a character, you are in a zone that *most* RPGers don't want 
> > to tread. 
> 
> You do NOT NEED a calculator, let alone a &&)(%^*&% spreadsheet to make 
> a character !!!!  (I have never understood the appeal of Heromaker). 
 
	Maybe not need, but pretty close.  Most people, even those "good" 
in math, easily can mess up a long column of addition and fractional 
multiplication and division.  A calculator helps to assure proper 
adherence to points.  HeroMaker does the same, also allowing quick 
calculation to compare APs and RPs. 
 
	What I like best about HeroMaker, however, is the fact that I 
don't lose characters anymore.  I'm bad at holding on to paper, but I can 
always reprint a character sheet.  It also makes small changes easier to 
impliment without making a mess of a character sheet. 
 
 
				-Tim Gilberg 
 
Return-Path: daemon@omg.org 
X-Authentication-Warning: pentagon.io.com: traveler owned process doing -bs 
Date: Mon, 2 Feb 1998 19:57:31 -0600 (CST) 
From: Dataweaver <traveler@io.com> 
cc: champ-l@omg.org 
Subject: Re: The Horrors of Hero? 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Mon, 2 Feb 1998, Curt Hicks wrote: 
 
>  
> Jim Dickinson <champion@cyberhighway.net> wrote:  
>  
> > I think two words sum it up:  Math  and  Complexity 
> >  
> > I think that any time you need a calculator (or a computer program) in 
> > order to make a character, you are in a zone that *most* RPGers don't want 
> > to tread.  
>  
> You do NOT NEED a calculator, let alone a &&)(%^*&% spreadsheet to make 
> a character !!!!  (I have never understood the appeal of Heromaker). 
 
Simple; do you want to keep track of the numbers by hand, or do you want a 
program to do it for you?  IMHO, it doesn't matter how easy or difficult 
it is to do by hand; having a program do it for you is easier.   
 
> > 	It's definatly repuation. But it's also approach. 
> > For an example; look at the way we discuss the game in here and the 
> > newsgroup. We don't talk about concepts, we talk numbers. We fight 
> > over trivial things like weather linked math's this way or that. 
> > Rather than discussing plot and characterization, we go off on 1/4 
> > this times X dived by whatever gives you that when applied to power Z. 
> >  
> >	Now go into a forum for a WW game, half the posts are group 
> > fiction, reviews of products, or 'cool genre ideas'. 
> >  
> > 	Now, it's this way in person to. Go to a con and listen to how 
> > people talk about their favorite games. 
> > 	Hero people don't talk about genre, roleplay, and creative 
> > fiction. They talk numbers. 
>  
> Very good point !  I subscribe to the list mainly for plot ideas, 
> character ideas, and the like.  Stuff that should be system transparent. 
> However, as Brian points out, most of the discussion is 
> rules/mechanics-oriented. 
 
So maybe H5 should put more emphasis on concepts (if it can do so without 
detracting from the rules ;) ).   
 
---- 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, 02 Feb 1998 18:10:16 -0800 
From: Rook <rook@infinex.com> 
Organization: Sujin & Brian 
Subject: Re: The Horrors of Hero? 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
>         What I like best about HeroMaker, however, is the fact that I 
> don't lose characters anymore.  I'm bad at holding on to paper, but I can 
> always reprint a character sheet. 
 
    Yeah, after losing over 200 characters and 8 years of notes in a monsoon in 
1993, I can say this is a major plus. :) 
    Also, I can't even read the handwriting of some of my players, myself among 
them (bad 
went you can't read your own handwriting half the time.). :) 
 
-- 
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 Super Hero Role Playing Sight is at: http://www.infinex.com/~rook/SH/ 
 
Return-Path: daemon@omg.org 
X-Sender: jrc@pop1.nai.net 
Date: Mon, 2 Feb 1998 21:15:05 -0500 
From: "Joe Claffey Jr." <jrc@mail1.nai.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 
 
Opal@october.com (Opal) wrote, 
>True, but it's still a specific manuever, something like 
> 
>Riposte +2 OCV +2 DCV +2 DC  Strike, must follow a Block... 4 pts 
 
 That's exactly the Counterstrike maneuver from TUMA. It would work well in 
a cinematic swashbuckling package. 
 
  Joe Claffey               | "In the end, everything is a gag." 
  jrc@ct1.nai.net           |               - Charlie Chaplin 
 
 
Return-Path: daemon@omg.org 
X-Sender: bob.greenwade@klock.com 
Date: Mon, 02 Feb 1998 18:17:35 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: The Horrors of Hero? 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 06:01 PM 2/2/1998 -0600, Curt Hicks wrote: 
> 
>Jim Dickinson <champion@cyberhighway.net> wrote:  
> 
>> I think two words sum it up:  Math  and  Complexity 
>>  
>> I think that any time you need a calculator (or a computer program) in 
>> order to make a character, you are in a zone that *most* RPGers don't want 
>> to tread.  
> 
>You do NOT NEED a calculator, let alone a &&)(%^*&% spreadsheet to make 
>a character !!!!  (I have never understood the appeal of Heromaker). 
 
   You might if you tried it.  Personally, I'm going out for Creation 
Workshop and Hero Creator almost as soon as it comes out. 
--- 
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: 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: 02 Feb 1998 21:38:23 -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----- 
 
>>>>> "F" == Filksinger <filkhero@usa.net> writes: 
 
F> Since in real life aggressive activity is classified as "defensive" on a 
F> regular basis, I assume you must be talking about the game. Fine. Show 
F> me where, in the game, it states that defensive maneuvers cannot be 
F> offensive in any way, 
 
Pardon me for being a smartass about this one, but the BBB does not need to 
define "offensive" and "defensive".  Anyone with *any* comprehension of 
English will find the two to have diametrically opposed meanings without 
the necessity of reprinting half of Webster's New World Dictionary. 
 
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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 
Date: Mon, 02 Feb 1998 18:48:45 -0800 
From: Rick Holding <rholding@ActOnline.com.au> 
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 
X-Status:  
X-Keywords: 
X-UID: 26 
 
Stainless Steel Rat wrote: 
>  
> -----BEGIN PGP SIGNED MESSAGE----- 
>  
> >>>>> "RH" == Rick Holding <rholding@ActOnline.com.au> writes: 
>  
> RH>     I don't know.  The act of throwing your arm up to block an incoming 
> RH> attack could be construed as an offensive act. 
>  
> Hero game mechanics consider it defensive. 
 
	And you have a problem with defensive throw also being classified as  
defensive? 
--  
----------------------------------------------------------- 
Ricky Holding    Email: rholding@ActOnline.com.au 
Work is only there to give us time to talk about play 
----------------------------------------------------------- 
 
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: 02 Feb 1998 21:53:43 -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----- 
 
>>>>> "JaRP" == John and Ron Prins <jprins@interhop.net> writes: 
 
JaRP> That doesn't change the fact that it kinda blows your argument out of 
JaRP> the water...you _can_ have 'defensive' actions with 'agressive' 
JaRP> componants, in 4th Edition HERO. 
 
Yes, and they are specifically mentioned in the BBB, those two powers being 
Reflection and Dispell.  *ONLY* those two powers have specific exceptions 
within the system, no other powers, no other maneuvers, nothing in Ninja 
Hero or The Ultimate Martial Artist. 
 
If it does not have a specific exception then it is *NOT* the rule, no 
matter how much you wish it so. 
 
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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. 
 
Return-Path: daemon@omg.org 
Date: Mon, 02 Feb 1998 18:55:35 -0800 
From: Rick Holding <rholding@ActOnline.com.au> 
Subject: Re: Steve Long on Herochat channell 
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: 27 
 
Alas, 1 o'clock Sunday afternoon in LA turned out to be about 8  
o'clock Monday morning in Australia.  Ah, well.  The problems with having  
to support a morgage. 
--  
----------------------------------------------------------- 
Ricky Holding    Email: rholding@ActOnline.com.au 
Work is only there to give us time to talk about play 
----------------------------------------------------------- 
 
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: 02 Feb 1998 21:57:08 -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: 
 
>> It is a legacy of the second edition of the game. 
 
TRG> 	And a Throw that was considered defensive, could be aborted to, 
TRG> and did damage was a legacy of the third edition of the game. 
 
TRG> 	What's your point? 
 
Simply that certain aspects of the system that came down from earlier 
editions were not changed to fit into the fourth edition mold. 
 
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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: Mon, 2 Feb 1998 19:07:41 -0800 (PST) 
X-Sender: nexus@uky.campus.mci.net 
From: Kim <nexus@uky.campus.mci.net> 
Subject: Villain Help:Disco Fever 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
Ok, I know this is a strange request but I was wondering could I get help 
with a concept. As you may have guessed the villain is named "Disco Fever". 
Basically an alien lifeform, based on pure energy that became enamored with 
Earth...at least the United States durning the 70's. After years of 
experimentation it finally managed to assume a corporeal form and visit its 
paradise... only to find it horribly changed. It wants to set things "right" 
and has the powers to do it. I just need help with some of those powers. :)  
 
I had thought of a change enviorment (70's decor and imagery, sound track, 
etc) but beyond that I am a little stuck. Any suggestions? 
 
I know violence doesn't solve all problems... 
	But it sure feels good! 
		Felicia:DS3:Vampire Savior 
 
Return-Path: daemon@omg.org 
From: "Remnant" <easleyap@mobis.com> 
Subject: Re: Point Crocks????? 
Date: Mon, 2 Feb 1998 21:16:09 -0600 
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Stephen McGinness wrote: 
 
>I think someone who is visibly muscular _is_ 
>impressive and therefore you should buy the PRE to 
>simulate that impressiveness. People _will_ look 
>at someone who is  so muscular and think WOW he 
>looks very strong!! In a realistic campaign the 
>purchase of such PRE _should_ be compulsory. If 
>you do not buy the PRE then you are suggesting 
>that the character does not look impressively 
>strong and therefore not muscular. I'm not saying 
>it's impossible, it's the way I see the system 
>model realistic campaigns. Just because STR 
>doesn't give you PRE like a figured characteristic 
>doesn't mean that STR shouldn't make you more 
>impressive, it just means you've got to spend the 
>points on it. 
 
 
I am sorry that you can't imagine someone who is strong and muscular-looking 
but who is overall not very impressive.  I am sorry that you think that 
impressiveness is solely based on physical appearance.  If that is that way 
you want to play it you should probably go ahead and make them buy extra 
BODY to represent the extra mass and extra EGO to represent the discipline a 
heavily muscled person would have to have to do the working out required to 
maintain those muscles. 
 
In my game we always look at each character individually and make decisions 
and opinions based on the player's character concept.  We did have a GM who 
forced his opinions of our character concepts down our throats, but no one 
will find that body anytime soon.   :-) 
 
>If you don't spend the points then you don't get 
>the benfits. It really is a simple premise. I can 
>as a GM accept that a very strong character will 
>not look strong, if everyone insists that it is a 
>realistic campaign and he will look strong and 
>impressive then I say to him that he must purchase 
>teh PRE to obtain that look, if it is a california 
>beach campaign then I will also make him buy the 
>COM that goes with that too!! :-) 
 
I don't know for sure about anyone else but I never said that having a high 
STR would make a character _look_ impressive merely that the high STR could 
be used to add to his impressiveness.  Solely based on violent actions being 
able to add dice to a PRE attack.  You are stating that a character cannot 
look muscular without looking impressive.  That is your opinion not mine. 
 
>> Without the PRE to back it up the visible muscles simply won't be 
>> impressive.  The use of those muscles, on the other hand, CAN add to the 
> 
>Without the PRE to back it up he will not be able 
>to use that strength to intimidate people, he'll 
>still look impressive. 
 
 
That's funny.  It seems you are saying that a character can look impressive 
but not be impressive.  Which in a way agrees with me but not with your 
other statements from above. 
 
>> dice of a presence attack.  This means to me that high STR can, not will 
but 
>> can, make a character more impressive.  Just like an EB or KA or any 
other 
>> possibly violent power can.  Not all of the time, but definitely in a 
>> situation where the character is trying to be impressive.  If you don't 
>> believe this I must ask you if, and if you do, then why do you allow 
players 
>> to add dice to their PRE attacks through violent actions? 
> 
>My last post does seem to say that doesn't it!! I 
>didn't mean it to. I will allow strength to add to 
>presence attacks and so the use of STR can make 
>you more impressive. It is this particular case of 
>realistic campaigns where people want to have 
>bulging muscles because they buy high STR. Well 
>the campaign rules may tell you that if you have 
>high STR then this must be reflected in your 
>musculature, which is a fancy way of telling you 
>that you had better buy some PRE if you want the 
>high STR. 
> 
> 
>All in my humble opinion of course. :-) 
 
In my humble opinion, the buying or not buying of PRE is the player's 
option.  If he doesn't buy high PRE then he doesn't get a high PRE.  That 
still doesn't mean that he cannot add dice to his PRE attacks by doing 
violent actions with his high STR to get a better effect that someone else 
who has the same low PRE but no powers to do those extremely violent actions 
with. 
 
I think most of us agree with each other and are arguing over nit picky 
little differences.  Maybe we should all remember that beauty is in the eye 
of the beholder.  PRE and COM are probably two of the most nebulous 
characteristics.  I personally know one or two people that most people find 
impressive and charismatic.  I don't find either one of them that way. 
There are a few people who find me incredibly impressive.  I think of myself 
as kind of average.  More intelligent than average but with plenty of faults 
to average me back out.  I have heard women talking about men such as Brad 
Pitt and will disagree severely over his COM.  Some start salivating at the 
mention of his name and others think he looks like a punkish wimp.  I have 
even talked to heterosexual males who think that Pamela Anderson is ugly. 
 
It is hard for us to discuss these characteristics very well because we all 
have different opinions of what makes a person have a high PRE. 
 
Sorry for the length of this missive. 
 
Alan 
 
 
Return-Path: daemon@omg.org 
From: "Remnant" <easleyap@mobis.com> 
Subject: Re: Point Crocks????? 
Date: Mon, 2 Feb 1998 21:21:55 -0600 
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>From David Fair: 
 
>On 2/1/98 6:55 PM Remnant  Said: 
> 
>> 
>>STR can and does modify the impressiveness of a character.  PRE may be the 
>>base of impressiveness but how can you claim that with equal PRE a 
character 
>>with high STR will only be as impressive as one without high STR and 
nothing 
>>to take its place? 
> 
>That would depend on why the second character bought a high PRE. Is he a 
>powerful mafiaosa, unable to be intimidated? That calls for a high PRE. 
>Does he have powerful political ties? High PRE. 
 
 
I don't really see your point here I said "characters with equal PRE."  I 
never said anything about high or low PRE. 
 
>An infomercial host with a well-oiled sales pitch can be far more 
>impressive to the potential customer than the physique laden guinea pig 
>who runs on the treadmill while Slick does the talking. 
 
 
Again if both have the same PRE (which was my original premise) then they 
will both be equally impressive until the one with the huge muscles breaks 
something large in a violent manner adding to the dice he gets to use in a 
PRE attack.  IMHO, more dice results in more impressive. 
 
Alan 
 
Return-Path: daemon@omg.org 
From: "Remnant" <easleyap@mobis.com> 
Subject: Re: Point Crocks????? 
Date: Mon, 2 Feb 1998 21:34:25 -0600 
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David Fair wrote: 
 
>On 1/31/98 1:43 PM Tim R. Gilberg (trgilber@hilltop.ic.edu) Said: 
> 
>> 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. 
> 
>Sure, the High STR Character may look strong, but may not look 
>impressivly strong. IOW, his 20 STR may just look like a 14 STR. People 
>can tell that he is strong but not how strong he is. 
> 
>Have you ever watched powerlifting? These guys are not in the greatest 
>physical shape; many are overweight, most are big, but not all that 
>impressive looking when not lifting something. Sure thay look strong, but 
>do they look THAT strong? Not usually. (Say 20 STR, 12 PRE & 12 COM) 
> 
>On the other hand, body builders who don't have a prayer of lifting what 
>the powerlifters do, LOOK far stronger than the powerlifter!  This is a 
>case of 13 STR, 20 PRE & 18 COM. 
> 
>Of course, all this is simply the NORMAL case; theree are exceptions and 
>in role-playing you can do whatever you like. I just don't thinks anyone 
>with a high STR should try to use it like PRE, without paying for the PRE 
>as well. 
 
 
Good examples, but have you ever seen one of those power lifters up close 
for real instead of just on TV.  They look large but that largeness doesn't 
move like flab.  It appears to be rather solid.  Based on everything except 
your last paragraph it sounds like you agree with both Tim and me.  The last 
paragraph sounds like you are trying to argue, but since I have never said 
that STR should be used like PRE any more or less than is allowed by the 
chart on PRE attacks in the BBB.  If we are disagreeing, then you must not 
think it is right to allow character to add dice to their PRE attacks based 
on violent actions. 
 
Alan 
 
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From: "Matt Korth" <korthmat@cps.msu.edu> 
Organization: United Appeal for the Dead 
Date: Mon, 2 Feb 1998 23:35:44 -0400 
Subject: Re: The Horrors of Hero? 
Priority: normal 
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> >         What I like best about HeroMaker, however, is the fact that I 
> > don't lose characters anymore.  I'm bad at holding on to paper, but I can 
> > always reprint a character sheet. 
>  
>     Yeah, after losing over 200 characters and 8 years of notes in a 
>     monsoon in 
> 1993, I can say this is a major plus. :) 
>     Also, I can't even read the handwriting of some of my players, myself 
>     among 
> them (bad 
> went you can't read your own handwriting half the time.). :) 
 
Actually, it's not so much not being able to read one's own handwriting,  
it's all the notes that get scribbled in the margins, across the top, in  
between the lists of powers and disads... 
 
 
-- 
korthmat@cps.msu.edu   http://www.cps.msu.edu/~korthmat 
*** People who send me UBE/UCE will be crucified. *** 
"Believe me, Mike, I calculated the odds of this succeeding 
versus the odds that I was doing something incredibly stupid... 
and I went ahead anyway."  --Crow, _MST3K: The Movie_ 
 
Return-Path: daemon@omg.org 
Date: Tue, 03 Feb 1998 13:44:10 +1000 
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From: happyelf <jonesmj@topaz.cqu.edu.au> 
Subject: Re: The Horrors of Hero? 
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>Something that may help, since the rules are being revisited anyway, may 
>be to include archetype templates (a tamplate would be much more 
>complete than a package deal) for the standard superhero archetypes. 
>Basically, prespend about 200 points (leave the new player 50 points to 
>"custumize" the character) towards building a Brick, Energy Blaster, 
>Martial Artist, etc..  (hmmm.... I may go ahead and do this myself to 
>use in my games....).  While it may go against the "classless system" 
>concept, I think it would make things easier for neophites. 
> 
 
argh! boo! hisss! *lol*  
 
Seriously, this kinda works, AND it's good for getting characters along a a particular setting's style(like special moves and personalising skills  
for a bunch of ninja), but your better off just keeping it 'open  
slather', or at least that works if your patient. People *will* get the  
hang of it quickly, especially if you handle the numbers stuff at first.  
The idea is to  
show them that all the wierd lateral thinking and points-jargon does  
actually go somewhere- instead of it just being an overly complex way to  
do the 'usual' stuff.  
 
>Next problem - there is the the rule books themselves.  While easy for 
>an experienced player to use as reference, somehow they miss the mark 
>for showing a new player how to play.  I'm not really sure what's 
>missing, more examples might help (but I really don't think that's all 
>of it); but back in ths dark ages when I first started playing 
>Champions, reading the rules didn't give me anywhere near a feel for the 
>game that my first session playing did. 
> 
>  
>-=>John Desmarais 
 
 
Most rpg's depend on their players to promote them. The problem is  
that he hero system has great big gaps in it's population all over the place- 
So a good 'first time' set of rules in required. I think 'spot examples' may  
end up being over-used at this point, another idea might be to do up three or  
four npc's in the book, and then 'dissect' them each on the facing page or 
colum. That way the whole process can be better described and people can 
get a feel for the different stages nivolved. I realise that C4 had something  
like this but frankly the examples were short and mostly mechanics-oriented.  
For instance i'd like to see a passage like this:  
 
"BoB wants shadowdancer to have a robe of living darkness which can confuse his foes, but he decides at this stage just to have that as a partial special effect of his prescence of 20." 
 
:->~  
 
 
 
 
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Date: Tue, 03 Feb 1998 13:48:58 +1000 
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From: happyelf <jonesmj@topaz.cqu.edu.au> 
Subject: Re: The Horrors of Hero? 
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> 
>Very good point !  I subscribe to the list mainly for plot ideas, character ideas, and the like.  Stuff that should be system transparent.  However, as Brian 
>points out, most of the discussion is rules/mechanics-oriented. 
> 
>Curt Hicks 
> 
 
Well i've been quiet recently for kinda the same reason- but i'd emphasise  
'character ideas' about six times. Hero gives the option for really well-made 
characters, especially if you make the *powers* fit the *character*, and not the  
other way round- unfortunatly this flies in the face of the 'my way is the right  
way/it says so in the rules' type of argument.  
 
Return-Path: daemon@omg.org 
Date: Mon, 2 Feb 1998 23:05:06 -0500 (EST) 
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From: jprins@interhop.net (John and Ron Prins) 
Subject: Re: TUMA Maneuvers 
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>JaRP> That doesn't change the fact that it kinda blows your argument out of 
>JaRP> the water...you _can_ have 'defensive' actions with 'agressive' 
>JaRP> componants, in 4th Edition HERO. 
> 
>Yes, and they are specifically mentioned in the BBB, those two powers being 
>Reflection and Dispell.  *ONLY* those two powers have specific exceptions 
>within the system, no other powers, no other maneuvers, nothing in Ninja 
>Hero or The Ultimate Martial Artist. 
> 
>If it does not have a specific exception then it is *NOT* the rule, no 
>matter how much you wish it so. 
 
Get real, Rat, we're operating in a grey area and we should both know it. 
Missile Reflection is a quite agressive power that is still classified as a 
defensive power - you can even Abort to it. The only thing that a Block with 
an agressive componant loses is Abort, and you can't even prove that this 
removes the 'go first' componant from it, nor can you prove that it makes 
the Block no longer a 'defensive' maneuver. Neither case is spelled out in 
black and white in BBB, TUMA or NH, no matter how much you insist to the 
contrary. 
 
Missile Reflection provides not an _exception_, but a _precedent_. (there's 
a reason it's called rules _lawyering_ after all!) Primarily defensive 
powers with an offensive componant remain defensive powers. Heck, primarily 
offensive powers (Dispel) with a defensive componant become defensive when 
used defensively. Movement powers become defensive powers when used 
defensively (Dive for Cover). Why does the extention of logic that a 
defensive martial arts maneuver with an offensive componant stays defensive 
offend you so? The Defensive Throw's primary function is _still_ to Block - 
a defensive action. That it loses Abort is specifically spelled out, but 
that's it, and the exact effect of not being abort-able is NOT spelled out - 
so we must assume that Block still functions like a Block, except that you 
can't use it without an available action (held or in your own phase). The 
rules do not state otherwise. And, in your own words: 
 
If it does not have a specific exception then it is *NOT* the rule, no 
matter how much you wish it so. 
 
Block without abort does not come with a specific exception that suddenly 
stops it from working as a defensive maneuver (esp. in cases of held 
actions). Nor is it explicitly forbidden from functioning like a Block - 
i.e. 'going first' in a phase to intercept the attack. The only thing it is 
explicitly forbidden from doing is being Aborted to - and all Abort 
'explicitly' means is that you can act in a defensive manner in a Segment 
_before_ your Phase comes around. 
 
You've failed to convince a bunch of other HERO die-hard rules hagglers that 
it violates either the spirit or letter of HERO rules, and you sure haven't 
managed to convince me that it's 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 
From: "potroast@theoven" <darkwraith@worldnet.att.net> 
Subject: Re: Villain Help:Disco Fever 
Date: Mon, 2 Feb 1998 22:06:10 -0600 
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> Ok, I know this is a strange request but I was wondering could I get help 
> with a concept. As you may have guessed the villain is named "Disco 
Fever". 
> Basically an alien lifeform, based on pure energy that became enamored 
with 
> Earth...at least the United States durning the 70's. After years of 
> experimentation it finally managed to assume a corporeal form and visit 
its 
> paradise... only to find it horribly changed. It wants to set things 
"right" 
> and has the powers to do it. I just need help with some of those powers. 
:)  
>  
> I had thought of a change enviorment (70's decor and imagery, sound 
track, 
> etc) but beyond that I am a little stuck. Any suggestions? 
 
How 'bout cosmetic transformation, i.e. bellbottoms, platform shoes, and 
lots of polyester.  Mind-control; nothing is worse then trying to do a 5d6 
presence attack and breaking into Saturday Night Fever.  Also Flashes; 
mirror ball, NND; gas attacks  (wippits  'nough said) Summon; lounge 
lizards (shiver). 
 
does this help? 
>  
> I know violence doesn't solve all problems... 
> 	But it sure feels good! 
> 		Felicia:DS3:Vampire Savior 
 
Return-Path: daemon@omg.org 
Date: Mon, 2 Feb 1998 22:21:20 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: The Horrors of Hero? 
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>     Also, I can't even read the handwriting of some of my players, myself among 
> them (bad 
> went you can't read your own handwriting half the time.). :) 
 
 
	Oh, I can't read my own more than half of the time . . . and none 
of my players can read my writing. Or, if they can, it's at a no better 
than 8- roll. 
 
 
 
				-Tim Gilberg 
 
Return-Path: daemon@omg.org 
Date: Mon, 2 Feb 1998 22:25:57 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: [Re: TUMA Maneuvers] 
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> F> Since in real life aggressive activity is classified as "defensive" on a 
> F> regular basis, I assume you must be talking about the game. Fine. Show 
> F> me where, in the game, it states that defensive maneuvers cannot be 
> F> offensive in any way, 
> 
> Pardon me for being a smartass about this one, but the BBB does not need to 
> define "offensive" and "defensive".  Anyone with *any* comprehension of 
> English will find the two to have diametrically opposed meanings without 
> the necessity of reprinting half of Webster's New World Dictionary. 
 
 
	Ah, so, then it is impossible for offensive maneuvers to be 
defensive in any way, right?  Therefore, anything with Block, Dodge, 
Abort, or anything else that can ever be used defensively must of course 
be defensive and therefore hold all such advantages. 
 
	Just the other side of your coin, Rat.  Give it up, as you've 
not said a single intelligent thing for the past couple of days on this 
issue.  Your points make the argument for either side, you just ignore 
half of it. 
 
	Our argument breaks down to comparing two maneuvers.  One has 
Strike+Throw, the other has Block+Throw.  The difference, mechanics-wise, 
is one does damage while throwing and one has the ability to stop incoming 
attacks.  That's it.  It is obvious that the Throw element is unimportant 
to deciding offensive vs defensive.  What matters is the underlying base 
element. 
 
	You've chosen to ignore this thread of the debate.  The only 
reason I can see for this is because you have no way to dispute the fact 
that this is the only logical way to make any comparison. 
 
 
 
			-Tim Gilberg 
 
Return-Path: daemon@omg.org 
Date: Mon, 2 Feb 1998 22:26:54 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: TUMA Maneuvers 
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> >> It is a legacy of the second edition of the game. 
> 
> TRG> 	And a Throw that was considered defensive, could be aborted to, 
> TRG> and did damage was a legacy of the third edition of the game. 
> 
> TRG> 	What's your point? 
> 
> Simply that certain aspects of the system that came down from earlier 
> editions were not changed to fit into the fourth edition mold. 
 
 
	So, what?  We're to take your word about which is which and assume 
that anything you say is "legacy" is inferior to the Word of Rat? 
 
 
 
				-Tim Gilberg 
 
Return-Path: daemon@omg.org 
Date: Mon, 2 Feb 1998 23:42:44 -0500 (EST) 
From: Michael Surbrook <susano@access.digex.net> 
Subject: Coming Soon! 
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For everyone who'd rather look at something else than arguemnts over 
Defensive Throws, I promise to try and have *some* of the cast of _Big 
Trouble in Litle China_ posted within 7 to 10 days.  Really.  I just have 
to get off my butt and do it... 
 
*************************************************************************** 
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *  
*               Michael Surbrook / susano@access.digex.net                *  
*        Visit "Surbrook's Stuff' the Hero Games resource site at:        *    
*              http://www.access.digex.net/~susano/index.html             * 
*            Attacked Mystification Police / AD Police / ESWAT            * 
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark * 
*************************************************************************** 
 
Return-Path: daemon@omg.org 
From: "Remnant" <easleyap@mobis.com> 
Subject: Re: The Horrors of Hero? 
Date: Mon, 2 Feb 1998 22:45:49 -0600 
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>What are the "horrors of Hero"?  What parts of this game are often too 
>complex or "scary" for new players?  What needs to be simplified? 
> 
>Thanks in advance for you honest advice. 
> 
>Jim 
 
 
1) Takes to long to build a complete character sheet. 
 
2) Too many different types of defenses. 
 
3) Too many different type of attacks, with different ways to apply the 
damage. 
 
4) Combat is monstrous to run if characters have lots of abilities.  Compare 
to AD&D at low level.  Fighter wants to hit monster.  Fighter roll one die 
tell DM number on top.  DM tell Fighter if hit or not.  If hit then Fighter 
roll one die tell DM number on top. Fighter turn over.  We have a player in 
our game who has been playing for over ten years and still can't decide what 
he wants his character to do in combat.  He has too many options too few 
points in EGO. 
 
Hero Lite should keep all the fundamental basics of Hero.  OCVs, DCVs, Speed 
chart at a reduced size, most of the characteristics, and having to buy 
abilities with points.  Leave out skills, talents, perks, CON, PRE, COM, 
most powers (leave in just the standard fare) EB w/a Ranged and No Ranged 
Option, Armor, Flight, Running, and Swimming. 
 
I don't think this would be a fun game for me, but I'm the kind of person 
who likes Hero the way it is.  I'm not sure whether it would be interesting 
enough for fledgling players or not.  Play testing it with new people would 
be the only way to be sure. 
 
Alan 
 
Return-Path: daemon@omg.org 
From: ErolB1@aol.com 
Date: Mon, 2 Feb 1998 23:57:43 EST 
Subject: Re: The Horrors of Hero? 
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In a message dated 98-02-02 02:06:46 EST, champion@cyberhighway.net writes:  
 
>  I want to hear, as specifically as you care to get, what makes Hero less 
>  attractive -- assuming that the genre is attractive, and that the "feel" of 
>  the system (e.g. generally cinematic) is good -- and what scares them away? 
>   
>  I think two words sum it up:  Math  and  Complexity 
 
I wouldn't say "Math and Complexity" per se so much as the fact that the math 
and complexity are front-loaded: One has to deal with a bunch of math all at 
once at the beginning, when creating a character.  
 
But worse than this, IMO, it the reputation that HERO has: "HERO? Oh, you mean 
*Champions* But that's only good for superheroes."  
 
Something that contributes to both these problems is the coarse-grained nature 
of the system. It's full of "breakpoints" which add complexity to the system 
and which make it hard to properly deplict non-superheroic characters. I 
myself would not try to use HERO for non-superheroes were it not for the 
"percent Hero" rules I came up with to eliminate the breakpoints wrt skill, 
characteristic, and attack rolls. (To toot my own horn, Vox has webbed them 
for me on his site: http://www.io.com/~angilas/soapvox.html Or I could post 
them here if people want to see them.)  
 
>I am considering submitting a proposal to Gold Rush Games and/or Hero Plus 
>that will offer rules variations that simplify Hero without changing any of 
>the core mechanics, so that GMs have simpler rules to use at a convention, 
>or when introducing new players to the game.  And then they can graduate 
>those players to the full rules system without the players having to 
>"unlearn" any of the first rules they learned (they would have to do this 
>with Fuzion, for example). 
 
I don't think it can be done. Hero Games made a stab at it and, somehow, 
Fuzion is what came of it.  
 
>But I don't want to miss anything important.  Hence this query to the 
>finest Hero minds on the net: 
 
>What are the "horrors of Hero"?  What parts of this game are often too 
>complex or "scary" for new players?  What needs to be simplified? 
 
I think what's needed isn't so much "simplification" so much as (a) a way to 
make the system finer grained (b) a greater emphasis on and more support for 
non-superheroic genres, and (c) lots of worked out examples of powers, spells, 
weapons, and gadgets  
 
An example of the last might be a "Space Stuff" book full of gadgets and 
whatnot for a space opera-style Hero game. Each item would list the basic game 
mechanic stats of the item (Active Cost, Real Cost, X-dice-of-Power-Y), a 
paragraph or three describing the special effect (and maybe also a prose 
description of the advantages and limitations), and finally a paragraph 
(probably in smaller print) giving the exact game-mechanical details of how 
the whatzit was built.  
 
Erol K. Bayburt 
Evil Genius for a Better Tomorrow 
 
PS I know of at least one person who dislikes Hero because of the "generic" 
nature of the powers: His view is that different abilities need different 
mechanics in order to give them appropriate different "feels" - that a magical 
bolt of lightning and a shot from a .45 pistol should have a greater 
mechanical difference than given by different "special effects" or even 
different advantages and limitations. But this is a basic philosophical 
difference, and I don't think that Hero can be changed enough to satisfy 
players of this sort.  
 
Return-Path: daemon@omg.org 
From: "Remnant" <easleyap@mobis.com> 
Subject: Re: [Re: TUMA Maneuvers] 
Date: Mon, 2 Feb 1998 23:27:46 -0600 
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>Pardon me for being a smartass about this one, but the BBB does not need to 
>define "offensive" and "defensive".  Anyone with *any* comprehension of 
>English will find the two to have diametrically opposed meanings without 
>the necessity of reprinting half of Webster's New World Dictionary. 
 
 
Pardon ME for being a smartass but in English there is very little 
difference between "offensive" and "defensive" (or should I have used "OR" 
instead of "AND" for you to understand me) concerning how all of you are 
using it.  Like yourself in the above statement.  I think you are being 
offensive but you may be trying to defend yourself against either real or 
perceived attacks making you be defensive.  In combat, what usually 
determines whether you are being defensive or offensive is who attacked 
first. 
 
My question is that if in your opinion a combat maneuver is not defensive if 
it contains an offensive portion, just what is that combat maneuver?  The 
reason I ask is because logically it follows that if a maneuver can't be 
defensive because it contains an offensive portion, then it can't be 
offensive because it contains a defensive portion. 
 
So, just what is a Defensive Throw?  You gonna make up a new class of combat 
maneuvers called "Neutral?"  Other maneuvers in this class being: 
 
Standing Still:  +0 OCV  +0 DCV, Target does nothing 
 
Wave Half-Heartedly:  -1 OCV  -1 DCV, If successful Target Waves back. 
 
Shoulders Shrug:  +1 OCV +1 DCV, makes target wonder. 
 
Noncommittal Nod:  -1 OCV  -1 DCV, target unsure of your position. 
 
Honestly, I don't know which cracks me up more myself or ??? 
 
Alan 
 
 
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From: GoldRushG@aol.com 
Date: Tue, 3 Feb 1998 02:09:37 EST 
Subject: Re: Coming Soon! 
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<< I promise to try and have *some* of the cast of _Big Trouble in Litle 
China_ posted within 7 to 10 days. >> 
 
  Yes! Looking forward to those. :) 
 
  Gosh, I'd love to do a BTILC supplement. Hmmm.... 
 
  Mark @ GRG 
  "Kill him, Thunder, for me!" 
 
Return-Path: daemon@omg.org 
Date: Tue, 03 Feb 1998 10:02:03 +0000 
From: Stephen McGinness <smcginn@csm.ex.ac.uk> 
Organization: Camborne School of Mines 
Subject: Re: The Horrors of Hero? 
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Desmarais, John wrote: 
> Something that may help, since the rules are being revisited anyway, may 
> be to include archetype templates (a tamplate would be much more 
> complete than a package deal) for the standard superhero archetypes. 
> Basically, prespend about 200 points (leave the new player 50 points to 
> "custumize" the character) towards building a Brick, Energy Blaster, 
> Martial Artist, etc..  (hmmm.... I may go ahead and do this myself to 
> use in my games....).  While it may go against the "classless system" 
> concept, I think it would make things easier for neophites. 
 
Well John, talk is cheap!! :-) Otherwise most of 
us wouldn't be here!! 
 
Do you want to have a go at presenting us with 
some archetypes?? 
 
I would love to have some. I use real ten line 
skeleton characters to test my PCs against to see 
if they are campaign friendly but it might be nice 
to have some archetypes to use instead..... 
 
I don't think they would be hugely useful to 
anyone on the list except as a quick way of 
providing new players with a character, I think 
that we are all agreed that the best way is to 
discuss what they want, design it yourself and 
then change the things that don't seem to work 
over the first few scenarios.... 
 
They could be hugely useful for people just 
beginning the game to get a handle on how a 
character is put together. I remember (way way 
back) when I first got Champions and my only RPG 
experience had been AD&D. It took me three years 
before I came into the light of day with something 
that I wanted my friends to play!! I have some of 
those characters that were designed that day and 
they are awful!! :-) It's nice to see the lessons 
that we've learned, it would have been easier to 
use some archetypal packages though!! 
 
 
So how about it John?? Are you man enough?? Anyone 
else?? Don't look at me! 
 
> -=>John Desmarais 
 
 
Stephen 
 
Return-Path: daemon@omg.org 
Date: Tue, 3 Feb 1998 04:50:24 -0600 (CST) 
X-Sender: mlnunn@blue.net 
From: Michael Nunn <mlnunn@scrtc.blue.net> 
Subject: Buffy The Vampire Slayer 
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For each generation there is only one Slayer... 
                        
One is born for every generation, these girls are born with the innate 
ability to detect the forces of evil and destroy them. Each of these girls 
also has a Watcher. A guardian / teacher that aids them in their quest.  The 
current Slayer is currently Buffy Summers of Sunnydale, California (also 
known as the Hellmouth). Her Watcher is Rupert Giles. 
 
Here is my take on Buffy and some of her allies... 
 
BUFFY THE VAMPIRE SLAYER 
 
25	STR	15 
18	DEX	24 
17	CON	14 
14	BODY	8 
18	INT	8 
20	EGO	20 
15	PRE	5 
20	COM	5 
8	PD	3 
3	ED	0 
4	SPD	12 
8	REC	0 
34	END	0 
40	STUN	4 
Characteristics Cost: 118 
 
15	11- Danger Sense, The forces of evil, immediate vicinity	 
3	Ambidexterity	 
3	Acrobatics 13-	 
16	2 Levels,all combat	 
4	Fast Strike	 
4	Martial Block	 
4	Killing Strike	 
3	Martial Throw	 
5	Offensive Strike	 
4	Martial Strike	 
1	Weapon Groups,Swords/Blades,Karate Weapons	 
3	Seduction 12-	 
3	Stealth 13-	 
2	PS: Cosmetology 11-	 
3	WF,Crossbows,Common Melee	 
2	PS: Dancing 11-	 
3	Paramedic 13-	 
5	5 Presense Defense	 
 
Powers Cost: 83 
Total Cost: 201 
 
Base Points: 100 
15	Dependent NPC,"Mother",normal,appear 11- 
20	Dependent NPC,"All of her friends",normal,appear 14- 
8	Watched,"Rupert Giles",less powerful,harsh,appear 14- 
25	Hunted,"Vampires of Hellmouth",as powerful,nci,harsh,appear 14- 
15	Psychological Limitation,"Driven to be the Slayer",common, strong 
10	Reputation,"Trouble Making Teen/The Slayer",occur 11- 
5	Minor 17 years old 
 
Disadvantages Total: 98 Experience Spent: 3 Total Points: 201 
 
While it does not appear on her sheet as such Buffy can kill a Vampire with 
a well placed kick. 
How isn't known for sure, but Vampires seem to have a weakness toward her. 
 
Buffy The Vampire Slayer is currently broadcast on Tuesday night at 7 PM 
eastern time on the Warner Brothers Network (WGN) 
 
Buffy the Vampire Slayer is created by Joss Whedon and belongs, in various 
degrees to MutantEnemy, Kuzui / Sandollar Productions, and 20th Century Fox. 
No copyright infringement is intended. 
 
Information for these conversions was drawn from Lycaeon's Scrollcase and his  
Bureau 13: Stalking the Night Fantastic site. 
 
 
 
 
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 
Date: Tue, 3 Feb 1998 04:50:26 -0600 (CST) 
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From: Michael Nunn <mlnunn@scrtc.blue.net> 
Subject: More Buffy (Rupert and Willow) 
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Rupert Giles 
 
12	STR	2 
13	DEX	9 
12	CON	4 
11	BODY	2 
23	INT	13 
12	EGO	4 
10	PRE	0 
10	COM	0 
5	PD	3 
4	ED	2 
3	SPD	7 
4	REC	0 
24	END	0 
23	STUN	0 
Characteristics Cost: 46 
 
3	PS: Paranormal Psychology 14-,(INT based)	 
5	PS: Librarian 14-	 
3	Linguist	 
2	Lang: Latin,fluent conversation,literacy	 
2	Lang: Greek,fluent conversation,literacy	 
2	Lang: Sumerian,fluent conversation,literacy	 
2	Lang: French,fluent conversation,literacy	 
	 
	Fencing 
5	Takeaway	 
4	Weapon Bind	 
4	Fast Strike	 
4	Martial Block	 
 
7	Weaponsmith 13-,class of weapon: Crossbows	 
5	WF,Crossbows,Common Melee,Small Arms	 
3	Scholar	 
2	KS: Archaeology 14-,(INT based)	 
1	KS: Anthropology 11-	 
1	KS: Astrology 11-	 
2	KS: Art History 14-,(INT based)	 
1	KS: Geography 11-	 
3	KS: History 15-,(INT based)	 
2	KS: Linguistics 14-,(INT based)	 
2	KS: Religion (Modern & Ancient) 14-,(INT based)	 
2	KS: Magic, real and Historical 14-,(INT based)	 
2	KS: Supernatural 14-,(INT based)	 
2	KS: Spirits & the Undead 14-,(INT based)	 
 
Powers Cost: 71 
Total Cost: 117 
 
Base Points: 50 
20	Hunted,"Vampires of Hellmouth",more powerful,harsh,appear 	 11- 
15	Psychological Limitation,"Desire to understand the undead",common,strong 
5	Unluck,1D6 
13	"Buffy's watcher", Less powerful,harsh,appear 14- 
15	Psychological Limitation,"Driven to protect/watch Buffy", common,strong 
 
Disadvantages Total: 68 
Experience Spent: 0 
Total Points: 118 
 
Willow Rosenberg 
 
10	STR	0 
13	DEX	9 
10	CON	0 
10	BODY	0 
21	INT	11 
13	EGO	6 
10	PRE	0 
12	COM	1 
4	PD	2 
3	ED	1 
3	SPD	7 
4	REC	0 
20	END	0 
20	STUN	0 
Characteristics Cost: 37 
 
5	Computer Programming 14-	 
3	Cryptography 13-	 
3	Systems Operation 13-	 
3	Security Systems 13-	 
2	SC: Data Manipulation 11-	 
3	SC: Computer Research 13-,(INT based)	 
3	KS: Advanced mathmatics 13-,(INT based)	 
2	PS: Musician 11-	 
 
Powers Cost: 24 
Total Cost: 61 
 
Base Points: 50 
5	Unluck,1D6 
8	Watched,"Vampires of Hellmouth",more powerful,harsh,appear 8- 
 
Disadvantages Total: 13 
Experience Spent: 0 
Total Points: 63 
 
There are three others generally associated with Buffy.    Alexander 
"Xander" Harris  Cordelia Chase and Angel.   Xander and Cordelia are for the 
most part just normal High School Kids.  Allthough Xander has begun to show 
signs of being more. 
 
Angel is a Vampire, and formerly Buffy's "Boy friend" recent events have 
changed that making him her worst enemy to date. 
 
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 
Date: Tue, 3 Feb 1998 06:39:20 -0500 (EST) 
From: Michael Surbrook <susano@access.digex.net> 
cc: Hero System Mailing List <champ-l@omg.org> 
Subject: Re: Coming Soon! 
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On Tue, 3 Feb 1998 GoldRushG@aol.com wrote: 
 
> << I promise to try and have *some* of the cast of _Big Trouble in Litle 
> China_ posted within 7 to 10 days. >> 
>  
>   Yes! Looking forward to those. :) 
 
Oh, and here is the proposed cast list: 
 
BTILC - Introduction (history of the universe, sites of interest, major 
players, magic) 
 
David Lo Pan 
Thunder 
Rain  
Lightining 
Guardian 
Ogre 
Wing Cong 
 
Egg Shen 
Jack Burton 
Wang Chi 
Chang Sings 
 
*************************************************************************** 
* "'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: Kane476323@aol.com 
Date: Tue, 3 Feb 1998 06:39:25 EST 
Subject: DOC'S D&D/V&V AUCTION 
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From: Alurmic@aol.com 
Return-path: <Alurmic@aol.com> 
To: Kane476323@aol.com 
Cc: Alurmic@aol.com 
Subject: stuff 
Date: Tue, 3 Feb 1998 06:26:28 EST 
Organization: AOL (http://www.aol.com) 
Mime-Version: 1.0 
Content-type: text/plain; charset=US-ASCII 
Content-transfer-encoding: 7bit 
 
The following are the rules of the auction on the listed items. 
1. Buyer pays all shipping. After the auction closes out I will contact the 
high bidder                          
    and arrange for shipping as they wish. 
2. In the event of tie bids the first bidder will be the high bidder for the 
item. 
3. Updates will be posted every couple of days. The high bidder will be listed 
for  
    each item. 
4. Bids will be taken till midnite on the 20th of february. 
5. Any questions on any listed item contact me via email for details 
6. All checks must clear before shipping, money orders ship next day. 
thanks and good luck, here are the items 
                                   TSR 
1992 TSR TRADING CARD SET- complete boxed set numbering 750 cards. box has 
some wear on the outside. cards have only been out of the box once to verify 
count. cards are art from forgotten realms, greyhawk, spelljammer, dragonlance 
ravenloft and dark sun. much of the art was book and module covers. 
HIGH BID- 3.00            BIDDER- zarbrek 
X4 MASTER OF THE DESERT NOMADS- adventure for levels 6-9. part one of the 
desert nomads set.very good condition, complete never used 
HIGH BID- 1.00            BIDDER- zarbrek 
X5 TEMPLE OF DEATH- adventure for levels 6-10. part two of the desert nomads 
set. very good condition, complete never used. 
HIGH BID- 1.00            BIDDER- zarbrek 
I4 OASIS OF THE WHITE PLAIN- adventure for levels 6-8. second in the desert of 
desolation set. excellant condition, complete never used. 
HIGH BID-  1.00           BIDDER- zarbrek 
I5 LOST TOMB OF MARTEK- adventure for levels 7-9. third ands last in the 
desert of desolation set. excellant condition, complete never used 
HIGH BID- 1.00            BIDDER- zarbrek 
I11 NEEDLE- adventure for levels 8-10. excellant condition, complete never 
used 
HIGH BID- 1.00            BIDDER- zarbrek 
S3 EXPEDITION TO BARRIER PEAK- adventure for levels 8-12. fantasy characters 
explore a crashed space ship. very good condition, complete used once. 
HIGH BID-  1.00           BIDDER- zarbrek 
CM2 DEATH'S RIDE- adventuire for levels 15-20. excellant condition, complete 
never used 
HIGH BID-  1.00           BIDDER- zarbrek 
X1 ISLE OF DREAD- adventure for levels 3-7. very good condition, complete 
never used 
HIGH BID- 1.00            BIDDER- zarbrek 
SET OF THREE BASIC MODULES B2,B3,B4- adventures for levels 1-3. basic D&D 
rules. all are complete, average very good condition 
HIGH BID-  1.00           BIDDER- zarbrek 
C2 GHOST TOWN OF INVERNESS- adventure for levels 5-7. excellant condition, 
complete never used. 
HIGH BID- 1.00             BIDDER- zarbrek 
L1 SECERT OF BONE HILL- adventure for levels 2-4. very good condition, 
complete never used. 
HIGH BID-  1.00            BIDDER- zarbrek 
 
 
 
                          VILLAINS AND VIGILANTES 
SET OF THREE V+V SUPPLEMENTS- three of the villian listings books:most wanted, 
opponents unlimited, super crooks and criminals. all three are in overall good 
condition with opponents the worst. some of the cardboard pieces have been cut 
out. excellant listing of ideas for any supers game. most of the art by 
patrick zircher before he began working for marvel comics 
HIGH BID-  4.00           BIDDER- crazy 
FORCE ADVENTURE MODULE- excellant condition. adventure for heros against a 
villan group. art by jeff dee 
HIGH BID- 4.00            BIDDER- crazy 
FROM THE DEEPS OF SPACE- excellant condition. adventure for 2-3 heros in apace 
against alien races. 
HIGH BID- 4.00            BIDDER- crazy 
PRE-EMTIVE STRIKE- excellant condition. adventure for 3-4 heros to stop 
nuclear war. art by sean knight. in the back is a conversion chart and rules 
to go from V+V to champions. this is the only place i know of this is 
published.   
HIGH BID-  4.00            BIDDER- crazy 
Return-Path: daemon@omg.org 
Date: Tue, 03 Feb 1998 12:46:10 
From: Filksinger <filkhero@usa.net> 
Subject: Re: [Re: TUMA Maneuvers] 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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To: champ-l@omg.org 
 
Stainless Steel Rat wrote: 
> -----BEGIN PGP SIGNED MESSAGE----- 
>  
> >>>>> "TRG" == Tim R Gilberg <trgilber@hilltop.ic.edu> writes: 
>  
> TRG> 	Right.  It is a block, plain and simple.  That is the underlying 
> TRG> maneuver base.  If the block works, the attack is stopped and the 
> TRG> attacker goes to the ground, taking no damage and getting a breakfall 
> TRG> (maybe acrobatics) roll to avoid falling.  That's it. 
>  
> I'm not trying to be disagreeable here, but that is not quite all.  First, 
> because it is a Block basis, the "defender" will act before the now-fallen 
> attacker if both have their next action phases in the same segment. 
> Because the attacker is on the ground his CV is halved (and you don't think 
> that this is aggressive? :). 
 
I could argue that both are aggressive, and thus a Block is partially aggressive, that only the second is aggressive, and that neither are aggressive. In fact, since the person using the "Defensive Block" maneuver is using only as a direct response to a particular attack, using my dictionary, I could rule Block aggressive, Defensive Throw aggressive, or neither. 
 
> Second, again because it is a Block basis, the defender may continue to 
> block (and thus tumble) attackers until the start of his next action phase. 
 
So I would assume. I would not object to a ruling that you could only continue to Block, but not Throw, so long as it was understood that that was a ruling, and that the rules are open to either interpretation. 
 
Filksinger 
 
 
____________________________________________________________________ 
Get free e-mail and a permanent address at http://www.netaddress.com 
 
Return-Path: daemon@omg.org 
X-Sender: griffin@mail.txdirect.net 
Date: Tue, 03 Feb 1998 07:26:20 -0600 
From: "Michael (Damon) or Peni R. Griffin" <griffin@txdirect.net> 
Subject: Re: More Buffy (Rupert and Willow) 
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At 04:50 AM 2/3/98 -0600, Michael Nunn wrote up Buffy & company.  I take no 
issue with the write-up of the Buffbabe herself (personally, I'd have given 
her slightly less INT, and perhaps a tad more REC, but the numbers I might 
have used were very close) but there are a couple of points about the 
supporting cast I wanted to object to. 
 
It's possible that Rupert "Ripper" Giles has a 12 STR, but if so he does 
nothing to indicate it.  What is the extra 2 points based on?   Willow for 
*certain* cannot lift 
220#, and her STR should definitely have been reduced to 8 or thereabouts. 
I think she might also rate a Shyness or Socially Inept disadvantage. 
Finally, we recently found that Xander has military "experience".  For 
Halloween, he dressed as "Sgt. Harris" and like the other Sunnyvale kids, 
took on the mind and personality of his costume that night.  A more recent 
episode revealed that he retains much of the knowledge and skills 
appropriate to that character, including a knowledge of such military 
weaponry as the M-16 and the LAW (light anti-tank...well, you know). 
 
Thanks for sharing the write-ups!  Things like this are always a great help 
in getting new players to understand the numbers, and I have four such 
players coming up. 
 
Damon 
 
 
 
 
===================== 
In order to live free and happy, you must sacrifice boredom. It is not  
always an easy sacrifice. -- Richard Bach in ILLUSIONS 
 
Return-Path: daemon@omg.org 
Date: Tue, 3 Feb 1998 09:21:33 -0500 (EST) 
From: Bill Svitavsky <bsvitavs@bu.edu> 
Reply-To: Bill Svitavsky <bsvitavs@bu.edu> 
Subject: Re: Coming Soon! 
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On Tue, 3 Feb 1998, Michael Surbrook wrote: 
 
> Oh, and here is the proposed cast list: 
[snip] 
 
No Gracie Law? Sure, she's not much of a combatant, but she has some 
relevent Professional Skills, Area Knowledge, Contacts, at least a 
familiarity with KS: Little China Culture, and DF: Green Eyes. A lot of 
the feel of BTILC comes from the varying degrees of knowledge people have 
- and Jack has the least.  
 
 
Return-Path: daemon@omg.org 
Date: Tue, 3 Feb 1998 09:23:57 -0500 (EST) 
From: Bill Svitavsky <bsvitavs@bu.edu> 
Subject: Re: Coming Soon! 
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On Tue, 3 Feb 1998 GoldRushG@aol.com wrote: 
 
>   Gosh, I'd love to do a BTILC supplement. Hmmm.... 
>  
 
It would certainly sell well to the people on this list; it's a big 
favorite here. 
 
Return-Path: daemon@omg.org 
From: Brian Wong <rook@shell.infinex.com> 
Subject: Re: Villain Help:Disco Fever 
Date: Tue, 3 Feb 1998 06:48:13 -0800 (PST) 
Cc: champ-l@omg.org 
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>  
> Ok, I know this is a strange request but I was wondering could I get help 
> with a concept. As you may have guessed the villain is named "Disco Fever". 
> Basically an alien lifeform, based on pure energy that became enamored with 
> Earth...at least the United States durning the 70's. After years of 
> experimentation it finally managed to assume a corporeal form and visit its 
> paradise... only to find it horribly changed. It wants to set things "right" 
> and has the powers to do it. I just need help with some of those powers. :)  
>  
> I had thought of a change enviorment (70's decor and imagery, sound track, 
> etc) but beyond that I am a little stuck. Any suggestions? 
> 
 
	This sounds like one of my Hero's: Disco 
 
Basically he had a changed environment that put in sound and lights over an 
area. 
	As long as that was up he could use various powers relating to 
light, sound, dancing, and singing. 
 
	He also had a disct Feat. of his voice always sounding like a Disco DJ. 
 
Now another idea is the 'virus' power to turn the whole world into Disco Freaks. 
 
	To do this one you get an area affect cummulative transform linked 
to the change environment. 
	Anyone who comes into your area get hit with a transform that 
passes the power on to them. 
 	To make it worse you add an area affect mind control to make people 
who come near you want to stay there long enough for the transform to work. 
	This mind control also passes to them when the transform is complete. 
 
	In time, this will spread through a whole city, then tommorow night, 
The World! :) 
 
	I used this in a 1987 game to turn San Francisco into a fantasy world. 
The players had to locate the source of the virus, a sleeping girl, and wake 
her up. 
 
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 Super Hero Role Playing Sight is at: http://www.infinex.com/~rook/SH/ 
 
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X-Sender: bob.greenwade@klock.com (Unverified) 
Date: Tue, 03 Feb 1998 07:00:44 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Villain Help:Disco Fever 
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At 07:07 PM 2/2/1998 -0800, Kim wrote: 
>Ok, I know this is a strange request but I was wondering could I get help 
>with a concept. As you may have guessed the villain is named "Disco Fever". 
>Basically an alien lifeform, based on pure energy that became enamored with 
>Earth...at least the United States durning the 70's. After years of 
>experimentation it finally managed to assume a corporeal form and visit its 
>paradise... only to find it horribly changed. It wants to set things "right" 
>and has the powers to do it. I just need help with some of those powers. :)  
> 
>I had thought of a change enviorment (70's decor and imagery, sound track, 
>etc) but beyond that I am a little stuck. Any suggestions? 
 
   Stuff I've been able to come up with: 
   A Martial Art based on Disco Moves. 
   A Flash, with Explosion (-1/3") in an OAF: Disco Ball. 
   Mind Control, Single Command ("Dance"). 
   A small legion of followers known as the Boogie Knights. 
   And, if you can figure out the mechanics, an Area Effect ability that is 
Linked to the Change Environment that uses Suppress and "Assist" (a "house 
rule" additive version of Suppress; if you prefer, use the ability UBO) on 
SPD and Lightning Reflexes to make everyone DEX 20 (for actions) and SPD 6, 
along with several Skill Levels with coordinating attacks UBO AE (there's 
nothing like good choreography). 
--- 
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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Reply-To: "Tanja Nasset" <tanjan@u.washington.edu> 
From: "Tanja Nasset" <tanjan@u.washington.edu> 
Subject: Re: The Horrors of Hero? 
Date: Tue, 3 Feb 1998 07:02:52 -0800 
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On Monday, February 02, 1998 3:41 PM, Curt Hicks wrote: 
 
 
> 
>Jim Dickinson <champion@cyberhighway.net> wrote: 
> 
>> I think two words sum it up:  Math  and  Complexity 
>> 
>> I think that any time you need a calculator (or a computer program) 
in 
>> order to make a character, you are in a zone that *most* RPGers 
don't want 
>> to tread. 
> 
>You do NOT NEED a calculator, let alone a &&)(%^*&% spreadsheet to 
make 
>a character !!!!  (I have never understood the appeal of Heromaker). 
 
 
If you don't use them, expect math errors in characters. Unless, of 
course, you are extra careful _and_ you do all the characters 
yourself. 
 
Filksinger 
 
 
 
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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> 	So, what?  We're to take your word about which is which and assume 
TRG> that anything you say is "legacy" is inferior to the Word of Rat? 
 
I was asked to explain why Missile Reflection works the way it does.  I 
did.  Deal with it. 
 
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PGP Key: at a key server near you! \  
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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: 
 
>> If it does not have a specific exception then it is *NOT* the rule, no 
>> matter how much you wish it so. 
 
JaRP> Get real, Rat, we're operating in a grey area and we should both know 
JaRP> it.  Missile Reflection is a quite agressive power that is still 
JaRP> classified as a defensive power - you can even Abort to it. 
 
And the power *SPECIFICALLY* states that in its description.  There is 
nothing at all grey about it.  It is an exception, not a precident. 
 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: TUMA Maneuvers 
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>>>>> "RH" == Rick Holding <rholding@ActOnline.com.au> writes: 
 
JaRP> Missile Reflection. Explain that, please, Rat. You can even abort to it. 
 
>> It is a legacy of the second edition of the game. 
 
RH> 	What do you mean, its a legacy of the second edition?  Could you 
RH> PLEASE tell me what the hell that has to do with the origional 
RH> question? 
 
Dig up a copy of "Champions II", which has the original version of the 
Missile Reflection power. 
 
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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> 	Ah, so, then it is impossible for offensive maneuvers to be 
TRG> defensive in any way, right? 
 
It is impossible for defensive maneuvers to be offensive in any way.  If 
they are they not defensive. 
 
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Date: Tue, 3 Feb 1998 10:09:26 -0500 (EST) 
From: Michael Surbrook <susano@access.digex.net> 
cc: Hero System Mailing List <champ-l@omg.org> 
Subject: Re: Coming Soon! 
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On Tue, 3 Feb 1998 GoldRushG@aol.com wrote: 
 
> << I promise to try and have *some* of the cast of _Big Trouble in Litle 
> China_ posted within 7 to 10 days. >> 
>  
>   Yes! Looking forward to those. :) 
>  
>   Gosh, I'd love to do a BTILC supplement. Hmmm.... 
 
Uh, Mark? Remember my proposal for Wuxia Hero?  It's meant as a BTILC 
sourcebook (well, more of a sourcebook for that type of action anyway). 
The campaign suppliemnt I wanted to put in the back (Sons of the Phoneix) 
was inspired directly by BTILC. 
 
*************************************************************************** 
* "'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 
Date: Tue, 3 Feb 1998 10:09:58 -0500 (EST) 
From: Michael Surbrook <susano@access.digex.net> 
cc: champ-l@omg.org 
Subject: Re: Coming Soon! 
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On Tue, 3 Feb 1998, Bill Svitavsky wrote: 
 
> No Gracie Law? Sure, she's not much of a combatant, but she has some 
> relevent Professional Skills, Area Knowledge, Contacts, at least a 
> familiarity with KS: Little China Culture, and DF: Green Eyes. A lot of 
> the feel of BTILC comes from the varying degrees of knowledge people have 
> - and Jack has the least.  
 
Alright, I'll see what I can do... 
 
*************************************************************************** 
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *  
*               Michael Surbrook / susano@access.digex.net                *  
*        Visit "Surbrook's Stuff' the Hero Games resource site at:        *    
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Return-Path: daemon@omg.org 
Date: Tue, 3 Feb 1998 10:10:14 -0500 (EST) 
From: Bill Svitavsky <bsvitavs@bu.edu> 
Reply-To: Bill Svitavsky <bsvitavs@bu.edu> 
Subject: Re: Villain Help:Disco Fever 
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On Mon, 2 Feb 1998, potroast@theoven wrote: 
[snip] 
> > I had thought of a change enviorment (70's decor and imagery, sound 
> track, 
> > etc) but beyond that I am a little stuck. Any suggestions? 
>  
> How 'bout cosmetic transformation, i.e. bellbottoms, platform shoes, and 
> lots of polyester.  Mind-control; nothing is worse then trying to do a 5d6 
> presence attack and breaking into Saturday Night Fever.  Also Flashes; 
> mirror ball, NND; gas attacks  (wippits  'nough said) Summon; lounge 
> lizards (shiver). 
>  
 
Disco moves would make for a really amusing martial art; he should 
probably have acrobatics as well. Seduction might be a relevent skill, 
though it might be more amusing for the character to hit on women 70's 
style with no Seduction skill. I could also see a gold chain Entangle. 
 
Some powers won't have to directly tie in to the disco theme, since the 
character is actually an energy being, but you might give them a bit of a 
disco feel anyway. For example, if he has Life Support, he might comment 
"Ooh, ooh, ooh, ooh Staying Alive!" when it becomes evident. 
 
If he brings any high tech alien equipment with him, I suggest he have it 
modified to be compatible with Earth technology. Eight tracks, of course. 
 
 
Return-Path: daemon@omg.org 
From: Brian Wong <rook@shell.infinex.com> 
Subject: How to make character design understandable in 5th ed. (was Re: The Horrors of Hero?) 
Date: Tue, 3 Feb 1998 07:11:58 -0800 (PST) 
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> >Something that may help, since the rules are being revisited anyway, may 
> >be to include archetype templates (a tamplate would be much more 
> >complete than a package deal) for the standard superhero archetypes. 
> >Basically, prespend about 200 points (leave the new player 50 points to 
> >"custumize" the character) towards building a Brick, Energy Blaster, 
> >Martial Artist, etc..  (hmmm.... I may go ahead and do this myself to 
> >use in my games....).  While it may go against the "classless system" 
> >concept, I think it would make things easier for neophites. 
> > 
> Seriously, this kinda works, AND it's good for getting characters along a a particular setting's style(like special moves and personalising skills  
> for a bunch of ninja), but your better off just keeping it 'open  
> 
	I think this could work in the genre books. As long as it is 
VERY CLEAR that they are always optional. I can see a new crowd of GM's trying 
to shove the Brick Template down the throats of us old timers (actually, many 
old timer GM's already do this, when they say Bricks must be slow, and MA's 
must be fast, etc...) 
  
> Most rpg's depend on their players to promote them. The problem is  
> that he hero system has great big gaps in it's population all over the place- 
> So a good 'first time' set of rules in required. I think 'spot examples' may  
> end up being over-used at this point, 
 
	Use both spot, and show step by step the build of a complete character. 
 
> another idea might be to do up three or  
> four npc's in the book, and then 'dissect' them each on the facing page or 
> colum. That way the whole process can be better described and people can 
> get a feel for the different stages nivolved. I realise that C4 had something  
> like this but frankly the examples were short and mostly mechanics-oriented.  
> For instance i'd like to see a passage like this:  
>  
	The first three editions of Champions had a power by power, stat by 
stat creation of 'Crusader' in them. Much like Dai Blackthorn of GURPS. 
 
	I don't recall if that made it into the BBB. But I think it was a very 
handy tool for showing 'how to do it'. Each and every item on Crusader's 
sheet was went through. It ended up with what looked like a hand writing font 
placed onto a character sheet with a picture of Crusader in the drawing 
section. 
 
	Having that in both the 5bb (5th ed basic book) and 5gb (5th ed genre 
books) would be a major help. The 5bb would have a generic genre vague 
character, or a super (since super's use the most of the character creation 
rules). And each 5gb would have a character fitting it's genre. 
	if the 5bb character was a super, then the Super genre book should 
show a diferent KIND of super; after all, the more examples the better. 
 
 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: Buffy The Vampire Slayer 
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>>>>> "MN" == Michael Nunn <mlnunn@scrtc.blue.net> writes: 
 
Admittedly, I am going by the movie, not the TV show, so if the latter does 
things differently, deal. ;) 
 
MN> BUFFY THE VAMPIRE SLAYER 
 
MN> 25	STR	15 
MN> 20	EGO	20 
MN> 4	SPD	12 
 
These are, I think, too high, to varying degrees.  And considering that 
Buffy exists in an Heroic-scale universe, that Strength cost is totally out 
of line. 
 
MN> 15	PRE	5 
 
And that is too low.  Buy it up. 
 
MN> 15	11- Danger Sense, The forces of evil, immediate vicinity	 
 
Should be higher than a base roll. 
 
MN> 4	Fast Strike 
[etc.] 
 
Use Tae Kwon Do as the style basis; that is the art Kristy Swanson learned 
when shooting the movie. 
 
MN> 5	5 Presense Defense 
 
As previously stated, just buy up her Presence a bit. 
 
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From: "John Desmarais" <John.Desmarais@ibm.net> 
Date: Tue, 03 Feb 98 15:15:01  
Reply-To: "John Desmarais" <John.Desmarais@ibm.net> 
Priority: Normal 
Subject: Re: Hero Templates 
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On Tue, 3 Feb 1998 11:26:09 -0800 (PST), Brian Wong wrote: 
 
>So; 
> 
>	Do we want to sit down and start doing 'Templates'? 
> 
>If so, we'd need to break it down by the major genre's as well. 
> 
>	A system to use might be where a combination of template, 
>package deals, and about 50 points will result in a completed character. 
> 
>	Package deals needed would be proffession and species. 
> 
>What else is needed? 
 
 
Personally, when I mentioned the idea of templates, I was really only thinking in terms  
of Champions (of the more or less four-color variety), where package deals aren't used  
a whole lot. 
 
-=>John Desmarais 
 
Return-Path: daemon@omg.org 
Date: Tue, 03 Feb 1998 15:19:34 
From: Filksinger <filkhero@usa.net> 
Subject: Re: [Re: TUMA Maneuvers] 
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Tim Gilberg wrote: 
>  
>And note that a AE attack will not be blockable and, 
> because the Defensive Throw has been declared, Dive for Cover is not an 
> option. 
 
Since you did not Abort to the Defensive Throw, you may Abort to a Dive for Cover on the next Segment. 
 
Filksinger 
 
 
____________________________________________________________________ 
Get free e-mail and a permanent address at http://www.netaddress.com 
 
Return-Path: daemon@omg.org 
From: Brian Wong <rook@shell.infinex.com> 
Subject: Re: The Horrors of Hero? 
Date: Tue, 3 Feb 1998 07:24:03 -0800 (PST) 
Cc: champ-l@omg.org 
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>  
> At 04:52 PM 2/2/98 -0800, you wrote: 
> >It will take some players a while to adjust. My power gamer failed to read 
> the 
> >entirity of the concept sections of my ground rules the first few 
> attempts, but 
> >after 
> >quoting sections of it after each question the problem has cleared up. 
>  
>  
> Would you be willing to post your Ground Rules somewhere for me to see? (or 
> email them?) 
>  
	All of my rules are on my website at: 
 
	http://www.infinex.com/~rook/SH/ 
 
the key page with about 70% of the power level and house rules is: 
 
 
	http://www.infinex.com/~rook/SH/camprule.html 
 
but you'll want the first link to get the index to the site. 
 
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 Super Hero Role Playing Sight is at: http://www.infinex.com/~rook/SH/ 
 
Return-Path: daemon@omg.org 
Date: Tue, 03 Feb 1998 07:32:21 -0800 
From: Darrin Kelley <flashbak@pacbell.net> 
Reply-To: flashbak@pacbell.net 
CC: champ-l@omg.org 
Subject: Re: The Horrors of Hero? 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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To: champ-l@omg.org 
X-Status:  
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X-UID: 38 
 
Curt Hicks wrote: 
 
> Jim Dickinson <champion@cyberhighway.net> wrote: 
> 
> > I think two words sum it up:  Math  and  Complexity 
> > 
> > I think that any time you need a calculator (or a computer program) in 
> > order to make a character, you are in a zone that *most* RPGers don't want 
> > to tread. 
> 
> You do NOT NEED a calculator, let alone a &&)(%^*&% spreadsheet to make 
> a character !!!!  (I have never understood the appeal of Heromaker). 
 
    A calculator or a spreadsheet definately helps cut down the time. In my own experience, using a Lotus 123 template for all of my Hero characters has cut down 
the time to generate a character for me considerably. I can now make multiple characters in the time I caould do a simgle one by pencil and paper. If anything, 
the speadsheet approach has been much more of a benefit to me than anything else. The appeal is obvious on why such things are useful. The time they save. 
 
    Hero is a math intensivve game, especially in the character generation phase. The more complex a character is, the more math and time that is necessary to be 
put into it. Personally, I have always hated "campaign mathematics". I would rather actually be playing the game than spending hour upon hour just doing math for 
nothing. 
 
 
>  Brian Wong <rook@shell.infinex.com> writes: 
> 
> > 
> >       It's definatly repuation. But it's also approach. 
> > For an example; look at the way we discuss the game in here and the newsgroup. 
> > We don't talk about concepts, we talk numbers. We fight over trivial things 
> > like weather linked math's this way or that. Rather than discussing plot 
> > and characterization, we go off on 1/4 this times X dived by whatever gives 
> > you that when applied to power Z. 
> > 
> >       Now go into a forum for a WW game, half the posts are group fiction, 
> > reviews of products, or 'cool genre ideas'. 
> > 
> >       Now, it's this way in person to. Go to a con and listen to how people 
> > talk about their favorite games. 
> >       Hero people don't talk about genre, roleplay, and creative fiction. 
> > They talk numbers. 
> 
> Very good point !  I subscribe to the list mainly for plot ideas, character ideas, and the like.  Stuff that should be system transparent.  However, as Brian 
> points out, most of the discussion is rules/mechanics-oriented. 
> 
> Curt Hicks 
 
    I complained about this when I first came to this list six years ago, and have complained about it off and on. But have been continually brushed aside or 
shouted down by those more interested in playing the mechanics than playing the game itself. 
 
    There IS too much emphasis put on the mechanics here on this list. The mechanics are not the game, they are one part of the game. A single element. But the 
others seem very often overlooked. 
I have been here for 6 years. And the focus on the mechanics rather than the other componants of what makes the game have only become more dominant. The rules 
lawyering and circular arguements over the same subjects, usually mechanics arguements, get old fast. 
 
    Back when I originally started getting this list, when I was on Red October, this list was a place for sharing ideas freely. It does not seem that way to me 
anymore. That, in all honesty, is why I have paying less and less attention to this list. Deleteing almost every message I get from it on a daily basis. The 
arguements over the mechanics never change. They are a constant. And they apparently aren't really going to change. So why bother continuing them? 
 
    Personally, I got sick of being being attacked verbally or shot down when I post a non-mechanics oriented post. And I got a similar reaction from any 
mechanics related post I made. So I just stopped trying at all. Took some time off and cleared my head. Now I'm back with a vengeance. And best of all, my GM 
burnout is a thing of the past. 
 
    This list needs to get back to its roots badly. And as far as I'm concerned, all the old circular game mechanics arguements can all go take a flying leap! 
Add them to a FAQ, and let's get back to the true business at hand. Sharing real ideas. 
 
Return-Path: daemon@omg.org 
Date: Tue, 03 Feb 1998 15:59:45 
From: Filksinger <filkhero@usa.net> 
Subject: Re: [Re: Buffy the Vampire Slayer] 
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----- 
>  
> >>>>> "PR" == Prodipto Roy <proy@MICROSOFT.com> writes: 
>  
> PR> I was going to mention the same thing.  25 STR may not be unreasonable 
> PR> for Buffy given her ability to smack vampires around and bend steel in 
> PR> her bare hands. 
>  
> Martial arts, plain and simple. 
>  
To smack vampires, yes. Bending steel is another matter. 
 
However, this applies more to the TV buffy than the movie one. Additionally, the vampires in Buffy are wimps. 
 
Filksinger 
 
 
____________________________________________________________________ 
Get free e-mail and a permanent address at http://www.netaddress.com 
 
Return-Path: daemon@omg.org 
Date: Tue, 3 Feb 1998 10:35:33 -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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X-UID: 39 
 
 
> >         I'd put it only on the block roll.  If it works, attacker is going 
> > to the floor unless a breakfall roll is made.  If it doesn't work, the 
> > attack flies free and no throw can be made. 
> 
> 	Attempt the block.  If you miss, then you didn't connect properly, and 
> the opposition gets the chance to pummel you.  All based on the one roll, did 
> you block the attack? 
 
 
	Right.  It is a block, plain and simple.  That is the underlying 
maneuver base.  If the block works, the attack is stopped and the attacker 
goes to the ground, taking no damage and getting a breakfall (maybe 
acrobatics) roll to avoid falling.  That's it. 
 
 
 
				-Tim Gilberg 
 
Return-Path: daemon@omg.org 
Date: Tue, 03 Feb 1998 11:40:19 -0500 (EST) 
From: THE MAD HARLEQUIN <RAVANOS@jcs1.jcstate.edu> 
Subject: Re: Buffy the Vampire Slayer 
X-VMS-To: IN%"Champ-L@omg.org" 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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X-UID: 41 
 
	Just something of note, on a recent episode of Buffy she bent the 
barrel of a hunting rifle ala Superman style. 
	 
	Didn't the "Ripper" also know how to play gituar and sing as well as 
summon demons back when he was a young 
 fellow?  At one point in the series, 
he was 'Hunted' by a demon that his group of friends summoned. 
	...and is there any way to represent a library filled with Occult 
knowledge and useful Grimores? 
 
	 
 
Return-Path: daemon@omg.org 
Date: Tue, 3 Feb 1998 10:40:33 -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 
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X-Keywords: 
X-UID: 40 
 
 
> TRG> 	Ah, so, then it is impossible for offensive maneuvers to be 
> TRG> defensive in any way, right? 
> 
> It is impossible for defensive maneuvers to be offensive in any way.  If 
> they are they not defensive. 
 
 
	Ah, but wouldn't this suggest that offensive maneuvers cannot be 
defensive in any way?  Where is your side of the coin better than mine, 
Rat?  How are you contributing anything at all? 
 
 
				-Tim Gilberg 
 
Return-Path: daemon@omg.org 
Date: Tue, 03 Feb 1998 11:57:20 -0500 (EST) 
From: THE MAD HARLEQUIN <RAVANOS@jcs1.jcstate.edu> 
Subject: Ideas 
X-VMS-To: IN%"Champ-l@omg.org" 
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X-UID: 42 
 
Hi, 
	I'm trying to come up with a few characters built on a 100 + 150 
point base for a Film Noir campagin with a few occult elements thrown into 
the mix.  Many of them are Noir/Pulp based. 
	I'm encountering some difficulty find appropiate abilites, stuck 
as to how I should limit the supernatural abilities of a player.  For example, 
I would think a character who was cursed to be a werewolf would be an 
appropiate character concept.  However, in the way I am envisioning the genre, 
he would have absolutely no control over his transformations and it would be 
more of a hinderance than a power. 
	If I allow this, I need to also figure out how to prevent the PC's 
from finding out immediately.  ('Wow, John, looks like a full moon tonight.' 
"Woof."  'ArrrrgH!' <the shreading ensues>)  Would a Limitation (such as an 
aversion to transformation in front of friends) be appropiate in your opinion? 
	Also, there is an I 
nvestigator who specializes in the occult who has 
a Pulp-hero two gun style with a number of 'special' bullets (hollow points, 
silver, wooden, etc).  Would this be a Variable Advantage and/or Variable 
Special Effects with a limitation 'Must change clip to alter Advantage/Effects' 
and 'May only change Advantage/Effects selections between adventures'? 
 
	Any additional comments would be appreciated. 
 
						-Jason Sullivan 
 
Return-Path: daemon@omg.org 
From: Prodipto Roy <proy@MICROSOFT.com> 
Subject: RE: Buffy the Vampire Slayer 
Date: Tue, 3 Feb 1998 09:40:40 -0800  
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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X-UID: 43 
 
I was going to mention the same thing.  25 STR may not be unreasonable for 
Buffy given her ability to smack vampires around and bend steel in her bare 
hands.  As far as the library goes, give Giles a base, sell off the grounds 
(he doesn't really use the school grounds as a base, just the library), and 
give the base an occult skill of around 16-. 
 
--Pro 
 
> -----Original Message----- 
>  
> 	Just something of note, on a recent episode of Buffy she bent the 
> barrel of a hunting rifle ala Superman style. 
> 	 
> 	Didn't the "Ripper" also know how to play gituar and sing as well as 
> summon demons back when he was a young 
>  fellow?  At one point in the series, 
> he was 'Hunted' by a demon that his group of friends summoned. 
> 	...and is there any way to represent a library filled with Occult 
> knowledge and useful Grimores? 
>  
> 	 
 
Return-Path: daemon@omg.org 
Subject: Re: Point Crocks????? 
Date: Tue, 3 Feb 98 12:48:13 -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 
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X-UID: 44 
 
On 2/2/98 10:34 PM Remnant (easleyap@mobis.com) Said: 
 
>>Of course, all this is simply the NORMAL case; theree are exceptions and 
>>in role-playing you can do whatever you like. I just don't thinks anyone 
>>with a high STR should try to use it like PRE, without paying for the PRE 
>>as well. 
 
>The last 
>paragraph sounds like you are trying to argue, but since I have never said 
>that STR should be used like PRE any more or less than is allowed by the 
>chart on PRE attacks in the BBB. 
 
Some people here have seemed to say ythat you could. 
 
>If we are disagreeing, then you must not 
>think it is right to allow character to add dice to their PRE attacks based 
>on violent actions. 
 
Depends on the way you are using your STR and your Presence attack. Using  
STR to help w/ a seduction roll is useless. Telling a crowd to calm down,  
then bending a lightpost in two would actually reduce the dice of the  
attack, since the action is contrary to the desired result. 
 
David A. Fair         | 
SDS International     |     Think Different 
dfair@sdslink.com     | 
 
Return-Path: daemon@omg.org 
Subject: Re: Point Crocks????? 
Date: Tue, 3 Feb 98 12:50:57 -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 
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On 2/2/98 10:21 PM Remnant (easleyap@mobis.com) Said: 
 
> 
>Again if both have the same PRE (which was my original premise) then they 
>will both be equally impressive until the one with the huge muscles breaks 
>something large in a violent manner adding to the dice he gets to use in a 
>PRE attack.  IMHO, more dice results in more impressive. 
 
No argument that violent actions add to prescence attacks, but that  
doesn't mean the character in question is inherently more impressive,  
just that he gets more dice because he does impressive things. It is a  
subtle difference. 
 
A high STR does not equal a High PRE. Someone said a while back that a  
high STR would aid in getting the girls (paraphrased). Now, why on earth  
would those violent actions make the women come runnin? Most women I know  
carry pepper spray (or heavier armament) and look to get the hell outta  
there when the violent actions start up. 
 
David A. Fair         | 
SDS International     |     Think Different 
dfair@sdslink.com     | 
 
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: 03 Feb 1998 13:12:33 -0500 
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-----BEGIN PGP SIGNED MESSAGE----- 
 
>>>>> "TRG" == Tim R Gilberg <trgilber@hilltop.ic.edu> writes: 
 
TRG> 	Ah, but wouldn't this suggest that offensive maneuvers cannot be 
TRG> defensive in any way? 
 
Hell! no.  Consider the set "all combat maneuvers" (as a subset of "all 
actions").  "Defensive combat maneuvers" is a subset of that (as an aside, 
one may abort to use any maneuver in this set -- consistancy is a good 
thing).  "Offensive combat maneuvers" is another, nonintersecting subset. 
"Offensive combat maneuvers with defensive aspects" is a subset of 
"offensive maneuvers".  There is no "defensive combat maneuvers with 
offensive aspects" subset; this subset is really "offensive combat 
maneuvers with defensive aspects".  One may substitute "aggressive" for 
"offensive". 
 
Martial Block is in the "defensive combat maneuvers" set.  The intent of 
the maneuver is to negate a disadvantageous combat position, that is, being 
hurt and going last.  Remember, Block does not change the opponent's combat 
order, nor that of anyone else, only the blocker's DEX order is changed, 
and then only against his attacker. 
 
Defensive Throw is in the "offensive combat maneuvers with defensive 
aspects" set.  Most of the defensive aspects of the Block base are there, 
but the addition of the aggressive element "Throw" changes the intent of 
the maneuver.  The intent of this maneuver is to negate a disadvantageous 
combat position by placing one's opponent at a disadvantage (if it were two 
distinct maneuvers, a block with a following throw, this would not 
necessarilly be the case).  That makes the maneuver aggressive (or 
offensive if you prefer).  As such, it should follow the same rules as 
other, similar maneuvers. 
 
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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: TUMA Maneuvers 
Mail-Copies-To: never 
X-No-Archive: yes 
X-Attribution: Rat 
Organization: The Happy Fun Ball Brigade 
Date: 03 Feb 1998 13:16:54 -0500 
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-----BEGIN PGP SIGNED MESSAGE----- 
 
>>>>> "TRG" == Tim R Gilberg <trgilber@hilltop.ic.edu> writes: 
 
TRG> 	Right.  It is a block, plain and simple.  That is the underlying 
TRG> maneuver base.  If the block works, the attack is stopped and the 
TRG> attacker goes to the ground, taking no damage and getting a breakfall 
TRG> (maybe acrobatics) roll to avoid falling.  That's it. 
 
I'm not trying to be disagreeable here, but that is not quite all.  First, 
because it is a Block basis, the "defender" will act before the now-fallen 
attacker if both have their next action phases in the same segment. 
Because the attacker is on the ground his CV is halved (and you don't think 
that this is aggressive? :). 
 
Second, again because it is a Block basis, the defender may continue to 
block (and thus tumble) attackers until the start of his next action phase. 
 
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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: GoldRushG@aol.com 
Date: Tue, 3 Feb 1998 13:36:46 EST 
Cc: champ-l@omg.org 
Subject: Re: Coming Soon! 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
<< Uh, Mark? Remember my proposal for Wuxia Hero?  It's meant as a BTILC 
sourcebook (well, more of a sourcebook for that type of action anyway). The 
campaign suppliemnt I wanted to put in the back (Sons of the Phoneix) was 
inspired directly by BTILC.>> 
 
  Since you posted this to the list, I will reply to the list as well. 
 
  I do, indeed, remember your proposal for Quxia Hero. Remember me telling you 
to watch for a contract? 
 
  As for Big Trouble in Little China, publishing a Wuxia Hero sourcebook is 
great, but being able to slap the BTiLC trademark on the book, include write- 
ups of the characters, etc., would be an even bigger draw. See where I'm going 
with this? 
 
  Mark @ GRG 
 
Return-Path: daemon@omg.org 
Date: Tue, 3 Feb 1998 13:46:36 -0500 (EST) 
From: Michael Surbrook <susano@access.digex.net> 
cc: Hero System Mailing List <champ-l@omg.org> 
Subject: Re: Coming Soon! 
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: 48 
 
On Tue, 3 Feb 1998 GoldRushG@aol.com wrote: 
 
> << Uh, Mark? Remember my proposal for Wuxia Hero?  It's meant as a BTILC 
> sourcebook (well, more of a sourcebook for that type of action anyway). The 
> campaign suppliemnt I wanted to put in the back (Sons of the Phoneix) was 
> inspired directly by BTILC.>> 
>  
>   Since you posted this to the list, I will reply to the list as well. 
>  
>   I do, indeed, remember your proposal for Quxia Hero. Remember me telling you 
> to watch for a contract? 
 
 
Oh yeah... 
>   As for Big Trouble in Little China, publishing a Wuxia Hero sourcebook is 
> great, but being able to slap the BTiLC trademark on the book, include write- 
> ups of the characters, etc., would be an even bigger draw. See where I'm going 
> with this? 
 
Ohh... clear as day Captain Mark sir!  I mean, like I was telling my 
ex-wife, "Honey, I never write faster than I can see, and besides, it's 
all in the reflexes!". 
 
*************************************************************************** 
* "'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 
Date: Tue, 3 Feb 1998 13:09:17 -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 
 
 
> No argument that violent actions add to prescence attacks, but that 
> doesn't mean the character in question is inherently more impressive, 
> just that he gets more dice because he does impressive things. It is a 
> subtle difference. 
 
	That's what I was arguing. 
 
> A high STR does not equal a High PRE. Someone said a while back that a 
> high STR would aid in getting the girls (paraphrased). Now, why on earth 
 
	No, I said that a high-STR character (it shows physically) may be 
more attractive to some women (or men).  It depends on the individual 
preferences.  It will actually be just as likely to turn some women (or 
men) off. 
 
 
			-Tim Gilberg 
 
Return-Path: daemon@omg.org 
From: "\"qts\" <qts@nildram.co.uk> 
        \"THE MAD HARLEQUIN\"" <qts@nildram.co.uk> 
Date: Tue, 03 Feb 98 19:09:39  
Reply-To: "qts" <qts@nildram.co.uk> 
Priority: Normal 
Subject: Re: Ideas 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Tue, 03 Feb 1998 11:57:20 -0500 (EST), THE MAD HARLEQUIN wrote: 
 
>Hi, 
>	I'm trying to come up with a few characters built on a 100 + 150 
>point base for a Film Noir campagin with a few occult elements thrown into 
>the mix.  Many of them are Noir/Pulp based. 
>	I'm encountering some difficulty find appropiate abilites, stuck 
>as to how I should limit the supernatural abilities of a player.  For example, 
>I would think a character who was cursed to be a werewolf would be an 
>appropiate character concept.  However, in the way I am envisioning the genre, 
>he would have absolutely no control over his transformations and it would be 
>more of a hinderance than a power. 
>	If I allow this, I need to also figure out how to prevent the PC's 
>from finding out immediately.  ('Wow, John, looks like a full moon tonight.' 
>"Woof."  'ArrrrgH!' <the shreading ensues>)  Would a Limitation (such as an 
>aversion to transformation in front of friends) be appropiate in your opinion? 
 
This is Accidental Change, but you could give him an Ego Roll to avoid 
the change. 
 
 
>Also, there is an Investigator who specializes in the occult who has 
>a Pulp-hero two gun style with a number of 'special' bullets (hollow points, 
>silver, wooden, etc).  Would this be a Variable Advantage and/or Variable 
>Special Effects with a limitation 'Must change clip to alter Advantage/Effects' 
>and 'May only change Advantage/Effects selections between adventures'? 
 
Sounds good! Just VSFX, though, as the target creature should have an 
appropriate Vulnerability. This also allows for the intrepid 
investigator to make a mistake <evil cackle> 
 
qts 
 
Home: qts@nildram.co.uk. 
 
Return-Path: daemon@omg.org 
From: "\"qts\" <qts@nildram.co.uk> 
        \"Darien Phoenix Lynx\"" <qts@nildram.co.uk> 
Date: Tue, 03 Feb 98 19:15:45  
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 Mon, 2 Feb 1998 12:04:40 -0600 (CST), Darien Phoenix Lynx wrote: 
 
>On Fri, 30 Jan 1998, "qts" <qts@nildram.co.uk>        "Darien Phoenix Lynx" wrote: 
> 
>> 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? 
 
 
>Hmm... there's an example of where the personal immunity is in the active 
>power. But with many special effects, the personal immunity has nothing to 
>do with the active power. Like Cyclops, with his personal immunity to his 
>energy blast... it's not that the blast is more powerful or more complex, 
>but that his skin can metabolize it. In this case the personal immunity 
>should not affect the active cost if the player doesn't wish it. 
 
It is clearly advantageous for him to be immune, though. 
 
Right, I see what you mean and my solution is very simple: just use a 
Partial Limitation 'Does not count to Active Points when Power is 
Suppressed, Drained, or Dispelled'. I'd give that a -1/2 Limitation. 
qts 
 
Home: qts@nildram.co.uk. 
 
Return-Path: daemon@omg.org 
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Date: Tue, 3 Feb 1998 13:25:27 -0600 (CST) 
From: Dataweaver <traveler@io.com> 
cc: champ-l@omg.org 
Subject: Re: The Horrors of Hero? 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Mon, 2 Feb 1998 ErolB1@aol.com wrote: 
 
> In a message dated 98-02-02 02:06:46 EST, champion@cyberhighway.net writes:  
>  
> >What are the "horrors of Hero"?  What parts of this game are often too 
> >complex or "scary" for new players?  What needs to be simplified? 
>  
> I think what's needed isn't so much "simplification" so much as (a) a way to 
> make the system finer grained (b) a greater emphasis on and more support for 
> non-superheroic genres, and (c) lots of worked out examples of powers, spells, 
> weapons, and gadgets  
>  
> An example of the last might be a "Space Stuff" book full of gadgets and 
> whatnot for a space opera-style Hero game. Each item would list the basic game 
> mechanic stats of the item (Active Cost, Real Cost, X-dice-of-Power-Y), a 
> paragraph or three describing the special effect (and maybe also a prose 
> description of the advantages and limitations), and finally a paragraph 
> (probably in smaller print) giving the exact game-mechanical details of how 
> the whatzit was built.  
 
And above all else, *stop publishing supplements that claim to be generic 
but which focus primarily on superheroes!*   
 
> PS I know of at least one person who dislikes Hero because of the "generic" 
> nature of the powers: His view is that different abilities need different 
> mechanics in order to give them appropriate different "feels" - that a magical 
> bolt of lightning and a shot from a .45 pistol should have a greater 
> mechanical difference than given by different "special effects" or even 
> different advantages and limitations. But this is a basic philosophical 
> difference, and I don't think that Hero can be changed enough to satisfy 
> players of this sort.  
 
Agreed... 
 
---- 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: Brian Wong <rook@shell.infinex.com> 
Subject: Hero Templates 
Date: Tue, 3 Feb 1998 11:26:09 -0800 (PST) 
Cc: champ-l@omg.org 
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To: champ-l@omg.org 
 
So; 
 
	Do we want to sit down and start doing 'Templates'? 
 
If so, we'd need to break it down by the major genre's as well. 
 
	A system to use might be where a combination of template, 
package deals, and about 50 points will result in a completed character. 
 
	Package deals needed would be proffession and species. 
 
What else is needed? 
 
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 Super Hero Role Playing Sight is at: http://www.infinex.com/~rook/SH/ 
 
Return-Path: daemon@omg.org 
Date: Tue, 3 Feb 1998 13:42:22 -0600 (CST) 
From: Darien Phoenix Lynx <chip@owlnet.rice.edu> 
Subject: Re: Limitation/AP mods idea 
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Sender: owner-champ-l@omg.org 
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To: champ-l@omg.org 
 
On Tue, 3 Feb 1998, qts wrote: 
 
> >Hmm... there's an example of where the personal immunity is in the active 
> >power. But with many special effects, the personal immunity has nothing to 
> >do with the active power. Like Cyclops, with his personal immunity to his 
> >energy blast... it's not that the blast is more powerful or more complex, 
> >but that his skin can metabolize it. In this case the personal immunity 
> >should not affect the active cost if the player doesn't wish it. 
>  
> It is clearly advantageous for him to be immune, though. 
>  
> Right, I see what you mean and my solution is very simple: just use a 
> Partial Limitation 'Does not count to Active Points when Power is 
> Suppressed, Drained, or Dispelled'. I'd give that a -1/2 Limitation. 
> qts 
 
That's a good idea. But it doesn't take into account END cost or range. Do 
you think it's an acceptable tradeoff to claim that the reduced END cost 
balances the easier "adjustability" and reduced range? 
 
Return-Path: daemon@omg.org 
Subject: Re: Point Crocks????? 
Date: Tue, 3 Feb 98 15:18:47 -0500 
x-sender: DFair@pop.worldweb.net 
From: David Fair <DFair@sdslink.com> 
cc: <champ-l@omg.org> 
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To: champ-l@omg.org 
 
On 2/3/98 2:09 PM Tim R. Gilberg (trgilber@hilltop.ic.edu) Said: 
 
> 
>> No argument that violent actions add to prescence attacks, but that 
>> doesn't mean the character in question is inherently more impressive, 
>> just that he gets more dice because he does impressive things. It is a 
>> subtle difference. 
> 
>	That's what I was arguing. 
> 
>> A high STR does not equal a High PRE. Someone said a while back that a 
>> high STR would aid in getting the girls (paraphrased). Now, why on earth 
> 
>	No, I said that a high-STR character (it shows physically) may be 
>more attractive to some women (or men).  It depends on the individual 
>preferences.  It will actually be just as likely to turn some women (or 
>men) off. 
 
Here is the original quote that I was referring to (from Remnant): 
>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.  :-) 
 
And here is what I said: 
>Not to be jerk, but STR 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... 
 
What I should have said is (additions are _underlined_): 
Not to be jerk, but STR  
_by itself_  
does nothing to impress anyone  
_, from a game mechanics standpoint_.  
That is what PRE is for.  
_If you want your STR to make you impressive while just standing there  
doing nothing, then you *MUST* buy PRE_. 
_If you want your STR to help you in making PRE Attacks, then use it to  
perform violent or unexpected actions._ 
_If you want both, do both_. 
 
There. Done. Can I go home now? 
 
David A. Fair         | 
SDS International     |     Think Different 
dfair@sdslink.com     | 
 
Return-Path: daemon@omg.org 
Date: Tue, 3 Feb 1998 14:34:46 -0600 (CST) 
From: Darien Phoenix Lynx <chip@owlnet.rice.edu> 
Subject: Re: Buffy the Vampire Slayer 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On 3 Feb 1998, Stainless Steel Rat wrote: 
 
> -----BEGIN PGP SIGNED MESSAGE----- 
>  
> >>>>> "PR" == Prodipto Roy <proy@MICROSOFT.com> writes: 
>  
> PR> I was going to mention the same thing.  25 STR may not be unreasonable 
> PR> for Buffy given her ability to smack vampires around and bend steel in 
> PR> her bare hands. 
>  
> Martial arts, plain and simple. 
 
I believe you! I saw Buffy bending steel in her bare hands too, and I 
don't know that that comes with martial arts. Buffy is really, really 
STRONG. Also, I like the idea of presence defense--Buffy doesn't always 
strike fear into the hearts of vampires, but she isn't fazed by them 
either. Since presence "only for offense" (-1/2) is a staple, 
accepted, Champions limitation, I submit that Presence "only for 
defense (-1/2) would be a good construction. 
 
Good job with your writeups. 
 
Return-Path: daemon@omg.org 
Date: Tue, 3 Feb 1998 14:42:39 -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 Tue, 3 Feb 1998, Darien Phoenix Lynx wrote: 
 
> On Tue, 3 Feb 1998, qts wrote: 
>  
> > >Hmm... there's an example of where the personal immunity is in the active 
> > >power. But with many special effects, the personal immunity has nothing to 
> > >do with the active power. Like Cyclops, with his personal immunity to his 
> > >energy blast... it's not that the blast is more powerful or more complex, 
> > >but that his skin can metabolize it. In this case the personal immunity 
> > >should not affect the active cost if the player doesn't wish it. 
> >  
> > It is clearly advantageous for him to be immune, though. 
> >  
> > Right, I see what you mean and my solution is very simple: just use a 
> > Partial Limitation 'Does not count to Active Points when Power is 
> > Suppressed, Drained, or Dispelled'. I'd give that a -1/2 Limitation. 
> > qts 
>  
> That's a good idea. But it doesn't take into account END cost or range. Do 
> you think it's an acceptable tradeoff to claim that the reduced END cost 
> balances the easier "adjustability" and reduced range? 
 
Wait, now I see what you're getting at. When I say it shouldn't affect the 
active cost, I'm not saying that it shouldn't cost more. The real cost is 
still calculated the same, but the advantage doesn't apply to active cost. 
Kind of like how area effect's effect is calculated--active cost (not 
counting area effect). The personal immunity EB, at the player's option 
can have the full active cost or an active cost that doesn't consider the 
personal immunity, but either way, the *real* cost will be the same. 
 
 
Return-Path: daemon@omg.org 
X-Sender: rsimpson@svlhome1.beasys.com 
Date: Tue, 03 Feb 1998 21:00:15 +0000 
From: Bob Simpson <rsimpson@beasys.com> 
Subject: Re: Cardboard Heroes 
Cc: champ-l@omg.org, Collie <collie@uniblab.com&> 
        Scooter <scott.ruggels@3do.com> 
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X-UID: 6 
 
At 18:03 14 12 97 EST, GoldRushG wrote: 
><< Probably.  Make sure that are of decent quality and of thick cardboard>> 
> 
>  Thick cardboard? You wouldn't be able to affix the bottom flaps together. ;) 
>Do you really think they need to be thicker than the 10-point cover stock we 
>use on our books? Would you be willing to pay even *more* for thicker 
>cardstock? 
> 
>  As far as quality, I'm not letting you off the hook either. I'm more than 
>happy to read/listen to feedback from people, but it has to be helpful and 
>useful feedback. "Decent quality" doesn't cut the mustard, I'm afraid. I need 
>to know what you mean by "decent quality." 
 
I realize this is a bit old, but I'd still like to put my $0.02 cents in... 
 
"Decent Art" 
	I liked both Jeff Dee's art and Denis Loubet's art:  Jeff Dee's was more "open" and comic-bookish, and Denis' had more tone and the colors were richer.  Art in either style is acceptable.  One thing I'll point out about both artists is that they treated their subjects with some affection -- they took them seriously, there was no plethora of "blood and claws" characters, and no "cute" characters.  I also liked the set of "normals," but if we can't have them all (yes, I'm greedy), please consider doing the supers first. 
	I realize it is more expensive, but "Cardboard Heros" have to have a front and a back.  I've seen the "front only" types and the "profile printed on both sides" type and they just don't have the same impact.  These are supposed to be an inexpensive and colorful substitute for metal miniatures, which are 3D by their nature. 
 
"Decent Materials" 
	The original Cardboard Heroes had a nice finish that stood up for a while, but I always hit them with a shot of matte coating (from the art supply store) and this improved their life considerably.  While I don't think that everybody is going to do this, a glossy coating is a must for minimum resistance to table-top mishaps. (Anybody remember the water soluble ink on the first set of Titan counters? :) 
	Another thing that helped improve the survivability of Cardboard Heroes was the plastic stands.  The first thing I did with my sets was to  a) cut them on the "top" fold line,  b) rubber cement the sheet together and  c) cut them apart and to size for the "plastic strip stands" that SJG sold.  I saw how quickly folding them up ruined them, and glued "front to back" they stored flat quite nicely in one of those little plastic "tackle boxes" or the old SPI counter trays.  I used them all (what? 13, 15 sets?) in my fantasy, SF and super-hero games since they first came out (1980? that's almost twenty years) and still have most of the originals in quite playable shape. 
	The cardstock that is used as covers on most game products is just too thin.  They aren't easy to glue together, and the plastic stands don't grip them very well.  It doesn't need to be much thicker, just some.  It makes a world of difference -- I tried using the reprints of the Cardboard Heroes that Hero put in the GM screen, and they were just too darn flimsy. 
	I'm not sure what type of feedback you might get on this, but I would prefer that they actually be printed in "front to back" form, ready to be cut apart and slipped in a stand.  You might even include a strip of the plastic stands in the package.  I'm sure this would increase the perceived value of the product for a minimal cost of goods. 
 
"Decent Price" 
	I almost don't care what the cost is -- there aren't any good super-hero minis out these days, and most of the SF minis are either too much of a caricature (Games Workshop, for example -- expensive, too) or not very "comic-bookish."  I also don't have the time or inclination these days to paint the darn things. :) 
	I don't have the sales figures from the 1980's to make the comparison, but each package of Cardboard Heroes had approximately 36 counters -- even at $0.50 each, that's an $18.00 package.  I'd gladly pay that every month for a new set of brightly colored folks in tights, powered armor suits, folks in chainmail and plate, SF monsters, space opera heroes, etc. etc. etc. etc. 
	It still takes about an hour to prepare a set for play, but that's nothing compared to the HOURS and HOURS of painting that would be required for metal miniatures. 
 
"The Eternal Triangle" 
	You have can have it done well, done inexpensively, or done quickly.  Pick two. 
 
	I'll gladly pay a premium for anything that saves me time, and looks good on the table. 
 
Have I been specific enough?  :-) 
 
-- Bob Simpson 
 
    >>>> 
    "Come, fellow Vindicators!  We must stop Doctor Destroyer's 
    latest plot, which is in conflict with our cultural paradigm, as 
    interpreted by the Vindicators' microculture and within each of 
    our own ideocultural isolates!" 
    <<<< 
 
Return-Path: daemon@omg.org 
Date: Tue, 3 Feb 1998 15:31:25 -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> 	Right.  It is a block, plain and simple.  That is the underlying 
> TRG> maneuver base.  If the block works, the attack is stopped and the 
> TRG> attacker goes to the ground, taking no damage and getting a breakfall 
> TRG> (maybe acrobatics) roll to avoid falling.  That's it. 
> 
> I'm not trying to be disagreeable here, but that is not quite all.  First, 
> because it is a Block basis, the "defender" will act before the now-fallen 
> attacker if both have their next action phases in the same segment. 
> Because the attacker is on the ground his CV is halved (and you don't think 
> that this is aggressive? :). 
 
	Actually, don't you think that being able to attack first next 
time around, whether one's opponent is on the ground or not, is agressive? 
It seems to have an agressive quality to me. 
 
> Second, again because it is a Block basis, the defender may continue to 
> block (and thus tumble) attackers until the start of his next action phase. 
 
	Quite, but at a -2 OCV cumulative per attacker.  This won't work 
for long against large groups of opponents.  Not as well as a plain old 
dodge, anyway.  And note that a AE attack will not be blockable and, 
because the Defensive Throw has been declared, Dive for Cover is not an 
option. 
 
 
 
			-Tim Gilberg 
 
Return-Path: daemon@omg.org 
Date: Tue, 3 Feb 1998 15:33:33 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: The Horrors of Hero? 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
> > description of the advantages and limitations), and finally a paragraph 
> > (probably in smaller print) giving the exact game-mechanical details of how 
> > the whatzit was built. 
> 
> And above all else, *stop publishing supplements that claim to be generic 
> but which focus primarily on superheroes!* 
 
	Why?  The suppliments that don't spend a significant portion of 
their space on Superheroics I personally usually don't buy.  I'd love to 
buy them all, but as I play Champions the most, that is what I support the 
most. 
 
> > nature of the powers: His view is that different abilities need different 
> > mechanics in order to give them appropriate different "feels" - that a magical 
> > bolt of lightning and a shot from a .45 pistol should have a greater 
> > mechanical difference than given by different "special effects" or even 
> > different advantages and limitations. But this is a basic philosophical 
> > difference, and I don't think that Hero can be changed enough to satisfy 
> > players of this sort. 
> 
> Agreed... 
 
 
	Quite.  Personally, I think this is just a handicap of people 
brought up by faulty gaming systems. 
 
 
 
				-Tim Gilberg 
 
Return-Path: daemon@omg.org 
Date: Tue, 3 Feb 1998 15:35:15 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
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 
 
 
> It is clearly advantageous for him to be immune, though. 
> 
> Right, I see what you mean and my solution is very simple: just use a 
> Partial Limitation 'Does not count to Active Points when Power is 
> Suppressed, Drained, or Dispelled'. I'd give that a -1/2 Limitation. 
 
 
	That limitation is only on the advantage, of course. 
 
	Just making that clear. 
 
 
 
			-Tim Gilberg 
 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: Buffy the Vampire Slayer 
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-----BEGIN PGP SIGNED MESSAGE----- 
 
>>>>> "PR" == Prodipto Roy <proy@MICROSOFT.com> writes: 
 
PR> I was going to mention the same thing.  25 STR may not be unreasonable 
PR> for Buffy given her ability to smack vampires around and bend steel in 
PR> her bare hands. 
 
Martial arts, plain and simple. 
 
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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: "John Desmarais" <John.Desmarais@ibm.net> 
Date: Tue, 03 Feb 98 22:05:02  
Reply-To: "John Desmarais" <John.Desmarais@ibm.net> 
Priority: Normal 
Subject: Re: The Horrors of Hero? 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Tue, 3 Feb 1998 07:02:52 -0800, Tanja Nasset wrote: 
 
>On Monday, February 02, 1998 3:41 PM, Curt Hicks wrote: 
> 
> 
>> 
>>Jim Dickinson <champion@cyberhighway.net> wrote: 
>> 
>>> I think two words sum it up:  Math  and  Complexity 
>>> 
>>> I think that any time you need a calculator (or a computer program) 
>in 
>>> order to make a character, you are in a zone that *most* RPGers 
>don't want 
>>> to tread. 
>> 
>>You do NOT NEED a calculator, let alone a &&)(%^*&% spreadsheet to 
>make 
>>a character !!!!  (I have never understood the appeal of Heromaker). 
> 
> 
>If you don't use them, expect math errors in characters. Unless, of 
>course, you are extra careful _and_ you do all the characters 
>yourself. 
 
Why should I expect math errors?  It's all extremely simple math - stuff people should  
have learned in elementary school. 
 
Return-Path: daemon@omg.org 
Date: Tue, 3 Feb 1998 17:20:55 -0500 
From: Todd Hanson <badtodd@dacmail.net> 
Subject: Re: Buffy the Vampire Slayer 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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To: champ-l@omg.org 
 
Stainless Steel Rat wrote: 
 
> -----BEGIN PGP SIGNED MESSAGE----- 
> 
> >>>>> "PR" == Prodipto Roy <proy@MICROSOFT.com> writes: 
> 
> PR> I was going to mention the same thing.  25 STR may not be 
> unreasonable 
> PR> for Buffy given her ability to smack vampires around and bend 
> steel in 
> PR> her bare hands. 
> 
> Martial arts, plain and simple. 
 
What?! 
 
martial arts allows her to bend steel in her bare hands?  How the hell 
do you figure THIS?!? 
 
 
Todd 
 
 
-- 
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 
 Todd Hanson                       Minnesota: Land of two seasons: 
 BadTodd@dacmail.net               winter is coming, winter is here. 
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 
 
 
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Date: Tue, 3 Feb 1998 17:38:03 -0500 (EST) 
X-Sender: jprins@interhop.net 
From: jprins@interhop.net (John and Ron Prins) 
Subject: Re: Buffy the Vampire Slayer 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
Didn't the movie Buffy catch a knife thrown at her face? Missile Deflection 
needed... 
 
----------------------------------------------------------------------------- 
"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: Tue, 03 Feb 1998 17:38:10 -0500 (EST) 
From: THE MAD HARLEQUIN <RAVANOS@jcs1.jcstate.edu> 
Subject: Re:  Buffy's STR 
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RAT>Martial arts, plain and simple.  
 
	I can live with Martial Arts for smacking vampires around, but when 
did Martial Arts let you bend the barrel of a hunting rifle? 
 
Return-Path: daemon@omg.org 
Date: Tue, 3 Feb 1998 16:38:19 -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 
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> >      What's the rationale?  I don't really see one other than, "The GM 
> > says so."  I'd feel quite cheated if a GM pulled that kind of ruling. 
> 
> The rationale is 'missile reflection is not a defensive action' ;). 
 
 
	And I, and many other Champs players that I know, would cry BS. 
 
	It's a maneuver that is intended to stop an incoming attack, plain 
and simple.  It just so happens that the attack is redirected as a SFX. 
It is still plenty defensive.  Giving answers to questions that aren't 
logical, but work because of an abstracted rule set, tends to turn people 
off to a game system. 
 
 
 
				-Tim Gilberg 
 
Return-Path: daemon@omg.org 
X-Sender: bob.greenwade@klock.com 
Date: Tue, 03 Feb 1998 14:45:56 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: [Re: TUMA Maneuvers] 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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To: champ-l@omg.org 
 
At 01:12 PM 2/3/1998 -0500, Stainless Steel Rat wrote: 
>-----BEGIN PGP SIGNED MESSAGE----- 
> 
>>>>>> "TRG" == Tim R Gilberg <trgilber@hilltop.ic.edu> writes: 
> 
>TRG>  Ah, but wouldn't this suggest that offensive maneuvers cannot be 
>TRG> defensive in any way? 
> 
>Hell! no.  Consider the set "all combat maneuvers" (as a subset of "all 
>actions").  "Defensive combat maneuvers" is a subset of that (as an aside, 
>one may abort to use any maneuver in this set -- consistancy is a good 
>thing).  "Offensive combat maneuvers" is another, nonintersecting subset. 
>"Offensive combat maneuvers with defensive aspects" is a subset of 
>"offensive maneuvers".  There is no "defensive combat maneuvers with 
>offensive aspects" subset; this subset is really "offensive combat 
>maneuvers with defensive aspects".  One may substitute "aggressive" for 
>"offensive". 
 
   This kind of argument is why I've given up. 
   For someone who is usually strictly by-the-Big Blue Book, Rat, you've 
really gone out in left field for this one.  I mean, aren't you usually the 
main opponent of terms such as "offensive power"? 
   I've *never* seen this kind of demarcation in the Hero System rulebook. 
--- 
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: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: TUMA Maneuvers 
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X-Attribution: Rat 
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Date: 03 Feb 1998 17:52:58 -0500 
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-----BEGIN PGP SIGNED MESSAGE----- 
 
>>>>> "TRG" == Tim R Gilberg <trgilber@hilltop.ic.edu> writes: 
 
TRG> 	Actually, don't you think that being able to attack first next 
TRG> time around, whether one's opponent is on the ground or not, is 
TRG> agressive?  It seems to have an agressive quality to me. 
 
In the most generic terms, as far as game mechanics are concerned, 
offensive or aggressive actions have the intent of putting one's opponent 
at a disadvantage.  Defensive actions have the intent of putting oneself at 
an advantage or negating one's opponent's advantage.  To put a bit of a 
philosophical spin on it, offensive actions are "external", they affect 
one's opponent; defensive actions are "internal", they affect oneself.  The 
special effects of a defensive maneuver may appear aggressive; the special 
effects of an aggressive maneuver may appear defensive.  But the SFX of 
these maneuvers do not change the intent of the maneuver. 
 
The way Block basis affects the blocker's DEX order is internal, defensive. 
The way the Throw element afffects one's opponent is external, offensive, 
aggressive. 
 
If a "Defensive Throw" techique -- not maneuver -- is built with two 
maneuvers, a Block maneuver followed by a Throw maneuver, the block would 
be defensive, and the throw would be aggressive.  And we would not be 
having this, well, whatever you want to call it. :) 
 
But the Defensive Throw maneuver is a single maneuver.  One must consider 
all of its aspects, internal and external, defensive and aggressive, as a 
single entity.  One cannot separate the defensive aspects of the Block 
basis from the aggressive aspects of the Throw element. 
 
Aggressive actions certainly may have defensive aspects.  Most aggressive 
martial arts maneuvers reflect this with DCV bonuses.  But the reverse is 
not true.  Defensive actions cannot have aggressive aspects.  They cannot 
directly affect one's opponent, only oneself. 
 
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X-Sender: bob.greenwade@klock.com 
Date: Tue, 03 Feb 1998 14:53:14 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
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 
 
At 01:42 PM 2/3/1998 -0600, Darien Phoenix Lynx wrote: 
>> Right, I see what you mean and my solution is very simple: just use a 
>> Partial Limitation 'Does not count to Active Points when Power is 
>> Suppressed, Drained, or Dispelled'. I'd give that a -1/2 Limitation. 
>> qts 
> 
>That's a good idea. But it doesn't take into account END cost or range. Do 
>you think it's an acceptable tradeoff to claim that the reduced END cost 
>balances the easier "adjustability" and reduced range? 
 
   Try this. 
   The Limitation, called "Inactive," is -1/4.  It can only be bought on an 
Advantage (or, with the GM's permission, an add-on element), and never on a 
base Power.  Inactive Advantages do not add to the Power's END cost, range, 
resistance to Adjustment Powers, or other characteristics based on Active 
Points. 
   (Personally, I think this may be worth a +1/4 Advantage rather than a 
-1/4 Limitation, but it's bad enough that we already can have Limited 
Advantages without also having Advantaged Advantages.) 
--- 
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, 3 Feb 1998 14:54:58 -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 
 
Tim R. Gilberg writes: 
 
>      And I, and many other Champs players that I know, would cry BS. 
>  
>      It's a maneuver that is intended to stop an incoming attack, plain 
> and simple.  It just so happens that the attack is redirected as a SFX. 
> It is still plenty defensive.  Giving answers to questions that aren't 
> logical, but work because of an abstracted rule set, tends to turn people 
> off to a game system. 
 
Shrug.  I consider the attack roll to hit the person you are reflecting _at_ to 
be the aggressive part -- if they want to abort and reflect the shot into thin 
air, they're perfectly free to do so (i.e. if you abort to reflect, you always 
miss on the attack roll).  To be honest, this handling of missile reflection 
has something to do with a general distaste for how the power is handled in the 
first place, it is quite unbalanced (I would like it much better if you paid 
for how many damage classes you can actually deflect). 
 
Return-Path: daemon@omg.org 
X-Sender: bob.greenwade@klock.com 
Date: Tue, 03 Feb 1998 14:56:18 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: The Horrors of Hero? 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 03:33 PM 2/3/1998 -0600, Tim R. Gilberg wrote: 
>> And above all else, *stop publishing supplements that claim to be generic 
>> but which focus primarily on superheroes!* 
> 
> Why?  The suppliments that don't spend a significant portion of 
>their space on Superheroics I personally usually don't buy.  I'd love to 
>buy them all, but as I play Champions the most, that is what I support the 
>most. 
 
   The funny thing is, if I've done The Ultimate Super Vehicle the way I 
hope it was done, it should make you *both* happy.  (At least, on this 
count.) 
--- 
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: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: Buffy the Vampire Slayer 
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Organization: The Happy Fun Ball Brigade 
Date: 03 Feb 1998 17:56:43 -0500 
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-----BEGIN PGP SIGNED MESSAGE----- 
 
>>>>> "TH" == Todd Hanson <badtodd@dacmail.net> writes: 
 
>> Martial arts, plain and simple. 
 
TH> What?! 
 
TH> martial arts allows her to bend steel in her bare hands?  How the hell 
TH> do you figure THIS?!? 
 
I can bend steel in my bare hands, too.  Perhaps not as much as Superman, 
for instance, but I can bend some hefty gague steel wire. 
 
Okay, martial arts and a good roll when she pushes her human-normal-range 
Strength.  With a 15 base Strength and a good roll she can achieve the 
aforementioend 25. 
 
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Return-Path: daemon@omg.org 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: Buffy the Vampire Slayer 
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Date: 03 Feb 1998 17:57:13 -0500 
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-----BEGIN PGP SIGNED MESSAGE----- 
 
>>>>> "JaRP" == John and Ron Prins <jprins@interhop.net> writes: 
 
JaRP> Didn't the movie Buffy catch a knife thrown at her face? Missile 
JaRP> Deflection needed... 
 
"You threw a knife... at my face!" 
 
"And you caught it." 
 
Goddess, I love that movie. :) 
 
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Return-Path: daemon@omg.org 
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: 
 
>> The rationale is 'missile reflection is not a defensive action' ;). 
 
TRG> 	And I, and many other Champs players that I know, would cry BS. 
 
To be honest, so would I.  Missile Reflection requires an exception to be 
useful, just as Dispell requires it. 
 
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X-Sender: bob.greenwade@klock.com 
Date: Tue, 03 Feb 1998 15:14:09 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Buffy the Vampire Slayer 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 05:56 PM 2/3/1998 -0500, Stainless Steel Rat wrote: 
>-----BEGIN PGP SIGNED MESSAGE----- 
> 
>>>>>> "TH" == Todd Hanson <badtodd@dacmail.net> writes: 
> 
>>> Martial arts, plain and simple. 
> 
>TH> What?! 
> 
>TH> martial arts allows her to bend steel in her bare hands?  How the hell 
>TH> do you figure THIS?!? 
> 
>I can bend steel in my bare hands, too.  Perhaps not as much as Superman, 
>for instance, but I can bend some hefty gague steel wire. 
> 
>Okay, martial arts and a good roll when she pushes her human-normal-range 
>Strength.  With a 15 base Strength and a good roll she can achieve the 
>aforementioend 25. 
 
   Going by the movie, I'm not 100% convinced that her STR actually was in 
the normal human range.  I mean, you gotta have *some* special advantage 
when you're fighting those bloodsuckers.  And I got the definite impression 
that the slayers had that special advantage, as a part of being slayers. 
--- 
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: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: Buffy the Vampire Slayer 
Mail-Copies-To: never 
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Organization: The Happy Fun Ball Brigade 
Date: 03 Feb 1998 18:34:28 -0500 
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-----BEGIN PGP SIGNED MESSAGE----- 
 
>>>>> "BG" == Bob Greenwade <bob.greenwade@klock.com> writes: 
 
BG>    Going by the movie, I'm not 100% convinced that her STR actually was 
BG> in the normal human range.  I mean, you gotta have *some* special 
BG> advantage when you're fighting those bloodsuckers. 
 
Only if you assume that those bloodsuckers are something spectacular to 
begin with.  In fact, they are not; most are pretty pathetic.  Movie-Buffy 
never displayed any tricks that were "superhuman". 
 
BG> And I got the definite impression that the slayers had that special 
BG> advantage, as a part of being slayers. 
 
Most of that is talent, intensive training, and cramps. :) 
 
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Return-Path: daemon@omg.org 
Date: Tue, 3 Feb 1998 18:35:52 -0500 
From: Todd Hanson <badtodd@dacmail.net> 
Subject: Re: Buffy the Vampire Slayer 
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: 
 
> TH> martial arts allows her to bend steel in her bare hands?  How the 
> hell 
> TH> do you figure THIS?!? 
> 
> I can bend steel in my bare hands, too.  Perhaps not as much as 
> Superman, 
> for instance, but I can bend some hefty gague steel wire. 
 
Oh, give me a break Rat.   Its amazing how far you will go to not have 
to admit that you are wrong. 
 
The issue wasnt bending steel wire, it was bending a STEEL BAR.  A bar 
that is well beyond the limits of a normal human strength.  It has 
nothing to do with martial arts, and it has nothing to do with steel 
wire. 
 
Save your pride and just admit you screwed up. 
 
 
Todd 
 
 
-- 
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Return-Path: daemon@omg.org 
X-Authentication-Warning: pentagon.io.com: traveler owned process doing -bs 
Date: Tue, 3 Feb 1998 17:53:15 -0600 (CST) 
From: Dataweaver <traveler@io.com> 
cc: champ-l@omg.org 
Subject: Re: Hero Templates 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Tue, 3 Feb 1998, Brian Wong wrote: 
 
> So; 
>  
> 	Do we want to sit down and start doing 'Templates'? 
>  
> If so, we'd need to break it down by the major genre's as well. 
>  
> 	A system to use might be where a combination of template, 
> package deals, and about 50 points will result in a completed character. 
 
Uhh... exactly how would "template" and "package deal" be different from 
each other? (besides the point break that package deals get...) 
 
---- 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: Prodipto Roy <proy@MICROSOFT.com> 
Subject: RE: Buffy the Vampire Slayer 
Date: Tue, 3 Feb 1998 15:53:24 -0800  
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
 
> -----Original Message----- 
>  
> -----BEGIN PGP SIGNED MESSAGE----- 
>  
> >>>>> "TH" == Todd Hanson <badtodd@dacmail.net> writes: 
>  
> >> Martial arts, plain and simple. 
>  
> TH> What?! 
>  
> TH> martial arts allows her to bend steel in her bare hands?  How the hell 
> TH> do you figure THIS?!? 
>  
> I can bend steel in my bare hands, too.  Perhaps not as much as Superman, 
> for instance, but I can bend some hefty gague steel wire. 
>  
> Okay, martial arts and a good roll when she pushes her human-normal-range 
> Strength.  With a 15 base Strength and a good roll she can achieve the 
> aforementioend 25. 
>  
A few points: 
1) The rifle barrel was not made of hefty gauge steel wire.   
2) It didn't look like she was pushing. 
3) She didn't have justification to push. 
4) She seemed pretty confident that she could bend the gun barrel, not 
counting on a good roll.  
 
Additionally, I'm not convinced that Buffy necessarily takes place in a 
Heroic campaign, but even if it does, I'd still buy the 25 STR. 
 
--Pro 
 
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X-Authentication-Warning: pentagon.io.com: traveler owned process doing -bs 
Date: Tue, 3 Feb 1998 18:03:43 -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 
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To: champ-l@omg.org 
 
On Tue, 3 Feb 1998, qts wrote: 
> >Hmm... there's an example of where the personal immunity is in the active 
> >power. But with many special effects, the personal immunity has nothing to 
> >do with the active power. Like Cyclops, with his personal immunity to his 
> >energy blast... it's not that the blast is more powerful or more complex, 
> >but that his skin can metabolize it. In this case the personal immunity 
> >should not affect the active cost if the player doesn't wish it. 
>  
> It is clearly advantageous for him to be immune, though. 
>  
> Right, I see what you mean and my solution is very simple: just use a 
> Partial Limitation 'Does not count to Active Points when Power is 
> Suppressed, Drained, or Dispelled'. I'd give that a -1/2 Limitation. 
 
At most, -1/4, considering the cost of "Difficult to Dispel".   
 
I'd tend to throw in 'Does not count to Active points when power is Aided 
or Transferred (both to and from), either', and just call the whole thing 
a +0.   
 
Of course, that's only if END cost and range get calculated off of Base 
cost instead of 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 
X-Sender: griffin@mail.txdirect.net 
Date: Tue, 03 Feb 1998 18:18:16 -0600 
From: "Michael (Damon) or Peni R. Griffin" <griffin@txdirect.net> 
Subject: Re: The Horrors of Hero? 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
>I want to hear, as specifically as you care to get, what makes Hero less 
>attractive -- assuming that the genre is attractive, and that the "feel" of 
>the system (e.g. generally cinematic) is good -- and what scares them away? 
 
Replying this late, I doubt I will have anything to say that hasn't already 
been covered by several people...but if you're keeping a tally of the most 
common responses, that's okay: 
 
  :)  "Cool! I can do any character I want!"  :) 
This is really the main attraction of Hero System.  Any character, any 
genre, and they're interchangeable [mostly, not always 100% with pre-4th 
Edition].  Hero is not the only system that can make this claim, but it may 
be the system that does it best. 
I'm in the middle of my first GURPS game at the moment, and I find it 
lacking in some areas of game mechanics:  characters with only four 
characteristics aren't flexible enough, for one thing.  Also, the layout of 
the book separates Skills into subcategories, so that when I shop for 
Skills to create a character, I have to go through maybe eight separate 
Skill lists:  Combat Skills, Craft Skills, Science Skills, etc. 
 
  :(  "I'm not into comic books."   :( 
The perception of Hero as a game based on comics is partly the "fault" of 
the nice folks at Hero, who continually *say* that Hero System can be used 
for any genre, but then consistently use Champions as the flagship line, 
releasing (by my guess-timate, I haven't actually counted it up) more 
material for that single genre than all others combined.  Lots of people 
think comics are just for kids, and don't want to play that genre. 
 
  :(  "Then why not just play GURPS?"  :( 
Not only do we as consumers share some of the responsibility for the lack 
of non-Champions products, but we may sometimes try to introduce people to 
this game by comparison and contrast with a game they already know, usually 
AD&D or GURPS.  Virtually the only thing Hero has in common with AD&D is 
that both are roleplaying games.  (I think this is a good thing, though 
I've been playing D&D/AD&D for 20 years.  I admit to being so entrenched in 
the system that I've been unwilling to switch to Fantasy Hero, and use Hero 
only for non-fantasy genres.) 
 
Hero System's main competition is usually perceived to be GURPS, not the 
only other point-based, design-your-own-character RPG, but the best known. 
And Hero can suffer by comparison to GURPS, in terms of genre support if 
nothing else.  I'm gearing up to run a Star Hero game, and am finding much 
more useful material in the "GURPS Space" sourcebook than in Star Hero 
itself.  The Hero book forces me to do all my own research on stars and 
planets if I want to put together a campaign using any real science at 
all.  GURPS Space has already done a lot of that work for me...and yes, I 
did check it against encyclopedias and astronomy texts.  The group that 
will be playing this Star Hero game when it's ready is currently playing 
GURPS (some of them for the first time) and want to know why they have to 
switch game systems if GURPS is already better prepared for the genre. 
Frankly, it's a good question. 
 
GURPS is still supported by Pyramid, a bimonthly gaming magazine; 
Adventurer's Club no longer exists, as far as I can tell.  GURPS has close 
to 150 sourcebooks and supplements out (many out of print) and continues to 
publish a half dozen a year.  New products for Hero have largely gone the 
way of Hero Plus or been licensed out to other companies.  To some people, 
it looks like Hero System is dying a slow death, and unfortunately this is 
both an effect and a *cause* of indifference.   
 
  :(   "Nothing new under the sun."   :( 
The "Hero Plus" line, and the licensing, are both good things, but ideally 
they should not have replaced publishing of paper products by Hero, only 
supplemented it.  This seems to work well for Chaosium, which is supported 
by licensed products from Pagan Publishing and...someone else I can't 
remember.  Few other companies offer products in electronic format (other 
than computer games based on their game system), so it should be played up 
as an advantage.  It's not *much* of an advantage at the moment, given the 
small selection of available products.  There are only, what, seven Hero 
Plus products in existence?  I think four of them reprint books I was able 
to buy before they went out of print, and two of the remaining three are 
Dark Champions supplements, which I don't play.  I may get around to buying 
The Ultimate Super Mage at some point -- even if I don't play Fantasy Hero, 
characters like Dr. Strange are still welcome in a Champions game -- but 
there's nothing else for me there.  I hear talk of more Hero PLus releases, 
but how long has it been since the last one came out?  How much longer 
since the last paper product?  Publish or perish, guys!  Yes, it's GREAT 
that we players have an opportunity to submit things for publication this 
way, but fans shouldn't have to do all the work.  The articles on Digital 
Hero are nice, but they effectively reduce the old Adventurer's Club to the 
status of an apa.  I think that's sad. 
 
  :(   "Too much math." and "I can't find the power/item I want."  :( 
These difficulties go together.  Usually people will enjoy the game if they 
can get past the initial character creation., but that process is likely to 
be one of the most complex a gamer has ever been through.  Not only the 
fact that much more than the usual amount of math is involved, it can be 
hard to make informed decisions about what Skills and Powers to choose, 
especially when so many of the possible powers exist only in generic 
component form.  Most gamers are used to choosing spells, or acquiring 
class abilities "off the rack" and ready to use.  Having a tailor-made suit 
is nice, but it can be a little overwhelming when you arrive at the tailor 
shop and are handed a 
bolt of cloth, a pair of scissors, needle and thread, and are invited to 
make your own suit.  You have no idea where to start.   It doesn't make 
sense to most new players that they can't just buy Superspeed Running, they 
have to buy Flight and put Limitations on it; they can't just say "I want a 
sword", they have to define it as a HKA of some number of dice, and apply 
Focus and possibly other limitations to it.  If you tell people, "anything 
you can think of, no matter how outlandish, can be constructed using the 
generic Powers, Advantages and Limitations", it sounds great.  But then 
they find that "EVERYTHING I want, no matter how common and ordinary, has to  
be built from the ground up using generic Powers, Advantages and 
Limitations" and suddenly it's a big headache. 
 
  :(   "Wait, you mean I have to pay character points for THAT?"   :( 
I think this last is less the fault of the system itself than in the GM's 
interpretation of the system (but then, that's just *my* interpretation). 
Say a character has a Secret ID and a normal job.  Naturally he has a house 
or apartment, and odds are he has a car as well.  Some GM's would require 
that the car be built using points.  But if it's an ordinary vehicle, 
mainly used for getting to work and back, has no enhancements or special 
gadgets built into it, and is in all ways exactly the car the character 
would drive if he weren't a superhero...then why make him pay points for 
it, any more than he has to pay points for his clothes, his furniture, 
stereo system,  
etc. ?  This same logic applies to handguns, home computers and other 
items: if the gun is mainly kept for home defense, and the home computer 
has no special functions (cannot tap into secret government databases, does 
not provide a link to the Millenneum Group, etc.) and is mostly used for 
email, ordinary internet access, tax preparation, etc., then you should not 
have to build these items, just specify that the character has them. 
 
 
:(  "My GM says I can't (or have to) do this!  This game sucks!"   :( 
Some GMs are extreme in their interpretation of not allowing the character 
anything he hasn't paid points for, and would require these items to be 
built with points.  That is going to scare people away.  The rule should be 
that you don't have to pay points for something unless it regularly affects 
your heroic activities.  There is plenty of precedent for this way of 
thinking inherent in the rules.  A DNPC is only worth points if they become 
involved in the adventure -- or interfere with it in some way -- and for  
that matter, only if they appear at least as often as an 8- roll.  You can 
list any Disadvantages that make sense for your character, but they are 
only worth points if they make things inconvenient for you DURING PLAY, and 
ON A RECURRING BASIS.  The same standard should be applied to benefits; if 
you aren't using the car as a supervehicle, your 486 with Windows95 (or 
your Mac System 7) is not the Batcomputer, and you rarely take your gun out 
of the house, those things do not regularly affect your heroic activites 
and should not have to be paid for with points until they do.  
 
Damon 
 
 
 
 
------------------ 
People don't lack strength, they lack will. 
			-- Victor Hugo 
 
 
Return-Path: daemon@omg.org 
From: "\"Remnant\" <easleyap@mobis.com> 
        \"David Fair\"" <easleyap@mobis.com> 
Subject: Re: Point Crocks????? 
Date: Tue, 3 Feb 1998 18:18:21 -0600 
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To: champ-l@omg.org 
 
David Fair wrote: 
 
>No argument that violent actions add to prescence attacks, but that 
>doesn't mean the character in question is inherently more impressive, 
>just that he gets more dice because he does impressive things. It is a 
>subtle difference. 
 
 
I completely understand the subtle difference between being inherently more 
impressive and being able to be more impressive.  The former is more passive 
than the first.  Every character, however, has a base impressiveness 
determined by their PRE characteristics.  This base is then modified by 
their actions, the situation, and even their reputation.  This is the 
justification for additions to PRE attacks depending on the above factors. 
 
>A high STR does not equal a High PRE. Someone said a while back that a 
>high STR would aid in getting the girls (paraphrased). Now, why on earth 
>would those violent actions make the women come runnin? Most women I know 
>carry pepper spray (or heavier armament) and look to get the hell outta 
>there when the violent actions start up. 
 
I was the one who made those statements.  Try to think different.  I never 
said that any violent actions attract women.  Forget the game stats for a 
moment.  It has been my experience that many women are attracted to strong 
men.  It is part of nature and survival instincts.  My statements are based 
on my opinion that more women like strong men than women who like weak or 
even normal men.  Not that those men will necessarily be more impressive in 
general.  Simply that they have a feature that has a high tendency to do 
many things, including attracting the opposite sex and being able to be used 
to increase impressiveness above normal in some situations. 
 
 
Be A Hero. 
Alan 
 
Return-Path: daemon@omg.org 
From: "\"Remnant\" <easleyap@mobis.com> 
        \"David Fair\"" <easleyap@mobis.com> 
Subject: Re: Point Crocks????? 
Date: Tue, 3 Feb 1998 18:18:54 -0600 
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To: champ-l@omg.org 
 
>On 2/2/98 10:21 PM Remnant (easleyap@mobis.com) Said: 
> 
>> 
>>Again if both have the same PRE (which was my original premise) then they 
>>will both be equally impressive until the one with the huge muscles breaks 
>>something large in a violent manner adding to the dice he gets to use in a 
>>PRE attack.  IMHO, more dice results in more impressive. 
> 
>No argument that violent actions add to prescence attacks, but that 
>doesn't mean the character in question is inherently more impressive, 
>just that he gets more dice because he does impressive things. It is a 
>subtle difference. 
> 
>A high STR does not equal a High PRE. Someone said a while back that a 
>high STR would aid in getting the girls (paraphrased). Now, why on earth 
>would those violent actions make the women come runnin? Most women I know 
>carry pepper spray (or heavier armament) and look to get the hell outta 
>there when the violent actions start up. 
> 
>David A. Fair 
 
 
You are thinking in too linear a fashion.  I have noticed a PSY LIM of many 
women is:  Attracted to strong men. 
 
Note:  I am not trying to be sexist.  I should also mention that I have 
known a man or two who has this same PSY LIM.  ;-) 
 
This not completely uncommon PSY LIM of women of the female gender is the 
basis for my original statement not based on any increase of PRE or 
substitution of STR for PRE. 
 
I am not saying that all women have this PSY LIM or even most but I am 
certain that a measurable percentage of them do, my wife included. 
 
I am honestly sorry that I started another unimportant argument on this fine 
mailing list. 
 
 
Alan 
 
 
 
Return-Path: daemon@omg.org 
X-Authentication-Warning: pentagon.io.com: traveler owned process doing -bs 
Date: Tue, 3 Feb 1998 18:29:27 -0600 (CST) 
From: Dataweaver <traveler@io.com> 
cc: champ-l@omg.org 
Subject: Re: The Horrors of Hero? 
Errors-To: owner-champ-l@omg.org 
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To: champ-l@omg.org 
 
On Tue, 3 Feb 1998, Tim R. Gilberg wrote: 
 
>  
> > > description of the advantages and limitations), and finally a paragraph 
> > > (probably in smaller print) giving the exact game-mechanical details of how 
> > > the whatzit was built. 
> > 
> > And above all else, *stop publishing supplements that claim to be generic 
> > but which focus primarily on superheroes!* 
>  
> 	Why?  The suppliments that don't spend a significant portion of 
> their space on Superheroics I personally usually don't buy.  I'd love to 
> buy them all, but as I play Champions the most, that is what I support the 
> most. 
 
But they are also the ones that contribute the most to Hero's rep as being 
a superhero game, rather than a universal system.   
 
> > > nature of the powers: His view is that different abilities need different 
> > > mechanics in order to give them appropriate different "feels" - that a magical 
> > > bolt of lightning and a shot from a .45 pistol should have a greater 
> > > mechanical difference than given by different "special effects" or even 
> > > different advantages and limitations. But this is a basic philosophical 
> > > difference, and I don't think that Hero can be changed enough to satisfy 
> > > players of this sort. 
> > 
> > Agreed... 
>  
> 	Quite.  Personally, I think this is just a handicap of people 
> brought up by faulty gaming systems. 
 
No, there's actually something to be said for the non-Hero point of view 
(different mechanics for different abilities in order to provide different 
feels); I was agreeing that you couldn't change Hero to accomodate that 
perspective without it ceasing to be Hero.   
 
---- 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, 3 Feb 1998 18:33:54 -0600 (CST) 
From: Dataweaver <traveler@io.com> 
cc: champ-l@omg.org 
Subject: Re: Limitation/AP mods idea 
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On Tue, 3 Feb 1998, Darien Phoenix Lynx wrote: 
 
> On Tue, 3 Feb 1998, qts wrote: 
>  
> > >Hmm... there's an example of where the personal immunity is in the active 
> > >power. But with many special effects, the personal immunity has nothing to 
> > >do with the active power. Like Cyclops, with his personal immunity to his 
> > >energy blast... it's not that the blast is more powerful or more complex, 
> > >but that his skin can metabolize it. In this case the personal immunity 
> > >should not affect the active cost if the player doesn't wish it. 
> >  
> > It is clearly advantageous for him to be immune, though. 
> >  
> > Right, I see what you mean and my solution is very simple: just use a 
> > Partial Limitation 'Does not count to Active Points when Power is 
> > Suppressed, Drained, or Dispelled'. I'd give that a -1/2 Limitation. 
> > qts 
>  
> That's a good idea. But it doesn't take into account END cost or range. Do 
> you think it's an acceptable tradeoff to claim that the reduced END cost 
> balances the easier "adjustability" and reduced range? 
 
Actually, the END Cost and range effects tend to balance each other out 
nicely; I just don't think that it's appropriate for every Advantage to 
increase them both automatically.   
 
Play-balance-wise, the existing system works fine; concept-wise, however, 
it's a little off.   
 
---- 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, 3 Feb 1998 18:39:22 -0600 (CST) 
From: Dataweaver <traveler@io.com> 
cc: champ-l@omg.org 
Subject: Re: Limitation/AP mods idea 
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To: champ-l@omg.org 
 
On Tue, 3 Feb 1998, Bob Greenwade wrote: 
 
> At 01:42 PM 2/3/1998 -0600, Darien Phoenix Lynx wrote: 
> >> Right, I see what you mean and my solution is very simple: just use a 
> >> Partial Limitation 'Does not count to Active Points when Power is 
> >> Suppressed, Drained, or Dispelled'. I'd give that a -1/2 Limitation. 
> >> qts 
> > 
> >That's a good idea. But it doesn't take into account END cost or range. Do 
> >you think it's an acceptable tradeoff to claim that the reduced END cost 
> >balances the easier "adjustability" and reduced range? 
>  
>    Try this. 
>    The Limitation, called "Inactive," is -1/4.  It can only be bought on an 
> Advantage (or, with the GM's permission, an add-on element), and never on a 
> base Power.  Inactive Advantages do not add to the Power's END cost, range, 
> resistance to Adjustment Powers, or other characteristics based on Active 
> Points. 
>    (Personally, I think this may be worth a +1/4 Advantage rather than a 
> -1/4 Limitation, but it's bad enough that we already can have Limited 
> Advantages without also having Advantaged Advantages.) 
 
Then call it a -0 Limitation and be done with it.  On the one hand, it 
means that the power will cost less END to use and is easier to raise with 
Aids and Transfers; OTOH, it also means that it will have less range and 
will be more vulnerable to being Dispelled, Drained, Suppressed, or 
Transferred.   
 
---- 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: Tue, 03 Feb 1998 17:12:39 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Limitation/AP mods idea 
Cc: champ-l@omg.org 
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X-UID: 38 
 
At 06:39 PM 2/3/1998 -0600, Dataweaver wrote: 
>>    The Limitation, called "Inactive," is -1/4.  It can only be bought on an 
>> Advantage (or, with the GM's permission, an add-on element), and never on a 
>> base Power.  Inactive Advantages do not add to the Power's END cost, range, 
>> resistance to Adjustment Powers, or other characteristics based on Active 
>> Points. 
>>    (Personally, I think this may be worth a +1/4 Advantage rather than a 
>> -1/4 Limitation, but it's bad enough that we already can have Limited 
>> Advantages without also having Advantaged Advantages.) 
> 
>Then call it a -0 Limitation and be done with it.  On the one hand, it 
>means that the power will cost less END to use and is easier to raise with 
>Aids and Transfers; OTOH, it also means that it will have less range and 
>will be more vulnerable to being Dispelled, Drained, Suppressed, or 
>Transferred. 
 
   Frankly, now that I've had more time to think about it, I think you're 
right on that call.  A +/-0 modifier is the way to go on this. 
--- 
Bob's Original Hero Stuff Page! 
   http://www.klock.com/public/users/bobg/original.htm 
Homepage of the Merry-Go-Round Webring!  (Wanna join?) 
   http://www.klock.com/public/users/bobg/merrhome.htm 
 
 
Return-Path: daemon@omg.org 
Date: Tue, 03 Feb 1998 17:53:53 -0800 
From: David Cooper <raven@castles.com> 
Reply-To: raven@castles.com 
Organization: Raventronics 
Subject: Re: Buffy the Vampire Slayer 
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Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
Prodipto Roy wrote: 
 
> A few points: 
> 1) The rifle barrel was not made of hefty gauge steel wire. 
> 2) It didn't look like she was pushing. 
> 3) She didn't have justification to push. 
> 4) She seemed pretty confident that she could bend the gun barrel, not 
> counting on a good roll. 
> 
> Additionally, I'm not convinced that Buffy necessarily takes place in a 
> Heroic campaign, but even if it does, I'd still buy the 25 STR. 
> 
> --Pro 
 
Just to add my two cent's worth. I just rewatched the eposode, the gun had two 
barrels. So I can see her being fairly strong, but not a 25 str. That would let 
her left 1760lbs. Just  a bit much. I think about a str of 17-18, that would let 
her left around 600lbs. just a thought. 
 
-- 
"Look, mentally I'm older than Lincoln, emotionally 
I'm six years old, physically I look like I'm in my 
twenties, my hormones are going top speed, and I'm 
something evolved from a slug evolved into something 
evolved from an ape. And YOU got the nerve to say 
YOU'RE confused?!?" 
 
 
Return-Path: daemon@omg.org 
Date: Tue, 3 Feb 1998 21:11:24 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: Buffy the Vampire Slayer 
Errors-To: owner-champ-l@omg.org 
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To: champ-l@omg.org 
 
 
> PR> I was going to mention the same thing.  25 STR may not be unreasonable 
> PR> for Buffy given her ability to smack vampires around and bend steel in 
> PR> her bare hands. 
> 
> Martial arts, plain and simple. 
 
 
	To bend steel gun barrels with her bare hands?  25 STR might fit 
the movie Buffy, but for the TV show version, 25 is a minimum.  I'd go 
more towards 30 to fit the effect.  She has shown other signs of a high 
STR including superleap and increased physical toughness.  (Higher Stun, 
Pd, REC) 
 
 
 
				-Tim Gilberg 
 
 
Return-Path: daemon@omg.org 
Date: Tue, 3 Feb 1998 21:13:35 -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 
 
 
> >And note that a AE attack will not be blockable and, 
> > because the Defensive Throw has been declared, Dive for Cover is not an 
> > option. 
> 
> Since you did not Abort to the Defensive Throw, you may Abort to a Dive for Cover on the next Segment. 
 
 
	Yeah, but I'm talking about an attack in the same segment.  You're 
stuck.  It's a way to get any Martial Artist using a defensive maneuver. 
Get them to commit to a Dodge or Block when they are holding a half-phase, 
then hit them with AE attacks. 
 
 
 
				-Tim Gilberg 
 
Return-Path: daemon@omg.org 
Date: Tue, 3 Feb 1998 21:16:35 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: The Horrors of Hero? 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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To: champ-l@omg.org 
 
 
 
> > Why?  The suppliments that don't spend a significant portion of 
> >their space on Superheroics I personally usually don't buy.  I'd love to 
> >buy them all, but as I play Champions the most, that is what I support the 
> >most. 
> 
>    The funny thing is, if I've done The Ultimate Super Vehicle the way I 
> hope it was done, it should make you *both* happy.  (At least, on this 
> count.) 
 
 
	From what I've seen of the Alpha version I have, yes.  It handles 
non-Super environs quite well, but adds a lot for the Super genre. 
 
 
 
				-Tim Gilberg 
 
Return-Path: daemon@omg.org 
Date: Tue, 3 Feb 1998 21:29:37 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: The Horrors of Hero? 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
> > 	Why?  The suppliments that don't spend a significant portion of 
> > their space on Superheroics I personally usually don't buy.  I'd love to 
> > buy them all, but as I play Champions the most, that is what I support the 
> > most. 
> 
> But they are also the ones that contribute the most to Hero's rep as being 
> a superhero game, rather than a universal system. 
 
	Fine.  But the solution is not to handicap the flagship. 
Especially a flagship as good as Champions.  Just add some more support 
ships.  Get Star Hero going again.  Release more for Fantasy Hero. 
Release a suppliment or two for Ninja Hero and Western Hero.  Release a 
Vampire Hunters suppliment for Horror Hero. 
 
> > brought up by faulty gaming systems. 
> 
> No, there's actually something to be said for the non-Hero point of view 
> (different mechanics for different abilities in order to provide different 
> feels); 
 
	Actually, I don't know that I'd agree.  There are just ideas that 
have arisen that there needs to be a difference in mechanics for various 
different game objects.  Say game A has two different attack mechanics, X 
and Y covering concepts N and M respectively.  If the mechanics for each 
were switched (with everything else being equal, lets just say that the 
dice were changed) so that Y handled N and X handled M, most people would 
still insist that that is what is natural.  It's not that there needs to 
be difference, it's that people think there needs to be difference. 
 
> I was agreeing that you couldn't change Hero to accomodate that 
> perspective without it ceasing to be Hero. 
 
	Right.  Or any "universal" system, for that matter.  For the most 
part, anyway. 
 
 
 
				-Tim Gilberg 
 
Return-Path: daemon@omg.org 
Date: Tue, 3 Feb 1998 21:31:53 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: Buffy the Vampire Slayer 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
> Just to add my two cent's worth. I just rewatched the eposode, the gun had two 
> barrels. So I can see her being fairly strong, but not a 25 str. That would let 
> her left 1760lbs. Just  a bit much. I think about a str of 17-18, that would let 
> her left around 600lbs. just a thought. 
k 
 
	This gets back to the previous discussion of just what the lifting 
weight signifies, but going by the damage to the steel and the superleap, 
the only two indicators we really have, 25-30 is more appropriate. 
 
 
 
				-Tim Gilberg 
 
Return-Path: daemon@omg.org 
Date: Tue, 3 Feb 1998 21:40:35 -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 
 
 
 
> > Oh, quite true.  In fact, I've been toying with adding a 
> >Block+Grab maneuver to mirror the effects of neutralizing an incoming 
> >attack by physically restraining the attacker. 
> 
>    This would be a very appropriate maneuver for Krav Maga (another martial 
> art that can be appropriate for a low-level brick). 
k 
 
	OK.  Let's discuss the Block+Grab maneuver, using the rules in 
TUMA. 
 
	Obviously a block base (allowing it to go first, be quiet, Rat, we 
know your view on this -- we'll go with what everyone else says).  Add 
the Grab element.  No problem. 
 
	Now, as this is a defensive maneuver, what Block options can be 
allowed.  On the same segment of the Block and Grab, what can the 
character do, if anything.  I'd be in favor of holding only, limiting the 
maneuver by not allowing redirect, throw, or crush.  Anyone else? 
 
 
 
				-Tim Gilberg 
 
Return-Path: daemon@omg.org 
Date: Tue, 3 Feb 1998 21:43:43 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: The Horrors of Hero? 
Errors-To: owner-champ-l@omg.org 
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> >If you don't use them, expect math errors in characters. Unless, of 
> >course, you are extra careful _and_ you do all the characters 
> >yourself. 
> 
> Why should I expect math errors?  It's all extremely simple math - stuff people should 
> have learned in elementary school. 
 
 
	Yes, but many Champs characters are well beyond Elementary School 
math.  And once someone has taken Calculus, all basic math abilities are 
usually gone. 
 
	It doesn't matter though.  The math taught in Grade School is a 
waste of time.  Why does a student have to be able to add a column of 20 
numbers?  Why be able to devide a 7 digit number by a 5 digit number. 
 
	Without a lot of double checking on the above, errors will occur. 
For anything where either time or accuracy is important, a device will be 
used to assist the individual.  Why not teach more concepts, more 
real-world math, more story problems, and calculator and computer usage 
skills. 
 
 
 
				-Tim Gilberg 
 
Return-Path: daemon@omg.org 
Date: Tue, 03 Feb 1998 20:10:08 -0800 
From: Rick Holding <rholding@ActOnline.com.au> 
Subject: Re: TUMA Maneuvers 
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Tim R. Gilberg wrote: 
 
>         I'd put it only on the block roll.  If it works, attacker is going 
> to the floor unless a breakfall roll is made.  If it doesn't work, the 
> attack flies free and no throw can be made. 
 
	Attempt the block.  If you miss, then you didn't connect properly, and  
the opposition gets the chance to pummel you.  All based on the one roll, did  
you block the attack? 
--  
----------------------------------------------------------- 
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: Tue, 03 Feb 1998 20:12:20 -0800 
From: Rick Holding <rholding@ActOnline.com.au> 
Subject: Re: TUMA Maneuvers 
Errors-To: owner-champ-l@omg.org 
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Stainless Steel Rat wrote: 
>  
> -----BEGIN PGP SIGNED MESSAGE----- 
>  
> >>>>> "JaRP" == John and Ron Prins <jprins@interhop.net> writes: 
>  
> JaRP> Missile Reflection. Explain that, please, Rat. You can even abort to it. 
>  
> It is a legacy of the second edition of the game. 
 
	What do you mean, its a legacy of the second edition?  Could you PLEASE  
tell me what the hell that has to do with the origional question? 
--  
----------------------------------------------------------- 
Ricky Holding    Email: rholding@ActOnline.com.au 
Work is only there to give us time to talk about play 
----------------------------------------------------------- 
 
Return-Path: daemon@omg.org 
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Date: Tue, 3 Feb 1998 22:16:49 -0600 (CST) 
From: Dataweaver <traveler@io.com> 
cc: champ-l@omg.org 
Subject: Re: The Horrors of Hero? 
Errors-To: owner-champ-l@omg.org 
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On Tue, 3 Feb 1998, John Desmarais wrote: 
> On Tue, 3 Feb 1998 07:02:52 -0800, Tanja Nasset wrote: 
> >On Monday, February 02, 1998 3:41 PM, Curt Hicks wrote: 
> >>Jim Dickinson <champion@cyberhighway.net> wrote: 
> >> 
> >>> I think two words sum it up:  Math  and  Complexity 
> >>> 
> >>> I think that any time you need a calculator (or a computer program) 
> >>> in order to make a character, you are in a zone that *most* RPGers 
> >>> don't want to tread. 
> >> 
> >>You do NOT NEED a calculator, let alone a &&)(%^*&% spreadsheet to 
> >>make a character !!!!  (I have never understood the appeal of 
> >>Heromaker). 
> > 
> >If you don't use them, expect math errors in characters. Unless, of 
> >course, you are extra careful _and_ you do all the characters 
> >yourself. 
>  
> Why should I expect math errors?  It's all extremely simple math - stuff 
> people should have learned in elementary school. 
 
I am a math major, and pride myself in being able to do arithmetic in my 
head.  I have beaten people with calculators to the right answer for 
fairly complex calculations on numerous occasions.  Despite that, I still 
goof every once in a while and transpose a digit or reverse a sign; it 
happens to the best of us.   
 
---- 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, 3 Feb 1998 22:18:52 -0600 (CST) 
From: Dataweaver <traveler@io.com> 
cc: champ-l@omg.org 
Subject: Re: The Horrors of Hero? 
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On Tue, 3 Feb 1998, Tim R. Gilberg wrote: 
 
>  
>  
> > > Why?  The suppliments that don't spend a significant portion of 
> > >their space on Superheroics I personally usually don't buy.  I'd love to 
> > >buy them all, but as I play Champions the most, that is what I support the 
> > >most. 
> > 
> >    The funny thing is, if I've done The Ultimate Super Vehicle the way I 
> > hope it was done, it should make you *both* happy.  (At least, on this 
> > count.) 
>  
> 	From what I've seen of the Alpha version I have, yes.  It handles 
> non-Super environs quite well, but adds a lot for the Super genre. 
 
But how's it presented?  "This is a book for creating vehicles for a 
superhero genre; oh, and BTW it's useful in other genres as well" would be 
the wrong 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 
Date: Tue, 3 Feb 1998 23:37:45 -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 
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>OK.  Let's discuss the Block+Grab maneuver, using the rules in TUMA. 
> 
>Obviously a block base (allowing it to go first, be quiet, Rat, we 
>know your view on this -- we'll go with what everyone else says).  Add 
>the Grab element.  No problem. 
> 
>Now, as this is a defensive maneuver, what Block options can be 
>allowed.  On the same segment of the Block and Grab, what can the 
>character do, if anything.  I'd be in favor of holding only, limiting the 
>maneuver by not allowing redirect, throw, or crush.  Anyone else? 
 
I agree. I've always thought that most 'Grab and X' maneuvers should be 
split over two phases anyway (as John opens a whole new can'o'worms). 
Stylistically, I have a hard time seeing someone perform a 'Grab and Throw' 
or 'Grab and Re-direct' as one smooth motion. All Grab should do in the 
phase you actually do the Grabbing is establish a hold, IMHO. Grab is a 
non-exclusive basis - if you want to Grab and Crush in the same phase, buy a 
Strike maneuver with Grab. Once you've got a Grab going, sure, you can do 
the other stuff as another phase's action. This I think should be a change 
in 5th Edition. Grab does way too much on a single action to IMHO be 
considered balanced, especially as an 'everyman' maneuver. 
 
Anyway, with a Block/Grab, yeah, all you should get is a Grab and Hold 
(probably One Limb, at that). 
 
BTW, 'Grab Weapon' is an exclusive basis in TUMA. Can a 'normal' Grab be 
used to the same effect, so long as the -2 OCV penalty as per BBB is 
applied? IOW, is the effect of 'Grab Weapon' to ignore this penalty and for 
that reason it becomes an exclusive basis? 
 
Anyway. You sort of need Block/Grab if you want to model the old ninja sword 
grabbing technique. 
 
----------------------------------------------------------------------------- 
"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 
 
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Date: Tue, 3 Feb 1998 22:38:59 -0600 (CST) 
From: Dataweaver <traveler@io.com> 
cc: champ-l@omg.org 
Subject: Re: The Horrors of Hero? 
Errors-To: owner-champ-l@omg.org 
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On Tue, 3 Feb 1998, Tim R. Gilberg wrote: 
 
>  
> > > 	Why?  The suppliments that don't spend a significant portion of 
> > > their space on Superheroics I personally usually don't buy.  I'd love to 
> > > buy them all, but as I play Champions the most, that is what I support the 
> > > most. 
> > 
> > But they are also the ones that contribute the most to Hero's rep as being 
> > a superhero game, rather than a universal system. 
>  
> 	Fine.  But the solution is not to handicap the flagship. 
> Especially a flagship as good as Champions.  Just add some more support 
> ships.  Get Star Hero going again.  Release more for Fantasy Hero. 
> Release a suppliment or two for Ninja Hero and Western Hero.  Release a 
> Vampire Hunters suppliment for Horror Hero. 
 
And when you release a supplement that is billed as being universal, make 
it universal (as opposed to "Champions + other stuff").   
 
> > > brought up by faulty gaming systems. 
> > 
> > No, there's actually something to be said for the non-Hero point of view 
> > (different mechanics for different abilities in order to provide different 
> > feels); 
>  
> 	Actually, I don't know that I'd agree.  There are just ideas that 
> have arisen that there needs to be a difference in mechanics for various 
> different game objects.  Say game A has two different attack mechanics, X 
> and Y covering concepts N and M respectively.  If the mechanics for each 
> were switched (with everything else being equal, lets just say that the 
> dice were changed) so that Y handled N and X handled M, most people would 
> still insist that that is what is natural.  It's not that there needs to 
> be difference, it's that people think there needs to be difference. 
 
In many cases, yes; but there are some occasions where different mechanics 
don't match up as well when the abilities are switched around (that 
doesn't mean that they don't match up at all; just that something gets 
lost when you make the switch).   
 
> > I was agreeing that you couldn't change Hero to accomodate that 
> > perspective without it ceasing to be Hero. 
>  
> 	Right.  Or any "universal" system, for that matter.  For the most 
> part, anyway. 
 
It all depends on how fragmented the rules get: AD&D is not a universal 
system by any stretch of the imagination; OTOH, GURPS fits my concept of 
universal, even though it has different systems for superpowers, psionics, 
cybernetics, robotics, and magic (and it has two very different systems of 
magic, one of which has a large number of variations).   
 
Also note that Hero is doing a similar thing, to a limited degree; martial 
arts _could_ be described in terms of superpowers and combat skill levels, 
or they could be described as a series of maneuvers - two totally 
different mechanics for the same thing.  Vehicles could be treated as 
superpowers purchased through a vehicular focus, or they could be treated 
according to the vehicles rules given in H4.  Robots could be purchased as 
normal characters, or as Automatons.  Equipment could be purchased with 
the Independent limitation or with "equipment points" as detailed in Dark 
Justice and Eye for an Eye.  A "single set of mechanics" version of Hero 
is, I believe, undesirable (and quite possibly impossible), although Hero 
does manage a greater economy of rules while remaining playable than any 
other system on the market.   
 
---- 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: TUMA Maneuvers 
Date: Tue, 3 Feb 1998 20:39:31 -0800 
X-MSMail-Priority: Normal 
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On Monday, February 02, 1998 6:17 PM, Stainless Steel Rat wrote: 
 
 
>-----BEGIN PGP SIGNED MESSAGE----- 
> 
>>>>>> "TRG" == Tim R Gilberg <trgilber@hilltop.ic.edu> writes: 
> 
>>> It is a legacy of the second edition of the game. 
> 
>TRG> And a Throw that was considered defensive, could be aborted to, 
>TRG> and did damage was a legacy of the third edition of the game. 
> 
>TRG> What's your point? 
> 
>Simply that certain aspects of the system that came down from earlier 
>editions were not changed to fit into the fourth edition mold. 
> 
Or they fit perfectly, and your idea of what the "fourth edition mold" 
is is mistaken. 
 
Filksinger 
 
Return-Path: daemon@omg.org 
Date: Tue, 3 Feb 1998 22:44:29 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: The Horrors of Hero? 
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> > 	From what I've seen of the Alpha version I have, yes.  It handles 
> > non-Super environs quite well, but adds a lot for the Super genre. 
> 
> But how's it presented?  "This is a book for creating vehicles for a 
> superhero genre; oh, and BTW it's useful in other genres as well" would be 
> the wrong way... 
 
 
	Why?  For certain concepts, playing up the Superheroic aspects 
makes a lot of sense.  For example, the previous three ultimates.  All 
concentrated on Superheroic concepts.  TUMA was the most generic, because 
its topic was the most generic. 
 
 
 
				-Tim Gilberg 
 
Return-Path: daemon@omg.org 
Reply-To: "Filksinger" <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
Subject: Re: TUMA Maneuvers 
Date: Tue, 3 Feb 1998 21:13:34 -0800 
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On Tuesday, February 03, 1998 6:21 AM, Stainless Steel Rat wrote: 
 
 
>-----BEGIN PGP SIGNED MESSAGE----- 
> 
>>>>>> "JaRP" == John and Ron Prins <jprins@interhop.net> writes: 
> 
>>> If it does not have a specific exception then it is *NOT* the 
rule, no 
>>> matter how much you wish it so. 
> 
>JaRP> Get real, Rat, we're operating in a grey area and we should 
both know 
>JaRP> it.  Missile Reflection is a quite agressive power that is 
still 
>JaRP> classified as a defensive power - you can even Abort to it. 
> 
>And the power *SPECIFICALLY* states that in its description.  There 
is 
 
 
The Block *SPECIFICALLY* states in its description that it goes first, 
with no mention of Abort giving it that ability. Additionally, 
maneuvers you can Abort to are described as not going first. The 
ability to go first is built into the specific descriptions, not the 
Abort feature. 
 
>nothing at all grey about it.  It is an exception, not a precident. 
 
According to whom? 
 
No, let me guess. Its "obvious", and there is something wrong with 
everyone who doesn't agree. 
 
Filksinger 
 
Return-Path: daemon@omg.org 
Date: Wed, 4 Feb 1998 00:24:36 -0500 
Subject: Re:The Horrors of Hero 
X-Juno-Line-Breaks: 0,2-3,6-8,14-15,26-27,31 
From: istorema@juno.com (Bruce A Crow) 
Errors-To: owner-champ-l@omg.org 
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 Brian Wong <rook@shell.infinex.com> writes:  
>>Hero people don't talk about genre, roleplay, and creative fiction. 
They talk numbers.<< 
Curt Hicks <exucurt@exu.ericsson.se> writes: 
>>Very good point !  I subscribe to the list mainly for plot ideas, 
character ideas, and the like.  Stuff that should be system transparent.  
However, as Brian 
points out, most of the discussion is rules/mechanics-oriented.<< 
 
I also subscribe to this list for plot ideas, etc.... I even go as far as 
to not read threads (gasp) that are primarily game mechanics. There are 
days when I log on only to empty my inbox without reading a single post. 
But then there are other days my wife can't get me away from this machine 
(figuratively speaking, of course) because I have so much good stuff to 
read. 
 
As for Hero Lite, I sort of use a lite version in the games I run (If any 
of my players see this I'm dead). I'm no rule expert, but my players like 
my games anyway. I create monsters on the fly all the time, with BODY, 
STUN, OCV/DCV, and a couple of powers. I haven't completely written up 
more than three monsters since I started playing. The players never know 
the difference (I think). The monsters are mostly plot devices anyway. 
Most NPCs the sameway. I've never liked how the game mechanics slowed 
down play so I ignore most of it. I use it for character creation. When I 
get in a jam, our resident rules lawer is more than willing to explain 
the mechanics. Beyond that, we just play. And what is it like? Imagine a 
PBeM only in person. Far more storyline, less rules. 
 
I play Fantasy Hero moslyt, and find the character creation to be quick 
and easy until you get to the magic part. I guess that would be easy if I 
used the pre written spells and colleges, but I don't care for them 
either. 
 
_____________________________________________________________________ 
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] 
 
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X-Sender: griffin@mail.txdirect.net 
Date: Tue, 03 Feb 1998 23:42:07 -0600 
From: "Michael (Damon) or Peni R. Griffin" <griffin@txdirect.net> 
Subject: Re: Ideas 
Errors-To: owner-champ-l@omg.org 
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At 11:57 AM 2/3/98 -0500, you wrote: 
>Hi, 
>	I'm trying to come up with a few characters built on a 100 + 150 
>point base for a Film Noir campagin with a few occult elements thrown into 
>the mix.  Many of them are Noir/Pulp based. 
>	I'm encountering some difficulty find appropiate abilites, stuck 
>as to how I should limit the supernatural abilities of a player.  For 
example, 
>I would think a character who was cursed to be a werewolf would be an 
>appropiate character concept.  However, in the way I am envisioning the 
genre, 
>he would have absolutely no control over his transformations and it would be 
>more of a hinderance than a power. 
 
I'm a big fan of certain pulp and old time radio characters, notably The 
Shadow, Doc Savage, the Green Hornet and the Avenger.  I gather the 
campaign you want to run is of the "weird mystery" variety, rather than 
what I usually think of as straighht film noir.  A number of the lesser 
mystery men in pulps, radio and Golden Age comics had one or two gadgets, 
or one unusual (possibly mystical) gimmick at his disposal.  The radio 
version of the Shadow (which was *very* different from the pulp version) 
had the power to "cloud men's minds" (Invisibility), his Contact with 
Police Commissioner Weston and nothing else to speak of.  The Sandman 
carries a gun that releases a non-lethal gas which makes his victims sleepy 
and suggestible.  Doc Savage had Enhanced Senses and a range of Talents 
(plus a great Base, Vehicles galore, and Money) but no mystical or super 
powers.  Very often the characters who did have some sort of mystical 
(almost always Oriental) "powers" were otherwise ordinary guys who had come 
into possession of a magic artifact (talisman, ring, lantern, jewel, wand) 
that had a limited range of functions, sometimes just one ability. 
Truthfully, most of the weird mystery was in the villians, rather than the 
heroes. 
 
It was a simpler time.  Even Superman, in his 1938 first appearance, didn't 
have Flight, just Superleap.  If I were doing a pulp-based campaign, I'd 
run Heroic rather than Superheroic, but regardless of what point level you 
use, I think one key is limiting the number of different things each 
character can do.  Think in terms of an archetype (wealthy man about town, 
hard-boiled detective, whatever) with a single gimmick.  In a way, this 
reminds me of all the police/detective shows that flooded TV during the 
mid-70's.  They were all alike except for that one identifying 
characteristic:  you had the fat detective (Cannon), the handicapped 
detective (Ironside), the blind detective (Longstreet), the old detective 
(Barnaby Jones), the forensic detective (Quincy), the Polish-American 
detective (Banacek), the slovenly detective (Columbo), the ex-con detective 
(Rockford), the lady cop (Police Woman).  Baretta, Toma, Mannix...anyone 
else remember others? 
 
Damon 
 
 
 
------------------------ 
The most merciful thing in the world, I think, is the inability  
of the human mind to correlate all its contents. 
			-- H.P. Lovecraft, "The Call of Cthulhu" 
 
Return-Path: daemon@omg.org 
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Date: Tue, 3 Feb 1998 23:57:22 -0600 (CST) 
From: Dataweaver <traveler@io.com> 
cc: champ-l@omg.org 
Subject: Re: The Horrors of Hero? 
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On Tue, 3 Feb 1998, Tim R. Gilberg wrote: 
 
>  
> > > 	From what I've seen of the Alpha version I have, yes.  It handles 
> > > non-Super environs quite well, but adds a lot for the Super genre. 
> > 
> > But how's it presented?  "This is a book for creating vehicles for a 
> > superhero genre; oh, and BTW it's useful in other genres as well" would be 
> > the wrong way... 
>  
>  
> 	Why?  For certain concepts, playing up the Superheroic aspects 
> makes a lot of sense.  For example, the previous three ultimates.  All 
> concentrated on Superheroic concepts.  TUMA was the most generic, because 
> its topic was the most generic. 
 
I can't comment on TUSM, never having seen it; but I consider the other 
two to be examples of supplements that _don't_ focus on superheroes; the 
superhero genre seems to get, if anything, just a little more emphasis 
than other genres do.  (OTOH, the very title of TUSM has turned a couple 
of people I know away from it; "Super Mages? As in superheroes?  No 
thanks...) 
 
---- 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, 
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Return-Path: daemon@omg.org 
Date: Wed, 4 Feb 1998 00:18:11 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: The Horrors of Hero? 
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> > 	Why?  For certain concepts, playing up the Superheroic aspects 
> > makes a lot of sense.  For example, the previous three ultimates.  All 
> > concentrated on Superheroic concepts.  TUMA was the most generic, because 
> > its topic was the most generic. 
> 
> I can't comment on TUSM, never having seen it; but I consider the other 
> two to be examples of supplements that _don't_ focus on superheroes; the 
> superhero genre seems to get, if anything, just a little more emphasis 
 
	I don't know.  TUM was pretty Super-specific, but only because the 
most popular place for Egoists is Super-level games.  It didn't ignore the 
other genres, however.  There's enough there for me to work with. 
 
	TUMA is more all-around because the Martial Art rules are 
applicible *everywhere*. 
 
> than other genres do.  (OTOH, the very title of TUSM has turned a couple 
> of people I know away from it; "Super Mages? As in superheroes?  No 
> thanks...) 
 
 
	And it does concentrate on _Super_mages.  Ala Doc Strange.  It 
pointed out the ways magic of the Supermages usually differs from Fantasy 
or Horror-type magical campaigns.  The feel is different than that in 
Mystic Masters.  The book does cover some more heroic-genres, but it 
assumes a Super-feel for most. 
 
	It works very well as a coherent suppliment for a genre, however. 
 
 
 
				-Tim Gilberg 
 
Return-Path: daemon@omg.org 
Date: Wed, 4 Feb 1998 00:19:16 -0600 (CST) 
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From: Michael Nunn <mlnunn@scrtc.blue.net> 
Subject: More Buffy notes 
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At 09:31 PM 2/3/98 -0600, Tim R. Gilberg wrote: 
>> Just to add my two cent's worth. I just rewatched the eposode, the gun 
had two 
>> barrels. So I can see her being fairly strong, but not a 25 str. That 
would let 
>> her left 1760lbs. Just  a bit much. I think about a str of 17-18, that 
would let 
>> her left around 600lbs. just a thought. 
 
>	This gets back to the previous discussion of just what the lifting 
>weight signifies, but going by the damage to the steel and the superleap, 
>the only two indicators we really have, 25-30 is more appropriate. 
 
I agree I almost gave her 30 but figured it would be a bit much for lifting. 
Although I have seen her lift thiings I wouldn't want to try.  And she could 
have superleap, but not very much, she can jump to the roof of a second 
story building.  
She should have Regneration.  Wounds heal "Very, very fast".  Buffy should 
have missile deflection vs Thrown. 
I went with the low PRE and the Def because no Vamp is ever impressed by her 
till she kick it's butt.  Alternatly the Vamps in Buffys world don't have 
really high PRE's either. 
 
Guiles STR should be only 10, and the demon that was hunting him was killed 
so I left off the hunted. 
 
Willow, I had a couple of people point out that Willow is very shy.  OK but 
I don't think she is shy enough to warent a disad, she does hang out with 
Buffy after all that would make most girls a little self consious. 
 
Xander, could have all the skills of a US Infantry soldier.  I had forgotten 
but he retined all the knoledge he got when he was turned in to a soldier. 
 
Thanks for all the nice comments and sugestions.   
 
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 
 
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Reply-To: "Filksinger" <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
Subject: Re: [Re: TUMA Maneuvers] 
Date: Tue, 3 Feb 1998 23:06:22 -0800 
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On Monday, February 02, 1998 6:09 PM, Stainless Steel Rat wrote: 
 
>-----BEGIN PGP SIGNED MESSAGE----- 
> 
>>>>>> "F" == Filksinger <filkhero@usa.net> writes: 
> 
>F> Since in real life aggressive activity is classified as 
"defensive" on a 
>F> regular basis, I assume you must be talking about the game. Fine. 
Show 
>F> me where, in the game, it states that defensive maneuvers cannot 
be 
>F> offensive in any way, 
> 
>Pardon me for being a smartass about this one, but the BBB does not 
need to 
>define "offensive" and "defensive".  Anyone with *any* comprehension 
of 
>English will find the two to have diametrically opposed meanings 
without 
>the necessity of reprinting half of Webster's New World Dictionary. 
> 
 
Now I don't have "*any* comprehension of the English language", unless 
I agree with you? 
 
 
I'm getting a bit tired of being insulted, Believing that you are so 
absolutely right that there is something wrong with those who disagree 
is bad enough, insulting them in the bargain is overboard. 
 
Please keep this discussion civil. 
 
Filksinger 
 
Return-Path: daemon@omg.org 
Date: Wed, 4 Feb 1998 01:14:07 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: More Buffy notes 
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> I agree I almost gave her 30 but figured it would be a bit much for lifting. 
> Although I have seen her lift thiings I wouldn't want to try.  And she could 
> have superleap, but not very much, she can jump to the roof of a second 
> story building. 
 
	That's 3-4 hexes up, equivilent to 6-8 hexes forward.  The lower 
end will allow for a 30 STR. 
 
 
 
			-Tim Gilberg 
 
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Reply-To: "Filksinger" <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
Subject: Re: The Horrors of Hero? 
Date: Tue, 3 Feb 1998 23:23:23 -0800 
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On Tuesday, February 03, 1998 6:20 PM, John Desmarais wrote: 
 
 
>On Tue, 3 Feb 1998 07:02:52 -0800, Tanja Nasset wrote: 
> 
<snip> 
>> 
>>If you don't use them, expect math errors in characters. Unless, of 
>>course, you are extra careful _and_ you do all the characters 
>>yourself. 
> 
>Why should I expect math errors?  It's all extremely simple math - 
stuff people should 
>have learned in elementary school. 
> 
Certainly. And as anyone who has ever taken an accounting class can 
tell you, even very simple math eventually produces errors, especially 
when tallying columns of numbers. 
 
I regularly do long division in my head. I am quite capable of doing 
the Hero calculations the same way. However, sooner or later, I will 
goof, even with pencil and paper. 
 
I'll stick with my Excel sheet, thank you. Even if I was perfect, I'd 
still prefer the speed. 
 
Filksinger 
 
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Reply-To: "Filksinger" <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
Subject: Re: TUMA Maneuvers 
Date: Tue, 3 Feb 1998 23:25:58 -0800 
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On Tuesday, February 03, 1998 6:43 PM, Tim R. Gilberg wrote: 
 
 
<snip> 
> OK.  Let's discuss the Block+Grab maneuver, using the rules in 
>TUMA. 
> 
> Obviously a block base (allowing it to go first, be quiet, Rat, we 
>know your view on this -- we'll go with what everyone else says). 
Add 
>the Grab element.  No problem. 
> 
> Now, as this is a defensive maneuver, what Block options can be 
>allowed.  On the same segment of the Block and Grab, what can the 
>character do, if anything.  I'd be in favor of holding only, limiting 
the 
>maneuver by not allowing redirect, throw, or crush.  Anyone else? 
> 
Agreed. While not strictly forbidden, anything beyond the ability to 
hold would go against the precedent set by Steve Long. 
 
Filksinger 
 
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Reply-To: "Filksinger" <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
Subject: Re: Ideas 
Date: Tue, 3 Feb 1998 23:31:43 -0800 
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On Tuesday, February 03, 1998 9:21 PM, Michael (Damon) or Peni R. 
Griffin wrote: 
 
 
<snip> 
> Doc Savage had Enhanced Senses and a range of Talents 
>(plus a great Base, Vehicles galore, and Money) but no mystical or 
super 
>powers. 
 
Doc Savage had superhuman strength, I believe, but not on a brick 
level. 
 
Filksinger 
 
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From: Don McKinney <dmckinne@cmi.csc.com> 
Subject: GenCon decisions by game companies 
Date: Wed, 04 Feb 1998 2:06:05 CST 
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Steve Jackson Games just announced in their Daily Illuminator that 
they won't be at GenCon this year, and the reasons why.  Wondering 
if Gold Rush, Hero or R. Talsorian have been looking at this situation, 
and if they might take the same route? 
 
This thing smells like the TSR/GAMA break revived for the 90s... 
 
 
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 =  
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Date: Wed, 4 Feb 1998 03:11:17 -0500 (EST) 
From: Tokyo Mark <bastet@iquest.net> 
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Subject: Re: GenCon decisions by game companies 
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On Wed, 4 Feb 1998, Don McKinney wrote: 
 
> Steve Jackson Games just announced in their Daily Illuminator that 
> they won't be at GenCon this year, and the reasons why.  Wondering 
> if Gold Rush, Hero or R. Talsorian have been looking at this situation, 
> and if they might take the same route? 
>  
> This thing smells like the TSR/GAMA break revived for the 90s... 
 
Weird, what reasons did they give?  I'm curious now. 
 
TokyoMark 
 
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Date: Wed, 4 Feb 1998 02:50:59 -0600 (CST) 
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From: Michael Nunn <mlnunn@scrtc.blue.net> 
Subject: Re: GenCon decisions by game companies 
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> Steve Jackson Games just announced in their Daily Illuminator that 
>> they won't be at GenCon this year, and the reasons why.  Wondering 
>> if Gold Rush, Hero or R. Talsorian have been looking at this situation, 
>> and if they might take the same route? 
>>  
>> This thing smells like the TSR/GAMA break revived for the 90s... 
> 
>Weird, what reasons did they give?  I'm curious now. 
> 
>TokyoMark 
 
Here is what was on the SJG home page... 
 
February 4, 1998: We're Skipping GenCon 
 
SJ Games will not be attending, or supporting any events, at this year's 
WotC GenCon. Other companies which have announced that they will not be 
going to GenCon this year include Palladium, R. Talsorian Games, and RPGnet. 
 
This decision was not a casual one for us, or for those of our colleagues 
who have reached the same conclusion. For us, it was reached only after long 
discussions on a mailing list which included representatives of both Andon 
(the WotC subsidiary that now runs GenCon) and WotC itself, as well as many 
other companies. 
 
The main difficulty had to do with WotC's pricing policies. GenCon booths, 
already very costly, went up again this year. Some prices increased more 
than 50%! WotC representatives insisted that GenCon was a bargain, compared 
to the things they wanted to compare it to . . . and recommended that we all 
just consider it a necessary expense, taking fewer booths if necessary. 
And in fact, many companies are decreasing their presence without dropping 
out -- at least, not this year. 
 
In the end, though, several companies have already concluded that it's no 
longer worth our time to go to GenCon at all. 
 
Within the next week or so, we'll be posting a web page that discusses this 
decision in more detail, lists any other companies that have dropped out, 
and talks about possible alternatives for this and later years. (One hint: 
the World Science Fiction Convention, in Baltimore this year, is the same 
weekend as GenCon. Guess where we'll be?) 
 
We have been unsubtly warned by WotC employees that any company that doesn't 
come to 
GenCon will be seen by the gamers to be on its last legs. All these 
companies need for the word to get out: we're staying away because we chose 
to, not because we're dead. 
 
We've also been formally *requested* to sponsor events even if we don't 
attend, because the convention's gamemasters (and by extension, all the 
gamers)s "aren't aware and shouldn't be aware of [the] "business" side of 
this industry. But we can't accede to that request. We will NOT  we WILL 
tell you why. Much as WotC might like to have its 
business practices remain unexamined, we feel that the state of the hobby is 
everybody's business. So . . . sorry, we'll have more to say about this.  
-- Steve Jackson 
 
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 
Date: Wed, 04 Feb 1998 08:59:52 +0000 
From: Stephen McGinness <smcginn@csm.ex.ac.uk> 
Organization: Camborne School of Mines 
Subject: Re: Hero Templates 
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Brian Wong wrote: 
>         Do we want to sit down and start doing 'Templates'? 
 
Well, it could be useful, but it's a real can of 
worms thing. Everyone would have to remember that 
it was being done to make it easy to make cookie 
cutter heroes for newcomers to the game that would 
allow them to play the game almost immediately 
with something they felt was theirs.... 
  
> If so, we'd need to break it down by the major genre's as well. 
 
I think the heroic stuff isn't too bad. A 
character quickly uses up the points there and teh 
package deals are a good way of getting an initial 
flavour. The superhero stuff though..... 
 
The construction of superpowers is where it really 
"does" get confusing for people. So what genres of 
superhero game do we know of. Off the top of my 
head I have played in a mentalist campaign, lots 
of four colour, a Dark Champions, a super-agent 
type thing, and that's it. Do we need different 
stuff for each of these?? 
  
>         A system to use might be where a combination of template, 
> package deals, and about 50 points will result in a completed character. 
 
Yup. Let em pick up a 125 point base character, 
add in a few plug and play options, customise it 
around the edges with the other 50 points and off 
you go! 
  
>         Package deals needed would be proffession and species. 
>  
> What else is needed? 
 
I think a list of power packages e.g., what are 
the usual advantages limitations etc given to fire 
powers, or ice powers, etc etc. 
 
  
> Rook : a common Old World gregarious bird related to the American crow. 
 
 
Stephen 
 
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From: ErolB1@aol.com 
Date: Wed, 4 Feb 1998 07:23:58 EST 
Subject: Simplifying Hero 
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In the "Horrors of Hero" thread I gave an opinion that the HERO system really 
couldn't be simplified to produce a "Beginners Hero." But on further thought 
I've come up with three simplifications that I wouldn't mind seeing in 5th Ed 
- not just for beginners, but for everyone. 
 
1. Get rid of the "figured" aspect of "Figured Characteristics." Characters 
will be simplier to build if one doesn't have to grind through calculations to 
figure DEF and REC and END and STUN. And it will be much simplier if no 
minimaxing of figured vs primary Characteristics is possible.  
 
2. Combine PD and ED into a single DEF Characteristic. This is already done 
for inanimate objects, and most characters are already built with equal PD and 
ED scores anyway.  
 
3. Combine STUN and END into a single "Reserve" Characteristic, against which 
both END costs and STUN damage is marked. The two are already linked (sorry) 
in the current rules, and combining the two will simplify bookkeeping during 
play, where simplification counts most. 
 
Erol K. Bayburt 
Evil Genius for a Better Tomorrow 
 
Return-Path: daemon@omg.org 
Date: Wed, 04 Feb 1998 12:59:02 +0000 
From: Stephen McGinness <smcginn@csm.ex.ac.uk> 
Organization: Camborne School of Mines 
Subject: Re: Simplifying Hero 
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ErolB1@com.aol wrote of the things he woulf like 
to see in a new edition which would simplify the 
game. The simplifications were mainly to help 
reduce the upfront calculations of the character 
generation and to help speed up combat during 
play. 
 
I agree these are areas where simplification would 
be noticed, but I prefer to keep the more detailed 
versions for my experienced players who whip 
through the book-keeping due to many years 
practice. 
 
The length of combats is a real worry and for a 
beginning GM they can either be damned short or 
never ending depending on how well the initial 
limits etc were set. That is, if the attacks 
overpower the defences by too much then the fights 
do tend to be over _very_ quickly regardless of 
the book-keeping!! 
 
I would like to see some kind of section for the 
GM which would give a few hints and useful tips on 
how to guage these nebulous issues, how to do some 
quick calculations that will show how many turns a 
fight may last. Would that be useful to other 
people?? I find I do it for every new character I 
design for my campaign, and I test other peoples 
as well. 
 
 
If you can estimate the game length of a combat it 
is usually a simple matter to convert that to real 
time. 
 
 
Stephen 
 
Stephen 
 
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From: SteveL1979@aol.com 
Date: Wed, 4 Feb 1998 08:21:39 EST 
Subject: Re: GenCon decisions by game companies 
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In a message dated 98-02-04 03:09:35 EST, dmckinne@cmi.csc.com writes: 
 
<< Wondering if Gold Rush, Hero or R. Talsorian have been looking at this 
situation, 
 and if they might take the same route? >> 
 
  R. Talsorian and Palladium have already announced that they will NOT be 
attending.  Hero has already said, though not publicly, that it will be. 
 
Steve Long 
 
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X-Sender: griffin@mail.txdirect.net 
Date: Wed, 04 Feb 1998 07:32:08 -0600 
From: "Michael (Damon) or Peni R. Griffin" <griffin@txdirect.net> 
Subject: Re: Ideas 
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><snip> 
>> Doc Savage had Enhanced Senses and a range of Talents 
>>(plus a great Base, Vehicles galore, and Money) but no mystical or 
>super 
>>powers. 
> 
>Doc Savage had superhuman strength, I believe, but not on a brick 
>level. 
 
This is open for debate.  Over the course of 180+ adventures, Doc's 
abilities -- and even things like his height and weight -- were reported 
differently.  There is some evidence to suggest that his reputed abilities 
were exaggerated in the telling of the earlier tales, some of which I think 
had him knocking out a shark with a punch to the nose, kncoking out a polar 
bear with his fists and then tearing out steaks with his bare hands, and 
righting an overturned car using only his hands (well, arms, legs and back, 
obvuously, but no tools). 
 
Chiefly, he was supposed to have gotten his abilities from two hours of 
daily exercises of all sorts, designed to challenge his senses and mind as 
well as his strength.  If you assume the earlier description to be artistic 
license (as Doc himself suggested in "No Light to Die By" when he said of 
his chronicler "That chap certainly has a lot of imagination.") then you 
can build Doc without excessive STR or Superleap.  The early parameters 
might require both. 
 
Damon 
 
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X-Sender: bob.greenwade@klock.com 
Date: Wed, 04 Feb 1998 06:04:50 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: The Horrors of Hero? 
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At 09:16 PM 2/3/1998 -0600, Tim R. Gilberg wrote: 
>> > Why?  The suppliments that don't spend a significant portion of 
>> >their space on Superheroics I personally usually don't buy.  I'd love to 
>> >buy them all, but as I play Champions the most, that is what I support the 
>> >most. 
>> 
>>    The funny thing is, if I've done The Ultimate Super Vehicle the way I 
>> hope it was done, it should make you *both* happy.  (At least, on this 
>> count.) 
> 
> From what I've seen of the Alpha version I have, yes.  It handles 
>non-Super environs quite well, but adds a lot for the Super genre. 
 
   I'm glad to hear it. 
   Of course, it's probably still a tad weak where fantasy "vehicles" are 
concerned, but I have a few fix ideas for that which should be in the final 
draft. 
--- 
Bob's Original Hero Stuff Page! 
   http://www.klock.com/public/users/bobg/original.htm 
Homepage of the Merry-Go-Round Webring!  (Wanna join?) 
   http://www.klock.com/public/users/bobg/merrhome.htm 
 
 
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From: Brian Wong <rook@shell.infinex.com> 
Subject: Re: GenCon decisions by game companies 
Date: Wed, 4 Feb 1998 06:18:39 -0800 (PST) 
Cc: champ-l@omg.org 
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	I have to say that were I a publisher myself, I would take 
this same move. 
	Before WoTC does to us in America what GW did to hobbyists in the UK 
we need to get together as both fans and publishers and be proactive on the 
issue. 
	I think SJG's decision to move to a general Scfi Fi convention is a 
good one. And one with a potentially vey good side effect. It could very well 
serve as a boost to the hobby if we did this en mass. 
	Of course, I have no idea what it's costing SJG to make that move, so 
I have no idea how able smaller companies will be to follow suit. But I'm 
sure this will be a hot topic at this years Dundracon (the big SF Bay Area 
con of the year, coming up Valentine's weekend). 
 
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 Super Hero Role Playing Sight is at: http://www.infinex.com/~rook/SH/ 
 
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X-Sender: bob.greenwade@klock.com 
Date: Wed, 04 Feb 1998 06:37:34 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: The Horrors of Hero? 
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At 09:29 PM 2/3/1998 -0600, Tim R. Gilberg wrote: 
>> >  Why?  The suppliments that don't spend a significant portion of 
>> > their space on Superheroics I personally usually don't buy.  I'd love to 
>> > buy them all, but as I play Champions the most, that is what I support 
the 
>> > most. 
>> 
>> But they are also the ones that contribute the most to Hero's rep as being 
>> a superhero game, rather than a universal system. 
> 
> Fine.  But the solution is not to handicap the flagship. 
>Especially a flagship as good as Champions.  Just add some more support 
>ships.  Get Star Hero going again.  Release more for Fantasy Hero. 
>Release a suppliment or two for Ninja Hero and Western Hero.  Release a 
>Vampire Hunters suppliment for Horror Hero. 
 
   Perhaps something that can be done along these lines would be some 
supplements that could be used with Champions, but which have the kind of 
emphasis that could be easily reworked into heroic-level stuff.  A second 
edition of Super Agents could be a boon to this, since a good-guy agency 
could fight against villainous agencies such as VIPER, COIL, etc., just as 
well as superheroes can. 
   Something I've been toying with is a sort of "Stellar Empires" book, 
which would detail the two alien races I have in TUSV (don't panic, Alpha 
testers; I added the second as a last-minute thing), the Varanyi from TUM, 
the Psychophants and Beduuns from Pyramid In the Sky, and several races 
from Alien Enemies, along with probably about an equal number of original 
peoples.  Each would have stats for a "typical warrior" and a "typical 
commander," a Racial Package Deal for PC aliens, occasional alien Martial 
Arts packages, plus the starships, weapons, and other gadgets typically 
used by each.  Such a book could be used in spacefaring Champions campaigns 
(or the aliens could come to us), or in Star Hero campaigns.  (Hey, Mark -- 
what do you think of this idea?) 
   Similarly, someone could put together a sort of "martial arts enemies" 
book that would be equally useful in Dark Champions or Ninja Hero.  And 
that Vampire Hunters book would be a good DC/HH crossover.  (One of the 
weaknesses of Creatures of the Night: Horror Enemies is that it presents 
little of use for Horror Hero, though I don't recall offhand which of the 
two books came out first.) 
   As each of these books is marketed, its usability in the non-superhero 
genre would need to be emphasized, at times to the point that "also 
compatible with Champions" is all that's said about superheroes.  The 
covers would need to not just reflect the books' usability with other 
genres, but emphasize it.  TUMA is an excellent example of this latter 
point; Storn's picture brings to my mind not your typical superheroic 
martial artist, but something more along the lines of a "Wild Martial Arts" 
campaign (what with the glowing swords and all). 
   Now, the real problem is, who's going to *write* all these books?  Steve 
Long and I are both relatively prolific, but we can only do so much and we 
have our next several projects already planned.  From what I've seen of 
Michael Surbrook's work, I'd trust him with that "martial arts enemies" 
book, though he has Wuxia Hero to work on after he's finished with Kazei 5. 
   Please, folks, if you think you can write a halway decent supplement, 
give it a shot.  Get a start in a fanzine or (as I did) start a website to 
get some practice, look at what's been successful so far, and put something 
together.  If nothing else, the experience will give you an idea of what 
it's like for us.  (I'd really like to see Stainless Steel Rat put together 
his own Ultimate book, just to see what kind of thought is needed for 
that.)  If you don't have such confidence in your writing, well, maybe just 
thinking about it you'll begin to see the problem. 
   Of course, that's not the *only* possible solution.  When I asked for 
suggestions regarding my VOICE sourcebook, someone pointed out that VOICE, 
unlike most other Champions Universe organizations, has been around for 
quite a long time, and could be fitting for Western, Pulp, and Golden Age 
settings; I'll be giving tips on using VOICE in these settings, as well as 
in futuristic settings.  (I really like the idea of using Lung Hung as the 
mastermind of a Chinese criminal organization in a Western Hero game 
similar to Wild Wild West or The Adventures of Brisco County Jr.)  I also 
have an expanded emphasis in The Ultimate Super Vehicle that will cover a 
variety of science-fiction settings, and enough material to make the book 
useful in super-spy and even fantasy games.  Northwest Champions will have 
a view to provide useful material for *any* modern-day RPG (even non-Hero 
stuff).  If more authors take the view that the books need to be useful for 
something other than just Champions, then the perspective of Hero as a 
system only good for superheroes will be weakened. 
--- 
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: Brian Wong <rook@shell.infinex.com> 
Subject: Re: Hero Templates 
Date: Wed, 4 Feb 1998 06:37:36 -0800 (PST) 
Cc: champ-l@omg.org 
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> The construction of superpowers is where it really 
> "does" get confusing for people. So what genres of 
> superhero game do we know of. Off the top of my 
> head I have played in a mentalist campaign, lots 
> of four colour, a Dark Champions, a super-agent 
> type thing, and that's it. Do we need different 
> stuff for each of these?? 
> 
	Yes. Somewhat. 
After all, what you play in each is VERY diferent. I think each genre book 
should have it's own templates. 
   
> >         A system to use might be where a combination of template, 
> > package deals, and about 50 points will result in a completed character. 
>  
> Yup. Let em pick up a 125 point base character, 
> add in a few plug and play options, customise it 
> around the edges with the other 50 points and off 
> you go! 
>   
> >         Package deals needed would be proffession and species. 
> >  
> > What else is needed? 
>  
> I think a list of power packages e.g., what are 
> the usual advantages limitations etc given to fire 
> powers, or ice powers, etc etc. 
> 
 
	Yeah, what I'm seeing is this: 
 
A system whereby I take a base concept, add 1 to 3 plugins, and then have 
from 25 to 50 points left to customize. 
 
	The basic package would be stats and a simple powers setup. 
 
	The plugins would be mods to this. 
Such as taking the brick base and making it either the slow brick, the giant, 
the martial brick, the 'made of steel (or other substance) brick, and all 
your common brick types. 
 
That handles plugin 1. 
The other two plugins would be close to package deals. They would be things 
like 'the lawyer', 'the alien', 'the man from nowhere', 'the ex super soilder', 
etc... IE, background plugins. 
 
	All these bases and plugins would be written in as clear of mechanics 
as possible. They would not into deep depth on the character, and might even 
be a bit 'low power' for the point level (maybe by 2 DC under or so). 
 
	Thus allowing the final 25-50 points to be used to modify it to be 
unique. 
 
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 Super Hero Role Playing Sight is at: http://www.infinex.com/~rook/SH/ 
 
Return-Path: daemon@omg.org 
From: Curt Hicks <exucurt@exu.ericsson.se> 
Date: Wed, 4 Feb 1998 08:39:21 -0600 (CST) 
Subject: The Horrors of Hero? 
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> > 
> >You do NOT NEED a calculator, let alone a &&)(%^*&% spreadsheet to 
> make 
> >a character !!!!  (I have never understood the appeal of Heromaker). 
>  
>  
> If you don't use them, expect math errors in characters. Unless, of 
> course, you are extra careful _and_ you do all the characters 
> yourself. 
>  
> Filksinger 
>  
 
I don't expect math errors.  I expect my players, as grade school graduates, 
to be able to add up a column of numbers.  Yes, I will check with a calculator 
if I'm in a hurry.  But, I won't wait for a calculator to become available 
when I'm building characers.  
 
Curt   
 
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X-Sender: bob.greenwade@klock.com 
Date: Wed, 04 Feb 1998 06:41:59 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: The Horrors of Hero? 
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At 10:18 PM 2/3/1998 -0600, Dataweaver wrote: 
>> > > Why?  The suppliments that don't spend a significant portion of 
>> > >their space on Superheroics I personally usually don't buy.  I'd love to 
>> > >buy them all, but as I play Champions the most, that is what I 
support the 
>> > >most. 
>> > 
>> >    The funny thing is, if I've done The Ultimate Super Vehicle the way I 
>> > hope it was done, it should make you *both* happy.  (At least, on this 
>> > count.) 
>>  
>>  From what I've seen of the Alpha version I have, yes.  It handles 
>> non-Super environs quite well, but adds a lot for the Super genre. 
> 
>But how's it presented?  "This is a book for creating vehicles for a 
>superhero genre; oh, and BTW it's useful in other genres as well" would be 
>the wrong way... 
 
   Hopefully there will be equal emphasis on science-fiction (giant robots 
in particular) and superheroic vehicles.  My own way of describing the 
range that it covers is, "From the Batmobile to the Zords," though one 
could also add, "from Aladdin's flying carpet to the starship Enterprise, 
and from the TARDIS to the Death Star." 
--- 
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, 04 Feb 1998 07:04:24 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: TUMA Maneuvers 
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At 09:40 PM 2/3/1998 -0600, Tim R. Gilberg wrote: 
> 
> 
>> > Oh, quite true.  In fact, I've been toying with adding a 
>> >Block+Grab maneuver to mirror the effects of neutralizing an incoming 
>> >attack by physically restraining the attacker. 
>> 
>>    This would be a very appropriate maneuver for Krav Maga (another martial 
>> art that can be appropriate for a low-level brick). 
> 
> OK.  Let's discuss the Block+Grab maneuver, using the rules in 
>TUMA. 
> 
> Obviously a block base (allowing it to go first, be quiet, Rat, we 
>know your view on this -- we'll go with what everyone else says).  Add 
>the Grab element.  No problem. 
> 
> Now, as this is a defensive maneuver, what Block options can be 
>allowed.  On the same segment of the Block and Grab, what can the 
>character do, if anything.  I'd be in favor of holding only, limiting the 
>maneuver by not allowing redirect, throw, or crush.  Anyone else? 
 
   That looks to be about it.  Assuming Krav Maga (since the two 
demonstrations I've seed of it are fairly vivid in my mind, and after all I 
brought it up), there are no real throws as such, though one can bear one's 
opponent to the ground (mechanically, though not literally, a Throw).  In 
practice (or, at least, in my own observation), the Block/Grab is usually 
followed by a Counterpunch, though if the opponent is armed it can also be 
followed by a Takeaway. 
--- 
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: Wed, 04 Feb 1998 07:15:49 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: The Horrors of Hero? 
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At 10:44 PM 2/3/1998 -0600, Tim R. Gilberg wrote: 
>> >  From what I've seen of the Alpha version I have, yes.  It handles 
>> > non-Super environs quite well, but adds a lot for the Super genre. 
>> 
>> But how's it presented?  "This is a book for creating vehicles for a 
>> superhero genre; oh, and BTW it's useful in other genres as well" would be 
>> the wrong way... 
> 
> Why?  For certain concepts, playing up the Superheroic aspects 
>makes a lot of sense.  For example, the previous three ultimates.  All 
>concentrated on Superheroic concepts.  TUMA was the most generic, because 
>its topic was the most generic. 
 
   Actually, I find TUM quite helpful for concepts in sci-fi and pulp 
mentalists, and I can see some potential applications for fantasy magicians 
whose spells reflect mental powers. 
   Only TUSM really emphasizes superheroic campaigns specifically -- or so 
I understand; I haven't purchased it yet, though I still plan to.  If true, 
I think this is a major weakness; super-powerful mages do appear in fantasy 
fiction, and some "this is how this can be treated in a fantasy campaign" 
material would have been helpful.  $40 for an Ultimate book (or $20 for one 
that I have to print out myself for $25-30 in ink and paper) seems a rather 
steep price for something of such narrow utility. 
   Now, I could see The Ultimate Speedster legitimately having a strong 
emphasis on superheroes; I don't know of a lot of other genres where 
speedsters show up.  I understand that a lot of new and expanded movement 
rules are in the book, though, and that can be helpful for sci-fi and 
fantasy games. 
   The Ultimate Brick could address "low-level" bricks in heroic campaigns, 
like Fezzik, Worf, or B.A. Baracus. 
   The Ultimate Shape Changer (or is it Shape Shifter?  It keeps switching) 
would certainly have a lot to contribute to science-fiction and fantasy. 
Vampires and werewolves are, after all, your basic shape changer, and a 
player with an Odo-like character in a science-fiction setting would need a 
book like this. 
   If The Ultimate Powered Armor had come out when it was originally 
scheduled (before TUMA), it *might* have gotten away with a supers-only 
emphasis, but these days I think there's enough battlesuits in straight 
science-fiction that something would have to be addressed along those 
lines.  And with a little imagination, one could have a "symbiotic 
creature" that functions like a battlesuit. 
   There are other Ultimate books in the works, but this should give a 
basic idea of what can be done.  When I was putting together TUSV, I went 
through the entire book (the manuscript I'd already halfway prepared for 
The Ultimate Giant Robot) and asked myself, "What can be done here in other 
genres?"  I had a pretty good idea as far as giant robots and various types 
of superheroes, and didn't have much problem with space opera, but fantasy? 
 Westerns?  Super-spies? Historic vessels?  Actual World War II ships and 
aircraft?  (This last one only occurred to me just now -- darn it, that's 
even more to add.)  Just about every aspect of the book had to be 
reexamined so at least some consideration was given to these other genres. 
>From the feedback I've gotten, I've been at least somewhat successful. 
   The point has been made that Hero is perceived as a "superheroes" game, 
and that trying to play any other genre using it will make that game look 
superhero-ish, this being one of the barriers to bringing in new players. 
If we make the point strongly enough by loudly (but politely, always 
politely) marketing the non-superheroic applications of the system, maybe 
we can break that. 
   I don't know what can be done about the math problem, but hopefully if 
we get enough pre-made powers and equipment in Ultimate books and other 
sourcebooks (especially campaign books like Michael Surbrook's Kazei 5) 
maybe at least some of that can be alleviated. 
--- 
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, 04 Feb 1998 09:21:32 -0600 
From: "Guy Hoyle" <ghoyle1@airmail.net> 
Subject: Re: The Horrors of Hero? 
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True, one does not NEED a calculator, but I do not enjoy the process of arithmetic by hand, and electronic means are far quicker and more accurate than I am.  It takes me several times longer to tweak a character by hand than it does in Heromaker.  I can't wait for Creation Workshop to come out with its Champions module (which they should have done first, IMO. 
*********** REPLY SEPARATOR *********** 
 
On 2/4/98, at 8:39 AM, Curt Hicks  wrote:  
 
>> > 
>> >You do NOT NEED a calculator, let alone a &&)(%^*&% spreadsheet to 
>> make 
>> >a character !!!!  (I have never understood the appeal of Heromaker). 
>>  
>>  
>> If you don't use them, expect math errors in characters. Unless, of 
>> course, you are extra careful _and_ you do all the characters 
>> yourself. 
>>  
>> Filksinger 
>>  
> 
>I don't expect math errors.  I expect my players, as grade school graduates, 
>to be able to add up a column of numbers.  Yes, I will check with a calculator 
>if I'm in a hurry.  But, I won't wait for a calculator to become available 
>when I'm building characers.  
> 
>Curt 
 
Common problems need Uncommon Solutions! 
http://www.uncommonsolutions.com 
 
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From: SteveL1979@aol.com 
Date: Wed, 4 Feb 1998 10:36:05 EST 
Subject: The Great Linked Debate 
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  In reviewing my notes in preparation for meetings in San Francisco next 
week, I found I do not have a concise, thorough summary of the Great Linked 
Debate.  The list FAQ touches on the subject, but only briefly. 
  Is there, or does anyone have, a thorough review of the debate, including 
all of the basic points/questions/concerns and the arguments made pro/con 
about each point?  If so, I would appreciate receiving a copy or an URL. 
 
Thanx, 
 
Steve Long 
   
 
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From: Brian Wong <rook@shell.infinex.com> 
Subject: Re: The Horrors of Hero? 
Date: Wed, 4 Feb 1998 07:41:12 -0800 (PST) 
Cc: champ-l@omg.org 
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	See, here we go again. Even a subject on how to make Hero 
more understandable has degraded into math and/or mechanics debates. In this 
case, math. 
 
	Maybe we should put forth a proposal that all messages to the list 
have one of [genre],[rules],[math],[uselessjunk],[characters], or 
whatever in the subject line so I can simply thread some of this junk into 
my trash folder and get on to reading the parts I enjoy. 
 
 
> > > 
> > >You do NOT NEED a calculator, let alone a &&)(%^*&% spreadsheet to 
> > make 
> > >a character !!!!  (I have never understood the appeal of Heromaker). 
> >  
> > If you don't use them, expect math errors in characters. Unless, of 
> > course, you are extra careful _and_ you do all the characters 
> > yourself. 
> >  
> > Filksinger 
> >  
>  
> I don't expect math errors.  I expect my players, as grade school graduates, 
> to be able to add up a column of numbers.  Yes, I will check with a calculator 
> if I'm in a hurry.  But, I won't wait for a calculator to become available 
> when I'm building characers.  
>  
 
Return-Path: daemon@omg.org 
From: "Trimarco, Robert" <robert.trimarco@gs.com> 
Subject: a question about deflection 
Date: Wed, 4 Feb 1998 11:08:43 -0500 
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	What is the standard ruling on deflecting Area Effect attacks 
and Explosions? Does it depend on the special effect? A grenade can be 
batted away and made to explode elsewhere but what about a cone of 
energy? does the Captain Deflection just deflect his hex-worth of the 
blast as he watches the orphanage he was sworn to protect become a sea 
of superheated matter or does Dr. Vaporization get frustrated as his 
blast is sent harmlessly into the sky? 
 
	Or does Captain Deflection have a useless power and have to dive 
for cover until he saves up experience points and slaps on the area 
effect advantage on his deflection abilities? Does this also apply to 
reflection as well? 
 
	Thanks Oh Guru's of Champions Lore... 
 
	Rob 
 
 
Return-Path: daemon@omg.org 
From: Brian Wong <rook@shell.infinex.com> 
Subject: Re: The Great Linked Debate (WARNING) 
Date: Wed, 4 Feb 1998 08:23:53 -0800 (PST) 
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>   In reviewing my notes in preparation for meetings in San Francisco next 
> week, I found I do not have a concise, thorough summary of the Great Linked 
> Debate.  The list FAQ touches on the subject, but only briefly. 
>   Is there, or does anyone have, a thorough review of the debate, including 
> all of the basic points/questions/concerns and the arguments made pro/con 
> about each point?  If so, I would appreciate receiving a copy or an URL. 
> 
 
	To whoever responds to this, PLEASE DO IT PRIVATLY AND NOT TO THE 
LIST !!! 
 
	I don't want to burn out another keyboard hitting the delete key 
to much again. :)  
 
Return-Path: daemon@omg.org 
Date: Wed, 04 Feb 1998 16:24:35 
From: Filksinger <filkhero@usa.net> 
Subject: Re: [Modify Deflection? (was Re: a question about deflection)] 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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To: champ-l@omg.org 
 
Rook wrote: 
> > Incidentally, there is no advantage 
> > which allows deflecting area effects; area effect on deflection will not do 
> > this. 
> >  
> 	This then raises the question, for 5th edition: 
>  
> Should there be one? If there was, what's a special effect that would 
> warrent it? 
>  
I think there should be one. 
 
A proper special effect-- Gateman. Gateman creates XDM gates for his power. A gate big enough to protect an entire area, which shunts all energies that hit it into another dimension, thus protecting the people behind it. 
 
Filksinger 
 
 
____________________________________________________________________ 
Get free e-mail and a permanent address at http://www.netaddress.com 
 
Return-Path: daemon@omg.org 
Date: Wed, 04 Feb 1998 17:01:02 +0000 
From: Stephen McGinness <smcginn@csm.ex.ac.uk> 
Organization: Camborne School of Mines 
Subject: Re: Hero Templates 
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Brian Wong wrote: 
>         Yeah, what I'm seeing is this: 
>  
> A system whereby I take a base concept, add 1 to 3 plugins, and then have 
> from 25 to 50 points left to customize. 
 
I can go for that. It would give enough variety to 
begin with.... 
  
>         The basic package would be stats and a simple powers setup. 
 
Yup. 
  
>         The plugins would be mods to this. 
> Such as taking the brick base and making it either the slow brick, the giant, 
> the martial brick, the 'made of steel (or other substance) brick, and all 
> your common brick types. 
>  
> That handles plugin 1. 
 
OK. 'Cept we still haven't got anyone volunteering 
to write the suckers! :-) 
 
> The other two plugins would be close to package deals. They would be things 
> like 'the lawyer', 'the alien', 'the man from nowhere', 'the ex super soilder', 
> etc... IE, background plugins. 
 
That could work... 
  
>         All these bases and plugins would be written in as clear of mechanics 
> as possible. They would not into deep depth on the character, and might even 
> be a bit 'low power' for the point level (maybe by 2 DC under or so). 
 
Just enough to allow the player to know what they 
are. The GM should have a sheet that tells him 
mechanics that could be invisible to the player 
and the game. 
  
>         Thus allowing the final 25-50 points to be used to modify it to be 
> unique. 
 
Which is of course the only way us RPG types like 
to play our characters. Unique. 
 
 
Stephen 
 
 
PS: Are you volunteering for a bit of writing?? 
:-) I am busy at the moment changing jobs and soon 
to change address. I will volunteer to become 
involved in two weeks time. 
 
Return-Path: daemon@omg.org 
Date: Wed, 4 Feb 1998 09:26:59 -0800 (PST) 
From: Anthony Jackson <ajackson@iii.com> 
Reply-To: Anthony Jackson <ajackson@iii.com> 
Subject: Re: a question about deflection 
Cc: champ-l@omg.org 
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X-UID: 48 
 
Trimarco, Robert writes: 
>  
>      What is the standard ruling on deflecting Area Effect attacks 
> and Explosions? Does it depend on the special effect? A grenade can be 
> batted away and made to explode elsewhere but what about a cone of 
> energy? does the Captain Deflection just deflect his hex-worth of the 
> blast as he watches the orphanage he was sworn to protect become a sea 
> of superheated matter or does Dr. Vaporization get frustrated as his 
> blast is sent harmlessly into the sky? 
 
Except under special circumstances, you cannot deflect area effect attacks 
(based on special effect, it is sometimes allowed).  As such, Captain 
Deflection had better dive for cover.  Incidentally, there is no advantage 
which allows deflecting area effects; area effect on deflection will not do 
this. 
 
Return-Path: daemon@omg.org 
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Date: Wed, 4 Feb 1998 11:36:12 -0600 (CST) 
From: Sakura <jeffj@io.com> 
cc: champ-l@omg.org 
Subject: Re: a question about deflection 
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On Wed, 4 Feb 1998, Trimarco, Robert wrote: 
 
> 	What is the standard ruling on deflecting Area Effect attacks 
> and Explosions? Does it depend on the special effect? A grenade can be 
> batted away and made to explode elsewhere but what about a cone of 
> energy? 
 
I'd say mostly dependant on special effects, but as a rule of thumb, you 
should be able to deflect/reflect the attack only from the target hex. 
This means that Capt. Deflection would have to be right up on top of Dr. 
Vaporization (assuming the attack was bought AE: Cone, No Range) to 
actually deflect the energy (which makes pretty logical sense, if you 
think about it.) 
 
 
The Inestimable Dr. Thaddeus V. Nuncheon                     jeffj@io.com     
"One equal temper of heroic hearts,              http://www.io.com/~jeffj 
 Made weak by time and fate, but strong in will      
 To strive, to seek, to find, and not to yield."    - Tennyson, "Ulysses" 
 
Return-Path: daemon@omg.org 
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Date: Wed, 4 Feb 1998 11:54:27 -0600 (CST) 
From: Dataweaver <traveler@io.com> 
cc: champ-l@omg.org 
Subject: Re: The Horrors of Hero? 
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On Wed, 4 Feb 1998, Bob Greenwade wrote: 
 
> At 10:44 PM 2/3/1998 -0600, Tim R. Gilberg wrote: 
> >> >  From what I've seen of the Alpha version I have, yes.  It handles 
> >> > non-Super environs quite well, but adds a lot for the Super genre. 
> >> 
> >> But how's it presented?  "This is a book for creating vehicles for a 
> >> superhero genre; oh, and BTW it's useful in other genres as well" would be 
> >> the wrong way... 
> > 
> > Why?  For certain concepts, playing up the Superheroic aspects 
> >makes a lot of sense.  For example, the previous three ultimates.  All 
> >concentrated on Superheroic concepts.  TUMA was the most generic, because 
> >its topic was the most generic. 
>  
>    Actually, I find TUM quite helpful for concepts in sci-fi and pulp 
> mentalists, and I can see some potential applications for fantasy magicians 
> whose spells reflect mental powers. 
 
Interesting side-note: if they ever come out with a revised CyberHero, I'd 
like to see them incorporate bits of the "cyberkinetics" from TUM as 
netrunning stunts... 
 
>    Only TUSM really emphasizes superheroic campaigns specifically -- or so 
> I understand; I haven't purchased it yet, though I still plan to.  If true, 
> I think this is a major weakness; super-powerful mages do appear in fantasy 
> fiction, and some "this is how this can be treated in a fantasy campaign" 
> material would have been helpful.  $40 for an Ultimate book (or $20 for one 
> that I have to print out myself for $25-30 in ink and paper) seems a rather 
> steep price for something of such narrow utility. 
 
That steep price is, IMHO, a major disadvantage of the Hero Plus line.   
 
>    Now, I could see The Ultimate Speedster legitimately having a strong 
> emphasis on superheroes; I don't know of a lot of other genres where 
> speedsters show up.  I understand that a lot of new and expanded movement 
> rules are in the book, though, and that can be helpful for sci-fi and 
> fantasy games. 
 
I don't know of _any_ other genre where speedsters show up.  This would be 
one of those "certain concepts" that Tim referred to; I would be 
hard-pressed to treat speedsters in a non-genre-specific manner.   
 
>    The Ultimate Brick could address "low-level" bricks in heroic campaigns, 
> like Fezzik, Worf, or B.A. Baracus. 
 
I'm curious about how they intend to get an entire book about strong guys. 
I mean, what is there to include?   
 
>    The Ultimate Shape Changer (or is it Shape Shifter?  It keeps switching) 
                                                          ^^^^^^^^^^^^^^^^^^ 
<chuckle> 
 
> would certainly have a lot to contribute to science-fiction and fantasy. 
> Vampires and werewolves are, after all, your basic shape changer, and a 
> player with an Odo-like character in a science-fiction setting would need a 
> book like this. 
 
You could also address other forms of "shapeshifting" - mental 
shapeshifting (covered in TUM) would allow you to change your personality 
at will, or it could represent a split personality in conjunction with 
Accidental Change; or you could use "social shapeshifting" to represent 
someone like the title character from "the Saint"... 
 
>    If The Ultimate Powered Armor had come out when it was originally 
> scheduled (before TUMA), it *might* have gotten away with a supers-only 
> emphasis, but these days I think there's enough battlesuits in straight 
> science-fiction that something would have to be addressed along those 
> lines.  And with a little imagination, one could have a "symbiotic 
> creature" that functions like a battlesuit. 
 
...and there's the obvious connection to vehicles here; when does Powered 
Armor stop being powered armor and start becoming a robot vehicle?   
 
>    There are other Ultimate books in the works, but this should give a 
> basic idea of what can be done.  When I was putting together TUSV, I went 
> through the entire book (the manuscript I'd already halfway prepared for 
> The Ultimate Giant Robot) and asked myself, "What can be done here in other 
> genres?"  I had a pretty good idea as far as giant robots and various types 
> of superheroes, and didn't have much problem with space opera, but fantasy? 
>  Westerns?  Super-spies? Historic vessels?  Actual World War II ships and 
> aircraft?  (This last one only occurred to me just now -- darn it, that's 
> even more to add.)  Just about every aspect of the book had to be 
> reexamined so at least some consideration was given to these other genres. 
> From the feedback I've gotten, I've been at least somewhat successful. 
 
I know I'll be purchasing a copy... Another "genre" to consider would be 
alternate technologies - steam-powered giant robots in Victorian England, 
or Ether-ships from the late 19th century; a Renaissance-era mechanical 
riding beast, powered by an alchemical compound; Flying ships in a fantasy 
campaign... 
 
>    The point has been made that Hero is perceived as a "superheroes" game, 
> and that trying to play any other genre using it will make that game look 
> superhero-ish, this being one of the barriers to bringing in new players. 
> If we make the point strongly enough by loudly (but politely, always 
> politely) marketing the non-superheroic applications of the system, maybe 
> we can break that. 
 
Well said!   
 
>    I don't know what can be done about the math problem, but hopefully if 
> we get enough pre-made powers and equipment in Ultimate books and other 
> sourcebooks (especially campaign books like Michael Surbrook's Kazei 5) 
> maybe at least some of that can be alleviated. 
 
IMHO, that's about the only way to do it.  Optionally, new character 
designs could try a bit more to hide the mechanics, by listing 
heavily-modified powers (i.e., loaded down with ads and lims) with a new 
name: 
 
   2d6 Missile Attack (purchased as EB, Seeking, Beam Attack), 6 Charges 
 
instead of 
 
   2d6 EB; Seeking, Beam Attack, 6 Charges 
 
---- 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: Brian Wong <rook@shell.infinex.com> 
Subject: Re: Hero Templates 
Date: Wed, 4 Feb 1998 09:58:16 -0800 (PST) 
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 
X-Status:  
X-Keywords: 
X-UID: 50 
 
> Brian Wong wrote: 
> >         Yeah, what I'm seeing is this: 
 
> > 	[blah, blah, yak, yak] 
 
> > That handles plugin 1. 
>  
> OK. 'Cept we still haven't got anyone volunteering 
> to write the suckers! :-) 
>  
> >    All these bases and plugins would be written in as clear of mechanics 
> > as possible. They would not into deep depth on the character, and might even 
> > be a bit 'low power' for the point level (maybe by 2 DC under or so). 
> Just enough to allow the player to know what they 
> are. The GM should have a sheet that tells him 
> mechanics that could be invisible to the player 
> and the game. 
>   
> > unique. 
> Which is of course the only way us RPG types like 
> to play our characters. Unique. 
>  
> PS: Are you volunteering for a bit of writing?? 
> :-) I am busy at the moment changing jobs and soon 
> to change address. I will volunteer to become 
> involved in two weeks time. 
 
	Actualy. 
 
	Yes. 
 
Though my methods may not make people here too happy, I'll see aht I 
can dig up, then post them somewhere for review (disection), and 
approval (the part where I bribe various people). 
 
	The reason I'm doing the current debate is I don't hope to do this 
work alone, so I thought setting the ground rules of a group project first 
would be best. 
 
	Or I could just do up one of the templates, and once it's approved, 
it could serve as the ground rules via example. 
	I'd most likely start with energy projector, since it's what I 
have loads of, and is one of the real simple ones. 
	I'd love to do speedster, but I imagine any such attempt will just 
revive the recent flame war. :) 
 
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 Super Hero Role Playing Sight is at: http://www.infinex.com/~rook/SH/ 
 
Return-Path: daemon@omg.org 
From: Brian Wong <rook@shell.infinex.com> 
Subject: Modify Deflection? (was Re: a question about deflection) 
Date: Wed, 4 Feb 1998 10:09:08 -0800 (PST) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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X-UID: 52 
 
> Incidentally, there is no advantage 
> which allows deflecting area effects; area effect on deflection will not do 
> this. 
>  
	This then raises the question, for 5th edition: 
 
Should there be one? If there was, what's a special effect that would 
warrent it? 
 
Rook : a common Old World gregarious bird related to the American crow. 
 __ 
/.)\ Super Hero Links Page: http://www.infinex.com/~rook/SH/SHlinks.html 
\(@/ My Super Hero Role Playing Sight is at: http://www.infinex.com/~rook/SH/ 
 
Return-Path: daemon@omg.org 
Date: Wed, 4 Feb 1998 10:29:39 -0800 (PST) 
From: Anthony Jackson <ajackson@iii.com> 
Reply-To: Anthony Jackson <ajackson@iii.com> 
Subject: Re: Modify Deflection? (was Re: a question about deflection) 
Cc: champ-l@omg.org 
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X-UID: 54 
 
Brian Wong writes: 
  
> Should there be one? If there was, what's a special effect that would 
> warrent it? 
 
There shouldn't be one; area effects generally don't have a particularly 
meaningful OCV (imo missile deflection is mildly broken anyway, and missile 
reflection is seriously broken).  Use dispel if you want to 'deflect' bombs. 
 
Return-Path: daemon@omg.org 
Date: Wed, 4 Feb 1998 12:34:02 -0600 (CST) 
From: Darien Phoenix Lynx <chip@owlnet.rice.edu> 
Subject: Re: Modify Deflection? (was Re: a question about deflection) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Wed, 4 Feb 1998, Tim R. Gilberg wrote: 
 
> 	Thanks for another useless opinion, Rat.  However, I beleive much 
> of the discussion is based on deflecting an AE attack intended for 
> another.  This should be a heavily controlled and expensive ability, but 
> there is no reason it should be flat-out disallowed.  Now why don't you 
> make yourself useful and help to come up with an add-on to the Missile 
> Deflection talent for handling AE attacks.  How much is it worth?  That's 
> the main question. 
 
42. 
 
Return-Path: daemon@omg.org 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: Buffy the Vampire Slayer 
Mail-Copies-To: never 
X-No-Archive: yes 
X-Attribution: Rat 
Organization: The Happy Fun Ball Brigade 
Date: 04 Feb 1998 13:41:22 -0500 
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-----BEGIN PGP SIGNED MESSAGE----- 
 
>>>>> "TH" == Todd Hanson <badtodd@dacmail.net> writes: 
 
TH> Oh, give me a break Rat.  Its amazing how far you will go to not have 
TH> to admit that you are wrong. 
 
Some people have absolutely no sense of humor, so I might as well point out 
that my opinion is based on the character from the movie, and I said as 
much at the start.  Deal. 
 
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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: Modify Deflection? (was Re: a question about deflection) 
Mail-Copies-To: never 
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>>>>> "BW" == Brian Wong <rook@shell.infinex.com> writes: 
 
BW> Should there be one? If there was, what's a special effect that would 
BW> warrent it? 
 
No.  Missile Defelection is largely an extension of Block, allowing one to 
block ranged attacks.  As the way to avoid Area of Effect attacks is 
neither Block nor Dodge nor any variation thereof, allowing that as an 
advantage to Missile Deflection goes well beyond the scope of the power. 
 
If you want to avoid an AoE attack, Dive for Cover. 
 
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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, 4 Feb 1998 12:53:07 -0600 (CST) 
From: Darien Phoenix Lynx <chip@owlnet.rice.edu> 
Subject: Re: Hero Templates 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Wed, 4 Feb 1998, David Fair wrote: 
 
> On 2/4/98 12:58 PM Brian Wong (rook@shell.infinex.com) Said: 
>  
> >> OK. 'Cept we still haven't got anyone volunteering 
> >> to write the suckers! :-) 
> > 
> >Though my methods may not make people here too happy, I'll see aht I 
> >can dig up, then post them somewhere for review (disection), and 
> >approval (the part where I bribe various people). 
> > 
> >	The reason I'm doing the current debate is I don't hope to do this 
> >work alone, so I thought setting the ground rules of a group project first 
> >would be best. 
> > 
> >	Or I could just do up one of the templates, and once it's approved, 
> >it could serve as the ground rules via example. 
> >	I'd most likely start with energy projector, since it's what I 
> >have loads of, and is one of the real simple ones. 
> >	I'd love to do speedster, but I imagine any such attempt will just 
> >revive the recent flame war. :) 
>  
> I'd be happy to a set of "background plugins" with professional skills  
> and all that jazz. I have many of these done up as package deals already,  
> for new players to use. 
>  
> How do we want to handle the logistics (i.e. sending/submitting/etc) of  
> this? 
 
I vote, if less than 50K, just post to the list. Otherwise, put me on your 
e-mail list. Thanks! 
 
Return-Path: daemon@omg.org 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: TUMA Maneuvers 
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To: champ-l@omg.org 
 
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>>>>> "F" == Filksinger <filkhero@usa.net> writes: 
 
F> The Block *SPECIFICALLY* states in its description that it goes first, 
F> with no mention of Abort giving it that ability. 
 
Block also specifically states in the BBB that it may be aborted to.  TUMA 
changes that.  The Block basis is no longer exactly like the Block in the 
BBB.  You cannot use the BBB definition of "Block" anymore, because it is 
incorrect within the context of TUMA (for the record, it *is* correct in 
the context of Ninja Hero, because NH does not make this change). 
 
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Rat <ratinox@peorth.gweep.net>    \ Caution: Happy Fun Ball may suddenly 
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Return-Path: daemon@omg.org 
Subject: Re: Point Crocks????? 
Date: Wed, 4 Feb 98 14:38:59 -0500 
x-sender: DFair@pop.worldweb.net 
From: David Fair <DFair@sdslink.com> 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On 2/3/98 7:18 PM Remnant (easleyap@mobis.com) Said: 
 
>My statements are based 
>on my opinion that more women like strong men than women who like weak or 
>even normal men.  Not that those men will necessarily be more impressive in 
>general.  Simply that they have a feature that has a high tendency to do 
>many things, including attracting the opposite sex and being able to be used 
>to increase impressiveness above normal in some situations. 
 
this is true, and if the high STR character wants to attract all women  
better, he should buy the COM and or PRE needed. If he wants to only  
attract those with a muscle fetish, he should leave those stats alone,  
and let the target characters fetish disad kick in. 
 
David A. Fair         | 
SDS International     |     Think Different 
dfair@sdslink.com     | 
 
Return-Path: daemon@omg.org 
Subject: Re: Point Crocks????? 
Date: Wed, 4 Feb 98 14:38:59 -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 
 
>You are thinking in too linear a fashion.  I have noticed a PSY LIM of many 
>women is:  Attracted to strong men. 
> 
Then that would be on the their sheet, and not on his, n'est pas? 
 
>I am honestly sorry that I started another unimportant argument on this fine 
>mailing list. 
> 
Don't be, it happens far too easily. 
 
David A. Fair         | 
SDS International     |     Think Different 
dfair@sdslink.com     | 
 
Return-Path: daemon@omg.org 
Date: Wed, 4 Feb 1998 11:47:23 -0800 (PST) 
From: John Desmarais <johndesmarais@yahoo.com> 
Subject: Sample template (very rough draft) 
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 from perfect (I don't have my rule book with me), but 
here's a quick shot at a brick template.  
 
Basic Brick Template 
 
40 STR      30 
10 DEX       0 
30 CON      40 
20 BODY     20 
10 INT       0 
10 EGO       0 
10 PRE       0 
10 COM       0 
25 PD (8)   17 
25 ED (6)   19 
 3 SPD (20) 10 
16 REC (14)  0 
60 END (60)  0 
60 STUN (55) 0 
   TOTAL   136 
 
20 Damage Resistance 20/20 
 
Total = 156 
 
 
 
PLUG-INS 
 
Big Brick 
   37 Growth 6 levels, 1/2 END (+30 STR, +3 STUN, +3 BODY) 
   15 +3 DEX, +1 SPD 
Total = 208 
 
Slow Brick 
   20 +20 STR (+4 PD, +4 REC, +10 STUN) 
    5 +4 ED 
   14 Damage Resistance +14PD / +14ED  
   10 Knockback Resistance 10" 
    6 Combat Level +3 Punch 
    6 Combat Level +2 any H-t-H attack 
Total = 197 
 
Martial Brick 
   15 Martial Arts 
   20 +8 DEX, +2 SPD 
   15 Combat Levels +3 hand to Hand 
Total = 206 
 
Brick-o-Steel (or any other hard substance) 
   10 +10 STR (+2 PD, +2 REC, +5 STUN) 
   10 +5 CON (+1 ED, +1 REC, +10 END, +3 STUN) 
   10 Damage Resistance +10PD / +10ED 
   10 Knockback Resistance 10" 
   10 Lack of Weakness 
Total = 206 
 
 
 
-=>John Desmarais 
_________________________________________________________ 
DO YOU YAHOO!? 
Get your free @yahoo.com address at http://mail.yahoo.com 
 
Return-Path: daemon@omg.org 
Date: Wed, 4 Feb 1998 12:06:23 -0800 (PST) 
From: Anthony Jackson <ajackson@iii.com> 
Reply-To: Anthony Jackson <ajackson@iii.com> 
Subject: Re: Sample template (very rough draft) 
Cc: champ-l@omg.org 
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John Desmarais writes: 
> This is far from perfect (I don't have my rule book with me), but 
> here's a quick shot at a brick template.  
>  
> Basic Brick Template 
>  
> 40 STR      30 
> 10 DEX       0 
> 30 CON      40 
> 20 BODY     20 
> 10 INT       0 
> 10 EGO       0 
> 10 PRE       0 
> 10 COM       0 
> 25 PD (8)   17 
> 25 ED (6)   19 
>  3 SPD (20) 10 
> 16 REC (14)  0 
> 60 END (60)  0 
> 60 STUN (55) 0 
>    TOTAL   136 
>  
> 20 Damage Resistance 20/20 
>  
> Total = 156 
Hm...that's pretty low-end on strength/dex, high-end on defenses.  I'd say a 
'basic' brick (which you would probably build up on) would be closer to: 
50	STR	40 
14	DEX	12 
23	CON	26 
15	BOD	10 
10	INT	0 
10	EGO	0 
20	PRE	10 
10	COM	0 
25	PD	15 
20	ED	15 
4	SPD	12 
15	REC	0 
46	END	0 
52	STN	0 
Plus: 
10	damage resistance: 12 PD, 8 ED 
Total 150 points. 
 
Return-Path: daemon@omg.org 
Date: Wed, 4 Feb 1998 14:08:19 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: a question about deflection 
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> Except under special circumstances, you cannot deflect area effect attacks 
> (based on special effect, it is sometimes allowed).  As such, Captain 
> Deflection had better dive for cover.  Incidentally, there is no advantage 
> which allows deflecting area effects; area effect on deflection will not do 
> this. 
 
 
	I could possibly see AE on STR allowing this, but there are SFX of 
deflection that don't use the physical body.  Personally, I'd like to see 
some way to modify Missile Deflection in 5th edition to allow for area 
effect attacks.  Some sort of custom modifier. 
 
 
				-Tim Gilberg 
 
Return-Path: daemon@omg.org 
From: "qts" <qts@nildram.co.uk> 
Cc: "champ-l@omg.org" <champ-l@omg.org> 
Date: Wed, 04 Feb 98 20:12:43  
Reply-To: "qts" <qts@nildram.co.uk> 
Priority: Normal 
Subject: Re: Limitation/AP mods idea 
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On Tue, 3 Feb 1998 18:03:43 -0600 (CST), Dataweaver wrote: 
 
>On Tue, 3 Feb 1998, qts wrote: 
>> >Hmm... there's an example of where the personal immunity is in the active 
>> >power. But with many special effects, the personal immunity has nothing to 
>> >do with the active power. Like Cyclops, with his personal immunity to his 
>> >energy blast... it's not that the blast is more powerful or more complex, 
>> >but that his skin can metabolize it. In this case the personal immunity 
>> >should not affect the active cost if the player doesn't wish it. 
>>  
>> It is clearly advantageous for him to be immune, though. 
>>  
>> Right, I see what you mean and my solution is very simple: just use a 
>> Partial Limitation 'Does not count to Active Points when Power is 
>> Suppressed, Drained, or Dispelled'. I'd give that a -1/2 Limitation. 
> 
>At most, -1/4, considering the cost of "Difficult to Dispel". 
 
Remember that this is a *partial* limitation.   
 
qts 
 
Home: qts@nildram.co.uk. 
 
Return-Path: daemon@omg.org 
Date: Wed, 4 Feb 1998 14:13:05 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: Modify Deflection? (was Re: a question about deflection) 
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> BW> Should there be one? If there was, what's a special effect that would 
> BW> warrent it? 
> 
> No.  Missile Defelection is largely an extension of Block, allowing one to 
> block ranged attacks.  As the way to avoid Area of Effect attacks is 
> neither Block nor Dodge nor any variation thereof, allowing that as an 
> advantage to Missile Deflection goes well beyond the scope of the power. 
> 
> If you want to avoid an AoE attack, Dive for Cover. 
 
 
	Thanks for another useless opinion, Rat.  However, I beleive much 
of the discussion is based on deflecting an AE attack intended for 
another.  This should be a heavily controlled and expensive ability, but 
there is no reason it should be flat-out disallowed.  Now why don't you 
make yourself useful and help to come up with an add-on to the Missile 
Deflection talent for handling AE attacks.  How much is it worth?  That's 
the main question. 
 
 
			-Tim Gilberg 
 
Return-Path: daemon@omg.org 
Date: Wed, 4 Feb 1998 14:14:19 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: Modify Deflection? (was Re: a question about deflection) 
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> > Should there be one? If there was, what's a special effect that would 
> > warrent it? 
> 
> There shouldn't be one; area effects generally don't have a particularly 
> meaningful OCV (imo missile deflection is mildly broken anyway, and missile 
> reflection is seriously broken).  Use dispel if you want to 'deflect' bombs. 
 
 
	A good option.  Maybe with a limitation that you take the damage 
instead of the area to simulate stopping a large incoming attack. 
 
 
				-Tim Gilberg 
 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: Sample template (very rough draft) 
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Date: 04 Feb 1998 15:23:51 -0500 
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-----BEGIN PGP SIGNED MESSAGE----- 
 
>>>>> "AJ" == Anthony Jackson <ajackson@iii.com> writes: 
 
AJ> Hm...that's pretty low-end on strength/dex, high-end on defenses. 
 
It is a basic template.  Look at the custom "packages" to see how those 
values are brought up to par for different concepts. 
 
-----BEGIN PGP SIGNATURE----- 
Version: 2.6.3a 
Charset: noconv 
 
iQCVAwUBNNjOVZ6VRH7BJMxHAQG+ywQAlfEgGu5nDzITBYH6nCBtNes4Teh4lJYq 
zewEjKwrFSNz1XIyB5tTfEerLVddeVu6K5eRVD1uQFc+4QDkckZYxwPwueyJ10zp 
qyakZsWAi/fpYuiLRE1jzTVEw1U6/GzaMlAs8cladwiqV9PkEUPDk7uy2kYN6akr 
YIXCXTRFKK0= 
=C3Q2 
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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: "\"qts\" <qts@nildram.co.uk> 
        \"Darien Phoenix Lynx\"" <qts@nildram.co.uk> 
Date: Wed, 04 Feb 98 20:24:01  
Reply-To: "qts" <qts@nildram.co.uk> 
Priority: Normal 
Subject: Re: Limitation/AP mods idea 
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On Tue, 3 Feb 1998 13:42:22 -0600 (CST), Darien Phoenix Lynx wrote: 
 
>On Tue, 3 Feb 1998, qts wrote: 
> 
>> >Hmm... there's an example of where the personal immunity is in the active 
>> >power. But with many special effects, the personal immunity has nothing to 
>> >do with the active power. Like Cyclops, with his personal immunity to his 
>> >energy blast... it's not that the blast is more powerful or more complex, 
>> >but that his skin can metabolize it. In this case the personal immunity 
>> >should not affect the active cost if the player doesn't wish it. 
>>  
>> It is clearly advantageous for him to be immune, though. 
>>  
>> Right, I see what you mean and my solution is very simple: just use a 
>> Partial Limitation 'Does not count to Active Points when Power is 
>> Suppressed, Drained, or Dispelled'. I'd give that a -1/2 Limitation. 
>> qts 
> 
>That's a good idea. But it doesn't take into account END cost or range. Do 
>you think it's an acceptable tradeoff to claim that the reduced END cost 
>balances the easier "adjustability" and reduced range? 
 
Certainly, it wouldn't make the Limitation more than -1/2 (and that's 
only as a Partial Limitation). Don't forget that RSR and Costs End can 
also be Partial Limitations on the rest of the power. 
 
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: Wed, 04 Feb 98 20:24:52  
Reply-To: "qts" <qts@nildram.co.uk> 
Priority: Normal 
Subject: Re: Limitation/AP mods idea 
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On Tue, 3 Feb 1998 15:35:15 -0600 (CST), Tim R. Gilberg wrote: 
 
> 
>> It is clearly advantageous for him to be immune, though. 
>> 
>> Right, I see what you mean and my solution is very simple: just use a 
>> Partial Limitation 'Does not count to Active Points when Power is 
>> Suppressed, Drained, or Dispelled'. I'd give that a -1/2 Limitation. 
> 
> 
>	That limitation is only on the advantage, of course. 
 
Yes - it's a Partial Limitation. 
qts 
 
Home: qts@nildram.co.uk. 
 
Return-Path: daemon@omg.org 
From: Alurmic@aol.com 
Date: Wed, 4 Feb 1998 15:38:19 EST 
Subject: DOC'S D&D/V&V AUCTION UPDATE #2 
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The following are the rules of the auction on the listed items. 
1. Buyer pays all shipping. After the auction closes out I will contact the 
high bidder                          
    and arrange for shipping as they wish. 
2. In the event of tie bids the first bidder will be the high bidder for the 
item. 
3. Updates will be posted every couple of days. The high bidder will be listed 
for  
    each item. 
4. Bids will be taken till midnite on the 20th of february. 
5. Any questions on any listed item contact me via email for details 
6. All checks must clear before shipping, money orders ship next day. 
thanks and good luck, here are the items 
                                   TSR 
1992 TSR TRADING CARD SET- complete boxed set numbering 750 cards. box has 
some wear on the outside. cards have only been out of the box once to verify 
count. cards are art from forgotten realms, greyhawk, spelljammer, dragonlance 
ravenloft and dark sun. much of the art was book and module covers. 
HIGH BID- 4.00            BIDDER- ARESANA 
X4 MASTER OF THE DESERT NOMADS- adventure for levels 6-9. part one of the 
desert nomads set.very good condition, complete never used 
HIGH BID-  1.00           BIDDER- ZARBREK 
X5 TEMPLE OF DEATH- adventure for levels 6-10. part two of the desert nomads 
set. very good condition, complete never used. 
HIGH BID-  1.00           BIDDER- ZARBREK 
I4 OASIS OF THE WHITE PLAIN- adventure for levels 6-8. second in the desert of 
desolation set. excellant condition, complete never used. 
HIGH BID-  2.00           BIDDER- RJSLIMON 
I5 LOST TOMB OF MARTEK- adventure for levels 7-9. third ands last in the 
desert of desolation set. excellant condition, complete never used 
HIGH BID-2.00            BIDDER- RJSLIMON 
I11 NEEDLE- adventure for levels 8-10. excellant condition, complete never 
used 
HIGH BID-  2.00           BIDDER-RJSLIMON 
S3 EXPEDITION TO BARRIER PEAK- adventure for levels 8-12. fantasy characters 
explore a crashed space ship. very good condition, complete used once. 
HIGH BID- 2.00            BIDDER- RJSLIMON 
CM2 DEATH'S RIDE- adventuire for levels 15-20. excellant condition, complete 
never used 
HIGH BID- 2.00            BIDDER- RJSLIMON 
X1 ISLE OF DREAD- adventure for levels 3-7. very good condition, complete 
never used 
HIGH BID-  1.00           BIDDER- ZARBREK 
SET OF THREE BASIC MODULES B2,B3,B4- adventures for levels 1-3. basic D&D 
rules. all are complete, average very good condition 
HIGH BID- 1.00            BIDDER- ZARBREK 
C2 GHOST TOWN OF INVERNESS- adventure for levels 5-7. excellant condition, 
complete never used. 
HIGH BID-  2.00            BIDDER- RHUGHES 
L1 SECERT OF BONE HILL- adventure for levels 2-4. very good condition, 
complete never used. 
HIGH BID-  1.00            BIDDER- ZARBREK 
 
 
 
                          VILLAINS AND VIGILANTES 
SET OF THREE V+V SUPPLEMENTS- three of the villian listings books:most wanted, 
opponents unlimited, super crooks and criminals. all three are in overall good 
condition with opponents the worst. some of the cardboard pieces have been cut 
out. excellant listing of ideas for any supers game. most of the art by 
patrick zircher before he began working for marvel comics 
HIGH BID- 4.00            BIDDER- CRAZY 
FORCE ADVENTURE MODULE- excellant condition. adventure for heros against a 
villan group. art by jeff dee 
HIGH BID- 4.00            BIDDER- CRAZY 
FROM THE DEEPS OF SPACE- excellant condition. adventure for 2-3 heros in apace 
against alien races. 
HIGH BID-  4.00           BIDDER-CRAZY 
PRE-EMTIVE STRIKE- excellant condition. adventure for 3-4 heros to stop 
nuclear war. art by sean knight. in the back is a conversion chart and rules 
to go from V+V to champions. this is the only place i know of this is 
published.   
HIGH BID- 4.00             BIDDER- CRAZY 
 
Return-Path: daemon@omg.org 
Subject: Re: Hero Templates 
Date: Wed, 4 Feb 98 15:38:21 -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 
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To: champ-l@omg.org 
 
On 2/4/98 12:58 PM Brian Wong (rook@shell.infinex.com) Said: 
 
>> OK. 'Cept we still haven't got anyone volunteering 
>> to write the suckers! :-) 
> 
>Though my methods may not make people here too happy, I'll see aht I 
>can dig up, then post them somewhere for review (disection), and 
>approval (the part where I bribe various people). 
> 
>	The reason I'm doing the current debate is I don't hope to do this 
>work alone, so I thought setting the ground rules of a group project first 
>would be best. 
> 
>	Or I could just do up one of the templates, and once it's approved, 
>it could serve as the ground rules via example. 
>	I'd most likely start with energy projector, since it's what I 
>have loads of, and is one of the real simple ones. 
>	I'd love to do speedster, but I imagine any such attempt will just 
>revive the recent flame war. :) 
 
I'd be happy to a set of "background plugins" with professional skills  
and all that jazz. I have many of these done up as package deals already,  
for new players to use. 
 
How do we want to handle the logistics (i.e. sending/submitting/etc) of  
this? 
 
 
 
David A. Fair         | 
SDS International     |     Think Different 
dfair@sdslink.com     | 
 
Return-Path: daemon@omg.org 
From: "\"qts\" <qts@nildram.co.uk> 
        \"champ-l@omg.org\"" <qts@nildram.co.uk> 
Date: Wed, 04 Feb 98 20:41:29  
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 
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On Tue, 03 Feb 1998 14:53:14 -0800, Bob Greenwade wrote: 
 
>At 01:42 PM 2/3/1998 -0600, Darien Phoenix Lynx wrote: 
>>> Right, I see what you mean and my solution is very simple: just use a 
>>> Partial Limitation 'Does not count to Active Points when Power is 
>>> Suppressed, Drained, or Dispelled'. I'd give that a -1/2 Limitation. 
>>> qts 
>> 
>>That's a good idea. But it doesn't take into account END cost or range. Do 
>>you think it's an acceptable tradeoff to claim that the reduced END cost 
>>balances the easier "adjustability" and reduced range? 
> 
>   Try this. 
>   The Limitation, called "Inactive," is -1/4.  It can only be bought on an 
>Advantage (or, with the GM's permission, an add-on element), and never on a 
>base Power.  Inactive Advantages do not add to the Power's END cost, range, 
>resistance to Adjustment Powers, or other characteristics based on Active 
>Points. 
>   (Personally, I think this may be worth a +1/4 Advantage rather than a 
>-1/4 Limitation, but it's bad enough that we already can have Limited 
>Advantages without also having Advantaged Advantages.) 
 
This is very neat, but the value would depend upon the frequency of the 
opposing effects. In a FH game, -1/4 would be too cheap (Undead, 
anyone). 
 
As stated above, it is also open to abuse: let's say I design a 10 
point Base power with x4 Advantages (50 Active), all with the Inactive 
Limitation, but also take the limitation 'x10 End'. Our Hero has a 50 
AP Power which only costs x2 End, yet he has a whopper of a Limitation. 
OK, it's going to get affected by the wimpiest Drain/Dispel, but at 10 
End, he's not going to keep it going long. 
 
So you'd have to say that Inactive Advantages cannot take the Extra End 
Limitation. 
 
Actually, how would you like it if they couldn't take *any* other 
Limitation other than Limitations common to the SFX? (eg a Priest has 
Limitation: Only by Permission). You'd have to increase the value to 
-1/2 or -1. 
 
 
qts 
 
Home: qts@nildram.co.uk. 
 
Return-Path: daemon@omg.org 
Date: Wed, 4 Feb 1998 12:47:03 -0800 (PST) 
From: Anthony Jackson <ajackson@iii.com> 
Reply-To: Anthony Jackson <ajackson@iii.com> 
Subject: Re: Sample template (very rough draft) 
Cc: champ-l@omg.org 
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Stainless Steel Rat writes: 
> AJ> Hm...that's pretty low-end on strength/dex, high-end on defenses. 
>  
> It is a basic template.  Look at the custom "packages" to see how those 
> values are brought up to par for different concepts. 
  
Oh, I know that it is supposed to be relatively low-end.  Given that, it is 
silly to include 30 con, 20 body, 25/25 defenses, and 20/20 damage resistance 
in the 'package', since those are actually quite high values, particularly the 
con/body. 
 
Return-Path: daemon@omg.org 
From: "qts" <qts@nildram.co.uk> 
Date: Wed, 04 Feb 98 20:48:19  
Reply-To: "qts" <qts@nildram.co.uk> 
Priority: Normal 
Subject: Re: Modify Deflection? (was Re: a question about deflection) 
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On Wed, 4 Feb 1998 10:09:08 -0800 (PST), Brian Wong wrote: 
 
>> Incidentally, there is no advantage 
>> which allows deflecting area effects; area effect on deflection will not do 
>> this. 
>>  
>	This then raises the question, for 5th edition: 
> 
>Should there be one? If there was, what's a special effect that would 
>warrent it? 
 
Why can't I just apply the AOE advantage to Missile Deflection? It is a 
Power, not a Skill. 
 
After all, someone like Reflec might have Missile Deflection, Damage 
Shield, Only vs Light attacks 
qts 
 
Home: qts@nildram.co.uk. 
 
Return-Path: daemon@omg.org 
Subject: Re: Sample template (very rough draft) 
Date: Wed, 4 Feb 98 15:48:30 -0500 
x-sender: DFair@pop.worldweb.net 
From: David Fair <DFair@sdslink.com> 
cc: <champ-l@omg.org> 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
> This is far from perfect (I don't have my rule book with me), but 
> here's a quick shot at a brick template.  
>  
> Basic Brick Template 
>  
> 40 STR      30 
> 10 DEX       0 
> 30 CON      40 
> 20 BODY     20 
> 10 INT       0 
> 10 EGO       0 
> 10 PRE       0 
> 10 COM       0 
> 25 PD (8)   17 
> 25 ED (6)   19 
>  3 SPD (20) 10 
> 16 REC (14)  0 
> 60 END (60)  0 
> 60 STUN (55) 0 
>    TOTAL   136 
>  
> 20 Damage Resistance 20/20 
>  
> Total = 156 
The only things I would change here is 
20 PD  (8)    12 
20 ED  (6)    14 
 
11 EGO         2 
12 PRE         2 
 
Total : 150 
 
David A. Fair         | 
SDS International     |     Think Different 
dfair@sdslink.com     | 
 
Return-Path: daemon@omg.org 
Date: Wed, 4 Feb 1998 12:50:21 -0800 (PST) 
From: John Desmarais <johndesmarais@yahoo.com> 
Subject: Re: Sample template (very rough draft) 
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: 
> Hm...that's pretty low-end on strength/dex, high-end on defenses.  
I'd say a 
> 'basic' brick (which you would probably build up on) would be closer 
to: 
 
Deliberately low as each of the plug-ins adds to either STR or DEX 
(sometimes both).  If I start with the stats ate "expected" levels, 
then I'm put in the position of having to reduce STR for the lower 
strength "martial brick" or reduce DEX for the "slow brick". 
 
I didn;t want to have subtractions in my plug-ins. 
 
-=>John Desmarais 
_________________________________________________________ 
DO YOU YAHOO!? 
Get your free @yahoo.com address at http://mail.yahoo.com 
 
Return-Path: daemon@omg.org 
Date: Wed, 4 Feb 1998 12:57:05 -0800 (PST) 
From: John Desmarais <johndesmarais@yahoo.com> 
Subject: Re: Hero Templates 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
---David Fair  wrote: 
> How do we want to handle the logistics (i.e. sending/submitting/etc) 
of  
> this? 
 
Since I kinda started this mess, I'll gladly act as a compiler and 
create a repository on my Hero Stuff web site: 
http://www.geocities.com/TimesSquare/Realm/6982 
 
I'll even periodically collect the current working concepts into a 
single message posting to the list to allow easier review. 
 
-=>John Desmarais 
_________________________________________________________ 
DO YOU YAHOO!? 
Get your free @yahoo.com address at http://mail.yahoo.com 
 
Return-Path: daemon@omg.org 
From: Brian Wong <rook@shell.infinex.com> 
Subject: Re: Sample template (very rough draft) 
Date: Wed, 4 Feb 1998 13:01:13 -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 
 
Hello; 
 
	I think we need to set a few more ground rules before we start tossing 
off templates. 
 
	Things like point settings, power levels, et all. 
 
The sample I saw seemed way high on defenses, and way low on Dex. 
 
	I think the base of the stat/powers should be based on an 
examination of published characters, and long established published power 
levels. 
	Which means before we even get started tossing off templates we 
need to sit down and agree on what the standard has been as far as published 
works go, and if this standard difers enough from the typical campaign that 
it should not be used. 
 
	I'll do some research in the next few days using my library of enemies 
books, my BBB, and assorted modules to post what appears to be the published 
averages. Then we can sit down and start debating on weather or not this 
average is valid. 
	And I'll keep what I research to the 250 pt, 50 actvie arean unless 
otherwise directed. 
 
	If we don't iron out the power levels agead of time, we're going to be 
arguing like crazy of each and every template suggested. And they'll all 
end up at different power levels than each other. 
 
	While I personally do not like the 250 point setting; personal 
opinion has no bearing on this issue. What does have bearing is 'standard'. 
 
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 Super Hero Role Playing Sight is at: http://www.infinex.com/~rook/SH/ 
 
Return-Path: daemon@omg.org 
Date: Wed, 4 Feb 1998 13:01:51 -0800 (PST) 
From: John Desmarais <johndesmarais@yahoo.com> 
Subject: Re: Sample template (very rough draft) 
Errors-To: owner-champ-l@omg.org 
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---David Fair  wrote: 
> The only things I would change here is 
> 20 PD  (8)    12 
> 20 ED  (6)    14 
>  
> 11 EGO         2 
> 12 PRE         2 
 
The change in PD and ED I can see, but why raise the EGO and PRE on a 
template? 
_________________________________________________________ 
DO YOU YAHOO!? 
Get your free @yahoo.com address at http://mail.yahoo.com 
 
Return-Path: daemon@omg.org 
From: "\"qts\" <qts@nildram.co.uk> 
        \"John Desmarais\"" <qts@nildram.co.uk> 
Date: Wed, 04 Feb 98 21:04:03  
Reply-To: "qts" <qts@nildram.co.uk> 
Priority: Normal 
Subject: Re: Sample template (very rough draft) 
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On Wed, 4 Feb 1998 11:47:23 -0800 (PST), John Desmarais wrote: 
 
>This is far from perfect (I don't have my rule book with me), but 
>here's a quick shot at a brick template.  
 
Congratualtions on being the first! 
 
>Basic Brick Template 
> 
>40 STR      30 
>10 DEX       0 
>30 CON      40 
>20 BODY     20 
>10 INT       0 
>10 EGO       0 
>10 PRE       0 
>10 COM       0 
>25 PD (8)   17 
>25 ED (6)   19 
> 3 SPD (20) 10 
>16 REC (14)  0 
>60 END (60)  0 
>60 STUN (55) 0 
>   TOTAL   136 
> 
>20 Damage Resistance 20/20 
> 
>Total = 156 
> 
> 
> 
>PLUG-INS 
> 
>Big Brick 
>   37 Growth 6 levels, 1/2 END (+30 STR, +3 STUN, +3 BODY) 
>   15 +3 DEX, +1 SPD 
>Total = 208 
> 
>Slow Brick 
>   20 +20 STR (+4 PD, +4 REC, +10 STUN) 
>    5 +4 ED 
>   14 Damage Resistance +14PD / +14ED  
>   10 Knockback Resistance 10" 
>    6 Combat Level +3 Punch 
>    6 Combat Level +2 any H-t-H attack 
>Total = 197 
 
How about adding in +40 Str, x10 End, No Figured Char 'Extra Push' for 
9 points? 
 
>Martial Brick 
>   15 Martial Arts 
>   20 +8 DEX, +2 SPD 
>   15 Combat Levels +3 hand to Hand 
>Total = 206 
 
40 Str is a bit on the high side, isn't it? Hmmm... say -10 Str (-10), 
25% Normal Damage Reduction (10)? 
 
>Brick-o-Steel (or any other hard substance) 
>   10 +10 STR (+2 PD, +2 REC, +5 STUN) 
>   10 +5 CON (+1 ED, +1 REC, +10 END, +3 STUN) 
>   10 Damage Resistance +10PD / +10ED 
>   10 Knockback Resistance 10" 
>   10 Lack of Weakness 
>Total = 206 
 
No Density Increase? 
qts 
 
Home: qts@nildram.co.uk. 
 
Return-Path: daemon@omg.org 
From: "\"qts\" <qts@nildram.co.uk> 
        \"SteveL1979@aol.com\"" <qts@nildram.co.uk> 
Date: Wed, 04 Feb 98 21:07:33  
Reply-To: "qts" <qts@nildram.co.uk> 
Priority: Normal 
Subject: Re: The Great Linked Debate 
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On Wed, 4 Feb 1998 10:36:05 EST, SteveL1979@aol.com wrote: 
 
>  In reviewing my notes in preparation for meetings in San Francisco next 
>week, I found I do not have a concise, thorough summary of the Great Linked 
>Debate.  The list FAQ touches on the subject, but only briefly. 
>  Is there, or does anyone have, a thorough review of the debate, including 
>all of the basic points/questions/concerns and the arguments made pro/con 
>about each point?  If so, I would appreciate receiving a copy or an URL. 
 
OH NO! CA NE VAS PAS RECOMMENCER! 
 
Not in the List, please! 
 
qts 
 
Home: qts@nildram.co.uk. 
 
Return-Path: daemon@omg.org 
Date: Wed, 4 Feb 1998 13:08:57 -0800 (PST) 
From: John Desmarais <johndesmarais@yahoo.com> 
Subject: Re: Hero Templates 
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---David Fair  wrote: 
> How do we want to handle the logistics (i.e. sending/submitting/etc) 
of  
> this? 
 
Hmm... I think my mail server ate my last message.  Anyway, I'll 
volunteer to collect and compile people's template ideas, then as 
consensus is reached post them to my Hero Stuff web site: 
http://www.geocities.com/TimesSquare/Realm/6982/ 
 
-=>John Desmarais 
_________________________________________________________ 
DO YOU YAHOO!? 
Get your free @yahoo.com address at http://mail.yahoo.com 
 
Return-Path: daemon@omg.org 
From: Brian Wong <rook@shell.infinex.com> 
Subject: Re: a question about deflection 
Date: Wed, 4 Feb 1998 13:15:11 -0800 (PST) 
Errors-To: owner-champ-l@omg.org 
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> > Except under special circumstances, you cannot deflect area effect attacks 
> > (based on special effect, it is sometimes allowed).  As such, Captain 
> > Deflection had better dive for cover.  Incidentally, there is no advantage 
> > which allows deflecting area effects; area effect on deflection will not do 
> > this. 
>  
> 	I could possibly see AE on STR allowing this, but there are SFX of 
> deflection that don't use the physical body.  Personally, I'd like to see 
> some way to modify Missile Deflection in 5th edition to allow for area 
> effect attacks.  Some sort of custom modifier. 
> 
	And people tell me there's no need for a generic, definable advantage. 
 
No matter how well you define it in advance, there's always more concepts out 
there that need a kludge to do. 
 
Return-Path: daemon@omg.org 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: Modify Deflection? (was Re: a question about deflection) 
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-----BEGIN PGP SIGNED MESSAGE----- 
 
>>>>> "TRG" == Tim R Gilberg <trgilber@hilltop.ic.edu> writes: 
 
TRG> Now why don't you make yourself useful and help to come up with an 
TRG> add-on to the Missile Deflection talent 
 
Power 
 
TRG> for handling AE attacks.  How much is it worth?  That's the main 
TRG> question. 
 
It is worth more than anyone can afford. :) 
 
No, seriously, Block simply does not work that way.  One must be able to 
lift, move, or similarly affect the incoming attack in order to Block it. 
And one cannot Block non-ranged AoE attacks, such as Grond swinging a piano 
around (SFX of the attack could change that). 
 
Missile Deflection extends that ability to ranged attacks, but it does not 
affect the scale of what can be affected.  An advantage that allows 
Deflection against AoE attacks will negate that inherent restriction.  And 
that is worth drastically more than the roughly 60 points that Deflection 
with even a +2 advantage would cost. 
 
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Rat <ratinox@peorth.gweep.net>    \ Happy Fun Ball contains a liquid core, 
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Return-Path: daemon@omg.org 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: Sample template (very rough draft) 
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-----BEGIN PGP SIGNED MESSAGE----- 
 
>>>>> "AJ" == Anthony Jackson <ajackson@iii.com> writes: 
 
AJ> Oh, I know that it is supposed to be relatively low-end.  Given that, 
AJ> it is silly to include 30 con, 20 body, 25/25 defenses, and 20/20 
AJ> damage resistance in the 'package', since those are actually quite high 
AJ> values, particularly the con/body. 
 
I was commenting mostly on the increase of base Strength.  Consider that 
the listed packages -- all reasonable variations, IMO -- with the higher 
base Strength would push a character's top striking damage above the 12DC 
cap of a standard supers game. 
 
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                                    \  
 
Return-Path: daemon@omg.org 
Date: Wed, 4 Feb 1998 16:00:55 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: Sample template (very rough draft) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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> Hm...that's pretty low-end on strength/dex, high-end on defenses.  I'd say a 
> 'basic' brick (which you would probably build up on) would be closer to: 
 
	Quite right on the assesment. 
 
> 50	STR	40 
> 14	DEX	12 
> 23	CON	26 
> 15	BOD	10 
> 10	INT	0 
> 10	EGO	0 
> 20	PRE	10 
> 10	COM	0 
> 25	PD	15 
> 20	ED	15 
> 4	SPD	12 
> 15	REC	0 
> 46	END	0 
> 52	STN	0 
> Plus: 
> 10	damage resistance: 12 PD, 8 ED 
> Total 150 points. 
 
 
	This looks better, but I'd drop the basic package SPD to 3. 
 
 
				-Tim Gilberg 
 
Return-Path: daemon@omg.org 
From: Brian Wong <rook@shell.infinex.com> 
Subject: Re: Hero Templates 
Date: Wed, 4 Feb 1998 14:02:54 -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 
 
> >> OK. 'Cept we still haven't got anyone volunteering 
> >> to write the suckers! :-) 
> > 
> >Though my methods may not make people here too happy, I'll see aht I 
> >can dig up, then post them somewhere for review (disection), and 
> >approval (the part where I bribe various people). 
> > 
> >	The reason I'm doing the current debate is I don't hope to do this 
> >work alone, so I thought setting the ground rules of a group project first 
> >would be best. 
> > 
> >	Or I could just do up one of the templates, and once it's approved, 
> >it could serve as the ground rules via example. 
> >	I'd most likely start with energy projector, since it's what I 
> >have loads of, and is one of the real simple ones. 
> >	I'd love to do speedster, but I imagine any such attempt will just 
> >revive the recent flame war. :) 
>  
> I'd be happy to a set of "background plugins" with professional skills  
> and all that jazz. I have many of these done up as package deals already,  
> for new players to use. 
>  
> How do we want to handle the logistics (i.e. sending/submitting/etc) of  
> this? 
> 
 
	Well, either through email, this list, or a website. 
 
I've been planning on taking down my V&V Networld for some time and easily 
modify it's form based submissions to take in and process the 
various template suggestions. 
 
	However, I think at this point we're about 2-4 weeks away from 
being able to justify building templates. 
 
	We need to determine stat averages, power levels, format, etc. first. 
 
We need to decide if a brick plugin will work with a speedster base, or 
if a given plugin will only work for it's own type of base. 
 
	We need to agree upon standards that rulings will be based on. 
 
We need agree upon what sources power level standards will be drawn from. 
 
We need to agree not to use this as a forum to debate linked. :) 
 
etc... 
 
I could have my site configured to handle submissions in about a day, I 
just have to change the names of a few fields here and there, and of course, 
figure out what goes in a base, what goes in a plugin, etc... 
 
 
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 Super Hero Role Playing Sight is at: http://www.infinex.com/~rook/SH/ 
 
Return-Path: daemon@omg.org 
Date: Wed, 4 Feb 1998 16:03:19 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: Modify Deflection? (was Re: a question about deflection) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
 
> > make yourself useful and help to come up with an add-on to the Missile 
> > Deflection talent for handling AE attacks.  How much is it worth?  That's 
> > the main question. 
> 
> 42. 
 
 
	I said "the main question", not "the question." 
 
 
				-Tim Gilberg 
 
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From: "John Desmarais" <John.Desmarais@ibm.net> 
Date: Wed, 04 Feb 98 22:05:21  
Reply-To: "John Desmarais" <John.Desmarais@ibm.net> 
Priority: Normal 
Subject: Re: Hero Templates 
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X-UID: 16 
 
On Wed, 4 Feb 1998 19:34:01 -0600 (CST), Dataweaver wrote: 
 
>I have access to H4, TUMA, TUM, E4E, and the Almanacs; I would definitely 
>say to use the Ultimate Series as sources, as well Dark Champions and 
>Fantasy Hero.   
 
No, no, no.  The point of templates is to make things easier for beginners.  Beginners  
probably won't have access to all of those books (particularly the Ultimate series). 
 
I would suggest, initially at least, that if this project is going to be done, then it be limited  
to a single genre (four color supers would be my choice) and only use what avaiable in  
the core rules (the BBB).  If we can actually create something useful without devolving  
into flamage, then there is time to address other genres (or sub genres) later (although I  
would still urge folks to limit themselves to the core rules).  Remember, we're trying to  
help beginners. 
 
-=>John Desmarais 
 
Return-Path: daemon@omg.org 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: Sample template (very rough draft) 
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My try: 
 
40 STR 30 
13 DEX  9 
23 CON 26 
15 BOD 10 
10 INT  0 
10 EGO  0 
15 PRE  5 
10 COM 10 
20 PD  12 
20 ED  15 
 3 SPD  7 
15 REC  0 
46 END  0 
52 STN  0 
      --- 
      124 
 
Yeah, a lot of things are "too low" for a brick.  This is a template, not a 
finished character. 
 
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Return-Path: daemon@omg.org 
From: Brian Wong <rook@shell.infinex.com> 
Subject: Re: Sample template (very rough draft) 
Date: Wed, 4 Feb 1998 14:18:55 -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 
 
Before we start sending these off, could we please sit down and set some 
ground rules on power level, points, etc... 
	See some of my other posts for what I'm getting at. 
 
Besides, shouldn't the 'brick of steel' have density increase? :) 
 
	Should we continue this here? or move it to private email, chat, or 
what have you until we have something to present? 
 
	(as far as chat goes, #herochat always works, once we all meet there, 
we could move to a subchannel to keep from hogging those people out.) 
 
	Of course, this all assumes that only a small number of people on 
this list actually desire to participate. 
	Something which may or may not be true. 
 
>  
> This is far from perfect (I don't have my rule book with me), but 
> here's a quick shot at a brick template.  
>  
> Basic Brick Template 
>  
> 40 STR      30 
> 10 DEX       0 
> 30 CON      40 
> 20 BODY     20 
> 10 INT       0 
> 10 EGO       0 
> 10 PRE       0 
> 10 COM       0 
> 25 PD (8)   17 
> 25 ED (6)   19 
>  3 SPD (20) 10 
> 16 REC (14)  0 
> 60 END (60)  0 
> 60 STUN (55) 0 
>    TOTAL   136 
>  
> 20 Damage Resistance 20/20 
>  
> Total = 156 
>  
>  
>  
> PLUG-INS 
>  
> Big Brick 
>    37 Growth 6 levels, 1/2 END (+30 STR, +3 STUN, +3 BODY) 
>    15 +3 DEX, +1 SPD 
> Total = 208 
>  
> Slow Brick 
>    20 +20 STR (+4 PD, +4 REC, +10 STUN) 
>     5 +4 ED 
>    14 Damage Resistance +14PD / +14ED  
>    10 Knockback Resistance 10" 
>     6 Combat Level +3 Punch 
>     6 Combat Level +2 any H-t-H attack 
> Total = 197 
>  
> Martial Brick 
>    15 Martial Arts 
>    20 +8 DEX, +2 SPD 
>    15 Combat Levels +3 hand to Hand 
> Total = 206 
>  
> Brick-o-Steel (or any other hard substance) 
>    10 +10 STR (+2 PD, +2 REC, +5 STUN) 
>    10 +5 CON (+1 ED, +1 REC, +10 END, +3 STUN) 
>    10 Damage Resistance +10PD / +10ED 
>    10 Knockback Resistance 10" 
>    10 Lack of Weakness 
> Total = 206 
>  
>  
>  
> -=>John Desmarais 
> _________________________________________________________ 
> DO YOU YAHOO!? 
> Get your free @yahoo.com address at http://mail.yahoo.com 
>  
 
Return-Path: daemon@omg.org 
Date: Wed, 4 Feb 1998 16:47:38 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: Sample template (very rough draft) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
> AJ> Oh, I know that it is supposed to be relatively low-end.  Given that, 
> AJ> it is silly to include 30 con, 20 body, 25/25 defenses, and 20/20 
> AJ> damage resistance in the 'package', since those are actually quite high 
> AJ> values, particularly the con/body. 
> 
> I was commenting mostly on the increase of base Strength.  Consider that 
> the listed packages -- all reasonable variations, IMO -- with the higher 
> base Strength would push a character's top striking damage above the 12DC 
> cap of a standard supers game. 
 
 
	True.  Good points all around on some of the stats being high.  I 
personally allow a higher max DC for HTH specialists in my campaigns, but 
I'm sure not everybody does the same. 
 
	However, this brings up a good point.  Should the base level for a 
"standard" campaign be changed?  Yes, I know that it is supposed to 
simulate beginning novice heros.  Players have problems understanding 
this, however.  Players that want to simulate a Comic Book character and 
are told that it is too powerful might try looking for a system that will 
let them play that character.  Perhaps the standard should move up to the 
300 point, 12 DC range? 
 
 
				-Tim Gilberg 
 
Return-Path: daemon@omg.org 
Date: Wed, 4 Feb 1998 15:09:57 -0800 (PST) 
From: Anthony Jackson <ajackson@iii.com> 
Reply-To: Anthony Jackson <ajackson@iii.com> 
Subject: Re: Modify Deflection? (was Re: a question about deflection) 
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: 
 
> Why can't I just apply the AOE advantage to Missile Deflection? It is a 
> Power, not a Skill. 
 
Because the AOE advantage on missile deflection means you can deflect missiles 
in an area, not that you can deflect area effects. 
>  
> After all, someone like Reflec might have Missile Deflection, Damage 
> Shield, Only vs Light attacks 
 
Damage shield cannot be applied to missile deflection, as (a) it isn't an 
attack power, and (b) damage shield only takes effect when you are hit in HTH 
combat, and missile deflection only applies to ranged combat, and (c) a damage 
shield has no OCV, and therefore cannot make block rolls in any case. 
 
There is an argument for changing the mechanic of reflection (yet again) to 
make 'passive' reflection possible; I'd probably go with a mechanic similar to 
absorbion (say, 5 pts per damage class you can reflect, reflection does _not_ 
count as a defense, though of course it can be linked to one). 
 
Return-Path: daemon@omg.org 
X-Sender: bob.greenwade@klock.com 
Date: Wed, 04 Feb 1998 15:29:33 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Sample template (very rough draft) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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To: champ-l@omg.org 
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At 05:13 PM 2/4/1998 -0500, Stainless Steel Rat wrote: 
>-----BEGIN PGP SIGNED MESSAGE----- 
> 
>My try: 
> 
>40 STR 30 
>13 DEX  9 
>23 CON 26 
>15 BOD 10 
>10 INT  0 
>10 EGO  0 
>15 PRE  5 
>10 COM 10 
>20 PD  12 
>20 ED  15 
> 3 SPD  7 
>15 REC  0 
>46 END  0 
>52 STN  0 
>      --- 
>      124 
> 
>Yeah, a lot of things are "too low" for a brick.  This is a template, not a 
>finished character. 
 
   Of the ones I've seen so far, this is the one I like best, except that I 
think I'd start with 15 DEX (for a "basic" brick in a "standard" superhero 
campaign). 
--- 
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, 4 Feb 1998 15:37:50 -0800 (PST) 
From: Anthony Jackson <ajackson@iii.com> 
Reply-To: Anthony Jackson <ajackson@iii.com> 
Subject: Re: Sample template (very rough draft) 
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: 
> -----BEGIN PGP SIGNED MESSAGE----- 
>  
> My try: 
>  
> 40 STR 30 
> 13 DEX  9 
> 23 CON 26 
> 15 BOD 10 
> 10 INT  0 
> 10 EGO  0 
> 15 PRE  5 
> 10 COM 10 
> 20 PD  12 
> 20 ED  15 
>  3 SPD  7 
> 15 REC  0 
> 46 END  0 
> 52 STN  0 
>       --- 
>       124 
>  
> Yeah, a lot of things are "too low" for a brick.  This is a template, not a 
> finished character. 
 
No damage resistance at all?  Very few characters with 20 PD/ED will rely on 
dodging gunfire, so it should include at least minimal damage resistance.  In 
addition, assigning people a 13 dex should probably be avoided.  Otherwise 
looks pretty reasonable, though. 
 
Return-Path: daemon@omg.org 
X-Sender: bob.greenwade@klock.com 
Date: Wed, 04 Feb 1998 15:44:09 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: The Great Linked Debate 
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At 10:36 AM 2/4/1998 EST, SteveL1979@aol.com wrote: 
>  In reviewing my notes in preparation for meetings in San Francisco next 
>week, I found I do not have a concise, thorough summary of the Great Linked 
>Debate.  The list FAQ touches on the subject, but only briefly. 
>  Is there, or does anyone have, a thorough review of the debate, including 
>all of the basic points/questions/concerns and the arguments made pro/con 
>about each point?  If so, I would appreciate receiving a copy or an URL. 
 
   I was originally going to respond directly, but I'm going to put this to 
the list so folks can correct any misstatements of fact I make. 
   Much of it stems from two sources.  One, of course, is the writing of 
the Linked Limitation in the HSR.  If one takes a strictly literal 
word-for-word reading of the Limitation as written there, then it says that 
a Power with this Limitation can only be used when the Power to which it is 
Linked is turned on.  However, the other Power can still be used without 
the Linked Power, and the two do not need to be used in proportion to one 
another. 
   The other source is the original version of the Limitation, the "Based 
On" that was in earlier editions of Champions.  I don't have an earlier 
edition with me (uh, my dog ate it), but if I recall correctly, both Powers 
had to be used together, and in proportion.  We who have played and loved 
the game for that long remember this version of the Limitation, and don't 
understand why it was changed.  (It's probably Rob Bell's fault, eh?) 
   Now here's where the debate comes up.  Some of us liked Based On the way 
it was, and expect Linked to work that way, while others of us have taken 
Linked for the way it's written, literally.  (Most, however, demand that if 
the Linked Power is used, then it must be used in proportion to the other 
Power, or at least not at a greater relative level.) 
   That, hopefully, is a clear an unbiased explanation of the GLD. 
   Now, for my recommendation for a solution:  Go back to the old way of 
handlling this (though I'd continue to call it "Linked"), and allow a +1/4 
Limitation for Linked to be "one-way" (the Linked Power *either* can only 
be used with the larger Power, *or* must be used when the other Power is 
used). 
   Now, please, if anyone else on the list has corrections or comments to 
make on this, please limit it to (1) clarifying the points of the debate 
(and *NOT* arguing for or against one side or the other), or (2) making a 
different recommendation (and *NOT* debating the merits of others' ideas). 
--- 
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: Wed, 04 Feb 1998 15:58:10 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: The Horrors of Hero? 
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At 11:54 AM 2/4/1998 -0600, Dataweaver wrote: 
>>    The Ultimate Brick could address "low-level" bricks in heroic campaigns, 
>> like Fezzik, Worf, or B.A. Baracus. 
> 
>I'm curious about how they intend to get an entire book about strong guys. 
>I mean, what is there to include?   
 
   There are a number of classic "brick tricks" that one sees in comics. 
Shockwaves are one (hitting the fist with one's hand to knock down everyone 
standing nearby; the kind of Missile Deflection where large missiles are 
punched out of the air is another; using large objects of opportunity (such 
as the Space Needle) as weapons is yet another. 
   Hopefully too, the author approached it the way I did vehicles, and a 
couple of other folks on the list did for speedsters: just go through the 
list of Powers and Modifiers, and ponder, "How can this hold a special 
meaning for them?"  Bricks can have Absorption of certain types of energy 
that increase their STR and/or END.  They can have an Aid to STR that only 
works when angry (or Enraged or Berserk).  It's fairly common for them to 
have Armor.  There may be ways that a super-high STR can have a Change 
Environment effect (like a lower-level Shockwave knocking down all the 
small objects in the area).  And so forth. 
 
>>    The Ultimate Shape Changer (or is it Shape Shifter?  It keeps switching) 
>                                                          ^^^^^^^^^^^^^^^^^^ 
><chuckle> 
 
   No kidding.  :-] 
 
>> would certainly have a lot to contribute to science-fiction and fantasy. 
>> Vampires and werewolves are, after all, your basic shape changer, and a 
>> player with an Odo-like character in a science-fiction setting would need a 
>> book like this. 
> 
>You could also address other forms of "shapeshifting" - mental 
>shapeshifting (covered in TUM) would allow you to change your personality 
>at will, or it could represent a split personality in conjunction with 
>Accidental Change; or you could use "social shapeshifting" to represent 
>someone like the title character from "the Saint"... 
 
   Absolutely, and hopefully that has been included. 
 
>>    If The Ultimate Powered Armor had come out when it was originally 
>> scheduled (before TUMA), it *might* have gotten away with a supers-only 
>> emphasis, but these days I think there's enough battlesuits in straight 
>> science-fiction that something would have to be addressed along those 
>> lines.  And with a little imagination, one could have a "symbiotic 
>> creature" that functions like a battlesuit. 
> 
>...and there's the obvious connection to vehicles here; when does Powered 
>Armor stop being powered armor and start becoming a robot vehicle?   
 
   I do cover that point in TUSV, and hopefully the same dividing line will 
be described in the final draft of TUPA. 
 
>>    There are other Ultimate books in the works, but this should give a 
>> basic idea of what can be done.  When I was putting together TUSV, I went 
>> through the entire book (the manuscript I'd already halfway prepared for 
>> The Ultimate Giant Robot) and asked myself, "What can be done here in other 
>> genres?"  I had a pretty good idea as far as giant robots and various types 
>> of superheroes, and didn't have much problem with space opera, but fantasy? 
>>  Westerns?  Super-spies? Historic vessels?  Actual World War II ships and 
>> aircraft?  (This last one only occurred to me just now -- darn it, that's 
>> even more to add.)  Just about every aspect of the book had to be 
>> reexamined so at least some consideration was given to these other genres. 
>> From the feedback I've gotten, I've been at least somewhat successful. 
> 
>I know I'll be purchasing a copy... Another "genre" to consider would be 
>alternate technologies - steam-powered giant robots in Victorian England, 
>or Ether-ships from the late 19th century; a Renaissance-era mechanical 
>riding beast, powered by an alchemical compound; Flying ships in a fantasy 
>campaign... 
 
   These are all "special applications" (that is, not really significant 
enough to warrant more than a couple of paragraphs, and maybe a couple of 
quick examples), but they can certainly be done with little or no stress 
with what's already in there. 
 
>>    I don't know what can be done about the math problem, but hopefully if 
>> we get enough pre-made powers and equipment in Ultimate books and other 
>> sourcebooks (especially campaign books like Michael Surbrook's Kazei 5) 
>> maybe at least some of that can be alleviated. 
> 
>IMHO, that's about the only way to do it.  Optionally, new character 
>designs could try a bit more to hide the mechanics, by listing 
>heavily-modified powers (i.e., loaded down with ads and lims) with a new 
>name: 
> 
>   2d6 Missile Attack (purchased as EB, Seeking, Beam Attack), 6 Charges 
> 
>instead of 
> 
>   2d6 EB; Seeking, Beam Attack, 6 Charges 
 
   The way it's currently done is more like: 
 
<B>Missiles:</B> Energy Blast, 2d6, Seeking, Beam Attack, 6 Charges (7) [6c] 
 
   Is this clear enough? 
--- 
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: lizard@dnai.com 
Date: Wed, 04 Feb 1998 16:20:41 -0800 
From: Lizard <lizard@mrlizard.com> 
Subject: In support of 'Advantaged' advantage! 
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I wish to echo Brian/Rook's concept of an 'Advantaged' advantage, basically 
the flip side of 'limited'. Yes, "You can just do this anyway", but it 
really helps having it in the rules. 
 
There have been a lot of conceptions on this board which either require a)a 
new advantage, or, b)require ridiculous kludges. Too many limited-utility 
advantages clutter the game. And any concept which requires a half page of 
advantages and limitations and linked powers to do is an indication of a 
weakness in the system. (I'm thinking specifically of the 'sword whose 
wounds cannot be healed by magic' discussion of a few weeks back) 
 
Please, Steve, or anyone else doing H5 -- consider adding 'Advantaged', 
albeit with a big glowing neon stop sign next to it. 
 
Return-Path: daemon@omg.org 
Date: Wed, 4 Feb 1998 16:29:48 -0800 (PST) 
From: Anthony Jackson <ajackson@iii.com> 
Reply-To: Anthony Jackson <ajackson@iii.com> 
Subject: Re: [Modify Deflection? (was Re: a question about deflection)] 
Cc: champ-l@omg.org 
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Filksinger writes: 
> I think there should be one. 
>  
> A proper special effect-- Gateman. Gateman creates XDM gates for his power. 
> A gate big enough to protect an entire area, which shunts all energies that 
hit it into another dimension, thus protecting the people behind it.  
>  
 
We call this a 'force wall'.   
 
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Date: Wed, 4 Feb 1998 18:30:37 -0600 (CST) 
From: Dataweaver <traveler@io.com> 
cc: champ-l@omg.org 
Subject: Re: Modify Deflection? (was Re: a question about deflection) 
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On Wed, 4 Feb 1998, Brian Wong wrote: 
 
> > Incidentally, there is no advantage 
> > which allows deflecting area effects; area effect on deflection will not do 
> > this. 
> >  
> 	This then raises the question, for 5th edition: 
>  
> Should there be one? If there was, what's a special effect that would 
> warrent it? 
 
This would depend, IMHO, more on the attack than on missile deflection; if 
the attack is along the lines of a wall of fire, I don't see someone being 
able to deflect it.  OTOH, if it's a missile that attacks everyone 
in a three-foot radius after being triggered, it might be possible to 
deflect it via normal means before it triggers.   
 
Giant Robots had an interesting Modifier in it that might be worth 
considering porting into H5: Missile attack.  The version mentioned in 
Giant Robots is an attack which can be "shot down" and takes time to reach 
its target.  One could combine that with Seeking, allowing for an attack 
which simulates a guided missile.   
 
---- 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, 4 Feb 1998 19:07:33 -0600 (CST) 
From: Dataweaver <traveler@io.com> 
cc: champ-l@omg.org 
Subject: Re: Sample template (very rough draft) 
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On Wed, 4 Feb 1998, John Desmarais wrote: 
 
> This is far from perfect (I don't have my rule book with me), but 
> here's a quick shot at a brick template.  
>  
> Basic Brick Template 
>  
> 40 STR      30 
> 10 DEX       0 
> 30 CON      40 
> 20 BODY     20 
> 10 INT       0 
> 10 EGO       0 
> 10 PRE       0 
     ^^^ No bonus to PRE?  Bricks tend to be amongst the best intimidators 
         around... 
> 10 COM       0 
> 25 PD (8)   17 
> 25 ED (6)   19 
>  3 SPD (20) 10 
          ^^2 
> 16 REC (14)  0 
               ^4 
> 60 END (60)  0 
> 60 STUN (55) 0 
               ^5 
>    TOTAL   136 
             ^^^145 
>  
> 20 Damage Resistance 20/20 
>  
> Total = 156 
          ^^^165 
 
Note: this qualifies nicely for a Superhero-genre Brick (which is what 
it's supposed to be, so that's not neccessarily a problem...) 
 
You might want to consider making all of the basic templates (Brick, 
Speedster, Mentalist, Energy Projector, etc.) cost the same, so that 
they're more modular.  OTOH, 165 points seems a bit on the expensive side, 
as it's not going to leave much room for racial and/or occupational 
package deals... Consider building your basic templates on 100 points.   
 
Also, you could fit _some_ customization into the Template itself ("Energy 
Projector: Choose one of 6D6 EB, 2D6 RKA, or 3D6 Flash", for instance...) 
 
Write the Characteristics as Modifiers instead of final values (STR +30 
instead of ST 40) so that people who wish to can combine basic templates. 
 
> PLUG-INS 
>  
> Big Brick 
>    37 Growth 6 levels, 1/2 END (+30 STR, +3 STUN, +3 BODY) 
>    15 +3 DEX, +1 SPD 
> Total = 208 
          ^^^ +52 
> Slow Brick 
>    20 +20 STR (+4 PD, +4 REC, +10 STUN) 
>     5 +4 ED 
>    14 Damage Resistance +14PD / +14ED  
>    10 Knockback Resistance 10" 
>     6 Combat Level +3 Punch 
>     6 Combat Level +2 any H-t-H attack 
> Total = 197 
          ^^^ +41 
> Martial Brick 
>    15 Martial Arts 
>    20 +8 DEX, +2 SPD 
>    15 Combat Levels +3 hand to Hand 
> Total = 206 
          ^^^ +50 
Also, probably unneccessary.  The Martial Brick could probably be built 
better as Brick + one of the Martial Artist Package Deals.   
 
> Brick-o-Steel (or any other hard substance) 
>    10 +10 STR (+2 PD, +2 REC, +5 STUN) 
>    10 +5 CON (+1 ED, +1 REC, +10 END, +3 STUN) 
>    10 Damage Resistance +10PD / +10ED 
>    10 Knockback Resistance 10" 
>    10 Lack of Weakness 
> Total = 206 
          ^^^ +50 
Consider reducing or eliminating these bonuses with levels of Density 
Increase.   
 
Another possible Brick would replace the extra +17 PD, +19 ED, and 50 
points of Damage Resistance with 50% Resistant Physical and Energy Damage 
Reduction - a "soft" Brick (bullets don't bounce, but he hardly feels 
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 
Date: Wed, 4 Feb 1998 19:08:45 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: Modify Deflection? (was Re: a question about deflection) 
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> Because the AOE advantage on missile deflection means you can deflect missiles 
> in an area, not that you can deflect area effects. 
 
	Good point. 
 
> Damage shield cannot be applied to missile deflection, as (a) it isn't an 
> attack power, and (b) damage shield only takes effect when you are hit in HTH 
> combat, and missile deflection only applies to ranged combat, and (c) a damage 
> shield has no OCV, and therefore cannot make block rolls in any case. 
 
	As much as this makes sense, in a semi-official manner applying DS 
to missile deflection will make it act without an attack action.  TUSM 
made this rule change. 
 
> There is an argument for changing the mechanic of reflection (yet again) to 
> make 'passive' reflection possible; I'd probably go with a mechanic similar to 
> absorbion (say, 5 pts per damage class you can reflect, reflection does _not_ 
> count as a defense, though of course it can be linked to one). 
 
 
	Nope.  Changes the whole feel. 
 
	Reflection is supposed to be different from regular defenses which 
will always apply, but whose effectiveness depends on the size of the 
attacking power.  Reflection won't always apply, but the size of the 
attack doesn't matter.   That is why it is a different mechanic in the 
first place.  Otherwise take some defense with an activation limitation. 
Or some extra DCVs with an activation limitation. 
 
 
			-Tim Gilberg 
 
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Date: Wed, 4 Feb 1998 19:21:16 -0600 (CST) 
From: Dataweaver <traveler@io.com> 
cc: "champ-l@omg.org" <champ-l@omg.org> 
Subject: Re: Limitation/AP mods idea 
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On Wed, 4 Feb 1998, qts wrote: 
 
> On Tue, 3 Feb 1998 18:03:43 -0600 (CST), Dataweaver wrote: 
>  
> >On Tue, 3 Feb 1998, qts wrote: 
> >> >Hmm... there's an example of where the personal immunity is in the active 
> >> >power. But with many special effects, the personal immunity has nothing to 
> >> >do with the active power. Like Cyclops, with his personal immunity to his 
> >> >energy blast... it's not that the blast is more powerful or more complex, 
> >> >but that his skin can metabolize it. In this case the personal immunity 
> >> >should not affect the active cost if the player doesn't wish it. 
> >>  
> >> It is clearly advantageous for him to be immune, though. 
> >>  
> >> Right, I see what you mean and my solution is very simple: just use a 
> >> Partial Limitation 'Does not count to Active Points when Power is 
> >> Suppressed, Drained, or Dispelled'. I'd give that a -1/2 Limitation. 
> > 
> >At most, -1/4, considering the cost of "Difficult to Dispel". 
>  
> Remember that this is a *partial* limitation.   
 
As in, "only applies to part of the power"?  I know; But "Costs END" is a 
-1/2L regardless of whether it's being used as a normal limitation or a 
partial limitation - and it's considered a -1/2L because "No END Cost" is 
a +1/2A.  The proposed partial limitation is comparable to being an 
inverse of "difficult to dispel" (although a true inverse of said power 
would halve the AP cost for dispel purposes only, while this negates the 
cost of whatever it's applied to entirely - and affects more than just 
Dispel.  Come to think of it, this probably _would_ be a -1/2L... A moot 
point, though, as I would never allow it in my games anyway).   
 
---- 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, 4 Feb 1998 19:34:01 -0600 (CST) 
From: Dataweaver <traveler@io.com> 
cc: champ-l@omg.org 
Subject: Re: Hero Templates 
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On Wed, 4 Feb 1998, Brian Wong wrote: 
 
> > >> OK. 'Cept we still haven't got anyone volunteering 
> > >> to write the suckers! :-) 
> > > 
> > >Though my methods may not make people here too happy, I'll see aht I 
> > >can dig up, then post them somewhere for review (disection), and 
> > >approval (the part where I bribe various people). 
> > > 
> > >	The reason I'm doing the current debate is I don't hope to do this 
> > >work alone, so I thought setting the ground rules of a group project first 
> > >would be best. 
> > > 
> > >	Or I could just do up one of the templates, and once it's approved, 
> > >it could serve as the ground rules via example. 
> > >	I'd most likely start with energy projector, since it's what I 
> > >have loads of, and is one of the real simple ones. 
> > >	I'd love to do speedster, but I imagine any such attempt will just 
> > >revive the recent flame war. :) 
> >  
> > I'd be happy to a set of "background plugins" with professional skills  
> > and all that jazz. I have many of these done up as package deals already,  
> > for new players to use. 
> >  
> > How do we want to handle the logistics (i.e. sending/submitting/etc) of  
> > this? 
> > 
>  
> 	Well, either through email, this list, or a website. 
 
If you choose to run it through email instead of this list, please include 
me in it.   
 
> I've been planning on taking down my V&V Networld for some time and easily 
> modify it's form based submissions to take in and process the 
> various template suggestions. 
>  
> 	However, I think at this point we're about 2-4 weeks away from 
> being able to justify building templates. 
 
That long, huh?  In that case, I'd be willing to come up with some 
"mini-templates" for more heroic campaigns to use... 
 
> 	We need to determine stat averages, power levels, format, etc. first. 
 
Are we intending to use any of the semi-official power restrictions that 
show up?  (Not having my books with me, I'm winging this: things like 
TUMA's Street-Level/Cinematic?/Wild Martial Arts levels...) Maybe 
construct multiple versions of each template, one for each campaign 
level... 
 
> We need to decide if a brick plugin will work with a speedster base, or 
> if a given plugin will only work for it's own type of base. 
 
I'd try to make the plug-ins as versatile as possible; have a set of 
general plug-ins that aren't even given a base and can be applied to 
anything, then have a set of plug-ins that apply only to a given base. 
Whenever a plug-in is proposed, see if it can be made to fit into the 
general category, and put it there if it can; otherwise, keep it with the 
base it was designed for.   
 
> 	We need to agree upon standards that rulings will be based on. 
 
Yes, we do... ;) 
 
> We need agree upon what sources power level standards will be drawn from. 
 
I have access to H4, TUMA, TUM, E4E, and the Almanacs; I would definitely 
say to use the Ultimate Series as sources, as well Dark Champions and 
Fantasy Hero.   
 
> We need to agree not to use this as a forum to debate linked. :) 
 
Aww... :) 
 
---- 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, 4 Feb 1998 17:48:56 -0800 
From: RGSchwerdtfeger@directv.com (Richard G Schwerdtfeger) 
Subject: Sample templates... 
Content-Description: cc:Mail note part 
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     Why doesn't someone check Champions III (IIRC)? Isn't that the one with the  
     Champions random character generation tables? 
      
     It had base stats for bricks, martial artists, energy projectors and  
     mentallists, and then you rolled on the charts to add extra powers (like  
     extra STR or invisibility or a flash attack, etc.) 
      
     Possibly those base stats could be made into templates. 
      
     Richard 
 
Return-Path: daemon@omg.org 
Date: Wed, 4 Feb 1998 17:50:19 -0800 (PST) 
From: Anthony Jackson <ajackson@iii.com> 
Reply-To: Anthony Jackson <ajackson@iii.com> 
Subject: Re: Modify Deflection? (was Re: a question about deflection) 
Cc: champ-l@omg.org, champ-l@omg.org 
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X-UID: 5 
 
Tim R. Gilberg writes: 
>      Reflection is supposed to be different from regular defenses which 
> will always apply, but whose effectiveness depends on the size of the 
> attacking power.  Reflection won't always apply, but the size of the 
> attack doesn't matter.   That is why it is a different mechanic in the 
> first place.  Otherwise take some defense with an activation limitation. 
> Or some extra DCVs with an activation limitation. 
 
Reflection isn't a defense at all, intrinsically.  Reflection is the ability to 
hit someone with their own attack.  There is no necessary reason for this to 
give defenses, any more than there is for absorbtion.  Comic book characters 
with reflection (which are pretty rare) often feel at least some of what hit 
them despite reflecting.  What I was proposing was separating the 'reflection' 
effect from missile _deflection_ -- which _is_ a defense.  Link reflection (as 
I described it) with missile deflection and you'd get the current mechanic, 
except that there'd be an upper limit on the # of DCs you could absorb. 
 
Return-Path: daemon@omg.org 
Date: Wed, 4 Feb 1998 17:54:00 -0800 (PST) 
From: Anthony Jackson <ajackson@iii.com> 
Reply-To: Anthony Jackson <ajackson@iii.com> 
Subject: Re: Modify Deflection? (was Re: a question about deflection) 
Cc: champ-l@omg.org, champ-l@omg.org 
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Tim R. Gilberg writes: 
  
>      As much as this makes sense, in a semi-official manner applying DS 
> to missile deflection will make it act without an attack action.  TUSM 
> made this rule change. 
 
Ugh.  There are a number of obnoxious crocks in the Ultimate books; frequently 
they're necessary for some effect which _ought_ to be possible but currently 
isn't, but that doesn't make them stop being obnoxious crocks. 
 
Return-Path: daemon@omg.org 
Date: Wed, 04 Feb 1998 18:01:43 -0800 
From: Rick Holding <rholding@ActOnline.com.au> 
Subject: Champions books (was TUMA Maneuvers) 
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-- Stainless Steel Rat wrote: 
>  
> -----BEGIN PGP SIGNED MESSAGE----- 
>  
> >>>>> "RH" == Rick Holding <rholding@ActOnline.com.au> writes: 
>  
> JaRP> Missile Reflection. Explain that, please, Rat. You can even abort to it. 
>  
> >> It is a legacy of the second edition of the game. 
>  
> RH>     What do you mean, its a legacy of the second edition?  Could you 
> RH> PLEASE tell me what the hell that has to do with the origional 
> RH> question? 
>  
> Dig up a copy of "Champions II", which has the original version of the 
> Missile Reflection power. 
 
	I still own the origional three books, the origional Champions and the  
two supplements.  Thats all they were, supplements.  Then the Big Blue Book came  
out.  It contained most of the rules from the origional Champions and two  
supplements with many of them changed in some shape or form and some extra stuff  
to hang it all together.  So saying that it was such and such away in Champions  
2 or 3 doesn't mean anything.  The "fourth edition" replaced the three books and  
made them obselete.  Anything that came after may be tossed into the ring as a  
source with approval from all present but anything that came before has been  
made null and void. 
 
	You have to play with the most recent rules, Rat.  Thats what the rest  
of us are playing with. 
----------------------------------------------------------- 
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: Wed, 4 Feb 1998 18:02:32 -0800 (PST) 
From: Anthony Jackson <ajackson@iii.com> 
Reply-To: Anthony Jackson <ajackson@iii.com> 
Subject: Re: Hero Templates 
Cc: champ-l@omg.org, champ-l@omg.org 
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Dataweaver writes: 
> >  
> >      However, I think at this point we're about 2-4 weeks away from 
> > being able to justify building templates. 
>  
> That long, huh?  In that case, I'd be willing to come up with some 
> "mini-templates" for more heroic campaigns to use... 
 
Heh.  'Heroic' templates are also a good thing, though they don't have too much 
to do with superhero templates. 
>  
> Are we intending to use any of the semi-official power restrictions that 
> show up?  (Not having my books with me, I'm winging this: things like 
> TUMA's Street-Level/Cinematic?/Wild Martial Arts levels...) Maybe 
> construct multiple versions of each template, one for each campaign 
> level... 
 
Personally, I'd prefer that templates be fairly easy to understand, and as such 
have minimal use of power limitations (you need OAF for gunmen, archers, etc, 
and you need OIF/OHID for power-suit guys, and Always On is appropriate for a 
few powers) 
>  
> > We need agree upon what sources power level standards will be drawn from. 
 
I'd really recommend trying to limit it to genre books; i.e. for superheroes go 
with the levels in the BBB (yah, it seems low to a lot of people -- but 
remember, templates are for _beginners_) 
 
Return-Path: daemon@omg.org 
Date: Wed, 04 Feb 1998 18:06:12 -0800 
From: Rook <rook@infinex.com> 
Organization: Sujin & Brian 
Subject: Re: In support of 'Advantaged' advantage! 
Errors-To: owner-champ-l@omg.org 
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> I wish to echo Brian/Rook's concept of an 'Advantaged' advantage, basically 
> the flip side of 'limited'. Yes, "You can just do this anyway", but it 
> really helps having it in the rules. 
 
    Yeah, and if that argument held any real weaight, we'd drop limited. 
After all, "You can just do that anyway too." Any use of limited is in essense 
a house rule. What one GM see's to be worth -1/2 another will see as -1/4, 
another 
-1, and yet another might call it -0. 
 
    But spelling it out in the rulebook make players feel more comfortable with 
bringing it 
to the GM, and GM's more comfortable with ok'ing it barring it fits the game. 
Personally I 
think limited needs a magnifying glass on it, just as the 'Advantaged' 
advantage should have. 
 
 
> There have been a lot of conceptions on this board which either require a)a 
> new advantage, or, b)require ridiculous kludges. Too many limited-utility 
> advantages clutter the game. And any concept which requires a half page of 
> advantages and limitations and linked powers to do is an indication of a 
> weakness in the system. (I'm thinking specifically of the 'sword whose 
> wounds cannot be healed by magic' discussion of a few weeks back) 
 
    Oh yeah, not to mention solving the linked issue. Allowing an area effect 
defense (providing GM 
approval and a close examination). And countless other hard to impossible 
things to do in hero. 
 
 
> Please, Steve, or anyone else doing H5 -- consider adding 'Advantaged', 
> albeit with a big glowing neon stop sign next to it. 
 
    Go to their site and fill out the questionaire. :) 
 
-- 
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 Super Hero Role Playing Sight is at: http://www.infinex.com/~rook/SH/ 
 
 
Return-Path: daemon@omg.org 
X-Sender: bob.greenwade@klock.com 
Date: Wed, 04 Feb 1998 18:21:49 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: [Modify Deflection? (was Re: a question about deflection)] 
Cc: champ-l@omg.org 
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At 04:29 PM 2/4/1998 -0800, Anthony Jackson wrote: 
>Filksinger writes: 
>> I think there should be one. 
>>  
>> A proper special effect-- Gateman. Gateman creates XDM gates for his power. 
>> A gate big enough to protect an entire area, which shunts all energies that 
>hit it into another dimension, thus protecting the people behind it. 
> 
>We call this a 'force wall'. 
 
   Different game effect for a *similar* special effect.  A Force Wall 
would provide protection to a limited amount; Missile Deflection would 
completely shunt all energy, though it would have to be controlled on an 
attack-by-attack basis. 
--- 
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, 04 Feb 1998 18:21:49 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: [Modify Deflection? (was Re: a question about deflection)] 
Cc: champ-l@omg.org 
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At 04:29 PM 2/4/1998 -0800, Anthony Jackson wrote: 
>Filksinger writes: 
>> I think there should be one. 
>>  
>> A proper special effect-- Gateman. Gateman creates XDM gates for his power. 
>> A gate big enough to protect an entire area, which shunts all energies that 
>hit it into another dimension, thus protecting the people behind it. 
> 
>We call this a 'force wall'. 
 
   Different game effect for a *similar* special effect.  A Force Wall 
would provide protection to a limited amount; Missile Deflection would 
completely shunt all energy, though it would have to be controlled on an 
attack-by-attack basis. 
--- 
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, 4 Feb 1998 20:47:51 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: Sample template (very rough draft) 
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> > 40 STR 30 
> > 13 DEX  9 
> > 23 CON 26 
> > 15 BOD 10 
> > 10 INT  0 
> > 10 EGO  0 
> > 15 PRE  5 
> > 10 COM 10 
> > 20 PD  12 
> > 20 ED  15 
> >  3 SPD  7 
> > 15 REC  0 
> > 46 END  0 
> > 52 STN  0 
> >       --- 
> >       124 
> > 
> > Yeah, a lot of things are "too low" for a brick.  This is a template, not a 
> > finished character. 
 
	Great template, Rat.  This is about exactly where I would put it. 
I might take the PRE down to 10, however.  I can think of some meek 
Bricks. 
 
> No damage resistance at all?  Very few characters with 20 PD/ED will rely on 
> dodging gunfire, so it should include at least minimal damage resistance.  In 
 
	But this is something that could be bought through a variety of 
means.  Armor, Damage Reduction, or Damage Resistance.  That much 
ambiguity deserves no "dfault" purchase.  Heck, I'd lower the defenses to 
18 or 16, myself. 
 
> addition, assigning people a 13 dex should probably be avoided.  Otherwise 
> looks pretty reasonable, though. 
 
 
	Actually, the 13 DEX would be about the minimum for a Brick. 
Remeber that we are working with the power and characteristic levels of 
the "book" characters.  13 DEX/3 SPD is about the extreme low end. 
 
	The other qualifier is that we want characters for beginning 
players.  Assume that the characters will all be in a narrow band for 
things like CV, Spd, AP, DC, and defenses.  Having 10 DEX, 2 SPD character 
might be fine for an experienced gamer who knows how to use things like 
levels, but when trying to keep things simple and give beginners a usable 
character template, we want to provide characters that will be "easier" to 
use. 
 
 
				-Tim Gilberg 
 
Return-Path: daemon@omg.org 
Date: Wed, 4 Feb 1998 20:50:55 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: [Modify Deflection? (was Re: a question about deflection)] 
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> > A proper special effect-- Gateman. Gateman creates XDM gates for his power. 
> > A gate big enough to protect an entire area, which shunts all energies that 
> hit it into another dimension, thus protecting the people behind it. 
> > 
> We call this a 'force wall'. 
 
 
	Doesn't fit the effect.  The force wall will work based solely on 
the DCs of the incoming attack.  The SFX calls for any attack being sucked 
in.   As I pointed out earlier, the whole reason why Missile Deflection 
exists is to provide a different mechanic for avoiding damage. 
 
 
			-Tim Gilberg 
 
Return-Path: daemon@omg.org 
X-Authentication-Warning: pentagon.io.com: traveler owned process doing -bs 
Date: Wed, 4 Feb 1998 20:55:17 -0600 (CST) 
From: Dataweaver <traveler@io.com> 
cc: champ-l@omg.org, champ-l@omg.org 
Subject: Re: Hero Templates 
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On Wed, 4 Feb 1998, Anthony Jackson wrote: 
 
> Dataweaver writes: 
> > >  
> > >      However, I think at this point we're about 2-4 weeks away from 
> > > being able to justify building templates. 
> >  
> > That long, huh?  In that case, I'd be willing to come up with some 
> > "mini-templates" for more heroic campaigns to use... 
>  
> Heh.  'Heroic' templates are also a good thing, though they don't have 
> too much to do with superhero templates. 
 
...although non-superhero genres could easily benefit from this project 
nearly as much as superhero genres would (and consider the possibilities 
in terms of Dark Champions...) 
 
> > Are we intending to use any of the semi-official power restrictions 
> > that show up?  (Not having my books with me, I'm winging this: things 
> > like TUMA's Street-Level/Cinematic?/Wild Martial Arts levels...) Maybe 
> > construct multiple versions of each template, one for each campaign 
> > level... 
>  
> Personally, I'd prefer that templates be fairly easy to understand, and 
> as such have minimal use of power limitations (you need OAF for gunmen, 
> archers, etc, and you need OIF/OHID for power-suit guys, and Always On 
> is appropriate for a few powers) 
 
Could someone please summarize the various bases (Brick, Speedster, 
Mentalist, etc.) and power levels (Street-Level, etc.) that Champions 
suggests?  (I don't own, and never have owned, Champions; I work 
exclusively from the Hero System Rulesbook, the Ultimate series, and -  
occasionally - Dark Champions, although the last one is currently in 
storage and unavailable to me)... 
 
> > > We need agree upon what sources power level standards will be drawn 
> > > from. 
>  
> I'd really recommend trying to limit it to genre books; i.e. for 
> superheroes go with the levels in the BBB (yah, it seems low to a lot of 
> people -- but remember, templates are for _beginners_) 
 
As I mention elsewhere, I'd also suggest trying to equalize the costs of 
the various bases and plug-ins as much as possible, for easier portability 
(does anyone else recall ye olde Turtle Armor?  ;) ) 
 
---- 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: sdgf@topaz.cqu.edu.au 
Date: Thu, 05 Feb 1998 13:02:27 +1000 
Date-warning: Date header was inserted by topaz.cqu.edu.au 
Subject: Re: The Horrors of Hero? 
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At 03:33 PM 2/3/98 -0600, you wrote: 
>> > nature of the powers: His view is that different abilities need different 
>> > mechanics in order to give them appropriate different "feels" - that a magical 
>> > bolt of lightning and a shot from a .45 pistol should have a greater 
>> > mechanical difference than given by different "special effects" or even 
>> > different advantages and limitations. But this is a basic philosophical 
>> > difference, and I don't think that Hero can be changed enough to satisfy 
>> > players of this sort. 
>> 
>> Agreed... 
> 
> 
>	Quite.  Personally, I think this is just a handicap of people 
>brought up by faulty gaming systems. 
> 
> 
 
Actually, it's easy to overcome- just don't let that player near the character 
rules, and he'll never know the difference ;->~ 
 
plus- this type of 'power narritive' DOES exist in hero- otherwise there'd 
be nothing stopping us from, for instance, unifying all movement powers into  
one 'movement' power. 
 
 
 
> 
>				-Tim Gilberg 
> 
> 
 
Return-Path: daemon@omg.org 
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Date: Wed, 4 Feb 1998 21:16:42 -0600 (CST) 
From: Dataweaver <traveler@io.com> 
cc: champ-l@omg.org 
Subject: Re: In support of 'Advantaged' advantage! 
Errors-To: owner-champ-l@omg.org 
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On Wed, 4 Feb 1998, Rook wrote: 
 
> > I wish to echo Brian/Rook's concept of an 'Advantaged' advantage, 
> > basically the flip side of 'limited'. Yes, "You can just do this 
> > anyway", but it really helps having it in the rules. 
>  
>     Yeah, and if that argument held any real weaight, we'd drop limited. 
> After all, "You can just do that anyway too." Any use of limited is in 
> essense a house rule. What one GM see's to be worth -1/2 another will 
> see as -1/4, another -1, and yet another might call it -0. 
>  
>     But spelling it out in the rulebook make players feel more 
> comfortable with bringing it to the GM, and GM's more comfortable with 
> ok'ing it barring it fits the game. Personally I think limited needs a 
> magnifying glass on it, just as the 'Advantaged' advantage should have. 
 
Magnifying glass for Limited Power, Stop sign for Advantaged Power (it's 
much easier to abuse Create-your-own-Advantage than it is to abuse 
Create-your-own-Limitation; the worst you can do in the latter case is to 
get a huge discount on your Real cost for a nearly inconsequential 
limitation on what a power can do; the worst you can do with the former is 
to cancel a built-in restriction that keeps a power from overwhelming the 
game - +2A (Aid has no upper limit), for instance... 
 
---- 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: pentagon.io.com: traveler owned process doing -bs 
Date: Wed, 4 Feb 1998 21:42:30 -0600 (CST) 
From: Dataweaver <traveler@io.com> 
cc: champ-l@omg.org 
Subject: Re: [Modify Deflection? (was Re: a question about deflection)] 
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On Wed, 4 Feb 1998, Tim R. Gilberg wrote: 
 
>  
> > > A proper special effect-- Gateman. Gateman creates XDM gates for his power. 
> > > A gate big enough to protect an entire area, which shunts all energies that 
> > hit it into another dimension, thus protecting the people behind it. 
> > > 
> > We call this a 'force wall'. 
>  
> 	Doesn't fit the effect.  The force wall will work based solely on 
> the DCs of the incoming attack.  The SFX calls for any attack being sucked 
> in.   As I pointed out earlier, the whole reason why Missile Deflection 
> exists is to provide a different mechanic for avoiding damage. 
 
<tongue-firmly-planted-in-cheek> 
Then introduce a new Advantage: Infinite Effect (+2Advantage) 
Applicable only to attacks and defenses; an Infinite Effect attack is 
treated as if it had an infinite number of DCs against any target that 
does not have an Infinite Effect defense; likewise, an Infinite Effect 
defense will completely neutralize any attack that it defends against, 
unless said attack is also Infinite Effect.  This Advantage may be 
purchased multiple times, in a manner similar to Armor-Piercing/Hardened, 
and with similar effects; each level of Infinite Effect on a defense 
cancels a single level of Infinite Effect on the attack... The above power 
would thus be Force Wall (Infinite Effect), allowing it to stop 
anything... 
 
This will be an essential part of the upcoming The Ultimate Power Gamer... 
 
<activating Infinite-Effect Flame Defense...> 
 
<serious note:> 
 
(Note that this is yet another reason why Advantaged Power, if it is put 
into H5, should have a stop sign by it - something stronger, if possible.) 
 
---- 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 
Subject: STR and Presence Attacks (was Re: Point Crocks?????) 
X-Juno-Line-Breaks: 0-12,22-23,25-27 
From: llwatts@juno.com (Leah L Watts) 
Date: Wed, 04 Feb 1998 22:43:14 EST 
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>>If we are disagreeing, then you must not 
>>think it is right to allow character to add dice to their PRE attacks  
>based 
>>on violent actions. 
> 
>Depends on the way you are using your STR and your Presence attack.  
>Using  
>STR to help w/ a seduction roll is useless. Telling a crowd to calm  
>down,  
>then bending a lightpost in two would actually reduce the dice of the  
>attack, since the action is contrary to the desired result. 
 
If I'm reading the Presence Attack chart correctly, the violent action 
bonus applies no matter what.  If a character breaks a lightpost over his 
knee to intimidate a mob into retreat, this _should_ give a bonus.  If 
the same character was breaking a lightpost to reinforce a "We come in 
peace" speech, then by the book it would be Exhibiting Power (+1d6), 
Violent Action (+1d6), Inappropriate Setting (-1d6), Against Existing 
Moods (probably -1d6, since many first contact encounters are cautious 
rather than instant friendship), for no modifier.  Personally, I'd treat 
the actions as penalties instead of bonuses for a -4d6, but then you get 
rules lawyers yelling "That's not in the book!" 
 
Maybe 5th edition could use an extra paragraph about bonuses only 
applying in appropriate settings/situations. 
 
Leah 
 
_____________________________________________________________________ 
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Get completely free e-mail from Juno at http://www.juno.com 
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Return-Path: daemon@omg.org 
Subject: Re: Hero Templates 
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From: llwatts@juno.com (Leah L Watts) 
Date: Wed, 04 Feb 1998 22:43:15 EST 
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>> 	Do we want to sit down and start doing 'Templates'? 
>>  
>> If so, we'd need to break it down by the major genre's as well. 
>>  
>> 	A system to use might be where a combination of template, 
>> package deals, and about 50 points will result in a completed  
>character. 
 
Champions III had a random-roll character generator that could probably 
be adapted for this. 
 
Leah 
 
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Return-Path: daemon@omg.org 
Subject: Re: Ideas 
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From: llwatts@juno.com (Leah L Watts) 
Date: Wed, 04 Feb 1998 22:43:15 EST 
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X-UID: 22 
 
 
>>I would think a character who was cursed to be a werewolf would be an 
>>appropiate character concept.  However, in the way I am envisioning  
>the genre, 
>>he would have absolutely no control over his transformations and it  
>would be 
>>more of a hinderance than a power. 
>>	If I allow this, I need to also figure out how to prevent the  
>PC's 
>>from finding out immediately.  ('Wow, John, looks like a full moon  
>tonight.' 
>>"Woof."  'ArrrrgH!' <the shreading ensues>)  Would a Limitation (such  
>as an 
>>aversion to transformation in front of friends) be appropiate in your  
>opinion? 
 
If the character knows he's a werewolf, then Psych Lim: Ashamed of 
Werewolf Curse or something similar would be appropriate.  If all he 
knows is that every 28-29 days he has really crazy dreams and his clothes 
are a mess the next morning, any Psych Lim would need to be subconscious 
-- not that it wouldn't work just as well. 
 
Leah  
 
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Return-Path: daemon@omg.org 
Subject: Re: The Horrors of Hero? 
X-Juno-Line-Breaks: 0-7,11-12,20-22 
From: llwatts@juno.com (Leah L Watts) 
Date: Wed, 04 Feb 1998 22:43:15 EST 
Errors-To: owner-champ-l@omg.org 
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>>I want to hear, as specifically as you care to get, what makes Hero  
>less 
>>attractive -- assuming that the genre is attractive, and that the  
>"feel" of 
>>the system (e.g. generally cinematic) is good -- and what scares them  
>away? 
 
I bounced this question off a gamer friend who doesn't normally play 
Hero.  She liked the idea someone came up with of having the new player 
describe a character and having the GM or an experienced player translate 
the description into a character sheet. 
 
My first Champions character (from whichever edition was released in the 
flat cardboard box) took most of an afternoon to write up.  Admittedly, 
this was a high-power game with no limits on number of disads, but I 
can't imagine it taking less time if I'd been working with a "point 
budget".   I was interested enough in the idea to do the work, but I can 
see where some gamers might be turned off by spending that much time just 
writing a character.  With either pre-gen characters or having someone 
else do the math, you can get the new person into a game faster. 
 
Leah 
 
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Return-Path: daemon@omg.org 
Subject: The "Radiation Accident" 
X-Juno-Line-Breaks: 6-7,14-15,20-22 
From: llwatts@juno.com (Leah L Watts) 
Date: Wed, 04 Feb 1998 23:26:15 EST 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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To: champ-l@omg.org 
X-Status:  
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X-UID: 25 
 
I'm working on a campaign (like anyone on this list _isn't_) that will 
end up bridging genres.  Whenever everyone gets schedule conflicts worked 
out, it'll be starting out as a Justice Inc game under 4th edition rules. 
 In a couple game years, there's going to be a "radiation accident" (I 
haven't decided exactly what) that transforms the characters from 75 
point normals to 100 or 150 point supers and simultaneously transforms 
the game to Golden Age Champions. 
 
Has anyone else on the list tried something like this?  Anyone have hints 
on running "radiation accidents"?  Right now, I'm leaning toward having 
the change enhance what the character has been doing in the JI section -- 
for example, the NPC circus strongman would become even stronger.  On the 
other hand, it might be interesting to give less obvious powers -- the 
NPC I mentioned is only 4 feet tall, giving him Growth, Shrinking, or 
Stretching might be fun. 
 
What happens if I get a gadget hound in the JI section of the game?  It's 
a little difficult to explain how any sort of "radiation accident" would 
give someone a gadget pool or powered armor.  Also, one player I've 
discussed this game with is interested in going through the RA and having 
me surprise him with his new powers -- suggestions on how to run this? 
 
Leah 
 
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Return-Path: daemon@omg.org 
X-Authentication-Warning: pentagon.io.com: traveler owned process doing -bs 
Date: Wed, 4 Feb 1998 22:34:57 -0600 (CST) 
From: Dataweaver <traveler@io.com> 
cc: champ-l@omg.org 
Subject: Re: Hero Templates 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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To: champ-l@omg.org 
X-Status:  
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X-UID: 20 
 
On Wed, 4 Feb 1998, John Desmarais wrote: 
 
> On Wed, 4 Feb 1998 19:34:01 -0600 (CST), Dataweaver wrote: 
>  
> >I have access to H4, TUMA, TUM, E4E, and the Almanacs; I would definitely 
> >say to use the Ultimate Series as sources, as well Dark Champions and 
> >Fantasy Hero.   
>  
> No, no, no.  The point of templates is to make things easier for 
> beginners.  Beginners probably won't have access to all of those books 
> (particularly the Ultimate series). 
 
True enough... 
 
> I would suggest, initially at least, that if this project is going to be 
> done, then it be limited to a single genre (four color supers would be 
> my choice) and only use what avaiable in the core rules (the BBB).  If 
> we can actually create something useful without devolving into flamage, 
> then there is time to address other genres (or sub genres) later 
> (although I would still urge folks to limit themselves to the core 
> rules).  Remember, we're trying to help beginners. 
 
Agreed... Although I still say that we should try to cover the various 
power levels suggested in the Hero System Rulesbook, and attempt to make 
the templates as versatile as possible (when you develop a base or a 
plug-in, try to think in terms of "how could I make this useful in a 
Fantasy Hero or Star Hero campaign, without diluting its usefulness in a 
superhero campaign?") 
 
---- 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: Wed, 04 Feb 1998 21:50:12 -0800 
From: Christopher Taylor <ctaylor@cyberis.net> 
Subject: Re: The "Radiation Accident" 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
X-Status:  
X-Keywords: 
X-UID: 29 
 
>What happens if I get a gadget hound in the JI section of the game?  It's 
>a little difficult to explain how any sort of "radiation accident" would 
>give someone a gadget pool or powered armor.  Also, one player I've 
>discussed this game with is interested in going through the RA and having 
>me surprise him with his new powers -- suggestions on how to run this? 
 
well he could find an alien tech cache, or develop a mental affinity for his 
gear, or some wierd DrManhattan accident could give him powers 
 
---------------------------------------------------------- 
Sola Gracia		Sola Scriptura		Sola Fide 
Soli Gloria Deo		Solus Christus		Corum Deo 
----------------------------------------------------------- 
 
Return-Path: daemon@omg.org 
Reply-To: "Filksinger" <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
Subject: Re: [Modify Deflection? (was Re: a question about deflection)] 
Date: Wed, 4 Feb 1998 21:54:53 -0800 
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On Wednesday, February 04, 1998 4:15 PM, Anthony Jackson wrote: 
 
 
>Filksinger writes: 
>> I think there should be one. 
>> 
>> A proper special effect-- Gateman. Gateman creates XDM gates for 
his power. 
>> A gate big enough to protect an entire area, which shunts all 
energies that 
>hit it into another dimension, thus protecting the people behind it. 
>> 
> 
>We call this a 'force wall'. 
 
Nope. I've been GMing for 15 years in this system. If it was that 
easy, I'd have figured it out for myself. 
 
Gateman's gates holes in space, leading to another dimension. As such, 
they cannot be broken. No matter how much energy goes through them, 
you just can't hurt a hole. Force Wall does not simulate this. 
 
Filksinger 
 
Return-Path: daemon@omg.org 
X-Authentication-Warning: pentagon.io.com: traveler owned process doing -bs 
Date: Thu, 5 Feb 1998 00:06:15 -0600 (CST) 
From: Dataweaver <traveler@io.com> 
cc: champ-l@omg.org 
Subject: Re: Sample templates... 
Errors-To: owner-champ-l@omg.org 
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On Wed, 4 Feb 1998, Richard G Schwerdtfeger wrote: 
 
>       
>      Why doesn't someone check Champions III (IIRC)? Isn't that the one with the  
>      Champions random character generation tables? 
>       
>      It had base stats for bricks, martial artists, energy projectors and  
>      mentallists, and then you rolled on the charts to add extra powers (like  
>      extra STR or invisibility or a flash attack, etc.) 
>       
>      Possibly those base stats could be made into templates. 
 
Good idea!  CIII is, IIRC, mostly compatable with H4, so it shouldn't be 
too hard to adapt to this purpose.  Also, should things like Martial 
Artist and Battlesuit be bases, or plug-ins? 
 
---- 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: The "Radiation Accident" 
Date: Thu, 5 Feb 1998 00:55:57 -0800 
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On Wednesday, February 04, 1998 8:20 PM, Leah L. Watts wrote: 
 
 
<snip> 
>What happens if I get a gadget hound in the JI section of the game? 
It's 
>a little difficult to explain how any sort of "radiation accident" 
would 
>give someone a gadget pool or powered armor. 
 
Here's some possibilities. The radiation accident gives him super 
gadgeteering genius. The radiation accident is caused by alien 
technology, and he gets the technology. The gadgeteer gets super 
strength, and the gadgets get more powerful and very heavy. The 
gadgeteer gets energy powers that power gadgets that anyone else would 
need to plug into a high-voltage line. 
 
Filksinger 
 
Return-Path: daemon@omg.org 
Date: Thu, 5 Feb 1998 04:11:39 -0500 (EST) 
From: Tokyo Mark <bastet@iquest.net> 
X-Sender: bastet@iquest7 
cc: champ-l@omg.org 
Subject: Re: [Modify Deflection? (was Re: a question about deflection)] 
Errors-To: owner-champ-l@omg.org 
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> >> A proper special effect-- Gateman. Gateman creates XDM gates for 
> his power. 
> >> A gate big enough to protect an entire area, which shunts all 
> energies that 
> >hit it into another dimension, thus protecting the people behind it. 
> >> 
> > 
> Nope. I've been GMing for 15 years in this system. If it was that 
> easy, I'd have figured it out for myself. 
>  
> Gateman's gates holes in space, leading to another dimension. As such, 
> they cannot be broken. No matter how much energy goes through them, 
> you just can't hurt a hole. Force Wall does not simulate this. 
 
I personally would say  this is one of those things Champions doesn't 
simulate well because it is an absolute.  There is no chance of it not 
working because it's a gate already there, so not missle deflection.  It's 
not a force wall since nothing can possibly get through.  Could someone 
even get close enough to punch?  Or would they also get sucked away? 
 
I can see it as a forcewall, with the SFX being that the gate can only 
handle so much at a time before collapsing.  Other than this, I'd hope he 
was an NPC:) 
 
 
 
Return-Path: daemon@omg.org 
Date: Thu, 05 Feb 1998 09:15:31 +0000 
From: Stephen McGinness <smcginn@csm.ex.ac.uk> 
Organization: Camborne School of Mines 
Subject: Organising the Template Quest 
Errors-To: owner-champ-l@omg.org 
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Brian Wong wrote: 
>         I think we need to set a few more ground rules before we start tossing 
> off templates. 
 
Seemed to get very big very quickly didn't it?? 
:-) 
 
There is obviously enthusiasm for participation in 
this thing but this seems to be causing it to 
spiral out of control. I think the discussion is 
brilliant and it should continue with al kinds of 
templates etc being discussed etc but perhaps a 
few people remaining out of the discussion to try 
and extract the good bits.  
 
Now both Rook here, and John Desmarais somewhere 
else have promised to host this thing and so I 
think to keep it organised we should let these two 
fine Heroes co-ordinate the whole thing. That 
means letting them go away and discuss the finer 
points of power settings etc then come back to the 
list. They will need a host of fine thoughts and 
ideas for plug-ins and package deals etc and 
that's where we come in!!  
 
Any problems so far?? 
  
I am also in favour of intially limiting the 
discussion to one genre and core books as has also 
been suggested. Once the ground rules have been 
established then perhaps smaller groups of 
interested people can get together, thrash out a 
few templates for alternative genres and bring 
those to the list.  
 
Perhaps the most useful thing we could do just now 
is get an idea of who is interested in taking 
part, what genres they are interested in 
contributing to in a major way, and getting the 
discussion groups narrowed down so that the list 
actually sees only some of the more refined 
ideas?? 
 
 
Stephen McGinness 
 
Return-Path: daemon@omg.org 
Date: Thu, 05 Feb 1998 09:25:19 +0000 
From: Stephen McGinness <smcginn@csm.ex.ac.uk> 
Organization: Camborne School of Mines 
Subject: Re: The "Radiation Accident" 
Errors-To: owner-champ-l@omg.org 
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X-UID: 36 
 
Leah L Watts wrote: 
> Has anyone else on the list tried something like this?  Anyone have hints 
 
It's been knocked about a few times. I think 
Dragonfly was one of the people who have done it?? 
Are you there Aldo? 
 
> What happens if I get a gadget hound in the JI section of the game?  It's 
> a little difficult to explain how any sort of "radiation accident" would 
> give someone a gadget pool or powered armor.  Also, one player I've 
 
The problem is that you are thinking of radiation 
accident purely in terms of Fantastic Four type 
stuff. The "radiation accident" could be any kind 
of supernatural event that results in players 
making major changes to their character sheets 
and/or becoming more powerful. Remember "The 
Champions" TV series?? They went through a 
radiation accident type thing at the start to gain 
their powers and that was through a mystical 
pseudo religious event IIRC. I'd wait to see the 
characters you have before deciding the what 
actual defining radiation accident experiece will 
be. Alien enhancements, exposure to "cosmic rays", 
gifts from the gods, etc. 
 
> discussed this game with is interested in going through the RA and having 
> me surprise him with his new powers -- suggestions on how to run this? 
 
It was discussed I think in either CII or CIII how 
to put together mystery powers and mystery disads. 
Often I would have several ideas hanging around 
without deciding what to give to the player until 
they are in a situation where some power might be 
useful, and then at a crucial moment have the 
power emerge. It makes for great fun if the timing 
is right and often looks like you had the whole 
thing planned. Keep discussing through the 
scenarios etc what you think would be appropriate 
for the character and you will have a stock of 
ideas to use when the time comes. 
 
 
Stephen McGinness 
  
> Leah 
 
Return-Path: daemon@omg.org 
Comments: Authenticated sender is <mlnunn@mail.blue.net> 
From: "Michael Nunn" <mlnunn@bnllc2.blue.net> 
Organization:  Rising Force Publications 
Date:          Thu, 5 Feb 1998 12:09:10 +0000 
Subject:       Template Info 
Reply-to: mlnunn@scrtc.blue.net 
Priority: normal 
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Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
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X-UID: 71 
 
I have been watching the template creation and would like to offer my  
help.  When the templates are finished I would like to Print them in  
the next Herozine and put them on our web site as well.  Plus I think  
someone should ask Bruce Harlick if he would like to put them on the  
Hero games site, or maybe mark would like to put them on the GRG  
site.   
 
 
Michael Nunn 
 
 
 
 
"Herozine" Rising Force Publications "SUPER" RPG 'zine, 
check out our web site at:    
http://users.aol.com/hzineweb/index.htm 
 
Return-Path: daemon@omg.org 
X-Sender: griffin@mail.txdirect.net 
Date: Thu, 05 Feb 1998 07:13:47 -0600 
From: "Michael (Damon) or Peni R. Griffin" <griffin@txdirect.net> 
Subject: Re: The "Radiation Accident" 
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: 37 
 
>What happens if I get a gadget hound in the JI section of the game?  It's 
>a little difficult to explain how any sort of "radiation accident" would 
>give someone a gadget pool or powered armor. 
 
If the character happened to have the right sort of gadgets initially, the 
"weird mystical energies" in the accident could allow him to internalize 
their functions. 
If the character has a visor with various vision-enhancing lenses, for 
example, destroy the visor in the accident but leave the character with 
UV/IR Vision, Enhanced Sight, etc.  If he had a set of mechanical arms, 
have them bond to him cybernetically as Extra Limbs.  If he has a 
directable Force Field, give him TK of his own.  This won't work very well 
with all Powers, like Flight.  The initial Focus was probably some sort of 
jetpack...not likely to turn in to wings. 
 
  Also, one player I've 
>discussed this game with is interested in going through the RA and having 
>me surprise him with his new powers -- suggestions on how to run this? 
 
This might work best with inexperienced players, especially those than 
haven't played AD&D.  I tried this a couple of times, once with longtime 
AD&D gamers, veterans of those Monty Haul games where magic items are raked 
in by the bushel and players fall into habits like "I taste the potion...do 
I feel any stronger? lighter? like I suddenly have an affinity for 
dragons?"  or "I point the wand at that tree...Magic Missile!  No. 
Fireball! No. Polymorph!"  These guys basically ran down the list of powers 
in the BBB, trying to activate each one through an effort of will to see 
what they could do.  Fortunately, I wasn't using off-the-shelf powers in a 
couple of cases.  I'd built "Expansion" (Growth and Desolidification 
linked) and "Compression" (Shrinking and Density Increase linked) so that 
things didn't go quite as expected. 
 
I think making the new Powers Uncontrolled or Triggered would be good, 
creating some opportunities for you to set the powers off and thereby give 
the player hints about the new parameters of his abilities. 
 
Damon 
 
|--------------------------------------------------------------------| 
|****************** Beware of geeks bearing .GIFs *******************| 
|--------------------------------------------------------------------| 
|Damon & Peni's homepages: http://www.geocities.com/Athens/3401/     | 
|   Children's Books -- Dolls -- X-Files -- Pulp Magazines           | 
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Return-Path: daemon@omg.org 
Subject: Re: Sample template (very rough draft) 
Date: Thu, 5 Feb 98 08:28:04 -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 
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On 2/4/98 4:01 PM John Desmarais (johndesmarais@yahoo.com) Said: 
 
>The change in PD and ED I can see, but why raise the EGO and PRE on a 
>template? 
 
Because, as these templates are for use by beginners, those stats are the  
most overlooked by beginners, yet are very important to good role-playing. 
 
Plus, almost every single Hero should be at least slightly above normal  
in both of these areas. 
 
David A. Fair         | 
SDS International     |     Think Different 
dfair@sdslink.com     | 
 
Return-Path: daemon@omg.org 
Date: Thu, 05 Feb 1998 13:47:06 
From: Filksinger <filkhero@usa.net> 
Subject: Re: [Re: [Modify Deflection? (was Re: a question about deflection)]] 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
Tokyo Mark wrote: 
> > >> A proper special effect-- Gateman. Gateman creates XDM gates for 
> > his power. 
> > >> A gate big enough to protect an entire area, which shunts all 
> > energies that 
> > >hit it into another dimension, thus protecting the people behind it. 
> > >> 
> > > 
> > Nope. I've been GMing for 15 years in this system. If it was that 
> > easy, I'd have figured it out for myself. 
> >  
> > Gateman's gates holes in space, leading to another dimension. As such, 
> > they cannot be broken. No matter how much energy goes through them, 
> > you just can't hurt a hole. Force Wall does not simulate this. 
>  
> I personally would say  this is one of those things Champions doesn't 
> simulate well because it is an absolute.  There is no chance of it not 
> working because it's a gate already there, so not missle deflection. 
 
I didn't say anything about its being already there. Gateman's gates are very temporary, it lasts for under a second. 
 
>It's 
> not a force wall since nothing can possibly get through.  Could someone 
> even get close enough to punch?  Or would they also get sucked away? 
 
Depends upon SFX. If you can't punch, then the gate is also XDM UAO AE. Attempt to punch, and you pass through into another universe. This would probably also have the Gate limitation from Mystic Masters, where it stays open between phases (so someone acting after Gateman can follow him through the gate, even if he doesn't want them to), people can look or shoot through it, and something can travel out of it as well as into it. 
 
 
>can only 
> handle so much at a time before collapsing.  Other than this, I'd hope he 
> was an NPC:) 
 
Preferably, no matter how this works out. 
 
Filksinger 
 
 
____________________________________________________________________ 
Get free e-mail and a permanent address at http://www.netaddress.com 
 
Return-Path: daemon@omg.org 
Date: Thu, 05 Feb 1998 13:54:03 
From: Filksinger <filkhero@usa.net> 
Subject: Re: [Re: [Modify Deflection? (was Re: a question about deflection)]] 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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X-UID: 82 
 
Stainless Steel Rat wrote: 
> -----BEGIN PGP SIGNED MESSAGE----- 
>  
> >>>>> "F" == Filksinger <filkhero@usa.net> writes: 
>  
> F> Gateman's gates holes in space, leading to another dimension. As such, 
> F> they cannot be broken. No matter how much energy goes through them, 
> F> you just can't hurt a hole. Force Wall does not simulate this. 
>  
> Like I previously stated, this is worth a hell of a lot more than the 60 
> points of Missile Deflection w/ a +2 advantage costs.  You are trying to 
> create an absolute defense in Hero, a thing the system does not even 
> consider as viable. 
>  
Save that it already exists in Missile Deflection. (Whether or not it should is a different matter.) 
 
This is nothing but an extention to allow Missile Deflection to affect AE attacks of types that it would already affect if they weren't AE. This is not such a massive change. 
 
Now, I don't necessarilly think that this would be a good thing (I'm not certain Missile Deflection is a good thing), but it is hardly a game-breaking thing. 
 
Filksinger 
 
 
____________________________________________________________________ 
Get free e-mail and a permanent address at http://www.netaddress.com 
 
Return-Path: daemon@omg.org 
Date: Thu, 05 Feb 1998 14:00:07 
From: Filksinger <filkhero@usa.net> 
Subject: Re: [Re: In support of 'Advantaged' advantage!] 
Errors-To: owner-champ-l@omg.org 
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Bob Greenwade wrote: 
<snip> 
 
>    Other wordings can reflect the wordings in Limited Power, with a little 
> extra emphasis on how this can easily be made too sweeping and therefore 
> abused. 
>    Listed examples can include using different Characteristics against 
> Entangle, using Missile Deflection against Area Effect or non-Ranged 
> attacks, and similar unusual effects. 
 
Create a short list of examples of Advantages that shouldn't be allowed, and show why. Broad catagories, such as Advantages that could be created by Linking other powers, for example, as well as narrow categories. Show a player creating them, and what happened to the poor GM who let them through without thinking about it carefully. 
 
Additionally, it should be clearly spelled out that any Advantage that proves detrimental to the campaign can be withdrawn at any time by the GM. This is to give the GM a clear out, when he would be reluctant otherwise to revoke a character ability he had already allowed. 
 
Filksinger 
 
 
____________________________________________________________________ 
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Return-Path: daemon@omg.org 
Subject: Re: [Modify Deflection? (was Re: a question about deflection)] 
Date: Thu, 5 Feb 98 09:28:27 -0500 
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From: David Fair <DFair@sdslink.com> 
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On 2/4/98 4:24 PM Filksinger (filkhero@usa.net) Said: 
 
>A proper special effect-- Gateman. Gateman creates XDM gates for his  
>power. A gate big enough to protect an entire area, which shunts all  
>energies that hit it into another dimension, thus protecting the people  
>behind it. 
 
Personally speaking, that simply sounds like the Sfx of a Force Wall, not  
the need for a new adv. 
 
David A. Fair         | 
SDS International     |     Think Different 
dfair@sdslink.com     | 
 
Return-Path: daemon@omg.org 
From: Brian Wong <rook@shell.infinex.com> 
Subject: Template Power level (Re: Sample template (very rough draft)) 
Date: Thu, 5 Feb 1998 06:33:03 -0800 (PST) 
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	[snip sample stats] 
> > >       --- 
> > >       124 
> > > 
> > > Yeah, a lot of things are "too low" for a brick.  This is a 
> > > template, not a finished character. 
>  
> 	Great template, Rat.  This is about exactly where I would 
> put it. 
> I might take the PRE down to 10, however.  I can think of some meek 
> Bricks. 
> 
 
	I dunno, the way I was thinking here, the base should present 
final stats. The plugins could + or - it from there. 
	What I'm seeing is bases should balance to 150 points and 
present the stats/skills that are common across 80-90% of the 
archetype. 
	Each plugin should balance to about 25 points and make adds 
and reduction to the base. This would mean a character could be 
put together with a base, and 2 to 3 plugins, leaving 25 to 50 
points to customize. 
	Of the plugins, one would be a archetype based plugin, 
one a background plugin (under which, we would make the 'man with 
no history' as a plugin as well), and one an 'other' plugin taken 
from either your base, another base, a second background, or from 
those in the 'other' section. 
 
	After you get to this point, you'd have your 25 to 50 points 
to spend. 
 
	From there you'd move to disads. and these could be done 
by choosing from premade lists or designing your own. 
 
	One thing that could be done there is 'bunches' of disads. 
sort of like bundling a few of them together to give certain 
common themes. 
 
	Power level should be as per the BBB characters. 
 
which is active 40-60, ave 50. Speed 5.5, etc. 
 
	I'll be the first to admit that I have problems with that 
power level, but it is a published standard, and so should be 
stuck to for something designed to be generic. 
 
	(I think BBB character's all need about 10 - 15 more PRE 
and a few more background skills. Other's may have problems with 
the speed/Dex, but keep in mind we need to shoot not for our own 
prefs, but the published standard, since this is something we need 
to present for newbies. If we get a mod made to the books suggested 
power levels, then we can adjust this. But I doubt we'll ever 
agree on what that mod should be.) 
 
	From the BBB I'm seeing trends somewhat like this: 
 
Bricks tend to come in at 50 Str, 18 Dex, 5 Spd, 23 or 28 Con. 
20-25 PD/ED 
 
EB's tend to come in at 10 STr, 20 Dex, 6 Spd, 20 Con, 15-20 PD/ED 
 
MA's 20 Str, 23-28 Dex, 6.5 Spd, 18 Con, 15 Pd/Ed 
 
Egoists: none in BBB that I recall, I'll have to dig for some in my 
	books that fit the 250 50 active power level. 
 
Speedster: as per Egoist 
 
	Somethings missing, but I just woke up... :) maybe it will 
come to me. 
 
	In the numbers above where I gave a range it's because I'm 
guessing and not sure. My BBB is not in front of me. 
 
  
 
Return-Path: daemon@omg.org 
X-Sender: bob.greenwade@klock.com 
Date: Thu, 05 Feb 1998 06:38:38 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: In support of 'Advantaged' advantage! 
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At 06:06 PM 2/4/1998 -0800, Rook wrote: 
>    But spelling it out in the rulebook make players feel more comfortable 
with 
>bringing it 
>to the GM, and GM's more comfortable with ok'ing it barring it fits the game. 
>Personally I 
>think limited needs a magnifying glass on it, just as the 'Advantaged' 
>advantage should have. 
 
   An "Advantaged" Advantage (I suggest calling it "Enhanced Power") 
shouldn't have a magnifying glass next to it; it should have a Stop Sign. 
It's wording should also be very narrow, such as: 
   "This Advantage allows the mechanics of a Power to have some game effect 
that it normally would not have.  Similar to Limited Power, Enhanced Power 
is a catch-all that can be used if a player can't find the Advantage he 
wants anywhere else.  It is best used for relatively minor effects, however. 
   "The Enhanced Power Examples table below shows some Enhanced Power 
Advantages and their Cost Multipliers.  If a player wants a Power Advantage 
not listed on the table, the GM should assign a bonus based on the list 
below, other Power Advantages, and the relative costs of Powers that have 
the desired effect versus those that do not. 
   "Players should only use this Advantage (whether using one of the 
Advantages on the table, below, or a custom-fit one) with the GM's 
permission, and the GM should watch its use very closely.  If not monitored 
carefully, this can be a very dangerous Advantage to allow into a campaign. 
 The desired Advantage must be clearly called for by the Special Effect of 
the Power." 
   Other wordings can reflect the wordings in Limited Power, with a little 
extra emphasis on how this can easily be made too sweeping and therefore 
abused. 
   Listed examples can include using different Characteristics against 
Entangle, using Missile Deflection against Area Effect or non-Ranged 
attacks, and similar unusual effects. 
--- 
Bob's Original Hero Stuff Page! 
   http://www.klock.com/public/users/bobg/original.htm 
Homepage of the Merry-Go-Round Webring!  (Wanna join?) 
   http://www.klock.com/public/users/bobg/merrhome.htm 
 
 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: [Modify Deflection? (was Re: a question about deflection)] 
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>>>>> "F" == Filksinger <filkhero@usa.net> writes: 
 
F> Gateman's gates holes in space, leading to another dimension. As such, 
F> they cannot be broken. No matter how much energy goes through them, 
F> you just can't hurt a hole. Force Wall does not simulate this. 
 
Like I previously stated, this is worth a hell of a lot more than the 60 
points of Missile Deflection w/ a +2 advantage costs.  You are trying to 
create an absolute defense in Hero, a thing the system does not even 
consider as viable. 
 
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Return-Path: daemon@omg.org 
From: Brian Wong <rook@shell.infinex.com> 
Subject: Advantaged Advantage Proposal (Re: [Modify Deflection?) 
Date: Thu, 5 Feb 1998 06:48:53 -0800 (PST) 
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> <serious note:> 
>  
> (Note that this is yet another reason why Advantaged Power, if it is put 
> into H5, should have a stop sign by it - something stronger, if possible.) 
>  
 
	Ok, something like this: 
 
Advantaged: 
	If no other reasonable method can be found to construct an effect, 
a power may have a new advantage added onto it. All such advantages MUST 
be approved by the GM. The GM sets the value and exact details of the new 
advantage, based on the players proposal. The GM must reserve the right to 
disallow any proposed advantage if they feel it would upset the balance, 
flow, or feel of the game. This method of modifying a power should be used 
with extreme caution and is not intended for inexperienced players or GMs. 
A new GM should also reserve the right to disallow any new advantages on 
the grounds of not yet being comfortable with the inner workings of the 
games play balance. 
	To construct a new advantage, take a close look at the effect desired. 
If possible, use limitations or a substitute power to achieve the effect. If 
this does not achieve the desired effect; come up with a detailed description 
of the advantage and all it's possible game effects. The GM should examine 
this proposal and weigh it against the needs of the game, it's power level, 
and feel. The GM should make any modifications needed and either assign a 
value or turn down the request. The value assigned should range from +1/4 to 
+2 and should be based on the advantages usefulness when compared to other 
advantages. If it's effectiveness seems to make it worth more than +2, it 
is recommended that it be stripped down a bit in utility. 
 
 
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 Super Hero Role Playing Sight is at: http://www.infinex.com/~rook/SH/ 
 
Return-Path: daemon@omg.org 
X-Sender: bob.greenwade@klock.com 
Date: Thu, 05 Feb 1998 07:01:06 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: The "Radiation Accident" 
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At 11:26 PM 2/4/1998 EST, Leah L Watts wrote: 
>I'm working on a campaign (like anyone on this list _isn't_) that will 
>end up bridging genres.  Whenever everyone gets schedule conflicts worked 
>out, it'll be starting out as a Justice Inc game under 4th edition rules. 
> In a couple game years, there's going to be a "radiation accident" (I 
>haven't decided exactly what) that transforms the characters from 75 
>point normals to 100 or 150 point supers and simultaneously transforms 
>the game to Golden Age Champions. 
 
   Just as a minor tip:  It's entirely possible that, after a couple of 
game years, the characters will have garnered 25 (or more) experience 
points.  Thus, any new Powers and such can probably be paid for entirely by 
new Disadvantages, rather than by added Base Points.  (Of course, any new 
Disadvantages should reflect the new Powers they have, like someone with 
cold powers would be Vulnerable to flame.) 
 
>Has anyone else on the list tried something like this?  Anyone have hints 
>on running "radiation accidents"?  Right now, I'm leaning toward having 
>the change enhance what the character has been doing in the JI section -- 
>for example, the NPC circus strongman would become even stronger.  On the 
>other hand, it might be interesting to give less obvious powers -- the 
>NPC I mentioned is only 4 feet tall, giving him Growth, Shrinking, or 
>Stretching might be fun. 
 
   Where possible, do something that's just a little "off the beaten 
track."  This four-foot-tall circus strongman might be most appropriate for 
just a little extra STR, plus a few levels of Growth that are 0 END 
Persistent, and just enough PD and ED to make him competitive against 
supervillains.  He might decide that he's tired of being literally "looked 
down on" all the time, and keep one level going all the time, then surprise 
others when he needs to be short again by turning it off.  I don't have any 
good suggestions for particularly appropriate new Disadvantages, though. 
 
>What happens if I get a gadget hound in the JI section of the game?  It's 
>a little difficult to explain how any sort of "radiation accident" would 
>give someone a gadget pool or powered armor.  Also, one player I've 
>discussed this game with is interested in going through the RA and having 
>me surprise him with his new powers -- suggestions on how to run this? 
 
   What I would tend to do with the gadgeteer would be to allow the 
character a sudden "jump" in INT, enabling him to create a gadget pool. 
(He might also end up with a Vulnerability to Mental Powers, taking 2X EGO 
from Ego Attacks and 2X Effect from other Mental Powers.) 
   As for the other fellow, just take a look a what you're doing to the 
other characters, and give him something that would round out the team as 
far as superhero archetype is concerned.  Maybe you're short a speedster, 
or need someone with classic energy projection powers (though note that 
"classic" energy projectors as we knkown them were much less common in the 
Golden Age than in the Silver Age).  He could end up with the abilities of 
a certain animal, especially if he owns such an animal for a pet.  Or he 
could end up just being what I call a "Weird Talent," like Spider-Man and 
Nightcrawler, whose main offensive ability is using an ability that is 
usually not an offensive ability in an offensive manner, usually in order 
to provide surprise. 
--- 
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: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: Template Power level (Re: Sample template (very rough draft)) 
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>>>>> "BW" == Brian Wong <rook@shell.infinex.com> writes: 
 
BW> 	I dunno, the way I was thinking here, the base should present 
BW> final stats. The plugins could + or - it from there. 
 
Then by your definition the "base" is not final. 
 
In order to keep things simple, the template should be the absolute minimum 
that is considered viable for that particular type of character.  Each plug 
should add -- never remove -- whatever is necessary to bring the character 
up to standard campaign guidelines.  Whatever points are left over are for 
the player to use to flesh out the character. 
 
To throw out some numbers, given a standard 250-point campaign with a 12DC 
damage cap, the characteristics template should be 100 points for 
characters driven by powers (energy projectors, mentalists), 125 points for 
characters driven by characteristics (bricks, martial artists).  Each plug 
should be 100 points for power-based character, 75 points for 
characteristics-based characters.  That adds up to 200-point, 
two-dimensional characters that will be competitive. 
 
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X-Authentication-Warning: xanadu.io.com: jeffj owned process doing -bs 
Date: Thu, 5 Feb 1998 09:06:16 -0600 (CST) 
From: Sakura <jeffj@io.com> 
Subject: Re: The "Radiation Accident" 
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On Wed, 4 Feb 1998, Leah L Watts wrote: 
 
> What happens if I get a gadget hound in the JI section of the game?  It's 
> a little difficult to explain how any sort of "radiation accident" would 
> give someone a gadget pool or powered armor. 
 
Assuming you're talking about a literal 'radiation accident' or soemthing 
similar (as opposed to alternate versions like gifts from alien beings, 
etc) I would say that the incident heightened his understanding of 
mechanics and electronics to the point where he's become a 
'super-inventor' or some such. A large gadget pool, changable only in the 
lab, perhaps some sort of 'sense schematic' power so he can understand 
what a particular piece of machinery is and how to use it just by studying 
it for a bit, maybe even a smaller 'improvised gadget pool' that he chan 
change in the field to do MacGyver-type tricks.  
 
 
J 
 
 
The Inestimable Dr. Thaddeus V. Nuncheon                     jeffj@io.com     
"One equal temper of heroic hearts,              http://www.io.com/~jeffj 
 Made weak by time and fate, but strong in will      
 To strive, to seek, to find, and not to yield."    - Tennyson, "Ulysses" 
 
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From: Brian Wong <rook@shell.infinex.com> 
Subject: Re: Template Power level (Re: Sample template) 
Date: Thu, 5 Feb 1998 07:08:33 -0800 (PST) 
Cc: champ-l@omg.org 
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> 	From the BBB I'm seeing trends somewhat like this: 
>  
> Bricks tend to come in at 50 Str, 18 Dex, 5 Spd, 23 or 28 Con. 
> 20-25 PD/ED 
>  
> EB's tend to come in at 10 STr, 20 Dex, 6 Spd, 20 Con, 15-20 PD/ED 
>  
> MA's 20 Str, 23-28 Dex, 6.5 Spd, 18 Con, 15 Pd/Ed 
>  
> Egoists: none in BBB that I recall, I'll have to dig for some in my 
> 	books that fit the 250 50 active power level. 
>  
> Speedster: as per Egoist 
>  
> 	Somethings missing, but I just woke up... :) maybe it will 
> come to me. 
> 
 
	Oh yes, the gadgeteer/power armor types. In my 13 years with 
Champions, I've never once made a gadget based PC, and I tend to forget 
about them until a player shows up with one. :) I'm probably the least 
qualified person out there to make judgements on what they'd need. :) 
	(I wonder if I've even ever used one as an NPC... can't think of 
any off hand.) 
	Naturally, when I got Dark Champions and discovered it was a no 
super beings world, my first thought was, great, a whole party of MA's. :) 
	(I could see the setting, but with powers. Though these days I'm 
definatly 4color-retro) 
 
 
	Also I missed the mimic/power drainer. 
 
	The sorcerer type could either be a subset of several of these, 
or as a true mage with a VPP; something best left out of a newbie pack. 
 
 	What else is there? 
 
> 	In the numbers above where I gave a range it's because I'm 
> guessing and not sure. My BBB is not in front of me. 
 
Rook : a common Old World gregarious bird related to the American crow. 
 __ 
/.)\ Super Hero Links Page: http://www.infinex.com/~rook/SH/SHlinks.html 
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From: Brian Wong <rook@shell.infinex.com> 
Subject: Re: [Modify Deflection? (was Re: a question about deflection)] 
Date: Thu, 5 Feb 1998 07:15:28 -0800 (PST) 
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>  
> F> Gateman's gates holes in space, leading to another dimension. As such, 
> F> they cannot be broken. No matter how much energy goes through them, 
> F> you just can't hurt a hole. Force Wall does not simulate this. 
>  
> Like I previously stated, this is worth a hell of a lot more than the 60 
> points of Missile Deflection w/ a +2 advantage costs.  You are trying to 
> create an absolute defense in Hero, a thing the system does not even 
> consider as viable. 
 
	True. 
However it is a valid special effect. This brings up another quirk of Hero. 
 
	Let's say I have a 'gate' power. Ie an area effect usable against 
other's extra dimensional movement. Anyone who enters the area goes to 
dimension X (No pass Go, no collecting $200). Yet by special effect, it 
should grab objects there as well. It should grab a passing projectile, or 
a beam of energy. Of course in Hero, it doesn't. Letting it do so would 
open a whole new can of worms, but genre-simulation wise is valid. 
	(If it isn't obvious from this and past posts, I tend to care about 
	genre-simulation more than play balance. But I do see the other side 
	of the coin sometimes.) 
 
Rook : a common Old World gregarious bird related to the American crow. 
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Return-Path: daemon@omg.org 
Date: Thu, 05 Feb 1998 15:49:00 +0000 
From: Stephen McGinness <smcginn@csm.ex.ac.uk> 
Organization: Camborne School of Mines 
CC: champ-l@org.omg 
Subject: Re: [Modify Deflection? (was Re: a question about deflection)] 
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Brian Wong wrote: 
>         Let's say I have a 'gate' power. Ie an area effect usable against 
> other's extra dimensional movement. Anyone who enters the area goes to 
> dimension X (No pass Go, no collecting $200). Yet by special effect, it 
> should grab objects there as well. It should grab a passing projectile, or 
> a beam of energy. Of course in Hero, it doesn't. Letting it do so would 
> open a whole new can of worms, but genre-simulation wise is valid. 
 
Well, I think there is a case here for GM 
discretion. The teleport power does allow for the 
creation of a gate that stays open (i'm sure it 
does, though I don't have it in front of me!!) and 
if that does allow unrestricted passage of 
material and energy then it could conceivably be 
used in this manner. It would all depend on being 
able to open it quickly enough in the right place. 
I'd say that the power is there, it the use of it 
that is in discussion.... 
 
There is also the moral dilemma of ensuring that 
there is no suffering at the other side of the 
portal because of the re-diverted energy you 
shunted through there. 
 
Stephen 
 
>         (If it isn't obvious from this and past posts, I tend to care about 
>         genre-simulation more than play balance. But I do see the other side 
>         of the coin sometimes.) 
>  
> 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 Super Hero Role Playing Sight is at: http://www.infinex.com/~rook/SH/ 
 
Return-Path: daemon@omg.org 
Date: Thu, 5 Feb 1998 10:00:09 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: [Modify Deflection? (was Re: a question about deflection)] 
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> > Gateman's gates holes in space, leading to another dimension. As such, 
> > they cannot be broken. No matter how much energy goes through them, 
> > you just can't hurt a hole. Force Wall does not simulate this. 
> 
> I personally would say  this is one of those things Champions doesn't 
> simulate well because it is an absolute.  There is no chance of it not 
> working because it's a gate already there, so not missle deflection.  It's 
> not a force wall since nothing can possibly get through.  Could someone 
> even get close enough to punch?  Or would they also get sucked away? 
> 
> I can see it as a forcewall, with the SFX being that the gate can only 
> handle so much at a time before collapsing.  Other than this, I'd hope he 
> was an NPC:) 
 
 
	Missile Deflection could work if it was assumed that some attacks 
wouldn't be sucked in, but the gate would stay up. 
 
	Another option is a AE Dispell with enough power to affect 
everything.  This is a powerful effect, after all. 
 
 
 
				-Tim Gilberg 
 
Return-Path: daemon@omg.org 
Date: Thu, 5 Feb 1998 10:07:08 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: Sample template (very rough draft) 
Errors-To: owner-champ-l@omg.org 
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> >The change in PD and ED I can see, but why raise the EGO and PRE on a 
> >template? 
> 
> Because, as these templates are for use by beginners, those stats are the 
> most overlooked by beginners, yet are very important to good role-playing. 
> 
> Plus, almost every single Hero should be at least slightly above normal 
> in both of these areas. 
 
	Matter of opinion.  Especially for beginning heroes, it's an idea 
that is probably wrong. 
 
	Heroes with no experience probably haven't a stronger sense of 
will or are necessarily more impressive. 
 
	Of course, I'd recommend purchase of both in the section on 
"Fleshing out your character." 
 
 
 
				-Tim Gilberg 
 
Return-Path: daemon@omg.org 
Date: Thu, 5 Feb 1998 10:09:58 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: [Modify Deflection? (was Re: a question about deflection)] 
Errors-To: owner-champ-l@omg.org 
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> F> Gateman's gates holes in space, leading to another dimension. As such, 
> F> they cannot be broken. No matter how much energy goes through them, 
> F> you just can't hurt a hole. Force Wall does not simulate this. 
> 
> Like I previously stated, this is worth a hell of a lot more than the 60 
> points of Missile Deflection w/ a +2 advantage costs.  You are trying to 
> create an absolute defense in Hero, a thing the system does not even 
> consider as viable. 
 
 
	Sure it is.  Try 100% damage reduction, UBO.  It should work just 
fine.  It'd require a house rule, though one that will probably make the 
5th edition -- if reason prevails. 
 
	Oh, and it'd be pretty expensive. 
 
 
 
				-Tim Gilberg 
 
Return-Path: daemon@omg.org 
Date: Thu, 5 Feb 1998 10:13:26 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: [Modify Deflection? (was Re: a question about deflection)] 
Errors-To: owner-champ-l@omg.org 
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> 	True. 
> However it is a valid special effect. This brings up another quirk of Hero. 
> 
> 	Let's say I have a 'gate' power. Ie an area effect usable against 
> other's extra dimensional movement. Anyone who enters the area goes to 
> dimension X (No pass Go, no collecting $200). Yet by special effect, it 
> should grab objects there as well. It should grab a passing projectile, or 
> a beam of energy. Of course in Hero, it doesn't. Letting it do so would 
> open a whole new can of worms, but genre-simulation wise is valid. 
 
	 I don't know.  I could see it grabbing projectiles and beams of 
light.  The problem is that those attacks will not just stop upon hitting 
the gate.  They will continue through to do damage on the other side. 
Just the justification needed for some foul being to come out, quite angry 
at being awakened.  Or maybe they cause the gate to fall, it not being 
able to handle the force of attacks. 
 
 
			-Tim Gilberg 
 
Return-Path: daemon@omg.org 
X-Sender: bob.greenwade@klock.com (Unverified) 
Date: Thu, 05 Feb 1998 08:43:56 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: [Modify Deflection? (was Re: a question about deflection)] 
Errors-To: owner-champ-l@omg.org 
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At 10:09 AM 2/5/1998 -0600, Tim R. Gilberg wrote: 
>> F> Gateman's gates holes in space, leading to another dimension. As such, 
>> F> they cannot be broken. No matter how much energy goes through them, 
>> F> you just can't hurt a hole. Force Wall does not simulate this. 
>> 
>> Like I previously stated, this is worth a hell of a lot more than the 60 
>> points of Missile Deflection w/ a +2 advantage costs.  You are trying to 
>> create an absolute defense in Hero, a thing the system does not even 
>> consider as viable. 
> 
> Sure it is.  Try 100% damage reduction, UBO.  It should work just 
>fine.  It'd require a house rule, though one that will probably make the 
>5th edition -- if reason prevails. 
> 
> Oh, and it'd be pretty expensive. 
 
   I've mentioned this on the list before, but I once GMed for a PC whose 
sole power was 100% Damage Reduction, resistant, Physical and Energy. 
Since this cost 240 points, there wasn't room for any attacks, and he was 
still an interesting and viable character. 
   (And before anyone asks how I could let a player get away with something 
as outrageous as that:  I didn't.  I set this game up where the players 
design the normals, and I assigned superpowers.  This seemed like just the 
perfect ability for the wimpy milquetoast I was given.  Hey, the BMOC got 
lots of Growth, so....  And I think this would be a great thing to do for 
that player who always has to have the Biggest Attack Ever Seen.) 
--- 
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-Authentication-Warning: bermuda.io.com: traveler owned process doing -bs 
Date: Thu, 5 Feb 1998 10:48:27 -0600 (CST) 
From: Dataweaver <traveler@io.com> 
cc: champ-l@omg.org 
Subject: Re: Sample template (very rough draft) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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X-UID: 68 
 
On Thu, 5 Feb 1998, Tim R. Gilberg wrote: 
 
>  
> > >The change in PD and ED I can see, but why raise the EGO and PRE on a 
> > >template? 
> > 
> > Because, as these templates are for use by beginners, those stats are the 
> > most overlooked by beginners, yet are very important to good role-playing. 
> > 
> > Plus, almost every single Hero should be at least slightly above normal 
> > in both of these areas. 
>  
> 	Matter of opinion.  Especially for beginning heroes, it's an idea 
> that is probably wrong. 
 
It depends if you're talking about beginning players, or beginning 
characters; we're definitely talking about the former, and we may or may 
not be talking about the latter.  Are we?   
 
> 	Heroes with no experience probably haven't a stronger sense of 
> will or are necessarily more impressive. 
>  
> 	Of course, I'd recommend purchase of both in the section on 
> "Fleshing out your character." 
 
Another note: I tend to agree that plug-ins should probably not contain 
very many minuses in them, as this has the distinct problem of not 
neccessarily being portable across the various bases (let's say that your 
Brick-based 25-pt. plug-in reduces STR from 50 down to STR 40 - 
reasonable, for a Brick.  But now try to apply it to a Mentalist, with a 
base STR of 10...) 
 
---- 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: Brian Wong <rook@shell.infinex.com> 
Subject: Re: Template Power level (Re: Sample template (very rough draft)) 
Date: Thu, 5 Feb 1998 08:59:24 -0800 (PST) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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X-UID: 70 
 
> BW> 	I dunno, the way I was thinking here, the base should present 
> BW> final stats. The plugins could + or - it from there. 
>  
> Then by your definition the "base" is not final. 
> 
	No. Nothing is truly final until a character is complete. 
The base presents a 'final' of what a common character in a given archetype 
will look like stat wise, plus the workings of the most common power effects. 
  
> In order to keep things simple, the template should be the absolute minimum 
> that is considered viable for that particular type of character.  Each plug 
> should add -- never remove -- whatever is necessary to bring the character 
> up to standard campaign guidelines. 
 
	This locks things in a bit too much. It means you have to guess the 
minimum ever possible. 
	It's better to shoot for averages; as these are much easier to pin 
down and stick to. That why the base present more or less final stats for 
the common example of an archetype. From there it can be modified up or down 
by plugin. This also makes a character with a plugin from a diferent base more 
viable. Which is also a possible argument for a lower base so that the plugin 
can hold enough to keep the viability of cross plugin usage. Something to 
consider. 
 
 
>  Whatever points are left over are for 
> the player to use to flesh out the character. 
>  
 
	The base, at 150 points, is more than just stats. It is a compilation 
of everything which a given archetype tends to contain in 80-90% of all 
uses of that archetype. 
	The special effects definaitions of what's in that base are set in the 
plugin, which contains whatever mods are needed to change that base into a 
given sub-archetype. This is mostly add ons, but may remove some things not 
seen in certain sub-archetypes. 
 
	This is done so that when you view a given base, you have a pretty 
good idea what you're getting into. It's also done to 
make all bases have a standard cost. Thereby allowing plugins, which also 
have a standard cost, to be swapped around much easier. 
 
	150 should be enough to fit all the stuff that's common across a given 
archetype. It's a handy number in that it allows the plugins to be a neat 
25 points, and allows up to four of them. Three being recommended. 
 
	Another idea would be a base of 130, with 3 30 point plug ins and 30 
freebies. 
	Or 120 base, 2 50 point plugins, and 30 freebies. 
 
Return-Path: daemon@omg.org 
From: Brian Wong <rook@shell.infinex.com> 
Subject: Re: [Modify Deflection? (was Re: a question about deflection)] 
Date: Thu, 5 Feb 1998 09:05:14 -0800 (PST) 
Cc: champ-l@omg.org 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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X-UID: 69 
 
> > > Gateman's gates holes in space, leading to another dimension. As such, 
> > > they cannot be broken. No matter how much energy goes through them, 
> > > you just can't hurt a hole. Force Wall does not simulate this. 
> > 
> > I personally would say  this is one of those things Champions doesn't 
> > simulate well because it is an absolute.  There is no chance of it not 
> > working because it's a gate already there, so not missle deflection.  It's 
> > not a force wall since nothing can possibly get through.  Could someone 
> > even get close enough to punch?  Or would they also get sucked away? 
> > 
>  
> 	Another option is a AE Dispell with enough power to affect 
> everything.  This is a powerful effect, after all. 
> 
	Even this would not stop powers passing through. 
Example, Portal has this defense going in the area above him. 
Meanwhile, in orbit in a spacesuit, Sharpshooter is aiming his laser ray 
rifle and carefully calibrating to blast portal. He is way away from portal 
and his power. 
 
 	Sharpshooter fires his rifle. 
 
Special effects call: the laser makes it's way down and is then sucked into 
	dimension X. 
Rules Call: Sharpshooter is out of the area of the gateway, so he hits Portal. 
 
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 Super Hero Role Playing Sight is at: http://www.infinex.com/~rook/SH/ 
 
Return-Path: daemon@omg.org 
From: Curt Hicks <exucurt@exu.ericsson.se> 
Date: Thu, 5 Feb 1998 11:09:49 -0600 (CST) 
Subject: The "Radiation Accident" 
Errors-To: owner-champ-l@omg.org 
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X-UID: 72 
 
 
 
At 11:26 PM 2/4/1998 EST, Leah L Watts wrote: 
 
 
>Has anyone else on the list tried something like this?  Anyone have hints 
>on running "radiation accidents"?  Right now, I'm leaning toward having 
>the change enhance what the character has been doing in the JI section -- 
 
Either this, or have the change based on the character's personality, 
like Wildcards.  A pilot might gain the ability to fly, for instance. 
Of course, 'what the character has been doing' and the personality might 
already be similar.  But it might not.   
 
There was  a good point made about waiting for characters to be written 
before working everything out.  Also, if you haven't, you might think about 
having DIFFERENT 'radiation accidents' at different TIMES.  All of the 
characters don't have to be affected by the same thing. 
 
   
 
Return-Path: daemon@omg.org 
Date: Thu, 5 Feb 1998 09:41:42 -0800 (PST) 
From: John Desmarais <johndesmarais@yahoo.com> 
Subject: Re: Template Info 
Errors-To: owner-champ-l@omg.org 
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---Michael Nunn  wrote: 
> 
> I have been watching the template creation and would like to offer my  
> help.  When the templates are finished I would like to Print them in  
> the next Herozine and put them on our web site as well.  Plus I think  
> someone should ask Bruce Harlick if he would like to put them on the  
> Hero games site, or maybe mark would like to put them on the GRG  
> site.   
>  
>  
> Michael Nunn 
 
Cool. 
_________________________________________________________ 
DO YOU YAHOO!? 
Get your free @yahoo.com address at http://mail.yahoo.com 
 
Return-Path: daemon@omg.org 
From: Brian Wong <rook@shell.infinex.com> 
Subject: Re: Sample template (very rough draft) 
Date: Thu, 5 Feb 1998 09:50:02 -0800 (PST) 
Cc: champ-l@omg.org 
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Sender: owner-champ-l@omg.org 
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X-UID: 75 
 
>  
> It depends if you're talking about beginning players, or beginning 
> characters; we're definitely talking about the former, and we may or may 
> not be talking about the latter.  Are we?   
> 
	Beginning players I'd say. 
  
> Another note: I tend to agree that plug-ins should probably not contain 
> very many minuses in them, as this has the distinct problem of not 
> neccessarily being portable across the various bases (let's say that your 
> Brick-based 25-pt. plug-in reduces STR from 50 down to STR 40 - 
> reasonable, for a Brick.  But now try to apply it to a Mentalist, with a 
> base STR of 10...) 
 
	That's one point to consider. Brick's MA's, and Speedsters tend to 
have a lot of their 'power' in the stats. 
	Taken to it's extreme, this view could be used to justify having 
only one base. Say about 100 points of the things every Super has in common. 
	Then plugins modify from there. 
 
	Having minuses in the plugins is going to happen though. You just 
can't preguess the minimum ever that easy. Much easier to guess the averages. 
 
	I'm almost thinking it should be one base, then an archetype 
plugin, then a sub archetype plugin, then background plugin. Leaving one 
more plugin and a few freebies. 
 
	Also, it could be argued that the pluging that reduces the Str by 10 
it pretty 'brick specific' and shouldn't be taken by a non brick unless 
you wish to readjust it with your freebies. 
 
	The exhistance of the background plugin means that the freebie points 
would most likely go into what? 
	Fixing problems with mismatched plugins (going to happen no matter 
	how they're built.)? 
	Buying up things deemed to low? 
	Meshing the diferences in better? 
	More backgound fleshing? 
	Mix of all of these? 
 
	I think no matter how it's done, several of the plugins are going to 
end up being pretty archetype specific. In fact, only a small few of them 
will mix well. The final thrid plugin will most likely be filled by taking 
a second background plugin, or a plugin from a list of others. 
 
	Of course, that's assuming three plugins and a base. 
 
	It could be two plugins and a base. But definatly not just one 
plugin. 
 
 
	Some other ideas: 
 
120 base. 1 80 point power plugin 1 25 point background plugin, 25 freebies 
	(This seems to locked in to me) 
 
100 base 2 50 point power plugins, 25 background plugin, 25 freebies. 
 
 
 
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 Super Hero Role Playing Sight is at: http://www.infinex.com/~rook/SH/ 
 
Return-Path: daemon@omg.org 
From: "Desmarais, John" <jdesmara@novanthealth.org> 
Subject: Templates - compiled ideas 
Date: Thu, 5 Feb 1998 12:50:39 -0500 
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Yowza!  Ya know, it's kinda neat when an idea strikes a chord with a 
whole lotta folks on this list, but doesn't produce flames. 
 
Anyways, here's kind of a compilation and distilation of the ideas that 
have been posted regarding guidelines for templates, along with my 
suggestion for a compromise between the two dissimilar ideas. 
 
--------------------- 
 
250 Point Campaign 
 
Power levels per BBB recommendations. 
 
I would strongly recommend only using the core rules (the BBB) as most 
new players are probably going to have only that. 
 
Characteristic Based  
  Bricks [50STR, 18DEX, 5SPD, 25CON] 
  Martial Aritists [20STR, 25DEX, 6.5SPD, 18CON, 15PD/ED] 
  Speedsters 
 
Power Based 
  Energy Projectors [10STR, 20DEX, 6SPD, 20CON, 18PD/ED] 
  Mentalists 
  Gadgeteers/Sorcerers (probably not good for beginners) 
 
Note: stats shown above are from Rook's message dealing with what he's 
seen in the BBB - I don't have a copy of the book with me my right so 
they're all I have to go by, but they seem about right (although I'm 
still in shock over the SPD of the Energy Projectors). 
 
--------------------------------------------------------- 
 
The Plans 
 
---------- 
Option Rat 
 
  Templates represent archtype minumums. 
 
  Plug-ins should only add to template. 
 
  Characteristic Based  
    [125 point template] 
    [75 point plug-ins] 
  Power Based 
    [100 point template] 
    [100 point plug-ins] 
 
Spends 200 points, leaves 50 for customizing. 
 
----------- 
Option Rook 
 
  Template represents typical stats. 
 
  Plugins could + or - it from there. 
 
  All Characters 
    [150 point template] 
    [25 point archetype specific plug-ins] 
    [25 point background plug-ins] 
    [25 point "other" plug-in] {I'm not really sure what this is} 
 
Spends 225 points, leaves 25 for customizing. 
 
------------- 
Option John - My Compromise (grabbing what I like from the other two) 
 
  Templates represent archtype minumums. 
    (see plug-in for reason why). 
 
  Plug-ins should only add to template. 
    I tend to favor the idea that plug-ins should only add to the 
    template, not subtract, if only for simplifying matters as 
    much as possible for neophite players 
 
  All Characters 
    [150 point template] 
    [50 point archetype specific plug-ins] 
    [25 point background template] [optional] 
 
Spends 200-225 points, leaves 25-50 for customizing. 
 
------------ 
The "why's" of my suggested compromise. 
 
While I can see Rat's (likely) reason for differentiating between 
characteristic driven and power driven characters, I think, in the 
longrun, standardization is a good thing. 
 
I did a little playing around and found that I had difficulty 
consistantly building archetype specific plug-ins for 25 points (see 
Rook's suggestion).  I think that 50 points will allow for more 
versitility in creating the plug-ins. 
 
I do, however, like the idea of background plug-ins, and 25 points seems 
more than adequate for that. 
 
Return-Path: daemon@omg.org 
X-Sender: geoff@emerald.omg.org 
Date: Thu, 05 Feb 1998 14:54:59 -0500 
From: Geoff Speare <geoff@omg.org> 
Subject: Re: Sample template (very rough draft) 
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>> It depends if you're talking about beginning players, or beginning 
>> characters; we're definitely talking about the former, and we may or may 
>> not be talking about the latter.  Are we?   
>> 
>	Beginning players I'd say. 
 
It seems to me that a template for beginning players would do its job if a 
player could take the template, spend all the extra points on 
irrelevant/inefficient things, and still have a workable (though probably 
low powered) character. If the template itself isn't a workable character, 
then it's not really helping the beginner: they still have to learn the 
system in order to complete the template. 
 
Geoff Speare 
 
Return-Path: daemon@omg.org 
From: Brian Wong <rook@shell.infinex.com> 
Subject: Re: Templates - compiled ideas 
Date: Thu, 5 Feb 1998 11:56:12 -0800 (PST) 
Cc: champ-l@omg.org 
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X-UID: 79 
 
>  
> 250 Point Campaign 
>  
> Power levels per BBB recommendations. 
>  
> I would strongly recommend only using the core rules (the BBB) as most 
> new players are probably going to have only that. 
> 
	Agreed. 
  
 
> Characteristic Based  
>   Bricks [50STR, 18DEX, 5SPD, 25CON] 
>   Martial Aritists [20STR, 25DEX, 6.5SPD, 18CON, 15PD/ED] 
>   Speedsters  
	Speedster may have been in Champs III, I'll have to look. If 
not it's going to be a hard one. Most of the published ones differ in 
power level a lot. Coming up with a 250 one will likely restart the 
speedster trick's flame-thread. 
 
>  
> Power Based 
>   Energy Projectors [10STR, 20DEX, 6SPD, 20CON, 18PD/ED] 
>   Mentalists 
>   Gadgeteers/Sorcerers (probably not good for beginners) 
> 
	Well, Gadgeteer as in Power Armor guy is good for begineers, but 
the VPP style Inspector Gadget/Dr. Strange should be left out 
all together, with a note in the final version saying why. 
 
  
> Note: stats shown above are from Rook's message dealing with what he's 
> seen in the BBB - I don't have a copy of the book with me my right so 
> they're all I have to go by, but they seem about right (although I'm 
> still in shock over the SPD of the Energy Projectors). 
> 
	Actually, almost all BBB characters are speed 5 or 6. 5.5 is 
the average. Perhaps the base for EB's could be 5, and about 50% of 
plugins prop it up to 6. :) 
  
> Option John - My Compromise (grabbing what I like from the other two) 
>  
>   Templates represent archtype minumums. 
>     (see plug-in for reason why). 
>  
>   Plug-ins should only add to template. 
>     I tend to favor the idea that plug-ins should only add to the 
>     template, not subtract, if only for simplifying matters as 
>     much as possible for neophite players 
>  
>   All Characters 
>     [150 point template] 
>     [50 point archetype specific plug-ins] 
>     [25 point background template] [optional] 
>  
> Spends 200-225 points, leaves 25-50 for customizing. 
> 
	This is closer to my more recent proposals. I too starting seeing 
the 25 wouldn't work unless it had about half minuses, which is what I had 
planned actually. 
 
	Currently I would propose: 
 
	130 base 
	40 point from base archetype plugin 
	40 point from elsewhere or 'other powers' plugin 
	20 point background plugin 
	20 freebies for customizing. 
 
	All base specific plugins would have an A, B, and C option. 
	The C option would go for 40 points, the B for 80 points. 
	The A option would be only for characters who's base matches 
	the plugin, but at 40 points. Allowing them to choose another 
	diferent 'A' option plugin. 
 
	I think the 130 base should shoot for the average of that 
	archetype's stats and most basic powers. 
 
	Any stat minuses that might not work with some bases should 
	then be kept to the 'A' or 'B' option. 
 
	In this way, only the 'C' option is truely usable across bases 
 
	This 'A','B','C' stuff might seem a bit too much, but it allows 
	for three versions of the same plugin designed for three situations 
	I can see: 
	1: The guy who only wants this plugin and no other powers 
	2: The guy who wants this plugin X1 to match his base X. and 
		then plans another plugin X2 from either the same base X, or 
		another base Y's plugin list. 
	3: The guy who wants this plugin Y1 which is not from his 
		base X. 
 
	Therefore, A plugin's would take the base up to a person who's 
	main focus is the A plugin, but has room for side stuff. 
	B plugins would build a character who's sole focus is that plugin and 
	it's matching base. 
	C plugins would be designed to allow a diferent character type to 
	dabble in that effect. 
 
	Let's look at the man of steel concept for this: 
 
	The purest takes a Brick base and body of X plugin B. 
	His entire powers are based on being able to turn his body into 
	steel. In addition he has a small background plugin and 20 points 
	left to use to decide if this is always on, red End or whatever 
	custom mods are desired. 
 
	Then their's Steel Bullet. He took a brick base with a body of X 
	plugin A. To cap it off he added in a energy projector plugin type 
	C that let him shoot wads ot steel at people. 
 
	And finally the Steel Ninja. He took an MA base with a type A ninja 
	plugin. To add spice he took a type C body of X plugin from the 
	brick base so he could turn his body into steel. 
 
Now, given that type C's are minor here, should they be less than 50pts? 
 
which would mean we'd need a type D for the 50 pointer. 
Which I think begins to get to the point where we start asking just what it 
is we're doing. 
 
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 Super Hero Role Playing Sight is at: http://www.infinex.com/~rook/SH/ 
 
Return-Path: daemon@omg.org 
From: "qts" <qts@nildram.co.uk> 
Cc: "champ-l@omg.org" <champ-l@omg.org> 
Date: Thu, 05 Feb 98 21:21:26  
Reply-To: "qts" <qts@nildram.co.uk> 
Priority: Normal 
Subject: Re: Modify Deflection? (was Re: a question about deflection) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Wed, 4 Feb 1998 15:09:57 -0800 (PST), Anthony Jackson wrote: 
 
>qts writes: 
> 
>> Why can't I just apply the AOE advantage to Missile Deflection? It is a 
>> Power, not a Skill. 
> 
>Because the AOE advantage on missile deflection means you can deflect missiles 
>in an area, not that you can deflect area effects. 
 
So Link it to an appropriate Area Effect eg Force Wall. 
  
>> After all, someone like Reflec might have Missile Deflection, Damage 
>> Shield, Only vs Light attacks 
> 
>Damage shield cannot be applied to missile deflection, as (a) it isn't an 
>attack power, and (b) damage shield only takes effect when you are hit in HTH 
>combat, and missile deflection only applies to ranged combat, and (c) a damage 
>shield has no OCV, and therefore cannot make block rolls in any case. 
 
So how else would you model Reflec? All rules are subject to the GM's 
discretion. 
 
 
qts 
 
Home: qts@nildram.co.uk. 
 
Return-Path: daemon@omg.org 
X-Sender: lizard@dnai.com 
Date: Thu, 05 Feb 1998 13:22:56 -0800 
From: Lizard <lizard@dnai.com> 
Subject: Re: The "Radiation Accident" 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
-----BEGIN PGP SIGNED MESSAGE----- 
Hash: SHA1 
 
At 11:26 PM 2/4/98 EST, Leah L Watts wrote: 
 
> 
>What happens if I get a gadget hound in the JI section of the game?   
It's 
>a little difficult to explain how any sort of "radiation accident"  
would 
>give someone a gadget pool or powered armor.  Also, one player I've 
>discussed this game with is interested in going through the RA and  
having 
>me surprise him with his new powers -- suggestions on how to run  
this? 
> 
The radiation temporarily stimulates his creative powers. He has a  
sudden burst of insane inspiration, and manages to build a super  
suit/gun/vehicle/whatever that is centuries ahead of its time. :) 
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Version: PGP for Personal Privacy 5.0 
Charset: noconv 
 
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IRRRljcIxQWbIWxRyVgvNL+G 
=1f99 
-----END PGP SIGNATURE----- 
 
Return-Path: daemon@omg.org 
Date: Thu, 5 Feb 1998 13:28:32 -0800 (PST) 
From: Anthony Jackson <ajackson@iii.com> 
Reply-To: Anthony Jackson <ajackson@iii.com> 
Subject: Re: [Re: [Modify Deflection? (was Re: a question about deflection)]] 
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: 
> Save that it already exists in Missile Deflection. (Whether or not it 
> should is a different matter.)  
No, actually, it doesn't -- or if it does, 'DCV' is also an absolute defense 
(if you don't get hit, you don't take any damage).  Any attack you can missile 
deflect, you can dodge (and the 'difficulty' is the same -- i.e. based on the 
OCV of your opponent).  If you make missile deflection work vs area effects, 
this makes missile deflection effective against attacks you _cannot_ dodge, and 
for which OCV is not terribly meaningful. 
 
Return-Path: daemon@omg.org 
From: "John Desmarais" <John.Desmarais@ibm.net> 
Date: Thu, 05 Feb 98 21:49:45  
Reply-To: "John Desmarais" <John.Desmarais@ibm.net> 
Priority: Normal 
Subject: Re: The Horrors of Hero? 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Thu, 05 Feb 1998 18:28:41 -0800, Jim Dickinson wrote: 
 
>At 07:41 AM 2/4/98 -0800, Brian Wong wrote: 
>>	See, here we go again. Even a subject on how to make Hero 
>>more understandable has degraded into math and/or mechanics debates. In this 
>>case, math. 
>> 
>>	Maybe we should put forth a proposal that all messages to the list 
>>have one of [genre],[rules],[math],[uselessjunk],[characters], or 
>>whatever in the subject line so I can simply thread some of this junk into 
>>my trash folder and get on to reading the parts I enjoy. 
>> 
>> 
> 
>And here I am the one who started the thread...wondering what the hell 
>happened to it?  Now it is off in three directions: 
> 
>	1) Discussing Hero's "Super Hero genre centricity". 
>	2) Debating how (un)important calculators are to character creation. 
>	3) complaining about the content of the list. 
 
You forgot one.  The template discussion, which is going along quite swimmingly - lots  
of input, no insults - it's the type of stuff I read this list for. 
 
 
>ugh... 
> 
>If you don't want to relate your posts to the thread, feel free to change 
>the subject line...  ;-) 
> 
>Thanks! 
>Jim 
> 
> 
 
 
Return-Path: daemon@omg.org 
X-Authentication-Warning: xanadu.io.com: traveler owned process doing -bs 
Date: Thu, 5 Feb 1998 15:53:15 -0600 (CST) 
From: Dataweaver <traveler@io.com> 
cc: champ-l@omg.org 
Subject: Re: Templates - compiled ideas 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Thu, 5 Feb 1998, Brian Wong wrote: 
 
> >  
> > 250 Point Campaign 
> >  
> > Power levels per BBB recommendations. 
> >  
> > I would strongly recommend only using the core rules (the BBB) as most 
> > new players are probably going to have only that. 
> > 
> 	Agreed. 
 
Consider the idea of incorporating a fixed amount of Disads into every 
Background Plug-in - not only do we need to determine how to break up the 
250 total points amongst the various modules, but we also need to break up  
the 150 points of Disadvantages.  Granted, most of them will belong in the 
Miscellaneous category; but I can see a fixed amount going into each 
Background Plug-In, covering things like Watched or Distinctive 
Features... 
 
Also, aren't these really 100+150 point characters?   
 
> > Characteristic Based  
> >   Bricks [50STR, 18DEX, 5SPD, 25CON] 
> >   Martial Aritists [20STR, 25DEX, 6.5SPD, 18CON, 15PD/ED] 
> >   Speedsters  
> 	Speedster may have been in Champs III, I'll have to look. If 
> not it's going to be a hard one. Most of the published ones differ in 
> power level a lot. Coming up with a 250 one will likely restart the 
> speedster trick's flame-thread. 
>  
> >  
> > Power Based 
> >   Energy Projectors [10STR, 20DEX, 6SPD, 20CON, 18PD/ED] 
> >   Mentalists 
> >   Gadgeteers/Sorcerers (probably not good for beginners) 
 
Also Sneaks (Darkness, Desolid, Images, Invisibility, Shapeshift, 
Shrinking, etc.) and Adjusters (Aid, Drain, Dispel, and Suppress).   
 
> 	Well, Gadgeteer as in Power Armor guy is good for begineers, but 
> the VPP style Inspector Gadget/Dr. Strange should be left out 
> all together, with a note in the final version saying why. 
 
Definitely.   
 
> > Note: stats shown above are from Rook's message dealing with what he's 
> > seen in the BBB - I don't have a copy of the book with me my right so 
> > they're all I have to go by, but they seem about right (although I'm 
> > still in shock over the SPD of the Energy Projectors). 
> 
> 	Actually, almost all BBB characters are speed 5 or 6. 5.5 is 
> the average. Perhaps the base for EB's could be 5, and about 50% of 
> plugins prop it up to 6. :) 
 
Sounds good to me... 
  
> > Option John - My Compromise (grabbing what I like from the other two) 
> >  
> >   Templates represent archtype minumums. 
> >     (see plug-in for reason why). 
> >  
> >   Plug-ins should only add to template. 
> >     I tend to favor the idea that plug-ins should only add to the 
> >     template, not subtract, if only for simplifying matters as 
> >     much as possible for neophite players 
> >  
> >   All Characters 
> >     [150 point template] 
> >     [50 point archetype specific plug-ins] 
> >     [25 point background template] [optional] 
> >  
> > Spends 200-225 points, leaves 25-50 for customizing. 
> > 
> 	This is closer to my more recent proposals. I too starting seeing 
> the 25 wouldn't work unless it had about half minuses, which is what I had 
> planned actually. 
>  
> 	Currently I would propose: 
>  
> 	130 base 
> 	40 point from base archetype plugin 
> 	40 point from elsewhere or 'other powers' plugin 
> 	20 point background plugin 
> 	20 freebies for customizing. 
 
...so it's absolutely impossible to build a character with less than 30 
points of Disads?  (And even then, you'd have to drop all plug-ins and 
customizing...) 
 
> 	All base specific plugins would have an A, B, and C option. 
> 	The C option would go for 40 points, the B for 80 points. 
> 	The A option would be only for characters who's base matches 
> 	the plugin, but at 40 points. Allowing them to choose another 
> 	diferent 'A' option plugin. 
 
Find a more descriptive set of labels.   
 
> 	I think the 130 base should shoot for the average of that 
> 	archetype's stats and most basic powers. 
>  
> 	Any stat minuses that might not work with some bases should 
> 	then be kept to the 'A' or 'B' option. 
>  
> 	In this way, only the 'C' option is truely usable across bases 
 
So don't even have the 'C' option; if anything looks like it would qualify 
as a 'C', turn it into a General plugin.  Since you've only got two types 
left, go with a 'standard' plugin and an 'aumented' plugin.  All of the 
bases would have both types of plugins, including the General 
"pseudo-base" 
 
> 	This 'A','B','C' stuff might seem a bit too much, but it allows 
> 	for three versions of the same plugin designed for three situations 
> 	I can see: 
> 	1: The guy who only wants this plugin and no other powers 
> 	2: The guy who wants this plugin X1 to match his base X. and 
> 		then plans another plugin X2 from either the same base X, or 
> 		another base Y's plugin list. 
> 	3: The guy who wants this plugin Y1 which is not from his 
> 		base X. 
>  
> 	Therefore, A plugin's would take the base up to a person who's 
> 	main focus is the A plugin, but has room for side stuff. 
> 	B plugins would build a character who's sole focus is that plugin and 
> 	it's matching base. 
> 	C plugins would be designed to allow a diferent character type to 
> 	dabble in that effect. 
 
Consider removing the Augmented Plugin and allowing the designer to select 
a given plugin twice.   
 
---- 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, 5 Feb 1998 14:10:31 -0800 (PST) 
From: John Desmarais <johndesmarais@yahoo.com> 
Reply-To: john.desmarais@ibm.net 
Subject: Re: Templates - compiled ideas 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
---Dataweaver  wrote: 
> 
> On Thu, 5 Feb 1998, Brian Wong wrote: 
> > 	Currently I would propose: 
> >  
> > 	130 base 
> > 	40 point from base archetype plugin 
> > 	40 point from elsewhere or 'other powers' plugin 
> > 	20 point background plugin 
> > 	20 freebies for customizing. 
>  
> ...so it's absolutely impossible to build a character with less than 
30 
> points of Disads?  (And even then, you'd have to drop all plug-ins and 
> customizing...) 
 
Ignoring the idea of templates entirely, how would you build an 
effecitive superhero with only 100 points? 
 
-=>John Desmarais 
_________________________________________________________ 
DO YOU YAHOO!? 
Get your free @yahoo.com address at http://mail.yahoo.com 
 
Return-Path: daemon@omg.org 
From: Brian Wong <rook@shell.infinex.com> 
Subject: Re: Templates - compiled ideas 
Date: Thu, 5 Feb 1998 15:00:51 -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 
 
> > > 250 Point Campaign 
> > > Power levels per BBB recommendations. 
> > >  
> > > I would strongly recommend only using the core rules (the BBB) as most 
> > > new players are probably going to have only that. 
> > > 
	Actually, I was thinking that the disads should be a seperate thing 
using their own template structure. I have plans for that I will 
send off tomight. 
	What it needs is a list of every disad people can think of and it's 
point value. Sperated out by disad type, and then weather it's 
heroic, villian, or neutral. 
 
> Also, aren't these really 100+150 point characters?   
> 
yep. 
 
  
> > > Characteristic Based  
> > >   Bricks [50STR, 18DEX, 5SPD, 25CON] 
> > >   Martial Aritists [20STR, 25DEX, 6.5SPD, 18CON, 15PD/ED] 
> > >   Speedsters  
> > 	Speedster may have been in Champs III, I'll have to look. If 
> > not it's going to be a hard one. Most of the published ones differ in 
> > power level a lot. Coming up with a 250 one will likely restart the 
> > speedster trick's flame-thread. 
> >  
> > >  
> > > Power Based 
> > >   Energy Projectors [10STR, 20DEX, 6SPD, 20CON, 18PD/ED] 
> > >   Mentalists 
> > >   Gadgeteers/Sorcerers (probably not good for beginners) 
>  
> Also Sneaks (Darkness, Desolid, Images, Invisibility, Shapeshift, 
> Shrinking, etc.) and Adjusters (Aid, Drain, Dispel, and Suppress).   
>  
	Sneaks? never though of that. But it's a good point. 
 
>  
> >  
> > 	Currently I would propose: 
> >  
> > 	130 base 
> > 	40 point from base archetype plugin 
> > 	40 point from elsewhere or 'other powers' plugin 
> > 	20 point background plugin 
> > 	20 freebies for customizing. 
>  
> ...so it's absolutely impossible to build a character with less than 30 
> points of Disads?  (And even then, you'd have to drop all plug-ins and 
> customizing...) 
>  
	If you only had 30 points of disads total, that would hardly be a 
standard character. :) 
 
	But I want to see the disads seperate from the templates, but 
create a system for getting them quick too. 
 
	darnit, I have to run and will have to get the rest of this later 
tonight. :) 
>  
 
Return-Path: daemon@omg.org 
Date: Thu, 5 Feb 1998 15:07:16 -0800 (PST) 
From: Anthony Jackson <ajackson@iii.com> 
Reply-To: Anthony Jackson <ajackson@iii.com> 
Subject: Re: Modify Deflection? (was Re: a question about deflection) 
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: 
> >Because the AOE advantage on missile deflection means you can deflect 
> >missiles in an area, not that you can deflect area effects. 
>  
> So Link it to an appropriate Area Effect eg Force Wall. 
 
Well, if you're willing to use a force wall, who needs missile deflection 
anyway?  The missile deflection won't add anything. 
>  
> So how else would you model Reflec? All rules are subject to the GM's 
> discretion. 
 
Well, if it was only deflecting attacks, I'd model it as +DCV or +defenses, vs 
light-based attacks only.  If it actually reflects attacks I probably wouldn't 
allow it in the first place, but there's really no good way within the system 
of doing this. 
 
Return-Path: daemon@omg.org 
X-Authentication-Warning: pentagon.io.com: traveler owned process doing -bs 
Date: Thu, 5 Feb 1998 17:16:53 -0600 (CST) 
From: Dataweaver <traveler@io.com> 
cc: champ-l@omg.org 
Subject: Re: Templates - compiled ideas 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Thu, 5 Feb 1998, Brian Wong wrote: 
 
> > > > 250 Point Campaign 
> > > > Power levels per BBB recommendations. 
> > > >  
> > > > I would strongly recommend only using the core rules (the BBB) as most 
> > > > new players are probably going to have only that. 
>  
> 	Actually, I was thinking that the disads should be a seperate thing 
> using their own template structure. I have plans for that I will 
> send off tomight. 
> 	What it needs is a list of every disad people can think of and it's 
> point value. Sperated out by disad type, and then weather it's 
> heroic, villian, or neutral. 
 
...not to mention innate or social; Hunted/Watched, DNPC, Public Identity, 
Reputation, Secret Identity, and possibly Distinctive Features fall into 
the latter, while everything else falls into the former.  I would 
incorporate 20 points of social disadvantages and/or appropriate 
Psychological Limitations into every Background Plug-In - usually a 
Watched, Public Identity + 10-pt Psych Lim, or Secret ID + 5-pt Psych Lim.   
 
> > > > Power Based 
> > > >   Energy Projectors [10STR, 20DEX, 6SPD, 20CON, 18PD/ED] 
> > > >   Mentalists 
> > > >   Gadgeteers/Sorcerers (probably not good for beginners) 
> >  
> > Also Sneaks (Darkness, Desolid, Images, Invisibility, Shapeshift, 
> > Shrinking, etc.) and Adjusters (Aid, Drain, Dispel, and Suppress).   
> >  
> 	Sneaks? never though of that. But it's a good point. 
 
What would you call a character like DC Comic's Triad or Marvel's Madrox, 
the Multiple Man?   
 
> >  
> > >  
> > > 	Currently I would propose: 
> > >  
> > > 	130 base 
> > > 	40 point from base archetype plugin 
> > > 	40 point from elsewhere or 'other powers' plugin 
> > > 	20 point background plugin 
> > > 	20 freebies for customizing. 
> >  
> > ...so it's absolutely impossible to build a character with less than 30 
> > points of Disads?  (And even then, you'd have to drop all plug-ins and 
> > customizing...) 
>  
> 	If you only had 30 points of disads total, that would hardly be a 
> standard character. :) 
>  
> 	But I want to see the disads seperate from the templates, but 
> create a system for getting them quick too. 
 
Sounds good; you could model them as (say) four 20-pointers with 20 points 
linked to the Background plug-ins and 30 points for customization... ? 
 
> 	darnit, I have to run and will have to get the rest of this later 
> tonight. :) 
 
I'll be waiting... 
 
---- 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, 5 Feb 1998 15:27:48 -0800 (PST) 
From: Anthony Jackson <ajackson@iii.com> 
Reply-To: Anthony Jackson <ajackson@iii.com> 
Subject: Re: Templates - compiled ideas 
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: 
> What would you call a character like DC Comic's Triad or Marvel's Madrox, 
> the Multiple Man?   
 
Triad is a martial artist with a special shtick.  Jamie Madrox I call 
impractical on this version of Champions, as duplication costs are screwed up. 
 
Return-Path: daemon@omg.org 
X-Sender: why@mail.superlink.net 
Date: Thu, 05 Feb 1998 19:05:02 -0500 
From: Joe Mucchiello <why@mars.superlink.net> 
Subject: My ideas, was Re: Templates 
Cc: champ-l@omg.org 
X-MIME-Autoconverted: from 8bit to quoted-printable by mars.superlink.net id TAA15472 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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To: champ-l@omg.org 
 
[Notes: All numbers in brackets are real point costs for the items the 
are next to.  They are for the benefit of the advanced player.  The 
discussion on the list indicated more high powered characters, but I 
think this can work.  These tables do not work with Normal Characteristic 
Maxima.] 
 
Step 1  Campaign limits 
Find out the power level that the character should have.  Your GM will tell 
what level to use.  This table indicates how many add-ins you are allowed 
to use in your character.  (See step 4 below.) 
 
Champaign Character Point Limit  150    250    375 
Add-ins with basic archetype      4      8     13 
Add-ins with Super Archetype      2      6     11 
Add-ins with Ultra Archetype     N/A     3      8 
 
Step 2  Choose an archetype. 
There are three different archetypes for each named type (i.e. Brick, 
SuperBrick, and UltraBrick).  The Super and Ultra versions are designed 
for characters who are more specialized in the archetype.  If you are 
looking to create a pure Brick, use the SuperBrick or UltraBrick archetype. 
If you are thinking about a brick with martial arts, use the Brick 
archetype and take some of the martial arts add ins.  Note: Some archetypes 
do not exist at the basic level; they require too many character points to 
work at that level 
 
Base Characteristics 
S: 10, D: 10, C: 10, B: 10, I: 10, E: 10, P: 10, C: 10, PD/ED: 2/2, Spd:2, 
Rec: 4, END: 20, STUN: 20, Running 6” 
 
Basic Archetypes 
Brick -- S: 25, C: 15, B: 15, PD/ED: 5/5, Rec: 8, END: 30, STUN: 40  [41] 
Speedster -- D: 15, C: 13, PD/ED: 3/3, Spd 4, Rec: 5, END: 30, STUN: 21, 
   Running 10"  [43] 
Mentalist -- E: 18, Mental Defense 10, 5D6 Telepathy or MC or MI [42] 
Martial Artist -- S: 13, D: 14, C: 15, E: 11, PD/ED: 4/4, Spd: 3, Rec: 6, 
   END: 30, STUN: 30, Defense Maneuver [42] 
 
Super Archetypes 
Super Brick -- S: 50, D:14, C: 23, B: 20, PD/ED: 15/15, Spd: 3, Rec: 10, 
   END: 50, STUN: 60, rPD/rED: 10/10 (Damage Resistance), KB Resistance 5, 
   2 Combat Skill Levels (tight: Strike, Move Through, Grab) [140] 
Super Speedster -- D: 26, C: 20, B: 12, PD/ED: 5/5, Spd: 5, Rec: 15, 
   END: 50, STUN: 35, Running 10” x8 NCM [138] 
Super Mentalist -- D: 14, Ego: 23, Spd: 3, Rec: 10, END 35, Mental Defense 
   20, EC (20) a) 8D6 Telepathy b) 8D6 Mind Control or Mental Illusions 
   c) 4D6 EGO Attack [144] 
 
Step 3  Add in additional powers. 
There many things that you can add to a basic character.  [Each add in 
should add up to 25 real points] 
 
Strength Boost:  +25 Strength, +5 PD, +5 ED, +4 Rec, +10 END, +10 STUN 
Endurance Boost:  +10 Constitution, +2 PD, +2 ED, +5 Rec, +25 END, +5 STUN 
Speed Boost:  +5 Dexterity, +1 Speed, +10 END 
Armor Boost:  Armor 8 rPD, 8 rED 
Ranged Attack:  1 1/2D6 KA 
Mental Power:  +5D6 Telepathy or Mental Illusions or Mind Control, etc 
Martial Art:  Martial Strike, Defensive Strike, Martial Throw, Martial Dodge, 
Flight:  10”, x4 NCM 
Don't Touch Me:  1d6 RKA, Damage Shield. 
Don't Make Me Angry:  4D6 Aid STR, Trigger (when STUN is reduced to half 
its normal total) 
Scientist:  PS: Scientist, Inventor, Mechanics, KS: Chemistry, etc. 
Ego Attack:  2 1/2D6 Ego Attack 
Entangle:  2D6 Entangle 
 
Step 3a Optional Add ins 
Some add ins are full power compliments, they use up two or three of your 
add ins each. 
 
Ghost Powers (2 add-ins): <STOP> Desolidification.  STR affects physical 
   world (Use an additional add-in for each 10 points of Strength over 10, 
   round up.) 
Mentalist EC (3 add-ins): EC (20) a) 8D6 Telepathy b) 8D6 Mind Control or 
 Mental Illusions c) 4D6 EGO Attack 
    
Step 3b  Special Effect 
Before you finish choosing all of your add-ins, you should link them 
together into one special effect.  Does your energy manipulator spit fire? 
Is your Brick normal looking, or does his skin pulse with energy?  etc. 
 
Step 4  Character Background 
This step allows you to pick skills and talents that you think will 
differentiate your character.  You should take a Professional Skill 
if you character has a job.  You have 30 character points to work with 
here.  Don’t forget Comeliness. 
 
Step 5  Disadvantages 
Choose one disadvantage package for each add ins.  Add one disadvantage 
if you chose a SuperArchetype; add two disadvantages if you chose an 
UltraArchetype.  Disadvantages listed with an asterick count as two 
disadvantages. 
 
Super Patriot * 
Vulnerability x1 1/2 STUN (choose one: cold, fire, electricity, etc.) 
Vulnerability * x2 STUN,  x1 1/2 BODY (choose one: cold, fire, 
                electricity, etc.) 
Secret ID 
Public ID 
 
Step 6  Clean up 
Calculate OCV for each attack power, Normal DCV (and DCV for each martial 
art maneuver), ECV, and skill levels for skills based on characteristics. 
Write all of your accumulated characteristics, powers, and disadvantages 
on a character sheet. 
 
Step 7  On your own 
Characters created with this method are limited in their choice of powers 
and disadvantages.  The powers listed above are not the only powers 
available to characters.  Stop sign powers are not included in the above 
list because they require more thought than just putting them in column A 
or column B. 
 
[Future work: 
1) I think I’m going to up the basic point levels to 60, could use some 
low level suggestions there. 
2) The add-ins should be broken out into categories: Attack powers, Defense 
powers, Mentalist powers, etc. 
3) Obviously the number of add-ins and disadvantages has to go up.  I will 
not include disadvantages in the the archetypes because there are no 
stereotypical disadvantages.  Those kinds of stereotypes go with 
personalities and any personality can work with any character archetype. 
4) "Don't Touch Me" and "Don't Make Me Angry" are supposed to give "flavor" 
to the add-ins.  Does it work?  or Is it trying to hard? 
] 
 
[Note: This "article" is incomplete.  I'm going off to watch Babylon 5 
and rest my monitor-weary eyeballs.] 
 
 
Return-Path: daemon@omg.org 
X-Sender: griffin@mail.txdirect.net 
Date: Thu, 05 Feb 1998 18:48:50 -0600 
From: "Michael (Damon) or Peni R. Griffin" <griffin@txdirect.net> 
Subject: Another place for templates? 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
I had planned to stay entirely out of the template discussion, but I guess 
I'll settle for "mostly out".  I like the notion of templates.  I think 
they should be as simple and ready-to-use as possible, given that they're 
for beginning players.  If the characters aren't perfect, so what?  Any 
players who decide to stick with the game can modify or redesign the 
character later on.   
 
There may be a second use for such things, though, where a bit more 
complexity needn't be a problem.  The impending release of The Ultimate 
Super Vehicle naturally makes one think of The Ultimate Super Base.  Rather 
than release such a book on its own, though, I'd favor incorporating into 
The Utlimate Super Team, on the theory that a team is more likely than a 
single hero to have much of a base; and that those single heroes who have 
bases will likely have a sidekick, or support staff, or followers of some 
type.  You could argue that's just another sort of team. 
 
Anyway, comic-book super teams usually have a half dozen or more members 
that can be pigeonholed into one of 12 or 15 broad categories.  Perhaps a 
form of template, or archetype, could be included in such a Team book, with 
strategy and tactic suggestions for different sorts of teams based on their 
composition.   
 
The book would also have to cover things like Perks than might be available 
to team members that the individual heroes couldn't get on their own, like 
access to the company QuinJet, which the lone hero couldn't afford to 
build.  But I digress.  The point is, for those of you who really want to 
complexify the template idea, perhaps pushing it to the point where a brand 
new player wouldn't want to deal with it, but a more experienced player 
would love it, consider very simple writeups (templates) for possible 
inclusion in BBB5, and perhaps more involved/detailed/flexible writeups 
(archetypes?) for an Ultimate Team book. 
 
Damon 
 
 
--------------------- 
Every act of creation is first of all an act of destruction. 
     				-- Pablo Picasso 
 
Return-Path: daemon@omg.org 
Date: Thu, 05 Feb 1998 17:33:45 -0800 
From: Rook <rook@infinex.com> 
Organization: Sujin & Brian 
Subject: Re: Templates - compiled ideas 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
> >       All base specific plugins would have an A, B, and C option. 
> >       The C option would go for 40 points, the B for 80 points. 
> >       The A option would be only for characters who's base matches 
> >       the plugin, but at 40 points. Allowing them to choose another 
> >       diferent 'A' option plugin. 
> 
> Find a more descriptive set of labels. 
> 
 
    yeah. I'm just using those terms for now until what gets used is ironed out. 
 
A = base specific sub archetype 
B = Base specific explored sub archetype 
C = base generic sub archetype 
D = base generic explored sub archetype 
 
(D is added in this message. think B only generic to any base) 
 
    That's what they more or less are, but you'd have to think like I do to 
understand that from just the 
names. :) So yes, better names needed. 
 
 
> >       I think the 130 base should shoot for the average of that 
> >       archetype's stats and most basic powers. 
> > 
> >       Any stat minuses that might not work with some bases should 
> >       then be kept to the 'A' or 'B' option. 
> > 
> >       In this way, only the 'C' option is truely usable across bases 
> 
> So don't even have the 'C' option; if anything looks like it would qualify 
> as a 'C', turn it into a General plugin.  Since you've only got two types 
> left, go with a 'standard' plugin and an 'aumented' plugin.  All of the 
> bases would have both types of plugins, including the General 
> "pseudo-base" 
 
    That may be a good point. Basically I saw A,B,and C as all being three 
versions of the same theme. 
 
A is a version disigned to fit a base and allow a viable PC who has spread 
across another platform as well (taken a C from elsewhere, or a second A from this 
base) 
A makes a viable character if used with it's base, but if used with another base 
may cause trouble, 
this is because A will take advantage of specific themes found in it's base. 
 
B is an extension of A. It is A explored into a full character who'se only theme is 
that 
effect. 
 
C is like A only unlike A it cannot make assumptions about what is in the base. It 
has to 
be designed to make a buildable character with any base. 
 
The generic plugins would contain typer C and D (being like B, only built to work 
with any base). 
 
The background plugins would be 20 pointers designed to give a few skills and make 
the assumption 
that you only take one of them once. 
 
 
> >       This 'A','B','C' stuff might seem a bit too much, but it allows 
> >       for three versions of the same plugin designed for three situations 
> >       I can see: 
> >       1: The guy who only wants this plugin and no other powers 
> >       2: The guy who wants this plugin X1 to match his base X. and 
> >               then plans another plugin X2 from either the same base X, or 
> >               another base Y's plugin list. 
> >       3: The guy who wants this plugin Y1 which is not from his 
> >               base X. 
> > 
> >       Therefore, A plugin's would take the base up to a person who's 
> >       main focus is the A plugin, but has room for side stuff. 
> >       B plugins would build a character who's sole focus is that plugin and 
> >       it's matching base. 
> >       C plugins would be designed to allow a diferent character type to 
> >       dabble in that effect. 
> 
> Consider removing the Augmented Plugin and allowing the designer to select 
> a given plugin twice. 
 
    Ah, you could take a C twice. B would differ from this in that it is a full 
exploration of a 
theme using all points available. Not just a double power of the A or B. A might 
not work 
twice as some of the assumptions it can be allowed to make about the base might 
cause 
trouble if applied twice (such as an A that had a large minus to a stat found in 
the base). 
 
    I think having A, B, C and D is a good compromise between those who want 
plugins that 
only add (C and D types), and those that can add and subtract based on knowing what 
a base contains 
(A and B). 
 
    Done right it can avoid complexity. 
 
One key thing is to make sure all bases and plugin's contain simple power 
constructs that are easy 
for the novice hero player to read and understand. 
 
    After getting this far I realized that if we add a template system for making 
disads, we could add 
random tables to this thing, and have a random NPC maker that works and has play 
balance. 
    Would make a neat Java program too. :) 
 
 
    For disads we need to get a list of all disads we can think of and their values 
in points, then start 
seperating them into catagories. Then maybe list them in two ways. 
method 1: just list them in an index. 
 
method 2: group them in set of X that fit together. My thinking is X would be 3 
disads, but this idea is 
new to me and not yet well thought out. 
 
 
    I know there is a list of Hero disads on the web, minus point values. One tough 
issue here would 
be agreeing on the point value for a disad, assuming a "standard" campaign world 
(whatever that is). 
 
 
-- 
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 Super Hero Role Playing Sight is at: http://www.infinex.com/~rook/SH/ 
 
 
Return-Path: daemon@omg.org 
Date: Thu, 5 Feb 1998 17:51:09 -0800 (PST) 
From: Anthony Jackson <ajackson@iii.com> 
Reply-To: Anthony Jackson <ajackson@iii.com> 
Subject: Re: Templates - compiled ideas 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
Hm...I was thinking more about templates, and came to a realization: coming up 
with a 'brick template' isn't all that useful, because the newbie player 
doesn't know he wants to be a 'brick'.  He knows 'I want to turn into living 
steel' or some such thing -- its the person who already knows the conventions 
who says 'oh, that's a brick'.  As such, I think we're looking at templates in 
the wrong way -- templates should be classified by special effect.  I.e. don't 
come up with a 'brick template' -- come up with a 'body of X' template.  Sure, 
its less flexible -- but it might well get the point across faster than a 
'brick template' would. 
 
Return-Path: daemon@omg.org 
X-Sender: h_laws@postoffice.utas.edu.au (Unverified) 
Date: Fri, 06 Feb 1998 12:55:59 +1100 
From: Mad Hamish <h_laws@postoffice.utas.edu.au> 
Subject: Re: The Horrors of Hero? 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 10:05 PM 2/3/98, John Desmarais wrote: 
>On Tue, 3 Feb 1998 07:02:52 -0800, Tanja Nasset wrote: 
> 
>>If you don't use them, expect math errors in characters. Unless, of 
>>course, you are extra careful _and_ you do all the characters 
>>yourself. 
> 
>Why should I expect math errors?  It's all extremely simple math - stuff 
people should  
>have learned in elementary school. 
> 
	As a maths (and computer) major I'd just like to point out that 
mathematics _lecturers_ sometimes make mistakes adding numbers, never mind 
anyone else. Apart from everything else it's _very_ easy to transpose a 
couple of digits and write 12 instead of 21 or the other way around. 
 
Return-Path: daemon@omg.org 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: [Modify Deflection? (was Re: a question about deflection)] 
Mail-Copies-To: never 
X-No-Archive: yes 
X-Attribution: Rat 
Organization: The Happy Fun Ball Brigade 
Date: 05 Feb 1998 21:04:03 -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----- 
 
>>>>> "SM" == Stephen McGinness <smcginn@csm.ex.ac.uk> writes: 
 
SM> Well, I think there is a case here for GM discretion. The teleport 
SM> power does allow for the creation of a gate that stays open (i'm sure 
SM> it does, though I don't have it in front of me!!) 
 
That is an optional effect that originally appeared in "Mystic Masters", 
IMO a much better attempt at a "supermage" campaign than The Ultimate 
Supermage.  What kept it in balance is that the "portal" is literally a 
two-way street, and the creator has no control over what passes through nor 
the direction. 
 
Yes, it *could* be used as a defense... and something *WILL* come through 
from the other side to wreak havoc, GM's discretion based on how frequently 
the portal is abused. 
 
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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. 
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Return-Path: daemon@omg.org 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: [Modify Deflection? (was Re: a question about deflection)] 
Mail-Copies-To: never 
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Organization: The Happy Fun Ball Brigade 
Date: 05 Feb 1998 21:08:04 -0500 
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To: champ-l@omg.org 
 
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>>>>> "TRG" == Tim R Gilberg <trgilber@hilltop.ic.edu> writes: 
 
TRG> 	Sure it is.  Try 100% damage reduction, UBO. 
 
The only way I can see 100% Reduction is to see Reduction changed from 
PD/ED/MD to special effects -- to wit, instead of buying limited PD and ED 
reduction to protect against "fire attacks", buy "Fire Reduction".  And I 
would not allow more than one special effect per character to start, much 
like the restriction on NND attacks. 
 
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--  
Rat <ratinox@peorth.gweep.net>    \ Do not taunt Happy Fun Ball. 
PGP Key: at a key server near you! \  
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Return-Path: daemon@omg.org 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: Template Power level (Re: Sample template (very rough draft)) 
Mail-Copies-To: never 
X-No-Archive: yes 
X-Attribution: Rat 
Organization: The Happy Fun Ball Brigade 
Date: 05 Feb 1998 21:14:02 -0500 
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>>>>> "BW" == Brian Wong <rook@shell.infinex.com> writes: 
 
BW> 	This locks things in a bit too much. It means you have to guess the 
BW> minimum ever possible. 
 
Any halfways competant GM or player knows what they are.  Given a 12DC 
damage cap with commessurate defenses, 8DC is about as small an attack as 
anyone would want to have. 40 Strength.  Easy. 
 
Given an average Speed of 4-5, you probably do not want to be below a Speed 
3.  Easy. 
 
All the other characteristics are likewise easy to determine absolute 
minimum viable levels. 
 
BW> 	It's better to shoot for averages; as these are much easier to pin 
BW> down and stick to. 
 
And more work for the beginning player, the player that does not really 
"get it".  And with 200 points allocated to template and plug you do not 
have to worry about something being too low, if the plugs are designed 
right. 
 
Anyone that wants something more flexible can build his character from 
scratch. 
 
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Return-Path: daemon@omg.org 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: Template Power level (Re: Sample template) 
Mail-Copies-To: never 
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Organization: The Happy Fun Ball Brigade 
Date: 05 Feb 1998 21:21:57 -0500 
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To: champ-l@omg.org 
 
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>>>>> "BW" == Brian Wong <rook@shell.infinex.com> writes: 
 
BW> 	Oh yes, the gadgeteer/power armor types. 
 
Which are really either bricks or energy projectors with different special 
effects (Foci). 
 
And remember that Foci can be taken away.  A "power armor brick" that does 
not have Focus on his Strength will rarely, if ever, be without his 
strength (secret identity notwithstanding). 
 
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Return-Path: daemon@omg.org 
X-Sender: champion@mailhost.cyberhighway.net 
Date: Thu, 05 Feb 1998 18:28:41 -0800 
From: Jim Dickinson <champion@cyberhighway.net> 
Subject: Re: The Horrors of Hero? 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 07:41 AM 2/4/98 -0800, Brian Wong wrote: 
>	See, here we go again. Even a subject on how to make Hero 
>more understandable has degraded into math and/or mechanics debates. In this 
>case, math. 
> 
>	Maybe we should put forth a proposal that all messages to the list 
>have one of [genre],[rules],[math],[uselessjunk],[characters], or 
>whatever in the subject line so I can simply thread some of this junk into 
>my trash folder and get on to reading the parts I enjoy. 
> 
> 
 
And here I am the one who started the thread...wondering what the hell 
happened to it?  Now it is off in three directions: 
 
	1) Discussing Hero's "Super Hero genre centricity". 
	2) Debating how (un)important calculators are to character creation. 
	3) complaining about the content of the list. 
 
ugh... 
 
If you don't want to relate your posts to the thread, feel free to change 
the subject line...  ;-) 
 
Thanks! 
Jim 
 
Return-Path: daemon@omg.org 
X-Sender: why@mail.superlink.net 
Date: Thu, 05 Feb 1998 21:50:35 -0500 
From: Joe Mucchiello <why@mars.superlink.net> 
Subject: Re: Templates - compiled ideas 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 05:51 PM 2/5/98 -0800, Anthony Jackson wrote: 
>Hm...I was thinking more about templates, and came to a realization: 
coming up 
>with a 'brick template' isn't all that useful, because the newbie player 
>doesn't know he wants to be a 'brick'.  He knows 'I want to turn into living 
>steel' or some such thing -- its the person who already knows the conventions 
>who says 'oh, that's a brick'.  As such, I think we're looking at 
templates in 
>the wrong way -- templates should be classified by special effect.  I.e. 
don't 
>come up with a 'brick template' -- come up with a 'body of X' template. 
Sure, 
>its less flexible -- but it might well get the point across faster than a 
>'brick template' would. 
 
I was planning to include a description of the what the archetypes mean in 
my post, but I did not have the time to write them up.  Brick is easy to 
describe.  "Brick - This is the big guy on the team.  Very strong, hard to 
knock down, he is the guy who punches through the wall of the villain's 
stronghold.  Bricks can usually take as much damage as they can dish out. 
Bricks tend to have names like Bulk, Big Guy, Crusher, etc." 
 
Similar descriptions can easily be written for the other types. 
 
Return-Path: daemon@omg.org 
Date: Thu, 5 Feb 1998 21:03:24 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: Templates - compiled ideas 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
> > What would you call a character like DC Comic's Triad or Marvel's Madrox, 
> > the Multiple Man? 
> 
> Triad is a martial artist with a special shtick.  Jamie Madrox I call 
> impractical on this version of Champions, as duplication costs are screwed up. 
 
 
	I don't know the character, but taking away Jackson's biased 
commentary says that Duplication is the way to go. 
 
 
			-Tim Gilberg 
 
Return-Path: daemon@omg.org 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: Templates - compiled ideas 
Mail-Copies-To: never 
X-No-Archive: yes 
X-Attribution: Rat 
Organization: The Happy Fun Ball Brigade 
Date: 05 Feb 1998 22:04:39 -0500 
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X-Hero: champ-l 
To: champ-l@omg.org 
 
-----BEGIN PGP SIGNED MESSAGE----- 
 
>>>>> "AJ" == Anthony Jackson <ajackson@iii.com> writes: 
 
AJ> Hm...I was thinking more about templates, and came to a realization: 
AJ> coming up with a 'brick template' isn't all that useful, because the 
AJ> newbie player doesn't know he wants to be a 'brick'.  He knows 'I want 
AJ> to turn into living steel' or some such thing 
 
That just means you have to word things properly.  For instance: 
 
	Brick Template: You are strong and tough.  You can throw cars 
	around, and bend girders with your hands.  You shrug off attacks 
	that would pulverize a normal person. 
 
Short, sweet, to the point.  Now, a sketchy description of a brickish 
"plug": 
 
	Body of X: Your body is composed of some material much harder and 
	heavier than flesh and bone: rock, steel, whatever. 
 
And another: 
 
	Suit of Armor: Your strength is the suit of armor you wear, be it a 
	construct of magic or technology or anything else. 
 
And yet another: 
 
	Herculean: You are a prince among your people, or a demigod to 
	another. 
 
Okay, the last is a bit cheezy, but I think you get the idea. 
 
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Return-Path: daemon@omg.org 
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Date: Thu, 5 Feb 1998 22:01:15 -0600 (CST) 
From: Dataweaver <traveler@io.com> 
cc: champ-l@omg.org 
Subject: Re: Templates - compiled ideas 
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On Thu, 5 Feb 1998, Tim R. Gilberg wrote: 
 
>  
> > > What would you call a character like DC Comic's Triad or Marvel's Madrox, 
> > > the Multiple Man? 
> > 
> > Triad is a martial artist with a special shtick.  Jamie Madrox I call 
> > impractical on this version of Champions, as duplication costs are screwed up. 
>  
>  
> 	I don't know the character, but taking away Jackson's biased 
> commentary says that Duplication is the way to go. 
 
Nothing biased about it; Triad can split herself into three Duplicates, 
and Madrox can split himself into more than twenty Duplicates.  That many 
Duplicates is prohibitively expensive in comparison to buying, say, more 
than twenty Followers... 
 
---- 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: [Re: [Modify Deflection? (was Re: a question about deflection)]] 
Date: Thu, 5 Feb 1998 20:45:06 -0800 
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On Thursday, February 05, 1998 12:29 PM, Anthony Jackson wrote: 
 
 
>Filksinger writes: 
>> Save that it already exists in Missile Deflection. (Whether or not 
it 
>> should is a different matter.) 
 
>No, actually, it doesn't -- or if it does, 'DCV' is also an absolute 
defense 
>(if you don't get hit, you don't take any damage).  Any attack you 
can missile 
>deflect, you can dodge (and the 'difficulty' is the same -- i.e. 
based on the 
>OCV of your opponent).  If you make missile deflection work vs area 
effects, 
>this makes missile deflection effective against attacks you _cannot_ 
dodge, and 
>for which OCV is not terribly meaningful. 
 
 
But which you can avoid via a Dive for Cover. Thus, it is, in fact, no 
different than if you had the ability Teleportation, UAO, AE, and used 
this mass teleportation for Dive for Cover, thus making _everyone_ 
Dive for Cover. 
 
Except, of course, that you couldn't save buildings, and everyone 
would have moved. 
 
Filksinger 
 
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Date: Thu, 5 Feb 1998 22:46:01 -0600 (CST) 
From: Dataweaver <traveler@io.com> 
Reply-To: Dataweaver <traveler@io.com> 
cc: champ-l@omg.org 
Subject: Re: Templates - compiled ideas 
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On Thu, 5 Feb 1998, Joe Mucchiello wrote: 
 
> At 05:51 PM 2/5/98 -0800, Anthony Jackson wrote: 
> >Hm...I was thinking more about templates, and came to a realization: 
> >coming up with a 'brick template' isn't all that useful, because the 
> >newbie player doesn't know he wants to be a 'brick'.  He knows 'I want 
> >to turn into living steel' or some such thing -- its the person who 
> >already knows the conventions who says 'oh, that's a brick'.  As such, 
> >I think we're looking at templates in the wrong way -- templates should 
> >be classified by special effect.  I.e. don't come up with a 'brick 
> >template' -- come up with a 'body of X' template. Sure, its less 
> >flexible -- but it might well get the point across faster than a 
> >'brick template' would. 
 
I beg to differ; it could quite easily end up being _more_ flexible than a 
'brick template' would.   
 
> I was planning to include a description of the what the archetypes mean in 
> my post, but I did not have the time to write them up.  Brick is easy to 
> describe.  "Brick - This is the big guy on the team.  Very strong, hard to 
> knock down, he is the guy who punches through the wall of the villain's 
> stronghold.  Bricks can usually take as much damage as they can dish out. 
> Bricks tend to have names like Bulk, Big Guy, Crusher, etc." 
>  
> Similar descriptions can easily be written for the other types. 
>  
 
Try this idea: use the template approach that you described in your last 
post - but leave out Step 2, and use more Add-ins.  I believe that this is 
along the lines of what Anthony was suggesting... (?) 
 
---- 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, 05 Feb 1998 21:46:03 -0800 
From: Rook <rook@infinex.com> 
Organization: Sujin & Brian 
Subject: Re: Templates - compiled ideas 
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> Hm...I was thinking more about templates, and came to a realization: coming up 
> with a 'brick template' isn't all that useful, because the newbie player 
> doesn't know he wants to be a 'brick'.  He knows 'I want to turn into living 
> steel' or some such thing -- its the person who already knows the conventions 
> who says 'oh, that's a brick'.  As such, I think we're looking at templates in 
> the wrong way -- templates should be classified by special effect.  I.e. don't 
> come up with a 'brick template' -- come up with a 'body of X' template.  Sure, 
> its less flexible -- but it might well get the point across faster than a 
> 'brick template' would. 
 
    A good point, but a 'body of X' template would result in 100's of bases. 
 
So while we don't need to call it a 'brick' template,  we can make the same thing, 
and call it 
a 'super strong' template. 
 
-- 
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 Super Hero Role Playing Sight is at: http://www.infinex.com/~rook/SH/ 
 
 
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From: "Len Carpenter" <redlion@voicenet.com> 
Subject: Re: Templates 
Date: Fri, 6 Feb 1998 01:23:20 -0500 
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On February 5, 1998, Richard G. Schwerdtfeger wrote: 
 
> Why doesn't someone check Champions III (IIRC)? Isn't that the one 
> with the Champions random character generation tables? 
> 
> It had base stats for bricks, martial artists, energy projectors 
> and mentallists, and then you rolled on the charts to add extra 
> powers (like extra STR or invisibility or a flash attack, etc.) 
> 
> Possibly those base stats could be made into templates. 
> 
> Richard 
 
 
For those who don't own Champions III, these are the Characteristics for the 
four character types--bricks, martial artists, egoists, and energy projectors 
and others--used in the random character generator system. 
 
 
         Bricks      Martial    Egoists  Energy Projectors 
                     Artists                  and Others 
CHAR 
STR        30          20          15          15 
DEX        18          23          18          20 
CON        28          18          23          23 
BODY       10          10          10          10 
INT        10          10          15          10 
EGO        10          11          17          10 
PRE        15          10          10          10 
COM        10          12          10          10 
PD         15          10          10          10 
ED         15          10          10          10 
SPD         4           5           5           5 
REC        12           8           8           8 
END        60          40          50          60 
STUN       39          30          30          30 
 
Cost =    120         120         110         100 
 
 
 
There's much that can be criticized in using these figures as the character 
templates.  Following in the footsteps of Desmarais, Jackson, Rat, and 
others, I would change them to something like the following. 
 
 
         Bricks      Martial    Egoists  Energy Projectors 
                     Artists                   and Others 
CHAR 
STR        40          15          10          10 
DEX        14          23          18          18 
CON        23          18          23          23 
BODY       15          12          10          10 
INT        10          10          13          10 
EGO        10          11          18          10 
PRE        20          15          10          10 
COM        10          10          10          10 
PD         20          10           8           8 
ED         15          10           8           8 
SPD         3           5           4           4 
REC        13           7           7           7 
END        56          36          46          46 
STUN       47          29          27          27 
 
Cost =    116         101          90          71 
 
These are quite basic building blocks, with the expectation that two or more 
stats will be bought up by every character.  As they stand now, they're 
adequate for beginning heroes with little combat experience and who are 
lacking in intensive training, hence the relatively low DEX and SPD figures.  
Think early X-Men, when Professor X had just recently gathered them. 
 
A speedster can be built as a martial artist, or possibly as an "other."  
Mages can be built as egoists or energy projectors.  Gadgeteers and armored 
heroes sans their armor can be built as energy projectors, with a possible 
reduction in CON for such heroes.  Armored heroes whose armor gives them 
brick-like proportions can be built as bricks, provided the newbie has 
grasped the idea of reducing the costs of Characteristics through a 
Disadvantage. 
 
 
Len Carpenter 
redlion@early.com 
 
Return-Path: daemon@omg.org 
Date: Fri, 6 Feb 1998 00:44:07 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: Templates - compiled ideas 
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> > 	I don't know the character, but taking away Jackson's biased 
> > commentary says that Duplication is the way to go. 
> 
> Nothing biased about it; Triad can split herself into three Duplicates, 
> and Madrox can split himself into more than twenty Duplicates.  That many 
> Duplicates is prohibitively expensive in comparison to buying, say, more 
> than twenty Followers... 
 
 
	And rightfully so.  Duplication is expensive for more reason than 
just utility.  It also tends to allow a player to completely monopolize a 
game.  When you move, say, 20 times to the rest of the group's one, 
everyone else is going to get pretty bored.  I'd probably not play in such 
a game. 
 
	An option is to make them summoned creatures or followers.  The 
latter seems good if you don't mind the GM controlling the duplicates 
instead of you. 
 
 
 
				-Tim Gilberg 
 
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Date: Fri, 6 Feb 1998 00:50:35 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: [Modify Deflection? (was Re: a question about deflection)] 
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> TRG> 	Sure it is.  Try 100% damage reduction, UBO. 
> 
> The only way I can see 100% Reduction is to see Reduction changed from 
> PD/ED/MD to special effects -- to wit, instead of buying limited PD and ED 
> reduction to protect against "fire attacks", buy "Fire Reduction".  And I 
> would not allow more than one special effect per character to start, much 
> like the restriction on NND attacks. 
k 
 
	I do like your 100% SFX reduction.  Heck, I like the idea of SFX 
reduction to go along with the rest.  (Send it to Steve Long, it's a 
wonderful concept.)  The nice thing is that is stops any type of damage of 
a SFX.  It can simulate a lot of nice effects. 
 
 
	However, regular reduction should be expanded to the 100% level. 
Put a huge Stop Sign on it, but put it in the book.  It's not that bad, 
really.  The high cost makes it prohibitive.  120 point to be totally 
impervious to physical attacks. 
 
 
	For the AE deflect thing, just buy this UBO, AE.  Or, more 
appropriately, as the character is controlling it, UAO, AE. 
 
 
 
			-Tim Gilberg 
 
Return-Path: daemon@omg.org 
Date: Fri, 6 Feb 1998 01:06:03 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: Templates 
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> These are quite basic building blocks, with the expectation that two or more 
> stats will be bought up by every character.  As they stand now, they're 
> adequate for beginning heroes with little combat experience and who are 
> lacking in intensive training, hence the relatively low DEX and SPD figures. 
> Think early X-Men, when Professor X had just recently gathered them. 
 
 
	I think this assumption is part of the problem.  We keep chanting 
our mantra of "beginning-level characters," and "like the comic book 
characters in their beginnings". 
 
	The problem is, a newby brought in by love of the comics won't see 
it this way.  They'll see the system as being unable to do a proper 
Batman, Wolverine, Cable, or Spiderman.  If we just talk about recommended 
level, they'll be quite right. 
 
	I think we should rethink the "default" level for characters. 
 
 
 
				-Tim Gilberg 
 
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From: "Len Carpenter" <redlion@voicenet.com> 
Subject: Re: The Horrors of Hero? 
Date: Fri, 6 Feb 1998 02:12:33 -0500 
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On February 02, 1998, Erol K. Bayburt wrote: 
  
(material snipped)  
  
> Something that contributes to both these problems is the 
coarse-grained nature 
> of the system.  It's full of "breakpoints" which add complexity to 
the system 
> and which make it hard to properly depict non-superheroic 
characters.  I 
> myself would not try to use HERO for non-superheroes were it not 
for the 
> "percent Hero" rules I came up with to eliminate the breakpoints 
with skill, 
> characteristic, and attack rolls.  (To toot my own horn, Vox has 
webbed them 
> for me on his site: http://www.io.com/~angilas/soapvox.html  Or I 
could post 
> them here if people want to see them.)  
 
(material snipped) 
  
> Erol K. Bayburt 
> Evil Genius for a Better Tomorrow 
  
I checked out the above website to examine Erol's "percent Hero" 
rules.  There's much to recommend in them for their power to 
eliminate a good deal of the minimaxing of Hero characteristics.  A 
22 INT becomes actually better than an 18 INT, and a 23 for DEX or 
EGO no longer proves a holy number to be revered for its mystical 
efficiency.  They also smooth out the awkward probability skips and 
jumps as stats grow higher. 
 
The rules do call for a notable revision of the game, though, so I 
doubt that any such percentile system will ever see more than 
sporadic adoption by GMs.  Still, kudos to Erol for developing and to 
Vox for webbing them.    
 
 
Len Carpenter 
redlion@early.com 
 
Return-Path: daemon@omg.org 
Date: Thu, 05 Feb 1998 23:40:52 -0800 
From: Rook <rook@infinex.com> 
Organization: Sujin & Brian 
CC: champ-l@omg.org 
Subject: Re: Templates 
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> > It had base stats for bricks, martial artists, energy projectors 
> > and mentallists, and then you rolled on the charts to add extra 
> > powers (like extra STR or invisibility or a flash attack, etc.) 
> > 
> > Possibly those base stats could be made into templates. 
> For those who don't own Champions III, these are the Characteristics for the 
> four character types--bricks, martial artists, egoists, and energy projectors 
> and others--used in the random character generator system. 
> 
>          Bricks      Martial    Egoists  Energy Projectors 
>                      Artists                  and Others 
> CHAR 
> STR        30          20          15          15 
> DEX        18          23          18          20 
> CON        28          18          23          23 
> BODY       10          10          10          10 
> INT        10          10          15          10 
> EGO        10          11          17          10 
> PRE        15          10          10          10 
> COM        10          12          10          10 
> PD         15          10          10          10 
> ED         15          10          10          10 
> SPD         4           5           5           5 
> REC        12           8           8           8 
> END        60          40          50          60 
> STUN       39          30          30          30 
> 
> Cost =    120         120         110         100 
> 
> There's much that can be criticized in using these figures as the character 
> templates.  Following in the footsteps of Desmarais, Jackson, Rat, and 
> others, I would change them to something like the following. 
> 
>          Bricks      Martial    Egoists  Energy Projectors 
>                      Artists                   and Others 
> CHAR 
> SPD         3           5           4           4 
> 
 
    I haven't checked the other stats yet, but these are too low. 
This template thing needs to be based on the standard power levels, 
not our own personal uses. 
The BBB gives the following: 
 
Brick: 4.67 
Martial Artist: 6.25 
Energy Projector: 5.125 
Egoist: 5 (only one of these in there though, so hard to judge) 
 
This is based on pages C1 to C11 except for mechanon. 
  The Asenos where not used as they are new to 4th edition and 
conflict with the power levels of the others in a visibly obvious way. 
The Champions are also new to 4th, dropping them gives: 
 
Brick: 4.67 
Martial Artist: 6.33 
Energy Projector: 5.167 
Egoist: 5 (only one present, Mindlock) 
 
I classsed Seeker as a Martial 
Obsidian, Defender as Bricks 
Quantum as Energy Projector 
 
Jaguar is closest to Brick, with his high Str and HA 
Solitaire could be Egoist or Energy Projector. I used Energy Projector 
 
If we made Jaguar a MA, it would do this: 
 
MA: 6.0 
 
Brick: 4.60 
 
If we made Solitaire an Egoist we get: 
 
Egoist: 5.0 (based off of only 2 examples) 
 
Energy Projector: 5.142 
 
Adding in the Asesinos gives: 
 
Brick: 4.55 with Ocelote, 4.375 without Ocelote 
 
Martial A: 5.857 with Ocelote, 5.833 without Ocelote 
 
Energy Projector: 5.0 
 
Egoist: 5.0 
 
 
> These are quite basic building blocks, with the expectation that two or more 
> stats will be bought up by every character.  As they stand now, they're 
> adequate for beginning heroes with little combat experience and who are 
> lacking in intensive training, hence the relatively low DEX and SPD figures. 
> Think early X-Men, when Professor X had just recently gathered them. 
> 
> A speedster can be built as a martial artist, or possibly as an "other." 
> Mages can be built as egoists or energy projectors.  Gadgeteers and armored 
> heroes sans their armor can be built as energy projectors, with a possible 
> reduction in CON for such heroes.  Armored heroes whose armor gives them 
> brick-like proportions can be built as bricks, provided the newbie has 
> grasped the idea of reducing the costs of Characteristics through a 
> Disadvantage. 
 
 
 
-- 
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 Super Hero Role Playing Sight is at: http://www.infinex.com/~rook/SH/ 
 
 
Return-Path: daemon@omg.org 
Date: Fri, 06 Feb 1998 08:19:02 +0000 
From: Stephen McGinness <smcginn@csm.ex.ac.uk> 
Organization: Camborne School of Mines 
Subject: Re: Templates 
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Tim R. Gilberg wrote: 
>         The problem is, a newby brought in by love of the comics won't see 
> it this way.  They'll see the system as being unable to do a proper 
> Batman, Wolverine, Cable, or Spiderman.  If we just talk about recommended 
> level, they'll be quite right. 
 
This is a good point though one I do not agree 
with! :-) 
 
Most of the newbies will have some RPG experience 
and most of those will be used to the AD&D 
"fields_of_death_that_are_known_as_the_first_level" 
syndrome, whereby your character is _not_ going to 
be Conan or Gandalph straight away. If you have a 
Batman or Wolverine write up form Deejay's page or 
somewhere to let them see the points used to build 
it and show that it _is_ possible with experience, 
or in a higher level campaign that you will run 
when they _know_ the system then it will not be 
such a turn off. 
  
>         I think we should rethink the "default" level for characters. 
 
I'm still inclined to keep it simple, and if that 
means lower power then I'm happy with that. 
  
>                                 -Tim Gilberg 
 
 
Stephen 
 
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From: Alurmic@aol.com 
Date: Fri, 6 Feb 1998 06:21:03 EST 
Cc: Alurmic@aol.com 
Subject: doc's d&d/v&v auction update #3 
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The following are the rules of the auction on the listed items. 
1. Buyer pays all shipping. After the auction closes out I will contact the 
high bidder                          
    and arrange for shipping as they wish. 
2. In the event of tie bids the first bidder will be the high bidder for the 
item. 
3. Updates will be posted every couple of days. The high bidder will be listed 
for  
    each item. 
4. Bids will be taken till midnite on the 20th of february. 
5. Any questions on any listed item contact me via email for details 
6. All checks must clear before shipping, money orders ship next day. 
thanks and good luck, here are the items 
                                   TSR 
1992 TSR TRADING CARD SET- complete boxed set numbering 750 cards. box has 
some wear on the outside. cards have only been out of the box once to verify 
count. cards are art from forgotten realms, greyhawk, spelljammer, dragonlance 
ravenloft and dark sun. much of the art was book and module covers. 
HIGH BID- 4.00            BIDDER- aresana 
X4 MASTER OF THE DESERT NOMADS- adventure for levels 6-9. part one of the 
desert nomads set.very good condition, complete never used 
HIGH BID-  4.00           BIDDER- llwatts 
X5 TEMPLE OF DEATH- adventure for levels 6-10. part two of the desert nomads 
set. very good condition, complete never used. 
HIGH BID-  4.00           BIDDER- llwatts 
I4 OASIS OF THE WHITE PLAIN- adventure for levels 6-8. second in the desert of 
desolation set. excellant condition, complete never used. 
HIGH BID- 3.00            BIDDER- llwatts 
I5 LOST TOMB OF MARTEK- adventure for levels 7-9. third ands last in the 
desert of desolation set. excellant condition, complete never used 
HIGH BID-  4.00           BIDDER- flint 
I11 NEEDLE- adventure for levels 8-10. excellant condition, complete never 
used 
HIGH BID- 4.00            BIDDER- flint 
S3 EXPEDITION TO BARRIER PEAK- adventure for levels 8-12. fantasy characters 
explore a crashed space ship. very good condition, complete used once. 
HIGH BID- 4.00            BIDDER- flint 
CM2 DEATH'S RIDE- adventuire for levels 15-20. excellant condition, complete 
never used 
HIGH BID- 3.00            BIDDER- flint 
X1 ISLE OF DREAD- adventure for levels 3-7. very good condition, complete 
never used 
HIGH BID- 2.00            BIDDER- flint 
SET OF THREE BASIC MODULES B2,B3,B4- adventures for levels 1-3. basic D&D 
rules. all are complete, average very good condition 
HIGH BID-  2.00           BIDDER- flint 
C2 GHOST TOWN OF INVERNESS- adventure for levels 5-7. excellant condition, 
complete never used. 
HIGH BID-  3.00            BIDDER- flint 
L1 SECERT OF BONE HILL- adventure for levels 2-4. very good condition, 
complete never used. 
HIGH BID-  2.00            BIDDER- flint 
 
 
 
                          VILLAINS AND VIGILANTES 
SET OF THREE V+V SUPPLEMENTS- three of the villian listings books:most wanted, 
opponents unlimited, super crooks and criminals. all three are in overall good 
condition with opponents the worst. some of the cardboard pieces have been cut 
out. excellant listing of ideas for any supers game. most of the art by 
patrick zircher before he began working for marvel comics 
HIGH BID-  7.00           BIDDER- knitevert 
FORCE ADVENTURE MODULE- excellant condition. adventure for heros against a 
villan group. art by jeff dee 
HIGH BID- 4.00            BIDDER- crazy 
FROM THE DEEPS OF SPACE- excellant condition. adventure for 2-3 heros in apace 
against alien races. 
HIGH BID- 4.00            BIDDER- crazy 
PRE-EMTIVE STRIKE- excellant condition. adventure for 3-4 heros to stop 
nuclear war. art by sean knight. in the back is a conversion chart and rules 
to go from V+V to champions. this is the only place i know of this is 
published.   
HIGH BID-  9.00            BIDDER- mark 
 
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Subject: Re: Templates - compiled ideas 
Date: Fri, 6 Feb 98 08:18:54 -0500 
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From: David Fair <DFair@sdslink.com> 
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On 2/5/98 8:51 PM Anthony Jackson (ajackson@iii.com) Said: 
 
>Hm...I was thinking more about templates, and came to a realization:  
>coming up with a 'brick template' isn't all that useful, because the newbie  
>player doesn't know he wants to be a 'brick'.  He knows 'I want to turn  
>into living steel' or some such thing -- its the person who already knows  
>the conventions who says 'oh, that's a brick'.  As such, I think we're  
>looking at templates in the wrong way -- templates should be classified by  
>special effect.  I.e. don't come up with a 'brick template' -- come up with a  
>'body of X' template.  Sure, its less flexible -- but it might well get  
>the point across faster than a'brick template' would. 
 
Or we could simply change the names: 
 
Tough-Guy (Brick) 
Beam-Guy (Projector) 
Mind-Guy (Mentalist) 
Fast-Guy (Speedster) 
Tricky-Guy (Desolid, Shapeshift, Darkness, Etc) 
Gadget-Guy (Gadgeteer) 
Martial Arts-Guy (Duhh) 
Etc. 
 
David A. Fair         | 
SDS International     |     Think Different 
dfair@sdslink.com     | 
 
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Date: Fri, 06 Feb 1998 06:26:23 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: [Re: [Modify Deflection? (was Re: a question about 
  deflection)]] 
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At 08:45 PM 2/5/1998 -0800, Filksinger wrote: 
>But which you can avoid via a Dive for Cover. Thus, it is, in fact, no 
>different than if you had the ability Teleportation, UAO, AE, and used 
>this mass teleportation for Dive for Cover, thus making _everyone_ 
>Dive for Cover. 
> 
>Except, of course, that you couldn't save buildings, and everyone 
>would have moved. 
 
   This being the big weakness of relying on Dive For Cover.  If DFC was a 
Power, one might be able to stick an Advantage on that, but that wouldn't 
really be any better than a new Advantage for Missile Deflection.  (Putting 
up an XDM Gate is probably the model to work from, though.) 
--- 
Bob's Original Hero Stuff Page! 
   http://www.klock.com/public/users/bobg/original.htm 
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From: Joe Mucchiello <why@superlink.net> 
Subject: Re: Templates - compiled ideas 
Date: Fri, 6 Feb 1998 09:34:56 -0500 (EST) 
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Jonathan Lang wrote: 
> Try this idea: use the template approach that you described in your last  
> post - but leave out Step 2, and use more Add-ins.  I believe that this is  
> along the lines of what Anthony was suggesting... (?)  
 
I don't think that more granular add-ins would be helpful to the newbie. 
As the number of add-ins goes up, the number of choices goes up, which 
again could overwhelm the newbie.  That's why I plan to include three 
levels of base archetype (Brick, SuperBrick and UltraBrick).  The problem 
that I am running into is Special Effect.  If the player wants to be a 
gadgeteer, where do I put the OAFs?  Do I make a bunch of different 
add-ins: 
 
Fire beam: 5D6 EB, fire 
Cold beam: 5D6 EB, cold 
Pistol: 1 1/2D6 RKA, OAF gun 
 
That would make the add-in list huge and unmanagable.  While I'm writing 
this, I'm also thinking about how big it would end up being in a source 
book.  Is 4 pages too long?  How about 6?  8? 
 
  Joe 
 
PS.  I hope to update my last post with more Ultra and Super archetype 
template this evening when I'm not at work. 
 
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X-Sender: bob.greenwade@klock.com 
Date: Fri, 06 Feb 1998 06:35:35 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Another place for templates? 
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At 06:48 PM 2/5/1998 -0600, Michael (Damon) or Peni R. Griffin wrote: 
>I had planned to stay entirely out of the template discussion, but I guess 
>I'll settle for "mostly out".  I like the notion of templates.  I think 
>they should be as simple and ready-to-use as possible, given that they're 
>for beginning players.  If the characters aren't perfect, so what?  Any 
>players who decide to stick with the game can modify or redesign the 
>character later on.   
 
   Agreed. 
 
>There may be a second use for such things, though, where a bit more 
>complexity needn't be a problem.  The impending release of The Ultimate 
>Super Vehicle naturally makes one think of The Ultimate Super Base.  Rather 
>than release such a book on its own, though, I'd favor incorporating into 
>The Utlimate Super Team, on the theory that a team is more likely than a 
>single hero to have much of a base; and that those single heroes who have 
>bases will likely have a sidekick, or support staff, or followers of some 
>type.  You could argue that's just another sort of team. 
 
   Actually someone (whose exact name escapes me at the moment) has been 
working on The Ultimate Super Team for some time now.  This dates back to 
before the Hero/ICE split, however, and when I last mentioned it to Bruce 
he hadn't heard from the author in some time.  Still, hero base rules were 
in the works for that one. 
 
>Anyway, comic-book super teams usually have a half dozen or more members 
>that can be pigeonholed into one of 12 or 15 broad categories.  Perhaps a 
>form of template, or archetype, could be included in such a Team book, with 
>strategy and tactic suggestions for different sorts of teams based on their 
>composition.   
 
   That's a good idea.  Hopefully it will be passed on to whomever actually 
ends up with the book. 
 
>The book would also have to cover things like Perks than might be available 
>to team members that the individual heroes couldn't get on their own, like 
>access to the company QuinJet, which the lone hero couldn't afford to 
>build.  But I digress.  The point is, for those of you who really want to 
>complexify the template idea, perhaps pushing it to the point where a brand 
>new player wouldn't want to deal with it, but a more experienced player 
>would love it, consider very simple writeups (templates) for possible 
>inclusion in BBB5, and perhaps more involved/detailed/flexible writeups 
>(archetypes?) for an Ultimate Team book. 
 
   Hey Damon, maybe you should consider getting in line to write TUST.  :-] 
--- 
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Date: Fri, 06 Feb 1998 06:43:53 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Templates - compiled ideas 
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At 10:04 PM 2/5/1998 -0500, Stainless Steel Rat wrote: 
>AJ> Hm...I was thinking more about templates, and came to a realization: 
>AJ> coming up with a 'brick template' isn't all that useful, because the 
>AJ> newbie player doesn't know he wants to be a 'brick'.  He knows 'I want 
>AJ> to turn into living steel' or some such thing 
> 
>That just means you have to word things properly.  For instance: 
> 
> Brick Template: You are strong and tough.  You can throw cars 
> around, and bend girders with your hands.  You shrug off attacks 
> that would pulverize a normal person. 
 
   This brings to mind one problem I've experienced with the word "brick" 
to mean someone with super-strength: if you haven't played Champions, then 
you probably have never heard that word used in that context.  The term is 
derived from the VIPER villain of the same name.  Almost everyone else 
would use the term "Strongman" or something similar ("Strongarm" if you 
want to be gender neutral). 
   Hopefully this is something that the author of The Ultimate Brick (yes, 
it still bears that title, the last I heard) will keep in mind. 
--- 
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   http://www.klock.com/public/users/bobg/original.htm 
Homepage of the Merry-Go-Round Webring!  (Wanna join?) 
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From: Joe Mucchiello <why@superlink.net> 
Subject: Re: Templates 
Date: Fri, 6 Feb 1998 09:49:44 -0500 (EST) 
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> > These are quite basic building blocks, with the expectation that two or more  
> > stats will be bought up by every character.  As they stand now, they're  
> > adequate for beginning heroes with little combat experience and who are  
> > lacking in intensive training, hence the relatively low DEX and SPD figures.  
> > Think early X-Men, when Professor X had just recently gathered them.  
>   
>   
> 	I think this assumption is part of the problem.  We keep chanting  
> our mantra of "beginning-level characters," and "like the comic book  
> characters in their beginnings".  
>   
> 	The problem is, a newby brought in by love of the comics won't see  
> it this way.  They'll see the system as being unable to do a proper  
> Batman, Wolverine, Cable, or Spiderman.  If we just talk about recommended  
> level, they'll be quite right.  
>   
> 	I think we should rethink the "default" level for characters.  
 
Remember, a starting player's impression of the system is his overall 
utility compared to the experienced players. 
 
In my example post, I allowed for varying levels of characters.  The GM 
could say, use an Ultra-archetype and then 10 add-ins.  The add-ins that I 
am using balance adequately with the disadvantages but if you add up the 
character points and disads, the character made with my system will have 
more character points than someone using the full rules.  This should not 
be a real problem since they are not point break tweaked.   
 
  Joe 
 
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Reply-To: "Filksinger" <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
Subject: Re: Templates - compiled ideas 
Date: Fri, 6 Feb 1998 07:02:39 -0800 
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On Thursday, February 05, 1998 10:02 PM, Tim R. Gilberg wrote: 
 
 
> 
<snip> 
> 
> 
> And rightfully so.  Duplication is expensive for more reason than 
>just utility.  It also tends to allow a player to completely 
monopolize a 
>game.  When you move, say, 20 times to the rest of the group's one, 
>everyone else is going to get pretty bored.  I'd probably not play in 
such 
>a game. 
 
 
Hey! I just had a great idea! (TFIC) Give your speedster Duplication, 
with the special effect that he moves so fast its as if there were 
twelve of him.... 
 
(G, D, & R) 
 
Filksinger 
 
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From: Joe Mucchiello <why@superlink.net> 
Subject: Re: Templates 
Date: Fri, 6 Feb 1998 10:03:35 -0500 (EST) 
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> >          Bricks      Martial    Egoists  Energy Projectors  
> >                      Artists                  and Others  
> > CHAR  
> > SPD         4           5           5           5  
> > Cost =    120         120         110         100  
> >  
> > There's much that can be criticized in using these figures as the character  
> > templates.  Following in the footsteps of Desmarais, Jackson, Rat, and  
> > others, I would change them to something like the following.  
> >  
> >          Bricks      Martial    Egoists  Energy Projectors  
> >                      Artists                   and Others  
> > CHAR  
> > SPD         3           5           4           4  
> >  
>   
>     I haven't checked the other stats yet, but these are too low.  
> This template thing needs to be based on the standard power levels,  
> not our own personal uses.  
 
How are these two low, there are still 130-150 more CPs to spend? 
 
> The BBB gives the following:  
 
[Examples of averages snipped] 
 
Remember, if the GM wants a low powered game and the bases for the 
template system has all of the characters at Spd 5 then the template 
system is useless for him.  You'll notice that in my basic archetypes I 
went so far at to make Bricks speed 2, Speedsters 4, and other 3.  The 
Super archetype will look a lot like the second set above and the Ultra 
archetype will look like that set from Champions III.  If the templates 
are going to have any utility, they are going to have to allow for more 
than one style of play. 
 
  Joe 
 
PS  Why do I keep mentioning my archetype post?  Because only one person 
so far has said anything about it.  I don't want to do a lot more work on 
it if I'm off base with it.  Hopefully tonight I'll finish some of the 
Ultra archetypes so that the system will be more complete.  (I only made 
this comment be I feel like I'm trying to sell something having posted 
about the system three times now.  I'm beginning to annoy myself.) 
 
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Date: Fri, 06 Feb 1998 08:29:27 -0700 
From: Curtis Gibson <mhoram@relia.net> 
Subject: Re: The "Radiation Accident" (Long) 
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Leah L Watts wrote: 
 
> Has anyone else on the list tried something like this?  Anyone have hints 
> on running "radiation accidents"? 
 
I've played in a campaign that did this. I'll run down what happened and 
maybe it can help you out.  
 
The characters started as 25 point normals. We all got chased/attacked 
by demons (we all ended up being the 'one lucky survivor' from a horror 
movie), and saved by some mysterious force, who told us we were going to 
work for them now. We (as palyers) were given an equipment allotment, 
and spent our few experiance, and were off on our first mission. At this 
point it felt a lot like Cthulu-esq stuff; a bunch of non/minor skilled 
heros against pretty tough demons.  About 2 months (real time) later, 
about 8 sessions and 2 missions, we were taken in for the training that 
all new recruits should have had. We kicked up to 75+75 (Herioc level). 
After the training we did another few months, and the end of the last 
mission took us to hell, where we had to get someone to cast a spell to 
save the world (well not hell- the Dungeon Dimensions, and it was 
Rincewind, although  the characters had no clue what this meant). The 
casting of the spell gave us all super powers. That is about where we 
stand now.... 
 
Onr interesting point in this approach (and I'm not sure if that will 
neccisarily having any bearing on your situation but...) the PCs while 
superpowered, don't think of themselves as superheroes. My character 
(started life as a house wife with flashes of second sight) is a pretty 
nasty mentalist, and she thinks of herself more as an agent ("James Bond 
with powers"). Thus she would do things that would cause any self 
respecting super to at least question her own actions if not outright 
stop those actions. 
 
In your situation the jump is not as far, but would Indy Jones, given 
Magical powers (or whatnot) hesitate to kill a Nazi or some bad guy 
archelogist who was in the way of Truth Justice and Light? Something to 
think about. 
>  
> What happens if I get a gadget hound in the JI section of the game?  It's 
> a little difficult to explain how any sort of "radiation accident" would 
> give someone a gadget pool or powered armor.  Also, one player I've 
> discussed this game with is interested in going through the RA and having 
> me surprise him with his new powers -- suggestions on how to run this? 
 
<Tounge in cheek> 
Find your old copy of Champs 3 and 'roll up' the superpowers. 
</Tounge in cheek> 
Other than that I have no advice. I'm oneof those players (And GMs) that 
insist on the player doing the work on the character. 
 
Hope my rambling helps. 
 
--Mhoram 
 
--  
 
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 
 
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Date: Fri, 6 Feb 1998 11:06:21 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Reply-To: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: Templates - compiled ideas 
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> Hey! I just had a great idea! (TFIC) Give your speedster Duplication, 
> with the special effect that he moves so fast its as if there were 
> twelve of him.... 
 
	Not bad.  Runs into the same monopolization problem, but it would 
handle a lot of SFX.  Maybe in a VPP? 
 
 
> (G, D, & R) 
 
 
	Huh? 
 
 
			-Tim Gilberg 
 
 
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Date: Fri, 6 Feb 1998 09:16:48 -0800 (PST) 
From: Anthony Jackson <ajackson@iii.com> 
Reply-To: Anthony Jackson <ajackson@iii.com> 
Subject: Re: Templates - compiled ideas 
Cc: champ-l@omg.org 
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Joe Mucchiello writes: 
> levels of base archetype (Brick, SuperBrick and UltraBrick).  The problem 
> that I am running into is Special Effect.  If the player wants to be a 
> gadgeteer, where do I put the OAFs?  Do I make a bunch of different 
> add-ins: 
>  
> Fire beam: 5D6 EB, fire 
> Cold beam: 5D6 EB, cold 
> Pistol: 1 1/2D6 RKA, OAF gun 
 
What I was thinking is pretty simple; more or less a list of 'typical 
abilities' for various special effects, and how to buy them.  Many effects 
aren't going to be initially obvious (for example, 'cloud of smoke' for a 
fire-based character), and people won't necessarily know that 'ice slides' (per 
iceman, etc) is a special case of flight. 
 
Return-Path: daemon@omg.org 
Date: Fri, 06 Feb 1998 17:29:22 
From: Filksinger <filkhero@usa.net> 
Subject: Re: [Re: Templates - compiled ideas] 
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Tim Gilberg wrote: 
 
>  
>  
> > (G, D, & R) 
>  
>  
> 	Huh? 
 
Grin, Duck, and Run. To avoid the attacks from people who object to Duplication, does not create actual Duplicates. 
 
Filksinger 
 
 
____________________________________________________________________ 
Get free e-mail and a permanent address at http://www.netaddress.com 
 
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Date: Fri, 6 Feb 1998 09:29:34 -0800 (PST) 
From: John Desmarais <johndesmarais@yahoo.com> 
Reply-To: john.desmarais@ibm.net 
Subject: Re: Templates - compiled ideas 
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---Joe Mucchiello  wrote: 
> 
> Jonathan Lang wrote: 
> > Try this idea: use the template approach that you described in 
your last  
> > post - but leave out Step 2, and use more Add-ins.  I believe that 
this is  
> > along the lines of what Anthony was suggesting... (?)  
>  
> I don't think that more granular add-ins would be helpful to the 
newbie. 
> As the number of add-ins goes up, the number of choices goes up, which 
> again could overwhelm the newbie.  That's why I plan to include three 
> levels of base archetype (Brick, SuperBrick and UltraBrick).  The 
problem 
> that I am running into is Special Effect.  If the player wants to be a 
> gadgeteer, where do I put the OAFs?  Do I make a bunch of different 
> add-ins: 
>  
> Fire beam: 5D6 EB, fire 
> Cold beam: 5D6 EB, cold 
> Pistol: 1 1/2D6 RKA, OAF gun 
>  
> That would make the add-in list huge and unmanagable.  While I'm 
writing 
> this, I'm also thinking about how big it would end up being in a 
source 
> book.  Is 4 pages too long?  How about 6?  8? 
 
Any player comfortable enough with the rules to play a gadgeeer 
doesn't need a system of templates and plug-ins to create his character. 
 
The classic gadgeteer is a game-machanically complicated character and 
not one that I would ever suggest to some still learning the system. 
 
 
_________________________________________________________ 
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Date: Fri, 6 Feb 1998 09:36:47 -0800 
From: RGSchwerdtfeger@directv.com (Richard G Schwerdtfeger) 
Subject: Re[2]: Templates 
Content-Description: cc:Mail note part 
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Len wrote: 
  
>There's much that can be criticized in using these figures as the character  
>templates.  Following in the footsteps of Desmarais, Jackson, Rat, and others,  
>I would change them to something like the following. 
 
 
>       Bricks         Martial    Egoists  Energy Projectors 
>                      Artists                   and Others 
 
<characteristics snipped> 
 
>Cost =    116         101          90          71  
 
I can see understand the need to update the stat lists from CIII, but 
any standard templates should have equivalent costs. Perhaps, like  
someone else stated, 120 for bricks and MAs, 100 for others. That would 
make the template system much easier to use. 
 
Richard  
 
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Date: Fri, 6 Feb 1998 13:43:27 -0400 (AST) 
From: Trevor Barrie <tbarrie@ibm.net> 
Subject: Re: [Modify Deflection? (was Re: a question about deflection)] 
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On 5 Feb 1998, Stainless Steel Rat wrote: 
 
> TRG> 	Sure it is.  Try 100% damage reduction, UBO. 
>  
> The only way I can see 100% Reduction is to see Reduction changed from 
> PD/ED/MD to special effects -- to wit, instead of buying limited PD and ED 
> reduction to protect against "fire attacks", buy "Fire Reduction". 
 
Arguably, _all_ defenses should be bought vs a specific (set of) special 
effect(s), instead of the current system of Flash Defense/Ego 
Defense/PD/ED/Power Defense/whatever I'm forgetting. 
 
OTOH, working with the system as it stands, 100% Damage Reduction for 
120 points seems reasonably-costed for the typical offensive power level. 
A suggestion that 100% Reduction not bought "vs one special effect" should 
be considered carefully before allowing it would be in order, though. 
 
 
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Date: Fri, 6 Feb 1998 09:44:47 -0800 (PST) 
From: John Desmarais <johndesmarais@yahoo.com> 
Reply-To: john.desmarais@ibm.net 
Subject: Re: Templates 
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---Joe Mucchiello  wrote: 
> PS  Why do I keep mentioning my archetype post?  Because only one 
person 
> so far has said anything about it.  I don't want to do a lot more 
work on 
> it if I'm off base with it.  Hopefully tonight I'll finish some of the 
> Ultra archetypes so that the system will be more complete.  (I only 
made 
> this comment be I feel like I'm trying to sell something having posted 
> about the system three times now.  I'm beginning to annoy myself.) 
 
Your post is sitting in my inbox at home waiting for a more in-depth 
read (which means I won't get a chance to really read it carefully 
until I get home Sunday).  The read-through I gave left me with one 
overall impression - "to much". 
 
While I think the idea of multiple power levels has merit, it also 
adds significantly to the overall complexity of the template concept - 
a concept that was supposed to "decomplexify" (or maybe 
"decomplexicate" - it is so hard to create new words sometimes) 
character creation for neophite players. 
 
My experience with new gamers and gamers new to Hero is that they tend 
to be overwhealmed by the number of options - even options that they 
aren't considering using add to this feeling. 
 
 I am a strong proponent of keeping ideas offered for public 
consumption as simple as possible, and leaving scaling the templates 
to individual GMs. 
 
-=>John Desmarais 
_________________________________________________________ 
DO YOU YAHOO!? 
Get your free @yahoo.com address at http://mail.yahoo.com 
 
Return-Path: daemon@omg.org 
Date: Fri, 6 Feb 1998 13:49:35 -0400 (AST) 
From: Trevor Barrie <tbarrie@ibm.net> 
Subject: Re: [Modify Deflection? (was Re: a question about deflection)] 
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To: champ-l@omg.org 
 
On Thu, 5 Feb 1998, Brian Wong wrote: 
 
> > 	Another option is a AE Dispell with enough power to affect 
> > everything.  This is a powerful effect, after all. 
> > 
> 	Even this would not stop powers passing through. 
> Example, Portal has this defense going in the area above him. 
> Meanwhile, in orbit in a spacesuit, Sharpshooter is aiming his laser ray 
> rifle and carefully calibrating to blast portal. He is way away from portal 
> and his power. 
>  
>  	Sharpshooter fires his rifle. 
>  
> Special effects call: the laser makes it's way down and is then sucked into 
> 	dimension X. 
> Rules Call: Sharpshooter is out of the area of the gateway, so he hits Portal. 
 
He said Dispel, not Suppress or Drain. There's no rules-based 
justification for suggesting that Sharpshooter's attack wouldn't be 
affected. 
 
Return-Path: daemon@omg.org 
Date: Fri, 6 Feb 1998 13:50:23 -0400 (AST) 
From: Trevor Barrie <tbarrie@ibm.net> 
Subject: Re: [Modify Deflection? (was Re: a question about deflection)] 
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On Thu, 5 Feb 1998, Tim R. Gilberg wrote: 
 
> > Like I previously stated, this is worth a hell of a lot more than the 60 
> > points of Missile Deflection w/ a +2 advantage costs.  You are trying to 
> > create an absolute defense in Hero, a thing the system does not even 
> > consider as viable. 
>  
> 	Sure it is.  Try 100% damage reduction, UBO. 
 
Something which doesn't exist in the system, so it's hardly a 
counter-example. 
 
 
Return-Path: daemon@omg.org 
From: Brian Wong <rook@shell.infinex.com> 
Subject: Re: Templates 
Date: Fri, 6 Feb 1998 09:53:20 -0800 (PST) 
Cc: champ-l@omg.org 
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>  
> PS  Why do I keep mentioning my archetype post?  Because only one person 
> so far has said anything about it.  I don't want to do a lot more work on 
> it if I'm off base with it.  Hopefully tonight I'll finish some of the 
> Ultra archetypes so that the system will be more complete.  (I only made 
> this comment be I feel like I'm trying to sell something having posted 
> about the system three times now.  I'm beginning to annoy myself.) 
>  
	Well yes actually, you're off base and a little out of sync. 
you'll notice the rest of the discussion is on setting ground rules that are 
agreed upon before we construct the templates. 
	The last thing we need is multiple competing template systems. 
 
	If you don't like the mainstream proposals, say so, and why, and maybe 
it will change. But please lets work together on this. 
 
Return-Path: daemon@omg.org 
Date: Fri, 6 Feb 1998 13:56:12 -0400 (AST) 
From: Trevor Barrie <tbarrie@ibm.net> 
Subject: Re: In support of 'Advantaged' advantage! 
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On Thu, 5 Feb 1998, Bob Greenwade wrote: 
 
>    An "Advantaged" Advantage (I suggest calling it "Enhanced Power") 
> shouldn't have a magnifying glass next to it; it should have a Stop Sign. 
 
I still maintain that it's a terrible idea right off the top. 
 
>    Listed examples can include using different Characteristics against 
> Entangle, 
 
Don't follow that. 
 
> using Missile Deflection against Area Effect or non-Ranged 
> attacks, and similar unusual effects. 
 
Whether Missile Deflection works against a given AE attack is currently 
listed as an SFX call; I'm inclined to leave it that way. 
 
Using Missile Deflection against non-ranged attacks is just a nonsensical 
concept. Characters can Block HTH attacks by default; the only thing  
Missile Deflection does is extend that no ranged attacks. 
 
Return-Path: daemon@omg.org 
Date: Fri, 6 Feb 1998 13:58:44 -0400 (AST) 
From: Trevor Barrie <tbarrie@ibm.net> 
Subject: Re: In support of 'Advantaged' advantage! 
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On Wed, 4 Feb 1998, Dataweaver wrote: 
 
> Magnifying glass for Limited Power, Stop sign for Advantaged Power (it's 
> much easier to abuse Create-your-own-Advantage than it is to abuse 
 
What does been easily abused have to do with getting a Stop Sign? 
 
Return-Path: daemon@omg.org 
From: Brian Wong <rook@shell.infinex.com> 
Subject: Templates Discussion 
Date: Fri, 6 Feb 1998 10:14:52 -0800 (PST) 
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Hello; 
 
	Ok, where do we stand proposal wise? 
I remember mine, but not the others (got them saved on another machine) 
 
Currently I'm doing an average of the stats of all 250 point characters in the 
BBB. 
 
	I don't think using champ III as a building block is a good idea. 
That system gives mismatched characters that aren't viable. 
 
	I'm on with the idea of a set of bases, one for each archetype, 
 
then add 1 to 2 plugins and a background plugin. 
 
Some plugins would be base specific, and would therefore build upon 
themes set forth in the base. Others would be generic and not make any 
assumptions about which base they are being used with. 
 
The specific bases could therefore be afforded the ability to do more 
intense work with a base, where-as the generic plugins would only be 
adders. 
 
	In my proposal, all bases are 120 points, they include the average 
stats of a final character in that archetype (this so that if a non base 
specific plugin is used, you still get a functional character, using the 
minimums might not garauntee that), and a few of the powers which could 
be assumed to be found among 80-90% of characters of that archetype (once 
again, so that if you use a generic plugin, it will still give a workable 
character). 
 
	I propose plugins be built at 50 and 100 points. 
50 point plugins build characters who dabble in a theme, getting two of them 
allows a character with two mixed special effects... 
 
100 point plugins build a character who is exclusively devoted to that theme. 
 
this leaves 30 points. 
 
20 of which go to the background plugin. 
 
10 of which are unspent so the player can tweak as desired, or leave unspent 
until they've played a few games. 
 
 
Next would come a system for selecting disads by grouping disads into themes 
 
So you could say; pick three from the list below for the Super Partiot 
theme... Or whatever... 
 
	That about sums up my views on the issue. 
 
I have to get back to finishing my stat avereging. 
 
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 Super Hero Role Playing Sight is at: http://www.infinex.com/~rook/SH/ 
 
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From: Joe Mucchiello <why@superlink.net> 
Subject: Re: Templates 
Date: Fri, 6 Feb 1998 13:47:32 -0500 (EST) 
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Brian Wong: 
> Me: 
> > PS  Why do I keep mentioning my archetype post?  Because only one person  
> > so far has said anything about it.  I don't want to do a lot more work on  
> > it if I'm off base with it.  Hopefully tonight I'll finish some of the  
> > Ultra archetypes so that the system will be more complete.  (I only made  
> > this comment be I feel like I'm trying to sell something having posted  
> > about the system three times now.  I'm beginning to annoy myself.)  
> >   
> 	Well yes actually, you're off base and a little out of sync.  
> you'll notice the rest of the discussion is on setting ground rules that are  
> agreed upon before we construct the templates.  
> 	The last thing we need is multiple competing template systems.  
Not a free market kind of person, huh?  :-) 
 
>If you don't like the mainstream proposals, say so, and why, and maybe  
> it will change. But please lets work together on this.  
 
I'm actually having a hard time following the mainstream proposals.  Did 
anyone agree to a power level?  No.  Do I expect enough people will?  No. 
Is the system going to be written in the BB5 or in the Champions 5 source 
book?  Are disadvantages part of the system, or does the player create 
them normally?  Are disadvantages part of the templates? 
 
I don't think there is any utility in a single set of template bases which 
cannot scale.  It would be too much work for a new GM to have to make 
modifications to a template system which does not work with his game idea. 
I have the feeling that in the end, one size will fit none.  That is why I 
went with the multiple bases.  As I said in another post, I started 
thinking that my system would be too big to be practical in a printed book 
once all of the bells and whistles are completed. 
 
Anthony Jackson: 
>Me: 
>> Pistol: 1 1/2D6 RKA, OAF gun 
> 
>What I was thinking is pretty simple; more or less a list of 'typical 
>abilities' for various special effects, and how to buy them.  Many 
>effects aren't going to be initially obvious (for example, 'cloud of 
>smoke' for a fire-based character), and people won't necessarily know 
>that 'ice slides' (per iceman, etc) is a special case of flight.      
 
I don't see how you can make a list of 'typical abilities' that will not 
be many pages long.  Especially if you think that list includes 'ice 
slides'.  I think the sample characters in the book are about as close as 
you are going to get to easy character generation.  (Martial Artist? Here, 
play Seeker.) 
 
Return-Path: daemon@omg.org 
Date: Fri, 6 Feb 1998 11:08:15 -0800 
From: RGSchwerdtfeger@directv.com (Richard G Schwerdtfeger) 
Subject: Re: Templates Discussion 
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Rook wrote: 
 
>20 of which go to the background plugin. 
 
What exactly is a background plugin? Are they things like "Scientist"  
and "Reporter" and "Ex-cop" and "Donut chef"? If so, I would suggest 
15 points instead. Just enough for 5 standard skills. 
 
Richard 
 
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Date: Fri, 6 Feb 1998 13:12:53 -0600 (CST) 
From: Dataweaver <traveler@io.com> 
cc: champ-l@omg.org 
Subject: Re: Templates 
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On Fri, 6 Feb 1998, Len Carpenter wrote: 
 
>  
> On February 5, 1998, Richard G. Schwerdtfeger wrote: 
>  
> > Why doesn't someone check Champions III (IIRC)? Isn't that the one 
> > with the Champions random character generation tables? 
>  
> For those who don't own Champions III, these are the Characteristics for the 
> four character types--bricks, martial artists, egoists, and energy projectors 
> and others--used in the random character generator system. 
 
While we're on this subject, does anyone else remember an old article 
about "Turtle Power Armor", which was set up to provide the modular design 
of battlesuits?  Seems to me that there might be something of use hiding 
in there somewhere... 
 
As for the characteristic bases Len so graciously provided, I have to say 
that I like his revised figures.  Personally, I'd tinker with them so that 
they'd all cost the same, and I'd add a fifth one ("Brain") which would be 
to an Egoist what a Martial Artist is to a Brick - more finesse (higher 
INT) at the expense of less raw power (lower EGO).  Scientists, 
gadgeteers, and some mage concepts might fall better under a Brain concept 
than under an Egoist one... 
 
 
 
---- 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: Brian Wong <rook@shell.infinex.com> 
Subject: Templates: Average of all stats in BBB 
Date: Fri, 6 Feb 1998 11:16:45 -0800 (PST) 
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Hello; 
 
	I've spent the morning working on these numbers using a claculator 
that had all the keys laid out horizontally on one line rather than the 
standard number pad. So it took mne a bit of extra time. :) 
	Anyway, without further ado, this is, for better or worse, the BBB 
standard power level setting on stats: 
 
Ok: 
 
Here are the stat values and averages from the BBB, so we know what to shoot 
for in these templates. 
 
	In the number's below there will be two averages following the listing. 
The first is an average of everything. The second is with the high and low 
thrown out. I believe the second presents a better example as it avoids fluke 
characters with very unusual stats. 
 
	A third column lists what I believe should be the value for the 
template bases. Again keep in mind that my view is that the bases should have 
the average stat and not the minimum. My reason on this is: 
1.	averages easier to deal with 
2.	Gives the player a clear idea from the start of what they're built on. 
3.	Allows generic plugins to be used without those plugins making non 
	viable characters. Base specific plugins will know what's in the base 
	so will be able to add and delete. Generics not knowing, will only be 
	able to add, but if they're are adding onto minimums, yet in the wrong 
	areas, the result will be a useless character. 
 
 
Martial Artists:				Aveall		Ave	base 
S	25,20,30,15,25,23			23		23.25	23 
D	26,26,26,30,26,15			24.833		26	26 
C	23,20,23,18,30,15			21.5		21	21 
B	10,12,10,10,13,13			11.33		11.25	11 
I	13,18,10,13,10,20			14		13.5	13 
E	10,11,11,14,14,13			12.166		12.25	12 
P	13,18,18,18,20,20			17.833		18.5	18 
Co	18,12,20, 8,10,12			13.33		13	12 
Pd	15,15,20,10,11, 8			13.166		12.75	13 
Ed	14,11,16,10,10, 8			11.5		11.25	11 
Sp	 6, 6, 6, 7, 6, 5			6		6	6 
Re	10,12,11,10,11, 8			10.33		10.5	10 
En	46,40,50,36,60,30			43.66		43	43 
St	35,33,37,27,43,33			34.66		34.5	34 
 
Bricks: 
S	60,55,60,50,55,70			58.33		57.5	58 
D	18,23,18,18,23,15			19.166		19.25	19 
C	28,18,28,28,28,30			26.66		28	28 
B	16,10,15,15,13,20			14.833		14.75	15 
I	18,23, 5,13,10, 5			12.33		11.5	11 
E	12,10,10,11,10, 5			9.66		10.25	10 
P	25,20,25,15,25,20			21.66		22.5	23 
Co	10,10,10,10,18,10			11.33		10	10 
Pd	30,18,28,22,22,15			22.5		22.5	22 
Ed	20,17,20,22,20,13			18.66		19.25	19 
Sp	 4, 5, 4, 5, 5, 3			4.33		4.5	4 
Re	13, 7,18,16,12,10			12.66		12.75	13 
En	56,36,56,40,56,60			50.66		52	52 
St	48,30,65,50,44,56			48.833		49.5	50 
 
Energy Projectors: 
S	23,15,30,10,15,13,10, 5,15, 5,13	14		14	14 
D	24,23,23,20,23,21,26,15,20,26,26	22.454		22.889	23 
C	23,25,28,25,23,23,25,25,15, 5,23	21.818		23	23 
B	11,10,11, 9,12,10, 9,10,10, 5,10	9.727		10	10 
I	13,10,18, 8,10,10,13,14,20,25,13	14		13.44	13 
E	10,11,11, 8,11,10, 8,10,18,20,13	11.818		11.33	11 
P	15,15,20,20,15,15,10,15,20,25,13	16.636		16.44	16 
Co	16,16,14,14,12,14, 2, 2,14,20,18	12.909		13.33	13 
Pd	10,10,20,10,13, 8, 9,15, 5,10, 7	10.636		10.22	10 
Ed	10,15,20,10,17, 8,14,10, 5, 9, 7	11.363		11.11	11 
Sp	 5, 5, 5, 5, 5, 5, 6, 4, 4, 4, 5	4.818		4.77	5 
Re	10, 9, 4, 7,10, 6, 8, 8, 6, 2,10	7.272		7.55	8 
En	46,60,46,50,46,46,50,50,30,10,46	43.636		45.55	46 
St	35,31,27,27,32,39,27,28,26,10,29	28.272		29.11	29 
 
Egoist: Very few examples, I see room for debate here, unless someone knows of 
	several published 250 point egoists they can point me towards. 
 
S	10,13					11.5			10 
D	18,23					20.5			18 
C	18,13					15.5			15 
B	10, 7					8.5			10 
I	10,20					15			15 
E	18,20					19			20 
P	10,10					10			10 
Co	10,10					10			10 
Pd	 9,13					11			11 
Ed	12,10					11			11 
Sp	 5, 5					5			5 
Re	 7, 6					6.5			6 
En	36,26					31			32 
St	36,20					28			28 
 
Hard to Classify: 
	Jaguar	Solitaire	Ocelote	Tombstone	Maine 
	MA/BR	EB/EGO		BR/MA	MA/EB		BR/EB 
S	30	13		30	15		15/55 
D	27	20		26	20		18 
C	18	23		23	18		15 
B	11	10		10	15		11 
I	8	10		10	10		10 
E	8	20		15	11		10 
P	20	13		20	20		10 
Co	4	18		18	2		10 
Pd	19	21		18	8		6/26 
Ed	15	19		14	8		5/25 
Sp	5	5		6	4		4 
Re	10	8		11	7		6 
En	36	46		46	36		30 
St	35	29		40	33		26 
 
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Date: Fri, 6 Feb 1998 13:22:33 -0600 (CST) 
From: Dataweaver <traveler@io.com> 
cc: champ-l@omg.org 
Subject: Re: [Modify Deflection? (was Re: a question about deflection)] 
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On Fri, 6 Feb 1998, Tim R. Gilberg wrote: 
 
>  
> > TRG> 	Sure it is.  Try 100% damage reduction, UBO. 
> > 
> > The only way I can see 100% Reduction is to see Reduction changed from 
> > PD/ED/MD to special effects -- to wit, instead of buying limited PD and ED 
> > reduction to protect against "fire attacks", buy "Fire Reduction".  And I 
> > would not allow more than one special effect per character to start, much 
> > like the restriction on NND attacks. 
> k 
>  
> 	I do like your 100% SFX reduction.  Heck, I like the idea of SFX 
> reduction to go along with the rest.  (Send it to Steve Long, it's a 
> wonderful concept.)  The nice thing is that is stops any type of damage of 
> a SFX.  It can simulate a lot of nice effects. 
>  
>  
> 	However, regular reduction should be expanded to the 100% level. 
> Put a huge Stop Sign on it, but put it in the book.  It's not that bad, 
> really.  The high cost makes it prohibitive.  120 point to be totally 
> impervious to physical attacks. 
 
OK; add a new entry to the Conditional Power Limitation (currently a 
subset of Limited Power, but hopefully will be seperated out in H5): Only 
works against a single special effect: -1/2 L.  So 100% Damage Reduction, 
only vs. Fire, would cost 80 points.   
 
> 	For the AE deflect thing, just buy this UBO, AE.  Or, more 
> appropriately, as the character is controlling it, UAO, AE. 
 
Nah... Deflect is already UAO be default - you use it against incoming 
attacks.  A flat-out AE should be sufficient.   
 
---- 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: Brian Wong <rook@shell.infinex.com> 
Subject: Re: Templates 
Date: Fri, 6 Feb 1998 11:23:31 -0800 (PST) 
Cc: champ-l@omg.org 
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>  
> ---Joe Mucchiello  wrote: 
> > PS  Why do I keep mentioning my archetype post?  Because only one 
> person 
>  
> While I think the idea of multiple power levels has merit, it also 
> adds significantly to the overall complexity of the template concept - 
> a concept that was supposed to "decomplexify" (or maybe 
> "decomplexicate" - it is so hard to create new words sometimes) 
> character creation for neophite players. 
> 
	Agreed. 
  
> My experience with new gamers and gamers new to Hero is that they tend 
> to be overwhealmed by the number of options - even options that they 
> aren't considering using add to this feeling. 
> 
	Yeah. I worried a little about that with my proposal, but the rewording 
of it I did this morning might help a little. If they're classified right. 
  
>  I am a strong proponent of keeping ideas offered for public 
> consumption as simple as possible, and leaving scaling the templates 
> to individual GMs. 
 
	Definatly. Even my own proposal is not at the power level I would 
use in my games. You can bet I'd rewrite it a little to my own power level 
if I used it. But I think we're shooting to match the BBB as much as possible. 
 
	I also think the templates should avoid the really complex character 
types for now. 
 
	Number 1 and 2 on that list are the Dr. Strange and Inspector Gadget 
types. 
 
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 Super Hero Role Playing Sight is at: http://www.infinex.com/~rook/SH/ 
 
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Date: Fri, 6 Feb 1998 11:27:35 -0800 (PST) 
From: John Desmarais <johndesmarais@yahoo.com> 
Reply-To: john.desmarais@ibm.net 
Subject: Re: Templates Discussion 
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---Brian Wong  wrote: 
> 
> Hello; 
>  
> 	Ok, where do we stand proposal wise? 
> I remember mine, but not the others (got them saved on another 
machine) 
>  
> Currently I'm doing an average of the stats of all 250 point 
characters in the 
> BBB. 
>  
> 	I don't think using champ III as a building block is a good idea. 
> That system gives mismatched characters that aren't viable. 
>  
> 	I'm on with the idea of a set of bases, one for each archetype, 
>  
> then add 1 to 2 plugins and a background plugin. 
>  
> Some plugins would be base specific, and would therefore build upon 
> themes set forth in the base. Others would be generic and not make any 
> assumptions about which base they are being used with. 
>  
> The specific bases could therefore be afforded the ability to do more 
> intense work with a base, where-as the generic plugins would only be 
> adders. 
>  
> 	In my proposal, all bases are 120 points, they include the average 
> stats of a final character in that archetype (this so that if a non 
base 
> specific plugin is used, you still get a functional character, using 
the 
> minimums might not garauntee that), and a few of the powers which 
could 
> be assumed to be found among 80-90% of characters of that archetype 
(once 
> again, so that if you use a generic plugin, it will still give a 
workable 
> character). 
 
I don't think 120 points won't be enough if you try to make the 
template the "average" for the archetype.  I really think you're 
better off making the template - which is the starting point of the 
archetype to be built on - represent a reasonable minimum set of 
characteristics and powers for the archtype.  This gives you a 
template that's much easier to build on 120 points. 
 
 
> 	I propose plugins be built at 50 and 100 points. 
> 50 point plugins build characters who dabble in a theme, getting two 
of them 
> allows a character with two mixed special effects... 
>  
> 100 point plugins build a character who is exclusively devoted to 
that theme. 
> 
> this leaves 30 points. 
>  
> 20 of which go to the background plugin. 
>  
> 10 of which are unspent so the player can tweak as desired, or leave 
unspent 
> until they've played a few games. 
 
You might want to build a few template+plug-in combinations just to 
play around with.  If usable templates can be built for 40 and 80 
points, it leaves the player enough points left to really custumize 
the character (10 really isn't enough). 
 
  
> Next would come a system for selecting disads by grouping disads 
into themes 
>  
> So you could say; pick three from the list below for the Super Partiot 
> theme... Or whatever... 
 
This idea I like, although it may end up being easier for the player 
if the disad packages are a bit more formalized (ie. here's the disad 
package for the Super Patriot - no picking and choosing.  Just a 
thought). 
 
 
-=>John Desmarais 
_________________________________________________________ 
DO YOU YAHOO!? 
Get your free @yahoo.com address at http://mail.yahoo.com 
 
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Date: Fri, 6 Feb 1998 13:32:11 -0600 (CST) 
From: Dataweaver <traveler@io.com> 
cc: champ-l@omg.org 
Subject: Re: Templates - compiled ideas 
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On Fri, 6 Feb 1998, Tim R. Gilberg wrote: 
 
>  
> > > 	I don't know the character, but taking away Jackson's biased 
> > > commentary says that Duplication is the way to go. 
> > 
> > Nothing biased about it; Triad can split herself into three Duplicates, 
> > and Madrox can split himself into more than twenty Duplicates.  That many 
> > Duplicates is prohibitively expensive in comparison to buying, say, more 
> > than twenty Followers... 
>  
>  
> 	And rightfully so.  Duplication is expensive for more reason than 
> just utility.  It also tends to allow a player to completely monopolize a 
> game.  When you move, say, 20 times to the rest of the group's one, 
> everyone else is going to get pretty bored.  I'd probably not play in such 
> a game. 
 
Interesting; X Factor never had a problem with Madrox hogging the 
spotlight... 
 
> 	An option is to make them summoned creatures or followers.  The 
> latter seems good if you don't mind the GM controlling the duplicates 
> instead of you. 
 
Comparing Duplicate to Summon Duplicates to Duplicate Followers:  
 
Duplicate costs 2 pts for every 5 pts of Duplicates you have; Summon costs 
30 pts, +1 pt for every 5 pts each Duplicate would have, +5 pts to have 
twice as many Duplicates; Followers cost 1 pt for every 5 pts of 
Duplicates, +5 pts to double the number of Duplicates.   
 
In the first case, you automatically have full control over all of the 
Duplicates; in the second case, you don't; in the third case, you can't 
even Duplicate at will - it's more like having a bunch of clones of 
yourself working for you.   
 
So what's so terrible about adding a line to Duplicate along the lines of 
"for +x points, double the number of bodies you can have" or "for +x 
points increase the number of bodies you can have by one"?   
 
---- 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: Fri, 6 Feb 1998 13:37:05 -0600 (CST) 
From: Dataweaver <traveler@io.com> 
cc: champ-l@omg.org 
Subject: Re: Templates 
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On Fri, 6 Feb 1998, Tim R. Gilberg wrote: 
 
>  
> > These are quite basic building blocks, with the expectation that two or more 
> > stats will be bought up by every character.  As they stand now, they're 
> > adequate for beginning heroes with little combat experience and who are 
> > lacking in intensive training, hence the relatively low DEX and SPD figures. 
> > Think early X-Men, when Professor X had just recently gathered them. 
>  
>  
> 	I think this assumption is part of the problem.  We keep chanting 
> our mantra of "beginning-level characters," and "like the comic book 
> characters in their beginnings". 
>  
> 	The problem is, a newby brought in by love of the comics won't see 
> it this way.  They'll see the system as being unable to do a proper 
> Batman, Wolverine, Cable, or Spiderman.  If we just talk about recommended 
> level, they'll be quite right. 
 
...and that's where the add-ons/plug-ins/whatever come into play.  A 
character who takes a base and a low-level plug-in is one of Prof X's 
original X-Men when they first started out; a character that takes its 
full complement of plug-ins is the modern-day Wolverine.   
 
---- 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: Brian Wong <rook@shell.infinex.com> 
Subject: 5th Edition: Special effects reduction 
Date: Fri, 6 Feb 1998 11:37:20 -0800 (PST) 
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> > TRG> 	Sure it is.  Try 100% damage reduction, UBO. 
> > 
> > The only way I can see 100% Reduction is to see Reduction changed from 
> > PD/ED/MD to special effects -- to wit, instead of buying limited PD and ED 
> > reduction to protect against "fire attacks", buy "Fire Reduction".  And I 
> > would not allow more than one special effect per character to start, much 
> > like the restriction on NND attacks. 
>  
> 	I do like your 100% SFX reduction.  Heck, I like the idea of SFX 
> reduction to go along with the rest.  (Send it to Steve Long, it's a 
> wonderful concept.)  The nice thing is that is stops any type of damage of 
> a SFX.  It can simulate a lot of nice effects. 
 
	Yeah. I sent along such an idea in my questionaire for adjustment 
powers. Suggesting that the default setting be pick a special effect, and 
picking a single power despite special effect be the one that is an advantage. 
 
	Good idea to do that for damage reduction as well, IMHO. 
  
> 	However, regular reduction should be expanded to the 100% level. 
> Put a huge Stop Sign on it, but put it in the book.  It's not that bad, 
> really.  The high cost makes it prohibitive.  120 point to be totally 
> impervious to physical attacks. 
 
	Yep. And very in genre. 
 
> 	For the AE deflect thing, just buy this UBO, AE.  Or, more 
> appropriately, as the character is controlling it, UAO, AE. 
 
	yeah, that's a good idea. 
 
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 Super Hero Role Playing Sight is at: http://www.infinex.com/~rook/SH/ 
 
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From: Brian Wong <rook@shell.infinex.com> 
Subject: Re: Templates Discussion 
Date: Fri, 6 Feb 1998 11:40:07 -0800 (PST) 
Cc: champ-l@omg.org 
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>  
> Rook wrote: 
>  
> >20 of which go to the background plugin. 
>  
> What exactly is a background plugin? Are they things like "Scientist"  
> and "Reporter" and "Ex-cop" and "Donut chef"? If so, I would suggest 
> 15 points instead. Just enough for 5 standard skills. 
> 
	Everything not part of the Super ID. 
 
All non combat skills, detective stuff, perks, wealth, contacts, etc... 
	Tends to go from 25 to 50 in most established games. 
Not sure what it runs on average in the BBB, but 20 I think allows 
more cushion room than 15. Something to think about though. 
 
Return-Path: daemon@omg.org 
From: Brian Wong <rook@shell.infinex.com> 
Subject: Re: Templates 
Date: Fri, 6 Feb 1998 11:44:10 -0800 (PST) 
Cc: champ-l@omg.org 
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> While we're on this subject, does anyone else remember an old article 
> about "Turtle Power Armor", which was set up to provide the modular design 
> of battlesuits?  Seems to me that there might be something of use hiding 
> in there somewhere... 
> 
	From Champions II? 
 
Isn't it also in the BBB or one of the Almanacs? 
 
	Actually, it's close to what we're doing, save for two points: 
 
1.	It builds agents 
2.	It only has one base, and then each agent only gets one plugin. 
 
No background plugins or ability to have half this effect/half that effect 
characters. 
	But it is very close to the concept. 
 
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Date: Fri, 6 Feb 1998 13:52:14 -0600 (CST) 
From: Dataweaver <traveler@io.com> 
cc: champ-l@omg.org 
Subject: Re: The Horrors of Hero? 
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On Fri, 6 Feb 1998, Len Carpenter wrote: 
 
> I checked out the above website[1] to examine Erol's "percent Hero" 
> rules.  There's much to recommend in them for their power to 
> eliminate a good deal of the minimaxing of Hero characteristics.  A 
> 22 INT becomes actually better than an 18 INT, and a 23 for DEX or 
> EGO no longer proves a holy number to be revered for its mystical 
> efficiency.  They also smooth out the awkward probability skips and 
> jumps as stats grow higher. 
>  
> The rules do call for a notable revision of the game, though, so I 
> doubt that any such percentile system will ever see more than 
> sporadic adoption by GMs.  Still, kudos to Erol for developing and to 
> Vox for webbing them.    
 
If fractional point-accounting were to be implemented, much of that 
smoothing out could be accomplished using the existing dice system; just 
change "round to a whole number in the player's favor" to "round to the 
nearest tenth of a point" and change the purchasing schemes of PD, ED, 
SPD, REC, and STUN to a "drop fractions" approach instead of "round in the 
character's favor" approach.  So a STR of 15 will give you a PD of 3, and 
a STR of 14 will only give you a PD of 2, but it will only cost you a 
fifth of a point to raise that 2 to a 3...  
 
1. http://www.io.com/~angilas/soapvox.html 
 
---- 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: Fri, 6 Feb 1998 11:56:04 -0800 (PST) 
From: Anthony Jackson <ajackson@iii.com> 
Reply-To: Anthony Jackson <ajackson@iii.com> 
Subject: Duplication (was re: templates) 
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On Fri, 6 Feb 1998, Tim R. Gilberg wrote: 
>      And rightfully so.  Duplication is expensive for more reason than 
> just utility.  It also tends to allow a player to completely monopolize a 
> game.  When you move, say, 20 times to the rest of the group's one, 
> everyone else is going to get pretty bored.  I'd probably not play in 
> such a game. 
 
Hm?  If someone has 20 duplicates, that doesn't mean they get 20x the attention 
from the GM -- I'd just require character actions to be assigned in groups.  
'Ok, five of me go off searching for information on the streets, another five 
hit the library, and the remaining ten hang around the base in case someone 
attacks'.  I player who figured that I would individually deal with what each 
duplicate did would rapidly discover his error -- if you're cloned, all 
duplicates have the same personality, which means I can just deal with one of 
them and call it representative of the whole;) 
Part of the problem is that duplication in H4 includes multiform, which 
automatically makes it more complicated than having a bunch of clones wandering 
about.  Without getting into the argument as to whether clones are better/worse 
than dissimilar duplicates, I wish they hadn't made that change. 
 
Return-Path: daemon@omg.org 
Date: Fri, 6 Feb 1998 11:56:18 -0800 (PST) 
From: Anthony Jackson <ajackson@iii.com> 
Reply-To: Anthony Jackson <ajackson@iii.com> 
Subject: Duplication (was re: templates) 
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On Fri, 6 Feb 1998, Tim R. Gilberg wrote: 
>      And rightfully so.  Duplication is expensive for more reason than 
> just utility.  It also tends to allow a player to completely monopolize a 
> game.  When you move, say, 20 times to the rest of the group's one, 
> everyone else is going to get pretty bored.  I'd probably not play in 
> such a game. 
 
Hm?  If someone has 20 duplicates, that doesn't mean they get 20x the attention 
from the GM -- I'd just require character actions to be assigned in groups.  
'Ok, five of me go off searching for information on the streets, another five 
hit the library, and the remaining ten hang around the base in case someone 
attacks'.  I player who figured that I would individually deal with what each 
duplicate did would rapidly discover his error -- if you're cloned, all 
duplicates have the same personality, which means I can just deal with one of 
them and call it representative of the whole;) 
Part of the problem is that duplication in H4 includes multiform, which 
automatically makes it more complicated than having a bunch of clones wandering 
about.  Without getting into the argument as to whether clones are better/worse 
than dissimilar duplicates, I wish they hadn't made that change. 
 
Return-Path: daemon@omg.org 
Date: Fri, 6 Feb 1998 11:58:46 -0800 
From: RGSchwerdtfeger@directv.com (Richard G Schwerdtfeger) 
Subject: Re[2]: Templates Discussion 
Cc: champ-l@omg.org 
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Rook wrote: 
>I wrote: 
>>What exactly is a background plugin? Are they things like "Scientist"  
>>and "Reporter" and "Ex-cop" and "Donut chef"? If so, I would suggest  
>>15 points instead. Just enough for 5 standard skills. 
> 
>Everything not part of the Super ID. 
 
>All non combat skills, detective stuff, perks, wealth, contacts, etc... 
>Tends to go from 25 to 50 in most established games. 
>Not sure what it runs on average in the BBB, but 20 I think allows more cushion 
>room than 15. Something to think about though. 
 
If we are trying for "beginning hero", then they shouldn't have much in  
the way of contacts or favors. 
 
The only reason I suggested 15 as a basis is then that leaves another 
15 points as discretionary points, using your point breakdown. I would 
just rather see a few more points for customizing the characters.  
 
Richard 
 
Return-Path: daemon@omg.org 
Date: Fri, 6 Feb 1998 12:02:04 -0800 (PST) 
From: John Desmarais <johndesmarais@yahoo.com> 
Reply-To: john.desmarais@ibm.net 
Subject: Re: Templates Discussion 
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---John Desmarais  wrote: 
> I don't think 120 points won't be enough if you try to make the 
 
That should say "! don't think 120 points will be enough..." 
 
-=>John Desmarais 
_________________________________________________________ 
DO YOU YAHOO!? 
Get your free @yahoo.com address at http://mail.yahoo.com 
 
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From: "qts" <qts@nildram.co.uk> 
Cc: "champ-l@omg.org" <champ-l@omg.org> 
Date: Fri, 06 Feb 98 20:33:44  
Reply-To: "qts" <qts@nildram.co.uk> 
Priority: Normal 
Subject: Re: Modify Deflection? (was Re: a question about deflection) 
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On Thu, 5 Feb 1998 15:07:16 -0800 (PST), Anthony Jackson wrote: 
 
>qts writes: 
>> >Because the AOE advantage on missile deflection means you can deflect 
>> >missiles in an area, not that you can deflect area effects. 
>>  
>> So Link it to an appropriate Area Effect eg Force Wall. 
> 
>Well, if you're willing to use a force wall, who needs missile deflection 
>anyway?  The missile deflection won't add anything. 
 
Sure it will: it will reflect the attack - that's why you're buying it! 
 
>>  
>> So how else would you model Reflec? All rules are subject to the GM's 
>> discretion. 
> 
>Well, if it was only deflecting attacks, I'd model it as +DCV or +defenses, vs 
>light-based attacks only.  If it actually reflects attacks I probably wouldn't 
>allow it in the first place, but there's really no good way within the system 
>of doing this. 
 
Sure there is: Missile Reflection. It's there, so why not use it? If 
you have to stretch something, then so long as the GM says ok, go for 
it. 
 
 
qts 
 
Home: qts@nildram.co.uk. 
 
Return-Path: daemon@omg.org 
Date: Fri, 6 Feb 1998 12:55:12 -0800 (PST) 
From: John Desmarais <johndesmarais@yahoo.com> 
Reply-To: john.desmarais@ibm.net 
Subject: Re: Templates Discussion 
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---Duane Morris  wrote: 
> 
>  
> I've been following this with some interest, and this looks 
promising..  
>  
> On Fri, 6 Feb 1998, Brian Wong wrote: 
>  
> <some good stuff deleted> 
>  
> > 	In my proposal, all bases are 120 points, they include the average 
> > stats of a final character in that archetype (this so that if a 
non base 
> > specific plugin is used, you still get a functional character, 
using the 
> > minimums might not garauntee that), and a few of the powers which 
could 
> > be assumed to be found among 80-90% of characters of that 
archetype (once 
> > again, so that if you use a generic plugin, it will still give a 
workable 
> > character). 
>  
> 120 points of characteristics for the bases??  That's fine for a 
brick or 
> a MA, but a waste for EP's or Mentalists.  While I understand the 
desire 
> to make things as consistent as possible for a novice player, I don't 
> believe that 120 is a reasonable figure, and would prefer to go with 
> either 75 or 100 points <I know that 75 points for a brick base is 
> ridiculous, but 100 is still almost too much for EP/Mentalist types>. 
 
The template is not just characteristics.  It's characteristics plus 
any powers that would be common to the archetype. The exact split of 
points to characteristics and powers varies from archetype to 
archtype.  (Although, look at the energy blasters in the BBB - 
building an average energy blaster cost 111 points for  just the stats). 
 
 
_________________________________________________________ 
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Get your free @yahoo.com address at http://mail.yahoo.com 
 
Return-Path: daemon@omg.org 
Subject: Re: Templates Discussion 
Date: Fri, 6 Feb 98 15:58:19 -0500 
x-sender: DFair@pop.worldweb.net 
From: David Fair <DFair@sdslink.com> 
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On 2/6/98 2:08 PM Richard G Schwerdtfeger (RGSchwerdtfeger@directv.com)  
Said: 
 
>What exactly is a background plugin? Are they things like "Scientist"  
>and "Reporter" and "Ex-cop" and "Donut chef"? If so, I would suggest 
>15 points instead. Just enough for 5 standard skills. 
 
Yep, and Lawyer, Doctor, FireFighter, Etc. 
 
There should be enough room (IMO) for 1 PS, 1 complementary PS  
(familiarity), 2 KS's, 1 AK's & 3-5 Background/Other Skills/Perks. That  
adds up to, lets see, um carry the seven, 8 points + (9-15) points for a  
total of 17-23. 
 
For Example: 
 
Reporter: 
  When not running around in spandex, this character is a reporter for a  
local newspaper or local tv station. This package adds the following  
skills: 
 
 2  PS: News Reporter (11-) 
  1  PS: Criminology   (8-) 
  2  KS: Local Crime Facts & Personalities (11-) 
  2  KS: Local Politics (11-) 
  2  AK: Local City  (11-) 
  3  Deduction (11-) 
  3  Shadowing (11-) 
  1  Perk: Press Pass 
  2  Contact: Editor 
  2  Contact: Local Stoolie 
---- 
 20 
 
This package also includes the following disadvantages: 
 
-10  Psych Lim: Curious (Common, Moderate) 
- 5  Watched: Local Police (More Powerful, NCI, 8-, Watching Only) 
- 5  Rivalry w/ Major Competitor's Lead News Reporter 
---- 
-20 
 
Taking a reporter skill set almost has to have a set of associated  
disad's with it, in order to make any sense at all. 
 
David A. Fair         | 
SDS International     |     Think Different 
dfair@sdslink.com     | 
 
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Date: Fri, 6 Feb 1998 15:03:58 -0600 (CST) 
From: Dataweaver <traveler@io.com> 
cc: champ-l@omg.org 
Subject: Re: Templates - compiled ideas 
Errors-To: owner-champ-l@omg.org 
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On Fri, 6 Feb 1998, Anthony Jackson wrote: 
 
> Joe Mucchiello writes: 
> > levels of base archetype (Brick, SuperBrick and UltraBrick).  The problem 
> > that I am running into is Special Effect.  If the player wants to be a 
> > gadgeteer, where do I put the OAFs?  Do I make a bunch of different 
> > add-ins: 
> >  
> > Fire beam: 5D6 EB, fire 
> > Cold beam: 5D6 EB, cold 
> > Pistol: 1 1/2D6 RKA, OAF gun 
>  
> What I was thinking is pretty simple; more or less a list of 'typical 
> abilities' for various special effects, and how to buy them.  Many effects 
> aren't going to be initially obvious (for example, 'cloud of smoke' for a 
> fire-based character), and people won't necessarily know that 'ice slides' (per 
> iceman, etc) is a special case of flight. 
 
Here, here!  Furthermore, if you ensure that all powers are built so that 
their costs are multiples of (say) 30 points, you can remove most of the 
need for point accounting.   
 
---- 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: Dave Mattingly <dmattingley@platsoft.com> 
Subject: Templates 
Date: Fri, 6 Feb 1998 13:19:26 -0800 
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X-Hero: champ-l 
To: champ-l@omg.org 
 
I'm joining in late for this discussion. 
 
Here are some templates I created years ago that I still use for quick 
character design. They all cost 190. 
 
 
Brick Template 
50 STR 
15 DEX 
25 CON 
15 BOD 
10 INT 
10 EGO 
20 PRE 
10 COM 
15 PD 
10 ED 
4 SPD 
15 REC 
50 END 
53 STN 
 
30 Armor +10 DEF  
10 Power Def  
15 Combat Levels  
5 Leap +5"	 
 
 
Martial Artist Template 
15 STR 
23 DEX 
15 CON 
10 BOD 
13 INT 
14 EGO 
18 PRE 
10 COM 
8 PD 
8 ED 
5 SPD 
6 REC 
30 END 
25 STN 
 
30 Martial Arts  
15 Combat Levels  
15 STR or DC  
15 Martial Skills (Stealth, Acro...)  
10 Martial Weapon  
5 Senses	 
 
 
Projector Template 
10 STR 
20 DEX 
20 CON 
10 BOD 
10 INT 
10 EGO 
15 PRE 
10 COM 
5 PD 
6 ED 
5 SPD 
6 REC 
40 END 
25 STN 
 
25 Energy EC  
25 +20 Force Field @½ END  
25 20" Flight or Teleport @½ END  
25 10d EB, 33 STR TK, or 5 DEF Entangle  
10 Combat Levels	 
 
 
Mentalist Template 
10 STR 
20 DEX 
23 CON 
11 BOD 
15 INT 
18 EGO 
10 PRE 
10 COM 
5 PD 
5 ED 
4 SPD 
8 REC 
50 END 
28 STN 
 
20 Mental EC  
20 4d Ego Attack  
20 8d Scan, Illusion, Telepathy, or Control  
20 +20 Force Field or 8 DEF Force Wall  
11 15/0 Mental Def  
5 Flash Def	 
 
 
Speedster Template 
15 STR 
30 DEX 
15 CON 
10 BOD 
10 INT 
10 EGO 
15 PRE 
10 COM 
8 PD 
8 ED 
8 SPD 
8 REC 
30 END 
25 STN 
 
10 Speed EC  
25 Run +15" (4x NCM)  
10 Deflect all  
6 +2d HA  
5 +7 PD (vs move by/thru)	 
 
 
Gadgeteer Template 
10 STR 
14 DEX 
13 CON 
10 BOD 
20 INT 
14 EGO 
10 PRE 
10 COM 
4 PD 
4 ED 
4 SPD 
5 REC 
26 END 
22 STN 
 
100 Gadget Pool  
25 Control Cost (OIF, 50-point max active cost)  
7 Gadgeteering 15-  
3 Inventor 13-	 
 
-- 
 
Actually, the whole thing was part of a random superhero generator I'd 
designed. Here's a snippet from it: 
 
Character Template 
3-8 Brick 
9-10 Martial Artist 
11-12 Projector 
13 Mentalist 
14-16 Gadgeteer 
17 Speedster 
18 Roll Twice 
 
Secondary Powers (Roll Twice) 
3-5 Characteristics 
6-7 Improve Attack 
8-9 Improve Movement 
10 Improve Defense 
11 Skill Levels 
12 Extra Background Skill Group 
13-14 Weird Power 
15-16 Enhanced Sense 
17-18 Roll Again 
 
...and there was a table for each of those categories, as well as a d6 x 
d6 table of 36 skill groups like reporter, lawyer, engineer, spy, etc. 
 
I've also developed a system for skill groups being ranked as Fair, 
Good, and Great, at a cost of 5, 15, and 25 points, respectively. I've 
probably got around 60 or so done.  
 
For example: 
 
Actor 
25	15	5	Skills	 
3	3	3	Acting	 
3	3	1	Disguise	 
3	3	1	Oratory	 
3	3	1	Streetwise or High Society	 
3	3	*	Conversation	 
3	3	*	Persuasion	 
5			Cramming	 
3			Seduction	 
1			Trading	 
1			High Society or Streetwise	 
1			Mimicry	 
-4	-3	-1	Actor Package	 
 
Actors specialize in taking on roles and behaving as some other persona 
would. Much of the time, this also involves using professional make-up 
to change the actor's appearance.  
 
The actor's skill can apply to impromptu one-on-one situations as well 
as rehearsed scripts intended for a general audience. Used in this 
fashion, an actor can often persuade others. Most actors can fit in 
wherever they go: "I'm not a gangster, but I play one on TV." 
 
Exceptional actors can alter their own voice to match a particular role, 
and can memorize an entire script in less than an hour. 
 
Also: disc jockey, model, professional speaker 
 
-- 
 
Dave Mattingly 
http://www.geocities.com/Area51/Cavern/1905/pwrpnt.html 
 
Return-Path: daemon@omg.org 
X-Authentication-Warning: bermuda.io.com: traveler owned process doing -bs 
Date: Fri, 6 Feb 1998 15:21:22 -0600 (CST) 
From: Dataweaver <traveler@io.com> 
cc: champ-l@omg.org 
Subject: Re: Re[2]: Templates Discussion 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Fri, 6 Feb 1998, Richard G Schwerdtfeger wrote: 
 
> If we are trying for "beginning hero", then they shouldn't have much in  
> the way of contacts or favors. 
 
>From what I understand, we're going for "beginning player", _not_ 
neccessarily "beginning hero".   
 
---- 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, 6 Feb 1998 15:31:40 -0600 (CST) 
From: Dataweaver <traveler@io.com> 
cc: champ-l@omg.org 
Subject: Re: Templates Discussion 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Fri, 6 Feb 1998, Duane Morris wrote: 
 
>  
> I've been following this with some interest, and this looks promising..  
>  
> On Fri, 6 Feb 1998, Brian Wong wrote: 
>  
> <some good stuff deleted> 
>  
> > 	In my proposal, all bases are 120 points, they include the average 
> > stats of a final character in that archetype (this so that if a non base 
> > specific plugin is used, you still get a functional character, using the 
> > minimums might not garauntee that), and a few of the powers which could 
> > be assumed to be found among 80-90% of characters of that archetype (once 
> > again, so that if you use a generic plugin, it will still give a workable 
> > character). 
>  
> 120 points of characteristics for the bases??  That's fine for a brick or 
> a MA, but a waste for EP's or Mentalists.  While I understand the desire 
> to make things as consistent as possible for a novice player, I don't 
> believe that 120 is a reasonable figure, and would prefer to go with 
> either 75 or 100 points <I know that 75 points for a brick base is 
> ridiculous, but 100 is still almost too much for EP/Mentalist types>. 
 
Mmm...not neccessarily; I could see a 75-point Brick base, if three of the 
brick plugins were Strong-Guy (additional STR, CON, BODY, and calculated 
stats), Giant-Man (several levels of Growth), and Colossus (several levels 
of Density Increase), for instance.  In the comic books, Dr. Pym isn't 
very strong; but he still qualifies as a Brick because, when he Grows, 
he's big, strong, and tough... 
 
> Base           75         100 
> Power 1        75          50 
> Power 2        50          50 
> Background     25          25 
> Custom         25          25 
>               ===         === 
> Total         250         250 
 
I'd vote for the second one.  Or go with 30-/60-point plugins, a 10-point 
Background plug-in, and 20 pts for customizing.  (Most powers work better 
in conjunction with multiples of 30 than they do with multiples of 25; 
witness HKA/RKA, Drain, Dispel, Trasfer, Flash, and Entangle...) 
 
---- 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: Fri, 6 Feb 1998 13:39:09 -0800 
From: RGSchwerdtfeger@directv.com (Richard G Schwerdtfeger) 
Subject: Re[2]: Templates Discussion 
Content-Description: cc:Mail note part 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
David wrote: 
<quote> 
Yep, and Lawyer, Doctor, FireFighter, Etc. 
 
There should be enough room (IMO) for 1 PS, 1 complementary PS (familiarity), 2  
KS's, 1 AK's & 3-5 Background/Other Skills/Perks. That adds up to, lets see, um  
carry the seven, 8 points + (9-15) points for a total of 17-23. 
 
Reporter: 
When not running around in spandex, this character is a reporter for a  
local newspaper or local tv station. This package adds the following skills: 
 
2  PS: News Reporter (11-) 
1  PS: Criminology   (8-) 
2  KS: Local Crime Facts & Personalities (11-)  
2  KS: Local Politics (11-) 
2  AK: Local City  (11-) 
3  Deduction (11-) 
3  Shadowing (11-) 
1  Perk: Press Pass 
2  Contact: Editor 
2  Contact: Local Stoolie 
---- 
20 
</quote> 
 
But don't a few of these come as Everyman skills? Like the PS:Reporter 
and AK:Local City? 
 
And doesn't the BBB advise against contacts for new characters? (This 
one is from memory...I don't have the book at work, and I don't use 
contacts anyway.) 
 
Richard 
 
Return-Path: daemon@omg.org 
From: Brian Wong <rook@shell.infinex.com> 
Subject: Re: Templates Discussion 
Date: Fri, 6 Feb 1998 13:42:23 -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 
 
>  
> ---Brian Wong  wrote: 
> > 
> >  
> > 	In my proposal, all bases are 120 points, they include the average 
> > stats of a final character in that archetype (this so that if a non 
>  
> I don't think 120 points won't be enough if you try to make the 
> template the "average" for the archetype.  I really think you're 
> better off making the template - which is the starting point of the 
> archetype to be built on - represent a reasonable minimum set of 
> characteristics and powers for the archtype.  This gives you a 
> template that's much easier to build on 120 points. 
> 
	Going above 120 gets into the realm of do much diference in the 
sub archetypes. 
 
	I originally started at 150 for a base. 
 
at 150 the base would be a full set of stats and all the common powers 
bought at a very low level. Or just the frameworks (ie, and empty EC). 
	At 100 you'd have nothing but stats and maybe a few points in some 
powers. 
 
	So where's 120? a midpoint? Or unworkable? 
 
 	I suppose it could go to either 100 with plugins being 
60 / 120 pointers. 
 
	Or go to 150 with plugins being 40 / 80 pointers. 
 
Thoughts on those? 
 
	Maybe I should break my own suggestion and try writing up bases 
for these diferent ideas and see what works... I've been deleberatly avoiding 
doing that so far until we all agreed on a system to do it with, then 
divided up who got what... 
	100 would be perfect if I felt I could justify it for Bricks and MA's, 
and still fit generic Plugins on them that would give usable characters. 
	(sure we could fit the rest of their stats into the brick-plugins, 
or into the MA plugins, but that destroys the ability to make generic 
plugins. I feel that base-specifice plugins should be modifying a workable 
set of stats into a slightly different, up or down, set of workable stats. 
	That means that generic plugins can just add to a workable set of stats. 
 
> > 	I propose plugins be built at 50 and 100 points. 
>  
> You might want to build a few template+plug-in combinations just to 
> play around with.  If usable templates can be built for 40 and 80 
> points, it leaves the player enough points left to really custumize 
> the character (10 really isn't enough). 
>  
> 
	I'll test it out privatly. I don't want to post it so much until 
we have an agreed system, so I don't step on toes. 
   
> > Next would come a system for selecting disads by grouping disads 
> into themes 
> >  
> > So you could say; pick three from the list below for the Super Partiot 
> > theme... Or whatever... 
>  
> This idea I like, although it may end up being easier for the player 
> if the disad packages are a bit more formalized (ie. here's the disad 
> package for the Super Patriot - no picking and choosing.  Just a 
> thought). 
> 
	That's a good idea. 
Perhaps both methods. Ie, pick from the list of mini-packs until you have 150 
points of disads, or take a theme pack. But I definatly think your idea is 
good. It will get them in play much faster. 
 
	I'll be honest when I say that even after 13 years of Hero, doing 
the disads is always the hardest part for me. So I may even end up adapting 
a disad pack system onto my own PC's and NPC's. :) 
 
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 Super Hero Role Playing Sight is at: http://www.infinex.com/~rook/SH/ 
 
Return-Path: daemon@omg.org 
Date: Fri, 6 Feb 1998 13:47:19 -0800 (PST) 
From: Anthony Jackson <ajackson@iii.com> 
Reply-To: Anthony Jackson <ajackson@iii.com> 
Subject: Re: Modify Deflection? (was Re: a question about deflection) 
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: 
> >Well, if you're willing to use a force wall, who needs missile deflection 
> >anyway?  The missile deflection won't add anything. 
>  
> Sure it will: it will reflect the attack - that's why you're buying it! 
 
Hm...I'd have no problem with linking reflection to a force wall, though I'd 
rule that the attack is only reflected if the force wall doesn't break. 
 
> Sure there is: Missile Reflection. It's there, so why not use it? If 
> you have to stretch something, then so long as the GM says ok, go for 
> it. 
 
The problem with missile reflection is that its cost is unrelated to the power 
of the attack it can reflect; if it weren't for the fact that the missile 
reflection power is seriously unbalanced to start with, I wouldn't have any 
particular problems with allowing damage shield on it. 
 
Return-Path: daemon@omg.org 
From: Brian Wong <rook@shell.infinex.com> 
Subject: Re: Templates 
Date: Fri, 6 Feb 1998 13:47:33 -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 
 
>  
> ...and that's where the add-ons/plug-ins/whatever come into play.  A 
> character who takes a base and a low-level plug-in is one of Prof X's 
> original X-Men when they first started out; a character that takes its 
> full complement of plug-ins is the modern-day Wolverine.   
> 
 
	hey good idea. SO far I've proposed only 50 and 100 point plugins, 
both designed to build 250 point characters. 
	You seem to hint at an idea of building even bigger plugins for the 
greater heroes. 
	so say a 200 point plugin added onto a 120/100 point base would build 
up not only powers, but beef up stats into a higher power level game's 
setting. 
  
 
Return-Path: daemon@omg.org 
Date: Fri, 6 Feb 1998 17:48:49 -0400 (AST) 
From: Trevor Barrie <tbarrie@ibm.net> 
Subject: Re: The Great Linked Debate 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Wed, 4 Feb 1998, Bob Greenwade wrote: 
 
>    Much of it stems from two sources.  One, of course, is the writing of 
> the Linked Limitation in the HSR.  If one takes a strictly literal 
> word-for-word reading of the Limitation as written there, then it says that 
> a Power with this Limitation can only be used when the Power to which it is 
> Linked is turned on.  However, the other Power can still be used without 
> the Linked Power, and the two do not need to be used in proportion to one 
> another. 
>    The other source is the original version of the Limitation, the "Based 
> On" that was in earlier editions of Champions.  I don't have an earlier 
> edition with me (uh, my dog ate it), but if I recall correctly, both Powers 
> had to be used together, and in proportion.  We who have played and loved 
> the game for that long remember this version of the Limitation, and don't 
> understand why it was changed.  (It's probably Rob Bell's fault, eh?) 
 
That's one part. There's another, more hotly-contested, issue which is 
also referred to as "The Great Linked Debate", despite being pretty much 
entirely unrelated: whether multiple Powers can be used together in a 
single attack by default. 
 
 
Return-Path: daemon@omg.org 
Date: Fri, 6 Feb 1998 17:52:01 -0400 (AST) 
From: Trevor Barrie <tbarrie@ibm.net> 
Subject: Re: a question about deflection 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Wed, 4 Feb 1998, Brian Wong wrote: 
 
> 	And people tell me there's no need for a generic, definable advantage. 
 
There most assuredly is not. 
  
> No matter how well you define it in advance, there's always more concepts out 
> there that need a kludge to do. 
 
I can't think of many "kludges" which are less desirable than creating a 
new Power or Modifier. 
 
Return-Path: daemon@omg.org 
From: Brian Wong <rook@shell.infinex.com> 
Subject: Re: Re[2]: Templates Discussion 
Date: Fri, 6 Feb 1998 13:52:06 -0800 (PST) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
> >>What exactly is a background plugin? Are they things like "Scientist"  
> > 
> >Everything not part of the Super ID. 
> >All non combat skills, detective stuff, perks, wealth, contacts, etc... 
> >Not sure what it runs on average in the BBB, but 20 I think allows more cushion 
> >room than 15. Something to think about though. 
>  
> The only reason I suggested 15 as a basis is then that leaves another 
> 15 points as discretionary points, using your point breakdown. I would 
> just rather see a few more points for customizing the characters. 
 
	Sounds like a valid idea. Then a character who does need more background 
could simply use a few of the freebies to flesh out. 
 
Return-Path: daemon@omg.org 
Date: Fri, 6 Feb 1998 17:55:08 -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 Sun, 1 Feb 1998, Remnant wrote: 
 
> If you don't think humans in a realistic campaign who have high STR should 
> look muscular regardless of their COM or PRE you need to think again. 
> Looking muscular by itself doesn't necessarily make someone more attractive 
> or more impressive,  but it will generally have an effect.  In the REAL 
> world high STR people have REAL muscles.  These muscles take space and 
> generally show, REALLY. 
 
So your contention is that nobody in the REAL world is ever significantly 
stronger than they look? I can't say that that seems to be a very credible 
stance to me. 
 
Return-Path: daemon@omg.org 
From: Brian Wong <rook@shell.infinex.com> 
Subject: Re: Templates Discussion 
Date: Fri, 6 Feb 1998 14:00:09 -0800 (PST) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
> >What exactly is a background plugin? Are they things like "Scientist"  
>  
> There should be enough room (IMO) for 1 PS, 1 complementary PS  
> (familiarity), 2 KS's, 1 AK's & 3-5 Background/Other Skills/Perks. That  
> adds up to, lets see, um carry the seven, 8 points + (9-15) points for a  
> total of 17-23. 
>  
> For Example: 
>  
> Reporter: 
>   When not running around in spandex, this character is a reporter for a  
> local newspaper or local tv station. This package adds the following  
> skills: 
>  
>  2  PS: News Reporter (11-) 
>   1  PS: Criminology   (8-) 
>   2  KS: Local Crime Facts & Personalities (11-) 
>   2  KS: Local Politics (11-) 
>   2  AK: Local City  (11-) 
>   3  Deduction (11-) 
>   3  Shadowing (11-) 
>   1  Perk: Press Pass 
>   2  Contact: Editor 
>   2  Contact: Local Stoolie 
> ---- 
>  20 
>  
> This package also includes the following disadvantages: 
>  
> -10  Psych Lim: Curious (Common, Moderate) 
> - 5  Watched: Local Police (More Powerful, NCI, 8-, Watching Only) 
> - 5  Rivalry w/ Major Competitor's Lead News Reporter 
> ---- 
> -20 
>  
> Taking a reporter skill set almost has to have a set of associated  
> disad's with it, in order to make any sense at all. 
 
	Hmm... 
0 point background plugins? 
 
technically it's two linked plugins, a 20 pointer, and a 20 point disad 
plugin. 
 
	Might be a good idea to list them together like you did. 
That way the beginning player immediatly has a grasp on playing the secred ID. 
 
	I still think 'the man with no background' is actually a background 
in and of itself that should give a few odd things costing points. If only 
to show to players who use it as a cop out to not buy any non combat stuff 
that yes, it can be explored into some kind of flavorful construction. 
 
Return-Path: daemon@omg.org 
Subject: Re: Re[2]: Templates Discussion 
Date: Fri, 6 Feb 98 17:08:40 -0500 
x-sender: DFair@pop.worldweb.net 
From: David Fair <DFair@sdslink.com> 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On 2/6/98 4:39 PM Richard G Schwerdtfeger (RGSchwerdtfeger@directv.com)  
Said: 
 
> 
>But don't a few of these come as Everyman skills? Like the PS:Reporter 
>and AK:Local City? 
> 
>And doesn't the BBB advise against contacts for new characters? (This 
>one is from memory...I don't have the book at work, and I don't use 
>contacts anyway.) 
 
It reccomends an AK: Home (Vague, Even by Hero Standards) & a 1 pt  
Familiarity w/ a Professional Skill. 
 
David A. Fair         | 
SDS International     |     Think Different 
dfair@sdslink.com     | 
 
Return-Path: daemon@omg.org 
From: Brian Wong <rook@shell.infinex.com> 
Subject: Re: Templates Discussion 
Date: Fri, 6 Feb 1998 14:11:50 -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 
 
> I've been following this with some interest, and this looks promising..  
>  
> I think a few more points for customization would be nice.  More hassles, 
> however better differentiation between characters.   
> 
	True. However we want a character for  beginning player. 
Which means it needs to be microwvable. Take of the wrapper, stick it in 
the microwave for 2 minutes, and out comes a complete character. 
 
	The more custom points we allow, the more the player has to know about 
what they are doing game system wise. 
	Having a very low number means it will be so small that they could 
even leave it unspent until later and still join in play right away. 
  
> Possibly something like the following structures might work better <my 
> $0.014> 
>  
> Base           75         100 
> Power 1        75          50 
> Power 2        50          50 
> Background     25          25 
> Custom         25          25 
>               ===         === 
> Total         250         250 
> 
How about: 
 
Base		100		150 
Power 1		60/120		40/80 
Power 2		60		40 
Background	20		20 
Custom		10		10 
		===		=== 
Total 		250		250 
 
Only if power 1 is at the lower cost do you buy a power 2. 
 
Return-Path: daemon@omg.org 
From: Brian Wong <rook@shell.infinex.com> 
Subject: Re: Templates Discussion 
Date: Fri, 6 Feb 1998 14:32:37 -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 
 
> > The template is not just characteristics.  It's characteristics plus 
> > any powers that would be common to the archetype. The exact split of 
> > points to characteristics and powers varies from archetype to 
> > archtype.  (Although, look at the energy blasters in the BBB - 
> > building an average energy blaster cost 111 points for  just the stats). 
>  
> Combining characteristics and powers??  I honestly don't think that we 
> should go there.  Yes it would be nice, but we can't lump all the 
> types into one mold <IMHO>.   
>  
> For most Bricks and MA's I've built, I view their characteristics as being 
> their framework, while for EP's and the odd Mentalist, I'll use either a 
> MP or EC, depending upon how I feel.. 
>  
> I think the thing that bothers me the most about combining the two is that 
> I perceive the result as being too .. 'plain Vanilla'.. with little to 
> differentiate between different characters of the same type. 
 
	Yes it will often be Vanilla. But you don't want to give a new 
player to much complexity. 
 
ON THE OTHER HAND..... 
 
	If we assume that base spefic plugins will be allowed to both add 
and subtract (unlike a generic plugin which just adds), then we can do a 
lot of work with a base provided we stay in theme. 
 
	The key will be to not put anything which is totally useless without a 
matching plugin into the base. That may present some dificulty. Not sure there. 
 
Return-Path: daemon@omg.org 
Date: Fri, 06 Feb 1998 23:05:31 +0000 
From: Mark Lemming <icepirat@ix.netcom.com> 
CC: champ-l@omg.org 
Subject: Re: doc's d&d/v&v auction update #3 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
Alurmic@aol.com wrote: 
>  
> The following are the rules of the auction on the listed items. 
 
Is it my imagination or are we getting a copy of this everyday? 
 
-Mark L 
 
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Date: Fri, 06 Feb 1998 18:08:52 -0500 
From: Joe Mucchiello <why@mars.superlink.net> 
Subject: Re: Templates - compiled ideas 
Cc: champ-l@omg.org 
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At 03:03 PM 2/6/98 -0600, Dataweaver wrote: 
>On Fri, 6 Feb 1998, Anthony Jackson wrote: 
> 
>> Joe Mucchiello writes: 
>> > levels of base archetype (Brick, SuperBrick and UltraBrick).  The problem 
>> > that I am running into is Special Effect.  If the player wants to be a 
>> > gadgeteer, where do I put the OAFs?  Do I make a bunch of different 
>> > add-ins: 
>> >  
>> > Fire beam: 5D6 EB, fire 
>> > Cold beam: 5D6 EB, cold 
>> > Pistol: 1 1/2D6 RKA, OAF gun 
>>  
>> What I was thinking is pretty simple; more or less a list of 'typical 
>> abilities' for various special effects, and how to buy them.  Many effects 
>> aren't going to be initially obvious (for example, 'cloud of smoke' for a 
>> fire-based character), and people won't necessarily know that 'ice 
slides' (per 
>> iceman, etc) is a special case of flight. 
> 
>Here, here!  Furthermore, if you ensure that all powers are built so that 
>their costs are multiples of (say) 30 points, you can remove most of the 
>need for point accounting.   
 
That is what I did.  I used 25 points.  Some are 24, some are 26.  Some 
include END so that if the power uses a lot of END, the resulting character 
has enough END to use the power. 
 
Or should we ignore END? 
  Joe 
 
Return-Path: daemon@omg.org 
Date: Fri, 06 Feb 1998 17:15:54 -0600 
From: Todd Hanson <badtodd@dacmail.net> 
Subject: Re: doc's d&d/v&v auction update #3 
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Mark Lemming wrote: 
 
> Alurmic@aol.com wrote: 
> > 
> > The following are the rules of the auction on the listed items. 
> 
> Is it my imagination or are we getting a copy of this everyday? 
 
Nope, not your imagination.  Why is this being sent to a mailing list 
anyway?? 
 
 
Todd 
 
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Date: Fri, 06 Feb 1998 18:22:16 -0500 
From: Joe Mucchiello <why@mars.superlink.net> 
Subject: Re: Templates 
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At 01:19 PM 2/6/98 -0800, Dave Mattingly wrote: 
>I'm joining in late for this discussion. 
[snip] 
Except for the Gadgeteer, these will be useful for my Ultra level 
archetypes.  If Dave doesn't mind, I may borrow them and add about 20 
points to them. 
 
>Actually, the whole thing was part of a random superhero generator I'd 
>designed. Here's a snippet from it: 
It's funny, I was thinking about adding random tables to the generator.  I 
didn't do it because I wanted to hunt down the Random Mutant Generator from 
the Mutant File first. 
 
>I've probably got around 60 or so done.  
>Actor 
[snip] 
 
Not only was that long, but 60 of those would make a whole book.  I don't 
think this project should grow into an entire book.  :-) 
 
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Date: Fri, 6 Feb 1998 17:25:19 -0600 (CST) 
From: Dataweaver <traveler@io.com> 
cc: champ-l@omg.org 
Subject: Re: Templates Discussion 
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On Fri, 6 Feb 1998, Brian Wong wrote: 
 
>  	I suppose it could go to either 100 with plugins being 
> 60 / 120 pointers. 
 
Workable... 
 
> 	Or go to 150 with plugins being 40 / 80 pointers. 
 
40/80-point plug-ins would conflict with such powers as HKA/RKA, Dispel, 
and Transfer.  Otherwise, they're workable.  Personally, I'd go with 30 / 
60 / 90 / 120 pointers.   
 
> 	Maybe I should break my own suggestion and try writing up bases 
> for these diferent ideas and see what works... I've been deleberatly avoiding 
> doing that so far until we all agreed on a system to do it with, then 
> divided up who got what... 
> 	100 would be perfect if I felt I could justify it for Bricks and MA's, 
> and still fit generic Plugins on them that would give usable characters. 
> 	(sure we could fit the rest of their stats into the brick-plugins, 
> or into the MA plugins, but that destroys the ability to make generic 
> plugins. I feel that base-specifice plugins should be modifying a workable 
> set of stats into a slightly different, up or down, set of workable stats. 
> 	That means that generic plugins can just add to a workable set of stats. 
 
Perhaps a Brick _should_ be treated as a plug-in, as well as a base.  A 
Brick base without a Brick Plug-in would be like a normal weight-lifter - 
big and strong, in comparison to most people, but outclassed by a 
legitimate Brick.  OTOH, this would let you build a Brick like Dr. Pym - 
use a different base ("scientist"), and add a Brick-style plug-in (in this 
case, Growth).   
 
I could see the system being based off of three "archtypes", based 
exclusively off of standard attributes: 
 
Brick - the focus of this archtype is on raw physical power - STR, CON, 
   and BODY.   
Athlete - similar to the Brick, the Athlete focuses on honing her body - 
   but she does so by emphasizing DEX and SPD over STR, CON and BODY.   
Thinker - These guys are the mentalists, the mages, the gadgeteers, and 
   the con-men.  Emphasis goes to INT and EGO, with INT getting the focus.   
 
Follow this up with a number of plug-ins, probably two "power plug-ins" 
and a background plug-in ("role"?), a number of customizer points, one or 
two Disad plug-ins, and a number of Disad customizer points.  Amongst the 
Power plug-ins, you'd want "Strong Guy", which, when combined with the 
Brick Archtype gives you your stereotypical brick; "Metal Guy", which is, 
for the most part, Density Increase (SFX: transforms into a being of 
metal); "Giant Guy", with several levels of Growth; "Mentalist", which 
includes a selection of Mental Powers and an additional boost to EGO 
(combined with the Thinker archtype, this would give you a stereotypical 
mentalist); "Martial Artist"; ... 
 
I'd classify the plug-ins into three groups: Minor (say, around 30 
points), Standard (60), and Augmented (120) - a character could take one 
Augmented plug-in, two Standard plug-ins, four Minor Plug-ins, or a 
Standard and two Minor Plug-ins.  Minor plug-ins tend to be single-power 
items such as Energy Blast or Shapeshift, while Standard and Augmented 
plug-ins tend to be packages of related powers, and - almost by definition 
- will usually qualify for EC.   
 
> > > Next would come a system for selecting disads by grouping disads 
> > into themes 
> > >  
> > > So you could say; pick three from the list below for the Super Partiot 
> > > theme... Or whatever... 
> >  
> > This idea I like, although it may end up being easier for the player 
> > if the disad packages are a bit more formalized (ie. here's the disad 
> > package for the Super Patriot - no picking and choosing.  Just a 
> > thought). 
> > 
	That's a good idea. 
> Perhaps both methods. Ie, pick from the list of mini-packs until you have 150 
> points of disads, or take a theme pack. But I definatly think your idea is 
> good. It will get them in play much faster. 
 
Note that, in many cases, you may want to integrate a Disad Pack into a 
Plug-In - Torch can generate fire, but this makes him inherently 
Vulnerable to Ice... Meanwhile, DNPCs, Distinctive Features, 
Hunted/Watched, etc. would almost certainly be associated with a 
Background Plug-in.  I'd hanlde this by listing which Disad Packs are 
appropriate to each Pulg-in.   
 
---- 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: Fri, 6 Feb 1998 15:26:00 -0800 (PST) 
From: Duane Morris <duane@turing.sci.yorku.ca> 
Subject: Re: Templates Discussion 
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I've been following this with some interest, and this looks promising..  
 
On Fri, 6 Feb 1998, Brian Wong wrote: 
 
<some good stuff deleted> 
 
> 	In my proposal, all bases are 120 points, they include the average 
> stats of a final character in that archetype (this so that if a non base 
> specific plugin is used, you still get a functional character, using the 
> minimums might not garauntee that), and a few of the powers which could 
> be assumed to be found among 80-90% of characters of that archetype (once 
> again, so that if you use a generic plugin, it will still give a workable 
> character). 
 
120 points of characteristics for the bases??  That's fine for a brick or 
a MA, but a waste for EP's or Mentalists.  While I understand the desire 
to make things as consistent as possible for a novice player, I don't 
believe that 120 is a reasonable figure, and would prefer to go with 
either 75 or 100 points <I know that 75 points for a brick base is 
ridiculous, but 100 is still almost too much for EP/Mentalist types>. 
 
> 	I propose plugins be built at 50 and 100 points. 
> 50 point plugins build characters who dabble in a theme, getting two of them 
> allows a character with two mixed special effects... 
>  
> 100 point plugins build a character who is exclusively devoted to that theme. 
>  
> this leaves 30 points. 
>  
> 20 of which go to the background plugin. 
>  
> 10 of which are unspent so the player can tweak as desired, or leave unspent 
> until they've played a few games. 
 
I think a few more points for customization would be nice.  More hassles, 
however better differentiation between characters.   
 
Possibly something like the following structures might work better <my 
$0.014> 
 
Base           75         100 
Power 1        75          50 
Power 2        50          50 
Background     25          25 
Custom         25          25 
              ===         === 
Total         250         250 
 
 
 
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 
 
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From: "qts" <qts@nildram.co.uk> 
Cc: "champ-l@omg.org" <champ-l@omg.org> 
Date: Fri, 06 Feb 98 23:42:18  
Reply-To: "qts" <qts@nildram.co.uk> 
Priority: Normal 
Subject: Re: Modify Deflection? (was Re: a question about deflection) 
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On Fri, 6 Feb 1998 13:47:19 -0800 (PST), Anthony Jackson wrote: 
 
>qts writes: 
>> >Well, if you're willing to use a force wall, who needs missile deflection 
>> >anyway?  The missile deflection won't add anything. 
>>  
>> Sure it will: it will reflect the attack - that's why you're buying it! 
> 
>Hm...I'd have no problem with linking reflection to a force wall, though I'd 
>rule that the attack is only reflected if the force wall doesn't break. 
> 
>> Sure there is: Missile Reflection. It's there, so why not use it? If 
>> you have to stretch something, then so long as the GM says ok, go for 
>> it. 
> 
>The problem with missile reflection is that its cost is unrelated to the power 
>of the attack it can reflect; if it weren't for the fact that the missile 
>reflection power is seriously unbalanced to start with, I wouldn't have any 
>particular problems with allowing damage shield on it. 
 
So how would you suggest we modify MR? Say a -1 per 10AP? 
 
qts 
 
Home: qts@nildram.co.uk. 
 
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Date: Fri, 06 Feb 1998 18:48:25 -0500 
From: Joe Mucchiello <why@mars.superlink.net> 
Subject: Re: Templates Discussion 
Cc: champ-l@omg.org 
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[Main point at the bottom] 
 
At 02:11 PM 2/6/98 -0800, Brian Wong wrote: 
>> Base           75         100 
>> Power 1        75          50 
>> Power 2        50          50 
>> Background     25          25 
>> Custom         25          25 
>>               ===         === 
>> Total         250         250 
>> 
>How about: 
> 
>Base		100		150 
>Power 1		60/120		40/80 
>Power 2		60		40 
>Background	20		20 
>Custom		10		10 
>		===		=== 
>Total 		250		250 
> 
>Only if power 1 is at the lower cost do you buy a power 2. 
 
Here I am joining the conversation.   
My method works out like this: 
Base		40-45		110 - 114	190-195 
Add-in 1	25/50/75 ++	25/50/75	25/50/75 
Add-in 2	25		25		25 
Add-in 3	25		25/50		25/50 
Add-in 4	N/A		25		25/75 
Add-in 5	N/A		N/A		25/50 
Add-in 6	N/A		N/A		25 
Background +	25		25		25 
Custom +++	~15		~15		~15 
		---		--		-- 
Total		~150		~250		~375 
Disads		6*		10*		15* 
Disad points	60-75*		100-150*	150-225* 
Max dup **	1		2		4 
+ Could just be another Add-in, depending on what the add-ins contain. 
Some one might take two backgroup add-ins to support Secret ID. 
++ If you choose 50 then you skip the next Add-in, if you choose 75 then 
you skip the next 2 Add-ins, etc. 
+++ 15 is arbitrary, I could easily be convinced that 10 or 20 is a better 
number.  Custom points was Step 4 in my suggestion.  It should have 
examples like the cheap Perks and Talents.  Remind people that Comeliness 
exists, etc. 
* Each listed disad has a 10-15 pt value.  Some count as 2 disads and are 
worth 25 pts.  [This differs from my example post in quantity.] 
** Maximum duplicated powers.  [This keeps the power levels in line for 
campaign balance, i.e. no one takes 9/8 rPD/rED armor twice in a 150 pt game.] 
 
I used 25 as my multiple because it allows low-level powers: 5d6 Mind 
Control, 2d6 Entangle (Sticky), 10/10 Force Field + add +10 END to 
characeter sheet, etc.  Characters could the same power twice to get better 
powers. 
 
MAIN POINT:  I don't believe that the character generated has to add up to 
250 pts exactly.  I am far more interested in creating a system that will 
generate competitive characters that do not break campaign balance.  I'm 
operating under the dim hope that new GMs will be working with new players 
trying to play a new RPG (to them).  You all assume that the GM will know 
what is and what is not a balanced character.  That's why some of my powers 
include additional END on the character sheet; that's why I think the 
system should support more than one campaign power level. 
 
Return-Path: daemon@omg.org 
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Date: Fri, 06 Feb 1998 18:51:05 -0500 
From: Joe Mucchiello <why@mars.superlink.net> 
Subject: Re: Templates Discussion 
Cc: champ-l@omg.org 
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[Main point at the bottom] 
 
At 02:11 PM 2/6/98 -0800, Brian Wong wrote: 
>> Base           75         100 
>> Power 1        75          50 
>> Power 2        50          50 
>> Background     25          25 
>> Custom         25          25 
>>               ===         === 
>> Total         250         250 
>> 
>How about: 
> 
>Base		100		150 
>Power 1		60/120		40/80 
>Power 2		60		40 
>Background	20		20 
>Custom		10		10 
>		===		=== 
>Total 		250		250 
> 
>Only if power 1 is at the lower cost do you buy a power 2. 
 
Here I am joining the conversation.   
My method works out like this: 
Base		40-45		110 - 114	190-195 
Add-in 1	25/50/75 ++	25/50/75	25/50/75 
Add-in 2	25		25		25 
Add-in 3	25		25/50		25/50 
Add-in 4	N/A		25		25/75 
Add-in 5	N/A		N/A		25/50 
Add-in 6	N/A		N/A		25 
Background +	25		25		25 
Custom +++	~15		~15		~15 
		---		--		-- 
Total		~150		~250		~375 
Disads		6*		10*		15* 
Disad points	60-75*		100-150*	150-225* 
Max dup **	1		2		4 
+ Could just be another Add-in, depending on what the add-ins contain. 
Some one might take two backgroup add-ins to support Secret ID. 
++ If you choose 50 then you skip the next Add-in, if you choose 75 then 
you skip the next 2 Add-ins, etc. 
+++ 15 is arbitrary, I could easily be convinced that 10 or 20 is a better 
number.  Custom points was Step 4 in my suggestion.  It should have 
examples like the cheap Perks and Talents.  Remind people that Comeliness 
exists, etc. 
* Each listed disad has a 10-15 pt value.  Some count as 2 disads and are 
worth 25 pts.  [This differs from my example post in quantity.] 
** Maximum duplicated powers.  [This keeps the power levels in line for 
campaign balance, i.e. no one takes 9/8 rPD/rED armor twice in a 150 pt game.] 
 
I used 25 as my multiple because it allows low-level powers: 5d6 Mind 
Control, 2d6 Entangle (Sticky), 10/10 Force Field + add +10 END to 
characeter sheet, etc.  Characters could the same power twice to get better 
powers. 
 
MAIN POINT:  I don't believe that the character generated has to add up to 
250 pts exactly.  I am far more interested in creating a system that will 
generate competitive characters that do not break campaign balance.  I'm 
operating under the dim hope that new GMs will be working with new players 
trying to play a new RPG (to them).  You all assume that the GM will know 
what is and what is not a balanced character.  That's why some of my powers 
include additional END on the character sheet; that's why I think the 
system should support more than one campaign power level. 
 
  Joe 
P.S. (I love Post Scripts.)  I won't be updating my original post tonight. 
I have a few things to digest from the other posts and I'm going out now. 
Maybe tonight I'll have a more complete system to post.  Will it be too 
complex?  That remains to be seen.  If it ends up too complex, I may turn 
it into a random character generator. 
 
Return-Path: daemon@omg.org 
Date: Fri, 6 Feb 1998 15:54:49 -0800 
From: RGSchwerdtfeger@directv.com (Richard G Schwerdtfeger) 
Subject: Re: Templates 
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Dave wrote: 
>Actually, the whole thing was part of a random superhero generator I'd  
>designed.  
 
Any chance of seeing it somewhere? Is it on the web, or is only for  
personal consumption? 
 
>I've also developed a system for skill groups being ranked as Fair, Good, and  
>Great, at a cost of 5, 15, and 25 points, respectively. I've probably got  
>around 60 or so done.  
 
Your skill group setup is pretty good. Again, I'd love to see this. 
 
Richard 
 
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Date: Fri, 6 Feb 1998 18:11:29 -0600 (CST) 
From: Dataweaver <traveler@io.com> 
Subject: Templates porposal 
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OK; after much thought, I give you my official proposal: 
 
Use HSR exclusively; characters will be 100+150 built for the superhero 
genre.   
 
Every character gets a single 100-point base, 120 points-worth of 
plug-ins, 15 points of background, and 15 points to customize. 
Furthermore, disadvantages are provided by 135 points-worth of packs and 
15 points to customize.   
 
There are three bases: Brain, Brawn, and Athlete.  Brain emphasizes INT, 
EGO, and PRE; Brawn emphasizes STR, CON, and BODY; Athlete emphasizes DEX, 
with a secondary focus on STR, CON, and BODY.   
 
Power Plug-ins come in three sizes: Minor (30 points), Standard (60 
points), and Augmented (120 points); a character can take a single 
Augmented plug-in, or two Standard Plug-ins, or four Minor Plug-ins, or a 
Standard and two Minor Plug-Ins.  Minor Plug-ins include Shapeshift, 
Flight, Energy Blast, etc.  Standard Plug-ins include Brick, Giant, 
Metal-man, Mentalist, Energy Projector, Martial Artist, etc.  Augmented 
Plug-ins will be enhanced versions of the various Standard Plug-ins. 
Each Minor Plug-in entitles you to two Minor(15-pt) Disadvantage Packs or 
one Standard Disadvantage Pack, unless otherwise specified; an example of 
when it is otherwise specified is when Disadvantages have been added as 
part of the plug-in.  Likewise, each Standard Plug-in will entitle you to 
one major disad pack, two standard disad packs, four minor disad 
packs, or a standard and two minor disad packs, unless otherwise noted.   
An Augmented Plug-in provides you with four disad slots; standard disad 
packs take one slot each, minor disad packs go two per slot, and major 
disad packs take up two slots each.  each Plug-in gives a list of 
suggestions for appropriate packs.   
 
Backgrounds will include non-Everyman skills related to the character's 
vocation, as well as approariate Perks.  Every Background entitles you to 
a minor disad pack, unless otherwise noted.   
 
Disad packs come in three sizes: minor (15 points each), standard (30 
points each), and major (60 points each).  A player can opt to trade his 
fifteen points of disad customization points for a single minor disad 
pack, or for the right to upgrade a single minor disad pack to a standard 
disad pack.   
 
Comments? 
 
---- 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: Fri, 06 Feb 1998 16:14:43 -0800 
From: Clinton Chard <chud@pioneer.net> 
CC: champ-l@omg.org 
Subject: Re: Templates Discussion 
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Dataweaver wrote: 
 
> On Fri, 6 Feb 1998, Richard G Schwerdtfeger wrote: 
> 
> > If we are trying for "beginning hero", then they shouldn't have much in 
> > the way of contacts or favors. 
> 
> >From what I understand, we're going for "beginning player", _not_ 
> neccessarily "beginning hero". 
> 
 
I agree. I can build a character that has lived for ages with the same points that 
will build someone who was born yesterday. Just because a character is new doesn't 
mean he/she can't have an experienced background. 
 
> ---- 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" 
 
 
 
-- 
"Contrariwise," Continued Tweedledee, "if it was so, it might be; and if it were 
so, it would be; but as it isn't, it ain't. That's logic." -Lewis Carroll 
 
 Clinton Chard 
 
 
Return-Path: daemon@omg.org 
Date: Fri, 6 Feb 1998 16:19:04 -0800 (PST) 
From: Duane Morris <duane@turing.sci.yorku.ca> 
Subject: Re: Templates Discussion 
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On Fri, 6 Feb 1998, John Desmarais wrote: 
 
> ---Duane Morris  wrote: 
> > 
> > 120 points of characteristics for the bases??  That's fine for a 
> brick or 
> > a MA, but a waste for EP's or Mentalists.  While I understand the 
> desire 
> > to make things as consistent as possible for a novice player, I don't 
> > believe that 120 is a reasonable figure, and would prefer to go with 
> > either 75 or 100 points <I know that 75 points for a brick base is 
> > ridiculous, but 100 is still almost too much for EP/Mentalist types>. 
>  
> The template is not just characteristics.  It's characteristics plus 
> any powers that would be common to the archetype. The exact split of 
> points to characteristics and powers varies from archetype to 
> archtype.  (Although, look at the energy blasters in the BBB - 
> building an average energy blaster cost 111 points for  just the stats). 
 
Combining characteristics and powers??  I honestly don't think that we 
should go there.  Yes it would be nice, but we can't lump all the 
types into one mold <IMHO>.   
 
For most Bricks and MA's I've built, I view their characteristics as being 
their framework, while for EP's and the odd Mentalist, I'll use either a 
MP or EC, depending upon how I feel.. 
 
I think the thing that bothers me the most about combining the two is that 
I perceive the result as being too .. 'plain Vanilla'.. with little to 
differentiate between different characters of the same type. 
 
 
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 
Date: Fri, 6 Feb 1998 16:48:02 -0800 (PST) 
From: Anthony Jackson <ajackson@iii.com> 
Reply-To: Anthony Jackson <ajackson@iii.com> 
Subject: Re: Modify Deflection? (was Re: a question about deflection) 
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: 
  
> So how would you suggest we modify MR? Say a -1 per 10AP? 
 
Make reflection a separate power from deflection; if you wanted H4 missile 
reflection, simply link the two powers.  Base the cost of missile reflection on 
the # of damage classes which could be reflected.  Missile reflection would 
_not_ count as a defense, though of course it could be linked to one (link it 
to missile deflection, and a successful deflection would of course mean you 
take no damage). 
 
Return-Path: daemon@omg.org 
Date: Fri, 6 Feb 1998 17:04:56 -0800 
From: RGSchwerdtfeger@directv.com (Richard G Schwerdtfeger) 
Subject: Re: Templates porposal 
Content-Description: cc:Mail note part 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
Dataweaver (aka Jonathan) wrote: 
>OK; after much thought, I give you my official proposal: 
 
>Every character gets a single 100-point base, 120 points-worth of plug-ins, 15  
>points of background, and 15 points to customize. Furthermore, disadvantages  
>are provided by 135 points-worth of packs and 15 points to customize.   
 
I like these point breaks, especially with the plug-in sizes you 
propose.  
 
>Minor Plug-ins include Shapeshift, Flight, Energy Blast, etc.  Standard  
>Plug-ins include Brick, Giant, Metal-man, Mentalist, Energy Projector, Martial  
>Artist, etc.  Augmented Plug-ins will be enhanced versions of the various  
>Standard Plug-ins. 
 
We definitely need focus-based plug-ins, like Gun or Battlesuit. Punisher 
and Iron Man clones are sure to come up, and without plug-ins with inherent 
focus limits, they will be very hard to do.  
 
Also, some of your standard plug-ins might need to be Meta-plug-ins (i.e. 
an Energy Projector plug-in with internal choices to be made, based on 
special effects). That way, you can make both Iceman and Firestar using 
the same plug-in, with different emphasis. Both characters have additional 
stats for an E.P., and an EB, but the Ice-based group would have Ice slides 
and entangles, while the fire-based would have an RKA. 
 
Richard 
 
Return-Path: daemon@omg.org 
Date: Fri, 6 Feb 1998 17:15:17 -0800 
From: RGSchwerdtfeger@directv.com (Richard G Schwerdtfeger) 
Subject: Re: Templates Discussion 
Content-Description: cc:Mail note part 
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X-Hero: champ-l 
To: champ-l@omg.org 
 
Clinton wrote: 
>Dataweaver wrote: 
>>On Fri, 6 Feb 1998, Richard G Schwerdtfeger wrote: > 
>>>If we are trying for "beginning hero", then they shouldn't have much in  
>>>the way of contacts or favors. 
> 
>>From what I understand, we're going for "beginning player", _not_  
>>neccessarily "beginning hero". 
> 
>I agree. I can build a character that has lived for ages with the same points  
>that will build someone who was born yesterday. Just because a character is new 
>doesn't mean he/she can't have an experienced background. 
 
Sure you can. But most players who are new enough to the genre and the game 
that they need this template system should probably be playing fairly  
inexperienced characters, especially if we're trying to base it on the  
250 point standard.  
 
Richard 
 
Return-Path: daemon@omg.org 
Date: Fri, 06 Feb 1998 17:24:15 -0800 
From: Redraven <wingers@home.com> 
Organization: Redraven Productions 
Subject: Custom Character Pictures 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
Anyone interested in bringing your Champions characters to life with 
vivid photo-realistic art, please check out Redraven Production Site at 
Http://members.home.net/wingers/redraven.htm. 
 
Redraven Productions is a artistic production company specializing in 
Sci-Fi, Fantasy, and Comic Book digital photomanipulation art. 
Commission work available upon request. 
 
-- 
Redraven Productions 
Http://members.home.net/wingers/redraven.htm 
 
 
Return-Path: daemon@omg.org 
From: "Len Carpenter" <redlion@voicenet.com> 
Subject: Re: Templates 
Date: Sat, 7 Feb 1998 04:08:06 -0500 
X-MSMail-Priority: Normal 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
A couple of posters have stated that my revised figures for the four 
character types from Champions III are too low.  That was intentional.  
The numbers I cranked out I meant to be built upon for nearly all 
characters, not torn down where the stats are too high for the character 
concept or for the campaign.  'Tis easier to add than to subtract.  In 
many cases, the stats will need to be bought up to reach the averages for 
the sample characters in BBB. 
 
For a time, I was tempted to try giving all the template types nice, round 
numbers for their totals, and to make the totals for most of the templates 
the same, but concluded it cost too much for the sake of consistency.  To 
balance the characteristic totals, making the martial artist, egoist, and 
energy projector all have the same total of say 100 points meant too much 
tinkering, buying up figured characteristics or putting points into 
primary stats that would later have to be reduced to fit some character 
concepts.  Shrinker, Icicle, The Tombstone Kid, and Mosquito all have 
fewer than 100 points in stats (not to mention that odd guy The Maine), 
and even the mighty Montana has a characteristic total of only 108.  So I 
stuck with bare minimums. 
 
Still, it's easy enough to change the figures to give round numbers--an 
extra point or two of BODY here, a bit higher PRE there.  If you make 
certain skills or powers intrinsic to the template, as other posters have 
done, then balancing most of the templates to the same cost isn't 
difficult. 
 
I see most of the character's points going into packages, with increased 
characteristics inherent to certain packages.  Consider the brick.  A 
"Monster Brick" package to emulate a character or NPC foe like Montana 
might include additional STR, CON, BODY, PRE, PD, and ED, along with 
Damage Resistance and Growth or Density Increase.  Powerful and tough, 
this walking wall would be relatively slow compared to most other 
characters.  A "Generic Brick" wouldn't be quite so strong or be able to 
suck up as much damage, but would have better SPD and DEX, nearer to the 
averages in those two stats for most bricks.  A "Martial Artist Brick" 
would have even higher DEX and SPD scores along with martial arts skills, 
but few or no points going into STR and defenses. 
 
Many martial artists and speedsters will certainly take DEX and SPD boosts 
as part of their packages.  A "Street-Level Martial Artist" package may 
not boost his stats so much, reserving points for skill or gadget 
packages.  A pricier "Mystic Martial Artist" package to represent an 
intensively trained/mystically enhanced/mutagenically altered fellow like 
Seeker, Cheshire Cat, or Green Dragon would provide greater stat 
increases.  The speedster package should also include increased PD if he's 
going to be making lots of Move Bys and Move Throughs. 
 
Many egoists and energy projectors will buy up SPD and some their DEX as 
well, but those boosts probably shouldn't be intrinsic to most such 
packages, as such characters who often depend on defenses or powers that 
run for long stretches in combat (Force Field, Invisibility, 
Desolidification) can burn up a lot of END every turn.  Unless the newbie 
already grasps the further complication of the Reduced END Cost advantage, 
or the GM runs a "No-Endurance Hero Lite" campaign, the player may be 
better off with a 4 SPD. 
 
If templates and packages are intended as an aid for those new to the 
game, either the new player who wants to learn how to create a reasonable 
character or the novice GM who needs to build a pack of villains the night 
before the gang gathers to play, these constructs should be geared for 
creating characters of the 250-300 point range handily.  While higher-cost 
characters might be built by purchasing the same package more than once or 
by expanding a package, I don't see that as a major concern.  You 
shouldn't give a newbie to AD&D a 14th-level pregenerated character and 
tell him to have at it against fire giants and ancient dragons.  The new 
guy should cut his teeth first on low- to mid-level characters, learning 
the basic mechanics of the game first with basic characters battling basic 
foes, before he gets it into his head to besiege cities and overthrow 
decadent gods.  The newcomer to Hero should learn how to be victorious 
over the Beetle or Electro before picking a fight with Dr. Doom or the 
Mandarin. 
 
 
Len Carpenter 
redlion@early.com 
 
Return-Path: daemon@omg.org 
From: Brian Wong <rook@shell.infinex.com> 
Subject: Re: Templates Discussion 
Date: Sat, 7 Feb 1998 06:54:39 -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 
 
> >  	I suppose it could go to either 100 with plugins being 
> > 60 / 120 pointers. 
>  
> Workable... 
>  
> and Transfer.  Otherwise, they're workable.  Personally, I'd go with 30 / 
> 60 / 90 / 120 pointers.   
> 
	So we're set then on that idea? It seems workable from my side of the 
table as well. 30 pointers? so have 3 levels of exploration into a given theme? 
 
	A player could build a PC using base and 4 30 pt plugs, 
	b+2 60 pt plugs 
	b+1 120 pt plug 
	b+1 60 & 2 30 pt plugs 
 
	Each level of the plug is the same concept, only looked into in more 
detail. To use the example I've been using so far, the heavy body of X (steel 
in this case, I add the word heavy to distinguish this from human torch types 
who are energy projector bases). 
 
	30 pt plug in gives you a few levels of density increase and 
damage resistance. 
	60 pt level does more, and maybe even adds some stun. 
	120 pt level goes all out. The generic version adds stats here and 
there, and a full list of powers, like a shockwave (area effect legsweep?), 
lots of density increase, super leap in standard brick fashion, etc... 
The non generic version might cut down the brick's base strength in 
favor of the denisity increase, go into damage reduction, or whatever. 
 
 
> Perhaps a Brick _should_ be treated as a plug-in, as well as a base.  A 
> Brick base without a Brick Plug-in would be like a normal weight-lifter - 
> big and strong, in comparison to most people, but outclassed by a 
> legitimate Brick.  OTOH, this would let you build a Brick like Dr. Pym - 
> use a different base ("scientist"), and add a Brick-style plug-in (in this 
> case, Growth).   
> 
	This is just another way of saying what I've been saying about having 
two versions of each plugin, a generic and a base specific. so a base specific 
Dr. Pym plugin would cut the brick str down first, but not fully. The generic 
one would just add the powers on and try to avoid stat tampering of any kind. 
  
> I could see the system being based off of three "archtypes", based 
> exclusively off of standard attributes: 
>  
> Brick - the focus of this archtype is on raw physical power - STR, CON, 
>    and BODY.   
> Athlete - similar to the Brick, the Athlete focuses on honing her body - 
>    but she does so by emphasizing DEX and SPD over STR, CON and BODY.   
> Thinker - These guys are the mentalists, the mages, the gadgeteers, and 
>    the con-men.  Emphasis goes to INT and EGO, with INT getting the focus.   
> 
	That sounds about right. It also helps us avoid the old Hero 
classifications which always felt pushed a bit to me. 
	But I would add one more: 
Balanced - focus is on equally balancing out all angles of the stats. This 
	is the olympian man. An almost 'generic' base. 
 
> Follow this up with a number of plug-ins, probably two "power plug-ins" 
> and a background plug-in ("role"?), a number of customizer points, one or 
> two Disad plug-ins, and a number of Disad customizer points.  Amongst the 
> Power plug-ins, you'd want "Strong Guy", which, when combined with the 
> Brick Archtype gives you your stereotypical brick; "Metal Guy", which is, 
> for the most part, Density Increase (SFX: transforms into a being of 
> metal); "Giant Guy", with several levels of Growth; "Mentalist", which 
> includes a selection of Mental Powers and an additional boost to EGO 
> (combined with the Thinker archtype, this would give you a stereotypical 
> mentalist); "Martial Artist"; ... 
> 
	That sounds good. 
 
> I'd classify the plug-ins into three groups: Minor (say, around 30 
> points), Standard (60), and Augmented (120) - a character could take one 
> Augmented plug-in, two Standard plug-ins, four Minor Plug-ins, or a 
> Standard and two Minor Plug-ins.  Minor plug-ins tend to be single-power 
> items such as Energy Blast or Shapeshift, while Standard and Augmented 
> plug-ins tend to be packages of related powers, and - almost by definition 
> - will usually qualify for EC.   
> 
	Ah, I should have read farther before stating this above. :) 
  
> > > > Next would come a system for selecting disads by grouping disads 
> > > into themes 
> > > >  
> > > This idea I like, although it may end up being easier for the player 
> > > if the disad packages are a bit more formalized (ie. here's the disad 
> > > package for the Super Patriot - no picking and choosing.  Just a 
> > > thought). 
> > > 
> 	That's a good idea. 
> > Perhaps both methods. Ie, pick from the list of mini-packs until you have 150 
> > points of disads, or take a theme pack. But I definatly think your idea is 
> > good. It will get them in play much faster. 
>  
> Note that, in many cases, you may want to integrate a Disad Pack into a 
> Plug-In - Torch can generate fire, but this makes him inherently 
> Vulnerable to Ice... Meanwhile, DNPCs, Distinctive Features, 
> Hunted/Watched, etc. would almost certainly be associated with a 
> Background Plug-in.  I'd hanlde this by listing which Disad Packs are 
> appropriate to each Pulg-in.   
>  
	I would say list next to each plugin suggested disad packs, but not 
integrated in. So you could take them, or you could not. 
 
	It looks like we've almost hit consensus here. 
 
	Once we get past here, I guess we need to start on what can go 
into each level of plugin. 
	Also are we going to do my idea of generic and base specific plugins? 
Or try to make them all generic? Or try to make them all base specific? 
 
	And then we need to iron out stats. I emailed out the averages of all 
stats in the BBB yesterday. Anybody get that? We need to disect that and 
decide if it works. 
	We need to determine what the stats will be for the typical 'finished' 
template (ie, base + plugins, finished character). And once we do that, which 
of those go into the base, and which into the plugin. 
 
 
Anything else before we get started? 
 
Return-Path: daemon@omg.org 
From: Brian Wong <rook@shell.infinex.com> 
Subject: Re: Templates Discussion 
Date: Sat, 7 Feb 1998 07:11:39 -0800 (PST) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
> MAIN POINT:  I don't believe that the character generated has to add up to 
> 250 pts exactly.  I am far more interested in creating a system that will 
> generate competitive characters that do not break campaign balance.  I'm 
> operating under the dim hope that new GMs will be working with new players 
> trying to play a new RPG (to them).  You all assume that the GM will know 
> what is and what is not a balanced character.  That's why some of my powers 
> include additional END on the character sheet; that's why I think the 
> system should support more than one campaign power level. 
 
	There's a point there. 
I think the base's should all be X points, as we seem to be reaching an X of 
100, from those of my emails I've read so far this morning. :) 
 
	But I agree the template system should go beyond just the 250 game 
 
What's the next level up in the BBB? 375 from page 11. 
So that would be a 100 base, plus 275 worth of plugins. 
	One of those plugins would need to be an 'adder' designed to 
boost the base+plugins up to that power level. While that power level is 
mentioned in the BBB; as far as I know, the only published reference for it in 
existance is pages 11 and s10 of the BBB. So I have no idea what the stats and 
power level needs would be. 
 
	Once you go below the Super Hero power level, I think you need to 
make new bases. I'm still thinking on weather one set of heroic bases could 
cover all genres. 
	I think the Strong guy, athlete, thinker, balanced base proposal 
might be generic enough to handle it. then plugins by genre. 
	But we can get to that after we've made enough working super 
hero bases and plugins to be sure this whole project can work at all in the 
first place. :) 
 
	I do feel that the characters of any given power level should add up 
to the same point level. This is not what I do in the games I run (I don't 
even set a base points level for my PC's, much less a max points, I have my 
own prefered method of balance). 
	However it is the standard. And it's what new GM's tend to find easiest. 
And new players especially will be wary of the other guy getting more/less 
points than them. 
	Diverging point levels in the same game is something I would like to 
see covered in 5th edition. But I don't think it belongs in the realm of 
suggested for new GM's or players. It requires a good knowledge of how the 
power level of the various things in Hero work in relation to each other. 
Something that truely does take years of use to grasp in a verifiable way. 
 
Return-Path: daemon@omg.org 
From: Brian Wong <rook@shell.infinex.com> 
Subject: Re: Templates porposal 
Date: Sat, 7 Feb 1998 07:20:30 -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 
 
Heh; should have read this email first. :) 
 
> OK; after much thought, I give you my official proposal: 
>  
> Use HSR exclusively; characters will be 100+150 built for the superhero 
> genre.   
>  
> Every character gets a single 100-point base, 120 points-worth of 
> plug-ins, 15 points of background, and 15 points to customize. 
> Furthermore, disadvantages are provided by 135 points-worth of packs and 
> 15 points to customize.   
>  
> There are three bases: Brain, Brawn, and Athlete.  Brain emphasizes INT, 
> EGO, and PRE; Brawn emphasizes STR, CON, and BODY; Athlete emphasizes DEX, 
> with a secondary focus on STR, CON, and BODY.   
> 
	Add one in please: 
Balanced --- the olympian man. there an actual term for this... someone 
	who becomes a balanced and well fleshed out in all of body, mind, 
	and spirit. This base would try to balance out all the various stats 
	and their usefulness. 
  
> Power Plug-ins come in three sizes: Minor (30 points), Standard (60 
> points), and Augmented (120 points); a character can take a single 
> Augmented plug-in, or two Standard Plug-ins, or four Minor Plug-ins, or a 
> Standard and two Minor Plug-Ins.  Minor Plug-ins include Shapeshift, 
> Flight, Energy Blast, etc.  Standard Plug-ins include Brick, Giant, 
> Metal-man, Mentalist, Energy Projector, Martial Artist, etc.  Augmented 
> Plug-ins will be enhanced versions of the various Standard Plug-ins. 
> Each Minor Plug-in entitles you to two Minor(15-pt) Disadvantage Packs or 
> one Standard Disadvantage Pack, unless otherwise specified; an example of 
> when it is otherwise specified is when Disadvantages have been added as 
> part of the plug-in.  Likewise, each Standard Plug-in will entitle you to 
> one major disad pack, two standard disad packs, four minor disad 
> packs, or a standard and two minor disad packs, unless otherwise noted.   
> An Augmented Plug-in provides you with four disad slots; standard disad 
> packs take one slot each, minor disad packs go two per slot, and major 
> disad packs take up two slots each.  each Plug-in gives a list of 
> suggestions for appropriate packs.   
>  
	I like that. Doing disads in slots is a good idea. 
 
> Backgrounds will include non-Everyman skills related to the character's 
> vocation, as well as approariate Perks.  Every Background entitles you to 
> a minor disad pack, unless otherwise noted.   
> 
	good. 
  
> Disad packs come in three sizes: minor (15 points each), standard (30 
> points each), and major (60 points each).  A player can opt to trade his 
> fifteen points of disad customization points for a single minor disad 
> pack, or for the right to upgrade a single minor disad pack to a standard 
> disad pack.   
> 
	Have we given more than 150 points of disads? Or less? 
135 points of disads by my count. Leaving 15 as "choose-me's". Could work 
Lets make sure we have a large list of premade disads and their point values. 
	That's one of the hardest things to get done for a new player. 
Heck, it's one of the hardest even for an experienced player. 
 
> Comments? 
 
	Yeah, see above, and the email I sent out a little bit ago. 
 
	I think we're real close here on being able to move to stage 2 of this 
project. :) 
 
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 Super Hero Role Playing Sight is at: http://www.infinex.com/~rook/SH/ 
 
Return-Path: daemon@omg.org 
X-Sender: bob.greenwade@klock.com 
Date: Sat, 07 Feb 1998 07:21:29 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: In support of 'Advantaged' advantage! 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 01:56 PM 2/6/1998 -0400, Trevor Barrie wrote: 
>On Thu, 5 Feb 1998, Bob Greenwade wrote: 
> 
>>    An "Advantaged" Advantage (I suggest calling it "Enhanced Power") 
>> shouldn't have a magnifying glass next to it; it should have a Stop Sign. 
> 
>I still maintain that it's a terrible idea right off the top. 
 
   So are a lot of things in the main rulebook, and other ideas we're 
proposing -- at least, for most games. 
 
>>    Listed examples can include using different Characteristics against 
>> Entangle, 
> 
>Don't follow that. 
 
   Like Mental Paralysis, which uses EGO to break out (if you don't like 
the dynamic of Mind Control to hold completely still).  Or certain drugs 
might act as paralysis which uses CON like STR to break out.  A "paralysis 
by fear" ray might use PRE to break out of. 
 
>> using Missile Deflection against Area Effect or non-Ranged 
>> attacks, and similar unusual effects. 
> 
>Whether Missile Deflection works against a given AE attack is currently 
>listed as an SFX call; I'm inclined to leave it that way. 
> 
>Using Missile Deflection against non-ranged attacks is just a nonsensical 
>concept. Characters can Block HTH attacks by default; the only thing  
>Missile Deflection does is extend that no ranged attacks. 
 
   Not exactly.  You can only Block one attack per Phase, but you can 
Missile Deflect multiple attacks. 
--- 
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: Sat, 07 Feb 1998 07:23:19 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: In support of 'Advantaged' advantage! 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 01:58 PM 2/6/1998 -0400, Trevor Barrie wrote: 
>On Wed, 4 Feb 1998, Dataweaver wrote: 
> 
>> Magnifying glass for Limited Power, Stop sign for Advantaged Power (it's 
>> much easier to abuse Create-your-own-Advantage than it is to abuse 
> 
>What does been easily abused have to do with getting a Stop Sign? 
 
   Read that phrase as "make Create-Your-Own-Advantage unbalancing."  :-] 
--- 
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: Sat, 07 Feb 1998 07:24:39 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Modify Deflection? (was Re: a question about deflection) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 11:42 PM 2/6/1998, qts wrote: 
>>The problem with missile reflection is that its cost is unrelated to the 
power 
>>of the attack it can reflect; if it weren't for the fact that the missile 
>>reflection power is seriously unbalanced to start with, I wouldn't have any 
>>particular problems with allowing damage shield on it. 
> 
>So how would you suggest we modify MR? Say a -1 per 10AP? 
 
   This actually sounds reasonable.  It does make sense that a larger 
attack would be more difficult to Deflect. 
--- 
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: Brian Wong <rook@shell.infinex.com> 
Subject: Meta-Plugins (Re: Templates porposal) 
Date: Sat, 7 Feb 1998 07:29:47 -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 
 
> >Minor Plug-ins include Shapeshift, Flight, Energy Blast, etc.  Standard  
> >Plug-ins include Brick, Giant, Metal-man, Mentalist, Energy Projector, Martial  
> >Artist, etc.  Augmented Plug-ins will be enhanced versions of the various  
> >Standard Plug-ins. 
>  
> We definitely need focus-based plug-ins, like Gun or Battlesuit. Punisher 
> and Iron Man clones are sure to come up, and without plug-ins with inherent 
> focus limits, they will be very hard to do.  
>  
> Also, some of your standard plug-ins might need to be Meta-plug-ins (i.e. 
> an Energy Projector plug-in with internal choices to be made, based on 
> special effects). That way, you can make both Iceman and Firestar using 
> the same plug-in, with different emphasis. Both characters have additional 
> stats for an E.P., and an EB, but the Ice-based group would have Ice slides 
> and entangles, while the fire-based would have an RKA. 
> 
 
	Yeah. 
Some plugins will have to be designed to work with a certain base. An optional 
generic version of them could also be made though. 
 
	I think the standard and augmented plugins will tend to each have 
two versions, one that modifies the base to the plugins needs, one that 
doesn't so it can be used with any base. 
 
	The 30 point plugin's would be no more than a few add ons to let one 
'dabble' into a theme. 
 
	And I like the idea of plugin's that say "choose one of the following". 
 
	Which brings up another question. 
Package deals? 
	Use em in the background plugins? Or avoid them? 
 
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 Super Hero Role Playing Sight is at: http://www.infinex.com/~rook/SH/ 
 
Return-Path: daemon@omg.org 
From: Brian Wong <rook@shell.infinex.com> 
Subject: Re: Templates Discussion 
Date: Sat, 7 Feb 1998 07:35:26 -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 
 
> >>>If we are trying for "beginning hero", then they shouldn't have much in  
> >>>the way of contacts or favors. 
> > 
> >>From what I understand, we're going for "beginning player", _not_  
> >>neccessarily "beginning hero". 
> > 
> >I agree. I can build a character that has lived for ages with the same points  
> >that will build someone who was born yesterday. Just because a character is new 
> >doesn't mean he/she can't have an experienced background. 
>  
> Sure you can. But most players who are new enough to the genre and the game 
> that they need this template system should probably be playing fairly  
> inexperienced characters, especially if we're trying to base it on the  
> 250 point standard.  
> 
	Yes and no. 
My first PC in Hero was a geneticist who had messed up and turned himself 
into a humanoid raven. Idea wise I would have loved to have had contacts, 
perks, etc... to flesh out his scientist background and struggle with UNTIL. 
	Of course, much of that stuff wasn't available in 2nd edition.  
	Many players today come in expecting more background on their 
characters than they used to. When Hero started out, most people who came 
to it had AD&D 1st edition as thei primary previous RPG experience. 
	They were used to dungeon crawls with faceless sets of numbers. 
 
Today's players may often play the same way, but they have a wealth of options 
available to them; and tend to expect to see them. 
 
	Plus, the player who's new to the game, but not the genre; will 
want to play the 'old-pro' even coming in. 
 
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 Super Hero Role Playing Sight is at: http://www.infinex.com/~rook/SH/ 
 
Return-Path: daemon@omg.org 
X-Sender: bob.greenwade@klock.com 
Date: Sat, 07 Feb 1998 07:37:41 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Templates - gadgeteer 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 09:29 AM 2/6/1998 -0800, John Desmarais wrote: 
>Any player comfortable enough with the rules to play a gadgeeer 
>doesn't need a system of templates and plug-ins to create his character. 
> 
>The classic gadgeteer is a game-machanically complicated character and 
>not one that I would ever suggest to some still learning the system. 
 
   The "classic" gadgeteer (who always has something tricky up his sleeve) 
isn't the only type of gadgeteer around. 
   A beginning gadgeteer could always have a handful of specific gadgets to 
begin with -- say, a ray gun (with three or four settings), some 
partial-coverage armor, and a jet-booster backpack.  Maybe a couple of 
sensory gizmos or something. 
   Then there's the gadgeteer who has just one item that does a lot of 
different things. 
   Or the "mystic gadgeteer," with a bunch of different magical items. 
   And I'm just getting warmed up.  :-] 
--- 
Bob's Original Hero Stuff Page! 
   http://www.klock.com/public/users/bobg/original.htm 
Homepage of the Merry-Go-Round Webring!  (Wanna join?) 
   http://www.klock.com/public/users/bobg/merrhome.htm 
 
 
Return-Path: daemon@omg.org 
X-Sender: bob.greenwade@klock.com 
Date: Sat, 07 Feb 1998 07:38:53 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Templates - compiled ideas 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 07:02 AM 2/6/1998 -0800, Filksinger wrote: 
>Hey! I just had a great idea! (TFIC) Give your speedster Duplication, 
>with the special effect that he moves so fast its as if there were 
>twelve of him.... 
 
   Works for me. 
   I wonder if the author of The Ultimate Speedster has thought of this? 
--- 
Bob's Original Hero Stuff Page! 
   http://www.klock.com/public/users/bobg/original.htm 
Homepage of the Merry-Go-Round Webring!  (Wanna join?) 
   http://www.klock.com/public/users/bobg/merrhome.htm 
 
 
Return-Path: daemon@omg.org 
X-Sender: jrc@pop1.nai.net 
Date: Sat, 7 Feb 1998 11:16:55 -0500 
From: "Joe Claffey Jr." <jrc@mail1.nai.net> 
Subject: Re: In support of 'Advantaged' advantage! 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
Bob Greenwade <bob.greenwade@klock.com> wrote, 
>At 01:56 PM 2/6/1998 -0400, Trevor Barrie wrote: 
>>Using Missile Deflection against non-ranged attacks is just a nonsensical 
>>concept. Characters can Block HTH attacks by default; the only thing 
>>Missile Deflection does is extend that no ranged attacks. 
> 
>   Not exactly.  You can only Block one attack per Phase, but you can 
>Missile Deflect multiple attacks. 
 
 Trevor is correct. Both Block and Missile Deflection can block multiple 
attacks, at a cumulative -2 OCV to each roll. 
 
  Joe Claffey               | "In the end, everything is a gag." 
  jrc@ct1.nai.net           |               - Charlie Chaplin 
 
 
Return-Path: daemon@omg.org 
From: Brian Wong <rook@shell.infinex.com> 
Subject: Copied Speedsters (Re: Templates - compiled ideas) 
Date: Sat, 7 Feb 1998 08:25:17 -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 
 
>  
> At 07:02 AM 2/6/1998 -0800, Filksinger wrote: 
> >Hey! I just had a great idea! (TFIC) Give your speedster Duplication, 
> >with the special effect that he moves so fast its as if there were 
> >twelve of him.... 
>  
>    Works for me. 
>    I wonder if the author of The Ultimate Speedster has thought of this? 
 
	Darn it. Can't fit that into a multipower. Otherwise my speedster'd 
have it. :) 
	Heh, but I could use summon, I run so fast I step outside the time 
stream and go get copies of myself from other times. :) 
	(Hey, Impulse has timetravelled using a treadmill on several 
occasions. Ok, not an ordinary treadmill, but still. :) ) 
 
Return-Path: daemon@omg.org 
From: Brian Wong <rook@shell.infinex.com> 
Subject: Re: In support of 'Advantaged' advantage! 
Date: Sat, 7 Feb 1998 08:31:58 -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 
 
> >>    An "Advantaged" Advantage (I suggest calling it "Enhanced Power") 
 
>    Like Mental Paralysis, which uses EGO to break out (if you don't like 
> the dynamic of Mind Control to hold completely still).  Or certain drugs 
> might act as paralysis which uses CON like STR to break out.  A "paralysis 
> by fear" ray might use PRE to break out of. 
> 
	Paralysis by COM. :) while it sounds silly ("you're frozen by her 
beauty"); it actually fits some mythological concepts. Dryads, a few 
goddesses, etc. can do this. 
	Paralysis by DEX is one variation of the slick concept. 
 
	Paralysis by Int could be used for magical riddles. 
 
> >Using Missile Deflection against non-ranged attacks is just a nonsensical 
> >concept. Characters can Block HTH attacks by default; the only thing  
> >Missile Deflection does is extend that no ranged attacks. 
>  
>    Not exactly.  You can only Block one attack per Phase, but you can 
> Missile Deflect multiple attacks. 
 
	Also missile reflect to make them actually punch themselves, 
someone, or something else. 
 
Return-Path: daemon@omg.org 
X-Sender: ctaylor@pop.cyberis.net 
Date: Sat, 07 Feb 1998 08:55:22 -0800 
From: Christopher Taylor <ctaylor@cyberis.net> 
Subject: Re: Templates - compiled ideas 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
>>Hey! I just had a great idea! (TFIC) Give your speedster Duplication, 
>>with the special effect that he moves so fast its as if there were 
>>twelve of him.... 
> 
>   Works for me. 
>   I wonder if the author of The Ultimate Speedster has thought of this? 
 
Which brings up an interesting trick I used to do with my 6 speed 4 man 
duplicating martial artist... half of them would delay so I would have two 
acts per SEGMENT and totally dominated combat, whenever we did arena combat 
to test ideas after that people would pile on the duplicator in a HURRY. 
 
---------------------------------------------------------- 
Sola Gracia		Sola Scriptura		Sola Fide 
Soli Gloria Deo		Solus Christus		Corum Deo 
----------------------------------------------------------- 
 
Return-Path: daemon@omg.org 
X-Sender: why@mail.superlink.net 
Date: Sat, 07 Feb 1998 11:58:13 -0500 
From: Joe Mucchiello <why@mars.superlink.net> 
Subject: Entangle (was Re: In support of 'Advantaged' advantage!) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 07:21 AM 2/7/98 -0800, Bob Greenwade wrote: 
>At 01:56 PM 2/6/1998 -0400, Trevor Barrie wrote: 
>>On Thu, 5 Feb 1998, Bob Greenwade wrote: 
>>>    Listed examples can include using different Characteristics against 
>>> Entangle, 
>>Don't follow that. 
>   Like Mental Paralysis, which uses EGO to break out (if you don't like 
>the dynamic of Mind Control to hold completely still).  Or certain drugs 
>might act as paralysis which uses CON like STR to break out.  A "paralysis 
>by fear" ray might use PRE to break out of. 
 
I'm not sure if "Advantaged" is a good or a bad idea.  But, why not just 
include this mechanic in the Entangle description?  In fact, why is basing 
Entangle on PRE an advantage?  Seems no stronger that basing it on STR to 
me.  I think I'm going to use that Paralyzed by fear in another character. 
 
Why not 10 AP/1D6 for STR, INT, PRE, 15 AP/1D6 for CON, BODY, EGO and 
20 AP/1D6 for DEX?  
  Or 
+1/2 for CON, BODY and EGO; +1 for DEX; -1/2 for COM. 
 
  Joe 
 
 
Return-Path: daemon@omg.org 
Date: Sat, 7 Feb 1998 11:58:56 -0500 (EST) 
From: Bill Svitavsky <bsvitavs@bu.edu> 
Reply-To: Bill Svitavsky <bsvitavs@bu.edu> 
Subject: Re: Copied Speedsters (Re: Templates - compiled ideas) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
 
On Sat, 7 Feb 1998, Brian Wong wrote: 
 
> >  
> > At 07:02 AM 2/6/1998 -0800, Filksinger wrote: 
> > >Hey! I just had a great idea! (TFIC) Give your speedster Duplication, 
> > >with the special effect that he moves so fast its as if there were 
> > >twelve of him.... 
> >  
> >    Works for me. 
> >    I wonder if the author of The Ultimate Speedster has thought of this? 
>  
> 	Darn it. Can't fit that into a multipower. Otherwise my speedster'd 
> have it. :) 
> 	Heh, but I could use summon, I run so fast I step outside the time 
> stream and go get copies of myself from other times. :) 
> 	(Hey, Impulse has timetravelled using a treadmill on several 
> occasions. Ok, not an ordinary treadmill, but still. :) ) 
>  
 
I had a villain speedster with duplication, inspired by a Justice 
League Story in which Dr. Light brought the Flash's after-images to life. 
My villain, Photon, had typical speedster powers, including an autofire 
punch, duplication to make four of himself, and Images so that he could 
make another 8 apparent duplicates who had no substance. He was a pretty 
good group villain, needless to say. As I recall, he could do several 
hundred punches a turn with duplicated autofire multiple move-bys. 
 
 
 
Return-Path: daemon@omg.org 
From: ghoyle1@mail.airmail.net 
Date: Sat, 7 Feb 1998 17:01:48 +0000 
Subject: Re: Red October Shutdown 
X-Confirm-Reading-To: ghoyle1@mail.airmail.net 
X-pmrqc: 1 
Return-receipt-to: ghoyle1@mail.airmail.net 
Priority: normal 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
This is truly the end of an era, Bob. Red October was the very first  
BBS I connected to (with a 2400 BAUD modem yet! From Corsicana to  
Austin, even! I had some HUGE telephone bills in them days!).  Red  
October's participants even helped me to decide to chuck my old  
Commodore 64 and buy my first 286. 
 
 
Thanks for helping Hero to survive all those lean bad years; your  
site was truly a beacon in the dark.  Hero fans today owe you a  
profound debt of thanks for your time, $$$, and effort you have spent  
on behalf of our hobby. 
 
Guy 
 
> This is an early warning that I have decided to shutdown Red October 
> within the next few months.  I will be moving back to Austin, Texas and 
> with usage down to almost nothing this seems like a reasonable time to 
> close things down.  Thanks for the conversation, support, and friendship 
> you've given me over the years. 
>  
> I hope to find a site that will take over Red October's file archives. 
> There's a lot of good material here and I would hate to see it go to 
> waste.  If you have a web site and are interested in taking over the 
> archives please let me know! 
>  
> I intend to keep the october.com domain name active.  You should be able 
> to email bquinlan@october.com indefinitely. 
>  
>   --Bob Q 
>  
---------------------------------- 
Guy Hoyle (guyhoyle@iname.com) 
http://web2.airmail.net/ghoyle1/ 
Visit The Gamemaster's Bookshelf 
and the PANGAEA Project! 
 
Return-Path: daemon@omg.org 
X-Sender: voxel@mail.theramp.net 
Date: Sat, 07 Feb 1998 12:41:46 -0600 
From: Bryant Berggren <voxel@theramp.net> 
Subject: Re: The Great Linked Deb 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 06:53 PM 2/7/98 -0800, Opal wrote: 
>So the question is, can you 'gang fire' two or more attacks in a single  
>attack roll?  If you can, by default, then the Linked limitation makes  
>a bit more sense.  If you can't (without Linked), then there needs to be  
>an advantage version of Linked - Linkable has been proposed - that allows  
>you to do so.  
 
Well, either that, or they need to explain that the intention is that you 
buy the powers in question twice (i.e. once linked and once unlinked). There 
does exist the possibility, after all, that The Powers What Be actually 
simply didn't want it to be that easy to gain gangfire w/o permanent links. 
 
-- 
"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: Brian Wong <rook@shell.infinex.com> 
Subject: Re: Copied Speedsters (Re: Templates - compiled ideas) 
Date: Sat, 7 Feb 1998 11:37:17 -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 
 
> > > >Hey! I just had a great idea! (TFIC) Give your speedster Duplication, 
> > > >with the special effect that he moves so fast its as if there were 
> > > >twelve of him.... 
> > >  
> > >    Works for me. 
> > >    I wonder if the author of The Ultimate Speedster has thought of this? 
> >  
> > 	Darn it. Can't fit that into a multipower. Otherwise my speedster'd 
> > have it. :) 
> > 	Heh, but I could use summon, I run so fast I step outside the time 
> > stream and go get copies of myself from other times. :) 
> > 	(Hey, Impulse has timetravelled using a treadmill on several 
> > occasions. Ok, not an ordinary treadmill, but still. :) ) 
> >  
>  
> I had a villain speedster with duplication, inspired by a Justice 
> League Story in which Dr. Light brought the Flash's after-images to life. 
> My villain, Photon, had typical speedster powers, including an autofire 
> punch, duplication to make four of himself, and Images so that he could 
> make another 8 apparent duplicates who had no substance. He was a pretty 
> good group villain, needless to say. As I recall, he could do several 
> hundred punches a turn with duplicated autofire multiple move-bys. 
> 
	Flash number 114 I think is a recent issue wherein 
Flash is running at lightspeed and colides with a prism put in place by the 
villian. The result is that he split into seven diferent 'colors' of himself. 
Each with a diferent psych. 
	The intention of the villian was to cause him to fragment into a 
group that could not work together and would break apart or find it's more 
extreme members so stuck on angles of his persona;ity that they would be 
crippled into non action. 
	An odd variant of duplication UAO. :) 
 
Return-Path: daemon@omg.org 
From: Brian Wong <rook@shell.infinex.com> 
Subject: Re: Entangle (was Re: In support of 'Advantaged' advantage!) 
Date: Sat, 7 Feb 1998 11:58:42 -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 
 
>  
> At 07:21 AM 2/7/98 -0800, Bob Greenwade wrote: 
> >At 01:56 PM 2/6/1998 -0400, Trevor Barrie wrote: 
> >>On Thu, 5 Feb 1998, Bob Greenwade wrote: 
> >>>    Listed examples can include using different Characteristics against 
> >>> Entangle, 
> >>Don't follow that. 
> >   Like Mental Paralysis, which uses EGO to break out (if you don't like 
> >the dynamic of Mind Control to hold completely still).  Or certain drugs 
> >might act as paralysis which uses CON like STR to break out.  A "paralysis 
> >by fear" ray might use PRE to break out of. 
>  
> I'm not sure if "Advantaged" is a good or a bad idea.  But, why not just 
> include this mechanic in the Entangle description?  In fact, why is basing 
> Entangle on PRE an advantage?  Seems no stronger that basing it on STR to 
> me.  I think I'm going to use that Paralyzed by fear in another character. 
> 
	I sent this proposal off to herogames via their questionaire a few 
weeks back. 
	I basically stated I wanted to see a version of entangle that let me 
choose what stat was used to break out of it. 
 
	I'd encourage everyone else to do so as well.  
 
	The same holds true for any other new thing you want to see. 
 
	For me that would be: 
 
Doing Regeneration so it's based on moving how often you get a body REC 
on the time chart, rather than the current X body/turn. 
	This allows for a scaled regeneration that wont be too potent 
in a low power game, or too weak in a high power game. 
	Make it 5 points to move one step on the chart, then 15 points per step 
after you hit once/minute. 
 
	And my pet favorite: the 'advantaged' advantage. Which I've wanted 
every since I saw it in DC heroes 2nd edition. 
 
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 Super Hero Role Playing Sight is at: http://www.infinex.com/~rook/SH/ 
 
Return-Path: daemon@omg.org 
Reply-To: "Filksinger" <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
Subject: Re: Templates - compiled ideas 
Date: Sat, 7 Feb 1998 12:32:41 -0800 
X-MSMail-Priority: Normal 
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Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Friday, February 06, 1998 9:09 PM, Bob Greenwade wrote: 
 
 
<snip> 
>   This brings to mind one problem I've experienced with the word 
"brick" 
>to mean someone with super-strength: if you haven't played Champions, 
then 
>you probably have never heard that word used in that context.  The 
term is 
>derived from the VIPER villain of the same name.  Almost everyone 
else 
>would use the term "Strongman" or something similar ("Strongarm" if 
you 
>want to be gender neutral). 
>   Hopefully this is something that the author of The Ultimate Brick 
(yes, 
>it still bears that title, the last I heard) will keep in mind. 
 
 
For the purpose of entering beginning characters into Champions, Brick 
is probably simple enough. First, anyone playing a new game expects to 
have to learn _something_. Secondly, I have just explained "brick" to 
my seven-year-old in about two sentences, and he understands it. 
 
It isn't a difficult concept. Just keep in mind that it is a Champions 
term, and use it in Champion's contexts, and remember that 
non-Champions players might need a definition, and I don't see a 
problem with continuing to use it. 
 
Filksinger 
Web Page created by Text2Web v1.3.6 by Dev Virdi
http://www.virdi.demon.co.uk/
Date: Thursday, June 03, 1999 12:12 PM