Week Ending February 14, 1998
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From: sdgf@topaz.cqu.edu.au 
Date: Sun, 08 Feb 1998 07:09:41 +1000 
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Subject: Re: Hero Templates 
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At 10:34 PM 2/4/98 -0600, you wrote: 
>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?") 
> 
 
i'd say the do heroic templates, and let supers put in enhancements. . . 
so fer eg do a ninja and then they can add DC's and stuff fer a super-ninja. . . 
 
 
 
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From: jonesmj@topaz.cqu.edu.au 
Date: Sun, 08 Feb 1998 07:49:22 +1000 
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Subject: Re: Sample template (very rough draft) 
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At 08:28 AM 2/5/98 -0500, you wrote: 
>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. 
> 
 
yes but that's no reason to *have* it. Yeah marginal increase ok, but  
otherwise you fall into the 'everyone's got everything' trap- where  
all pc's are completly self-sufficient, instead of being 'game realistic' 
and maybe actually *gasp* vunerable to a particular attack form. 
 
. . . i mean why? Why?? WHY???????????? 
 
oh, i mean 'why not' . . . .  
 
 
>David A. Fair         | 
>SDS International     |     Think Different 
>dfair@sdslink.com     | 
> 
> 
 
Return-Path: daemon@omg.org 
From: "qts" <qts@nildram.co.uk> 
Cc: "champ-l@omg.org" <champ-l@omg.org> 
Date: Sat, 07 Feb 98 22:19:13  
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 16:48:02 -0800 (PST), Anthony Jackson wrote: 
 
>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). 
 
That too sounds reasonable, but let's go back a stage: do you have a 
problem with Deflection per se - are you happy about putting Advantages 
like AOE on it? 
 
qts 
 
Home: qts@nildram.co.uk. 
 
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From: jonesmj@topaz.cqu.edu.au 
Date: Sun, 08 Feb 1998 08:43:38 +1000 
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Subject: Re: 5th Edition: Special effects reduction 
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At 11:37 AM 2/6/98 -0800, you wrote: 
>> 	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. 
> 
 
No it isn't. Most 'invunerable' supers get damaged eventually, and hero 
is a game of NO absolutes. (and please don't do the 'that in itself is an  
absolute' line) 
 
 
Return-Path: daemon@omg.org 
Date: Sat, 07 Feb 1998 17:05:43 -0600 
From: "Guy Hoyle" <ghoyle1@airmail.net> 
Subject: Re: 5th Edition: Special effects reduction 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
Yup, I agree that there should be no absolute defense power; even Superman, virtually the most invulnerable character in the DC Universe pre-Crisis, occasionally ran into someone so tough that the Man of Steel could be hurt, even without magic/kryptonite/red suns, etc. 
 
*********** REPLY SEPARATOR *********** 
 
On 2/8/98, at 8:43 AM, jonesmj@topaz.cqu.edu.au wrote:  
 
>At 11:37 AM 2/6/98 -0800, you wrote: 
>>> 	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. 
>> 
> 
>No it isn't. Most 'invunerable' supers get damaged eventually, and hero 
>is a game of NO absolutes. (and please don't do the 'that in itself is an  
>absolute' line) 
 
Common problems need Uncommon Solutions! 
http://www.uncommonsolutions.com 
 
Return-Path: daemon@omg.org 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: In support of 'Advantaged' advantage! 
Mail-Copies-To: never 
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-----BEGIN PGP SIGNED MESSAGE----- 
 
>>>>> "BW" == Brian Wong <rook@shell.infinex.com> writes: 
 
BW> 	Paralysis by COM. :) while it sounds silly ("you're frozen by her 
BW> beauty"); it actually fits some mythological concepts. Dryads, a few 
BW> goddesses, etc. can do this. 
 
Um... Mind Control, single command, "look at me". 
 
The problem with changing the "defense" of Entangle from Strength to some 
other characteristic is that suddenly you cannot use other attacks -- 
Energy Blast and Killing Attacks -- to break them.  That is a *SIGNIFICANT* 
shift in the power balance. 
 
-----BEGIN PGP SIGNATURE----- 
Version: 2.6.3a 
Charset: noconv 
 
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--  
Rat <ratinox@peorth.gweep.net>    \ If Happy Fun Ball begins to smoke, get 
PGP Key: at a key server near you! \ away immediately. Seek shelter and cover 
                                    \ head. 
 
Return-Path: daemon@omg.org 
From: Yelomonkey@aol.com 
Date: Sat, 7 Feb 1998 20:02:42 EST 
Subject: Templates, collected ramblings 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 Maby I have a bit of an unorthodox view of the HERO system rules, but I dont 
see them as a game so much as the tools to build a game. Champions , Star HERO 
, Fantasy Hero are all seprate games unto themselvs, just built with common 
tools. While this is wonderfull for the creative who are willing to work at 
haveing fun many new players see the work long before the rewards, some how so 
many stop at the work and never see the reward. Part of this is inhearent in 
the system, you dont just pick a spell (Ill take a magic missle oh and throw 
in a fireball too will you.....) you build a spell and you decide how it 
interacts with the game's reality. This is a two edged sword of sorts , I love 
knowing that my spell worked the way I intended yet for the new player it is 
truely daunting to decide just how to do what you want, let alone decide what 
you want do. IMHO Templates would go a long way twords makeing the game more 
acessable to new players. Yet you seem to be selling them short. Dont stop at 
just building the easy archtypes build them all for all styles of play, supers 
, heroic, fantasy, star hero, ect......  And dont sell short the possibilty of 
a book of just templates, granted it would have to be HERO Plus. A book of 
this sort could help build new characters , possibly add some continuity to 
the hero universe and help in desiging adventures as well as in developeing 
new geners. Please dont leave out agents, cops, swat teams ,any one. I realize 
that this would be a mamoth undertakeing and will pledge my freetime to seeing 
it thrugh. So far shellheads (battlesuits) have been my thing and any thing I 
can through into the arena on them I will. 
 
                            The Evershinning Yellowmonkey 
 
Return-Path: daemon@omg.org 
X-Sender: ctaylor@pop.cyberis.net 
Date: Sat, 07 Feb 1998 17:53:23 -0800 
From: Christopher Taylor <ctaylor@cyberis.net> 
Subject: Re: 5th Edition: Special effects reduction 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
>>> 	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. 
>> 
> 
>No it isn't. Most 'invunerable' supers get damaged eventually, and hero 
>is a game of NO absolutes. (and please don't do the 'that in itself is an  
>absolute' line) 
 
well it is heh heh, but...  thats why I use the ignores damage reduction 
advantage for +1/2 in my game... caveat emptor 
 
---------------------------------------------------------- 
Sola Gracia		Sola Scriptura		Sola Fide 
Soli Gloria Deo		Solus Christus		Corum Deo 
----------------------------------------------------------- 
 
Return-Path: daemon@omg.org 
From: Opal@october.com (Opal) 
Date: 07 Feb 98 18:45:04 -0800 
Subject: In support of 'Advantage 
Organization: Fidonet: Red October Alpha * Hero Roleplaying * 408-629-4695 *  
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X-Hero: champ-l 
To: champ-l@omg.org 
 
 l > From: Lizard <lizard@mrlizard.com>  
 l >  
 l > I wish to echo Brian/Rook's concept of an 'Advantaged' advantage,  
 l > the flip side of 'limited'. Yes, "You can just do this anyway", but it  
 l > really helps having it in the rules.  
  
Advantaged just can't work conceptually.  It's a simple matter to  
take utility away from a power, and estimate how much it's effectiveness  
has been reduced.  It's quite another to add utility to a power.  I  
have never seen a version of Advantaged that actually made sense in  
this regard.  
  
If anyone has a write-up of Advantaged, please post it.  
  
I'd be happily change my mind if I saw a workable version.  
  
___  
 * OFFLINE 1.58  
 
Return-Path: daemon@omg.org 
From: Opal@october.com (Opal) 
Date: 07 Feb 98 18:53:06 -0800 
Subject: Re: The Great Linked Deb 
Organization: Fidonet: Red October Alpha * Hero Roleplaying * 408-629-4695 *  
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 b > From: Bob Greenwade <bob.greenwade@klock.com>  
 b > At 10:36 AM 2/4/1998 EST, SteveL1979@aol.com wrote:  
 b > >  In reviewing my notes in preparation for meetings in San Francisco  
 b > >week, I found I do not have a concise, thorough summary of the Great  
 b > >Debate.  The list FAQ touches on the subject, but only briefly.  
 b > >  Is there, or does anyone have, a thorough review of the debate,  
 b > >all of the basic points/questions/concerns and the arguments made  
 b > >about each point?  If so, I would appreciate receiving a copy or an  
 b > URL.  
 b >  
 b >    I was originally going to respond directly, but I'm going to put  
 b > the list so folks can correct any misstatements of fact I make.  
...  
  
OK, that's half of it...  
  
The other half gets into how attacks work.  If you Link two attacks,  
they go off together.  But, there is also a prohibition against making  
multiple attacks.  In the course of the GLD it the question comes up:  
can you fire two attacks at once (at the same target, with the same  
attack roll) *only* if they are Linked, or is it possible by default?  
If the former, the Linked limitation actually gives the power an ability  
it didn't have before.  If the latter - well, it's never stated anywhere,  
and it's never been in an example or anything (Robot Warriors was the only  
Hero Game that had any kind of Gang Fire rules).  
  
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.  
  
___  
 * OFFLINE 1.58  
 
Return-Path: daemon@omg.org 
Date: Sat, 07 Feb 1998 19:15:13 -0800 
From: Rook <rook@infinex.com> 
Organization: Sujin & Brian 
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 
 
> >>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. 
> 
> yes but that's no reason to *have* it. Yeah marginal increase ok, but 
> otherwise you fall into the 'everyone's got everything' trap- where 
> all pc's are completly self-sufficient, instead of being 'game realistic' 
> and maybe actually *gasp* vunerable to a particular attack form. 
 
    Oh but there is a reason to have it. Lets look at the averages from the 
BBB: 
 
Ave was done by throwing out the high and low. Aveall is ave of everything, 
base is 
what I recommended template bases consider for usage. 
 
Martial Artists:                                             Aveall 
Ave     base 
E       10,11,11,14,14,13                                12.166         12.25 
12 
P       13,18,18,18,20,20                                17.833 
18.5     18 
 
Bricks: 
E       12,10,10,11,10, 5                                  9.66 
10.25   10 
P       25,20,25,15,25,20                                 21.66 
22.5    23 
Energy Projectors: 
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 
 
 
    So it's clear from here that the average starting character is not at 
10 Pre. Ego is much closer to 10 however. 
 
-- 
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: In support of 'Advantaged' advantage! 
Date: Sat, 7 Feb 1998 20:07:25 -0800 
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On Saturday, February 07, 1998 3:39 PM, Stainless Steel Rat wrote: 
 
 
>-----BEGIN PGP SIGNED MESSAGE----- 
> 
>>>>>> "BW" == Brian Wong <rook@shell.infinex.com> writes: 
> 
>BW> Paralysis by COM. :) while it sounds silly ("you're frozen by her 
>BW> beauty"); it actually fits some mythological concepts. Dryads, a 
few 
>BW> goddesses, etc. can do this. 
> 
>Um... Mind Control, single command, "look at me". 
 
 
Not quite good enough. There is no reason why Mental Defense should 
defend you against extraordinary beauty. Besides, I'd be glad to look 
at you while beating you up; it makes it much simpler. 
 
>The problem with changing the "defense" of Entangle from Strength to 
some 
>other characteristic is that suddenly you cannot use other attacks -- 
>Energy Blast and Killing Attacks -- to break them.  That is a 
*SIGNIFICANT* 
>shift in the power balance. 
> 
Yes, it is. Thus, it should be a very expensive Advantage. 
Additionally, you might determine ways in which other abilities may 
help, as well as other characters. 
 
True, we could create an entirely new power for this. However, 
Entangle does such a good job for its present, limited field of 
effect, that it might be best to explore expanding it rather than 
creating an untested new power for the effect. 
 
Then again, maybe not. Needs investigation and playtesting. 
 
Filksinger 
 
Filksinger 
 
Return-Path: daemon@omg.org 
X-Sender: why@mail.superlink.net 
Date: Sat, 07 Feb 1998 23:10:24 -0500 
From: Joe Mucchiello <why@mars.superlink.net> 
Subject: Side Effects and Requires Skill Roll 
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 working on this little variation for a while now.  I'm not sure 
it is complete, but with 5th ed coming....  Besides, I'm getting tired of 
the template discussion. 
 
----- 
Requires Skill Roll (addendum) 
If the normal skill roll for this power is worse the 14-, use the 
Activation chart to determine the limitation.  For example, a fantasy hero 
mage has a 30 active point spell and a skill level of 13-.  In fantasy 
hero, he has a -3 on his skill roll (-1 per 10 active point) making his 
normal skill roll a 10-.  This spell would have a -1 1/4 Require Skill Roll 
limitation. 
 
Side Effect 
This limitation causes something bad to happen to the character when he 
uses the power.  Usually Side Effect is used to simulate an effect which 
happens to a character when he falls to active a power, due to a failed 
Skill Roll or Activation Roll.  The effect is purchased as a normal power. 
The side effect power cannot miss the character and the character does not 
apply his defenses against the side effect's attack. 
 
There are three different types of side effect: one that always occurs, one 
that occurs only when an attack power misses its target, and one that 
occurs only when the power fails to activate due to a failed Skill Roll or 
Activation Roll. 
 
When the side effect always occurs, the limitation is worth -1/4 for each 
FULL 10 active points in the side effect power.  Otherwise the limitation is 
worth -1/4 for each FULL 15 active points in the side effect power.  If the 
side effect occurs when either a skill roll or an attack fails or if there 
are two skill rolls which both must suceed, the power gains an additional 
-1/4 limitation. 
 
A Side Effect can also be a Disadvantage which effects the character when 
a power is activated.  Treat the cost of the Disadvantage as the active 
points of the side effect power.  Disadvantages gained by side effect last 
for five minutes.  This time can be raised up the time chart by adding five 
points to the active cost of the side effect power.  For example, when 
Firelight uses his supernova power he becomes vulnerable to cold, heat and 
light powers for an hour after.  A x1 1/2 STUN vulnerability versus a 
several common attack power is a 15 point disadvantage.  Making it last 
an hour raises the cost to 20 points.  Since the effect happens every time 
he uses the power, the limitation is -1/2. 
 
If the side effect power's cost is more than twice the active point cost 
of the main power, the side effect power's cost is treated as twice the 
active point cost of the main power for determining the limitation value. 
For example, if Firelight's pen light power has 10 active points (change 
environment, light, 1 hex), then no matter how big a side effect occurs 
when he uses it, only 20 points in side effect power are possible, limiting 
the disadvantage to -1/2 if the side effect happens every time the pen 
light is lit, or -1/4 if the side effect only happens if firelight fails 
his activation roll. 
----- 
 
This write up just generalizes the table in the BBB and gives a better 
definition to using disadvantages.  I might drop the last paragraph 
just because it's hard to describe without using the word "power" a half 
a dozen times. 
 
Return-Path: daemon@omg.org 
X-Sender: griffin@mail.txdirect.net 
Date: Sat, 07 Feb 1998 22:24:29 -0600 
From: "Michael (Damon) or Peni R. Griffin" <griffin@txdirect.net> 
Subject: How big is a hex again? 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
Yes, I know a hex is "2m across", but as far as I know it's never 
explicitly stated whether this is 2m side-to-side or 2m corner-to-corner, 
and it makes a big difference. 
 
Timothy Sallume, in his "Headquarters Supplement Rules" (late of the 
Digital Hero page) says that a hex is about 43 square feet.  From this I 
take it he measures his hexes side-to-side.  I found measuring corner to 
corner a tiny bit easier: 
 
Imagine a "Y" shape within the hex that divides it into three equal 
sections, each tine of the Y ending in a corner of the hex.  If the hex is 
2m from corner to corner, then each side of the three resulting 
parallelograms is 1m long, and each parallelogram is 1 square meter in 
area; the entire hex is 3 square meters. 
 
		3 x 39.37^2 = 4650 sq. in., or 32.3 sq. ft. 
 
If the hex is 2m side to side, well, it's still easy to calculate total 
area using the above corner to corner method.  Hexes are shaped such that 
any hex that is 7 inches across side to side will be 8 inches across corner 
to corner.  Use any measurements you like, those are the proportions.  So a 
hex that's 78.74 inches (2m) side to side will be about 90 inches corner to 
corner. 
 
		3 x 45.00^2 = 6075 sq. in., or 42.19 sq. ft. 
 
So which is correct?  The BBB never says, even where "hex" is defined in 
the Glossary.  Illustrations on pages 143, 186 and 191 may be interpreted 
as defining hexes side to side, but the "Area Effect - Cone" illo on page 
91 suggests otherwise; that cone is clearly using a hex corner, not a side, 
as its point of origin, so the character is facing that corner.  The Hero 
Games logo on the front of the book also argues for a corner to corner 
definition:  a generic hero is 2m tall for purposes of calculating Growth, 
Shrinking, etc.  The illustration in the logo shows the character in front 
of a hex balanced on one corner.  If the character were standing with feet 
together, instead of spread out so far, he'd be the same height as the hex. 
 
For characters moving at low velocities, it may not make much difference in 
most games.  But when I build a headquarters, I need to know whether the 
hexes I pay for contain 32.3 or 42.19 square feet of space. 
 
Damon 
 
 
=================== 
If we knew what it was we were doing, it would not be called research, 
would it? 
					-- Einstein 
 
Return-Path: daemon@omg.org 
Date: Sat, 07 Feb 1998 20:29:48 -0800 
From: Rook <rook@infinex.com> 
Organization: Sujin & Brian 
Subject: Re: In support of 'Advantage 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
>  l > I wish to echo Brian/Rook's concept of an 'Advantaged' advantage, 
>  l > the flip side of 'limited'. Yes, "You can just do this anyway", but it 
>  l > really helps having it in the rules. 
> 
> Advantaged just can't work conceptually.  It's a simple matter to 
> take utility away from a power, and estimate how much it's effectiveness 
> has been reduced.  It's quite another to add utility to a power.  I 
> have never seen a version of Advantaged that actually made sense in 
> this regard. 
> 
> If anyone has a write-up of Advantaged, please post it. 
 
    Well, I posted one about a week ago: 
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. 
 
 
> I'd be happily change my mind if I saw a workable version. 
 
    I'm not sure if mine's "workable", but it's open to debate. 
Maybe rather than just dismiss it or toss it in, we should see if 
we can construct one that works. 
 
-- 
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: Sat, 7 Feb 1998 22:55:08 -0600 (CST) 
From: Darien Phoenix Lynx <chip@owlnet.rice.edu> 
Subject: Constant Pwr+Multipower q 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
If one of my players puts a constant power, like Darkness, into a 
multipower, does she have to keep the points allocated to Darkness in 
order to keep the effect up? Or can she reallocate points on her next 
phase and keep the Darkness up so long as she keeps paying END? 
 
Can a character with Darkness keep more than one Darkness field going at 
the same time, so long as they pay all applicable END costs? 
 
Thanks! 
 
Return-Path: daemon@omg.org 
Date: Sat, 7 Feb 1998 23:00:21 -0600 (CST) 
From: Darien Phoenix Lynx <chip@owlnet.rice.edu> 
cc: champ-l@omg.org 
Subject: Re: Side Effects and Requires Skill Roll 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
Thanks! That helps clarify a lot. 
 
Return-Path: daemon@omg.org 
Date: Sun, 8 Feb 1998 00:15:15 -0600 (CST) 
From: Darien Phoenix Lynx <chip@owlnet.rice.edu> 
Subject: More Constant Questions 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
Okay, now on the chopping block are constant powers bought with extra time 
limitation. 
 
"If the power has lengthy start-up time, but can be used every phase from 
then on, then the Limitation value is halved" (BBB 104). 
 
Must constant powers with extra time halve the value of the limitation? 
Consider invisiblity. Seems like you're "using the power every phase from 
then on." What about Darkness? It is also a constant power, but because 
it's an attack it seems like this limitation would mean that it takes some 
time to "get going" with the power, but then you can fire a new darkness 
attack each phase? How does it work? 
 
Thanks, and I'll post the character that's bringing these questions up as 
soon as they're answered, as reward. 
 
Return-Path: daemon@omg.org 
X-Sender: ctaylor@pop.cyberis.net 
Date: Sat, 07 Feb 1998 22:59:53 -0800 
From: Christopher Taylor <ctaylor@cyberis.net> 
Subject: Re: Constant Pwr+Multipower q 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
>If one of my players puts a constant power, like Darkness, into a 
>multipower, does she have to keep the points allocated to Darkness in 
>order to keep the effect up? Or can she reallocate points on her next 
>phase and keep the Darkness up so long as she keeps paying END? 
 
Once you swap the points from a power in a Multipower it turns off, unless 
its a long lasting instant (like entangle).  So the darkness goes poof, as 
do powers like Mind Scan, etc 
 
>Can a character with Darkness keep more than one Darkness field going at 
>the same time, so long as they pay all applicable END costs? 
 
I believe so, its not an attack power 
 
---------------------------------------------------------- 
Sola Gracia		Sola Scriptura		Sola Fide 
Soli Gloria Deo		Solus Christus		Corum Deo 
----------------------------------------------------------- 
 
Return-Path: daemon@omg.org 
From: "Len Carpenter" <redlion@voicenet.com> 
Subject: Re: Copied Speedsters (Re: Templates - compiled ideas) 
Date: Sun, 8 Feb 1998 04:17:00 -0500 
X-MSMail-Priority: Normal 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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To: champ-l@omg.org 
 
  
> > 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. :) 
 
 
Didn't a similar fragmentation happen to the genie in the Aladdin cartoon 
series?  I'll bet the Flash issue wasn't as funny. :)  
 
 
Len Carpenter 
redlion@early.com 
 
Return-Path: daemon@omg.org 
From: "\"qts\" <qts@nildram.co.uk> 
        \"Christopher Taylor\"" <qts@nildram.co.uk> 
Date: Sun, 08 Feb 98 13:20:16  
Reply-To: "qts" <qts@nildram.co.uk> 
Priority: Normal 
Subject: Re: 5th Edition: Special effects reduction 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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To: champ-l@omg.org 
 
On Sat, 07 Feb 1998 17:53:23 -0800, Christopher Taylor wrote: 
 
>>>> 	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. 
>>> 
>> 
>>No it isn't. Most 'invunerable' supers get damaged eventually, and hero 
>>is a game of NO absolutes. (and please don't do the 'that in itself is an  
>>absolute' line) 
> 
>well it is heh heh, but...  thats why I use the ignores damage reduction 
>advantage for +1/2 in my game... caveat emptor 
 
Doesn't NND already qualify? You do specify a SFX for the DR, don't 
you? 
 
Why not just specify that Penetrating (ie the Penetrating part gets 
through) does this? It seems appropriate. Or Armour Piercing could drop 
DR by 25% each time. 
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: Sun, 08 Feb 98 13:22:28  
Reply-To: "qts" <qts@nildram.co.uk> 
Priority: Normal 
Subject: Re: Constant Pwr+Multipower q 
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 22:55:08 -0600 (CST), Darien Phoenix Lynx wrote: 
 
>If one of my players puts a constant power, like Darkness, into a 
>multipower, does she have to keep the points allocated to Darkness in 
>order to keep the effect up? 
 
Yes. 
 
>Or can she reallocate points on her next 
>phase and keep the Darkness up so long as she keeps paying END? 
 
To do that you need a plain power. 
 
>Can a character with Darkness keep more than one Darkness field going at 
>the same time, so long as they pay all applicable END costs? 
 
Yes, assuming they have more than one Darkness field available. 
 
qts 
 
Home: qts@nildram.co.uk. 
 
Return-Path: daemon@omg.org 
From: "\"qts\" <qts@nildram.co.uk> 
        \"Stainless Steel Rat\"" <qts@nildram.co.uk> 
Date: Sun, 08 Feb 98 13:25:21  
Reply-To: "qts" <qts@nildram.co.uk> 
Priority: Normal 
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 
 
On 07 Feb 1998 19:27:48 -0500, Stainless Steel Rat wrote: 
 
>-----BEGIN PGP SIGNED MESSAGE----- 
> 
>>>>>> "BW" == Brian Wong <rook@shell.infinex.com> writes: 
> 
>BW> 	Paralysis by COM. :) while it sounds silly ("you're frozen by her 
>BW> beauty"); it actually fits some mythological concepts. Dryads, a few 
>BW> goddesses, etc. can do this. 
> 
>Um... Mind Control, single command, "look at me". 
> 
>The problem with changing the "defense" of Entangle from Strength to some 
>other characteristic is that suddenly you cannot use other attacks -- 
>Energy Blast and Killing Attacks -- to break them.  That is a *SIGNIFICANT* 
>shift in the power balance. 
 
BOECV is a pretty expensive Advantage, and you'd have to specify a 
reasonable manner of escape (eg make Ego Roll at -1 per 1 Def/Bod) 
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: Sun, 08 Feb 98 13:28:46  
Reply-To: "qts" <qts@nildram.co.uk> 
Priority: Normal 
Subject: Re: More Constant Questions 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Sun, 8 Feb 1998 00:15:15 -0600 (CST), Darien Phoenix Lynx wrote: 
 
>Okay, now on the chopping block are constant powers bought with extra time 
>limitation. 
> 
>"If the power has lengthy start-up time, but can be used every phase from 
>then on, then the Limitation value is halved" (BBB 104). 
> 
>Must constant powers with extra time halve the value of the limitation? 
>Consider invisiblity. Seems like you're "using the power every phase from 
>then on." 
 
You're getting the ET Limitation because if you get hit during the ET, 
the effect does not go off. Once the effect is in place, it doesn't 
matter. 
 
> What about Darkness? It is also a constant power, but because 
>it's an attack it seems like this limitation would mean that it takes some 
>time to "get going" with the power, but then you can fire a new darkness 
>attack each phase? How does it work? 
 
This is not how the ET limitation works: you use the ET *every* time 
you fire the power. 
 
qts 
 
Home: qts@nildram.co.uk. 
 
Return-Path: daemon@omg.org 
From: "\"qts\" <qts@nildram.co.uk> 
        \"Joe Mucchiello\"" <qts@nildram.co.uk> 
Date: Sun, 08 Feb 98 13:32:27  
Reply-To: "qts" <qts@nildram.co.uk> 
Priority: Normal 
Subject: Re: Side Effects and Requires Skill Roll 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Sat, 07 Feb 1998 23:10:24 -0500, Joe Mucchiello wrote: 
 
>I've been working on this little variation for a while now.  I'm not sure 
>it is complete, but with 5th ed coming....  Besides, I'm getting tired of 
>the template discussion. 
> 
>----- 
>Requires Skill Roll (addendum) 
>If the normal skill roll for this power is worse the 14-, use the 
>Activation chart to determine the limitation.  For example, a fantasy hero 
>mage has a 30 active point spell and a skill level of 13-.  In fantasy 
>hero, he has a -3 on his skill roll (-1 per 10 active point) making his 
>normal skill roll a 10-.  This spell would have a -1 1/4 Require Skill Roll 
>limitation. 
 
This ignores things like Complimentary Skill Rolls, plus you have to 
recalculate every time the stat or skill changes. YUK! 
 
 
>Side Effect 
>This limitation causes something bad to happen to the character when he 
>uses the power.  Usually Side Effect is used to simulate an effect which 
>happens to a character when he falls to active a power, due to a failed 
>Skill Roll or Activation Roll.  The effect is purchased as a normal power. 
>The side effect power cannot miss the character and the character does not 
>apply his defenses against the side effect's attack. 
 
<snip> 
 
Why are you repeating what's in the books? 
qts 
 
Home: qts@nildram.co.uk. 
 
Return-Path: daemon@omg.org 
X-Sender: bob.greenwade@klock.com 
Date: Sun, 08 Feb 1998 07:57:06 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Constant Pwr+Multipower q 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 10:55 PM 2/7/1998 -0600, Darien Phoenix Lynx wrote: 
>If one of my players puts a constant power, like Darkness, into a 
>multipower, does she have to keep the points allocated to Darkness in 
>order to keep the effect up? Or can she reallocate points on her next 
>phase and keep the Darkness up so long as she keeps paying END? 
 
   She'd have to keep that slot up. 
 
>Can a character with Darkness keep more than one Darkness field going at 
>the same time, so long as they pay all applicable END costs? 
 
   I don't know what it is officially (if anything), but I'd allow it. 
--- 
Bob's Original Hero Stuff Page! 
   http://www.klock.com/public/users/bobg/original.htm 
Homepage of the Merry-Go-Round Webring!  (Wanna join?) 
   http://www.klock.com/public/users/bobg/merrhome.htm 
 
 
Return-Path: daemon@omg.org 
X-Sender: bob.greenwade@klock.com 
Date: Sun, 08 Feb 1998 08:06:43 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: How big is a hex again? 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 10:24 PM 2/7/1998 -0600, Michael (Damon) or Peni R. Griffin wrote: 
>Yes, I know a hex is "2m across", but as far as I know it's never 
>explicitly stated whether this is 2m side-to-side or 2m corner-to-corner, 
>and it makes a big difference. 
 
   Side to side.  If you look at a lot of the diagrams in the HSR, 
especially the one on page 146, this is pretty clearly indicated, if not 
explicitly stated. 
--- 
Bob's Original Hero Stuff Page! 
   http://www.klock.com/public/users/bobg/original.htm 
Homepage of the Merry-Go-Round Webring!  (Wanna join?) 
   http://www.klock.com/public/users/bobg/merrhome.htm 
 
 
Return-Path: daemon@omg.org 
X-Sender: bob.greenwade@klock.com 
Date: Sun, 08 Feb 1998 08:08:14 -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 11:16 AM 2/7/1998 -0500, Joe Claffey Jr. wrote: 
>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. 
 
   I just double-checked, and you are quite correct. 
--- 
Bob's Original Hero Stuff Page! 
   http://www.klock.com/public/users/bobg/original.htm 
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Return-Path: daemon@omg.org 
X-Sender: bob.greenwade@klock.com 
Date: Sun, 08 Feb 1998 08:12:49 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: More Constant Questions 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 12:15 AM 2/8/1998 -0600, Darien Phoenix Lynx wrote: 
>Okay, now on the chopping block are constant powers bought with extra time 
>limitation. 
> 
>"If the power has lengthy start-up time, but can be used every phase from 
>then on, then the Limitation value is halved" (BBB 104). 
> 
>Must constant powers with extra time halve the value of the limitation? 
>Consider invisiblity. Seems like you're "using the power every phase from 
>then on." What about Darkness? It is also a constant power, but because 
>it's an attack it seems like this limitation would mean that it takes some 
>time to "get going" with the power, but then you can fire a new darkness 
>attack each phase? How does it work? 
 
   It's doesn't *have* to take the reduced value, but if it doesn't and the 
time is more than a Full Phase then it can't be use for more than a Phase 
at a time.  If it is for a Full Phase then the character can't do anything 
else (though he does get full normal DCV, unlike the situation if she were 
to take Concentration). 
--- 
Bob's Original Hero Stuff Page! 
   http://www.klock.com/public/users/bobg/original.htm 
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X-Sender: bob.greenwade@klock.com 
Date: Sun, 08 Feb 1998 08:22:19 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Side Effects and Requires Skill Roll 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 11:10 PM 2/7/1998 -0500, Joe Mucchiello wrote: 
>Requires Skill Roll (addendum) 
>If the normal skill roll for this power is worse the 14-, use the 
>Activation chart to determine the limitation.  For example, a fantasy hero 
>mage has a 30 active point spell and a skill level of 13-.  In fantasy 
>hero, he has a -3 on his skill roll (-1 per 10 active point) making his 
>normal skill roll a 10-.  This spell would have a -1 1/4 Require Skill Roll 
>limitation. 
 
   I don't think so.  One of the advantages of RSR over Activation is that 
you can always voluntarily use the Power at a lower power level for a 
better roll.  Plus, you'd have to recalculate all of your RSR Powers every 
time you got +1 to your Skill Roll (or Skill Levels that could be applied 
to it). 
 
>Side Effect 
>This limitation causes something bad to happen to the character when he 
>uses the power.  Usually Side Effect is used to simulate an effect which 
>happens to a character when he falls to active a power, due to a failed 
>Skill Roll or Activation Roll.  The effect is purchased as a normal power. 
>The side effect power cannot miss the character and the character does not 
>apply his defenses against the side effect's attack. 
> 
>There are three different types of side effect: one that always occurs, one 
>that occurs only when an attack power misses its target, and one that 
>occurs only when the power fails to activate due to a failed Skill Roll or 
>Activation Roll. 
 
   Good distinction. 
 
>When the side effect always occurs, the limitation is worth -1/4 for each 
>FULL 10 active points in the side effect power.  Otherwise the limitation is 
>worth -1/4 for each FULL 15 active points in the side effect power.  If the 
>side effect occurs when either a skill roll or an attack fails or if there 
>are two skill rolls which both must suceed, the power gains an additional 
>-1/4 limitation. 
 
   I like this in principle, but for simplicity I think I'd stick to 
something close to tradition: -1/4 per 15 Active Points, halved if the Side 
Effect occurs only on a failed Roll (whether Skill, Activation, or Attack). 
 
>A Side Effect can also be a Disadvantage which effects the character when 
>a power is activated.  Treat the cost of the Disadvantage as the active 
>points of the side effect power.  Disadvantages gained by side effect last 
>for five minutes.  This time can be raised up the time chart by adding five 
>points to the active cost of the side effect power.  For example, when 
>Firelight uses his supernova power he becomes vulnerable to cold, heat and 
>light powers for an hour after.  A x1 1/2 STUN vulnerability versus a 
>several common attack power is a 15 point disadvantage.  Making it last 
>an hour raises the cost to 20 points.  Since the effect happens every time 
>he uses the power, the limitation is -1/2. 
 
   Not a bad rule.  It may need some tweaking (like maybe simply giving an 
additional -1/4 Limitation for each step on the time chart), but it's a start. 
 
>If the side effect power's cost is more than twice the active point cost 
>of the main power, the side effect power's cost is treated as twice the 
>active point cost of the main power for determining the limitation value. 
>For example, if Firelight's pen light power has 10 active points (change 
>environment, light, 1 hex), then no matter how big a side effect occurs 
>when he uses it, only 20 points in side effect power are possible, limiting 
>the disadvantage to -1/2 if the side effect happens every time the pen 
>light is lit, or -1/4 if the side effect only happens if firelight fails 
>his activation roll. 
 
   I think I'd make this rule optional, or at most a recommendation. 
 
>This write up just generalizes the table in the BBB and gives a better 
>definition to using disadvantages.  I might drop the last paragraph 
>just because it's hard to describe without using the word "power" a half 
>a dozen times. 
 
   I like it in general.  Like I say, it needs a bit of tweaking, but I get 
the impression that you already knew that.  :-] 
--- 
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   http://www.klock.com/public/users/bobg/original.htm 
Homepage of the Merry-Go-Round Webring!  (Wanna join?) 
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Return-Path: daemon@omg.org 
X-Sender: bob.greenwade@klock.com 
Date: Sun, 08 Feb 1998 08:30:15 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Templates - bricks 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 12:32 PM 2/7/1998 -0800, Filksinger wrote: 
>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. 
 
   The term is easy enough to explain:  "A brick is someone with 
super-strength" has generally been enough in my experience.  Sometimes I 
have to clarify of specify to "40 or better STR" or "someone like the 
Hulk," but I've never had any significant problem. 
   I don't think it should need explaining at all, though.  I'm visualizing 
someone going through a distributor's catalog or a rack of Hero Plus disks, 
seeing the title "The Ultimate Brick," and thinking it's having to do with 
masonry.  Or going through the tables of templates looking for "Strongman" 
and simply not making the mental connection that "Brick" is the table being 
sought.   
   I'm cool with the term being bandied about among established players, 
and used in GM's supplements and such.  I just think that we should have a 
more accessible term for those not used to "brick."  That's all.  :-] 
   On the template table, we could even give the main brick table a header 
reading "Brick (Strongman)" just so folks know what we're talking about. 
--- 
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   http://www.klock.com/public/users/bobg/original.htm 
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X-Sender: bob.greenwade@klock.com 
Date: Sun, 08 Feb 1998 08:32:30 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
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 
 
At 12:41 PM 2/7/1998 -0600, Bryant Berggren wrote: 
>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. 
 
   Gangfire was in Robot Warriors, but not included in the BBB desite the 
fact that a lot of Robot Warriors rules did get transported.  I'm not sure 
what that says, but I did reintroduce the Gangfire rules in TUSV.  When I 
hear back from Bruce and the PWB I'll let the list know what's decided on 
this particular front. 
--- 
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: why@mail.superlink.net 
Date: Sun, 08 Feb 1998 11:46:42 -0500 
From: Joe Mucchiello <why@mars.superlink.net> 
Subject: Re: In support of 'Advantaged' 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 08:29 PM 2/7/98 -0800, Rook wrote: 
>    Well, I posted one about a week ago: 
>Advantaged: 
You should indicate that Advantaged is a stop sign advantage if this is 
supposed to be the "write up". 
 
>        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. 
 
I would a sentence somewhere like:  "An example of Advantaged can be found 
in several existing powers, such as, 'Entangle takes no damage' in the 
power description for Entangle."  This would imply that Advantaged is 
already a part of the game and provide an example, which is the hard part 
with Advantaged. 
 
BTW, I also prefer Enhanced Power to Advantaged.  I don't remember who 
suggested that. 
 
Now, may I open a can of worms?  The point of adding Advantaged to the Hero 
system is to satisfy the people who say that the Hero rules are not 
complete since you cannot model things that require a new advantage in 
rules.  Right?  So, in order to complete the meta rules, how about a power 
enhancer called Additional Base points?  This is how Teleport can double 
the allowable mass for +5 points; how Aid can increase the maximum 
adjustment by 2 for each +1 base cost; etc.  Granted, it's not a power 
advantage or limitation.  It's just extra base points.  I'm sure someone, 
somewhere has always want to do something like this. 
 
I'll go hide now. :-) 
 
  Joe 
 
Return-Path: daemon@omg.org 
X-Sender: why@mail.superlink.net 
Date: Sun, 08 Feb 1998 11:49:33 -0500 
From: Joe Mucchiello <why@mars.superlink.net> 
Subject: Re: In support of 'Advantaged' 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 08:29 PM 2/7/98 -0800, Rook wrote: 
>    Well, I posted one about a week ago: 
>Advantaged: 
You should indicate that Advantaged is a stop sign advantage if this is 
supposed to be the "write up". 
 
[snip] 
 
I would add a sentence somewhere like:  "An example of Advantaged can be 
found in several existing powers, such as, 'Entangle takes no damage' in 
the power description for Entangle."  This would imply that Advantaged is 
already a part of the game and provide an example, which is the hard part 
with Advantaged. 
 
BTW, I also prefer Enhanced Power to Advantaged.  I don't remember who 
suggested that. 
 
Now, may I open a can of worms?  The point of adding Advantaged to the Hero 
system is to satisfy the people who say that the Hero rules are not 
complete since you cannot model things that require a new advantage in 
rules.  Right?  So, in order to complete the meta rules, how about a power 
enhancer called Additional Base points?  This is how Teleport can double 
the allowable mass for +5 points; how Aid can increase the maximum 
adjustment by 2 for each +1 base cost; etc.  Granted, it's not a power 
advantage or limitation.  It's just extra base points.  I'm sure someone, 
somewhere has always want to do something like this. 
 
I'll go hide now. :-) 
 
  Joe 
 
Return-Path: daemon@omg.org 
X-Sender: why@mail.superlink.net 
Date: Sun, 08 Feb 1998 11:52:51 -0500 
From: Joe Mucchiello <why@mars.superlink.net> 
Subject: Re: Side Effects and Requires Skill Roll 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 01:32 PM 2/8/98, \"qts\" <qts@nildram.co.uk> wrote: 
>On Sat, 07 Feb 1998 23:10:24 -0500, Joe Mucchiello wrote: 
>>Requires Skill Roll (addendum) 
>>If the normal skill roll for this power is worse the 14-, use the 
>>Activation chart to determine the limitation.  For example, a fantasy hero 
>>mage has a 30 active point spell and a skill level of 13-.  In fantasy 
>>hero, he has a -3 on his skill roll (-1 per 10 active point) making his 
>>normal skill roll a 10-.  This spell would have a -1 1/4 Require Skill Roll 
>>limitation. 
> 
>This ignores things like Complimentary Skill Rolls, plus you have to 
>recalculate every time the stat or skill changes. YUK! 
If the complementary skill roll is always taken, then that should be 
reflected in the RSR limitation.  I hadn't really thought about that fully. 
 
>>Side Effect 
[snip] 
><snip> 
> 
>Why are you repeating what's in the books? 
 
I was proposing a completely new version of the limitation, replacing all 
of the text in the book with my version.  So I had to describe the purpose 
behind Side Effect.  (I even changed its name, in the book it's "Side 
Effects".) 
 
  Joe 
 
Return-Path: daemon@omg.org 
X-Sender: why@mail.superlink.net 
Date: Sun, 08 Feb 1998 12:25:53 -0500 
From: Joe Mucchiello <why@mars.superlink.net> 
Subject: Re: Side Effects and Requires Skill Roll 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 08:22 AM 2/8/98 -0800, Bob Greenwade wrote: 
>At 11:10 PM 2/7/1998 -0500, Joe Mucchiello wrote: 
>>Requires Skill Roll (addendum) 
>>If the normal skill roll for this power is worse the 14-, use the 
>>Activation chart to determine the limitation.  For example, a fantasy hero 
>>mage has a 30 active point spell and a skill level of 13-.  In fantasy 
>>hero, he has a -3 on his skill roll (-1 per 10 active point) making his 
>>normal skill roll a 10-.  This spell would have a -1 1/4 Require Skill Roll 
>>limitation. 
> 
>   I don't think so.  One of the advantages of RSR over Activation is that 
>you can always voluntarily use the Power at a lower power level for a 
>better roll.  Plus, you'd have to recalculate all of your RSR Powers every 
>time you got +1 to your Skill Roll (or Skill Levels that could be applied 
>to it). 
 
Yeah, I've backed off this changed.  Please ignore my change to RSR in the 
future, it causes more problems than it solves. 
 
>>Side Effect 
[snip} 
>>There are three different types of side effect: one that always occurs, one 
>>that occurs only when an attack power misses its target, and one that 
>>occurs only when the power fails to activate due to a failed Skill Roll or 
>>Activation Roll. 
>   Good distinction. 
 
Thanks, I'm surprised it wasn't always like this. 
 
>>When the side effect always occurs, the limitation is worth -1/4 for each 
>>FULL 10 active points in the side effect power.  Otherwise the limitation is 
>>worth -1/4 for each FULL 15 active points in the side effect power.  If the 
>>side effect occurs when either a skill roll or an attack fails or if there 
>>are two skill rolls which both must suceed, the power gains an additional 
>>-1/4 limitation. 
> 
>   I like this in principle, but for simplicity I think I'd stick to 
>something close to tradition: -1/4 per 15 Active Points, halved if the Side 
>Effect occurs only on a failed Roll (whether Skill, Activation, or Attack). 
 
I don't like halved.  It makes the limitation much different from the 
current book description: 30 is -1/2 and 60 is -1.  That's why I gave the 
"limitation advantage ;-)" to unconditional side effects. 
 
>>A Side Effect can also be a Disadvantage which effects the character when 
>>a power is activated.  Treat the cost of the Disadvantage as the active 
>>points of the side effect power.  Disadvantages gained by side effect last 
>>for five minutes.  This time can be raised up the time chart by adding five 
>>points to the active cost of the side effect power.  For example, when 
>>Firelight uses his supernova power he becomes vulnerable to cold, heat and 
>>light powers for an hour after.  A x1 1/2 STUN vulnerability versus a 
>>several common attack power is a 15 point disadvantage.  Making it last 
>>an hour raises the cost to 20 points.  Since the effect happens every time 
>>he uses the power, the limitation is -1/2. 
> 
>   Not a bad rule.  It may need some tweaking (like maybe simply giving an 
>additional -1/4 Limitation for each step on the time chart), but it's a 
start. 
 
That might make more sense.  I think I was still thinking in terms of -1/2 
must be half the active points how do you get an advantage to reach 30 
points.  The only important thing in that paragraph that is not stated in 
the book is that the disadvantage should last 5 minutes.  I chose 5 minutes 
because a 3D6 drain should recover in 4 turns; a 6d6 EB should recover 
within a minute or two.  Since the old write up said the disadvantage 
should last as long as a similar power, I figured 5 minutes was a good 
approximation. 
 
>>If the side effect power's cost is more than twice the active point cost 
>>of the main power, the side effect power's cost is treated as twice the 
>>active point cost of the main power for determining the limitation value. 
>>For example, if Firelight's pen light power has 10 active points (change 
>>environment, light, 1 hex), then no matter how big a side effect occurs 
>>when he uses it, only 20 points in side effect power are possible, limiting 
>>the disadvantage to -1/2 if the side effect happens every time the pen 
>>light is lit, or -1/4 if the side effect only happens if firelight fails 
>>his activation roll. 
> 
>   I think I'd make this rule optional, or at most a recommendation. 
> 
>>This write up just generalizes the table in the BBB and gives a better 
>>definition to using disadvantages.  I might drop the last paragraph 
>>just because it's hard to describe without using the word "power" a half 
>>a dozen times. 
 
I even said I wasn't should about that last bit.  I just wanted to avoid 
someone creating a big brick with an 8- 10point change environment which, 
when it failed caused a 10D6 Explosion, stunning most people around him and 
only causing him a little collateral damage. 
 
>   I like it in general.  Like I say, it needs a bit of tweaking, but I get 
>the impression that you already knew that.  :-] 
 
Maybe. 
 
  Joe 
 
Return-Path: daemon@omg.org 
From: "Remnant" <easleyap@mobis.com> 
Subject: STR and PRE was Point Crocks????? 
Date: Sun, 8 Feb 1998 12:14:16 -0600 
X-MSMail-Priority: Normal 
X-MimeOLE: Produced By Microsoft MimeOLE V4.72.2106.4 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
>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. 
 
 
Trevor Barrie replies: 
 
>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. 
 
 
Remnant replies to the reply:  :-) 
 
If you will reread the quote that you included (see above) you will note the 
word generally.  This usage of "generally" is as an adverb modifying the 
verb "show."  The definition of "generally" as used in this sentence is: 
"For the most part; ordinarily; in most but not all cases." 
 
This to me is a very credible stance. 
 
Thank you. 
 
 
B - E - A - H - E - R - O,  HERO makes the very best, RPG. 
 
Alan 
 
Return-Path: daemon@omg.org 
From: "Warren E Henderson III" <warren@newenglandpc.net> 
Date: Sun, 08 Feb 98 19:04:40  
Reply-To: "Warren E Henderson III" <warren@newenglandpc.net> 
Priority: Normal 
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 
 
>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 
 
I agree completely.  I am under the impression that we are trying to come up with a set of almost ready to run  
characters with some wiggle room left so every new player isn't "Crusader" or "Starburst". 
 
 
Return-Path: daemon@omg.org 
From: "\"qts\" <qts@nildram.co.uk> 
        \"Joe Mucchiello\"" <qts@nildram.co.uk> 
Date: Sun, 08 Feb 98 19:41:29  
Reply-To: "qts" <qts@nildram.co.uk> 
Priority: Normal 
Subject: Re: Limited By Time (A limitation for discussion) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Sun, 08 Feb 1998 15:11:05 -0500, Joe Mucchiello wrote: 
 
>Uncontrolled powers can cause effects that last an indeterminate amount of 
>time.  I think Uncontrolled should have better guidelines on how to 
>determine time limits. 
> 
>LIMITED BY TIME <Looking glass> 
>This limitation can only be taken on Uncontrolled powers, or powers which 
>bring uncontrolled effects into play, like Entangle or Mental Powers.  An 
>uncontrolled power with this limitation will turn itself off after a 
>certain amount of time for a -1/4 limitation.  For each level down the time 
>chart this limitation can be increased by -1/4.  The base time is normally 
>5 Minutes.  But certain power have different bases: 
>	Mental Powers         1 Hour 
>	Transform             1 Day 
> 
><Stop Sign>Optionally, this limitation can be taken on an non-Uncontrolled 
>attack or adjustment power whose damage effect goes away quickly.  The base 
>time for such a power would be 1 Turn at -1/4.  Example: Neuron's Neural 
>Disruptor power could be bought as a 8D6 EB, Limited By Time, 1 Segment 
>(-3/4).  If Neuron attacks and hits on Phase 3, the damage is rolled 
>normally, but on Phase 4 all of the STUN and BODY caused would heal back. 
>If the target was STUNNED for CON he would still lose his next action. 
 
Isn't this a Continuing Charge? 
qts 
 
Home: qts@nildram.co.uk. 
 
Return-Path: daemon@omg.org 
X-Sender: why@mail.superlink.net 
Date: Sun, 08 Feb 1998 15:08:59 -0500 
From: Joe Mucchiello <why@mars.superlink.net> 
Subject: Limited Power, 5th Ed. (long) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
I cannot figure out why some limitations are listed with the power and why 
some are listed in the Limitations section when they only affect one power 
(Beam Attack -1/4 EB only).  I assume it is tradition.  So, I'd like to 
break that tradition.  This is an attempt to clean up Limited Power.  If 
you extracted the Conditional Power Limitations to their own write up, 
moved Beam Attack to the EB write up, and gave Costs END, No Range, and Does 
No STUN a separate write up, then Limited Power would be in the same boat as 
the proposed Advantaged advantage.  One of the examples in the BBB is No 
Knockback, which of course has its own write up. 
 
What I'd like to see is a list of common limitations which are specific to 
each power which currently everyone puts under Limited Power.  I'm referring 
to things like Aid's "Only Up to Starting Values".  It would be nice if more 
of these things were codified.  This is a list of all of the current power 
limitation which are tied to powers: 
 
Aid - Only up to starting values: -1/4 
Characteristics - Primary characteristic does not affect figured 
characteristic: -1/2 
Damage Reduction - Only versus one special effect, e.g. Fire: -1 
Desolidification - Cannot move through solid objects: -1/2; Leaves body 
   behind: -1 
END Reserve - Increased Time: -1/2 per level down the time chart 
Entangle - Entangle with No Defense: -1 1/2; Entangle with 1 BODY: -1/2 
Force Wall - Feedback: -1 
Mind Control - Only One Command: -1/2 
Mind Link - Subject Must Also Have Mind Link: -1 
Regeneration - Increased Time: -1/4 per level down the time chart 
Running - Turn Mode: -1/4 
Swimming - Surface Only: -1 
Telekinesis - Grab Only: -1/4 
 
Here are my suggestions for more of these limitations: 
 
Drain 
   Defended With PD or ED: -1/2 (This could be better defined to include PD 
      instead of Power Defense or PD and Power Defense combined in the 
      adjustment powers description.) 
Duplication 
   All duplicates share END, STUN and BODY: -1/2  (I've had a character with 
      this ability.  He simply existed in more than one place at the same 
      time.  His Duplication also Cost END.) 
END Reserve 
   (There should be more examples than just the plugging it in one.) 
Energy Blast 
   Beam Only: -1/4 (Moved from Limited Power description.) 
   Does No STUN: -1 (Differs from Limited Power description.) 
Flash 
   Defended with PD or ED: -1 1/2 
Flight 
   Only Across a Surface: -1/4 
Force Field 
   Non-resistant: -1 
   Reduces Outgoing Normal Attacks: -1/2 
   Reduces Outgoing Killing Attacks: -1  (Because all targets have resistant 
      defenses if the force field affects them.) 
Images 
   Only One Image: -1/2  (Never noticed that one was missing until now.) 
Invisibility 
   Increased Fringe Range: ? 
KAs 
   Does No STUN: -3/4 (same as Limited Power description) 
Mental Defense 
   Reduces Outgoing Mental Attacks: -1/2 
Mental Illusions: 
   (see Mandatoty Mental Effect limitation below) 
Mind Control 
   (see Mandatoty Mental Effect limitation below) 
Mind Scan 
   (see Mandatoty Mental Effect limitation below) 
Missile Deflection and Reflection 
   Takes Damage From Attack (Reflection only): -1 
Multiform 
   All Forms Share END, STUN and BODY: -1/2 
Power Defense 
   Reduces Outgoing Adjustment Powers: -1/2  (Assuming the character has 
      adjustment powers to be reduced.) 
Shrinking 
   Cannot use Growth Momentum: -1/4  (Growth Momentum should be described 
      under Size Powers, in the general power rules.) 
Summon 
   Summoned Creature Will Attack Character Immediately: -1/4  (I'm not so 
      sure about this one.) 
   Type of Summoned Creature is Always Different and Unknown: -1/2 
Telepathy 
   (see Mandatoty Mental Effect limitation below) 
Teleportation 
   Cannot Only Teleport to Fixed or Floating Locations: -1 
Transfer 
   Defended With PD or ED: -1/2 
 
 
 
New General Limitations (Based on above descriptions) - These are 
   limitations which would have cluttered the above list.  So I put them 
   here. 
 
No Noncombat Multiplier (No NCM) 
   This movement power does not allow the character to move faster when he 
is not involved in combat.  -1/4 
 
Mandatory Mental Effect 
   This mental power do not work unless a certain level of effect is 
achieved as described in the power's description.  For each 10 points 
required the power gains a -1/4 limitation.  Example: Mind Guy wants a 
Mind Control in which the affected person never remembers what happened 
during the control.  That Mind Control would take Manadatory Mental Effect 
at -1/4. 
 
Power Not Persistent 
   This normally persistent power, such as regeneration or power defense, 
turns off when the character is unconscious.  This limitation can NOT be 
combined with Costs END.  A Persistent power purchased with Costs END only 
gets the -1/2 Costs END limitation.  Power Not Persistent is a -1/4 
limitation. 
 
---- 
As an aside, I noticed that there are a bunch of power write ups that 
reference the character's "costume" while I was researching this post.  I 
hope that will be changed in the new rules. 
 
 
Return-Path: daemon@omg.org 
X-Sender: why@mail.superlink.net 
Date: Sun, 08 Feb 1998 15:11:05 -0500 
From: Joe Mucchiello <why@mars.superlink.net> 
Subject: Limited By Time (A limitation for discussion) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
Uncontrolled powers can cause effects that last an indeterminate amount of 
time.  I think Uncontrolled should have better guidelines on how to 
determine time limits. 
 
LIMITED BY TIME <Looking glass> 
This limitation can only be taken on Uncontrolled powers, or powers which 
bring uncontrolled effects into play, like Entangle or Mental Powers.  An 
uncontrolled power with this limitation will turn itself off after a 
certain amount of time for a -1/4 limitation.  For each level down the time 
chart this limitation can be increased by -1/4.  The base time is normally 
5 Minutes.  But certain power have different bases: 
	Mental Powers         1 Hour 
	Transform             1 Day 
 
<Stop Sign>Optionally, this limitation can be taken on an non-Uncontrolled 
attack or adjustment power whose damage effect goes away quickly.  The base 
time for such a power would be 1 Turn at -1/4.  Example: Neuron's Neural 
Disruptor power could be bought as a 8D6 EB, Limited By Time, 1 Segment 
(-3/4).  If Neuron attacks and hits on Phase 3, the damage is rolled 
normally, but on Phase 4 all of the STUN and BODY caused would heal back. 
If the target was STUNNED for CON he would still lose his next action. 
 
--- 
 
I thought about making the base time just 5 minutes, but that did not seem 
fair to Mental Powers or Transform.  Effectively, any Entangle which only 
last 1 phase should be worth about -1, right? 
 
 
Return-Path: daemon@omg.org 
Date: Sun, 08 Feb 1998 13:31:43 -0800 
From: Rook <rook@infinex.com> 
Organization: Sujin & Brian 
Subject: Template Bases 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
So, I noticed when I got up today that there was no more new template 
stuff. 
Does that mean we reach agreement and should proceed to the next step? 
    I gues what's next is we have to design the bases. 
>From there we can decide what the plugins need to look like then let 
people go 
off on their own and make plugins. 
 
    I posted a list of average stat values for all the 250 point 
characters in the BBB. 
Did everyone getit? Or should I repost it? 
    Did the stats it came up with look about right? 
 
I never did figure out how many points each of those averages came up to 
though. 
 
    Obviously they'll be modified a bit to fit 100 points. with whatever 
doesn't fit 
being shoved into plugins. And something being come up with for whatever 
points are 
left over. 
 
    Also, we're doing bases of 
 
Strong 
Athelete 
Mental 
Average 
 
correct? 
    So those averages are not exactly fit for this. 
Brick = Strong 
Mart Arts = Athelete 
 
But Mental and Average will have to be made by logical deduction of what 
fits given the 
averages. 
 
-- 
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: "John Desmarais" <John.Desmarais@ibm.net> 
Date: Sun, 08 Feb 98 23:05:03  
Reply-To: "John Desmarais" <John.Desmarais@ibm.net> 
Priority: Normal 
Subject: Re: Templates porposal 
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 18:11:29 -0600 (CST), Dataweaver wrote: 
 
>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? 
 
Actually, this ain't half bad.  Slightly different from the direction we orginially  
approached the issues, but quite workable (and maybe even easier to agree upon). 
 
-=>John Desmarais 
 
 
 
Return-Path: daemon@omg.org 
From: "John Desmarais" <John.Desmarais@ibm.net> 
Date: Sun, 08 Feb 98 23:08:18  
Reply-To: "John Desmarais" <John.Desmarais@ibm.net> 
Priority: Normal 
Subject: Re: Meta-Plugins (Re: Templates porposal) 
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 07:29:47 -0800 (PST), Brian Wong wrote: 
 
>	Which brings up another question. 
>Package deals? 
>	Use em in the background plugins? Or avoid them? 
 
I've generally avoided package deals in super-hero games. 
 
-=>John Desmarais 
 
Return-Path: daemon@omg.org 
From: "John Desmarais" <John.Desmarais@ibm.net> 
Date: Sun, 08 Feb 98 23:09:58  
Reply-To: "John Desmarais" <John.Desmarais@ibm.net> 
Priority: Normal 
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 
 
On Sat, 07 Feb 1998 07:37:41 -0800, Bob Greenwade wrote: 
 
>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. 
 
Or is this guy just an Energy Projector who's special effect is gadget based? 
 
 
>   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 
From: "John Desmarais" <John.Desmarais@ibm.net> 
Date: Sun, 08 Feb 98 23:17:05  
Reply-To: "John Desmarais" <John.Desmarais@ibm.net> 
Priority: Normal 
Subject: Re: Template Bases 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Sun, 08 Feb 1998 13:31:43 -0800, Rook wrote: 
 
>So, I noticed when I got up today that there was no more new template 
>stuff. 
>Does that mean we reach agreement and should proceed to the next step? 
>    I gues what's next is we have to design the bases. 
>From there we can decide what the plugins need to look like then let 
>people go 
>off on their own and make plugins. 
> 
>    I posted a list of average stat values for all the 250 point 
>characters in the BBB. 
>Did everyone getit? Or should I repost it? 
>    Did the stats it came up with look about right? 
> 
>I never did figure out how many points each of those averages came up to 
>though. 
 
I added up several of them.  They're high.  I think a simple fix would be subtract 1 from  
all of the SPD averages, but then the Hero published characters have always had  
speeds that were on the high side relative to the campaigns I've played in and run. : ) 
 
 
>    Obviously they'll be modified a bit to fit 100 points. with whatever 
>doesn't fit 
>being shoved into plugins. And something being come up with for whatever 
>points are 
>left over. 
> 
>    Also, we're doing bases of 
> 
>Strong 
>Athelete 
>Mental 
>Average 
 
I'm pretty impressed with this idea. 
 
 
 
>correct? 
>    So those averages are not exactly fit for this. 
>Brick = Strong 
>Mart Arts = Athelete 
> 
>But Mental and Average will have to be made by logical deduction of what 
>fits given the 
>averages. 
> 
>-- 
>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: Sun, 8 Feb 1998 19:19:21 -0500 
Subject: Re: Side Effects and Requires Skill Roll 
X-Juno-Line-Breaks: 0-9,11-17 
From: dwtoomey@juno.com (David W Toomey) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
>The only important thing in that paragraph that is not stated in 
>the book is that the disadvantage should last 5 minutes.  I chose 5  
>minutes 
>because a 3D6 drain should recover in 4 turns; a 6d6 EB should recover 
>within a minute or two.  Since the old write up said the disadvantage 
>should last as long as a similar power, I figured 5 minutes was a good 
>approximation. 
 
??? 
 
6 Body is healed in a minute or two?  That would be the average damage 
from 
a 6d6 EB, as the character has *NO* defenses... 
 
 
 
David W Toomey 
dwtoomey@juno.com 
 
_____________________________________________________________________ 
You don't need to buy Internet access to use free Internet e-mail. 
Get completely free e-mail from Juno at http://www.juno.com 
Or call Juno at (800) 654-JUNO [654-5866] 
 
Return-Path: daemon@omg.org 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Entangle BOECV (was Re: In support of 'Advantaged' advantage!) 
Mail-Copies-To: never 
X-No-Archive: yes 
X-Attribution: Rat 
Organization: The Happy Fun Ball Brigade 
Date: 08 Feb 1998 19:48:39 -0500 
Lines: 26 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
-----BEGIN PGP SIGNED MESSAGE----- 
 
>>>>> "q" == qts <qts@nildram.co.uk> writes: 
 
q> BOECV is a pretty expensive Advantage, and you'd have to specify a 
q> reasonable manner of escape (eg make Ego Roll at -1 per 1 Def/Bod) 
 
But that does not address the fact that someone cannot use an EB or KA to 
break his friend out of such an Entangle.  BOECV is expensive, but I do not 
agree that it is expensive enough to justify that change in game balance. 
 
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--  
Rat <ratinox@peorth.gweep.net>    \ If Happy Fun Ball begins to smoke, get 
PGP Key: at a key server near you! \ away immediately. Seek shelter and cover 
                                    \ head. 
 
Return-Path: daemon@omg.org 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: In support of 'Advantaged' advantage! 
Mail-Copies-To: never 
X-No-Archive: yes 
X-Attribution: Rat 
Organization: The Happy Fun Ball Brigade 
Date: 08 Feb 1998 19:50:35 -0500 
Lines: 28 
Errors-To: owner-champ-l@omg.org 
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X-Hero: champ-l 
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-----BEGIN PGP SIGNED MESSAGE----- 
 
>>>>> "F" == Filksinger <filkhero@usa.net> writes: 
 
>> Um... Mind Control, single command, "look at me". 
 
F> Not quite good enough. There is no reason why Mental Defense should 
F> defend you against extraordinary beauty. 
 
And there is likewise no reason that *my* looks will provide any defense 
against someone else's beauty-based atack.  So, then, if Mental Defense is 
not appropriate for a power that affects one's mind, what is? 
 
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--  
Rat <ratinox@peorth.gweep.net>    \ Caution: Happy Fun Ball may suddenly 
PGP Key: at a key server near you! \ accelerate to dangerous speeds. 
                                    \  
 
Return-Path: daemon@omg.org 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: Side Effects and Requires Skill Roll 
Mail-Copies-To: never 
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Organization: The Happy Fun Ball Brigade 
Date: 08 Feb 1998 19:53:07 -0500 
Lines: 27 
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To: champ-l@omg.org 
 
-----BEGIN PGP SIGNED MESSAGE----- 
 
>>>>> "JM" == Joe Mucchiello <why@mars.superlink.net> writes: 
 
JM> Requires Skill Roll (addendum) 
JM> If the normal skill roll for this power is worse the 14-, use the 
JM> Activation chart to determine the limitation. 
 
Just a point: because it is a skill roll, complimentary rolls and taking 
extra time for bonuses *do* apply to the roll.  And do not forget skill 
levels. 
 
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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 
X-Authentication-Warning: bermuda.io.com: traveler owned process doing -bs 
Date: Sun, 8 Feb 1998 19:20:33 -0600 (CST) 
From: Dataweaver <traveler@io.com> 
cc: champ-l@omg.org 
Subject: Re: Templates porposal 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
I'm returning from a weekend hiatus to a mailbox with 500+ messages; as 
such, my answers will probably be curt and possibly out of date.  Please 
bear with me... 
 
On Fri, 6 Feb 1998, Richard G Schwerdtfeger wrote: 
 
> 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.  
 
Why, thank you! =) 
 
> >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.  
 
Agreed; the focus, of course, would be part of the plug-in.   
 
> 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. 
 
If used in moderation, this could provide a useful stepping stone for 
beginning players.  I like the idea of the "Pick one of...", both for 
Powers and for Power Modifiers - as long as the various choices have the 
same cost.  The whole idea of these templates, IMHO, is to eliminate the 
need for point accounting during character creation... 
 
---- 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: Sun, 8 Feb 1998 20:22:19 -0600 (CST) 
From: Dataweaver <traveler@io.com> 
cc: champ-l@omg.org 
Subject: Re: Meta-Plugins (Re: Templates porposal) 
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: 
 
> > >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. 
 
Hmm... Instead of writing up two versions of each, write up a note within 
the description of each along the lines of "this plug-in is especially 
suited to the <whatever> base; when used in conjunction, make the 
following additional modifications..." 
 
> 	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? 
 
Avoid; they generally aren't used in Champions (as opposed to Hero 
System).  However, I would recommend using them as guidelines when we 
design the Backgrounds... 
 
---- Jonathan Lang <traveler@io.com> ---- x ------- alias: Dataweaver --------- 
  Webpage:  http://www.io.com/~traveler  /@\ The Dogma of Otherness insists 
  GURPSnet's Benevolent Tyrant for Life  ~~~ that all voices deserve a hearing, 
FAQ: http://www.io.com/~ftp/GURPSnet/www  |  that all points of view have 
Archive: http://www.io.com/~ftp/GURPSnet  |  something of value to offer. 
submit new files to gurpsnet-files@io.com |  --David Brin, "Otherness" 
 
Return-Path: daemon@omg.org 
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Date: Sun, 8 Feb 1998 20:29:54 -0600 (CST) 
From: Dataweaver <traveler@io.com> 
cc: champ-l@omg.org 
Subject: Re: 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 
 
On Sat, 7 Feb 1998, Joe Mucchiello wrote: 
 
> 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. 
 
I have trouble with the "Entangle resisted by COM" idea; how can being 
more attractive make it easier to resist an attractive person?   
 
---- Jonathan Lang <traveler@io.com> ---- x ------- alias: Dataweaver --------- 
  Webpage:  http://www.io.com/~traveler  /@\ The Dogma of Otherness insists 
  GURPSnet's Benevolent Tyrant for Life  ~~~ that all voices deserve a hearing, 
FAQ: http://www.io.com/~ftp/GURPSnet/www  |  that all points of view have 
Archive: http://www.io.com/~ftp/GURPSnet  |  something of value to offer. 
submit new files to gurpsnet-files@io.com |  --David Brin, "Otherness" 
 
Return-Path: daemon@omg.org 
X-Sender: ctaylor@pop.cyberis.net 
Date: Sun, 08 Feb 1998 18:36:38 -0800 
From: Christopher Taylor <ctaylor@cyberis.net> 
Subject: Re: 5th Edition: Special effects reduction 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
>>>No it isn't. Most 'invunerable' supers get damaged eventually, and hero 
>>>is a game of NO absolutes. (and please don't do the 'that in itself is an  
>>>absolute' line) 
>> 
>>well it is heh heh, but...  thats why I use the ignores damage reduction 
>>advantage for +1/2 in my game... caveat emptor 
> 
>Doesn't NND already qualify? You do specify a SFX for the DR, don't 
>you? 
 
No because NNDs are reduced by Damage Reduction too, a dirty little secret 
of the game... DR 'targets' the power used, not the advantage... 
 
>Why not just specify that Penetrating (ie the Penetrating part gets 
>through) does this? It seems appropriate. Or Armour Piercing could drop 
>DR by 25% each time. 
 
Thats an interesting idea, although its cleaner to have a specific advantage 
instead. 
 
---------------------------------------------------------- 
Sola Gracia		Sola Scriptura		Sola Fide 
Soli Gloria Deo		Solus Christus		Corum Deo 
----------------------------------------------------------- 
 
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Date: Sun, 8 Feb 1998 20:41:44 -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 Sat, 7 Feb 1998, Filksinger wrote: 
 
> 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. 
 
"Two words: Strong, Tough." 
 
> 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. 
 
I second the proposal.  OTOH, I wouldn't neccessarily use it to describe a 
base... 
 
---- 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: Sun, 8 Feb 1998 20:44:50 -0600 (CST) 
From: Dataweaver <traveler@io.com> 
cc: champ-l@omg.org 
Subject: Re: 5th Edition: Special effects reduction 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Sun, 8 Feb 1998 jonesmj@topaz.cqu.edu.au wrote: 
 
> At 11:37 AM 2/6/98 -0800, you wrote: 
> >> 	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. 
> > 
>  
> No it isn't. Most 'invunerable' supers get damaged eventually, and hero 
> is a game of NO absolutes. (and please don't do the 'that in itself is an  
> absolute' line) 
 
Why not? ;) 
 
Seriously, there _are_ absolutes... Absolute Invisibility to normal sight, 
for example.   
 
---- 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: Sun, 8 Feb 1998 22:29:08 -0600 (CST) 
From: Dataweaver <traveler@io.com> 
Reply-To: Dataweaver <traveler@io.com> 
cc: champ-l@omg.org 
Subject: Re: Templates porposal 
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: 
>Heh; should have read this email first. :) 
 
My fault; I shoulf have sent it 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. 
 
I could go with that.  
  
>>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. 
 
I was thinking of maybe expanding the "disad slots" concept a bit further; 
if you wish, say that typical Standard Plug-Ins provide you with two disad 
slots, Augmented Plug-Ins provide you with four, and Minor Plug-ins 
provide you with one.  Backgrounds still are typically limited to one 
minor disad pack.   
 
>>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 
 
135 through disad packs, 15 undetermined; the above basically suggests 
allowing the designer to use the disad customizer points for another disad 
pack.   
 
>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. 
 
Agreed.   
 
>	I think we're real close here on being able to move to stage 2 of this 
>project. :) 
 
I hope so... 
 
On Sat, 7 Feb 1998, Brian Wong wrote: 
 
>>>  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? 
-snip- 
>	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). 
 
Actually, there seem to be two basic types of 'Body of X' - Ice, Stone, 
Steel, etc., and Water, Sand, Wind, Rubber, etc... 
 
>	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. 
 
Note that base+120 pt Augmented plug needs to be effectively a completed 
character, power-wise; there's still the selection of the background, 
disads, and customizer points, but that's it.   
 
>>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. 
 
Actually, Dr. Pym would be a Thinker base with a "Size Booster" plug.   
 
>>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. 
 
Yeah, I had been debating that one, myself... 
 
>>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. 
 
Hmm... the "Mentalist + Thinker" combination would be a good example of a 
template that probably _should_ operate differently for one of the bases; 
for thinkers, it boosts EGO even more than normal, but reduces INT down to 
a level which is more common in mentalists... 
 
>>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. 
 
I won't object... ;) 
 
But seriously, are there any objections out there?  I haven't heard any... 
  
>	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? 
 
I'd suggest integrating base-specific notes into plugs that need them, and 
otherwise try for generic plugs.   
 
>	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. 
 
Got it; I'll look it over some more... 
 
>	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. 
 
I'd say that, for the most part, plug-ins shouldn't alter characteristics. 
Two exceptions to this would be the Brick plug - which would boost STR, 
CON, and BODY from the Brawn base to the typical Brick norm - and the 
Mentalist plug - which would effectively shift the focus of a Thinker 
from INT to EGO. Furthermore, certain backgrounds - politician, con-man, 
model, etc. might add to PRE and/or COM... 
 
>Anything else before we get started? 
 
---- Jonathan Lang <traveler@io.com> ---- x ------- alias: Dataweaver --------- 
  Webpage:  http://www.io.com/~traveler  /@\ The Dogma of Otherness insists 
  GURPSnet's Benevolent Tyrant for Life  ~~~ that all voices deserve a hearing, 
FAQ: http://www.io.com/~ftp/GURPSnet/www  |  that all points of view have 
Archive: http://www.io.com/~ftp/GURPSnet  |  something of value to offer. 
submit new files to gurpsnet-files@io.com |  --David Brin, "Otherness" 
 
 
Return-Path: daemon@omg.org 
X-Sender: why@mail.superlink.net 
Date: Sun, 08 Feb 1998 23:47:47 -0500 
From: Joe Mucchiello <why@superlink.net> 
Subject: Re: Limited By Time (A limitation for discussion) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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To: champ-l@omg.org 
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X-UID: 1 
 
At 07:41 PM 2/8/98, \"qts\" <qts@nildram.co.uk> wrote: 
>On Sun, 08 Feb 1998 15:11:05 -0500, Joe Mucchiello wrote: 
>>LIMITED BY TIME <Looking glass> 
>[snip] 
>Isn't this a Continuing Charge? 
 
No, charges limit the number of times per day you can use the power. 
 
Return-Path: daemon@omg.org 
X-Sender: why@mail.superlink.net 
Date: Sun, 08 Feb 1998 23:56:48 -0500 
From: Joe Mucchiello <why@superlink.net> 
Subject: Re: Side Effects and Requires Skill Roll 
Errors-To: owner-champ-l@omg.org 
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At 07:19 PM 2/8/98 -0500, David W Toomey wrote: 
>6 Body is healed in a minute or two?  That would be the average damage 
>from 
>a 6d6 EB, as the character has *NO* defenses... 
 
Well, normally no.  But in most games, except realistic modern or earlier, 
most player groups have a healer who will heal the 6 BODY within a minute 
of the combat.  It's a good enough approximation.  If I had used one month, 
there would be no reason to take a 15 point disad which occurs when you use 
a power for a -1/4 when you can just take the 15 point disad. 
 
  Joe 
 
Return-Path: daemon@omg.org 
X-Sender: lizard@dnai.com 
Date: Sun, 08 Feb 1998 21:03:28 -0800 
From: Lizard <lizard@dnai.com> 
Subject: Entagle Resisted by COM 
Cc: champ-l@omg.org 
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-----BEGIN PGP SIGNED MESSAGE----- 
Hash: SHA1 
 
At 08:29 PM 2/8/98 -0600, Dataweaver wrote: 
>I have trouble with the "Entangle resisted by COM" idea; how can  
being 
>more attractive make it easier to resist an attractive person?   
 
That's easy, actually. 
 
Joe Nerdboy, COM 8, is caught by the gaze of The Seductress, COM 30,  
who bought Entangle Resisted by COM. Since with a COM 8 Joe doesn't  
get to spend a lot of time with supermodels (ever see a supermodel  
date ugly or normal looking guys?), he is rapt. 
 
The Seductress then turns her gaze to Captain Hero, COM 25. Since  
Captain Hero has to beat admirers off with a stick, he is far less  
affected by the beautiful villainess. 
-----BEGIN PGP SIGNATURE----- 
Version: PGP for Personal Privacy 5.0 
Charset: noconv 
 
iQA/AwUBNN6OIDKf8mIpTvjWEQKW0wCfU0U/Ncz8k3ZiHzIDysMaof3mKIcAoOrd 
Go80oO7oIaLSE5f/H841iVN3 
=WbWq 
-----END PGP SIGNATURE----- 
 
Return-Path: daemon@omg.org 
X-Sender: why@mail.superlink.net 
Date: Mon, 09 Feb 1998 00:08:47 -0500 
From: Joe Mucchiello <why@superlink.net> 
Subject: Re: Entangle (was Re: In support of 'Advantaged' advantage!) 
Cc: champ-l@omg.org 
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At 08:29 PM 2/8/98 -0600, Dataweaver wrote: 
>On Sat, 7 Feb 1998, Joe Mucchiello wrote: 
>> 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. 
> 
>I have trouble with the "Entangle resisted by COM" idea; how can being 
>more attractive make it easier to resist an attractive person?   
 
I could see it working in a vacuous Valley Girl Hero campaign. 
"Wow, bodacious!" 
"Yeah, whatever, Dude." 
 
Anyone want to write that Hero Plus supplement?  :-) 
 
  Joe 
 
Return-Path: daemon@omg.org 
Date: Sun, 08 Feb 1998 23:57:24 -0600 
From: redbf@ldd.net (bobby farris) 
Reply-To: redbf@ldd.net 
Organization: Red Bow Antiques 
Subject: Re: Red October Shutdown 
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ghoyle1@mail.airmail.net wrote: 
>  
> 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 
 
 
	I want to second this. Red October was also my first BBS with a 2400 
baud modem. I understand the reasons of it shutting down, what with the 
internet and all, but I still will morn its passing. I am going to write 
a note to Hero games that maybe something should be said in the 5th 
edition about the closing of this long time standard and the man who 
carried it on his back. 
 
			From a true fan 
 
Return-Path: daemon@omg.org 
Reply-To: "Filksinger" <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
Subject: Re: 5th Edition: Special effects reduction 
Date: Sun, 8 Feb 1998 23:08:35 -0800 
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On Sunday, February 08, 1998 5:44 PM, Christopher Taylor wrote: 
 
 
<snip> 
>>Doesn't NND already qualify? You do specify a SFX for the DR, don't 
>>you? 
> 
>No because NNDs are reduced by Damage Reduction too, a dirty little 
secret 
>of the game... DR 'targets' the power used, not the advantage... 
> 
I disagree. A knockout gas NND is neither a physical or an energy 
attack. Neither is "suck all the air out of your lungs" or injected 
drugs. 
 
Damage Reduction doesn't target the power used, it targets the attack 
_based upon the defense to which it applies_. An EB defined as "a 
large thrown steel ball" is physical, even though it is an EB. Being 
an EB doesn't make it energy. Likewise, being an NND based upon EB 
doesn't make it energy, either. 
 
Filksinger 
 
Return-Path: daemon@omg.org 
Date: Mon, 09 Feb 1998 08:40:31 +0000 
From: Stephen McGinness <smcginn@csm.ex.ac.uk> 
Organization: Camborne School of Mines 
Subject: Re: Template Bases 
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Rook wrote: 
>  
> So, I noticed when I got up today that there was no more new template 
> stuff. 
> Does that mean we reach agreement and should proceed to the next step? 
>     I guess what's next is we have to design the bases. 
> From there we can decide what the plugins need to look like then let 
> people go off on their own and make plugins. 
>  
>     I posted a list of average stat values for all the 250 point 
> characters in the BBB. 
> Did everyone getit? Or should I repost it? 
>     Did the stats it came up with look about right? 
>  
> I never did figure out how many points each of those averages came up to 
> though. 
>  
>     Obviously they'll be modified a bit to fit 100 points. with whatever 
> doesn't fit being shoved into plugins. And something being come up with for > whatever points are left over. 
 
I just have one point to make. I have come to 
regard you as one of the high priests of 
"steer-clear-of-mechanics-on-the-list-if-you-can" 
but on this issue you still seem a bit hung up on 
points!! :-) :-) 
 
I would like to suggest that we don't worry _too_ 
much about point totals for the templates etc. 
Obviously we want to make use of teh system to 
ensure that the templates come out to be fairly 
even in usefulness, but we don't really need to be 
worrying about saying that you should have 30point 
plug-ins and 50 point plug-ins and that the 
templates should be 100 points or 120 points etc.  
 
I guess for a newbie, I'd like to see that I would 
choose the templates proposed 
 
> Strong 
> Athelete 
> Mental 
> Average 
 
That gives me an basic idea of what my hero is 
like, I don't really care if Strong costs more 
points than Mental because I don't know the 
system. 
  
I then want a few major powers and a few plug-ins 
to make him the hero that I saw in my head. If the 
actual points cost comes to 250 or 300 points is 
quite irrelevant to me. Coming from AD&D I will 
understand that I can have a limited number of 
choices, coming from other systems it will be easy 
just to pick things from a list, it's only for the 
GM to worry about points. If we ensure that 
playability is about the same then actual point 
cost will not be an issue. 
 
I'm also keen to see the Meta Plug-ins. If my hero 
is a Johnny Storm type who turns into living flame 
what effects does that have. For the new player he 
will have all kinds of things in his head. The 
Meta Plug-in should be Flame Powers. What 
advantages and disadvantages do people normally 
give to Flame Powers?? The whole plug-in should 
include the EB, defences and movement associated 
with the special effect so that no-one feels the 
need to go buy an energy balst plug-in that will 
not have the advantages and limitations of the 
Flame stuff costed in....I haven't seen any 
discussion of typical advantages and limitations 
for power effects. Is that a job for now or 
later?? 
  
> -- 
> Rook : a common Old World gregarious bird related to the American crow. 
 
 
Stephen 
 
Return-Path: daemon@omg.org 
Reply-To: "Lisa Hartjes" <beren@unforgettable.com> 
From: "Lisa Hartjes" <beren@unforgettable.com> 
Subject: Using TUSM 
Date: Mon, 9 Feb 1998 08:44:12 -0500 
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I tried sending this message before, but it didn't get to the list. 
 
I was wondering how people used the information in the Ultimate Super Mage 
in game worlds other than the Champions Universe.  Did you use the 
dimensional info as is, or did you change it? 
 
I was rather pleased with what I read in TUSM, but a little daunted on how 
to start including the info in my game world. 
 
 
Lisa 
 
 
Lisa Hartjes 
beren@unforgettable.com 
Home:  http://www.fortunecity.com/roswell/daniken/79 
"You met these things before.  What did you do?" 
<said with a grin>"I died." 
(Alien Resurrection) 
 
Return-Path: daemon@omg.org 
Subject: Re: Constant Pwr+Multipower q 
Date: Mon, 9 Feb 98 08:58:22 -0500 
x-sender: DFair@pop.worldweb.net 
From: David Fair <DFair@sdslink.com> 
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>>Can a character with Darkness keep more than one Darkness field going at 
>>the same time, so long as they pay all applicable END costs? 
 
I would say yes, but that the combined total sizes of the fields could  
not be larger than the total size field that they could create. 
 
In other words: 
 
Dark can create a 4" field of darkness. He could also make 2, 2" fields  
etc. (while this is probably not accurate because 2, 2" circles have less  
area thatn 1, 4" one, it would seem an appropriate penalty to pay, for  
the increased utility of splitting up the power) 
 
David A. Fair         | 
SDS International     |     Think Different 
dfair@sdslink.com     | 
 
Return-Path: daemon@omg.org 
From: Brian Wong <rook@shell.infinex.com> 
Subject: Re: Template Bases 
Date: Mon, 9 Feb 1998 06:26:28 -0800 (PST) 
Cc: champ-l@omg.org 
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> >    I posted a list of average stat values for all the 250 point 
> >characters in the BBB. 
> >Did everyone getit? Or should I repost it? 
> >    Did the stats it came up with look about right? 
> > 
> >I never did figure out how many points each of those averages came up to 
> >though. 
>  
> I added up several of them.  They're high.  I think a simple fix would be 
> subtract 1 from  
> all of the SPD averages, but then the Hero published characters have always 
> had speeds that were on the high side relative to the campaigns I've played 
> in and run. : ) 
 
	Well, In my own games those BBB guys where always too slow. My games 
average in at 6-7 speed. 
	I think it's important to stick to the averages on this on major stats 
like speed. Otherwise I' have been in here argueing the opposite point from 
you. Desiring a higher than the average speed. :) 
	Sticking as close as possible to the averages helps make them more 
accepted to the general populace. 
 
> > 
> >Strong 
> >Athelete 
> >Mental 
> >Average 
>  
> I'm pretty impressed with this 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/ 
 
Return-Path: daemon@omg.org 
From: Brian Wong <rook@shell.infinex.com> 
Subject: Re: Template Bases 
Date: Mon, 9 Feb 1998 06:52:38 -0800 (PST) 
Cc: champ-l@omg.org 
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> >     I guess what's next is we have to design the bases. 
> > From there we can decide what the plugins need to look like then let 
> > people go off on their own and make plugins. 
> >  
> >     I posted a list of average stat values for all the 250 point 
> > characters in the BBB. 
> >  
> > I never did figure out how many points each of those averages came up to 
> > though. 
> >  
> >     Obviously they'll be modified a bit to fit 100 points. with whatever 
> > doesn't fit being shoved into plugins. And something being come up with for > whatever points are left over. 
>  
> I just have one point to make. I have come to 
> regard you as one of the high priests of 
> "steer-clear-of-mechanics-on-the-list-if-you-can" 
> but on this issue you still seem a bit hung up on 
> points!! :-) :-) 
> 
	Only reason behind that is to make sure it's acceptable to 
most beginning GM's. Mosy GM's I've encountered seem to view my throwing 
out of point limits as heresy. And beginning GM's in particular don't 
understand enough to realize how broken the point balance system is. It's 
their one light in the dark. (though I must admit the first game I ever ran 
had no point limit). 
	I want to give them some kind of standard to stick to that I think will 
be acceptable to most GM's. That why I'm being a stickler on something I throw 
out in my own games. 
 
> > Strong 
> > Athelete 
> > Mental 
> > Average 
>  
> That gives me an basic idea of what my hero is 
> like, I don't really care if Strong costs more 
> points than Mental because I don't know the 
> system. 
>   
> I then want a few major powers and a few plug-ins 
> to make him the hero that I saw in my head. If the 
> actual points cost comes to 250 or 300 points is 
> quite irrelevant to me. Coming from AD&D I will 
> understand that I can have a limited number of 
> choices, coming from other systems it will be easy 
> just to pick things from a list, it's only for the 
> GM to worry about points. If we ensure that 
> playability is about the same then actual point 
> cost will not be an issue. 
> 
 
	This is true from a players point of view. 
But not from a GM's point point of view. Most GM's get 
very hung up on point balance. Therefore anything attempting 
to make itself a standard has to take that into account. 
	Don't expect my home version of this template system to 
match the one worked up here on this issue however. :) 
  
> I'm also keen to see the Meta Plug-ins. If my hero 
> is a Johnny Storm type who turns into living flame 
> what effects does that have. For the new player he 
> will have all kinds of things in his head. The 
> Meta Plug-in should be Flame Powers. What 
 
	This is close to how I already see the plugins. 
You would pick one of the plugins from the 'Flame Powers' 
plugins list. These would consist of 5 plugins. 
1 30 pointer. 2 60 pointers (one generic, on specific to 
the 'average' base.). and 2 120 pointers. 
	It would then have a list of disad packs 
which best fit the theme. 
	Perhaps this plugin list would be even more generic 
in name. Perhaps it would be 'Energy Body' and 'Energy 
Projection'. And then a seperate section discussing using these 
plugins with things like fire, plasma, water, electricity, etc. 
	This section would be the one suggesting which plugins and 
which disad packs best combine to make a 'Fire Person'. 
 
> Flame stuff costed in....I haven't seen any 
> discussion of typical advantages and limitations 
> for power effects. Is that a job for now or 
> later?? 
 
	Probably when we get to actual plugin design. 
Though I would call for as simple as possible on this. 
 
Return-Path: daemon@omg.org 
From: Brian Wong <rook@shell.infinex.com> 
Subject: Re: Templates porposal 
Date: Mon, 9 Feb 1998 07:16:45 -0800 (PST) 
Cc: champ-l@omg.org 
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>  
> Hmm... the "Mentalist + Thinker" combination would be a good example of a 
> template that probably _should_ operate differently for one of the bases; 
> for thinkers, it boosts EGO even more than normal, but reduces INT down to 
> a level which is more common in mentalists... 
>  
> >	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? 
>  
> I'd suggest integrating base-specific notes into plugs that need them, and 
> otherwise try for generic plugs.   
> 
 
	A good idea I hadn't considered. Perhaps each plugin could if needed 
say how to use it with each base. SOmething like this: 
 
Plugin X 
	If used with the Thinker Base do this to the base first: 
		List of stuff 
		And This to the plugin: 
			List of stuff. 
	If used with other bases, use as follows: 
		List of stuff 
 
 
> >	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. 
>  
> I'd say that, for the most part, plug-ins shouldn't alter characteristics. 
> Two exceptions to this would be the Brick plug - which would boost STR, 
> CON, and BODY from the Brawn base to the typical Brick norm - and the 
> Mentalist plug - which would effectively shift the focus of a Thinker 
> from INT to EGO. Furthermore, certain backgrounds - politician, con-man, 
> model, etc. might add to PRE and/or COM... 
> 
	Yeah. Though some of them will end up modifying stats, it shouldn't 
be the norm. 
 
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, 9 Feb 1998 07:26:59 -0800 (PST) 
From: John Desmarais <johndesmarais@yahoo.com> 
Reply-To: john.desmarais@ibm.net 
Subject: Re: Template Bases 
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---Stephen McGinness  wrote: 
> 
> Rook wrote: 
> >  
> > So, I noticed when I got up today that there was no more new 
template 
> > stuff. 
> > Does that mean we reach agreement and should proceed to the next 
step? 
> >     I guess what's next is we have to design the bases. 
> > From there we can decide what the plugins need to look like then let 
> > people go off on their own and make plugins. 
> >  
> >     I posted a list of average stat values for all the 250 point 
> > characters in the BBB. 
> > Did everyone getit? Or should I repost it? 
> >     Did the stats it came up with look about right? 
> >  
> > I never did figure out how many points each of those averages came 
up to 
> > though. 
> >  
> >     Obviously they'll be modified a bit to fit 100 points. with 
whatever 
> > doesn't fit being shoved into plugins. And something being come up 
with for > whatever points are left over. 
>  
> I just have one point to make. I have come to 
> regard you as one of the high priests of 
> "steer-clear-of-mechanics-on-the-list-if-you-can" 
> but on this issue you still seem a bit hung up on 
> points!! :-) :-) 
>  
> I would like to suggest that we don't worry _too_ 
> much about point totals for the templates etc. 
> Obviously we want to make use of teh system to 
> ensure that the templates come out to be fairly 
> even in usefulness, but we don't really need to be 
> worrying about saying that you should have 30point 
> plug-ins and 50 point plug-ins and that the 
> templates should be 100 points or 120 points etc.  
>  
> I guess for a newbie, I'd like to see that I would 
> choose the templates proposed 
>  
> > Strong 
> > Athelete 
> > Mental 
> > Average 
>  
> That gives me an basic idea of what my hero is 
> like, I don't really care if Strong costs more 
> points than Mental because I don't know the 
> system. 
>   
> I then want a few major powers and a few plug-ins 
> to make him the hero that I saw in my head. If the 
> actual points cost comes to 250 or 300 points is 
> quite irrelevant to me. Coming from AD&D I will 
> understand that I can have a limited number of 
> choices, coming from other systems it will be easy 
> just to pick things from a list, it's only for the 
> GM to worry about points. If we ensure that 
> playability is about the same then actual point 
> cost will not be an issue. 
 
Except that the point cost is the only vaguely consistant yardstick we 
have for determining game balance, something new players (and new GMs) 
haven't learned how to judge for themselves 
 
-=>John Desmarais 
 
  
 
_________________________________________________________ 
DO YOU YAHOO!? 
Get your free @yahoo.com address at http://mail.yahoo.com 
 
Return-Path: daemon@omg.org 
Date: Mon, 09 Feb 1998 15:59:47 +0000 
From: Stephen McGinness <smcginn@csm.ex.ac.uk> 
Organization: Camborne School of Mines 
Subject: Re: Template Bases 
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John Desmarais wrote: 
> Except that the point cost is the only vaguely consistant yardstick we 
> have for determining game balance, something new players (and new GMs) 
> haven't learned how to judge for themselves 
 
Rook was right, I had forgotten that there will be 
new GM's using these templates as well as new 
players and it is the groups where everyone is new 
to the system that will get most use out of these 
templates. A group with an experienced GM will 
already have the facility to design the character 
without having to worry about the points etc. 
 
The point I had been making however was teh way we 
are calling them 30pt plug-ins, and 60 point 
plug-ins. For the sake of the templates we should 
call them Minor and Major powers or something. 
Sure, whilst we are designing them we should have 
the points in mind, but they shouldn't be 
up-front. I'm _still_ of that opinion.  :-) 
  
> -=>John Desmarais 
 
 
Stephen 
 
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X-Sender: bob.greenwade@klock.com 
Date: Mon, 09 Feb 1998 08:16:28 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: In support of 'Advantaged' 
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At 11:46 AM 2/8/1998 -0500, Joe Mucchiello wrote: 
>BTW, I also prefer Enhanced Power to Advantaged.  I don't remember who 
>suggested that. 
 
   'Twas I.  :-] 
 
>Now, may I open a can of worms?  The point of adding Advantaged to the Hero 
>system is to satisfy the people who say that the Hero rules are not 
>complete since you cannot model things that require a new advantage in 
>rules.  Right?  So, in order to complete the meta rules, how about a power 
>enhancer called Additional Base points?  This is how Teleport can double 
>the allowable mass for +5 points; how Aid can increase the maximum 
>adjustment by 2 for each +1 base cost; etc.  Granted, it's not a power 
>advantage or limitation.  It's just extra base points.  I'm sure someone, 
>somewhere has always want to do something like this. 
 
   Well, we could separate off certain elements like Extra Mass (x2 mass 
for Teleport and similar Powers for +5 points), Multiple Instances (x2 
instances of the same Power [on a Base or Vehicle] or "secondary entities" 
[such as Duplicates, Followers, or Summonees] for +5 points), Non-Combat 
Multiples (x2 NCM for +5 points), and the like as a sort-of separate Power. 
 I don't personally think that would work on a wide basis, but it's still a 
thought to consider. 
--- 
Bob's Original Hero Stuff Page! 
   http://www.klock.com/public/users/bobg/original.htm 
Homepage of the Merry-Go-Round Webring!  (Wanna join?) 
   http://www.klock.com/public/users/bobg/merrhome.htm 
 
 
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X-Sender: bob.greenwade@klock.com 
Date: Mon, 09 Feb 1998 08:18:16 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: In support of 'Advantaged' advantage! 
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At 07:50 PM 2/8/1998 -0500, Stainless Steel Rat wrote: 
>-----BEGIN PGP SIGNED MESSAGE----- 
> 
>>>>>> "F" == Filksinger <filkhero@usa.net> writes: 
> 
>>> Um... Mind Control, single command, "look at me". 
> 
>F> Not quite good enough. There is no reason why Mental Defense should 
>F> defend you against extraordinary beauty. 
> 
>And there is likewise no reason that *my* looks will provide any defense 
>against someone else's beauty-based atack.  So, then, if Mental Defense is 
>not appropriate for a power that affects one's mind, what is? 
 
   Using that logic in its pure form, one should get Mental Defense against 
Presence Attacks.  While there's some room to consider that for Hero5, it's 
not the case in Hero4. 
   Personally, for this kind of stare-and-drool, I'd use a COM attack 
similar to a PRE attack, with Resistance as the defense. 
--- 
Bob's Original Hero Stuff Page! 
   http://www.klock.com/public/users/bobg/original.htm 
Homepage of the Merry-Go-Round Webring!  (Wanna join?) 
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X-Sender: bob.greenwade@klock.com 
Date: Mon, 09 Feb 1998 08:26:44 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Limited Power, 5th Ed. (long) 
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At 03:08 PM 2/8/1998 -0500, Joe Mucchiello wrote: 
>Force Field 
>   Non-resistant: -1 
 
   Comparing PD vs PD + Damage Resistance, I think this should be -1/2. 
 
>Multiform 
>   All Forms Share END, STUN and BODY: -1/2 
 
   Personally, I'm of a mind that this should be the default.  (Isn't it 
already?) 
 
>Shrinking 
>   Cannot use Growth Momentum: -1/4  (Growth Momentum should be described 
>      under Size Powers, in the general power rules.) 
 
   Dave Mattingly's "Weak Shrinking" (Shrinking with proportional STR) is a 
good Limitation too. 
 
>Mandatory Mental Effect 
>   This mental power do not work unless a certain level of effect is 
>achieved as described in the power's description.  For each 10 points 
>required the power gains a -1/4 limitation.  Example: Mind Guy wants a 
>Mind Control in which the affected person never remembers what happened 
>during the control.  That Mind Control would take Manadatory Mental Effect 
>at -1/4. 
 
   I do this one a little differently, and I think it's a mechanic worth 
considering for 5th Edition. 
   If a character always has a certain effect with a Mental Power, he pays 
a number of points equal to the amount of effect needed.  Thus, Mind Guy in 
your example would pay 10 points to always have his targets forget what 
happened during the control. 
   This is approximately the same as buying 3d6 of extra Mind Control, with 
a -1/2 Limitation that it can only be applied to this purpose; in other 
words, not too far off the end result you're after. 
--- 
Bob's Original Hero Stuff Page! 
   http://www.klock.com/public/users/bobg/original.htm 
Homepage of the Merry-Go-Round Webring!  (Wanna join?) 
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X-Sender: bob.greenwade@klock.com 
Date: Mon, 09 Feb 1998 08:41:22 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Red October Shutdown 
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At 11:57 PM 2/8/1998 -0600, bobby farris wrote: 
>ghoyle1@mail.airmail.net wrote: 
>>  
>> 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. 
>>  
> I want to second this. Red October was also my first BBS with a 2400 
>baud modem. I understand the reasons of it shutting down, what with the 
>internet and all, but I still will morn its passing. I am going to write 
>a note to Hero games that maybe something should be said in the 5th 
>edition about the closing of this long time standard and the man who 
>carried it on his back. 
 
   Though I only dialed it up a few times, I have found the archive to be a 
very useful place.  The Star Hero material alone was a great boon to TUSV 
(though it remains to be seen how much of that stuff will actually reach 
the final work); I've grabbed a few additional things too. 
   One of the "back-burner" projects on my list of Stuff I'd Like To Do is 
The Ultimate Cyborg.  Since this will include an expansion of the computer 
rules, it seems appropriate to me that, if I do get to do that tome, it be 
dedicated to Bob Quinlan and Red October BBS. 
   In the meantime, I'll be spending a fair amount of my Internet time 
grabbing as many of the online characters as I can.  They'll make a great 
basis (or at least a good "fleshing out" source) for an "alternate world" 
I'm trying to build for my 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 
 
 
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X-Sender: bob.greenwade@klock.com 
Date: Mon, 09 Feb 1998 08:47:50 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Side Effects and Requires Skill Roll 
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At 12:25 PM 2/8/1998 -0500, Joe Mucchiello wrote: 
>>>When the side effect always occurs, the limitation is worth -1/4 for each 
>>>FULL 10 active points in the side effect power.  Otherwise the 
limitation is 
>>>worth -1/4 for each FULL 15 active points in the side effect power.  If the 
>>>side effect occurs when either a skill roll or an attack fails or if there 
>>>are two skill rolls which both must suceed, the power gains an additional 
>>>-1/4 limitation. 
>> 
>>   I like this in principle, but for simplicity I think I'd stick to 
>>something close to tradition: -1/4 per 15 Active Points, halved if the Side 
>>Effect occurs only on a failed Roll (whether Skill, Activation, or Attack). 
> 
>I don't like halved.  It makes the limitation much different from the 
>current book description: 30 is -1/2 and 60 is -1.  That's why I gave the 
>"limitation advantage ;-)" to unconditional side effects. 
 
   Well, then, how about doubled, or an extra -1/2 Limitation, if it always 
takes effect?  Or -1/4 less of a Limitation if it doesn't? 
 
>>>A Side Effect can also be a Disadvantage which effects the character when 
>>>a power is activated.  Treat the cost of the Disadvantage as the active 
>>>points of the side effect power.  Disadvantages gained by side effect last 
>>>for five minutes.  This time can be raised up the time chart by adding five 
>>>points to the active cost of the side effect power.  For example, when 
>>>Firelight uses his supernova power he becomes vulnerable to cold, heat and 
>>>light powers for an hour after.  A x1 1/2 STUN vulnerability versus a 
>>>several common attack power is a 15 point disadvantage.  Making it last 
>>>an hour raises the cost to 20 points.  Since the effect happens every time 
>>>he uses the power, the limitation is -1/2. 
>> 
>>   Not a bad rule.  It may need some tweaking (like maybe simply giving an 
>>additional -1/4 Limitation for each step on the time chart), but it's a 
>start. 
> 
>That might make more sense.  I think I was still thinking in terms of -1/2 
>must be half the active points how do you get an advantage to reach 30 
>points.  The only important thing in that paragraph that is not stated in 
>the book is that the disadvantage should last 5 minutes.  I chose 5 minutes 
>because a 3D6 drain should recover in 4 turns; a 6d6 EB should recover 
>within a minute or two.  Since the old write up said the disadvantage 
>should last as long as a similar power, I figured 5 minutes was a good 
>approximation. 
 
   Well, maybe the minimum size needs to be tweaked as well. 
   Whatever is decided upon by the folks discussing this aspect would 
probably work fine, though. 
--- 
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X-Sender: bob.greenwade@klock.com 
Date: Mon, 09 Feb 1998 08:51:55 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Limited By Time (A limitation for discussion) 
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At 03:11 PM 2/8/1998 -0500, Joe Mucchiello wrote: 
>Uncontrolled powers can cause effects that last an indeterminate amount of 
>time.  I think Uncontrolled should have better guidelines on how to 
>determine time limits. 
> 
>LIMITED BY TIME <Looking glass> 
>This limitation can only be taken on Uncontrolled powers, or powers which 
>bring uncontrolled effects into play, like Entangle or Mental Powers.  An 
>uncontrolled power with this limitation will turn itself off after a 
>certain amount of time for a -1/4 limitation.  For each level down the time 
>chart this limitation can be increased by -1/4.  The base time is normally 
>5 Minutes.  But certain power have different bases: 
> Mental Powers         1 Hour 
> Transform             1 Day 
> 
><Stop Sign>Optionally, this limitation can be taken on an non-Uncontrolled 
>attack or adjustment power whose damage effect goes away quickly.  The base 
>time for such a power would be 1 Turn at -1/4.  Example: Neuron's Neural 
>Disruptor power could be bought as a 8D6 EB, Limited By Time, 1 Segment 
>(-3/4).  If Neuron attacks and hits on Phase 3, the damage is rolled 
>normally, but on Phase 4 all of the STUN and BODY caused would heal back. 
>If the target was STUNNED for CON he would still lose his next action. 
> 
>--- 
> 
>I thought about making the base time just 5 minutes, but that did not seem 
>fair to Mental Powers or Transform.  Effectively, any Entangle which only 
>last 1 phase should be worth about -1, right? 
 
   Interesting idea, if nothing else. 
--- 
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From: Brian Wong <rook@shell.infinex.com> 
Subject: Re: Template Bases 
Date: Mon, 9 Feb 1998 09:23:51 -0800 (PST) 
Cc: champ-l@omg.org 
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> John Desmarais wrote: 
> > Except that the point cost is the only vaguely consistant yardstick we 
> > have for determining game balance, something new players (and new GMs) 
> > haven't learned how to judge for themselves 
>  
> Rook was right, I had forgotten that there will be 
> new GM's using these templates as well as new 
> players and it is the groups where everyone is new 
> to the system that will get most use out of these 
> templates. A group with an experienced GM will 
> already have the facility to design the character 
> without having to worry about the points etc. 
 
	Yeah. I intend to use these templates for 
quicky NPC's myself. But they undergo minor mods to 
fit my game's power levels first. 
 
> The point I had been making however was teh way we 
> are calling them 30pt plug-ins, and 60 point 
> plug-ins. For the sake of the templates we should 
> call them Minor and Major powers or something. 
> Sure, whilst we are designing them we should have 
> the points in mind, but they shouldn't be 
> up-front. I'm _still_ of that opinion.  :-) 
 
	I think I and everyone else involved would agree 
with that. 
 
	Minor: 30 
	Medium: 60 
	Complete: 120 
 
Return-Path: daemon@omg.org 
Date: Mon, 9 Feb 1998 09:33:24 -0800 (PST) 
From: Anthony Jackson <ajackson@iii.com> 
Reply-To: Anthony Jackson <ajackson@iii.com> 
Subject: Re: Constant Pwr+Multipower q 
Cc: champ-l@omg.org 
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Darien Phoenix Lynx writes: 
> If one of my players puts a constant power, like Darkness, into a 
> multipower, does she have to keep the points allocated to Darkness in 
> order to keep the effect up? Or can she reallocate points on her next 
> phase and keep the Darkness up so long as she keeps paying END? 
 
No, she can't reallocate points, the constant power goes away.  You can bypass 
this restriction by buying the darkness field 'uncontrolled' -- then it no 
longer has any connection to the character after it has been activated.  On the 
minus side, there is no connection, so all END costs have to be paid when the 
power is activated ;) 
 
Return-Path: daemon@omg.org 
Date: Mon, 9 Feb 1998 09:38:03 -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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qts writes: 
  
> That too sounds reasonable, but let's go back a stage: do you have a 
> problem with Deflection per se - are you happy about putting Advantages 
> like AOE on it? 
 
I have a specific problem with AOE on deflection, because deflection is based 
on a contest of CV, and CV isn't terribly meaningful for an AOE -- a bomb which 
someone placed in a building probably has OCV 0.  To 'deflect' area effects, 
use force wall. 
 
Return-Path: <daemon@omg.org> 
From: "John Desmarais" <John.Desmarais@ibm.net> 
Cc: "champ-l@omg.org" <champ-l@omg.org> 
Date: Mon, 09 Feb 98 17:44:37  
Reply-To: "John Desmarais" <John.Desmarais@ibm.net> 
Priority: Normal 
Subject: Re: Template Bases 
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On Mon, 9 Feb 1998 14:19:58 -0800 (PST), Brian Wong wrote: 
 
>	I was discussing this project with a friend today when I came upon the 
>idea that we may need 90 point plugins. 
> 
>	Imagine a plugin that has a full EC or Mulipower, but doesn't take up 
>all of ones points. 
> 
>	30 and 60 are too small, 120 is too much. 
 
So, "minor", "standard", "major", and "augmented"?? 
 
>Also I've been adding up the points of the stats for the average BBB 
>character and so far it's coming out to 140-150 on average. 
 
I just did a quick glance through the BBB and it looks like most of the characters who  
rely mostly on "powers" as opposed to "stats" fall under 125 points for stats.  With the  
"stat intensive" concepts getting a characteristic boost from plug-ins, 120 points should  
work ok for everyone. 
 
 
>	We may want to raise the bases... 
>	I've done it for Brawn and Speed. (Brick and Martial). 
>	I don't have enough examples in the BBB for Brain, so that one 
>will have to be drawn from suppliments. 
>	Balanced I'm basing off of Energy Projector characters in the BBB 
>and haven't yet added up the points to. 
> 
> 
>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/ 
> 
 
 
-=>John Desmarais 
 
Return-Path: daemon@omg.org 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: Entagle Resisted by COM 
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-----BEGIN PGP SIGNED MESSAGE----- 
 
>>>>> "L" == Lizard <lizard@dnai.com> writes: 
 
L> Joe Nerdboy, COM 8, is caught by the gaze of The Seductress, COM 30,  
L> who bought Entangle Resisted by COM. Since with a COM 8 Joe doesn't  
L> get to spend a lot of time with supermodels (ever see a supermodel  
L> date ugly or normal looking guys?), he is rapt. 
 
Sorry, Charlie, that is Presence, and Joe's lack thereof. 
 
Ever see Billy Joel *not* in a stupor while with the aforementioned 
supermodel date?  Presence. 
 
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PGP Key: at a key server near you! \ unknown glowing substance which fell to 
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Return-Path: daemon@omg.org 
Date: Mon, 9 Feb 1998 13:00:07 -0600 (CST) 
From: Darien Phoenix Lynx <chip@owlnet.rice.edu> 
Subject: Re: Hero Product Idea 
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On Mon, 9 Feb 1998, David Fair wrote: 
 
> On 2/9/98 2:11 PM Bob Greenwade (bob.greenwade@klock.com) Said: 
>  
> >   1.  BODY Dice, where the 1 is yellow, the 6 is red, and the rest are 
> >blue (all with white pips, except the 1 with black pips), to make it easier 
> >to count BODY. 
> You could do something like this with three different colors of dice  
> markers... 
 
I would rather see both body and stun totals on the die face, in addition 
to the color changes. 
 
 
   1 stun 
 
 
1 body 
 
   3 stun 
 
 
2 body 
 
   6 stun 
 
Return-Path: daemon@omg.org 
From: Joe Mucchiello <why@superlink.net> 
Subject: Re: Template Bases 
Date: Mon, 9 Feb 1998 14:08:29 -0500 (EST) 
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> Rook was right, I had forgotten that there will be  
> new GM's using these templates as well as new  
> players and it is the groups where everyone is new  
> to the system that will get most use out of these  
 
I said that a while ago. 
 
> The point I had been making however was teh way we  
> are calling them 30pt plug-ins, and 60 point  
> plug-ins. For the sake of the templates we should  
> call them Minor and Major powers or something.  
> Sure, whilst we are designing them we should have  
> the points in mind, but they shouldn't be  
> up-front. I'm _still_ of that opinion.  :-)  
 
When we say 30pt plug-in, do we mean Active Points or Real Points.  A 
30pt plug-in for a mutant would be a 6D6 EB, Fire, whereas a gadgeteer's 
30pt plug-in could be a 12D6 EB, OAF Flame thrower.  How are we going to  
balance that?  When I realized that problem, I felt that point balancing 
would be infeasible. 
 
  Joe 
 
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Date: Mon, 09 Feb 1998 11:11:21 -0800 
From: Lizard <lizard@mrlizard.com> 
Subject: Re: Entagle Resisted by COM 
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At 01:44 PM 2/9/98 -0500, Stainless Steel Rat wrote: 
>-----BEGIN PGP SIGNED MESSAGE----- 
> 
>>>>>> "L" == Lizard <lizard@dnai.com> writes: 
> 
>L> Joe Nerdboy, COM 8, is caught by the gaze of The Seductress, COM 30,  
>L> who bought Entangle Resisted by COM. Since with a COM 8 Joe doesn't  
>L> get to spend a lot of time with supermodels (ever see a supermodel  
>L> date ugly or normal looking guys?), he is rapt. 
> 
>Sorry, Charlie, that is Presence, and Joe's lack thereof. 
> 
Which opens the possibility of allowing COM to add to Prescence Attacks, 
where appropriate...say, +1d6 for each 5 points over COM 15, in situations 
where it would make sense for COM to be useful? (Ditto +1d6 for COM<5) 
 
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X-Sender: bob.greenwade@klock.com 
Date: Mon, 09 Feb 1998 11:11:47 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Hero Product Idea 
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   Here's a thought for a probably brief discussion. 
   What if there were special dice for Hero players?  Five possibilities 
for special Hero Dice come to mind: 
 
   1.  BODY Dice, where the 1 is yellow, the 6 is red, and the rest are 
blue (all with white pips, except the 1 with black pips), to make it easier 
to count BODY. 
   2.  STUN Dice, for Killing Attack STUN modifiers, with the 6 replaced by 
a 1. 
   3.  Half Dice, numbered 1-1-2-2-3-3. 
   4.  Luck Dice, with all six sides numbered 6. 
   5.  Unluck Dice, with all six sides numbered 1. 
 
   The latter two are rather obviously only good as novelty items, but I 
think it'd be cool to have these. 
--- 
Bob's Original Hero Stuff Page! 
   http://www.klock.com/public/users/bobg/original.htm 
Homepage of the Merry-Go-Round Webring!  (Wanna join?) 
   http://www.klock.com/public/users/bobg/merrhome.htm 
 
 
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Date: Mon, 9 Feb 1998 13:14:34 -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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> > 	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. 
 
	Actually, only vs single SFX would be worth quite a bit more than 
-1/2.  I'd put it somewhere between -1 1/2 and -2. 
 
	But add Rat's suggestion of a new damage reduction which is vs 
_all_ types of damage of a certain SFX for the same price as one type of 
damage vs all SFX. 
 
> > 	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. 
 
 
	Hmmm.  No, again.  That would just deflect any normal-size attacks 
in an area.  But I was suggesting simulating the power with a damage 
reduction, physical and energy, resistent at the 100% level.  Just buy UAO 
and enough AE to fit the effect. 
 
 
 
			-Tim Gilberg 
 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: Entagle Resisted by COM 
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-----BEGIN PGP SIGNED MESSAGE----- 
 
>>>>> "L" == Lizard <lizard@mrlizard.com> writes: 
 
>> Sorry, Charlie, that is Presence, and Joe's lack thereof. 
 
L> Which opens the possibility of allowing COM to add to Prescence Attacks, 
 
COM may modify Presence Attacks, under the auspice of "exhibiting a power", 
but only when it is reasonable to do so.  It should never outright add. 
 
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X-Sender: ctaylor@pop.cyberis.net 
Date: Mon, 09 Feb 1998 11:24:32 -0800 
From: Christopher Taylor <ctaylor@cyberis.net> 
Subject: general query: power advantage 
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Im looking at an advantage for a weapon that does damage by impact and 
plasma, at the same time.  Instead of picking a defense, I'd like the power 
to go against the lowest defense the target has between physical and energy, 
soft of an odd NND/Armor Piercing variant.  I'm not really sure how common 
such a power would be or if its worth it, but if it is, Im thinking 
something like this: 
 
Attack vs Variable Defense: The attack with this power does damage against 
the lowest appropriate defense of the target, whether PD or ED (or resistant 
PD or ED).  This an RKA with AVVD would be defended by the victims rPD or 
rED, whichever is lower.  If the target lacks one of the two, it acts on the 
defense the target has. 
+1/2 advantage 
 
This is a very rough draft, but it doesnt seem to be worth a +1 ordinarily, but  
could be very dangerous... its sort of a weak armor piercing that has the 
potential to be awful, but this fills a sort of gap in the rules. 
 
---------------------------------------------------------- 
Sola Gracia		Sola Scriptura		Sola Fide 
Soli Gloria Deo		Solus Christus		Corum Deo 
----------------------------------------------------------- 
 
Return-Path: daemon@omg.org 
From: Joe Mucchiello <why@superlink.net> 
Subject: Re: Limited Power, 5th Ed. (long) 
Date: Mon, 9 Feb 1998 14:27:06 -0500 (EST) 
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> At 03:08 PM 2/8/1998 -0500, Joe Mucchiello wrote:  
> >Force Field  
> >   Non-resistant: -1  
>    Comparing PD vs PD + Damage Resistance, I think this should be -1/2.  
But straight PD doesn't cost END for the same cost. 
 
> >Multiform  
> >   All Forms Share END, STUN and BODY: -1/2  
>    Personally, I'm of a mind that this should be the default.  (Isn't it  
> already?)  
Nope.  If Bird Guy's normal human form has 30 STUN and his bird form has 5 
STUN and he takes 6 STUN and then turns into a bird, what happens.? 
 
> >Shrinking  
> >   Cannot use Growth Momentum: -1/4  (Growth Momentum should be described  
> >      under Size Powers, in the general power rules.)  
>    Dave Mattingly's "Weak Shrinking" (Shrinking with proportional STR) is a  
> good Limitation too.  
 
Damn, forgot that one.  And I forgot weak growth, for that matter.  (He's 
just real tall.) 
 
> >Mandatory Mental Effect  
> >   This mental power do not work unless a certain level of effect is  
> >achieved as described in the power's description.  For each 10 points  
> >required the power gains a -1/4 limitation.  Example: Mind Guy wants a  
> >Mind Control in which the affected person never remembers what happened  
> >during the control.  That Mind Control would take Manadatory Mental Effect  
> >at -1/4.  
>    I do this one a little differently, and I think it's a mechanic worth  
> considering for 5th Edition.  
>    If a character always has a certain effect with a Mental Power, he pays  
> a number of points equal to the amount of effect needed.  Thus, Mind Guy in  
> your example would pay 10 points to always have his targets forget what  
> happened during the control.  
>    This is approximately the same as buying 3d6 of extra Mind Control, with  
> a -1/2 Limitation that it can only be applied to this purpose; in other  
> words, not too far off the end result you're after.  
 
Both of these work, but they have different side effects:  In my version, 
a mentallist with a 12D6 Mind Control, MME target does not remember, pays 
48 Real Points.  With yours, he buys 10D6 Mind Control, +3D6 MC only to 
offset target does not remember cost (-1/2) and pays 60 Real Points.  Your 
version costs 65 Active Points, mine only 60. 
 
I don't know.  Mine is cheaper in the long run, but yours doesn't look 
"like it" violates campaign limits but keeps Real Cost higher. 
 
   Joe 
 
Return-Path: daemon@omg.org 
Date: Mon, 9 Feb 1998 13:27:14 -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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> > 	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... 
 
	No real genius is needed to see why.  But in a RPG, when the 
player has 20 characters to control, everyone else is going to be 
outshone.  the GM can try to crack down on the one player hogging the 
spotlight, but it'll be tough.  In combat, it is the worst.  It's like 
having a Speed 12+ character.  Everyone else gets to watch you do things. 
 
> 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 add an advantage to Followers that make them work like 
GM-controlled duplicates, they'll appear and disappear out of the 
character. 
 
> 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"? 
 
	Again, it's part of the "hoggin the spotlight" problem.  This 
would make it too cheap for a character to have lots and lots of utility. 
 
 
 
				-Tim Gilberg 
 
	-"Friends help you move.  Real friends help you move bodies." 
 
 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: general query: power advantage 
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-----BEGIN PGP SIGNED MESSAGE----- 
 
>>>>> "CT" == Christopher Taylor <ctaylor@cyberis.net> writes: 
 
CT> Instead of picking a defense, I'd like the power to go against the 
CT> lowest defense the target has between physical and energy, soft of an 
CT> odd NND/Armor Piercing variant. 
 
AVLD: lower of PD or ED. 
 
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Return-Path: daemon@omg.org 
Date: Mon, 9 Feb 1998 11:45:24 -0800 (PST) 
From: Anthony Jackson <ajackson@iii.com> 
Reply-To: Anthony Jackson <ajackson@iii.com> 
Subject: Re: general query: power advantage 
Cc: champ-l@omg.org 
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Stainless Steel Rat writes: 
  
> AVLD: lower of PD or ED. 
  
Blarg.  AVLD really needs to be variable-cost -- lower of PD/ED isn't worth 
+1.5, I'd probably think its worth +1/4. 
 
Return-Path: daemon@omg.org 
From: Curt Hicks <exucurt@exu.ericsson.se> 
Date: Mon, 9 Feb 1998 14:00:27 -0600 (CST) 
Subject: Template - Assumptions 
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Stephen McGinness <smcginn@csm.ex.ac.uk> wrote:  
 
> I had forgotten that there will be 
> new GM's using these templates as well as new 
> players and it is the groups where everyone is new 
> to the system that will get most use out of these 
> templates. A group with an experienced GM will 
> already have the facility to design the character 
> without having to worry about the points etc. 
>  
 
This raises a point.   
 
The intended audience should be kept in mind.  
 
The template project was initiated due to the 'Horrors of Hero' thread 
which indicated that new players had a sufficiently difficult time constructing  
characters that it was 'frightening' them away from the system.   
When I review the template discussion, in some cases I think to myself 
"this wouldn't be a problem with people that are experienced with Hero". 
So, I conclude that the intended audience for the templates is  
'people with NO experience with the Hero system'. 
 
Does everybody agree with the following working assumption ? 
 
"The templates are intended to provide new players and refereee of the  
Hero system with examples of different character types so they can make  
their own characters that are consistent with the characters in published  
Hero products." 
 
Curt Hicks    
 
Return-Path: <daemon@omg.org> 
Date: Mon, 9 Feb 1998 14:15:50 -0600 (CST) 
From: Darien Phoenix Lynx <chip@owlnet.rice.edu> 
cc: champ-l@omg.org 
Subject: Re: 5th Edition: Special effects reduction 
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On Mon, 9 Feb 1998, Tim R. Gilberg wrote: 
 
> > >No it isn't. Most 'invunerable' supers get damaged eventually, and hero 
> > >is a game of NO absolutes. (and please don't do the 'that in itself is an 
> > >absolute' line) 
>  
> 	Why not?  That's the best way to counter that terrible arguement. 
> It's a concept that needs supporting, but one that also needs heavy GM 
> supervision. 
 
Don't forget to help GM's supervise it. Little magnifying glasses really 
aren't much help at all, no matter how well intentioned. Nor is saying 
"only with GM permission." Rules lawyers are going to eat GM's for 
breakfast if they don't already have a firm grasp on how and when to put 
on the brakes (and when not to). After all, the goal is to stop these 
things *before* characters manifest themselves as problems, not after. 
 
About the absolute invisibility thing... 
how would you build a common staple: "detect invisibility?" 
 
Return-Path: daemon@omg.org 
X-Authentication-Warning: xanadu.io.com: traveler owned process doing -bs 
Date: Mon, 9 Feb 1998 14:18:47 -0600 (CST) 
From: Dataweaver <traveler@io.com> 
cc: champ-l@omg.org 
Subject: Re: Template Bases 
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On Mon, 9 Feb 1998, Stephen McGinness wrote: 
 
> John Desmarais wrote: 
> > Except that the point cost is the only vaguely consistant yardstick we 
> > have for determining game balance, something new players (and new GMs) 
> > haven't learned how to judge for themselves 
>  
> Rook was right, I had forgotten that there will be 
> new GM's using these templates as well as new 
> players and it is the groups where everyone is new 
> to the system that will get most use out of these 
> templates. A group with an experienced GM will 
> already have the facility to design the character 
> without having to worry about the points etc. 
>  
> The point I had been making however was teh way we 
> are calling them 30pt plug-ins, and 60 point 
> plug-ins. For the sake of the templates we should 
> call them Minor and Major powers or something. 
> Sure, whilst we are designing them we should have 
> the points in mind, but they shouldn't be 
> up-front. I'm _still_ of that opinion.  :-) 
 
Agreed.  I have suggested "minor", "standard", and "augmented".  Anyone 
disagree?   
  
---- 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: Re: Hero Product Idea 
Date: Mon, 9 Feb 98 15:28:56 -0500 
x-sender: DFair@pop.worldweb.net 
From: David Fair <DFair@sdslink.com> 
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On 2/9/98 2:11 PM Bob Greenwade (bob.greenwade@klock.com) Said: 
 
>   1.  BODY Dice, where the 1 is yellow, the 6 is red, and the rest are 
>blue (all with white pips, except the 1 with black pips), to make it easier 
>to count BODY. 
 
You could do something like this with three different colors of dice  
markers... 
 
>   2.  STUN Dice, for Killing Attack STUN modifiers, with the 6 replaced by 
>a 1. 
 
I have a couple of so-called "averaging dice" that we use in some of our  
campaigns, they are marked as 2-3-3-4-4-5. 
 
>   3.  Half Dice, numbered 1-1-2-2-3-3. 
 
Have some of those, too 
 
>   4.  Luck Dice, with all six sides numbered 6. 
>   5.  Unluck Dice, with all six sides numbered 1. 
 
 
David A. Fair         | 
SDS International     |     Think Different 
dfair@sdslink.com     | 
 
Return-Path: daemon@omg.org 
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Date: Mon, 9 Feb 1998 14:29:02 -0600 (CST) 
From: Dataweaver <traveler@io.com> 
cc: champ-l@omg.org 
Subject: Re: Template Bases 
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On Mon, 9 Feb 1998, Joe Mucchiello wrote: 
 
> > Rook was right, I had forgotten that there will be  
> > new GM's using these templates as well as new  
> > players and it is the groups where everyone is new  
> > to the system that will get most use out of these  
>  
> I said that a while ago. 
>  
> > The point I had been making however was teh way we  
> > are calling them 30pt plug-ins, and 60 point  
> > plug-ins. For the sake of the templates we should  
> > call them Minor and Major powers or something.  
> > Sure, whilst we are designing them we should have  
> > the points in mind, but they shouldn't be  
> > up-front. I'm _still_ of that opinion.  :-)  
>  
> When we say 30pt plug-in, do we mean Active Points or Real Points.  A 
> 30pt plug-in for a mutant would be a 6D6 EB, Fire, whereas a gadgeteer's 
> 30pt plug-in could be a 12D6 EB, OAF Flame thrower.  How are we going to  
> balance that?  When I realized that problem, I felt that point balancing 
> would be infeasible. 
 
I've been assuming Real Points.  And it's balanced by the fact that the 
flame thrower is Obvious and Accessable.   
 
---- 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, 9 Feb 1998 14:59:40 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: Templates Discussion 
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> >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. 
 
	And again, I must point out that this is the whole crux of the 
problem.  We really don't have players coming in and saying, "I wan't to 
be one of the X-Men when they just started out!"  Nope, they're saying, "I 
want to be one of the X-Men!" 
 
	We shouldn't be assuming they want beginning inexperienced heroes, 
as it will tend to turn player off of the system. 
 
 
				-Tim Gilberg 
 
	-"Friends help you move.  Real friends help you move bodies." 
 
Return-Path: daemon@omg.org 
Date: Mon, 9 Feb 1998 15:01:38 -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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> > > 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. 
 
	Something the system left out, true, but was mistaken in doing so. 
A system that claims to be universal needs to be universal, a simple fact 
that has haunted GURPS.  Hero doesn't need the same problems.  This is an 
addition that needs to see print in the 5th edition. 
 
 
 
				-Tim Gilberg 
 
	-"Friends help you move.  Real friends help you move bodies." 
 
Return-Path: daemon@omg.org 
Date: Mon, 9 Feb 1998 15:04:25 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: Point Crocks????? 
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> > 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. 
 
 
	Not nobody.  There are a very rare number of exceptions.  It is 
possible to look not quite as strong as one is, or look a little stronger 
than one is, but it is pretty easy to tell who is better physically than 
average.  It comes with the stats as a bit of a 0 pt modifier with 
advantages and limitations. 
 
 
				-Tim Gilberg 
 
	-"Friends help you move.  Real friends help you move bodies." 
 
Return-Path: <daemon@omg.org> 
X-Sender: bob.greenwade@klock.com (Unverified) 
Date: Mon, 09 Feb 1998 13:13:01 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Limited Power, 5th Ed 
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At 02:27 PM 2/9/1998 -0500, Joe Mucchiello wrote: 
>> At 03:08 PM 2/8/1998 -0500, Joe Mucchiello wrote:  
>> >Force Field  
>> >   Non-resistant: -1  
>>    Comparing PD vs PD + Damage Resistance, I think this should be -1/2.  
>But straight PD doesn't cost END for the same cost. 
 
   Neither does Damage Resistance. 
   Look at it this way: 
   10 PD = 10 points 
   10 PD Force Field = 10 points. 
   10 PD + 10 PD Damage Reduction = 15 points. 
   10 PD + 10 PD Damage Reduction, Costs END = 10 points. 
   10 Force Field, Damage Resistant = ? 
   It seems to me that the last two constructs are functionally the same 
(if not mechanically identical), so the costs should be the same. 
 
>> >Multiform  
>> >   All Forms Share END, STUN and BODY: -1/2  
>>    Personally, I'm of a mind that this should be the default.  (Isn't it  
>> already?)  
>Nope.  If Bird Guy's normal human form has 30 STUN and his bird form has 5 
>STUN and he takes 6 STUN and then turns into a bird, what happens.? 
 
   Checking the HSR, you're right. 
   Like I said, that *should* be the default. 
 
>> >Mandatory Mental Effect  
>> >   This mental power do not work unless a certain level of effect is  
>> >achieved as described in the power's description.  For each 10 points  
>> >required the power gains a -1/4 limitation.  Example: Mind Guy wants a  
>> >Mind Control in which the affected person never remembers what happened  
>> >during the control.  That Mind Control would take Manadatory Mental 
Effect  
>> >at -1/4.  
>>    I do this one a little differently, and I think it's a mechanic worth  
>> considering for 5th Edition.  
>>    If a character always has a certain effect with a Mental Power, he pays  
>> a number of points equal to the amount of effect needed.  Thus, Mind Guy 
in  
>> your example would pay 10 points to always have his targets forget what  
>> happened during the control.  
>>    This is approximately the same as buying 3d6 of extra Mind Control, 
with  
>> a -1/2 Limitation that it can only be applied to this purpose; in other  
>> words, not too far off the end result you're after.  
> 
>Both of these work, but they have different side effects:  In my version, 
>a mentallist with a 12D6 Mind Control, MME target does not remember, pays 
>48 Real Points.  With yours, he buys 10D6 Mind Control, +3D6 MC only to 
>offset target does not remember cost (-1/2) and pays 60 Real Points.  Your 
>version costs 65 Active Points, mine only 60. 
 
   Close; mine is 60 Active Points: 10d6 +10 points of extra effect. 
 
>I don't know.  Mine is cheaper in the long run, but yours doesn't look 
>"like it" violates campaign limits but keeps Real Cost higher. 
 
   I'm not sure what you're saying here about my version compared to yours. 
 (The sentence doesn't scan for me.) 
--- 
Bob's Original Hero Stuff Page! 
   http://www.klock.com/public/users/bobg/original.htm 
Homepage of the Merry-Go-Round Webring!  (Wanna join?) 
   http://www.klock.com/public/users/bobg/merrhome.htm 
 
 
Return-Path: daemon@omg.org 
Date: Mon, 9 Feb 1998 15:15:46 -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: 5th Edition: Special effects reduction 
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> >No it isn't. Most 'invunerable' supers get damaged eventually, and hero 
> >is a game of NO absolutes. (and please don't do the 'that in itself is an 
> >absolute' line) 
 
	Why not?  That's the best way to counter that terrible arguement. 
It's a concept that needs supporting, but one that also needs heavy GM 
supervision. 
 
> well it is heh heh, but...  thats why I use the ignores damage reduction 
> advantage for +1/2 in my game... caveat emptor 
 
	And how does this help anything?!?  That is about the worst new 
advantage I have _*ever*_ seen.  It basically takes the problems caused by 
affects desolid and adds to them.  with the incredible number of SFX that 
can simulate Damage Reduction, what in the name of Hades could possibly 
ignore them all? 
 
 
				-Tim Gilberg 
 
	-"Friends help you move.  Real friends help you move bodies." 
 
 
Return-Path: <daemon@omg.org> 
From: "qts" <qts@nildram.co.uk> 
Cc: "champ-l@omg.org" <champ-l@omg.org> 
Date: Mon, 09 Feb 98 21:26:52  
Reply-To: "qts" <qts@nildram.co.uk> 
Priority: Normal 
Subject: Re: Modify Deflection? (was Re: a question about deflection) 
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On Mon, 9 Feb 1998 09:38:03 -0800 (PST), Anthony Jackson wrote: 
 
>qts writes: 
>  
>> That too sounds reasonable, but let's go back a stage: do you have a 
>> problem with Deflection per se - are you happy about putting Advantages 
>> like AOE on it? 
> 
>I have a specific problem with AOE on deflection, because deflection is based 
>on a contest of CV, and CV isn't terribly meaningful for an AOE -- a bomb which 
>someone placed in a building probably has OCV 0.  To 'deflect' area effects, 
>use force wall. 
 
But part of the Deflection is that the effect goes *somewhere*, which 
FW doesn't accurately model, and BTW Deflection isn't based on CV but a 
skill roll. 
qts 
 
Home: qts@nildram.co.uk. 
 
Return-Path: <daemon@omg.org> 
From: "\"qts\" <qts@nildram.co.uk> 
        \"Christopher Taylor\"" <qts@nildram.co.uk> 
Date: Mon, 09 Feb 98 21:31:55  
Reply-To: "qts" <qts@nildram.co.uk> 
Priority: Normal 
Subject: Re: 5th Edition: Special effects reduction 
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On Sun, 08 Feb 1998 18:36:38 -0800, Christopher Taylor wrote: 
 
>>>>No it isn't. Most 'invunerable' supers get damaged eventually, and hero 
>>>>is a game of NO absolutes. (and please don't do the 'that in itself is an  
>>>>absolute' line) 
>>> 
>>>well it is heh heh, but...  thats why I use the ignores damage reduction 
>>>advantage for +1/2 in my game... caveat emptor 
>> 
>>Doesn't NND already qualify? You do specify a SFX for the DR, don't 
>>you? 
> 
>No because NNDs are reduced by Damage Reduction too, a dirty little secret 
>of the game... DR 'targets' the power used, not the advantage... 
 
Nothing in the description of DR indicates this. 
 
>>Why not just specify that Penetrating (ie the Penetrating part gets 
>>through) does this? It seems appropriate. Or Armour Piercing could drop 
>>DR by 25% each time. 
> 
>Thats an interesting idea, although its cleaner to have a specific advantage 
>instead. 
 
Can you elaborate? 
qts 
 
Home: qts@nildram.co.uk. 
 
Return-Path: <daemon@omg.org> 
Date: Mon, 9 Feb 1998 13:33:26 -0800 (PST) 
From: John Desmarais <johndesmarais@yahoo.com> 
Reply-To: john.desmarais@ibm.net 
Subject: Re: Hero Product Idea 
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---Bob Greenwade  wrote: 
> 
>    Here's a thought for a probably brief discussion. 
>    What if there were special dice for Hero players?  Five 
possibilities 
> for special Hero Dice come to mind: 
>  
>    1.  BODY Dice, where the 1 is yellow, the 6 is red, and the rest 
are 
> blue (all with white pips, except the 1 with black pips), to make it 
easier 
> to count BODY. 
>    2.  STUN Dice, for Killing Attack STUN modifiers, with the 6 
replaced by 
> a 1. 
>    3.  Half Dice, numbered 1-1-2-2-3-3. 
 
Actually, the d3's are avaiable, numbered just as you describe.  Poke 
around in the "Dice for D&D" bins at your local gamestore. 
 
-=>John Desmarais 
_________________________________________________________ 
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> 
        \"Stainless Steel Rat\"" <qts@nildram.co.uk> 
Date: Mon, 09 Feb 98 21:35:40  
Reply-To: "qts" <qts@nildram.co.uk> 
Priority: Normal 
Subject: Re: Entangle BOECV (was Re: In support of 'Advantaged' advantage!) 
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On 08 Feb 1998 19:48:39 -0500, Stainless Steel Rat wrote: 
 
>-----BEGIN PGP SIGNED MESSAGE----- 
> 
>>>>>> "q" == qts <qts@nildram.co.uk> writes: 
> 
>q> BOECV is a pretty expensive Advantage, and you'd have to specify a 
>q> reasonable manner of escape (eg make Ego Roll at -1 per 1 Def/Bod) 
> 
>But that does not address the fact that someone cannot use an EB or KA to 
>break his friend out of such an Entangle.  BOECV is expensive, but I do not 
>agree that it is expensive enough to justify that change in game balance. 
 
I was just giving an example. To pursue your thought, a fellow Hero 
could slap the affected one and cause a new Ego roll ("Come on, snap 
out of it!"). 
qts 
 
Home: qts@nildram.co.uk. 
 
Return-Path: <daemon@omg.org> 
Comments: Authenticated sender is <theala@shore.intercom.net> 
From: "Theala Sildorian" <theala@shore.intercom.net> 
Date: Mon, 9 Feb 1998 21:35:49 +0000 
Subject: Aaron Allston on herochat 
Priority: normal 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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To: champ-l@omg.org 
 
Aaron Allston, Hero Guru Extrodinaire, will be the featured guest on  
Dalnet's #herochat channell on Feb 22 from 1-2pm PST.  Join in and  
ask Aaron questions on anything from Hero Games to his latest novel  
work! 
 
Theala 
 
---------------- 
Theala Sildorian 
http://www.intercom.net/user/theala/hero.html 
Home of the Unofficial Champions Home Page! 
 
Return-Path: <daemon@omg.org> 
Date: Mon, 9 Feb 1998 13:37:28 -0800 (PST) 
From: John Desmarais <johndesmarais@yahoo.com> 
Reply-To: john.desmarais@ibm.net 
Subject: Re: Template Bases 
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---Joe Mucchiello  wrote: 
> 
> > Rook was right, I had forgotten that there will be  
> > new GM's using these templates as well as new  
> > players and it is the groups where everyone is new  
> > to the system that will get most use out of these  
>  
> I said that a while ago. 
>  
> > The point I had been making however was teh way we  
> > are calling them 30pt plug-ins, and 60 point  
> > plug-ins. For the sake of the templates we should  
> > call them Minor and Major powers or something.  
> > Sure, whilst we are designing them we should have  
> > the points in mind, but they shouldn't be  
> > up-front. I'm _still_ of that opinion.  :-)  
>  
> When we say 30pt plug-in, do we mean Active Points or Real Points.  A 
> 30pt plug-in for a mutant would be a 6D6 EB, Fire, whereas a 
gadgeteer's 
> 30pt plug-in could be a 12D6 EB, OAF Flame thrower.  How are we 
going to  
> balance that?  When I realized that problem, I felt that point 
balancing 
> would be infeasible. 
 
Real points - but remeber, we're not talking about 30 points of A 
power, but 30 (real) points worth of the needed powers to represent 
the concept. 
_________________________________________________________ 
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> 
        \"Christopher Taylor\"" <qts@nildram.co.uk> 
Date: Mon, 09 Feb 98 21:40:00  
Reply-To: "qts" <qts@nildram.co.uk> 
Priority: Normal 
Subject: Re: general query: power advantage 
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On Mon, 09 Feb 1998 11:24:32 -0800, Christopher Taylor wrote: 
 
>Im looking at an advantage for a weapon that does damage by impact and 
>plasma, at the same time.  Instead of picking a defense, I'd like the power 
>to go against the lowest defense the target has between physical and energy, 
>soft of an odd NND/Armor Piercing variant.  I'm not really sure how common 
>such a power would be or if its worth it, but if it is, Im thinking 
>something like this: 
> 
>Attack vs Variable Defense: The attack with this power does damage against 
>the lowest appropriate defense of the target, whether PD or ED (or resistant 
>PD or ED).  This an RKA with AVVD would be defended by the victims rPD or 
>rED, whichever is lower.  If the target lacks one of the two, it acts on the 
>defense the target has. 
>+1/2 advantage 
> 
>This is a very rough draft, but it doesnt seem to be worth a +1 ordinarily, but  
>could be very dangerous... its sort of a weak armor piercing that has the 
>potential to be awful, but this fills a sort of gap in the rules. 
 
This definitely qualifies as +1 - the attacker is getting the best 
attack. Remember that a NND (+1) is dramatically reduced, if not 
negated, by its particular defense(s). 
 
The character should pay for VSFX (+1/2), and if his first attack 
doesn't do too well, try again with a different SFX. 
qts 
 
Home: qts@nildram.co.uk. 
 
Return-Path: <daemon@omg.org> 
Date: Mon, 9 Feb 1998 13:41:48 -0800 (PST) 
From: John Desmarais <johndesmarais@yahoo.com> 
Reply-To: john.desmarais@ibm.net 
Subject: Re: Template - Assumptions 
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---Curt Hicks  wrote: 
> Does everybody agree with the following working assumption ? 
>  
> "The templates are intended to provide new players and refereee of 
the  
> Hero system with examples of different character types so they can 
make  
> their own characters that are consistent with the characters in 
published  
> Hero products." 
>  
> Curt Hicks    
 
Sort of.  I think of more as providing new player/refs with a set of 
tools to easily make characters that are consistant with the published 
characters (after all, the BBB provides examples of several different 
character types). 
 
-=>John Desmarais 
_________________________________________________________ 
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> 
Date: Mon, 09 Feb 98 21:44:43  
Reply-To: "qts" <qts@nildram.co.uk> 
Priority: Normal 
Subject: Re: Limited By Time (A limitation for discussion) 
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On Sun, 08 Feb 1998 23:47:47 -0500, Joe Mucchiello wrote: 
 
>At 07:41 PM 2/8/98, \"qts\" <qts@nildram.co.uk> wrote: 
>>On Sun, 08 Feb 1998 15:11:05 -0500, Joe Mucchiello wrote: 
>>>LIMITED BY TIME <Looking glass> 
>>[snip] 
>>Isn't this a Continuing Charge? 
> 
>No, charges limit the number of times per day you can use the power. 
 
Point taken. As such, I'd put a STOP sign by it. 
 
qts 
 
Home: qts@nildram.co.uk. 
 
Return-Path: <daemon@omg.org> 
From: "\"qts\" <qts@nildram.co.uk> 
        \"Curt Hicks\"" <qts@nildram.co.uk> 
Date: Mon, 09 Feb 98 21:47:50  
Reply-To: "qts" <qts@nildram.co.uk> 
Priority: Normal 
Subject: Re: Template - Assumptions 
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On Mon, 9 Feb 1998 14:00:27 -0600 (CST), Curt Hicks wrote: 
 
>Does everybody agree with the following working assumption ? 
> 
>"The templates are intended to provide new players and refereee of the  
>Hero system with examples of different character types so they can make  
>their own characters that are consistent with the characters in published  
>Hero products." 
 
I do. 
qts 
 
Home: qts@nildram.co.uk. 
 
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From: "\"qts\" <qts@nildram.co.uk> 
        \"Tim R. Gilberg\"" <qts@nildram.co.uk> 
Cc: "champ-l@omg.org" <champ-l@omg.org> 
Date: Mon, 09 Feb 98 21:49:15  
Reply-To: "qts" <qts@nildram.co.uk> 
Priority: Normal 
Subject: Re: [Modify Deflection? (was Re: a question about deflection)] 
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On Mon, 9 Feb 1998 13:14:34 -0600 (CST), Tim R. Gilberg wrote: 
 
>> 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. 
> 
>	Actually, only vs single SFX would be worth quite a bit more than 
>-1/2.  I'd put it somewhere between -1 1/2 and -2. 
 
This particular example is given a -1 limitation in the description of 
DR. (Fire is pretty common). 
qts 
 
Home: qts@nildram.co.uk. 
 
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Date: Mon, 09 Feb 1998 13:54:36 -0800 
From: Lizard <lizard@mrlizard.com> 
Subject: Re: 5th Edition: Special effects reduction 
Cc: champ-l@omg.org 
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At 03:15 PM 2/9/98 -0600, Tim R. Gilberg wrote: 
 
>	And how does this help anything?!?  That is about the worst new 
>advantage I have _*ever*_ seen.  It basically takes the problems caused by 
>affects desolid and adds to them.  with the incredible number of SFX that 
>can simulate Damage Reduction, what in the name of Hades could possibly 
>ignore them all? 
> 
Uhm...ditto the advantage Armor Piercing, or the advantage Penetrating. 
 
I have a character with stretching, and high rPD due to 'flexible body'. A 
bullet designed to penetrate hard metal armor isn't going to be any more 
damaging to me than a normal bullet would be. Nor would it be effective 
against a force field, or against a character whose flesh was incredibly 
dense. But we allow Armor Piercing just the same. 
 
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Date: Mon, 9 Feb 1998 14:02:32 -0800 (PST) 
From: John Desmarais <johndesmarais@yahoo.com> 
Reply-To: john.desmarais@ibm.net 
Subject: Re: Templates Discussion 
Cc: champ-l@omg.org 
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---"Tim R. Gilberg"  wrote: 
> 
>  
> > >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. 
>  
> 	And again, I must point out that this is the whole crux of the 
> problem.  We really don't have players coming in and saying, "I 
wan't to 
> be one of the X-Men when they just started out!"  Nope, they're 
saying, "I 
> want to be one of the X-Men!" 
>  
> 	We shouldn't be assuming they want beginning inexperienced heroes, 
> as it will tend to turn player off of the system. 
 
Then what should we be assuming the power levels of thier campaign 
will be?  The level you run your games at? The level I run my games 
at?  Without polling every Champions GM out there, the only power 
level that can safely be assumed to be "typical" is the level 
suggested by and portrayed in the Champions book - and that's 100 
point base, 250 point character, 50 active point typical powers.  
These power levels tend to produce characters approximating recently 
"born" comic book character.  Any deviation from these standards are 
GM/Campaign specific, and not something that a simple system of 
templates can plan for. 
 
-=>John Desmarais 
_________________________________________________________ 
DO YOU YAHOO!? 
Get your free @yahoo.com address at http://mail.yahoo.com 
 
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Date: Mon, 9 Feb 1998 14:02:32 -0800 (PST) 
From: John Desmarais <johndesmarais@yahoo.com> 
Reply-To: john.desmarais@ibm.net 
Subject: Re: Templates Discussion 
Cc: champ-l@omg.org 
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---"Tim R. Gilberg"  wrote: 
> 
>  
> > >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. 
>  
> 	And again, I must point out that this is the whole crux of the 
> problem.  We really don't have players coming in and saying, "I 
wan't to 
> be one of the X-Men when they just started out!"  Nope, they're 
saying, "I 
> want to be one of the X-Men!" 
>  
> 	We shouldn't be assuming they want beginning inexperienced heroes, 
> as it will tend to turn player off of the system. 
 
Then what should we be assuming the power levels of thier campaign 
will be?  The level you run your games at? The level I run my games 
at?  Without polling every Champions GM out there, the only power 
level that can safely be assumed to be "typical" is the level 
suggested by and portrayed in the Champions book - and that's 100 
point base, 250 point character, 50 active point typical powers.  
These power levels tend to produce characters approximating recently 
"born" comic book character.  Any deviation from these standards are 
GM/Campaign specific, and not something that a simple system of 
templates can plan for. 
 
-=>John Desmarais 
_________________________________________________________ 
DO YOU YAHOO!? 
Get your free @yahoo.com address at http://mail.yahoo.com 
 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: 5th Edition: Special effects reduction 
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>>>>> "TRG" == Tim R Gilberg <trgilber@hilltop.ic.edu> writes: 
 
TRG> 	Why not? 
 
Given that relatively few gamers are mature enough to deal with "overly 
powerful" characters, a game that allows such characters will quickly lead 
to resentment from the other players.  That is why I want a caveat on SFX 
Reduction to the effect that any character may not have more than one type 
of SFX Reduction at the start of the game, similar to the restriction on 
NND attacks. 
 
Admittedly, there are a few players that can handle that kind of situation. 
But I would like to think that players mature enough to deal with it are 
mature enough to step outside of the the cost structure. 
 
A game's core rules have to be usable and fair to the lowest common 
denominator of players, mature and immature alike.  And to me that means no 
invulnerable PCs, at least as far as the core rules are concerned. 
 
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From: Brian Wong <rook@shell.infinex.com> 
Subject: Re: Template Bases 
Date: Mon, 9 Feb 1998 14:19:58 -0800 (PST) 
Cc: champ-l@omg.org 
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> > When we say 30pt plug-in, do we mean Active Points or Real Points.  A 
> > 30pt plug-in for a mutant would be a 6D6 EB, Fire, whereas a gadgeteer's 
> > 30pt plug-in could be a 12D6 EB, OAF Flame thrower.  How are we going to  
> > balance that?  When I realized that problem, I felt that point balancing 
> > would be infeasible. 
>  
> I've been assuming Real Points.  And it's balanced by the fact that the 
> flame thrower is Obvious and Accessable. 
 
Yeah, real points. The balance is in the fact that it all has to fit the 
50 active point, 15-20 Def, etc... concept put forth in the BBB for the 
250 point level. 
 
	I was discussing this project with a friend today when I came upon the 
idea that we may need 90 point plugins. 
 
	Imagine a plugin that has a full EC or Mulipower, but doesn't take up 
all of ones points. 
 
	30 and 60 are too small, 120 is too much. 
 
Also I've been adding up the points of the stats for the average BBB 
character and so far it's coming out to 140-150 on average. 
	We may want to raise the bases... 
	I've done it for Brawn and Speed. (Brick and Martial). 
	I don't have enough examples in the BBB for Brain, so that one 
will have to be drawn from suppliments. 
	Balanced I'm basing off of Energy Projector characters in the BBB 
and haven't yet added up the points to. 
 
 
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, 9 Feb 1998 14:19:59 -0800 (PST) 
From: Anthony Jackson <ajackson@iii.com> 
Reply-To: Anthony Jackson <ajackson@iii.com> 
Subject: Re: 5th Edition: Special effects reduction 
Cc: champ-l@omg.org 
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Lizard writes: 
> Uhm...ditto the advantage Armor Piercing, or the advantage Penetrating. 
>  
> I have a character with stretching, and high rPD due to 'flexible body'. A 
> bullet designed to penetrate hard metal armor isn't going to be any more 
> damaging to me than a normal bullet would be. Nor would it be effective 
> against a force field, or against a character whose flesh was incredibly 
> dense. But we allow Armor Piercing just the same. 
>  
Oddly enough, for characters whose defenses shouldn't be reduced by an attack 
which is optimized to penetrate armor 'hardened defenses'.  Incidentally, while 
I agree with the stretching, AP munitions probably would be more effective 
against people with super-dense flesh, and effectiveness against a force field 
is entirely dependent on the SFX of the force field. 
 
As far as 'ignores damage reduction' -- the cost of damage reduction tends to 
be comparable to the cost of armor and the like, so ignoring damage reduction 
should have about the same cost and restrictions as NND (which ignores armor).  
Halving damage reduction isn't all that meaningful. 
 
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Date: Mon, 9 Feb 1998 16:29:40 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: 5th Edition: Special effects reduction 
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> Uhm...ditto the advantage Armor Piercing, or the advantage Penetrating. 
 
	Not quite. 
 
> I have a character with stretching, and high rPD due to 'flexible body'. A 
> bullet designed to penetrate hard metal armor isn't going to be any more 
> damaging to me than a normal bullet would be. Nor would it be effective 
> against a force field, or against a character whose flesh was incredibly 
> dense. But we allow Armor Piercing just the same. 
 
 
	Actually, that bullet would do just fine against the dense flesh, 
and probably the Force Field as well.  We are talking about very similar 
effects.  I might put a partial limitation on the advantage, but it's 
probably to small to be worth much.  Heck, from where I'm standing, it 
probably makes sense for the AP bullet to do more to your flexible flesh. 
Or, alternately, it makes more sense for you to have Damage Reduction. 
 
 
				-Tim Gilberg 
 
	-"Friends help you move.  Real friends help you move bodies." 
 
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From: Brian Wong <rook@shell.infinex.com> 
Subject: Re: Hero Product Idea 
Date: Mon, 9 Feb 1998 14:31:34 -0800 (PST) 
Cc: champ-l@omg.org 
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>    Here's a thought for a probably brief discussion. 
>    What if there were special dice for Hero players?  Five possibilities 
> for special Hero Dice come to mind: 
>  
>    1.  BODY Dice, where the 1 is yellow, the 6 is red, and the rest are 
> blue (all with white pips, except the 1 with black pips), to make it easier 
> to count BODY. 
 
	This could have applications in other areas as well. Might be 
	useful. 
 
>    2.  STUN Dice, for Killing Attack STUN modifiers, with the 6 replaced by 
> a 1. 
 
	Possibly. But I always used hit locations, mainly for the sole 
	reason that it prevents the stun lottery. 
 
>    3.  Half Dice, numbered 1-1-2-2-3-3. 
 
	I have a set of these. 
 
>    4.  Luck Dice, with all six sides numbered 6. 
 
	Heh. I'll take those. 
 
>    5.  Unluck Dice, with all six sides numbered 1. 
 
	No player will ever feel the same... :) 
	Course, have to sneak them in on your to hit rolls. :) 
 
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Date: Mon, 9 Feb 1998 14:43:44 -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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qts writes: 
 
> But part of the Deflection is that the effect goes *somewhere*, which 
> FW doesn't accurately model, and BTW Deflection isn't based on CV but a 
> skill roll. 
 
Deflection is resolved by what is functionally a block roll -- your OCV with 
deflection vs the OCV of the attacker.  This is _not_ a skill roll, its a 
standard CV roll.  3rd edition deflection was handled as a skill roll. 
Incidentally, nothing in the 'missile deflection' power requires that the 
effect go anywhere. 
 
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From: Brian Wong <rook@shell.infinex.com> 
Subject: Re: Using TUSM 
Date: Mon, 9 Feb 1998 15:02:51 -0800 (PST) 
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>  
> I tried sending this message before, but it didn't get to the list. 
> 
	It got to me. I just didn't have an answer ready yet. :) Still 
don't but I'll try. 
  
> I was wondering how people used the information in the Ultimate Super Mage 
> in game worlds other than the Champions Universe.  Did you use the 
> dimensional info as is, or did you change it? 
> 
	I don't use any of the 'worldbook' info. I've read to much occult 
and mythology in my life to be able to stomach it. It is good for a comic 
book 'Dr. Strange' appeal though. 
	About the only section I've used so far is the Voodoo section for 
a couple of Voodoo heroes. 
 
I too would like to know what people have gotten out of it. 
 
> I was rather pleased with what I read in TUSM, but a little daunted on how 
> to start including the info in my game world. 
>  
 
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, 09 Feb 1998 15:36:18 -0800 
From: Clinton Chard <chud@pioneer.net> 
Subject: Re: Entagle Resisted by COM 
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Lizard wrote: 
 
> -----BEGIN PGP SIGNED MESSAGE----- 
> Hash: SHA1 
> 
> At 08:29 PM 2/8/98 -0600, Dataweaver wrote: 
> >I have trouble with the "Entangle resisted by COM" idea; how can 
> being 
> >more attractive make it easier to resist an attractive person? 
> 
> That's easy, actually. 
> 
> Joe Nerdboy, COM 8, is caught by the gaze of The Seductress, COM 30, 
> who bought Entangle Resisted by COM. Since with a COM 8 Joe doesn't 
> get to spend a lot of time with supermodels (ever see a supermodel 
> date ugly or normal looking guys?) 
 
Yep, Try Lyle Lovett and Julia Roberts 
 
> , he is rapt. 
> 
> The Seductress then turns her gaze to Captain Hero, COM 25. Since 
> Captain Hero has to beat admirers off with a stick, he is far less 
> affected by the beautiful villainess. 
 
 
 
-- 
"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 
 
 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: Entangle BOECV (was Re: In support of 'Advantaged' advantage!) 
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>>>>> "q" == qts <qts@nildram.co.uk> writes: 
 
q> I was just giving an example. To pursue your thought, a fellow Hero 
q> could slap the affected one and cause a new Ego roll ("Come on, snap 
q> out of it!"). 
 
But I cannot use my powers to break you out of such an Entangle, as I could 
with a "normal" Entangle.  You still have failed to address this aspect of 
the radical change described. 
 
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Date: Mon, 9 Feb 1998 17:43:24 -0600 (CST) 
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From: psansone@i1.net (Sparx) 
Subject: Re: Buffy the Vampire Slayer 
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>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. 
 
Just jumping in on the band wagon with the Buffy conversation.  I'm not  
going to requote everything.  I'll just say I have to agree with you on most  
of the numbers except the 18 intelligence, that is what Giles and Willow are  
for.  18 puts her quite above the normal teen and she barely gets passing  
grades at times.  The 25 Str may be accurate though I don't have the lift  
chart with me here.  I'm sorry Martial Arts plain and simple doesn't teach  
you how to grab a gun and bend the barrel or same to a lead pipe.  That is  
pure strength.  It isn't like she is doing some karate chop.  One end in one  
hand the other in the other hand, bend.  25 may be too strong, but she does  
rate above 20.  I might also throw in a HKA only versus vampires to  
represent that deadly kick she seems to have on some, though it doens't  
happen very often and I wouldn't go giving her too much of a Danger Sense,  
she is caught unaware more times them not versus the average run-of-the-mill  
vampire. 
 
 
Sparx 
 
===================================================== 
 I intend to live forever - so far, so good 
+++++++++++++++++++++++++++++++++++++++++++++++++++++ 
Check out #herochat on DALnet an IRC for Champions Conversation 
+++++++++++++++++++++++++++++++++++++++++++++++++++++ 
 
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Date: Mon, 09 Feb 1998 15:56:56 -0800 
From: Clinton Chard <chud@pioneer.net> 
Subject: Re: Hero Product Idea 
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Bob Greenwade wrote: 
 
>    Here's a thought for a probably brief discussion. 
>    What if there were special dice for Hero players?  Five possibilities 
> for special Hero Dice come to mind: 
> 
>    1.  BODY Dice, where the 1 is yellow, the 6 is red, and the rest are 
> blue (all with white pips, except the 1 with black pips), to make it easier 
> to count BODY. 
>    2.  STUN Dice, for Killing Attack STUN modifiers, with the 6 replaced by 
> a 1. 
>    3.  Half Dice, numbered 1-1-2-2-3-3. 
>    4.  Luck Dice, with all six sides numbered 6. 
>    5.  Unluck Dice, with all six sides numbered 1. 
> 
>    The latter two are rather obviously only good as novelty items, but I 
> think it'd be cool to have these. 
 
Great Idea, I would buy them! 
 
-- 
"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: Mon, 9 Feb 1998 16:01:43 -0800 (PST) 
From: Duane Morris <duane@turing.sci.yorku.ca> 
Subject: Re: Template - Assumptions 
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On Mon, 9 Feb 1998, Curt Hicks wrote: 
 
> This raises a point.   
>  
> The intended audience should be kept in mind.  
>  
> The template project was initiated due to the 'Horrors of Hero' thread 
> which indicated that new players had a sufficiently difficult time constructing  
> characters that it was 'frightening' them away from the system.   
> When I review the template discussion, in some cases I think to myself 
> "this wouldn't be a problem with people that are experienced with Hero". 
> So, I conclude that the intended audience for the templates is  
> 'people with NO experience with the Hero system'. 
>  
> Does everybody agree with the following working assumption ? 
>  
> "The templates are intended to provide new players and refereee of the  
> Hero system with examples of different character types so they can make  
> their own characters that are consistent with the characters in published  
> Hero products." 
 
That sounds fine.  We could even expand it slightly to indicate that it 
could be used by "experienced" players to generate characters on the fly. 
 
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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X-Sender: bob.greenwade@klock.com 
Date: Mon, 09 Feb 1998 16:29:55 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: 5th Edition: Special effects reduction 
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At 02:15 PM 2/9/1998 -0600, Darien Phoenix Lynx wrote: 
>About the absolute invisibility thing... 
>how would you build a common staple: "detect invisibility?" 
 
   More importantly, how is Detect Invisibility affected by Invisibility to 
Detect? 
--- 
Bob's Original Hero Stuff Page! 
   http://www.klock.com/public/users/bobg/original.htm 
Homepage of the Merry-Go-Round Webring!  (Wanna join?) 
   http://www.klock.com/public/users/bobg/merrhome.htm 
 
 
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Date: Mon, 09 Feb 1998 16:33:50 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Hero Product Idea 
Cc: champ-l@omg.org 
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At 02:31 PM 2/9/1998 -0800, Brian Wong wrote: 
>>    Here's a thought for a probably brief discussion. 
>>    What if there were special dice for Hero players?  Five possibilities 
>> for special Hero Dice come to mind: 
>>  
>>    1.  BODY Dice, where the 1 is yellow, the 6 is red, and the rest are 
>> blue (all with white pips, except the 1 with black pips), to make it easier 
>> to count BODY. 
> 
> This could have applications in other areas as well. Might be 
> useful. 
 
   Just out of curiosity:  Like what? 
 
>>    2.  STUN Dice, for Killing Attack STUN modifiers, with the 6 replaced by 
>> a 1. 
> 
> Possibly. But I always used hit locations, mainly for the sole 
> reason that it prevents the stun lottery. 
 
   Me too.  I have a few cases, though, where Hit Locations just aren't 
fitting, like Killing Explosions. 
 
>>    3.  Half Dice, numbered 1-1-2-2-3-3. 
> 
> I have a set of these. 
 
   Apparently, you're not the only one.  Who makes them -- the Armory? 
   Maybe next time I'm at Bridgeport Hobbies in Portland, I'll look into it. 
 
>>    4.  Luck Dice, with all six sides numbered 6. 
> 
> Heh. I'll take those. 
> 
>>    5.  Unluck Dice, with all six sides numbered 1. 
> 
> No player will ever feel the same... :) 
> Course, have to sneak them in on your to hit rolls. :) 
 
   Or one of each to a craps game.  >:-] 
--- 
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-Authentication-Warning: xanadu.io.com: traveler owned process doing -bs 
Date: Mon, 9 Feb 1998 19:05:27 -0600 (CST) 
From: Dataweaver <traveler@io.com> 
cc: champ-l@omg.org 
Subject: Re: 5th Edition: Special effects reduction 
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On Mon, 9 Feb 1998, Darien Phoenix Lynx wrote: 
 
> On Mon, 9 Feb 1998, Tim R. Gilberg wrote: 
>  
> > > >No it isn't. Most 'invunerable' supers get damaged eventually, and hero 
> > > >is a game of NO absolutes. (and please don't do the 'that in itself is an 
> > > >absolute' line) 
> >  
> > 	Why not?  That's the best way to counter that terrible arguement. 
> > It's a concept that needs supporting, but one that also needs heavy GM 
> > supervision. 
>  
> Don't forget to help GM's supervise it. Little magnifying glasses really 
> aren't much help at all, no matter how well intentioned. Nor is saying 
> "only with GM permission." Rules lawyers are going to eat GM's for 
> breakfast if they don't already have a firm grasp on how and when to put 
> on the brakes (and when not to). After all, the goal is to stop these 
> things *before* characters manifest themselves as problems, not after. 
>  
> About the absolute invisibility thing... 
> how would you build a common staple: "detect invisibility?" 
 
You certainly wouldn't buy it as extra perception; a character who is 
Invisible to Sight (no fringe) _cannot_ be detected by Sight, no matter 
_how_ much Enhanced Perception you have with Sight.  Sounds pretty 
absolute to me... 
 
OTOH, I do agree that Hero should have no Absolutes, in the sense that 
every "absolute" it does have should have a counter - it's just that the 
counter needn't neccessarily be "brute force".  For Invisibility, it is 
Detect (anything invisible to Sight) which acts as a counter to 
Invisibility to Sight, or simply a Hearing or Radar Sense roll (unless the 
person has Invisibility to those Sense Groups as well); likewise, the 
counter to Physical Invulnerability would be an attack whose special 
effect is predetermined by the character's designer (there's precedence 
for this in Desolid, Transform, and 0-END Uncontrolled), or an Energy or 
Mental attack.  I really don't see a problem with a character who spends 
360 points to be immune to all attacks with the exception of a single 
special effect.  Considering that most characters don't cost 360 points 
_total_... 
 
---- Jonathan Lang <traveler@io.com> ---- x ------- alias: Dataweaver --------- 
  Webpage:  http://www.io.com/~traveler  /@\ The Dogma of Otherness insists 
  GURPSnet's Benevolent Tyrant for Life  ~~~ that all voices deserve a hearing, 
FAQ: http://www.io.com/~ftp/GURPSnet/www  |  that all points of view have 
Archive: http://www.io.com/~ftp/GURPSnet  |  something of value to offer. 
submit new files to gurpsnet-files@io.com |  --David Brin, "Otherness" 
 
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X-Sender: geoff@emerald.omg.org 
Date: Mon, 9 Feb 1998 18:09:31 -0700 
From: geoff@omg.org (Geoff Speare) 
Subject: Re: general query: power advantage 
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>Attack vs Variable Defense: The attack with this power does damage against 
>the lowest appropriate defense of the target, whether PD or ED (or resistant 
>PD or ED).  This an RKA with AVVD would be defended by the victims rPD or 
>rED, whichever is lower.  If the target lacks one of the two, it acts on the 
>defense the target has. 
>+1/2 advantage 
 
This is a great example of using Limited Power rather than creating a new 
advantage. 
 
Buy a pair of attacks (one against PD, one against ED) and limit them so 
that only the appropriate one goes off. 
 
Geoff Speare 
 
 
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X-Sender: ctaylor@pop.cyberis.net 
Date: Mon, 09 Feb 1998 17:09:48 -0800 
From: Christopher Taylor <ctaylor@cyberis.net> 
Subject: Re: general query: power advantage 
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At 02:35 PM 2/9/98 -0500, you wrote: 
>-----BEGIN PGP SIGNED MESSAGE----- 
> 
>>>>>> "CT" == Christopher Taylor <ctaylor@cyberis.net> writes: 
> 
>CT> Instead of picking a defense, I'd like the power to go against the 
>CT> lowest defense the target has between physical and energy, soft of an 
>CT> odd NND/Armor Piercing variant. 
> 
>AVLD: lower of PD or ED. 
 
.. Sort of, except this is a raspy shaft job of an AVLD, which ordinarily 
lets you ignore defenses entirely unless they have the right one.. hardly 
worth 1 1/2 for what you get here is it? 
 
---------------------------------------------------------- 
Sola Gracia		Sola Scriptura		Sola Fide 
Soli Gloria Deo		Solus Christus		Corum Deo 
----------------------------------------------------------- 
 
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X-Sender: ctaylor@pop.cyberis.net 
Date: Mon, 09 Feb 1998 17:14:25 -0800 
From: Christopher Taylor <ctaylor@cyberis.net> 
Subject: Re: 5th Edition: Special effects reduction 
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>	Why not?  That's the best way to counter that terrible arguement. 
>It's a concept that needs supporting, but one that also needs heavy GM 
>supervision. 
> 
>> well it is heh heh, but...  thats why I use the ignores damage reduction 
>> advantage for +1/2 in my game... caveat emptor 
> 
>	And how does this help anything?!?  That is about the worst new 
>advantage I have _*ever*_ seen.  It basically takes the problems caused by 
>affects desolid and adds to them.  with the incredible number of SFX that 
>can simulate Damage Reduction, what in the name of Hades could possibly 
>ignore them all? 
 
The typical DR effect is a very tough interior, I dont really know of any 
other special effects BUT... that isnt really the point.  Hero is rife with 
advantages that are difficult to justify using a single effect for all 
special effects.. Armor Piercing comes to mind, all the defense-affecting 
powers are like that. 
 
Damage Reduction is about all encompassing, even NNDs are reduced by it.. it 
is a bit odd for the game to have nothing to get around it, isn't it? 
> 
>				-Tim Gilberg 
> 
>	-"Friends help you move.  Real friends help you move bodies." 
> 
> 
> 
> 
 
---------------------------------------------------------- 
Sola Gracia		Sola Scriptura		Sola Fide 
Soli Gloria Deo		Solus Christus		Corum Deo 
----------------------------------------------------------- 
 
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X-Sender: ctaylor@pop.cyberis.net 
Date: Mon, 09 Feb 1998 17:17:34 -0800 
From: Christopher Taylor <ctaylor@cyberis.net> 
Subject: Re: general query: power advantage 
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>>Attack vs Variable Defense: The attack with this power does damage against 
>>the lowest appropriate defense of the target, whether PD or ED (or resistant 
>>PD or ED).  This an RKA with AVVD would be defended by the victims rPD or 
>>rED, whichever is lower.  If the target lacks one of the two, it acts on the 
>>defense the target has. 
>>+1/2 advantage 
 
>This definitely qualifies as +1 - the attacker is getting the best 
>attack. Remember that a NND (+1) is dramatically reduced, if not 
>negated, by its particular defense(s). 
 
Im not sure this is as powerful as NND, although it doesnt strip the body 
damage away, it NEVER ignores defenses, and its very rare in my gaming 
experience when someone has a significant difference between PD and ED... 
 
>The character should pay for VSFX (+1/2), and if his first attack 
>doesn't do too well, try again with a different SFX. 
>qts 
 
well that works for successive attacks, I was thinking of something that 
would be for a single attack...one shot, works vs lowest defense.   
 
---------------------------------------------------------- 
Sola Gracia		Sola Scriptura		Sola Fide 
Soli Gloria Deo		Solus Christus		Corum Deo 
----------------------------------------------------------- 
 
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X-Sender: ctaylor@pop.cyberis.net 
Date: Mon, 09 Feb 1998 17:20:03 -0800 
From: Christopher Taylor <ctaylor@cyberis.net> 
Subject: Re: 5th Edition: Special effects reduction 
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>As far as 'ignores damage reduction' -- the cost of damage reduction tends to 
>be comparable to the cost of armor and the like, so ignoring damage reduction 
>should have about the same cost and restrictions as NND (which ignores armor).  
>Halving damage reduction isn't all that meaningful. 
 
A good argument, but I just can't help but notice that NND will be a useful 
allotment of points maybe 75% of the time or more, whereas IDR would be 
useful what, one time out of 10? 50?  How many times does one meet an enemy 
with damage reduction? 
 
That seems to be worth making it somewhat cheaper, although I like the idea 
of making it stun only perhaps... 
 
---------------------------------------------------------- 
Sola Gracia		Sola Scriptura		Sola Fide 
Soli Gloria Deo		Solus Christus		Corum Deo 
----------------------------------------------------------- 
 
Return-Path: <daemon@omg.org> 
Date: Mon, 9 Feb 1998 17:21:55 -0800 (PST) 
From: Anthony Jackson <ajackson@iii.com> 
Reply-To: Anthony Jackson <ajackson@iii.com> 
Subject: Re: 5th Edition: Special effects reduction 
Cc: champ-l@omg.org 
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Christopher Taylor writes: 
 
> The typical DR effect is a very tough interior, I dont really know of any 
> other special effects BUT... that isnt really the point.  Hero is rife with 
> advantages that are difficult to justify using a single effect for all 
> special effects.. Armor Piercing comes to mind, all the defense-affecting 
> powers are like that. 
>  
Tough interior?  Interesting, the most common SFX I've seen for damage 
reduction were: 
a)  'rolling with the blow' (usually with several limitations) 
b)  amorphous/semisolid 
c)  regeneration/lack of vitals 
 
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X-Sender: ctaylor@pop.cyberis.net 
Date: Mon, 09 Feb 1998 17:24:38 -0800 
From: Christopher Taylor <ctaylor@cyberis.net> 
Subject: Re: 5th Edition: Special effects reduction 
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>>No because NNDs are reduced by Damage Reduction too, a dirty little secret 
>>of the game... DR 'targets' the power used, not the advantage... 
> 
>Nothing in the description of DR indicates this. 
 
No, but it doesnt need to.  Damage Reduction affects the damage done after 
defenses... NND ignores defenses, it doesnt change the attack any, its still 
an energy blast... so NND ignores your defenses, the dice are rolled, you 
apply the damage reduction to the damage, like any other attack. 
 
>>>Why not just specify that Penetrating (ie the Penetrating part gets 
>>>through) does this? It seems appropriate. Or Armour Piercing could drop 
>>>DR by 25% each time. 
>> 
>>Thats an interesting idea, although its cleaner to have a specific advantage 
>>instead. 
> 
>Can you elaborate? 
 
well instead of having Armor Piercing do ANOTHER thing (vs teleport, 
defenses and now damage reduction), it seems more elegant and results in 
less stacking to have a new advantage.   But for the price, I think no one 
would ever pay for it, 1/2 to lower damage reduction one level?  It comes in 
useful maybe one out of every ten fights and a reduction of one level of DR 
would not even be noticed because of the loss of dice from the advantage 
(lose 1/3 dice due to active cost limits) 
 
---------------------------------------------------------- 
Sola Gracia		Sola Scriptura		Sola Fide 
Soli Gloria Deo		Solus Christus		Corum Deo 
----------------------------------------------------------- 
 
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Date: Mon, 09 Feb 1998 17:31:34 -0800 
From: Clinton Chard <chud@pioneer.net> 
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UNSUBSCRIBE 
 
-- 
"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 
 
 
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Date: Mon, 9 Feb 1998 19:48:12 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: "champ-l@omg.org" <champ-l@omg.org> 
Subject: Re: [Modify Deflection? (was Re: a question about deflection)] 
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> >	Actually, only vs single SFX would be worth quite a bit more than 
> >-1/2.  I'd put it somewhere between -1 1/2 and -2. 
> 
> This particular example is given a -1 limitation in the description of 
> DR. (Fire is pretty common). 
 
	O.K.  Didn't actually remember what it had.  Notably, Cosmic 
Energy Attacks SFX would result in a larger limitation. 
 
 
				-Tim Gilberg 
 
	-"Friends help you move.  Real friends help you move bodies." 
 
Return-Path: <daemon@omg.org> 
Date: Mon, 9 Feb 1998 19:52:28 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: 5th Edition: Special effects reduction 
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> TRG> 	Why not? 
> 
> Given that relatively few gamers are mature enough to deal with "overly 
> powerful" characters, a game that allows such characters will quickly lead 
> to resentment from the other players.  That is why I want a caveat on SFX 
> Reduction to the effect that any character may not have more than one type 
> of SFX Reduction at the start of the game, similar to the restriction on 
> NND attacks. 
 
	That's quite fine. 
 
> Admittedly, there are a few players that can handle that kind of situation. 
> But I would like to think that players mature enough to deal with it are 
> mature enough to step outside of the the cost structure. 
 
	Fine, but the rules should be included in even the "core" rules 
set. 
 
> A game's core rules have to be usable and fair to the lowest common 
> denominator of players, mature and immature alike.  And to me that means no 
> invulnerable PCs, at least as far as the core rules are concerned. 
 
	That's way too limiting a standpoint.  If you want to leave out 
anything that could be abusive or result in "invincible" characters, you 
would have to disallow defenses and attacks of all sorts.  Also, of 
course, no movement power as that would let a player be out of any 
situation where combat is possible. 
 
	You can't disallow everything that is possible to exploit and 
still have a rules set. 
 
 
 
				-Tim Gilberg 
 
	-"Friends help you move.  Real friends help you move bodies." 
 
 
Return-Path: <daemon@omg.org> 
Date: Mon, 9 Feb 1998 17:53:11 -0800 
From: RGSchwerdtfeger@directv.com (Richard G Schwerdtfeger) 
Subject: Fantasy Hero: Bless spell? 
Content-Description: cc:Mail note part 
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I was just contemplating starting a Fantasy Hero campaign for some hardcore  
AD&D players I know, in order to lure them over to the Hero system. And I  
was thinking of what spells I could port over. 
 
How would you build a standard bless spell?  
 
1)An AOE Dex Aid, only for CV bonuses?  
 
2)Or could you just Aid Combat Skill Levels? This one is a little bit of a  
grey area. Not all characters have CSLs, and some people take the Aid rules  
to say that you can't Aid anything that a character doesn't already have.  
(I've seen a houserule that stated if you wanted to Aid a power that  
someone didn't have, you had to double the effect. i.e., to Aid EB on  
someone without it, each EB die would be 10 pts.) 
 
3)Or could you just buy CSLs, UBO, AOE? Probably as a continuing charge, or  
with 0DCV Concentrate throughout. 
 
I know that the rules state you should always take the most expensive way  
to create a power, but #1 and #2 would be fairly close in cost. And #3 is  
just the easiest, since you don't have to worry about power fade. 
 
Which would you choose, or is there another way? 
 
Richard 
 
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Date: Mon, 9 Feb 1998 19:58:57 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: Templates Discussion 
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> at?  Without polling every Champions GM out there, the only power 
> level that can safely be assumed to be "typical" is the level 
> suggested by and portrayed in the Champions book - and that's 100 
> point base, 250 point character, 50 active point typical powers. 
> These power levels tend to produce characters approximating recently 
> "born" comic book character.  Any deviation from these standards are 
> GM/Campaign specific, and not something that a simple system of 
> templates can plan for. 
 
	Then change the standard.  We are talking about a forthcoming 
editon of the rules.  Bump things up to the 300, 350, or 400 point levels. 
The system will still be the same, and perhaps we can avoid some 
point-saving tricks. 
 
 
				-Tim Gilberg 
 
	-"Friends help you move.  Real friends help you move bodies." 
 
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Date: Mon, 9 Feb 1998 20:04:08 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: Entangle BOECV (was Re: In support of 'Advantaged' advantage!) 
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> q> I was just giving an example. To pursue your thought, a fellow Hero 
> q> could slap the affected one and cause a new Ego roll ("Come on, snap 
> q> out of it!"). 
> 
> But I cannot use my powers to break you out of such an Entangle, as I could 
> with a "normal" Entangle.  You still have failed to address this aspect of 
> the radical change described. 
 
	Actually, that needs to be added into all entagles as an option, 
even normal ones, IMHO.  It's a fitting SFX.  Try a cross-dimentional 
force just holding the target, which cannot be targeted by any outside 
force.  Only the target can try to break out, though grabbing the targets 
limbs and "pulling" can result in a combined attempt to break-out.  Give 
this a +1/2 or so advantage, then balance it by requiring some other 
common way to break out, like being hit by a bright light, or something. 
 
 
 
				-Tim Gilberg 
 
	-"Friends help you move.  Real friends help you move bodies." 
 
 
Return-Path: daemon@omg.org 
Date: Mon, 09 Feb 1998 18:07:14 -0800 
From: Rick Holding <rholding@ActOnline.com.au> 
Subject: Re: Entangle (was Re: In support of 'Advantaged' advantage!) 
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Joe Mucchiello wrote: 
 
> 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. 
 
 
	I'm curious as to why you would wish to have different costs based on  
the stat.  Ignore the differences for stats but you must need to determine what  
the effects of attacks will be.  If normal attacks still affect it then don't  
change the cost of the entangle.  If normal attacks dont affect then apply  
transparent defences as listed under entangle (+1/2 advantage). 
 
	It all, of course, hinges on special effects and GM's permission. 
--  
----------------------------------------------------------- 
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, 09 Feb 1998 18:09:51 -0800 
From: Rick Holding <rholding@ActOnline.com.au> 
Subject: Re: In support of 'Advantaged' advantage! 
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Bob Greenwade wrote: 
 
> >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. 
 
	Excuse me?  You can block as many attacks as you are able.  You  
just get a cumulative -2 every extra attempt until you fail 
--  
----------------------------------------------------------- 
Ricky Holding    Email: rholding@ActOnline.com.au 
Work is only there to give us time to talk about play 
----------------------------------------------------------- 
 
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From: lowecm@polaris.clarkson.edu 
Date: Mon, 9 Feb 1998 21:13:45 -0500 (EST) 
cc: champ-l@omg.org 
Subject: Re: 5th Edition: Special effects reduction 
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> Damage Reduction is about all encompassing, even NNDs are reduced by it.. it 
> is a bit odd for the game to have nothing to get around it, isn't it? 
 
Thats why Damage Reduction only goes up to 75%.  100% Damage Reduction 
is already in the game.  Desolid, bought can't walk through solid 
objects.  For buying the normal Desol with that limitation 
(-1/2), its only 27 points.  True, you have to pay a whole hell of a 
lot for attacks, but its 100% DR, you should pay for it. 
 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: 5th Edition: Special effects reduction 
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-----BEGIN PGP SIGNED MESSAGE----- 
 
>>>>> "TRG" == Tim R Gilberg <trgilber@hilltop.ic.edu> writes: 
 
TRG> 	Fine, but the rules should be included in even the "core" rules 
TRG> set. 
 
I think you misunderstand: players that can handle unbalancing characters 
don't need rules.  Those that cannot handle such characters do need rules. 
Two things will happen if you incorporate a rule that attempts to please 
both groups.  The former will hate the restrictions of the rule and not use 
it, favoring local house rules.  The latter will not understand the rule 
and will either not use it at all, or abuse it, leading to the previously 
described scenario of players hating other players. 
 
You cannot please everyone.  The choice you have to make is whether to 
please the group that needs the crutch or the group that can do quite well 
without it. 
 
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Version: PGP for Personal Privacy 5.0 
Charset: noconv 
 
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--  
Rat <ratinox@peorth.gweep.net>    \ Ingredients of Happy Fun Ball include an 
PGP Key: at a key server near you! \ unknown glowing substance which fell to 
                                    \ Earth, presumably from outer space. 
 
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X-Sender: ctaylor@pop.cyberis.net 
Date: Mon, 09 Feb 1998 21:06:49 -0800 
From: Christopher Taylor <ctaylor@cyberis.net> 
Subject: Re: 5th Edition: Special effects reduction 
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At 09:13 PM 2/9/98 -0500, you wrote: 
>> Damage Reduction is about all encompassing, even NNDs are reduced by it.. it 
>> is a bit odd for the game to have nothing to get around it, isn't it? 
> 
>Thats why Damage Reduction only goes up to 75%.  100% Damage Reduction 
>is already in the game.  Desolid, bought can't walk through solid 
>objects.  For buying the normal Desol with that limitation 
>(-1/2), its only 27 points.  True, you have to pay a whole hell of a 
>lot for attacks, but its 100% DR, you should pay for it. 
 
I guess, but thats like saying you can only buy 40 PD, not 145012 to make 
sure nothing EVER hurts you... but you still have armor piercing, right? 
But Damage Reduction doesnt have any way like that around it, not even NND. 
 
---------------------------------------------------------- 
Sola Gracia		Sola Scriptura		Sola Fide 
Soli Gloria Deo		Solus Christus		Corum Deo 
----------------------------------------------------------- 
 
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X-Authentication-Warning: bermuda.io.com: traveler owned process doing -bs 
Date: Mon, 9 Feb 1998 23:27:53 -0600 (CST) 
From: Dataweaver <traveler@io.com> 
cc: "champ-l@omg.org" <champ-l@omg.org> 
Subject: Re: Template Bases 
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It seems to me that there are two aspects that need to be considered here 
for any given suggestion: How convenient is it to Them, and how convenient 
is it to Us?  Obviously, having both would be ideal; but when there's 
conflict, convenience to Them should win out... 
 
On Mon, 9 Feb 1998, John Desmarais wrote: 
> On Mon, 9 Feb 1998 14:19:58 -0800 (PST), Brian Wong wrote: 
> >	I was discussing this project with a friend today when I came upon the 
> >idea that we may need 90 point plugins. 
> > 
> >	Imagine a plugin that has a full EC or Mulipower, but doesn't take up 
> >all of ones points. 
> > 
> >	30 and 60 are too small, 120 is too much. 
>  
> So, "minor", "standard", "major", and "augmented"?? 
 
First, a full EC or Multipower is certain to be _cheaper_ than attempting 
the same abilities without them.  Second, this would be the first case 
where the conveniences conflict, IMHO: from our perspective, it would be 
nice to have a level between "standard" and "major" to work with; but from 
the end-user's perspective, such a level would add needless complexity: 
 
min/std/aug               min/std/maj/aug 
 
           relative values 
 
min = 1/2 x std           min = 1/2 x std 
aug = 2 x std             maj = 1 1/2 x std 
                          aug = 2 x std 
 
         possible breakdowns 
 
1 aug                     1 aug 
2 std                     2 std 
4 min                     4 min 
1 std + 2 min             1 std + 2 min 
                          1 maj + 1 min 
 
I don't know; is it worth it? maybe not... or maybe...?? Feedback, 
please... 
 
> >Also I've been adding up the points of the stats for the average BBB 
> >character and so far it's coming out to 140-150 on average. 
>  
> I just did a quick glance through the BBB and it looks like most of the 
> characters who rely mostly on "powers" as opposed to "stats" fall under 
> 125 points for stats.  With the "stat intensive" concepts getting a 
> characteristic boost from plug-ins, 120 points should work ok for everyone. 
 
<wince> yet another case of the aforementioned conflict - this time, 
running against me, apparently... 
 
having the plugins in 30-point multiples is convenient for the system 
designers (especially in terms of fitting an integral number of disad 
packs to power plugs), as is having two standard plug-ins - but that 
requires the power plug-ins to use up 120 points, leaving 130 for the 
base, the background, and the freebies; and if the base takes up 120 
points, that leaves 10 for background + freebies - and you'd be 
hard-pressed to do a _background_ on 10 points... 
 
Maybe, instead of giving a certain number of freebie points, we can 
provide an option of trading in a minor plug-in for thirty points of 
customization; trim the base down to 115 points; and dedicate the 
remaining 15 to background...? 
 
> >	We may want to raise the bases... 
> >	I've done it for Brawn and Speed. (Brick and Martial). 
 
Note that a legitimate Brick would actually be Brawn + Brick; you could 
also do Brawn + Energy Projector, for instance, to get an energy projector 
who is stronger than normal, but is far less than Brick-average - or you 
could use Athlete + Brick to design an individual who is definitely a 
brick - but isn't _quite_ up to the usual Brick standards - but who is 
much nimbler than the typical brick... 
 
> >	I don't have enough examples in the BBB for Brain, so that one 
> >will have to be drawn from suppliments. 
> >	Balanced I'm basing off of Energy Projector characters in the BBB 
> >and haven't yet added up the points to. 
 
Sounds like a plan... 
 
---- Jonathan Lang <traveler@io.com> ---- x ------- alias: Dataweaver --------- 
  Webpage:  http://www.io.com/~traveler  /@\ The Dogma of Otherness insists 
  GURPSnet's Benevolent Tyrant for Life  ~~~ that all voices deserve a hearing, 
FAQ: http://www.io.com/~ftp/GURPSnet/www  |  that all points of view have 
Archive: http://www.io.com/~ftp/GURPSnet  |  something of value to offer. 
submit new files to gurpsnet-files@io.com |  --David Brin, "Otherness" 
 
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Date: Tue, 10 Feb 1998 06:03:17 -0600 (CST) 
From: Darien Phoenix Lynx <chip@owlnet.rice.edu> 
Subject: Check 
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Golth, barbarian warrior in the Paimaya FH campaign, has put a choke hold 
on Fanz, who just stepped out of the house to check on the horses. Golth 
responds to the DM with the following... 
 
Is he right? 
Can't... keep... all the rules... in my brain... at once!!! ARrrrgh! 
 
---------- Forwarded message ---------- 
Date: Mon, 09 Feb 1998 17:45:25 PST 
Subject: Re: RP: Moment of Truth 
 
>You got him totally by surprise.  He takes double stun damage, and 
>you've CON stunned him.  He gets his free post-segment 12 recovery. 
>It's now segment 4.  You're first. 
 
Actually, while holding his breath, a character may not nave any  
recoveries, even post-12. 
 
When my phase comes around, I'll use all four of my levels to do an  
extra die of stun - 3d6 NND. 
 
carl 
Hurm... 
 
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Subject: SuperHero World & Effects Of Powers 
Date: Tue, 10 Feb 98 08:58:55 -0500 
x-sender: DFair@pop.worldweb.net 
From: David Fair <DFair@sdslink.com> 
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I was reading two things on the Metro this morning, and it got me to  
thinking... 
 
The first thing that I was reading was an article on US Air Force Weapons  
Identification technology, discussing how to determine what kind of  
weapon was used to destroy an aircraft for example. 
 
The other was a back issue of Thunderbolts. 
 
In a world where super-beings exist, and many (if not most or all) keep  
their identities secret, what type of technologies would develop to  
identify specific  paranormal power uses? 
 
In other words, would the authorities have a way of examining a blast  
scorch mark after a superbattle, and, based on data recovered from after  
other battles, figuring out that the user of the blast was none other the  
the nefarious Dr. Mean? 
 
Has anyone done something like this? Just curious as to the thoughts on  
the list about this subject. 
 
David A. Fair         | 
SDS International     |     Think Different 
dfair@sdslink.com     | 
 
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From: Joe Mucchiello <why@superlink.net> 
Subject: Re: general query: power advantage 
Date: Tue, 10 Feb 1998 09:29:07 -0500 (EST) 
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Rat <ratinox@peorth.gweep.net> said 
>>>>> "CT" == Christopher Taylor <ctaylor@cyberis.net> writes:  
>   
> CT> Instead of picking a defense, I'd like the power to go against the  
> CT> lowest defense the target has between physical and energy, soft of an  
> CT> odd NND/Armor Piercing variant.  
>   
> AVLD: lower of PD or ED.  
 
It's not worth +1 1/2.  I would agree with Chris and call it +1/2.  You 
could model the power like this: 
 
8D6 EB, Physical, Does no damage if target PD is less than ED (-1/4) 
8D6 EB, Linked (-1/2), Does no damage if target ED is less than (or equal 
     to) PD (-1/2) (this one is more often true so it gets a better lim.) 
 
So that's 30+20 which is equivalent to a +1/4.  That is just too cheap, 
unless all characters in you campaign have equal PD and ED, in which case, 
it's too expensive. 
 
  Joe 
 
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From: Curt Hicks <exucurt@exu.ericsson.se> 
Date: Tue, 10 Feb 1998 08:52:50 -0600 (CST) 
Subject: SuperHero World & Effects Of Powers 
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 David Fair <DFair@sdslink.com>  wrote:  
 
> In a world where super-beings exist, and many (if not most or all) keep  
> their identities secret, what type of technologies would develop to  
> identify specific  paranormal power uses? 
>  
> In other words, would the authorities have a way of examining a blast  
> scorch mark after a superbattle, and, based on data recovered from after  
> other battles, figuring out that the user of the blast was none other the  
> the nefarious Dr. Mean? 
>  
> Has anyone done something like this? Just curious as to the thoughts on  
> the list about this subject. 
>  
Wouldn't Forensics / Medical Pathology / Materials Analysis cover this ? 
 
Curt Hicks 
 
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From: lowecm@polaris.clarkson.edu 
Date: Tue, 10 Feb 1998 09:54:33 -0500 (EST) 
cc: champ-l@omg.org 
Subject: Re: 5th Edition: Special effects reduction 
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On Mon, 9 Feb 1998, Christopher Taylor wrote: 
 
> At 09:13 PM 2/9/98 -0500, you wrote: 
> >> Damage Reduction is about all encompassing, even NNDs are reduced by it.. it 
> >> is a bit odd for the game to have nothing to get around it, isn't it? 
> > 
> >Thats why Damage Reduction only goes up to 75%.  100% Damage Reduction 
> >is already in the game.  Desolid, bought can't walk through solid 
> >objects.  For buying the normal Desol with that limitation 
> >(-1/2), its only 27 points.  True, you have to pay a whole hell of a 
> >lot for attacks, but its 100% DR, you should pay for it. 
>  
> I guess, but thats like saying you can only buy 40 PD, not 145012 to make 
> sure nothing EVER hurts you... but you still have armor piercing, right? 
> But Damage Reduction doesnt have any way like that around it, not even NND. 
 
AP doesn't affect it.  The only way to get through the Desol is either 
to have a SFX that goes through or to use Affects Desol.  As Desol 
says, "When this Power is used, the character is immune to all 
physical and energy attacks; the character is also immune to such 
things as Power Drain, Flash, or NND attacks." 
 
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X-Sender: bob.greenwade@klock.com 
Date: Tue, 10 Feb 1998 06:54:47 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Check 
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At 06:03 AM 2/10/1998 -0600, Darien Phoenix Lynx wrote: 
>Golth, barbarian warrior in the Paimaya FH campaign, has put a choke hold 
>on Fanz, who just stepped out of the house to check on the horses. Golth 
>responds to the DM with the following... 
> 
>Is he right? 
>Can't... keep... all the rules... in my brain... at once!!! ARrrrgh! 
> 
>---------- Forwarded message ---------- 
>Date: Mon, 09 Feb 1998 17:45:25 PST 
>Subject: Re: RP: Moment of Truth 
> 
>>You got him totally by surprise.  He takes double stun damage, and 
>>you've CON stunned him.  He gets his free post-segment 12 recovery. 
>>It's now segment 4.  You're first. 
> 
>Actually, while holding his breath, a character may not nave any  
>recoveries, even post-12. 
> 
>When my phase comes around, I'll use all four of my levels to do an  
>extra die of stun - 3d6 NND. 
 
   I'd call the post-12 on this a GM's call, or a Special Effects call on 
the Choke Hold.  As GM in this case, I'd probably rule no post-12 once the 
point for it was made. 
--- 
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: Curt Hicks <exucurt@exu.ericsson.se> 
Date: Tue, 10 Feb 1998 09:00:30 -0600 (CST) 
Subject: Template -More  Assumptions 
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John Desmarais wrote:  
>  
> Sort of.  I think of more as providing new player/refs with a set of 
> tools to easily make characters that are consistant with the published 
> characters (after all, the BBB provides examples of several different 
> character types). 
>  
 
I agree.  'set of tools' is better than 'examples'.  
 
Assumption 1) 
 
The templates are designed to provide new players and referees with a set of 
tools to easily make characters that are consistent with the published 
characters. 
 
Assumption 2)  
 
The templates are designed for super-heroic characters at the recommended 
250 point level. 
 
 
Curt   
 
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Date: Tue, 10 Feb 1998 10:18:03 -0500 (EST) 
From: Bill Svitavsky <bsvitavs@bu.edu> 
Subject: Sailing Ships 
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I've been setting up a pirate campaign, and the Hero fundamentalist in me 
is feeling a little uncomfortable with the fact that the rules for ships 
in Fantasy Hero Companion II don't quite fit with the regular vehicle 
rules. Don't get me wrong - I really like the ship rules. They were lifted 
almost entirely from the ICE Campaign Classics Pirate supplement, which is 
wonderfully researched, and they seem to do a good job of caputuring the 
feel of naval combat while remaining playable. But they deviate from the 
normal vehicle rules in several places: ships don't have DEX, their SPD is 
given on a different time scale than normal SPD, effectively giving them 
SPD's less than one, and various other special rules apply.  
 
This isn't a problem in a heroic-level game; it's easy enough to 
understand and you don't have to figure out what a SPD of 5 on a *8 scale 
costs. But what if I decide to give the next superhero I design a sloop? I 
think I'd be forced to resort to a Physical Limitation: Sailing Ship and 
just apply the ship rules with that justification. 
 
Bob, have you dealt with sailing ships at all in the Ultimate 
Super-Vehicle? 
 
 
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From: Joe Mucchiello <why@superlink.net> 
Subject: Re: Limited Power, 5th Ed 
Date: Tue, 10 Feb 1998 10:19:39 -0500 (EST) 
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Bob said: 
> At 02:27 PM 2/9/1998 -0500, Joe Mucchiello wrote:  
> >> At 03:08 PM 2/8/1998 -0500, Joe Mucchiello wrote:   
> >> >Force Field   
> >> >   Non-resistant: -1   
> >>    Comparing PD vs PD + Damage Resistance, I think this should be -1/2.   
> >But straight PD doesn't cost END for the same cost.  
>    Neither does Damage Resistance.  
[snip] 
Oops, okay, -1/2. 
 
> >> >Mandatory Mental Effect   
> >> >   This mental power do not work unless a certain level of effect is   
> >> >achieved as described in the power's description.  For each 10 points   
> >> >required the power gains a -1/4 limitation.  Example: Mind Guy wants a   
> >> >Mind Control in which the affected person never remembers what happened   
> >> >during the control.  That Mind Control would take Manadatory Mental  
> Effect   
> >> >at -1/4.   
> >>    I do this one a little differently, and I think it's a mechanic worth   
> >> considering for 5th Edition.   
> >>    If a character always has a certain effect with a Mental Power, he pays   
> >> a number of points equal to the amount of effect needed.  Thus, Mind Guy  
> in   
> >> your example would pay 10 points to always have his targets forget what   
> >> happened during the control.   
> >>    This is approximately the same as buying 3d6 of extra Mind Control,  
> with   
> >> a -1/2 Limitation that it can only be applied to this purpose; in other   
> >> words, not too far off the end result you're after.   
> >  
> >Both of these work, but they have different side effects:  In my version,  
> >a mentallist with a 12D6 Mind Control, MME target does not remember, pays  
> >48 Real Points.  With yours, he buys 10D6 Mind Control, +3D6 MC only to  
> >offset target does not remember cost (-1/2) and pays 60 Real Points.  Your  
> >version costs 65 Active Points, mine only 60.  
>   
>    Close; mine is 60 Active Points: 10d6 +10 points of extra effect.  
 
I was going by the equivalent active points.  To get the "guaranteed" +10 
points, you modeled it on +3D6 MVC (-1/2), that's 15 Active Points, not 
10.  To go extreme, suppose I wanted a MC, Target believes he wanted the 
actions (+20), Target would do things violently opposed to (+30).  Your 
way, I could get a normal to do anything and believe he wanted to for 6D6 
+50 = 80 active points.  (average effect is 21 EGO affected +50 for 
required effects or 71 total effect for 80 active points)  To get 71 on an 
average roll requires a little more than 20D6, or 100 Active points.  My 
way, the 20D6 MC would have -1 1/4 limitation, costing 44 real points. 
(see below) 
 
> >I don't know.  Mine is cheaper in the long run, but yours doesn't look  
> >"like it" violates campaign limits but keeps Real Cost higher.  
>   
>    I'm not sure what you're saying here about my version compared to yours.  
>  (The sentence doesn't scan for me.)  
 
I should have put the quotes around "look like".  Your version is better 
in that it keeps real cost hight, and the number of dice down.  But it 
also gives a real benefit to the power, about 5 points per 10 spent. 
 
  Joe 
 
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From: Joe Mucchiello <why@superlink.net> 
Subject: Re: Limited By Time (A limitation for discussion) 
Date: Tue, 10 Feb 1998 10:23:26 -0500 (EST) 
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> On Sun, 08 Feb 1998 23:47:47 -0500, Joe Mucchiello wrote:  
> >At 07:41 PM 2/8/98, \"qts\" <qts@nildram.co.uk> wrote:  
> >>On Sun, 08 Feb 1998 15:11:05 -0500, Joe Mucchiello wrote:  
> >>>LIMITED BY TIME <Looking glass>  
> >>[snip]  
> >>Isn't this a Continuing Charge?  
> >  
> >No, charges limit the number of times per day you can use the power.  
>   
> Point taken. As such, I'd put a STOP sign by it.  
 
Point taken.  I started that post as a comment on Uncontrolled and I 
should have carried the STOP sign with it. 
 
  Joe 
 
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From: Joe Mucchiello <why@superlink.net> 
Subject: Re: Template Bases 
Date: Tue, 10 Feb 1998 10:31:24 -0500 (EST) 
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> > > When we say 30pt plug-in, do we mean Active Points or Real Points.  A  
> > > 30pt plug-in for a mutant would be a 6D6 EB, Fire, whereas a gadgeteer's  
> > > 30pt plug-in could be a 12D6 EB, OAF Flame thrower.  How are we going to   
> > > balance that?  When I realized that problem, I felt that point balancing  
> > > would be infeasible.  
> >   
> > I've been assuming Real Points.  And it's balanced by the fact that the  
> > flame thrower is Obvious and Accessable.  
>   
> Yeah, real points. The balance is in the fact that it all has to fit the  
> 50 active point, 15-20 Def, etc... concept put forth in the BBB for the  
> 250 point level.  
>   
> 	I was discussing this project with a friend today when I came upon the  
> idea that we may need 90 point plugins.  
 
50 Active points, is why, I worked with 25/50/75 in my example post from a 
week ago.  That could easily expand to 100 as well. 
 
> 	Imagine a plugin that has a full EC or Mulipower, but doesn't take up  
> all of ones points.  
 
That was the reason for 75. 
 
> Also I've been adding up the points of the stats for the average BBB  
> character and so far it's coming out to 140-150 on average.  
 
I don't know what the point of averaging the BBB characters is for.  I'm 
assuming all of the example characters would be rewritten to get in line 
with our system, not the other way around.  If someone is new to the 
system, they don't know how much more powerful 5 SPD, 15 PD is compared to 
4 SPD, 12 PD.  They only know that the numbers are higher. 
 
> 	We may want to raise the bases...  
 
Lower them instead to 50 and then provide 25 point add-ins. 
 
I may have to actually work on my version.  I gave up because it seemed 
that we were going in a direction not too tangential from mine, but now I 
don't know.  They only problem I have with my own suggestions is that it 
provides too many choices to be quick or convenient. 
 
  Joe 
 
Return-Path: <daemon@omg.org> 
From: Brian Wong <rook@shell.infinex.com> 
Subject: Re: 5th Edition: Special effects reduction 
Date: Tue, 10 Feb 1998 07:36:31 -0800 (PST) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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X-UID: 118 
 
> TRG> 	Fine, but the rules should be included in even the "core" rules 
> TRG> set. 
>  
> I think you misunderstand: players that can handle unbalancing characters 
> don't need rules.  Those that cannot handle such characters do need rules. 
> Two things will happen if you incorporate a rule that attempts to please 
> both groups.  The former will hate the restrictions of the rule and not use 
> it, favoring local house rules.  The latter will not understand the rule 
> and will either not use it at all, or abuse it, leading to the previously 
> described scenario of players hating other players. 
>  
> You cannot please everyone.  The choice you have to make is whether to 
> please the group that needs the crutch or the group that can do quite well 
> without it. 
 
	Hmmm. 
Western thought seems to often ommit the middle. 
 
	There are many of us who like to see the rules be complete and able to 
handle what we desire to use them for. People who are also mature enough to 
know where not to abuse said rules. 
	In all liklihood, this group comprises the majority of this list. If 
not, I know it at least covers me and my players. 
 
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: Joe Mucchiello <why@superlink.net> 
Subject: Re: 5th Edition: Special effects reduction 
Date: Tue, 10 Feb 1998 10:40:53 -0500 (EST) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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X-UID: 117 
 
> >>>Why not just specify that Penetrating (ie the Penetrating part gets  
> >>>through) does this? It seems appropriate. Or Armour Piercing could drop  
> >>>DR by 25% each time.  
> >>  
> >>Thats an interesting idea, although its cleaner to have a specific advantage  
> >>instead.  
> >  
> >Can you elaborate?  
>   
> well instead of having Armor Piercing do ANOTHER thing (vs teleport,  
> defenses and now damage reduction), it seems more elegant and results in  
> less stacking to have a new advantage.   But for the price, I think no one  
> would ever pay for it, 1/2 to lower damage reduction one level?  It comes in  
> useful maybe one out of every ten fights and a reduction of one level of DR  
> would not even be noticed because of the loss of dice from the advantage  
> (lose 1/3 dice due to active cost limits)  
 
Why create an advantage at all?  If you want to get rid of DR then buy a 
Suppress and link your attack to it.  A 5d6 Suppress will get rid of 25% 
of resistent DR for a phase. 
 
Or would you use Dispel? 
  Joe 
 
Return-Path: <daemon@omg.org> 
From: Brian Wong <rook@shell.infinex.com> 
Subject: Re: SuperHero World & Effects Of Powers 
Date: Tue, 10 Feb 1998 08:05:53 -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:  
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X-UID: 119 
 
> In a world where super-beings exist, and many (if not most or all) keep  
> their identities secret, what type of technologies would develop to  
> identify specific  paranormal power uses? 
>  
> In other words, would the authorities have a way of examining a blast  
> scorch mark after a superbattle, and, based on data recovered from after  
> other battles, figuring out that the user of the blast was none other the  
> the nefarious Dr. Mean? 
>  
> Has anyone done something like this? Just curious as to the thoughts on  
> the list about this subject. 
 
	I'm probably somewhat rare in that in my world the coming of Super's 
has slowed technology. 
	Super's came in big in the early part of the century, well before the 
cold war. And none of their 'Super Tech' is mass producable. 
	They did however slow a lot of the need for an arms race after WWII. 
 
	That said, I have no mutant detector ray guns, no PRIMUS, No VIPER. No 
Super Agents whatsoever. 
	Just plain old cops using regular technology to gather clues. That 
said... 
	They could examine a set of scortched footprints and know that it meets 
with known patterns of a list of known villians. But couldn't fire up a cosmo 
beam detector and know who. 
	Deductive reasoning lets them typically be able to know when a given 
incident involved supers. The nature of the more obvious powers can be 
somewhat disertained. But that's about it. 
	Typically a SUper Crime involves a short investigation, then calling 
in the local Heroes to take a look around. When it comes to having located 
villians, it's a similar pattern, though often in reverse. 
 
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, 10 Feb 1998 08:09:32 -0800 (PST) 
From: Steven Wells <slwells@ucdavis.edu> 
X-Sender: szwells@dilbert.ucdavis.edu 
cc: champ-l@omg.org 
Subject: Re: Fantasy Hero: Bless spell? 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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On Mon, 9 Feb 1998, Richard G Schwerdtfeger wrote: 
 
> I was just contemplating starting a Fantasy Hero campaign for some hardcore  
> AD&D players I know, in order to lure them over to the Hero system. And I  
> was thinking of what spells I could port over. 
>  
> How would you build a standard bless spell?  
 
Check out http://www.planetx.org/~joe/gaming/dh.html 
 
This person had much too much free time on his hands and has converted 
nearly every facet of AD&D to Hero -- spells, magic items, even the class 
system.  Nice resource all-in-all. 
 
-------------------------- 
Steven L. Wells 
slwells@ucdavis.edu 
Member Team OS/2 
-------------------------- 
 
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X-Authentication-Warning: bermuda.io.com: traveler owned process doing -bs 
Date: Tue, 10 Feb 1998 10:09:40 -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 
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X-UID: 120 
 
On Mon, 9 Feb 1998, Tim R. Gilberg wrote: 
 
>  
> > at?  Without polling every Champions GM out there, the only power 
> > level that can safely be assumed to be "typical" is the level 
> > suggested by and portrayed in the Champions book - and that's 100 
> > point base, 250 point character, 50 active point typical powers. 
> > These power levels tend to produce characters approximating recently 
> > "born" comic book character.  Any deviation from these standards are 
> > GM/Campaign specific, and not something that a simple system of 
> > templates can plan for. 
>  
> 	Then change the standard.  We are talking about a forthcoming 
> editon of the rules.  Bump things up to the 300, 350, or 400 point levels. 
> The system will still be the same, and perhaps we can avoid some 
> point-saving tricks. 
 
Neg; we are talking about HSR4 / C5.  If we don't have this finished by 
the time HSR5 comes out, we'll adjust to fit.  But we do _not_ have the 
authority to change the standard - only to petition for such a change.   
 
In the meantime, I suggest that we try to work with the existing standard.   
 
---- Jonathan Lang <traveler@io.com> ---- x ------- alias: Dataweaver --------- 
  Webpage:  http://www.io.com/~traveler  /@\ The Dogma of Otherness insists 
  GURPSnet's Benevolent Tyrant for Life  ~~~ that all voices deserve a hearing, 
FAQ: http://www.io.com/~ftp/GURPSnet/www  |  that all points of view have 
Archive: http://www.io.com/~ftp/GURPSnet  |  something of value to offer. 
submit new files to gurpsnet-files@io.com |  --David Brin, "Otherness" 
 
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Date: Tue, 10 Feb 1998 10:15:44 -0600 (CST) 
From: Dataweaver <traveler@io.com> 
cc: champ-l@omg.org 
Subject: Re: 5th Edition: Special effects reduction 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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X-UID: 121 
 
On Mon, 9 Feb 1998 lowecm@polaris.clarkson.edu wrote: 
 
> > Damage Reduction is about all encompassing, even NNDs are reduced by it.. it 
> > is a bit odd for the game to have nothing to get around it, isn't it? 
>  
> Thats why Damage Reduction only goes up to 75%.  100% Damage Reduction 
> is already in the game.  Desolid, bought can't walk through solid 
> objects.  For buying the normal Desol with that limitation 
> (-1/2), its only 27 points.  True, you have to pay a whole hell of a 
> lot for attacks, but its 100% DR, you should pay for it. 
 
Desolid, Cannot Walk through Walls (-1/2), Attacks don't actually pass 
through you (you can intercept damage; call it a +1 1/2; oh, wait - we 
don't have any Enhanced Power advantage... ;) ); must specify one group of 
special effects that you're vulnerable to, and applied against both 
physical and energy attacks. Net cost: 80 points. Badly underpriced... 
 
Or, 100% Damage Reduction vs. one of Physical, Energy, or Mental attacks: 
120 points.   
 
---- 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: "Trimarco, Robert" <robert.trimarco@gs.com> 
Subject: RE: SuperHero World & Effects Of Powers 
Date: Tue, 10 Feb 1998 11:21:32 -0500 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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X-UID: 123 
 
It probably depends on the campaign world you are in... If supers have 
been around for decades and have been working for and against law 
enforcement and military powers during that time they may have forensic 
methods of figuring out how super powers work, how they cause death, 
energy signatures, etc. The extent that these powers can tell who did it 
or not is up to you... I am thinking the device which can read an energy 
blast mark may give you the origin of the power (nuclear, light based, 
heat) or a hint of the type of power that caused the blast mark, and you 
would have to use your own assumptions on if it was Dr. Mean, Captain 
Fire Blast , or Nuke Lad... 
 
 
 
> I was reading two things on the Metro this morning, and it got me to  
> thinking... 
>  
> The first thing that I was reading was an article on US Air Force 
> Weapons  
> Identification technology, discussing how to determine what kind of  
> weapon was used to destroy an aircraft for example. 
>  
> The other was a back issue of Thunderbolts. 
>  
> In a world where super-beings exist, and many (if not most or all) 
> keep  
> their identities secret, what type of technologies would develop to  
> identify specific  paranormal power uses? 
>  
> In other words, would the authorities have a way of examining a blast  
> scorch mark after a superbattle, and, based on data recovered from 
> after  
> other battles, figuring out that the user of the blast was none other 
> the  
> the nefarious Dr. Mean? 
>  
> Has anyone done something like this? Just curious as to the thoughts 
> on  
> the list about this subject. 
>  
> David A. Fair         | 
> SDS International     |     Think Different 
> dfair@sdslink.com     | 
 
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X-Sender: bob.greenwade@klock.com (Unverified) 
Date: Tue, 10 Feb 1998 08:34:15 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Site Transfer at klock.com 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
X-Status:  
X-Keywords: 
X-UID: 128 
 
   Just to keep folks informed.... 
   Around the Klock Software (my ISP) is moving locations in about a week 
and a half (scheduled date is Feb 20).  This means that there will be some 
problems connecting to my website, and there *may* be some mail bounces 
(though email is, I'm told, to be the first priority in getting things 
re-hooked up). 
   Don't panic.  If all goes smoothly, this should only take a day or two 
at most (though with that "if" remember that we're talking about relying on 
USWest here). 
   (I felt that this announcement does belong on the list, because it 
affects my website, including Bob's Original Hero Stuff Page.  However, 
most if not all responses, if any, should probably be taken private.) 
--- 
Bob's Original Hero Stuff Page!  [Circle of HEROs member] 
   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: lowecm@polaris.clarkson.edu 
Date: Tue, 10 Feb 1998 11:53:02 -0500 (EST) 
cc: champ-l@omg.org 
Subject: Re: 5th Edition: Special effects reduction 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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X-UID: 125 
 
On Tue, 10 Feb 1998, Dataweaver wrote:  
 
> On Mon, 9 Feb 1998 lowecm@polaris.clarkson.edu wrote: 
>  
> > > Damage Reduction is about all encompassing, even NNDs are reduced by it.. it 
> > > is a bit odd for the game to have nothing to get around it, isn't it? 
> >  
> > Thats why Damage Reduction only goes up to 75%.  100% Damage Reduction 
> > is already in the game.  Desolid, bought can't walk through solid 
> > objects.  For buying the normal Desol with that limitation 
> > (-1/2), its only 27 points.  True, you have to pay a whole hell of a 
> > lot for attacks, but its 100% DR, you should pay for it. 
>  
> Desolid, Cannot Walk through Walls (-1/2), Attacks don't actually pass 
> through you (you can intercept damage; call it a +1 1/2; oh, wait - we 
> don't have any Enhanced Power advantage... ;) ); must specify one group of 
> special effects that you're vulnerable to, and applied against both 
> physical and energy attacks. Net cost: 80 points. Badly underpriced... 
>  
> Or, 100% Damage Reduction vs. one of Physical, Energy, or Mental attacks: 
> 120 points.   
 
You would just define in the SFX of the Desol that its basically 
impervious to damage except for the SFX of a "reasonably common group  
of attacks that will affect him while he is desolid."  Considering the 
cost of attacks, it works out: 
27 pts for Desol, can't walk through solid objects + 150 pts for a 50 
pt attack = 177 points total.  Whereas, 100% DR is 120 pts + 50 pt 
attack = 170 points.  Pretty close there. 
 
 
Return-Path: <daemon@omg.org> 
From: Brian Wong <rook@shell.infinex.com> 
Subject: Re: Templates Discussion 
Date: Tue, 10 Feb 1998 09:15:12 -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 
X-Status:  
X-Keywords: 
X-UID: 124 
 
> > > at?  Without polling every Champions GM out there, the only power 
> > > level that can safely be assumed to be "typical" is the level 
> > > suggested by and portrayed in the Champions book - and that's 100 
> > > point base, 250 point character, 50 active point typical powers. 
> > > These power levels tend to produce characters approximating recently 
> > > "born" comic book character.  Any deviation from these standards are 
> > > GM/Campaign specific, and not something that a simple system of 
> > > templates can plan for. 
> >  
> > 	Then change the standard.  We are talking about a forthcoming 
> > editon of the rules.  Bump things up to the 300, 350, or 400 point levels. 
> > The system will still be the same, and perhaps we can avoid some 
> > point-saving tricks. 
>  
> Neg; we are talking about HSR4 / C5.  If we don't have this finished by 
> the time HSR5 comes out, we'll adjust to fit.  But we do _not_ have the 
> authority to change the standard - only to petition for such a change.   
>  
> In the meantime, I suggest that we try to work with the existing standard.   
> 
	Agreed. 
I for one can't stand the 250 point setup. I think it's fatally flawed for 
the 50 active limit. ( I think either the first needs to be higher, or the 
second lower). 
 
	BUT. 
It is the published standard. Nothing irks me more than buying a module or 
setting and finding it deviates from the standard. I know how to tweak 
something that is standard to my settings, but it's a pain if I have to 
figure out why a given author made the mods they did before I can bring it 
into my own method. 
	Published material should stick to official, published standards. 
Deviation is for house games. 
	And we're making something to have mass appeal. Not to just fit my 
or your game. So it should stick to that standard. 
 
	Once it's done and available somewhere, we can each customize it to 
our games then beg herogames to change the setting in 5th edition to 
our own personal preferences. 
 
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 (Unverified) 
Date: Tue, 10 Feb 1998 09:16:25 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: SuperHero World & Effects Of Powers 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
X-Status:  
X-Keywords: 
X-UID: 127 
 
At 08:58 AM 2/10/1998 -0500, David Fair wrote: 
>I was reading two things on the Metro this morning, and it got me to  
>thinking... 
> 
>The first thing that I was reading was an article on US Air Force Weapons  
>Identification technology, discussing how to determine what kind of  
>weapon was used to destroy an aircraft for example. 
> 
>The other was a back issue of Thunderbolts. 
> 
>In a world where super-beings exist, and many (if not most or all) keep  
>their identities secret, what type of technologies would develop to  
>identify specific  paranormal power uses? 
> 
>In other words, would the authorities have a way of examining a blast  
>scorch mark after a superbattle, and, based on data recovered from after  
>other battles, figuring out that the user of the blast was none other the  
>the nefarious Dr. Mean? 
> 
>Has anyone done something like this? Just curious as to the thoughts on  
>the list about this subject. 
 
   Whether or not authorities would have the means to tell which superhuman 
flame projector fired what energy blast (as an example) would depend on two 
things. 
   One is how long supers have been around in the world.  If they're a 
relatively new phenomenon, there won't be much; the authorities would have 
enough trouble just dealing with their existance, let alone trying to do 
fine forensics.  Sure, they could tell which strongman pulled the safe door 
off its hinges by sizing the indentations left by the hands and such, but 
energy readings? 
   On the other hand, if you're dealing with someplace like the DC, Marvel, 
or Champions Universes where supers have been around since WWII, then there 
would probably be some kind of advances in this.  For one thing, flames 
tend to leave behind some traces of the fuel used, even in the real world; 
in the case of organic flame-throwers, this can become as individual as a 
saliva sample, leaving behind signs of a unique body chemistry.  Size, 
intensity, blast pattern, and such might also be considered individual. 
   The second thing to consider is how advanced technology is on this 
world.  An energy scanner might be out of the question even in a modern-day 
superhero world, but that wouldn't stop the sort of chemical analyses, 
radiology, and basic forensics that exist in the real world.  In my own 
game setting forensic technology is only one or two steps above the real 
world (enough to make a challenge for detective heroes), but others might 
have different ideas. 
--- 
Bob's Original Hero Stuff Page!  [Circle of HEROs member] 
   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: ctaylor@pop.cyberis.net 
Date: Tue, 10 Feb 1998 09:23:32 -0800 
From: Christopher Taylor <ctaylor@cyberis.net> 
Subject: Re: 5th Edition: Special effects reduction 
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: 126 
 
>Why create an advantage at all?  If you want to get rid of DR then buy a 
>Suppress and link your attack to it.  A 5d6 Suppress will get rid of 25% 
>of resistent DR for a phase. 
> 
>Or would you use Dispel? 
 
Well either one would work, but the problem is that it states in the rules 
that if you link a dispel/drain/suppress etc to an attack the attack goes 
off first against defenses, so you wouldnt get the lowered DR the first 
time.  Also, its not without precedent (affects desolid) and would cost a 
lot less. 
 
---------------------------------------------------------- 
Sola Gracia		Sola Scriptura		Sola Fide 
Soli Gloria Deo		Solus Christus		Corum Deo 
----------------------------------------------------------- 
 
Return-Path: <daemon@omg.org> 
Date: Tue, 10 Feb 1998 11:25:26 -0600 (CST) 
From: Darien Phoenix Lynx <chip@owlnet.rice.edu> 
Subject: Re: 5th Edition: Special effects reduction 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Tue, 10 Feb 1998 lowecm@polaris.clarkson.edu wrote: 
 
> You would just define in the SFX of the Desol that its basically 
> impervious to damage except for the SFX of a "reasonably common group  
> of attacks that will affect him while he is desolid."  Considering the 
> cost of attacks, it works out: 
> 27 pts for Desol, can't walk through solid objects + 150 pts for a 50 
> pt attack = 177 points total.  Whereas, 100% DR is 120 pts + 50 pt 
> attack = 170 points.  Pretty close there. 
 
Oooh.... oooh.... cool multi-slot multipower construct. Someone with 
damage reduction and desolid (0 END/invis) and an attack in the same 
multipower, could "set" how resistant he is to damage at 0%, 25%, 50%, 
75%, or 100%. The Damage Reduction is bought with a limitation like (not 
vs.silver), corresponding the the hole in his Desolid. Depending on how he 
adjusts the points, he can close himself off, and only have a few points 
available for offense, or if he wants to be fully invulnerable, none at 
all. But cooler than Starburst, because it's damage reduction, not force 
field. 
 
Return-Path: <daemon@omg.org> 
From: Brian Wong <rook@shell.infinex.com> 
Subject: Re: Template Bases 
Date: Tue, 10 Feb 1998 09:34:29 -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 
X-Status:  
X-Keywords: 
X-UID: 129 
 
Hello; 
	I'm going to be a little slow today. 
My ISP sent me a backlog of about 200 messages over the past week and a 
half that had failed to reach me. 
	according to them I shouldn't have people sending mail to 
shell.infinex.com ... of course, every time I send mail from their shell 
system it adds the 'shell' in there... 
 
 
> >	I was discussing this project with a friend today when I came upon the 
> >idea that we may need 90 point plugins. 
> > 
> >	Imagine a plugin that has a full EC or Mulipower, but doesn't take up 
> >all of ones points. 
> > 
> >	30 and 60 are too small, 120 is too much. 
>  
> So, "minor", "standard", "major", and "augmented"?? 
> 
	Yes. My only worry is that we may be adding more clutter than needed. 
Thoughts? 
  
> >Also I've been adding up the points of the stats for the average BBB 
> >character and so far it's coming out to 140-150 on average. 
>  
> I just did a quick glance through the BBB and it looks like most of the characters who  
> rely mostly on "powers" as opposed to "stats" fall under 125 points for stats.  With the  
> "stat intensive" concepts getting a characteristic boost from plug-ins, 120 points should  
> work ok for everyone. 
>  
	A	B	C	D	E	F	G 
base	120	120	100	150	115	130	125 
minor	25	30	30	20	30	25	25 
stand	50	60	60	40	60	50	50 
major	75	90	90	60	90	75	75 
augm	100	120	120	80	120	100	100 
bckgnd	15	10	15	15	15	15	15 
free	15	0	15	5	0	5	10 
 
? 
 
	Here goes this whole monster again. 
 
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: Tue, 10 Feb 1998 09:41:45 -0800 (PST) 
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> > 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. 
>  
> 	And again, I must point out that this is the whole crux of the 
> problem.  We really don't have players coming in and saying, "I wan't to 
> be one of the X-Men when they just started out!"  Nope, they're saying, "I 
> want to be one of the X-Men!" 
>  
> 	We shouldn't be assuming they want beginning inexperienced heroes, 
> as it will tend to turn player off of the system. 
 
	Agreed. The '1st level PC' syndrome is something inheritted from D&D. 
It can no longer be assumed that your average new player comes from a D&D 
background. So while we can justify a points standard and power level 
standard; it's much harder to justify an origin 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/ 
 
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X-Sender: bob.greenwade@klock.com 
Date: Tue, 10 Feb 1998 09:41:47 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Mandatory Mental Effect 
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At 10:19 AM 2/10/1998 -0500, Joe Mucchiello wrote 
>> >> >Mandatory Mental Effect   
>> >> >   This mental power do not work unless a certain level of effect is   
>> >> >achieved as described in the power's description.  For each 10 points   
>> >> >required the power gains a -1/4 limitation.  Example: Mind Guy wants 
a   
>> >> >Mind Control in which the affected person never remembers what 
happened   
>> >> >during the control.  That Mind Control would take Manadatory Mental  
>> Effect   
>> >> >at -1/4.   
>> >>    I do this one a little differently, and I think it's a mechanic 
worth   
>> >> considering for 5th Edition.   
>> >>    If a character always has a certain effect with a Mental Power, he 
pays   
>> >> a number of points equal to the amount of effect needed.  Thus, Mind 
Guy  
>> in   
>> >> your example would pay 10 points to always have his targets forget 
what   
>> >> happened during the control.   
>> >>    This is approximately the same as buying 3d6 of extra Mind Control,  
>> with   
>> >> a -1/2 Limitation that it can only be applied to this purpose; in 
other   
>> >> words, not too far off the end result you're after.   
>> >  
>> >Both of these work, but they have different side effects:  In my version,  
>> >a mentallist with a 12D6 Mind Control, MME target does not remember, pays  
>> >48 Real Points.  With yours, he buys 10D6 Mind Control, +3D6 MC only to  
>> >offset target does not remember cost (-1/2) and pays 60 Real Points. 
Your  
>> >version costs 65 Active Points, mine only 60.  
>>   
>>    Close; mine is 60 Active Points: 10d6 +10 points of extra effect.  
> 
>I was going by the equivalent active points.  To get the "guaranteed" +10 
>points, you modeled it on +3D6 MVC (-1/2), that's 15 Active Points, not 
>10. 
 
   It's what I model it on, but not what it actually *is.*  What it 
actually *is,* is 10 points of guaranteed points. 
 
>10.  To go extreme, suppose I wanted a MC, Target believes he wanted the 
>actions (+20), Target would do things violently opposed to (+30).  Your 
>way, I could get a normal to do anything and believe he wanted to for 6D6 
>+50 = 80 active points.  (average effect is 21 EGO affected +50 for 
>required effects or 71 total effect for 80 active points)  To get 71 on an 
>average roll requires a little more than 20D6, or 100 Active points.  My 
>way, the 20D6 MC would have -1 1/4 limitation, costing 44 real points. 
>(see below) 
 
   As a further point of comparison shopping, these would cost 8 END and 10 
END, respectively. 
 
>> >I don't know.  Mine is cheaper in the long run, but yours doesn't look  
>> >"like it" violates campaign limits but keeps Real Cost higher.  
>>   
>>    I'm not sure what you're saying here about my version compared to 
yours.  
>>  (The sentence doesn't scan for me.)  
> 
>I should have put the quotes around "look like".  Your version is better 
>in that it keeps real cost hight, and the number of dice down.  But it 
>also gives a real benefit to the power, about 5 points per 10 spent. 
 
   Well, whether that's better or not depends on whether the GM considers 
Mental Powers to be too weak or too strong.  I've heard arguments both 
ways; in fact, I think there was a lengthy debate on the topic a while 
back.  Personally, I consider them pretty balanced as is. 
   On which of the two methods is preferable, what do you other folks on 
the list think? 
--- 
Bob's Original Hero Stuff Page!  [Circle of HEROs member] 
   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: Changing the Standard in 5th (Re: Templates Discussion) 
Date: Tue, 10 Feb 1998 09:52:06 -0800 (PST) 
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> > at?  Without polling every Champions GM out there, the only power 
> > level that can safely be assumed to be "typical" is the level 
> > suggested by and portrayed in the Champions book - and that's 100 
> > point base, 250 point character, 50 active point typical powers. 
>  
> 	Then change the standard.  We are talking about a forthcoming 
> editon of the rules.  Bump things up to the 300, 350, or 400 point levels. 
> The system will still be the same, and perhaps we can avoid some 
> point-saving tricks. 
 
	I agree with you. But not in the templates. Not unless we get a note 
from out of the blue saying "there will be a new standard in 5th and here it 
is." 
 
	I would love to see 5th have a standard which allows for more 
background skill points. I could care less about it's power level. But 
not having as much background in my CHampions characters as I do in my 
Fantasy Hero characters has always bugged 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 
\(@/ 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: Tue, 10 Feb 1998 09:56:44 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Sailing Ships 
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At 10:18 AM 2/10/1998 -0500, Bill Svitavsky wrote: 
> 
>I've been setting up a pirate campaign, and the Hero fundamentalist in me 
>is feeling a little uncomfortable with the fact that the rules for ships 
>in Fantasy Hero Companion II don't quite fit with the regular vehicle 
>rules. Don't get me wrong - I really like the ship rules. They were lifted 
>almost entirely from the ICE Campaign Classics Pirate supplement, which is 
>wonderfully researched, and they seem to do a good job of caputuring the 
>feel of naval combat while remaining playable. But they deviate from the 
>normal vehicle rules in several places: ships don't have DEX, their SPD is 
>given on a different time scale than normal SPD, effectively giving them 
>SPD's less than one, and various other special rules apply.  
 
   I think I do see your problem here. 
 
>This isn't a problem in a heroic-level game; it's easy enough to 
>understand and you don't have to figure out what a SPD of 5 on a *8 scale 
>costs. But what if I decide to give the next superhero I design a sloop? I 
>think I'd be forced to resort to a Physical Limitation: Sailing Ship and 
>just apply the ship rules with that justification. 
> 
>Bob, have you dealt with sailing ships at all in the Ultimate 
>Super-Vehicle? 
 
   I have to an extent, but clearly nowhere near what I should.  I'd 
forgotten completely that the Ships rules in FHC2 even existed; clearly, 
these should be adapted, at least somewhat, to the mainstream vehicle rules 
(or, rather, my expansion of them). 
   Essentially, I've blown it big time on this count, and I'm glad it was 
caught before the Final Draft went out. 
   However, I do have the answer to your question as you've posted it in 
the manuscript as it currently stands.  Build the sloop like a regular 
boat, but with Gliding, Only Over the Surface of the Water (-1), Subject to 
Winds (-1/2).  It should not have Swimming, unless it's also motorized. 
   With a lack of time for going through the manuscript and detail about 
what you're lacking, I really can't give more than that at present; and I'm 
also unsure of how Bruce is going to like that construct, or how the FHC2 
rules are going to work into the manuscript.  (Geesh, and it already rivals 
TUSM for size!) 
--- 
Bob's Original Hero Stuff Page!  [Circle of HEROs member] 
   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: 5th Edition: Special effects reduction 
Date: Tue, 10 Feb 98 12:58:53 -0500 
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From: David Fair <DFair@sdslink.com> 
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On 2/9/98 7:29 PM Bob Greenwade (bob.greenwade@klock.com) Said: 
 
>   More importantly, how is Detect Invisibility affected by Invisibility to 
>Detect? 
 
And If you have invisibility, Invisible power F/x, invisible vs detect,  
are you invisible to the guy who buys Detect:invisibilty to detect?   :) 
 
David A. Fair         | 
SDS International     |     Think Different 
dfair@sdslink.com     | 
 
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Date: Tue, 10 Feb 1998 12:16:04 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: 5th Edition: Special effects reduction 
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> Suppress and link your attack to it.  A 5d6 Suppress will get rid of 25% 
> of resistent DR for a phase. 
> 
> Or would you use Dispel? 
 
	Neither would work as linked attacks that affect defenses take 
effect after the attacks they are linked to. 
 
 
				-Tim Gilberg 
 
	-"Friends help you move.  Real friends help you move bodies." 
 
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X-Sender: lizard@dnai.com 
Date: Tue, 10 Feb 1998 10:21:50 -0800 
From: Lizard <lizard@mrlizard.com> 
Subject: Re: Changing the Standard in 5th (Re: Templates Discussion) 
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At 09:52 AM 2/10/98 -0800, Brian Wong wrote: 
>> > at?  Without polling every Champions GM out there, the only power 
>> > level that can safely be assumed to be "typical" is the level 
>> > suggested by and portrayed in the Champions book - and that's 100 
>> > point base, 250 point character, 50 active point typical powers. 
>>  
>> 	Then change the standard.  We are talking about a forthcoming 
>> editon of the rules.  Bump things up to the 300, 350, or 400 point levels. 
>> The system will still be the same, and perhaps we can avoid some 
>> point-saving tricks. 
> 
>	I agree with you. But not in the templates. Not unless we get a note 
>from out of the blue saying "there will be a new standard in 5th and here it 
>is." 
> 
>	I would love to see 5th have a standard which allows for more 
>background skill points. I could care less about it's power level. But 
>not having as much background in my CHampions characters as I do in my 
>Fantasy Hero characters has always bugged me. 
> 
I dislike the 'power inflation' of Hero. Certainly, people are free to run 
500 or 1000 point characters if they wish, but I grew up on the days of 
100+100 supers and 75+25 non-supers, and had little trouble building 
characters to those limits. A character built on 250 points and with 100 
points of experience will be a much better character than one built on 350 
points. 
 
The 'background skills' problem is best solved by stealing a page from 
Fuzion and having a small 'reserve set' of points for skills, knowledges, 
etc. Simply adding more points won't cut it, because when the 'baseline' 
went from 100+100 to 100+150, the result was character with 50 points more 
in EB or Armor or Flight -- not characters with 50 points of background skills. 
 
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From: Brian Wong <rook@shell.infinex.com> 
Subject: Re: 5th Edition: Special effects reduction 
Date: Tue, 10 Feb 1998 10:46:39 -0800 (PST) 
Cc: champ-l@omg.org 
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>  
> On 2/9/98 7:29 PM Bob Greenwade (bob.greenwade@klock.com) Said: 
>  
> >   More importantly, how is Detect Invisibility affected by Invisibility to 
> >Detect? 
>  
> And If you have invisibility, Invisible power F/x, invisible vs detect,  
> are you invisible to the guy who buys Detect:invisibilty to detect?   :) 
 
	Easy. 
 
Get Detect: things which are invisible to the power Detection of things 
ivisible to detect. :) 
 
	And before you laugh; I've seen close to this with AP and Hardened 
Defenses. I once played in a con game where two of the players had AP 
twice on all their attacks, and Hardened three times on all defenses. 
	That was in addition to all the flash def, pow defense, ego def, and 
life support they had. This was normal in the games they played. Unfortunatly 
for me, their GM was this con game's GM, so it was on all his villains as well. 
 
	And me with my norm of no reistant def's, very few killing attacks, and 
AP only on those rare things that are genre justifiable. It's a good thing I 
was playing one of my semi-speedster's with a high DCV. :) 
 
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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Reply-To: "Filksinger" <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
Subject: Re: In support of 'Advantaged' 
Date: Tue, 10 Feb 1998 11:05:35 -0800 
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On Monday, February 09, 1998 9:07 AM, Bob Greenwade wrote: 
 
<snip> 
>Multiple Instances (x2 
>instances of the same Power [on a Base or Vehicle] or "secondary 
entities" 
>[such as Duplicates, Followers, or Summonees] for +5 points 
 
 
Would this allow me to create two Darkness fields for +5 points? It 
might be worthwhile for similar effects. 
 
Filksinger 
 
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Date: Tue, 10 Feb 1998 13:11:32 -0600 (CST) 
From: Darien Phoenix Lynx <chip@owlnet.rice.edu> 
Subject: Re: 5th Edition: Special effects reduction 
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On Tue, 10 Feb 1998, Christopher Taylor wrote: 
 
> >Why create an advantage at all?  If you want to get rid of DR then buy a 
> >Suppress and link your attack to it.  A 5d6 Suppress will get rid of 25% 
> >of resistent DR for a phase. 
> > 
> >Or would you use Dispel? 
>  
> Well either one would work, but the problem is that it states in the rules 
> that if you link a dispel/drain/suppress etc to an attack the attack goes 
> off first against defenses, so you wouldnt get the lowered DR the first 
> time.  Also, its not without precedent (affects desolid) and would cost a 
> lot less. 
 
Many of us are trying to get rid of "Affects Desolid." We feel that 
game-mechanic construct detract from the feel of the role-playing. 
Furthermore, it's hard to come up with a special effect that works against 
all other special effects. In 5th edition they need to put a lot more work 
into special effects--they are, after all, the *real* effects that are 
happening, the game mechanics are just models. I wish they were called 
real effects and game mechanics were called special effects. Getting past 
someone's desolid or damage reduction requires a "makes-sense" approach. 
Depending on how the real-world physics of your damage reduction or 
desolid works, there ought to be some way around it that makes sense if 
you understand what's going on. More work needs to be put into fleshing 
out variable SFX, too. 
 
I feel like I fight the tide, but I must drill into my players: 
 
Just because it isn't expressed in HERO doesn't mean it doesn't exist! 
Just because it's on your character sheet doesn't mean it will always work 
 like you think! 
Just because you didn't take a limitation doesn't mean it's not limited! 
Just because you paid points for it doesn't mean you have a diety-given 
 right to it all the time! 
When special effects and game effects conflict, special effects take 
 precedence! 
If you don't supply a special effect then one will be provided for you 
 (and you won't know it)! (Which can be fun to play.) 
 
A GM with this approach dispenses with affects desolid, stright-up power 
defense, unspecified "hardened" advantages and the like, and replaces them 
with the campaign world's pseudo-science. This means the GM has to go to 
the trouble of *thinking* of the pseudo-science, but this isn't too hard 
and in fact it's fun. Just how *is* it that Mighty Man shoots energy 
blasts from his hands? How could that be stopped? What *kind* of 
pseudo-energy is it? How could it be drained, disrupted, etc.? What things 
would it be *really* effective against? Where might it not work at all?  
Working with the players on this you can build a more effective model of 
the power from the start. This yields more interesting, more fun to play 
powers, and what's even better, you capture the feeling of the comics 
better. Many times the heroes don't *know* the full pseudo-science of the 
universe. So when their static discharge plasma bolts don't work or aren't 
quite as effective vs. a magnetic dissipation field, they're suprised... 
they think... they hop out of their normal routine and play "real" heroes 
under pressure. They're more likely to try to get SFX bonuses from unique 
applications of their powers... They're more likely to think of their 
power as a concentrated ion stream than a 12d6 EB, and that puts them more 
into the role-playing... Or, if you have spoiled players, they whine.  
Spank them. 
 
Yes, yes, you could go slapping around extra dice with SFX limitations, 
and put conditional limitations on everything, but why? A good GM will try 
to keep everything balanced anyway... and his good pseudo-science will 
probably be a better balancing agent than points ever will be. Plus it 
gets back to the boring, hum-drum, I know everything about the system and 
myself game-playing over role-playing attitude, even if it does make for 
more interesting powers.  
 
So, off with ye affects desolid and other olde game mechanics. There's no 
such thing as desolid anyway... he's a cloud of smoke, or a stream of 
nanites, or dislocated in the ethereal plane, and just how *do* you affect 
such-and-such? Think about it. Even the one *with* the desolid probably 
doesn't know *everything* that can affect him, unless he's a master of the 
pseudo-science of the GM's world (some KS: or SC: appropriate to the SFX). 
And if a PC *has* desolid, and is affected by something that isn't on his 
list, tough! Put it on the list. Works both ways, too. A bad GM could take 
these licenses and misuse them, but what are you doing with a bad GM 
anyway? 
 
I keep a Nerf bat to hit players who come to me saying "I want some power 
defense." "What?? *whap* What was that you wanted? *whap*" "Uh, uh, a 
strong immune system." "Hyper-stable molecular structure." "A mystic 
shield that protects me from magical transformations." "Oh, is *that* what 
you wanted... I'll give you Power Defense (strong immune system) -2 only 
vs. poison and disease; it that all right?" And so forth. Later, if we 
discover that the game mechanics aren't adequately modeling the SFX, we 
change them. I award an additional limitation sometimes, but a lot of 
times these things don't gain points from additional limitations and 
anyway, more fun is to think of a corresponding advantage. 
 
Do this and gaming joy is yours. The mechanics of your world are yours to 
create, not HERO's, and not your players'. HERO is just a flexible 
modeling system, and your players are--well, *players*.  Model nothing and 
you'll get nothing--a dry mechanical system. Model something and 
everything comes to life, full of the genre excitement you want out of a 
HERO game. Train your players. You'll thank yourself later. 
 
 
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Reply-To: "Filksinger" <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
Subject: Re: Limited Power, 5th Ed. (long) 
Date: Tue, 10 Feb 1998 11:12:26 -0800 
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On Monday, February 09, 1998 9:17 AM, Bob Greenwade wrote: 
 
 
<snip> 
>>Multiform 
>>   All Forms Share END, STUN and BODY: -1/2 
> 
>   Personally, I'm of a mind that this should be the default.  (Isn't 
it 
>already?) 
 
 
No. If it was, then killing one duplicate would kill them all. 
 
<snip> 
> 
>>Mandatory Mental Effect 
>>   This mental power do not work unless a certain level of effect is 
>>achieved as described in the power's description.  For each 10 
points 
>>required the power gains a -1/4 limitation.  Example: Mind Guy wants 
a 
>>Mind Control in which the affected person never remembers what 
happened 
>>during the control.  That Mind Control would take Manadatory Mental 
Effect 
>>at -1/4. 
> 
>   I do this one a little differently, and I think it's a mechanic 
worth 
>considering for 5th Edition. 
>   If a character always has a certain effect with a Mental Power, he 
pays 
>a number of points equal to the amount of effect needed.  Thus, Mind 
Guy in 
>your example would pay 10 points to always have his targets forget 
what 
>happened during the control. 
>   This is approximately the same as buying 3d6 of extra Mind 
Control, with 
>a -1/2 Limitation that it can only be applied to this purpose; in 
other 
>words, not too far off the end result you're after. 
 
 
But yours wouldn't cover "Mandatory Mental Effect of EGO +20 (Target 
will perform actions he is normally against doing)." 
 
Or would that be +20 points? 
 
Filksinger 
 
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Date: Tue, 10 Feb 1998 13:17:48 -0600 (CST) 
From: Darien Phoenix Lynx <chip@owlnet.rice.edu> 
Subject: Re: 5th Edition: Special effects reduction 
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On Tue, 10 Feb 1998, David Fair wrote: 
 
> On 2/9/98 7:29 PM Bob Greenwade (bob.greenwade@klock.com) Said: 
>  
> >   More importantly, how is Detect Invisibility affected by Invisibility to 
> >Detect? 
>  
> And If you have invisibility, Invisible power F/x, invisible vs detect,  
> are you invisible to the guy who buys Detect:invisibilty to detect?   :) 
 
Well, you have to buy armor piercing on your Detect, and the invisible guy 
has to put hardened on the Invisibility to Detect:invisibility to detect, 
and so then we have to create a new advantage, "Affects Invisible" +1/2 so 
that we can Detect: hardened invisible power effects to invisiblity to 
detect, affects desolid, variable special effects. 
 
Gag. 
 
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X-Sender: lizard@dnai.com 
Date: Tue, 10 Feb 1998 11:20:45 -0800 
From: Lizard <lizard@mrlizard.com> 
Subject: Re: 5th Edition: Special effects reduction 
Cc: champ-l@omg.org 
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At 10:46 AM 2/10/98 -0800, Brian Wong wrote: 
 
>	And before you laugh; I've seen close to this with AP and Hardened 
>Defenses. I once played in a con game where two of the players had AP 
>twice on all their attacks, and Hardened three times on all defenses. 
>	That was in addition to all the flash def, pow defense, ego def, and 
>life support they had. This was normal in the games they played. Unfortunatly 
>for me, their GM was this con game's GM, so it was on all his villains as 
well. 
 
 
Uhm...so what did they do for POWERS? Toss spitballs at each other? 
 
Return-Path: <daemon@omg.org> 
Date: Tue, 10 Feb 1998 13:25:30 -0600 (CST) 
From: Darien Phoenix Lynx <chip@owlnet.rice.edu> 
Subject: Re: 5th Edition: Special effects reduction 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Tue, 10 Feb 1998, Anthony Jackson wrote: 
 
> Dataweaver writes: 
> > Too kludgey, IMHO; and it neglects the ability of an Invulnerable 
> > character to use himself as a human shield for someone else.  100% Damage 
> > Reduction handles both of these nicely, and for a reasonable price.  (Of 
> > course, it _does_ mean that point-optimizers will never again purchase rPD 
> > 80+...) 
>  
> Which can actually be a problem in some games, particularly since 100% 
> reduction is considerably better than 80+ rPD.  For a game where 120 points is 
> a reasonable cost for total invulnerability, just buy 80 points of armor.  Or, 
> invent an advantage 'cannot be bypassed' for armor -- probably worth +1 to +2. 
 
Uh-oh... Then we'd need "Bypass 'cannot be bypassed'" (+1/2 to +1) 
 
Return-Path: <daemon@omg.org> 
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Date: Tue, 10 Feb 1998 13:29:55 -0600 (CST) 
From: Dataweaver <traveler@io.com> 
cc: champ-l@omg.org 
Subject: Re: 5th Edition: Special effects reduction 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Tue, 10 Feb 1998 lowecm@polaris.clarkson.edu wrote: 
> On Tue, 10 Feb 1998, Dataweaver wrote:  
> > On Mon, 9 Feb 1998 lowecm@polaris.clarkson.edu wrote: 
> > > > Damage Reduction is about all encompassing, even NNDs are reduced by it.. it 
> > > > is a bit odd for the game to have nothing to get around it, isn't it? 
> > >  
> > > Thats why Damage Reduction only goes up to 75%.  100% Damage Reduction 
> > > is already in the game.  Desolid, bought can't walk through solid 
> > > objects.  For buying the normal Desol with that limitation 
> > > (-1/2), its only 27 points.  True, you have to pay a whole hell of a 
> > > lot for attacks, but its 100% DR, you should pay for it. 
> >  
> > Desolid, Cannot Walk through Walls (-1/2), Attacks don't actually pass 
> > through you (you can intercept damage; call it a +1 1/2; oh, wait - we 
> > don't have any Enhanced Power advantage... ;) ); must specify one group of 
> > special effects that you're vulnerable to, and applied against both 
> > physical and energy attacks. Net cost: 80 points. Badly underpriced... 
> >  
> > Or, 100% Damage Reduction vs. one of Physical, Energy, or Mental attacks: 
> > 120 points.   
>  
> You would just define in the SFX of the Desol that its basically 
> impervious to damage except for the SFX of a "reasonably common group  
> of attacks that will affect him while he is desolid."  Considering the 
> cost of attacks, it works out: 
> 27 pts for Desol, can't walk through solid objects + 150 pts for a 50 
> pt attack = 177 points total.  Whereas, 100% DR is 120 pts + 50 pt 
> attack = 170 points.  Pretty close there. 
 
Too kludgey, IMHO; and it neglects the ability of an Invulnerable 
character to use himself as a human shield for someone else.  100% Damage 
Reduction handles both of these nicely, and for a reasonable price.  (Of 
course, it _does_ mean that point-optimizers will never again purchase rPD 
80+...) 
 
---- 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: 5th Edition: Special effects reduction 
Date: Tue, 10 Feb 1998 11:30:26 -0800 
X-MSMail-Priority: Normal 
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To: champ-l@omg.org 
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On Monday, February 09, 1998 4:25 PM, Bob Greenwade wrote: 
 
 
>At 02:15 PM 2/9/1998 -0600, Darien Phoenix Lynx wrote: 
>>About the absolute invisibility thing... 
>>how would you build a common staple: "detect invisibility?" 
> 
>   More importantly, how is Detect Invisibility affected by 
Invisibility to 
>Detect? 
 
 
I don't allow an overall Invisibility to Detect. To have Invisibility 
to Detect, one must buy Invisibility to Detect X, where X is clearly 
defined. 
 
Filksinger 
 
Return-Path: <daemon@omg.org> 
Date: Tue, 10 Feb 1998 11:35:10 -0800 
From: Captain Spith <cptspith@teleport.com> 
Reply-To: cptspith@teleport.com 
Organization: Satan's Children 
Subject: Re: Changing the Standard in 5th (Re: Templates Discussion) 
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: 6 
 
Brian Wong wrote: 
>  
> > > at?  Without polling every Champions GM out there, the only power 
> > > level that can safely be assumed to be "typical" is the level 
> > > suggested by and portrayed in the Champions book - and that's 100 
> > > point base, 250 point character, 50 active point typical powers. 
> > 
> >       Then change the standard.  We are talking about a forthcoming 
> > editon of the rules.  Bump things up to the 300, 350, or 400 point levels. 
> > The system will still be the same, and perhaps we can avoid some 
> > point-saving tricks. 
 
   NO!  Nononononono! 
 
   I've said it before and it bears repeating; 250 points is plenty to 
make a beginning character.  Enough for 50-60 AP powers and appropriate 
defense and DEX and SPD and a few points left for background and/or 
support skills.  That's enough for beginning players.  Since the most 
common complaint or fear of Champions (and the Hero system in general) 
is the 'inordinate amounts' of math and complexity, keeping the levels 
lower and powers simpler is best.  ANY OTHER players (who are NOT 
beginners); those who have worked with the system a bit and are getting 
comfortable with it will make their own levels and won't need a BBB 
standard. 
 
--  
   -Capt. Spith 
   Savior of Humanity 
   Secular Messiah 
 
 
Return-Path: <daemon@omg.org> 
Date: Tue, 10 Feb 1998 11:42:12 -0800 (PST) 
From: Anthony Jackson <ajackson@iii.com> 
Reply-To: Anthony Jackson <ajackson@iii.com> 
Subject: Re: 5th Edition: Special effects reduction 
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 
 
Dataweaver writes: 
> Too kludgey, IMHO; and it neglects the ability of an Invulnerable 
> character to use himself as a human shield for someone else.  100% Damage 
> Reduction handles both of these nicely, and for a reasonable price.  (Of 
> course, it _does_ mean that point-optimizers will never again purchase rPD 
> 80+...) 
 
Which can actually be a problem in some games, particularly since 100% 
reduction is considerably better than 80+ rPD.  For a game where 120 points is 
a reasonable cost for total invulnerability, just buy 80 points of armor.  Or, 
invent an advantage 'cannot be bypassed' for armor -- probably worth +1 to +2. 
 
Return-Path: <daemon@omg.org> 
From: Joe Mucchiello <why@superlink.net> 
Subject: Re: 5th Edition: Special effects reduction 
Date: Tue, 10 Feb 1998 14:56:43 -0500 (EST) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
> > > Damage Reduction is about all encompassing, even NNDs are reduced by it.. it  
> > > is a bit odd for the game to have nothing to get around it, isn't it?  
> Desolid, Cannot Walk through Walls (-1/2), Attacks don't actually pass  
> through you (you can intercept damage; call it a +1 1/2; oh, wait - we  
> don't have any Enhanced Power advantage... ;) ); must specify one group of  
> special effects that you're vulnerable to, and applied against both  
> physical and energy attacks. Net cost: 80 points. Badly underpriced...  
 
Although I think 100% DR is a dumb idea in Hero, you are forgetting the DR 
is Persistent and Desolid (whatever you said above) is not.  Add a +1 for 
0 END, Persistent and you get 120. 
 
> Or, 100% Damage Reduction vs. one of Physical, Energy, or Mental attacks:  
> 120 points.    
 
Hey, look, 120. :-) 
 
  Joe 
 
Return-Path: <daemon@omg.org> 
Date: Tue, 10 Feb 1998 11:57:01 -0800 
From: Captain Spith <cptspith@teleport.com> 
Reply-To: cptspith@teleport.com 
Organization: Satan's Children 
Subject: Re: SuperHero World & Effects Of Powers 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
X-Status:  
X-Keywords: 
X-UID: 7 
 
>In other words, would the authorities have a way of examining a blast 
>scorch mark after a superbattle, and, based on data recovered from after 
>other battles, figuring out that the user of the blast was none other the 
>the nefarious Dr. Mean? 
> 
>Has anyone done something like this? Just curious as to the thoughts on 
>the list about this subject. 
 
   There's also another way to affect that dynamic.  In my Champs world, 
all natural paranormal abilities are a combination of genetic mutation 
and the (usually subconscious) tapping into the forces of magic (to 
prevent things like one's Fire blast burning up the user).  
Additionally, ALL uses of magic leave individual signatures, so anybody 
with the ability or technology to read magic signatures can identify 
whose laserblast snuffed Sparky. 
 
--  
   -Capt. Spith 
   Savior of Humanity 
   Secular Messiah 
 
Return-Path: <daemon@omg.org> 
From: "\"qts\" <qts@nildram.co.uk> 
        \"champ-l@omg.org\"" <qts@nildram.co.uk> 
Date: Tue, 10 Feb 98 19:57:24  
Reply-To: "qts" <qts@nildram.co.uk> 
Priority: Normal 
Subject: Re: 5th Edition: Special effects reduction 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Mon, 09 Feb 1998 16:29:55 -0800, Bob Greenwade wrote: 
 
>At 02:15 PM 2/9/1998 -0600, Darien Phoenix Lynx wrote: 
>>About the absolute invisibility thing... 
>>how would you build a common staple: "detect invisibility?" 
> 
>   More importantly, how is Detect Invisibility affected by Invisibility to 
>Detect? 
 
Assuming a Magic base, I've done this by using the Armour Piercing 
advantage. 
qts 
 
Home: qts@nildram.co.uk. 
 
Return-Path: <daemon@omg.org> 
From: Brian Wong <rook@shell.infinex.com> 
Subject: Re: 5th Edition: Special effects reduction 
Date: Tue, 10 Feb 1998 12:00:41 -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 before you laugh; I've seen close to this with AP and Hardened 
> >Defenses. I once played in a con game where two of the players had AP 
> >twice on all their attacks, and Hardened three times on all defenses. 
> >	That was in addition to all the flash def, pow defense, ego def, and 
> >life support they had. This was normal in the games they played. Unfortunatly 
> >for me, their GM was this con game's GM, so it was on all his villains as 
> well. 
>  
> Uhm...so what did they do for POWERS? Toss spitballs at each other? 
>  
	Well, I think I once said that almost every champions game I've been 
in has had all the players but me show up with the same character... 
 
	First game I ever ran they were all Demon spawn trying to be good (1985) 
	Then I got a team of patriotic paradies. 
	Then the team of anime babes 
	Then the team of Martial Artists 
	Then the WWF team 
	... 
 
	Well, these guys were all big huge white guys in power armor. 
save for my Japanese/Apache mixed Ninja Mutant with a little magic. And 
one guy who was a Super strong white guy minus the power armor who thought 
he was the god of the sun. 
	They all did these attacks through various interchangeable guns, 
missiles, etc... 
	I thought I was playing Warhammer 40k and had brought the wrong books 
at first... 
 
	Oh, and of those teams above, the first one is the only one ever 
in which the players knew each other before the game. 
 
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> 
        \"Christopher Taylor\"" <qts@nildram.co.uk> 
Date: Tue, 10 Feb 98 20:02:31  
Reply-To: "qts" <qts@nildram.co.uk> 
Priority: Normal 
Subject: Re: 5th Edition: Special effects reduction 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Mon, 09 Feb 1998 17:24:38 -0800, Christopher Taylor wrote: 
 
>>>No because NNDs are reduced by Damage Reduction too, a dirty little secret 
>>>of the game... DR 'targets' the power used, not the advantage... 
>> 
>>Nothing in the description of DR indicates this. 
> 
>No, but it doesnt need to.  Damage Reduction affects the damage done after 
>defenses... NND ignores defenses, it doesnt change the attack any, its still 
>an energy blast... so NND ignores your defenses, the dice are rolled, you 
>apply the damage reduction to the damage, like any other attack. 
 
Sorry, but DR is a defense, so NND bypasses it (SFX excepting). 
 
Example: Megaman has 50% DR due to his tough skin. Vapour attacks him 
with a NND gas attack and Megaman's DR is totally bypassed when he 
breathes in. 
 
>>>>Why not just specify that Penetrating (ie the Penetrating part gets 
>>>>through) does this? It seems appropriate. Or Armour Piercing could drop 
>>>>DR by 25% each time. 
>>> 
>>>Thats an interesting idea, although its cleaner to have a specific advantage 
>>>instead. 
>> 
>>Can you elaborate? 
> 
>well instead of having Armor Piercing do ANOTHER thing (vs teleport, 
>defenses and now damage reduction), it seems more elegant and results in 
>less stacking to have a new advantage.   But for the price, I think no one 
>would ever pay for it, 1/2 to lower damage reduction one level?  It comes in 
>useful maybe one out of every ten fights and a reduction of one level of DR 
>would not even be noticed because of the loss of dice from the advantage 
>(lose 1/3 dice due to active cost limits) 
 
So what? You just have Armour Piercing with the Partial Limitation Only 
to Affect Damage Reduction (-1). 
qts 
 
Home: qts@nildram.co.uk. 
 
Return-Path: <daemon@omg.org> 
From: "\"qts\" <qts@nildram.co.uk> 
        \"Stainless Steel Rat\"" <qts@nildram.co.uk> 
Date: Tue, 10 Feb 98 20:09:17  
Reply-To: "qts" <qts@nildram.co.uk> 
Priority: Normal 
Subject: Re: Entangle BOECV (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 
 
On 09 Feb 1998 18:37:33 -0500, Stainless Steel Rat wrote: 
 
>>>>>> "q" == qts <qts@nildram.co.uk> writes: 
> 
>q> I was just giving an example. To pursue your thought, a fellow Hero 
>q> could slap the affected one and cause a new Ego roll ("Come on, snap 
>q> out of it!"). 
> 
>But I cannot use my powers to break you out of such an Entangle, as I could 
>with a "normal" Entangle.  You still have failed to address this aspect of 
>the radical change described. 
 
Why should you have to use your powers? 
qts 
 
Home: qts@nildram.co.uk. 
 
Return-Path: <daemon@omg.org> 
From: "\"qts\" <qts@nildram.co.uk> 
        \"Richard G Schwerdtfeger\"" <qts@nildram.co.uk> 
Date: Tue, 10 Feb 98 20:10:51  
Reply-To: "qts" <qts@nildram.co.uk> 
Priority: Normal 
Subject: Re: Fantasy Hero: Bless spell? 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Mon, 9 Feb 1998 17:53:11 -0800, Richard G Schwerdtfeger wrote: 
 
>I was just contemplating starting a Fantasy Hero campaign for some hardcore  
>AD&D players I know, in order to lure them over to the Hero system. And I  
>was thinking of what spells I could port over. 
> 
>How would you build a standard bless spell?  
> 
>1)An AOE Dex Aid, only for CV bonuses?  
 
You'd want the Selective advantage. 
 
qts 
 
Home: qts@nildram.co.uk. 
 
Return-Path: <daemon@omg.org> 
From: "\"qts\" <qts@nildram.co.uk> 
        \"Christopher Taylor\"" <qts@nildram.co.uk> 
Date: Tue, 10 Feb 98 20:14:16  
Reply-To: "qts" <qts@nildram.co.uk> 
Priority: Normal 
Subject: Re: general query: power advantage 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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To: champ-l@omg.org 
 
On Mon, 09 Feb 1998 17:17:34 -0800, Christopher Taylor wrote: 
 
>>>Attack vs Variable Defense: The attack with this power does damage against 
>>>the lowest appropriate defense of the target, whether PD or ED (or resistant 
>>>PD or ED).  This an RKA with AVVD would be defended by the victims rPD or 
>>>rED, whichever is lower.  If the target lacks one of the two, it acts on the 
>>>defense the target has. 
>>>+1/2 advantage 
> 
>>This definitely qualifies as +1 - the attacker is getting the best 
>>attack. Remember that a NND (+1) is dramatically reduced, if not 
>>negated, by its particular defense(s). 
> 
>Im not sure this is as powerful as NND, although it doesnt strip the body 
>damage away, it NEVER ignores defenses, and its very rare in my gaming 
>experience when someone has a significant difference between PD and ED... 
 
Look at it this way: Merkon the Mage fires his AVD fireball at his 
enemies. The warriors get to pit their pathetic ED against it instead 
of their markedly better PD, and the shaman, who has an ED Force Field 
up, gains no benefit and uses his pathetic PD. Sorry, +1 it is. 
 
 
>>The character should pay for VSFX (+1/2), and if his first attack 
>>doesn't do too well, try again with a different SFX. 
>>qts 
> 
>well that works for successive attacks, I was thinking of something that 
>would be for a single attack...one shot, works vs lowest defense.   
 
Just plain horrible. 
qts 
 
Home: qts@nildram.co.uk. 
 
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X-Authentication-Warning: bermuda.io.com: traveler owned process doing -bs 
Date: Tue, 10 Feb 1998 14:55:30 -0600 (CST) 
From: Dataweaver <traveler@io.com> 
cc: champ-l@omg.org 
Subject: Re: Template Bases 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Tue, 10 Feb 1998, Brian Wong wrote: 
 
> > >	I was discussing this project with a friend today when I came upon the 
> > >idea that we may need 90 point plugins. 
> > > 
> > >	Imagine a plugin that has a full EC or Mulipower, but doesn't take up 
> > >all of ones points. 
> > > 
> > >	30 and 60 are too small, 120 is too much. 
> >  
> > So, "minor", "standard", "major", and "augmented"?? 
> > 
> 	Yes. My only worry is that we may be adding more clutter than needed. 
> Thoughts? 
 
Assuming two standard plug-ins, there would be three other options without 
"major" in there (one augmented, four minor, or one standard and two 
minor); adding "major" adds one option on top of that: one major and one 
minor.  On the Disads side, a Major Pack would take up 1.5 Standard slots, 
which might be a problem... 
  
> > >Also I've been adding up the points of the stats for the average BBB 
> > >character and so far it's coming out to 140-150 on average. 
> >  
> > I just did a quick glance through the BBB and it looks like most of the characters who  
> > rely mostly on "powers" as opposed to "stats" fall under 125 points for stats.  With the  
> > "stat intensive" concepts getting a characteristic boost from plug-ins, 120 points should  
> > work ok for everyone. 
> >  
> 	A	B	C	D	E	F	G 
> base	120	120	100	150	115	130	125 
> minor	25	30	30	20	30	25	25 
> stand	50	60	60	40	60	50	50 
> major	75	90	90	60	90	75	75 
> augm	100	120	120	80	120	100	100 
> bkgnd	15	10	15	15	15	15	15 
> free	15	0	15	5	0	5	10 
>  
> ? 
 
A, F, and G share the problem that you can not assign an integral number 
of disad slots to each power plug-in without having the Disad Pack being 
multiples of 25 points each.  D has the problem that the plugins might be 
a little small.  B and E suffer from having no free points, and C is a 
little weak on the base points.   
 
> 	Here goes this whole monster again. 
 
Maybe... 
 
---- Jonathan Lang <traveler@io.com> ---- x ------- alias: Dataweaver --------- 
  Webpage:  http://www.io.com/~traveler  /@\ The Dogma of Otherness insists 
  GURPSnet's Benevolent Tyrant for Life  ~~~ that all voices deserve a hearing, 
FAQ: http://www.io.com/~ftp/GURPSnet/www  |  that all points of view have 
Archive: http://www.io.com/~ftp/GURPSnet  |  something of value to offer. 
submit new files to gurpsnet-files@io.com |  --David Brin, "Otherness" 
 
Return-Path: <daemon@omg.org> 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: 5th Edition: Special effects reduction 
Mail-Copies-To: never 
X-No-Archive: yes 
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Organization: The Happy Fun Ball Brigade 
Date: 10 Feb 1998 16:34:55 -0500 
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-----BEGIN PGP SIGNED MESSAGE----- 
 
>>>>> "q" == qts <qts@nildram.co.uk> writes: 
 
q> Assuming a Magic base, I've done this by using the Armour Piercing 
q> advantage. 
 
Ummm... so tell me, then, what defense is being halved? 
 
And I still have problems with this.  Invisibility is moderately costly, 40 
points for a significant degree of effect.  "Detect Invisibility" with a 
few features and AP is 10-20 points.  You have created an "offense" that is 
half the cost of the "defense".  This is backwards; in Hero, defenses cost 
less. 
 
If I were in your game and got tagged by this, I'd bitch to no end about 
it. 
 
-----BEGIN PGP SIGNATURE----- 
Version: PGP for Personal Privacy 5.0 
Charset: noconv 
 
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Q7xT4KL/tKH+845KTsKyqGZnwyUC7K8qhwk5rDsnRw68cX+khurxdIecnrqiYTmL 
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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. 
 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: Entangle BOECV (was Re: In support of 'Advantaged' advantage!) 
Mail-Copies-To: never 
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Date: 10 Feb 1998 16:37:27 -0500 
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-----BEGIN PGP SIGNED MESSAGE----- 
 
>>>>> "q" == qts <qts@nildram.co.uk> writes: 
 
>> But I cannot use my powers to break you out of such an Entangle, as I 
>> could with a "normal" Entangle.  You still have failed to address this 
>> aspect of the radical change described. 
 
q> Why should you have to use your powers? 
 
Because that is they way Entangle works.  Anyone outside of an Entangle may 
attack the Entangle -- do Body damage to it -- in an attempt to break it. 
 
You have removed this aspect from the mechanic.  It is up to you to addres 
and justify that.  You have yet to do 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. 
 
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From: Brian Wong <rook@shell.infinex.com> 
Subject: Re: Template Bases 
Date: Tue, 10 Feb 1998 13:47:50 -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 
 
>>>>	30 and 60 are too small, 120 is too much. 
>>>  
>>> So, "minor", "standard", "major", and "augmented"?? 
>>> 
>> 	Yes. My only worry is that we may be adding more clutter than needed. 
>> Thoughts? 
>  
> Assuming two standard plug-ins, there would be three other options without 
> "major" in there (one augmented, four minor, or one standard and two 
> minor); adding "major" adds one option on top of that: one major and one 
> minor.  On the Disads side, a Major Pack would take up 1.5 Standard slots, 
> which might be a problem... 
 
	One minor and one major = complete. 
	4 minors = complete 
	2 standard = complete 
	1 standard and two minor = complete 
	1 augmented = complete 
 
>>>>Also I've been adding up the points of the stats for the average BBB 
>>>>character and so far it's coming out to 140-150 on average. 
>>> I just did a quick glance through the BBB and it looks like most of the 
>>> characters who rely mostly on "powers" as opposed to "stats" fall under 
>>> 125 points for stats.  With the "stat intensive" concepts getting a 
>>> characteristic boost from plug-ins, 120 points should  
>>> work ok for everyone. 
>>>  
>> 		A	B	C	D	E	F	G 
>> base		120	120	100	150	115	130	125 
>> minor	25	30	30	20	30	25	25 
>> stand	50	60	60	40	60	50	50 
>> major	75	90	90	60	90	75	75 
>> augm		100	120	120	80	120	100	100 
>> bkgnd	15	10	15	15	15	15	15 
>> free		15	0	15	5	0	5	10 
>>  
>> ? 
>  
> A, F, and G share the problem that you can not assign an integral number 
> of disad slots to each power plug-in without having the Disad Pack being 
> multiples of 25 points each.  D has the problem that the plugins might be 
> a little small.  B and E suffer from having no free points, and C is a 
> little weak on the base points. 
 
	Given that, what do you suggest? 
 
I'm thinking if we did A, F, or G we could make disad packs 20 pointers. 
You pick 1 more pack as a result of the base ( a list of packs that best fit 
each base?) 
	This leaves 30 unclaimed. 
10 point disad packs? so that even a minor plugin can get two packs? 
this would mean that disad packs can be built from 10 to 80 points each, in 
multiples of 10. Though I would suggest that if that was done, it be kept to 
10,20,30,40, and 50 at most.  And you would want most of them to 
be 10's or 20'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/ 
 
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X-Sender: bob.greenwade@klock.com (Unverified) 
Date: Tue, 10 Feb 1998 14:04:43 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: 5th Edition: Special effects reduction 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 01:29 PM 2/10/1998 -0600, Dataweaver wrote: 
>> You would just define in the SFX of the Desol that its basically 
>> impervious to damage except for the SFX of a "reasonably common group  
>> of attacks that will affect him while he is desolid."  Considering the 
>> cost of attacks, it works out: 
>> 27 pts for Desol, can't walk through solid objects + 150 pts for a 50 
>> pt attack = 177 points total.  Whereas, 100% DR is 120 pts + 50 pt 
>> attack = 170 points.  Pretty close there. 
> 
>Too kludgey, IMHO; and it neglects the ability of an Invulnerable 
>character to use himself as a human shield for someone else.  100% Damage 
>Reduction handles both of these nicely, and for a reasonable price.  (Of 
>course, it _does_ mean that point-optimizers will never again purchase rPD 
>80+...) 
 
   "Human shield" was one of the functions of Mr. Lucky (the character I've 
GMed for with complete 100% Damage Reduction).  He was also good at drawing 
fire from other characters, and at going into those potentially deadly 
situations in which "nobody could possibly survive that" (like going into 
the heart of a nuclear reactor to force the cooling rods into place by 
hand). 
--- 
Bob's Original Hero Stuff Page!  [Circle of HEROs member] 
   http://www.klock.com/public/users/bobg/original.htm 
Homepage of the Merry-Go-Round Webring!  (Wanna join?) 
   http://www.klock.com/public/users/bobg/merrhome.htm 
 
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X-Sender: bob.greenwade@klock.com (Unverified) 
Date: Tue, 10 Feb 1998 14:07:04 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: 5th Edition: Special effects reduction 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 11:25 AM 2/10/1998 -0600, Darien Phoenix Lynx wrote: 
>On Tue, 10 Feb 1998 lowecm@polaris.clarkson.edu wrote: 
> 
>> You would just define in the SFX of the Desol that its basically 
>> impervious to damage except for the SFX of a "reasonably common group  
>> of attacks that will affect him while he is desolid."  Considering the 
>> cost of attacks, it works out: 
>> 27 pts for Desol, can't walk through solid objects + 150 pts for a 50 
>> pt attack = 177 points total.  Whereas, 100% DR is 120 pts + 50 pt 
>> attack = 170 points.  Pretty close there. 
> 
>Oooh.... oooh.... cool multi-slot multipower construct. Someone with 
>damage reduction and desolid (0 END/invis) and an attack in the same 
>multipower, could "set" how resistant he is to damage at 0%, 25%, 50%, 
>75%, or 100%. The Damage Reduction is bought with a limitation like (not 
>vs.silver), corresponding the the hole in his Desolid. Depending on how he 
>adjusts the points, he can close himself off, and only have a few points 
>available for offense, or if he wants to be fully invulnerable, none at 
>all. But cooler than Starburst, because it's damage reduction, not force 
>field. 
 
   I don't think you could do that, because truth is stranger than fiction, 
and that construct is *definitely* stranger than truth!  ;-] 
   But I agree that the construct does look cool.  The same type of thing 
(at least in principle) might also be possible with Damage Reduction that 
Costs END. 
--- 
Bob's Original Hero Stuff Page!  [Circle of HEROs member] 
   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, 10 Feb 1998 14:18:49 -0800 (PST) 
From: Anthony Jackson <ajackson@iii.com> 
Reply-To: Anthony Jackson <ajackson@iii.com> 
Subject: Re: 5th Edition: Special effects reduction 
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 
 
Darien Phoenix Lynx writes: 
>  
> Uh-oh... Then we'd need "Bypass 'cannot be bypassed'" (+1/2 to +1) 
>  
Nope, we don't.  There's already a way to do that -- its called 'more dice'. 
 
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X-Sender: bob.greenwade@klock.com (Unverified) 
Date: Tue, 10 Feb 1998 14:23:49 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: 5th Edition: Affects Desolid/Power Defense 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 01:11 PM 2/10/1998 -0600, Darien Phoenix Lynx wrote: 
>Many of us are trying to get rid of "Affects Desolid." We feel that 
>game-mechanic construct detract from the feel of the role-playing. 
>Furthermore, it's hard to come up with a special effect that works against 
>all other special effects. In 5th edition they need to put a lot more work 
>into special effects--they are, after all, the *real* effects that are 
>happening, the game mechanics are just models. I wish they were called 
>real effects and game mechanics were called special effects. Getting past 
>someone's desolid or damage reduction requires a "makes-sense" approach. 
>Depending on how the real-world physics of your damage reduction or 
>desolid works, there ought to be some way around it that makes sense if 
>you understand what's going on. More work needs to be put into fleshing 
>out variable SFX, too. 
 
   Given that Desolidification must be vulnerable to some specific Special 
Effect, I'd recommend making Affects Desolid a +1/4 Advantage which only 
affects Desolid characters of a given Special Effect (ghost body, molecular 
phasing, dimensional shift, gaseous form, electromagnetic form, or 
whatever).  A character could only have two different versions of Affects 
Desolid on the same Power (usually Entangle, or the DEF of a Base or 
Vehicle) with the GM's permission. 
 
>I feel like I fight the tide, but I must drill into my players: 
> 
>Just because it isn't expressed in HERO doesn't mean it doesn't exist! 
>Just because it's on your character sheet doesn't mean it will always work 
> like you think! 
>Just because you didn't take a limitation doesn't mean it's not limited! 
>Just because you paid points for it doesn't mean you have a diety-given 
> right to it all the time! 
>When special effects and game effects conflict, special effects take 
> precedence! 
>If you don't supply a special effect then one will be provided for you 
> (and you won't know it)! (Which can be fun to play.) 
 
   These statements should be put into Hero5, somewhere in the introductory 
comments to the Powers section.  They could probably stand up just fine, 
word for word. 
   The rest of your text (most of which I've snipped for brevity) should 
also be referred to in Hero5, or in the Champions genre book, though it may 
not stand up quite so well word-for-word (except maybe in the latter). 
 
>I keep a Nerf bat to hit players who come to me saying "I want some power 
>defense." "What?? *whap* What was that you wanted? *whap*" "Uh, uh, a 
>strong immune system." "Hyper-stable molecular structure." "A mystic 
>shield that protects me from magical transformations." "Oh, is *that* what 
>you wanted... I'll give you Power Defense (strong immune system) -2 only 
>vs. poison and disease; it that all right?" And so forth. Later, if we 
>discover that the game mechanics aren't adequately modeling the SFX, we 
>change them. I award an additional limitation sometimes, but a lot of 
>times these things don't gain points from additional limitations and 
>anyway, more fun is to think of a corresponding advantage. 
 
   The only character I've ever seen who had a good SFX for blanket Power 
Defense (that is, who I *wouldn't* feel comfortable slapping on a 
Limitation) is Bob Ramsey of the Justifiers (see the PC group on my 
website).  His body instantly adapts and "heals" a portion of whatever 
alterations are made to it.  This is good against disease, magic, molecular 
transformations, poison, or really anything else. 
--- 
Bob's Original Hero Stuff Page!  [Circle of HEROs member] 
   http://www.klock.com/public/users/bobg/original.htm 
Homepage of the Merry-Go-Round Webring!  (Wanna join?) 
   http://www.klock.com/public/users/bobg/merrhome.htm 
 
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X-Sender: bob.greenwade@klock.com (Unverified) 
Date: Tue, 10 Feb 1998 14:25:02 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: 5th Edition: Special effects reduction 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 01:17 PM 2/10/1998 -0600, Darien Phoenix Lynx wrote: 
>On Tue, 10 Feb 1998, David Fair wrote: 
> 
>> On 2/9/98 7:29 PM Bob Greenwade (bob.greenwade@klock.com) Said: 
>>  
>> >   More importantly, how is Detect Invisibility affected by 
Invisibility to 
>> >Detect? 
>>  
>> And If you have invisibility, Invisible power F/x, invisible vs detect,  
>> are you invisible to the guy who buys Detect:invisibilty to detect?   :) 
> 
>Well, you have to buy armor piercing on your Detect, and the invisible guy 
>has to put hardened on the Invisibility to Detect:invisibility to detect, 
>and so then we have to create a new advantage, "Affects Invisible" +1/2 so 
>that we can Detect: hardened invisible power effects to invisiblity to 
>detect, affects desolid, variable special effects. 
 
   Yeah, but couldn't the Detect be Linked to Invisibility? 
   (Excuse me, I need to Dive for Cover.) 
--- 
Bob's Original Hero Stuff Page!  [Circle of HEROs member] 
   http://www.klock.com/public/users/bobg/original.htm 
Homepage of the Merry-Go-Round Webring!  (Wanna join?) 
   http://www.klock.com/public/users/bobg/merrhome.htm 
 
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X-Sender: bob.greenwade@klock.com (Unverified) 
Date: Tue, 10 Feb 1998 14:32:11 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Entangle BOECV 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 08:09 PM 2/10/1998, \"qts\" <qts@nildram.co.uk> wrote: 
>On 09 Feb 1998 18:37:33 -0500, Stainless Steel Rat wrote: 
> 
>>>>>>> "q" == qts <qts@nildram.co.uk> writes: 
>> 
>>q> I was just giving an example. To pursue your thought, a fellow Hero 
>>q> could slap the affected one and cause a new Ego roll ("Come on, snap 
>>q> out of it!"). 
>> 
>>But I cannot use my powers to break you out of such an Entangle, as I could 
>>with a "normal" Entangle.  You still have failed to address this aspect of 
>>the radical change described. 
> 
>Why should you have to use your powers? 
 
   It's not a question of requirement; it's a question of availability. 
   With a normal Entangle, a third party could break the target out by 
using an Energy Blast or Killing Attack as well as STR.  An Entangle BOECV 
which uses EGO to break out could (per TUM's discussion on Entangle: Mental 
Paralysis) use EGO Attacks, or any other attack Power (including STUN or 
BODY Drain) bought BOECV. 
   An Entangle that uses PRE to break out, however, could only be attacked 
with PRE, an appropriate PRE Attack against the target, a PRE Drain, or a 
Power more or less specifically designed to break it.  While almost all 
Champions characters have some way of doing 12d6 against PD and/or ED, few 
have a way of doing 12d6 with one of these attack forms.  So, even though 
STR and PRE cost roughly the same, this becomes quite an advantage. 
--- 
Bob's Original Hero Stuff Page!  [Circle of HEROs member] 
   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: ctaylor@pop.cyberis.net 
Date: Tue, 10 Feb 1998 15:06:10 -0800 
From: Christopher Taylor <ctaylor@cyberis.net> 
Subject: Re: 5th Edition: Special effects reduction 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
>>>Nothing in the description of DR indicates this. 
>> 
>>No, but it doesnt need to.  Damage Reduction affects the damage done after 
>>defenses... NND ignores defenses, it doesnt change the attack any, its still 
>>an energy blast... so NND ignores your defenses, the dice are rolled, you 
>>apply the damage reduction to the damage, like any other attack. 
> 
>Sorry, but DR is a defense, so NND bypasses it (SFX excepting). 
> 
>Example: Megaman has 50% DR due to his tough skin. Vapour attacks him 
>with a NND gas attack and Megaman's DR is totally bypassed when he 
>breathes in. 
 
thats a nice thought, but not how the power works...  NND ignores defenses 
unless you have the one you need.  But Damage Reduction works AFTER your 
defenses, it reduces the damage you take... NND doesnt affect that, it seems 
to me 
 
---------------------------------------------------------- 
Sola Gracia		Sola Scriptura		Sola Fide 
Soli Gloria Deo		Solus Christus		Corum Deo 
----------------------------------------------------------- 
 
Return-Path: <daemon@omg.org> 
X-Sender: ctaylor@pop.cyberis.net 
Date: Tue, 10 Feb 1998 15:06:11 -0800 
From: Christopher Taylor <ctaylor@cyberis.net> 
Subject: Re: general query: power advantage 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
>>>This definitely qualifies as +1 - the attacker is getting the best 
>>>attack. Remember that a NND (+1) is dramatically reduced, if not 
>>>negated, by its particular defense(s). 
>> 
>>Im not sure this is as powerful as NND, although it doesnt strip the body 
>>damage away, it NEVER ignores defenses, and its very rare in my gaming 
>>experience when someone has a significant difference between PD and ED... 
> 
>Look at it this way: Merkon the Mage fires his AVD fireball at his 
>enemies. The warriors get to pit their pathetic ED against it instead 
>of their markedly better PD, and the shaman, who has an ED Force Field 
>up, gains no benefit and uses his pathetic PD. Sorry, +1 it is. 
 
you believe that gettin defense against every attack is as good as rarely 
gettin a defense against it??? 
 
NND means you have no defense, ever, unless you have the one special case 
this mean you ALWAYS get defense against it, but not your best one... I can 
hardly see that as equivalent.. more like armor piercing, but not even 
really that powerful, since AP halves defenses and its rare in most games 
for someone to have one defense half another... 
 
---------------------------------------------------------- 
Sola Gracia		Sola Scriptura		Sola Fide 
Soli Gloria Deo		Solus Christus		Corum Deo 
----------------------------------------------------------- 
 
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X-Sender: bob.greenwade@klock.com (Unverified) 
Date: Tue, 10 Feb 1998 15:22:54 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Aaron Allston on herochat 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 09:35 PM 2/9/1998 +0000, Theala Sildorian wrote: 
>Aaron Allston, Hero Guru Extrodinaire, will be the featured guest on  
>Dalnet's #herochat channell on Feb 22 from 1-2pm PST.  Join in and  
>ask Aaron questions on anything from Hero Games to his latest novel  
>work! 
 
   This oughtta be a cool session.  I hope I can be there! 
--- 
Bob's Original Hero Stuff Page!  [Circle of HEROs member] 
   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: lowecm@polaris.clarkson.edu 
Date: Tue, 10 Feb 1998 18:35:54 -0500 (EST) 
cc: champ-l@omg.org 
Subject: Re: 5th Edition: Special effects reduction 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Tue, 10 Feb 1998, "qts" <qts@nildram.co.uk>        "Christopher Taylor" wrote: 
 
> On Mon, 09 Feb 1998 17:24:38 -0800, Christopher Taylor wrote: 
>  
> >>>No because NNDs are reduced by Damage Reduction too, a dirty little secret 
> >>>of the game... DR 'targets' the power used, not the advantage... 
> >> 
> >>Nothing in the description of DR indicates this. 
> > 
> >No, but it doesnt need to.  Damage Reduction affects the damage done after 
> >defenses... NND ignores defenses, it doesnt change the attack any, its still 
> >an energy blast... so NND ignores your defenses, the dice are rolled, you 
> >apply the damage reduction to the damage, like any other attack. 
>  
> Sorry, but DR is a defense, so NND bypasses it (SFX excepting). 
>  
> Example: Megaman has 50% DR due to his tough skin. Vapour attacks him 
> with a NND gas attack and Megaman's DR is totally bypassed when he 
> breathes in. 
 
Actually no, DR does reduce NND, unless you limit it specifically.  As 
it says, "Normal Damage Reduction acts against normal, AVLD, and NND 
attacks. Resistant Damage Reduction affects normal, AVLD, NND, and 
Killing Attacks." 
 
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X-Authentication-Warning: xanadu.io.com: traveler owned process doing -bs 
Date: Tue, 10 Feb 1998 17:54:54 -0600 (CST) 
From: Dataweaver <traveler@io.com> 
cc: champ-l@omg.org 
Subject: Re: 5th Edition: Special effects reduction 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Tue, 10 Feb 1998, Joe Mucchiello wrote: 
 
> > > > Damage Reduction is about all encompassing, even NNDs are reduced by it.. it  
> > > > is a bit odd for the game to have nothing to get around it, isn't it?  
> > Desolid, Cannot Walk through Walls (-1/2), Attacks don't actually pass  
> > through you (you can intercept damage; call it a +1 1/2; oh, wait - we  
> > don't have any Enhanced Power advantage... ;) ); must specify one group of  
> > special effects that you're vulnerable to, and applied against both  
> > physical and energy attacks. Net cost: 80 points. Badly underpriced...  
>  
> Although I think 100% DR is a dumb idea in Hero, you are forgetting the DR 
> is Persistent and Desolid (whatever you said above) is not.  Add a +1 for 
> 0 END, Persistent and you get 120. 
 
Well, I could get technical and say that it also counters both Physical 
and Energy attacks, while Damage Reduction counters one or the other (so 
240 points for 100% Damage Reduction against both), butwe're already 
heavily into the mechanics as is, so I won't.  =) 
 
I'll just mention that 240 points is a substantial chunk of nearly any 
character, and - while I would never use 100% Damage Reduction in any of 
my games - it doesn't seem to be an unreasonable price for the effects.   
 
> > Or, 100% Damage Reduction vs. one of Physical, Energy, or Mental attacks:  
> > 120 points.    
>  
> Hey, look, 120. :-) 
 
Yeah, well... see above. =) 
 
---- 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 
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submit new files to gurpsnet-files@io.com |  --David Brin, "Otherness" 
 
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X-Authentication-Warning: xanadu.io.com: traveler owned process doing -bs 
Date: Tue, 10 Feb 1998 18:02:52 -0600 (CST) 
From: Dataweaver <traveler@io.com> 
cc: champ-l@omg.org 
Subject: Re: 5th Edition: Special effects reduction 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Tue, 10 Feb 1998, "qts" <qts@nildram.co.uk>        "Christopher Taylor" wrote: 
 
> On Mon, 09 Feb 1998 17:24:38 -0800, Christopher Taylor wrote: 
>  
> >>>No because NNDs are reduced by Damage Reduction too, a dirty little secret 
> >>>of the game... DR 'targets' the power used, not the advantage... 
> >> 
> >>Nothing in the description of DR indicates this. 
> > 
> >No, but it doesnt need to.  Damage Reduction affects the damage done after 
> >defenses... NND ignores defenses, it doesnt change the attack any, its still 
> >an energy blast... so NND ignores your defenses, the dice are rolled, you 
> >apply the damage reduction to the damage, like any other attack. 
>  
> Sorry, but DR is a defense, so NND bypasses it (SFX excepting). 
 
Where does it say that DR is a defense?  Certainly not in the write-up of 
DR itself, which tends to imply exactly the opposite (that DR isn't a 
defense).  Also, it explicitly says "Normal Damage Reduction acts against 
normal, AVLD, and NND attacks.  Resistant Damage Reduction acts against 
normal, AVLD, NND, and Killing Attacks."   
 
> >>>>Why not just specify that Penetrating (ie the Penetrating part gets 
> >>>>through) does this? It seems appropriate. Or Armour Piercing could drop 
> >>>>DR by 25% each time. 
> >>> 
> >>>Thats an interesting idea, although its cleaner to have a specific advantage 
> >>>instead. 
> >> 
> >>Can you elaborate? 
> > 
> >well instead of having Armor Piercing do ANOTHER thing (vs teleport, 
> >defenses and now damage reduction), it seems more elegant and results in 
> >less stacking to have a new advantage.   But for the price, I think no one 
> >would ever pay for it, 1/2 to lower damage reduction one level?  It comes in 
> >useful maybe one out of every ten fights and a reduction of one level of DR 
> >would not even be noticed because of the loss of dice from the advantage 
> >(lose 1/3 dice due to active cost limits) 
>  
> So what? You just have Armour Piercing with the Partial Limitation Only 
> to Affect Damage Reduction (-1). 
 
...and a further Partial Advantage "Is Able to Affect Damage Reduction 
(+1)".   
 
---- Jonathan Lang <traveler@io.com> ---- x ------- alias: Dataweaver --------- 
  Webpage:  http://www.io.com/~traveler  /@\ The Dogma of Otherness insists 
  GURPSnet's Benevolent Tyrant for Life  ~~~ that all voices deserve a hearing, 
FAQ: http://www.io.com/~ftp/GURPSnet/www  |  that all points of view have 
Archive: http://www.io.com/~ftp/GURPSnet  |  something of value to offer. 
submit new files to gurpsnet-files@io.com |  --David Brin, "Otherness" 
 
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Date: Tue, 10 Feb 1998 18:19:45 -0600 (CST) 
From: Dataweaver <traveler@io.com> 
cc: champ-l@omg.org 
Subject: Re: 5th Edition: Special effects reduction 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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To: champ-l@omg.org 
 
On Tue, 10 Feb 1998, Darien Phoenix Lynx wrote: 
 
> I feel like I fight the tide, but I must drill into my players: 
>  
> Just because it isn't expressed in HERO doesn't mean it doesn't exist! 
> Just because it's on your character sheet doesn't mean it will always work 
>  like you think! 
> Just because you didn't take a limitation doesn't mean it's not limited! 
> Just because you paid points for it doesn't mean you have a diety-given 
>  right to it all the time! 
> When special effects and game effects conflict, special effects take 
>  precedence! 
> If you don't supply a special effect then one will be provided for you 
>  (and you won't know it)! (Which can be fun to play.) 
 
Yes!  Definitely a must for H5... 
 
> A GM with this approach dispenses with affects desolid, stright-up power 
> defense, unspecified "hardened" advantages and the like, and replaces them 
> with the campaign world's pseudo-science.  
 
Yes and no; Affects Desolid needs to go, since Desolid already 
incorporates that into itself ("specify the special effect that bypasses 
this power").  Hardened and power defense aren's problems at all as long 
as a special effect is provided for them.   
 
> This means the GM has to go to 
> the trouble of *thinking* of the pseudo-science, but this isn't too hard 
> and in fact it's fun. Just how *is* it that Mighty Man shoots energy 
> blasts from his hands? How could that be stopped? What *kind* of 
> pseudo-energy is it? How could it be drained, disrupted, etc.? What things 
> would it be *really* effective against? Where might it not work at all?  
 
"what _kind_ of pseudo-energy is it?" seems a bit like splitting hairs; 
the comics don't get that detailed, so why should Champions?   
 
> So, off with ye affects desolid and other olde game mechanics. There's no 
> such thing as desolid anyway... he's a cloud of smoke, or a stream of 
> nanites, or dislocated in the ethereal plane, and just how *do* you affect 
> such-and-such? Think about it. Even the one *with* the desolid probably 
> doesn't know *everything* that can affect him, unless he's a master of the 
> pseudo-science of the GM's world (some KS: or SC: appropriate to the SFX). 
> And if a PC *has* desolid, and is affected by something that isn't on his 
> list, tough! Put it on the list. Works both ways, too. A bad GM could take 
> these licenses and misuse them, but what are you doing with a bad GM 
> anyway? 
 
<sarcasm> 
I've got an even better idea!  Throw out the game mechanics entirely, and 
just do everything free-form!  Forget character sheets, and dice, and 
models for powers, and just make it all up yourself!  </sarcasm> 
 
The approach above works; I've done it.  But if you can do this, you don't 
need Champions in the first place... 
 
> I keep a Nerf bat to hit players who come to me saying "I want some power 
> defense." "What?? *whap* What was that you wanted? *whap*" "Uh, uh, a 
> strong immune system." "Hyper-stable molecular structure." "A mystic 
> shield that protects me from magical transformations." "Oh, is *that* what 
> you wanted... I'll give you Power Defense (strong immune system) -2 only 
> vs. poison and disease; it that all right?" And so forth. Later, if we 
> discover that the game mechanics aren't adequately modeling the SFX, we 
> change them. I award an additional limitation sometimes, but a lot of 
> times these things don't gain points from additional limitations and 
> anyway, more fun is to think of a corresponding advantage. 
 
I like the idea of requiring that the special effect be listed with every 
power on the character sheet... 
 
> Do this and gaming joy is yours. The mechanics of your world are yours to 
> create, not HERO's, and not your players'. HERO is just a flexible 
> modeling system, and your players are--well, *players*.  Model nothing and 
> you'll get nothing--a dry mechanical system. Model something and 
> everything comes to life, full of the genre excitement you want out of a 
> HERO game. Train your players. You'll thank yourself later. 
 
Sounds more like you've got pets rather than players... =\ 
 
---- Jonathan Lang <traveler@io.com> ---- x ------- alias: Dataweaver --------- 
  Webpage:  http://www.io.com/~traveler  /@\ The Dogma of Otherness insists 
  GURPSnet's Benevolent Tyrant for Life  ~~~ that all voices deserve a hearing, 
FAQ: http://www.io.com/~ftp/GURPSnet/www  |  that all points of view have 
Archive: http://www.io.com/~ftp/GURPSnet  |  something of value to offer. 
submit new files to gurpsnet-files@io.com |  --David Brin, "Otherness" 
 
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X-Sender: lizard@dnai.com 
Date: Tue, 10 Feb 1998 16:50:56 -0800 
From: Lizard <lizard@mrlizard.com> 
Subject: Re: 5th Edition: Special effects reduction 
Cc: champ-l@omg.org 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 06:35 PM 2/10/98 -0500, lowecm@polaris.clarkson.edu wrote: 
 
>Actually no, DR does reduce NND, unless you limit it specifically.  As 
>it says, "Normal Damage Reduction acts against normal, AVLD, and NND 
>attacks. Resistant Damage Reduction affects normal, AVLD, NND, and 
>Killing Attacks." 
> 
> 
Hmmm...I'd like to know how Grasp (75% rDR, Physical) avoids the damage of 
poison gas by virtue of his flexible body... 
 
The problem is that if you go with a special effects, rather than game 
effects, system, you end up with a 10,000 page rulebook. "So, you have 
desolid bought as 'body of insects', and he has an NND attack bought as 
'poison gas'..." 
 
Return-Path: <daemon@omg.org> 
From: lowecm@polaris.clarkson.edu 
Date: Tue, 10 Feb 1998 20:15:15 -0500 (EST) 
cc: champ-l@omg.org 
Subject: Re: 5th Edition: Special effects reduction 
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Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Tue, 10 Feb 1998, Lizard wrote: 
 
> At 06:35 PM 2/10/98 -0500, lowecm@polaris.clarkson.edu wrote: 
>  
> >Actually no, DR does reduce NND, unless you limit it specifically.  As 
> >it says, "Normal Damage Reduction acts against normal, AVLD, and NND 
> >attacks. Resistant Damage Reduction affects normal, AVLD, NND, and 
> >Killing Attacks." 
> > 
> > 
> Hmmm...I'd like to know how Grasp (75% rDR, Physical) avoids the damage of 
> poison gas by virtue of his flexible body... 
>  
> The problem is that if you go with a special effects, rather than game 
> effects, system, you end up with a 10,000 page rulebook. "So, you have 
> desolid bought as 'body of insects', and he has an NND attack bought as 
> 'poison gas'..." 
 
This actually doesn't have anything to do with special effects.  This 
is purely game mechanics.  But all special effects are limited by the 
game mechanics.  Any special effect can be bought within the current 
system if you work with it.  It might cost a bit more than you'd like, 
but thats life.  It can be built.  It doesn't need to have a 10,000 
page rulebook to describe every single possibility, as long as you 
define the special effects.  As it says, there are plenty of 0 point 
advantages and limitations on powers depending on the special effect 
at GM's descretion.  Since a 'flexible body' wouldn't protect against 
'poison gas', the GM could simply say that the flexible body guy takes 
the full damage anyway.  Its just a matter of actually defining the 
special effects and sticking with it.  Well, that went on a much 
larger tangent than I was expecting, so I'll stop now. 
 
Return-Path: <daemon@omg.org> 
From: bquinlan@october.com (Bob Quinlan) 
Date: 10 Feb 98 17:24:04 -0800 
Subject: Red October Shutdown 
Organization: Fidonet: Red October Alpha * Hero Roleplaying * 408-629-4695 *  
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
I've been rather shocked at the amount of mail I've received in the last 
few days.  Thanks to everyone who has taken the time to say a few nice 
things about Red October. 
 
And thanks to everyone who participated in Red October.  I was never 
more than the master of ceremonies, the messages and files that made it 
interesting all came from you folks. 
 
Don't worry that the material is going to disappear.  Several people 
helpfully volunteered to take over the archives and the Mactyre's are 
now setting up to do it.  We hope to have some preliminary links to the 
new material in place shortly and I will post here when the archive is 
ready for use. 
 
Now that I'll have a little free time, I may even manage to hang out 
around here more often.  Which you may or may not consider a good 
thing...  ;-) 
 
  --Bob Q 
 
 
-- 
    bquinlan@october.com 
 
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Date: Tue, 10 Feb 1998 20:08:02 -0600 (CST) 
From: Dataweaver <traveler@io.com> 
cc: champ-l@omg.org 
Subject: Re: 5th Edition: Special effects reduction 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Tue, 10 Feb 1998, Lizard wrote: 
 
> At 06:35 PM 2/10/98 -0500, lowecm@polaris.clarkson.edu wrote: 
>  
> >Actually no, DR does reduce NND, unless you limit it specifically.  As 
> >it says, "Normal Damage Reduction acts against normal, AVLD, and NND 
> >attacks. Resistant Damage Reduction affects normal, AVLD, NND, and 
> >Killing Attacks." 
> > 
> > 
> Hmmm...I'd like to know how Grasp (75% rDR, Physical) avoids the damage of 
> poison gas by virtue of his flexible body... 
>  
> The problem is that if you go with a special effects, rather than game 
> effects, system, you end up with a 10,000 page rulebook. "So, you have 
> desolid bought as 'body of insects', and he has an NND attack bought as 
> 'poison gas'..." 
 
I beg to disagree; that's an example of going with game effects, rather 
than special effects.  Going with special effects, you follow the 
cardinal rule of "just because you didn't limit it, doesn't mean that it 
isn't limited".  Grasp buys "75% Damage Reduction (flexible body)"; thus, 
any special effect that, in the GM's opinion, would do full damage to 
someone with a flexible body, does full damage to Grasp.  Therre are 
inherent limitations on every power in the game that you get no points for 
(since _everything's_ got them), and which require GM fiat to enforce - 
they boil down to "it makes no sense for this power with this special 
effect to work in this situation, so it doesn't".  Contrarywise, you have 
a free Advantage built into every power, likewise activated only with GM 
approval - the ability to use the power in ways that fit its special 
effect, but which are not in the technical write-up of the power.  That 
way, acid spray does not need to include such powers as "Major Transform 
to Blindness (acid shot into target's eyes)", etc. 
 
---- Jonathan Lang <traveler@io.com> ---- x ------- alias: Dataweaver --------- 
  Webpage:  http://www.io.com/~traveler  /@\ The Dogma of Otherness insists 
  GURPSnet's Benevolent Tyrant for Life  ~~~ that all voices deserve a hearing, 
FAQ: http://www.io.com/~ftp/GURPSnet/www  |  that all points of view have 
Archive: http://www.io.com/~ftp/GURPSnet  |  something of value to offer. 
submit new files to gurpsnet-files@io.com |  --David Brin, "Otherness" 
 
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X-Sender: jrc@pop1.nai.net 
Date: Tue, 10 Feb 1998 22:03:03 -0500 
From: "Joe Claffey Jr." <jrc@mail1.nai.net> 
Subject: Re: 5th Edition: Special effects reduction 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
Anthony Jackson <ajackson@iii.com> writes, 
>Christopher Taylor writes: 
> 
>> The typical DR effect is a very tough interior, I dont really know of any 
>> other special effects BUT... that isnt really the point.  Hero is rife with 
>> advantages that are difficult to justify using a single effect for all 
>> special effects.. Armor Piercing comes to mind, all the defense-affecting 
>> powers are like that. 
>> 
>Tough interior?  Interesting, the most common SFX I've seen for damage 
>reduction were: 
>a)  'rolling with the blow' (usually with several limitations) 
>b)  amorphous/semisolid 
>c)  regeneration/lack of vitals 
 
 I've also seen it used (in conjunction with Growth) for very large 
items/creatures. (Yeah, you just put a 120mm sabot round into Godzilla, and 
he felt it, but it's just a small hole on his scale.) 
 
  Joe Claffey               | "In the end, everything is a gag." 
  jrc@ct1.nai.net           |               - Charlie Chaplin 
 
 
Return-Path: <daemon@omg.org> 
Date: Tue, 10 Feb 1998 21:12:41 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: 5th Edition: Special effects reduction 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
> And I still have problems with this.  Invisibility is moderately costly, 40 
> points for a significant degree of effect.  "Detect Invisibility" with a 
> few features and AP is 10-20 points.  You have created an "offense" that is 
> half the cost of the "defense".  This is backwards; in Hero, defenses cost 
> less. 
> 
> If I were in your game and got tagged by this, I'd bitch to no end about 
> it. 
 
	Then tell me, Rat, just how exactly to model a Detect Invisibility 
type of spell that will expose any invisible creatures.  I personally like 
Spatial Awareness, but . . . 
 
 
 
				-Tim Gilberg 
 
	-"Friends help you move.  Real friends help you move bodies." 
 
Return-Path: <daemon@omg.org> 
Date: Tue, 10 Feb 1998 21:18:05 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: 5th Edition: Special effects reduction 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
> >Example: Megaman has 50% DR due to his tough skin. Vapour attacks him 
> >with a NND gas attack and Megaman's DR is totally bypassed when he 
> >breathes in. 
> 
> thats a nice thought, but not how the power works...  NND ignores defenses 
> unless you have the one you need.  But Damage Reduction works AFTER your 
> defenses, it reduces the damage you take... NND doesnt affect that, it seems 
> to me 
 
	Quite wrong.  NND is affected by SFX, not by Game Effect.  In this 
case, unless the SFX of the DR is such to allow stopping a poison gas NND, 
I'd have to say that DR isn't going to be of any help.  Of course, to be 
truely invulnerable, you mix those 100% DRs with all of the appropriate 
Life Supports. 
 
 
 
				-Tim Gilberg 
 
	-"Friends help you move.  Real friends help you move bodies." 
 
Return-Path: <daemon@omg.org> 
Date: Tue, 10 Feb 1998 21:20:04 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: 5th Edition: Affects Desolid/Power Defense 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
>    The only character I've ever seen who had a good SFX for blanket Power 
> Defense (that is, who I *wouldn't* feel comfortable slapping on a 
> Limitation) is Bob Ramsey of the Justifiers (see the PC group on my 
> website).  His body instantly adapts and "heals" a portion of whatever 
> alterations are made to it.  This is good against disease, magic, molecular 
> transformations, poison, or really anything else. 
 
	Hmmm.  I've found many "just plain hard to change this guy" 
excuses to work.  Regeneration is a good reason to have some Power Def, 
however. 
 
 
 
 
				-Tim Gilberg 
 
	-"Friends help you move.  Real friends help you move bodies." 
 
Return-Path: <daemon@omg.org> 
Date: Tue, 10 Feb 1998 21:21:27 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: 5th Edition: Special effects reduction 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
> > Sorry, but DR is a defense, so NND bypasses it (SFX excepting). 
> > 
> > Example: Megaman has 50% DR due to his tough skin. Vapour attacks him 
> > with a NND gas attack and Megaman's DR is totally bypassed when he 
> > breathes in. 
> 
> Actually no, DR does reduce NND, unless you limit it specifically.  As 
> it says, "Normal Damage Reduction acts against normal, AVLD, and NND 
> attacks. Resistant Damage Reduction affects normal, AVLD, NND, and 
> Killing Attacks." 
 
	But only if the SFX is appropriate.  You are dealing with 
SFX-dependant powers.  Even if the rules say X, you don't always get X if 
the SFX doesn't fit. 
 
 
 
				-Tim Gilberg 
 
	-"Friends help you move.  Real friends help you move bodies." 
 
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X-Authentication-Warning: xanadu.io.com: jeffj owned process doing -bs 
Date: Tue, 10 Feb 1998 22:25:35 -0600 (CST) 
From: Sakura <jeffj@io.com> 
Subject: Re: 5th Edition: Special effects reduction 
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On Tue, 10 Feb 1998, Tim R. Gilberg wrote: 
 
> 	Then tell me, Rat, just how exactly to model a Detect Invisibility 
> type of spell that will expose any invisible creatures.  I personally like 
> Spatial Awareness, but . . . 
 
Ranged Targeting Touch? (25 points) (only to detect invisible -?) 
(This begs the question of 'what the heck is 'invisible to touch' and can 
 it exist?) 
 
 
"One equal temper of heroic hearts,              http://www.io.com/~jeffj 
 Made weak by time and fate, but strong in will              jeffj@io.com 
 To strive, to seek, to find, and not to yield."    - Tennyson, "Ulysses" 
 
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Date: Tue, 10 Feb 1998 22:33:59 -0600 (CST) 
From: Dataweaver <traveler@io.com> 
cc: champ-l@omg.org 
Subject: Re: 5th Edition: Special effects reduction 
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On Tue, 10 Feb 1998, Tim R. Gilberg wrote: 
 
>  
> > > Sorry, but DR is a defense, so NND bypasses it (SFX excepting). 
> > > 
> > > Example: Megaman has 50% DR due to his tough skin. Vapour attacks him 
> > > with a NND gas attack and Megaman's DR is totally bypassed when he 
> > > breathes in. 
> > 
> > Actually no, DR does reduce NND, unless you limit it specifically.  As 
> > it says, "Normal Damage Reduction acts against normal, AVLD, and NND 
> > attacks. Resistant Damage Reduction affects normal, AVLD, NND, and 
> > Killing Attacks." 
>  
> 	But only if the SFX is appropriate.  You are dealing with 
> SFX-dependant powers.  Even if the rules say X, you don't always get X if 
> the SFX doesn't fit. 
 
I would consider that to be a given.  If it isn't, then it should be... 
 
---- 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, 10 Feb 1998 22:59:00 -0600 
From: Donald Tsang <tsang@sedl.org> 
Subject: Re: 5th Edition: Special effects reduction 
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jeffj@io.com wrote: 
>Tim R. Gilberg wrote: 
>> 	Then tell me, Rat, just how exactly to model a Detect Invisibility 
>> type of spell that will expose any invisible creatures.  I personally like 
>> Spatial Awareness, but . . . 
> 
>Ranged Targeting Touch? (25 points) (only to detect invisible -?) 
>(This begs the question of 'what the heck is 'invisible to touch' and can 
> it exist?) 
 
("Desolidification"?) 
 
I would suggest using one of: 
 
  Dispel or Suppress Invisibility, Area Effect 
  Change Environment (light), Area Effect, only works on invisible objects 
  Dispel or Suppress: Sfx=Magic (in world with magic, what else is invisible?) 
 
Basically, it all depends on what you think a "Detect Invisibility" spell 
really does.  "True Seeing", the high-level AD&D Priest spell, is much 
different the aforementioned low-level Wizard spell, for example... it 
can see into other planes, through illusions, etc... but neither would 
affect Psionic Invisibility, which is a limited Mind Control (well, Mental 
Illusions in Hero terms). 
 
  Donald 
 
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X-Sender: bob.greenwade@klock.com 
Date: Tue, 10 Feb 1998 21:59:26 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: 5th Edition: Special effects reduction 
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At 08:15 PM 2/10/1998 -0500, lowecm@polaris.clarkson.edu wrote: 
>> The problem is that if you go with a special effects, rather than game 
>> effects, system, you end up with a 10,000 page rulebook. "So, you have 
>> desolid bought as 'body of insects', and he has an NND attack bought as 
>> 'poison gas'..." 
> 
>This actually doesn't have anything to do with special effects.  This 
>is purely game mechanics.  But all special effects are limited by the 
>game mechanics.  Any special effect can be bought within the current 
>system if you work with it.  It might cost a bit more than you'd like, 
>but thats life.  It can be built.  It doesn't need to have a 10,000 
>page rulebook to describe every single possibility, as long as you 
>define the special effects.... [snip] 
 
   I couldn't agree more!  It only takes 400 genre and Ultimate books 
averaging 250 pages each.  ;-] 
--- 
Bob's Original Hero Stuff Page!  [Circle of HEROs member] 
   http://www.klock.com/public/users/bobg/original.htm 
Homepage of the Merry-Go-Round Webring!  (Wanna join?) 
   http://www.klock.com/public/users/bobg/merrhome.htm 
 
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X-Sender: bob.greenwade@klock.com 
Date: Tue, 10 Feb 1998 22:02:41 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: 5th Edition: Special effects reduction 
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At 09:18 PM 2/10/1998 -0600, Tim R. Gilberg wrote: 
> 
>> >Example: Megaman has 50% DR due to his tough skin. Vapour attacks him 
>> >with a NND gas attack and Megaman's DR is totally bypassed when he 
>> >breathes in. 
>> 
>> thats a nice thought, but not how the power works...  NND ignores defenses 
>> unless you have the one you need.  But Damage Reduction works AFTER your 
>> defenses, it reduces the damage you take... NND doesnt affect that, it 
seems 
>> to me 
> 
> Quite wrong.  NND is affected by SFX, not by Game Effect.  In this 
>case, unless the SFX of the DR is such to allow stopping a poison gas NND, 
>I'd have to say that DR isn't going to be of any help.  Of course, to be 
>truely invulnerable, you mix those 100% DRs with all of the appropriate 
>Life Supports. 
 
   Actually I think that Power and Sense Attacks (those affected by Power 
Defense and Flash Defense) should get their own category of Damage Reduction. 
   However, the description of Damage Reduction states that it affects AVLD 
and NND attacks -- presumably those which work against the physical body in 
the case of PDR, or which work chemically in the case of EDR.  (This does 
need to be better defined in Hero5.) 
--- 
Bob's Original Hero Stuff Page!  [Circle of HEROs member] 
   http://www.klock.com/public/users/bobg/original.htm 
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From: lowecm@polaris.clarkson.edu 
Date: Wed, 11 Feb 1998 09:15:16 -0500 (EST) 
cc: champ-l@omg.org 
Subject: Re: 5th Edition: Special effects reduction 
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On Tue, 10 Feb 1998, Sakura wrote: 
 
> On Tue, 10 Feb 1998, Tim R. Gilberg wrote: 
>  
> > 	Then tell me, Rat, just how exactly to model a Detect Invisibility 
> > type of spell that will expose any invisible creatures.  I personally like 
> > Spatial Awareness, but . . . 
>  
> Ranged Targeting Touch? (25 points) (only to detect invisible -?) 
> (This begs the question of 'what the heck is 'invisible to touch' and can 
>  it exist?) 
 
Invisible to touch? Sure it can exist.  Basically you meet resistance 
if you 'come in contact' with them, but you don't feel it.  Its all a 
matter of perception. 
 
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Date: Wed, 11 Feb 1998 09:39:27 -0500 (EST) 
From: Michael Surbrook <susano@access.digex.net> 
Subject: Body from Ego Attacks 
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Okay, let's suppose that a sample character  hasa *very* fragile mind and 
can and will take Body damnage from normal Ego Attacks.  How is this 
bought?  Physical Limitation?  Susceptability, Vulnerability? 
 
And suggestions would be welcome. 
 
*************************************************************************** 
* "'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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From: Brian Wong <rook@shell.infinex.com> 
Subject: Re: 5th Edition: Affects Desolid/Power Defense 
Date: Wed, 11 Feb 1998 06:53:50 -0800 (PST) 
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> >    The only character I've ever seen who had a good SFX for blanket Power 
> > Defense (that is, who I *wouldn't* feel comfortable slapping on a 
> > Limitation) is Bob Ramsey of the Justifiers (see the PC group on my 
> > website).  His body instantly adapts and "heals" a portion of whatever 
> > alterations are made to it.  This is good against disease, magic, molecular 
> > transformations, poison, or really anything else. 
>  
> 	Hmmm.  I've found many "just plain hard to change this guy" 
> excuses to work.  Regeneration is a good reason to have some Power Def, 
> however. 
>  
	Not always. A villian I used last night had barbie doll which 
could come to life. 
	'Barbie' had two powers that the players saw. 
1. She had an 11d6 presense attack. 
	kept yelling out things like 
	"Hey everybody, let's go shopping." 
	or 
	"Wanna play with me and Ken?" 
  
2. 1d6 cumulative transformation, turn people into Barbie/Ken clones. 
	This power was magical and psychic in nature. It adujusted one's 
	paradigm of the world and how reality worked from your point of 
	view. A physical regenerative effect would have been useless on 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/ 
 
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X-Sender: bob.greenwade@klock.com 
Date: Wed, 11 Feb 1998 07:21:10 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Body from Ego Attacks 
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At 09:39 AM 2/11/1998 -0500, Michael Surbrook wrote: 
>Okay, let's suppose that a sample character  hasa *very* fragile mind and 
>can and will take Body damnage from normal Ego Attacks.  How is this 
>bought?  Physical Limitation?  Susceptability, Vulnerability? 
> 
>And suggestions would be welcome. 
 
   Though it takes a house rule to do it, I would model it as a 
Vulnerability.  Treat it as a 2X Vulnerability, but count the extra damage 
as BODY instead of STUN. 
   I do a similar thing for a darkness-based villain who takes STUN damage 
from visual Flash Attacks. 
--- 
Bob's Original Hero Stuff Page!  [Circle of HEROs member] 
   http://www.klock.com/public/users/bobg/original.htm 
Homepage of the Merry-Go-Round Webring!  (Wanna join?) 
   http://www.klock.com/public/users/bobg/merrhome.htm 
 
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Date: Wed, 11 Feb 1998 10:14:02 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: Changing the Standard in 5th (Re: Templates Discussion) 
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> > >       Then change the standard.  We are talking about a forthcoming 
> > > editon of the rules.  Bump things up to the 300, 350, or 400 point levels. 
> > > The system will still be the same, and perhaps we can avoid some 
> > > point-saving tricks. 
> 
>    NO!  Nononononono! 
> 
>    I've said it before and it bears repeating; 250 points is plenty to 
> make a beginning character.  Enough for 50-60 AP powers and appropriate 
> defense and DEX and SPD and a few points left for background and/or 
> support skills.  That's enough for beginning players.  Since the most 
 
	No, the argument is that is _not_ enough for beginning players. 
They want to play who they see in comics, movies and cartoons and they 
don't want to play no "just starting out" version.  When you tell them you 
can't run BatMan as is, but can run a very weak version of "beginning 
batman" they'll be liable to up and run to another game system . . . or 
back to Magic. 
 
	Leave 200-250 in there, but call it "apprentice Heroes" and 
explain it is something like the novice teams seen in the comics (like 
Generation X).  But put the main standard where it can actually simulate 
the characters that players want to play. 
 
 
 
 
				-Tim Gilberg 
 
	-"Friends help you move.  Real friends help you move bodies." 
 
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Date: Wed, 11 Feb 1998 10:16:05 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: 5th Edition: Affects Desolid/Power Defense 
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> 	Not always. A villian I used last night had barbie doll which 
> could come to life. 
> 	'Barbie' had two powers that the players saw. 
> 1. She had an 11d6 presense attack. 
> 	kept yelling out things like 
> 	"Hey everybody, let's go shopping." 
> 	or 
> 	"Wanna play with me and Ken?" 
 
	Nice, but I'd do a Mind Contrl. 
 
> 2. 1d6 cumulative transformation, turn people into Barbie/Ken clones. 
> 	This power was magical and psychic in nature. It adujusted one's 
> 	paradigm of the world and how reality worked from your point of 
> 	view. A physical regenerative effect would have been useless on it. 
 
	True, but many of my "toughness" characters have been mentally 
tough as well.  In this particular case, the 5 Power Def of Derrik 
Tallcloud, a personal favorite character of mine, is still justified.  His 
spiritual strength is particularly strong, as is his mental strength and 
physical toughness. 
 
 
 
				-Tim Gilberg 
 
	-"Friends help you move.  Real friends help you move bodies." 
 
Return-Path: <daemon@omg.org> 
Date: Wed, 11 Feb 1998 10:30:22 -0600 
From: "Guy Hoyle" <ghoyle1@airmail.net> 
Subject: Re: Changing the Standard in 5th (Re: Templates Discussion) 
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On 2/11/98, at 10:14 AM, Tim R. Gilberg wrote:  
 
>> > >       Then change the standard.  We are talking about a forthcoming 
>> > > editon of the rules.  Bump things up to the 300, 350, or 400 point levels. 
>> > > The system will still be the same, and perhaps we can avoid some 
>> > > point-saving tricks. 
>> 
>>    NO!  Nononononono! 
>> 
>>    I've said it before and it bears repeating; 250 points is plenty to 
>> make a beginning character.  Enough for 50-60 AP powers and appropriate 
>> defense and DEX and SPD and a few points left for background and/or 
>> support skills.  That's enough for beginning players.  Since the most 
> 
>	No, the argument is that is _not_ enough for beginning players. 
>They want to play who they see in comics, movies and cartoons and they 
>don't want to play no "just starting out" version.  When you tell them you 
>can't run BatMan as is, but can run a very weak version of "beginning 
>batman" they'll be liable to up and run to another game system . . . or 
>back to Magic. 
 
Surely this issue is up to the GM and the world he wants to create?  Maybe today's comics are 400-600 points, but I don't read today's comics, and I don't want to run such a campaign.  For me, 250 points is a great level for Silver and Golden Age campaigns.  In fact, I think that as you increase the power level, you decrease the roleplaying; the game becomes more about the powers, but less about the characters themselves.   
 
Provide for such high levels of power, certainly, since some people will want to play at that level, but don't make them the "standard".  In fact, I think there should be some example campaigns examining the features of different power levels. 
 
Guy 
 
Common problems need Uncommon Solutions! 
http://www.uncommonsolutions.com 
 
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Date: Wed, 11 Feb 1998 08:44:34 -0800 (PST) 
From: John Desmarais <johndesmarais@yahoo.com> 
Reply-To: john.desmarais@ibm.net 
Subject: Re: Body from Ego Attacks 
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---Michael Surbrook  wrote: 
> 
> Okay, let's suppose that a sample character  hasa *very* fragile 
mind and 
> can and will take Body damnage from normal Ego Attacks.  How is this 
> bought?  Physical Limitation?  Susceptability, Vulnerability? 
 
Taking damage from things you shouldn't is modeled with Susceptibility 
(although I don't really like the way the numbers work for the disad). 
 But are you sure that it's really the effect you're looking for - 
Body from ego attacks does't sound so much like a fragile mind to me 
as it does a fragile brain (as in the physical organ, not the center 
of self). 
  
> And suggestions would be welcome. 
 
 
 
 
 
*************************************************************************** 
> * "'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       
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> * Society for Creative Anachronism / House ap Gwystl / Company of 
St.Mark * 
> 
*************************************************************************** 
>  
>  
>  
>  
 
_________________________________________________________ 
DO YOU YAHOO!? 
Get your free @yahoo.com address at http://mail.yahoo.com 
 
Return-Path: <daemon@omg.org> 
Date: Wed, 11 Feb 1998 12:50:43 -0400 (AST) 
From: Trevor Barrie <tbarrie@ibm.net> 
Subject: Re: 5th Edition: Special effects reduction 
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On 11 Feb 1998, Stainless Steel Rat wrote: 
 
> If someone has Invisibility to all sense groups, you don't.  You cannot, 
> because, quite simply, he is invisible to any Detect you can invent. 
 
Of course, Invisibility to all sense groups is going to be pretty rare. 
How does one justify Invisibility to the "unusual" sense group? 
 
> If, as the GM, I want "Detect Invisibility" to be a valid power, I would 
> not allow "someone" to be Invisible to everything.  And I would make sure 
> that "someone" knows this at the outset.  And I would make sure that the 
> "Detect Invisibility" power costs more than the Invisibility it defeats. 
 
?? When did you start advocating that defense should be more expensive 
than that against which they defend? 
 
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Date: Wed, 11 Feb 1998 11:52:25 -0500 (EST) 
From: Michael Surbrook <susano@access.digex.net> 
cc: champ-l@omg.org 
Subject: Re: Body from Ego Attacks 
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On Wed, 11 Feb 1998, John Desmarais wrote: 
 
> > Okay, let's suppose that a sample character  has a *very* fragile 
> mind and 
> > can and will take Body damnage from normal Ego Attacks.  How is this 
> > bought?  Physical Limitation?  Susceptability, Vulnerability? 
>  
> Taking damage from things you shouldn't is modeled with Susceptibility 
> (although I don't really like the way the numbers work for the disad). 
 
Except that you only really get 3d6 of damage from a Suscept... 
 
>  But are you sure that it's really the effect you're looking for - 
> Body from ego attacks does't sound so much like a fragile mind to me 
> as it does a fragile brain (as in the physical organ, not the center 
> of self). 
 
Well, it's not my character, I'm trying to figure out anothers.   
 
*************************************************************************** 
* "'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            * 
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*************************************************************************** 
 
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Date: Wed, 11 Feb 1998 09:39:39 -0800 
From: Samuel.Bell@Eng.Sun.COM (Sam Bell) 
Subject: Re: Changing the Standard in 5th (Re: Templates Discussion) 
X-Sun-Charset: US-ASCII 
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-> From ghoyle1@airmail.net Wed Feb 11 08:27:19 1998 
-> >back to Magic. 
->  
-> Surely this issue is up to the GM and the world he wants to create?  Maybe today's comics are 400-600 points, but I don't read today's comics, and I don't want to run such a campaign.  For me, 250 points is a great level for Silver and Golden Age campaigns.  In fact, I think that as you increase the power level, you decrease the roleplaying; the game becomes more about the powers, but less about the characters themselves.   
->  
-> Provide for such high levels of power, certainly, since some people will want to play at that level, but don't make them the "standard".  In fact, I think there should be some example campaigns examining the features of different power levels. 
->  
 
"250 points is a great level for Silver and Golden Age campaigns."??? 
 
Yeah, right. Pre-Crisis Superman, Flash, Green Lantern, the Spectre, Thor, Silver Surfer, 
etc, etc all at 250pts? I'd like to see the write-ups. 
 
The only Golden/Silver Age Teams that could be done on around 250pts are the Starting X-Men, 
the Seven Soldiers, and possibly the Invaders (as they actually appeared in the 1940s, not 
with their ret-conned level of power. Of course, they never actually existed as the Invaders 
in the 1940s, the whole concept is a ret-con (and a good one)). 
									-Sam 
 
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From: lowecm@polaris.clarkson.edu 
Date: Wed, 11 Feb 1998 12:47:11 -0500 (EST) 
cc: champ-l@omg.org 
Subject: Re: Body from Ego Attacks 
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On Wed, 11 Feb 1998, Bob Greenwade wrote: 
 
> At 09:39 AM 2/11/1998 -0500, Michael Surbrook wrote: 
> >Okay, let's suppose that a sample character  hasa *very* fragile mind and 
> >can and will take Body damnage from normal Ego Attacks.  How is this 
> >bought?  Physical Limitation?  Susceptability, Vulnerability? 
> > 
> >And suggestions would be welcome. 
>  
>    Though it takes a house rule to do it, I would model it as a 
> Vulnerability.  Treat it as a 2X Vulnerability, but count the extra damage 
> as BODY instead of STUN. 
>    I do a similar thing for a darkness-based villain who takes STUN damage 
> from visual Flash Attacks. 
 
The STUN damage from Flash attacks would be a Susceptibility (check 
the instant effect section), and the Body damage from Ego attacks 
would also work as a Susceptibility since, "At the GM's option, the 
susceptibility can inflict damage other than STUN.  In this case, each 
d6 of STUN damage should be replaced with 10 Active Points of another 
attack." 
 
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Subject: Re: Body from Ego Attacks 
Date: Wed, 11 Feb 98 12:48:47 -0500 
x-sender: DFair@pop.worldweb.net 
From: David Fair <DFair@sdslink.com> 
cc: "Hero Games" <champ-l@omg.org> 
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On 2/11/98 11:52 AM Michael Surbrook (<susano@access.digex.net>) Said: 
 
>Okay, let's suppose that a sample character  has a *very* fragile 
>mind and can and will take Body damnage from normal Ego Attacks.  
>How is this bought?  Physical Limitation?  Susceptability, Vulnerability? 
> 
 
Try this: 
 
Susceptability: Takes 10 pts worth of HKA (+0, it is a 10 pt power, and  
can be used at the GM's option to replace 1d6 of normal Susc., per the  
BBB) per Xd6 of Ego Attack Used against him. 
 
This is probably Uncommon (5 Points), and the damage would be assessed  
only on the characters phases (again, probably) for a total of 15 points. 
 
20 Pts of HKA Susc. would be a 20 pt disad; 30 Pts of HKA Susc. would be  
a 25 pt disad. 
 
The GM should decide what number X will be, but lets say he calls it 4d6. 
Then when hit by a 6d6 Ego Attack, the character takes (15-30-45) pts of  
HKA, or (1 d6 Killing - 2d6 Killing - 3d6 Killing), depending on the  
level of Susc. he bought. 
 
I have used a similar construct (a character that suffered an EGO drain  
whenever he was hit by an entangle or was restrained) and it seemed to be  
about the right point/effect level, though the GM could tailor it either  
way, I suppose. 
 
 
David A. Fair         | 
SDS International     |     Think Different 
dfair@sdslink.com     | 
 
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Date: Wed, 11 Feb 1998 10:21:07 -0800 (PST) 
From: Anthony Jackson <ajackson@iii.com> 
Reply-To: Anthony Jackson <ajackson@iii.com> 
Subject: Re: Changing the Standard in 5th (Re: Templates Discussion) 
Cc: champ-l@omg.org 
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Sam Bell writes: 
  
> Yeah, right. Pre-Crisis Superman, Flash, Green Lantern, the Spectre, Thor, 
> Silver Surfer, etc, etc all at 250pts? I'd like to see the write-ups. 
>  
> The only Golden/Silver Age Teams that could be done on around 250pts are 
> the Starting X-Men, the Seven Soldiers, and possibly the Invaders (as they 
> actually appeared in the 1940s, not with their ret-conned level of power. Of 
> course, they never actually existed as the Invaders in the 1940s, the whole 
> concept is a ret-con (and a good one)).                                      
 
Pff...I could do quite a lot of starting characters on 250 -- assuming that you 
only give them the abilities which they showed evidence of, not the abilities 
which only appeared later, but were retconned as having always been there.  I 
mean, the original superman (from the 30s, that is) might be doable on 250 
points, though he hardly is now.  Almost all of the early marvel characters 
(FF, spiderman, hulk, iron man, thor) _when they started_ could be done on 250 
points.  That said, experienced characters in the golden/silver age really 
weren't any less powerful than comic-book characters today, and were sometimes 
more powerful -- unlike champions, comic-book characters tend to grow extremely 
rapidly at first, and then slow down. 
 
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X-Sender: lizard@dnai.com 
Date: Wed, 11 Feb 1998 10:24:35 -0800 
From: Lizard <lizard@mrlizard.com> 
Subject: Re: Changing the Standard in 5th (Re: Templates Discussion) 
Cc: champ-l@omg.org 
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At 10:14 AM 2/11/98 -0600, Tim R. Gilberg wrote: 
 
>	No, the argument is that is _not_ enough for beginning players. 
>They want to play who they see in comics, movies and cartoons and they 
>don't want to play no "just starting out" version.  When you tell them you 
>can't run BatMan as is, but can run a very weak version of "beginning 
>batman" they'll be liable to up and run to another game system . . . or 
>back to Magic. 
> 
Pandering to munchkins is no way to run a system. 
 
Look. Power is all relative. So if you up the base hero to 400 points, then 
Joe Viper Agent will be at 200 points, and Larry The Mugger will be at 100 
points. It's like multiplying the score at a pinball game by ten without 
changing gameplay at all. A bumper which once gave 10 points now gives 100, 
then 1000 -- but it's the same relative to your final score. 
 
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Date: Wed, 11 Feb 1998 12:38:00 -0600 
From: "Guy Hoyle" <ghoyle1@airmail.net> 
Subject: Fwd: Re: Changing the Standard in 5th (Re: Templates 
 Discussion) 
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On 2/11/98, at 11:47 AM, Samuel.Bell@Eng.Sun.COM <Samuel.Bell@Eng.Sun.COM> wrote:  
>"250 points is a great level for Silver and Golden Age campaigns."??? 
> 
>Yeah, right. Pre-Crisis Superman, Flash, Green Lantern, the Spectre, Thor, Silver Surfer, 
>etc, etc all at 250pts? I'd like to see the write-ups. 
 
That's a straw-man argument, Sam; you've picked some of the most powerful characters of their respective universes, who out-power most of their colleagues.  Sure, they're built on more than 250 points.  However much I enjoy the writeups you post, I would not want to allow these characters into any campaign I wanted to run.  The dynamics of a comic book are far, far different from the dynamics of an RPG. 
 
If a player wanted to run "Superman" in a game I was running, I'd tell the player to pick the essential aspects of the character he wanted to portray.  If I was doing it, I'd buy STR, high defenses, and flight; if I could afford it, I'd buy some enhanced senses, Xray vision, etc.  I wouldn't concern myself with duplicating Superman's exact stats, especially since those vary so much from writer to writer.  I'd be more concerned about Superman's ability to function within the predefined scope of the campaign.  Besdies, with Superman, the personality is much more important than the powers. 
 
However, I've had a great deal of fun adapting such characters to different power levels.  You can capture some of the spirit of such characters without recreating every detail. I've even adapted some of your JSA writeups to my non-superheroic pulp campaign as a villain organization; there's "the strongest man on earth" (who tops out at about a 30 STR), the "Fastest Man Alive" (who has about a 30" run when he goes all out, burning a horrendous amount of END), a man with a magic ring that obeys his mental commands, a man with some homemade wings he uses to glide about, a female Martial artist with a patriotic bent from a lost civilization of women, etc.  (Note to my players: I'm changing all the details for the Odysseus League, gang!) 
 
 
 
Common problems need Uncommon Solutions! 
http://www.uncommonsolutions.com 
 
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Date: Wed, 11 Feb 1998 10:57:57 -0800 (PST) 
From: Dennis C Hwang <dchwang@itsa.ucsf.edu> 
Subject: Re: 5th Edition: Special effects reduction 
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On Tue, 10 Feb 1998, Lizard wrote: 
 
> At 06:35 PM 2/10/98 -0500, lowecm@polaris.clarkson.edu wrote: 
>  
> >Actually no, DR does reduce NND, unless you limit it specifically.  As 
> >it says, "Normal Damage Reduction acts against normal, AVLD, and NND 
> >attacks. Resistant Damage Reduction affects normal, AVLD, NND, and 
> >Killing Attacks." 
> > 
> > 
> Hmmm...I'd like to know how Grasp (75% rDR, Physical) avoids the damage of 
> poison gas by virtue of his flexible body... 
 
Maybe the poison gas is bought as an EB, NND, vs. ED? 
 
> The problem is that if you go with a special effects, rather than game 
> effects, system, you end up with a 10,000 page rulebook. "So, you have 
> desolid bought as 'body of insects', and he has an NND attack bought as 
> 'poison gas'..." 
 
Hmmm...what about Shape Shift "Only to simulate teammate's cape" vs. plain 
old Instant Change?  ;) 
 
--Dennis 
************************************************************* 
*   dchwang@itsa.ucsf.edu   *   xenopathologist at large!   * 
************************************************************* 
*   So...you're keeping me alive because you don't know     * 
*   DOS.                                                    * 
*                                                           * 
*                       --Izzie to Gabriel                  * 
*                         THE PROPHECY II                   * 
************************************************************* 
 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: 5th Edition: Special effects reduction 
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>>>>> "l" == lowecm <lowecm@polaris.clarkson.edu> writes: 
 
l> Invisible to touch? Sure it can exist. 
 
Except that it cannot exist as a game mechanic because there is no "touch" 
sense group. 
 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: 5th Edition: Special effects reduction 
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>>>>> "TRG" == Tim R Gilberg <trgilber@hilltop.ic.edu> writes: 
 
TRG> 	Then tell me, Rat, just how exactly to model a Detect Invisibility 
TRG> type of spell that will expose any invisible creatures.  I personally 
TRG> like Spatial Awareness, but . . . 
 
If someone has Invisibility to all sense groups, you don't.  You cannot, 
because, quite simply, he is invisible to any Detect you can invent. 
 
If, as the GM, I want "Detect Invisibility" to be a valid power, I would 
not allow "someone" to be Invisible to everything.  And I would make sure 
that "someone" knows this at the outset.  And I would make sure that the 
"Detect Invisibility" power costs more than the Invisibility it defeats. 
 
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Date: Wed, 11 Feb 1998 13:40:52 -0600 
From: "Guy Hoyle" <ghoyle1@airmail.net> 
Subject: Re: Changing the Standard in 5th (Re: Templates Discussion) 
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On 2/10/98, at 9:52 AM, Brian Wong  wrote:  
>	I would love to see 5th have a standard which allows for more 
>background skill points. I could care less about it's power level. But 
>not having as much background in my CHampions characters as I do in my 
>Fantasy Hero characters has always bugged me. 
 
Remember, of course, that your FH character does NOT have to pay points for weapons, vehicles, bases, etc.; he can use those points on background skills.  
 
 
 
Common problems need Uncommon Solutions! 
http://www.uncommonsolutions.com 
 
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Date: Wed, 11 Feb 1998 13:47:30 -0600 (CST) 
From: Dataweaver <traveler@io.com> 
cc: champ-l@omg.org 
Subject: Re: 5th Edition: Affects Desolid/Power Defense 
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On Wed, 11 Feb 1998, Tim R. Gilberg wrote: 
 
>  
> > 	Not always. A villian I used last night had barbie doll which 
> > could come to life. 
> > 	'Barbie' had two powers that the players saw. 
> > 1. She had an 11d6 presense attack. 
> > 	kept yelling out things like 
> > 	"Hey everybody, let's go shopping." 
> > 	or 
> > 	"Wanna play with me and Ken?" 
>  
> 	Nice, but I'd do a Mind Contrl. 
 
Nah... Presence Attack sounds about right... 
 
Barbie: "Hey everybody, let's go shopping!" 
 
Mr. Doombringer: [takes one look at her, and curles up into a fetal 
position]... 
 
---- 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, 11 Feb 1998 13:53:41 -0600 (CST) 
From: Dataweaver <traveler@io.com> 
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Subject: Re: Changing the Standard in 5th (Re: Templates Discussion) 
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On Wed, 11 Feb 1998, Lizard wrote: 
 
> At 10:14 AM 2/11/98 -0600, Tim R. Gilberg wrote: 
>  
> >	No, the argument is that is _not_ enough for beginning players. 
> >They want to play who they see in comics, movies and cartoons and they 
> >don't want to play no "just starting out" version.  When you tell them you 
> >can't run BatMan as is, but can run a very weak version of "beginning 
> >batman" they'll be liable to up and run to another game system . . . or 
> >back to Magic. 
> > 
> Pandering to munchkins is no way to run a system. 
 
Just because they happen to want to play their favorite comic book 
character (who happens to need more than 250 points to build), that 
doesn't mean that they are munchkins... Come on, now!  Give them the 
benefit of the doubt, at least... 
 
---- Jonathan Lang <traveler@io.com> ---- x ------- alias: Dataweaver --------- 
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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, 11 Feb 1998 12:05:25 -0800 
From: Lizard <lizard@mrlizard.com> 
Subject: Re: Changing the Standard in 5th (Re: Templates Discussion) 
Cc: champ-l@omg.org 
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At 01:53 PM 2/11/98 -0600, Dataweaver wrote: 
>On Wed, 11 Feb 1998, Lizard wrote: 
> 
>> At 10:14 AM 2/11/98 -0600, Tim R. Gilberg wrote: 
>>  
>> >	No, the argument is that is _not_ enough for beginning players. 
>> >They want to play who they see in comics, movies and cartoons and they 
>> >don't want to play no "just starting out" version.  When you tell them you 
>> >can't run BatMan as is, but can run a very weak version of "beginning 
>> >batman" they'll be liable to up and run to another game system . . . or 
>> >back to Magic. 
>> > 
>> Pandering to munchkins is no way to run a system. 
> 
>Just because they happen to want to play their favorite comic book 
>character (who happens to need more than 250 points to build), that 
>doesn't mean that they are munchkins... Come on, now!  Give them the 
>benefit of the doubt, at least... 
 
I'm sorry, but, to me, it would be like TSR starting every character at 
10th level because "No one wants to play a young Conan or an inexperienced 
Elric". [1]Characters in comic books never lose -- characters in RPG often 
do, at least temporarily. Give someone enough points to play Batman, and he 
still won't be happy when his Batarang misses the Joker (who will have to 
be built on equivalently high points) because "Batman never misses!". 
 
Point inflation never stops. As I noted earlier, going to a 250 point base 
didn't lead to more well-rounded character -- just ones with 50 points more 
in energy blast or force field.  
 
If you must go this route, I recommend several 'starting power levels' be 
given, with notes on what this will mean. And especially, set limits on 
active points in individual powers, REGARDLESS of the total point 
cap...most heroes have a diverse range of powers, not one 
mega-death-overkill-blast. (Of course, the limits are guidelines for the 
players and GMs, not absolutes, but you get the idea...) 
 
I must be weird...I often have trouble 'using up' my 250 points... :) 
 
[1]I believe Dark Sun did something very like this... 
 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: Changing the Standard in 5th (Re: Templates Discussion) 
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>>>>> "BW" == Brian Wong <rook@shell.infinex.com> writes: 
 
BW> 	I would love to see 5th have a standard which allows for more 
BW> background skill points. 
 
Um... if you don't have enough then you aren't building your characters 
"right".  A 250-point character built as a 200-point "collection of powers" 
will have 50 points to spend on whatever else you want. 
 
If you don't think a 200-point, two-dimensional character is viable, you 
don't understand the system as well as you think.  200 points is 125 points 
worth of characteristics and 75 points in powers or combat skills for 
characteristics-based characters such as bricks and martial artists, or 100 
points worth of characteristics and 100 points for powers for powers-based 
characters.  75 points, plenty to buy a complete martial arts package and 
the supporting skills and some other extras, or a collection of "brick 
powers".  100 points, plenty for a 75-point Multipower, or a 60-point 
Elemental Control with a -1/2 Limitation. 
 
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Date: Wed, 11 Feb 1998 14:36:01 -0600 (CST) 
From: Sakura <jeffj@io.com> 
Reply-To: Sakura <jeffj@io.com> 
Subject: Re: 5th Edition: Special effects reduction 
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On 11 Feb 1998, Stainless Steel Rat wrote: 
> >>>>> "TRG" == Tim R Gilberg <trgilber@hilltop.ic.edu> writes: 
>  
> TRG> 	Then tell me, Rat, just how exactly to model a Detect Invisibility 
> TRG> type of spell that will expose any invisible creatures.  I personally 
> TRG> like Spatial Awareness, but . . . 
>  
> If someone has Invisibility to all sense groups, you don't.  You cannot, 
> because, quite simply, he is invisible to any Detect you can invent. 
>  
> If, as the GM, I want "Detect Invisibility" to be a valid power, I would 
> not allow "someone" to be Invisible to everything.  And I would make sure 
> that "someone" knows this at the outset.  And I would make sure that the 
> "Detect Invisibility" power costs more than the Invisibility it defeats. 
 
Hmm. Unfortunately, this doesn't hold up to the standard 'attack/defense' 
cost comparison (mostly because it's not an attack vs defense thing) - and 
I think that invisibility should definitely cost more than the Detect, 
because it's much more useful.  
 
Alternately, one could look on the Invisibility as the 'attack' (it's the 
'active' power) while the Detect is the defense (since all it basically 
does is defend against Invisibility). 
 
- J  
 
P.S. For sheer BS value on the Detect Invisible, how about 'Detect Air, 
Ranged, Discriminatory, Targeting' - since you're not actually detecting 
the invisible person, their invisibility does them no good.  You're 
detecting the air around them (and seeing where that air isn't). 
 
"One equal temper of heroic hearts,              http://www.io.com/~jeffj 
 Made weak by time and fate, but strong in will              jeffj@io.com 
 To strive, to seek, to find, and not to yield."    - Tennyson, "Ulysses" 
 
 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: 5th Edition: Special effects reduction 
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>>>>> "S" == Sakura <jeffj@io.com> writes: 
 
S> Alternately, one could look on the Invisibility as the 'attack' (it's 
S> the 'active' power) while the Detect is the defense (since all it 
S> basically does is defend against Invisibility). 
 
This gets back to philosophy, "internal" vs. "external".  Invisibility 
affects oneself; Detect affects another.  Detect Invisibility does not 
defend against Invisibility, it attempts to find it. 
 
S> - J  
 
S> P.S. For sheer BS value on the Detect Invisible, how about 'Detect Air, 
S> Ranged, Discriminatory, Targeting' - since you're not actually detecting 
S> the invisible person, their invisibility does them no good.  You're 
S> detecting the air around them (and seeing where that air isn't). 
 
You see the air adjacent to your sensory aparati, preventing you from 
perceiving anything beyond. :) 
 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: 5th Edition: Special effects reduction 
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>>>>> "TB" == Trevor Barrie <tbarrie@ibm.net> writes: 
 
TB> Of course, Invisibility to all sense groups is going to be pretty rare. 
TB> How does one justify Invisibility to the "unusual" sense group? 
 
Simply covering all the bases, as it were. 
 
[...] 
 
TB> ?? When did you start advocating that defense should be more expensive 
TB> than that against which they defend? 
 
Detects are not "defenses", they are "attacks" inasmuch as they attempt to 
find something.  See my just posted message on this. 
 
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Date: Wed, 11 Feb 1998 16:33:13 -0500 (EST) 
X-Sender: jprins@interhop.net (Unverified) 
From: jprins@interhop.net (John and Ron Prins) 
Subject: Re: Changing the Standard in 5th (Re: Templates Discussion) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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>Point inflation never stops. As I noted earlier, going to a 250 point base 
>didn't lead to more well-rounded character -- just ones with 50 points more 
>in energy blast or force field.  
 
True, true. But I've found that building something like a mage (who will 
have a lot of points sunk into knowledge skills) just isn't workable on 250 
points. You either end up with somebody who doesn't look like a mage 
(Solitarie), or is pathetically powered (30-40 AP powers), or stat-pathetic 
(15 DEX, 3 SPD). Mind you, it's possible on 300 points. 
 
I've encountered the same thing with respect to 'properly' Telepathic 
characters. At 250 points, they're hard to build in a satisfactory fashion, 
but at 300 points it's not a problem. And note these examples aren't 
overwhelming. 
 
I'd vote for moving the benchmark to 150+150 disads. As long as you keep the 
Active Point limits and Damage Classes the same, it should be allright. 
 
----------------------------------------------------------------------------- 
"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: Wed, 11 Feb 1998 13:33:58 -0800 
From: Chad Riley <chadriley01@m7.sprynet.com> 
Reply-To: chadriley01@sprynet.com 
Organization: None 
Subject: Ye GODS........!!! 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
I am considering running a "Godling" campain. Players would create new 
gods from whatever mythology they choose. Power levels have yet to be 
determined. Anyway, my question is: I want to create a Potential Mega 
Villain on mount olympus. A new baby god was just delivered unto Zeus 
and Hera (during a rare fit compatability). Being the proud papa that he 
is, Zues demands a "gift" from each of the major gods of the pantheon. 
 
Some are easy 
Hercules: Great Strength 
Hermes: Great Speed 
 
others are not so easy, 
what would you think that Artemis would give the child? or Posidon? I 
suppose Hephestus might give him/her a weapon and Athena and Ares could 
pony up tactical sense and "wisdom" and such, but I was wondering if you 
guys had any ideas. 
 
 
thanks 
 
Chad 
 
 
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From: "qts" <qts@nildram.co.uk> 
Cc: "Hero System Mailing List" <champ-l@omg.org> 
Date: Wed, 11 Feb 98 21:34:29  
Reply-To: "qts" <qts@nildram.co.uk> 
Priority: Normal 
Subject: Re: Re[2]: Fantasy Hero: Bless spell? 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Tue, 10 Feb 1998 15:37:05 -0800, Richard G Schwerdtfeger wrote: 
 
>I would definitely apply the selective in there, as well as Gestures,  
>Incant, etc. 
> 
>My main question about this is: Can you just Aid CSLs? Or perhaps in 
>the case of a fumble-type spell, Aid everyone's DCV and call it "people 
>can't fight as well as they normally could"? 
 
DEX Aid, Only for DCV (-1). 
 
Check out past issues of Adventurers Club for better insights. 
 
But have you considered straying slightly from the Vancian system? A 
priest ought not to have a rack of spells to start with, more he should 
be able to call upon his deity at will. There's an excellent article in 
AC on this. 
qts 
 
Home: qts@nildram.co.uk. 
 
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From: "qts" <qts@nildram.co.uk> 
Cc: "champ-l@omg.org" <champ-l@omg.org> 
Date: Wed, 11 Feb 98 21:36:29  
Reply-To: "qts" <qts@nildram.co.uk> 
Priority: Normal 
Subject: Re: 5th Edition: Special effects reduction 
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On Tue, 10 Feb 1998 18:02:52 -0600 (CST), Dataweaver wrote: 
 
>> Sorry, but DR is a defense, so NND bypasses it (SFX excepting). 
> 
>Where does it say that DR is a defense?  Certainly not in the write-up of 
>DR itself, which tends to imply exactly the opposite (that DR isn't a 
>defense).  Also, it explicitly says "Normal Damage Reduction acts against 
>normal, AVLD, and NND attacks.  Resistant Damage Reduction acts against 
>normal, AVLD, NND, and Killing Attacks."   
 
Sh*t! You're right - my apologies. 
qts 
 
Home: qts@nildram.co.uk. 
 
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Reply-To: "Filksinger" <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
Subject: Re: 5th Edition: Special effects reduction 
Date: Wed, 11 Feb 1998 14:07:42 -0800 
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On Tuesday, February 10, 1998 1:19 PM, Stainless Steel Rat wrote: 
 
 
>-----BEGIN PGP SIGNED MESSAGE----- 
> 
>>>>>> "q" == qts <qts@nildram.co.uk> writes: 
> 
>q> Assuming a Magic base, I've done this by using the Armour Piercing 
>q> advantage. 
> 
>Ummm... so tell me, then, what defense is being halved? 
 
 
This is no different than using Armor Piercing on Teleportation, to 
allow it to Teleport through Hardened defenses. 
 
Granted, I never liked that rule, but it is the rule. The above is a 
very similar application. 
 
>And I still have problems with this.  Invisibility is moderately 
costly, 40 
>points for a significant degree of effect.  "Detect Invisibility" 
with a 
>few features and AP is 10-20 points.  You have created an "offense" 
that is 
>half the cost of the "defense".  This is backwards; in Hero, defenses 
cost 
>less. 
 
Or, alternately, you could consider Invisibility to be an "offense", 
and the Detect the "defense". Defenses are used to negate advantages 
created by another power. This Detect would be defensive. 
 
 
>If I were in your game and got tagged by this, I'd bitch to no end 
about 
>it. 
 
 
I will make no further comment.:) 
 
Filksinger 
 
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From: "Filksinger" <filkhero@usa.net> 
Subject: Re: 5th Edition: Special effects reduction 
Date: Wed, 11 Feb 1998 14:19:59 -0800 
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On Tuesday, February 10, 1998 2:43 PM, Christopher Taylor wrote: 
 
 
<snip> 
>>Sorry, but DR is a defense, so NND bypasses it (SFX excepting). 
>> 
>>Example: Megaman has 50% DR due to his tough skin. Vapour attacks 
him 
>>with a NND gas attack and Megaman's DR is totally bypassed when he 
>>breathes in. 
> 
>thats a nice thought, but not how the power works...  NND ignores 
defenses 
>unless you have the one you need.  But Damage Reduction works AFTER 
your 
>defenses, it reduces the damage you take... NND doesnt affect that, 
it seems 
>to me 
> 
It is stated in the last paragraph of Damage Reduction that "a 
character with 50% Resistant Physical Damage Reduction has spent an 
extra 30 pts. on his physical defense." Furthermore, Damage Reduction 
is repeatedly described as being a defense. Thus, NND, which bypasses 
defenses, bypasses Damage Reduction. 
 
If you want to defend against NND, buy extra STUN or BODY. 
 
Filksinger 
 
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From: lowecm@polaris.clarkson.edu 
Date: Wed, 11 Feb 1998 17:23:46 -0500 (EST) 
cc: champ-l@omg.org 
Subject: Re: 5th Edition: Special effects reduction 
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On 11 Feb 1998, Stainless Steel Rat wrote: 
 
> -----BEGIN PGP SIGNED MESSAGE----- 
>  
> >>>>> "S" == Sakura <jeffj@io.com> writes: 
>  
> S> Alternately, one could look on the Invisibility as the 'attack' (it's 
> S> the 'active' power) while the Detect is the defense (since all it 
> S> basically does is defend against Invisibility). 
>  
> This gets back to philosophy, "internal" vs. "external".  Invisibility 
> affects oneself; Detect affects another.  Detect Invisibility does not 
> defend against Invisibility, it attempts to find it. 
 
Well to look at it another way, detect affects your own perceptions, 
while invisibility affects other people's perceptions. 
 
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Date: Wed, 11 Feb 1998 18:26:13 -0400 (AST) 
From: Trevor Barrie <tbarrie@ibm.net> 
Subject: Re: Changing the Standard in 5th (Re: Templates Discussion) 
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On Wed, 11 Feb 1998, Lizard wrote: 
 
> >	No, the argument is that is _not_ enough for beginning players. 
> >They want to play who they see in comics, movies and cartoons and they 
> >don't want to play no "just starting out" version.  When you tell them you 
> >can't run BatMan as is, but can run a very weak version of "beginning 
> >batman" they'll be liable to up and run to another game system . . . or 
> >back to Magic. 
 
> Pandering to munchkins is no way to run a system. 
 
Not this nonsense again. A high power level game is not even vaguely 
equatable to munchkinism. (And given that we're talking about upping the 
point totals to match _average_ super-heroes, we're not even talking 
about high power levels.) 
 
> Look. Power is all relative. So if you up the base hero to 400 points, then 
> Joe Viper Agent will be at 200 points, and Larry The Mugger will be at 100 
> points. 
 
This is a rather bizarre non-sequitur. How does that follow? 
 
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Date: Wed, 11 Feb 1998 18:28:07 -0400 (AST) 
From: Trevor Barrie <tbarrie@ibm.net> 
Subject: Re: Changing the Standard in 5th (Re: Templates Discussion) 
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On Wed, 11 Feb 1998, Sam Bell wrote: 
 
> "250 points is a great level for Silver and Golden Age campaigns."??? 
 
Take out the Silver Age part and he's right. Have you read the description 
of Superman's abilities from his first appearance? They're pretty mediocre 
by today's standards, and downright wimpy by Silver Age standards. 
 
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Date: Wed, 11 Feb 1998 16:29:28 -0600 (CST) 
From: Sakura <jeffj@io.com> 
Subject: Re: 5th Edition: Special effects reduction 
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On 11 Feb 1998, Stainless Steel Rat wrote: 
 
> >>>>> "l" == lowecm <lowecm@polaris.clarkson.edu> writes: 
>  
> l> Invisible to touch? Sure it can exist. 
>  
> Except that it cannot exist as a game mechanic because there is no "touch" 
> sense group. 
 
There's a 'touch' sense, though.  One could have a flash vs. touch (causes 
numbness).  Actually, there's probably a 'touch' sense group as well (even 
if it's not specified) including things like: 
 
Normal Touch 
'Super-Touch' - like Daredevil has, able to read text by the tiny ridges 
  that the ink has made on the paper 
Whiskers - whatever the power definition is, they're definitely under 
  'touch' 
 
I guess something that's 'invisible to touch' would be present, but you 
wouldn't be able to sense it - if you tried to move your hand through it, 
it would feel like your hand stopped for no reason.  You wouldn't be able 
to get a sense of how hot it was, what it was made of, or how heavy it 
was, even if you were holding it in your hand. 
 
"One equal temper of heroic hearts,              http://www.io.com/~jeffj 
 Made weak by time and fate, but strong in will              jeffj@io.com 
 To strive, to seek, to find, and not to yield."    - Tennyson, "Ulysses" 
 
Return-Path: <daemon@omg.org> 
Date: Wed, 11 Feb 1998 18:30:23 -0400 (AST) 
From: Trevor Barrie <tbarrie@ibm.net> 
Subject: Re: Changing the Standard in 5th (Re: Templates Discussion) 
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On Tue, 10 Feb 1998, Lizard wrote: 
 
> The 'background skills' problem is best solved by stealing a page from 
> Fuzion and having a small 'reserve set' of points for skills, knowledges, 
> etc. Simply adding more points won't cut it, because when the 'baseline' 
> went from 100+100 to 100+150, the result was character with 50 points more 
> in EB or Armor or Flight -- not characters with 50 points of background 
> skills. 
 
When did that happen, exactly? 4th Edition uses 100 base points plus up 
to 150 Disads; 3rd Edition used 100 base points plus however many Disads 
you wanted. (I don't have the book immediately handy, but as I recall the 
average total cost of the sample characters was around 280.) 
 
 
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Date: Wed, 11 Feb 1998 16:30:46 -0600 
From: "Guy Hoyle" <ghoyle1@airmail.net> 
Subject: Re: 5th Edition: Special effects reduction 
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>On 11 Feb 1998, Stainless Steel Rat wrote: 
> 
>> If someone has Invisibility to all sense groups, you don't.  You cannot, 
>> because, quite simply, he is invisible to any Detect you can invent. 
 
Oh, come on! There are no absolutes in Champions.  Having a spell or ability to detect objects which are otherwise invisible to all senses is a staple in many genres.   
 
Common problems need Uncommon Solutions! 
http://www.uncommonsolutions.com 
 
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Date: Wed, 11 Feb 1998 17:31:22 -0500 
From: TokyoMark <bastet@iquest.net> 
Subject: Re: Ye GODS........!!! 
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At 01:33 PM 2/11/98 -0800, Chad Riley wrote: 
>I am considering running a "Godling" campain. Players would create new 
>gods from whatever mythology they choose. Power levels have yet to be 
>determined. Anyway, my question is: I want to create a Potential Mega 
>Villain on mount olympus. A new baby god was just delivered unto Zeus 
>and Hera (during a rare fit compatability). Being the proud papa that he 
>is, Zues demands a "gift" from each of the major gods of the pantheon. 
> 
>Some are easy 
>Hercules: Great Strength 
>Hermes: Great Speed 
 
Poseidon:   Limited control of the sea and it's weather. 
Hades:      I'm drawing a blank here except for being able to occasionally 
bring someone back to life. 
Apollo:     The ability to heal and even raise the recently dead. 
Artemis:    Supreme Hunting/Tracking skills 
Aphrodite:  Beauty. 
Ares:       Supreme fighting skills. 
Athena:     Wisdom/Tactical Skill. 
Hephaestus: A full set of divine weapons and armor. 
Hermes:     Speed is an obvious one, but thiefly skill and cunning is fun. 
 
>From lesser or demi-gods. 
 
Dionysus:   The ability to inspire followers to berserk frenzies. 
Heracles:   Strength 
 
 
 
Return-Path: <daemon@omg.org> 
Date: Wed, 11 Feb 1998 18:32:01 -0400 (AST) 
From: Trevor Barrie <tbarrie@ibm.net> 
Subject: Re: SuperHero World & Effects Of Powers 
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On Tue, 10 Feb 1998, David Fair wrote: 
 
> In a world where super-beings exist, and many (if not most or all) keep  
> their identities secret, what type of technologies would develop to  
> identify specific  paranormal power uses? 
>  
> In other words, would the authorities have a way of examining a blast  
> scorch mark after a superbattle, and, based on data recovered from after  
> other battles, figuring out that the user of the blast was none other the  
> the nefarious Dr. Mean? 
 
Based on Thunderbolts, which you mention, there definitely doesn't seem 
to be any such thing in the Marvel U. It's not a bad idea, though. 
 
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Date: Wed, 11 Feb 1998 16:32:12 -0600 (CST) 
From: Sakura <jeffj@io.com> 
Subject: Re: 5th Edition: Special effects reduction 
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On 11 Feb 1998, Stainless Steel Rat wrote: 
 
> S> P.S. For sheer BS value on the Detect Invisible, how about 'Detect Air, 
> S> Ranged, Discriminatory, Targeting' - since you're not actually detecting 
> S> the invisible person, their invisibility does them no good.  You're 
> S> detecting the air around them (and seeing where that air isn't). 
>  
> You see the air adjacent to your sensory aparati, preventing you from 
> perceiving anything beyond. :) 
 
That's why there's the 'ranged' on that power.  If one person is standing 
five feet from you and talking, and another standing behind him, five feet 
further on, you can hear both of them.  This would be similar. 
 
J 
 
"One equal temper of heroic hearts,              http://www.io.com/~jeffj 
 Made weak by time and fate, but strong in will              jeffj@io.com 
 To strive, to seek, to find, and not to yield."    - Tennyson, "Ulysses" 
 
Return-Path: <daemon@omg.org> 
Date: Wed, 11 Feb 1998 18:33:06 -0400 (AST) 
From: Trevor Barrie <tbarrie@ibm.net> 
Subject: Re: Modify Deflection? (was Re: a question about deflection) 
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On Mon, 9 Feb 1998, qts wrote: 
 
> But part of the Deflection is that the effect goes *somewhere*, 
 
It may or may not, depending on the special effects of the Deflection. 
 
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Reply-To: "Filksinger" <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
Subject: Re: 5th Edition: Special effects reduction 
Date: Wed, 11 Feb 1998 14:33:41 -0800 
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On Tuesday, February 10, 1998 3:23 PM, lowecm@polaris.clarkson.edu 
wrote: 
 
 
<snip> 
> 
>Actually no, DR does reduce NND, unless you limit it specifically. 
As 
>it says, "Normal Damage Reduction acts against normal, AVLD, and NND 
>attacks. Resistant Damage Reduction affects normal, AVLD, NND, and 
>Killing Attacks." 
 
 
Oops. 
 
That said, that is, IMHO, a stupid rule. If I buy an NND attack that 
is gas, is that physical or energy? 
 
I can think of attacks that are physical and NND (nerve strike), 
energy and NND (ultra-high voltage taser), or none of the above and 
NND (gas attack). I cannot think of a Mental attack that I think 
deserves NND, and I can think of ten times as many effects that are 
energy or none of the above as I can physical. This gives added 
utility to energy Damage Reduction over the others, for the same 
price. 
 
Filksinger 
 
Return-Path: <daemon@omg.org> 
Date: Wed, 11 Feb 1998 18:34:36 -0400 (AST) 
From: Trevor Barrie <tbarrie@ibm.net> 
Subject: Re: Side Effects and Requires Skill Roll 
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On Sun, 8 Feb 1998, Joe Mucchiello wrote: 
 
> >6 Body is healed in a minute or two?  That would be the average damage 
> >from a 6d6 EB, as the character has *NO* defenses... 
>  
> Well, normally no.  But in most games, except realistic modern or earlier, 
> most player groups have a healer who will heal the 6 BODY within a minute 
> of the combat. 
 
I've played a little Fantasy Hero and a lot of Champions, and I've never 
seen a single player group who had any sort of "healer". 
 
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Reply-To: "Filksinger" <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
Subject: Re: 5th Edition: Special effects reduction 
Date: Wed, 11 Feb 1998 14:36:05 -0800 
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On Tuesday, February 10, 1998 3:31 PM, Dataweaver wrote: 
 
 
>On Tue, 10 Feb 1998, "qts" <qts@nildram.co.uk>        "Christopher 
Taylor" wrote: 
> 
>> On Mon, 09 Feb 1998 17:24:38 -0800, Christopher Taylor wrote: 
>> 
>> >>>No because NNDs are reduced by Damage Reduction too, a dirty 
little secret 
>> >>>of the game... DR 'targets' the power used, not the advantage... 
>> >> 
>> >>Nothing in the description of DR indicates this. 
>> > 
>> >No, but it doesnt need to.  Damage Reduction affects the damage 
done after 
>> >defenses... NND ignores defenses, it doesnt change the attack any, 
its still 
>> >an energy blast... so NND ignores your defenses, the dice are 
rolled, you 
>> >apply the damage reduction to the damage, like any other attack. 
>> 
>> Sorry, but DR is a defense, so NND bypasses it (SFX excepting). 
> 
>Where does it say that DR is a defense?  Certainly not in the 
write-up of 
>DR itself, which tends to imply exactly the opposite (that DR isn't a 
>defense). 
 
Last paragraph of DR. States clearly that Physical Resistant Damage 
Resistance is a physical defense. 
 
>Also, it explicitly says "Normal Damage Reduction acts against 
>normal, AVLD, and NND attacks.  Resistant Damage Reduction acts 
against 
>normal, AVLD, NND, and Killing Attacks." 
 
 
Oops. I think this is a really stupid rule, but it is there. 
 
Filksinger 
 
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Date: Wed, 11 Feb 1998 18:36:53 -0400 (AST) 
From: Trevor Barrie <tbarrie@ibm.net> 
Subject: Re: STR and PRE was Point Crocks????? 
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On Sun, 8 Feb 1998, Remnant wrote: 
 
> >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. 
>  
> If you will reread the quote that you included (see above) you will note the 
> word generally. 
 
And if you remember the entire context, you claimed that the muscular 
appearance brought on by a high STR could be considered a disadvantage 
of STR, a statement which becomes nonsensical once it's conceded that 
high strength isn't _necessarily_ visible in this manner. 
 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: Changing the Standard in 5th (Re: Templates Discussion) 
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-----BEGIN PGP SIGNED MESSAGE----- 
 
>>>>> "JaRP" == John and Ron Prins <jprins@interhop.net> writes: 
 
JaRP> True, true. But I've found that building something like a mage (who 
JaRP> will have a lot of points sunk into knowledge skills) just isn't 
JaRP> workable on 250 points. 
 
The problem here is not the lack of points, it is the plethora of skills 
that are useless within the context of the game.  Yes, I harp on the fact 
that if you did not pay the points for a thing you do not have that thing. 
But the other side of that coin is, why should you pay for something you 
never use? 
 
I mean, sure, it may be neat that you know the name of every major denizen 
of Hell and most of the minor ones.  Unless you have routine need of this 
information there is no need to waste 3 points (INT-based) on a Knowledge 
Skill: Denizens of Hell.  This kind of background information can and 
should be handwaved as background information.  If for some reason it 
becomes foreground information and will remain that way, the GM should 
either allow the player to spend some banked experience points on the 
relevant skill, or dedicate the character's next few XP to buying it. 
 
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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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Date: Wed, 11 Feb 1998 18:38:09 -0400 (AST) 
From: Trevor Barrie <tbarrie@ibm.net> 
Subject: Re: In support of 'Advantage 
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On Sat, 7 Feb 1998, Rook wrote: 
 
>     Well, I posted one about a week ago: 
> Advantaged: 
>         If no other reasonable method can be found to construct an effect, 
 
That right there says that the Advantage will never be used. 
 
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Date: Wed, 11 Feb 1998 18:41:41 -0400 (AST) 
From: Trevor Barrie <tbarrie@ibm.net> 
Subject: Re: 5th Edition: Special effects reduction 
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On Fri, 6 Feb 1998, Brian Wong wrote: 
 
> 	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. 
 
I'm not convinced that the latter needs to be allowed at all, personally. 
 
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Reply-To: "Filksinger" <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
Subject: Re: 5th Edition: Affects Desolid/Power Defense 
Date: Wed, 11 Feb 1998 14:45:47 -0800 
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On Tuesday, February 10, 1998 2:43 PM, Bob Greenwade wrote: 
 
 
<snip> 
> 
>   The only character I've ever seen who had a good SFX for blanket 
Power 
>Defense (that is, who I *wouldn't* feel comfortable slapping on a 
>Limitation) is Bob Ramsey of the Justifiers (see the PC group on my 
>website).  His body instantly adapts and "heals" a portion of 
whatever 
>alterations are made to it.  This is good against disease, magic, 
molecular 
>transformations, poison, or really anything else. 
 
 
I can think of several, but have never needed them. "Mages protect 
themselves with a variety of spells designed to counteract numerous 
effects. Rather than create a long list that boils down to Power 
Defense, just give it to me." "I have nanotech machines in my body 
that fight against such effects, and work to reverse them." "I am a 
robot, and thus effectively immune to most effects that work on 
humans." "My body is mystically resistant to change. This is why I am 
nearly indestructible and do not age." "I am a vampire." "I am a 
spirit in human form." "The flexible cosmic energy that gives me my 
VPP can be adjusted to defend against a wide ability of effects." 
 
Not hard. However, most characters are "none of the above". 
 
Filksinger 
 
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Reply-To: "Filksinger" <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
Subject: Re: 5th Edition: Special effects reduction 
Date: Wed, 11 Feb 1998 14:49:45 -0800 
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On Tuesday, February 10, 1998 10:10 PM, Bob Greenwade: 
 
 
>At 08:15 PM 2/10/1998 -0500, lowecm@polaris.clarkson.edu wrote: 
<snip> 
>It doesn't need to have a 10,000 
>>page rulebook to describe every single possibility, as long as you 
>>define the special effects.... [snip] 
> 
>   I couldn't agree more!  It only takes 400 genre and Ultimate books 
>averaging 250 pages each.  ;-] 
 
 
It doesn't take 10,000 pages, it takes 100,000?<g> 
 
Filksinger 
 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: 5th Edition: Special effects reduction 
Mail-Copies-To: never 
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X-Attribution: Rat 
Organization: The Happy Fun Ball Brigade 
Date: 11 Feb 1998 18:02:34 -0500 
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To: champ-l@omg.org 
 
-----BEGIN PGP SIGNED MESSAGE----- 
 
>>>>> "GH" == Guy Hoyle <ghoyle1@airmail.net> writes: 
 
>>> If someone has Invisibility to all sense groups, you don't.  You cannot, 
>>> because, quite simply, he is invisible to any Detect you can invent. 
 
GH> Oh, come on! There are no absolutes in Champions. 
 
Which is why, as a GM, I would not allow Invisibility to everything without 
an SFX-based "flaw".  But the fact remains that a character with 
Invisibility to the "other" sense group, which includes all Detects, cannot 
be perceived with a Detect. 
 
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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 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: 5th Edition: Special effects reduction 
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>>>>> "S" == Sakura <jeffj@io.com> writes: 
 
S> There's a 'touch' sense, though. 
 
There is no touch sense/sense group in Champions. 
 
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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: 5th Edition: Special effects reduction 
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>>>>> "q" == qts <qts@nildram.co.uk> writes: 
 
q> Sh*t! You're right - my apologies. 
 
And some circumstantial evidence that Damage Reduction is not a defense, 
per se.  Put it in a Focus. :) 
 
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PGP Key: at a key server near you! \ away immediately. Seek shelter and cover 
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From: Curt Hicks <exucurt@exu.ericsson.se> 
Date: Wed, 11 Feb 1998 17:05:04 -0600 (CST) 
Subject: Ye GODS........!!! 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 Chad Riley <chadriley01@m7.sprynet.com> wrote: 
 
> A new baby god was just delivered unto Zeus 
> and Hera (during a rare fit compatability). Being the proud papa that he 
> is, Zues demands a "gift" from each of the major gods of the pantheon. 
>  
> Some are easy 
> Hercules: Great Strength 
> Hermes: Great Speed 
>  
> others are not so easy, 
> what would you think that Artemis would give the child? or Posidon? I 
>  
 
Artemis was Goddess of the Hunt, right ?  Maybe some kind of super-hunting 
ability, or the ability to turn into some kind of predatory animal. 
Or talk to and/or control them. 
 
For Poseidon, how about breathe water and/or swimming ability. Or the ability 
to turn into some kind of aquatic animal.  Or talk to and/or control them. 
 
I agree that Hephaestus should probably provide some kind of 'gadget', weapon 
or armor.   
 
Random musings:  Sounds like an interesting game.  I'd like to hear more about 
it.  Wasn't there a Hero supplement for playing in the world of Greek mythology ?  I don't know that I'd classify Hercules as a 'major' god.  Is the baby going 
to turn out to be the mega-villain ?  This reminds me of Captain Marvel... 
 
Curt  
 
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From: Miq Millman <miq@teleport.com> 
Subject: Re: 5th Edition: Special effects reduction 
Date: Wed, 11 Feb 1998 15:11:07 -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 
 
Guy Hoyle says: 
>  
> >On 11 Feb 1998, Stainless Steel Rat wrote: 
> > 
> >> If someone has Invisibility to all sense groups, you don't.  You cannot, 
> >> because, quite simply, he is invisible to any Detect you can invent. 
>  
> Oh, come on! There are no absolutes in Champions.  Having a spell or= 
>  ability to detect objects which are otherwise invisible to all senses is a= 
>  staple in many genres.   
 
And yet you are one of the folks that perceives spending 120 points on 
damage reduction gains you 100%?  That seems pretty absolute to me. 
 
 
--  
__ 
Miq Millman   miq@teleport.com   
Tualatin, OR 
 
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X-Sender: bob.greenwade@klock.com 
Date: Wed, 11 Feb 1998 15:18:58 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: 5th Edition: Special effects reduction 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 02:34 PM 2/11/1998 -0500, Stainless Steel Rat wrote: 
>-----BEGIN PGP SIGNED MESSAGE----- 
> 
>>>>>> "l" == lowecm <lowecm@polaris.clarkson.edu> writes: 
> 
>l> Invisible to touch? Sure it can exist. 
> 
>Except that it cannot exist as a game mechanic because there is no "touch" 
>sense group. 
 
   Do you know this for certain?  I think there's enough desire for one 
that it shouldn't be omitted, and Steve's already written up a pretty good 
piece of text detailing how it can happen. 
--- 
Bob's Original Hero Stuff Page!  [Circle of HEROs member] 
   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, 11 Feb 1998 15:26:55 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: 5th Edition: Special effects reduction 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 02:39 PM 2/11/1998 -0500, Stainless Steel Rat wrote: 
>If, as the GM, I want "Detect Invisibility" to be a valid power, I would 
>not allow "someone" to be Invisible to everything.  And I would make sure 
>that "someone" knows this at the outset.  And I would make sure that the 
>"Detect Invisibility" power costs more than the Invisibility it defeats. 
 
   Hm.  I don't think that sense/invisibility has the same relationship as 
attack/defense.  If it did, then Radar wouldn't cost 15 points while 
Invisibility to Radar cost 20.  (Or is that another Hero point crock in 
your opinion?) 
--- 
Bob's Original Hero Stuff Page!  [Circle of HEROs member] 
   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, 11 Feb 1998 15:29:39 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: 5th Edition: Special effects reduction 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 04:10 PM 2/11/1998 -0500, Stainless Steel Rat wrote: 
>S> P.S. For sheer BS value on the Detect Invisible, how about 'Detect Air, 
>S> Ranged, Discriminatory, Targeting' - since you're not actually detecting 
>S> the invisible person, their invisibility does them no good.  You're 
>S> detecting the air around them (and seeing where that air isn't). 
> 
>You see the air adjacent to your sensory aparati, preventing you from 
>perceiving anything beyond. :) 
 
   Not if it's Ranged. 
--- 
Bob's Original Hero Stuff Page!  [Circle of HEROs member] 
   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, 11 Feb 1998 15:33:27 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Body from Ego Attacks 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 12:47 PM 2/11/1998 -0500, lowecm@polaris.clarkson.edu wrote: 
>On Wed, 11 Feb 1998, Bob Greenwade wrote: 
>> At 09:39 AM 2/11/1998 -0500, Michael Surbrook wrote: 
>> >Okay, let's suppose that a sample character  hasa *very* fragile mind and 
>> >can and will take Body damnage from normal Ego Attacks.  How is this 
>> >bought?  Physical Limitation?  Susceptability, Vulnerability? 
>> > 
>> >And suggestions would be welcome. 
>>  
>>    Though it takes a house rule to do it, I would model it as a 
>> Vulnerability.  Treat it as a 2X Vulnerability, but count the extra damage 
>> as BODY instead of STUN. 
>>    I do a similar thing for a darkness-based villain who takes STUN damage 
>> from visual Flash Attacks. 
> 
>The STUN damage from Flash attacks would be a Susceptibility (check 
>the instant effect section), and the Body damage from Ego attacks 
>would also work as a Susceptibility since, "At the GM's option, the 
>susceptibility can inflict damage other than STUN.  In this case, each 
>d6 of STUN damage should be replaced with 10 Active Points of another 
>attack." 
 
   Okay... So how do I get the number of dice in the Susceptibility to 
always match the number of dice in the attack? 
--- 
Bob's Original Hero Stuff Page!  [Circle of HEROs member] 
   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, 11 Feb 1998 17:45:02 -0600 
From: Henry Faust <drfaust@sprynet.com> 
Subject: RE:ye godd!!! 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
>Random musings:  Sounds like an interesting game.  I'd like to hear more about 
>it.  Wasn't there a Hero supplement for playing in the world of Greek mythology 
>?  I don't know that I'd classify Hercules as a 'major' god.  Is the baby going 
 
>to turn out to be the mega-villain ?  This reminds me of Captain Marvel... 
> 
>Curt 
 
Actually there were 2, one was for champions in which the 'gods' were just 
aliens( i dont have that one). The other was along the lines of fantasy hero 
(also made for RoleMaster). I have this one. Herc only has a 40 str. for 
instance. Let me know if you want any more info on it. 
 
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X-Sender: bob.greenwade@klock.com 
Date: Wed, 11 Feb 1998 15:45:17 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Ye GODS........!!! 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 01:33 PM 2/11/1998 -0800, Chad Riley wrote: 
>I am considering running a "Godling" campain. Players would create new 
>gods from whatever mythology they choose. Power levels have yet to be 
>determined. Anyway, my question is: I want to create a Potential Mega 
>Villain on mount olympus. A new baby god was just delivered unto Zeus 
>and Hera (during a rare fit compatability). Being the proud papa that he 
>is, Zues demands a "gift" from each of the major gods of the pantheon. 
 
   Hm.  Interesting concept.  :-] 
 
>Some are easy 
>Hercules: Great Strength 
>Hermes: Great Speed 
> 
>others are not so easy, 
>what would you think that Artemis would give the child? or Posidon? I 
>suppose Hephestus might give him/her a weapon and Athena and Ares could 
>pony up tactical sense and "wisdom" and such, but I was wondering if you 
>guys had any ideas. 
 
   Well, going through my copy of The Olympians (which, though 
well-written, has been absolutely useless to me until now -- and which I 
hope you're using): 
 
   Aphrodite: Looks to die for 
   Apollo: "Solar flares" (flames from the eyes when in direct sunlight) 
   Ares: about +6 Combat Skill Levels with all combat, which cost END 
   Artemis: a sort of psychic Tracking Scent (Mind Scan, perhaps?) 
   Athena: Analyze Style, Deduction, and Tactics, and +5 Skill Levels with 
all three 
   Demeter: Precognition to know the weather 
   Dionysus: Immunity to alcohol (and other drugs and poisons as well) 
   Hades: the ability to Summon the shade of a dead warrior once a day 
   Hephastus: Immunity to temperature extremes, and one heckuva hammer 
   Hermes: Great speed 
   Poseidon: Ability to breathe and freely move underwater 
 
   Those are just the major ones.  Want more? 
--- 
Bob's Original Hero Stuff Page!  [Circle of HEROs member] 
   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, 11 Feb 1998 17:46:27 -0600 (CST) 
From: Darien Phoenix Lynx <chip@owlnet.rice.edu> 
Subject: Detect Invisiblity 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On 11 Feb 1998, Stainless Steel Rat wrote: 
 
> -----BEGIN PGP SIGNED MESSAGE----- 
>  
> >>>>> "TB" == Trevor Barrie <tbarrie@ibm.net> writes: 
>  
> TB> Of course, Invisibility to all sense groups is going to be pretty rare. 
> TB> How does one justify Invisibility to the "unusual" sense group? 
>  
> Simply covering all the bases, as it were. 
>  
> [...] 
>  
> TB> ?? When did you start advocating that defense should be more expensive 
> TB> than that against which they defend? 
>  
> Detects are not "defenses", they are "attacks" inasmuch as they attempt to 
> find something.  See my just posted message on this. 
 
Let's get something straight... 
 
Defenses which reduce effects are less expensive than the attacks which 
create them... 
 
Defenses which *avoid* effects entirely are more expensive than ability to 
circumvent the evasion... 
 
ED is less expensive that EB, 
but DCV is more expensive than OCV, 
and while hardened is less expensive than armor piercing, 
Desolidification is more expensive than "Affects Desolid" (gag), 
and Invisibility is more expensive than a single special sense to 
circumvent it (like IR, or targeting smell...) 
 
ERGO 
 
Detect Invisibility is just fine costing less than full invisiblity. In 
fact it should. 
 
Why does Champions have this philosophy? 
 
Because the power, "Invisibility" or "desolid", is just about always going 
to be useful (as an "active" ability), while the abilities which 
circumvent them are dead weight unless you have something to circumvent. 
 
So the blanket statement, "defenses should cost less" requires a little 
more enlightened understanding of the system before applying it, 
particularly the distinction between evasion and reduction.  
 
 
Return-Path: <daemon@omg.org> 
Date: Wed, 11 Feb 1998 18:52:32 -0500 (EST) 
X-Sender: jprins@interhop.net 
From: jprins@interhop.net (John and Ron Prins) 
Subject: Champions Mages 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
>JaRP> True, true. But I've found that building something like a mage (who 
>JaRP> will have a lot of points sunk into knowledge skills) just isn't 
>JaRP> workable on 250 points. 
> 
>The problem here is not the lack of points, it is the plethora of skills 
>that are useless within the context of the game.  Yes, I harp on the fact 
>that if you did not pay the points for a thing you do not have that thing. 
>But the other side of that coin is, why should you pay for something you 
>never use? 
> 
>I mean, sure, it may be neat that you know the name of every major denizen 
>of Hell and most of the minor ones.  Unless you have routine need of this 
>information there is no need to waste 3 points (INT-based) on a Knowledge 
>Skill: Denizens of Hell.  This kind of background information can and 
>should be handwaved as background information. 
 
True, but a 'properly' done mage will likely know several languages, not to 
mention several highly _relevant_ knowledge skills. I wouldn't force someone 
to buy KS: Denizens of Hell, but a mage should have at least KS: Magical 
Creatures. Lumping it all down to KS: Magic is IMHO the _wrong_ thing to do, 
kind of like having SC: Science.  
 
And this doesn't even cover all the niggling little things that every mage 
_should_ have. A bit of Power Defense, a bit of Mental Defense, Sense Magic, 
a small base with a library (no mage should be without a library), Mental 
Awareness, a few contacts (your old master, etc.), a decent amount of PRE. 
It all belongs, but it all eats up points. Then there's the Spirit Rules, 
which I like a lot but will require the proper mage to spend even more points... 
 
Don't get me wrong. I'm not here trying to build Dr. Strange right from the 
character's get-go. But you can't build a 'well-rounded' mage in Champions 
on 250 points without taking serious hits to either his combat abilities or 
attributes. When I'm looking at an 18 DEX, 18 EGO, SPD 4 character in a 
standard Champs campaign trying to find a place to shave points, I gotta 
feel that something is wrong. The extra 50 points does the trick, though, 
giving you enough slack to get what you need and still in no way step on 
anybody else's toes. 
 
Side Note: I think any decent mage should have a VPP as his only 'active', 
non-focussed power (excepting those Special Powers you can't get in a VPP 
normally). It should go without saying that I liked the mages in Watchers of 
the Dragon a whole lot more than Solitaire or Sirius or Madame Blue (how 
come most of the magic wielders in Champs are women?), let alone anything 
out of Mystic Masters ("Here, everybody gets 75 points worth of Astral Form...") 
 
  
----------------------------------------------------------------------------- 
"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: Wed, 11 Feb 1998 18:07:44 -0600 (CST) 
From: Darien Phoenix Lynx <chip@owlnet.rice.edu> 
Subject: Re: 5th Edition: Special effects reduction 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Tue, 10 Feb 1998, Dataweaver wrote: 
 
> > A GM with this approach dispenses with affects desolid, stright-up power 
> > defense, unspecified "hardened" advantages and the like, and replaces them 
> > with the campaign world's pseudo-science.  
>  
> Yes and no; Affects Desolid needs to go, since Desolid already 
> incorporates that into itself ("specify the special effect that bypasses 
> this power").  Hardened and power defense aren's problems at all as long 
> as a special effect is provided for them.   
 
Right! That is what I was trying to say. 
 
> "what _kind_ of pseudo-energy is it?" seems a bit like splitting hairs; 
> the comics don't get that detailed, so why should Champions?   
 
You know, at first they don't, but eventually it comes up. Same thing in 
campaigns... the player doesn't really think about or need to think about 
what "kind" of energy it is until it comes up. 
 
> Sounds more like you've got pets rather than players... =\ 
 
They're only pets if they act like little munchkins. ;) Really, I have a 
fine set of players that really need very little encouragement to keep on 
track. They come from a different campaigning background, though, so 
playing in my campaigns has a capacity to surprise them... and there's no 
telling what reaction a player thrown off his routine will have: running 
with it, having a blast; pouting; rules lawyering; fumbling around, unsure 
of how to direct his character; demanding that you run the scene 
differently... you really never know. My goal has always been to lead 
players into reacting IN-game, rather that OUT-of game. 
 
One of my players had never seen a PC death before, in a decade of 
role-playing! When his traveling companion died, he took it harder than 
the dead one... criticizing me for not having an NPC show up five minutes 
sooner to save the day. What can I say? I'm of the philosophy that 
dispassionate GMing and a belief in adherence to the laws of the world 
you've created is a recipe for more enjoyable long-term play... the GM who 
interferes and fudges on even an occasional basis will be expected to do 
so; and what's worse, it encourages the player to react out-of-game, to 
the GM, when something bad happens rather than in-game (i.e. the attitude 
"the GM did this to me," rather than "this happened to me because of this 
situation I got into.")  
 
 
Return-Path: <daemon@omg.org> 
Date: Wed, 11 Feb 1998 18:14:28 -0600 (CST) 
From: Darien Phoenix Lynx <chip@owlnet.rice.edu> 
Subject: Re: 5th Edition: Affects Desolid/Power Defense 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Tue, 10 Feb 1998, Bob Greenwade wrote: 
 
>    The only character I've ever seen who had a good SFX for blanket Power 
> Defense (that is, who I *wouldn't* feel comfortable slapping on a 
> Limitation) is Bob Ramsey of the Justifiers (see the PC group on my 
> website).  His body instantly adapts and "heals" a portion of whatever 
> alterations are made to it.  This is good against disease, magic, molecular 
> transformations, poison, or really anything else. 
 
I found TUSM to be a good resource on expanding and clarifying Transform, 
of note: 
 
Transform is based on Killing Attack, with the logic "if I could have 
killed it, I might as well have changed it into something else." 
 
There can be Social, Mental, *and* Physical transforms--now it gets even 
harder to find the holy grail of the Ultimate Power Defense... 
 
It suggested allowing cosmetic transforms to kick in as a major cumulative 
transform worked its magic. "Bob, you look a little green today. Are you 
feeling all right?" "Yes! Yes! Just get me some flies!" "Did you say 
*flies*?" 
 
Return-Path: <daemon@omg.org> 
From: Rog <uraeus@mail3.bunt.com> 
Subject: RE: Ye GODS........!!! 
Date: Thu, 12 Feb 1998 01:22:33 +0100 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
Hades - ability to see the dead/spirits (ghosts & other normally invisible 
emanations)  and able to talk to the dead 
 
Return-Path: <daemon@omg.org> 
Date: Wed, 11 Feb 1998 16:37:05 -0800 
From: Samuel.Bell@Eng.Sun.COM (Sam Bell) 
Subject: Re: Ye GODS........!!! 
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My picks (in a Fantasy Hero situation): 
 
Ares		Strength at Arms (weapon famil: all weapons, several HTH or Combat levels) 
Athena		Wisdom (high Ego, Deduction, perhaps Telepathy only to see if someone is lying) 
Hephaistos	A kick-ass magic sword 
Aphrodite	Charm (High Cha, Seduction, Conversation) 
Hermes		Speed 
Poseidon	A kick-ass magic horse (he's the god of those, too) 
Apollo		Archery (Telescopic vision, several ranged levels only usable vs range mods) 
Artemis		Hunting (tracking, tracking scent, shadowing, stealth, concealment) 
Herakles	Strength (probably some Con, Pd and Ed, too) 
 
That would probably be enough to make a pretty scary Fantasy Hero villain, assuming 
he starts with pretty Godly stats. 
 
								-Sam 
 
BTW: I highly recommend "Encyclopedia of Gods" for any GM interested in using gods. It 
has a great index where gods are sorted by culture and by spheres of influence. You can 
use it for all sorts of stuff, like making up Xoczam, the Aztec Shazam with: 
 
The ferocity of Xolotl, 
The cunning of Opochtli, 
The strength of Chalmecatl, 
The healing touch of Zapotlantenan, 
The fiery gaze of Atl and 
The cosmic power of Moyocoyani 
 
 
Mesoamerican evildoers beware! 
 
 
 
 
 
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From: "dflacks" <dflacks@ican.net> 
Subject: Re: Body from Ego Attacks 
Date: Wed, 11 Feb 1998 21:45:05 -0500 
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> From: Michael Surbrook <susano@access.digex.net> 
> Date: Wednesday, February 11, 1998 9:39 AM 
>  
> Okay, let's suppose that a sample character  hasa *very* fragile mind and 
> can and will take Body damnage from normal Ego Attacks.  How is this 
> bought?  Physical Limitation?  Susceptability, Vulnerability? 
>  
> And suggestions would be welcome. 
 
I remember some of the characters in the Champions of the North sourcebook 
took damage from ego attacks.  Aura for example.  It was defined as a 
Physical limitation. 
 
10 Phys Lim: Takes Body from Ego attacks as per normal attack. 
 
I hope that helps 
 
 
Daniel Flacks   dflacks@ican.net 
 
Give me ambiguity or give me something else 
 
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From: "dflacks" <dflacks@ican.net> 
Subject: Re: Entangle BOECV  
Date: Wed, 11 Feb 1998 21:57:47 -0500 
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> From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
> Date: Sunday, February 08, 1998 7:48 PM 
>  
> >>>>> "q" == qts <qts@nildram.co.uk> writes: 
>  
> q> BOECV is a pretty expensive Advantage, and you'd have to specify a 
> q> reasonable manner of escape (eg make Ego Roll at -1 per 1 Def/Bod) 
>  
> But that does not address the fact that someone cannot use an EB or KA to 
> break his friend out of such an Entangle.  BOECV is expensive, but I do 
not 
> agree that it is expensive enough to justify that change in game balance. 
>  
The character Ambrosia from Champions of the North had this power.  BTW 
Champions of the North is one of my favorite books, chock full of 
interesting power advantages and limitations. 
 
Below I am including the relevent section of her character writeup.  I hope 
by doing so I am not violating any copywrites, and apologize prefusely in 
advance. 
 
>From page 52 of Champions of the North 
Ambrosia's "entangle" is based on ECV.  This means that STR and Energy 
Blast have no effect on it.  EGO rolls and EGO attacks must be used 
instead.  A character using his EGO to escape rolls 1d6 and pays 1 END per 
5 points of EGO used.  His EGO score may be pushed to increase the chance 
of success, as usual.  The "entangle" can also be "damaged" by the EGO 
attack power, either originating from the defender or one of his allies.  
Note that this is the one case in which EGO attacks can do BODY damage (of 
a sort), although it is only versus the "entangle" 
 
I have used BOECV entangles since I bought the Champions of the North book, 
and have interpreted it to mean that EGO Blast, or and BOECV attack can 
roll phantom Body versus a BOECV entangle.  Works for Me. 
 
 
Daniel Flacks   dflacks@ican.net 
 
Give me ambiguity or give me something else 
 
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Date: Wed, 11 Feb 1998 21:00:38 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: Changing the Standard in 5th (Re: Templates Discussion) 
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> >don't want to play no "just starting out" version.  When you tell them you 
> >can't run BatMan as is, but can run a very weak version of "beginning 
> >batman" they'll be liable to up and run to another game system . . . or 
> >back to Magic. 
> > 
> Pandering to munchkins is no way to run a system. 
 
	Tell me with a straight face that this attitude isn't the reason 
why Champions finds it so difficult to attract new gamers. 
 
> Look. Power is all relative. So if you up the base hero to 400 points, then 
> Joe Viper Agent will be at 200 points, and Larry The Mugger will be at 100 
> points. It's like multiplying the score at a pinball game by ten without 
> changing gameplay at all. A bumper which once gave 10 points now gives 100, 
> then 1000 -- but it's the same relative to your final score. 
 
	Not necessarily.  What I'm arguing is that at 250 points there is 
not enough difference between the Supers and the normals.  The power 
levels don't concur with the powers that are seen and used in the Comics, 
in terms of collateral damage especially.  There is also too little room 
for the large number of skills necessary for some characters. 
 
 
 
 
				-Tim Gilberg 
 
	-"Friends help you move.  Real friends help you move bodies." 
 
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Date: Wed, 11 Feb 1998 21:03:10 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: 5th Edition: Special effects reduction 
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> l> Invisible to touch? Sure it can exist. 
> 
> Except that it cannot exist as a game mechanic because there is no "touch" 
> sense group. 
 
	BBB rules, sure.  But with 4th edition added rules, it has 
appeared.  At the same time, we can probably assume its existence, or at 
least a discussion of how to simulate it, in 5th edition. 
 
 
 
 
				-Tim Gilberg 
 
	-"Friends help you move.  Real friends help you move bodies." 
 
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Date: Wed, 11 Feb 1998 22:04:28 -0500 
From: Joe Mucchiello <why@superlink.net> 
Subject: Re: Entangle BOECV 
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At 02:32 PM 2/10/98 -0800, Bob Greenwade wrote: 
>At 08:09 PM 2/10/1998, \"qts\" <qts@nildram.co.uk> wrote: 
>>Why should you have to use your powers? 
> 
>   It's not a question of requirement; it's a question of availability. 
 
>   An Entangle that uses PRE to break out, however, could only be attacked 
>with PRE, an appropriate PRE Attack against the target, a PRE Drain, or a 
>Power more or less specifically designed to break it.  While almost all 
>Champions characters have some way of doing 12d6 against PD and/or ED, few 
>have a way of doing 12d6 with one of these attack forms.  So, even though 
>STR and PRE cost roughly the same, this becomes quite an advantage. 
 
Aren't PRE attacks a part of the system?  I would think that if you were 
PRE'd into immobility, another person could PRE you into mobility.  Now, 
how someone could help you out of an INT or COM based Entangle is a 
different problem. 
 
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From: Joe Mucchiello <why@superlink.net> 
Subject: Re: 5th Edition: Special effects reduction 
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At 01:11 PM 2/10/98 -0600, Darien Phoenix Lynx wrote: 
>Many of us are trying to get rid of "Affects Desolid." We feel that 
>game-mechanic construct detract from the feel of the role-playing. 
>Furthermore, it's hard to come up with a special effect that works against 
>all other special effects. In 5th edition they need to put a lot more work 
>into special effects--they are, after all, the *real* effects that are 
>happening, the game mechanics are just models. I wish they were called 
>real effects and game mechanics were called special effects. Getting past 
>someone's desolid or damage reduction requires a "makes-sense" approach. 
>Depending on how the real-world physics of your damage reduction or 
>desolid works, there ought to be some way around it that makes sense if 
>you understand what's going on. More work needs to be put into fleshing 
>out variable SFX, too. 
> 
>I feel like I fight the tide, but I must drill into my players: 
> 
>Just because it isn't expressed in HERO doesn't mean it doesn't exist! 
>Just because it's on your character sheet doesn't mean it will always work 
> like you think! 
>Just because you didn't take a limitation doesn't mean it's not limited! 
>Just because you paid points for it doesn't mean you have a diety-given 
> right to it all the time! 
>When special effects and game effects conflict, special effects take 
> precedence! 
>If you don't supply a special effect then one will be provided for you 
> (and you won't know it)! (Which can be fun to play.) 
> 
>A GM with this approach dispenses with affects desolid, stright-up power 
>defense, unspecified "hardened" advantages and the like, and replaces them 
>with the campaign world's pseudo-science. This means the GM has to go to 
>the trouble of *thinking* of the pseudo-science, but this isn't too hard 
>and in fact it's fun. Just how *is* it that Mighty Man shoots energy 
>blasts from his hands? How could that be stopped? What *kind* of 
>pseudo-energy is it? How could it be drained, disrupted, etc.? What things 
>would it be *really* effective against? Where might it not work at all?  
>Working with the players on this you can build a more effective model of 
>the power from the start. This yields more interesting, more fun to play 
>powers, and what's even better, you capture the feeling of the comics 
>better. Many times the heroes don't *know* the full pseudo-science of the 
>universe. So when their static discharge plasma bolts don't work or aren't 
>quite as effective vs. a magnetic dissipation field, they're suprised... 
>they think... they hop out of their normal routine and play "real" heroes 
>under pressure. They're more likely to try to get SFX bonuses from unique 
>applications of their powers... They're more likely to think of their 
>power as a concentrated ion stream than a 12d6 EB, and that puts them more 
>into the role-playing... Or, if you have spoiled players, they whine.  
>Spank them. 
> 
>Yes, yes, you could go slapping around extra dice with SFX limitations, 
>and put conditional limitations on everything, but why? A good GM will try 
>to keep everything balanced anyway... and his good pseudo-science will 
>probably be a better balancing agent than points ever will be. Plus it 
>gets back to the boring, hum-drum, I know everything about the system and 
>myself game-playing over role-playing attitude, even if it does make for 
>more interesting powers.  
> 
>So, off with ye affects desolid and other olde game mechanics. There's no 
>such thing as desolid anyway... he's a cloud of smoke, or a stream of 
>nanites, or dislocated in the ethereal plane, and just how *do* you affect 
>such-and-such? Think about it. Even the one *with* the desolid probably 
>doesn't know *everything* that can affect him, unless he's a master of the 
>pseudo-science of the GM's world (some KS: or SC: appropriate to the SFX). 
>And if a PC *has* desolid, and is affected by something that isn't on his 
>list, tough! Put it on the list. Works both ways, too. A bad GM could take 
>these licenses and misuse them, but what are you doing with a bad GM 
>anyway? 
> 
>I keep a Nerf bat to hit players who come to me saying "I want some power 
>defense." "What?? *whap* What was that you wanted? *whap*" "Uh, uh, a 
>strong immune system." "Hyper-stable molecular structure." "A mystic 
>shield that protects me from magical transformations." "Oh, is *that* what 
>you wanted... I'll give you Power Defense (strong immune system) -2 only 
>vs. poison and disease; it that all right?" And so forth. Later, if we 
>discover that the game mechanics aren't adequately modeling the SFX, we 
>change them. I award an additional limitation sometimes, but a lot of 
>times these things don't gain points from additional limitations and 
>anyway, more fun is to think of a corresponding advantage. 
> 
>Do this and gaming joy is yours. The mechanics of your world are yours to 
>create, not HERO's, and not your players'. HERO is just a flexible 
>modeling system, and your players are--well, *players*.  Model nothing and 
>you'll get nothing--a dry mechanical system. Model something and 
>everything comes to life, full of the genre excitement you want out of a 
>HERO game. Train your players. You'll thank yourself later. 
 
This post should be included wholly in 5th Ed.  Darien, thank you.  I'm 
starting a campaign soon and I am going to use this, verbatim in the 
campaign requirements/background handout. 
 
  Joe 
 
PS I don't appologize for including the entire post in my response. 
Everyone should read it again. 
 
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Date: Wed, 11 Feb 1998 21:08:33 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: 5th Edition: Special effects reduction 
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> GH> Oh, come on! There are no absolutes in Champions. 
> 
> Which is why, as a GM, I would not allow Invisibility to everything without 
> an SFX-based "flaw".  But the fact remains that a character with 
> Invisibility to the "other" sense group, which includes all Detects, cannot 
> be perceived with a Detect. 
 
	Invisibility to the Unusual Senses Group was disallowed as of 
HSA2.  It will probably be the same in 5th edition.  It was in Steve 
Peterson's article, IIRC. 
 
 
 
 
				-Tim Gilberg 
 
	-"Friends help you move.  Real friends help you move bodies." 
 
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Date: Wed, 11 Feb 1998 22:58:12 -0600 
From: Donald Tsang <tsang@sedl.org> 
Subject: Re: 5th Edition: Special effects reduction 
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>> GH> Oh, come on! There are no absolutes in Champions. 
>> 
>> Which is why, as a GM, I would not allow Invisibility to everything without 
>> an SFX-based "flaw".  But the fact remains that a character with 
>> Invisibility to the "other" sense group, which includes all Detects, cannot 
>> be perceived with a Detect. 
> 
>	Invisibility to the Unusual Senses Group was disallowed as of 
>HSA2.  It will probably be the same in 5th edition.  It was in Steve 
>Peterson's article, IIRC. 
 
Thank you!  It seems patently obvious to me that you can't buy "Unusual" 
as a sense group, much as you can't buy "Unusual" as a melee weapons group 
in a heroic game (or in most other game systems, for that matter). 
 
And I *believe* it's obvious to everyone on the list but Rat that the 
"Sense Group Listing" was never meant to be complete, but rather only a 
partial list of the more obvious sense groups.  "Magnetic Sense Group", 
which would include induction fields, (nuclear) magnetic resonance 
imaging, Polaris(Marvel)'s "sense magnetic currents", etc., would be a 
totally reasonable sense group, and "Faraday Cage" could have Darkness 
or Invisibility versus it. 
 
  Donald 
 
PS  Okay, if SPF was still on the list, he wouldn't find it obvious either. 
 
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Reply-To: "Filksinger" <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
Subject: Re: Changing the Standard in 5th (Re: Templates Discussion) 
Date: Wed, 11 Feb 1998 21:13:23 -0800 
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-----Original Message----- 
From: Sam Bell <Samuel.Bell@Eng.Sun.COM> 
To: champ-l@omg.org <champ-l@omg.org> 
Date: Wednesday, February 11, 1998 9:09 AM 
Subject: Re: Changing the Standard in 5th (Re: Templates Discussion) 
 
 
<snip> 
> 
>"250 points is a great level for Silver and Golden Age campaigns."??? 
> 
>Yeah, right. Pre-Crisis Superman, Flash, Green Lantern, the Spectre, 
Thor, Silver Surfer, 
>etc, etc all at 250pts? I'd like to see the write-ups. 
 
 
Well, the original Superman had Superleap, roughly a 60 STR, Missile 
Reflection vs bullets, N-Ray vision, and about 30 PD, 30 ED, 
Resistant. 
 
I could do that, I think. 
 
The original Silver Surfer was more powerful than the entire Fantastic 
Four. Hardly average. In fact, the Fantastic Four could probably be 
designed on 250 pts, in their original forms. 
 
The others I don't know enough about to rate, but it seems to me that 
you are deliberately picking the most powerful superheroes possible. I 
am willing to bet that I could do the original Iron Man, Spider Man, 
Batman, or any number of others for 250 pts. 
 
>The only Golden/Silver Age Teams that could be done on around 250pts 
are the Starting X-Men, 
>the Seven Soldiers, and possibly the Invaders (as they actually 
appeared in the 1940s, not 
>with their ret-conned level of power. Of course, they never actually 
existed as the Invaders 
>in the 1940s, the whole concept is a ret-con (and a good one)). 
 
I still think that I could do the Fantastic Four, as they originally 
were, on 250 pts. each. 
 
Filksinger 
 
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Date: Thu, 12 Feb 1998 00:29:40 -0500 (EST) 
From: William K Bushway <wbushway@osf1.gmu.edu> 
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Subject: Re: Ye GODS........!!! 
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Here's how I would do it: 
 
	If he's going to be a villain, I think the key is to choose powers 
that are "corruptions", or wholly evil uses of the original God's powers. 
Don't forget behaviors to match the powers. 
 
Ares:  Combat Skill Levels, and FAM with every weapon.  Let him pick up 
one the heros' weapons, and use it with as much skill (or more) than them. 
Arrogance and Overconfidence, with a healthy temper would compliment this. 
 
Athena:  Wisdom, played as cruel, cold Logic.  Give him some abilities 
that simulate precognition, as if he "predicts their every move." 
 
Hephastus:  Invention.  Have him create weapons of incredible power, and 
then hand them out to irresponsible mortals.  Maybe some knid of crude 
gun? 
 
Aphrodite:  The abiltiy to Mind Control women, and make him a slick, 
abusive User of them. 
 
Artemis:  Tracking, possibly the ability to Transform people into beasts, 
for him to hunt.  Give him absolutely no respect for women, as a parody of 
Artemis's feminine views. 
 
Hermes:  Super-speed.  Have him use it callously, much like MiracleBoy in 
the MiracleMan comics. 
 
Poseidon:  Life Support, not just in the sea, but in all enviroments. 
Give him Poseidon's thirst for power, and his desire to throw down the 
other gods. 
 
Apollo:  Give him the power of the sun to call on at will.  Make him leave 
flaming footprints wherever he walks, and a disregard for the distruction 
he causes. 
 
Hades:  Give him the power to pull the spirits of the dead up from the 
Underworld.  Nothing is quite so dramatic as killing the Hero's true love, 
and then keeping her soul to torment forever. 
 
	I picture this character as an "Evil Superman."  If you've read 
Kingdom Come, it may help to picture Captain Marvel in the last battle 
(before the finale).  The gods traditionally thought of as "Evil" should 
merely be capricious compared to this guy.  Zues shouldn't be able to 
control him, and though Hera would try to use him, even she'll be afraid 
of him. 
 
	          William K. Bushway, wbushway@osf1.gmu.edu 
	          http://Mason.GMU.edu/~wbushway/index.html 
	   "I'm betting that I'm just abnormal enough to survive." 
		    -The Tick, The Tick Vs.The Breadmaster 
 
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Reply-To: "Filksinger" <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
Subject: Re: Ye GODS........!!! 
Date: Wed, 11 Feb 1998 22:47:31 -0800 
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On Wednesday, February 11, 1998 2:00 PM, TokyoMark wrote: 
 
 
>At 01:33 PM 2/11/98 -0800, Chad Riley wrote: 
>>I am considering running a "Godling" campain. Players would create 
new 
>>gods from whatever mythology they choose. Power levels have yet to 
be 
>>determined. Anyway, my question is: I want to create a Potential 
Mega 
>>Villain on mount olympus. A new baby god was just delivered unto 
Zeus 
>>and Hera (during a rare fit compatability). Being the proud papa 
that he 
>>is, Zues demands a "gift" from each of the major gods of the 
pantheon. 
>> 
>>Some are easy 
>>Hercules: Great Strength 
>>Hermes: Great Speed 
> 
>Poseidon:   Limited control of the sea and it's weather. 
>Hades:      I'm drawing a blank here except for being able to 
occasionally 
>bring someone back to life. 
<snip> 
Clairsentience, past only, limited to things seen by men or women now 
dead, SFX "Speak with dead". 
 
Filksinger 
 
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Date: Wed, 11 Feb 1998 23:21:56 -0800 
From: Lizard <lizard@dnai.com> 
Subject: Re: Changing the Standard in 5th (Re: Templates Discussion) 
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At 09:00 PM 2/11/98 -0600, Tim R. Gilberg wrote: 
> 
>> >don't want to play no "just starting out" version.  When you tell  
them you 
>> >can't run BatMan as is, but can run a very weak version of  
"beginning 
>> >batman" they'll be liable to up and run to another game system .  
. . or 
>> >back to Magic. 
>> > 
>> Pandering to munchkins is no way to run a system. 
> 
>	Tell me with a straight face that this attitude isn't the reason 
>why Champions finds it so difficult to attract new gamers. 
 
But it IS what keeps people with the system. I've been playing Hero  
System since 1981 -- probably more games in it then in all the other  
systems I use, combined. 
 
>> Look. Power is all relative. So if you up the base hero to 400  
points, then 
>> Joe Viper Agent will be at 200 points, and Larry The Mugger will  
be at 100 
>> points. It's like multiplying the score at a pinball game by ten  
without 
>> changing gameplay at all. A bumper which once gave 10 points now  
gives 100, 
>> then 1000 -- but it's the same relative to your final score. 
> 
>	Not necessarily.  What I'm arguing is that at 250 points there is 
>not enough difference between the Supers and the normals.  
 
A 250 point super is more than TEN TIMES as powerful as a 25 point  
normal, since points aren't linear. The rule I remember is every 50  
points is a doubling of power, so a 250 point character is 32 times  
as powerful as a 0 point character. 
 
 The power 
>levels don't concur with the powers that are seen and used in the  
Comics, 
>in terms of collateral damage especially.  There is also too little  
room 
>for the large number of skills necessary for some characters. 
> 
Collateral damage can easily be fudged by the GM...upping the power  
levels to city-destroying level would mean out-of-genre body counts.  
When the FF and Galactus duke it out and lay waste to lower  
Manhattan, hardly anyone dies. That's genre. 
 
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Date: Thu, 12 Feb 1998 06:14:07 -0600 (CST) 
From: Darien Phoenix Lynx <chip@owlnet.rice.edu> 
Subject: Re: 5th Edition: Special effects reduction 
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On Tue, 10 Feb 1998, Filksinger wrote: 
 
> I don't allow an overall Invisibility to Detect. To have Invisibility 
> to Detect, one must buy Invisibility to Detect X, where X is clearly 
> defined. 
 
Then, on the flipside, I wouldn't allow Detect "Invisibility" (the power), 
only Detect Invisibility (special effect X). Like Detect Magical 
Invisibility to Normal Sight. 
 
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Date: Thu, 12 Feb 1998 04:27:12 -0800 
From: Captain Spith <cptspith@teleport.com> 
Reply-To: cptspith@teleport.com 
Organization: Satan's Children 
Subject: Re: Changing the Standard in 5th (Re: Templates Discussion) 
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Tim R. Gilberg wrote: 
> >  Power is all relative. So if you up the base hero to 400 points, then 
> > Joe Viper Agent will be at 200 points, and Larry The Mugger will be at 100 
> > points. It's like multiplying the score at a pinball game by ten without 
> > changing gameplay at all. A bumper which once gave 10 points now gives 100, 
> > then 1000 -- but it's the same relative to your final score. 
>  
>         Not necessarily.  What I'm arguing is that at 250 points there is 
> not enough difference between the Supers and the normals.  The power 
> levels don't concur with the powers that are seen and used in the Comics, 
> in terms of collateral damage especially.  There is also too little room 
> for the large number of skills necessary for some characters. 
 
   Maybe I'm misreading, but it seems that you're saying that some 
characters need a large number of skills, while presumably some don't.  
It's still all relative; if a character needs to spend 80 points for 
skills, the utility of those skills is taken in exchange for power level 
bought with the remaining points.  Which still means that characters who 
DON'T take a large number of skills will subsequently spend those points 
on raising the damage level of their power(s).  In fact, in 14 years of 
gaming, I have found it rare to see characters with large numbers of 
skills - in games with experienced players and/or higher power levels.  
I was in a game with no limits or requirements for point levels or even 
balancing disads.  Still it was rare to see a lot of skills.  The idea 
I'm going for here is that 250 points is sufficient for MOST superhero 
concepts.  You can't skew the levels simply to accomodate the 
abberations.   
   A 250 point super will most likely have a 50-60 AP attack.  This is 
enough to severely damage any normal, and kill them with max damage.  I 
think that's quite a difference in power level.  There are still plenty 
of Superheroes in comics that have to worry about police and 'agent' 
power levels, so it is not necessarily standard to have a huge gap 
between Supers and others.  Also, the idea of not necessarily being able 
to have Everything Desired at character creation helps define a 
character and makes the player put more thought into character 
development.  I believe that it ultimately yields a more interesting 
character growth direction than starting out with everything then 
growing. 
 
   Also remember - as mentioned before -  comics and RPGs necessarily 
have a different dynamic in regards to power level anyway.  In the New 
Teen Titans, the team's leader was Robin (from Batman and...), and the 
roster included a flying EBer and a Cyborg Brick and a 
ShapeShifter/Multiform with seemingly unlimited forms.  These characters 
written up in the Hero System would be widely different from each other, 
but they all had equal utility to the team.  This works when characters 
are written, but when played by RolePlayers, a 225 point character is 
not going to be as effective as a 450 point character.  So the arguement 
of doing what the comics do is of limited applicability. 
 
 
--  
   -Capt. Spith 
   Savior of Humanity 
   Secular Messiah 
 
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Date: Thu, 12 Feb 1998 07:28:18 -0500 (EST) 
From: THE MAD HARLEQUIN <ravanos@jcs1.jcstate.edu> 
Subject: RE: Ye Gods! 
Cc: RAVANOS <RAVANOS@jcs1.jcstate.edu> 
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Adonis-	Rebirth, seasons, love and beauty. 
	Body Aid, Change Enviornment, High Com & Pre 
 
Aphrodite- Strong, proud, loving, independent goddess accoiated with the 
ocean and the moon, as well as love, beauty, the joy of physical love, 
sensuality, passion, geneorsity, all forms of partnerships and 
relationships, fertility, continued creation, and renewal. 
	Mind Control (Only effects that would enhance all ready existant 
love and passion), Detect: Desire (360, Range, Discriminatory), LS: vs. 
Aging and Scaring, Mind Scan (Only to discover person's most desireable 
mate) and Shape Shift (Assume form of most desireable mate [after Mind 
Scan]) 
 
Apollo-  God of solar light, used bow and lyre, arrows bringing illness or 
death, perfectly built.  Represented lawful punishment of crimes, not 
revenge; justified revenge.  God of prophesy, poetry, music, medicine, 
oracles, healing, eason, inspiration, the arts, divination, harmony, and 
the spring. 
	Change Enviornment, Clairsentience, Pre and Com, Flash, RKA w/ 
extended duration Supress or Transform 
 
Ares- 	A bloodthirsty liar, not trusted by the greeks.   Wore a crested 
helmet, and was thought of as very tough, intensive, and greatly 
consearned with the male image.  God of war, terror, uncontrolled anger, 
revenge, courage without thought, raw energy, brute stregnth, untamed 
passions, any situation where stamina is needed.  (self-disciplined) 
	Lots of combat skills supplemented with high physical abilities. 
Mind Control "Fear Me", an extremely high Pre (Only meant for agression) 
	Most likely, Enraged in Combat 
	0 End on certain abilities. 
 
Artemis-  Virgin huntress, goddess of wild places and wild things.  The 
huntress, maiden, bear goddess, moon goddddess, hunter of souls.  Known to 
be a shape shifter.  Wandered with nymphs and hunting dogs.  Swift to 
actand decisively to protect and rescue those who appealed for her help 
and was quick to punish offenders.  Silver bow, defender of women (from 
men), goddess of animals and elements as well as wild animals and 
herbalists. 
	Mind Link (animals), superior ability with hunting and bow,  
Shape Shifting (possibly linked to a VPP), summoning, followers (nymphs 
and hunting dogs), Clairsentience (Only to sense those who plead to 
Artemis for protection), Change Enviornment 
 
 
 
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Subject: Re: Body from Ego Attacks 
Date: Thu, 12 Feb 98 08:38:51 -0500 
x-sender: DFair@pop.worldweb.net 
From: David Fair <DFair@sdslink.com> 
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On 2/11/98 6:33 PM Bob Greenwade (bob.greenwade@klock.com) Said: 
 
>>>>Okay, let's suppose that a sample character  hasa *very* fragile mind and 
>>>>can and will take Body damnage from normal Ego Attacks.  How is this 
>>>>bought?  Physical Limitation?  Susceptability, Vulnerability? 
>>>> 
>>>>And suggestions would be welcome. 
>>>  
>>>    Though it takes a house rule to do it, I would model it as a 
>>> Vulnerability.  Treat it as a 2X Vulnerability, but count the extra damage 
>>> as BODY instead of STUN. 
>>>    I do a similar thing for a darkness-based villain who takes STUN damage 
>>> from visual Flash Attacks. 
>> 
>>The STUN damage from Flash attacks would be a Susceptibility (check 
>>the instant effect section), and the Body damage from Ego attacks 
>>would also work as a Susceptibility since, "At the GM's option, the 
>>susceptibility can inflict damage other than STUN.  In this case, each 
>>d6 of STUN damage should be replaced with 10 Active Points of another 
>>attack." 
> 
>   Okay... So how do I get the number of dice in the Susceptibility to 
>always match the number of dice in the attack? 
 
Make the susc. like this: 
 
Susceptability: Takes 1d6 STUN per 1d6  (Visual) Flash Used against him 
 
This is probably Uncommon (5 Points), and the damage would be assessed  
only on the characters phases (again, probably) for a total of 15 points. 
 
 
 
David A. Fair         | 
SDS International     |     Think Different 
dfair@sdslink.com     | 
 
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From: Brian Wong <rook@shell.infinex.com> 
Subject: Re: Changing the Standard in 5th (Re: Templates Discussion) 
Date: Thu, 12 Feb 1998 06:25:01 -0800 (PST) 
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> > >	No, the argument is that is _not_ enough for beginning players. 
> > >They want to play who they see in comics, movies and cartoons and they 
> > >don't want to play no "just starting out" version.  When you tell them you 
> > >can't run BatMan as is, but can run a very weak version of "beginning 
> > >batman" they'll be liable to up and run to another game system . . . or 
> > >back to Magic. 
>  
> > Pandering to munchkins is no way to run a system. 
>  
> Not this nonsense again. A high power level game is not even vaguely 
> equatable to munchkinism. (And given that we're talking about upping the 
> point totals to match _average_ super-heroes, we're not even talking 
> about high power levels.) 
> 
	Agreed. 
  
> > Look. Power is all relative. So if you up the base hero to 400 points, then 
> > Joe Viper Agent will be at 200 points, and Larry The Mugger will be at 100 
> > points. 
 
	Not really. 
 
	I think as is, Heroic characters are a little too close to Super Heroes 
in power level. 
	But even that issue aside, 250 points forces a player to make a choice 
between super powers (powerful or not) and background. You can't have both in 
full detail. One has to be skimmed a bit. 
 
	Look at the average NPC in the BBB. They have less than 3 to 5 
background elements a piece. Now compare this to the average 75+75 Heroic 
level PC, who can stuff in hordes of background detail and still have unspent 
points. 
	A super Hero really needs to be a 75+75 Heroic PC in ability and 
background, with a Powers set added in, which typically runs another 150 to 
200 points. 
	That's a recommendation on my part of from 300 to 350 points simply to 
get the same power level currently used in the BBB. 
	Now I'm not suggesting that all Super Heroes be built as 75+75 heroics, 
then boosted. But I do think it makkes a viable system for many. The one's 
it doesn't could simply be built on the total. 
 
	Now as to power level, even that could go up a notch to better simulate 
comics. As is, the game suffers from the old D&D 1st level PC syndrome. D&D's 
no longer the standard; so following it no longer makes sense. 
	I'm not sure what power level would best simulate current comics 
however. 
 
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: Changing the Standard in 5th (Re: Templates Discussion) 
Date: Thu, 12 Feb 1998 06:28:33 -0800 (PST) 
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> > The 'background skills' problem is best solved by stealing a page from 
> > Fuzion and having a small 'reserve set' of points for skills, knowledges, 
> > etc. Simply adding more points won't cut it, because when the 'baseline' 
> > went from 100+100 to 100+150, the result was character with 50 points more 
> > in EB or Armor or Flight -- not characters with 50 points of background 
> > skills. 
>  
> When did that happen, exactly? 4th Edition uses 100 base points plus up 
> to 150 Disads; 3rd Edition used 100 base points plus however many Disads 
> you wanted. (I don't have the book immediately handy, but as I recall the 
> average total cost of the sample characters was around 280.) 
 
	250. Third edition not averaged 250, but every character save mechanon 
and the viper agents in the rule book was 250. 
 
	2nd and 1st editions ranged from around 200 to 250. I'd have to go 
look again to see what it was exactly. 
 
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: In support of 'Advantage 
Date: Thu, 12 Feb 1998 06:37:53 -0800 (PST) 
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> >     Well, I posted one about a week ago: 
> > Advantaged: 
> >         If no other reasonable method can be found to construct an effect, 
>  
> That right there says that the Advantage will never be used. 
 
	I disagree. 
Champions handles the Champions paradigm of Super Heroes perfectly. But not 
so much the Marvel, Image, DC, or what have you paradigms. 
	There are many ways to construct effects with long drawn out mechanics 
that require double takes to understand why power X was used for effect Y. 
 
	That is where it goes beyond reasonable. 
 
	There's also the issue of things it just doesn't do. Unless you start 
looking at transform as a do anything kludge power. Sometimes it's much more 
elegant and reasonable to simply modify another power. But the system as is 
provides no outlet for this. It's not an open ended design system like say, 
FUDGE is. Hero has limits where it breaks down in it's ability to 
simulate the 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/ 
 
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From: Brian Wong <rook@shell.infinex.com> 
Subject: Re: 5th Edition: Special effects reduction 
Date: Thu, 12 Feb 1998 06:45:44 -0800 (PST) 
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> > 	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. 
>  
> I'm not convinced that the latter needs to be allowed at all, personally. 
 
	I agree. But it is the current setting. And removing it would upset 
the 'stuck in hero mode' crowd. 
	If it were me, all defenses and attacks would be special effects 
dependant. 
 
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: lowecm@polaris.clarkson.edu 
Date: Thu, 12 Feb 1998 10:07:48 -0500 (EST) 
cc: champ-l@omg.org 
Subject: Re: 5th Edition: Special effects reduction 
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On Wed, 11 Feb 1998, Filksinger wrote: 
 
> On Tuesday, February 10, 1998 3:23 PM, lowecm@polaris.clarkson.edu 
> wrote: 
>  
>  
> <snip> 
> > 
> >Actually no, DR does reduce NND, unless you limit it specifically. 
> As 
> >it says, "Normal Damage Reduction acts against normal, AVLD, and NND 
> >attacks. Resistant Damage Reduction affects normal, AVLD, NND, and 
> >Killing Attacks." 
>  
>  
> Oops. 
>  
> That said, that is, IMHO, a stupid rule. If I buy an NND attack that 
> is gas, is that physical or energy? 
>  
> I can think of attacks that are physical and NND (nerve strike), 
> energy and NND (ultra-high voltage taser), or none of the above and 
> NND (gas attack). I cannot think of a Mental attack that I think 
> deserves NND, and I can think of ten times as many effects that are 
> energy or none of the above as I can physical. This gives added 
> utility to energy Damage Reduction over the others, for the same 
> price. 
 
Well one option for the gas attack would be to buy it AVLD vs Power 
Def.  If they have DR for Power Def, then it'd reduce it, otherwise 
I wouldn't think it would.  Or, alternatively, the GM could make it 
a judgement call and have it do the full damage based on the SFX of 
the gas attack and DR. 
 
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From: Dave Mattingly <dmattingly@platsoft.com> 
Subject: re: Champions Mages 
Date: Thu, 12 Feb 1998 07:14:50 -0800 
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John Prins said: 
>every mage _should_ have... Power Defense, Mental Defense, Sense Magic, 
>a small base with a library (no mage should be without a library), 
Mental 
>Awareness, a few contacts (your old master, etc.), a decent amount of 
PRE. 
>you can't build a 'well-rounded' mage in Champions on 250 points 
without 
>taking serious hits to either his combat abilities or attributes.  
 
Then why shoot for a well-rounded mage? What's wrong with intentionally 
designing a flaw into your character?  
 
My 250-point Champions mage had a large array of spells and skills. Not 
nearly as many as he could have had, but he was no ordinary mage -- he 
had amnesia. He possessed an archaeologist who found a magic ring on a 
dig. Now, the archaeologist and the mage share a body, neither are fully 
in control, and neither have their full capacity. The wizard suspects 
that he was once much more powerful, and is trying to discover his past. 
The archaeologist is trying to find a way to get the wizard out of his 
body. 
 
As a character, Mystikon has enough spells in his VPP to cover most 
eventualities. Combat, investigation, transport, etc. are all taken care 
of, often with choices of spells. 
 
13 STR  3   << Wizard's Knowledge >>    << Montana Smith >>     OCV: 7 
(+2) 
20 DEX 30   90 VPP                      2 Archaeology    11-    DCV: 7 
(+2) 
15 CON 10   30 Control                  2 Paleontology   11-    ECV: 5 
(+2) 
10 BOD         Magic Spells Only -1/2   2 Anthropology   11- 
13 INT  3                               2 Ancient Relics 11-    DEX: 20 
15 EGO 10   15 Spellcasting   18-       2 Museums        11-    SPD: 5 
18 PRE  8    2 TF: Horses, Boats        1 Security Sys    8- 
12 COM  1                               1 Appraisal       8-    PER: 14- 
 5 PD   2   << Wizard's Ring >>         1 Bureaucratics   8-    EGO: 13- 
 5 ED   2    5 +2 w/ Magic 
 5 SPD 20    1 K: Wizards                                       PD: 5 
 6 REC       2 +10 END                                          ED: 5 
40 END  *    3 +2 PER 
25 STN                                                          Run 6" 
 
15 Secret ID  10 Curious     5 Rep: Wizard          5 1.5x Mental Illu 
10 Son         5 Worried    10 H: Necromaster 8-   10 2d Telepathy 
10 Partner       about son  10 H: Chronasta  11-  5,5 Amnesic, 
Flashbacks 
10 CvK        10 Mystery    10 H: Vampire     8-   20 Wants to know past 
 
<< Spells >> 
 
36 Lar's Anguish of the Damned  4.5d Ego Attack         Conc 
36 Lar's Battle Gear            15 DEF Armor            15- 
37 Lar's Long Sword             2d HKA AffDes @ 3x END 
30 Lar's Prison                 12 rPD Trans Force Wall Full Phase 
22 Lar's Battering Ram          6d AP EB                Beam, No Range, 
Gest 
27 Shield of Arathen            15/25 FF                Only During Day, 
Inc 
27 Mystic Bonds of Arathen      4d Entangle             Only During Day, 
Gest 
18 Arathen's Magical Absorption 8d Absorb Magic to STUN Only During Day 
13 Arathen's Comfort            LS: Breathe, Vac, Temp  Only During Day 
14 Arathen's Atmosphere         16" CE: Comfortable     Only Day, Inc, 
Gest 
22 Arathen's Restoration        7d Heal any one         Only Day, Gest, 
Conc 
26 Mordecai's Fireball          2d RKA Explosion        Conc 
22 Mordecai's Lightning Strike  9d EB Beam              Gest, Only 
Outdoors 
32 Mordecai's Banshee Shriek    4d NND                  Inc 
10 Freneth's Levitation         5" Flight Persistent    Only Up/Down 
15 Freneth's Flight             15" Gliding 
30 Freneth's Air Command        9d Suppress Flight      Gest Throughout 
22 Freneth's Merform            10" Swim + IR + LS 
26 Elspeth's Trans-Gate         5" Tport 4xMass 32xDist Conc, Gest, Inc 
32 Elspeth's Ethereal Form      Desolid (Not vs Magic)  Conc 
14 Ashby's Legend Reading       Retrocog See & Hear     OAF, Full Turn, 
Vis 
36 Ashby's Overload             3d Flash Sight/Hear/Sm  Gest 
22 Ashby's Phantasm             -5 Images 2h See/Hr/Sm  Only Known 
Obj/Events 
16 Ashby's Farsight             ClairSee, Hear 1 km     OAF, Gest 
Throughout 
10 Ashby's Closet               Instant Change 
40 Ashby's Eternal Gloom        3" Darkness to All Sight 
 5 Ashby's Magic Sense          +2 Discrim Detect Magic END 
23 Ashby's Undetectable Field   Invis Sight/Hear/Sm     Max Move = 2" 
25 Ashby's Warning              Danger Sense 11- nearby 
10 Ashby's Prohetic Dreams      Precog                  NCC, Only When 
Asleep 
25 Pietro's Revenge             Reflection, Delayed     Feedback 
30 Pietro's Cancellation        12d Dispel Magic        Gest, Inc 
>----------------------------------------------------------------------- 
------ 
>"And go on to rule this world from beyond the grave." 
>"Indeed!" 
>"That, or check into a mental hospital; whatever comes first." 
>----------------------------------------------------------------------- 
------ 
 
Isn't that supposed to be "check into a psycho ward"? 
 
Dave Mattingly 
 
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X-Sender: bob.greenwade@klock.com 
Date: Thu, 12 Feb 1998 08:15:49 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: 5th Edition: Special effects reduction 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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To: champ-l@omg.org 
 
At 02:49 PM 2/11/1998 -0800, Filksinger wrote: 
>On Tuesday, February 10, 1998 10:10 PM, Bob Greenwade: 
>>At 08:15 PM 2/10/1998 -0500, lowecm@polaris.clarkson.edu wrote: 
><snip> 
>>It doesn't need to have a 10,000 
>>>page rulebook to describe every single possibility, as long as you 
>>>define the special effects.... [snip] 
>> 
>>   I couldn't agree more!  It only takes 400 genre and Ultimate books 
>>averaging 250 pages each.  ;-] 
> 
>It doesn't take 10,000 pages, it takes 100,000?<g> 
 
   Oops, math error.  (That's what I get for trying to do it in my head 
instead of with my calculator, which I keep under my monitor.) 
   It takes 40 genre/Ultimate books, averaging 250 pages each. 
   Hey.... I think we might actually *get* that within a few years! 
--- 
Bob's Original Hero Stuff Page!  [Circle of HEROs member] 
   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: Thu, 12 Feb 1998 08:18:24 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: 5th Edition: Special effects reduction 
Errors-To: owner-champ-l@omg.org 
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To: champ-l@omg.org 
 
At 11:30 AM 2/10/1998 -0800, Filksinger wrote: 
>On Monday, February 09, 1998 4:25 PM, Bob Greenwade wrote: 
> 
>>At 02:15 PM 2/9/1998 -0600, Darien Phoenix Lynx wrote: 
>>>About the absolute invisibility thing... 
>>>how would you build a common staple: "detect invisibility?" 
>> 
>>   More importantly, how is Detect Invisibility affected by Invisibility to 
>>Detect? 
> 
>I don't allow an overall Invisibility to Detect. To have Invisibility 
>to Detect, one must buy Invisibility to Detect X, where X is clearly 
>defined. 
 
   So would the needed Power be Detect Invisibility to Detect Invisible, 
then? 
--- 
Bob's Original Hero Stuff Page!  [Circle of HEROs member] 
   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: Thu, 12 Feb 1998 08:24:11 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Body from Ego Attacks 
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To: champ-l@omg.org 
 
At 08:38 AM 2/12/1998 -0500, David Fair wrote: 
>>>The STUN damage from Flash attacks would be a Susceptibility (check 
>>>the instant effect section), and the Body damage from Ego attacks 
>>>would also work as a Susceptibility since, "At the GM's option, the 
>>>susceptibility can inflict damage other than STUN.  In this case, each 
>>>d6 of STUN damage should be replaced with 10 Active Points of another 
>>>attack." 
>> 
>>   Okay... So how do I get the number of dice in the Susceptibility to 
>>always match the number of dice in the attack? 
> 
>Make the susc. like this: 
> 
>Susceptability: Takes 1d6 STUN per 1d6  (Visual) Flash Used against him 
> 
>This is probably Uncommon (5 Points), and the damage would be assessed  
>only on the characters phases (again, probably) for a total of 15 points. 
 
   1. Visual Flashes are Uncommon in your campaign?  I call them Common, 
and if each *die* is counted as an occurrence, it's probably Very Common. 
   2. The effect is Instant.  This is worth +0 points, not +10. 
   3. Most relevently, there is no "damage per die" option in 
Susceptibility.  Only Vulnerability gives problems proportional to the 
effect. 
--- 
Bob's Original Hero Stuff Page!  [Circle of HEROs member] 
   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: Thu, 12 Feb 1998 11:39:07 -0500 (EST) 
X-Sender: jprins@interhop.net 
From: jprins@interhop.net (John and Ron Prins) 
Subject: re: Champions Mages 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
>John Prins said: 
>>every mage _should_ have... Power Defense, Mental Defense, Sense Magic, 
>>a small base with a library (no mage should be without a library), 
>>Mental Awareness, a few contacts (your old master, etc.), a decent amount of 
>>PRE. 
>>you can't build a 'well-rounded' mage in Champions on 250 points 
>>without taking serious hits to either his combat abilities or attributes.  
 
>Then why shoot for a well-rounded mage? What's wrong with intentionally 
>designing a flaw into your character?  
 
Nothing is wrong with that, but I don't think that playing a mage 'just out 
of apprenticeship' is an unreasonable goal for a starting character in 
Champions. Like I said, I can _almost_ do it. Almost, but not quite. I 
either lose out on the miscellaneous stuff he should have, or wind up being 
completely noncompeditive when the fur hits the fan. I don't mind throwing 
9D6 Energy Blasts when the Projector is throwing 12D6, but if I'm reduced to 
7D6, I start feeling cheated for building to concept. 
 
>My 250-point Champions mage had a large array of spells and skills. Not 
>nearly as many as he could have had, but he was no ordinary mage  
> 
>As a character, Mystikon has enough spells in his VPP to cover most 
>eventualities. Combat, investigation, transport, etc. are all taken care 
>of, often with choices of spells. 
> 
>13 STR  3   << Wizard's Knowledge >>    << Montana Smith >>     OCV: 7 
>(+2) 
>20 DEX 30   90 VPP                      2 Archaeology    11-    DCV: 7 
>(+2) 
>15 CON 10   30 Control                  2 Paleontology   11-    ECV: 5 
>(+2) 
>10 BOD         Magic Spells Only -1/2   2 Anthropology   11- 
 
90 Point VPP??? 90 Point VPP??? Great jumping Jehosaphat, man!! Personally, 
I'm shooting for a 45-60 point VPP for a starting mage, with the limitation 
"Requires a Skill Roll" on all spells. I certainly don't see how 'Magic 
Spells Only' rates a -1/2 limitation. From your list below, you sure don't 
look limited... 
 
>13 INT  3                               2 Ancient Relics 11-    DEX: 20 
>15 EGO 10   15 Spellcasting   18-       2 Museums        11-    SPD: 5 
 
Way low for a mage, IMHO. A mage should at least have an EGO equal to his 
DEX, and I'd want a better INT. 
 
----------------------------------------------------------------------------- 
"Pull order out from chaos? I do that twice a week..." 
----------------------------------------------------------------------------- 
John D. Prins 
jprins@interhop.net 
 
Return-Path: <daemon@omg.org> 
Date: Thu, 12 Feb 1998 11:57:48 -0500 (EST) 
From: THE MAD HARLEQUIN <ravanos@jcs1.jcstate.edu> 
Subject: RE: Ye gods! [2] 
Cc: RAVANOS <RAVANOS@jcs1.jcstate.edu> 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
Asclepius-	Son of Apollo, he is the god of healing.  He learned the 
haling arts from the centaur Chiron.  His sons and daughters all served as 
doctors and temple physicans (respectively).  They founded the college of 
medicine, the Asklepiades, which taught medicine as a sacred secret. 
	Body Aid, Transformation (Sick/diseased to healthy), Detect 
(Sickness, Discriminatory), Regeneration (UAO), Supress (All Sf/x related 
to disease, sickness, or poisons) 
 
Athena-	Holy Virgin, Maiden Goddess, mother Goddess of athens. 
All-powerful warrior goddess, but sisliked senseless violence.  She wore a 
helmet and Aegis (breastplate) and carried a shield and spear.  She was a 
goddess of freedom and women's rights, patroness of crafts (especially 
those of Athens), and career women.  She was also known as the protector 
of cities and patorn of soldiers, as well as prtoection, writing, the 
sciences, architects, wisdom, arts and skills, renewal, true justice, 
protection (both psychic and physical), prudence, wise counsel, peace, and 
battle strategy. 
	HKA, Armor w/ Activation, Missile Deflection (all OAF or OIF 
[Weapon of opportunity] to represent weapons/armor), AoE Aid to Dex (Only 
for purposes of increasing OCV/DCV; Requires Skill roll [Strategy]; 
Delayed Effect; Trigger (When battle is entered); Only useful versus known 
opponents strategy was designed for), Clairsentience (Only to scry the 
probable outcome of a battle and possible strategy of opposing armies; 
Requires Skill roll, Levels in Find Weakness and any other skills 
relevant to Goddess, possible DR, MD, PD, etc. 
 
Bendis-	Goddess of moon and fertility.  Her rites included orgies. 
	(Your guess is as good as mine...) 
 
Boreas-	God fo the North Wind, prosperity, growth, and riches.  Has the 
upper body of a man but a serpent's tail, sometimes winged and with two 
faces. 
	His brothers included: 
	Zephyrus:	West wind, calm, peace of mind, love and emotions 
	Notos:		South wind, happiness, change, passion, and the 
		bringer of rain 
	Eurus:		East, renewing intelligence 
 
	TK, AoE (Line), Only grabs and pushes along line, Only in the 
direction of the god in question; Change Enviornment 
	Transformation, Mind Control, or Aid as appropiate 
 
Circe-	The weaver of destinies, the death-bird.  She could manipulate the 
forces of creation and destruction by knots and braids in her hair.  The 
goddess of physical love, sorcery, enchantments, evil spells, dark magic, 
and witchcraft. 
	Cosmic VPP of Dark Magic; Mind Control "Be attracted to me" (Only 
against those who are attracted to women); Transformation 
(Making/Disintergration), Gestures (knotting and braiding hair) 
 
Cronus-	The father of time, abundunce, agriculture, and prosperity.  The 
lesson giver and the ruler of the golden age. 
	Time manipulation powers {...with suggestions I've heard ranging 
from a number of different possibilities and constructs};   
Change Enviornment (Agriculture); Transformation (Young to old, old to 
young; barren fields to prosperous, adundant ones) 
 
  
 
Return-Path: <daemon@omg.org> 
X-Sender: bob.greenwade@klock.com 
Date: Thu, 12 Feb 1998 08:57:55 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: In support of 'Advantage 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 06:38 PM 2/11/1998 -0400, Trevor Barrie wrote: 
>On Sat, 7 Feb 1998, Rook wrote: 
> 
>>     Well, I posted one about a week ago: 
>> Advantaged: 
>>         If no other reasonable method can be found to construct an effect, 
> 
>That right there says that the Advantage will never be used. 
 
   That depends on your definition of "reasonable." 
--- 
Bob's Original Hero Stuff Page!  [Circle of HEROs member] 
   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: Thu, 12 Feb 1998 09:00:52 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: In support of 'Advantaged' 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 11:05 AM 2/10/1998 -0800, Filksinger wrote: 
>On Monday, February 09, 1998 9:07 AM, Bob Greenwade wrote: 
> 
><snip> 
>>Multiple Instances (x2 
>>instances of the same Power [on a Base or Vehicle] or "secondary entities" 
>>[such as Duplicates, Followers, or Summonees] for +5 points 
> 
> 
>Would this allow me to create two Darkness fields for +5 points? It 
>might be worthwhile for similar effects. 
 
   I think I'd put a Magnifying Glass on allowing a regular character to 
take Multiple Instances of a Power.  It wouldn't be grossly unbalancing for 
Darkness or similar Powers (such as Images), but it could easily be for 
other Powers, especially attack and defense Powers. 
--- 
Bob's Original Hero Stuff Page!  [Circle of HEROs member] 
   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: Thu, 12 Feb 1998 09:02:58 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Limited Power, 5th Ed. (long) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 11:12 AM 2/10/1998 -0800, Filksinger wrote: 
>On Monday, February 09, 1998 9:17 AM, Bob Greenwade wrote: 
><snip> 
>>>Multiform 
>>>   All Forms Share END, STUN and BODY: -1/2 
>> 
>>   Personally, I'm of a mind that this should be the default.  (Isn'tit 
>>already?) 
> 
>No. If it was, then killing one duplicate would kill them all. 
 
   How'd we get from Multiform to Duplication all of a sudden? 
 
><snip> 
>>   If a character always has a certain effect with a Mental Power, he pays 
>>a number of points equal to the amount of effect needed.  Thus, Mind Guy in 
>>your example would pay 10 points to always have his targets forget what 
>>happened during the control. 
>>   This is approximately the same as buying 3d6 of extra Mind Control, with 
>>a -1/2 Limitation that it can only be applied to this purpose; in other 
>>words, not too far off the end result you're after. 
> 
> 
>But yours wouldn't cover "Mandatory Mental Effect of EGO +20 (Target 
>will perform actions he is normally against doing)." 
> 
>Or would that be +20 points? 
 
   Yes, that would be +20 points to *always* be able to get the target to 
perform actions he's normally against doing (provided the actual dice at 
least match the target's EGO). 
--- 
Bob's Original Hero Stuff Page!  [Circle of HEROs member] 
   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: Thu, 12 Feb 1998 09:32:52 -0800 
From: Lizard <lizard@mrlizard.com> 
Subject: Re: Changing the Standard in 5th (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 
 
At 06:26 PM 2/11/98 -0400, Trevor Barrie wrote: 
>On Wed, 11 Feb 1998, Lizard wrote: 
> 
 
>> Look. Power is all relative. So if you up the base hero to 400 points, then 
>> Joe Viper Agent will be at 200 points, and Larry The Mugger will be at 100 
>> points. 
> 
>This is a rather bizarre non-sequitur. How does that follow? 
 
Quit simple. Hero Combat slows down rapidly with multiple combatants. So if 
your original adventure called for three VIPER agents to provide a mild 
threat to your 200 point hero, then you do not want to have to make it 5 
for your 300 point hero. So you make the Viper agents more powerful, and so 
on down the line. 
 
 
Return-Path: <daemon@omg.org> 
From: Dave Mattingly <dmattingly@platsoft.com> 
Subject: Re: Champions Mages 
Date: Thu, 12 Feb 1998 09:37:50 -0800 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
>90 Point VPP??? 90 Point VPP??? Great jumping Jehosaphat, man!!  
 
90 gives him enough room to comfortably hold a good attack and defense 
in the pool. When not in combat, it's more than sufficient for other 
uses. For true beginning mages, it could easily be lowered. This mage 
wasn't your typical starting mage, he was an extremely experienced and 
powerful mage who lost his memories. 
 
>Personally, I'm shooting for a 45-60 point VPP for a starting mage,  
>with the limitation "Requires a Skill Roll" on all spells.  
 
It's a different flavor. My mage still has to roll to change spells in 
the pool, but not to cast them. I wanted to place a greater variety on 
his spells' effects -- some require gestures, some only work during the 
day, some have side effects, etc., and some always work.  
 
>I certainly don't see how 'Magic Spells Only' rates a -1/2 limitation. 
>From your list below, you sure don't look limited... 
 
He knows no spells that change his body size, shape, or composition, for 
example. And all spells (he knows around 30) must be written out and 
approved ahead of time. For the same cost, an 80-point pool with no 
limitation would work just fine. 
 
>13 INT  3 
>15 EGO 10 
> 
>Way low for a mage, IMHO. A mage should at least have an EGO equal to 
his 
>DEX, and I'd want a better INT. 
 
Ah, but an underwhelming INT and EGO are part of his shtick, 
representing less than a full grasp on all his memories. In the future, 
once he has a radiation accident and regains his memories, his INT and 
EGO will go up. 
 
Dave Mattingly 
http://www.geocities.com/soho/5953 
 
Return-Path: <daemon@omg.org> 
X-Sender: lizard@dnai.com 
Date: Thu, 12 Feb 1998 09:39:06 -0800 
From: Lizard <lizard@mrlizard.com> 
Subject: Re: Changing the Standard in 5th (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 
 
At 06:25 AM 2/12/98 -0800, Brian Wong wrote: 
 
>> > Look. Power is all relative. So if you up the base hero to 400 points, 
then 
>> > Joe Viper Agent will be at 200 points, and Larry The Mugger will be at 
100 
>> > points. 
> 
>	Not really. 
> 
>	I think as is, Heroic characters are a little too close to Super Heroes 
>in power level. 
 
I agree. But I'd reduce the power levels of Heroic characters. 
 
>	Now as to power level, even that could go up a notch to better simulate 
>comics. As is, the game suffers from the old D&D 1st level PC syndrome. D&D's 
>no longer the standard; so following it no longer makes sense. 
>	I'm not sure what power level would best simulate current comics 
>however. 
> 
Well, a large part of the problem, as someone else has noted, is that 
almost no 'team' comics have characters of equal power levels. I'm a bit 
out of the comics scene at the moment, but consider these somewhat dated 
examples: 
 
Superboy and Bouncing Boy, LSH. 
Robin and Raven, Teen Titans. 
The Atom and Superman, JLA. 
Hawkeye and Thor, Avengers. 
 
Another problem which comes with high power levels is the 'do everything' 
hero. If every hero is strong on offense, strong on defense, strong on 
skills, strong on movement, the team tends to become more look-alike. Lower 
power levels force specialisation and interdependance, especially at first. 
It also gives the characters more room to grow. 
 
Return-Path: <daemon@omg.org> 
From: Curt Hicks <exucurt@exu.ericsson.se> 
Date: Thu, 12 Feb 1998 11:45:35 -0600 (CST) 
Subject: San Angelo:City of Heros 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
Is this out yet ?  Lone Star in Dallas says that they haven't got it from 
their distributor (Chessex). 
 
Curt 
 
Return-Path: <daemon@omg.org> 
From: Brian Wong <rook@shell.infinex.com> 
Subject: Re: 5th Edition: Special effects reduction 
Date: Thu, 12 Feb 1998 09:56:18 -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 
 
> >>   More importantly, how is Detect Invisibility affected by Invisibility to 
> >>Detect? 
> > 
> >I don't allow an overall Invisibility to Detect. To have Invisibility 
> >to Detect, one must buy Invisibility to Detect X, where X is clearly 
> >defined. 
>  
>    So would the needed Power be Detect Invisibility to Detect Invisible, 
> then? 
 
	Well, then we go back to having 
Invisibility to detect 'invisibility to detect invisible'. 
Which of course is detected by... 
 
	And that just starts to get out of hand. 
 
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> 
Subject: Templates - Background Plug-Ins 
Date: Thu, 12 Feb 98 12:58:20 -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 
 
The following is the list of background/profession plug-ins that I have  
been able to come up with. Please give your thoughts as to: 
     A. The length of the list (too long, too short) 
     B. Glaring Omissions 
     C. Unneeded Entries 
     D. Anything else you want to say. 
 
I have broken the full list up into categories, for ease of location.  
Also, I have tried to include modern-day professions only. Some jobs can  
be extrapolated from others, such as basing Herbalist on Pharmacist, just  
changing the Base PS, and primary KS. Professions marked with a * are  
probably overbroad, but should just allow the player to pick a specialty  
by changing the primary KS. 
 
 
Criminal					 
					Prostitute 
					Pimp 
					Burgler 
					Mugger 
					Con Artist 
					Thug 
					Hit Man 
					Mafiosa 
					Enforcer 
					Pusher 
					Stoolie 
					Bookie 
					Runner 
Legal					 
					Security Guard 
					Forensic Technician 
					FBI/CIA/BATF/Customs Agent 
					Judge 
					Cop 
					Private Detective 
					Lawyer* 
					Swat Team Member 
					Forest Ranger 
					U.S. Marshall 
					Politican* 
Military					 
					Enlisted* 
					Officer* 
					Mercenary 
					Specialist* 
					Special Forces (Seal, Ranger, Green Beret, Etc.) 
					General Officer 
Medical					 
					Nurse 
					Orderly 
					Doctor* 
					Veterinarian 
					Dentist 
					Hygenist 
					Masseuse 
					Pharmacist 
					EMT 
					Fireman 
Entertainment					 
					Athlete 
					Actor 
					Singer 
					Dancer 
					Musician 
					Director 
					Reporter 
					Editor 
					Author 
					Photographer 
					Artist 
					Playboy 
					Model 
					Disc Jockey 
Education					 
					Teacher 
					Librarian 
					Researcher 
					Student 
					Curator (museum or gallery) 
					Scientist* 
Manufacturing/Retail/Service					 
					Bartender 
					Chef 
					Clerk 
					Manager 
					Assembler 
					Seamstress 
					Welder 
					Glazier 
					Waiter 
					Inventor 
					Deliveryman/Driver 
					Pilot * 
					Navigator* 
Construction					 
					Carpenter 
					Handyman 
					Plumber 
					Foreman 
					Mechanic* 
					Laborer 
					Miner 
					Demolitions 
					Outdoorsman 
Professional					 
					Real Estate Agent 
					Executive 
					Secretary 
					Computer Programmer 
					Architect 
					Engineer* 
					Stockbroker 
					Accountant 
					Financier 
					Banker 
					Marketer/Advertising 
					Graphic Artist 
					Cartographer 
Mytical					 
					Psychic 
					Mystic/Seer 
					Enchanter* 
					Healer 
					Alchemist 
					Astrologer 
 
David A. Fair         | 
SDS International     |     Think Different 
dfair@sdslink.com     | 
 
Return-Path: <daemon@omg.org> 
Subject: Templates - Background Plug-Ins 
Date: Thu, 12 Feb 98 12:58:55 -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 
 
The following is the list of background/profession plug-ins that I have  
been able to come up with. Please give your thoughts as to: 
     A. The length of the list (too long, too short) 
     B. Glaring Omissions 
     C. Unneeded Entries 
     D. Anything else you want to say. 
 
I have broken the full list up into categories, for ease of location.  
Also, I have tried to include modern-day professions only. Some jobs can  
be extrapolated from others, such as basing Herbalist on Pharmacist, just  
changing the Base PS, and primary KS. Professions marked with a * are  
probably overbroad, but should just allow the player to pick a specialty  
by changing the primary KS. 
 
 
Criminal					 
					Prostitute 
					Pimp 
					Burgler 
					Mugger 
					Con Artist 
					Thug 
					Hit Man 
					Mafiosa 
					Enforcer 
					Pusher 
					Stoolie 
					Bookie 
					Runner 
Legal					 
					Security Guard 
					Forensic Technician 
					FBI/CIA/BATF/Customs Agent 
					Judge 
					Cop 
					Private Detective 
					Lawyer* 
					Swat Team Member 
					Forest Ranger 
					U.S. Marshall 
					Politican* 
Military					 
					Enlisted* 
					Officer* 
					Mercenary 
					Specialist* 
					Special Forces (Seal, Ranger, Green Beret, Etc.) 
					General Officer 
Medical					 
					Nurse 
					Orderly 
					Doctor* 
					Veterinarian 
					Dentist 
					Hygenist 
					Masseuse 
					Pharmacist 
					EMT 
					Fireman 
Entertainment					 
					Athlete 
					Actor 
					Singer 
					Dancer 
					Musician 
					Director 
					Reporter 
					Editor 
					Author 
					Photographer 
					Artist 
					Playboy 
					Model 
					Disc Jockey 
Education					 
					Teacher 
					Librarian 
					Researcher 
					Student 
					Curator (museum or gallery) 
					Scientist* 
Manufacturing/Retail/Service					 
					Bartender 
					Chef 
					Clerk 
					Manager 
					Assembler 
					Seamstress 
					Welder 
					Glazier 
					Waiter 
					Inventor 
					Deliveryman/Driver 
					Pilot * 
					Navigator* 
Construction					 
					Carpenter 
					Handyman 
					Plumber 
					Foreman 
					Mechanic* 
					Laborer 
					Miner 
					Demolitions 
					Outdoorsman 
Professional					 
					Real Estate Agent 
					Executive 
					Secretary 
					Computer Programmer 
					Architect 
					Engineer* 
					Stockbroker 
					Accountant 
					Financier 
					Banker 
					Marketer/Advertising 
					Graphic Artist 
					Cartographer 
Mytical					 
					Psychic 
					Mystic/Seer 
					Enchanter* 
					Healer 
					Alchemist 
					Astrologer 
 
David A. Fair         | 
SDS International     |     Think Different 
dfair@sdslink.com     | 
 
Return-Path: <daemon@omg.org> 
From: Miq Millman <miq@teleport.com> 
Subject: Re: Changing the Standard in 5th (Re: Templates Discussion) 
Date: Thu, 12 Feb 1998 10:03:45 -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 
 
Lizard says: 
>  
> At 06:26 PM 2/11/98 -0400, Trevor Barrie wrote: 
> >On Wed, 11 Feb 1998, Lizard wrote: 
> > 
>  
> >> Look. Power is all relative. So if you up the base hero to 400 points, then 
> >> Joe Viper Agent will be at 200 points, and Larry The Mugger will be at 100 
> >> points. 
> > 
> >This is a rather bizarre non-sequitur. How does that follow? 
>  
> Quit simple. Hero Combat slows down rapidly with multiple combatants. So if 
> your original adventure called for three VIPER agents to provide a mild 
> threat to your 200 point hero, then you do not want to have to make it 5 
> for your 300 point hero. So you make the Viper agents more powerful, and so 
> on down the line. 
 
By this statement, you clearly don't understand the concept of playing 
highter powered campaigns.   If my hero Thrug is a 100 str brick with 40+ 
defenses and built on 100+175+100 experience, agents are not a threat to 
him, he worries about the master behind the scenes, not the cannon fodder. 
 
You have to run a different campaign at higher levels, its not simply "more 
dice to toss around". 
 
I know this works, I've played a character in possibly the highest level 
champions campaign I've certianly ever heard about, and it lasted a long 
time (7 or 8 years) at the 20d+ level.  It was not simply a dice rolling 
scene.  I've also run many games at high power levels.    
 
--  
__ 
Miq Millman   miq@teleport.com   
Tualatin, OR 
 
Return-Path: <daemon@omg.org> 
From: Brian Wong <rook@shell.infinex.com> 
Subject: Re: Changing the Standard in 5th (Re: Templates Discussion) 
Date: Thu, 12 Feb 1998 10:44:16 -0800 (PST) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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>>>> Look. Power is all relative. So if you up the base hero to 400 points, 
>>>> then Joe Viper Agent will be at 200 points, and Larry The Mugger will 
>>>> be at 100 points. 
>> 
>>	Not really. 
>> 
>>	I think as is, Heroic characters are a little too close to Super Heroes 
>>in power level. 
>  
> I agree. But I'd reduce the power levels of Heroic characters. 
> 
	I'd disagree. I've played in 50+50 games under 4th edition. While 
that setting worked in 3rd and before when the skill list was smaller, and 
there were no perks or talents to consider; it can't handle the expanded 
4th edition. 
	We had a problem of having very cardboard characters who had little 
detail to them, and had very similar stats across the group. 
	75+75 gives enough to delve completely into stats and / or skills. 
I can build a wide variety of character types on it. The less points you 
have, the less choices you have, the more alike all the characters are, the 
more 2d the game becomes. 
	75+75 is in my opinion, the only one of Hero's various power level 
settings that works perfectly. It allows a very wide spectrum of abilities. 
It gives me access to a list of options limited only by genre. No two 
PC's are forced into the same path in design. 
 
>>	Now as to power level, even that could go up a notch to better simulate 
>>comics. As is, the game suffers from the old D&D 1st level PC syndrome. D&D's 
>>no longer the standard; so following it no longer makes sense. 
>>	I'm not sure what power level would best simulate current comics 
>>however. 
>> 
> Well, a large part of the problem, as someone else has noted, is that 
> almost no 'team' comics have characters of equal power levels. I'm a bit 
> out of the comics scene at the moment, but consider these somewhat dated 
> examples: 
> 
	This problem is not so severe in modern comics. 
Look at 
 
Gen13 
Generation X 
Stormwatch 
WildC.A.T.S. 
Cyberforce 
YoungBlood 
TeenTitans (new one, minus Nightwing, the rest are equiv) 
New Mutants 
Thunderbolts 
JLA (the new one, if memory serves, it lacks batman and superman, the two 
	major imbalancers, but does have green lantern) 
 
> Superboy and Bouncing Boy, LSH. 
> Robin and Raven, Teen Titans. 
> The Atom and Superman, JLA. 
> Hawkeye and Thor, Avengers. 
> 
	Only one of these that is still an issue is the last one. 
  
> Another problem which comes with high power levels is the 'do everything' 
> hero. If every hero is strong on offense, strong on defense, strong on 
> skills, strong on movement, the team tends to become more look-alike. Lower 
> power levels force specialisation and interdependance, especially at first. 
> It also gives the characters more room to grow. 
 
	I've noticed the exact opposite. 
	When you're lower power, everybody takes the same basic stuff needed 
to get by, then runs out of points before they can go much into development. 
 
	At higher point totals you can get very diverse in what abilities 
you can choose from. The power and skill lists are very long, so you only 
get stuck copying each other when the points get absurdly high and you 
start running low on ideas. 
	Higher point totals allow for a wider set of options. There 
are numerous concepts that take large point investments to be feasable. With 
enough points they can be done and still balance in power level wise with the 
rest of the crowd. On lower point they either can't be done, or cripple a 
character if done. 
	On the other hand, the few concepts that fit lower point totals still 
work at higher totals, they just have more room to delve into background, 
or expand out the concept. 
	I would say the breakdown needs to be more like: 
 
Golden Age: 250 
Silver Age: 300-600+ 
Modern:	300-350 
 
	The current system actually does fit the rather bland characters of 
the golden age. Though I notice that Golden Age of Champions had an average 
above 250... 
 
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, 12 Feb 1998 10:45:40 -0800 
From: RGSchwerdtfeger@directv.com (Richard G Schwerdtfeger) 
Subject: Re: Templates - Background Plug-Ins 
Content-Description: cc:Mail note part 
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To: champ-l@omg.org 
 
David Fair wrote: 
>A. The length of the list (too long, too short)  
 
Way, way too long. The Plug-ins don't need to be anywhere near as specific 
as you have them. Pretty much any entertainer can be called an Entertainer, 
for instance, just changing the PS from Actor to Dancer. 
 
>C. Unneeded Entries 
 
Financier, Banker and Stockbroker? Again, these can easily be folded into 
one plug-in. 
 
>D. Anything else you want to say. 
 
We really don't need over 100 different background plug-ins. There are 
some backgrounds that are definitely needed, like Reporter (Superman), 
Doctor (Thor and Dr. Strange), and Businessman (Iron Man and Batman). 
I would guess that there should be 20-30 of these packages, covering 
all of the major background groups. This could easily cover the more 
popular backgrounds, and if a player wanted something off of the list, 
they could compare what they wanted to a similar plug-in. 
 
Richard 
 
Return-Path: <daemon@omg.org> 
From: Dave Mattingly <dmattingly@platsoft.com> 
Subject: Re: Templates - Background Plug-Ins 
Date: Thu, 12 Feb 1998 10:49:32 -0800 
Errors-To: owner-champ-l@omg.org 
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I have a number of these already scoped out, at 
http://www.geocities.com/area51/cavern/1905/haym16.html. Only about 1/3 
are on-line yet, but by the end of next week, they should all be 
uploaded.  
 
These packages are uploaded now: 
 
Actor 
Salesman 
Schoolteacher 
Explorer 
Politician 
Archaeologist 
Artist 
Athlete 
Gymnast 
Martial Artist 
Programmer 
Linguist 
Detective 
Scientist 
Mercenary 
Urban Commando 
Kid 
Sporting Goods Store Manager 
Starship Engineer 
Security Guy 
Psychologist 
Businessman 
Paramedic 
Locksmith 
 
These packages soon will be uploaded: 
 
Standup Comedian 
Professional Wrestler 
Paranormal Investigator 
Doctor 
Codebreaker 
Secretary 
Newsroom Reporter 
Lawyer 
Investigative Reporter 
Supers Reporter 
Musician/Dancer 
Engineering Student 
Cab Driver 
Jack of All Trades 
Diplomat 
Inventor 
Pilot 
Mechanic 
Patrol Policeman 
Undercover Policeman 
Lab Tech Policeman 
Con Man 
Thief 
Soldier 
Rescue Worker 
Celebrity 
Spy 
Gambler 
Stage Magician 
Smuggler 
Fantasy Knight 
Fantasy Thief 
Fantasy Wizard 
Fantasy Cleric 
Fantasy Barbarian 
Criminal Mastermind 
Leader 
Cultist 
Gunslinger 
Craftsman 
Holy Man / Guru 
Gangster 
 
 
Dave Mattingly 
http://www.geocities.com/area51/cavern/1905/pwrpnt.html 
 
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From: Brian Wong <rook@shell.infinex.com> 
Subject: Re: San Angelo:City of Heros 
Date: Thu, 12 Feb 1998 11:01:43 -0800 (PST) 
Errors-To: owner-champ-l@omg.org 
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To: champ-l@omg.org 
 
>  
>  
> Is this out yet ?  Lone Star in Dallas says that they haven't got it from 
> their distributor (Chessex). 
> 
Don't think it is. 
Let's check the website... 
 
This from their page: 
   San Angelo: City of Heroes, the flagship book in our new campaign 
   series for Champions 4th Edition, is in layouts! You can download the 
   first two chapters and see what all the excitement is about. 
 
   Unfortunately, additional delays in the production have pushed the 
   release back to March, '98, but it's shaping up to be one heck of a  
   great book, and it's just the first in a series of Champions 
   supplements we have planned, so stay tuned! 
 
   Call your retailer or distributor and put in your order today, because 
   this one is going to sell quickly! Watch for our San Angelo ads in  
   Shadis, the Games Quarterly Catalog, Comics Retailer and Kurt 
   Busiek's Astro City! 
 
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: Template point breakdowns 
Date: Thu, 12 Feb 1998 11:04:56 -0800 (PST) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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To: champ-l@omg.org 
 
Speaking of Templates, where are we going to do the point's breakdowns? 
 
	All we have as a fact is that the average BBB character has 
stats of 120-130 or so points. 
 
	I sent off an A through G list of suggestions. Anyone like any of 
those or have a counter suggestion? 
 
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: Body from Ego Attacks 
Date: Thu, 12 Feb 1998 11:09:12 -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 STUN damage from Flash attacks would be a Susceptibility (check 
> >> 
> >>   Okay... So how do I get the number of dice in the Susceptibility to 
> >>always match the number of dice in the attack? 
> > 
> >Make the susc. like this: 
> > 
> >Susceptability: Takes 1d6 STUN per 1d6  (Visual) Flash Used against him 
> > 
> >This is probably Uncommon (5 Points), and the damage would be assessed  
> >only on the characters phases (again, probably) for a total of 15 points. 
>  
>    1. Visual Flashes are Uncommon in your campaign?  I call them Common, 
> and if each *die* is counted as an occurrence, it's probably Very Common. 
>    2. The effect is Instant.  This is worth +0 points, not +10. 
>    3. Most relevently, there is no "damage per die" option in 
> Susceptibility.  Only Vulnerability gives problems proportional to the 
> effect. 
 
	Exactly. 
It could be done by getting a X2 vuln to flash, with a house ruling that 
the second multiple goes after your stun/body stat. Heck, I'm of half a mind to 
suggest such an option for 5th 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> 
Date: Thu, 12 Feb 1998 11:56:03 -0800 
From: RGSchwerdtfeger@directv.com (Richard G Schwerdtfeger) 
Subject: Re: Template point breakdowns 
Content-Description: cc:Mail note part 
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Rook wrote: 
 
>Speaking of Templates, where are we going to do the point's breakdowns? 
 
>All we have as a fact is that the average BBB character has 
>stats of 120-130 or so points. 
 
I feel that the Stat Base should show the minimum stats that the character  
would have, rather than the average. The Strong archetype should have a 35-40 
strength, and then most of the Brick-type plug-ins (Giant, Body of X, 
Battlesuit, etc.) would give an additional 15-20 strength. Same with  
the Athletic (possibly renamed Quick?) archetype and DEX/Speed: a base of  
18-20 and 4, and plug-in bonuses of +6-10 and +2.  
 
This way we don't have to worry about negative modifiers to the base 
stats (which would be a big no-no, IMHO). We can also build the archetypes 
on less points.  
 
My suggestions (without having calculated the bases) for point breakdows  
would be: 
 
Archetype       Strong/Quick            Thinker/Average  
Stat Base       130                     100 
Minor           30                      30               
Major           60                      60       
Augmented       90                      90 
Background      15                      15 
Customizable    15                      15 
 
The Strong/Quick archetypes could have 3 minor, 1 major+1 minor, or 
one augmented. The Thinker/Average could have 4 minor, 2 major, 1 major+ 
2 minor, or 1 augmented+1 minor. 
 
How does this sound? 
 
Richard 
 
Return-Path: <daemon@omg.org> 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: 5th Edition: Special effects reduction 
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>>>>> "BG" == Bob Greenwade <bob.greenwade@klock.com> writes: 
 
>> Except that it cannot exist as a game mechanic because there is no 
>> "touch" sense group. 
 
BG>    Do you know this for certain? 
 
Yes.  There is no touch sense group in my copies of the BBB, HSR, or 
Champions Deluxe.  It might exist in a future edition, but it does not 
exist right now. 
 
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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: 5th Edition: Special effects reduction 
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>>>>> "TRG" == Tim R Gilberg <trgilber@hilltop.ic.edu> writes: 
 
TRG> 	Invisibility to the Unusual Senses Group was disallowed as of 
TRG> HSA2.  It will probably be the same in 5th edition.  It was in Steve 
TRG> Peterson's article, IIRC. 
 
While for the most part I disagree with the HSAs, this makes a hell of a 
lot of sense -- and eliminates the problem under discussion. 
 
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Reply-To: "Filksinger" <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
Subject: Re: Limited Power, 5th Ed. (long) 
Date: Thu, 12 Feb 1998 12:48:11 -0800 
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On Thursday, February 12, 1998 8:24 AM, Bob Greenwade wrote: 
 
 
>At 11:12 AM 2/10/1998 -0800, Filksinger wrote: 
>>On Monday, February 09, 1998 9:17 AM, Bob Greenwade wrote: 
>><snip> 
>>>>Multiform 
>>>>   All Forms Share END, STUN and BODY: -1/2 
>>> 
>>>   Personally, I'm of a mind that this should be the default. 
(Isn'tit 
>>>already?) 
>> 
>>No. If it was, then killing one duplicate would kill them all. 
> 
>   How'd we get from Multiform to Duplication all of a sudden? 
 
Sorry. The same effect was recommended for Duplication in the original 
post, and I got them confused. It is already the default for 
Multipower, but not for Duplication. 
 
Filksinger 
 
Return-Path: <daemon@omg.org> 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: Champions Mages 
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>>>>> "JaRP" == John and Ron Prins <jprins@interhop.net> writes: 
 
JaRP> True, but a 'properly' done mage will likely know several languages, 
JaRP> not to mention several highly _relevant_ knowledge skills. [...] 
 
Again, I say that you are building the character "wrong".  You are 
attempting to build an experienced character on a point base intended for 
supers that are just starting their superheroic careers. 
 
Start with around 75 points in characteristics, and another 75-100 for a 
power framework of some sort, either a Multipower or VPP.  In a 250-point 
campaign you have 75-100 left with which to buy most of the niggling little 
things that every mage should have that do not fit in the framework.  And 
remember to apply the "only vs. magical effects" limitation when 
appropriate. 
 
Yes, he is not going to be as potent or diverse as an experienced 
character.  He is *NOT* an experienced character. 
 
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Reply-To: "Filksinger" <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
Subject: Re: Templates - Background Plug-Ins 
Date: Thu, 12 Feb 1998 12:54:26 -0800 
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On Thursday, February 12, 1998 9:15 AM, David Fair wrote: 
 
 
>The following is the list of background/profession plug-ins that I 
have 
>been able to come up with. Please give your thoughts as to: 
>     A. The length of the list (too long, too short) 
>     B. Glaring Omissions 
>     C. Unneeded Entries 
>     D. Anything else you want to say. 
 
 
Only thing that leaps out at me is computer professionals who aren't 
programmers. Network Administrator should certainly be a form that 
requires an entire package, if help-desk-type-technical support 
doesn't. 
 
Maybe computer programmer should have several options, and be turned 
into Computer Professional. 
 
Filksinger 
 
Return-Path: <daemon@omg.org> 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: Champions Mages 
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>>>>> "DM" == Dave Mattingly <dmattingly@platsoft.com> writes: 
 
>> 90 Point VPP??? 90 Point VPP??? Great jumping Jehosaphat, man!!  
 
DM> 90 gives him enough room to comfortably hold a good attack and defense 
DM> in the pool. 
 
You can do that in a 60-75 point pool.  Remember, as far as VPPs are 
concerned, the sum of the real cost of all the powers in the pool must fit 
within the pool.  With a 60-point pool and a total of -1 in limitations, 
one can fit two 60 active point powers, a 12D6 EB and a 30PD/30ED Force 
Field, for instance. 
 
I would recomend reducing the size of the pool and spending those points on 
something more useful, like an Endurance Reserve for the spells in the 
pool. 
 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: Changing the Standard in 5th (Re: Templates Discussion) 
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>>>>> "TB" == Trevor Barrie <tbarrie@ibm.net> writes: 
 
TB> On Wed, 11 Feb 1998, Sam Bell wrote: 
>> "250 points is a great level for Silver and Golden Age campaigns."??? 
 
TB> Take out the Silver Age part and he's right. Have you read the 
TB> description of Superman's abilities from his first appearance? 
 
"Faster than a speeding bullet" (he could run fast).  "More powerful than a 
locomotive" (really strong, too).  "Able to leap tall buildings in a single 
bound" (and lots of superleap).  Add a reasonable ammount of resistant 
defenses to stop bullets and such. 
 
In short, Superman is a fairly generic brick. 
 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: Detect Invisiblity 
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To: champ-l@omg.org 
 
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>>>>> "DPL" == Darien Phoenix Lynx <chip@owlnet.rice.edu> writes: 
 
>> Detects are not "defenses", they are "attacks" inasmuch as they attempt 
>> to find something.  See my just posted message on this. 
 
DPL> Let's get something straight... 
 
Yes, let us do so. 
 
When one encloses a word in quotation marks, it is an indication that he is 
deliberately misusing that word. 
 
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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: Thu, 12 Feb 1998 16:06:01 -0500 (EST) 
From: Michael Surbrook <susano@access.digex.net> 
cc: champ-l@omg.org 
Subject: Re: Changing the Standard in 5th (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 12 Feb 1998, Stainless Steel Rat wrote: 
 
> TB> On Wed, 11 Feb 1998, Sam Bell wrote: 
> >> "250 points is a great level for Silver and Golden Age campaigns."??? 
>  
> TB> Take out the Silver Age part and he's right. Have you read the 
> TB> description of Superman's abilities from his first appearance? 
>  
> "Faster than a speeding bullet" (he could run fast).  "More powerful than a 
> locomotive" (really strong, too).  "Able to leap tall buildings in a single 
> bound" (and lots of superleap).  Add a reasonable ammount of resistant 
> defenses to stop bullets and such. 
>  
> In short, Superman is a fairly generic brick. 
 
Actually rat, what you have there came later.  Here is Supe's powers in 
his intial appearence: 
 
Leap an 1/8th of a mile, hurdle a 20 story building, run faster than a 
train, lift great weights and only a 'bursting shell' can penetrate his 
skin...  
 
A pretty typical 250 point brick.  Especially if you consider his DEX to 
be around 15 to 18 and his Speed to be 4.  He didn't have a super high INT 
or PRE either. 
 
*************************************************************************** 
* "'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: Thu, 12 Feb 1998 13:19:03 -0800 
From: RGSchwerdtfeger@directv.com (Richard G Schwerdtfeger) 
Subject: Re: 5th Edition: Special effects reduction 
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Rat wrote: 
 
>>>>> "TRG" == Tim R Gilberg <trgilber@hilltop.ic.edu> writes: 
>TRG>    Invisibility to the Unusual Senses Group was disallowed as of  
>TRG> HSA2.  It will probably be the same in 5th edition.  It was in Steve  
>TRG> Peterson's article, IIRC. 
 
>While for the most part I disagree with the HSAs, this makes a hell of a lot of 
>sense -- and eliminates the problem under discussion. 
 
It should probably have a magnifying glass or stop sign, rather than 
being disallowed completely.  
 
I can see Invisibility to Detect Magic coming in very handy as a  
sort of "Aura of No Magic" spell, used to disguise the fact that 
something is, in fact, magical.  
 
Richard 
 
Return-Path: <daemon@omg.org> 
Date: Thu, 12 Feb 1998 13:37:38 -0800 (PST) 
From: Anthony Jackson <ajackson@iii.com> 
Reply-To: Anthony Jackson <ajackson@iii.com> 
Subject: Re: 5th Edition: Special effects reduction 
Cc: champ-l@omg.org 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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To: champ-l@omg.org 
 
Richard G Schwerdtfeger writes: 
>  
> It should probably have a magnifying glass or stop sign, rather than 
> being disallowed completely.  
>  
> I can see Invisibility to Detect Magic coming in very handy as a  
> sort of "Aura of No Magic" spell, used to disguise the fact that 
> something is, in fact, magical.  
 
Nothing was said to disallow invisibility to _specific_ things in the unusual 
sense group -- just to being invisible to the _entire_ unusual sense group. 
 
Return-Path: <daemon@omg.org> 
From: Brian Wong <rook@shell.infinex.com> 
Subject: Re: Template point breakdowns 
Date: Thu, 12 Feb 1998 14:37:14 -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 
 
>  
> Rook wrote: 
>  
> >Speaking of Templates, where are we going to do the point's breakdowns? 
>  
> >All we have as a fact is that the average BBB character has 
> >stats of 120-130 or so points. 
>  
> My suggestions (without having calculated the bases) for point breakdows  
> would be: 
>  
> Archetype       Strong/Quick            Thinker/Average  
> Stat Base       130                     100 
> Minor           30                      30               
> Major           60                      60       
> Augmented       90                      90 
> Background      15                      15 
> Customizable    15                      15 
> 
	Only problem here is that the stat bases need to have a universal cost. 
 
 
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, 12 Feb 1998 14:46:59 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: 5th Edition: Special effects reduction 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 09:56 AM 2/12/1998 -0800, Brian Wong wrote: 
>> >>   More importantly, how is Detect Invisibility affected by 
Invisibility to 
>> >>Detect? 
>> > 
>> >I don't allow an overall Invisibility to Detect. To have Invisibility 
>> >to Detect, one must buy Invisibility to Detect X, where X is clearly 
>> >defined. 
>>  
>>    So would the needed Power be Detect Invisibility to Detect Invisible, 
>> then? 
> 
> Well, then we go back to having 
>Invisibility to detect 'invisibility to detect invisible'. 
>Which of course is detected by... 
> 
> And that just starts to get out of hand. 
 
    Ah, Brian becomes the first to make his Detect Stupidity PER Roll!  ;-] 
--- 
Bob's Original Hero Stuff Page!  [Circle of HEROs member] 
   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: Thu, 12 Feb 1998 14:47:54 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: 5th Edition: Special effects reduction 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 03:36 PM 2/12/1998 -0500, Stainless Steel Rat wrote: 
>>>>>> "BG" == Bob Greenwade <bob.greenwade@klock.com> writes: 
> 
>>> Except that it cannot exist as a game mechanic because there is no 
>>> "touch" sense group. 
> 
>BG>    Do you know this for certain? 
> 
>Yes.  There is no touch sense group in my copies of the BBB, HSR, or 
>Champions Deluxe.  It might exist in a future edition, but it does not 
>exist right now. 
 
   Uh...  Rat?  Take a second look at the subject header that this topic 
has been discussed under. 
--- 
Bob's Original Hero Stuff Page!  [Circle of HEROs member] 
   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: Thu, 12 Feb 1998 14:54:08 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Body from Ego Attacks 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 11:09 AM 2/12/1998 -0800, Brian Wong wrote: 
>> >>>The STUN damage from Flash attacks would be a Susceptibility (check 
>> >> 
>> >>   Okay... So how do I get the number of dice in the Susceptibility to 
>> >>always match the number of dice in the attack? 
>> > 
>> >Make the susc. like this: 
>> > 
>> >Susceptability: Takes 1d6 STUN per 1d6  (Visual) Flash Used against him 
>> > 
>> >This is probably Uncommon (5 Points), and the damage would be assessed  
>> >only on the characters phases (again, probably) for a total of 15 points. 
>>  
>>    1. Visual Flashes are Uncommon in your campaign?  I call them Common, 
>> and if each *die* is counted as an occurrence, it's probably Very Common. 
>>    2. The effect is Instant.  This is worth +0 points, not +10. 
>>    3. Most relevently, there is no "damage per die" option in 
>> Susceptibility.  Only Vulnerability gives problems proportional to the 
>> effect. 
> 
> Exactly. 
>It could be done by getting a X2 vuln to flash, with a house ruling that 
>the second multiple goes after your stun/body stat. Heck, I'm of half a 
mind to 
>suggest such an option for 5th edition. 
 
   I already have in several sources (on the List just now, with Steve Long 
lurking; in the mansucript for TUSV; and on my questionnaire). 
--- 
Bob's Original Hero Stuff Page!  [Circle of HEROs member] 
   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: Thu, 12 Feb 1998 14:59:25 -0800 
From: RGSchwerdtfeger@directv.com (Richard G Schwerdtfeger) 
Subject: Re: Template point breakdowns 
Cc: champ-l@omg.org 
Content-Description: cc:Mail note part 
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Rook wrote: 
>I wrote: 
>> Archetype       Strong/Quick            Thinker/Average  
>> Stat Base       130                     100 
>> Minor           30                      30               
>> Major           60                      60       
>> Augmented       90                      90  
>> Background      15                      15  
>> Customizable    15                      15  
 
>Only problem here is that the stat bases need to have a universal cost. 
 
Why? 
 
I was under the impression that some people's problem with this 
system is that some characters are inherently more stat-heavy 
than others (i.e. Bricks vs. Mentalists). Instead of either cutting 
down some stat bases, or inordinately pumping up others, why not 
have two different price breaks? 
 
This way, Strong or Quick archetype characters get 130 points of  
stats, 90 points of power plug-ins, 15 in background and 15 extra. 
Thinker or Average archetype characters get 100 points of stats,  
120 points of power plug-ins, 15 in background and 15 extra. 
 
On the other hand, if you can build minimum stat bases for all 
four archetypes for 100 points, then by all means, go ahead. 
But don't forget...you can always make a "Quickness" 30 point  
plug-in of +5 DEX and +1 Speed (or whatever). We don't have to  
have all of the stat bases having a 20 DEX and a 6 Speed, and  
IMO, none of them should. This system should make it possible 
to play anywhere on the DEX/Speed scale that the GM wants. I 
have always preferred lower scores, because that way I have points 
for all those other things that the characters need, rather than 
having so many points tied up in Speed.  
 
 
Like I said in my previous message, I have not done the homework to  
build stat frameworks to base my ideas on, and I probably won't. But I 
would like to see this project get done.  
 
Richard 
 
Return-Path: <daemon@omg.org> 
Date: Thu, 12 Feb 1998 18:39:04 -0500 (EST) 
X-Sender: jprins@interhop.net 
From: jprins@interhop.net (John and Ron Prins) 
Subject: Re: Champions Mages 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
>>Big deal. 'Written out and approved' is a standard GM requirement for 
>>VPP players to avoid arguments and time consuming math.  
> 
>Good arguments. All I know is that my GM (Mike Nunn at the time) 
>approved it in the game he ran. 
 
Ah. Well, whatever you can get away with, I guess ^_^. 
 
>We could go on about this (which I wouldn't mind), but it seems that 
>we've agreed that a supermage can be done on 250. In your case, you'd 
>take some of the VPP cost and put it towards INT, EGO, and some more 
>skills. 
 
Oh, it can be done, but just never to my complete satisfaction. I can build 
satisfactory Bricks, Energy Projectors, Speedsters, Teleporters, Gadgeteers, 
etc. ad nauseum on 250 (hey, I can even build a Time Manipulator on 250, 
remember that thread, anyone?), but satisfaction eludes me with Mages and 
Telepaths at that level. It's a wee bit frustrating, as that extra 25-50 
points would do the trick sooo well. Part of the problem is that mages need 
decent stats in several attributes that you can't ignore: DEX, EGO, INT and 
PRE. And there's more than a few powers you simply can't fit into a VPP 
(Pow/Mental Defense, Sense Magic, etc). It's the scholarly stuff that really 
gets me, I suppose. The 'essential' knowledge skills and languages eat up 
more than a few points. 
 
----------------------------------------------------------------------------- 
"Pull order out from chaos? I do that twice a week..." 
----------------------------------------------------------------------------- 
John D. Prins 
jprins@interhop.net 
 
Return-Path: <daemon@omg.org> 
From: "Ron Abitz" <ronald@centraltx.net> 
Subject: Re: I can't see your face. 
Date: Thu, 12 Feb 1998 18:02:12 -0600 
X-MSMail-Priority: Normal 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
 
---------- 
> From: Brian Wong <rook@shell.infinex.com> 
 
> > 	Now, the why of the first band. 
> > 	Justice is to be served, and the unjust must be punished, 
> > regardless of who they are, regardless of what station they hold in 
> > society, and regardless of what connections they may have with the 
> > punisher of the wrong. 
> > 	The band blocks out a face, dehumanizing the target, making the 
> > personal easier to kill.  It also conceals the identy of the wrong 
doer, 
> > allowing the punisher to kill without hesitation, even though that 
person 
> > in reality could be the punsiher's father, mother, brother, greatest 
love, 
> > etc.  The only thing the punsiher sees is the wrong deed, and the 
target 
> > to be killed. 
> > 	In other words, the only discriminatory sense the punisher has is 
> > the Detect Injustice sense...  and for her job, that's all that 
matters. 
> > 
> 	The one band could simply be phys: blind, IAF. 
> 	Meaning take a phys lim that majorly impares, some of the time. 
>  
> 	Then one band gives regen, and the last Detect injustice, discrim, 
> 	sense, ranged. 
>  
I whould just give the detect the limitation when used all people 
look/sound the same. -1 lim? 
 
            Ron Abitz 
 
Return-Path: <daemon@omg.org> 
Reply-To: "Filksinger" <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
Subject: Re: 5th Edition: Special effects reduction 
Date: Thu, 12 Feb 1998 16:12:01 -0800 
X-MSMail-Priority: Normal 
X-MimeOLE: Produced By Microsoft MimeOLE V4.72.2106.4 
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To: champ-l@omg.org 
 
On Thursday, February 12, 1998 12:49 PM, Richard G Schwerdtfeger 
wrote: 
 
>Rat wrote: 
> 
>>>>>> "TRG" == Tim R Gilberg <trgilber@hilltop.ic.edu> writes: 
>>TRG>    Invisibility to the Unusual Senses Group was disallowed as 
of 
>>TRG> HSA2.  It will probably be the same in 5th edition.  It was in 
Steve 
>>TRG> Peterson's article, IIRC. 
> 
>>While for the most part I disagree with the HSAs, this makes a hell 
of a lot of 
>>sense -- and eliminates the problem under discussion. 
> 
>It should probably have a magnifying glass or stop sign, rather than 
>being disallowed completely. 
> 
>I can see Invisibility to Detect Magic coming in very handy as a 
>sort of "Aura of No Magic" spell, used to disguise the fact that 
>something is, in fact, magical. 
 
I'd require this to be Images, only to create an image of nothing 
there. 
 
This allows for a lot of possibilities: 
 
"My suppression field will mask the energy signature, making it 
impossible to detect.", followed by, "There! See, I told you something 
was there. It was just masked." 
 
"But there is no magic here, master." "Look more closely, apprentice. 
That is what someone _wants_ you to think." 
 
"I can't find the ship's generator's neutrino signature." "Its 
probably masked. Search this area carefully. We must find them!" 
 
A true Invisibility, or Invisible Power Effects, shouldn't be perfect. 
A sufficiently advanced searcher (whether mystical, technological, or 
other) should be able to overcome it. 
 
Filksinger 
 
Return-Path: <daemon@omg.org> 
Date: Thu, 12 Feb 1998 16:17:34 -0800 (PST) 
From: Anthony Jackson <ajackson@iii.com> 
Reply-To: Anthony Jackson <ajackson@iii.com> 
Subject: Re: Templates - Background Plug-Ins 
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: 
  
> Only thing that leaps out at me is computer professionals who aren't 
> programmers. Network Administrator should certainly be a form that 
> requires an entire package, if help-desk-type-technical support 
> doesn't. 
>  
> Maybe computer programmer should have several options, and be turned 
> into Computer Professional. 
 
Within the context of comic-book level of detail, there is no difference. 
 
Return-Path: <daemon@omg.org> 
Date: Thu, 12 Feb 1998 16:59:18 -0800 
From: RGSchwerdtfeger@directv.com (Richard G Schwerdtfeger) 
Subject: Re: Templates - Background Plug-Ins 
Content-Description: cc:Mail note part 
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Anthony wrote, responding to Filksinger: 
 
>Within the context of comic-book level of detail, there is no difference. 
 
This is something that we really need to remember when we are making 
up these lists of comic-book professions. Not every job deserves a 
separate background package. To take some examples from David's list, 
does there really need to be game-based differences between a Dentist 
and a Hygienist? A Hitman and an Enforcer? A Carpenter, a Handyman, a 
Foreman and a Laborer? Or, like I mentioned in another post, a Banker, 
a Financier, and a Stockbroker? 
 
Pointwise and comic-book genre-wise, does it really matter?  
 
Richard 
  
 
Return-Path: <daemon@omg.org> 
Date: Thu, 12 Feb 1998 19:00:01 -0600 
From: Donald Tsang <tsang@sedl.org> 
Cc: 5th@sedl.org, Edition:@id.sedl.org, effects@sedl.org, Re:@id.sedl.org, 
        reduction@sedl.org, Special@sedl.org 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
Richard G Schwerdtfeger wrote: 
>Rat wrote: 
> 
>>>>>> "TRG" == Tim R Gilberg <trgilber@hilltop.ic.edu> writes: 
>>TRG>    Invisibility to the Unusual Senses Group was disallowed as of 
>>TRG> HSA2.  It will probably be the same in 5th edition.  It was in Steve 
>>TRG> Peterson's article, IIRC. 
> 
>>While for the most part I disagree with the HSAs, this makes a hell of a 
>>lot of sense -- and eliminates the problem under discussion. 
> 
>It should probably have a magnifying glass or stop sign, rather than 
>being disallowed completely. 
> 
>I can see Invisibility to Detect Magic coming in very handy as a 
>sort of "Aura of No Magic" spell, used to disguise the fact that 
>something is, in fact, magical. 
 
Uhh. 
 
Invisibility to the entire Unusual Senses "Group" isn't allowed, but 
buying the "Magical Sense Group" is most emphatically allowed (you and 
your GM have to decide what constitutes that group, of course).  The 
AD&D non-detection spell would probably work just as well as Darkness 
vs Magical Detection Spells (another reasonable sense group, imo). 
 
  Donald 
 
Return-Path: <daemon@omg.org> 
From: bquinlan@october.com (Bob Quinlan) 
Date: 12 Feb 98 17:45:10 -0800 
Subject: Red October Transfer 
Organization: Fidonet: Red October Alpha * Hero Roleplaying * 408-629-4695 *  
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
The Red October web site and file archive is now available at its new 
address.  Please change your bookmarks to point to 
http://www.mactyre.net/october/ and start using the new site now. 
 
Thanks to the Mactyres for taking up the torch! 
 
  --Bob Q 
 
 
-- 
    bquinlan@october.com 
 
Return-Path: <daemon@omg.org> 
Date: Thu, 12 Feb 1998 18:13:08 -0800 
From: RGSchwerdtfeger@directv.com (Richard G Schwerdtfeger) 
Subject: Re: <no subject> 
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Donald Tsang wrote: 
>Invisibility to the entire Unusual Senses "Group" isn't allowed 
 
Sorry. My bad. Saw the word "group" in the original post, but it 
didn't register as that...I read it as "disallowing Invisibility 
to Unusual Senses". 
 
Again, sorry. 
 
Richard 
 
(PS: I do like the idea of using Images instead of Invisibility 
for the effect I was looking for...Thanks, Filksinger) 
 
Return-Path: <daemon@omg.org> 
Date: Thu, 12 Feb 1998 19:04:03 -0800 
From: Clinton Chard <chud@pioneer.net> 
Subject: Re: Changing the Standard in 5th (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 
 
 
 
Lizard wrote: 
 
> >> Look. Power is all relative. So if you up the base hero to 400 
> points, then 
> >> Joe Viper Agent will be at 200 points, and Larry The Mugger will 
> be at 100 
> >> points. It's like multiplying the score at a pinball game by ten 
> without 
> >> changing gameplay at all. A bumper which once gave 10 points now 
> gives 100, 
> >> then 1000 -- but it's the same relative to your final score. 
> > 
> >       Not necessarily.  What I'm arguing is that at 250 points there is 
> >not enough difference between the Supers and the normals. 
> 
> A 250 point super is more than TEN TIMES as powerful as a 25 point 
> normal, since points aren't linear. The rule I remember is every 50 
> points is a doubling of power, so a 250 point character is 32 times 
> as powerful as a 0 point character. 
> 
 
 I had interpreted the rules to mean every +5 points doubled the power. A 
STR of 10 could lift 100 kg, STR 15 could lift 200 kg, etc...Same with 
growth, density increase... 
 
-- 
"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: Thu, 12 Feb 1998 22:39:26 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: 5th Edition: Special effects reduction 
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X-Status:  
X-Keywords: 
X-UID: 1 
 
 
> >While for the most part I disagree with the HSAs, this makes a hell of a lot of 
> >sense -- and eliminates the problem under discussion. 
> 
> It should probably have a magnifying glass or stop sign, rather than 
> being disallowed completely. 
 
	There is no plausible reason to allow "Invis Vs. Unusual Sense 
Group", Stop Sign or not.  It's not a cohesive enough group to be uder one 
SFX.  On the other hgand, the article talked about allowing other sense 
groups, if they are needed.  For instance, there may be a Thermal or 
Magnetic sense group that one can buy invisibility to and flash against. 
 
 
				-Tim Gilberg 
 
	-"Friends help you move.  Real friends help you move bodies." 
 
Return-Path: <daemon@omg.org> 
Date: Fri, 13 Feb 1998 00:49:58 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Subject: Finds at Winter Wars 
Errors-To: owner-champ-l@omg.org 
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	Well, back from an exciting, if a trifling disapointing Winter 
Wars.  Kudos to Mr. McKinney for a fine convention. 
 
	I was a bit disappointed as to the lack of Hero System games, save 
for a free for all 250pt character combat, something I wasn't quite in the 
mood for.  (I can build a decently Rules-Stretched character, why do I 
need to prove how well I can do it?)  As always, AD&D seemed to have no 
problems getting players, I didn't really care.  (Though it was nice to 
have a full-up Paranoia game I was in Shushed by the AD&Ders) 
 
	Anyway, found some nice items in the cheap bins of one store.  If 
anyone has any comments on these items, let me know.  (Stuff like their 
usefulness, their problems, how convertable, etc.) 
 
	1) School of Hard Knocks- GURPS Supers adventure that I already 
have the Champions conversions for.  $1 
 
	2) GURPS Superscum.  Looked semi-useful.  Anyone have any 
conversions and/or know how to do GURPS -> Hero 4th conversions?  $2 
 
	3) Roadkill -- I'd lost my old copy, so this was a nice cheap 
replacement for a product I refused to spend cover price for a second 
time.	$2 
 
	4) Shadows Over Scotland -- Old Hero System product.  Danger 
International or Justice Inc, I think.  $1 
 
	5) Primus and Demon -- Old edition product in decent condition $2 
 
	6) One other old Espionage! module, can't remember the name.  $1 
 
	7) HSA2.  I've been waiting a while on my own copy of this one. $7 
 
	8) Beat up copy of Fantasy Hero -- time to start converting oodles 
of old AD&D modules.  $10. 
 
	Anyway.  Can anyone help me on the older products and the GURPS 
book? 
 
 
				-Tim Gilberg 
 
	-"Friends help you move.  Real friends help you move bodies." 
 
Return-Path: <daemon@omg.org> 
Date: Fri, 13 Feb 1998 00:53:38 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Subject: TFOS new edition. 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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	A little off-topic, but I finally own a "Fuzion-Powered" product. 
 
	I won a copy of the new printing/edition of Teenagers From Outer 
Space at Winter Wars, and it includes "Fuzion-Powered" on the cover.  The 
rules are exactly the same, heck, the text is almost exactly the same, but 
they added "conversion to Fuzion" notes on one sidebar.  That said, they 
should work OK.  [Evil plotting on getting my Champs 4th characters stuck 
in Ranma-World] 
 
	I do have to say that I think having a strong publisher/game 
company behind our favorite game can only help.  Even though Fuzion 
products have to be converted, the conversions are on the Hero Web Site. 
And visually, these RTG-published products look *great*. 
 
 
				-Tim Gilberg 
 
	-"Friends help you move.  Real friends help you move bodies." 
 
Return-Path: <daemon@omg.org> 
Date: Fri, 13 Feb 1998 02:14:01 -0500 (EST) 
From: THE MAD HARLEQUIN <RAVANOS@jcs1.jcstate.edu> 
Subject: I can't see your face. 
X-VMS-To: IN%"champ-l@omg.org" 
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Justice is blind...  or at least partially. 
An NPC I'm creating has a Foci that blocks out the Discriminatory 
part of most of her senses, so, when she judges people, she does so 
by their actions rather than their relationship to her. 
People, to hear, appear as faceless manequin looking shapes, all gray. 
Any suggestions? 
 
Return-Path: <daemon@omg.org> 
From: Don McKinney <dmckinne@cmi.csc.com> 
Subject: Re: Finds at Winter Wars 
Date: Fri, 13 Feb 1998 1:30:20 CST 
Cc: champ-l@omg.org 
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> 	Well, back from an exciting, if a trifling disapointing Winter 
> Wars.  Kudos to Mr. McKinney for a fine convention. 
 
Thanks, I guess.  Remind me not to have you serve as toastmaster when 
I'm asked to join the Strategist's Club... (like that will ever happen)  
 
> 	I was a bit disappointed as to the lack of Hero System games, save 
> for a free for all 250pt character combat, something I wasn't quite in the 
> mood for.  (I can build a decently Rules-Stretched character, why do I 
> need to prove how well I can do it?)  As always, AD&D seemed to have no 
> problems getting players, I didn't really care.  (Though it was nice to 
> have a full-up Paranoia game I was in Shushed by the AD&Ders) 
 
Well, unfortunately, our convention was haunted by two groups: one, a local 
group of formerly-hard core HERO folks stress testing their "new" RPG 
(since FUZION means HERO is dead, and they'll believe the "rumor" about 
fifth edition when they see it) - that was the "RPM" guys - and if you 
noticed, one half of the RPM folks ran the "Saturday Morning Slugfest", 
which was more successful this year then ever before (last year, we had 
four people in that game, and almost didn't schedule it this year). 
 
The other group, about a year ahead of the RPM guys, were commercial this 
year - Tyger Volant.  Frightingly, an examination of both RPM and Omniquest 
(TY's system) shows a LOT of similiarity, and both also show their HERO 
heritage.  Our convention's previous HERO strengths (Chad Brinkley was  
part of this group six years ago) are totally gone, except for the  
Convention Chairman's personal gaming group (those 12 guys in the purple 
"staff" badges - that's my personal gaming group plus four others). 
 
And, even worse, promised support from Gold Rush Games and R. Talsorian 
never arrived, so I gave away certificates for free entry to next year's 
Winter War instead of the copies of the Omniquest and RPM rules both 
groups offered to use as prizes.  (And the WEG guys actually gave away 
a bunch of Star Wars stuff to the several Traveller games that ran, after 
the Traveller GMs asked me the question in front of their table).  
 
So, other than the games I personally enjoy (SFB, Republic of Rome, 
Empires of the Middle Ages and HERO), the con went great.  In the five 
years I've been Chairman, this is the first year my wife has been able 
to game (she's held together the registration desk), and she won the 
Settlers of Catan tournament (and yes, Mayfair sent gift certificates). 
 
Oh - and Tim - I hope you liked the room on the third floor for RPGs, 
that's where they'll be next year for the entire convention... 
 
 
DonM. 
 
PS: Comments and laments about small convention organizations always 
welcome. 
-- 
========================================================================= 
= Donald E. McKinney, Senior CM Specialist         dmckinne@cmi.csc.com = 
= International Telecommunications Data Systems          (217) 239-8365 = 
= 2109 Fox Drive, Champaign, IL                          (217) 351-8250 = 
= Winter War XXV Convention Chairman, Champaign, IL, February 6-8, 1998 = 
= dmckinne@prairienet.org or winterwar@prairienet.org    (217) 469-9917 =  
========================================================================= 
 
Return-Path: <daemon@omg.org> 
From: Don McKinney <dmckinne@cmi.csc.com> 
Subject: Re: TFOS new edition. 
Date: Fri, 13 Feb 1998 1:33:06 CST 
Cc: champ-l@omg.org 
Errors-To: owner-champ-l@omg.org 
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> 	A little off-topic, but I finally own a "Fuzion-Powered" product. 
>  
> 	I won a copy of the new printing/edition of Teenagers From Outer 
> Space at Winter Wars, and it includes "Fuzion-Powered" on the cover.  The 
> rules are exactly the same, heck, the text is almost exactly the same, but 
> they added "conversion to Fuzion" notes on one sidebar.  That said, they 
> should work OK.  [Evil plotting on getting my Champs 4th characters stuck 
> in Ranma-World] 
 
Oops!  That's right, R. Talsorian did send two copies of the new edition 
of TFOS.  So, I was wrong in my previous response, and I owe R. Talsorian 
a public apology. 
 
> 	I do have to say that I think having a strong publisher/game 
> company behind our favorite game can only help.  Even though Fuzion 
> products have to be converted, the conversions are on the Hero Web Site. 
> And visually, these RTG-published products look *great*. 
 
Um - but when you open up C:TNM, the contents aren't.  I want the  
Champions Universe back.  I want Foxbat.  I want Obsidian. 
 
 
DonM. 
 
-- 
========================================================================= 
= Donald E. McKinney, Senior CM Specialist         dmckinne@cmi.csc.com = 
= International Telecommunications Data Systems          (217) 239-8365 = 
= 2109 Fox Drive, Champaign, IL                          (217) 351-8250 = 
= Winter War XXV Convention Chairman, Champaign, IL, February 6-8, 1998 = 
= dmckinne@prairienet.org or winterwar@prairienet.org    (217) 469-9917 =  
========================================================================= 
 
Return-Path: <daemon@omg.org> 
From: GoldRushG@aol.com 
Date: Fri, 13 Feb 1998 05:24:27 EST 
Subject: Re: Finds at Winter Wars 
Errors-To: owner-champ-l@omg.org 
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<< And, even worse, promised support from Gold Rush Games and R. Talsorian 
never arrived >> 
 
  I have to bite the bullet and take personal responsibility for that screwup. 
We have a number of product earmarked for convention support. Unfortunately I 
ended up with two lists, and the list I had going by didn't have Winter Wars 
on it. I do humbly apologize. I'm almost afraid to ask <G>, but what can we do 
to make up for our failure to deliver as promised? 
 
  Mark @ GRG 
 
Return-Path: <daemon@omg.org> 
From: GoldRushG@aol.com 
Date: Fri, 13 Feb 1998 05:32:05 EST 
Subject: Free Product Program for Retailers! 
Apparently-To: <champ-l@omg.org> 
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GRG ANNOUNCES FREE PRODUCT PROGRAM FOR RETAILERS 
 
February 13, 1998 
 
(Elk Grove, CA) Gold Rush Games announced the implementation of a Free Product 
Program for retailers. Under this new program, retailers who write to Gold 
Rush Games will receive free product. The first such product in the program is 
the Champions Deluxe hardback game book. 
 
"We're very excited to offer this program to retailers," said company 
president Mark Arsenault. "With this program, any retailer who writes to us 
and provides the requisite information will receive one free copy of the 
Champions 4th Edition RPG. They can use this as a give-a-way to a valued 
customer, use it as a prize in a raffle, or offer it for sale." 
 
The new Free Product program is intended to raise awareness of product lines 
manufactured and supported by Gold Rush Games. Through the program, Gold Rush 
Games hopes to stimulate sales of both it's existing products as well as 
upcoming products. There is a one product limit per customer, and supplies are 
limited. 
 
"We're not undercutting the distributor," Mark continued. "Just the opposite. 
But encouraging retailers to try a product, our goal is to increase sales by 
raising awareness of the products we have to offer. We're starting with 
Champions because we want retailers to know that the Hero System is not going 
away. Far from it, in fact!" 
 
Interested retailers should contact Gold Rush Games and include the following 
information: Store name; shipping address; telephone and fax number; Reseller 
or sales permit #; E-mail address (if applicable). Write to: Gold Rush Games, 
PO Box 2531, Elk Grove, CA 95759-2531, or e-mail the info to 
GoldRushG@aol.com. 
 
Return-Path: <daemon@omg.org> 
Date: Fri, 13 Feb 1998 05:00:25 -0800 
From: Captain Spith <cptspith@teleport.com> 
Reply-To: cptspith@teleport.com 
Organization: Satan's Children 
Subject: Re: Champions Mages 
Errors-To: owner-champ-l@omg.org 
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John and Ron Prins wrote: 
 
> >We could go on about this (which I wouldn't mind), but it seems that 
> >we've agreed that a supermage can be done on 250. In your case, you'd 
> >take some of the VPP cost and put it towards INT, EGO, and some more 
> >skills. 
>  
> Oh, it can be done, but just never to my complete satisfaction. I can build 
> satisfactory Bricks, Energy Projectors, Speedsters, Teleporters, Gadgeteers, 
> etc. ad nauseum on 250 (hey, I can even build a Time Manipulator on 250, 
> remember that thread, anyone?), but satisfaction eludes me with Mages and 
> Telepaths at that level. It's a wee bit frustrating, as that extra 25-50 
> points would do the trick sooo well. Part of the problem is that mages need 
> decent stats in several attributes that you can't ignore: DEX, EGO, INT and 
> PRE. And there's more than a few powers you simply can't fit into a VPP 
> (Pow/Mental Defense, Sense Magic, etc). It's the scholarly stuff that really 
> gets me, I suppose. The 'essential' knowledge skills and languages eat up 
> more than a few points. 
 
   You're own arguements work against you; since the NORM for team RPGs 
is to have characters all at basically the same power level, then being 
able to build satisfactory bricks, speedsters and Time Manipulators 
should tell you that 'requiring' more points to build a mage is a 
non-sequitor.  The mage should be able to be built on the same points as 
the 'satisfactory' examples of the other archetypes.  I believe there 
are two stumbling blocks you give yourself that you don't need to. 
 
   1)Skills.  Knowledges and magic skills and other stuff do NOT need to 
take up huge amounts of points.  In a Superhero World, many of those 
'necessary' skills just aren't that costly, since their utility is 
limited.  Also, knowledge skills can be bought as very general overviews 
or very in-depth but narrowly defined topics.  Three or four broad 
categories of Mage-Specific knowledges can be nearly as useful and much 
cheaper than ten or twelve very narrow categories.  Basically there is 
no need to get too specific when the overall campaign is not centered 
primarily on those areas, which most Superhero campaigns won't be. 
 
   2)If you still deem it necessary to spend lots of points on skills, 
then it is the nature of the beast to give up power or ability from 
elsewhere for those points.  That's all there is to it.  If the points 
spent on knowledges/skills are not deemed appropriate compensation for 
lower power levels, then the skills are being overestimated in terms of 
utility and by association, cost (see point #1). 
 
   And another thing;  Remember that both mages and EGOists generally 
should have near-'normal' stats; they are not, by archetype, physical 
combatants, thus DEX, SPD, defenses and STR will probably be on the very 
low end of the spectrum.  This, of course, can all be compensated by 
having spells to supplement defense such as force field/wall, or even 
Characteristic boosting magics, or focussed abilities; armour, magical 
items to boost SPD or STR, etc. 
 
   I don't imagine that a satisfactory speedster built on 250 points 
will be comparable to The Flash, neither should a 250-point mage be 
comparable to Dr. Strange, nor a 250-point EGOist comparable to 
Psyloch.  Mages should generally either be somewhat non-combative, or 
more heavily reliant on keeping magics active; or be built as a 
relatively normal archetype of another catagory with magic as SFX. 
 
--  
   -Capt. Spith 
   Savior of Humanity 
   Secular Messiah 
 
Return-Path: <daemon@omg.org> 
X-Sender: bob.greenwade@klock.com 
Date: Fri, 13 Feb 1998 05:31:16 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Finds at Winter Wars 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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At 12:49 AM 2/13/1998 -0600, Tim R. Gilberg wrote: 
> Anyway, found some nice items in the cheap bins of one store.  If 
>anyone has any comments on these items, let me know.  (Stuff like their 
>usefulness, their problems, how convertable, etc.) 
 
   I only have feedback on three: 
 
> 3) Roadkill -- I'd lost my old copy, so this was a nice cheap 
>replacement for a product I refused to spend cover price for a second 
>time. $2 
 
   You were probably wise in both refusing to pay full price, and buying it 
at the reduced price.  Road Kill isn't the most inspired supervillain group 
Hero's ever come out with, but they're not 100% useless either.  In fact, 
they're quite good for a darkly humorous adventure. 
 
> 7) HSA2.  I've been waiting a while on my own copy of this one. $7 
 
   This was a steal.  The new rules in the first section (covering Change 
Environment, Requires Skill Roll, and Sense-related abilities) are very 
good, and if you don't like them for inclusion in your game they'll 
probably at least get you thinking about some things.  The write-ups of 
UNTIL and the former SAT are very helpful for any game set in the Champions 
Universe (or one closely related to it). 
 
> 8) Beat up copy of Fantasy Hero -- time to start converting oodles 
>of old AD&D modules.  $10. 
 
   I'm in the small minority of people who actually like the magic system 
presented there.  But then again, a fantasy campaign is best when it uses a 
magic system tailored to the world in which it takes place.  The given one 
(expanded upon in both of the two Companions) is designed to be fairly 
generic. 
--- 
Bob's Original Hero Stuff Page!  [Circle of HEROs member] 
   http://www.klock.com/public/users/bobg/original.htm 
Homepage of the Merry-Go-Round Webring!  (Wanna join?) 
   http://www.klock.com/public/users/bobg/merrhome.htm 
 
Return-Path: <daemon@omg.org> 
From: Curt Hicks <exucurt@exu.ericsson.se> 
Date: Fri, 13 Feb 1998 08:33:53 -0600 (CST) 
Subject: I can't see your face. 
Errors-To: owner-champ-l@omg.org 
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Umm,  sounds like a special effect, or possibly a disad.   
What does she do when she 'judges' people ?  
 
Curt 
 
> From: THE MAD HARLEQUIN <RAVANOS@jcs1.jcstate.edu> 
 
>  
> Justice is blind...  or at least partially. 
> An NPC I'm creating has a Foci that blocks out the Discriminatory 
> part of most of her senses, so, when she judges people, she does so 
> by their actions rather than their relationship to her. 
> People, to hear, appear as faceless manequin looking shapes, all gray. 
> Any suggestions? 
>  
 
Return-Path: <daemon@omg.org> 
Subject: Re: Templates - Background Plug-Ins 
Date: Fri, 13 Feb 1998 10:48:06 -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 2/12/98 7:59 PM Richard G Schwerdtfeger (RGSchwerdtfeger@directv.com)  
Said: 
 
> 
>This is something that we really need to remember when we are making 
>up these lists of comic-book professions. Not every job deserves a 
>separate background package. To take some examples from David's list, 
>does there really need to be game-based differences between a Dentist 
>and a Hygienist? A Hitman and an Enforcer? A Carpenter, a Handyman, a 
>Foreman and a Laborer? Or, like I mentioned in another post, a Banker, 
>a Financier, and a Stockbroker? 
 
There's alot of truth here, but I had thought that the templates were to  
be used for PC's & NPC's in Superheroic _and Heroic_ campaigns (this  
despite the fact that all of the current discussions on templates focus  
on using powers). If I am wrong, then the list is far too detailed for  
SuperHeroic play, but if it is for _Justice, Inc_ campaigns, and _Danger  
International_ campaigns as well, then detail should probably be more  
desirable than not. 
 
On the list below, i have tried to consolidate professions that were too  
fine in their distinctions. Legal and criminal did not get much  
consolidation, due to the fact that they seem prevalent in many  
campaigns.    :) 
 
SuperHero Profession Plug-In List 
 
Criminal					 
					Prostitute 
					Pimp 
					Burgler 
					Con Artist 
					Thug 
					Hit Man 
					Mafiosa 
					Pusher 
					Bookie 
Legal					 
					Security Guard 
					Forensic Technician 
					FBI/CIA/BATF/Customs Agent 
					Judge 
					Cop 
					Private Detective 
					Lawyer* 
					Swat Team Member 
					U.S. Marshall 
					Politican* 
Military					 
					Officer* 
					Mercenary 
					Specialist* 
					Special Forces (Seal, Ranger, Green Beret, Etc.) 
Medical					 
					Nurse 
					Doctor* 
					Pharmacist 
					EMT 
					Fireman 
Entertainment					 
					Athlete* 
					Entertainer* 
					Reporter 
					Photographer 
					Artist 
					Playboy (not the magazine kind, the "Wealthy Bachelor" kind) 
Education					 
					Educator 
					Student 
					Curator (museum or gallery) 
					Scientist* 
Mytical					 
					Psychic 
					Mystic/Seer 
					Enchanter* 
					Alchemist 
Other 
					Chef 
					Clerk 
					Inventor 
					Pilot * 
					Navigator* 
     Construction Worker* 
					Mechanic* 
					Outdoorsman 
					Executive* 
					Secretary 
					Computer Professional* 
     Coroporate Cog* 
					Architect 
					Engineer* 
					Stockbroker 
					Accountant 
 
 
David A. Fair         | 
SDS International     |     Think Different 
dfair@sdslink.com     | 
 
Return-Path: <daemon@omg.org> 
Date: Fri, 13 Feb 1998 11:43:19 -0500 (EST) 
From: THE MAD HARLEQUIN <ravanos@jcs1.jcstate.edu> 
Subject: RE: I can't see your face. 
Cc: RAVANOS <RAVANOS@jcs1.jcstate.edu> 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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	I'll describe the Sf/x and character history in a bit more detail. 
 
	Maria was a normal human with military experience who had to 
be honorabally discharged due to severe nightmares she would occasionally 
experience.  Maria decided she wanted to see the world, so she visited a 
number of strange and exotic places, and indulged in the local scenery. 
She had always loved ancient cultures, and was the rugged, adventerous 
type.  On her trips, she always managed to get some exploring in... 
hiking, climbing, spelunking, or whatever else wasn't advised by her tour 
guide. 
	On one of her journeys in Greece she became romantically involved 
with a man who was on an archeological dig.  They had gathered clues as to 
the location of an interesting site, and Maria was an unwelcome addition. 
	When they arrived at the site, Maria had deduced that she indeed 
was an unwelcome addition.  Her suspicions werre further justified when 
she overheard two of the men had planned to do away with her in a most 
unkind manner... 
	After a failed attempt to stealthily escape the men, she 
accidentially fell into a deep chasm.  The men, thinking she was dead, 
continued on their way. 
	Maria, however, had not died, but suffered some severe injuries. 
Her leg was probally broken, perhaps a rib as well.  She also noticed what 
appeared to be a snake bite on her arm, which felt numb. After doing what 
she could about her wounds, she stumbled about for a bit. 
	It was some sort of ancient tomb. She wandered about for a bit, 
and realized the only way to escape would be for her to climb out. With 
her, she took a torch and some leather straps to bind the splint on her 
leg and made her way up and out. 
	Two days later, she found civilization, and was rushed back to the 
hospital.  Her wounds weren't as bad as they had seemed.  With a vivid 
recognition of the events and a fury raging in her breast, she tried as 
hard as she could to make a quick recovery.  During that time, she 
discovered the leater bands had some strange properities. 
	One of them, when placed over her eyes and ears, still let her 
'see' in a way, but not normally.  Everyone appeared to look the same, 
blank, vaugely humanoid forms that sounded the same.  Another one of the 
bands, crossed over the heart, let her sense injustice and gave her the 
continued will and determination to smite it.  The third, wound around her 
arm, much like a bracer, gave her the ability to recover quickly from any 
blow and retaliate with great strength. 
	Needles to say, she tracked down the men and killed them all. 
 
	Now, the why of the first band. 
	Justice is to be served, and the unjust must be punished, 
regardless of who they are, regardless of what station they hold in 
society, and regardless of what connections they may have with the 
punisher of the wrong. 
	The band blocks out a face, dehumanizing the target, making the 
personal easier to kill.  It also conceals the identy of the wrong doer, 
allowing the punisher to kill without hesitation, even though that person 
in reality could be the punsiher's father, mother, brother, greatest love, 
etc.  The only thing the punsiher sees is the wrong deed, and the target 
to be killed. 
	In other words, the only discriminatory sense the punisher has is 
the Detect Injustice sense...  and for her job, that's all that matters. 
 
	I hope that clears things up.  So hit me with your suggestions on 
what the third band should work mechanically within the HERO system. 
	Thanks!  (Egads, this is kind of long, isn't it?) 
 
 
Return-Path: <daemon@omg.org> 
X-Sender: nexus@uky.campus.mci.net 
Date: Fri, 13 Feb 1998 12:35:31 -0500 
From: KimFoster <nexus@uky.campus.mci.net> 
Subject: New Power modifier:Based on Smell 
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	This limitation is meant to reflect powers such chemical pheremones and 
airborne drugs. Most often it would be applied to mental powers but could 
be applied to adjustments powers and perhaps certain types of transforms. 
Based on Smell limits the powers range to a 1-2 hex radius around the user 
but can affect any number of beings in that area. Strong winds, rain and 
other conditons can reduce/negate a power based on smell as can filtering 
masks, or simply holding one's breath. Powers with this lim are by default 
visible to the smell/taste sense group instead of mental (though a telepath 
could detect the alteration in the victim's thought patterns but not likely 
the source). Ranged and Area of effect can be used to extend the reach of 
the "cloud" created by this effect.  
 
What do you think a good level for this would be? I was thinking of making 
it a -1/4 limitation. It costs some utility but adds some advantages as 
well.   
 
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From: Pat10355@aol.com 
Date: Fri, 13 Feb 1998 12:40:58 EST 
Subject: Re: Templates - Background - Reporter 
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I'll contribute a proposed package deal for reporters, since in "real life" 
I'm a newspaper copy editor and former reporter. 
 
I'll admit I'm not quite sure of the format you're using, so I've written it 
up using the Package Deal format from Fantasy Hero. 
 
REPORTER 
 
2     PS: Reporter 11- 
3     Conversation 
3     Deduction 
2     CK: City 11- 
1     Choose One: Familiarity w/Bureaucratics, Criminology, High Society, 
Mechanics or          Streetwise 8-, One SC, KS or PS 8-, or One Language, 
basic conversation. 
2     Choose One KS: Business, Courts, Crime, Education, Entertainment, 
Government,          Health, International Affairs, Military or Science 11- 
5     Contacts: 5 (in related fields) 8- 
1     Perk: Press Pass 
 
Disadvantages 
3     Package Bonus 
10   Psych Limit: Curious (common, moderate) 
 
Total Cost: 6 pts. 
 
MY REASONING 
This represents an average reporter, most likely a newspaper reporter. This 
person isn't fresh out of college, but he isn't a 30-year veteran, either. 
 
Obviously, a reporter is going to have PS: Reporter and a press pass. 
Deduction and Conversation also seem to be prerequisites -- reporters spend a 
lot of time figuring things out, and getting information from people through 
talking to them pretty much sums up the whole job. 
 
The KS choices represent the various beats covered by most newspapers ... 
someone on a beat is going to be pretty familiar with it. The Skill choices 
also represent the knowledge picked up by covering a beat -- you can't equal a 
police officer's training by covering the crime beat, but you'll learn more 
about how cops do things. Also, knowing a second language is increasingly 
important for reporters today. 
 
Finally, reporters clearly have a lot of contacts, and the Contacts reflect 
this. 
 
Hope this helps, 
Patrick Sweeney 
 
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Date: Fri, 13 Feb 1998 17:42:17 +0000 
From: Chris Lynch <chris@lynch1.demon.co.uk> 
CC: champ-l@omg.org 
Subject: Duplicating speedsters. 
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Tim Gilberg says 
 
> 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.... 
 
I tried this, and it worked fine until one of the duplicates got 
killed.... how was I going to explain that one? 
Perhaps a better mechanic to simulate the same special effect is to give 
some of the Speedsters maneuvers Area Effect(Selective). This can work 
very well if yo buy it on his strength (or a portion of his strength). 
He can still only be doing one thing; strike, disarm, tickle etc.. ; but 
he can do it any number of people within the immediate area in a single 
1/2 phase action. It's selective to stop him hitting his chums. 
 
This lets speedsters pull of a wide variety of Flash/QuickSilver "I'll 
disarm everyone in this room" trickery. 
 
 
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Date: Fri, 13 Feb 1998 17:50:42 +0000 
From: Chris Lynch <chris@lynch1.demon.co.uk> 
CC: champ-l@omg.org 
Subject: Re: 5th Edition: Special effects reduction 
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There is only ever "nigh invulnerability". Ask The Tick. He is mighty. 
 
Guy Hoyle wrote: 
>  
> Yup, I agree that there should be no absolute defense power; even Superman, virtually the most invulnerable character in the DC Universe pre-Crisis, occasionally ran into someone so tough that the Man of Steel could be hurt, even without magic/kryptonite/red suns, etc. 
>  
> *********** REPLY SEPARATOR *********** 
>  
> On 2/8/98, at 8:43 AM, jonesmj@topaz.cqu.edu.au wrote: 
>  
> >At 11:37 AM 2/6/98 -0800, you wrote: 
> >>>     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. 
> >> 
> > 
> >No it isn't. Most 'invunerable' supers get damaged eventually, and hero 
> >is a game of NO absolutes. (and please don't do the 'that in itself is an 
> >absolute' line) 
>  
> Common problems need Uncommon Solutions! 
> http://www.uncommonsolutions.com 
 
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From: "\"qts\" <qts@nildram.co.uk> 
        \"Stainless Steel Rat\"" <qts@nildram.co.uk> 
Date: Fri, 13 Feb 98 17:54:36  
Reply-To: "qts" <qts@nildram.co.uk> 
Priority: Normal 
Subject: Re: 5th Edition: Special effects reduction 
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On 10 Feb 1998 16:34:55 -0500, Stainless Steel Rat wrote: 
 
>-----BEGIN PGP SIGNED MESSAGE----- 
> 
>>>>>> "q" == qts <qts@nildram.co.uk> writes: 
> 
>q> Assuming a Magic base, I've done this by using the Armour Piercing 
>q> advantage. 
> 
>Ummm... so tell me, then, what defense is being halved? 
 
I modelled it after Transport's use of AP. 
 
>And I still have problems with this.  Invisibility is moderately costly, 40 
>points for a significant degree of effect.  "Detect Invisibility" with a 
>few features and AP is 10-20 points.  You have created an "offense" that is 
>half the cost of the "defense".  This is backwards; in Hero, defenses cost 
>less. 
 
Not so, being invisible is a very potent *offensive* capability; qv 
"I'll turn invisible (to all sense groups), sneak up on the ogre and 
push him over the parapet." 
 
Oh yes, then there was, "Whaddya mean, the dragon saw me?! This isn't 
AD&D" <cackle>. 
 
>If I were in your game and got tagged by this, I'd bitch to no end about 
>it. 
 
Just buy Hardened. 
 
qts 
 
Home: qts@nildram.co.uk. 
 
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Date: Fri, 13 Feb 1998 09:55:06 -0800 
From: RGSchwerdtfeger@directv.com (Richard G Schwerdtfeger) 
Subject: Re: Templates - Background Plug-Ins 
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David Fair wrote: 
 
>There's alot of truth here, but I had thought that the templates were to be  
>used for PC's & NPC's in Superheroic _and Heroic_ campaigns (this despite the  
>fact that all of the current discussions on templates focus on using powers).  
>If I am wrong, then the list is far too detailed for SuperHeroic play, but if  
>it is for _Justice, Inc_ campaigns, and _Danger International_ campaigns as  
>well, then detail should probably be more desirable than not. 
 
If you haven't checked out Dave Mattingly's background templates on his 
website, you might want to. He has included in the packages what other 
professions they could be used for, with only minor modifications. 
 
>SuperHero Profession Plug-In List 
<snipped> 
 
This is a lot more concise, and would be of more use to me.  
 
Richard 
 
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From: "qts" <qts@nildram.co.uk> 
Cc: "champ-l@omg.org" <champ-l@omg.org> 
Date: Fri, 13 Feb 98 17:57:21  
Reply-To: "qts" <qts@nildram.co.uk> 
Priority: Normal 
Subject: Re: 5th Edition: Special effects reduction 
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On Tue, 10 Feb 1998 17:54:54 -0600 (CST), Dataweaver wrote: 
 
>On Tue, 10 Feb 1998, Joe Mucchiello wrote: 
> 
>> > > > Damage Reduction is about all encompassing, even NNDs are reduced by it.. it  
>> > > > is a bit odd for the game to have nothing to get around it, isn't it?  
>> > Desolid, Cannot Walk through Walls (-1/2), Attacks don't actually pass  
>> > through you (you can intercept damage; call it a +1 1/2; oh, wait - we  
>> > don't have any Enhanced Power advantage... ;) ); must specify one group of  
>> > special effects that you're vulnerable to, and applied against both  
>> > physical and energy attacks. Net cost: 80 points. Badly underpriced...  
>>  
>> Although I think 100% DR is a dumb idea in Hero, you are forgetting the DR 
>> is Persistent and Desolid (whatever you said above) is not.  Add a +1 for 
>> 0 END, Persistent and you get 120. 
> 
>Well, I could get technical and say that it also counters both Physical 
>and Energy attacks, while Damage Reduction counters one or the other (so 
>240 points for 100% Damage Reduction against both), butwe're already 
>heavily into the mechanics as is, so I won't.  =) 
> 
>I'll just mention that 240 points is a substantial chunk of nearly any 
>character, and - while I would never use 100% Damage Reduction in any of 
>my games - it doesn't seem to be an unreasonable price for the effects.   
 
What if you redefined it as Damage Reduction vs SFX? 
qts 
 
Home: qts@nildram.co.uk. 
 
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From: "qts" <qts@nildram.co.uk> 
Cc: "champ-l@omg.org" <champ-l@omg.org> 
Date: Fri, 13 Feb 98 18:01:55  
Reply-To: "qts" <qts@nildram.co.uk> 
Priority: Normal 
Subject: Re: 5th Edition: Special effects reduction 
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On Wed, 11 Feb 1998 09:15:16 -0500 (EST), lowecm@polaris.clarkson.edu 
wrote: 
 
> 
> 
>On Tue, 10 Feb 1998, Sakura wrote: 
> 
>> On Tue, 10 Feb 1998, Tim R. Gilberg wrote: 
>>  
>> > 	Then tell me, Rat, just how exactly to model a Detect Invisibility 
>> > type of spell that will expose any invisible creatures.  I personally like 
>> > Spatial Awareness, but . . . 
>>  
>> Ranged Targeting Touch? (25 points) (only to detect invisible -?) 
>> (This begs the question of 'what the heck is 'invisible to touch' and can 
>>  it exist?) 
> 
>Invisible to touch? Sure it can exist.  Basically you meet resistance 
>if you 'come in contact' with them, but you don't feel it.  Its all a 
>matter of perception. 
 
Isn't this one of the game effects of something like Leprosy, that you 
can touch something but not feel it? 
qts 
 
Home: qts@nildram.co.uk. 
 
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From: "\"qts\" <qts@nildram.co.uk> 
        \"Stainless Steel Rat\"" <qts@nildram.co.uk> 
Date: Fri, 13 Feb 98 18:05:37  
Reply-To: "qts" <qts@nildram.co.uk> 
Priority: Normal 
Subject: Re: 5th Edition: Special effects reduction 
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On 11 Feb 1998 16:13:45 -0500, Stainless Steel Rat wrote: 
 
>>>>>> "TB" == Trevor Barrie <tbarrie@ibm.net> writes: 
 
>TB> ?? When did you start advocating that defense should be more expensive 
>TB> than that against which they defend? 
> 
>Detects are not "defenses", they are "attacks" inasmuch as they attempt to 
>find something.  See my just posted message on this. 
 
They do not affect the target, so they are not attacks. QED. They can 
be classified as defenses - you know, Detect Poison, Gas, Magic, 
Demons... 
qts 
 
Home: qts@nildram.co.uk. 
 
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From: "qts" <qts@nildram.co.uk> 
Cc: "champ-l@omg.org" <champ-l@omg.org> 
Date: Fri, 13 Feb 98 18:06:14  
Reply-To: "qts" <qts@nildram.co.uk> 
Priority: Normal 
Subject: Re: 5th Edition: Special effects reduction 
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On Wed, 11 Feb 1998 17:23:46 -0500 (EST), lowecm@polaris.clarkson.edu 
wrote: 
 
>On 11 Feb 1998, Stainless Steel Rat wrote: 
 
>> >>>>> "S" == Sakura <jeffj@io.com> writes: 
>>  
>> S> Alternately, one could look on the Invisibility as the 'attack' (it's 
>> S> the 'active' power) while the Detect is the defense (since all it 
>> S> basically does is defend against Invisibility). 
>>  
>> This gets back to philosophy, "internal" vs. "external".  Invisibility 
>> affects oneself; Detect affects another.  Detect Invisibility does not 
>> defend against Invisibility, it attempts to find it. 
> 
>Well to look at it another way, detect affects your own perceptions, 
>while invisibility affects other people's perceptions. 
 
Very well put. 
 
qts 
 
Home: qts@nildram.co.uk. 
 
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From: "\"qts\" <qts@nildram.co.uk> 
        \"Stainless Steel Rat\"" <qts@nildram.co.uk> 
Date: Fri, 13 Feb 98 18:08:45  
Reply-To: "qts" <qts@nildram.co.uk> 
Priority: Normal 
Subject: Re: 5th Edition: Special effects reduction 
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On 11 Feb 1998 18:04:31 -0500, Stainless Steel Rat wrote: 
 
>-----BEGIN PGP SIGNED MESSAGE----- 
> 
>>>>>> "q" == qts <qts@nildram.co.uk> writes: 
> 
>q> Sh*t! You're right - my apologies. 
> 
>And some circumstantial evidence that Damage Reduction is not a defense, 
>per se.  Put it in a Focus. :) 
 
Or just give it the appropriate Limitations. 
 
I'm thinking about making it SFX based - you'd have to reduce the cost, 
though. 
qts 
 
Home: qts@nildram.co.uk. 
 
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From: "\"qts\" <qts@nildram.co.uk> 
        \"Darien Phoenix Lynx\"" <qts@nildram.co.uk> 
Date: Fri, 13 Feb 98 18:15:39  
Reply-To: "qts" <qts@nildram.co.uk> 
Priority: Normal 
Subject: Re: 5th Edition: Special effects reduction 
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On Thu, 12 Feb 1998 06:14:07 -0600 (CST), Darien Phoenix Lynx wrote: 
 
>On Tue, 10 Feb 1998, Filksinger wrote: 
> 
>> I don't allow an overall Invisibility to Detect. To have Invisibility 
>> to Detect, one must buy Invisibility to Detect X, where X is clearly 
>> defined. 
> 
>Then, on the flipside, I wouldn't allow Detect "Invisibility" (the power), 
>only Detect Invisibility (special effect X). Like Detect Magical 
>Invisibility to Normal Sight. 
 
Agreed. 
 
qts 
 
Home: qts@nildram.co.uk. 
 
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From: "\"qts\" <qts@nildram.co.uk> 
        \"John and Ron Prins\"" <qts@nildram.co.uk> 
Date: Fri, 13 Feb 98 18:24:03  
Reply-To: "qts" <qts@nildram.co.uk> 
Priority: Normal 
Subject: Re: Champions Mages 
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On Wed, 11 Feb 1998 18:52:32 -0500 (EST), John and Ron Prins wrote: 
 
>>JaRP> True, true. But I've found that building something like a mage (who 
>>JaRP> will have a lot of points sunk into knowledge skills) just isn't 
>>JaRP> workable on 250 points. 
>> 
>>The problem here is not the lack of points, it is the plethora of skills 
>>that are useless within the context of the game.  Yes, I harp on the fact 
>>that if you did not pay the points for a thing you do not have that thing. 
>>But the other side of that coin is, why should you pay for something you 
>>never use? 
>> 
>>I mean, sure, it may be neat that you know the name of every major denizen 
>>of Hell and most of the minor ones.  Unless you have routine need of this 
>>information there is no need to waste 3 points (INT-based) on a Knowledge 
>>Skill: Denizens of Hell.  This kind of background information can and 
>>should be handwaved as background information. 
> 
>True, but a 'properly' done mage will likely know several languages, not to 
>mention several highly _relevant_ knowledge skills. I wouldn't force someone 
>to buy KS: Denizens of Hell, but a mage should have at least KS: Magical 
>Creatures. Lumping it all down to KS: Magic is IMHO the _wrong_ thing to do, 
>kind of like having SC: Science.  
 
For reference, mages in my campaigns have one KS for each style of 
magic, and usually have numerous KS and several LS besides. 15-20 pts 
is pretty usual for a starting character (including the Enhancers). 
 
qts 
 
Home: qts@nildram.co.uk. 
 
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From: "\"qts\" <qts@nildram.co.uk> 
        \"John and Ron Prins\"" <qts@nildram.co.uk> 
Date: Fri, 13 Feb 98 18:32:21  
Reply-To: "qts" <qts@nildram.co.uk> 
Priority: Normal 
Subject: re: Champions Mages 
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On Thu, 12 Feb 1998 11:39:07 -0500 (EST), John and Ron Prins wrote: 
 
>>As a character, Mystikon has enough spells in his VPP to cover most 
>>eventualities. Combat, investigation, transport, etc. are all taken care 
>>of, often with choices of spells. 
>> 
>>13 STR  3   << Wizard's Knowledge >>    << Montana Smith >>     OCV: 7 
>>(+2) 
>>20 DEX 30   90 VPP                      2 Archaeology    11-    DCV: 7 
>>(+2) 
>>15 CON 10   30 Control                  2 Paleontology   11-    ECV: 5 
>>(+2) 
>>10 BOD         Magic Spells Only -1/2   2 Anthropology   11- 
> 
>90 Point VPP??? 90 Point VPP??? Great jumping Jehosaphat, man!! Personally, 
>I'm shooting for a 45-60 point VPP for a starting mage, with the limitation 
>"Requires a Skill Roll" on all spells. I certainly don't see how 'Magic 
>Spells Only' rates a -1/2 limitation. From your list below, you sure don't 
>look limited... 
 
Magic Spells Only would be a -0 limitation 
 
>>13 INT  3                               2 Ancient Relics 11-    DEX: 20 
>>15 EGO 10   15 Spellcasting   18-       2 Museums        11-    SPD: 5 
 
The VPP doesn't have RSR on the spells either. 
qts 
 
Home: qts@nildram.co.uk. 
 
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From: "\"qts\" <qts@nildram.co.uk> 
        \"John and Ron Prins\"" <qts@nildram.co.uk> 
Date: Fri, 13 Feb 98 18:37:25  
Reply-To: "qts" <qts@nildram.co.uk> 
Priority: Normal 
Subject: Re: Champions Mages 
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On Thu, 12 Feb 1998 18:39:04 -0500 (EST), John and Ron Prins wrote: 
 
>>>Big deal. 'Written out and approved' is a standard GM requirement for 
>>>VPP players to avoid arguments and time consuming math.  
>> 
>>Good arguments. All I know is that my GM (Mike Nunn at the time) 
>>approved it in the game he ran. 
> 
>Ah. Well, whatever you can get away with, I guess ^_^. 
> 
>>We could go on about this (which I wouldn't mind), but it seems that 
>>we've agreed that a supermage can be done on 250. In your case, you'd 
>>take some of the VPP cost and put it towards INT, EGO, and some more 
>>skills. 
> 
>Oh, it can be done, but just never to my complete satisfaction. I can build 
>satisfactory Bricks, Energy Projectors, Speedsters, Teleporters, Gadgeteers, 
>etc. ad nauseum on 250 (hey, I can even build a Time Manipulator on 250, 
>remember that thread, anyone?), but satisfaction eludes me with Mages and 
>Telepaths at that level. It's a wee bit frustrating, as that extra 25-50 
>points would do the trick sooo well. 
 
Try adding in foci and Side Effects. FH mages' spells tend to have -4 
or more in limitations. 
 
>Part of the problem is that mages need 
>decent stats in several attributes that you can't ignore: DEX, EGO, INT and 
>PRE. And there's more than a few powers you simply can't fit into a VPP 
>(Pow/Mental Defense, Sense Magic, etc). It's the scholarly stuff that really 
>gets me, I suppose. The 'essential' knowledge skills and languages eat up 
>more than a few points. 
 
DEX 14 is sufficient, and don't bother too much about PRE to start 
with. 
qts 
 
Home: qts@nildram.co.uk. 
 
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From: Brian Wong <rook@shell.infinex.com> 
Subject: Re: I can't see your face. 
Date: Fri, 13 Feb 1998 11:08:09 -0800 (PST) 
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>  
> 	I'll describe the Sf/x and character history in a bit more detail. 
>  
> 	Maria was a normal human with military experience who had to 
> be honorabally discharged due to severe nightmares she would occasionally 
> experience. 
 
	If this is the US military, that would be a General Discharge for 
medical reasons. 
 
> 	It was some sort of ancient tomb. She wandered about for a bit, 
> and realized the only way to escape would be for her to climb out. With 
> her, she took a torch and some leather straps to bind the splint on her 
> leg and made her way up and out. 
> 	One of them, when placed over her eyes and ears, still let her 
> 'see' in a way, but not normally.  Everyone appeared to look the same, 
> blank, vaugely humanoid forms that sounded the same.  Another one of the 
> bands, crossed over the heart, let her sense injustice and gave her the 
> continued will and determination to smite it.  The third, wound around her 
> arm, much like a bracer, gave her the ability to recover quickly from any 
> blow and retaliate with great strength. 
> 	Needles to say, she tracked down the men and killed them all. 
>  
> 	Now, the why of the first band. 
> 	Justice is to be served, and the unjust must be punished, 
> regardless of who they are, regardless of what station they hold in 
> society, and regardless of what connections they may have with the 
> punisher of the wrong. 
> 	The band blocks out a face, dehumanizing the target, making the 
> personal easier to kill.  It also conceals the identy of the wrong doer, 
> allowing the punisher to kill without hesitation, even though that person 
> in reality could be the punsiher's father, mother, brother, greatest love, 
> etc.  The only thing the punsiher sees is the wrong deed, and the target 
> to be killed. 
> 	In other words, the only discriminatory sense the punisher has is 
> the Detect Injustice sense...  and for her job, that's all that matters. 
> 
	The one band could simply be phys: blind, IAF. 
	Meaning take a phys lim that majorly impares, some of the time. 
 
	Then one band gives regen, and the last Detect injustice, discrim, 
	sense, ranged. 
 
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: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: 5th Edition: Special effects reduction 
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>>>>> "q" == qts <qts@nildram.co.uk> writes: 
 
q> Not so, being invisible is a very potent *offensive* capability; qv 
q> "I'll turn invisible (to all sense groups), sneak up on the ogre and 
q> push him over the parapet." 
 
You can do that without Invisbility. 
 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: 5th Edition: Special effects reduction 
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>>>>> "q" == qts <qts@nildram.co.uk> writes: 
 
>> Well to look at it another way, detect affects your own perceptions, 
>> while invisibility affects other people's perceptions. 
 
q> Very well put. 
 
Dodge makes it more difficult for an attacker to hit you.  The effect of 
Dodge is directed at yourself, not him. 
 
Invisibility makes it more difficult for someone to perceive you.  The 
effect of Invisibility is directed at yourself, not him. 
 
Dodge has no targets.  Invisibility has no targets. 
 
Attacks have targets.  Senses have targets. 
 
What can I say?  I like symmetry. 
 
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From: Brian Wong <rook@shell.infinex.com> 
Subject: Re: Duplicating speedsters. 
Date: Fri, 13 Feb 1998 11:55:26 -0800 (PST) 
Cc: champ-l@omg.org 
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>  
> Tim Gilberg says 
>  
> > 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.... 
>  
> I tried this, and it worked fine until one of the duplicates got 
> killed.... how was I going to explain that one? 
 
	Quantom Mechanics? 
If you move fast enugh, you may very well duplicate, especially if you can 
move faster than light. 
	My own PC Speedster gets up to lightspeed in all but running inches, 
since Hero has no hyperspeed running... 
 
> Perhaps a better mechanic to simulate the same special effect is to give 
> some of the Speedsters maneuvers Area Effect(Selective). This can work 
> very well if yo buy it on his strength (or a portion of his strength). 
> He can still only be doing one thing; strike, disarm, tickle etc.. ; but 
> he can do it any number of people within the immediate area in a single 
> 1/2 phase action. It's selective to stop him hitting his chums. 
>  
> This lets speedsters pull of a wide variety of Flash/QuickSilver "I'll 
> disarm everyone in this room" trickery. 
 
	This could work. Some GM's might make you use telekinesis though. 
I chose autofire HA, area effect HA, explosive HA, and HA damage shield in 
a multipower. 
 
I also chose a Change Environment for non combat speedster tricks. Something 
which half this list is for, and half against (it's another Great X debate). 
 
	You can see what I did at 
http://www.infinex.com/~rook/champs/Tao_Kuai.html 
 
Rook : a common Old World gregarious bird related to the American crow. 
 __ 
/.)\ Super Hero Links Page: http://www.infinex.com/~rook/SH/SHlinks.html 
\(@/ My Super Hero Role Playing Sight is at: http://www.infinex.com/~rook/SH/ 
 
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Date: Fri, 13 Feb 1998 21:06:32 +0000 
From: Chris Lynch <chris@lynch1.demon.co.uk> 
CC: champ-l@omg.org 
Subject: Re: Duplicating speedsters. 
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Sender: owner-champ-l@omg.org 
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To: champ-l@omg.org 
 
Brian Wong wrote: 
>  
> > 
> > Tim Gilberg says 
> > 
> > > 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.... 
> > 
> > I tried this, and it worked fine until one of the duplicates got 
> > killed.... how was I going to explain that one? 
>  
>         Quantom Mechanics? 
> If you move fast enugh, you may very well duplicate, especially if you can 
> move faster than light. 
>         My own PC Speedster gets up to lightspeed in all but running inches, 
> since Hero has no hyperspeed running... 
 
Thats a good way to explain why your speedster can create duplicates 
but, unless my reading of the rules is wrong, once the duplicate has 
been killed it cannot be "reduplicated" until sufficient character 
points have been earnt to buy the power again.... 
Am I incorrect? If so... please be gentle with me! 
 
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Date: Fri, 13 Feb 1998 17:33:10 -0400 (AST) 
From: Trevor Barrie <tbarrie@ibm.net> 
Subject: Re: Changing the Standard in 5th (Re: Templates Discussion) 
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On Thu, 12 Feb 1998, Lizard wrote: 
 
> >> Look. Power is all relative. So if you up the base hero to 400 points, then 
> >> Joe Viper Agent will be at 200 points, and Larry The Mugger will be at 100 
> >> points. 
> > 
> >This is a rather bizarre non-sequitur. How does that follow? 
>  
> Quit simple. Hero Combat slows down rapidly with multiple combatants. So if 
> your original adventure called for three VIPER agents to provide a mild 
> threat to your 200 point hero, then you do not want to have to make it 5 
> for your 300 point hero. So you make the Viper agents more powerful, and so 
> on down the line. 
 
That almost makes sense if you assume that you design your adventures 
for a low-powered game and then modify them, but why on Earth would you 
do that? 
 
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Date: Fri, 13 Feb 1998 17:38:06 -0400 (AST) 
From: Trevor Barrie <tbarrie@ibm.net> 
Subject: Re: In support of 'Advantage 
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On Thu, 12 Feb 1998, Brian Wong wrote: 
 
> > > Advantaged: 
> > >         If no other reasonable method can be found to construct an effect, 
> >  
> > That right there says that the Advantage will never be used. 
>  
> 	I disagree. 
> Champions handles the Champions paradigm of Super Heroes perfectly. But not 
> so much the Marvel, Image, DC, or what have you paradigms. 
 
No idea what you're trying to say here. 
 
> 	There are many ways to construct effects with long drawn out mechanics 
> that require double takes to understand why power X was used for effect Y. 
> 	That is where it goes beyond reasonable. 
 
That's the whole _point_ of Champions. If building your abilities out of 
the basic game-mechanical building blocks (possibly requiring a fairly 
complex construction) isn't to your taste, there are plenty of super-hero 
games available which don't use this paradigm. 
 
> 	There's also the issue of things it just doesn't do. 
 
I haven't seen any which a generic "Advantaged" would rectify. 
 
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Date: Fri, 13 Feb 1998 17:39:35 -0400 (AST) 
From: Trevor Barrie <tbarrie@ibm.net> 
Subject: Re: Changing the Standard in 5th (Re: Templates Discussion) 
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On Thu, 12 Feb 1998, Brian Wong wrote: 
 
> > When did that happen, exactly? 4th Edition uses 100 base points plus up 
> > to 150 Disads; 3rd Edition used 100 base points plus however many Disads 
> > you wanted. (I don't have the book immediately handy, but as I recall the 
> > average total cost of the sample characters was around 280.) 
>  
> 	250. Third edition not averaged 250, but every character save mechanon 
> and the viper agents in the rule book was 250. 
 
No, I dragged my copy out and checked; total costs of the standard-level 
characters ranged from 243 to 270, with the mean total cost being just 
marginally above 250. 
 
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Date: Fri, 13 Feb 1998 17:42:12 -0400 (AST) 
From: Trevor Barrie <tbarrie@ibm.net> 
Subject: Re: 5th Edition: Special effects reduction 
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On 11 Feb 1998, Stainless Steel Rat wrote: 
 
> TB> ?? When did you start advocating that defense should be more expensive 
> TB> than that against which they defend? 
>  
> Detects are not "defenses", they are "attacks" inasmuch as they attempt to 
> find something.  See my just posted message on this. 
 
But invisibility is a generally useful active measure, while "Detect 
Invisibility" is a countermeasure only useful against characters with 
that particular active measure. The Detect is much more analoguous to 
the defense. 
 
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Date: Fri, 13 Feb 1998 17:44:20 -0400 (AST) 
From: Trevor Barrie <tbarrie@ibm.net> 
Subject: Re: Changing the Standard in 5th (Re: Templates Discussion) 
Errors-To: owner-champ-l@omg.org 
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On Wed, 11 Feb 1998, Lizard wrote: 
 
> >Just because they happen to want to play their favorite comic book 
> >character (who happens to need more than 250 points to build), that 
> >doesn't mean that they are munchkins... Come on, now!  Give them the 
> >benefit of the doubt, at least... 
>  
> I'm sorry, but, to me, it would be like TSR starting every character at 
> 10th level because "No one wants to play a young Conan or an inexperienced 
> Elric". 
 
TSR doesn't get to start characters anywhere... certainly I've seen people 
play AD&D starting at high levels; why would you see that as a bad thing? 
 
> Characters in comic books never lose -- characters in RPG often 
> do, at least temporarily. 
 
So do characters in comic books. 
 
> If you must go this route, I recommend several 'starting power levels' be 
> given, with notes on what this will mean. 
 
This is pretty much a no-brainer IMO. 
 
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From: Brian Wong <rook@shell.infinex.com> 
Subject: Re: Duplicating speedsters. 
Date: Fri, 13 Feb 1998 14:36:18 -0800 (PST) 
Cc: champ-l@omg.org 
Errors-To: owner-champ-l@omg.org 
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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.... 
> > > 
> > > I tried this, and it worked fine until one of the duplicates got 
> > > killed.... how was I going to explain that one? 
> >  
> >         Quantom Mechanics? 
> > If you move fast enugh, you may very well duplicate, especially if you can 
> > move faster than light. 
> >         My own PC Speedster gets up to lightspeed in all but running inches, 
> > since Hero has no hyperspeed running... 
>  
> Thats a good way to explain why your speedster can create duplicates 
> but, unless my reading of the rules is wrong, once the duplicate has 
> been killed it cannot be "reduplicated" until sufficient character 
> points have been earnt to buy the power again.... 
> Am I incorrect? If so... please be gentle with me! 
>  
 
	I believe that's correct. 
 
So here's what I was getting at: 
 
	This is highly 4-color and tosses any real world physics out the 
window, down the storm drain, into the sewer, and down to the ocean. :) 
 
	Using the power of Quantum Mechanics Professor Tachyon is able 
to move at speeds faster than light within a small area. If he exceeds a 
certain speed the molecules of his body step outside the normal reality 
and copy themselves into several real duplicates. These duplicates can 
then slow down, or even stop moving, and will continue to be real until 
the Professor agains reaches Ultra Speed and this time combines the molecules 
into a single whole. 
	If one clone is lost or destroyed, the effect leaves the Professor 
incomplete, and thus unable to remake the same number of clones in the future 
until he has spent the time gathering a full set of molecules again by 
creating them from Quantum Manipulation. 
 
	There. It reads 4 color, like a comic book. But it's sounds psuedo 
scientific and cool. :) 
 
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: why@mail.superlink.net 
Date: Fri, 13 Feb 1998 18:14:13 -0500 
From: Joe Mucchiello <why@superlink.net> 
Subject: Re: Duplicating speedsters. 
Cc: champ-l@omg.org 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 09:06 PM 2/13/98 +0000, Chris Lynch wrote: 
>Brian Wong wrote: 
>>         Quantom Mechanics? 
>> If you move fast enugh, you may very well duplicate, especially if you can 
>> move faster than light. 
>>         My own PC Speedster gets up to lightspeed in all but running 
inches, 
>> since Hero has no hyperspeed running... 
 
In a campaign I played in, the speedster (named Quantum Max), defined his 
Duplications as, Costs END, All duplicates share ALL characteristics.  He 
had three copies of himself, each of which was based on 188 points.  Thus, 
based on SFX if one of the duplicates died, the character died. 
 
>Thats a good way to explain why your speedster can create duplicates 
>but, unless my reading of the rules is wrong, once the duplicate has 
>been killed it cannot be "reduplicated" until sufficient character 
>points have been earnt to buy the power again.... 
>Am I incorrect? If so... please be gentle with me! 
 
I always find that harsh.  I would use the focus rule that, the character 
could  find/built/hatch a new character with the lost points.  This could 
lead to a further adventure.  If you wanted to have fun, depending of SFX, 
the GM could stage a "radiation accident" which coincides with the death 
to produce a new duplicate which has the same number of points but is now 
"different". 
 
If you have to lose the points when the duplicate dies than, you should be 
allowed to take Independent on the Duplication power.  That would be a 
cheesy way to save points, though. 
 
  Joe 
 
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Reply-To: "Filksinger" <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
Subject: Re: Duplicating speedsters. 
Date: Fri, 13 Feb 1998 22:09:01 -0800 
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On Friday, February 13, 1998 10:28 AM, Chris Lynch wrote: 
 
>Tim Gilberg says 
> 
>> 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.... 
 
 
Actually, that was my idea, not Tim's. 
 
>I tried this, and it worked fine until one of the duplicates got 
>killed.... how was I going to explain that one? 
 
Easy. Duplication, all duplicates share STUN, END and BODY (-1/2). 
Thus, if one is killed, knocked unconscious, stunned, exhausted, etc., 
they all are. 
 
>Perhaps a better mechanic to simulate the same special effect is to 
give 
>some of the Speedsters maneuvers Area Effect(Selective). This can 
work 
>very well if yo buy it on his strength (or a portion of his 
strength). 
>He can still only be doing one thing; strike, disarm, tickle etc.. ; 
but 
>he can do it any number of people within the immediate area in a 
single 
>1/2 phase action. It's selective to stop him hitting his chums. 
> 
>This lets speedsters pull of a wide variety of Flash/QuickSilver 
"I'll 
>disarm everyone in this room" trickery. 
 
 
Yes, but it is questionable. Maybe it is legal and should be allowed, 
and maybe it isn't. There are arguments either way. 
 
Filksinger 
 
 
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Reply-To: "Filksinger" <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
Subject: Re: I can't see your face. 
Date: Fri, 13 Feb 1998 22:14:48 -0800 
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On Friday, February 13, 1998 10:34 AM, Brian Wong wrote: 
 
 
>> 
>> I'll describe the Sf/x and character history in a bit more detail. 
>> 
>> Maria was a normal human with military experience who had to 
>> be honorabally discharged due to severe nightmares she would 
occasionally 
>> experience. 
> 
> If this is the US military, that would be a General Discharge for 
>medical reasons. 
 
 
Or, she could have been given a choice between leaving voluntarily and 
getting an honorable discharge, or being faced with medical. 
 
<snip> 
>> Now, the why of the first band. 
>> Justice is to be served, and the unjust must be punished, 
>> regardless of who they are, regardless of what station they hold in 
>> society, and regardless of what connections they may have with the 
>> punisher of the wrong. 
>> The band blocks out a face, dehumanizing the target, making the 
>> personal easier to kill.  It also conceals the identy of the wrong 
doer, 
>> allowing the punisher to kill without hesitation, even though that 
person 
>> in reality could be the punsiher's father, mother, brother, 
greatest love, 
>> etc.  The only thing the punsiher sees is the wrong deed, and the 
target 
>> to be killed. 
>> In other words, the only discriminatory sense the punisher has is 
>> the Detect Injustice sense...  and for her job, that's all that 
matters. 
>> 
> The one band could simply be phys: blind, IAF. 
> Meaning take a phys lim that majorly impares, some of the time. 
 
 
More than that. It not only makes her _partly_ (not fully, remember 
that) blind, but it it directly tied up with other issues. Phys Lim: 
Limited sight (strong, infrequently), combined with a Psych Lim: Must 
judge people fairly. 
 
> Then one band gives regen, and the last Detect injustice, discrim, 
> sense, ranged. 
> 
>Rook : a common Old World gregarious bird related to the American 
crow. 
 
 
Filksinger 
 
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Reply-To: "Filksinger" <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
Subject: Re: Duplicating speedsters. 
Date: Fri, 13 Feb 1998 22:23:26 -0800 
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On Friday, February 13, 1998 2:25 PM, Brian Wong 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.... 
>> > > 
>> > > I tried this, and it worked fine until one of the duplicates 
got 
>> > > killed.... how was I going to explain that one? 
>> > 
>> >         Quantom Mechanics? 
>> > If you move fast enugh, you may very well duplicate, especially 
if you can 
>> > move faster than light. 
>> >         My own PC Speedster gets up to lightspeed in all but 
running inches, 
>> > since Hero has no hyperspeed running... 
>> 
>> Thats a good way to explain why your speedster can create 
duplicates 
>> but, unless my reading of the rules is wrong, once the duplicate 
has 
>> been killed it cannot be "reduplicated" until sufficient character 
>> points have been earnt to buy the power again.... 
>> Am I incorrect? If so... please be gentle with me! 
>> 
> 
> I believe that's correct. 
> 
>So here's what I was getting at: 
> 
> This is highly 4-color and tosses any real world physics out the 
>window, down the storm drain, into the sewer, and down to the ocean. 
:) 
 
 
My original suggestion was intended to be slightly different. The idea 
was that the character would never actually Duplicate. Instead, 
because of his extreme speed, he would _effectively_ be in several 
places at once. The Duplication would have the limitation "Duplicates 
share all characteristics -1/2", to indicate that if you hit one, all 
of him feel it, because its just him running from one location to 
another within a single phase. 
 
This allows him to hit multiple people, disarm multiple people, or 
even do several dissimilar things at one time. He can run one place to 
catch the falling heroine, punch all four thugs, and disarm the bomb, 
while surrounding the dastardly Mr. Z with six of himself, all in a 
single phase. 
 
Filksinger 
 
 
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Date: Fri, 13 Feb 1998 23:17:13 -0800 
From: Rick Holding <rholding@ActOnline.com.au> 
Subject: Re: Champions Mages 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
-- I did a mage, still have her in fact.  She was 250 points and had a 60  
point power pool with 64 charges and a list of spells.  Because it had  
charges, it worked out that a +1/4 advantage applied to a spell gave it  
duration with each +1/4 increasing the duration. 
 
   She would get up in the morning, cast several spells and go off  
heroing, glowing like a Christmas tree in the right light.  She also had a  
whole swag of skills and a few foci that she inherited or made.  Her ye  
olde standard black cat familiar had all the skills of a cat plus mindlink  
and a +20 point pool that was usable by the Enchantress if the cat was a)  
awake and not stunned and b) within 5 metres of her. 
   All in all, a well rounded mage built on 250 points.  However, I should  
add that the campaign had average 15 dex, 3.5 speed. 
----------------------------------------------------------- 
Ricky Holding    Email: rholding@ActOnline.com.au 
Work is only there to give us time to talk about play 
----------------------------------------------------------- 
 
 
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Date: Fri, 13 Feb 1998 23:39:21 -0800 
From: Captain Spith <cptspith@teleport.com> 
Reply-To: cptspith@teleport.com 
Organization: Satan's Children 
Subject: Re: Champions Mages 
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Sender: owner-champ-l@omg.org 
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To: champ-l@omg.org 
 
"qts" "John and Ron Prins" wrote: 
 
> >True, but a 'properly' done mage will likely know several languages, not to 
> >mention several highly _relevant_ knowledge skills. I wouldn't force someone 
> >to buy KS: Denizens of Hell, but a mage should have at least KS: Magical 
> >Creatures. Lumping it all down to KS: Magic is IMHO the _wrong_ thing to do, 
> >kind of like having SC: Science. 
>  
> For reference, mages in my campaigns have one KS for each style of 
> magic, and usually have numerous KS and several LS besides. 15-20 pts 
> is pretty usual for a starting character (including the Enhancers). 
 
   Possibly a more cost-effective way to do this is to buy one generic 
Migic skill, then spend one to two points apiece for each style or 
'college' of magic as per weapon familiarities. 
 
--  
   -Capt. Spith 
   Savior of Humanity 
   Secular Messiah 
 
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From: "\"qts\" <qts@nildram.co.uk> 
        \"champ-l@omg.org\"" <qts@nildram.co.uk> 
Date: Sat, 14 Feb 98 11:50:27  
Reply-To: "qts" <qts@nildram.co.uk> 
Priority: Normal 
Subject: Re: Entangle BOECV 
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To: champ-l@omg.org 
 
On Tue, 10 Feb 1998 14:32:11 -0800, Bob Greenwade wrote: 
 
>At 08:09 PM 2/10/1998, \"qts\" <qts@nildram.co.uk> wrote: 
>>On 09 Feb 1998 18:37:33 -0500, Stainless Steel Rat wrote: 
>> 
>>>>>>>> "q" == qts <qts@nildram.co.uk> writes: 
>>> 
>>>q> I was just giving an example. To pursue your thought, a fellow Hero 
>>>q> could slap the affected one and cause a new Ego roll ("Come on, snap 
>>>q> out of it!"). 
>>> 
>>>But I cannot use my powers to break you out of such an Entangle, as I could 
>>>with a "normal" Entangle.  You still have failed to address this aspect of 
>>>the radical change described. 
>> 
>>Why should you have to use your powers? 
> 
>   It's not a question of requirement; it's a question of availability. 
>   With a normal Entangle, a third party could break the target out by 
>using an Energy Blast or Killing Attack as well as STR.  An Entangle BOECV 
>which uses EGO to break out could (per TUM's discussion on Entangle: Mental 
>Paralysis) use EGO Attacks, or any other attack Power (including STUN or 
>BODY Drain) bought BOECV. 
 
I've not got TUM, but I was, as I said above, thinking of a slap on the 
face, or perhaps a PRE attack. Or it could be a simple as leading the 
affected person away. 
 
>   An Entangle that uses PRE to break out, however, could only be attacked 
>with PRE, an appropriate PRE Attack against the target, a PRE Drain, or a 
>Power more or less specifically designed to break it.  While almost all 
>Champions characters have some way of doing 12d6 against PD and/or ED, few 
>have a way of doing 12d6 with one of these attack forms.  So, even though 
>STR and PRE cost roughly the same, this becomes quite an advantage. 
 
No, no, no! You're thinking purely in game terms! You seem to say that 
a nD6 attack will need another nD6 attack to counter it. 
 
Let's take a Lovecraftian monster: the Lloigor. They induce mental 
paralysis (Entangle BOCV) as the target does not want to move. You 
could use Mind Control here, but Entangle works better (would you stay 
in one place with one of *them* approaching?). Yet in the stories, all 
the hero has to do is take the victim by the hand and lead her to 
safety. 
qts 
 
Home: qts@nildram.co.uk. 
 
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From: "qts" <qts@nildram.co.uk> 
Date: Sat, 14 Feb 98 11:51:47  
Reply-To: "qts" <qts@nildram.co.uk> 
Priority: Normal 
Subject: Re: Entangle BOECV 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Wed, 11 Feb 1998 22:04:28 -0500, Joe Mucchiello wrote: 
 
>At 02:32 PM 2/10/98 -0800, Bob Greenwade wrote: 
>>At 08:09 PM 2/10/1998, \"qts\" <qts@nildram.co.uk> wrote: 
>>>Why should you have to use your powers? 
>> 
>>   It's not a question of requirement; it's a question of availability. 
> 
>>   An Entangle that uses PRE to break out, however, could only be attacked 
>>with PRE, an appropriate PRE Attack against the target, a PRE Drain, or a 
>>Power more or less specifically designed to break it.  While almost all 
>>Champions characters have some way of doing 12d6 against PD and/or ED, few 
>>have a way of doing 12d6 with one of these attack forms.  So, even though 
>>STR and PRE cost roughly the same, this becomes quite an advantage. 
> 
>Aren't PRE attacks a part of the system?  I would think that if you were 
>PRE'd into immobility, another person could PRE you into mobility.  Now, 
>how someone could help you out of an INT or COM based Entangle is a 
>different problem. 
 
For the INT based one, try Zork :} 
 
qts 
 
Home: qts@nildram.co.uk. 
 
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From: "\"qts\" <qts@nildram.co.uk> 
        \"Stainless Steel Rat\"" <qts@nildram.co.uk> 
Date: Sat, 14 Feb 98 11:58:29  
Reply-To: "qts" <qts@nildram.co.uk> 
Priority: Normal 
Subject: Re: Entangle BOECV (was Re: In support of 'Advantaged' advantage!) 
Errors-To: owner-champ-l@omg.org 
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To: champ-l@omg.org 
 
On 10 Feb 1998 16:37:27 -0500, Stainless Steel Rat wrote: 
 
>-----BEGIN PGP SIGNED MESSAGE----- 
> 
>>>>>> "q" == qts <qts@nildram.co.uk> writes: 
> 
>>> But I cannot use my powers to break you out of such an Entangle, as I 
>>> could with a "normal" Entangle.  You still have failed to address this 
>>> aspect of the radical change described. 
> 
>q> Why should you have to use your powers? 
> 
>Because that is they way Entangle works.  Anyone outside of an Entangle may 
>attack the Entangle -- do Body damage to it -- in an attempt to break it. 
> 
>You have removed this aspect from the mechanic.  It is up to you to addres 
>and justify that.  You have yet to do so. 
 
OK, let's take a more normal entangle: glue. Let's say that the glue is 
dissolvable by alcohol. Gluegirl zaps you with a 20d6 Entangle, so you 
aren't going anywhere. Then I come along with a bottle of vodka, from 
the local convenience store and douse you with it. Hey presto, you're 
free. At no time did I use any superpowers. You don't have to use Power 
to counter Power, you just have to be creative. 
 
Next! 
qts 
 
Home: qts@nildram.co.uk. 
 
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From: "\"qts\" <qts@nildram.co.uk> 
        \"Christopher Taylor\"" <qts@nildram.co.uk> 
Date: Sat, 14 Feb 98 12:17:25  
Reply-To: "qts" <qts@nildram.co.uk> 
Priority: Normal 
Subject: Re: general query: power advantage 
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To: champ-l@omg.org 
 
On Tue, 10 Feb 1998 15:06:11 -0800, Christopher Taylor wrote: 
 
>>>>This definitely qualifies as +1 - the attacker is getting the best 
>>>>attack. Remember that a NND (+1) is dramatically reduced, if not 
>>>>negated, by its particular defense(s). 
>>> 
>>>Im not sure this is as powerful as NND, although it doesnt strip the body 
>>>damage away, it NEVER ignores defenses, and its very rare in my gaming 
>>>experience when someone has a significant difference between PD and ED... 
>> 
>>Look at it this way: Merkon the Mage fires his AVD fireball at his 
>>enemies. The warriors get to pit their pathetic ED against it instead 
>>of their markedly better PD, and the shaman, who has an ED Force Field 
>>up, gains no benefit and uses his pathetic PD. Sorry, +1 it is. 
> 
>you believe that gettin defense against every attack is as good as rarely 
>gettin a defense against it??? 
 
This depends upon how common the NND is. Anyway, you should compare it 
to AVLD (+1 1/2), not NND. In fact, if we add in the 'Does Body' 
element, we should be comparing it to AVLD (+2 1/2). 
 
>NND means you have no defense, ever, unless you have the one special case 
>this mean you ALWAYS get defense against it, but not your best one... 
 
If the person has NND, then the attack is usually totally negated; if 
you want a NND which isn't totally negated, you need AVLD 
 
>I can 
>hardly see that as equivalent.. more like armor piercing, but not even 
>really that powerful, since AP halves defenses and its rare in most games 
>for someone to have one defense half another... 
 
But what's happenning is that the attacker is getting the best possible 
attack against his targets. 
 
Let's elaborate on my earlier example: 
 
Neither warriors nor shaman are wearing armour. The warriors have 
bought up their PD to 8, their ED remains at 3; the shaman has a PD of 
3 and an ED of 8. Merkon fires his 8d6 AVD (60 AP) attack, rolling an 
average 8 Body and 28 Stun. In both cases 5 Body and 20 Stun get 
through, whereas if it were just PD, the warriors would only take the 
20 Stun. 
 
It's also better than VSFX. 
 
This is a ferociously powerful advantage, and should be paid for as 
such. 
qts 
 
Home: qts@nildram.co.uk. 
 
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From: "\"qts\" <qts@nildram.co.uk> 
        \"THE MAD HARLEQUIN\"" <qts@nildram.co.uk> 
Date: Sat, 14 Feb 98 12:26:49  
Reply-To: "qts" <qts@nildram.co.uk> 
Priority: Normal 
Subject: Re: I can't see your face. 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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To: champ-l@omg.org 
 
On Fri, 13 Feb 1998 02:14:01 -0500 (EST), THE MAD HARLEQUIN wrote: 
 
>Justice is blind...  or at least partially. 
>An NPC I'm creating has a Foci that blocks out the Discriminatory 
>part of most of her senses, so, when she judges people, she does so 
>by their actions rather than their relationship to her. 
>People, to hear, appear as faceless manequin looking shapes, all gray. 
>Any suggestions? 
 
I note from your later post that the Focus (band) isn't worn all the 
time. 
 
Remember that you can use Disadvantages as Side Effects, and if the 
Power has no Skill or Activation roll, then the SE take effect 
automatically. 
 
So try modelling the band along the line of Detect Injustice, Ranged, 
Discriminatory, Targetting, OAF (it can be torn from her face), Side 
Effect: Blind. 
 
With three bands (perhaps there are more?) this sounds like a perfect 
EC. 
qts 
 
Home: qts@nildram.co.uk. 
 
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From: "qts" <qts@nildram.co.uk> 
Date: Sat, 14 Feb 98 12:32:10  
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 
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To: champ-l@omg.org 
 
On Wed, 11 Feb 1998 18:33:06 -0400 (AST), Trevor Barrie wrote: 
 
>On Mon, 9 Feb 1998, qts wrote: 
> 
>> But part of the Deflection is that the effect goes *somewhere*, 
> 
>It may or may not, depending on the special effects of the Deflection. 
 
Can you elaborate? About the only example of such that comes to mind is 
a mental attack being Deflected! Even with arrow cutting, the arrows go 
somewhere. 
 
If I throw an axe at you, and you Deflect it, who's to say it doesn't 
hit the stableboy next to you? 
qts 
 
Home: qts@nildram.co.uk. 
 
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From: "\"qts\" <qts@nildram.co.uk> 
        \"KimFoster\"" <qts@nildram.co.uk> 
Date: Sat, 14 Feb 98 12:34:48  
Reply-To: "qts" <qts@nildram.co.uk> 
Priority: Normal 
Subject: Re: New Power modifier:Based on Smell 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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To: champ-l@omg.org 
 
On Fri, 13 Feb 1998 12:35:31 -0500, KimFoster wrote: 
 
>	This limitation is meant to reflect powers such chemical pheremones and 
>airborne drugs. Most often it would be applied to mental powers but could 
>be applied to adjustments powers and perhaps certain types of transforms. 
>Based on Smell limits the powers range to a 1-2 hex radius around the user 
>but can affect any number of beings in that area. Strong winds, rain and 
>other conditons can reduce/negate a power based on smell as can filtering 
>masks, or simply holding one's breath. Powers with this lim are by default 
>visible to the smell/taste sense group instead of mental (though a telepath 
>could detect the alteration in the victim's thought patterns but not likely 
>the source). Ranged and Area of effect can be used to extend the reach of 
>the "cloud" created by this effect.  
> 
>What do you think a good level for this would be? I was thinking of making 
>it a -1/4 limitation. It costs some utility but adds some advantages as 
>well.   
 
There's no need for this: you can either use Mental Effect Based on Con 
and/or Damage Shield as required, and give appropriate Area and Range 
advantages and limitations. 
qts 
 
Home: qts@nildram.co.uk. 
 
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From: "\"qts\" <qts@nildram.co.uk> 
        \"chadriley01@sprynet.com\" <chadriley01@sprynet.com&> 
        \"champ-l@omg.org\"" <qts@nildram.co.uk> 
Date: Sat, 14 Feb 98 12:38:33  
Reply-To: "qts" <qts@nildram.co.uk> 
Priority: Normal 
Subject: Re: Ye GODS........!!! 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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To: champ-l@omg.org 
 
On Wed, 11 Feb 1998 13:33:58 -0800, Chad Riley wrote: 
 
>I am considering running a "Godling" campain. Players would create new 
>gods from whatever mythology they choose. 
 
Run and buy Mythic Greece. 
qts 
 
Home: qts@nildram.co.uk. 
 
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From: "\"qts\" <qts@nildram.co.uk> 
        \"Stainless Steel Rat\"" <qts@nildram.co.uk> 
Date: Sat, 14 Feb 98 13:08:26  
Reply-To: "qts" <qts@nildram.co.uk> 
Priority: Normal 
Subject: Re: 5th Edition: Special effects reduction 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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To: champ-l@omg.org 
 
On 13 Feb 1998 14:29:35 -0500, Stainless Steel Rat wrote: 
 
>-----BEGIN PGP SIGNED MESSAGE----- 
> 
>>>>>> "q" == qts <qts@nildram.co.uk> writes: 
> 
>q> Not so, being invisible is a very potent *offensive* capability; qv 
>q> "I'll turn invisible (to all sense groups), sneak up on the ogre and 
>q> push him over the parapet." 
> 
>You can do that without Invisbility. 
 
Your average FH rogue can't do a TK, but often has a ring of 
Invisibility (qv Chiron in the HSR). 
qts 
 
Home: qts@nildram.co.uk. 
 
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From: "\"qts\" <qts@nildram.co.uk> 
        \"Stainless Steel Rat\"" <qts@nildram.co.uk> 
Date: Sat, 14 Feb 98 13:11:15  
Reply-To: "qts" <qts@nildram.co.uk> 
Priority: Normal 
Subject: Re: 5th Edition: Special effects reduction 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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To: champ-l@omg.org 
 
On 13 Feb 1998 14:46:51 -0500, Stainless Steel Rat wrote: 
 
>-----BEGIN PGP SIGNED MESSAGE----- 
> 
>>>>>> "q" == qts <qts@nildram.co.uk> writes: 
> 
>>> Well to look at it another way, detect affects your own perceptions, 
>>> while invisibility affects other people's perceptions. 
> 
>q> Very well put. 
> 
>Dodge makes it more difficult for an attacker to hit you.  The effect of 
>Dodge is directed at yourself, not him. 
> 
>Invisibility makes it more difficult for someone to perceive you.  The 
>effect of Invisibility is directed at yourself, not him. 
> 
>Dodge has no targets.  Invisibility has no targets. 
> 
>Attacks have targets.  Senses have targets. 
> 
>What can I say?  I like symmetry. 
 
You're thinking toe-to-toe combat, I'm not. Super-dodge won't protect 
you from the eyes of the watchman on the tower, Invisibility will. 
qts 
 
Home: qts@nildram.co.uk. 
 
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From: "\"qts\" <qts@nildram.co.uk> 
        \"cptspith@teleport.com\"" <qts@nildram.co.uk> 
Date: Sat, 14 Feb 98 13:17:51  
Reply-To: "qts" <qts@nildram.co.uk> 
Priority: Normal 
Subject: Re: Champions Mages 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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To: champ-l@omg.org 
 
On Fri, 13 Feb 1998 23:39:21 -0800, Captain Spith wrote: 
 
>"qts" "John and Ron Prins" wrote: 
> 
>> >True, but a 'properly' done mage will likely know several languages, not to 
>> >mention several highly _relevant_ knowledge skills. I wouldn't force someone 
>> >to buy KS: Denizens of Hell, but a mage should have at least KS: Magical 
>> >Creatures. Lumping it all down to KS: Magic is IMHO the _wrong_ thing to do, 
>> >kind of like having SC: Science. 
>>  
>> For reference, mages in my campaigns have one KS for each style of 
>> magic, and usually have numerous KS and several LS besides. 15-20 pts 
>> is pretty usual for a starting character (including the Enhancers). 
> 
>   Possibly a more cost-effective way to do this is to buy one generic 
>Migic skill, then spend one to two points apiece for each style or 
>'college' of magic as per weapon familiarities. 
 
I use an Expertise system, where certain spells mandate a specific 
skill roll in the relevant school of magic: 
 
Skill Roll Required         Limitation 
18-                            -1 
16-                            -3/4 
14-                            -1/2 
11-                            -1/4 
 
"You want to use a Mystic Hammer (Indirect RKA) spell? Sorry, kid; come 
back when you have learned more of the mysteries of Air." 
 
The good news is that they get to use this SR as a Complimentary Skill 
Roll. 
qts 
 
Home: qts@nildram.co.uk. 
 
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X-Sender: bob.greenwade@klock.com 
Date: Sat, 14 Feb 1998 07:30:28 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: 5th Edition: Special effects reduction 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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To: champ-l@omg.org 
 
At 02:29 PM 2/13/1998 -0500, Stainless Steel Rat wrote: 
>>>>>> "q" == qts <qts@nildram.co.uk> writes: 
> 
>q> Not so, being invisible is a very potent *offensive* capability; qv 
>q> "I'll turn invisible (to all sense groups), sneak up on the ogre and 
>q> push him over the parapet." 
> 
>You can do that without Invisbility. 
 
   With most Ogres, you don't even need more than Everyman Familiarity with 
Stealth (though you'd need plenty of STR).  :-] 
--- 
Bob's Original Hero Stuff Page!  [Circle of HEROs member] 
   http://www.klock.com/public/users/bobg/original.htm 
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Date: Sat, 14 Feb 1998 07:32:40 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: 5th Edition: Special effects reduction 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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To: champ-l@omg.org 
 
At 05:42 PM 2/13/1998 -0400, Trevor Barrie wrote: 
>On 11 Feb 1998, Stainless Steel Rat wrote: 
> 
>> TB> ?? When did you start advocating that defense should be more expensive 
>> TB> than that against which they defend? 
>>  
>> Detects are not "defenses", they are "attacks" inasmuch as they attempt to 
>> find something.  See my just posted message on this. 
> 
>But invisibility is a generally useful active measure, while "Detect 
>Invisibility" is a countermeasure only useful against characters with 
>that particular active measure. The Detect is much more analoguous to 
>the defense. 
 
   Does someone here have Invisibility to Electronic Sense Group, Usable 
Against Others at Range, Indirect, Transdimensional, only vs discussion 
threads?  ;-] 
   Or, at the very least, Cosmetic Transform (topic headers)? 
--- 
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Date: Sat, 14 Feb 1998 07:55:01 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Entangle BOECV 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 11:50 AM 2/14/1998, qts wrote: 
>>   With a normal Entangle, a third party could break the target out by 
>>using an Energy Blast or Killing Attack as well as STR.  An Entangle BOECV 
>>which uses EGO to break out could (per TUM's discussion on Entangle: Mental 
>>Paralysis) use EGO Attacks, or any other attack Power (including STUN or 
>>BODY Drain) bought BOECV. 
> 
>I've not got TUM, but I was, as I said above, thinking of a slap on the 
>face, or perhaps a PRE attack. Or it could be a simple as leading the 
>affected person away. 
 
   I don't think a slap on the face could break anyone out of any type of 
Entangle, BOECV or not.  If you want that kind of dynamic, a Mind Control 
would be the way to represent the paralysis. 
 
>>   An Entangle that uses PRE to break out, however, could only be attacked 
>>with PRE, an appropriate PRE Attack against the target, a PRE Drain, or a 
>>Power more or less specifically designed to break it.  While almost all 
>>Champions characters have some way of doing 12d6 against PD and/or ED, few 
>>have a way of doing 12d6 with one of these attack forms.  So, even though 
>>STR and PRE cost roughly the same, this becomes quite an advantage. 
> 
>No, no, no! You're thinking purely in game terms! You seem to say that 
>a nD6 attack will need another nD6 attack to counter it. 
> 
>Let's take a Lovecraftian monster: the Lloigor. They induce mental 
>paralysis (Entangle BOCV) as the target does not want to move. You 
>could use Mind Control here, but Entangle works better (would you stay 
>in one place with one of *them* approaching?). Yet in the stories, all 
>the hero has to do is take the victim by the hand and lead her to 
>safety. 
 
   "Real" effects are represented in game terms.  This means that, once the 
effect is figured out, one has to see how it compares to other game effects 
in terms of balance. 
   I like the Entangle mechanic for most instances of Mental Paralysis, but 
I also use the Mind Control version where it's appropriate for the desired 
effect, and the Lloigor's version looks much more like the latter.  If it 
were an Entangle, the hero would have to bodily lift the victim and carry 
her away, because she'd be *unable* to move, not *unwilling.* 
   Similarly, slapping someone to snap them out of a paralysis is more like 
trying to encourage a breakout vs Mind Control than trying to break an 
Entangle. 
   Now, suppose I were to take the position that the Lloigor's paralysis 
should be represented as an Entangle based on PRE (and if it weren't for 
your statement that the hero could take the victim by the hand and lead her 
out, I'd be there).  The mechanic has some legitimacy, but I don't want it 
to be too powerful in my game.  A typical Champions character, other than a 
mentalist, can attack a 6 DEF/6d6 BODY Entangle with a 12d6 attack -- 
exactly enough to break it, on average. 
   When I look at Mental Paralysis, most non-mentalists can do 2-3d6, 
though a typical mentalist could do a 6d6 Ego Attack against it or at least 
do 4-5d6 with his EGO characteristic, so 2 DEF/2d6 BODY Mental Paralysis 
(for a +2 Advantage) seems about right (TUM gives three Advantages 
totalling +1 3/4, but I prefer the cleaner and more direct single +2 
Advantage).  I don't mind the occasional mentalist getting out with ease if 
non-mentalists are more or less stuck for several Phases (unless their 
mentalist buddies break them out). 
   Continuing along this thread of thought, what's a typical PRE attack?  A 
12d6 PRE attack is quite rare.  Let's suppose a typical PRE Attack is 8d6. 
Most if not all characters can perform PRE Attacks of about that size.  So 
an Entangle that needs PRE to break out would typically be worth a +1/2 
Advantage, all other things being equal. 
--- 
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X-Sender: bob.greenwade@klock.com 
Date: Sat, 14 Feb 1998 08:01:31 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: New Power modifier:Based on Smell 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 12:35 PM 2/13/1998 -0500, KimFoster wrote: 
> This limitation is meant to reflect powers such chemical pheremones and 
>airborne drugs. Most often it would be applied to mental powers but could 
>be applied to adjustments powers and perhaps certain types of transforms. 
>Based on Smell limits the powers range to a 1-2 hex radius around the user 
>but can affect any number of beings in that area. Strong winds, rain and 
>other conditons can reduce/negate a power based on smell as can filtering 
>masks, or simply holding one's breath. Powers with this lim are by default 
>visible to the smell/taste sense group instead of mental (though a telepath 
>could detect the alteration in the victim's thought patterns but not likely 
>the source). Ranged and Area of effect can be used to extend the reach of 
>the "cloud" created by this effect.  
> 
>What do you think a good level for this would be? I was thinking of making 
>it a -1/4 limitation. It costs some utility but adds some advantages as 
>well. 
 
   Given the extreme reduction in range, I'd almost say -1/2. 
   And don't forget that physical barriers (such as walls) would stop an 
attack as well as the elements you state. 
--- 
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   http://www.klock.com/public/users/bobg/original.htm 
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Date: Sat, 14 Feb 1998 09:13:17 -0800 (PST) 
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From: Kim <nexus@uky.campus.mci.net> 
Subject: Re: New Power modifier:Based on Smell 
Cc: champ-l@omg.org 
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At 12:34 PM 2/14/98, \"qts\" <qts@nildram.co.uk> wrote: 
>On Fri, 13 Feb 1998 12:35:31 -0500, KimFoster wrote: 
> 
>>	This limitation is meant to reflect powers such chemical pheremones and 
>>airborne drugs. Most often it would be applied to mental powers but could 
>>be applied to adjustments powers and perhaps certain types of transforms. 
>>Based on Smell limits the powers range to a 1-2 hex radius around the user 
>>but can affect any number of beings in that area. Strong winds, rain and 
>>other conditons can reduce/negate a power based on smell as can filtering 
>>masks, or simply holding one's breath. Powers with this lim are by default 
>>visible to the smell/taste sense group instead of mental (though a telepath 
>>could detect the alteration in the victim's thought patterns but not likely 
>>the source). Ranged and Area of effect can be used to extend the reach of 
>>the "cloud" created by this effect.  
>> 
>>What do you think a good level for this would be? I was thinking of making 
>>it a -1/4 limitation. It costs some utility but adds some advantages as 
>>well.   
> 
>There's no need for this: you can either use Mental Effect Based on Con 
>and/or Damage Shield as required, and give appropriate Area and Range 
>advantages and limitations. 
>qts 
 
 
The effects this is meant to simulate are not based on Con nessecarily. Also 
that lim makes either normal PD or Ed applicable again not the case. Damage 
sheild isn't applicable (for mental powers it makes the power attack anyone 
who mentally attacks you).  
 
I know violence doesn't solve all problems... 
	But it sure feels good! 
		Felicia:DS3:Vampire Savior 
 
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From: "qts" <qts@nildram.co.uk> 
Cc: "champ-l@omg.org" <champ-l@omg.org> 
Date: Sat, 14 Feb 98 17:57:35  
Reply-To: "qts" <qts@nildram.co.uk> 
Priority: Normal 
Subject: Re: New Power modifier:Based on Smell 
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On Sat, 14 Feb 1998 09:13:17 -0800 (PST), Kim wrote: 
 
>At 12:34 PM 2/14/98, \"qts\" <qts@nildram.co.uk> wrote: 
>>On Fri, 13 Feb 1998 12:35:31 -0500, KimFoster wrote: 
>> 
>>>	This limitation is meant to reflect powers such chemical pheremones and 
>>>airborne drugs. Most often it would be applied to mental powers but could 
>>>be applied to adjustments powers and perhaps certain types of transforms. 
>>>Based on Smell limits the powers range to a 1-2 hex radius around the user 
>>>but can affect any number of beings in that area. Strong winds, rain and 
>>>other conditons can reduce/negate a power based on smell as can filtering 
>>>masks, or simply holding one's breath. Powers with this lim are by default 
>>>visible to the smell/taste sense group instead of mental (though a telepath 
>>>could detect the alteration in the victim's thought patterns but not likely 
>>>the source). Ranged and Area of effect can be used to extend the reach of 
>>>the "cloud" created by this effect.  
>>> 
>>>What do you think a good level for this would be? I was thinking of making 
>>>it a -1/4 limitation. It costs some utility but adds some advantages as 
>>>well.   
>> 
>>There's no need for this: you can either use Mental Effect Based on Con 
>>and/or Damage Shield as required, and give appropriate Area and Range 
>>advantages and limitations. 
>>qts 
> 
> 
>The effects this is meant to simulate are not based on Con nessecarily. 
 
Apart from manner applied, this is identical to a potion. 
 
> Also 
>that lim makes either normal PD or Ed applicable again not the case. 
 
You didn't state that, and it makes little difference. 
 
> Damage 
>shield isn't applicable (for mental powers it makes the power attack anyone 
>who mentally attacks you).  
 
But if you have *both* DS and MvC, then you get the 'scent aura' 
qts 
 
Home: qts@nildram.co.uk. 
 
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From: "\"qts\" <qts@nildram.co.uk> 
        \"champ-l@omg.org\"" <qts@nildram.co.uk> 
Date: Sat, 14 Feb 98 17:58:29  
Reply-To: "qts" <qts@nildram.co.uk> 
Priority: Normal 
Subject: Re: 5th Edition: Special effects reduction 
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On Sat, 14 Feb 1998 07:30:28 -0800, Bob Greenwade wrote: 
 
>At 02:29 PM 2/13/1998 -0500, Stainless Steel Rat wrote: 
>>>>>>> "q" == qts <qts@nildram.co.uk> writes: 
>> 
>>q> Not so, being invisible is a very potent *offensive* capability; qv 
>>q> "I'll turn invisible (to all sense groups), sneak up on the ogre and 
>>q> push him over the parapet." 
>> 
>>You can do that without Invisbility. 
> 
>   With most Ogres, you don't even need more than Everyman Familiarity with 
>Stealth (though you'd need plenty of STR).  :-] 
 
Mwahahaha! 
 
Don't play in one of my games, then! 
qts 
 
Home: qts@nildram.co.uk. 
 
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From: "\"qts\" <qts@nildram.co.uk> 
        \"Tim R. Gilberg\"" <qts@nildram.co.uk> 
Cc: "champ-l@omg.org" <champ-l@omg.org> 
Date: Sat, 14 Feb 98 18:08:05  
Reply-To: "qts" <qts@nildram.co.uk> 
Priority: Normal 
Subject: Re: Modify Deflection? (was Re: a question about deflection) 
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On Sat, 14 Feb 1998 12:15:59 -0600 (CST), Tim R. Gilberg wrote: 
 
> 
>> >It may or may not, depending on the special effects of the Deflection. 
>> 
>> Can you elaborate? About the only example of such that comes to mind is 
>> a mental attack being Deflected! Even with arrow cutting, the arrows go 
>> somewhere. 
> 
>	Try a Comic Book example:  Cyclops can shoot down incomming 
>attacks with his Eye Beams.  They don't go anyware, they just 
>disintigrate. 
 
That's not MD, that's a RKA. 
 
>Also, for example, a character that catches items shot at him/her. 
 
I include this in arrow cutting - the objects caught go somewhere, even 
if it is 'on the ground'. 
 
>Or someone who is actually hit by them, but isn't at all affected. 
 
That's Damage Reduction oa a SFX on Armour. 
qts 
 
Home: qts@nildram.co.uk. 
 
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Date: Sat, 14 Feb 1998 12:15:59 -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 
 
 
> >It may or may not, depending on the special effects of the Deflection. 
> 
> Can you elaborate? About the only example of such that comes to mind is 
> a mental attack being Deflected! Even with arrow cutting, the arrows go 
> somewhere. 
 
	Try a Comic Book example:  Cyclops can shoot down incomming 
attacks with his Eye Beams.  They don't go anyware, they just 
disintigrate. 
 
	Also, for example, a character that catches items shot at him/her. 
Or someone who is actually hit by them, but isn't at all affected. 
 
 
				-Tim Gilberg 
 
	-"Friends help you move.  Real friends help you move bodies." 
 
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Date: Sat, 14 Feb 1998 13:14:16 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: Finds at Winter Wars 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
> > 	Well, back from an exciting, if a trifling disapointing Winter 
> > Wars.  Kudos to Mr. McKinney for a fine convention. 
> 
> Thanks, I guess.  Remind me not to have you serve as toastmaster when 
> I'm asked to join the Strategist's Club... (like that will ever happen) 
 
	Reminder to you:  Don't have me serve as toastmaster when you're 
asked to join the Strategist's Club. 
 
	That good enough? 
 
	But seriously, the disappointments related to the Con were the 
things you really couldn't do anything about.  Champions/Hero System just 
wasn't being run, and no Battletech appeared until quite late.  (And by 
that time I was pre-reged for the TFOS game.) 
 
	I also found less than I wanted at the Game Auction, but those are 
_always_ crap shoots. 
 
> The other group, about a year ahead of the RPM guys, were commercial this 
> year - Tyger Volant.  Frightingly, an examination of both RPM and Omniquest 
> (TY's system) shows a LOT of similiarity, and both also show their HERO 
> heritage.  Our convention's previous HERO strengths (Chad Brinkley was 
 
	Hmmm.  I was wondering what that RPS system was.  I was going to 
try it, but every time it was offered I had found something I wanted to 
play even more.  Though looking back, perhaps I should have skipped on the 
Creeks and Crawdads game. 
 
> Oh - and Tim - I hope you liked the room on the third floor for RPGs, 
> that's where they'll be next year for the entire convention... 
 
	Actually, I thought it was great for the RPGs.  It wasn't as noisy 
as the main downstairs room.  I had one RPG downstairs, and it was just 
way too tough to hear what was going on.  Perhpas, though, some dividers 
could be found for the third story rooms? 
 
 
				-Tim Gilberg 
 
	-"Friends help you move.  Real friends help you move bodies." 
 
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Date: Sat, 14 Feb 1998 13:16:37 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: TFOS new edition. 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
> > 	I do have to say that I think having a strong publisher/game 
> > company behind our favorite game can only help.  Even though Fuzion 
> > products have to be converted, the conversions are on the Hero Web Site. 
> > And visually, these RTG-published products look *great*. 
> 
> Um - but when you open up C:TNM, the contents aren't.  I want the 
> Champions Universe back.  I want Foxbat.  I want Obsidian. 
 
	Quite true, quite true.  Though Foxbat is back in Bay City.  I was 
paging through a copy at one of the Dealer's Tables. 
 
 
				-Tim Gilberg 
 
	-"Friends help you move.  Real friends help you move bodies." 
 
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Date: Sat, 14 Feb 1998 13:18:43 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: "champ-l@omg.org" <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 
 
 
> >	Try a Comic Book example:  Cyclops can shoot down incomming 
> >attacks with his Eye Beams.  They don't go anyware, they just 
> >disintigrate. 
> 
> That's not MD, that's a RKA. 
 
	And just how in the hell is he supposed to shoot down incomming 
attacks?   That, as a rule of the Hero System, is not allowed.  The only 
mechanic allowing it is MD. 
 
> >Also, for example, a character that catches items shot at him/her. 
> 
> I include this in arrow cutting - the objects caught go somewhere, even 
> if it is 'on the ground'. 
 
	Fine, but there is no worry about them hitting someone else. 
 
> >Or someone who is actually hit by them, but isn't at all affected. 
> 
> That's Damage Reduction oa a SFX on Armour. 
 
	Or Missile Reflection with a SFX of absorbing attacks.  Your 
point? 
 
 
 
				-Tim Gilberg 
 
	-"Friends help you move.  Real friends help you move bodies." 
 
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Date: Sat, 14 Feb 1998 13:24:27 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: Changing the Standard in 5th (Re: Templates Discussion) 
Errors-To: owner-champ-l@omg.org 
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> > I'm sorry, but, to me, it would be like TSR starting every character at 
> > 10th level because "No one wants to play a young Conan or an inexperienced 
> > Elric". 
> 
> TSR doesn't get to start characters anywhere... certainly I've seen people 
> play AD&D starting at high levels; why would you see that as a bad thing? 
 
	Personally no, though according to some earlier text, not playing 
by all of the rules meant you weren't playing the game.  An EGG thing, I 
think. 
 
> > If you must go this route, I recommend several 'starting power levels' be 
> > given, with notes on what this will mean. 
> 
> This is pretty much a no-brainer IMO. 
 
	Agreed.  Put the standard "experience Heroes" level at 300-350. 
This will allow people to make their own personal comic book favorites. 
 
	Put another level at 200-250 for "beginner or teen Heroes".  This 
is explained to be the beginning X-Men, the beginning FF, Generation X, 
etc. 
 
 
 
				-Tim Gilberg 
 
	-"Friends help you move.  Real friends help you move bodies." 
 
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From: "\"qts\" <qts@nildram.co.uk> 
        \"Tim R. Gilberg\"" <qts@nildram.co.uk> 
Cc: "champ-l@omg.org" <champ-l@omg.org> 
Date: Sat, 14 Feb 98 21:47:58  
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 
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To: champ-l@omg.org 
 
On Sat, 14 Feb 1998 13:18:43 -0600 (CST), Tim R. Gilberg wrote: 
 
> 
>> >	Try a Comic Book example:  Cyclops can shoot down incomming 
>> >attacks with his Eye Beams.  They don't go anyware, they just 
>> >disintigrate. 
>> 
>> That's not MD, that's a RKA. 
> 
>	And just how in the hell is he supposed to shoot down incomming 
>attacks?   That, as a rule of the Hero System, is not allowed.  The only 
>mechanic allowing it is MD. 
 
You can do it with Dispel, Suppress... Actually I took you to mean 
things like missiles, rather than *any* attack. 
 
>> >Also, for example, a character that catches items shot at him/her. 
>> 
>> I include this in arrow cutting - the objects caught go somewhere, even 
>> if it is 'on the ground'. 
> 
>	Fine, but there is no worry about them hitting someone else. 
 
But my point is there *might* be; one has to know where the wotsit has 
gone - after all, that arrowhead might be poisoned. Or it might have a 
10d6 Explosive EB attached. 
 
 
qts 
 
Home: qts@nildram.co.uk. 
 
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X-Sender: ctaylor@pop.cyberis.net 
Date: Sat, 14 Feb 1998 15:45:02 -0800 
From: Christopher Taylor <ctaylor@cyberis.net> 
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 
 
>>	And just how in the hell is he supposed to shoot down incomming 
>>attacks?   That, as a rule of the Hero System, is not allowed.  The only 
>>mechanic allowing it is MD. 
> 
>You can do it with Dispel, Suppress... Actually I took you to mean 
>things like missiles, rather than *any* attack. 
 
Ok I'll bite, what exactly does MISSILE DEFLECTION do in your book? 
 
>>> >Also, for example, a character that catches items shot at him/her. 
>>> 
>>> I include this in arrow cutting - the objects caught go somewhere, even 
>>> if it is 'on the ground'. 
>> 
>>	Fine, but there is no worry about them hitting someone else. 
> 
>But my point is there *might* be; one has to know where the wotsit has 
>gone - after all, that arrowhead might be poisoned. Or it might have a 
>10d6 Explosive EB attached. 
 
I think in the description of missile deflection it says you can choose 
where the missile goes... I dont remember, at least thats how Ive always ran it. 
 
---------------------------------------------------------- 
Sola Gracia		Sola Scriptura		Sola Fide 
Soli Gloria Deo		Solus Christus		Corum Deo 
----------------------------------------------------------- 
 
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Date: Sat, 14 Feb 1998 20:21:31 -0600 (CST) 
X-Sender: psansone@i1.net 
From: psansone@i1.net (Sparx) 
Subject: Finds at Winter War... 
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Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
Well, I also must say kudos to Don McKinney for Winter War.  It was my first  
one I attended and had a lot of fun.  I was disappointed by the lack of  
Champions games going on and the early crowded slugfust was too much for my  
sluggish brain in the morning.  I did enjoy AD&D over the weekend though  
since it had been a good year or two since my last AD&D game and all the GMs  
were quite talented storytellers.  As far as my finds at Winter War the only  
thing I picked up was The Ultimate Mentalist for 10 bucks.  I know some may  
or may not feel this was a good deal, but I was thrilled myself only having  
it on disk.  I saw Danger Inc. (is that right?) old book never seen it  
before, for $7, but missed getting my hands on it.  Did get the James Bond  
game though, seems cool.  Heard a lot of good reviews about it.  Lastly I  
met Don McKinney and Tim R. Gilberg, good to meet you both.  Great guys,  
sorry I didn't get a chance to game with either.  Well, take it easy and  
talk at you later. 
 
 
Sparx 
 
===================================================== 
 I intend to live forever - so far, so good 
+++++++++++++++++++++++++++++++++++++++++++++++++++++ 
Check out #herochat on DALnet an IRC for Champions Conversation 
+++++++++++++++++++++++++++++++++++++++++++++++++++++ 
 
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Subject: Re: Body from Ego Attacks 
X-Juno-Line-Breaks: 0-11,14-16 
From: llwatts@juno.com (Leah L Watts) 
Date: Sat, 14 Feb 1998 23:37:55 EST 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
>> Okay, let's suppose that a sample character  hasa *very* fragile  
>mind and 
>> can and will take Body damnage from normal Ego Attacks.  How is this 
>> bought?  Physical Limitation?  Susceptability, Vulnerability? 
>>  
>> And suggestions would be welcome. 
> 
>I remember some of the characters in the Champions of the North  
>sourcebook 
>took damage from ego attacks.  Aura for example.  It was defined as a 
>Physical limitation. 
 
The Gilt Complex from Adventurer's Club 4 all had "Takes Body from Ego 
Attack" as a 20 point limitation, but that _was_ an earlier edition of 
the rules. 
 
Leah 
 
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Subject: Re: Ye GODS........!!! 
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From: llwatts@juno.com (Leah L Watts) 
Date: Sat, 14 Feb 1998 23:37:55 EST 
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Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
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Don't forget Hestia (aka Vesta, hopefully I'm spelling these right).  Her 
gift could be protection abilities or a special protection aura on the 
new kid's home/lair/whatever. 
 
Also, IIRC Poseidon created horses, so he could give limited animal 
control. 
 
Leah 
 
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Date: Thursday, June 03, 1999 12:13 PM