Week Ending March 21, 1998
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Date: Sun, 15 Mar 1998 12:51:13 +1100 
From: Mad Hamish <h_laws@postoffice.utas.edu.au> 
Subject: Re: Twisted Scenario Ideas 
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At 05:49 PM 3/11/98 -0800, Bob Greenwade wrote: 
>   Here's an idea I thought up this afternoon.  It's a good scenario for a 
>Dark Champions campaign, with a really cruel twist. 
>   Suppose the PCs are in a situation where they need to learn the 
>top-secret security codes used in a now-discontinued but extremely 
>sensitive project by the government of a foreign power. 
 
	O.K.  
 
>  For the sake of 
>argument, let's say that the government of the People's Republic of China 
>did some biological warfare research in the 1970s, 
 
	Likely, of course so did the USA... 
 
> but some terrorist group 
>(like VIPER or VOICE) has stolen it and is preparing to release the virus 
>for its own vile purposes. 
 
	Threatening to anyway. 
 
>  The Chinese are understandably reluctant to 
>even admit that such research exists, and so are not forthcoming with the 
>information. 
 
	Frankly I don't see that, I could see that they don't know about the 
theft, it was a covert operation which completely bypassed security. PSI 
would be an organisation I'd use to set that up. 
	If I was running China I'd rather let it be known that someone had stolen 
the weapon than let people think that it was us using it if it was released. 
 
>   However, the PCs, working through the Internet, are able to get past 
>security measures in the Chinese government's computers -- up to a point. 
	 
	Sorry but Cyberpunk aside anything that sensitive would _NOT_ be connected 
to the internet. It just wouldn't happen. You'd have to actually do a 
physical insertion into the compound. 
 
>They need an extremely long access code to get the actual information that 
>will enable them to neutralize the virus. 
>   From their information sources, they learn that two Chinese nationals 
>are in the area who used to work on that government project.  One has a job 
>at the consulate (or even the embassy), while the other is in town on 
>unrelated business.  Each knows half of the access code needed to get into 
>the information on the Chinese government's computer system. 
 
	The Access code would be changed regularly, I'd be changing it at least 
every week myself, more often would be likely. 
 
>   The PCs find themselves with little choice but to kidnap these two 
>Chinese and Interrogate the information out of them.  Sure enough, each of 
>them knows half of the access code. 
>   The problem is that it's the same half. 
>   I don't know how the PCs would get out of that mess.... 
 
	Maybe they don't. Maybe they lose, or maybe a Chinese covert operations 
team has tracked down the enemy and solves the problem rather bloodily. 
 
**************************************************************************** 
The Politician's Slogan 
'You can fool all of the people some of the time and some of the people all 
of the time, but you can't fool all of the people all of the time. 
Fortunately only a simple majority is required.' 
**************************************************************************** 
 
Mad Hamish 
 
Hamish Laws 
h_laws@postoffice.utas.edu.au 
h_laws@tassie.net.au 
 
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Date: Sun, 15 Mar 1998 12:51:20 +1100 
From: Mad Hamish <h_laws@postoffice.utas.edu.au> 
Subject: Re: Brick "Stupid Tricks" 
Cc: "[unknown]" <champ-l@omg.org> 
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At 09:40 AM 3/12/98 -0500, David Stallard wrote: 
>Message text written by David Fair 
>>Hard Skin: 
>     Damage Shield & Missle Deflection< 
> 
>Does the Damage Shield represent the fact that punching the brick would be 
>like punching a brick wall, which could hurt?  With Damage Shield, people 
>who shake hands with the hero are going to take damage as well, which 
>doesn't match up with the "brick wall" special effect. 
 
	I agree with you there, unless you're like The Thing in his Spiky stage 
when punching him did look like it would hurt. 
 
>  I guess you could 
>turn it on and off though...I was assuming that "Hard Skin" would be Always 
>On.  Also, why Missile Deflection instead of Armor or just extra PD/ED?  
>Missile Deflection means the hard skin doesn't protect against melee 
>attacks, and it only protects against missile attacks if you make your 
>roll. 
 
	I can see missile deflection for that, I mean can anyone see a thrown 
knife going through The Thing's skin? 
 
>  If you only wanted it to protect some of the time, I would think 
>that an Activation roll on Armor or extra PD/ED would be the better choice. 
> 
> 
 
**************************************************************************** 
The Politician's Slogan 
'You can fool all of the people some of the time and some of the people all 
of the time, but you can't fool all of the people all of the time. 
Fortunately only a simple majority is required.' 
**************************************************************************** 
 
Mad Hamish 
 
Hamish Laws 
h_laws@postoffice.utas.edu.au 
h_laws@tassie.net.au 
 
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Date: Sun, 15 Mar 1998 00:59:32 -0600 
From: John Stefanski <jstefanski@internetMCI.com> 
Subject: Sidekick 
Reply-to: "John Stefanski (E-mail 3)" <commando@mail.com> 
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Anyone out there using Sidekick to help run combat?  I need to customize the amount of characters, add more or delete some.  
 
Any suggestions or fixes, please reply. 
 
JS 
 
======================== 
JS Stefanski - jstefanski@iname.com 
 
"aut vincere aut mori" - Conquer or Die	 
======================== 
 
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Date: Sun, 15 Mar 1998 05:00:39 -0600 
From: "Guy Hoyle" <ghoyle1@airmail.net> 
        dlindman@intelectinc.com, 
        frsb@airmail.net, jameseasy@aol.com, ltharp2@airmail.net, 
        ceyanna@yahoo.com, wtharp2@airmail.net 
Subject: 350 point character ANOTHER TRY 
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Thanks very much for all the suggestions I've received about my character for  
a 350-point campaign.  I've done a lot of tinkering with the character, and  
have hopefully brought him up to code, but if you notice any changes I can  
make for the best, please let me know. 
 
Oscar is an android,  built as an anti-terrorist unit by a scientist who hoped  
to get funding from the government. The android foiled a terrorist group at  
the Academy Award ceremonies one year, and became an instant celebrity.  Some  
of the Hollywood fringe element have become convinced that he's a good-luck  
charm of some sort, and he's always being courted by producers and actors, who  
think he has some kind of clout; would-be starlets also hang around him (a  
string of DNPCs).  Oscar is also stalked by two individuals: one is a  
well-known actor who wants to put him on his mantelpiece, the other is a  
scientist who wants to take him apart. 
 
Oscar's android physiology means that anyone attempting to use the Paramedic  
skill upon him must also have Electronic, Mechanics, or some related skill to  
make some sense out of his construction. 
 
15/50   STR     5 
23      DEX     39 
33      CON     46 
12      BODY    4 
18      INT     8 
10      EGO     0 
23      PRE     13 
20      COM     5 
7/14    PD      4 
14      ED      7 
5       SPD     17 
10/17   REC     0 
50      END     -8 
37/54   STUN    0 
Characteristics Cost: 140 
 
32      Damage Class +8DC        
4       Martial Block    
4       Martial Disarm   
4       Martial Dodge    
3       Martial Throw    
4       Nerve Strike     
3       Martial Grab     
4       Killing Strike   
2       7 Mental Defense,Not vs. mental powers targeted vs.      
        machines(-1)     
5       5 Power Defense  
7       1 BODY Regen,Not in strong magnetic fields(-1/2)         
54      18/18 Armor      
30      Life Support,doesn't breathe,doesn't eat/sleep/excrete,safe      
        in vacuum/pressure,safe in radiation,safe in heat/cold,  
        immune to disease,immune to aging        
3       Acrobatics 14-   
3       Breakfall 14-    
3       Climbing 14-     
3       Lockpicking 14-  
3       Stealth 14-      
3       Conversation 14-         
3       Sleight Of Hand 14-      
-2      0" Swimming     0 
0       10" Superleap   5 
35      50 STR  3 
 
Powers Cost: 210 
Total Cost: 350 
 
Base Points: 200 
15      Distinctive,"Looks like the 'Oscar' statue",concealable, 
         major 
15      Psych Lim,"Fascinated by humanity",very common,moderate 
10      Psych Lim,"Android Rights Supporter",uncommon,strong 
15      Psych Lim,"Code against killing",common,strong 
5       Hunted,"Hollywood producers, Motion Picture Academy",less 
         powerful,non-combat influence,mild,appear 8- 
15      Hunted,"Crazed movie star",less powerful,non-combat 
         influence,harsh,appear 11- 
15      Hunted,"Crazed scientist (wants to take Oscar apart)",as 
         powerful,harsh,appear 11- 
10      Hunted, terrorists,as powerful,harsh,appear 8- 
10      DNPC,"Various people who want to be movie stars", 
         incompetent,useful skills,appear 8- 
10      Public ID,"Walking Giant Oscar Statue" 
15      Susc,"Strong Magnetic Fields",uncommon,per phase,1D6 
15      Physical Lim,"Android physiology",frequently,greatly 
 
Disadvantages Total: 150 
Experience Spent: 0 
Total Points: 350 
 
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From: "\"qts\" <qts@nildram.co.uk> 
        \"champ-l@omg.org\"" <qts@nildram.co.uk> 
Date: Sun, 15 Mar 98 13:08:50  
Reply-To: "qts" <qts@nildram.co.uk> 
Priority: Normal 
Subject: Re: 350 point character ANOTHER TRY 
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On Sun, 15 Mar 1998 05:00:39 -0600, "Guy Hoyle" 
dlindman@intelectinc.com wrote: 
 
>15      Distinctive,"Looks like the 'Oscar' statue",concealable, 
>         major 
>15      Psych Lim,"Fascinated by humanity",very common,moderate 
>10      Psych Lim,"Android Rights Supporter",uncommon,strong 
>15      Psych Lim,"Code against killing",common,strong 
>5       Hunted,"Hollywood producers, Motion Picture Academy",less 
>         powerful,non-combat influence,mild,appear 8- 
>15      Hunted,"Crazed movie star",less powerful,non-combat 
>         influence,harsh,appear 11- 
>15      Hunted,"Crazed scientist (wants to take Oscar apart)",as 
>         powerful,harsh,appear 11- 
>10      Hunted, terrorists,as powerful,harsh,appear 8- 
>10      DNPC,"Various people who want to be movie stars", 
>         incompetent,useful skills,appear 8- 
>10      Public ID,"Walking Giant Oscar Statue" 
>15      Susc,"Strong Magnetic Fields",uncommon,per phase,1D6 
>15      Physical Lim,"Android physiology",frequently,greatly 
 
Love it! 
qts 
 
Home: qts@nildram.co.uk. 
 
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Reply-To: <dflacks@ican.net> 
From: "dflacks" <dflacks@ican.net> 
Subject: Re: Only in Hero ID 
Date: Sun, 15 Mar 1998 08:45:54 -0500 
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One of my favorite characters to run has OIHID on most of his powers.  
OIHID has become the central aspect of the character in fact.  This 
character, currently called S.T.R.I.D.E.R. has gone through many revisions 
for differnent style campains, and as use as an NPC for my own campaigns. 
 
Darien raised some good points.  Here's how my character would fit them.  I 
think he is a good candidate for OIHID. 
 
> Only in hero ID is only appropriate if... 
> - the character spends a significant amount of (campaign) time in normal  
>   ID... 
 
A key point.  S.T.R.I.D.E.R.'s powers all work from an END Reserve.  This 
End Reserve has OIHID, but the REC associated with it was bought with Only 
In Normal ID.  We decided to give that the same 1/4 limitation as OIHID.  
This means that every action taken in hero mode depletes his Reserve, and 
if he does not spend significent time in normal mode, he will have no END 
available as a hero when he really needs it.  Secondly, he has an 
accidently change to normal mode when his reserve is running low.  So if he 
doesn't spend time in normal mode he might revert to it in the middle of 
super combat.  That hurts, big time. 
 
> - the character's normal ID can get into situations where he wants to use 
>   the power... 
> - the power is really unavailable or significantly less useful while in 
>   normal ID (i.e. the hero can't simply change into hero ID with no 
>   repercussions and use the power--i.e. the power is a defense, the hero 
>   doesn't have instant change, or has to protect a secret ID, etc.) 
 
He has a Secret ID to protect as well.  While he does have instant change 
the process has been defined as very flashy.  IE. a burst of multicoloured 
light almost, but not quite, up to Flash power levels.  Luckily, Since I 
planned to have the character spend a lot of time in normal ID, his normal 
ID is a bit more powerful that some.  In normal ID he is closer  to a 
heroic level character (75+75 Disadavatage).  This lets him hold his own 
against street punks, and even some agent types.  He is still cannon fodder 
to a supervillian though.  As it should be for a normal ID. 
He also tends to glow as a hero, which makes stealth very difficult.  Much 
easier to sneak around in normal ID. 
 
> - the character's hero ID only offers the character the use of the 
limited 
>   powers, and doesn't make too many significant changes (like to psych 
>   lims, other disadvantages, many characteristics, and so on... for these 
>   concepts, multiform is more appropriate, and cleaner). 
 
All his Psych limits are part of his normal ID.  He does have some 
disadvantages that are only active in hero ID, such as accidental change 
and vulnerability, but these are logicaly linked to his powers. 
 
> - the character's hero ID isn't coming from the possession of some item 
>   that can be taken away (use focus instead... don't use focus and OIHID 
>   together on the same power). 
 
I have made several origin paths for this character over the years, as I 
revised him from campaign to campaign.   While he has goten his powers from 
an object in one campaign.  That object, a shard of the Phoenix jewell, 
could not be removed while he lived so was not a focus. 
 
BTW  In the Phoenix jewell origin the legendary mystical Phoenix sealled 
itself in a gem when it realized that the time of magik was fadeing.  
Unlike other mystical creatures, the Phoenix was tied to the campaign 
reality and could not leave the dimension.  The Phoenix had planned to wait 
out the time untill the next cycle of magik and then be reborn from the 
gem.  Seeming death and rebirth are the Phoenix way.  Unfortunetly, this 
time the gem was flawed and broke apart.  The charcter, here callled Light 
Wing, got one of the shards.  In this origin he was hurted by another shard 
holder (with different powers.) and had to fight a compultion to seek out 
and reunite the shards.  He had a code vs. killing and reuniting the shards 
ment having to kill the other shard owners to get them.  Of course his 
hunted had no such code vs killing. 
 
Daniel Flacks   dflacks@ican.net 
 
Give me ambiguity or give me something else 
---------- 
> From: Darien Phoenix Lynx <chip@owlnet.rice.edu> 
>  
> On Fri, 13 Mar 1998, David Stallard wrote: 
>  
> > I don't know if the above paragraph makes any sense, but anyway, can 
> > somebody give me a few examples where Only in Hero ID is entirely 
> > appropriate? 
>  
> As a GM, I only allow "Only in Hero ID" for powers where the character is 
> clearly limited by not being able to use it in normal ID. For example, if 
> a character spends a good amount of campaign time in normal ID (FBI 
> agent), which he does in order to gain information and access that he 
> might not be able to get in hero ID, and can occasionally get into a lot 
> of trouble, yet is watched, and he's trying to hide the fact that he's a 
> superhero from the FBI, the only in hero ID is appropriate. Characters do 
> not have to have a secret ID for only in hero ID to be a limitation. For 
> example, even a superhero with instant change and no secret ID is limited 
> by having his Danger Sense bought "Only in hero ID." Other defenses 
>  
> You are astute in observing that for many concepts, multiform is more 
> appropriate. Try asking the following questions: 
>  
> Only in hero ID is only appropriate if... 
> - the character spends a significant amount of (campaign) time in normal  
>   ID... 
> - the character's normal ID can get into situations where he wants to use 
>   the power... 
> - the power is really unavailable or significantly less useful while in 
>   normal ID (i.e. the hero can't simply change into hero ID with no 
>   repercussions and use the power--i.e. the power is a defense, the hero 
>   doesn't have instant change, or has to protect a secret ID, etc.) 
> - the character's hero ID only offers the character the use of the 
limited 
>   powers, and doesn't make too many significant changes (like to psych 
>   lims, other disadvantages, many characteristics, and so on... for these 
>   concepts, multiform is more appropriate, and cleaner). 
> - the character's hero ID isn't coming from the possession of some item 
>   that can be taken away (use focus instead... don't use focus and OIHID 
>   together on the same power). 
>  
> Some on the list have argued that "Only in HERO ID" should be listed 
under 
> "Conditional Power Limitation," as it was in previous editions. Whether 
or 
> not this is so, it makes since to compare OIHID to other conditional 
> limitations. The BBB lists two, "only during laylight" and "only while 
> tocuhing the ground" at -1/4. 
 
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X-Sender: bob.greenwade@klock.com 
Date: Sun, 15 Mar 1998 06:57:55 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: AVLD 
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At 12:39 AM 3/14/1998 -0600, Bryant Berggren wrote: 
>>   Oh, and it's mathematically impossible, or at least sematically 
>>impossible, for "Non-resistant PD" to be a superset of "Resistant PD." 
> 
>What I mean is that in any standard situation (i.e. actually covered by the 
>rules) where "non-resistant PD" is needed/useful (such as against normal 
>damage attacks), your resistant and non-resistant defenses count as a single 
>total. 
> 
>Of course, by the book, the attack is illegal, since the description of AVLD 
>explicitly limits it to Flash, Mental, or Power Defense -- but I'm assuming 
>the presence of a house rule here. :] 
 
   Oh, yes.  Another part of this was my trying to come up with defenses 
that might be appropriate for AVLD.  (This was during the Hero3 era, and 
IIRC the original Hero3 writeup for AVLD only gave those three defenses as 
*examples.*  Someone else might be able to correct me on this.) 
   What I considered appropriate had to have these attributes:  1. It's 
scalable by value, not an all-or-nothing Power.  2. Some characters would 
have it, and others wouldn't.  3. There would be at least some cases where 
it's present -- and preferably most, but not all -- where the value would 
be small enough that *some* STUN would get through.  4. It doesn't have any 
*real* upper limit.  5. The defense is good for something other than 
defending against AVLD attacks.  6. The price is such that one can 
reasonably expect a character to have 16 points in it as well as one might 
expect a character to have 42 PD/ED (these numbers representing the average 
roll in a typical 60AP campaign). 
   That gave me:  Armor PD, Armor ED, Force Field ED, Force Field PD, 
Knockback Resistance, Lack of Weakness, Non-resistant ED, Non-resistant PD, 
and Resistance (the Talent). 
   I think I've created characters in the past with AVLD vs Knockback 
Resistance and AVLD vs Lack of Weakness, but I don't recall the Special 
Effects (except that the LoW one was starting to become a fairly common 
weapon among villains -- but then again, six of my ten PCs at the time had 
Lack of Weakness). 
--- 
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: Sun, 15 Mar 1998 08:08:05 -0800 
From: Christopher Taylor <ctaylor@cyberis.net> 
Subject: huge dudes with capes 
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Something I wonder about here is when I read that people like high powered 
campaigns... 300, 400, 500+ point characters.  How do you present a credible 
threat to a group of monstrosities like that and yet still have a planet 
left?  I tried this for a while and quickly came to the conclusion that the 
world would be unrecognizable and difficult to maintain with bad guys that 
could give a group of heroes with that much power a challenge. 
 
So this is the question people, what do you do with a campaign like that? 
 
---------------------------------------------------------- 
Sola Gracia		Sola Scriptura		Sola Fide 
Soli Gloria Deo		Solus Christus		Corum Deo 
----------------------------------------------------------- 
 
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X-Sender: shelley@mail.mactyre.net 
Date: Sun, 15 Mar 1998 09:06:57 -0800 
From: Shelley Chrystal Mactyre <scm@mactyre.net> 
Subject: Re: huge dudes with capes 
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At 08:08 AM 3/15/98 -0800, Christopher Taylor wrote: 
>Something I wonder about here is when I read that people like high powered 
>campaigns... 300, 400, 500+ point characters.  How do you present a credible 
>threat to a group of monstrosities like that and yet still have a planet 
>left?  I tried this for a while and quickly came to the conclusion that the 
>world would be unrecognizable and difficult to maintain with bad guys that 
>could give a group of heroes with that much power a challenge. 
 
I enjoy a range of power levels when I run, but when I want world-savin' 
superheroes, I run 400 point games.  The world was not noticeably different 
than ours because there are very few superheroes or villains, and plots 
tied into one another (it's easier for me to accept that one villain 
mastermind could send bad guys at our heroes time after time -- the 
villains becoming more savvy -- than it would be for me to accept new 
villain team after new villain team).  The threats along these lines -- 
teams or big bad supervillains -- are rare, with most being of a second 
sort (see below), which keeps the world as "normal" or close to ours as 
possible. 
 
However, the vast majority of the threats the PCs faced were against 
villains physically not even close their own power level, but who wielded 
social and political power.  And because the PCs were true heroes who cared 
about their images and the law, they had to work (read: roleplay) to solve 
problems without their powers.   
 
 
Shelley Chrystal Mactyre 
http://www.mactyre.net 
 
A flung stone has always been a fool's favorite means of putting himself on 
a level with the wise.   
-- Edgar Pangborn 
 
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X-Sender: scm@mail.aci.net 
Date: Sun, 15 Mar 1998 09:11:51 -0800 
From: Shelley Chrystal Mactyre <scm@mactyre.net> 
Subject: Bruce Harlick Chat Info 
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As I'm sure most of you have already heard, RTG is downsizing and cutting 
back on its production schedule.  Bruce Harlick will be in #herochat (on 
DALnet) on March 22nd, from 1-2 PM PST, to discuss what this means for Hero 
Games (both Fourth edition and Fuzion).  He'll also be answering your 
questions about anything Hero, so come on by! 
 
This will be Bruce's second visit; for information about his previous chat, 
as well as transcripts of chats with Steve Long and Aaron Allston, visit 
the #herochat website at http://www.mactyre.net/scm/Herochat.html.  We hope 
to see you there! 
 
 
 
Shelley Chrystal Mactyre 
http://www.mactyre.net 
 
A flung stone has always been a fool's favorite means of putting himself on 
a level with the wise.   
-- Edgar Pangborn 
 
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From: Don McKinney <dmckinne@cmi.csc.com> 
Subject: Re: huge dudes with capes 
Date: Sun, 15 Mar 1998 11:49:59 CST 
Cc: champ-l@omg.org 
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> Something I wonder about here is when I read that people like high powered 
> campaigns... 300, 400, 500+ point characters.  How do you present a credible 
> threat to a group of monstrosities like that and yet still have a planet 
> left?  I tried this for a while and quickly came to the conclusion that the 
> world would be unrecognizable and difficult to maintain with bad guys that 
> could give a group of heroes with that much power a challenge. 
>  
> So this is the question people, what do you do with a campaign like that? 
 
It's not the points, it's the players.  For example - I am currently  
running an unlimited-points campaign...  Characters run between 500 and 
700 pts...  But the biggest active is 120 pts, and characters buy contacts, 
and stuff. 
 
Actually, it's set in Seattle (my childhood home) and the original 
characters were exposed to a substance which gave them all paranormal  
powers (in 1990, it was a 250 pt. campaign)... 
 
The organization which did this has tried to eliminate them and was eventually 
driven out of business - and just recently the remnants of that became  
Genocide (one of the "spouses" of the PCs was kidnapped - the bad guys 
know some of the original team's ids - and the team was ordered by the bad 
guys to "stay inside your base this weekend - anyone flying around, anyone 
outside - even in your secret ids - and she's dead, just like you pulled  
the trigger yourselves and killed her" - so that's what they did)... 
[and yes, the players HATED that, but it was EVIL, and they love how evil 
their nemesis are...] 
 
Oh, sure, the team's got a Canadian member now, and has been in outer 
space (once, and it still causes problems) and they had to testify before 
the Senate Judiciary committee (which one of the PC's parents, his  
estranged father - who doesn't know he's a paranormal - sits on)... 
 
But as long as the players are into the game, you can keep it coherent - 
there's a rival evil team which has evolved with the PC team, and acts  
as a balancer... 
 
 
Now, the other game I'm in is a 400-600 pt. "space hero" game (set in  
2397).  Earth erupted into a civil war in the middle of all of this,  
and the PCs tipped the balance in favor of the rebels (yes, my high- 
powered flying brick went toe-to-toe with the would-be-dictator in a  
mean alien battlesuit...) 
 
It's a combination of Superfriends meets Babylon 5 meets Star Trek... 
And it would not be nearly as cool if the players weren't who they 
are (and if my character wasn't the leader, I hope)... 
 
 
The idea is to have fun, and use points as a balancing tool - not as a  
limiting factor... 
 
 
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 XXVI Convention Chairman, Champaign, IL, February 5-7, 1999 = 
= dmckinne@prairienet.org or winterwar@prairienet.org     (217) 469-9917 =  
========================================================================== 
 
Return-Path: <daemon@omg.org> 
From: Don McKinney <dmckinne@cmi.csc.com> 
Subject: Re: huge dudes with capes 
Date: Sun, 15 Mar 1998 11:52:45 CST 
Cc: champ-l@omg.org 
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> I enjoy a range of power levels when I run, but when I want world-savin' 
> superheroes, I run 400 point games.  The world was not noticeably different 
> than ours because there are very few superheroes or villains, and plots 
> tied into one another (it's easier for me to accept that one villain 
> mastermind could send bad guys at our heroes time after time -- the 
> villains becoming more savvy -- than it would be for me to accept new 
> villain team after new villain team).  The threats along these lines -- 
> teams or big bad supervillains -- are rare, with most being of a second 
> sort (see below), which keeps the world as "normal" or close to ours as 
> possible. 
 
Agreed - new team of the week never works, at any power level... 
 
> However, the vast majority of the threats the PCs faced were against 
> villains physically not even close their own power level, but who wielded 
> social and political power.  And because the PCs were true heroes who cared 
> about their images and the law, they had to work (read: roleplay) to solve 
> problems without their powers.   
 
and trying to find allies in that political framework...   
BTW, I misplaced your PRIMUS stuff, what congressional committee do you have 
performing "oversight"?  We use the Senate Judiciary committee (you know, 
the ones who did 'Anita Hill'), but I'm curious as to what others use... 
 
 
 
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 XXVI Convention Chairman, Champaign, IL, February 5-7, 1999 = 
= dmckinne@prairienet.org or winterwar@prairienet.org     (217) 469-9917 =  
========================================================================== 
 
Return-Path: <daemon@omg.org> 
Date: Sun, 15 Mar 1998 13:57:57 -0500 
From: "Jeff M. Reid" <Morfhis@compuserve.com> 
Subject: RE: Sidekick 
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> Anyone out there using Sidekick to help run combat?  I need to customize 
the amount of 
> characters, add more or delete some.  
> 
 
At the risk of sounding ignorant, what is "Sidekick?"  
 
Return-Path: <daemon@omg.org> 
Date: Sun, 15 Mar 1998 13:58:01 -0500 
From: "Jeff M. Reid" <Morfhis@compuserve.com> 
Subject: 350 point character ANOTHER TRY 
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Very interesting. The "Android Rights Supporter" is a nice touch. I 
especially like the fact that he looks like the Oscar statue -- I hope the 
GM has a sense of humor :-). 
 
I noticed that the only Martial maneuvers he has that do damage are the 
Nerve Strike (for 6d6 NND) and the Killing Strike (for 2d6 HKA, 4d6 w/ 
STR); I think this shows an admirable amount of restraint, since for the 
expenditure of 4 points (for a Martial Strike), the character could be 
dealing out 20d6 damage in HtH! 
 
On a nit-picky note, I'm curious why the majority of the character's 
Strength is listed with the powers since, as far as I can see, there are no 
limitations on it that would preclude it simply being listed with the other 
stats. As near as I can tell, the character simply has a 50 STR, plain and 
simple. 
 
Also, isn't the "-1" a little generous for the lim on the Mental Defense, 
or are machine-targeted mental powers relatively common in the game? I 
would have thought "-1/4" would have been closer to the mark. 
 
Jeff Reid 
 
Return-Path: <daemon@omg.org> 
Date: Sun, 15 Mar 1998 13:58:05 -0500 
From: "Jeff M. Reid" <Morfhis@compuserve.com> 
Subject: Re: Only in Hero ID 
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> One of the key diferences in the two is damage carryover. In OIHID 
> damage to one persona is damage to the other. 
> In multiform, short of death, damage to one form has no effect on the 
> other (unlike duplication). 
 
What gives you that impression? My initial reaction was that you were nuts, 
but I decided to check the rules just to be sure. Interestingly enough, the 
Multiform listing in the Hero Rulesbook doesn't mention damage carryover 
one way or the other, so I suppose that there's room for debate. I would 
like to hear what others have to say on the subject before I can accept 
what seems to me to be a counterintuitive rules interpretation. 
 
Jeff Reid 
 
Return-Path: <daemon@omg.org> 
X-Sender: ctaylor@pop.cyberis.net 
Date: Sun, 15 Mar 1998 11:02:13 -0800 
From: Christopher Taylor <ctaylor@cyberis.net> 
Subject: Re: huge dudes with capes 
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>> So this is the question people, what do you do with a campaign like that? 
 
>The organization which did this has tried to eliminate them and was eventually 
>driven out of business - and just recently the remnants of that became  
>Genocide (one of the "spouses" of the PCs was kidnapped - the bad guys 
>know some of the original team's ids - and the team was ordered by the bad 
>guys to "stay inside your base this weekend - anyone flying around, anyone 
>outside - even in your secret ids - and she's dead, just like you pulled  
>the trigger yourselves and killed her" - so that's what they did)... 
>[and yes, the players HATED that, but it was EVIL, and they love how evil 
>their nemesis are... 
 
And that WORKED??  with 700 points there is no way in HELL Genocide would 
get away with that... how could they tell?  detect what, your power pool 
that negates detects?  Invisibility, speed, what exactly did they spend 
their points on?  For that kind of points and a 120 pt power pool theres 
nowhere on earth they could hide... 
 
---------------------------------------------------------- 
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: Sun, 15 Mar 1998 11:06:25 -0800 
From: Christopher Taylor <ctaylor@cyberis.net> 
Subject: Re: huge dudes with capes 
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><< So this is the question people, what do you do with a campaign like that? 
>>> 
> 
>  Why not ask the Avengers, of the Fantastic Four, or the Justice League, 
>or... 
> 
>  You have thousands upon thousands of examples of stories involving heroes 
>that would most certainly have over 300+ Pts in a Champions game. Draw from 
>your available sources. ;) 
 
ummm except if you ran those scenarios in a Champions game they would turn 
out considerably different.  Using comics for a campaign is pretty 
ineffective, although you can get ideas from them... just how long would a 
character like Storm or Cyke last in a Champs game (all attack hmm no 
defenses...) 
 
---------------------------------------------------------- 
Sola Gracia		Sola Scriptura		Sola Fide 
Soli Gloria Deo		Solus Christus		Corum Deo 
----------------------------------------------------------- 
 
Return-Path: <daemon@omg.org> 
Date: Sun, 15 Mar 1998 11:12:52 -0800 
From: Rook <rook@infinex.com> 
Subject: Re: huge dudes with capes 
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Christopher Taylor wrote: 
>  
> Something I wonder about here is when I read that people like high powered 
> campaigns... 300, 400, 500+ point characters.  How do you present a credible 
> threat to a group of monstrosities like that and yet still have a planet 
> left?  I tried this for a while and quickly came to the conclusion that the 
> world would be unrecognizable and difficult to maintain with bad guys that 
> could give a group of heroes with that much power a challenge. 
>  
> So this is the question people, what do you do with a campaign like that? 
 
	Well, alot of it has to do with genre limitations. 
 
A game that powerful really needs to do some level of 'reality 
modification'. 
 
Why don't the guys with earth shattering strength start smashing holes 
in the 
planet or conquering nations? Why don't the super genius types start 
patenting 
their devices and putting out super gear on an assembly line? 
	Genre. 
	If you want a game were people act and think within the same bounds as 
they 
do in the real world, you're going to have trouble most likely before 
you even reach 
250 points. Look at the MiricleMan comic book for an idea of what could 
happen if the 
super's really acted like they had the same mindset as the rest of us. 
Their world got 
ripped more and more to shreds with each issue. Till it frankly became 
disturbing to read. 
	So in this big, world-saving 3-500+ point game you need to simply set 
some 
limits on what things will happen, and how reality works. Why don't they 
mass produce the 
super tech? Because they don't, or can't. Why don't they just conquer 
the world? Because 
it just doesn't work that way. 
	The best way to sum this up is too look at a four color comic book. 
People just don't 
act that way in real life. But they do in comics. 
	I run a world saving type of game. My power level for it is a little 
low. The PC's are 
just a notch above the BBB characters. But they're the second generation 
of a team who's former 
and now missing members would be in that 3-500 point scale (I don't use 
point limits, but power 
limits not based on active points, so that's a guess.). And these 
current PC's will expect to 
have to deal with some of the opponants their predessors had to deal 
with. 
	My super-world holds it's together by making certain genre statements 
and sticking to 
them. Things like anyone with power by default becomes a hero or 
villian. They don't just live 
normal lives with their powers. Villian's do give James Bond style 
deathtraps and speaches rather 
than just shooting the guy or going after his kid sister. Heroes do stop 
to help old ladies accross 
the street. Super tech just doesn't work in the hands of those who 
didn't make it. 
 
	Etc... 
 
	The 3-500 point setting is going fall apart in a more realistic 
setting. It's really best for 
a four color game, or at least one which sets certain paradigms on 
character behaivior. 
	The concepts of four color vs. realistic extend far further than the 
plots. They extend into 
the way the heroes and villians act, the way society accepts them, the 
way the powers work, the kinds 
of origins one finds, and much, much, more. 
 
-- 
Rook			¿Õ ¿ë ±â  
 __ 
/.)\ http://www.infinex.com/~rook/SH/SHlinks.html  Super Hero Links Page 
\(@/ http://www.infinex.com/~rook/SH/              Super Hero Role 
Playing 
 
Return-Path: <daemon@omg.org> 
From: Don McKinney <dmckinne@cmi.csc.com> 
Subject: Re: huge dudes with capes 
Date: Sun, 15 Mar 1998 13:33:31 CST 
Cc: champ-l@omg.org 
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> And that WORKED??  with 700 points there is no way in HELL Genocide would 
> get away with that... how could they tell?  detect what, your power pool 
> that negates detects?  Invisibility, speed, what exactly did they spend 
> their points on?  For that kind of points and a 120 pt power pool theres 
> nowhere on earth they could hide... 
 
Ah...  but they were counting on the heroes' sense of honor and fair 
play, and the fact that they were holding a gun to their head (oh, and  
the fact that as derived from the group what originally accidentally 
gave the PCs their powers to start with, they had weapons what could  
turn those powers off...) 
 
And sure, the heroes knew exactly where she was being held - but if they 
went there, she was dead, and it was across the border in Canada (before 
a Canadian joined the team), etc... 
 
Genocide wasn't trying to hide - they just wanted some time to retrieve 
certain "research materials" they wanted... 
 
And who lets 120 pt. VPPs in their game (well, ok, my Seattle game has a  
mage with such), but only one...  And negating detects?  Why would I let 
someone in with that?  Just because it's unlimited points doesn't mean 
I let anything in - what's your character's schtick?  Stick to that... 
 
The team is fast; several members fly; one person's real fast, one's real 
strong and flies, one's real strong and walks - no overlapping schticks, 
and narrow definitions for characters, and tight GM reign on special  
effects.  In other words, a high-powered game requires the same care as 
a low-powered one... 
 
 
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 XXVI Convention Chairman, Champaign, IL, February 5-7, 1999 = 
= dmckinne@prairienet.org or winterwar@prairienet.org     (217) 469-9917 =  
========================================================================== 
 
Return-Path: <daemon@omg.org> 
Date: Sun, 15 Mar 1998 11:33:39 -0800 
From: Rook <rook@infinex.com> 
Subject: Re: Only in Hero ID 
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> > One of the key diferences in the two is damage carryover. In OIHID 
> > damage to one persona is damage to the other. 
> > In multiform, short of death, damage to one form has no effect on the 
> > other (unlike duplication). 
>  
> What gives you that impression? My initial reaction was that you were nuts, 
> but I decided to check the rules just to be sure. Interestingly enough, the 
> Multiform listing in the Hero Rulesbook doesn't mention damage carryover 
> one way or the other, so I suppose that there's room for debate. I would 
> like to hear what others have to say on the subject before I can accept 
> what seems to me to be a counterintuitive rules interpretation. 
 
	Simple. It never says it does. So it doesn't. Especially since 
duplication 
shows how it does for that power. 
	Multiform is a power that gives you two seperate bodies. Why should 
hurting 
one hurt the other. 
	Note that duplication only hurts the other forms when they recombine, 
thus 
adding the injury in from the hurt form. 
	Champions III where the powers Duplication and Multiform originate had 
multiform 
having a rule very similar to duplication. That rule was removed in 
fourth edition. 
Possibly as a result of character concepts like MiracleMan. Adding it 
back in is simple 
to do with a limitation. 
 
 
--  
Rook			¿Õ ¿ë ±â  
 __ 
/.)\ http://www.infinex.com/~rook/SH/SHlinks.html  Super Hero Links Page 
\(@/ http://www.infinex.com/~rook/SH/              Super Hero Role 
Playing 
 
Return-Path: <daemon@omg.org> 
From: Daniel Pawtowski <dpawtows@access.digex.net> 
Subject: Re: huge dudes with capes 
Date: Sun, 15 Mar 1998 14:38:13 -0500 (EST) 
Organization: VTSFFC 
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> campaigns... 300, 400, 500+ point characters.  How do you present a credible 
> threat to a group of monstrosities like that and yet still have a planet 
 
Hurm.  Well, I've been in games that started out at 250 and had built 
their way into the 450-500 point range by Exp accumulation over the 
years, and didn't change all that much. 
  Depends on how one builds and how one plays.  Very little of the experience 
went towards increasing damage (Attackes migrated from 10DC's to 12 DC's 
in most cases) or defenses.  On the other hand, everybody got to be darned 
versitile. 
 
                                         Daniel Pawtowski 
 
 
Return-Path: <daemon@omg.org> 
Date: Sun, 15 Mar 1998 11:41:19 -0800 
From: Rook <rook@infinex.com> 
Subject: Re: huge dudes with capes 
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> ><< So this is the question people, what do you do with a campaign like that? 
> > 
> >  Why not ask the Avengers, of the Fantastic Four, or the Justice League, 
> >or... 
> >  You have thousands upon thousands of examples of stories involving heroes 
> >that would most certainly have over 300+ Pts in a Champions game. Draw from 
> >your available sources. ;) 
>  
> ummm except if you ran those scenarios in a Champions game they would turn 
> out considerably different.  Using comics for a campaign is pretty 
> ineffective, although you can get ideas from them... just how long would a 
> character like Storm or Cyke last in a Champs game (all attack hmm no 
> defenses...) 
 
	Well, I think the idea here is twofold. 
1) If you added those characters as written into a champions game, you 
would run 
	that game according to the genre conventions of the comics they came 
from. 
	Lethal attacks simply wouldn't hit, they'd only be for dramatic flair. 
Seemingly 
	lethal attacks that did hit would actually be normal attacks. 
Character's with HKA/RKA's 
	like Wolverine would only use them on innanimate objects or in dramatic 
scenes that had 
	been accompanied by lots of plot build up. 
 
2) The idea I'm seeing presented by this person is to look at how these 
powerful heroes act. And 
	how the villians they fight act. And how the world they live in acts. 
Such a high power 
	world has to run under diferent genre conventions than a lower power 
game. 
 
 
--  
Rook			¿Õ ¿ë ±â  
 __ 
/.)\ http://www.infinex.com/~rook/SH/SHlinks.html  Super Hero Links Page 
\(@/ http://www.infinex.com/~rook/SH/              Super Hero Role 
Playing 
 
Return-Path: <daemon@omg.org> 
From: Don McKinney <dmckinne@cmi.csc.com> 
Subject: Re: huge dudes with capes 
Date: Sun, 15 Mar 1998 14:06:33 CST 
Cc: champ-l@omg.org 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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> A game that powerful really needs to do some level of 'reality 
> modification'. 
>  
> Why don't the guys with earth shattering strength start smashing holes 
> in the 
> planet or conquering nations? Why don't the super genius types start 
> patenting 
> their devices and putting out super gear on an assembly line? 
 
Smashing holes in the planet?  You ever try to move-through the planet? 
It doesn't go anywhere, doesn't take much body and you feel reeeeaaaalll  
bad afterward all over... 
 
And the super-genius types can patent their devices (but the bad guys  
don't *pay*, they *take*).  Building a factory gives the GM a target,  
except the character sets up the battle terrain :) 
 
> 	Genre. 
> 	If you want a game were people act and think within the same bounds as 
> they 
> do in the real world, you're going to have trouble most likely before 
> you even reach 
> 250 points. Look at the MiricleMan comic book for an idea of what could 
> happen if the 
> super's really acted like they had the same mindset as the rest of us. 
> Their world got 
> ripped more and more to shreds with each issue. Till it frankly became 
> disturbing to read. 
 
I'm sorry - didn't read MM. 
 
> 	So in this big, world-saving 3-500+ point game you need to simply set 
> some 
> limits on what things will happen, and how reality works. Why don't they 
> mass produce the 
> super tech? Because they don't, or can't. Why don't they just conquer 
> the world? Because 
> it just doesn't work that way. 
> 	The best way to sum this up is too look at a four color comic book. 
> People just don't 
> act that way in real life. But they do in comics. 
> 	I run a world saving type of game. My power level for it is a little 
> low. The PC's are 
> just a notch above the BBB characters. But they're the second generation 
> of a team who's former 
> and now missing members would be in that 3-500 point scale (I don't use 
> point limits, but power 
> limits not based on active points, so that's a guess.). And these 
> current PC's will expect to 
> have to deal with some of the opponants their predessors had to deal 
> with. 
> 	My super-world holds it's together by making certain genre statements 
> and sticking to 
> them. Things like anyone with power by default becomes a hero or 
> villian. They don't just live 
> normal lives with their powers. Villian's do give James Bond style 
> deathtraps and speaches rather 
> than just shooting the guy or going after his kid sister. Heroes do stop 
> to help old ladies accross 
> the street. Super tech just doesn't work in the hands of those who 
> didn't make it. 
 
Heh...  Genre convention.  "Why x?" 
  
> 	The 3-500 point setting is going fall apart in a more realistic 
> setting. It's really best for 
> a four color game, or at least one which sets certain paradigms on 
> character behaivior. 
> 	The concepts of four color vs. realistic extend far further than the 
> plots. They extend into 
> the way the heroes and villians act, the way society accepts them, the 
> way the powers work, the kinds 
> of origins one finds, and much, much, more. 
 
Bingo.  Well, I throw some realism into my unlimited points game, but  
there's the 'Darth Vader' guy who survived the destruction of the evil 
alien attack ship and made it to Earth, and the tin-horned dictator 
with diplomatic immunity who's his pal...  The French Colonel with  
UNTIL connections who's trying to help them...  The GENOCIDE guys who 
are willing to cut deals for alien technology in the name of genetic 
purity... 
 
 
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 XXVI Convention Chairman, Champaign, IL, February 5-7, 1999 = 
= dmckinne@prairienet.org or winterwar@prairienet.org     (217) 469-9917 =  
========================================================================== 
 
Return-Path: <daemon@omg.org> 
X-Sender: shelley@mail.mactyre.net 
Date: Sun, 15 Mar 1998 12:16:28 -0800 
From: Shelley Chrystal Mactyre <scm@mactyre.net> 
Subject: Re: huge dudes with capes 
Cc: champ-l@omg.org 
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At 11:52 AM 3/15/98 CST, Don McKinney wrote: 
>> However, the vast majority of the threats the PCs faced were against 
>> villains physically not even close their own power level, but who wielded 
>> social and political power.  And because the PCs were true heroes who cared 
>> about their images and the law, they had to work (read: roleplay) to solve 
>> problems without their powers.   
> 
>and trying to find allies in that political framework...   
>BTW, I misplaced your PRIMUS stuff, what congressional committee do you have 
>performing "oversight"?  We use the Senate Judiciary committee (you know, 
>the ones who did 'Anita Hill'), but I'm curious as to what others use... 
 
PRIMUS gets treated the same way as the FBI, in terms of congressional 
oversight and funding; in all reality, I waffle between *wanting* them to 
be independent or a division of the FBI.  But don't tell the Golden Avenger 
I said that!  =) 
 
Shelley Chrystal Mactyre 
http://www.mactyre.net 
 
A flung stone has always been a fool's favorite means of putting himself on 
a level with the wise.   
-- Edgar Pangborn 
 
Return-Path: <daemon@omg.org> 
From: Don McKinney <dmckinne@cmi.csc.com> 
Subject: Re: huge dudes with capes 
Date: Sun, 15 Mar 1998 14:32:13 CST 
Cc: dmckinne@tornado.cmi.csc.com, champ-l@omg.org 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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To: champ-l@omg.org 
X-Status:  
X-Keywords: 
X-UID: 28 
 
> >and trying to find allies in that political framework...   
> >BTW, I misplaced your PRIMUS stuff, what congressional committee do you have 
> >performing "oversight"?  We use the Senate Judiciary committee (you know, 
> >the ones who did 'Anita Hill'), but I'm curious as to what others use... 
>  
> PRIMUS gets treated the same way as the FBI, in terms of congressional 
> oversight and funding; in all reality, I waffle between *wanting* them to 
> be independent or a division of the FBI.  But don't tell the Golden Avenger 
> I said that!  =) 
 
We also played with a second paranormal group that operated under the  
auspices of the Secret Service; however, it caused too many problems,  
so we had Congress not give it any money... 
 
 
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 XXVI Convention Chairman, Champaign, IL, February 5-7, 1999 = 
= dmckinne@prairienet.org or winterwar@prairienet.org     (217) 469-9917 =  
========================================================================== 
 
Return-Path: <daemon@omg.org> 
Comments: Authenticated sender is <theala@shore.intercom.net> 
From: "Theala Sildorian" <theala@shore.intercom.net> 
Date: Sun, 15 Mar 1998 21:54:20 +0000 
Subject: RE: Sidekick 
Priority: normal 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
> At the risk of sounding ignorant, what is "Sidekick?"  
  
A combat manager for Hero System.  Great for Champions, not so good  
for Heroic level campaigns. 
 
I prefer Hero Dice and Combat Sequencer--a pair of programs designed  
to work together. 
 
Amy  
 
---------------- 
Theala Sildorian 
http://www.intercom.net/user/theala/hero.html 
Home of the Unofficial Champions Home Page! 
 
Return-Path: <daemon@omg.org> 
Reply-To: <dflacks@ican.net> 
From: "dflacks" <dflacks@ican.net> 
Subject: Ecto-Man 
Date: Sun, 15 Mar 1998 17:12:30 -0500 
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I am designing a character for a new campaign and could use some 
suggestions from the creative people on the list.  I am looking at a kind 
of living ghost.  IE, someone with ghostly powers without actually being 
‘Undead’.  Perhaps a comatose man projecting his mind or someone who 
physically died but mentally continued. 
 
His body is made of ectoplasm, and is a physical manifestation of his mind. 
 His powers all stem from his Ecto-body.  Since he is not ‘Undead’ he can 
not terrify people by saying boo, or do damage by howling, etc. 
 
Some power ideas I am currently considering are; 
 
1) Teleportation.  Since his physical body is a manifestation of his mind, 
he can choose to manifest wherever he likes. I would restrict this to 
places he knows or can see.  No teleportation through a wall if you can’t 
see what is on the other side.  When T-porting he would simple create a new 
body at the new location.  His old body would go through rapid changes of 
state as his dissolves.  First melting to a puddle like a candle, then 
evaporating into a gas and finally loosing all physical structure.  I would 
probably slow this process down for visual effect.  His new body is created 
instantly when he t-ports but his old body take a turn to fully dissolve.  
Nice visuals. 
 
2) Desolid.  His ectoplasm body only interacts with reality if he wants it 
to.  I like the invisible effects advantage here.   Killer Kaboom man 
throws a grenade at Ecto-man.  Visually he gets splashed all over by the 
explosion, but pulls himself back together immediately.  More nice visuals. 
 He may or may not be able to pass through walls.  I haven’t decided which 
is better.  
 
3) Regeneration or Aid.   Since his body is only a manifestation of his 
mind made out of ectoplasm, and he can summon more ectoplasm for a new body 
when he t-ports, then he can summon more ectoplasm to regenerate damages.  
He would be able to regrow limbs.  Alternately a healing aid linked to the 
teleportation.  His newly created body doesn’t have the same damage as his 
old body.  Firebird fries Ecto-man then stares open mouthed as his body 
melts away and he reappears a few feet away no longer singed. 
 
4) Entangle.  Throwing sticky globs of ectoplasm at his targets. “I’ve been 
slimed!!” 
 
5) Growth.  I don’t like this one but it fits the theme.  If he can summon 
extra ectoplasm for other needs then why not to make himself bigger.  I 
won’t be using this because for two reasons.  Firstly I don’t want a giant 
brick type for this character, I don’t see strength as being his forte.  
Secondly, Having a giant ectoplasmic entity roaming the city is just asking 
the GM to bring out those four guys in the repainted hearse with the proton 
packs.   Who’s the GM going to call... 
 
6) Stretching.  Twisting his ectoplasmic body into new and interesting 
shapes.  Nice visuals, but as I don’t see strength being his thing, I 
probably wouldn’t bother with this either. 
 
Disadvantage: Takes body damage from ego attacks.  Since his body is a 
manifestation of metal energy, it is physically effected by mental energy. 
Note: Since he is not 'Undead' he is not adversly effected by religous 
icons, sunlight, etc. 
 
Does anybody have any suggestions.  The character currently has no real 
offensive capacity, apart from the entangle.  How is he supported to stop 
the bad guys.  Remember he is not ‘Undead’ and therefore doesn’t have any 
of the traditional spooky attacks. 
 
Another problems is what happens if he is knocked unconscious?  Since his 
ecto-body is a manifestation of his mind, knocking him unconscious should 
start the dissolve process.  This if fine if he is ‘CON stunned’ as he can 
literally pull himself together, but if he is damaged into negative stun 
his body could dissolve before he recovers.  The villains could never 
capture him because he would dissolve away.  Alternately, if his teammates 
leave or a captured, how is he to find them again.  If he remanifests 
himself where he was knocked unconscious everyone could be long gone.  Does 
this need to be modelled, and how would you do it.  A triggered Desolid 
with 0 END sounds right, except that being physically non-existent he would 
not be vulnerable to ANY attacks.  Perhaps his subconscious mind can 
maintain his ecto-body, or maybe it takes days for his ectobodies to 
dissolve?  Little puddles of disolving ecto-slime left behind for days 
whenever he teleports.  I don't paticularly like that idea. 
 
I don’t have a problem with him dissolving away but I think the GM might be 
upset with a character who can not be captured by the villains. 
 
Any help would be appreciated.   When I finish the design I will may post 
it to the list if people want to see it.  Unlike my ghostly character, I 
think I am thick skinned enough to take the inevitable responses. 
 
 
Daniel Flacks   dflacks@ican.net 
 
Give me ambiguity or give me something else 
 
Return-Path: <daemon@omg.org> 
X-Sender: h_laws@postoffice.utas.edu.au 
Date: Mon, 16 Mar 1998 09:13:30 +1100 
From: Mad Hamish <h_laws@postoffice.utas.edu.au> 
Subject: Re: Only in Hero ID 
Cc: "[unknown]" <champ-l@omg.org> 
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To: champ-l@omg.org 
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X-UID: 29 
 
At 01:45 PM 3/13/98 -0500, David Stallard wrote: 
>I've been wondering about the limitation "Only in Hero ID".  I once played 
>in a campaign where they did not allow this limitation, because they said 
>you could tack it onto everything and get a bunch of free points for it. 
 
	Only if there is a distinct hero ID _and_ the character _genuinely_ can't 
use the power. As examples of when it's valid there's the Blue version of 
Superman where Clark Kent has only Instant Change as power. Or Iron Man 
where there is a lot of time spent as Tony Stark. It's not valid for a 
character who choses not to use a power, there has to be a genuine reason. 
 
>  I 
>had never thought about it before then, but the comments they made have had 
>me wondering about this limitation for years.... 
> 
>I think maybe the BBB uses a Thor-like character as an example...I'm not 
>sure, but that's always the image that comes to mind.  Anyway, with this 
>limitation, his Secret ID is not able to use any powers, but once he 
>becomes a hero he gets this big hammer and some powers.  But how does the 
>secret ID *become* the hero?  Does he have "Instant Change" which is 
>available at all times, and then everything else is Only in Hero ID? 
 
	Well Thor (let's face it that's what they're modelling the example on) had 
Instant Change with the limitation that he had to strike his walking stick 
on the ground. A few times that caused problems as he didn't have the 
stick. (Instant Change limitation IA focus? Maybe even OA focus) 
 
	He also had the limitation/disadvantage that he would revert back to 
mortal form if he was away from his hammer for 60 seconds. 
 
>  It 
>seems to make more sense to use Multiform, where one form is the Secret ID 
>and the other is the god of thunder. 
 
	It does for that example, I think Iron Man would be the best example of an 
Only In Secret Id that I can think of off hand. His armoured suit has only 
been taken away on a couple of occasions in 20 or more years so it's not a 
focus, but Tony Stark can't fire repulsar rays without it. 
 
	I think the problem with modelling only in hero ID with Multiform is that 
it's not always appropriate, to quote Multiform "A character with this 
Special Power can have several different forms, each with its own 
personality, Characteristics, and Powers." 
 
	I think that there has to be a fair amount of emphasis on the "each with 
its own personality" myself. I'd also venture to suggest that simulating it 
with Multiform raises problems of it's own. I mean you can get a _lot_ of 
skills from a 250 point character if you don't buy powers or need brickish 
characteristics. 
 
	Let's also not forget that Only In Hero ID is a -1/4 limitation. You can 
probably save _more_ points by doing it as a Multiform if you want the God 
Of Thunder type of stuff, provided that you gave the human form different 
skills (the Norse God Of Thunder may not be able to drive a car, wouldn't 
know much science etc). 
  
>  Maybe what I'm trying to say (I'm not 
>sure, myself) is that Only in Hero ID seems to be a way of doing Multiform 
>but without writing up two character sheets. 
 
	Well the character I'm writing up useing it is a Cyberkinetic who's made 
himself a battlesuit. The battle suit provides most of his pysical 
statistics and physical powers but he has access to his mental powers at 
all times. I didn't want the suit to be taken away as often as a Focus 
could be but there are definately times when the character should not have 
access to his physical powers, e.g. he's attending an exhibition of Central 
American artifacts when the museam is attacked. 
 
	The character doesn't have Instant Change. 
 
	I consider that a genuine limitation, if the character isn't expecting 
trouble he's not wearing the suit, but if he is expecting trouble he's got it. 
 
>  Using Only in Hero ID, it 
>seems like you could buy all of your superhuman characteristics with Only 
>in Hero ID and save a whole mess of points.... 
 
	But then how many could you save with the Multiform approach? I mean if 
you have both the super form and normal form having the human form's skills 
then probably you pay a bit, but if you change the scores etc you can end 
up with a lot of potential for abuse. 
> 
>I don't know if the above paragraph makes any sense, but anyway, can 
>somebody give me a few examples where Only in Hero ID is entirely 
>appropriate? 
> 
 
	I've listed a couple above. Other examples of Only In Hero ID for me are  
 
	Batman's utility belt - I've seen it taken away about twice when he had it 
on. 
				also his body armour and probably presence. 
 
	Johnny Quick's speed powers; he had to use a mantra to trigger his speed 
powers but there was no other discernable difference between him using the 
powers and not using the powers. So I don't consider that a reasonable one 
for Multiform. 
 
	The people in Dial H For Hero may have a variable power pool with various 
limitations which is only in hero ID. (Note I only ever saw them in one 
comic in the early 80s so I could be wrong) 
 
**************************************************************************** 
The Politician's Slogan 
'You can fool all of the people some of the time and some of the people all 
of the time, but you can't fool all of the people all of the time. 
Fortunately only a simple majority is required.' 
**************************************************************************** 
 
Mad Hamish 
 
Hamish Laws 
h_laws@postoffice.utas.edu.au 
h_laws@tassie.net.au 
 
Return-Path: <daemon@omg.org> 
X-Sender: h_laws@postoffice.utas.edu.au 
Date: Mon, 16 Mar 1998 10:10:17 +1100 
From: Mad Hamish <h_laws@postoffice.utas.edu.au> 
Subject: Re: 350 point character ANOTHER TRY 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
X-Status:  
X-Keywords: 
X-UID: 32 
 
At 05:00 AM 3/15/98 -0600, Guy Hoyle wrote: 
>Thanks very much for all the suggestions I've received about my character 
for  
>a 350-point campaign.  I've done a lot of tinkering with the character, and  
>have hopefully brought him up to code, but if you notice any changes I can  
>make for the best, please let me know. 
> 
> 
>Oscar's android physiology means that anyone attempting to use the Paramedic  
>skill upon him must also have Electronic, Mechanics, or some related skill 
to  
>make some sense out of his construction. 
> 
>15/50   STR     5 
>23      DEX     39 
>33      CON     46 
>12      BODY    4 
>18      INT     8 
>10      EGO     0 
>23      PRE     13 
>20      COM     5 
>7/14    PD      4 
>14      ED      7 
>5       SPD     17 
>10/17   REC     0 
>50      END     -8 
>37/54   STUN    0 
>Characteristics Cost: 140 
> 
>32      Damage Class +8DC        
 
that's a lot of +DC imo. with str 50 you could be doing 22D6 damage if you 
pick up offensive strike. 
 
>4       Martial Block    
>4       Martial Disarm   
>4       Martial Dodge    
>3       Martial Throw    
>4       Nerve Strike     
>3       Martial Grab     
>4       Killing Strike 
 
With Code Versus Killing? a 9 DC killing strike doesn't really go with that. 
   
>2       7 Mental Defense,Not vs. mental powers targeted vs.      
>        machines(-1)     
 
Depends, if the campaign is using TUM then that would be the default. 
 
>5       5 Power Defense  
>7       1 BODY Regen,Not in strong magnetic fields(-1/2)      
 
	I'd put that at -1/4 myself. 
    
>54      18/18 Armor      
>30      Life Support,doesn't breathe,doesn't eat/sleep/excrete,safe      
>        in vacuum/pressure,safe in radiation,safe in heat/cold,  
>        immune to disease,immune to aging        
>3       Acrobatics 14-   
>3       Breakfall 14-    
>3       Climbing 14-     
>3       Lockpicking 14-  
>3       Stealth 14-      
>3       Conversation 14-         
>3       Sleight Of Hand 14-      
>-2      0" Swimming     0 
>0       10" Superleap   5 
>35      50 STR  3 
 
	Why is the strength a power? 
> 
>Powers Cost: 210 
>Total Cost: 350 
> 
>Base Points: 200 
>15      Distinctive,"Looks like the 'Oscar' statue",concealable, 
>         major 
 
not that concealable. 
 
>15      Psych Lim,"Fascinated by humanity",very common,moderate 
>10      Psych Lim,"Android Rights Supporter",uncommon,strong 
>15      Psych Lim,"Code against killing",common,strong 
>5       Hunted,"Hollywood producers, Motion Picture Academy",less 
>         powerful,non-combat influence,mild,appear 8- 
>15      Hunted,"Crazed movie star",less powerful,non-combat 
>         influence,harsh,appear 11- 
>15      Hunted,"Crazed scientist (wants to take Oscar apart)",as 
>         powerful,harsh,appear 11- 
>10      Hunted, terrorists,as powerful,harsh,appear 8- 
>10      DNPC,"Various people who want to be movie stars", 
>         incompetent,useful skills,appear 8- 
>10      Public ID,"Walking Giant Oscar Statue" 
>15      Susc,"Strong Magnetic Fields",uncommon,per phase,1D6 
>15      Physical Lim,"Android physiology",frequently,greatly 
 
**************************************************************************** 
The Politician's Slogan 
'You can fool all of the people some of the time and some of the people all 
of the time, but you can't fool all of the people all of the time. 
Fortunately only a simple majority is required.' 
**************************************************************************** 
 
Mad Hamish 
 
Hamish Laws 
h_laws@postoffice.utas.edu.au 
h_laws@tassie.net.au 
 
Return-Path: <daemon@omg.org> 
From: Opal@october.com (Opal) 
Date: 15 Mar 98 15:24:02 -0800 
Subject: Entangles as walls 
Organization: Fidonet: Red October Alpha * Hero Roleplaying * 408-629-4695 *  
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To: champ-l@omg.org 
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X-UID: 31 
 
 >I'm kind of curious where the idea of using an entangle as a  
 > created wall  
 >came from - it seems to be less intuitive than a lot of stuff in  
 > the HERO  
 >system.  Can anyone explain it?  
 >  
  
It's been there since the first edition (back when Entangles -  
and objects in general - only had BOD, not DEF.  I think that  
made it into Murphy's Rules, something about Tank front armor  
having 16 BOD, and a normal could beat through it with his fists  
in a few minutes).  The phrasing was something like 'Entangle  
can also be used to create a barrier in one hex.'  
___  
 * OFFLINE 1.58  
 
Return-Path: <daemon@omg.org> 
Date: Sun, 15 Mar 1998 19:00:50 -0500 (EST) 
X-Sender: jprins@interhop.net 
From: jprins@interhop.net (John and Ron Prins) 
Subject: Re: Only in Hero ID 
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: 35 
 
>It does for that example, I think Iron Man would be the best example of an 
>Only In Secret Id that I can think of off hand. His armoured suit has only 
>been taken away on a couple of occasions in 20 or more years so it's not a 
>focus, but Tony Stark can't fire repulsar rays without it. 
 
Well, there have been plenty of situations where he has to 'sneak off' to 
put on the armor - generally a pain in the behind. OIHID is only a -1/4 
limitation, after all. What happens? Crisis - Tony is sitting there with his 
briefcase full of armor and can't stop the criminals. He has to manage a way 
to sneak off for a minute or so to don the armor (no way does he do this in 
a phase), requiring stealth rolls, getting past the enemy, risking death 
with no protection, etc., etc. While it's certainly true that his suit 
rarely gets taken away, it's almost a staple of Iron Man that he isn't 
wearing it when the crap hits the fan. 
 
>	Let's also not forget that Only In Hero ID is a -1/4 limitation. You can 
>probably save _more_ points by doing it as a Multiform if you want the God 
>Of Thunder type of stuff, provided that you gave the human form different 
>skills (the Norse God Of Thunder may not be able to drive a car, wouldn't 
>know much science etc). 
 
Hooyeah. Characters I've built with OIHID generally save 30 points in the 
process (on a 250 point character). A 30 point Multiform will get you a nice 
150 point extra identity - IOW a very skilled normal. Of course, the base 
form will be a little less powerful (220 points) than the OIHID form would 
be, but he'll have gobs more skills. One only has to look at Jaguar to see 
how *ahem* abusive this can be. 
  
>>  Maybe what I'm trying to say (I'm not 
>>sure, myself) is that Only in Hero ID seems to be a way of doing Multiform 
>>but without writing up two character sheets. 
 
It can. I wrote up Cheetah from the Gold Digger comic as an OIHID - even the 
'actual' Cheetah form is only a Shapeshift (and another OIHID with some 
bonus powers attached). I could have done it as a Multiform, but all the 
forms have the same skills and the powers vary only a little. OIHID keeps it 
to one single character sheet - it's cleaner. 
 
>>I don't know if the above paragraph makes any sense, but anyway, can 
>>somebody give me a few examples where Only in Hero ID is entirely 
>>appropriate? 
>> 
 
Lycanthropes come to mind. If the character keeps his 'intellect' and psych 
lims across forms, I'd build it as an OIHID with a Shapeshift as the means 
of swapping forms. Just attach OIHID to most of the powers and attributes. 
You don't absolutely NEED multiform in this case. And if anyone wants to 
bring up the matter that the animal form will have disads the base form will 
not, then all shapeshifting would have to be Multiform - if I shapeshift 
into a chair, I can't pick stuff up, right (and still be a chair)? 
 
OTOH, the Hulk is a classic Multiform. Different body, different mind - 
different character. 
 
>The people in Dial H For Hero may have a variable power pool with various 
>limitations which is only in hero ID. (Note I only ever saw them in one 
>comic in the early 80s so I could be wrong) 
 
Iffy. I got the impression that some of the Hero forms had thier own 
disadvantages and psych lims on them. That would either mean a VPP with Side 
Effects (disadvantages) or a VPP of Multiforms (stamp "GM Permission" all 
over that, natch). 
 
----------------------------------------------------------------------------- 
"Pull order out from chaos? I do that twice a week..." 
----------------------------------------------------------------------------- 
John D. Prins 
jprins@interhop.net 
 
Return-Path: <daemon@omg.org> 
Date: Sun, 15 Mar 1998 19:00:58 -0500 (EST) 
X-Sender: jprins@interhop.net 
From: jprins@interhop.net (John and Ron Prins) 
Subject: Re: Ecto-Man 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
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X-UID: 34 
 
>I am designing a character for a new campaign and could use some 
>suggestions from the creative people on the list.  I am looking at a kind 
>of living ghost.  IE, someone with ghostly powers without actually being 
>'Undead'.  Perhaps a comatose man projecting his mind or someone who 
>physically died but mentally continued. 
 
I'd direct you to check out the Spirit Rules in Horror Hero or HSA#1. Not 
everyone on the list likes them, but they do cover the whole spirit angle 
better than Desolid kludgyness IMHO. 
 
>His body is made of ectoplasm, and is a physical manifestation of his mind. 
> His powers all stem from his Ecto-body.  Since he is not 'Undead' he can 
>not terrify people by saying boo, or do damage by howling, etc. 
 
"Boo" is a PRE Attack. I can scare people by going "Boo", given the right 
setting :-). And I'm not Undead (yet)... 
 
>Some power ideas I am currently considering are; 
> 
>1) Teleportation.  Since his physical body is a manifestation of his mind, 
>he can choose to manifest wherever he likes. I would restrict this to 
>places he knows or can see. 
 
>2) Desolid.  His ectoplasm body only interacts with reality if he wants it 
>to.  I like the invisible effects advantage here.   Killer Kaboom man 
>throws a grenade at Ecto-man.  
 
Both of these easily covered by the Spirit rules. 
 
>3) Regeneration or Aid.   Since his body is only a manifestation of his 
>mind made out of ectoplasm, and he can summon more ectoplasm for a new body 
>when he t-ports, then he can summon more ectoplasm to regenerate damages.  
>He would be able to regrow limbs.  
 
Spirits don't have BODY, so very few attacks affect them. In this case, 
Ecto-Man could use a Transform to 'create' a body that has "BODY" and use it 
as a focus to interact with the world (perhaps a focus for Telekinesis). 
Ectoplasm gets destroyed? No problem, use the Transform to make another 
body. Only attacks directed actually at the Spirit would really do damage). 
 
>4) Entangle.  Throwing sticky globs of ectoplasm at his targets. "I've been 
>slimed!!" 
 
Classic Entangle. No problem. 
 
>5) Growth.  I don't like this one but it fits the theme.  If he can summon 
>extra ectoplasm for other needs then why not to make himself bigger.  I 
 
Ah, that's where the Transform helps. More BODY generated on the Transform, 
the bigger the form. The Telekinesis stays the same STR, though, so you just 
look more impressive. 
 
>6) Stretching.  Twisting his ectoplasmic body into new and interesting 
>shapes.  Nice visuals, but as I don't see strength being his thing, I 
>probably wouldn't bother with this either. 
 
Telekinesis. Maybe with No Range Penalty. 
 
>Disadvantage: Takes body damage from ego attacks.  Since his body is a 
>manifestation of metal energy, it is physically effected by mental energy. 
>Note: Since he is not 'Undead' he is not adversly effected by religous 
>icons, sunlight, etc. 
 
Spirits have special rules for Vulnerabilities - like EGO attacks doing 
lethal damage (in this case, damage to the EGO of the Spirit). 
 
>Another problems is what happens if he is knocked unconscious? 
 
Spirits don't get knocked unconcious. They don't have STUN. 
 
>I don't have a problem with him dissolving away but I think the GM might be 
>upset with a character who can not be captured by the villains. 
 
There are means to catch Spirits (detailed in HSA#1 and Horror Hero). 
 
----------------------------------------------------------------------------- 
"Pull order out from chaos? I do that twice a week..." 
----------------------------------------------------------------------------- 
John D. Prins 
jprins@interhop.net 
 
Return-Path: <daemon@omg.org> 
Date: Sun, 15 Mar 1998 21:23:11 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: Stupid Jedi Tricks... 
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>    HKA?  With Disarm "built in"? 
>    It may just be a cheesy interpretation, but it seems to me that the 
> chart on page 153 of the HSR indicates that every *character* has a Disarm 
> built in.  The text on Disarm on page 152 implies that a hand-to-hand 
> weapon -- that is, one built with HA or HKA -- can be used as a tool for 
> Disarm. 
 
	Sorry to reply so late, but I've been out of town.  You and Rat 
both seem right in a way, however, you are wrong in assumping that only HA 
or HKA can be used for a HtH weapon.  I could think of ways Entangle, 
Strength, Drain, RKA, EB, and a few others could do the same thing. 
 
 
 
				-Tim Gilberg 
 
	-"Friends help you move.  Real friends help you move bodies." 
 
Return-Path: <daemon@omg.org> 
Date: Sun, 15 Mar 1998 22:01:18 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: RE: cybernetics 
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> >While I don't regret buying Cyber Hero, it was a fairly disappointing book. 
> 
>    I have the same feeling. 
 
	Quit saying that! 
 
	I'm getting my copy any day now, and don't want to be too down on 
it.  (I did get a good price.) 
 
 
				-Tim Gilberg 
 
	-"Friends help you move.  Real friends help you move bodies." 
 
Return-Path: <daemon@omg.org> 
Date: Sun, 15 Mar 1998 22:15:38 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: Small campaign 
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> Make these two PCs more of a "special ops" team - handling the 
> assignments that the Champs can't, instead of the assignments the 
> Champs don't want.  Make them the team that goes "away saving the 
> world". 
> 
> Just a thought. 
 
	Or make the game more of a dark(ish) champions.  They handle the 
things that the Champions can't get their hands dirty on.  I did something 
nice with this between home and school based campaigns. 
 
 
 
				-Tim Gilberg 
 
	-"Friends help you move.  Real friends help you move bodies." 
 
Return-Path: <daemon@omg.org> 
Date: Sun, 15 Mar 1998 22:41:09 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: Women in Champions 
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>         I think one of the best current books you could show a prospective 
> female super-hero gamer is The Legion Of Super Heroes, in that title the 
> females often are more pivotal to the story line than the males.  While the 
> characters are teen agers the team aspect is very important, and the 
> charcters are more than one dimensional. 
>         Another really good teen-team book is Young Heroes In Love.  While 
> the title might throw you off the book is well written and reads a lot like 
> a Champions game in progress.  Both of those book show stong female heroes 
> as real characters. 
 
	I've had luck with fans (both male and female) of "Lois and 
Clark". 
 
 
				-Tim Gilberg 
 
	-"Friends help you move.  Real friends help you move bodies." 
 
Return-Path: <daemon@omg.org> 
Date: Sun, 15 Mar 1998 22:52:05 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: Segment 12 
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> Blasting the first villain who tried to attack is a new wrinkle. It seems 
> to me that the PC decided not to act after all, though she is holding an 
> action. If the rest of the PC's were completely clueless about the 
> impending attack, she might be the only player to get a Segment 12 due to 
> their surprise; but I wouldn't give her an extra attack in either 
> circumstance. (However, if she had picked out a particular villain, I would 
> have let her do a "Covered" maneuver before Segment 12.) I would most 
> likely run this as a standard Segment 12 with everyone acting on both 
> sides, since everyone knew a fight was likely to break out any second. 
 
 
	Nah.  This is easy.  She is holding an action until a villian 
starts to attack.  At that point it will be a Dex vs Dex roll to see who 
goes first:  Her, or the attacking villian. 
 
 
				-Tim Gilberg 
 
	-"Friends help you move.  Real friends help you move bodies." 
 
Return-Path: <daemon@omg.org> 
Date: Mon, 16 Mar 1998 00:46:28 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: Using HERO for nefarious purposes... (Muhahahaha!) 
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> I did it once several years back for a live action game me and some friends ran at 
> Technicon.  My once piece of advice would be "Don't do it."  I love the Hero system, 
> but it doesn't scale down well.  If you are determined to have a kind of Heroesque feel 
> to you mechanics, try Fuzion scaled down to it's lowest complexity level (even then, 
> you're probably still looking at more "rules" than I like in a LARP rule-set). 
 
	I'd have to disagree.  I played in Drive-In Hero at GenCon this 
past year which was, essentially, simplified live-action Hero.  Worked 
really well. 
 
 
 
				-Tim Gilberg 
 
	-"Friends help you move.  Real friends help you move bodies." 
 
Return-Path: <daemon@omg.org> 
X-Sender: nolan@pop.erols.com 
Date: Mon, 16 Mar 1998 01:56:26 -0500 
From: Scott Nolan <nolan@pop.erols.com> 
Subject: Re: Using HERO for nefarious purposes... (Muhahahaha!) 
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<x-rich>At 12:46 AM 3/16/98 -0600, you wrote: 
 
> 
 
>> I did it once several years back for a live action game me and some friends ran at 
 
>> Technicon.  My once piece of advice would be "Don't do it."  I love the Hero system, 
 
>> but it doesn't scale down well.  If you are determined to have a kind of Heroesque feel 
 
>> to you mechanics, try Fuzion scaled down to it's lowest complexity level (even then, 
 
>> you're probably still looking at more "rules" than I like in a LARP rule-set). 
 
> 
 
>	I'd have to disagree.  I played in Drive-In Hero at GenCon this 
 
>past year which was, essentially, simplified live-action Hero.  Worked 
 
>really well. 
 
 
Well?  Tell us about it.  How did it go? 
 
 
Scott 
 
 
 
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 
 
"Airplanes are interesting toys but of no military value." 
 
	 <bold>Marechal Ferdinand Foch</bold>, 1908 
 
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 
 
<bold>Scott C. Nolan 
 
nolan@erols.com</bold> 
 
</x-rich> 
Return-Path: <daemon@omg.org> 
Date: Mon, 16 Mar 1998 02:31:58 -0600 
From: "Guy Hoyle" <ghoyle1@airmail.net> 
Subject: Re: 350 point character ANOTHER TRY 
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On 3/15/98, at 5:17 PM, Mad Hamish  wrote:  
 
>At 05:00 AM 3/15/98 -0600, Guy Hoyle wrote: 
>>4       Killing Strike 
> 
>With Code Versus Killing? a 9 DC killing strike doesn't really go with that. 
 
You're right. CAK was a last-minute decision; I think I'll lose it. 
 
>   
>>2       7 Mental Defense,Not vs. mental powers targeted vs.      
>>        machines(-1)     
> 
>Depends, if the campaign is using TUM then that would be the default. 
 
That's yet another point I'll have to clear up with the GM. 
 
>>7       1 BODY Regen,Not in strong magnetic fields(-1/2)      
> 
>	I'd put that at -1/4 myself. 
 
A number of people have pointed this out. I'll reduce it, and either lower the frequency of the Regen or put in another 1/4 Limitation. 
 
>>35      50 STR  3 
> 
>	Why is the strength a power? 
 
It could be either a Power or a Characteristic; it didn't matter to me at the time, and it didn't seem to make a difference. 
 
>>Base Points: 200 
>>15      Distinctive,"Looks like the 'Oscar' statue",concealable, 
>>         major 
> 
>not that concealable. 
 
Remember, this is the same genre that lets Ben Grimm walk down the street in a trenchcoat, hat and sunglasses, and nobody notices him until they bump into him <g>. However, since I'm losing CAK, I might just take that. 
 
 
Guy Hoyle (ghoyle1@airmail.net)	 
Common problems need Uncommon Solutions! 
http://www.uncommonsolutions.com 
 
Return-Path: <daemon@omg.org> 
Date: Mon, 16 Mar 1998 04:19:04 -0600 
From: Todd Hanson <badtodd@dacmail.net> 
Subject: Re: 350 point character ANOTHER TRY 
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Guy Hoyle wrote: 
>  
> On 3/15/98, at 5:17 PM, Mad Hamish  wrote: 
>  
> >At 05:00 AM 3/15/98 -0600, Guy Hoyle wrote: 
> >>4       Killing Strike 
> > 
> >With Code Versus Killing? a 9 DC killing strike doesn't really go with that. 
>  
> You're right. CAK was a last-minute decision; I think I'll lose it. 
 
 
Dont be in such a hurry.  Just because you have a killing attack doesnt 
mean you have to use it against living opponents.  There are a variety 
of non-living targets out there... robots (although the rest of your 
disads may prevent you from using it against THEM), doors, walls, etc. 
 
killing attacks and CVK are not mutually exclusive. 
 
 
Todd 
 
Return-Path: <daemon@omg.org> 
Date: Mon, 16 Mar 1998 07:11:01 -0500 
From: "Jeff M. Reid" <Morfhis@compuserve.com> 
Subject: Re: Only in Hero ID 
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> Simple. It never says it does. So it doesn't. 
 
So we're to base what can be done by what the rulesbook DOESN'T say? Cool! 
 
"Gee, the rulesbook doesn't say I CAN'T blast the villains EB with my own, 
so I guess I CAN!" 
 
Jeff Reid 
 
Return-Path: <daemon@omg.org> 
Date: Mon, 16 Mar 1998 07:11:05 -0500 
From: "Jeff M. Reid" <Morfhis@compuserve.com> 
Subject: Re: 350 point character ANOTHER TRY 
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> >4       Killing Strike 
>  
> With Code Versus Killing? a 9 DC killing strike doesn't really go with 
that. 
>    
 
Not necessarily. Sometimes the ones who are the most averse to taking a 
life are the ones who know how to do it with frightening efficiency. 
 
...and technically, it's only a 6 DC Killing Strike (extra DC's are cut in 
half, remember?). 
 
Jeff Reid 
 
Return-Path: <daemon@omg.org> 
Date: Mon, 16 Mar 1998 07:42:25 -0600 
From: John Stefanski <jstefanski@internetMCI.com> 
Subject: RE: Sidekick 
        "champ-l@omg.org" <champ-l@omg.org> 
Reply-to: "jstefanski@iname.com" <jstefanski@iname.com> 
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Sidekick is a GM computer aid developed some time ago... I found it at  
someone's web site and had it on diskette for some time.  It will track 16  
characters' STUN and BODY, has a die roller, and a speed chart for action  
phases.  Overall it's a pretty neat little app.  I'm looking for someone  
who can help me add more characters or just fine the author. 
JS 
 
======================== 
JS Stefanski - jstefanski@iname.com 
 
"aut vincere aut mori" - Conquer or Die	 
======================== 
 
On March 15, 1998 12:58 PM, Jeff M. Reid [SMTP:Morfhis@compuserve.com]  
wrote: 
> > Anyone out there using Sidekick to help run combat?  I need to  
customize 
> the amount of 
> > characters, add more or delete some. 
> > 
> 
> At the risk of sounding ignorant, what is "Sidekick?"  
 
Return-Path: <daemon@omg.org> 
From: Brian Wong <rook@shell.infinex.com> 
Subject: Re: Only in Hero ID 
Date: Mon, 16 Mar 1998 06:52:08 -0800 (PST) 
Cc: champ-l@omg.org 
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>  
> > Simple. It never says it does. So it doesn't. 
>  
> So we're to base what can be done by what the rulesbook DOESN'T say? Cool= 
> ! 
>  
> "Gee, the rulesbook doesn't say I CAN'T blast the villains EB with my own= 
> , 
> so I guess I CAN!" 
> 
	Certainly when a comment is taken that far out of context it can be 
open to unusual interpretations. 
	Why don't you try again, this time by looking at the whole of my 
argument. 
 
Return-Path: <daemon@omg.org> 
Date: Mon, 16 Mar 1998 10:00:44 -0500 
From: David Stallard <DBStallard@compuserve.com> 
Subject: RE: Sidekick 
Cc: "[unknown]" <champ-l@omg.org> 
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Message text written by "jstefanski@iname.com" 
>Sidekick is a GM computer aid developed some time ago... I found it at  
someone's web site and had it on diskette for some time.  It will track 16  
characters' STUN and BODY, has a die roller, and a speed chart for action  
phases.  Overall it's a pretty neat little app.  I'm looking for someone  
who can help me add more characters or just fine the author.< 
 
I'd be interested in looking at Sidekick, if you can remember where you 
found it.  I've downloaded some software tools for Hero, but I thought most 
of them were either a little too simplistic or else were somewhat dated and 
had too many strange quirks.  I had been thinking about writing a Win95 app 
like this as a way to get some Visual Basic practice in, but I'd rather not 
if Sidekick has the functionality I'm looking for.  I'm wondering if maybe 
Sidekick is one of the apps I already looked at, but I didn't realize that 
"Sidekick" was its name.... 
 
Return-Path: <daemon@omg.org> 
Date: Mon, 16 Mar 1998 10:17:50 -0500 
From: David Stallard <DBStallard@compuserve.com> 
Subject: Shapeshifter questions 
Cc: "[unknown]" <champ-l@omg.org> 
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How would you build a character who is able to shapeshift parts of his body 
in all different ways?  For instance, if he wanted to fly, he could sprout 
wings or a propeller out of the top of his head...his fists could turn into 
hammers or big spikes or whatever...  We built a character like this over 
the weekend, but I'm not sure that we did it the best way.  What we did was 
buy powers like Flight or HKA and put "Variable Special Effects" on them 
all.  The only example of this from comics that I can think of is Green 
Lantern...however, instead of creating the variable items from thin air, 
the character we were building (named "Q"...I have no idea where that came 
from, but such weirdness is typical for this player) would actually shift 
parts of his body into those shapes. 
 
Would you allow this stuff in an Elemental Control?  My first instinct was 
"no", but we tried using a Multipower and it was very awkward, since 
several of his powers did not make sense with varying power levels...  
Anyway, when I saw that it was going to be very difficult to create this 
character with only 250 points, I allowed him to use an EC just so he'd 
have enough points to get the basic concept down (I always think of 
Multipowers as saving more points, so I'm always surprised when an EC gives 
me better savings...maybe if I spent a few minutes to figure out the math, 
I wouldn't be surprised anymore).  As it was, we had to dump a lot of cool 
ideas because we didn't have the points. 
 
Return-Path: <daemon@omg.org> 
Date: Mon, 16 Mar 1998 10:17:51 -0500 
From: David Stallard <DBStallard@compuserve.com> 
Subject: Modifiers to Characteristics 
Cc: "[unknown]" <champ-l@omg.org> 
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This seems like a simple question, but I had a hard time finding an answer 
yesterday when flipping through the BBB and Classic Enemies for examples.  
How much would it cost to put AE:Hex on your STR?  The character in 
question had a 30 STR, and AE:Hex is a 1/2 advantage, so using the chart it 
shows that this "power" costs 45 points.  Does that mean that to buy the 
AE:Hex would cost 45 (total) -30 (STR cost) =15 points?  This was for our 
shapeshifter character, who wanted to be able to make his fist huge so he 
could punch several targets at the same time (we probably would have made 
it more than just a hex).  If you know of other ways to do this besides 
AE:Hex (the character also had Stretching, by the way), please let me know. 
 
Return-Path: <daemon@omg.org> 
Date: Mon, 16 Mar 1998 10:28:45 -0500 
From: David Stallard <DBStallard@compuserve.com> 
Subject: Is this character too limited? 
Cc: "[unknown]" <champ-l@omg.org> 
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One of my players created a martial artist this weekend, and I'm somewhat 
concerned that the character doesn't have enough options to keep it 
interesting.  Let me know what you think.  The character has 5 or 6 martial 
maneuvers, most of which have a focus: Bo staff (is a focus the right way 
to do this, or is it better as a limited power "only with bo staff"?  The 
only example I could find was The Whip(4E)/Scourge(C:NM)).  He has two that 
don't require the staff, but I think they are defensive (Dodge is one, I 
can't remember the other).  Now, this character is also surrounded by a 
mystic fire (damage shield).  He can project this mystic fire to surround 
anything he is holding (thus, his staff could also do damage from the 
damage shield...we bought this as a 2nd damage shield with UAO, only vs 
handheld objects...sound right?).  Without going into skills or anything, 
this is essentially the entire character.  He has no resistant 
defense...should I be concerned about this?  Actually, the whole party (2 
PCs) has no resistant defense...I'm concerned about it, and hopefully they 
will be too after I show them what a blade or a bullet can do...they both 
usually play characters with force fields or armor or something else that 
gives them a significant amount of rPD/rED. 
 
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X-Authentication-Warning: snowy.owlnet.rice.edu: chip owned process doing -bs 
Date: Mon, 16 Mar 1998 09:32:08 -0600 (CST) 
From: Darien Phoenix Lynx <chip@owlnet.rice.edu> 
Subject: Re: Usable Against Others question... 
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On Mon, 16 Mar 1998, Lizard wrote: 
 
> I am designing a character with a fairly significant UAO power. However, 
> she cannot use the power herself. Is that implied by UAO? It doesn't seem 
> to be. How much of a limitation is "Can't use own power" worth? 
 
It's up to you (or your GM) how you interpret this. I don't allow UAO 
powers to be used on the wielder 90% of the time. For example, I require 
that Teleport UAO and Teleport be purchased as separate powers. My 
reasoning is that really, one is an attack and one is a movement power, 
and thus require separation for balance. They could both be in an EC or 
multipower, though.  
 
If you rule that by default, the power can be used both ways, then the 
limitation is based on how useful that power is when used on oneself. In 
general, I vote for a -1/2 limitation. For example, I find a healing aid 
that only works on others, but not oneself to be pretty equivalent to the 
"only on self," -1/2 limitation. Similarly, a teleport or damage shield 
UAO, but not usable by self, looks like a -1/2 limitation to me. 
 
Return-Path: <daemon@omg.org> 
Date: Mon, 16 Mar 1998 10:40:13 -0500 
From: David Stallard <DBStallard@compuserve.com> 
Subject: C:NM setting in 4E? 
Cc: "[unknown]" <champ-l@omg.org> 
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I'm just curious, is anyone using the Bay City setting with the 4th Edition 
rules?  That's what I'll be doing in my upcoming campaign.  When C:NM came 
out, I saw a lot of bad things being said about the setting, but I really 
like it.  I can't bring myself to "dumb down" to the Fuzion rules, though, 
so I'm going to suffer through converting a lot of things (thanks to this 
list, I'm aware that the Hero web page has some conversions already). 
 
I still just don't understand the whole idea of supporting two competing 
systems for the same genre, but I suppose that's a whole other thread....  
I still think that Hero was planning for Fuzion to be the only system going 
forward (Hero Plus only supporting the few who wouldn't "upgrade" to 
Fuzion), but quickly dug the Hero System Rules out of the trash after they 
saw the divided opinion.  Of course, I have bought every C:NM book 
published so far because of the source material, so I suppose I'm only 
supporting this awkward split. 
 
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From: Brian Wong <rook@shell.infinex.com> 
Subject: Re: Shapeshifter questions 
Date: Mon, 16 Mar 1998 07:46:41 -0800 (PST) 
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>  
> How would you build a character who is able to shapeshift parts of his body 
> in all different ways?  For instance, if he wanted to fly, he could sprout 
> wings or a propeller out of the top of his head...his fists could turn into 
> hammers or big spikes or whatever...  We built a character like this over= 
 
	You're more than likely going to need something with the word 
'variable' in it. That is VPP, Variable Advantage, and or Variable Special 
Effects. 
	The other option is a big multipower. 
 
> all.  The only example of this from comics that I can think of is Green 
> Lantern... 
 
	Anime is loaded with them as well. Or at least a similar variation. 
The person with 1001 weapons/tools up their sleaves. 
 
> the character we were building (named "Q"...I have no idea where that came 
> from, but such weirdness is typical for this player) would actually shift= 
> parts of his body into those shapes. 
> 
	Add on shapeshift if you want, but it's not needed as this can be 
a special effects call of the weapons. 
  
> Would you allow this stuff in an Elemental Control?  My first instinct was 
> "no", but we tried using a Multipower and it was very awkward, since 
 
	Why no? It's all part of a common special effect. Personally 
I'm fond of doing it with variable advantage. But that can be expensive. 
 
 
> several of his powers did not make sense with varying power levels... = 
> Anyway, when I saw that it was going to be very difficult to create this 
> character with only 250 points, 
 
	Most of the truely original concepts are hard to build on only 250 
points. Unless they use some loophole in the rules as a core part of their 
concept (like the classic Extra-Dimen Movement as an attack character). 
 
> I wouldn't be surprised anymore).  As it was, we had to dump a lot of cool 
> ideas because we didn't have the points. 
 
	Whenever I get to the point that I realize I'm dumping large sections 
of my concept to save points, I do one or both of two things: 
 
1) Declare the character an NPC and use it in my own games at however many 
	points it takes but make it balanced to power level. Obviously this 
	is not as 'fun'. 
 
2) Start looking at VPP and Variable Advantage. 
 
 
Rook 
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Return-Path: <daemon@omg.org> 
Date: Mon, 16 Mar 1998 10:52:35 -0500 (EST) 
From: Michael Surbrook <susano@access.digex.net> 
Subject: Re: Modifiers to Characteristics 
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On Mon, 16 Mar 1998, David Stallard wrote: 
 
> This seems like a simple question, but I had a hard time finding an answer 
> yesterday when flipping through the BBB and Classic Enemies for examples.  
> How much would it cost to put AE:Hex on your STR?  The character in 
> question had a 30 STR, and AE:Hex is a 1/2 advantage, so using the chart it 
> shows that this "power" costs 45 points.  Does that mean that to buy the 
> AE:Hex would cost 45 (total) -30 (STR cost) =15 points?   
 
Correct.  A One Hex AOE STR attack would cost 15 points.  The same as 0 
END on your STR. 
 
> This was for our 
> shapeshifter character, who wanted to be able to make his fist huge so he 
> could punch several targets at the same time (we probably would have made 
> it more than just a hex).  If you know of other ways to do this besides 
> AE:Hex (the character also had Stretching, by the way), please let me know. 
 
Based on what you are describing, the AOE power makes sense.  For 15 
points, you have just given the character a 6d6 attack that needs to hit a 
DCV of 3 each time, can't be dodged, and probably can't be blocked.  
 
*************************************************************************** 
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From: "Michael Rath (Volt Computer)" <a-mirath@microsoft.com> 
Subject: RE: Shapeshifter questions 
Date: Mon, 16 Mar 1998 07:54:16 -0800 
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I had a shapeshifter that used a 30point VPP to simulate powers when he 
shapechanged.  This allowed the variety and flexability to simulate these 
kind of effects.  He did have an EC but that was only for "related 
shapshifting powers" (e.g. density increase, growth, shrinking, resistant 
PD/ED).      
 
> -----Original Message----- 
> From:	David Stallard [SMTP:DBStallard@compuserve.com] 
> Sent:	Monday, March 16, 1998 7:18 AM 
> To:	champ-l@omg.org 
> Cc:	[unknown] 
> Subject:	Shapeshifter questions 
>  
> How would you build a character who is able to shapeshift parts of his 
> body 
> in all different ways?  For instance, if he wanted to fly, he could sprout 
> wings or a propeller out of the top of his head...his fists could turn 
> into 
> hammers or big spikes or whatever...  We built a character like this over 
> the weekend, but I'm not sure that we did it the best way.  What we did 
> was 
> buy powers like Flight or HKA and put "Variable Special Effects" on them 
> all.  The only example of this from comics that I can think of is Green 
> Lantern...however, instead of creating the variable items from thin air, 
> the character we were building (named "Q"...I have no idea where that came 
> from, but such weirdness is typical for this player) would actually shift 
> parts of his body into those shapes. 
>  
> Would you allow this stuff in an Elemental Control?  My first instinct was 
> "no", but we tried using a Multipower and it was very awkward, since 
> several of his powers did not make sense with varying power levels...  
> Anyway, when I saw that it was going to be very difficult to create this 
> character with only 250 points, I allowed him to use an EC just so he'd 
> have enough points to get the basic concept down (I always think of 
> Multipowers as saving more points, so I'm always surprised when an EC 
> gives 
> me better savings...maybe if I spent a few minutes to figure out the math, 
> I wouldn't be surprised anymore).  As it was, we had to dump a lot of cool 
> ideas because we didn't have the points. 
 
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From: Brian Wong <rook@shell.infinex.com> 
Subject: Re: Modifiers to Characteristics 
Date: Mon, 16 Mar 1998 07:55:27 -0800 (PST) 
Cc: champ-l@omg.org 
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>  
> This seems like a simple question, but I had a hard time finding an answer 
> yesterday when flipping through the BBB and Classic Enemies for examples.= 
>  
> How much would it cost to put AE:Hex on your STR?  The character in 
> question had a 30 STR, and AE:Hex is a 1/2 advantage, so using the chart it 
> shows that this "power" costs 45 points.  Does that mean that to buy the 
> AE:Hex would cost 45 (total) -30 (STR cost) =15 points?  
 
	Yes. 
	Or rather, the Strength stat cost you 20 points to buy up to 30. 
But you're buying the advantage on '30 points worth' of Str. Fortunatly you 
got this correct or we'd be in for a long debate here. :) 
	Now, as you did, you applied the advantage and it adds in 15 more 
points. You can write this on the sheet as 30 Str AE:Hex for 35 points, or 
you can write it as 30 Str, 20 points, and in a seperate area AE:Hex added 
to Str, 15 points. 
	The total is the same either way, so it doesn't matter how you write 
it down. Write it in Chinese if you want, it'll still be valid. :) 
 
> it more than just a hex).  If you know of other ways to do this besides 
> AE:Hex (the character also had Stretching, by the way), please let me know. 
>  
	Str with Explosion? :) 
I did it for a speedster once. I can see it on a stretching character you 
uses their power to make their body 'explode out'. 
 
Rook 
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Date: Mon, 16 Mar 1998 11:08:09 -0500 
From: David Stallard <DBStallard@compuserve.com> 
Subject: Re: Shapeshifter questions 
Cc: "[unknown]" <champ-l@omg.org> 
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Message text written by Brian Wong 
>       You're more than likely going to need something with the word 
'variable' in it. That is VPP, Variable Advantage, and or Variable Special 
Effects.< 
 
I didn't consider VPP because it doesn't make sense for this character to 
have a few powers "readied" and have to take time to reshuffle points in 
order to get effects.  If he wants to fly, he just sprouts wings out of his 
back...he doesn't need to have flight "on deck" ready for use.  We used 
Variable Special Effects in several places, though. 
 
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X-Sender: bob.greenwade@klock.com 
Date: Mon, 16 Mar 1998 08:10:31 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: huge dudes with capes 
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At 11:52 AM 3/15/1998 CST, Don McKinney wrote: 
>> I enjoy a range of power levels when I run, but when I want world-savin' 
>> superheroes, I run 400 point games.  The world was not noticeably different 
>> than ours because there are very few superheroes or villains, and plots 
>> tied into one another (it's easier for me to accept that one villain 
>> mastermind could send bad guys at our heroes time after time -- the 
>> villains becoming more savvy -- than it would be for me to accept new 
>> villain team after new villain team).  The threats along these lines -- 
>> teams or big bad supervillains -- are rare, with most being of a second 
>> sort (see below), which keeps the world as "normal" or close to ours as 
>> possible. 
> 
>Agreed - new team of the week never works, at any power level... 
 
   One thing that I'm finding to be helpful is to determine from the outset 
who the PCs' primary opponents will be through the campaign, and stick to 
them about 80% of the time.  The first few run-ins become the New 
Supervillain Team of the Week kind of thing, but then the villains become 
recurring charcters, and PCs get specific relationships with specific 
villains.... 
   And usually, the PCs' list of Hunters is sufficient for this. 
--- 
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: Re: Is this character too limited? 
Date: Mon, 16 Mar 1998 08:15:34 -0800 (PST) 
Cc: champ-l@omg.org 
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>  
> One of my players created a martial artist this weekend, and I'm somewhat= 
> concerned that the character doesn't have enough options to keep it 
> interesting.  Let me know what you think.  The character has 5 or 6 martial 
> maneuvers, most of which have a focus: Bo staff (is a focus the right way= 
> to do this, or is it better as a limited power "only with bo staff"?  The= 
 
	Neither. 
Martial arts has a rule that says each weapon element you can use with it costs 
1 point. The base element is ussually bare hands, but can be a weapon instead. 
	Look at how fencing is done for an example. If you have TUMA or NH 
they will have even more examples of this. You get no limitation bonus for 
something that is already assumed however. 
 
> can't remember the other).  Now, this character is also surrounded by a 
> mystic fire (damage shield).  He can project this mystic fire to surround= 
> anything he is holding (thus, his staff could also do damage from the 
> damage shield...we bought this as a 2nd damage shield with UAO, only vs 
> handheld objects...sound right?). 
 
	Possibly unessesary. Damage Shield may extend to anything you're 
holding. It certainly does for most of the common special effects it is 
used for (try this one: stick a wire in an electrical socket and grab it 
with your bare hands. Now have a friend grab you. AT this point you have just 
demonstrated 'Damage Shield' to your friend. :) Now have a third friend 
grab your friend. :) Though I belive this is actually an example of 'sticky'.) 
	I'll have to re-read a few rules to be sure on this one. 
 
 
>  Without going into skills or anything,= 
> this is essentially the entire character.  He has no resistant 
> defense...should I be concerned about this?  Actually, the whole party (2= 
> PCs) has no resistant defense...I'm concerned about it, and hopefully they 
> will be too after I show them what a blade or a bullet can do... 
 
	Don't be. Perhaps they want a more super heroic game where killing 
attacks are rare are seem to have an uncanny ability to miss (Ever notice 
how Batman can go for a sunday stroll through a hail of bullets and not get 
hit once. To test this one out, go trapsing through the local NRA firing 
range sometime. There is a high probability that will discover that comics 
don't always match reality. :) ). 
 
Rook 
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X-Sender: bob.greenwade@klock.com 
Date: Mon, 16 Mar 1998 08:17:30 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Only in Hero ID 
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At 01:58 PM 3/15/1998 -0500, Jeff M. Reid wrote: 
>> One of the key diferences in the two is damage carryover. In OIHID 
>> damage to one persona is damage to the other. 
>> In multiform, short of death, damage to one form has no effect on the 
>> other (unlike duplication). 
> 
>What gives you that impression? My initial reaction was that you were nuts, 
>but I decided to check the rules just to be sure. Interestingly enough, the 
>Multiform listing in the Hero Rulesbook doesn't mention damage carryover 
>one way or the other, so I suppose that there's room for debate. I would 
>like to hear what others have to say on the subject before I can accept 
>what seems to me to be a counterintuitive rules interpretation. 
 
   In the absence of a clear rule to the contrary, go with what makes sense. 
   In this case, since the rules don't say one way or the other whether 
damage carries over, but it makes more sense for it to carry over than not, 
then it does. 
--- 
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: Mon, 16 Mar 1998 08:19:28 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: The Great Multiform Debate 
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At 11:33 AM 3/15/1998 -0800, Rook wrote: 
>> > One of the key diferences in the two is damage carryover. In OIHID 
>> > damage to one persona is damage to the other. 
>> > In multiform, short of death, damage to one form has no effect on the 
>> > other (unlike duplication). 
>>  
>> What gives you that impression? My initial reaction was that you were nuts, 
>> but I decided to check the rules just to be sure. Interestingly enough, the 
>> Multiform listing in the Hero Rulesbook doesn't mention damage carryover 
>> one way or the other, so I suppose that there's room for debate. I would 
>> like to hear what others have to say on the subject before I can accept 
>> what seems to me to be a counterintuitive rules interpretation. 
> 
> Simple. It never says it does. So it doesn't. Especially since duplication 
>shows how it does for that power. 
 
   It also never says that a character instantly recovers when using 
Multiform. 
 
> Multiform is a power that gives you two seperate bodies. Why should 
>hurting one hurt the other. 
 
   Having two separate bodies is only one SFX of Multiform.  A body that 
undergoes a severe change is another. 
--- 
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?) 
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From: Brian Wong <rook@shell.infinex.com> 
Subject: Re: C:NM setting in 4E? 
Date: Mon, 16 Mar 1998 08:35:25 -0800 (PST) 
Cc: champ-l@omg.org 
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>  
> I'm just curious, is anyone using the Bay City setting with the 4th Edition 
> rules?  That's what I'll be doing in my upcoming campaign.  When C:NM came 
> out, I saw a lot of bad things being said about the setting, but I really= 
> like it. 
 
	As someone who's a native to the Bay Area, and currently living there; 
I had some trouble with the idea of all those cities unifying. But that's no 
major issue. Otherwise the Bay City book makes for a good info book on the 
region. But this being where the Silicon Valley is; there is tons of info 
on the net one can use to build a decent, believable game with. 
 
	As for the setting itself, I don't use it, though I'll admit it 
has some interesting ideas. But of course, for me, my own ideas are much 
better. If for no other reason than that they are mine. 
 
>  I can't bring myself to "dumb down" to the Fuzion rules, though, 
> so I'm going to suffer through converting a lot of things (thanks to this= 
> list, I'm aware that the Hero web page has some conversions already). 
> 
	My group has a future plan of trying out our characters and setting 
in all of Hero (done), Fuzion, V&V, Living Legends, DC Heroes, and the upcoming 
New Marvel RPG. 
 
> I still think that Hero was planning for Fuzion to be the only system going 
> forward (Hero Plus only supporting the few who wouldn't "upgrade" to 
> Fuzion), but quickly dug the Hero System Rules out of the trash after they 
> saw the divided opinion. 
 
	Not quickly, but yes, I'd agree here. They had to be bullied into it. 
 
 
>  Of course, I have bought every C:NM book 
> published so far because of the source material, so I suppose I'm only 
> supporting this awkward split. 
 
	Yep. :) 
 
On the other hand, BGC has sold very well, and I believe is the current 
justification for Fuzion. C:NM does sell better than Hero. But then it's 
got new stuff on the shelves, and Hero doesn't. Or what Hero does have that's 
new is on disk or marginal quality. 
 
Rook 
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X-Sender: bob.greenwade@klock.com 
Date: Mon, 16 Mar 1998 08:40:13 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Small campaign 
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At 10:15 PM 3/15/1998 -0600, Tim R. Gilberg wrote: 
> 
>> Make these two PCs more of a "special ops" team - handling the 
>> assignments that the Champs can't, instead of the assignments the 
>> Champs don't want.  Make them the team that goes "away saving the 
>> world". 
>> 
>> Just a thought. 
> 
> Or make the game more of a dark(ish) champions.  They handle the 
>things that the Champions can't get their hands dirty on.  I did something 
>nice with this between home and school based campaigns. 
 
   This uses a campaign trick that I'd encourage whenever starting a new 
campaign in an established superhero universe. 
   Unlike what Hero (in C:NM) and GRG are insisting upon, it's not 
necessary for the PCs to be the "top dog" heroes in the world.  All that 
needs to be done is to make the existing heroes flexible enough so that the 
PCs can form their own niche. 
   (This is one thing that I'm waiting to see in San Angelo.  If there's 
already an established superhero community, then how is it that the PCs, 
who would have to be rank beginners at the start, are already the world's 
Number One hero team?  The explanation has *got* to be good!) 
   Suppose a campaign is taking place in New York, home of the Champions, 
location of UNTIL HQ, and one of the places PRIMUS has a base.  Allegedly 
there are other hero groups based there as well, such as the CU version of 
the Circle; in my campaign, METE is located in that area. 
   So what does a GM do when the campaign is to be located in New York? 
   In the past, the assumption has been that some excuse will be made for 
each of the other groups.  Just by coincidence, every time the Utlimates 
try to raid something in New York, the Champions are off saving the world. 
   Instead, decide ahead of time on some unique niche for the PCs to fit 
into.  Maybe they're a group of all mutants (OK, I know it's overwrought, 
but bear with me here; it's just an example).  They're all scientists who 
have formed a "think tank" to research the nature of beneficial mutations, 
as well as learn to use their powers responsibly and for the good of 
mankind.  They call themselves the Gene Pool. 
   So immediately we have several natural enemies in the CU:  Genocide, 
IMAGE, the Conquerors, and probably PSI and/or Malachite, just off the top 
of my head.  Since they're scientific types, Master Control or VIPER might 
take an interest as well. 
   Now, when (for instance) IMAGE tries to blow up a law firm's offices, it 
will seem more natural for the Gene Pool to respond than the Champions or 
the Circle, since it's a mutant-related issue, and they're the experts. 
Sure, the Champions may monitor the situation in case it gets out of hand, 
but they can keep their hands free for other matters. 
   I have a similar plan in place for my design of my Northwest Champions 
book.  I will be presenting superhero teams in Portland and Seattle.  Both, 
however, will be of a type that can "move over" to make room for a second 
group.  If the new kids want to work the streets, then the established 
groups will just handle anything of a more "four-color" nature.  If the new 
group is a general-purpose, high-powered public team, then the Seattle 
group can take to the streets, and the two Portland groups can fall into 
specialties of their own. 
--- 
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: Mon, 16 Mar 1998 10:47:51 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: Influences & Source Material 
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>    The Fearsome Five of Darkwing's world was the Friendly Four on 
> Negaduck's world, consisting of Megavolt, Liquidator, Bushroot, and 
> Quackerjack.  (Negaduck himself rounded out the Fearsome Five.)  This one 
> had what I still consider to be the best birthday party on animated 
> television. 
>    Another good episode was the two-parter where the Justice Ducks banded 
> together for the first (and, it turned out only) time. 
>    Or the one where Darkwing and Quackerjack had to team up against the 
> prankster demon. 
>    But my favorite for plot-stealing is the episode in which Tusk-anini 
> pretended to go straight, and arranged to take his parole in Drake 
> Mallard's guest room. 
 
	I don't know.  When a brick-playing player of mine tells me he's 
gonna grab his opponent and "Put out the Darkwing."  Well, I know exactly 
what he's talking about. 
 
 
				-Tim Gilberg 
 
	-"Friends help you move.  Real friends help you move bodies." 
 
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Date: Mon, 16 Mar 1998 10:54:47 -0600 (CST) 
From: Dataweaver <traveler@io.com> 
cc: "[unknown]" <champ-l@omg.org> 
Subject: Re: Shapeshifter questions 
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On Mon, 16 Mar 1998, David Stallard wrote: 
 
> How would you build a character who is able to shapeshift parts of his body 
> in all different ways?  For instance, if he wanted to fly, he could sprout 
> wings or a propeller out of the top of his head...his fists could turn into 
> hammers or big spikes or whatever...  We built a character like this over 
> the weekend, but I'm not sure that we did it the best way.  What we did was 
> buy powers like Flight or HKA and put "Variable Special Effects" on them 
> all.  The only example of this from comics that I can think of is Green 
> Lantern...however, instead of creating the variable items from thin air, 
> the character we were building (named "Q"...I have no idea where that came 
> from, but such weirdness is typical for this player) would actually shift 
> parts of his body into those shapes. 
 
Sort of like the revised Guy Gardner, from DC comics... 
 
I'd purchase this as a combination of Shapeshift and Variable Power Pool.   
 
---- Jonathan Lang <traveler@io.com> ---- x ------- alias: Dataweaver --------- 
  Webpage:  http://www.io.com/~traveler  /@\ The Dogma of Otherness insists 
  GURPSnet's Benevolent Tyrant for Life  ~~~ that all voices deserve a hearing, 
FAQ: http://www.io.com/~ftp/GURPSnet/www  |  that all points of view have 
Archive: http://www.io.com/~ftp/GURPSnet  |  something of value to offer. 
submit new files to gurpsnet-files@io.com |  --David Brin, "Otherness" 
 
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Date: Mon, 16 Mar 1998 10:57:33 -0600 (CST) 
From: Dataweaver <traveler@io.com> 
cc: "[unknown]" <champ-l@omg.org> 
Subject: Re: Shapeshifter questions 
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On Mon, 16 Mar 1998, David Stallard wrote: 
 
> Message text written by Brian Wong 
> >       You're more than likely going to need something with the word 
> 'variable' in it. That is VPP, Variable Advantage, and or Variable Special 
> Effects.< 
>  
> I didn't consider VPP because it doesn't make sense for this character to 
> have a few powers "readied" and have to take time to reshuffle points in 
> order to get effects.  If he wants to fly, he just sprouts wings out of his 
> back...he doesn't need to have flight "on deck" ready for use.  We used 
> Variable Special Effects in several places, though. 
 
Then apply the +1/2 A "Doesn't require skill to reshuffle points", as 
listed in the rulebook.   
 
---- Jonathan Lang <traveler@io.com> ---- x ------- alias: Dataweaver --------- 
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From: Brian Wong <rook@shell.infinex.com> 
Subject: Re: Shapeshifter questions 
Date: Mon, 16 Mar 1998 09:06:21 -0800 (PST) 
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>  
> Message text written by Brian Wong 
> >       You're more than likely going to need something with the word 
> 'variable' in it. That is VPP, Variable Advantage, and or Variable Special 
> Effects.< 
>  
> I didn't consider VPP because it doesn't make sense for this character to= 
> have a few powers "readied" and have to take time to reshuffle points in 
> order to get effects.  If he wants to fly, he just sprouts wings out of his 
> back...he doesn't need to have flight "on deck" ready for use. 
 
	VPP with no time to change. 
 
> We used 
> Variable Special Effects in several places, though. 
> 
	Actually, it seems to me like variable special effects in not 
what you want at all. After all, all your powers relate to the same 
special effect: Shapeshifting your body. So they are all part of the body. 
One consistant special effect. 
 
	Variable advantage however would be handy. Grow a spike and that HKA is 
Armor Piercing. Grow a blade and it's just an HKA. Shoot off quills and it's 
an explosive HKA. Etc... 
 
Rook 
 __ 
/.)\ http://www.infinex.com/~rook/SH/SHlinks.html  Super Hero Links Page 
\(@/ http://www.infinex.com/~rook/SH/              Super Hero Role Playing 
 
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Date: Mon, 16 Mar 1998 09:28:34 -0800 
From: Lizard <lizard@mrlizard.com> 
Subject: Usable Against Others question... 
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I am designing a character with a fairly significant UAO power. However, 
she cannot use the power herself. Is that implied by UAO? It doesn't seem 
to be. How much of a limitation is "Can't use own power" worth? 
 
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From: "Theala Sildorian" <theala@shore.intercom.net> 
Date: Mon, 16 Mar 1998 17:32:59 +0000 
Subject: Re: C:NM setting in 4E? 
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> I'm just curious, is anyone using the Bay City setting with the 4th 
> Edition rules?  That's what I'll be doing in my upcoming campaign.  
> When C:NM came out, I saw a lot of bad things being said about the 
> setting, but I really like it.  I can't bring myself to "dumb down" 
> to the Fuzion rules, though, so I'm going to suffer through 
> converting a lot of things (thanks to this list, I'm aware that the 
> Hero web page has some conversions already). 
>  
 
I'm planning to use some of the background material on the Proprietor  
War, but overall I'm not using the setting as is.  I am using Odyessy  
Research Institute from Alliances as a villain orgainization, and  
both I and another GM in our group are using Bay City because the  
settings and maps are so well done:  he's using it for San Angelo  
until it comes out, and I'm pulling them into Hudson City. 
 
 
> I still just don't understand the whole idea of supporting two 
> competing systems for the same genre, but I suppose that's a whole 
> other thread.... I still think that Hero was planning for Fuzion to 
> be the only system going forward (Hero Plus only supporting the few 
> who wouldn't "upgrade" to Fuzion), but quickly dug the Hero System 
> Rules out of the trash after they saw the divided opinion.  Of 
> course, I have bought every C:NM book published so far because of 
> the source material, so I suppose I'm only supporting this awkward 
> split. 
>  
 
I won't go there :D 
 
Amy 
 
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Theala Sildorian 
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Home of the Unofficial Champions Home Page! 
 
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From: "Theala Sildorian" <theala@shore.intercom.net> 
Date: Mon, 16 Mar 1998 17:38:34 +0000 
Subject: Re: Shapeshifter questions 
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> How would you build a character who is able to shapeshift parts of 
> his body in all different ways?  For instance, if he wanted to fly, 
> he could sprout wings or a propeller out of the top of his 
> head...his fists could turn into hammers or big spikes or 
> whatever...  We built a character like this over the weekend, but 
> I'm not sure that we did it the best way.  What we did was buy 
> powers like Flight or HKA and put "Variable Special Effects" on them 
> all.  The only example of this from comics that I can think of is 
> Green Lantern...however, instead of creating the variable items from 
> thin air, the character we were building (named "Q"...I have no idea 
> where that came from, but such weirdness is typical for this player) 
> would actually shift parts of his body into those shapes. 
>  
 
Sounds like you did it the right way to me.  Shapeshift alone  
wouldn't work, since it only gives you the semblance and not the  
substance, ie you can turn yourself into an eagle, but if you don't  
have Flight, you can't fly. 
 
> Would you allow this stuff in an Elemental Control?  My first 
> instinct was "no", but we tried using a Multipower and it was very 
> awkward, since several of his powers did not make sense with varying 
> power levels... Anyway, when I saw that it was going to be very 
> difficult to create this character with only 250 points, I allowed 
> him to use an EC just so he'd have enough points to get the basic 
> concept down (I always think of Multipowers as saving more points, 
> so I'm always surprised when an EC gives me better savings...maybe 
> if I spent a few minutes to figure out the math, I wouldn't be 
> surprised anymore).  As it was, we had to dump a lot of cool ideas 
> because we didn't have the points. 
 
As a EC, I think the justification is a bit thin.  I'd try a Variable  
Power Pool, it actually would be more flexible than an EC, because  
your player would be able to add new slots on the fly as he thinks of  
them, instead of having to wait until he has the earned experience to  
do so. 
 
The Q idea probably comes from Star Trek:  The Next Generation.  Hit  
him.  Hit him hard. 
 
Amy 
 
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Theala Sildorian 
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Home of the Unofficial Champions Home Page! 
 
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Date: Mon, 16 Mar 1998 09:44:00 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Shapeshifter questions 
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At 11:08 AM 3/16/1998 -0500, David Stallard wrote: 
>Message text written by Brian Wong 
>>       You're more than likely going to need something with the word 
>'variable' in it. That is VPP, Variable Advantage, and or Variable Special 
>Effects.< 
> 
>I didn't consider VPP because it doesn't make sense for this character to 
>have a few powers "readied" and have to take time to reshuffle points in 
>order to get effects.  If he wants to fly, he just sprouts wings out of his 
>back...he doesn't need to have flight "on deck" ready for use.  We used 
>Variable Special Effects in several places, though. 
 
   It might make sense to use VPP, with a -1/2 Limitation of Types of 
Powers so that they are only Shapeshifting Powers, rather than EC. 
   Then work with the player to create a list of Powers that he can use. 
Be creative; what I do for stuff like this is wind my way through the list 
of Powers, and think, "What can I do with this Power?"  The list can then 
be available at any time. 
   I'd recommend the No Required Skill Roll Advantage, and a lesser version 
of the Reduced Time Advantage; rather than a Turn to a Minute, for +1/2 (or 
maybe +3/4) it only takes a half Phase to change (which is sensible). 
   Now, if you find that it's just plain cheaper to buy the desired Powers 
in an Elemental Control (since the above-described VPP would total 110 
points), then I can certainly see doing it that way. 
--- 
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?) 
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Date: Mon, 16 Mar 1998 10:58:42 -0700 
From: Curtis Gibson <mhoram@relia.net> 
Subject: Re: Modifiers to Characteristics 
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>         Str with Explosion? :) 
> I did it for a speedster once. I can see it on a stretching character you 
> uses their power to make their body 'explode out'. 
>  
> Rook 
 
In the first campaign I played in I ran a shapeshifting/streching alien 
minibrick named Meeb (short for amoebea). During one fight we were all 
tossed in the air. Meeb had growth and so landed first (he wasn't flung 
up as far) and using my streching upon landing tried to catch eveyone 
else (many psuedopods). The GM allowed it, but said,"If you want to keep 
doing tricks like that you will have to buy your Strength area effect". 
 
I looked at my unspent XP and with what we gained I had enough for 
Explosion. So I bought it, and in the very next combat a new manuever 
was inaguarated; the teams real brick (Megatak a supersuit) was glacing 
over my sheet and noted the explosion and he asked "what like a 
grenade?" I explained it to him, and we then put our heads together. 
During the fight there were three martial artists with obscene DCVs 
(something like 4 over the norm without dodging). Megatak picked up Meeb 
and tossed him right in the middle of the triplets whereupon he 
'exploded', psueopods everywhere. When the dust settled the three were 
out cold.  
 
Everyone knows the 'fastball special', we invented the 'organic 
grenade'. 
--  
 
Not only does the English Language borrow words from other languages, 
it sometimes chases them down dark alleys, hits them over the head, and 
goes through their pockets.    -- Eddy Peters 
 
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Date: Mon, 16 Mar 1998 10:07:43 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Is this character too limited? 
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At 10:28 AM 3/16/1998 -0500, David Stallard wrote: 
>One of my players created a martial artist this weekend, and I'm somewhat 
>concerned that the character doesn't have enough options to keep it 
>interesting.  Let me know what you think.  The character has 5 or 6 martial 
>maneuvers, most of which have a focus: Bo staff (is a focus the right way 
>to do this, or is it better as a limited power "only with bo staff"?  The 
>only example I could find was The Whip(4E)/Scourge(C:NM)).  He has two that 
>don't require the staff, but I think they are defensive (Dodge is one, I 
>can't remember the other).  Now, this character is also surrounded by a 
>mystic fire (damage shield).  He can project this mystic fire to surround 
>anything he is holding (thus, his staff could also do damage from the 
>damage shield...we bought this as a 2nd damage shield with UAO, only vs 
>handheld objects...sound right?).  Without going into skills or anything, 
>this is essentially the entire character.  He has no resistant 
>defense...should I be concerned about this?  Actually, the whole party (2 
>PCs) has no resistant defense...I'm concerned about it, and hopefully they 
>will be too after I show them what a blade or a bullet can do...they both 
>usually play characters with force fields or armor or something else that 
>gives them a significant amount of rPD/rED. 
 
   1.  No Focus Limitation on the Martial Arts, unless the Martial Arts is 
a part of the focus itself and not training (that is, anyone could pick it 
up and use it like an expert, or at any rate the character would be unable 
to use the Martial Arts with another stick). 
   2.  The Damage Shield seems OK to me.  It stretches the letter of the 
rules a bit, but not enough that I'd call for even a +1/4 Advantage; it's 
at least within the spirit of the rules. 
   That much said, though, I'd recommend that you make sure that both the 
Damage Shield and the most powerful Martial Arts attack do about 2 DCs less 
than the usual starting point for the campaign.  This is effectively two 
attacks which are able to strike the same target with the same Attack Roll, 
even though they apply against two different defenses (the Martial attack 
vs PD, the fire vs ED). 
   3.  Perhaps you needn't worry too much about the bullets, but he should 
be unless he has a remarkably high DCV.  Recommend that he at least wear a 
bulletproof vest or lightly armored costume or something.  But don't force 
the issue; let him get shot a few times (non-lethally, of course), and make 
his own decision. 
--- 
Bob's Original Hero Stuff Page!  [Circle of HEROs member] 
   http://www.klock.com/public/users/bobg/original.htm 
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From: "Theala Sildorian" <theala@shore.intercom.net> 
Date: Mon, 16 Mar 1998 18:15:02 +0000 
Subject: Re: Secret ID / Public ID 
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> If a character does not have a Secret ID or a Public ID, does it 
> mean that he is not hiding the fact that he is a hero, but that he 
> isn't all that famous either?  In other words, the people in his 
> neighborhood know that there's a hero living in that house, but his 
> address is not worth publishing in hero tabloids or a "who's who" 
> book? 
>  
 
Secret ID means no one knows the character is a hero (or villain),  
like Aunt May doesn't know Peter Parker is Spiderman, or that  
Commissioner Gordon doensn't know Batman is Bruce Wayne.  The  
character hides his identity, usually to protect friends and families  
from supervillain retaliation, or to protect himself from the police  
if he is a vigilante like the Harbinger of Justice. 
 
Public ID means that everyone knows who the person is, and generally  
where they can be found (ie, everyone knows where stately Wayne Manor  
is). 
 
If the character has neither Disad, then it is assumed that the  
character may not be advertising the fact he is a superhero, but that  
he doesn't hide it either.  It also means that, unless the character  
has a Rep, that no one will instantly recognize his name either. 
 
Now the rules states that you can't have both Secret ID and Public  
ID.  I disagree with that rule, and in my campaign a character may  
have both if his concept justifies it.  I cite Bruce Wayne as an  
example of a person who has both:  everyone knows Bruce Wayne,  
business tycoon, playboy philanthropist who lives at Stately Wayne  
Manor outside of Gotham City--but no one knows he is hiding a secret:  
 that he rides at night as the mysterious Batman. 
 
Amy 
 
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Home of the Unofficial Champions Home Page! 
 
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X-Sender: bob.greenwade@klock.com 
Date: Mon, 16 Mar 1998 10:24:28 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Usable Against Others question... 
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At 09:28 AM 3/16/1998 -0800, Lizard wrote: 
>I am designing a character with a fairly significant UAO power. However, 
>she cannot use the power herself. Is that implied by UAO? It doesn't seem 
>to be. How much of a limitation is "Can't use own power" worth? 
 
   I have a few instances in TUSV where a Power is Usable By/Against/On 
Others, but not by the vehicle.  When this happens, I give a +1/2 Advantage 
(the exception is when the vehicle has Aid, but this is a rather unique 
situation).  This is based on the "Self Only" Limitation (-1/2) which has 
appeared from time to time, though I don't recall if it's made an 
appearance in 4th Ed. 
   UAO does have an element where the character cannot use the power 
herself when someone else is using it, but you would need a Limitation for 
her to be unable to use the Power for herself at all. 
--- 
Bob's Original Hero Stuff Page!  [Circle of HEROs member] 
   http://www.klock.com/public/users/bobg/original.htm 
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Date: Mon, 16 Mar 1998 13:42:25 -0500 
From: David Stallard <DBStallard@compuserve.com> 
Subject: Re: huge dudes with capes 
Cc: "[unknown]" <champ-l@omg.org> 
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Message text written by Bob Greenwade 
>   One thing that I'm finding to be helpful is to determine from the 
outset 
who the PCs' primary opponents will be through the campaign, and stick to 
them about 80% of the time.  The first few run-ins become the New 
Supervillain Team of the Week kind of thing, but then the villains become 
recurring charcters, and PCs get specific relationships with specific 
villains....< 
 
I see the merit of using primary opponents over and over, but 80% of the 
time sounds a little high to me.  If the primary opponent is an 
organization such as Viper, then you can reuse them quite a bit (because 
there's a lot of variety within the organization), but if the primary 
opponent is a villain team like The Conquerors, then I can't see having 
them appear so often.  In order to do that, they would have to escape from 
every encounter or else break out of Stronghold too often to make the 
prison practical. 
 
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Date: Mon, 16 Mar 1998 13:42:26 -0500 
From: David Stallard <DBStallard@compuserve.com> 
Subject: Re: Shapeshifter questions 
Cc: "[unknown]" <champ-l@omg.org> 
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Message text written by Dataweaver 
>Then apply the +1/2 A "Doesn't require skill to reshuffle points", as 
listed in the rulebook.< 
 
I've always been under the impression that the big limiting factor in a 
VPP's power is that you have to reshuffle points...this prevents you from 
having every power in the book at the same time.  By applying the advantage 
you mention above, you essentially have every power known to man, available 
at any time.  That might be a little too much for me to allow as a GM. 
 
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Date: Mon, 16 Mar 1998 13:42:27 -0500 
From: David Stallard <DBStallard@compuserve.com> 
Subject: Re: Small campaign 
Cc: "[unknown]" <champ-l@omg.org> 
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Message text written by Bob Greenwade 
>   Unlike what Hero (in C:NM) and GRG are insisting upon, it's not 
necessary for the PCs to be the "top dog" heroes in the world.  All that 
needs to be done is to make the existing heroes flexible enough so that the 
PCs can form their own niche.< 
 
GRG's "San Angelo" certainly sounds like the PCs will be the top-dog group, 
but that's not the case in C:NM.  The Champions are clearly set up as the 
top-dogs in Bay City (if not the country, if not the world), unless you 
remove them or replace them with the PC group (I think the C:NM book says 
one possibility is to let the PCs use the Champions base, etc., for their 
own characters). 
 
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Date: Mon, 16 Mar 1998 13:42:28 -0500 
From: David Stallard <DBStallard@compuserve.com> 
Subject: Re: C:NM setting in 4E? 
Cc: "[unknown]" <champ-l@omg.org> 
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Message text written by Brian Wong 
>       As someone who's a native to the Bay Area, and currently living 
there; 
I had some trouble with the idea of all those cities unifying. But that's 
no 
major issue. Otherwise the Bay City book makes for a good info book on the 
region. But this being where the Silicon Valley is; there is tons of info 
on the net one can use to build a decent, believable game with.< 
 
To be honest, I'm not all that interested in how accurate Bay City is in 
giving info on the region...since I've only been to the area 
(Cupertino...or is that too far south to be part of Bay City?) once on a 
business trip, it's essentially an imaginary place to me.  The important 
thing to me is that the various elements of the setting are all tied 
together, and that the setting provides lots of plot hooks (The Pit, 
Wildstrike, etc).  I didn't get much of this from Champions Universe.  I 
guess what I'm saying is that it doesn't matter to me if Bay City is based 
on a real place or not, as long as it provides an interesting place for 
superheroic adventures. 
 
>>On the other hand, BGC has sold very well, and I believe is the current 
justification for Fuzion. C:NM does sell better than Hero. But then it's 
got new stuff on the shelves, and Hero doesn't. Or what Hero does have 
that's 
new is on disk or marginal quality.<< 
 
Yeah, you certainly can't compare C:NM sales to current Hero sales (most 
all 4E stuff is out of print now, and they're just emptying out the 
warehouses now with what's left of the ICE stuff...GRG's stuff and maybe 
Atlas's stuff being the small exceptions).  It might make sense to compare 
C:NM sales to past Hero sales, when Hero was steadily churning out new 
product.  Also, I'd guess that C:NM sales would be lower for books that are 
strongly rules-based, because I think there's a group of people out there 
like me who are still using 4E but are buying C:NM supplements for the 
rules-independent source material.  A book full of Fuzion rules 
additions/changes would not interest me.... 
 
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Date: Mon, 16 Mar 1998 13:42:28 -0500 
From: David Stallard <DBStallard@compuserve.com> 
Subject: Re: Is this character too limited? 
Cc: "[unknown]" <champ-l@omg.org> 
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Message text written by Brian Wong 
>Martial arts has a rule that says each weapon element you can use with it 
costs 
1 point. The base element is ussually bare hands, but can be a weapon 
instead. 
        Look at how fencing is done for an example. If you have TUMA or NH 
they will have even more examples of this. You get no limitation bonus for 
something that is already assumed however.< 
 
What if some martial maneuvers require a weapon, and some work either way?  
The rest of it makes sense, but the thing I'm not sure about is how to make 
certain maneuvers impossible without the weapon, while some can be used 
with or without it.  An example would be that this character bought 
Legsweep defined as hitting their legs with his staff.  If he doesn't have 
the staff, he can't legsweep because he learned how to do it with a big 
stick, not with his own leg. 
 
Return-Path: <daemon@omg.org> 
Date: Mon, 16 Mar 1998 13:42:29 -0500 
From: David Stallard <DBStallard@compuserve.com> 
Subject: Re: Is this character too limited? 
Cc: "[unknown]" <champ-l@omg.org> 
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Message text written by Brian Wong 
>       Don't be. Perhaps they want a more super heroic game where killing 
attacks are rare are seem to have an uncanny ability to miss (Ever notice 
how Batman can go for a sunday stroll through a hail of bullets and not get 
hit once. To test this one out, go trapsing through the local NRA firing 
range sometime. There is a high probability that will discover that comics 
don't always match reality. :) ).< 
 
No, I'm sure they weren't trying to tell me something about the campaign 
style they want by neglecting to get any resistant defense.  My guess is 
that they just ran out of points and thought that another attack or extra 
dice on an existing power was more important than getting some resistant 
defense.  Anyway, I would never run a campaign where killing attacks had an 
uncanny ability to miss...what's the point in giving guns to agents, then?  
They might as well just stand there and make funny faces at the heroes. 
 
Return-Path: <daemon@omg.org> 
Date: Mon, 16 Mar 1998 13:42:29 -0500 
From: David Stallard <DBStallard@compuserve.com> 
Subject: Re: Is this character too limited? 
Cc: "[unknown]" <champ-l@omg.org> 
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Message text written by Brian Wong 
>       Don't be. Perhaps they want a more super heroic game where killing 
attacks are rare are seem to have an uncanny ability to miss (Ever notice 
how Batman can go for a sunday stroll through a hail of bullets and not get 
hit once. To test this one out, go trapsing through the local NRA firing 
range sometime. There is a high probability that will discover that comics 
don't always match reality. :) ).< 
 
No, I'm sure they weren't trying to tell me something about the campaign 
style they want by neglecting to get any resistant defense.  My guess is 
that they just ran out of points and thought that another attack or extra 
dice on an existing power was more important than getting some resistant 
defense.  Anyway, I would never run a campaign where killing attacks had an 
uncanny ability to miss...what's the point in giving guns to agents, then?  
They might as well just stand there and make funny faces at the heroes. 
 
Return-Path: <daemon@omg.org> 
From: Brian Wong <rook@shell.infinex.com> 
Subject: Re: The Great Multiform Debate 
Date: Mon, 16 Mar 1998 10:50:28 -0800 (PST) 
Cc: champ-l@omg.org 
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> >> > One of the key diferences in the two is damage carryover. In OIHID 
> >> > damage to one persona is damage to the other. 
> >> > In multiform, short of death, damage to one form has no effect on the 
> >> > other (unlike duplication). 
> >>  
> >> What gives you that impression? My initial reaction was that you were nuts, 
> >> but I decided to check the rules just to be sure. Interestingly enough, the 
> >> Multiform listing in the Hero Rulesbook doesn't mention damage carryover 
> >> one way or the other, so I suppose that there's room for debate. I would 
> >> like to hear what others have to say on the subject before I can accept 
> >> what seems to me to be a counterintuitive rules interpretation. 
> > 
> > Simple. It never says it does. So it doesn't. Especially since duplication 
> >shows how it does for that power. 
>  
>    It also never says that a character instantly recovers when using 
> Multiform. 
> 
	The lack of damage carryover does not infer that either. 
When you go back to the hurt form, it would likely still be hurt. 
 
> > Multiform is a power that gives you two seperate bodies. Why should 
> >hurting one hurt the other. 
>  
>    Having two separate bodies is only one SFX of Multiform.  A body that 
> undergoes a severe change is another. 
 
	True. But since the second can be done by adding a limitation to a 
version of the multiform that does no damage carryover, however the first 
could not be done with a version of multiform that did do damage carryover; 
it makes more sense to use the version that lacks damage carryover. Since 
this allows more effects to be simulated. 
	The only other option is to add in 'advantaged advantage'. 
 
	Besides, why else was the rule dropped in the move from it's second to 
fourth edition versions. 
 
Rook 
 __ 
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Date: Mon, 16 Mar 1998 12:53:21 -0600 (CST) 
From: Darien Phoenix Lynx <chip@owlnet.rice.edu> 
Subject: Re: Usable Against Others question... 
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On Mon, 16 Mar 1998, Bob Greenwade wrote: 
 
>    UAO does have an element where the character cannot use the power 
> herself when someone else is using it, but you would need a Limitation for 
> her to be unable to use the Power for herself at all. 
 
If this sentence is confusing you, here's my interpretation... :-P 
 
Usable By Others has an option in which the wielder loses the power when 
giving it to someone else. You should tack on a limitation to remove the 
ablility to use a UBO power on oneself. 
 
Return-Path: <daemon@omg.org> 
Date: Mon, 16 Mar 1998 13:56:59 -0500 
From: David Stallard <DBStallard@compuserve.com> 
Subject: Re: Is this character too limited? 
Cc: "[unknown]" <champ-l@omg.org> 
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Message text written by Bob Greenwade 
>   2.  The Damage Shield seems OK to me.  It stretches the letter of the 
rules a bit, but not enough that I'd call for even a +1/4 Advantage; it's 
at least within the spirit of the rules.< 
 
I'm not sure why you say that a Damage Shield, Usable Against Others, Only 
vs held inanimate objects, stretches the letter of the rules.  How would 
you simulate the ability to encompass your weapon in a mystic fire?  I 
think maybe some people misunderstood the way we implemented the "mystic 
fire".  We bought 2 separate damage shields...one of them is a garden 
variety which goes around the character, and the other is the one I just 
described, which basically extends this aura of mystic fire so that it 
covers the weapon too.  If there's a better way to do this, please let me 
know. 
 
>   That much said, though, I'd recommend that you make sure that both the 
Damage Shield and the most powerful Martial Arts attack do about 2 DCs less 
than the usual starting point for the campaign.  This is effectively two 
attacks which are able to strike the same target with the same Attack Roll, 
even though they apply against two different defenses (the Martial attack 
vs PD, the fire vs ED).< 
 
Yes, I made sure that his Offensive Strike plus the Damage Shield did less 
than the maximum DC (I think it was 11d6 combined).  The Damage Shield 
costs something like 4 END (I'm going from memory here), so he won't be 
using it all the time either. 
 
>   3.  Perhaps you needn't worry too much about the bullets, but he should 
be unless he has a remarkably high DCV.  Recommend that he at least wear a 
bulletproof vest or lightly armored costume or something.  But don't force 
the issue; let him get shot a few times (non-lethally, of course), and make 
his own decision.< 
 
He can get a remarkably high DCV using some of his defensive Martial 
Maneuvers.  The other player without rPD/rED, though, has an 8 DCV (decent, 
but within the normal range for my campaign) and no way to increase it 
outside of the standard melee maneuvers.  I'm pretty sure he'll regret that 
before too long (I suggested CSLs quite a few times, but he opted not to 
take them) 
 
Return-Path: <daemon@omg.org> 
Date: Mon, 16 Mar 1998 14:01:58 -0500 
From: David Stallard <DBStallard@compuserve.com> 
Subject: Re: Usable Against Others question... 
Cc: "[unknown]" <champ-l@omg.org> 
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Message text written by Bob Greenwade 
>   I have a few instances in TUSV where a Power is Usable By/Against/On 
Others, but not by the vehicle.  When this happens, I give a +1/2 Advantage 
(the exception is when the vehicle has Aid, but this is a rather unique 
situation).  This is based on the "Self Only" Limitation (-1/2) which has 
appeared from time to time, though I don't recall if it's made an 
appearance in 4th Ed.< 
 
Okay, I've got to know...what is TUSV?  I was clueless until I saw this 
message, but now I'm thinking SV might mean Super Vehicle.  Anywhere close? 
 
Return-Path: <daemon@omg.org> 
From: Brian Wong <rook@shell.infinex.com> 
Subject: Re: Small campaign 
Date: Mon, 16 Mar 1998 11:10:40 -0800 (PST) 
Cc: champ-l@omg.org 
Errors-To: owner-champ-l@omg.org 
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To: champ-l@omg.org 
 
>    This uses a campaign trick that I'd encourage whenever starting a new 
> campaign in an established superhero universe. 
>    Unlike what Hero (in C:NM) and GRG are insisting upon, it's not 
> necessary for the PCs to be the "top dog" heroes in the world.  All that 
> needs to be done is to make the existing heroes flexible enough so that the 
> PCs can form their own niche. 
>    (This is one thing that I'm waiting to see in San Angelo.  If there's 
> already an established superhero community, then how is it that the PCs, 
> who would have to be rank beginners at the start, are already the world's 
> Number One hero team?  The explanation has *got* to be good!) 
 
	I believe the PC's in that setting are number one in "San Angelo", 
not nessessarily "The World". 
	But for examples of how to make a set of newbies into the main team 
right, look at the intro module to V&V, Crisis at Crusader Citidel. Also 
look at: 
 
	http://www.infinex.com/~rook/champs/watchtower.html 
 
The setting to my game. Click on the return to index at the top to get 
to the main page of it that has the world's other subpages. 
 
	For the short end, just as WatchTower was gearing up to bring in a 
new backup team (Team Beta), Team Alpha was sent into "The Binary Zone!", 
and has been unheard of since. 
 
>    Suppose a campaign is taking place in New York, home of the Champions, 
 
	Heh, I always put them in San Francisco in my old High School game, 
Which is actually where the comic book had them. :) 
 
	I'm snipping the rest of your ideas. They look like good ideas for 
doing 'minor' or 'niche' teams. 
 
	Also consider that not all PC's begin play at the beginning of their 
careers. I don't think I've ever played such a Hero myself. I've made a few, 
but for some reason they never make it to the actual gaming session. :) 
 
 
Rook 
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\(@/ http://www.infinex.com/~rook/SH/              Super Hero Role Playing 
 
Return-Path: <daemon@omg.org> 
From: Brian Wong <rook@shell.infinex.com> 
Subject: Re: Usable Against Others question... 
Date: Mon, 16 Mar 1998 11:17:38 -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 
 
>  
> I am designing a character with a fairly significant UAO power. However, 
> she cannot use the power herself. Is that implied by UAO? It doesn't seem 
> to be. How much of a limitation is "Can't use own power" worth? 
>  
	My gut feeling is it's not implied. I'd make it a -1 lim. 
The best advice is to look at the articles in the Almanacs on this. They 
may counter me. Or agree with me. I'm pretty sure one of the Almanacs has 
a detailed bit on this under an article about making an effect permanent. 
 
Rook 
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\(@/ http://www.infinex.com/~rook/SH/              Super Hero Role Playing 
 
Return-Path: <daemon@omg.org> 
From: Curt Hicks <exucurt@exu.ericsson.se> 
Date: Mon, 16 Mar 1998 13:34:44 -0600 (CST) 
Subject: Is this character too limited? 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 David Stallard <DBStallard@compuserve.com> wrote:  
 
>  
> What if some martial maneuvers require a weapon, and some work either way= 
> ? = 
>  
 
Have the character buy either the 'usable with weapon' element or 'usable 
bare-handed' for the maneuvers that can work with both.  Then just list 
on the character sheet which maneuvers go with both, which can only be used 
with the weapon, and which can only be used bare-handed.   
 
> The rest of it makes sense, but the thing I'm not sure about is how to ma= 
> ke 
> certain maneuvers impossible without the weapon, while some can be used 
> with or without it.  An example would be that this character bought 
> Legsweep defined as hitting their legs with his staff.  If he doesn't hav= 
> e 
> the staff, he can't legsweep because he learned how to do it with a big 
> stick, not with his own leg. 
>  
'Legsweep'  would be a 'bo-stick' only maneuver.   I guess theoretically, 
once the character has paid the 1 point for maneuvers usable with 'other', 
then ALL of the maneuvers could be used with EITHER.  However, as the GM, 
if you don't like that, just list which maneuvers are appliable to which 
weapon element. 
 
Curt 
 
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Date: Mon, 16 Mar 1998 13:38:28 -0600 (CST) 
From: Darien Phoenix Lynx <chip@owlnet.rice.edu> 
Subject: Re: Usable Against Others question... 
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On Mon, 16 Mar 1998, David Stallard wrote: 
 
> Okay, I've got to know...what is TUSV?  I was clueless until I saw this 
> message, but now I'm thinking SV might mean Super Vehicle.  Anywhere close? 
 
Ya. Bob "Get out of my dreams, get into my supervehicle" Greenwade is the 
author and distinguished member of this list. So when he speaks of the 
book, he speaks with authority. 
 
BTW, Bob, is it out yet? 
 
Return-Path: <daemon@omg.org> 
From: Brian Wong <rook@shell.infinex.com> 
Subject: Re: Is this character too limited? 
Date: Mon, 16 Mar 1998 11:38:53 -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 
 
> >       Don't be. Perhaps they want a more super heroic game where killing 
> attacks are rare are seem to have an uncanny ability to miss (Ever notice= 
> how Batman can go for a sunday stroll through a hail of bullets and not get 
> hit once. To test this one out, go trapsing through the local NRA firing 
> range sometime. There is a high probability that will discover that comics 
> don't always match reality. :) ).< 
>  
> No, I'm sure they weren't trying to tell me something about the campaign 
> style they want by neglecting to get any resistant defense.  My guess is 
> that they just ran out of points and thought that another attack or extra= 
> dice on an existing power was more important than getting some resistant 
> defense.  Anyway, I would never run a campaign where killing attacks had an 
> uncanny ability to miss...what's the point in giving guns to agents, then? = 
>  
> They might as well just stand there and make funny faces at the heroes. 
>  
	Yep. :) 
That's what they do in most comics anyway. The way I see agents is I toss a 
bunch of counters on the battlemat and tell the players to roleplay knocking 
those out while I prepare the real plot. :) 
 
	But seriously. In a four color setting, agents are only used when 
you need to fill page count. They're very rare in the four color comics. 
	And killing attacks that really would kill tend to miss or be used 
as plot devices only. 
 
	But obviously if your not doing four color you'll want the resistant 
defenses. Perhaps if they ran out of points it means you need to give more. 
 
Rook 
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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, 16 Mar 98 20:25:50  
Reply-To: "qts" <qts@nildram.co.uk> 
Priority: Normal 
Subject: Re: Segment 12 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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To: champ-l@omg.org 
 
On Sun, 15 Mar 1998 22:52:05 -0600 (CST), Tim R. Gilberg wrote: 
 
>> Blasting the first villain who tried to attack is a new wrinkle. It seems 
>> to me that the PC decided not to act after all, though she is holding an 
>> action. If the rest of the PC's were completely clueless about the 
>> impending attack, she might be the only player to get a Segment 12 due to 
>> their surprise; but I wouldn't give her an extra attack in either 
>> circumstance. (However, if she had picked out a particular villain, I would 
>> have let her do a "Covered" maneuver before Segment 12.) I would most 
>> likely run this as a standard Segment 12 with everyone acting on both 
>> sides, since everyone knew a fight was likely to break out any second. 
> 
> 
>	Nah.  This is easy.  She is holding an action until a villian 
>starts to attack.  At that point it will be a Dex vs Dex roll to see who 
>goes first:  Her, or the attacking villian. 
 
Perhaps a PER roll might be preferable - she's got to see the attack 
coming. 
 
qts 
 
Home: qts@nildram.co.uk. 
 
Return-Path: <daemon@omg.org> 
From: "\"qts\" <qts@nildram.co.uk> 
        \"David Stallard\"" <qts@nildram.co.uk> 
Cc: "[unknown]" <champ-l@omg.org> 
Date: Mon, 16 Mar 98 20:27:07  
Reply-To: "qts" <qts@nildram.co.uk> 
Priority: Normal 
Subject: Re: Shapeshifter questions 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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To: champ-l@omg.org 
 
On Mon, 16 Mar 1998 10:17:50 -0500, David Stallard wrote: 
 
>How would you build a character who is able to shapeshift parts of his body 
>in all different ways?  For instance, if he wanted to fly, he could sprout 
>wings or a propeller out of the top of his head...his fists could turn into 
>hammers or big spikes or whatever...  We built a character like this over 
>the weekend, but I'm not sure that we did it the best way.  What we did was 
>buy powers like Flight or HKA and put "Variable Special Effects" on them 
>all.  The only example of this from comics that I can think of is Green 
>Lantern...however, instead of creating the variable items from thin air, 
>the character we were building (named "Q"...I have no idea where that came 
>from, but such weirdness is typical for this player) would actually shift 
>parts of his body into those shapes. 
> 
>Would you allow this stuff in an Elemental Control?  My first instinct was 
>"no", but we tried using a Multipower and it was very awkward, since 
>several of his powers did not make sense with varying power levels...  
>Anyway, when I saw that it was going to be very difficult to create this 
>character with only 250 points, I allowed him to use an EC just so he'd 
>have enough points to get the basic concept down (I always think of 
>Multipowers as saving more points, so I'm always surprised when an EC gives 
>me better savings...maybe if I spent a few minutes to figure out the math, 
>I wouldn't be surprised anymore).  As it was, we had to dump a lot of cool 
>ideas because we didn't have the points. 
 
Why not a small VPP? 
 
 
qts 
 
Home: qts@nildram.co.uk. 
 
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X-Sender: bob.greenwade@klock.com 
Date: Mon, 16 Mar 1998 12:27:56 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: huge dudes with capes 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 01:42 PM 3/16/1998 -0500, David Stallard wrote: 
>Message text written by Bob Greenwade 
>>   One thing that I'm finding to be helpful is to determine from the 
>outset 
>who the PCs' primary opponents will be through the campaign, and stick to 
>them about 80% of the time.  The first few run-ins become the New 
>Supervillain Team of the Week kind of thing, but then the villains become 
>recurring charcters, and PCs get specific relationships with specific 
>villains....< 
> 
>I see the merit of using primary opponents over and over, but 80% of the 
>time sounds a little high to me.  If the primary opponent is an 
>organization such as Viper, then you can reuse them quite a bit (because 
>there's a lot of variety within the organization), but if the primary 
>opponent is a villain team like The Conquerors, then I can't see having 
>them appear so often.  In order to do that, they would have to escape from 
>every encounter or else break out of Stronghold too often to make the 
>prison practical. 
 
   Don't use just one opponent.  Use several. 
   Use agencies and large organizations when possible. 
   And according to the source material (comics/animated TV), it's fairly 
typical for a supervillain team to either make their escape once their 
plans are foiled, or (less frequently, and generally in materials that 
straddle "dark" and four-color) get out of prison one way or another every 
time they're captured. 
--- 
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: Mon, 16 Mar 1998 12:29:48 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Is this character too limited? 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 01:42 PM 3/16/1998 -0500, David Stallard wrote: 
>Message text written by Brian Wong 
>>Martial arts has a rule that says each weapon element you can use with it 
>costs 
>1 point. The base element is ussually bare hands, but can be a weapon 
>instead. 
>        Look at how fencing is done for an example. If you have TUMA or NH 
>they will have even more examples of this. You get no limitation bonus for 
>something that is already assumed however.< 
> 
>What if some martial maneuvers require a weapon, and some work either way?  
>The rest of it makes sense, but the thing I'm not sure about is how to make 
>certain maneuvers impossible without the weapon, while some can be used 
>with or without it.  An example would be that this character bought 
>Legsweep defined as hitting their legs with his staff.  If he doesn't have 
>the staff, he can't legsweep because he learned how to do it with a big 
>stick, not with his own leg. 
 
   Every martial art has one default "Weapon Element."  Usually, that's 
Barehanded, though some use a different weapon.  In this case, the 
character only learned the Staff Element, and not Barehanded.  For him to 
learn to use his art Barehanded (assuming there was one for that particular 
art), he'd have to spend the 1 point. 
--- 
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: "\"qts\" <qts@nildram.co.uk> 
        \"David Stallard\"" <qts@nildram.co.uk> 
Cc: "[unknown]" <champ-l@omg.org> 
Date: Mon, 16 Mar 98 20:30:48  
Reply-To: "qts" <qts@nildram.co.uk> 
Priority: Normal 
Subject: Re: Shapeshifter questions 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Mon, 16 Mar 1998 13:42:26 -0500, David Stallard wrote: 
 
>Message text written by Dataweaver 
>>Then apply the +1/2 A "Doesn't require skill to reshuffle points", as 
>listed in the rulebook.< 
> 
>I've always been under the impression that the big limiting factor in a 
>VPP's power is that you have to reshuffle points...this prevents you from 
>having every power in the book at the same time.  By applying the advantage 
>you mention above, you essentially have every power known to man, available 
>at any time.  That might be a little too much for me to allow as a GM. 
 
Not so at all. If you move points from one Power to another, the first 
disappears; there's nothing to stop you having two half-strength 
powers, though. 
 
Example: Shapeshifter forms his legs into a finned tail to assist in 
swimming; later the villian he is pursuing takes to the air so he grows 
wings, losing his tail in the process. 
 
qts 
 
Home: qts@nildram.co.uk. 
 
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X-Authentication-Warning: pentagon.io.com: jeffj owned process doing -bs 
Date: Mon, 16 Mar 1998 14:33:17 -0600 (CST) 
From: Sakura <jeffj@io.com> 
Subject: Re: Is this character too limited? 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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To: champ-l@omg.org 
 
On Mon, 16 Mar 1998, David Stallard wrote: 
> Message text written by Bob Greenwade 
> >   2.  The Damage Shield seems OK to me.  It stretches the letter of the 
> rules a bit, but not enough that I'd call for even a +1/4 Advantage; it's 
> at least within the spirit of the rules.< 
>  
> I'm not sure why you say that a Damage Shield, Usable Against Others, Only 
> vs held inanimate objects, stretches the letter of the rules.  How would 
> you simulate the ability to encompass your weapon in a mystic fire? 
 
It sounds like you want the Mystic Fire to do two different things: 
 
1) Add to the damage of the weapon 
2) Hurt anyone that tries to touch the weapon (i.e. ina Grab Weapon 
   maneuver, etc) 
 
Is this right? 
 
I would call 1) extra dice of HA or HKA with a Focus limitation (OIF if 
you could do it with any weapon, or OAF if it were only with that 
particular weapon). For 2), well, I'd have to know something about the 
SFX. Could the character surround the staff with mystic fire if he weren't 
holding it?  If not, then I'd just say that the character's damage shield 
applied to the staff as well. If so...well, I'd have to think about it. 
 
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" 
 
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X-Sender: bob.greenwade@klock.com 
Date: Mon, 16 Mar 1998 12:36:06 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Is this character too limited? 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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To: champ-l@omg.org 
 
At 01:56 PM 3/16/1998 -0500, David Stallard wrote: 
>Message text written by Bob Greenwade 
>>   2.  The Damage Shield seems OK to me.  It stretches the letter of the 
>rules a bit, but not enough that I'd call for even a +1/4 Advantage; it's 
>at least within the spirit of the rules.< 
> 
>I'm not sure why you say that a Damage Shield, Usable Against Others, Only 
>vs held inanimate objects, stretches the letter of the rules.  How would 
>you simulate the ability to encompass your weapon in a mystic fire?  I 
>think maybe some people misunderstood the way we implemented the "mystic 
>fire".  We bought 2 separate damage shields...one of them is a garden 
>variety which goes around the character, and the other is the one I just 
>described, which basically extends this aura of mystic fire so that it 
>covers the weapon too.  If there's a better way to do this, please let me 
>know. 
 
   What would be "stretching the letter of the rules" is using a Damage 
Shield that covers a weapon.  Oh, and I'd consider it a waste of points to 
buy that as a separate Damage Shield; either he has a Damage Shield, or 
doesn't, but he shouldn't need two to represent the same Shield. 
   On the other hand, if you want to represent the character taking damage 
twice with a separate power, use Energy Blast, No Range, Linked to the main 
Hand-to-Hand Attack rather than a Damage Shield. 
 
>>   That much said, though, I'd recommend that you make sure that both the 
>Damage Shield and the most powerful Martial Arts attack do about 2 DCs less 
>than the usual starting point for the campaign.  This is effectively two 
>attacks which are able to strike the same target with the same Attack Roll, 
>even though they apply against two different defenses (the Martial attack 
>vs PD, the fire vs ED).< 
> 
>Yes, I made sure that his Offensive Strike plus the Damage Shield did less 
>than the maximum DC (I think it was 11d6 combined).  The Damage Shield 
>costs something like 4 END (I'm going from memory here), so he won't be 
>using it all the time either. 
 
   That, plus the fact that both will be defended against separately, is a 
good reason to allow something that exceeds the campaign limits in total. 
Basically, the effect of PD/ED will become exaggerated; opponents with high 
defenses will shrug it off even more readily than most attacks, while those 
with low defenses will be taken out even more easily than usual. 
 
>>   3.  Perhaps you needn't worry too much about the bullets, but he should 
>be unless he has a remarkably high DCV.  Recommend that he at least wear a 
>bulletproof vest or lightly armored costume or something.  But don't force 
>the issue; let him get shot a few times (non-lethally, of course), and make 
>his own decision.< 
> 
>He can get a remarkably high DCV using some of his defensive Martial 
>Maneuvers.  The other player without rPD/rED, though, has an 8 DCV (decent, 
>but within the normal range for my campaign) and no way to increase it 
>outside of the standard melee maneuvers.  I'm pretty sure he'll regret that 
>before too long (I suggested CSLs quite a few times, but he opted not to 
>take them) 
 
   Well, as long as they know what kind of trouble they're getting into. 
--- 
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: "\"qts\" <qts@nildram.co.uk> 
        \"champ-l@omg.org\"" <qts@nildram.co.uk> 
Date: Mon, 16 Mar 98 20:37:36  
Reply-To: "qts" <qts@nildram.co.uk> 
Priority: Normal 
Subject: Re: Small campaign 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Mon, 16 Mar 1998 08:40:13 -0800, Bob Greenwade wrote: 
 
>   So what does a GM do when the campaign is to be located in New York? 
>   In the past, the assumption has been that some excuse will be made for 
>each of the other groups.  Just by coincidence, every time the Utlimates 
>try to raid something in New York, the Champions are off saving the world. 
 
And miss out on the fun of two Superhero groups showing up at the same 
time? I've done this with FH characters: a NPC party of considerable 
power 'bumped into' the PCs. They joined forces and the NPCs took the 
opportunity to evaluate the PCs. I used this to later (when the 
combined group were conducting a post mortem) 'advise' the PCs. 
qts 
 
Home: qts@nildram.co.uk. 
 
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Date: Mon, 16 Mar 1998 12:38:17 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Shapeshifter questions 
Cc: "[unknown]" <champ-l@omg.org> 
Errors-To: owner-champ-l@omg.org 
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To: champ-l@omg.org 
 
At 01:42 PM 3/16/1998 -0500, David Stallard wrote: 
>Message text written by Dataweaver 
>>Then apply the +1/2 A "Doesn't require skill to reshuffle points", as 
>listed in the rulebook.< 
> 
>I've always been under the impression that the big limiting factor in a 
>VPP's power is that you have to reshuffle points...this prevents you from 
>having every power in the book at the same time.  By applying the advantage 
>you mention above, you essentially have every power known to man, available 
>at any time.  That might be a little too much for me to allow as a GM. 
 
   Not if, as I suggested (though you probably hadn't seen it by the time 
you wrote this), you Limit the types of Powers available. 
--- 
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: Mon, 16 Mar 1998 12:38:17 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Shapeshifter questions 
Cc: "[unknown]" <champ-l@omg.org> 
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At 01:42 PM 3/16/1998 -0500, David Stallard wrote: 
>Message text written by Dataweaver 
>>Then apply the +1/2 A "Doesn't require skill to reshuffle points", as 
>listed in the rulebook.< 
> 
>I've always been under the impression that the big limiting factor in a 
>VPP's power is that you have to reshuffle points...this prevents you from 
>having every power in the book at the same time.  By applying the advantage 
>you mention above, you essentially have every power known to man, available 
>at any time.  That might be a little too much for me to allow as a GM. 
 
   Not if, as I suggested (though you probably hadn't seen it by the time 
you wrote this), you Limit the types of Powers available. 
--- 
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: Mon, 16 Mar 1998 12:41:33 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Usable Against Others question... 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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At 12:53 PM 3/16/1998 -0600, Darien Phoenix Lynx wrote: 
>On Mon, 16 Mar 1998, Bob Greenwade wrote: 
> 
>>    UAO does have an element where the character cannot use the power 
>> herself when someone else is using it, but you would need a Limitation for 
>> her to be unable to use the Power for herself at all. 
> 
>If this sentence is confusing you, here's my interpretation... :-P 
> 
>Usable By Others has an option in which the wielder loses the power when 
>giving it to someone else. You should tack on a limitation to remove the 
>ablility to use a UBO power on oneself. 
 
   So you're saying that what I said was not what I said, but when you say 
what you think I meant to say you're really saying what I thought I was 
saying.  ;-] 
--- 
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: Mon, 16 Mar 1998 12:42:44 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Usable Against Others question... 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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At 02:01 PM 3/16/1998 -0500, David Stallard wrote: 
>Message text written by Bob Greenwade 
>>   I have a few instances in TUSV where a Power is Usable By/Against/On 
>Others, but not by the vehicle.  When this happens, I give a +1/2 Advantage 
>(the exception is when the vehicle has Aid, but this is a rather unique 
>situation).  This is based on the "Self Only" Limitation (-1/2) which has 
>appeared from time to time, though I don't recall if it's made an 
>appearance in 4th Ed.< 
> 
>Okay, I've got to know...what is TUSV?  I was clueless until I saw this 
>message, but now I'm thinking SV might mean Super Vehicle.  Anywhere close? 
 
   On the bull's eye. 
   I'm crossing my fingers, but I think you can watch for that this fall 
(probably just before Hero5). 
--- 
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: "\"qts\" <qts@nildram.co.uk> 
        \"David Stallard\"" <qts@nildram.co.uk> 
Cc: "[unknown]" <champ-l@omg.org> 
Date: Mon, 16 Mar 98 20:44:14  
Reply-To: "qts" <qts@nildram.co.uk> 
Priority: Normal 
Subject: Re: Is this character too limited? 
Errors-To: owner-champ-l@omg.org 
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To: champ-l@omg.org 
 
On Mon, 16 Mar 1998 16:09:32 -0500, David Stallard wrote: 
 
>Message text written by Brian Wong 
>>       Then have the character buy two seperate Martial Arts Styles, one 
>for the armed combat, one for the unarmed. 
>        After all, letting a player use the same manuever for fencing and 
>for Wing Chun Kung Fu is something most reasonability checks will alarm on. 
>< 
> 
>Maybe this is a munchkin tactic, but this player just bought maneuvers off 
>the list which he thought were neat...he wasn't trying to create a style or 
>anything.  Would you require your players to at least give a name for the 
>group of maneuvers they have selected?   
 
Fine, but he doesn't get the Style Disadvantage. 
qts 
 
Home: qts@nildram.co.uk. 
 
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X-Sender: bob.greenwade@klock.com 
Date: Mon, 16 Mar 1998 12:45:10 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Usable Against Others question... 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 01:38 PM 3/16/1998 -0600, Darien Phoenix Lynx wrote: 
>On Mon, 16 Mar 1998, David Stallard wrote: 
> 
>> Okay, I've got to know...what is TUSV?  I was clueless until I saw this 
>> message, but now I'm thinking SV might mean Super Vehicle.  Anywhere close? 
> 
>Ya. Bob "Get out of my dreams, get into my supervehicle" Greenwade is the 
>author and distinguished member of this list. So when he speaks of the 
>book, he speaks with authority. 
> 
>BTW, Bob, is it out yet? 
 
   I sent Bruce the First Draft at the beginning of February, but haven't 
heard back from him.  Based on comments I've gotten from Mark Arsenault, 
I'm not going to even start worrying that something got lost until mid-April. 
   That's why I say I'm crossing my fingers for an autumn release, as 
opposed to it being fairly definite.  (Hey, if I had my way it'd be ready 
in August.  But this biz being what it is, I won't count on it.) 
--- 
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: Mon, 16 Mar 1998 15:46:41 -0500 
From: Todd Hanson <badtodd@dacmail.net> 
Subject: Re: Is this character too limited? 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
David Stallard wrote: 
> 
> I'm not sure why you say that a Damage Shield, Usable Against Others,Only 
> vs held inanimate objects, stretches the letter of the rules.  How would 
> you simulate the ability to encompass your weapon in a mystic fire?  I 
> think maybe some people misunderstood the way we implemented the "mystic 
> fire".  We bought 2 separate damage shields...one of them is a garden 
> variety which goes around the character, and the other is the one I just 
> described, which basically extends this aura of mystic fire so that it 
> covers the weapon too.  If there's a better way to do this, please let 
> me know. 
 
It appears as though ONE of us is confused.  It looks as if you want the 
damage shield damage to apply to someone he ATTACKS in addition to his 
normal damage.  This is not how damage shield works.  A damage shield 
does damage to somebody who attacks HIM.  The only way you can apply 
your damage shield to someone else is to grab them.  If you want to also 
add 'mystic fire' damage to your punches, then buy extra DCs and call 
them 'mystic fire', or buy an EB and link it to your punch. 
 
 
> >   3.  Perhaps you needn't worry too much about the bullets, but he should 
> be unless he has a remarkably high DCV.  Recommend that he at least wear a 
> bulletproof vest or lightly armored costume or something.  But don't force 
> the issue; let him get shot a few times (non-lethally, of course), and make 
> his own decision. 
 
Don't worry so much about the resistant/non-resistant defenses.  You'll 
find that the PCs will handle that just fine on their own.  (yikes, he's 
got a killing attack!  someone else take this one!).  Also, keep in mind 
that many villians will be reluctant to kill a super (tends to piss the 
rest of the supers off and REALLY makes you a wanted man), and will opt 
for a less lethal attack against someone with little/no resistant 
defenses.  (beat up a few supers, they just dont like you... kill a 
super and the heroes take it personal!) 
 
 
Todd 
 
--  
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 
 Todd Hanson                       Minnesota: Land of two seasons: 
 BadTodd@dacmail.net               winter is coming, winter is here. 
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 
 
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Date: Mon, 16 Mar 1998 15:51:27 -0500 
From: David Stallard <DBStallard@compuserve.com> 
Subject: Re: Shapeshifter questions 
Cc: "[unknown]" <champ-l@omg.org> 
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Message text written by Bob Greenwade 
>   It might make sense to use VPP, with a -1/2 Limitation of Types of 
Powers so that they are only Shapeshifting Powers, rather than EC. 
   Then work with the player to create a list of Powers that he can use. 
Be creative; what I do for stuff like this is wind my way through the list 
of Powers, and think, "What can I do with this Power?"  The list can then 
be available at any time.< 
 
If I'm understanding correctly, you would go through each power and, for 
those applicable, build a version of it that has the appropriate active 
points.  Then you have this big list of powers (each with advantages and 
limitations) that fit into the allowable active points for your VPP, which 
you can choose from on the fly.  Of course, this big list could have things 
added to it at any time.  Do I have the right idea?  I've never had to deal 
with a VPP before (it is often outlawed in games I've ben involved with), 
so I'm just trying to figure how to plan ahead.  I've noticed that some 
published villains have a list of "common" slots...I think that's what 
you're suggesting, but for every applicable power on the list. 
 
Return-Path: <daemon@omg.org> 
Date: Mon, 16 Mar 1998 15:55:13 -0500 
From: David Stallard <DBStallard@compuserve.com> 
Subject: Disadvantages 
Cc: "[unknown]" <champ-l@omg.org> 
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Does anyone else have trouble getting 150 points worth of disadvantages for 
their 250-point heroes?  Our group has always struggled with this...they 
make a pass through the Disads section and get the ones which make sense, 
and then they have to go back through and make other passes where they 
struggle to think up other disads that the character might have.  I haven't 
had as much a problem with it as my players, but we all have trouble 
getting to the 150-point mark.  I'm just wondering if other groups whiz 
through this section because they have a deeper character concept going 
into Disads, or if it's a struggle for everyone.  I should have prefaced 
this by saying that we usually do Disads first, then characteristics, and 
finally powers (which usually forces us to go back and lower 
characteristics).  Perhaps if we saved Disads until later, it would be less 
of a struggle. 
 
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From: Brian Wong <rook@shell.infinex.com> 
Subject: Re: Is this character too limited? 
Date: Mon, 16 Mar 1998 12:56:26 -0800 (PST) 
Cc: champ-l@omg.org 
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To: champ-l@omg.org 
 
>  
> Message text written by Brian Wong 
> >Martial arts has a rule that says each weapon element you can use with it 
> costs 1 point. The base element is ussually bare hands, but can be a weapon 
> instead. 
>         Look at how fencing is done for an example. If you have TUMA or NH 
> they will have even more examples of this. You get no limitation bonus for 
> something that is already assumed however.< 
>  
> What if some martial maneuvers require a weapon, and some work either way? = 
 
	Then have the character buy two seperate Martial Arts Styles, one 
for the armed combat, one for the unarmed. 
	After all, letting a player use the same manuever for fencing and 
for Wing Chun Kung Fu is something most reasonability checks will alarm on. 
 
	You shouldn't be buying all your manuevers in one big lump and calling 
it all one single martial style. 
	And if a style does teach how to use a given weapon, it will teach 
how to use that weapon to mimic all it's principle manuevers that are 
possible with that weapon. To include when that weapon is the bare body. 
 
	A person who knows one set of manuevers unarmed, and whole other set 
armed; really knows two seperate martial styles. 
 
Rook 
 __ 
/.)\ http://www.infinex.com/~rook/SH/SHlinks.html  Super Hero Links Page 
\(@/ http://www.infinex.com/~rook/SH/              Super Hero Role Playing 
 
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From: "qts" <qts@nildram.co.uk> 
Cc: "champ-l@omg.org" <champ-l@omg.org&> 
        "David Stallard" <DBStallard@compuserve.com> 
Date: Mon, 16 Mar 98 21:01:13  
Reply-To: "qts" <qts@nildram.co.uk> 
Priority: Normal 
Subject: Re: Shapeshifter questions 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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To: champ-l@omg.org 
 
On Mon, 16 Mar 1998 16:30:05 -0500, David Stallard wrote: 
 
>Message text written by "qts" 
>>Not so at all. If you move points from one Power to another, the first 
>disappears; there's nothing to stop you having two half-strength 
>powers, though. 
> 
>Example: Shapeshifter forms his legs into a finned tail to assist in 
>swimming; later the villian he is pursuing takes to the air so he grows 
>wings, losing his tail in the process.< 
> 
>You don't find it too powerful that this particular character will have an 
>answer for every situation, simply by doing a half-phase shuffle of the VPP 
>points?  His special effect (shapeshifting his body) will limit it a little 
>bit (no raw energy spewing out of his eyes, for example), but it still 
>seems like a big advantage over other characters.  I'm not arguing, 
>though...  I'm hoping you'll convince me that it's not too powerful.  
>-grin- 
 
No, because the APs are limited by the size of the Pool, and so are the 
possible effects. A player will have a stock set of effects - think of 
the question, "Are you sure it will fit in your Pool?" Don't forget 
that he's going to have to buy the +1 Advantage 'No Roll To Change'. 
 
 
qts 
 
Home: qts@nildram.co.uk. 
 
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From: "R & B" <bswarren@flash.net> 
Subject: RE - C: TNM 
Date: Mon, 16 Mar 1998 15:06:14 -0600 
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    I just started a new campaign based around the new millennium source 
books. The conversion problem does not bother me, since I convert most 
write-ups to fit scale. The setting is easy to run and provides lots of 
built in hooks for adventures. Personally, I have replaced the Champions 
with the PC's team. 
 
    I use 4E but since the books are by and large devoted to the setting I 
feel like I am getting my money out of the Fuzion supplements. 
 
Randy 
 
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Date: Mon, 16 Mar 1998 16:09:32 -0500 
From: David Stallard <DBStallard@compuserve.com> 
Subject: Re: Is this character too limited? 
Cc: "[unknown]" <champ-l@omg.org> 
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Message text written by Brian Wong 
>       Then have the character buy two seperate Martial Arts Styles, one 
for the armed combat, one for the unarmed. 
        After all, letting a player use the same manuever for fencing and 
for Wing Chun Kung Fu is something most reasonability checks will alarm on. 
< 
 
Maybe this is a munchkin tactic, but this player just bought maneuvers off 
the list which he thought were neat...he wasn't trying to create a style or 
anything.  Would you require your players to at least give a name for the 
group of maneuvers they have selected?  This is the player who owns NH, and 
despite me telling him to create a character concept without looking 
through rules, I'm fairly certain he just read the maneuvers in NH and 
found enough cool ones that he decided to be a martial artist.  Also, I'm 
pretty sure that the only reason he has any maneuvers that don't require 
the staff is so he won't be completely worthless without the staff.  
Actually, he's still pretty worthless without the staff because he only has 
Martial Dodge and one other defensive maneuver without it.  This is why I 
asked the original question "Is this character too limited?", which no one 
has yet answered. 
 
Return-Path: <daemon@omg.org> 
Date: Mon, 16 Mar 1998 16:26:43 -0500 
From: David Stallard <DBStallard@compuserve.com> 
Subject: Martial Artist: no diversity? 
Cc: "[unknown]" <champ-l@omg.org> 
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I asked this question earlier, but we got sidetracked on other issues and 
no one ever answered the main question.  I'll try again, without all the 
extra baggage: 
 
One of my players created a character who has 5 or 6 martial maneuvers, 
most of them only usable with a staff.  He also has a damage shield, and he 
is able to extend this damage shield so that it covers whatever weapon he 
is holding.  Essentially, that's the entire character (without mentioning 
the skills).  Oh, he also has Multiform into a 100-point normal (the normal 
is possessed by the spirit of this martial artist).  Anyway, if you take 
his staff away, the character essentially has only a few defensive martial 
maneuvers and his damage shield.  It's a 250 point character, so my thought 
is that he should be able to do a lot more than what I've listed. 
 
Return-Path: <daemon@omg.org> 
Date: Mon, 16 Mar 1998 16:30:05 -0500 
From: David Stallard <DBStallard@compuserve.com> 
Subject: Re: Shapeshifter questions 
Cc: "champ-l@omg.org" <champ-l@omg.org&> 
        "David Stallard" <DBStallard@compuserve.com> 
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Message text written by "qts" 
>Not so at all. If you move points from one Power to another, the first 
disappears; there's nothing to stop you having two half-strength 
powers, though. 
 
Example: Shapeshifter forms his legs into a finned tail to assist in 
swimming; later the villian he is pursuing takes to the air so he grows 
wings, losing his tail in the process.< 
 
You don't find it too powerful that this particular character will have an 
answer for every situation, simply by doing a half-phase shuffle of the VPP 
points?  His special effect (shapeshifting his body) will limit it a little 
bit (no raw energy spewing out of his eyes, for example), but it still 
seems like a big advantage over other characters.  I'm not arguing, 
though...  I'm hoping you'll convince me that it's not too powerful.  
-grin- 
 
Return-Path: <daemon@omg.org> 
Date: Mon, 16 Mar 1998 13:37:11 -0800 (PST) 
From: John Desmarais <johndesmarais@yahoo.com> 
Reply-To: john.desmarais@ibm.net 
Subject: Re: Disadvantages 
Cc: "\[unknown\]" <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 
 
---David Stallard  wrote: 
> 
> Does anyone else have trouble getting 150 points worth of 
disadvantages for 
> their 250-point heroes?  Our group has always struggled with 
this...they 
> make a pass through the Disads section and get the ones which make 
sense, 
> and then they have to go back through and make other passes where they 
> struggle to think up other disads that the character might have.  I 
haven't 
> had as much a problem with it as my players, but we all have trouble 
> getting to the 150-point mark.  I'm just wondering if other groups 
whiz 
> through this section because they have a deeper character concept 
going 
> into Disads, or if it's a struggle for everyone.  I should have 
prefaced 
> this by saying that we usually do Disads first, then 
characteristics, and 
> finally powers (which usually forces us to go back and lower 
> characteristics).  Perhaps if we saved Disads until later, it would 
be less 
> of a struggle. 
 
Actually, I usually have just the opposite problem - trimming down my 
list of disads to just a "core list" of about 150 points.   
 
When you are building a character, are you giving thought to the 
history of the character - all of those events that lead up to now?  A 
solid history will typically lend a wealth of ideas for disads - 
particularly psych lims (and related disads) and hunteds. 
 
Also, a strong power concept will frequently automatically suggest a 
plausible vulnerablilities (this does assume that there are plausible 
vulnerabilites, some power concepts just don't lend themselves to this 
disad). 
 
Again though, the most useful tool for me when thinking up disads is a 
well thought-out history and personality.  Without these it's very 
difficult to come up with disads that make sense. 
_________________________________________________________ 
DO YOU YAHOO!? 
Get your free @yahoo.com address at http://mail.yahoo.com 
 
Return-Path: <daemon@omg.org> 
Date: Mon, 16 Mar 1998 13:37:11 -0800 (PST) 
From: John Desmarais <johndesmarais@yahoo.com> 
Reply-To: john.desmarais@ibm.net 
Subject: Re: Disadvantages 
Cc: "\[unknown\]" <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 
 
---David Stallard  wrote: 
> 
> Does anyone else have trouble getting 150 points worth of 
disadvantages for 
> their 250-point heroes?  Our group has always struggled with 
this...they 
> make a pass through the Disads section and get the ones which make 
sense, 
> and then they have to go back through and make other passes where they 
> struggle to think up other disads that the character might have.  I 
haven't 
> had as much a problem with it as my players, but we all have trouble 
> getting to the 150-point mark.  I'm just wondering if other groups 
whiz 
> through this section because they have a deeper character concept 
going 
> into Disads, or if it's a struggle for everyone.  I should have 
prefaced 
> this by saying that we usually do Disads first, then 
characteristics, and 
> finally powers (which usually forces us to go back and lower 
> characteristics).  Perhaps if we saved Disads until later, it would 
be less 
> of a struggle. 
 
Actually, I usually have just the opposite problem - trimming down my 
list of disads to just a "core list" of about 150 points.   
 
When you are building a character, are you giving thought to the 
history of the character - all of those events that lead up to now?  A 
solid history will typically lend a wealth of ideas for disads - 
particularly psych lims (and related disads) and hunteds. 
 
Also, a strong power concept will frequently automatically suggest a 
plausible vulnerablilities (this does assume that there are plausible 
vulnerabilites, some power concepts just don't lend themselves to this 
disad). 
 
Again though, the most useful tool for me when thinking up disads is a 
well thought-out history and personality.  Without these it's very 
difficult to come up with disads that make sense. 
_________________________________________________________ 
DO YOU YAHOO!? 
Get your free @yahoo.com address at http://mail.yahoo.com 
 
Return-Path: <daemon@omg.org> 
Date: Mon, 16 Mar 1998 16:38:22 -0500 
From: David Stallard <DBStallard@compuserve.com> 
Subject: Re: Is this character too limited? 
Cc: "[unknown]" <champ-l@omg.org> 
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Message text written by Todd Hanson 
>It appears as though ONE of us is confused.  It looks as if you want the 
damage shield damage to apply to someone he ATTACKS in addition to his 
normal damage.  This is not how damage shield works.  A damage shield 
does damage to somebody who attacks HIM.  The only way you can apply 
your damage shield to someone else is to grab them.  If you want to also 
add 'mystic fire' damage to your punches, then buy extra DCs and call 
them 'mystic fire', or buy an EB and link it to your punch.< 
 
That doesn't sound like the way I understand Damage Shield, but maybe I'm 
wrong.  If I am a fire-controller with a damage shield: body on fire, then 
I should be able to damage someone simply by touching them.  I don't see 
how it can work one way (somebody touches me) but not the other (I touch 
somebody). 
 
Return-Path: <daemon@omg.org> 
Date: Mon, 16 Mar 1998 16:38:23 -0500 
From: David Stallard <DBStallard@compuserve.com> 
Subject: Re: Is this character too limited? 
Cc: "[unknown]" <champ-l@omg.org> 
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Message text written by Sakura 
>It sounds like you want the Mystic Fire to do two different things: 
 
1) Add to the damage of the weapon 
2) Hurt anyone that tries to touch the weapon (i.e. ina Grab Weapon 
   maneuver, etc) 
 
Is this right?< 
 
Yes....  Essentially, the damage shield around the character will extend 
itself to cover any weapon he happens to be holding.  Todd Hanson said in 
another message that damage shield does nothing if I touch an 
opponent...the opponent only takes damage if he touches me.  This is not 
the way I had interpreted damage shield, so if I'm wrong, then that's the 
reason for all the confusion.  The way I understand it is a damage shield 
does damage to whoever touches it, regardless of who initiated the touch. 
 
>I would call 1) extra dice of HA or HKA with a Focus limitation (OIF if 
you could do it with any weapon, or OAF if it were only with that 
particular weapon). For 2), well, I'd have to know something about the 
SFX. Could the character surround the staff with mystic fire if he weren't 
holding it?  If not, then I'd just say that the character's damage shield 
applied to the staff as well. If so...well, I'd have to think about it.< 
 
No, the character could only surround the staff with mystic fire if he was 
touching it.  I suppose it all comes down to whether or not a damage shield 
automatically covers anything you are holding.  I need to consult the 
BBB.... 
 
Return-Path: <daemon@omg.org> 
From: "\"qts\" <qts@nildram.co.uk> 
        \"David Stallard\"" <qts@nildram.co.uk> 
Cc: "champ-l@omg.org" <champ-l@omg.org> 
Date: Mon, 16 Mar 98 21:39:00  
Reply-To: "qts" <qts@nildram.co.uk> 
Priority: Normal 
Subject: Re: Is this character too limited? 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Mon, 16 Mar 1998 16:47:49 -0500, David Stallard wrote: 
 
>Message text written by "qts" 
>>Fine, but he doesn't get the Style Disadvantage.< 
> 
>Er, um, maybe it's time for me to reread the BBB, but I don't know what you 
>mean by Style Disadvantage.  If this is something presented in NH, I 
>haven't read that book (I have glanced at the maneuvers he chose from NH, 
>but that's it). 
 
It is in NH. Basically it's Distinctive Features: Martial Arts Style. 
Anyone with the skill Analyse Style gets benefits on a successful skill 
roll. 
qts 
 
Home: qts@nildram.co.uk. 
 
Return-Path: <daemon@omg.org> 
Date: Mon, 16 Mar 1998 16:45:21 -0500 
From: David Stallard <DBStallard@compuserve.com> 
Subject: Villain escape methods 
Cc: "[unknown]" <champ-l@omg.org> 
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I asked this question in the superheroes newsgroup 
(rec.games.frp.super-heroes, I think it's called) several months ago and 
got some valuable answers, but I'm still wondering about some aspects. 
 
Basically, I'm wondering how the villain will escape when the PCs are 
usually going to want to chase him down and capture him.  Some methods I'm 
aware of are: 
 
* Take hostages 
* Use a "teleporter" that the villain had ready just in case 
* The villain just happens to move faster than any hero 
 
However, you can't use a "GM teleport" trick or take hostages all the time 
or the players are going to get tired of it.  Let's say that I have a brick 
villain which I want to be a recurring nuisance.  The heroes have beaten 
him up pretty bad, and now all he wants to do is get out of there before he 
gets knocked out.  He doesn't run that fast, and one of the heroes can fly 
fast enough to catch him if he uses his superleap.  There's no reason the 
brick would have a teleport device, unless he was working with someone 
else.  At this point, would you give up and let the brick get captured?  
What other methods are there to ensure that your villains aren't captured 
sooner than you want them to be? 
 
Return-Path: <daemon@omg.org> 
Date: Mon, 16 Mar 1998 16:47:49 -0500 
From: David Stallard <DBStallard@compuserve.com> 
Subject: Re: Is this character too limited? 
Cc: "champ-l@omg.org" <champ-l@omg.org> 
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Message text written by "qts" 
>Fine, but he doesn't get the Style Disadvantage.< 
 
Er, um, maybe it's time for me to reread the BBB, but I don't know what you 
mean by Style Disadvantage.  If this is something presented in NH, I 
haven't read that book (I have glanced at the maneuvers he chose from NH, 
but that's it). 
 
Return-Path: <daemon@omg.org> 
Date: Mon, 16 Mar 1998 13:51:12 -0800 (PST) 
From: John Desmarais <johndesmarais@yahoo.com> 
Reply-To: john.desmarais@ibm.net 
Subject: Re: Villain escape methods 
Cc: "\[unknown\]" <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 
 
---David Stallard  wrote: 
> 
> I asked this question in the superheroes newsgroup 
> (rec.games.frp.super-heroes, I think it's called) several months ago 
and 
> got some valuable answers, but I'm still wondering about some aspects. 
>  
> Basically, I'm wondering how the villain will escape when the PCs are 
> usually going to want to chase him down and capture him.  Some 
methods I'm 
> aware of are: 
>  
> * Take hostages 
> * Use a "teleporter" that the villain had ready just in case 
> * The villain just happens to move faster than any hero 
>  
> However, you can't use a "GM teleport" trick or take hostages all 
the time 
> or the players are going to get tired of it.  Let's say that I have 
a brick 
> villain which I want to be a recurring nuisance.  The heroes have 
beaten 
> him up pretty bad, and now all he wants to do is get out of there 
before he 
> gets knocked out.  He doesn't run that fast, and one of the heroes 
can fly 
> fast enough to catch him if he uses his superleap.  There's no 
reason the 
> brick would have a teleport device, unless he was working with someone 
> else.  At this point, would you give up and let the brick get 
captured?  
> What other methods are there to ensure that your villains aren't 
captured 
> sooner than you want them to be? 
 
 
Let him get captured, then (very soon thereafter) escape from police 
custody - super villains are notoriously difficult to hold, 
particularly real powerhouses (like bricks). 
 
 
_________________________________________________________ 
DO YOU YAHOO!? 
Get your free @yahoo.com address at http://mail.yahoo.com 
 
Return-Path: <daemon@omg.org> 
Date: Mon, 16 Mar 1998 13:51:12 -0800 (PST) 
From: John Desmarais <johndesmarais@yahoo.com> 
Reply-To: john.desmarais@ibm.net 
Subject: Re: Villain escape methods 
Cc: "\[unknown\]" <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 
 
---David Stallard  wrote: 
> 
> I asked this question in the superheroes newsgroup 
> (rec.games.frp.super-heroes, I think it's called) several months ago 
and 
> got some valuable answers, but I'm still wondering about some aspects. 
>  
> Basically, I'm wondering how the villain will escape when the PCs are 
> usually going to want to chase him down and capture him.  Some 
methods I'm 
> aware of are: 
>  
> * Take hostages 
> * Use a "teleporter" that the villain had ready just in case 
> * The villain just happens to move faster than any hero 
>  
> However, you can't use a "GM teleport" trick or take hostages all 
the time 
> or the players are going to get tired of it.  Let's say that I have 
a brick 
> villain which I want to be a recurring nuisance.  The heroes have 
beaten 
> him up pretty bad, and now all he wants to do is get out of there 
before he 
> gets knocked out.  He doesn't run that fast, and one of the heroes 
can fly 
> fast enough to catch him if he uses his superleap.  There's no 
reason the 
> brick would have a teleport device, unless he was working with someone 
> else.  At this point, would you give up and let the brick get 
captured?  
> What other methods are there to ensure that your villains aren't 
captured 
> sooner than you want them to be? 
 
 
Let him get captured, then (very soon thereafter) escape from police 
custody - super villains are notoriously difficult to hold, 
particularly real powerhouses (like bricks). 
 
 
_________________________________________________________ 
DO YOU YAHOO!? 
Get your free @yahoo.com address at http://mail.yahoo.com 
 
Return-Path: <daemon@omg.org> 
Date: Mon, 16 Mar 1998 16:52:49 -0500 
From: David Stallard <DBStallard@compuserve.com> 
Subject: Re: Is this character too limited? 
Cc: "[unknown]" <champ-l@omg.org> 
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Message text written by Bob Greenwade 
>   What would be "stretching the letter of the rules" is using a Damage 
Shield that covers a weapon.  Oh, and I'd consider it a waste of points to 
buy that as a separate Damage Shield; either he has a Damage Shield, or 
doesn't, but he shouldn't need two to represent the same Shield. 
   On the other hand, if you want to represent the character taking damage 
twice with a separate power, use Energy Blast, No Range, Linked to the main 
Hand-to-Hand Attack rather than a Damage Shield.< 
 
Should his Damage Shield be bought with an advantage "covers handheld 
objects as well", or would you say that this is merely special effect and 
he pays for only the garden-variety damage shield?  To be honest, the only 
reason he wants this is to get more dice in his damage roll, but as you 
pointed out (not quoted above), it will not mean much to villains with 
higher defenses because the weapon damage and Damage Shield damage will be 
handled separately. 
 
Return-Path: <daemon@omg.org> 
From: Curt Hicks <exucurt@exu.ericsson.se> 
Date: Mon, 16 Mar 1998 15:56:24 -0600 (CST) 
Subject: Disadvantages 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
 David Stallard <DBStallard@compuserve> writes:  
>  
> Does anyone else have trouble getting 150 points worth of disadvantages f= 
> or 
> their 250-point heroes?  Our group has always struggled with this...they 
> 
 
Remember that you aren't required to get the full amount of disadvantages.  
I asked a little while back how many people usually took the full amount. 
It did look like most people do 'max out the disadvantages'. 
 
I don't normally have much problem with it.  If I remember right, the 'worse' 
I ever got was around 220 points of disadvantages on a 3rd edition character.  
This was before they put a limit on maximum disads.  I believe I  had a  
somewhat plausible explanation for each disad.   
 
Curt Hicks  
 
Return-Path: <daemon@omg.org> 
Date: Mon, 16 Mar 1998 17:01:09 -0500 
From: David Stallard <DBStallard@compuserve.com> 
Subject: RE - C: TNM 
Cc: "[unknown]" <champ-l@omg.org> 
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Message text written by "R & B" 
>    I just started a new campaign based around the new millennium source 
books. The conversion problem does not bother me, since I convert most 
write-ups to fit scale. The setting is easy to run and provides lots of 
built in hooks for adventures. Personally, I have replaced the Champions 
with the PC's team.< 
 
That's the main reason I am using Bay City -- it has lots of hooks for 
adventures, thus saving me some "homework" as GM.  Some might call me lazy, 
but I don't have the time or the inclination to devise my own world when 
there are published ones that I know will be better.  Since my PC group is 
only two strong, I didn't replace the Champions, but I plan to have the PCs 
interact with the Champions quite a bit. 
 
>    I use 4E but since the books are by and large devoted to the setting I 
feel like I am getting my money out of the Fuzion supplements.< 
 
So far, I agree...the C:NM supplements have been almost all about setting 
(and maybe I'm a product of the Image universe, but I much prefer this 
setting to the Champions Universe).  I don't know how long this will 
continue, though.  Eventually there will be a supplement with a lot of 
rules talk, which probably won't be one I pick up. 
 
Return-Path: <daemon@omg.org> 
Date: Mon, 16 Mar 1998 17:01:10 -0500 
From: David Stallard <DBStallard@compuserve.com> 
Subject: Re: Usable Against Others question... 
Cc: "[unknown]" <champ-l@omg.org> 
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Message text written by Bob Greenwade 
>   I sent Bruce the First Draft at the beginning of February, but haven't 
heard back from him.  Based on comments I've gotten from Mark Arsenault, 
I'm not going to even start worrying that something got lost until 
mid-April. 
   That's why I say I'm crossing my fingers for an autumn release, as 
opposed to it being fairly definite.  (Hey, if I had my way it'd be ready 
in August.  But this biz being what it is, I won't count on it.)< 
 
Is this going to be a 4E supplement published by Hero themselves?  I 
thought they had pretty much given up support of 4E to GRG.  Unless this is 
going to be a Hero Plus supplement? 
 
Return-Path: <daemon@omg.org> 
Date: Mon, 16 Mar 1998 14:01:58 -0800 
From: Samuel.Bell@Eng.Sun.COM (Sam Bell) 
Subject: Re: Villain escape methods 
X-Sun-Charset: US-ASCII 
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Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
-> From DBStallard@compuserve.com Mon Mar 16 13:46:15 1998 
->  
-> I asked this question in the superheroes newsgroup 
-> (rec.games.frp.super-heroes, I think it's called) several months ago and 
-> got some valuable answers, but I'm still wondering about some aspects. 
->  
-> Basically, I'm wondering how the villain will escape when the PCs are 
-> usually going to want to chase him down and capture him.  Some methods I'm 
-> aware of are: 
->  
-> * Take hostages 
-> * Use a "teleporter" that the villain had ready just in case 
-> * The villain just happens to move faster than any hero 
->  
-> However, you can't use a "GM teleport" trick or take hostages all the time 
-> or the players are going to get tired of it.  Let's say that I have a brick 
-> villain which I want to be a recurring nuisance.  The heroes have beaten 
-> him up pretty bad, and now all he wants to do is get out of there before he 
-> gets knocked out.  He doesn't run that fast, and one of the heroes can fly 
-> fast enough to catch him if he uses his superleap.  There's no reason the 
-> brick would have a teleport device, unless he was working with someone 
-> else.  At this point, would you give up and let the brick get captured?  
-> What other methods are there to ensure that your villains aren't captured 
-> sooner than you want them to be? 
 
I had a female crystalline brick named Solitaire who was a recurring character. 
She was a mercenary thief and she would show up in the middle of pitched battles 
to steal something, when the heroes were too busy with the main villains.  She 
was tough enough that it would take a concerted effort to take her out, and since 
she was just a thief the heroes would always have to go after the more dangerous 
bad guys instead of her. She showed up many times but never got caught. 
 
							-Sam 
 
Return-Path: <daemon@omg.org> 
X-Authentication-Warning: pentagon.io.com: jeffj owned process doing -bs 
Date: Mon, 16 Mar 1998 16:02:35 -0600 (CST) 
From: Sakura <jeffj@io.com> 
Subject: Re: Disadvantages 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Mon, 16 Mar 1998, David Stallard wrote: 
 
> Does anyone else have trouble getting 150 points worth of disadvantages for 
> their 250-point heroes?   
 
Yup.  It's even worse with the 'high-powered superheros' - I think it's 
225 points of disads?  I created a super on that power level once and had 
to severely struggle to get that many disadvantages, including taking some 
that didn't fit the concept very well. 
 
> Our group has always struggled with this...they 
> make a pass through the Disads section and get the ones which make sense, 
> and then they have to go back through and make other passes where they 
> struggle to think up other disads that the character might have.   
 
I think that part of this is due to the attitude that a lot of HERO 
players have...Pyschlim: Must max out on disads.  Of course, that attitude 
is reinforced by the fact that if you don't take disads, you usually can't 
get a character that's anywhere near the campaign power levels for DC and 
CV...and if you do there's no room for 'power stunts' or background 
skills, etc.  
 
> I should have prefaced 
> this by saying that we usually do Disads first, then characteristics, and 
> finally powers (which usually forces us to go back and lower 
> characteristics).  Perhaps if we saved Disads until later, it would be less 
> of a struggle. 
 
Not really - I generally do disads last or close to last, and I have just 
as much trouble - especially since a lot of my character concepts preclude 
some major categories of disadvantages.  (I don't generally have concepts 
that lend themselves to vulnerabilities or susceptibilities, for instance) 
And one can only take so many Enemies and PsychLims... 
 
Generally, I think that the ratio is way off for base points/points from 
disads.  I frequently reverse it (150 base, 100 from disads) or give even 
more base points - I want the players taking the disads that they feel are 
right for the character, rather than cramming more of them in to get 
enough points to be competetive. 
 
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: Mon, 16 Mar 1998 17:04:13 -0500 
From: David Stallard <DBStallard@compuserve.com> 
Subject: Re: huge dudes with capes 
Cc: "[unknown]" <champ-l@omg.org> 
Content-Disposition: inline 
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Message text written by Bob Greenwade 
>   Don't use just one opponent.  Use several.< 
 
Ah...so really you have a small stable of "primary" opponents to choose 
from.  That makes a lot more sense to me than having one villain team 
showing up constantly. 
 
Return-Path: <daemon@omg.org> 
X-Authentication-Warning: pentagon.io.com: jeffj owned process doing -bs 
Date: Mon, 16 Mar 1998 16:12:11 -0600 (CST) 
From: Sakura <jeffj@io.com> 
Subject: Re: Martial Artist: no diversity? 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Mon, 16 Mar 1998, David Stallard wrote: 
 
> One of my players created a character who has 5 or 6 martial maneuvers, 
> most of them only usable with a staff.  He also has a damage shield, and he 
> is able to extend this damage shield so that it covers whatever weapon he 
> is holding.  Essentially, that's the entire character (without mentioning 
> the skills).  Oh, he also has Multiform into a 100-point normal (the normal 
> is possessed by the spirit of this martial artist).  Anyway, if you take 
> his staff away, the character essentially has only a few defensive martial 
> maneuvers and his damage shield.  It's a 250 point character, so my thought 
> is that he should be able to do a lot more than what I've listed. 
 
Er...what did he spend all the points on?  If he sunk most of the points 
into the staff, that's going to be a whopper of an attack.  If he's got 
superb SPD and DEX, then he's going to be decently effective with the 
'normal' combat maneuvers even if he doesn't have the staff. 
 
Could you post the whole character sheet along with the campaign averages? 
 
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> 
X-Sender: lizard@dnai.com 
Date: Mon, 16 Mar 1998 14:15:41 -0800 
From: Lizard <lizard@mrlizard.com> 
Subject: Re: Villain escape methods 
Cc: "[unknown]" <champ-l@omg.org> 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 04:45 PM 3/16/98 -0500, David Stallard wrote: 
 
>However, you can't use a "GM teleport" trick or take hostages all the time 
>or the players are going to get tired of it.  Let's say that I have a brick 
>villain which I want to be a recurring nuisance.  The heroes have beaten 
>him up pretty bad, and now all he wants to do is get out of there before he 
>gets knocked out.  He doesn't run that fast, and one of the heroes can fly 
>fast enough to catch him if he uses his superleap.  There's no reason the 
>brick would have a teleport device, unless he was working with someone 
>else.  At this point, would you give up and let the brick get captured?  
>What other methods are there to ensure that your villains aren't captured 
>sooner than you want them to be? 
 
Other possibilities: 
 
The Power-Damping Handcuffs weren't tuned to the villains Metabiological 
Field Frequency and he escaped from prison. 
 
One of the guards was a confederate. 
 
The villain blasts a gas pipe/water pipe/support structure for the 'El'/etc. 
 
Runs into a subway tunnel and smashes it down behind him;by the time the 
heroes are through it, he's long gone. 
 
While he's languishing in jail awaiting his lawyer, his pals Mangor The 
Murderous and Doctor Devastator decide to give him a hand. 
 
Etc. 
 
Return-Path: <daemon@omg.org> 
X-Sender: lizard@dnai.com 
Date: Mon, 16 Mar 1998 14:15:41 -0800 
From: Lizard <lizard@mrlizard.com> 
Subject: Re: Villain escape methods 
Cc: "[unknown]" <champ-l@omg.org> 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 04:45 PM 3/16/98 -0500, David Stallard wrote: 
 
>However, you can't use a "GM teleport" trick or take hostages all the time 
>or the players are going to get tired of it.  Let's say that I have a brick 
>villain which I want to be a recurring nuisance.  The heroes have beaten 
>him up pretty bad, and now all he wants to do is get out of there before he 
>gets knocked out.  He doesn't run that fast, and one of the heroes can fly 
>fast enough to catch him if he uses his superleap.  There's no reason the 
>brick would have a teleport device, unless he was working with someone 
>else.  At this point, would you give up and let the brick get captured?  
>What other methods are there to ensure that your villains aren't captured 
>sooner than you want them to be? 
 
Other possibilities: 
 
The Power-Damping Handcuffs weren't tuned to the villains Metabiological 
Field Frequency and he escaped from prison. 
 
One of the guards was a confederate. 
 
The villain blasts a gas pipe/water pipe/support structure for the 'El'/etc. 
 
Runs into a subway tunnel and smashes it down behind him;by the time the 
heroes are through it, he's long gone. 
 
While he's languishing in jail awaiting his lawyer, his pals Mangor The 
Murderous and Doctor Devastator decide to give him a hand. 
 
Etc. 
 
Return-Path: <daemon@omg.org> 
X-Sender: empulse@usa.net (Unverified) 
Date: Mon, 16 Mar 1998 14:20:00 -0800 
From: Nic Neidenbach <naneiden@iswest.com> 
Subject: Re: Villain escape methods 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 04:45 PM 3/16/98 -0500, David Stallard wrote: 
> 
> 
>However, you can't use a "GM teleport" trick or take hostages all the time 
>or the players are going to get tired of it.  Let's say that I have a brick 
>villain which I want to be a recurring nuisance.  The heroes have beaten 
>him up pretty bad, and now all he wants to do is get out of there before he 
>gets knocked out.  He doesn't run that fast, and one of the heroes can fly 
>fast enough to catch him if he uses his superleap.  There's no reason the 
>brick would have a teleport device, unless he was working with someone 
>else.  At this point, would you give up and let the brick get captured?  
>What other methods are there to ensure that your villains aren't captured 
>sooner than you want them to be? 
 
Sometimes comic books are the best sources for interesting escape scenarios. 
 
In The Incredible Hulk #449, the Hulk wants to get away from the newest 
hero team to hit the Marvel U, the Thunderbolts. So, in order to keep them 
from following him as he flees, he punches a hole in a nearby dam. The 
heroes are forced to see to rescuing people rather than continue their 
attack on the Hulk. 
 
Taking that basic idea, there are lots of ways for villains to create 
distractions to keep the heroes busy, that don't always directly involve 
hostages. Setting a building on fire, knocking out a bridge's supports, 
that sort of stuff. A real strong brick could even throw something through 
the wing of a jet passing overhead if he was strong enough and had a good aim. 
 
Another idea is to teach the heroes not to split up when chasing down 
villains. If it is only one hero that can catch the villain as he feels, 
have the villain contact either some buddies or maybe that fast hero's 
hunted. The brick villain pre-arranges an escape route that will lead the 
pursuing hero into a nasty ambush. The brick escapes and the hero may be 
forced to flee himself. 
 
-Nic 
 
 
      +--------------------------------------------------------------------+ 
      |                        naneiden@iswest.com                         | 
      |               Justice, Like Lightning, Thunderbolts!               | 
      |         http://www.iswest.com/~naneiden/comics/thunder.html        | 
      |                         Costumed Heroines                          | 
      |          http://www.iswest.com/~naneiden/comics/index.html         | 
      +--------------------------------------------------------------------+ 
 
Return-Path: <daemon@omg.org> 
Date: Mon, 16 Mar 1998 17:21:06 -0500 
From: David Stallard <DBStallard@compuserve.com> 
Subject: Secret ID / Public ID 
Cc: "[unknown]" <champ-l@omg.org> 
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X-MIME-Autoconverted: from quoted-printable to 8bit by mars.superlink.net id RAA02935 
 
If a character does not have a Secret ID or a Public ID, does it mean that 
he is not hiding the fact that he is a hero, but that he isn't all that 
famous either?  In other words, the people in his neighborhood know that 
there's a hero living in that house, but his address is not worth 
publishing in hero tabloids or a "who's who" book? 
 
Return-Path: <daemon@omg.org> 
Date: Mon, 16 Mar 1998 17:21:31 -0500 
From: David Stallard <DBStallard@compuserve.com> 
Subject: Re: Disadvantages 
Cc: "[unknown]" <champ-l@omg.org> 
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Message text written by INTERNET:john.desmarais@ibm.net 
>When you are building a character, are you giving thought to the 
history of the character - all of those events that lead up to now?  A 
solid history will typically lend a wealth of ideas for disads - 
particularly psych lims (and related disads) and hunteds.< 
 
Actually, the process of selecting disads is what gets my players to really 
think about the history and personality.  The one area where they have no 
trouble getting disads is the psych lims...  I constantly have to remind 
them that you can only have 50 points worth of any one disad type.  They 
have trouble with the other areas, though, because they generally want zero 
or one of a type of disadvantage, and end up taking more than they want 
just so they can get to 150 points. 
 
Return-Path: <daemon@omg.org> 
From: Drwoolf <Drwoolf@aol.com> 
Date: Mon, 16 Mar 1998 17:30:37 EST 
Subject: Re: Campaign Suggestions 2 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
Try looking at console games for inspiration.  There are several games out 
right now for the Sony Playstation that have great undead creature designs and 
they're packed full of other ideas also.  Look for Resident Evil or Nightmare 
Creatures they belong on the top of your list.  Also, if your looking for good 
gaming soundtrack these games should have them (they are creepy too the max). 
I just don't know where you can get the soundtrack for them on the internet. 
 
Dave 
 
Return-Path: <daemon@omg.org> 
Date: Mon, 16 Mar 1998 17:48:07 -0500 (EST) 
From: David Majors <asmodeus@shell.ezy.net> 
Subject: Re: Shapeshifter questions 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
> > Would you allow this stuff in an Elemental Control?  My first 
> > instinct was "no", but we tried using a Multipower and it was very 
> > awkward, since several of his powers did not make sense with varying 
> > power levels... Anyway, when I saw that it was going to be very 
> > difficult to create this character with only 250 points, I allowed 
> > him to use an EC just so he'd have enough points to get the basic 
> > concept down (I always think of Multipowers as saving more points, 
> > so I'm always surprised when an EC gives me better savings...maybe 
> > if I spent a few minutes to figure out the math, I wouldn't be 
> > surprised anymore).  As it was, we had to dump a lot of cool ideas 
> > because we didn't have the points. 
 
I would skip the EC idea.  The EC would encompass too much.  A true Q can 
do anything... This power is actually best suited for a variable power 
pool - god like power...  He can do anything he wants, just can't do it 
all at the same time.   
 
David 
 
Return-Path: <daemon@omg.org> 
From: Curt Hicks <exucurt@exu.ericsson.se> 
Date: Mon, 16 Mar 1998 16:48:22 -0600 (CST) 
Subject: Test please ignore 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
sent at 4:48. 
 
Curt 
 
Return-Path: <daemon@omg.org> 
From: jonesmj@topaz.cqu.edu.au 
Date: Tue, 17 Mar 1998 08:51:41 +1000 (EST) 
X-Sender: jonesmj@topaz.cqu.edu.au 
Subject: Re: Villain escape methods 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 04:45 PM 16/03/98 -0500, you wrote: 
>I asked this question in the superheroes newsgroup 
>(rec.games.frp.super-heroes, I think it's called) several months ago and 
>got some valuable answers, but I'm still wondering about some aspects. 
> 
>Basically, I'm wondering how the villain will escape when the PCs are 
>usually going to want to chase him down and capture him.  Some methods I'm 
>aware of are: 
> 
>* Take hostages 
>* Use a "teleporter" that the villain had ready just in case 
>* The villain just happens to move faster than any hero 
> 
>However, you can't use a "GM teleport" trick or take hostages all the time 
>or the players are going to get tired of it.  Let's say that I have a brick 
>villain which I want to be a recurring nuisance.  The heroes have beaten 
>him up pretty bad, and now all he wants to do is get out of there before he 
>gets knocked out.  He doesn't run that fast, and one of the heroes can fly 
>fast enough to catch him if he uses his superleap.  There's no reason the 
>brick would have a teleport device, unless he was working with someone 
>else.  At this point, would you give up and let the brick get captured?  
>What other methods are there to ensure that your villains aren't captured 
>sooner than you want them to be? 
> 
> 
 
A) maybe you should stop insisting the players don't catch him.  plots aren't written in stone. .  
 
B) have him escape aftr the police take him away 
 
C) he's a brick- do something cool. pull down a building, jump down a pit, or punch your way  
into a pre-prepared tunel.  
 
 
 
Return-Path: <daemon@omg.org> 
X-Sender: Cypriot@pop3.concentric.net 
Date: Mon, 16 Mar 1998 17:52:39 -0500 
From: Mike Christodoulou <Cypriot@Concentric.net> 
Subject: Re: Secret ID / Public ID 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 05:21 PM 3/16/98 -0500, David Stallard wrote: 
>If a character does not have a Secret ID or a Public ID, does it mean that 
>he is not hiding the fact that he is a hero, but that he isn't all that 
>famous either?  In other words, the people in his neighborhood know that 
>there's a hero living in that house, but his address is not worth 
>publishing in hero tabloids or a "who's who" book? 
 
 
That's pretty much it.  There's no attempt to disguise himself, nor 
much reason that anyone would happen to know him.  This could be because: 
- he's just not that good 
- he doesn't talk to the press 
- he hasn't been in town long 
- he hasn't figured out the whole famous hero / endangered DNPC thing 
 
Return-Path: <daemon@omg.org> 
From: Drwoolf <Drwoolf@aol.com> 
Date: Mon, 16 Mar 1998 17:53:15 EST 
Subject: Re: Martial Artist: no diversity? 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
My favorite character is from a GURPS IST campaign that got translated into 
Hero.  His name is Tempest and he's modeled after the electrical guy from Big 
Trouble In little China.  He has a Jeet Kun Do MA skill set (ALA Bruce Lee), 
all of your typical MA movie extras (rapid fire punch, superleap), and 
electrical powers that allow him to turn his body into electricity and move 
through somebody (t-port/EB), damage field, and of course throw lightning that 
flashes people all for 250 pts plus experience points.  How's that for 
diversity.  I do admit that the manuevers themselves are a small set (about 7 
different manuevers for this guy) but it's how you use and describe them that 
makes the difference.  I've done or tried just about every Jackie Chan, Jet 
Li, Bruce Le, etc. schtick in the book and that's what makes it work.  You 
can't just sit there and say "I martial punch the guy". 
 
So as far as diversity goes I say it's not what you bough that counts but how 
you use it. 
 
If anybody else plays a MA character or has any ideas I'd be happy to hear 
them. 
 
Dave 
 
Return-Path: <daemon@omg.org> 
From: Prodipto Roy <proy@MICROSOFT.com> 
Subject: RE: Secret ID / Public ID 
Date: Mon, 16 Mar 1998 15:03:41 -0800 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
Precisely.  Secret ID implies that you have a need to conceal your identity 
and that unfortunate consequences would occur if it is revealed.  Public ID 
means that the general populace is aware of the character's identity, and he 
can't go out and about without being recognized (kind of like celebrities in 
this day and age).  I had (have?) a character who didn't take either.  It 
didn't make sense for him to have a Secret ID since he had nothing to hide, 
but the general public didn't know who he really was.  Only the rest of the 
team, and the occasional supervillain or other NPC found out.  He actually 
wound up being one of the most carefree characters I've ever run.  He didn't 
really have anything to hide.  Of course he did have this problem with 
attacking female supervillains.... 
 
--Pro 
 
> -----Original Message----- 
> From:	David Stallard [SMTP:DBStallard@compuserve.com] 
> Sent:	Monday, March 16, 1998 2:21 PM 
> To:	champ-l@omg.org 
> Cc:	[unknown] 
> Subject:	Secret ID / Public ID 
>  
> If a character does not have a Secret ID or a Public ID, does it mean that 
> he is not hiding the fact that he is a hero, but that he isn't all that 
> famous either?  In other words, the people in his neighborhood know that 
> there's a hero living in that house, but his address is not worth 
> publishing in hero tabloids or a "who's who" book? 
 
Return-Path: <daemon@omg.org> 
From: Drwoolf <Drwoolf@aol.com> 
Date: Mon, 16 Mar 1998 18:03:55 EST 
Subject: Re: Villain escape methods 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
What about the surrender option.  If the villian is working for/with somebody 
else he might feel confident that they're going to break him out anyway.  They 
also might have really good lawyers so he's bound to get out on a 
technicality.  Either of these two options are sure to steam up your players 
or move things along as they try to follow the guy after he gets out of jail 
to see if he goes back to the secret base/hideout or incriminates himself. 
Also, what if the villian notices being followed and then calls the police on 
the heros.  Wouldn't that be a sticky situation. 
 
A flash bomb might also work for get-aways.  You just pick the right time to 
throw it down and then run like crazy while everybody is still dazzled.   
 
There is also the old tried and true "blend into the crowd" routine where you 
use some kind of distraction to get out of sight and then throw on the old 
disguise and head out with the rest of the normals. 
 
Well, if you come up with more let me know. 
 
Dave 
 
Return-Path: <daemon@omg.org> 
Date: Mon, 16 Mar 1998 18:11:54 -0500 
From: Todd Hanson <badtodd@dacmail.net> 
Subject: Re: Is this character too limited? 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
David Stallard wrote: 
>  
> Message text written by Todd Hanson 
> >It appears as though ONE of us is confused.  It looks as if you want 
> the 
> damage shield damage to apply to someone he ATTACKS in addition to his 
> normal damage.  This is not how damage shield works.  A damage shield 
> does damage to somebody who attacks HIM.  The only way you can apply 
> your damage shield to someone else is to grab them.  If you want to 
> also 
> add 'mystic fire' damage to your punches, then buy extra DCs and call 
> them 'mystic fire', or buy an EB and link it to your punch.< 
>  
> That doesn't sound like the way I understand Damage Shield, but maybe I'm 
> wrong.  If I am a fire-controller with a damage shield: body on fire, then 
> I should be able to damage someone simply by touching them.  I don't see 
> how it can work one way (somebody touches me) but not the other (I 
> touch somebody). 
 
You are confusing special effect and game mechanics. 
 
the special effect says that you do damage both ways - the game mechanic 
says you still have to buy both powers. 
 
In the BBB, it specifically says that you only apply your damage shield 
if you grab someone. 
 
 
Todd 
 
 
--  
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 
 Todd Hanson                       Minnesota: Land of two seasons: 
 BadTodd@dacmail.net               winter is coming, winter is here. 
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 
 
Return-Path: <daemon@omg.org> 
From: Prodipto Roy <proy@MICROSOFT.com> 
Subject: RE: Villain escape methods 
Date: Mon, 16 Mar 1998 15:15:27 -0800 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
> At 04:45 PM 3/16/98 -0500, David Stallard wrote: 
>  
> >However, you can't use a "GM teleport" trick or take hostages all the 
> time 
> >or the players are going to get tired of it.  Let's say that I have a 
> brick 
> >villain which I want to be a recurring nuisance.  The heroes have beaten 
> >him up pretty bad, and now all he wants to do is get out of there before 
> he 
> >gets knocked out.  He doesn't run that fast, and one of the heroes can 
> fly 
> >fast enough to catch him if he uses his superleap.  There's no reason the 
> >brick would have a teleport device, unless he was working with someone 
> >else.  At this point, would you give up and let the brick get captured?  
> >What other methods are there to ensure that your villains aren't captured 
> >sooner than you want them to be? 
>  
I had a couple of interesting villains.  One didn't have any super powers at 
all (a gadgeteer).  So, he was never put in Stronghold.  Rather, he'd go to 
regular prison, from which he'd promptly escape using something he'd cobbled 
together with plastic spoons and dryer lint.  The other was a brick with a 
*very* good lawyer.  The group would capture him, and he'd get off.  Later 
on, I let him relocate for a while (and give the players some time to 
breathe).  I then mentioned a news article one of them read where the 
villain had sued another superteam and won.  It always gave them pause when 
they knew he was in town. 
 
--Pro 
 
Return-Path: <daemon@omg.org> 
X-Authentication-Warning: pentagon.io.com: traveler owned process doing -bs 
Date: Mon, 16 Mar 1998 17:28:59 -0600 (CST) 
From: Dataweaver <traveler@io.com> 
Subject: EC and VPP 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
Here's an idea that I've been toying around with for some time now: 
 
Elemental Power Pool 
-------------------- 
 
This is actually a combination of a Variable Power Pool and an Elemental 
Control; decide upon the pool cost, and apply that as a discount for any 
power that matches the pool's special effect in a manner similar to an 
Elemental Control.  Furthermore, pay a Control Cost on the Pool Cost just 
like you would for a VPP; you are not allowed to buy off the skill roll 
requirement with an Advantage, nor do you get a discount for the pool 
being restricted to a single special effect.  The associated skill 
represents your ability to improvise powers on the fly, while the 
Elemental Control represents those effects that you've already mastered... 
 
---- Jonathan Lang <traveler@io.com> ---- x ------- alias: Dataweaver --------- 
  Webpage:  http://www.io.com/~traveler  /@\ The Dogma of Otherness insists 
  GURPSnet's Benevolent Tyrant for Life  ~~~ that all voices deserve a hearing, 
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Date: Mon, 16 Mar 1998 15:32:10 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: huge dudes with capes 
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At 05:04 PM 3/16/1998 -0500, David Stallard wrote: 
>Message text written by Bob Greenwade 
>>   Don't use just one opponent.  Use several.< 
> 
>Ah...so really you have a small stable of "primary" opponents to choose 
>from.  That makes a lot more sense to me than having one villain team 
>showing up constantly. 
 
   Precisely.  :-] 
--- 
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Date: Mon, 16 Mar 1998 15:33:16 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Disadvantages 
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At 03:55 PM 3/16/1998 -0500, David Stallard wrote: 
>Does anyone else have trouble getting 150 points worth of disadvantages for 
>their 250-point heroes?  Our group has always struggled with this...they 
>make a pass through the Disads section and get the ones which make sense, 
>and then they have to go back through and make other passes where they 
>struggle to think up other disads that the character might have.  I haven't 
>had as much a problem with it as my players, but we all have trouble 
>getting to the 150-point mark.  I'm just wondering if other groups whiz 
>through this section because they have a deeper character concept going 
>into Disads, or if it's a struggle for everyone.  I should have prefaced 
>this by saying that we usually do Disads first, then characteristics, and 
>finally powers (which usually forces us to go back and lower 
>characteristics).  Perhaps if we saved Disads until later, it would be less 
>of a struggle. 
 
   It probably would.  I always do Disads last, and I usually have to 
struggle to keep the total *down* to 150.  That's part of why I've raised 
my level to 200 points in Disads for my campaign. 
   If you get stuck, you might try exacerbating existing Disadvantage.  For 
instance, if your character is Vulnerable to Fire and you need more points, 
then make him 2X Vulnerable instead of 1.5, make him Vulnerable to BODY as 
well as STUN, give him a Susceptibility vs high temperatures (say, over 90 
degrees F), give him a Psych Limit: Pyrophobia, etc. 
   I'm also infamous for using "Automatic Hunters" for PCs in various 
situations.  If I have a mutant, he's Hunted by Genocide.  If I have an 
alien, he's Hunted by the Exterminators, and probably Watched by METE.  If 
I have a cyborg, he's probably Hunted by Cy-Force.  If I have a mentalist, 
he's Hunted by Headhunter.  If I have a mentalist who's also a mutant, he's 
Hunted by PSI (in addition to Genocide and Headhunter).  And so forth. 
(Rattler, the "GM PC" on my website, is an example of this taken to an 
intentional extreme.) 
--- 
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Date: Mon, 16 Mar 1998 15:35:33 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Is this character too limited? 
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At 03:46 PM 3/16/1998 -0500, Todd Hanson wrote: 
>> >   3.  Perhaps you needn't worry too much about the bullets, but he should 
>> be unless he has a remarkably high DCV.  Recommend that he at least wear a 
>> bulletproof vest or lightly armored costume or something.  But don't force 
>> the issue; let him get shot a few times (non-lethally, of course), and make 
>> his own decision. 
> 
>Don't worry so much about the resistant/non-resistant defenses.  You'll 
>find that the PCs will handle that just fine on their own.  (yikes, he's 
>got a killing attack!  someone else take this one!).  Also, keep in mind 
>that many villians will be reluctant to kill a super (tends to piss the 
>rest of the supers off and REALLY makes you a wanted man), and will opt 
>for a less lethal attack against someone with little/no resistant 
>defenses.  (beat up a few supers, they just dont like you... kill a 
>super and the heroes take it personal!) 
 
   As to that last point... that was once the case with the police, and now 
there are criminals who take pride in being cop killers.  By the same 
token, while what you say would be historically true of "hero killers," I 
wouldn't be at all surprised if the same path was taken. 
   Hm... VOICE of Doom, anyone?  ;-] 
--- 
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X-Sender: ctaylor@pop.cyberis.net 
Date: Mon, 16 Mar 1998 15:41:43 -0800 
From: Christopher Taylor <ctaylor@cyberis.net> 
Subject: Re: Disadvantages 
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>Does anyone else have trouble getting 150 points worth of disadvantages for 
>their 250-point heroes?  Our group has always struggled with this...they 
>make a pass through the Disads section and get the ones which make sense, 
>and then they have to go back through and make other passes where they 
>struggle to think up other disads that the character might have. 
 
Not so much that I CAN'T come up with that many points as I usually cant do 
it without really adding crap on and increasing levels in the disads that 
make sense just for the points... we build our guys at 150+100 in disads... 
and many take more than 100 points due to conception.  But often, unless you 
are making Alpha Flight, you hit a wall where you just start tacking on to 
make the points up and that doesn't make the game any better nor funner. 
 
---------------------------------------------------------- 
Sola Gracia		Sola Scriptura		Sola Fide 
Soli Gloria Deo		Solus Christus		Corum Deo 
----------------------------------------------------------- 
 
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X-Sender: bob.greenwade@klock.com 
Date: Mon, 16 Mar 1998 15:43:55 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Is this character too limited? 
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At 04:09 PM 3/16/1998 -0500, David Stallard wrote: 
>Message text written by Brian Wong 
>>       Then have the character buy two seperate Martial Arts Styles, one 
>for the armed combat, one for the unarmed. 
>        After all, letting a player use the same manuever for fencing and 
>for Wing Chun Kung Fu is something most reasonability checks will alarm on. 
>< 
> 
>Maybe this is a munchkin tactic, but this player just bought maneuvers off 
>the list which he thought were neat...he wasn't trying to create a style or 
>anything.  Would you require your players to at least give a name for the 
>group of maneuvers they have selected?  This is the player who owns NH, and 
>despite me telling him to create a character concept without looking 
>through rules, I'm fairly certain he just read the maneuvers in NH and 
>found enough cool ones that he decided to be a martial artist.  Also, I'm 
>pretty sure that the only reason he has any maneuvers that don't require 
>the staff is so he won't be completely worthless without the staff.  
>Actually, he's still pretty worthless without the staff because he only has 
>Martial Dodge and one other defensive maneuver without it.  This is why I 
>asked the original question "Is this character too limited?", which no one 
>has yet answered. 
 
   To that first question... yes, there should be a name and a unifying 
theme to the art.  There should -- nay *must* -- be a unifying theme to the 
maneuvers, some reason that these maneuvers are together. 
   Have him write out a background for his Martial Art.  It should be at 
least as detailed as the write-ups in Ninja Hero, and should explain why it 
developed the way it did.  Have him give each maneuver a name other than 
the name from the Martial Art Maneuvers List -- something that can indicate 
whether a blow is done high, low, through the middle, etc.  ("Martial 
Strike" isn't descriptive; "Thrust" is.)  He could even develop a couple of 
"special abilities" for the Art, and use experience (and role-played 
training sessions) to buy them later on. 
   Then he should buy his art *straight,* and assume a Staff weapon element 
as default (he can add Barehanded if he wants, or even take Barehanded as 
the default and add on Staff). 
   As I said previously, he *could* be allowed to take his staff as a Focus 
for his Martial Arts, but then the Martial Art is in the staff, not his own 
training.  He'd be unable to use his Art with any other staff, and there's 
always the possibility that someone else could pick it up and use his 
Martial Arts. 
--- 
Bob's Original Hero Stuff Page!  [Circle of HEROs member] 
   http://www.klock.com/public/users/bobg/original.htm 
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X-Sender: ctaylor@pop.cyberis.net 
Date: Mon, 16 Mar 1998 15:46:06 -0800 
From: Christopher Taylor <ctaylor@cyberis.net> 
Subject: Re: Villain escape methods 
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>Basically, I'm wondering how the villain will escape when the PCs are 
>usually going to want to chase him down and capture him.  Some methods I'm 
>aware of are: 
> 
>* Take hostages 
>* Use a "teleporter" that the villain had ready just in case 
>* The villain just happens to move faster than any hero 
 
Im fond of letting them catch the guy and having him escape from jail or 
just buy off the jury or something later... but remember: PCs who 
continuously fail to bring the bad guy to justice become very frustrated. 
Frustrated PCs can lead to players becoming disgruntled, bloodthirsty, or 
lawless.  Let em take out the bad guy for good once in a while, let them 
take down the villain and keep him in jail a while... this is once place 
that the comics dont neccessarily carry over well, because players take a 
personal interest in what happens. 
 
Captain America can put up with the Red Skull getting away or coming back 
12419 times because the writer finds it useful.  But Caps player in a game 
will start looking for a way to take this evil thing out of the picture for 
good. 
 
---------------------------------------------------------- 
Sola Gracia		Sola Scriptura		Sola Fide 
Soli Gloria Deo		Solus Christus		Corum Deo 
----------------------------------------------------------- 
 
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X-Sender: bob.greenwade@klock.com 
Date: Mon, 16 Mar 1998 15:47:31 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Is this character too limited? 
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At 04:52 PM 3/16/1998 -0500, David Stallard wrote: 
>Message text written by Bob Greenwade 
>>   What would be "stretching the letter of the rules" is using a Damage 
>Shield that covers a weapon.  Oh, and I'd consider it a waste of points to 
>buy that as a separate Damage Shield; either he has a Damage Shield, or 
>doesn't, but he shouldn't need two to represent the same Shield. 
>   On the other hand, if you want to represent the character taking damage 
>twice with a separate power, use Energy Blast, No Range, Linked to the main 
>Hand-to-Hand Attack rather than a Damage Shield.< 
> 
>Should his Damage Shield be bought with an advantage "covers handheld 
>objects as well", or would you say that this is merely special effect and 
>he pays for only the garden-variety damage shield?  To be honest, the only 
>reason he wants this is to get more dice in his damage roll, but as you 
>pointed out (not quoted above), it will not mean much to villains with 
>higher defenses because the weapon damage and Damage Shield damage will be 
>handled separately. 
 
   Yes, to all of the above.  :-] 
   Though I'm fairly provisional about this application of Damage Shield. 
I *might* well require that Energy Blast, 0 END, No Range, Linked to Damage 
Shield, Linked to Martial Arts (yeah, I know, folks, that's stretching the 
rules a tad) be taken to represent this effect. 
--- 
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X-Sender: bob.greenwade@klock.com 
Date: Mon, 16 Mar 1998 15:48:56 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Is this character too limited? 
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At 04:47 PM 3/16/1998 -0500, David Stallard wrote: 
>Message text written by "qts" 
>>Fine, but he doesn't get the Style Disadvantage.< 
> 
>Er, um, maybe it's time for me to reread the BBB, but I don't know what you 
>mean by Style Disadvantage.  If this is something presented in NH, I 
>haven't read that book (I have glanced at the maneuvers he chose from NH, 
>but that's it). 
 
   It's from NH.  See page 50.  (Also TUMA page 164.) 
--- 
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X-Sender: bob.greenwade@klock.com 
Date: Mon, 16 Mar 1998 15:51:02 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Martial Artist: no diversity? 
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At 04:26 PM 3/16/1998 -0500, David Stallard wrote: 
>I asked this question earlier, but we got sidetracked on other issues and 
>no one ever answered the main question.  I'll try again, without all the 
>extra baggage: 
> 
>One of my players created a character who has 5 or 6 martial maneuvers, 
>most of them only usable with a staff.  He also has a damage shield, and he 
>is able to extend this damage shield so that it covers whatever weapon he 
>is holding.  Essentially, that's the entire character (without mentioning 
>the skills).  Oh, he also has Multiform into a 100-point normal (the normal 
>is possessed by the spirit of this martial artist).  Anyway, if you take 
>his staff away, the character essentially has only a few defensive martial 
>maneuvers and his damage shield.  It's a 250 point character, so my thought 
>is that he should be able to do a lot more than what I've listed. 
 
   Yes, he ought to be able to.  If nothing else, he should be proficient 
in the Normal's profession.  The language of the original Martial Artist 
and some cultural knowledge would be a good idea too. 
--- 
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Date: Mon, 16 Mar 1998 15:52:37 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Secret ID / Public ID 
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At 05:21 PM 3/16/1998 -0500, David Stallard wrote: 
>If a character does not have a Secret ID or a Public ID, does it mean that 
>he is not hiding the fact that he is a hero, but that he isn't all that 
>famous either?  In other words, the people in his neighborhood know that 
>there's a hero living in that house, but his address is not worth 
>publishing in hero tabloids or a "who's who" book? 
 
   Something like that. 
--- 
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Date: Mon, 16 Mar 1998 15:56:37 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Shapeshifter questions 
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At 03:51 PM 3/16/1998 -0500, David Stallard wrote: 
>Message text written by Bob Greenwade 
>>   It might make sense to use VPP, with a -1/2 Limitation of Types of 
>Powers so that they are only Shapeshifting Powers, rather than EC. 
>   Then work with the player to create a list of Powers that he can use. 
>Be creative; what I do for stuff like this is wind my way through the list 
>of Powers, and think, "What can I do with this Power?"  The list can then 
>be available at any time.< 
> 
>If I'm understanding correctly, you would go through each power and, for 
>those applicable, build a version of it that has the appropriate active 
>points.  Then you have this big list of powers (each with advantages and 
>limitations) that fit into the allowable active points for your VPP, which 
>you can choose from on the fly.  Of course, this big list could have things 
>added to it at any time.  Do I have the right idea?  I've never had to deal 
>with a VPP before (it is often outlawed in games I've ben involved with), 
>so I'm just trying to figure how to plan ahead.  I've noticed that some 
>published villains have a list of "common" slots...I think that's what 
>you're suggesting, but for every applicable power on the list. 
 
   Yes -- or, at least, the Powers that the character is fairly likely to 
use.  (Don't push your brain too far, at least for a beginning character.) 
--- 
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Date: Mon, 16 Mar 1998 17:56:51 -0600 
From: Donald Tsang <tsang@sedl.org> 
Subject: Re: Disadvantages 
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>Does anyone else have trouble getting 150 points worth of disadvantages for 
>their 250-point heroes?  Our group has always struggled with this...they 
>make a pass through the Disads section and get the ones which make sense, 
>and then they have to go back through and make other passes where they 
>struggle to think up other disads that the character might have. 
 
I had the same problem, so in the games I run, I usually give 150+disads 
for a 250-275 point game. 
 
Reminds me of a GURPS game I once played, where we got 100 pts base, 
so I built a character on 105 pts (five quirks).  The GM just couldn't 
handle it ("but... but..."), so finally he forced me to take some sort 
of Social Stigma (for the character being female), and spend the points. 
That was kinda funny. 
 
  Donald 
 
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Date: Mon, 16 Mar 1998 18:02:03 -0600 (CST) 
From: Dataweaver <traveler@io.com> 
cc: champ-l@omg.org 
Subject: Re: Secret ID / Public ID 
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On Mon, 16 Mar 1998, Theala Sildorian wrote: 
 
> > If a character does not have a Secret ID or a Public ID, does it 
> > mean that he is not hiding the fact that he is a hero, but that he 
> > isn't all that famous either?  In other words, the people in his 
> > neighborhood know that there's a hero living in that house, but his 
> > address is not worth publishing in hero tabloids or a "who's who" 
> > book? 
> >  
>  
> Secret ID means no one knows the character is a hero (or villain),  
> like Aunt May doesn't know Peter Parker is Spiderman, or that  
> Commissioner Gordon doensn't know Batman is Bruce Wayne.   
 
Definitely wrong on the first count, and quite possibly wrong on the 
second, BTW... (May Parker revealed that she had known for some time about 
Peter being Spiderman shortly before she died, and it has been hinted that 
Gordon may know who Batman is as far back as Batman: Year One... 
 
Secret ID means that the character leads two lives and has to put 
considerable effort into keeping them seperate.   
 
> The character hides his identity, usually to protect friends and 
> families from supervillain retaliation, or to protect himself from the 
> police if he is a vigilante like the Harbinger of Justice. 
>  
> Public ID means that everyone knows who the person is, and generally  
> where they can be found (ie, everyone knows where stately Wayne Manor  
> is). 
 
Public ID actually means that the person has no privacy, which makes 
keeping secrets (including an alternate identity) extremely difficult, if 
not impossible.   
 
> If the character has neither Disad, then it is assumed that the  
> character may not be advertising the fact he is a superhero, but that  
> he doesn't hide it either.  It also means that, unless the character  
> has a Rep, that no one will instantly recognize his name either. 
 
Sounds about right; you have your privacy, and you're not leading a double 
life... 
 
> Now the rules states that you can't have both Secret ID and Public  
> ID.  I disagree with that rule, and in my campaign a character may  
> have both if his concept justifies it.  I cite Bruce Wayne as an  
> example of a person who has both:  everyone knows Bruce Wayne,  
> business tycoon, playboy philanthropist who lives at Stately Wayne  
> Manor outside of Gotham City--but no one knows he is hiding a secret:  
>  that he rides at night as the mysterious Batman. 
 
I agree completely; Public ID would be better off being called Famous, and 
Secret ID would be better off being called Secret.   
 
Time to pull out the Social Limitations proposal again... ;) 
 
---- 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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X-Sender: bob.greenwade@klock.com 
Date: Mon, 16 Mar 1998 16:02:33 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Shapeshifter questions 
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At 04:30 PM 3/16/1998 -0500, David Stallard wrote: 
>Message text written by "qts" 
>>Not so at all. If you move points from one Power to another, the first 
>disappears; there's nothing to stop you having two half-strength 
>powers, though. 
> 
>Example: Shapeshifter forms his legs into a finned tail to assist in 
>swimming; later the villian he is pursuing takes to the air so he grows 
>wings, losing his tail in the process.< 
> 
>You don't find it too powerful that this particular character will have an 
>answer for every situation, simply by doing a half-phase shuffle of the VPP 
>points?  His special effect (shapeshifting his body) will limit it a little 
>bit (no raw energy spewing out of his eyes, for example), but it still 
>seems like a big advantage over other characters.  I'm not arguing, 
>though...  I'm hoping you'll convince me that it's not too powerful.  
>-grin- 
 
   It's balanced somewhat by how expensive it is.  As I pointed out, the 
VPP as I built it costs 110 points, and that allows only one full-level 
Power at a time (at 60 Active Points).  If you want an 80-point Pool (which 
would allow a 60-point attack and still allow 20 points for movement and/or 
defenses, or a 50-point attack with 30 points for movement and/or 
defenses), that would cost 147 points.  That doesn't leave a whole lot for 
Characteristics, Skills, and whatnot. 
   Most likely he'd have a relatively low DEX and SPD, and be fairly weak 
in terms of what he could do at any given moment.  Just as the price of 
immense raw power is a lack of diversity, so the price of immense diversity 
is a lack of raw power. 
--- 
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Date: Mon, 16 Mar 1998 16:04:11 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Shapeshifter questions 
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At 05:48 PM 3/16/1998 -0500, David Majors wrote: 
> 
>> > Would you allow this stuff in an Elemental Control?  My first 
>> > instinct was "no", but we tried using a Multipower and it was very 
>> > awkward, since several of his powers did not make sense with varying 
>> > power levels... Anyway, when I saw that it was going to be very 
>> > difficult to create this character with only 250 points, I allowed 
>> > him to use an EC just so he'd have enough points to get the basic 
>> > concept down (I always think of Multipowers as saving more points, 
>> > so I'm always surprised when an EC gives me better savings...maybe 
>> > if I spent a few minutes to figure out the math, I wouldn't be 
>> > surprised anymore).  As it was, we had to dump a lot of cool ideas 
>> > because we didn't have the points. 
> 
>I would skip the EC idea.  The EC would encompass too much.  A true Q can 
>do anything... This power is actually best suited for a variable power 
>pool - god like power...  He can do anything he wants, just can't do it 
>all at the same time. 
 
   I think you're thinking of the wrong Q, the one that Theala mentioned 
instead of this shapeshifting character. 
--- 
Bob's Original Hero Stuff Page!  [Circle of HEROs member] 
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Date: Mon, 16 Mar 1998 18:07:32 -0600 
From: Craig Bode <CRAIG@mnhep1.hep.umn.edu> 
Subject: RE: Villain escape methods 
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For the big slow brick villian who needs to escape, I'd buy him some 
tunneling that closes in behind him.  That way he could burrow away, 
and the rest of the super heros would be unable to follow. 
 
Since the villians usually call the shots (that is decide what 
crime to commit and where to commit it) I always have them plan 
an escape in advance.  Have them rob the armored car on a large 
bridge over a river.  They then escape by jumping into the river 
and swimming into their getaway submarine. 
 
The villians could also use a diversion to get away.  Brick villian 
pushes the water tower so that it is dangerously leaning over the 
day-care center full of kids.  The super heros would be too busy 
righting the water tower, and evacuating the building to chase after 
the slow brick. 
 
If the super heros do exceptionally well, let them capture the villian. 
The villian will end up escaping, or maybe he gets off on a legal 
technicality.  Even if he doesn't escape, the villian's friends could 
capture a super hero and arrange for a prisonor exchange.  Of course 
the villians would make the exchange a trap.  Perhaps the exchanged 
super hero is actually a robot filled with explosives. 
 
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Date: Mon, 16 Mar 1998 16:25:10 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Villain escape methods 
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At 04:45 PM 3/16/1998 -0500, David Stallard wrote: 
>* Take hostages 
 
   This is what VIPER supposedly does.  I've always had a hard time 
implementing it, though I can always give it another try. 
 
>* Use a "teleporter" that the villain had ready just in case 
 
   Ah, yes -- the PSI "Panic Rings," while Pulse of the Corporate Raiders 
and Szybko of the Jaws of VOICE simulate quite nicely. 
 
>* The villain just happens to move faster than any hero 
 
   I use this rarely. 
 
>However, you can't use a "GM teleport" trick or take hostages all the time 
>or the players are going to get tired of it.  Let's say that I have a brick 
>villain which I want to be a recurring nuisance.  The heroes have beaten 
>him up pretty bad, and now all he wants to do is get out of there before he 
>gets knocked out.  He doesn't run that fast, and one of the heroes can fly 
>fast enough to catch him if he uses his superleap.  There's no reason the 
>brick would have a teleport device, unless he was working with someone 
>else.  At this point, would you give up and let the brick get captured?  
>What other methods are there to ensure that your villains aren't captured 
>sooner than you want them to be? 
 
   He could always dive into the sewer system, and get lost in the maze. 
But I'd just let him get caught, then released on some piddling 
technicality.  If he's clever, he might even have the technicality arranged 
for ahead of time (like Diplomatic Immunity or something). 
   Really, "escape clauses" are there for masterminds and villain groups. 
It's the mastermind who has an underground high-speed tunnel crawler whose 
passage collapses as soon as he's gone.  It's the mastermind who creates 
teleport rings, or hires a lackey with a Teleport ability.  And so forth. 
   However, there are three escape possibilities that I know of offhand 
other than what you mentioned (and the "create a distraction" technique 
that many others have brought up), two of which I've already touched on. 
   One is to get "lost" in a maze of some sort.  The sewers are always a 
possibility; the streets of a large city can serve almost as well.  In 
space, you can always use a handy asteroid belt. 
   Second is the above-mentioned vehicle.  It doesn't have to be a regular 
combat vehicle, and in fact probably shouldn't be.  The classic form, as 
mentioned above, is a personal subway that is very fast, and whose tunnel 
collapses as soon as it's on its way (to keep enemies from following). 
   And then there's always the possibility of ducking around a corner and 
assuming a disguise.  Shapeshifters are particularly good for this.  Red 
Dragon of VOICE uses a different take on this, going around a corner and 
shedding his costume, which changes his aspect from that of a middle-aged 
man to that of a frail young girl -- which is, after all, "his" true state, 
physically speaking (the middle-aged man is a disguise). 
--- 
Bob's Original Hero Stuff Page!  [Circle of HEROs member] 
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Date: Mon, 16 Mar 1998 16:32:54 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Small campaign 
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At 08:37 PM 3/16/1998, \"qts\" <qts@nildram.co.uk> wrote: 
>On Mon, 16 Mar 1998 08:40:13 -0800, Bob Greenwade wrote: 
> 
>>   So what does a GM do when the campaign is to be located in New York? 
>>   In the past, the assumption has been that some excuse will be made for 
>>each of the other groups.  Just by coincidence, every time the Utlimates 
>>try to raid something in New York, the Champions are off saving the world. 
> 
>And miss out on the fun of two Superhero groups showing up at the same 
>time? I've done this with FH characters: a NPC party of considerable 
>power 'bumped into' the PCs. They joined forces and the NPCs took the 
>opportunity to evaluate the PCs. I used this to later (when the 
>combined group were conducting a post mortem) 'advise' the PCs. 
 
   I think that sounds like a good plan.  :-] 
--- 
Bob's Original Hero Stuff Page!  [Circle of HEROs member] 
   http://www.klock.com/public/users/bobg/original.htm 
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Date: Mon, 16 Mar 1998 17:06:18 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Ultimate Super Vehicle 
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At 05:01 PM 3/16/1998 -0500, David Stallard wrote: 
>Message text written by Bob Greenwade 
>>   I sent Bruce the First Draft at the beginning of February, but haven't 
>heard back from him.  Based on comments I've gotten from Mark Arsenault, 
>I'm not going to even start worrying that something got lost until 
>mid-April. 
>   That's why I say I'm crossing my fingers for an autumn release, as 
>opposed to it being fairly definite.  (Hey, if I had my way it'd be ready 
>in August.  But this biz being what it is, I won't count on it.)< 
> 
>Is this going to be a 4E supplement published by Hero themselves?  I 
>thought they had pretty much given up support of 4E to GRG.  Unless this is 
>going to be a Hero Plus supplement? 
 
   Yeah, Hero Plus 
--- 
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Date: Mon, 16 Mar 1998 21:14:38 -0500 
From: "Jeff M. Reid" <Morfhis@compuserve.com> 
Subject: The Great Multiform Debate 
        Brian Wong <rook@shell.infinex.com> 
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> > > Simple. It never says it does. So it doesn't. 
> >  
> > So we're to base what can be done by what the rulesbook DOESN'T say? 
Cool! 
> >  
> > "Gee, the rulesbook doesn't say I CAN'T blast the villains EB with my 
own, 
> > so I guess I CAN!" 
> > 
> Certainly when a comment is taken that far out of context it can be 
> open to unusual interpretations. 
> Why don't you try again, this time by looking at the whole of my 
> argument. 
 
You're right, and I apologize. Actually, I had every intention of 
responding in depth, but I had to get ready for work in the morning and I 
didn't have time for that. Still, I wanted to comment on my initial 
reaction, so I sent it off, and in retrospect, I neglected to take into 
account how caustic brief, flippant responses can seem... just as a demand 
for a more substantive argument might seem awfully holier-than-thou. Now 
that I'm home from work, here is the rest of it. 
 
First, to prevent any misquotes, here is the whole of your argument -- I 
generally delete every message immediately after I read it but, since I was 
planning on responding, I kept this one: 
 
> Simple. It never says it does. So it doesn't. Especially since 
> duplication shows how it does for that power. 
> Multiform is a power that gives you two seperate bodies. Why should 
> hurting one hurt the other. 
> Note that duplication only hurts the other forms when they recombine, 
> thus adding the injury in from the hurt form. 
> Champions III where the powers Duplication and Multiform originate had 
> multiform having a rule very similar to duplication. That rule was 
removed in 
> fourth edition. 
> Possibly as a result of character concepts like MiracleMan. Adding it 
> back in is simple to do with a limitation. 
 
As I interpret it, your argument has three main points. 
 
        > Simple. It never says it does. So it doesn't. 
 
I stand by my initial response on this one -- this is a spurious argument 
at best, and my example of the Energy Blast is a legitimate extension of 
the same logic. 
 
        > Multiform is a power that gives you two seperate bodies. Why 
should 
        > hurting one hurt the other. 
 
As I see it, Multiform is a power that gives you two separate FORMS, not 
two separate BODIES. I'm not familiar with Miracleman, having never read 
the comic, but the two examples given in the BBB (Capt. Zoology, in the 
Multiform description, and Jaguar, in the Sourcebook) seem to imply that 
they intended the power to reflect a limited shape shifter or lycanthrope, 
neither of which seem to lend themselves to the idea that all damage 
disappears when the character changes forms.IOW, why SHOULDN'T hurting one 
hurt the other? 
 
        > Champions III where the powers Duplication and Multiform 
originate had 
        > multiform having a rule very similar to duplication. That rule 
was removed in 
        > fourth edition. 
 
I >thought< that the Champions III description of Multiform mentioned 
carryover, although when the subject came up, I couldn't locate my old copy 
of that book, so I wasn't certain. This is, IMO,  your strongest argument, 
but I still don't buy it. 
 
Just because the explicit reference to it was removed does not necessarily 
imply that they intended it to work the way you interpret it. It seems to 
me that your interpretation is SUCH a powerful effect (i.e. a half phase 
action to change forms, thereby erasing any and all damage taken 
previously, at least until you change back to the previous form) that they 
would have explicitly >stated< it to be the case if that were their 
intention. There are just too many issues that would need to be addressed 
in such a case -- they would have to have added at least another paragraph 
or two to the description in order to cover it. 
 
I will go so far to state (as I did before) that the interpretation is at 
least debatable. 
 
Jeff Reid 
 
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From: Michael Sprague <msprague@eznet.net> 
Subject: RE: Secret ID / Public ID 
Date: Mon, 16 Mar 1998 21:48:56 -0500 
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> Theala Sildorian [SMTP:theala@shore.intercom.net] 
> 
> Now the rules states that you can't have both Secret ID and Public 
> ID.  I disagree with that rule, and in my campaign a character may 
> have both if his concept justifies it. 
 
I am divided on this issue, and have been for some time.  If the concept  
fits, then it should be allowed ... yet, is it really proper to put  
Disadvantages on one aspect of a character, that do not affect another  
aspect?  Or should Disadvantages apply across the board to all aspects? 
 
> I cite Bruce Wayne as an example of a person who has both: 
> everyone knows Bruce Wayne, business tycoon, playboy 
> philanthropist who lives at Stately Wayne Manor outside of 
> Gotham City--but no one knows he is hiding a secret: 
> that he rides at night as the mysterious Batman. 
 
An excellent example!!  Clearly, Secret ID applies.  It would be bad for  
Batman if people found out that he was Bruce Wayne ... and what would it do  
to Bruce Waynes reputation if people found out that he was Batman? 
 
Now as far was Public ID goes, certainly Bruce Wayne has it, for at least a  
limited area ... but does it really apply to Batman?  I'm not sure ...  
though were he unmasked, it would certainly make it easier for those around  
him to recognize, still ... that's why he's getting Disadvantage points for  
the Secret ID. 
 
So ... I'm still undecided.  I do think that a Disadvantage should apply to  
all aspects of a character, but where do you draw the line? 
 
			~ Mike 
 
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From: Michael Sprague <msprague@eznet.net> 
Subject: RE: Sidekick 
Date: Mon, 16 Mar 1998 22:04:15 -0500 
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> A combat manager for Hero System.  Great for Champions, not so good 
> for Heroic level campaigns. 
> 
> I prefer Hero Dice and Combat Sequencer--a pair of programs designed 
> to work together. 
 
It's actual name is Champions Sidekick.  It has/had the potential to be a  
great program, but I'm not convinced it was finished.  While I like its  
concept better than the above two mentioned by Amy, above two are a lot  
easier to set up and use. 
 
The biggest quirk I have found with Champions Sidekick is that when I enter  
the characters, I find that I have two of each character, which really gums  
up the works. 
 
On the other hand, this program has just about every table you might want  
to reference just a couple mouse clicks away under the help menu. 
 
At one time, I tried to contact the author to see if I could get the source  
code, so I could attempt to improve it make it a little more stable, but I  
never got a response. 
 
			~ Mike 
 
 
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From: Don McKinney <dmckinne@cmi.csc.com> 
Subject: Re: huge dudes with capes 
Date: Mon, 16 Mar 1998 21:10:45 CST 
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> At 05:04 PM 3/16/1998 -0500, David Stallard wrote: 
> >Message text written by Bob Greenwade 
> >>   Don't use just one opponent.  Use several.< 
> > 
> >Ah...so really you have a small stable of "primary" opponents to choose 
> >from.  That makes a lot more sense to me than having one villain team 
> >showing up constantly. 
>  
>    Precisely.  :-] 
 
Even better, give the PCs personal reasons to dislike the members 
of that stable... 
 
And of course, the obligatory "we must work together even though we hate 
each other" plot... 
 
Ok, so I'm not a nice guy :) 
 
 
DonM. 
-- 
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= 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 = 
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From: Michael Sprague <msprague@eznet.net> 
Subject: RE: The Great Multiform Debate 
Date: Mon, 16 Mar 1998 22:16:15 -0500 
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Most people I know play multiform such that 100% of the damage carries over  
from one form to another.  That is, if MegaForm takes 21 BODY (he has 30),  
and then shifts into WimpyForm (10 BODY), he dies!  No other  
interpretation!  End of story! 
 
I have never like this approach. 
 
However, the rules are very unclear on this, and I don't believe that any  
conclusions can be drawn from their omission. 
 
So, I play multiform in two ways, depending on the Special Effect for the  
Power. 
 
If shifting forms represents the same character in different forms, then I  
carry over damage (and STUN and some Drains) as a percentage, so in my  
above example, Wimpy form would be down 7 BODY. 
 
If shifting forms represents different bodies that somehow change places,  
then _no_ damage transferees between forms ... but _only_ the current form  
gets recoveries and healing.  When shifting back, the form is in the exact  
same shape (STUN, BODY and most Drains) he was in when the previous shift  
was made.  The unfortunate (?) side effect of this is that if a character  
is dying, and shifts form, the dying form kind of goes into stasis, and can  
be saved at a later time. 
 
			~ Mike 
 
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Date: Mon, 16 Mar 1998 21:17:18 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: "champ-l@omg.org" <champ-l@omg.org> 
Subject: Re: Segment 12 
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> >	Nah.  This is easy.  She is holding an action until a villian 
> >starts to attack.  At that point it will be a Dex vs Dex roll to see who 
> >goes first:  Her, or the attacking villian. 
> 
> Perhaps a PER roll might be preferable - she's got to see the attack 
> coming. 
 
	While there could be arguments for this, according to Champs these 
actions would be a simple DEX vs DEX, if extrapolated from the held action 
rules. 
 
 
 
				-Tim Gilberg 
 
	-"Friends help you move.  Real friends help you move bodies." 
 
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Date: Mon, 16 Mar 1998 21:22:49 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: Is this character too limited? 
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> 	Then have the character buy two seperate Martial Arts Styles, one 
> for the armed combat, one for the unarmed. 
> 	After all, letting a player use the same manuever for fencing and 
> for Wing Chun Kung Fu is something most reasonability checks will alarm on. 
 
	Why?  What is the point to paying twice for the same thing?  Just 
grab the appropriate Weapon Elements and make sure to have KSs for each 
style. 
 
> 	A person who knows one set of manuevers unarmed, and whole other set 
> armed; really knows two seperate martial styles. 
 
	Maybe.  Some MAs have maneuvers that, while visually similar 
because of Foci or whatever, are mechanically the same.  Why buy them 
twice? 
 
 
				-Tim Gilberg 
 
	-"Friends help you move.  Real friends help you move bodies." 
 
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Date: Mon, 16 Mar 1998 21:33:58 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: "[unknown]" <champ-l@omg.org> 
Subject: Re: Disadvantages 
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> think about the history and personality.  The one area where they have no 
> trouble getting disads is the psych lims...  I constantly have to remind 
> them that you can only have 50 points worth of any one disad type.  They 
> have trouble with the other areas, though, because they generally want zero 
> or one of a type of disadvantage, and end up taking more than they want 
> just so they can get to 150 points. 
 
	So don't enforce arbitrary guidelines.  If more disads in an area 
are called for, then allow more than 150. 
 
 
				-Tim Gilberg 
 
	-"Friends help you move.  Real friends help you move bodies." 
 
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Date: Mon, 16 Mar 1998 22:58:47 -0500 
From: "Jeff M. Reid" <Morfhis@compuserve.com> 
Subject: Martial Artist: no diversity? 
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> I asked this question earlier, but we got sidetracked on other issues and 
> no one ever answered the main question.  I'll try again, without all the 
> extra baggage: 
>  
> One of my players created a character who has 5 or 6 martial maneuvers, 
> most of them only usable with a staff.  He also has a damage shield, and 
he 
> is able to extend this damage shield so that it covers whatever weapon he 
> is holding.  Essentially, that's the entire character (without mentioning 
> the skills).  Oh, he also has Multiform into a 100-point normal (the 
normal 
> is possessed by the spirit of this martial artist).  Anyway, if you take 
> his staff away, the character essentially has only a few defensive 
martial 
> maneuvers and his damage shield.  It's a 250 point character, so my 
thought 
> is that he should be able to do a lot more than what I've listed. 
 
The skills can be kind of an important detail to omit, especially for a 
Martial Artist. Are you asking if the character is diverse enough from a 
combat standpoint, or from a campaign standpoint? 
 
Jeff Reid 
 
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Date: Mon, 16 Mar 1998 22:58:51 -0500 
From: "Jeff M. Reid" <Morfhis@compuserve.com> 
Subject: Disadvantages 
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> Does anyone else have trouble getting 150 points worth of disadvantages 
for 
> their 250-point heroes?  Our group has always struggled with this...they 
> make a pass through the Disads section and get the ones which make sense, 
> and then they have to go back through and make other passes where they 
> struggle to think up other disads that the character might have.  I 
haven't 
> had as much a problem with it as my players, but we all have trouble 
> getting to the 150-point mark.  I'm just wondering if other groups whiz 
> through this section because they have a deeper character concept going 
> into Disads, or if it's a struggle for everyone.  I should have prefaced 
> this by saying that we usually do Disads first, then characteristics, and 
> finally powers (which usually forces us to go back and lower 
> characteristics).  Perhaps if we saved Disads until later, it would be 
less 
> of a struggle. 
 
It's usuallt a hit-or-miss with me. Sometimes I can't come up with them to 
save my life, other times there are so many that make so much sense, I have 
a hard time deciding what NOT to include. 
 
I remember back in the earlier editions, when Hunteds were worth a LOT more 
points (Viper or Genocide netted you 30 points for an 8-, as opposed to 
about 15 now), all it took was a couple of those, and the rest was gravy. 
 
Jeff Reid 
 
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Date: Mon, 16 Mar 1998 22:58:54 -0500 
From: "Jeff M. Reid" <Morfhis@compuserve.com> 
Subject: Re: Modifiers to Characteristics 
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> > This seems like a simple question, but I had a hard time finding an 
answer 
> > yesterday when flipping through the BBB and Classic Enemies for 
examples.  
> > How much would it cost to put AE:Hex on your STR?  The character in 
> > question had a 30 STR, and AE:Hex is a 1/2 advantage, so using the 
chart it 
> > shows that this "power" costs 45 points.  Does that mean that to buy 
the 
> > AE:Hex would cost 45 (total) -30 (STR cost) =15 points?   
 
> > This was for our 
> > shapeshifter character, who wanted to be able to make his fist huge so 
he 
> > could punch several targets at the same time (we probably would have 
made 
> > it more than just a hex).  If you know of other ways to do this besides 
> > AE:Hex (the character also had Stretching, by the way), please let me 
know. 
 
Just as a personal preference, I avoid like the plague placing advantages 
on STR (except for Reduced END). I suppose it's legal, and it's certainly 
popular (especially Armor Piercing), but it just gives me a headache. Also, 
if you put advantages on your STR, you have to pay the END cost for them, 
even if you don't want to use them (like to lift an object, where AP on STR 
isn't helping one bit). 
 
Another thing to consider -- in general, you can't turn off advantages on a 
power. IOW, if you have an Area Effect Energy Blast, you can't use it as a 
single target blast. There's no reason to think that wouldn't apply to STR, 
so if you made your STR area effect, then technically you would always have 
to use it for at least one hex!. I suppose it's possible to avoid this by 
placing the Advantage in a multipower, but isn't there a rule somewhere 
against placing "naked" advantages in a Framework? 
 
As an alternative, consider buying a Hand Attack with whatever advantage 
you want to apply to your STR. For instance: your character has a 30 STR, 
and you want to be able to do an area effect attack with it. Buy 2d6 HA, 
AE: 1 hex. The 30 STR adds to this, but is modified by the advantage 
(+1/2), thereby adding +4d6. The grand total: 6d6 damage, AE: 1 hex, for an 
active point total of 9 pts. This would certainly reflect the giant fist 
attack you mentioned. 
 
Of course, this only allows damage (not grabbing or throwing), but there's 
always TK... 
 
Jeff Reid 
 
Return-Path: <daemon@omg.org> 
Date: Mon, 16 Mar 1998 22:58:58 -0500 
From: "Jeff M. Reid" <Morfhis@compuserve.com> 
Subject: RE: Sidekick 
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> A combat manager for Hero System.  Great for Champions, not so good  
> for Heroic level campaigns. 
>  
> I prefer Hero Dice and Combat Sequencer--a pair of programs designed  
> to work together. 
>  
 
I fugured it was something of the sort. I have Hero Dice, but not Combat 
Sequencer - never heard of that one, actually. I'll have to keep an eye out 
for it, if it's still available.  
 
Jeff Reid 
 
Return-Path: <daemon@omg.org> 
Date: Mon, 16 Mar 1998 22:40:12 -0600 
From: A Kirkland <ajk117@mail.usask.ca> 
Subject: Re: Secret ID / Public ID 
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At 18:15 98/03/16 +0000, Theala Sildorian wrote: 
> 
>Public ID means that everyone knows who the person is, and generally  
>where they can be found (ie, everyone knows where stately Wayne Manor  
>is). 
> 
>If the character has neither Disad, then it is assumed that the  
>character may not be advertising the fact he is a superhero, but that  
>he doesn't hide it either.  It also means that, unless the character  
>has a Rep, that no one will instantly recognize his name either. 
> 
>Now the rules states that you can't have both Secret ID and Public  
>ID.  I disagree with that rule, and in my campaign a character may  
>have both if his concept justifies it.  I cite Bruce Wayne as an  
>example of a person who has both:  everyone knows Bruce Wayne,  
>business tycoon, playboy philanthropist who lives at Stately Wayne  
>Manor outside of Gotham City--but no one knows he is hiding a secret:  
> that he rides at night as the mysterious Batman. 
> 
>Amy 
> 
>---------------- 
>Theala Sildorian 
>http://www.intercom.net/user/theala/hero.html 
>Home of the Unofficial Champions Home Page! 
> 
 
 
I'd have to disagree. Bruce Wayne / Batman is a master of disguise; 
if he wanted to disappear, he could. with a Public ID, you can't. 
A Kirkland 
 
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Date: Mon, 16 Mar 1998 22:41:16 -0600 (CST) 
From: Dataweaver <traveler@io.com> 
cc: champ-l@omg.org 
Subject: Re: Modifiers to Characteristics 
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On Mon, 16 Mar 1998, Jeff M. Reid wrote: 
 
> Just as a personal preference, I avoid like the plague placing 
> advantages on STR (except for Reduced END). I suppose it's legal, and 
> it's certainly popular (especially Armor Piercing), but it just gives me 
> a headache.  Also, if you put advantages on your STR, you have to pay 
> the END cost for them, even if you don't want to use them (like to lift 
> an object, where AP on STR isn't helping one bit). 
 
Here, here!  OTOH, I am of the opinion that many of the Advantages should 
not contribute to END cost; but that's another thread entirely... 
 
> Another thing to consider -- in general, you can't turn off advantages 
> on a power. IOW, if you have an Area Effect Energy Blast, you can't use 
> it as a single target blast. There's no reason to think that wouldn't 
> apply to STR, so if you made your STR area effect, then technically you 
> would always have to use it for at least one hex!. I suppose it's 
> possible to avoid this by placing the Advantage in a multipower, but 
> isn't there a rule somewhere against placing "naked" advantages in a 
> Framework? 
 
In this snese, I like the approach GURPS uses with its Enhancements; 
unless you specify otherwise, the Enhancement _can_ be switched off.  Oh 
well... 
 
Maybe you could introduce a +1/4 "Partial Advantage", which can only be 
applied to another Advantage: Can be Turned Off... (So 4D6 EB, Armor 
Piercing (Can Be Turned Off) would cost 20 pts for the EB, 1/2 x 20 = 10 
pts for the AP, and 1/4 x 10 = 2 pts for "Can Be Turned Off"... 
 
> As an alternative, consider buying a Hand Attack with whatever advantage 
> you want to apply to your STR. For instance: your character has a 30 
> STR, and you want to be able to do an area effect attack with it. Buy 
> 2d6 HA, AE: 1 hex. The 30 STR adds to this, but is modified by the 
> advantage (+1/2), thereby adding +4d6. The grand total: 6d6 damage, AE: 
> 1 hex, for an active point total of 9 pts. This would certainly reflect 
> the giant fist attack you mentioned. 
 
Fine, except for how easy it is to abuse: for 4 points, you can do (STR/5 
+ 1)D6 of Armor-Piercing Damage... 
 
> Of course, this only allows damage (not grabbing or throwing), but there's 
> always TK... 
 
...which is (sort of) STR, +1/2 A (Ranged)...  ;) 
 
---- Jonathan Lang <traveler@io.com> ---- x ------- alias: Dataweaver --------- 
  Webpage:  http://www.io.com/~traveler  /@\ The Dogma of Otherness insists 
  GURPSnet's Benevolent Tyrant for Life  ~~~ that all voices deserve a hearing, 
FAQ: http://www.io.com/~ftp/GURPSnet/www  |  that all points of view have 
Archive: http://www.io.com/~ftp/GURPSnet  |  something of value to offer. 
submit new files to gurpsnet-files@io.com |  --David Brin, "Otherness" 
 
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X-Sender: bob.greenwade@klock.com 
Date: Mon, 16 Mar 1998 21:09:15 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: RE: Sidekick 
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At 10:58 PM 3/16/1998 -0500, Jeff M. Reid wrote: 
>> A combat manager for Hero System.  Great for Champions, not so good  
>> for Heroic level campaigns. 
>>  
>> I prefer Hero Dice and Combat Sequencer--a pair of programs designed  
>> to work together. 
>>  
> 
>I fugured it was something of the sort. I have Hero Dice, but not Combat 
>Sequencer - never heard of that one, actually. I'll have to keep an eye out 
>for it, if it's still available.  
 
   You can find copies of it on both my own website, and Theala's. 
--- 
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: Mon, 16 Mar 1998 22:46:04 -0800 
From: Rook <rook@infinex.com> 
Subject: Re: Disadvantages 
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> Does anyone else have trouble getting 150 points worth of disadvantages for 
> their 250-point heroes? 
 
	Yes. 
It's for this that I removed any point limits whatsoever, and stated 
that: 
A) disads + base = total 
B) base = Total - Disads 
C) Disads = Total - Base. 
 
	Then proceeded to refuse to answer what any of those three numbers 
needed to 
be but rather said get disads until your concept is done, the rest is 
base. I'll look 
at it and determine together with you if it's enough or to much or just 
right. 
 
	As for power levels, I just gave advice on what averages I wanted. 
 
But going back to disads... 
 
	I think 150 points worth stretches about 50% of all concepts past the 
point of making sense. I can't stand to see hunted or vulns that make 
little 
sense. Or see the whole group of players with the same three psych lims 
repeated. 
 
 
> I should have prefaced 
> this by saying that we usually do Disads first, then characteristics, and 
> finally powers (which usually forces us to go back and lower 
> characteristics).  Perhaps if we saved Disads until later, it would be less 
> of a struggle. 
 
	You know; I have no idea in what order each of my players approaches 
character design. 
I tend to throw out lots of genre info, then tell them to email me 
something in the next 
week, then look it over and email back. 
 
--  
Rook			¿Õ ¿ë ±â  
 __ 
/.)\ http://www.infinex.com/~rook/SH/SHlinks.html  Super Hero Links Page 
\(@/ http://www.infinex.com/~rook/SH/              Super Hero Role 
Playing 
 
Return-Path: <daemon@omg.org> 
Date: Mon, 16 Mar 1998 23:26:17 -0800 
From: Rook <rook@infinex.com> 
CC: champ-l@omg.org 
Subject: Re: The Great Multiform Debate 
	        Brian Wong <rook@shell.infinex.com> 
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> As I see it, Multiform is a power that gives you two separate FORMS, not 
> two separate BODIES. I'm not familiar with Miracleman, having never read 
> the comic, but the two examples given in the BBB (Capt. Zoology, in the 
> Multiform description, and Jaguar, in the Sourcebook) seem to imply that 
> they intended the power to reflect a limited shape shifter or lycanthrope, 
> neither of which seem to lend themselves to the idea that all damage 
> disappears when the character changes forms.IOW, why SHOULDN'T hurting one 
> hurt the other? 
> > Champions III where the powers Duplication and Multiform originate had 
> > multiform having a rule very similar to duplication. That rule was removed in 
>  > fourth edition. 
>  
 
>  
> I will go so far to state (as I did before) that the interpretation is at 
> least debatable. 
 
	This I would agree on. 
 
 
	The problem here is that there are two equally valid and genre 
supported 
special effects here. 
 
1) the ultra-shapeshifter/mindshifter 
2) The two for one body special 
 
In the first, not having damage carryover seems absurd. However in the 
second 
having it also seems absurd. 
 
	Since Hero as yet lacks an "Advantaged Advantage", it's easier to make 
the 
base version of the power the more potent one (number 2), and use a 
limitation to 
achieve the second. If the game had "Advantaged Advantage", or some 
specific modifier 
to Multiform; I'd prefer the base version being the first option myself. 
 
	But at present if you make it the first option; then you have just 
created an 
effect which is impossible to duplicate in Hero, that of the second 
option. 
 
-- 
Rook			¿Õ ¿ë ±â 
 __ 
/.)\ http://www.infinex.com/~rook/SH/SHlinks.html  Super Hero Links Page 
\(@/ http://www.infinex.com/~rook/SH/              Super Hero Role 
Playing 
 
Return-Path: <daemon@omg.org> 
Date: Mon, 16 Mar 1998 23:30:29 -0800 
From: Rook <rook@infinex.com> 
CC: champ-l@omg.org 
Subject: Re: Secret ID / Public ID 
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> > I cite Bruce Wayne as an example of a person who has both: 
> > everyone knows Bruce Wayne, business tycoon, playboy 
> > philanthropist who lives at Stately Wayne Manor outside of 
> > Gotham City--but no one knows he is hiding a secret: 
> > that he rides at night as the mysterious Batman. 
>  
> An excellent example!!  Clearly, Secret ID applies.  It would be bad for 
> Batman if people found out that he was Bruce Wayne ... and what would it do 
> to Bruce Waynes reputation if people found out that he was Batman? 
>  
> Now as far was Public ID goes, certainly Bruce Wayne has it, for at least a 
> limited area ... but does it really apply to Batman?  I'm not sure ... 
> though were he unmasked, it would certainly make it easier for those around 
> him to recognize, still ... that's why he's getting Disadvantage points for 
> the Secret ID. 
 
	Logic here seems to indicate that Reputation should be expanded to 
include an automatic version, as well as conditional versions. Such that 
it 
encompasses Public ID. 
	Likewise Secret ID should be expanded to include various forms of 
secrets 
of varying importance and scope; thus becomes not just what it is now, 
but a meta 
Secret. 
 
--  
Rook			¿Õ ¿ë ±â  
 __ 
/.)\ http://www.infinex.com/~rook/SH/SHlinks.html  Super Hero Links Page 
\(@/ http://www.infinex.com/~rook/SH/              Super Hero Role 
Playing 
 
Return-Path: <daemon@omg.org> 
Date: Tue, 17 Mar 1998 08:34:47 +0000 
From: Chris Brecken <Christopher.Brecken@sunderland.ac.uk> 
Subject: Re: Disadvantages 
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Sakura wrote: 
 
> On Mon, 16 Mar 1998, David Stallard wrote: 
> 
 
**** Deleted for bandwidth purposes **** 
 
> > I should have prefaced 
> > this by saying that we usually do Disads first, then characteristics, and 
> > finally powers (which usually forces us to go back and lower 
> > characteristics).  Perhaps if we saved Disads until later, it would be less 
> > of a struggle. 
> 
 
 
 
> Not really - I generally do disads last or close to last, and I have just 
> as much trouble - especially since a lot of my character concepts preclude 
> some major categories of disadvantages.  (I don't generally have concepts 
> that lend themselves to vulnerabilities or susceptibilities, for instance) 
> And one can only take so many Enemies and PsychLims... 
> 
 
I always do my disads last, and character balancing after that. 
 
> Generally, I think that the ratio is way off for base points/points from 
> disads.  I frequently reverse it (150 base, 100 from disads) or give even 
> more base points - I want the players taking the disads that they feel are 
> right for the character, rather than cramming more of them in to get 
> enough points to be competetive. 
> 
> 
 
I tend to agree, but i approach it from a different angle. I don't put a limit on 
disads, but do rigisly enforce them and make sure every disad really is a disad. 
 
> 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" 
 
  Chris Brecken 
 
 
 
Return-Path: <daemon@omg.org> 
Date: Tue, 17 Mar 1998 09:23:49 +0000 
From: Chris Brecken <Christopher.Brecken@sunderland.ac.uk> 
Subject: Re: Only in Hero ID 
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Chris Brecken wrote: 
 
> Jeff M. Reid wrote: 
> 
> > > One of the key diferences in the two is damage carryover. In OIHID 
> > > damage to one persona is damage to the other. 
> > > In multiform, short of death, damage to one form has no effect on the 
> > > other (unlike duplication). 
> > 
> > What gives you that impression? My initial reaction was that you were nuts, 
> > but I decided to check the rules just to be sure. Interestingly enough, the 
> > Multiform listing in the Hero Rulesbook doesn't mention damage carryover 
> > one way or the other, so I suppose that there's room for debate. I would 
> > like to hear what others have to say on the subject before I can accept 
> > what seems to me to be a counterintuitive rules interpretation. 
> > 
> > Jeff Reid 
> 
 
 
 
>   I'v always read Multiform as having no damage carryover. But if that form 
> dies, you have lost it, and if it is the base form, well need i say more.... 
> Anyway, a thing to remember is that when a form is not active, it cannot heal, 
> This can cause a few problems. 
 
 
 
> Chris Brecken 
 
 
 
 
Return-Path: <daemon@omg.org> 
Date: Tue, 17 Mar 1998 07:13:06 -0500 
From: "Jeff M. Reid" <Morfhis@compuserve.com> 
Subject: Re: Modifiers to Characteristics 
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>       Referencing the first half of this paragraph.  The BBB states that 
you do  
> not need to use a power at full strength.  
 
True, but you >do< have to use the power in the same proportion, regardless 
of how much of it you use. 
 
>  While this is most commonly assumed  
> (and applied) to reduce the amount of dice thrown in an attack, what if 
it is  
> applied to the size of an area effect, or reduce or negate what senses 
are  
> affected?  For instance, darkness affects a certain number of senses 
which are  
> brought as extra, +5 per sense, +10 per group.  If I reduce the size of 
the power  
> by +10 to remove an entire sense group, is it legal?  Also, if I reduce 
the  
> amount of dice thrown in an area effect, does the area get smaller? 
 
Whoa. Good point. There was a ruling somewhere, although I >think< it was 
for 3rd edition, that said that if you had an Area Effect Attack, you could 
vary the size of the area as well as the damage. FI, if you had a 6d6, 3" 
Radius EB, you could do 6d6 to an area as small as 1" (but no smaller), or 
you could do 1d6 to the full 3" radius. Again, I can't remember where this 
was written (I'll try to track it down if necessary), but I remember it 
clearly. 
 
OTOH, I'm not really sure how any of this applies to powers like Darkness, 
which have "add-ons." I've always assumed that you could lessen the 
intensity of your Darkness (from Full Sight Group down to just normal 
sight, FI), but now I'm leaning the other way. I would certainly raise an 
eyebrow if a player wanted to use his Sight+Hearing Darkness vs >just< 
sight or >just< hearing. I'm going to have to give this some more thought 
(and read the responses of others here) before I decide. 
 
>       Please, these are honest questions.  I would like considered 
replies, not  
> bold statements to pull my head in. 
 
You shouldn't even have to ask. 
 
Jeff Reid 
 
Return-Path: <daemon@omg.org> 
Date: Tue, 17 Mar 1998 07:13:07 -0500 
From: "Jeff M. Reid" <Morfhis@compuserve.com> 
Subject: Re: The Great Multiform Debate Brian Wong <rook@shell.infinex.com> 
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>       But at present if you make it the first option; then you have just 
> created an 
> effect which is impossible to duplicate in Hero, that of the second 
> option. 
 
Well, it certainly wouldn't be the first such effect :-). 
 
Jeff Reid 
 
Return-Path: <daemon@omg.org> 
Date: Tue, 17 Mar 1998 07:13:12 -0500 
From: "Jeff M. Reid" <Morfhis@compuserve.com> 
Subject: Re: Modifiers to Characteristics 
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> > As an alternative, consider buying a Hand Attack with whatever 
advantage 
> > you want to apply to your STR. For instance: your character has a 30 
> > STR, and you want to be able to do an area effect attack with it. Buy 
> > 2d6 HA, AE: 1 hex. The 30 STR adds to this, but is modified by the 
> > advantage (+1/2), thereby adding +4d6. The grand total: 6d6 damage, AE: 
> > 1 hex, for an active point total of 9 pts. This would certainly reflect 
> > the giant fist attack you mentioned. 
>  
> Fine, except for how easy it is to abuse: for 4 points, you can do (STR/5 
> + 1)D6 of Armor-Piercing Damage... 
 
Actually, w/ the minimum cost of HA being 6 pts, w/ the +1/2 making it 9 
pts, the final formula being (STR/7.5)+2d6 Armor Piercing damage for 9 pts, 
but I agree with the basic premise. That's more an argument against the 
cost of HA than anything else, though. I address that in my game with a 
couple of home rules which I won't go into right now. 
 
Jeff Reid 
 
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X-Sender: voxel@mail.theramp.net 
Date: Tue, 17 Mar 1998 07:19:52 -0600 
From: Bryant Berggren <voxel@theramp.net> 
Subject: Re: Why not official answers 
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At 05:14 PM 3/17/98 EST, GoldRushG wrote: 
> I challenge you to put your proverbial money where your proverbial mouth 
> is, then. ;) San Angelo: City of Heroes is the biggest 4th Ed Champions 
> product to be released in the better part of two years. There is a free 
> download of the first two chapters; there is an interview with me coming 
> up in the next Herozine; we've released some of the interior artwork (on 
> Theala's site, to Herozine, on our web page, etc.), and both the publisher 
> (me) and the author (Pat) are on this list. 
 
You forgot to mention that it has the semi-official Kurt Busiek stamp of 
approval. :] 
 
> Well, in fairness, Hero is trying to address many of the unclear rules  
> with 5th Ed. That is where most of the work lies, IMO. Keep in mind that 
> many powers won't change dramatically (if at all), but they will be  
> written more concisely, lowering the amount of debate. 
 
Oh, it won't lower the amount of debate, just the focus of it. :] :] :] 
 
> E.g., What exactly is line of sight? Exactly what it says. It refers to 
> a *physical* line of sight, and does not include Clairsentience, Mind  
> Link, Mind Scan or Telepathy. In my games, however, I allow LOS to  
> include most of those things because I feel they are keeping with the 
> spirit of Mentalists and Mental Powers. 
 
> Would I suggest that they rewrite the rules to reflect my opinion? No.  
> Hero defined LOS in print and that is the "official" ruling, though I am 
> free to change it in my game if I so choose (and I do). 
 
Well, to begin with, Mind Scan at EGO+10 makes LOS obsolete. :] But, 
seriously, I'm not sure this is such a great example, insofar as it's a good 
candidate for the Master Ambiguity List. To illustrate: 
 
Where exactly *did* they define it in print? The only reference I could find 
is in reference to Mental Powers, p. 117: "However, Mental Combat works on a 
line-of-sight basis; if an attacker can see the target, he can affect him 
with no Range Modifier". If this is the definition, it has the following 
consequences: 
        a) Clairsentience, bought for Sight Group, DOES affect LOS. After 
        all, it is an extension of your natural, physical Sight. You can 
        see the target, thus you can hit him.  
 
        At least one wierd effect this creates ... Buy Mind Scan and Mind 
        Control with the Transdimensional advantage to affect any  
        dimension. We know that, according to the XDM power, time/dates  
        are a dimension. Add Retrocognition (Sight), and you can rewrite 
        history! (Use Retrocognition to establish line of sight on JFK in 
        Dallas, and Mind Control him into demanding the bulletproof 
        bubbletop, for example). 
 
        b) Taken literally, you CAN'T use other Targeting Senses to target 
        Mental Powers! Take as a hypothetical case the superhero  
        Krishna-Man, who has a boatload of mental powers defined as "being 
        one with the universe", including Spatial Awareness. Krishna Man 
        fights the Fog of War, who shrouds himself in his patented  
        Darkness vs. Sight (Personal Immunity). Now, Krishna-Man knows 
        EXACTLY where he is, and can hit him with a .44 Magnum if he had 
        one, but not with his Arrows of Pure Thought (Ego Attack). 
 
Somehow, I think this was an oversight of the guy writing the rules, that 
the intention was that "sight" can be swapped out for any other targeting 
sense, but ... like I said, it belongs on the Master Ambiguity List. 
 
Incidentally, this also means that a suggested construction in =The Ultimate 
Mentalist= for "Invisibility, Can Still Be Seen" to avoid mentalist LOS just 
doesn't work, since "mentalist LOS" is explicitly defined in print (p. 117) 
as 'if you can be seen, you can be hit'. :] 
 
-- 
"The only thing necessary for the triumph of evil is for good men to  
do nothing." -- Edmund Burke (1729-1797) 
---------------------------------------------------------------------- 
Visit the SoapVox at http://www.io.com/~angilas/soapvox.html 
 
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Date: Tue, 17 Mar 1998 07:19:55 -0600 
From: Bryant Berggren <voxel@theramp.net> 
Subject: Re: Why no official answers 
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At 05:35 PM 3/17/98 EST, GoldRushG wrote: 
> And...? House rules are just that. Having a published or "official"  
> answer does not make house rules any less viable, original, entertaining 
> or "valid." I completely diagree that Hero Games should be "guiding" any 
> house rules at all. Now, if you wanted them here to comment on published 
> rules and their intent (which is what I think you meant), then that's 
> fine. But as a player, I couldn't take any publisher seriously who tried 
> to tell me what I could and could not do with house rules. ;) 
 
I think the general feeling is that whether or not one intends to use house 
rules, there needs to be a ground floor shared by all, a default solution to 
any question. Campaigns interact -- slowly and sporadically true, but it 
happens, whether from players moving to new cities and joining new games, or 
from convention events where the GM is a stranger, etc. I don't mind anyone 
using house rules, but one needs to be able to present your house rules up 
front before play begins. One needs to know whether it IS a house rule or a 
Hoyle rule, and for much the same reason as for poker: to prevent arguments 
before they ever start. In the Old West, people got shot for rules 
arguments. If there was money on the line in HERO, I'd expect the same 
result. :] 
 
-- 
"The only thing necessary for the triumph of evil is for good men to  
do nothing." -- Edmund Burke (1729-1797) 
---------------------------------------------------------------------- 
Visit the SoapVox at http://www.io.com/~angilas/soapvox.html 
 
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From: "Salmon, David W" <dsalmon@crt.xerox.com> 
Subject: Secret ID/Public ID related question 
Date: Tue, 17 Mar 1998 05:20:24 PST 
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Hey Psych Lim fans ... 
 
I ran into an interesting situation designing a character that I need 
some help with. The character in question has to hide his real identity 
for reason "X" so he set himself up a new name with a new SSN and 
everything. Now this character also is a superhero who wants to keep his 
superheroic identity secret. What kind of psych lim's would you give 
him?? Two Secret ID's ??? Is that legal ??  
 
 
...Dave S. 
 
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From: "Bill Beane" <concord-tech@att.net> 
Subject: Re: Secret ID / Public ID 
Date: Tue, 17 Mar 1998 08:37:35 -0500 
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> Theala Sildorian [SMTP:theala@shore.intercom.net] 
> 
> Now the rules states that you can't have both Secret ID and Public 
> ID.  I disagree with that rule, and in my campaign a character may 
> have both if his concept justifies it. 
> 
> I cite Bruce Wayne as an example of a person who has both: 
> everyone knows Bruce Wayne, business tycoon, playboy 
> philanthropist who lives at Stately Wayne Manor outside of 
> Gotham City--but no one knows he is hiding a secret: 
> that he rides at night as the mysterious Batman. 
 
In our campaigns, we allow a modified Reputation to cover such a situation. 
 
Bruce Wayne would have a Secret Identity: Batman and a Reputation: 
Millionaire Business Tycoon, Philanthropist and Playboy. 
 
With such a Reputation almost everything that Wayne does would be covered 
by the media.  He would constantly be the target of charitable 
organizations seeking his sponsorship of their events or donations.  He 
might even be the target of a woman intent upon marrying into money.  The 
worst thing would be that he could become a target of criminals, kidnapping 
or robbing Stately Wayne Manor. 
 
Even though it does not apply to his crimefighting alter ego, it would 
certainly be a great disadvantage for a gamemaster to have hanging over a 
player.  The plot lines and role playing opportunities certainly justify 
the points given for the disadvantage. 
 
Just some thoughts..... 
 
 
Bill 
 
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Date: Tue, 17 Mar 1998 08:46:00 -0600 (CST) 
From: Darien Phoenix Lynx <chip@owlnet.rice.edu> 
Reply-To: Darien Phoenix Lynx <chip@owlnet.rice.edu> 
Subject: Why not official answers? 
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Seeing some of the rules questions and disputes that have been going on on 
this list for many years, I bring myself to ask: 
 
Why doesn't HERO Games give us the official answers to these questions? 
Why let us, and the rules, languish in hazy imperspicuity? HERO has a 
presence on this list, but the answers are not forthcoming. Does anyone 
know why? 
 
And even then, why not compile all our rules questions and send them to 
HERO to get the answers? It's one thing to debate over what mechanics are 
best, how to build characters, and which house rules make sense--quite 
another to engage in the literary exercise of deciphering the rulebook and 
taking interpretive sides over something that probably should not be 
treated (or written) like a crude old text of Linear A. 
 
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X-Sender: bob.greenwade@klock.com (Unverified) 
Date: Tue, 17 Mar 1998 06:49:02 -0800 
From: Bob Greenwade <bob.greenwade@hotline.klock.com> 
Subject: Re: Countering increased drain times 
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At 09:59 PM 3/17/1998 -0800, Rick Holding wrote: 
>Effects of drain and transfer normally return at 5 points per  
>turn.  This can be moved down the time chart one level for each +1/4  
>advantage. 
> 
> I was thinking about a character who recovers from adverse  
>effects very quickly to the extent that within a few seconds he would be  
>just about as good as new.  Obviously, a high recovery would be part of  
>it but the effects of drains and transfers can make it harder to be able  
>to be a dynamic sponge.  Power and ego defence dont go far enough for the  
>effet that I am after. 
> 
> Some of the thoughts that I had included bastardised versions of  
>multiform or duplication but the recent discussions on this site seem to  
>indicate that many people believe that damage transfers.  Oh, well. 
> 
> So I am left with either a triggered aid and/or some sort of  
>"power" that will counter the effects of increased time.  The problem  
>with trigger is that it is a one shot effect and needs to be reset after  
>being tripped which can make the entire concept a bit jagged. 
> 
> Any comments?  Be aware it is only a thought exercise and more  
>than likely will not end up as a PC but as part of a villian group. 
 
   What you have here is a very salient point. 
   My suggestion for dealing with this would be to allow a variant form of 
Regeneration (yes, a "house rule"), which will affect anything affected by 
an Adjustment Power but not normal injuries and such.  For the moment, 
let's call this a +0 Modifier, figuring the two considerations balance each 
other out. 
   Thus, at the base level of 10 points, the character will Regenerate 4 
character points per Turn. 
   Of course, if we want to figure that regenerating any Character Points 
lost to Adjustment Powers is slightly less advantageous than regenerating 
BODY lost to any source (which I do), and at the same time bring the value 
in line with the normal return rate for Adjustment Powers, we can call it 5 
character points per Turn for 10 points.  That would come to 1 character 
point per Turn for 2 points. 
   As with regular Regeneration, the rate can be bought down for a -1/4 
Limitation per step down the Time Chart. 
--- 
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, 17 Mar 1998 06:57:15 -0800 
From: Bob Greenwade <bob.greenwade@hotline.klock.com> 
Subject: Re: Secret ID/Public ID related question 
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At 05:20 AM 3/17/1998 PST, Salmon, David W wrote: 
>Hey Psych Lim fans ... 
> 
>I ran into an interesting situation designing a character that I need 
>some help with. The character in question has to hide his real identity 
>for reason "X" so he set himself up a new name with a new SSN and 
>everything. Now this character also is a superhero who wants to keep his 
>superheroic identity secret. What kind of psych lim's would you give 
>him?? Two Secret ID's ??? Is that legal ?? 
 
   It's not technically legal under the 4th Edition Rules (just *try* to 
get HeroMaker to do that!), but I'd allow it anyway.  That's essentially 
what's going on. 
   I'd also allow two Secret Identities for the rewritten Solitaire (the 
Ultimate Mentalist version), and possibly even three. 
--- 
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, 17 Mar 1998 06:59:16 -0800 
From: Bob Greenwade <bob.greenwade@hotline.klock.com> 
Subject: Re: Shapeshifter questions 
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At 07:23 PM 3/17/1998 -0800, Rick Holding wrote: 
>David Stallard wrote: 
>> Message text written by Brian Wong 
>> >       You're more than likely going to need something with the word 
>> 'variable' in it. That is VPP, Variable Advantage, and or Variable Special 
>> Effects.< 
>>  
>> I didn't consider VPP because it doesn't make sense for this character to 
>> have a few powers "readied" and have to take time to reshuffle points in 
>> order to get effects.  If he wants to fly, he just sprouts wings out of his 
>> back...he doesn't need to have flight "on deck" ready for use.  We used 
>> Variable Special Effects in several places, though. 
> 
> +1 advantage to your power pool allows you to take no time to change the  
>pool.  Make it about 50 points with a couple of disadvantages thrown in to 
allow  
>enough points to have several powers to be used at once, and Bob's your 
uncle. 
 
   Huh?  Did my brother have yet another kid that I don't know about?  ;-] 
   Seriously, this is about the way to do it.  I'd personally make the Pool 
a tad larger, but that's just my own mind. 
--- 
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, 17 Mar 1998 07:02:56 -0800 
From: Bob Greenwade <bob.greenwade@hotline.klock.com> 
Subject: Re: The Great Multiform Debate 
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At 11:26 PM 3/16/1998 -0800, Rook wrote: 
> The problem here is that there are two equally valid and genre supported 
>special effects here. 
> 
>1) the ultra-shapeshifter/mindshifter 
>2) The two for one body special 
> 
>In the first, not having damage carryover seems absurd. However in the second 
>having it also seems absurd. 
> 
> Since Hero as yet lacks an "Advantaged Advantage", it's easier to make the 
>base version of the power the more potent one (number 2), and use a 
limitation to 
>achieve the second. If the game had "Advantaged Advantage", or some specific  
>modifier to Multiform; I'd prefer the base version being the first option 
myself. 
> 
> But at present if you make it the first option; then you have just 
created an 
>effect which is impossible to duplicate in Hero, that of the second option. 
 
   OK, I'm convinced.  You've won me over, Rook. 
   Of course, now I have to put text in TUSV about this part of the 
rules.... 
--- 
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: Cypriot@pop3.concentric.net 
Date: Tue, 17 Mar 1998 10:11:06 -0500 
From: Mike Christodoulou <Cypriot@Concentric.net> 
Subject: Re: Why not official answers? 
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At 08:46 AM 3/17/98 -0600, Darien Phoenix Lynx wrote: 
>Seeing some of the rules questions and disputes that have been going on on 
>this list for many years, I bring myself to ask: 
> 
>Why doesn't HERO Games give us the official answers to these questions? 
>Why let us, and the rules, languish in hazy imperspicuity? 
 
 
More fun this way.  :) 
 
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Date: Tue, 17 Mar 1998 09:12:55 -0600 (CST) 
From: Darien Phoenix Lynx <chip@owlnet.rice.edu> 
Subject: Re: Disadvantages 
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On Mon, 16 Mar 1998, Donald Tsang wrote: 
 
> >Does anyone else have trouble getting 150 points worth of disadvantages for 
> >their 250-point heroes?  Our group has always struggled with this...they 
> >make a pass through the Disads section and get the ones which make sense, 
> >and then they have to go back through and make other passes where they 
> >struggle to think up other disads that the character might have. 
>  
> I had the same problem, so in the games I run, I usually give 150+disads 
> for a 250-275 point game. 
>  
> Reminds me of a GURPS game I once played, where we got 100 pts base, 
> so I built a character on 105 pts (five quirks).  The GM just couldn't 
> handle it ("but... but..."), so finally he forced me to take some sort 
> of Social Stigma (for the character being female), and spend the points. 
> That was kinda funny. 
 
That's funny. Since everyone is telling their own approach to disads, 
here's mine: I require 10 points of disadvantages, and impose no maximum. 
However, I don't use the HERO disad rules, but the (in my opinion) 
superior system presented in Fuzion. The points are much less inflated, 
and every disadvantage really means something. 
 
I also suggest or approve disadvantages to be added later on, especially 
"psych lims." Often, not until a character is played for a few sessions do 
we really get a feel for the character's psychology, or perhaps even the 
nature of his interaction with the game world. But if a character is 
role-playing a psychlim that's not on the sheet, I'll award the points; 
it's almost like a reward for role-playing. Although, on some occasions, 
it means supplanting another psych-lim that's *not* being played... but 
this is natural. 
 
Now and then I have "disadvantage audits" to see just where everyone 
stands with respect to their disadvantages. Some players get warnings, 
some get disadvantages switched, and some get more points! This practice 
isn't really intrusive, but knowing it exists keeps the players regulating 
their own disadvantages. 
 
On the other hand, a GMing tip: never let the disadvantage sheet interfere 
in any way with good role-playing. The former should facilitate the 
latter, not vice-versa. 
 
If a character is having trouble role-playing a particular disadvantage, 
or isn't having fun with it, work with the player and suggest alternatives 
based on the role-playing you do observe. Never force a disadvantage down 
a character's throat; you might point out a transgression of a stated 
disadvantage, but in most cases allow the player to make his own 
judgments. 
 
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Date: Tue, 17 Mar 1998 10:18:51 -0500 (EST) 
From: Michael Surbrook <susano@access.digex.net> 
cc: champ-l@omg.org 
Subject: Re: Why not official answers? 
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On Tue, 17 Mar 1998, Darien Phoenix Lynx wrote: 
 
> Why doesn't HERO Games give us the official answers to these questions? 
> Why let us, and the rules, languish in hazy imperspicuity? HERO has a 
> presence on this list, but the answers are not forthcoming. Does anyone 
> know why? 
 
Hero is not really on this list.  They are on the AOL folder, but seem to 
ignore this list except to make announcements. 
  
> And even then, why not compile all our rules questions and send them to 
> HERO to get the answers? It's one thing to debate over what mechanics are 
> best, how to build characters, and which house rules make sense--quite 
> another to engage in the literary exercise of deciphering the rulebook and 
> taking interpretive sides over something that probably should not be 
> treated (or written) like a crude old text of Linear A. 
 
Hero is noted for being vauge about certain ruleings, the Linked debate 
among them.  They also seem less than willing to come out with offical 
rulings, prefering to let individual GM decide what is best.  Now, 5th 
Edition is *supposed* to fix a number of these vague rule wordings, and 
Steve Long *is* on this list.  I am willing to bet that he would be more 
than happy to listen to any question you might have and accept any list of 
rules you think need to be clarified. 
 
*************************************************************************** 
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *  
*               Michael Surbrook / susano@access.digex.net                *  
*        Visit "Surbrook's Stuff' the Hero Games resource site at:        *    
*              http://www.access.digex.net/~susano/index.html             * 
*            Attacked Mystification Police / AD Police / ESWAT            * 
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark * 
*************************************************************************** 
 
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From: Dave Mattingly <dmattingly@platsoft.com> 
Subject: Re: EC and VPP 
Date: Tue, 17 Mar 1998 07:23:07 -0800 
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Dataweaver proposes: 
>Elemental Power Pool 
>This is actually a combination of a Variable Power Pool and an  
>Elemental Control; ... The associated skill represents your ability 
>to improvise powers on the fly, while the Elemental Control  
>represents those effects that you've already mastered... 
 
That's an interesting idea -- making ECs more amenable to small 
miscellaneous powers. 
 
I often put in a small Variable Advantage EB and a Change Environment 
into an EC along with the normal powers to represent someone who's very 
skilled in various power tricks, but I've often wished there was a 
Miscellaneous Power that could go in. It would be great if VPP had a 
standard power counterpart that could fit into frameworks. 
 
Dave Mattingly 
http://www.geocities.com/area51/cavern/1905/pwrpnt.html 
 
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Date: Tue, 17 Mar 1998 10:23:27 -0500 
From: David Stallard <DBStallard@compuserve.com> 
Subject: Re: Is this character too limited? 
Cc: "[unknown]" <champ-l@omg.org> 
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Message text written by Rick Holding 
>       I fail to see where most of his points seem to have gone.  He is 
250?   
30 points on martial arts, 80 (90?) points on the damage shields?  (If that 
 
much has been spent, hit him across the back of the head)< 
 
I was wondering the same thing...tonight I will look at the character 
sheet.  I know that the 2nd damage shield was fairly expensive because of 
UAO...I've decided to just drop that and say that his normal damage shield 
automatically covers a handheld weapon, so that will free up a lot of 
points.  Still, I'm having trouble remembering how he managed to spend 250 
points and have too few options.  I don't remember his characteristics 
being extremely high.... 
 
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Date: Tue, 17 Mar 1998 10:23:27 -0500 
From: David Stallard <DBStallard@compuserve.com> 
Subject: Martial Artist: no diversity? 
Cc: "[unknown]" <champ-l@omg.org> 
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Message text written by "Jeff M. Reid" 
>The skills can be kind of an important detail to omit, especially for a 
Martial Artist. Are you asking if the character is diverse enough from a 
combat standpoint, or from a campaign standpoint?< 
 
I was thinking from the combat standpoint.  Actually, I'm impressed at both 
of my players this time around, because they didn't skimp on the skills 
like they normally do.  However, I don't think this martial artist player 
is going to be happy in combat, because he just doesn't have many 
choices...especially if his staff gets taken away (and what kind of GM 
would I be if I didn't snatch it away from time to time?).  Take away the 
staff, and all he has are a couple defensive maneuvers and his damage 
shield. 
 
Return-Path: <daemon@omg.org> 
Date: Tue, 17 Mar 1998 10:23:28 -0500 
From: David Stallard <DBStallard@compuserve.com> 
Subject: Multiform in 5th Edition 
Cc: "[unknown]" <champ-l@omg.org> 
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Message text written by Michael Sprague 
>Most people I know play multiform such that 100% of the damage carries 
over  
from one form to another.  That is, if MegaForm takes 21 BODY (he has 30),  
and then shifts into WimpyForm (10 BODY), he dies!  No other  
interpretation!  End of story!< 
 
If anybody hasn't filled out their 5th Edition questionnaires yet, this 
sounds like something to list as needing clarification! 
 
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Date: Tue, 17 Mar 1998 10:23:29 -0500 
From: David Stallard <DBStallard@compuserve.com> 
Subject: Re: Shapeshifter questions 
Cc: "[unknown]" <champ-l@omg.org> 
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Message text written by Bob Greenwade 
>   I think you're thinking of the wrong Q, the one that Theala mentioned 
instead of this shapeshifting character.< 
 
Hehe...  I should have known that character's name would cause some 
confusion.  Oh, how I wish that player would pick a name that at least made 
a little sense with his shapeshifting powers! 
 
Return-Path: <daemon@omg.org> 
Date: Tue, 17 Mar 1998 10:23:30 -0500 
From: David Stallard <DBStallard@compuserve.com> 
Subject: Re: Martial Artist: no diversity? 
Cc: "[unknown]" <champ-l@omg.org> 
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Message text written by Bob Greenwade 
>   Yes, he ought to be able to.  If nothing else, he should be proficient 
in the Normal's profession.  The language of the original Martial Artist 
and some cultural knowledge would be a good idea too.< 
 
Surprisingly enough, this martial artist has all of that (the Normal is a 
history professor specializing in Asian studies).  I say surprising because 
usually these players buy the bare minimum in skills (just enough to get me 
off their backs), and everything else is combat-oriented.  However, with 
this character, I don't think he has enough combat-oriented options to keep 
the player happy (I don't think the player realizes this yet).  Some of the 
other problems with this character that we will be fixing (the 2nd damage 
shield) will free up a significant amount of points, so hopefully he'll be 
able to diversify the character a bit more. 
 
Return-Path: <daemon@omg.org> 
Date: Tue, 17 Mar 1998 10:23:31 -0500 
From: David Stallard <DBStallard@compuserve.com> 
Subject: Re: Is this character too limited? 
Cc: "[unknown]" <champ-l@omg.org> 
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Message text written by Bob Greenwade 
>   To that first question... yes, there should be a name and a unifying 
theme to the art.  There should -- nay *must* -- be a unifying theme to the 
maneuvers, some reason that these maneuvers are together. 
   Have him write out a background for his Martial Art.  It should be at 
least as detailed as the write-ups in Ninja Hero, and should explain why it 
developed the way it did.  Have him give each maneuver a name other than 
the name from the Martial Art Maneuvers List -- something that can indicate 
whether a blow is done high, low, through the middle, etc.  ("Martial 
Strike" isn't descriptive; "Thrust" is.)  He could even develop a couple of 
"special abilities" for the Art, and use experience (and role-played 
training sessions) to buy them later on.< 
 
Great stuff...I'll get him on it.  I've always had problems with this 
player wanting to go willy-nilly through the martial arts maneuvers and 
pick whatever he likes...this will make him give a justification for his 
purchases.  Now that I think about it, all of his characters have had some 
martial maneuvers, even if they're energy projectors.... 
 
Return-Path: <daemon@omg.org> 
Date: Tue, 17 Mar 1998 10:23:32 -0500 
From: David Stallard <DBStallard@compuserve.com> 
Subject: Damage Shield 
Cc: "[unknown]" <champ-l@omg.org> 
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Message text written by Todd Hanson 
>In the BBB, it specifically says that you only apply your damage shield 
if you grab someone.< 
 
I looked it up this morning, and you're right...damage shield only does 
damage if someone attacks you, or if you grab someone.  Back to my special 
effect of being surrounded by fire...in order for me to burn them with my 
fire "aura" by touching them, I would need to buy an Energy Blast, No 
Range?  Why doesn't damage shield include outgoing attacks as well as 
incoming attacks?  Just to keep the power in check? 
 
Return-Path: <daemon@omg.org> 
Date: Tue, 17 Mar 1998 10:23:33 -0500 
From: David Stallard <DBStallard@compuserve.com> 
Subject: Disadvantages 
Cc: "[unknown]" <champ-l@omg.org> 
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Message text written by Curt Hicks 
>Remember that you aren't required to get the full amount of disadvantages. 
 
I asked a little while back how many people usually took the full amount. 
It did look like most people do 'max out the disadvantages'.< 
 
But if you don't take the full amount of disadvantages, then you have less 
points to spend on your character, which means you are most likely going to 
be weaker than everyone else in the campaign (on both sides).  This would 
only work if the GM was willing to modify each and every villain so that 
they were weaker as well. 
 
Return-Path: <daemon@omg.org> 
Date: Tue, 17 Mar 1998 10:23:34 -0500 
From: David Stallard <DBStallard@compuserve.com> 
Subject: Re: Secret ID / Public ID 
Cc: "[unknown]" <champ-l@omg.org> 
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Message text written by "Theala Sildorian" 
>Now the rules states that you can't have both Secret ID and Public  
ID.  I disagree with that rule, and in my campaign a character may  
have both if his concept justifies it.  I cite Bruce Wayne as an  
example of a person who has both:  everyone knows Bruce Wayne,  
business tycoon, playboy philanthropist who lives at Stately Wayne  
Manor outside of Gotham City--but no one knows he is hiding a secret:  
 that he rides at night as the mysterious Batman.< 
 
In theory, you're right.  However, using Champions mechanics, you wouldn't 
make a separate character sheet for Bruce Wayne, since he and Batman have 
the same characteristics, skills, etc.  So, all you would need to buy for 
Batman is Secret ID: Bruce Wayne, and then you just define Bruce Wayne to 
be famous.  You don't buy Public ID at all. 
 
Return-Path: <daemon@omg.org> 
Date: Tue, 17 Mar 1998 10:23:35 -0500 
From: David Stallard <DBStallard@compuserve.com> 
Subject: Re: Martial Artist: no diversity? 
Cc: "[unknown]" <champ-l@omg.org> 
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Message text written by Sakura 
>Could you post the whole character sheet along with the campaign 
averages?< 
 
I'm not sure how he spent 250 points and came up with so little.  I already 
have a lot of modifications for him to make (or to suggest that he make)... 
 If there are still problems after the rewrite, I'll post the whole 
haracter. 
 
Return-Path: <daemon@omg.org> 
Date: Tue, 17 Mar 1998 10:23:35 -0500 
From: David Stallard <DBStallard@compuserve.com> 
Subject: Re: Shapeshifter questions 
Cc: "[unknown]" <champ-l@omg.org> 
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Message text written by "Theala Sildorian" 
>The Q idea probably comes from Star Trek:  The Next Generation.  Hit  
him.  Hit him hard.< 
 
Yeah, I know it's a Star Trek reference, but I can't figure out why he 
named a shapeshifter "Q".  It doesn't make any sense to me.  I don't want 
to step on his toes and make him change it, but I might make some jokes 
about his name through the campaign newspaper. 
 
Return-Path: <daemon@omg.org> 
Date: Tue, 17 Mar 1998 10:23:36 -0500 
From: David Stallard <DBStallard@compuserve.com> 
Subject: Re: Disadvantages 
Cc: "[unknown]" <champ-l@omg.org> 
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Message text written by Sakura 
>Yup.  It's even worse with the 'high-powered superheros' - I think it's 
225 points of disads?  I created a super on that power level once and had 
to severely struggle to get that many disadvantages, including taking some 
that didn't fit the concept very well.< 
 
I usually run 300 point campaigns (this 250-point I'm starting is "low 
power" for me)...when I go above 250 points, I don't require any extra 
disads.  I just increase the base and keep the disad points at 150. 
 
Return-Path: <daemon@omg.org> 
From: Brian Wong <rook@shell.infinex.com> 
Subject: Re: Why not official answers? 
Date: Tue, 17 Mar 1998 07:27:16 -0800 (PST) 
Cc: champ-l@omg.org 
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> Why doesn't HERO Games give us the official answers to these questions? 
> Why let us, and the rules, languish in hazy imperspicuity? HERO has a 
> presence on this list, but the answers are not forthcoming. Does anyone 
> know why? 
> 
	I believe they've always felt it was up to each game to decide. 
Though we've always stated we'd like official answers then have the option 
of house ruling from there. Their view seems to have been it's all a house 
rule. 
	After the days when Gary Gygax used to write columns in Dragon 
flaming anyone who didn't play the way he felt they should; I can understand 
a game company taking this stance. 
 
> And even then, why not compile all our rules questions and send them to 
> HERO to get the answers? 
 
	In their 5th edition questionare, they have essentially asked us 
to ask away. It's on their website. 
 
Rook                    ?U ?k 1b  
 __ 
/.)\ http://www.infinex.com/~rook/SH/SHlinks.html	Super Hero Links 
\(@/ http://www.infinex.com/~rook/SH/			Super Hero Roleplay 
 
Return-Path: <daemon@omg.org> 
From: Joe Mucchiello <why@superlink.net> 
Subject: Re: Countering increased drain times 
Date: Tue, 17 Mar 1998 10:28:36 -0500 (EST) 
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>  
> Effects of drain and transfer normally return at 5 points per   
> turn.  This can be moved down the time chart one level for each +1/4   
> advantage.  
>   
> 	I was thinking about a character who recovers from adverse   
> effects very quickly to the extent that within a few seconds he would be   
> just about as good as new.  Obviously, a high recovery would be part of   
> it but the effects of drains and transfers can make it harder to be able   
> to be a dynamic sponge.  Power and ego defence dont go far enough for the   
> effet that I am after.  
 
Why not?  Use the Gradual Effect limitation from HSA 1.  Or just make up a 
limitation.  30 pts Power Defense, -1/4 "Doesn't kick in until my phase 
after my next (or current) one."  (That way one of his phases is spent 
with the drained power before it snaps back.)  And no, it is not worth 
more than -1/4. 
 
> 	Some of the thoughts that I had included bastardised versions of   
> multiform or duplication but the recent discussions on this site seem to   
> indicate that many people believe that damage transfers.  Oh, well.  
 
I don't.  I give a -1/4 limitation for that.  But, be that as it may, I 
don't see how that would help.  The other form would not get recoveries 
while the second form is in existence. 
 
   
 
Return-Path: <daemon@omg.org> 
From: SteveL1979 <SteveL1979@aol.com> 
Date: Tue, 17 Mar 1998 10:31:45 EST 
Subject: Re: Why not official answers? 
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In a message dated 98-03-17 10:21:39 EST, susano@access.digex.net writes: 
 
<< Hero is noted for being vauge about certain ruleings, the Linked debate 
 among them.  They also seem less than willing to come out with offical 
 rulings, prefering to let individual GM decide what is best.  Now, 5th 
 Edition is *supposed* to fix a number of these vague rule wordings, and 
 Steve Long *is* on this list.  I am willing to bet that he would be more 
 than happy to listen to any question you might have and accept any list of 
 rules you think need to be clarified. >> 
 
 I certainly would be willing to accept such a list.  Or, better yet, you can 
use the questionnaire on Hero's website to offer your suggestions about things 
to add to or change in the Hero System. 
 
Steve Long 
 
Return-Path: <daemon@omg.org> 
Subject: Re: Secret ID/Public ID related question 
X-Juno-Line-Breaks: 0-10,14-15,19-21 
From: llwatts@juno.com (Leah L Watts) 
Date: Tue, 17 Mar 1998 10:36:36 EST 
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>Hey Psych Lim fans ... 
> 
>I ran into an interesting situation designing a character that I need 
>some help with. The character in question has to hide his real  
>identity 
>for reason "X" so he set himself up a new name with a new SSN and 
>everything. Now this character also is a superhero who wants to keep  
>his 
>superheroic identity secret. What kind of psych lim's would you give 
>him?? Two Secret ID's ??? Is that legal ??  
 
Personally, I'd have the character pay 2 points for the "Deep Cover" perk 
from Dark Champs.  Then, I'd give him one Secret ID and a limitation (not 
necessarily Psych)  related to why he has the Deep Cover and  what would 
happen if it was ever blown. 
 
For example, let's say the Deep Cover represents being in the Witness 
Protection Plan.  The related limitation could be "Hunted by crime ring" 
or "Fear of crime ring", or possibly "Berserk/Enraged when facing members 
of crime ring".  ("If they capture me I'm _doomed_!") 
 
Leah 
 
_____________________________________________________________________ 
You don't need to buy Internet access to use free Internet e-mail. 
Get completely free e-mail from Juno at http://www.juno.com 
Or call Juno at (800) 654-JUNO [654-5866] 
 
Return-Path: <daemon@omg.org> 
X-Authentication-Warning: bermuda.io.com: jeffj owned process doing -bs 
Date: Tue, 17 Mar 1998 09:38:24 -0600 (CST) 
From: Sakura <jeffj@io.com> 
Subject: Re: Secret ID / Public ID 
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On Mon, 16 Mar 1998, Dataweaver wrote: 
> > If the character has neither Disad, then it is assumed that the  
> > character may not be advertising the fact he is a superhero, but that  
> > he doesn't hide it either.  It also means that, unless the character  
> > has a Rep, that no one will instantly recognize his name either. 
>  
> Sounds about right; you have your privacy, and you're not leading a double 
> life... 
 
I think a good example of this kind of hero would be Jack Knight from the 
Starman comics (excellent read, BTW - I highly recommend them.)  It's 
common knowledge that he's Starman in Opal City, but for some reason he 
doesn't have the 'celebrity' that some other heros do - he's able to lead 
a (fairly) normal life as the owner of a retro store/junk shop/whatever 
you want to call it. 
 
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: Tue, 17 Mar 1998 10:42:35 -0500 
From: Todd Hanson <badtodd@dacmail.net> 
Subject: Re: Damage Shield 
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David Stallard wrote: 
>  
> Message text written by Todd Hanson 
> >In the BBB, it specifically says that you only apply your damage shield 
> if you grab someone.< 
>  
> I looked it up this morning, and you're right...damage shield only does 
> damage if someone attacks you, or if you grab someone.  Back to my special 
> effect of being surrounded by fire...in order for me to burn them with my 
> fire "aura" by touching them, I would need to buy an Energy Blast, No 
> Range?  Why doesn't damage shield include outgoing attacks as well as 
> incoming attacks?  Just to keep the power in check? 
 
 
I've seen it done a couple of ways - a no-range energy blast, or a 
couple of dice of HA (or limited str) defined as being additional energy 
damage. 
 
The reasoning for this is simply to balance the effectiveness of the 
power with the cost. 
 
 
Todd 
 
 
--  
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 
 Todd Hanson                       Minnesota: Land of two seasons: 
 BadTodd@dacmail.net               winter is coming, winter is here. 
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 
 
Return-Path: <daemon@omg.org> 
Date: Tue, 17 Mar 1998 10:45:51 -0500 
From: David Stallard <DBStallard@compuserve.com> 
Subject: RE: Why not official answers? 
Cc: "[unknown]" <champ-l@omg.org> 
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Message text written by Darien Phoenix Lynx 
>Why doesn't HERO Games give us the official answers to these questions? 
Why let us, and the rules, languish in hazy imperspicuity? HERO has a 
presence on this list, but the answers are not forthcoming. Does anyone 
know why?< 
 
I've been wondering the same thing.  I wasn't sure if Hero monitored this 
list, but I thought that they certainly should be.  Perhaps it's because 
Hero is jazzed up about Fuzion and 4E is their "legacy system" which they 
want to deal with as little as possible.  Do Hero reps often make 
appearances on the Fuzion mailing list? 
 
Return-Path: <daemon@omg.org> 
Date: Tue, 17 Mar 1998 10:45:52 -0500 
From: David Stallard <DBStallard@compuserve.com> 
Subject: Hero Plus opinions? 
Cc: "[unknown]" <champ-l@omg.org> 
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I'm just wondering what everyone thinks of the Hero Plus idea in general.  
I've never been real excited about it.  I'd much prefer to have a book in 
my hands, for some reason.  It's not that I'm afraid of technology (I'm a 
software engineer by day), but there's just something about flipping 
through pages that can't be satisfied by Hero Plus.  Yes, I know you can 
print out Hero Plus, but it's just not the same... A packet of pages 
stapled together (and not in color, at least with my current printer) just 
isn't the same as a regular book.  Anyone else feel the same way, or am I 
just nuts?  I should say that I don't have any of the Hero Plus products 
and haven't checked out the sample(s) they released (didn't they give away 
part of Ultimate Supermage (or whatever) for free?). 
 
Return-Path: <daemon@omg.org> 
Date: Tue, 17 Mar 1998 10:46:55 -0500 
From: Todd Hanson <badtodd@dacmail.net> 
Subject: Re: Shapeshifter questions 
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David Stallard wrote: 
 
> Yeah, I know it's a Star Trek reference, but I can't figure out why he 
> named a shapeshifter "Q".  It doesn't make any sense to me.  I don't want 
> to step on his toes and make him change it, but I might make some jokes 
> about his name through the campaign newspaper. 
 
 
You have one of those too, huh? 
 
what is it about shapeshifting martial artists and one letter names?  I 
had a player in my game about 6 months ago who had a shapeshifting 
martial artist named 'T'.  (actually he spelled it T'he).  We generally 
pronounced it 'TeeHee' to annoy him. 
 
 
Todd 
 
 
 
 
--  
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 
 Todd Hanson                       Minnesota: Land of two seasons: 
 BadTodd@dacmail.net               winter is coming, winter is here. 
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 
 
Return-Path: <daemon@omg.org> 
Date: Tue, 17 Mar 1998 10:48:00 -0500 
From: David Stallard <DBStallard@compuserve.com> 
Subject: Diverse martial artist 
Cc: "[unknown]" <champ-l@omg.org> 
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Message text written by Bob Greenwade 
>   Yes, he ought to be able to.  If nothing else, he should be proficient 
in the Normal's profession.  The language of the original Martial Artist 
and some cultural knowledge would be a good idea too.< 
 
Surprisingly enough, this martial artist has all of that (the Normal is a 
history professor specializing in Asian studies).  I say surprising because 
usually these players buy the bare minimum in skills (just enough to get me 
off their backs), and everything else is  combat-oriented.  However, with 
this character, I don't think he has enough combat-oriented options to keep 
the player happy (I don't think the player realizes this yet).  Some of the 
other problems with this character that we will be fixing (the 2nd damage 
shield) will free up a significant amount of points, so hopefully he'll be 
able to diversify the character a bit more. 
 
Return-Path: <daemon@omg.org> 
Date: Tue, 17 Mar 1998 10:51:47 -0500 
From: David Stallard <DBStallard@compuserve.com> 
Subject: RE: Why not official answers? 
Cc: "[unknown]" <champ-l@omg.org> 
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Message text written by Darien Phoenix Lynx 
>Why doesn't HERO Games give us the official answers to these questions? 
Why let us, and the rules, languish in hazy imperspicuity? HERO has a 
presence on this list, but the answers are not forthcoming. Does anyone 
know why?< 
 
I think Hero should be using this mailing list as a sounding board for the 
changes they are thinking about for 5th edition.  Better to get the kinks 
worked out before you go to press than have a mailing list full of people 
yelling at you for some unpopular decision.  But like I said in the other 
message on this topic, I think Hero is all fired up for Fuzion and C:NM, 
and 4E is just an old product that needs to be maintained. 
 
Return-Path: <daemon@omg.org> 
Date: Tue, 17 Mar 1998 09:52:50 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: Why not official answers? 
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> Why doesn't HERO Games give us the official answers to these questions? 
> Why let us, and the rules, languish in hazy imperspicuity? HERO has a 
> presence on this list, but the answers are not forthcoming. Does anyone 
> know why? 
 
	Sure. 
 
> And even then, why not compile all our rules questions and send them to 
> HERO to get the answers? It's one thing to debate over what mechanics are 
> best, how to build characters, and which house rules make sense--quite 
> another to engage in the literary exercise of deciphering the rulebook and 
> taking interpretive sides over something that probably should not be 
> treated (or written) like a crude old text of Linear A. 
 
	Because many of the recent discussions are merely matters of 
SFX-dependant powers.  Things that could work either way depending on the 
concept necessary.  If the GM thinks that there is enough advantage or 
limitation to warrant points, go for it.  This is a highly customizable 
system -- the last thing we want to do is shove ideas on concept down 
everyone's throats. 
 
 
 
				-Tim Gilberg 
 
	-"Friends help you move.  Real friends help you move bodies." 
 
Return-Path: <daemon@omg.org> 
Date: Tue, 17 Mar 1998 10:56:25 -0500 
From: David Stallard <DBStallard@compuserve.com> 
Subject: Re: Disadvantages 
Cc: "[unknown]" <champ-l@omg.org> 
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Message text written by Darien Phoenix Lynx 
>That's funny. Since everyone is telling their own approach to disads, 
here's mine: I require 10 points of disadvantages, and impose no maximum.< 
 
So you give all your players the same amount of points, regardless of how 
many disads they take? 
 
Return-Path: <daemon@omg.org> 
From: Curt Hicks <exucurt@exu.ericsson.se> 
Date: Tue, 17 Mar 1998 09:57:05 -0600 (CST) 
Subject: Disadvantages 
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David Stallard <DBStallard@compuserve.com> wrote: 
>  
> But if you don't take the full amount of disadvantages, then you have les= 
> s 
> points to spend on your character, which means you are most likely going = 
> to 
> be weaker than everyone else in the campaign (on both sides).  This would= 
>  
> only work if the GM was willing to modify each and every villain so that 
> they were weaker as well. 
>  
In practice, I agree with you.  In theory, if a GM is enforcing disadvantages, 
then your lesser number of points would be offset by the other characters  
disadvantages.   
 
Curt Hicks 
 
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Date: Tue, 17 Mar 1998 10:00:15 -0600 (CST) 
From: Sakura <jeffj@io.com> 
Subject: Re: The Great Multiform Debate         Brian Wong <rook@shell.infinex.com> 
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On Mon, 16 Mar 1998, Rook wrote: 
 
> 	The problem here is that there are two equally valid and genre 
> supported special effects here. 
>  
> 1) the ultra-shapeshifter/mindshifter 
> 2) The two for one body special 
>  
> In the first, not having damage carryover seems absurd. However in the 
> second having it also seems absurd. 
 
I'd be inclined to let it come down to SFX.  If it's the same body, then 
there's damage carryover - but healing one body heals the other.  If there 
are two different bodies, well, the next time Captain Changeling appears, 
he's still going to be in bad shape, because that body has been in 'cold 
storage' snce the character transformed back. 
 
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: Tue, 17 Mar 1998 11:09:12 -0500 (EST) 
From: Michael Surbrook <susano@access.digex.net> 
Subject: Re: Hero Plus opinions? 
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I don't care much for Hero Plus, as I prefer the feel of a book.  And, as 
someone once said, you can't take your computer into the bathroom. 
 
Now, if hero Plus was in html instead of Adobe Acrobat, I'd like it a lot 
better.  It would read faster,load faster and probably take up less space. 
 
*************************************************************************** 
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *  
*               Michael Surbrook / susano@access.digex.net                *  
*        Visit "Surbrook's Stuff' the Hero Games resource site at:        *    
*              http://www.access.digex.net/~susano/index.html             * 
*            Attacked Mystification Police / AD Police / ESWAT            * 
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark * 
*************************************************************************** 
 
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X-Authentication-Warning: bermuda.io.com: jeffj owned process doing -bs 
Date: Tue, 17 Mar 1998 10:39:34 -0600 (CST) 
From: Sakura <jeffj@io.com> 
Subject: Re: EC and VPP 
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On Mon, 16 Mar 1998, Dataweaver wrote: 
 
> Here's an idea that I've been toying around with for some time now: 
>  
> Elemental Power Pool 
> -------------------- 
>  
> This is actually a combination of a Variable Power Pool and an Elemental 
> Control; decide upon the pool cost, and apply that as a discount for any 
> power that matches the pool's special effect in a manner similar to an 
> Elemental Control.  Furthermore, pay a Control Cost on the Pool Cost just 
> like you would for a VPP; you are not allowed to buy off the skill roll 
> requirement with an Advantage, nor do you get a discount for the pool 
> being restricted to a single special effect.  The associated skill 
> represents your ability to improvise powers on the fly, while the 
> Elemental Control represents those effects that you've already mastered... 
 
Hmm...it seems to me that this would make the combination of EC + VPP a 
lot cheaper than normal - you're effectively putting the VPP into an EC. 
The rules say it's a no-no, but I suspect you already know that.  I'd be 
very leery of it in my games because it would make characters with ECs a 
/lot/ more powerful than their non-ECed brethren. 
 
It would certainly encourage 'power stunts', which is I think what you're 
looking for, but I'm not sure it'd do it in the right way - anyone without 
an EC (EPP, rather) would not be able to do the stunts. 
 
Here's something you might want to consider:  Give every character in the 
campaign a power pool of X points, with a limitation 'Only for Power 
Stunts' and 'All Powers must have Requires Skill Roll'.  Each Power Stunt 
would be a separate skill, but one could buy 5-point levels with 'all 
power stunts'.  When a player wants to try something new, they have to buy 
at least 1 point in the specific power stunt skill on the spot (and /can/ 
spend more to buy their skill up higher). 
 
If they ever want to increase the power level beyond that of the pool, or 
if they want to be able to do it without a skill roll, then they need to 
buy it as a regular power.  If they do that, I'd let them 'trade in' the 
points they spent on that power stunt skill for appropriate other skill 
levels. 
 
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" 
 
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From: Brian Wong <rook@shell.infinex.com> 
Subject: Re: Why not official answers? 
Date: Tue, 17 Mar 1998 08:42:27 -0800 (PST) 
Cc: champ-l@omg.org 
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> I've been wondering the same thing.  I wasn't sure if Hero monitored this= 
> list, but I thought that they certainly should be.  Perhaps it's because 
> Hero is jazzed up about Fuzion and 4E is their "legacy system" which they= 
> want to deal with as little as possible.  Do Hero reps often make 
> appearances on the Fuzion mailing list? 
 
	I've been off of that list for about three to four months now. 
But when I was on it they made more posts in there in a day than I do in 
here. :) 
	I'd say they were one of the most active posters there. And that 
was just the one herogames@aol person (Steve P.), a large perscentage of the 
other traffic was GRG and a few other related people. 
 
	So I'd say you're right. They'd sweep Hero under the carpet and forget 
it was ever made if they felt the fans would let them. But I think somebody 
there finally realized that doing so could even hurt Fuzion by way of bad 
reputation for a small company. 
 
Return-Path: <daemon@omg.org> 
Date: Tue, 17 Mar 1998 16:44:13 +0000 
From: Chris Lynch <chris@lynch1.demon.co.uk> 
Subject: Re: C:NM setting in 4E? 
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As I see it, owning (and running) both Fuzion and Hero is sort of like 
buying a computer game (Fuzion) and also getting the source code (Hero). 
 
I have played, and loved, Hero for years for it's flexibility. But I was 
always playing with other "Hero-Players". Now we have all moved to 
different corners of the world (different universities) and I have a new 
group none of whom have ever played Hero. 
 
I started up a Hero campaign (naturally, I mean.. these poor misguided 
fools.. what had they been playing in the meantime??). This was the 
first time I realised how impenetrable the rules of Hero can be to 
"outsiders". I quickly saw the game collapsing, and so I kept 
simplifying the rules and watering stuff down until everyone at least 
had the basics down. 
 
Then along came Fuzion. Nearly all my rules simplifications were there.. 
it was virtually what we had been playing. Although it was too late to 
change the background I quickly passed the C:NM book around the players 
over the next week whilst I busied myself converting the characters and 
stuff over. 
 
The point of this is I now carry two books, my Fuzion book and my 4th ed 
book. When something tricky happens, or I want to use a power which 
isn't in the Fuzion book I can work it out in Hero terms (sadly.. 
sometimes in my head!) and then just convert it over. 
 
I have been playing like this for about 2 months now, and the players 
are starting to want to develop more and more esoteric powers and pull 
of some really convoluted maneuvers (a martial artist speedster... I 
should never have allowed it... never.....). Soon they will "graduate" 
to Hero and this transition will hopefully be as easy as it was the 
other way round... 
 
 
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Date: Tue, 17 Mar 1998 10:56:01 -0600 (CST) 
From: Dataweaver <traveler@io.com> 
cc: champ-l@omg.org 
Subject: Re: Why not official answers? 
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On Tue, 17 Mar 1998, Mike Christodoulou wrote: 
> At 08:46 AM 3/17/98 -0600, Darien Phoenix Lynx wrote: 
> >Seeing some of the rules questions and disputes that have been going on on 
> >this list for many years, I bring myself to ask: 
> > 
> >Why doesn't HERO Games give us the official answers to these questions? 
> >Why let us, and the rules, languish in hazy imperspicuity? 
>  
> More fun this way.  :) 
 
There's at least one RPG company out there that staunchly refuses to even 
acknowledge the concept of "official vs. unofficial" in an RPG; the 
closest thing to "official" that exists is "the rules as the GM interprets 
them".  There _is_ a distinction drawn between "published" and 
"unpublished", though, in that "published" material is more likely to have 
been checked for compatability with other published material than 
unpublished material... 
 
---- 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, 17 Mar 1998 16:57:15 +0000 
From: Chris Lynch <chris@lynch1.demon.co.uk> 
Subject: Re: Disadvantages 
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Sakura wrote: 
>  
> On Mon, 16 Mar 1998, David Stallard wrote: 
>  
> > Does anyone else have trouble getting 150 points worth of 
> disadvantages for 
> > their 250-point heroes? 
>  
> >  
> I think that part of this is due to the attitude that a lot of HERO 
> players have...Pyschlim: Must max out on disads.  Of course, that 
> attitude 
> is reinforced by the fact that if you don't take disads, you usually 
> can't 
> get a character that's anywhere near the campaign power levels for DC 
> and 
> CV...and if you do there's no room for 'power stunts' or background 
> skills, etc. 
>  
 
My group also suffers from this problem when creating characters. 
Someone will take the "Full Monty" - 150 points of Disadvantages. They 
then pump up all thier powers and such (as they entitled to do and will 
probably need to do with some of the psychlims they have come up with) 
 
Next thing I know I am flooded by mails or phone calls by Johnny X and 
how the player forgot to tell me about the Mafia boss who wants him 
dead. Disadvantages breeding disadvantages (or maybe a new Freudian 
disad : Points Envy) 
 
I had a pretty good way of stiffling this straight away. I let them all 
max out the disads; taking ridiculous and even contradictory stuff then 
started the game with the getting caught up in a dime store robbery late 
at night. The GARDA (my version of the GUARD who have pinched their name 
from the Police Force of Southern Ireland (EIRE)) turned up and gassed 
them all. Because of all the stuff that had been going down that night, 
the cells were pretty full. The 3 players protested that "they were all 
heroes goddamn it!" so the GARDA chucked them all in one little cell. 
 
After about 3 minutes of idle conversation as the heros introduced 
themselves to each other there was a pictched melee between the players 
as they all contravened each others TOTAL PSYCH LIMS which spilled out 
into the GARDA 
barracks, releasing all the villians (super and otherwise) that had been 
captured that week. Now the players had a crime wave on thier hands, but 
were too busy kicking each others tails. 
 
Over the next week I had lots of other phone calls asking if some D6 of 
energy could be sold back to buy of "Irrational hatred of masks" 
COMMOM.TOTAL...... 
 
The moral of the story: Disadvantages ARE disadvantages (and of course, 
disadvantages which are NOT disadvantages are not worth any points) 
 
 
Return-Path: <daemon@omg.org> 
Date: Tue, 17 Mar 1998 17:32:54 +0000 
From: Chris Lynch <chris@lynch1.demon.co.uk> 
CC: champ-l@omg.org 
Subject: Re: Ecto-Man (If you don't own Horror Hero) 
Errors-To: owner-champ-l@omg.org 
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I dont' own a copy of Horror Hero (and don't think I am likely to be 
able to get hold of a copy). In case this is case for anyone else, here 
are my takes on Ecto-Man which can be done with just the 4th Ed rules 
(apologies if these are actually rehashes of what is in HH, but as I 
said... I don't own it....) 
 
dflacks wrote [EDITED QUOTE]: 
>  
> I am designing a character for a new campaign and could use some 
> suggestions from the creative people on the list.  I am looking at a 
> kind of living ghost.  IE, someone with ghostly powers without actually 
> being Undead.  Perhaps a comatose man projecting his mind or someone who 
> physically died but mentally continued. 
>  
> His body is made of ectoplasm, and is a physical manifestation of his 
> mind. 
> His powers all stem from his Ecto-body.  Since he is not Undead he 
> can not terrify people by saying boo, or do damage by howling, etc. 
>  
> Some power ideas I am currently considering are; 
>   
> 2) Desolid.  His ectoplasm body only interacts with reality if he 
> wants it to.  I like the invisible effects advantage here.   Killer Kaboom man 
> throws a grenade at Ecto-man.  Visually he gets splashed all over by 
> the explosion, but pulls himself back together immediately.  More nice 
> visuals. He may or may not be able to pass through walls.  I havent decided 
> which is better. 
 
He already has teleportation (whoops clipped that! Honest he has 
teleport!) I don't think he needs to be able to pass through walls as 
well. Although you did say he couldn't teleport to places he could not 
see... Or how about combining an invisibility with this. He can go 
totally desolid and invisible. Obviously he can't have any attacks or 
powers which are effective in this form (way too abusive!) This could be 
a sort of "astral form" for his disembodied mind until he calls forth 
another body (at which point his invisibility switches off). This would 
also explain how he can turn up different places if he hasn't even seen 
them. 
 
> 3) Regeneration or Aid.   Since his body is only a manifestation of 
> his mind made out of ectoplasm, and he can summon more ectoplasm for a new 
> body when he t-ports, then he can summon more ectoplasm to regenerate 
> damages. He would be able to regrow limbs.  Alternately a healing aid linked to 
> the teleportation.  His newly created body doesnt have the same damage as 
> his old body.  Firebird fries Ecto-man then stares open mouthed as his 
> body melts away and he reappears a few feet away no longer singed. 
 
You could buy the Aid is triggered-teleport or as linked-teleport. 
Triggered might be better, as you could then also just heal up on the 
spot if you wanted to. Thats got a great visual... some sword wielding 
geezer (or even better a clawed Wolverine clone) chops your arm clean 
off. Ecto-man looks down and grins as suddenly slime starts to leak from 
the ceiling and walls. It forms puddles on the floor which he draws into 
himself, growing the new arm in front of the cheesed looking claw 
master.. 
 
> 4) Entangle.  Throwing sticky globs of ectoplasm at his targets. Ive 
> been slimed!! 
 
I wouldn't be able to resist putting sticky on this, or even a linked 
cosmetic transform to account for the victim being covered in foul 
smelling hell spawned goo. 
 
> 5) Growth.  I dont like this one but it fits the theme.  If he can 
> summon extra ectoplasm for other needs then why not to make himself bigger. 
> I wont be using this because for two reasons.  Firstly I dont want a 
> giant brick type for this character, I dont see strength as being his 
> forte. 
> Secondly, Having a giant ectoplasmic entity roaming the city is just 
> asking the GM to bring out those four guys in the repainted hearse with the 
> proton packs.   Whos the GM going to call... 
 
How about density increase instead? If you put a heavy END cost on it to 
make it prohibitive in use then I think it could work. Alternatively, if 
he's going to be sucking all that extra ecoplasm out of the ether, how 
about duplication instead? 
 
> 6) Stretching.  Twisting his ectoplasmic body into new and interesting 
> shapes.  Nice visuals, but as I dont see strength being his thing, I 
> probably wouldnt bother with this either. 
 
This could be combined with the entangle. Basically, Ecto slaps his 
enemy - leaving a piece of himself behind. Alternatively, for a slightly 
darker campaign, this could be extended to some sort of suffocation 
attack. Ecto streches out, wrapping his body around his enemy entangling 
him and cutting off his air supply. This could be his main offensive 
power. 
 
>  
> Disadvantage: Takes body damage from ego attacks.  Since his body is a 
> manifestation of metal energy, it is physically effected by mental 
> energy. Note: Since he is not 'Undead' he is not adversly effected by religous 
> icons, sunlight, etc. 
> 
 
This guy has to have Distinctive Features right?  
He might also have vulnerability to some kind of attacks. How about 
water based attacks (is ectoplasm soluble?). Obviously psych-lim can 
come from the character who is summoning the plasm. If he is in a comma 
somewhere, how about giving a DNPC family who come to watch over him in 
silent vigil, but are slowly drifting into thier own lives without him 
around (borrows a little from Spawn, but could stand). 
Can the ectoplasmic form function in every human capacity? Can it speak, 
smell, hear etc? 
 
How about building his comatose body as a duplicate which shares 
body/stun with the Ecto form. This has the side effect of meaning that 
if anyone ever finds out ecto-mans secret they can destroy him by 
killing his original body. A nice plot twist as ecto-man's family have 
to witness an slimy beast defending the body of thier 
husband/father/brother. If you want to GET points from this, rather than 
SPEND them, build it as some kind of dependancy or susceptability. Any 
damamge this form takes is felt by ectoman and if this body dies he will 
slowly fade away.. 
 
And what happens if he wakes up from his coma? Could we see ecto-man 
having to thwart a doctors plans to give life-saving surgery to his host 
body because he is the only one who can save the lives of the other 
heroes? Oh the drama! Oh the sacrifice!!! 
  
> Does anybody have any suggestions.  The character currently has no 
> real offensive capacity, apart from the entangle.  How is he supported to 
> stop the bad guys.  Remember he is not Undead and therefore doesnt have 
> any of the traditional spooky attacks. 
>  
 
The stretching/entangling/suffocating thing is quite good (but I would 
say that - it was my idea!) 
 
I agree with J and R Prins : Not being undead doesn't preclude you from 
having a decent PRE attack. Personally I think the sight of a man made 
of ecto plasm would knock my socks off. Extending on that, how about an 
attack linked to presence? Basically the sight of this guy is so scary 
that he gives you a heart attack when you see him. It's damage should be 
linked in some way to the effect of the PRE attack.  
 
> Another problems is what happens if he is knocked unconscious?  Since 
> his ecto-body is a manifestation of his mind, knocking him unconscious 
> should start the dissolve process.  This if fine if he is CON stunned as he 
> can literally pull himself together, but if he is damaged into negative 
> stun his body could dissolve before he recovers.  The villains could never 
> capture him because he would dissolve away.  Alternately, if his 
> teammates leave or a captured, how is he to find them again.  If he remanifests 
> himself where he was knocked unconscious everyone could be long gone. 
> Does this need to be modelled, and how would you do it.  A triggered 
> Desolid with 0 END sounds right, except that being physically non-existent he 
> would not be vulnerable to ANY attacks.  Perhaps his subconscious mind can 
> maintain his ecto-body, or maybe it takes days for his ectobodies to 
> dissolve?  Little puddles of disolving ecto-slime left behind for days 
> whenever he teleports.  I don't paticularly like that idea. 
>  
 
If I had to model this I would probably use the invisible+desolid form I 
discribed earlier and trigger a reversion to this form if ectoman was 
pushed to negative stun. 
Alternatively, you could have some kind of Extra-Dimensional movement 
triggered by neg-stun. If the concious mind is beaten into 
unconciousness then ecto-man returns to the land of the dead or 
something. This could be good if it was tricky for him to get back. He 
would have to avoid getting neg stunned at all costs by going into this 
invis+desol form. This means that if an enemy could hit him hard enough, 
fast enough, they could put him out of action for quite a while. A nice 
plot device/thread, but annoying for the other players if they are 
waiting to be rescued and ectoman is battling his way out of the 
netherworld single handed... 
 
> I dont have a problem with him dissolving away but I think the GM 
> might be upset with a character who can not be captured by the villains. 
>  
 
You don't have to be KO-ed to be captured. If I was faced with this guy 
as a GM I am sure that the enemy super-genius (theres ALWAYS one!) would 
think of maybe.. throwing ectoman into a big drum? If he had had time to 
study ectoman's powers he might even had the sense to make the container 
HARDENED to stop him floting out in astral form (or double hardened for 
safety). How about kidnapping that family? Now ecto has to show up or we 
could end up with some kind of ecto-family fighting crime. 
 
> Any help would be appreciated.   When I finish the design I will may 
> post it to the list if people want to see it.  Unlike my ghostly character, 
> I think I am thick skinned enough to take the inevitable responses. 
>  
> Daniel Flacks   dflacks@ican.net 
>  
> Give me ambiguity or give me something else 
 
 
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X-Authentication-Warning: pentagon.io.com: traveler owned process doing -bs 
Date: Tue, 17 Mar 1998 11:46:18 -0600 (CST) 
From: Dataweaver <traveler@io.com> 
cc: "[unknown]" <champ-l@omg.org> 
Subject: Re: Hero Plus opinions? 
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On Tue, 17 Mar 1998, David Stallard wrote: 
 
> I'm just wondering what everyone thinks of the Hero Plus idea in general.  
> I've never been real excited about it.  I'd much prefer to have a book in 
> my hands, for some reason.  It's not that I'm afraid of technology (I'm a 
> software engineer by day), but there's just something about flipping 
> through pages that can't be satisfied by Hero Plus.  Yes, I know you can 
> print out Hero Plus, but it's just not the same... A packet of pages 
> stapled together (and not in color, at least with my current printer) just 
> isn't the same as a regular book.  Anyone else feel the same way, or am I 
> just nuts?  I should say that I don't have any of the Hero Plus products 
> and haven't checked out the sample(s) they released (didn't they give away 
> part of Ultimate Supermage (or whatever) for free?). 
 
I have problems with Hero Plus myself, but for different reasons (note 
that standard sourcebooks generally come out in black-and-white anyway, so 
there's no real loss there; and an office store like Kinko's can do a very 
good job of binding sheafs of papers into a book-like format for around 
one or two dollars - in fact, you can even get the pages double-sided if 
you want, for a reasonable price - I've managed to take a sheaf of 
single-sided papers and turn them into an almost-professional-looking book 
form for $5...).   
 
The problems that I have are: 
 
1. Hero Plus products cost $10-$20 each, on the average; add to that the 
   cost of printing out a hundred-plus pages, and you end up paying more 
   for a Hero-Plus book than for Changeling: the Dreaming, Second Edition 
   (a full-color, hard-bound book).  Considering that Hero Games doesn't 
   have any printing costs to cover for their Hero Plus products, and that 
   they have an effectively unlimited run for each of their books, you'd 
   think that they'd be able to lower their prices somewhat... 
 
2. Accessability stinks; they've been up on the web for over a year now, 
   and they still don't have any way for you to receive their products 
   over the Internet.  Combine that with the fact that you can't leaf 
   through their products before buying them (and rightfully so), and you 
   have a severe curtail on impulse-buying.  I want to be able to pay for 
   a Hero Plus product, wait half an hour (at most), and then be able to 
   print it out.  It is quite do-able... 
 
---- 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. 
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Date: Tue, 17 Mar 1998 12:46:44 -0500 
From: David Stallard <DBStallard@compuserve.com> 
Subject: Re: Why not official answers? 
Cc: "[unknown]" <champ-l@omg.org> 
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Message text written by Brian Wong 
>       I believe they've always felt it was up to each game to decide. 
Though we've always stated we'd like official answers then have the option 
of house ruling from there. Their view seems to have been it's all a house 
rule. 
        After the days when Gary Gygax used to write columns in Dragon 
flaming anyone who didn't play the way he felt they should; I can 
understand 
a game company taking this stance.< 
 
I think this view is too extreme, especially for the Hero System.  The 
company should be giving guidelines, saying "If I were GMing your group, I 
would...."  That way, it still feels like a suggestion or a house rule, but 
you can have some confidence in it since it comes from an "official" 
source.  I would vastly prefer a game company who is very strict in issuing 
clarifications and new rulings than having an apathetic company who 
basically doesn't care about the shortcomings and unclear passages in their 
product, but some middle ground would probably work for most people. 
 
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Date: Tue, 17 Mar 1998 10:05:02 -0800 
From: Bob Greenwade <bob.greenwade@hotline.klock.com> 
Subject: Re: Disadvantages 
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At 10:23 AM 3/17/1998 -0500, David Stallard wrote: 
>Message text written by Curt Hicks 
>>Remember that you aren't required to get the full amount of disadvantages. 
> 
>I asked a little while back how many people usually took the full amount. 
>It did look like most people do 'max out the disadvantages'.< 
> 
>But if you don't take the full amount of disadvantages, then you have less 
>points to spend on your character, which means you are most likely going to 
>be weaker than everyone else in the campaign (on both sides).  This would 
>only work if the GM was willing to modify each and every villain so that 
>they were weaker as well. 
 
   Your character isn't necessarily that much weaker.  A character built on 
100 base points and 100 points in Disadvantages may have 50 points less to 
spend on Powers and such than one built on 100 base points and 150 points 
in Disdvantages, but he also has 50 points less in Disadvantages for the GM 
(or, more specifically, his enemies) to take advantage of. 
--- 
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: Tue, 17 Mar 1998 18:16:14 +0000 
From: Chris Lynch <chris@lynch1.demon.co.uk> 
Subject: Re: huge dudes with capes - example 
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A really good example of what might happen to a REAL world if people 
started showing up with paranormal abilities is Alan Moore's Watchmen.  
This book shows how much effect just one 3500 point level character 
could have on the world in general; politically, socially, economically 
etc. 
 
I have to admit, I have to wonder why Tony Stark never built a limited 
version of his armour for firefighters. He walks through flames and 
explosions on a regular basis. 
 
 
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X-Sender: bob.greenwade@klock.com 
Date: Tue, 17 Mar 1998 10:16:49 -0800 
From: Bob Greenwade <bob.greenwade@hotline.klock.com> 
Subject: Re: Martial Artist: no diversity? 
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At 10:23 AM 3/17/1998 -0500, David Stallard wrote: 
>Message text written by "Jeff M. Reid" 
>>The skills can be kind of an important detail to omit, especially for a 
>Martial Artist. Are you asking if the character is diverse enough from a 
>combat standpoint, or from a campaign standpoint?< 
> 
>I was thinking from the combat standpoint.  Actually, I'm impressed at both 
>of my players this time around, because they didn't skimp on the skills 
>like they normally do.  However, I don't think this martial artist player 
>is going to be happy in combat, because he just doesn't have many 
>choices...especially if his staff gets taken away (and what kind of GM 
>would I be if I didn't snatch it away from time to time?).  Take away the 
>staff, and all he has are a couple defensive maneuvers and his damage 
>shield. 
 
   The Damage Shield, as I mentioned before, should be low -- but, I point 
out now for the first time, not *too* low.  It should be big enough that, 
even without his staff, he should be able to have *some* effect on his 
supervillainous foes. 
   As an example: I once had a character named Miss Dozen, who was a 
martial artist who could divide in up to twelve "selves."  (Yes, this was 
under Third Edition rules, since the character would be impractical under 
Fourth Edition -- something I hope is fixed under Fifth Edition; and yes, 
she was a baker in her Secret Identity.)  She was also a Martial Artist. 
   In designing her, I gave her the least I thought would be at all 
effective in combat against supervillains.  I came up with an 8d6 Martial 
Punch (her usual attack) and 10d6 Martial Kick (her backup when things got 
hairy).  With a DEX of 20 and SPD of 4, she'd be barely acceptable as a 
superheroine if there was only one of her -- but since she could be up to 
twelve bodies at once, she could do things like Coordinate attacks, "set 
up" villains for sucker punches, and so forth.  Though she never got the 
chance to prove it, she was also the only person around who literally could 
"one-punch" an entire VIPER five-team.  Since I'm fairly fast in making 
combat decisions and such, she worked out really well. 
--- 
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: Tue, 17 Mar 1998 10:19:16 -0800 
From: Bob Greenwade <bob.greenwade@hotline.klock.com> 
Subject: Re: Shapeshifter questions 
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At 10:23 AM 3/17/1998 -0500, David Stallard wrote: 
>Message text written by Bob Greenwade 
>>   I think you're thinking of the wrong Q, the one that Theala mentioned 
>instead of this shapeshifting character.< 
> 
>Hehe...  I should have known that character's name would cause some 
>confusion.  Oh, how I wish that player would pick a name that at least made 
>a little sense with his shapeshifting powers! 
 
   Then suggest he call himself X.  ;-] 
--- 
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: Tue, 17 Mar 1998 10:20:53 -0800 
From: Bob Greenwade <bob.greenwade@hotline.klock.com> 
Subject: Re: The Great Multiform Debate 
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At 10:00 AM 3/17/1998 -0600, Sakura wrote: 
>On Mon, 16 Mar 1998, Rook wrote: 
> 
>>  The problem here is that there are two equally valid and genre 
>> supported special effects here. 
>>  
>> 1) the ultra-shapeshifter/mindshifter 
>> 2) The two for one body special 
>>  
>> In the first, not having damage carryover seems absurd. However in the 
>> second having it also seems absurd. 
> 
>I'd be inclined to let it come down to SFX.  If it's the same body, then 
>there's damage carryover - but healing one body heals the other.  If there 
>are two different bodies, well, the next time Captain Changeling appears, 
>he's still going to be in bad shape, because that body has been in 'cold 
>storage' snce the character transformed back. 
 
   Do you think these two ways of handling it are balanced? 
--- 
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: Tue, 17 Mar 1998 18:22:07 +0000 
From: Chris Lynch <chris@lynch1.demon.co.uk> 
CC: champ-l@omg.org 
Subject: Re: Is this character too limited? 
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David Stallard wrote: 
>  
> One of my players created a martial artist this weekend, and I'm 
> somewhat 
> concerned that the character doesn't have enough options to keep it 
> interesting.  Let me know what you think.  The character has 5 or 6 
> martial 
> maneuvers, most of which have a focus: Bo staff (is a focus the right 
> way 
> to do this, or is it better as a limited power "only with bo staff"? 
> The 
> only example I could find was The Whip(4E)/Scourge(C:NM)).  He has two 
> that 
> don't require the staff, but I think they are defensive (Dodge is one, 
> I 
> can't remember the other).  Now, this character is also surrounded by 
> a 
> mystic fire (damage shield).  He can project this mystic fire to 
> surround 
> anything he is holding (thus, his staff could also do damage from the 
> damage shield...we bought this as a 2nd damage shield with UAO, only 
> vs 
> handheld objects...sound right?).  Without going into skills or 
> anything, 
> this is essentially the entire character.  He has no resistant 
> defense...should I be concerned about this?  Actually, the whole party 
> (2 
> PCs) has no resistant defense...I'm concerned about it, and hopefully 
> they 
> will be too after I show them what a blade or a bullet can do...they 
> both 
> usually play characters with force fields or armor or something else 
> that 
> gives them a significant amount of rPD/rED. 
 
Having read this, I have to wonder where the rest of his points have 
gone? 
I would have to presume that, with him being a martial artist, he has 
spent a lot of points of DEX,CV and SPD. This might go a fair way to 
countering his lack of resistant defences. Most martial artists in 
fiction rarely actually wear any armour (probably because it would 
hamper thier agility) but rely on dodges, blocks and deflections. The 
one thing that I might think is limiting about the character is all he 
really has are combat powers. 
I have a player who is what you might call a "min-max" master. Maximum 
combat power, minimum use in noncombat situations. This character seems 
to be following the same philosophy. 
 
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Date: Tue, 17 Mar 1998 12:24:11 -0600 (CST) 
From: Dataweaver <traveler@io.com> 
cc: champ-l@omg.org 
Subject: Re: EC and VPP 
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On Tue, 17 Mar 1998, Sakura wrote: 
 
> On Mon, 16 Mar 1998, Dataweaver wrote: 
>  
> > Here's an idea that I've been toying around with for some time now: 
> >  
> > Elemental Power Pool 
> > -------------------- 
> >  
> > This is actually a combination of a Variable Power Pool and an Elemental 
> > Control; decide upon the pool cost, and apply that as a discount for any 
> > power that matches the pool's special effect in a manner similar to an 
> > Elemental Control.  Furthermore, pay a Control Cost on the Pool Cost just 
> > like you would for a VPP; you are not allowed to buy off the skill roll 
> > requirement with an Advantage, nor do you get a discount for the pool 
> > being restricted to a single special effect.  The associated skill 
> > represents your ability to improvise powers on the fly, while the 
> > Elemental Control represents those effects that you've already mastered... 
>  
> Hmm...it seems to me that this would make the combination of EC + VPP a 
> lot cheaper than normal - you're effectively putting the VPP into an EC. 
> The rules say it's a no-no, but I suspect you already know that.  I'd be 
> very leery of it in my games because it would make characters with ECs a 
> /lot/ more powerful than their non-ECed brethren. 
 
Two things: first, the VPP Control Cost would _not_ get the normal -1/2L 
discount for being limited to a single special effect, helping somewhat to 
offset the added usefulness.  Second, the improvised powers would be 
limited to a maximum of half the points of the weakest power in the EC 
aspect of the EPP.   
 
> It would certainly encourage 'power stunts', which is I think what you're 
> looking for, but I'm not sure it'd do it in the right way - anyone without 
> an EC (EPP, rather) would not be able to do the stunts. 
 
True enough... 
 
> Here's something you might want to consider:  Give every character in the 
> campaign a power pool of X points, with a limitation 'Only for Power 
> Stunts' and 'All Powers must have Requires Skill Roll'.  Each Power Stunt 
> would be a separate skill, but one could buy 5-point levels with 'all 
> power stunts'.  When a player wants to try something new, they have to buy 
> at least 1 point in the specific power stunt skill on the spot (and /can/ 
> spend more to buy their skill up higher). 
 
Two more modifiers to the pool ('powers must match the special effects of 
existing powers' and 'no skill roll is needed to modify the pool'), and 
you might have something; except that it doesn't account for one-shot 
wonders (characters who use a particular power stunt once and then never 
again, such as Aquaman's use of his Fish Telepathy to paralyze the portion 
of a Pale Martian's brain that was descended from their ocean-going 
heritage...).   
 
> If they ever want to increase the power level beyond that of the pool, or 
> if they want to be able to do it without a skill roll, then they need to 
> buy it as a regular power.  If they do that, I'd let them 'trade in' the 
> points they spent on that power stunt skill for appropriate other skill 
> levels. 
 
Unless, of course, they are simply increasing the power level, but still 
having to improvise it... 
 
---- Jonathan Lang <traveler@io.com> ---- x ------- alias: Dataweaver --------- 
  Webpage:  http://www.io.com/~traveler  /@\ The Dogma of Otherness insists 
  GURPSnet's Benevolent Tyrant for Life  ~~~ that all voices deserve a hearing, 
FAQ: http://www.io.com/~ftp/GURPSnet/www  |  that all points of view have 
Archive: http://www.io.com/~ftp/GURPSnet  |  something of value to offer. 
submit new files to gurpsnet-files@io.com |  --David Brin, "Otherness" 
 
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From: Brian Wong <rook@shell.infinex.com> 
Subject: Re: Why not official answers? 
Date: Tue, 17 Mar 1998 10:24:24 -0800 (PST) 
Cc: champ-l@omg.org 
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> >Why doesn't HERO Games give us the official answers to these questions? 
> Why let us, and the rules, languish in hazy imperspicuity? HERO has a 
> presence on this list, but the answers are not forthcoming. Does anyone 
> know why?< 
>  
> I think Hero should be using this mailing list as a sounding board for the 
> changes they are thinking about for 5th edition.  Better to get the kinks= 
> worked out before you go to press than have a mailing list full of people= 
> yelling at you for some unpopular decision.  But like I said in the other= 
> message on this topic, I think Hero is all fired up for Fuzion and C:NM, 
> and 4E is just an old product that needs to be maintained. 
 
 
	You know, at various points in time I have been on the following lists: 
 
The Hero/Champ list 
The Mekton list 
The Heavy Gear and Jovian Cronicles lists 
The GURPS list 
The ARIA list 
The M:TG list and it's sublists 
The Fuzion list 
 
And a few others. 
 
	Of all of these, only two did not have an active 
rep policy by the companies of their products. This one and Mekton. 
 
	Most of the others, to include Fuzion btw, have highly active 
reps who answer questions and throw out ideas the company's working on. 
 
	When Fuzion was first discussed and people flamed the idea on the 
newsgroup, Hero just sat back and said 'you computer people are nothing 
compared to our larger market share'. This at the same time as putting out 
Hero Plus. :) 
	They didn't use those exact words, but close in tone and feel. 
	So they've not only lacked a solid net presence, they've typically 
alienated the online crowd. Which in turn spreads to what is now a smaller 
offline minority as the rumor mill turns. 
	As a subscriber to the Heavy Gear list; I can tell you straight 
out why that game sells so well. Every idea those guys get ends up 
getting bounced around the list for a bit before they write it up. If 
anybody has a question, there's a guy waiting with an answer. 
	This doesn't stop house rules. In fact they've complimented a few 
house rules. 
	For some reason, there's never any 'Freat Gear Design Debate' stuff 
going on. People know the official rules. There isn't any argument. People 
who don't like them post their house rules and start off by saying it's a house 
rule. Other people say why they like or dislike it. The company may or may 
not say why they did what they did, or even say it's too bad they already 
went to print. 
	For some other unknown reason all the fans of the game also like 
the people behind the game. Even the people with bucket loads of house rules, 
or the people who use the system for genre X and feel mecha/gear is a silly 
genre. 
 
 
	Go Figure. 
 
Rook                    ?U ?k 1b  
 __ 
/.)\ http://www.infinex.com/~rook/SH/SHlinks.html	Super Hero Links 
\(@/ http://www.infinex.com/~rook/SH/			Super Hero Roleplay 
 
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Date: Tue, 17 Mar 1998 10:27:45 -0800 
From: Bob Greenwade <bob.greenwade@hotline.klock.com> 
Subject: Re: Why not official answers? 
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At 08:46 AM 3/17/1998 -0600, Darien Phoenix Lynx wrote: 
>Seeing some of the rules questions and disputes that have been going on on 
>this list for many years, I bring myself to ask: 
> 
>Why doesn't HERO Games give us the official answers to these questions? 
>Why let us, and the rules, languish in hazy imperspicuity? HERO has a 
>presence on this list, but the answers are not forthcoming. Does anyone 
>know why? 
 
   It's because the people on the list that we *think* are the Hero Guys 
are really spies from Steve Jackson Games, sent to find out what we think 
is so cool about the Hero System so he can crib it for GURPS 3rd Edition.  ;-] 
 
>And even then, why not compile all our rules questions and send them to 
>HERO to get the answers? It's one thing to debate over what mechanics are 
>best, how to build characters, and which house rules make sense--quite 
>another to engage in the literary exercise of deciphering the rulebook and 
>taking interpretive sides over something that probably should not be 
>treated (or written) like a crude old text of Linear A. 
 
   It's the Great Intellectual Pastime of Western Society, taking works 
that were meant to be taken in one spirit and trying to decipher them 
character by character, with some folks taking a casual view, and other 
taking a narrow view.  It's been done with the Bible and the Constitution 
for most of this century, so why not the Hero System Fourth Edition?  (I've 
even seen this dissective treatment given to Star Trek, Doctor Who, and 
Babylon 5.) 
   Not that it'd make all that much difference if we did get concrete 
"official" responses to our debates.  There has actually been one case that 
I've seen where someone forwarded a question to Steve Peterson and then 
posted Steve's response to the list, and there was still one guy who 
insisted that he was right and Steve was wrong. 
--- 
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: Re: Why not official answers? 
Date: Tue, 17 Mar 1998 10:30:58 -0800 (PST) 
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> > Why doesn't HERO Games give us the official answers to these questions? 
> > Why let us, and the rules, languish in hazy imperspicuity? HERO has a 
> > presence on this list, but the answers are not forthcoming. Does anyone 
> > know why? 
>  
> > And even then, why not compile all our rules questions and send them to 
> > HERO to get the answers? It's one thing to debate over what mechanics are 
>  
> 	Because many of the recent discussions are merely matters of 
> SFX-dependant powers.  Things that could work either way depending on the 
> concept necessary.  If the GM thinks that there is enough advantage or 
> limitation to warrant points, go for it.  This is a highly customizable 
> system -- the last thing we want to do is shove ideas on concept down 
> everyone's throats. 
 
	Then perhaps they should be here to say that. 
 
Something like: 
 
"The genre supports multiple views of Multiform. If you choose to only support 
one that's fine. If you choose to support a whole list of them, then here 
are some ideas on how to balance some of them, lets focus on the most 
common varitations:" 
 
	follow with list resembling a post I saw earlier showing how a 
game could have both the damage travelling through forms, and it not. 
 
	Then state why they worded it the way they did in the book. Or how 
they would word it today. 
 
 
 
OR... 
 
Etc. for the various other issues. 
 
 
	The lack of a Net Rep is very conspicuous (sp?). 
 
 
Rook                    ?U ?k 1b  
 __ 
/.)\ http://www.infinex.com/~rook/SH/SHlinks.html	Super Hero Links 
\(@/ http://www.infinex.com/~rook/SH/			Super Hero Roleplay 
 
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X-Sender: bob.greenwade@klock.com 
Date: Tue, 17 Mar 1998 10:32:06 -0800 
From: Bob Greenwade <bob.greenwade@hotline.klock.com> 
Subject: Re: Why not official answers? 
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At 09:52 AM 3/17/1998 -0600, Tim R. Gilberg wrote: 
>> And even then, why not compile all our rules questions and send them to 
>> HERO to get the answers? It's one thing to debate over what mechanics are 
>> best, how to build characters, and which house rules make sense--quite 
>> another to engage in the literary exercise of deciphering the rulebook and 
>> taking interpretive sides over something that probably should not be 
>> treated (or written) like a crude old text of Linear A. 
> 
> Because many of the recent discussions are merely matters of 
>SFX-dependant powers.  Things that could work either way depending on the 
>concept necessary.  If the GM thinks that there is enough advantage or 
>limitation to warrant points, go for it.  This is a highly customizable 
>system -- the last thing we want to do is shove ideas on concept down 
>everyone's throats. 
 
   I certainly agree with your last sentence. 
   However, if the Hero Guys feel that how something should work is a 
matter of SFX, or a matter of GM discretion, then *that* is the official 
answer.  In fact, just those two answers are two different answers; never 
mind how they're different from, "This Power Works Like X, unless you apply 
a Limitation to make it do Y," or, "This Power does Y, and you have to add 
a separate Power, Z, to get it to do X." 
--- 
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: Tue, 17 Mar 1998 13:32:20 -0500 
From: David Stallard <DBStallard@compuserve.com> 
Subject: Re: Why not official answers? 
Cc: "[unknown]" <champ-l@omg.org> 
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Message text written by Brian Wong 
>       Of all of these, only two did not have an active 
rep policy by the companies of their products. This one and Mekton. 
< 
 
I participate or have participated in the mailing lists for Earthdawn and 
Fading Suns, and both of those lists have active rep support, which is 
something I really appreciate.  Without an official rep, a mailing list is 
just a bunch of people sitting around speculating about something.  -grin- 
 
I should note that Hero's forum on CompuServe has an official rep.  
Unfortunately, that forum doesn't get very much traffic most of the 
time....  There were busy spurts about a year ago and some of the 
supplement authors were there as well, but after Fuzion was announced the 
forum seemed to die.  I haven't checked it in a while, but maybe it's 
active with Fuzion talk these days. 
 
Return-Path: <daemon@omg.org> 
X-Sender: bob.greenwade@klock.com 
Date: Tue, 17 Mar 1998 10:35:36 -0800 
From: Bob Greenwade <bob.greenwade@hotline.klock.com> 
Subject: RE: Why not official answers? 
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At 10:45 AM 3/17/1998 -0500, David Stallard wrote: 
>Message text written by Darien Phoenix Lynx 
>>Why doesn't HERO Games give us the official answers to these questions? 
>Why let us, and the rules, languish in hazy imperspicuity? HERO has a 
>presence on this list, but the answers are not forthcoming. Does anyone 
>know why?< 
> 
>I've been wondering the same thing.  I wasn't sure if Hero monitored this 
>list, but I thought that they certainly should be.  Perhaps it's because 
>Hero is jazzed up about Fuzion and 4E is their "legacy system" which they 
>want to deal with as little as possible.  Do Hero reps often make 
>appearances on the Fuzion mailing list? 
 
   Steve Peterson and Bruce Harlick make almost daily posts, answering one 
question or another.  That they don't do so here is the one major gripe I 
have against them as individuals.  They've both been very pleasant in all 
my correspondence with them, but they fact that they don't maintain an 
ongoing presence here, and never have, does irk me a tad. 
   I've also seen posts from Steve Perrin and Sean Patrick Fannon over 
there, and a couple of other familiar names that escape my memory right at 
present (and one that I'm not mentioning because I'm not sure I'm 
remembering correctly). 
   The fact that Steve Long and Mark Arsenault are at least watching the 
list, in spite of their limited personal time schedules, is very much to 
their credit. 
--- 
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, 17 Mar 1998 13:45:43 -0500 
From: David Stallard <DBStallard@compuserve.com> 
Subject: Re: Disadvantages 
Cc: "[unknown]" <champ-l@omg.org> 
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Message text written by Bob Greenwade 
>   I'm also infamous for using "Automatic Hunters" for PCs in various 
situations.  If I have a mutant, he's Hunted by Genocide.  If I have an 
alien, he's Hunted by the Exterminators, and probably Watched by METE.  If 
I have a cyborg, he's probably Hunted by Cy-Force.  If I have a mentalist, 
he's Hunted by Headhunter.  If I have a mentalist who's also a mutant, he's 
Hunted by PSI (in addition to Genocide and Headhunter).  And so forth.< 
 
This is funny...even though I have quite a stack of Champions books (mostly 
4th Ed), I don't have source material for any of the groups you've 
mentioned.  I'm familiar with Genocide and METE by word-of-mouth, and PSI 
sounds familiar too, but I've never heard of Exterminators, Headhunter, or 
Cy-Force.  -grin-  Let me guess...Exterminators is in "Enemies: Target 
Earth" or whatever it's called, Headhunter is in The Ultimate Mentalist or 
Mind Games, and, uh, I don't know where Cy-Force would be found. 
 
Return-Path: <daemon@omg.org> 
Date: Tue, 17 Mar 1998 13:47:52 -0500 
From: David Stallard <DBStallard@compuserve.com> 
Subject: Re: Is this character too limited? 
Cc: "[unknown]" <champ-l@omg.org> 
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Message text written by Bob Greenwade 
>I *might* well require that Energy Blast, 0 END, No Range, Linked to 
Damage 
Shield, Linked to Martial Arts (yeah, I know, folks, that's stretching the 
rules a tad) be taken to represent this effect.< 
 
What about Energy Blast, 0 END, Triggered by successful hit with the staff? 
 Actually, it would have to be Triggered by a successful hit with any melee 
weapon in order to fit the current concept...the staff is just a normal 
weapon. 
 
Return-Path: <daemon@omg.org> 
From: Dave Mattingly <dmattingly@platsoft.com> 
Subject: Re: Countering increased drain times 
Date: Tue, 17 Mar 1998 10:52:35 -0800 
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Bob G suggests: 
>regenerating any Character Points lost to Adjustment Powers  
>1 character point per Turn for 2 points. 
 
So you're saying that if I spend two points, and wait a turn, I'll get 1 
point of char back? Why not just buy 1 point of Power Def and not lose 
the char in the first place? 
 
It's not like normal Regeneration that heals Body, since there are tons 
of ways to do Body damage that it's very difficult to protect against 
them all. To drain/suppress/dispel a char, Power Def is it. I'd rather 
buy 10 points of Power Def (or 12 with a "doesn't protect for the first 
phase" -1/4 lim) than 10 points of char regeneration. 
 
Dave Mattingly 
 
Return-Path: <daemon@omg.org> 
From: Brian Wong <rook@shell.infinex.com> 
Subject: Re: Why not official answers? 
Date: Tue, 17 Mar 1998 10:54:52 -0800 (PST) 
Cc: champ-l@omg.org 
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>         After the days when Gary Gygax used to write columns in Dragon 
> flaming anyone who didn't play the way he felt they should; I can 
> understand a game company taking this stance.< 
>  
> source.  I would vastly prefer a game company who is very strict in issuing 
> clarifications and new rulings than having an apathetic company who 
> basically doesn't care about the shortcomings and unclear passages in their 
> product, but some middle ground would probably work for most people. 
 
	Yeah. Gary Gygax proved to the hobby that it is quite easy to 
simply ignore some loon who goes off ranting about official rules and do 
what you want. But at the same time, having him there at least lets you know 
what was intended when they wrote some vaguely worded piece of prose and you 
were fool enough to pay for it. And knowing what was intended goes miles in 
knowing what you need to fix in your own game to get what you intend. 
 
Rook                    ?U ?k 1b  
 __ 
/.)\ http://www.infinex.com/~rook/SH/SHlinks.html	Super Hero Links 
\(@/ http://www.infinex.com/~rook/SH/			Super Hero Roleplay 
 
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X-Authentication-Warning: pentagon.io.com: traveler owned process doing -bs 
Date: Tue, 17 Mar 1998 12:58:48 -0600 (CST) 
From: Dataweaver <traveler@io.com> 
cc: "[unknown]" <champ-l@omg.org> 
Subject: Re: Shapeshifter questions 
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On Tue, 17 Mar 1998, David Stallard wrote: 
 
> Message text written by "Theala Sildorian" 
> >The Q idea probably comes from Star Trek:  The Next Generation.  Hit  
> him.  Hit him hard.< 
>  
> Yeah, I know it's a Star Trek reference, but I can't figure out why he 
> named a shapeshifter "Q".  It doesn't make any sense to me.  I don't want 
> to step on his toes and make him change it, but I might make some jokes 
> about his name through the campaign newspaper. 
 
Actually, the Q reference might come from James Bond... (there was an 
unfortunately brief show called "Legends", where John DeLancy (I think 
that's his name; Q from Star Trek) played a character who was remarkably 
like Q from James Bond... 
 
---- 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, 17 Mar 1998 13:01:30 -0600 (CST) 
From: Dataweaver <traveler@io.com> 
cc: champ-l@omg.org 
Subject: Re: Hero Plus opinions? 
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On Tue, 17 Mar 1998, Michael Surbrook wrote: 
 
> I don't care much for Hero Plus, as I prefer the feel of a book.  And, as 
> someone once said, you can't take your computer into the bathroom. 
>  
> Now, if hero Plus was in html instead of Adobe Acrobat, I'd like it a lot 
> better.  It would read faster,load faster and probably take up less space. 
 
But it wouldn't print as well.   
 
---- Jonathan Lang <traveler@io.com> ---- x ------- alias: Dataweaver --------- 
  Webpage:  http://www.io.com/~traveler  /@\ The Dogma of Otherness insists 
  GURPSnet's Benevolent Tyrant for Life  ~~~ that all voices deserve a hearing, 
FAQ: http://www.io.com/~ftp/GURPSnet/www  |  that all points of view have 
Archive: http://www.io.com/~ftp/GURPSnet  |  something of value to offer. 
submit new files to gurpsnet-files@io.com |  --David Brin, "Otherness" 
 
Return-Path: <daemon@omg.org> 
Date: Tue, 17 Mar 1998 14:05:49 -0500 (EST) 
From: Michael Surbrook <susano@access.digex.net> 
cc: champ-l@omg.org 
Subject: Re: Hero Plus opinions? 
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On Tue, 17 Mar 1998, Dataweaver wrote: 
 
> On Tue, 17 Mar 1998, Michael Surbrook wrote: 
>  
> > I don't care much for Hero Plus, as I prefer the feel of a book.  And, as 
> > someone once said, you can't take your computer into the bathroom. 
> >  
> > Now, if hero Plus was in html instead of Adobe Acrobat, I'd like it a lot 
> > better.  It would read faster,load faster and probably take up less space. 
>  
> But it wouldn't print as well.   
 
Maybe, maybe not.  I do know if it was in HTML, I could edit the file in 
order to print just what I want, instead of trying to guess.   
 
*************************************************************************** 
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *  
*               Michael Surbrook / susano@access.digex.net                *  
*        Visit "Surbrook's Stuff' the Hero Games resource site at:        *    
*              http://www.access.digex.net/~susano/index.html             * 
*            Attacked Mystification Police / AD Police / ESWAT            * 
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark * 
*************************************************************************** 
 
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From: Brian Wong <rook@shell.infinex.com> 
Subject: Re: Why not official answers? 
Date: Tue, 17 Mar 1998 11:14:30 -0800 (PST) 
Cc: champ-l@omg.org 
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> something I really appreciate.  Without an official rep, a mailing list is 
> just a bunch of people sitting around speculating about something.  -grin= 
>  
> I should note that Hero's forum on CompuServe has an official rep. = 
> Unfortunately, that forum doesn't get very much traffic most of the 
> time....  There were busy spurts about a year ago and some of the 
> supplement authors were there as well, but after Fuzion was announced the= 
> forum seemed to die.  I haven't checked it in a while, but maybe it's 
> active with Fuzion talk these days. 
 
	Also, AOL, despite it's number of subscribers, is still only one 
single ISP with a single T1 to the internet... 
 
	This mailing list however is available to anyone with an email 
address, regardless of who they pay to get it from. So it gives a much 
larger audience to a potential company net rep. 
 
Rook                    ?U ?k 1b  
 __ 
/.)\ http://www.infinex.com/~rook/SH/SHlinks.html	Super Hero Links 
\(@/ http://www.infinex.com/~rook/SH/			Super Hero Roleplay 
 
Return-Path: <daemon@omg.org> 
From: Brian Wong <rook@shell.infinex.com> 
Subject: Re: Why not official answers? 
Date: Tue, 17 Mar 1998 11:22:08 -0800 (PST) 
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>    The fact that Steve Long and Mark Arsenault are at least watching the 
> list, in spite of their limited personal time schedules, is very much to 
> their credit. 
 
	Yes it is. 
 
If you meet all these people at Cons; they seem to be the most amiable there 
as well. 
 
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X-Authentication-Warning: snowy.owlnet.rice.edu: chip owned process doing -bs 
Date: Tue, 17 Mar 1998 13:24:01 -0600 (CST) 
From: Darien Phoenix Lynx <chip@owlnet.rice.edu> 
Reply-To: Darien Phoenix Lynx <chip@owlnet.rice.edu> 
Subject: Master Ambiguity List 
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On Tue, 17 Mar 1998, SteveL1979 wrote: 
 
> In a message dated 98-03-17 10:21:39 EST, susano@access.digex.net writes: 
>  
> << Hero is noted for being vauge about certain ruleings, the Linked debate 
>  among them.  They also seem less than willing to come out with offical 
>  rulings, prefering to let individual GM decide what is best.  Now, 5th 
>  Edition is *supposed* to fix a number of these vague rule wordings, and 
>  Steve Long *is* on this list.  I am willing to bet that he would be more 
>  than happy to listen to any question you might have and accept any list of 
>  rules you think need to be clarified. >> 
>  
>  I certainly would be willing to accept such a list.  Or, better yet, you can 
> use the questionnaire on Hero's website to offer your suggestions about things 
> to add to or change in the Hero System. 
 
Okay, certainly over the past few years plenty of questions have come up 
about how to interpret the stated rules. The GLD is the prime example, but 
there are others, like the current discussion on damage carryover in 
multiform, and the classic multiple-simultaneous attack question (answered 
in the POC as "whatever you want"). 
 
Frankly, I would like an official stance on these long time questions. (In 
5th edition, Steve, you can certainly include a section on different ways 
to vary the rules along with the effects it will have on the game--an aid 
to house-rule creation.) But if you're like me, you probably can't recall 
all at once what those ambiguities are. But if we all put our heads 
together, we should be able to produce the Master Ambiguity List, and 
submit it to Steve. Just post your pet ambuiguities to the list, and I'll 
compile them for submission. These will be the things we will want 
explicitly clarified in 5th.  
 
Remember, none of this should have an impact on our ability to make house 
rules. However, we'll at least have a common framework for reference when 
sharing characters, for example--without having to state our 20 stances on 
ambiguous issues that led to the character design. 
 
Starting points: 
 
- The Great Linked Debate. 
- Does damage carry over in multiform? 
- Does "Usable Against Others" imply that you can't use the power on 
  yourself? 
 
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Date: Tue, 17 Mar 1998 13:25:54 -0600 (CST) 
From: Dataweaver <traveler@io.com> 
cc: champ-l@omg.org 
Subject: Re: Why not official answers? 
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On Tue, 17 Mar 1998, Bob Greenwade wrote: 
 
> At 08:46 AM 3/17/1998 -0600, Darien Phoenix Lynx wrote: 
> >Seeing some of the rules questions and disputes that have been going on 
> >on this list for many years, I bring myself to ask: 
> > 
> >Why doesn't HERO Games give us the official answers to these questions? 
> >Why let us, and the rules, languish in hazy imperspicuity? HERO has a 
> >presence on this list, but the answers are not forthcoming. Does anyone 
> >know why? 
>  
>    It's because the people on the list that we *think* are the Hero Guys 
> are really spies from Steve Jackson Games, sent to find out what we 
> think is so cool about the Hero System so he can crib it for GURPS 3rd 
> Edition.  ;-] 
 
You mean Fourth Edition... ;) 
 
---- 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: empulse@usa.net (Unverified) 
Date: Tue, 17 Mar 1998 11:31:50 -0800 
From: Nic Neidenbach <naneiden@iswest.com> 
Subject: Re: Hero Plus opinions? 
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At 02:05 PM 3/17/98 -0500, you wrote: 
>On Tue, 17 Mar 1998, Dataweaver wrote: 
> 
>> On Tue, 17 Mar 1998, Michael Surbrook wrote: 
>>  
>> > I don't care much for Hero Plus, as I prefer the feel of a book.  And, as 
>> > someone once said, you can't take your computer into the bathroom. 
>> >  
>> > Now, if hero Plus was in html instead of Adobe Acrobat, I'd like it a lot 
>> > better.  It would read faster,load faster and probably take up less 
space. 
>>  
>> But it wouldn't print as well.   
> 
>Maybe, maybe not.  I do know if it was in HTML, I could edit the file in 
>order to print just what I want, instead of trying to guess.   
 
Has anyone seen a copy fothe CD-Rom version of the Earthdawn rules FASA has 
been giving away? The whole rule book seems to be in HTML format, 
hyperlinked, with a search function. I almost wish I played Earthdawn, the 
CD is that nice. I wish there was a version of the HSR with similar 
functionality. It's a great tool, but obviously it would be difficult to 
protect from software piracy. 
 
I'd love to see GRG work out a way to give a CD with each 5th Edition book. 
But without being able to protect the work from being coppied, I don't see 
it being practical. 
 
The CD can be found in issues of Inquest and Shadis Magazines, give it a 
look even if you don't play Earthdawn, its a very interesting concept. 
 
-Nic 
 
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X-Authentication-Warning: bermuda.io.com: jeffj owned process doing -bs 
Date: Tue, 17 Mar 1998 13:34:17 -0600 (CST) 
From: Sakura <jeffj@io.com> 
Subject: Re: The Great Multiform Debate 
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On Tue, 17 Mar 1998, Bob Greenwade wrote: 
> At 10:00 AM 3/17/1998 -0600, Sakura wrote: 
> > 
> >I'd be inclined to let it come down to SFX.  If it's the same body, then 
> >there's damage carryover - but healing one body heals the other.  If there 
> >are two different bodies, well, the next time Captain Changeling appears, 
> >he's still going to be in bad shape, because that body has been in 'cold 
> >storage' snce the character transformed back. 
>  
>    Do you think these two ways of handling it are balanced? 
 
Well, I'm not sure. The games I've been in haven't had a lot of Multiforms 
- my group in college tended to avoid them for some reason - so I'm not 
really sure how often it would come up. 
 
Another option is 'proportional damage' - If you lose 50% of your BODY as  
a hero, when you change back you have still lost 50% of your body.  This 
is perhaps better than the 'Oh, no, if I transform out of my super form, 
I'll /die/' aspect. 
 
I guess I'm saying that I'm not sure it'd come up enough to be worth an 
advantage or a limitation either way. 
 
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" 
 
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Date: Tue, 17 Mar 1998 13:41:45 -0600 (CST) 
From: Darien Phoenix Lynx <chip@owlnet.rice.edu> 
Subject: Re: Hero Plus opinions? 
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On Tue, 17 Mar 1998, Michael Surbrook wrote: 
 
> I don't care much for Hero Plus, as I prefer the feel of a book.  And, as 
> someone once said, you can't take your computer into the bathroom. 
>  
> Now, if hero Plus was in html instead of Adobe Acrobat, I'd like it a lot 
> better.  It would read faster,load faster and probably take up less space. 
 
Yes! Haters of Acrobat, Unite! 
 
My Hero+ experience was absolutely infuriating. I got 3 Hero+ products 
from my local store: the UMA, TUM, and TUSM. After struggling with Adobe's 
pathetic web site to get a copy of the reader for an hour, I finally got 
to viwe the documents. They're not that easy to print, since Adobe thinks 
they own all print protocols. Printers running out of memory 50 pages in. 
Poor graphics quality. Black lines where reverse text should be. Greeked 
out fonts. Misaligned text. Wrong font choices. These were the problems I 
encountered trying to print the files over the next TWO DAYS. 
 
Finally, I went to Kinko's to print on a Docutech. This was not easy. The 
simple request to "make a manual out of this disk" didn't seem to be on 
their menu. Only my 15- Computer Programming skill allowed me to hack 
through Kinko's system and give them the *latest* copy of Acrobat, which 
these PDF files seem to need. Then, I had to personally route them off to 
their Docutech, which of course was going to cost handsomely. I checked 
and double-checked all of my settings. In the end, after spending my WHOLE 
SATURDAY at Kinko's, I had three nicely-bound rulebooks on decent-quality 
paper, and some color printouts of the front pages. Happy at last, I went 
home only to find that the dithering on "photographic" graphics looks like 
it came out at 50 DPI. 3 days, 500 gray hairs, and $100 later, I didn't 
care anymore. 
 
It's not HERO's fault. But PDF files suck. No, they don't. They blow. They 
blow chunks. Huge chunks. Chunks of malformed attempts at manual pages. 
Chunks of memory all over the place as it unceremoniously crashes when 
viewing documents. Chunks of your brain all over the place as you 
gradually lose your sanity. 
 
HERO should try to find an alternative file format. *I* certainly won't be 
buying another HERO+ product until then. Hell, I'd be happier with 
Microsoft Word. They have a free viewer too. 
 
Bob, you might suggest it to your publisher. 
 
 
Return-Path: <daemon@omg.org> 
Date: Tue, 17 Mar 1998 14:42:13 -0500 
From: David Stallard <DBStallard@compuserve.com> 
Subject: Hexes (stretching) 
Cc: "[unknown]" <champ-l@omg.org> 
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If two players are in melee combat, are they in the same hex or in adjacent 
hexes?  Can you punch somebody in an adjacent hex, or do you need to move 
into their hex?  We have always played that there is one character per hex, 
so melee happens across hex boundaries. 
 
As a related question, if I buy 1" stretching, does this mean I can punch 
somebody two hexes away, or just in the adjacent hex? 
 
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X-Authentication-Warning: bermuda.io.com: jeffj owned process doing -bs 
Date: Tue, 17 Mar 1998 13:46:55 -0600 (CST) 
From: Sakura <jeffj@io.com> 
Subject: Re: Countering increased drain times 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Tue, 17 Mar 1998, Dave Mattingly wrote: 
 
> Bob G suggests: 
> >regenerating any Character Points lost to Adjustment Powers  
> >1 character point per Turn for 2 points. 
>  
> So you're saying that if I spend two points, and wait a turn, I'll get 1 
> point of char back? Why not just buy 1 point of Power Def and not lose 
> the char in the first place? 
 
Well, you could do the Nasty Evil Munchkin thang and buy 1 pip of Aid, 0 
end, persistent, always on, only up to level of original characteristics. 
Buy that for whatever stat or stats the villain can regenerate. 
 
As for Dave's comment, well, all I can say is: 
 
Regen: Pay 10 points, wait 1 turn, get 1 body back. 
 
Armor + Power Defense: Pay 4 points to not lose that body from physical,  
  energy, drain or transfer. 
 
Regen has always been more expensive than armor. 
 
It's also easier to come up with SFX that would let you 'regenerate' a 
lowered stat than it is to come up with SFX for power defense that would 
logically protect you from all the possibilities of drain/transfer... 
 
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" 
 
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X-Authentication-Warning: pentagon.io.com: traveler owned process doing -bs 
Date: Tue, 17 Mar 1998 13:52:25 -0600 (CST) 
From: Dataweaver <traveler@io.com> 
cc: champ-l@omg.org 
Subject: Re: Is this character too limited? 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Tue, 17 Mar 1998, Chris Lynch wrote: 
 
> David Stallard wrote: 
> >  
> > One of my players created a martial artist this weekend, and I'm 
> > somewhat concerned that the character doesn't have enough options to 
> > keep it interesting.  Let me know what you think.  The character has 5 
> > or 6 martial maneuvers, most of which have a focus: Bo staff (is a 
> > focus the right way to do this, or is it better as a limited power 
> > "only with bo staff"? 
 
Neither; just change the weapon group from "unarmed" to "staff".   
 
> > The only example I could find was The Whip(4E)/Scourge(C:NM)).  He has 
> > two that don't require the staff, but I think they are defensive 
> > (Dodge is one, I can't remember the other).   
 
Dodge isn't a problem; there are several examples of Martial Atrs that use 
a weapon element instead of unarmed combat, yet have Dadge included in 
them.  From the real-world equievelents that they attempt to model, I 
gather that Dodge is exempt from the weapon element restrictions... 
 
> > Now, this character is also surrounded by a mystic fire (damage 
> > shield).  He can project this mystic fire to surround anything he is 
> > holding (thus, his staff could also do damage from the damage 
> > shield...we bought this as a 2nd damage shield with UAO, only vs 
> > handheld objects...sound right?).   
 
I'd buy it as Multipower with two slots (one is the Damage Shield, the 
other is a No-Range EB).   
 
> > Without going into skills or anything, this is essentially the entire 
> > character.  He has no resistant defense...should I be concerned about 
> > this?  Actually, the whole party (2 PCs) has no resistant defense... 
> > I'm concerned about it, and hopefully they will be too after I show 
> > them what a blade or a bullet can do... 
 
It depends on how much combat you intend to throw at them, and what type. 
You may want to consider modifying your campaign to more of a "Chambara" 
style, where everyone uses martial arts and the most deadly weapon around 
is the human fist (i.e., if you think that bullets or blades would hurt 
the campaign, don't use bullets or blades...) 
 
> > they both usually play characters with force fields or armor or 
> > something else that gives them a significant amount of rPD/rED. 
>  
> Having read this, I have to wonder where the rest of his points have 
> gone? 
> I would have to presume that, with him being a martial artist, he has 
> spent a lot of points of DEX,CV and SPD. This might go a fair way to 
> countering his lack of resistant defences. Most martial artists in 
> fiction rarely actually wear any armour (probably because it would 
> hamper thier agility) but rely on dodges, blocks and deflections. The 
> one thing that I might think is limiting about the character is all he 
> really has are combat powers. 
 
>From what I understand, the skills that were so quickly glossed over above 
are actually a much larger chunk of the character than was implied... 
 
> I have a player who is what you might call a "min-max" master. Maximum 
> combat power, minimum use in noncombat situations. This character seems 
> to be following the same philosophy. 
 
Not neccessarily; it would help to know what skills the player selected.   
 
---- 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: Countering increased drain times 
Mail-Copies-To: never 
X-No-Archive: yes 
X-Attribution: Rat 
Organization: The Happy Fun Ball Brigade 
Date: 17 Mar 1998 14:54:44 -0500 
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X-Hero: champ-l 
To: champ-l@omg.org 
 
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>>>>> "RH" == Rick Holding <rholding@ActOnline.com.au> writes: 
 
RH> 	I was thinking about a character who recovers from adverse  
RH> effects very quickly to the extent that within a few seconds he would 
RH> be just about as good as new. 
 
Try using Regeneration. 
 
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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: Tue, 17 Mar 1998 11:55:43 -0800 (PST) 
From: Daniel R Palacio <dandan@cats.ucsc.edu> 
X-Sender: dandan@si.UCSC.EDU 
cc: champ-l@omg.org 
Subject: Re: Disadvantages 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Tue, 17 Mar 1998, David Stallard wrote: 
 
 Let me guess...Exterminators is in "Enemies: Target 
> Earth" or whatever it's called 
 
	Close... Alien Enemies.  
 
and, uh, I don't know where Cy-Force would be found. 
 
	Hi-Tech Enemies. My favorite team from one of my favorite 
supplements (Only Zodiac Conspiracy and Strike Force rate higher).  
 
Return-Path: <daemon@omg.org> 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: Damage Shield 
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>>>>> "DS" == David Stallard <DBStallard@compuserve.com> writes: 
 
DS> Why doesn't damage shield include outgoing attacks as well as incoming 
DS> attacks?  Just to keep the power in check? 
 
Mostly, yes.  There is a fundamental concept in the game mechanics, that 
there are no "absolute" attacks or defenses.  Another is that you cannot do 
damage while using a defensive maneuver, such as Block.  Damage Shield in 
the 4th edition was ammended to this effect. 
 
That leaves "strike" maneuvers, which can be done with HA or no-range EB, 
depending on the SFX. 
 
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PGP Key: at a key server near you! \ of skin. 
                                    \  
 
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X-Sender: lizard@dnai.com 
Date: Tue, 17 Mar 1998 11:58:25 -0800 
From: Lizard <lizard@mrlizard.com> 
Subject: Re: Why not official answers? 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 10:27 AM 3/17/98 -0800, Bob Greenwade wrote: 
>At 08:46 AM 3/17/1998 -0600, Darien Phoenix Lynx wrote: 
>>Seeing some of the rules questions and disputes that have been going on on 
>>this list for many years, I bring myself to ask: 
>> 
>>Why doesn't HERO Games give us the official answers to these questions? 
>>Why let us, and the rules, languish in hazy imperspicuity? HERO has a 
>>presence on this list, but the answers are not forthcoming. Does anyone 
>>know why? 
> 
>   It's because the people on the list that we *think* are the Hero Guys 
>are really spies from Steve Jackson Games, sent to find out what we think 
>is so cool about the Hero System so he can crib it for GURPS 3rd Edition. 
;-] 
> 
METASYSTEM. 
METASYSTEM. 
METASYSTEM. 
METASYSTEM. 
METASYSTEM. 
METASYSTEM. 
 
You listening, Dataweaver? :) 
 
Return-Path: <daemon@omg.org> 
X-Sender: lizard@dnai.com 
Date: Tue, 17 Mar 1998 12:00:12 -0800 
From: Lizard <lizard@mrlizard.com> 
Subject: Re: huge dudes with capes - example 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 06:16 PM 3/17/98 +0000, Chris Lynch wrote: 
>A really good example of what might happen to a REAL world if people 
>started showing up with paranormal abilities is Alan Moore's Watchmen.  
>This book shows how much effect just one 3500 point level character 
>could have on the world in general; politically, socially, economically 
>etc. 
> 
Well, that's part of it there -- there was just one. 
 
I think it's assumed that in most comic book universes,supers "cancel out" 
-- that is, they spend so much time fighting each other that the rest of 
the world moves merrily along. 
 
Return-Path: <daemon@omg.org> 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: Hero Plus opinions? 
Mail-Copies-To: never 
X-No-Archive: yes 
X-Attribution: Rat 
Organization: The Happy Fun Ball Brigade 
Date: 17 Mar 1998 15:01:22 -0500 
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X-Hero: champ-l 
To: champ-l@omg.org 
 
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>>>>> "MS" == Michael Surbrook <susano@access.digex.net> writes: 
 
MS> I don't care much for Hero Plus, as I prefer the feel of a book.  And, 
MS> as someone once said, you can't take your computer into the bathroom. 
 
Okay, while I can take my Newton with me into the bathroom, nothing in the 
world beats a DTF[1] document. 
 
[1] Dead Tree Format 
 
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Return-Path: <daemon@omg.org> 
X-Authentication-Warning: snowy.owlnet.rice.edu: chip owned process doing -bs 
Date: Tue, 17 Mar 1998 14:02:06 -0600 (CST) 
From: Darien Phoenix Lynx <chip@owlnet.rice.edu> 
Subject: Re: Hexes (stretching) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Tue, 17 Mar 1998, David Stallard wrote: 
 
> If two players are in melee combat, are they in the same hex or in adjacent 
> hexes?  Can you punch somebody in an adjacent hex, or do you need to move 
> into their hex?  We have always played that there is one character per hex, 
> so melee happens across hex boundaries. 
 
We play the same way, but recently I had a change of heart, ruling that 
melee attacks happen within the same hex.  
 
> As a related question, if I buy 1" stretching, does this mean I can punch 
> somebody two hexes away, or just in the adjacent hex? 
 
By default I think it means 2" away, although house rules are certainly 
possible. Long weapons, like polearms, could have some streching "built 
in." Perhaps this is something for our ambiguity list? 
 
Return-Path: <daemon@omg.org> 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: The Great Multiform Debate 
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>>>>> "MS" == Michael Sprague <msprague@eznet.net> writes: 
 
MS> However, the rules are very unclear on this, and I don't believe that 
MS> any conclusions can be drawn from their omission. 
 
The omission is deliberate.  It requires the GM to tailor Multiform for his 
particular campaign, because all, nothing, and proportional translation of 
damage are equally valid interpretations. 
 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: Why not official answers? 
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>>>>> "BW" == Brian Wong <rook@shell.infinex.com> writes: 
 
BW> 	Then perhaps they should be here to say that. 
 
One assumes that Hero assumes that GM's have enough of a clue to figure 
that out for themselves. 
 
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From: SteveL1979 <SteveL1979@aol.com> 
Date: Tue, 17 Mar 1998 15:18:40 EST 
Subject: Re: Master Ambiguity List 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
In a message dated 98-03-17 14:28:06 EST, chip@owlnet.rice.edu writes: 
 
<< But if you're like me, you probably can't recall 
 all at once what those ambiguities are. But if we all put our heads 
 together, we should be able to produce the Master Ambiguity List, and 
 submit it to Steve. Just post your pet ambuiguities to the list, and I'll 
 compile them for submission. These will be the things we will want 
 explicitly clarified in 5th.  >> 
 
  I'd love to have such a list; thanx for putting forward the idea and 
volunteering to compile it, Darien. 
  To make it of the most use to me, I'd need to have the "completed" (or as 
reasonably complete as the HML is willing to make it) list by April 1, which 
is more or less when I hope to begin working on 5th Ed.  Having one master 
list would save me having to make multiple print-outs and try to keep them 
organized. 
  Thanx again! 
 
Steve Long 
 
Return-Path: <daemon@omg.org> 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: Hexes (stretching) 
Mail-Copies-To: never 
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X-Attribution: Rat 
Organization: The Happy Fun Ball Brigade 
Date: 17 Mar 1998 15:19:25 -0500 
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>>>>> "DS" == David Stallard <DBStallard@compuserve.com> writes: 
 
DS> If two players are in melee combat, are they in the same hex or in 
DS> adjacent hexes?  Can you punch somebody in an adjacent hex, or do you 
DS> need to move into their hex?  We have always played that there is one 
DS> character per hex, so melee happens across hex boundaries. 
 
Melee range is "1 hex", and what as two characters cannot normally occupy 
the same hex, that means you can hit anyone in a hex adjacent to yours. 
That is, you can hit anyone in the six hexes around the one in which you 
are standing.  A "no range" attack has the same potential targets. 
 
DS> As a related question, if I buy 1" stretching, does this mean I can punch 
DS> somebody two hexes away, or just in the adjacent hex? 
 
1" of stretching adds 1 inch to the basic 1" you already have, so you can 
hit anyone in the ring of hexes around the ring of 6 hexes around the one 
in which you stand. 
 
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Return-Path: <daemon@omg.org> 
Date: Tue, 17 Mar 1998 15:35:04 -0500 
From: David Stallard <DBStallard@compuserve.com> 
Subject: Multiple Personalities 
Cc: "[unknown]" <champ-l@omg.org> 
Content-Disposition: inline 
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X-Hero: champ-l 
To: champ-l@omg.org 
X-MIME-Autoconverted: from quoted-printable to 8bit by mars.superlink.net id PAA27540 
 
More accurately, the topic should probably be "shared personalities". 
 
Anyway, the "limited" martial artist that has been the topic of a lot of 
recent message on this list is undergoing some changes.  Now, instead of a 
multiform between a normal and an ancient Japanese hero, these two 
personalities are going to exist at the same time.  Thus, there isn't a 
"normal"...the normal just picked up all the skills and powers of the hero. 
 However, there are going to be two people in his head.  If you've ever 
read Robert Jordan's "Wheel of Time" series, this would be similar to the 
way Rand or Mat can remember battles and other events that occurred 
generations before they were born.  If I remember correctly, I think DC's 
hero Firestorm has two personalities existing at the same time, but I've 
only read a few issues so I'm not sure anymore. 
 
How would you implement this?  Is it all done through pysch lims or other 
disadvantages?  The character would need various KS to show that he knows 
about ancient culture, ancient heroes and villains, and so forth.... 
 
Return-Path: <daemon@omg.org> 
X-Sender: bob.greenwade@klock.com 
Date: Tue, 17 Mar 1998 12:38:05 -0800 
From: Bob Greenwade <bob.greenwade@hotline.klock.com> 
Subject: Re: Countering increased drain times 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 10:52 AM 3/17/1998 -0800, Dave Mattingly wrote: 
>Bob G suggests: 
>>regenerating any Character Points lost to Adjustment Powers  
>>1 character point per Turn for 2 points. 
> 
>So you're saying that if I spend two points, and wait a turn, I'll get 1 
>point of char back? Why not just buy 1 point of Power Def and not lose 
>the char in the first place? 
 
   Good point.  (As was probably obvious, I wasn't comparing against Power 
Defense; just Regeneration.) 
   On the other hand, after you spend the two points, you wait a Turn to 
get 1 point of char back; then wait another Turn and get another point 
back; then wait another Turn and get another point back; then wait another 
Turn and get another point back; and so forth.  Those two points spent on 
Power Defense will only work on two points per attack. 
 
>It's not like normal Regeneration that heals Body, since there are tons 
>of ways to do Body damage that it's very difficult to protect against 
>them all. To drain/suppress/dispel a char, Power Def is it. I'd rather 
>buy 10 points of Power Def (or 12 with a "doesn't protect for the first 
>phase" -1/4 lim) than 10 points of char regeneration. 
 
   Well, your decision.  It's just on the table as an idea.  (Though 
remember, as I pointed out, that those 10 points of Power Defense will only 
protect 10 points of any given 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> 
X-Sender: bob.greenwade@klock.com 
Date: Tue, 17 Mar 1998 12:41:58 -0800 
From: Bob Greenwade <bob.greenwade@hotline.klock.com> 
Subject: Re: Disadvantages 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 01:45 PM 3/17/1998 -0500, David Stallard wrote: 
>Message text written by Bob Greenwade 
>>   I'm also infamous for using "Automatic Hunters" for PCs in various 
>situations.  If I have a mutant, he's Hunted by Genocide.  If I have an 
>alien, he's Hunted by the Exterminators, and probably Watched by METE.  If 
>I have a cyborg, he's probably Hunted by Cy-Force.  If I have a mentalist, 
>he's Hunted by Headhunter.  If I have a mentalist who's also a mutant, he's 
>Hunted by PSI (in addition to Genocide and Headhunter).  And so forth.< 
> 
>This is funny...even though I have quite a stack of Champions books (mostly 
>4th Ed), I don't have source material for any of the groups you've 
>mentioned.  I'm familiar with Genocide and METE by word-of-mouth, and PSI 
>sounds familiar too, but I've never heard of Exterminators, Headhunter, or 
>Cy-Force.  -grin-  Let me guess...Exterminators is in "Enemies: Target 
>Earth" or whatever it's called, Headhunter is in The Ultimate Mentalist or 
>Mind Games, and, uh, I don't know where Cy-Force would be found. 
 
   The most recent entries for these groups are as follows: 
 
   Genocide: The Mutant File 
   METE: Alien Enemies 
   PSI: Mind Games 
   The Exterminators: Alien Enemies 
   Headhunter: The Ultimate Mentalist 
   Cy-Force: High-Tech Enemies 
 
   Though Scott Heine is allegedly working on "Champions By the Bay" to 
update PSI (as well as the Protectors and other creations of his), and I 
gather Amy Crittenden is trying to do a reworking of Genocide. 
--- 
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, 17 Mar 1998 20:44:07 
From: Filksinger <filkhero@usa.net> 
Subject: Re: [Stormtroopers (was Re: Stupid Jedi Tricks)] 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
  Daniel Pawtowski wrote: 
> >  
> > Therein lies the problem. Everybody in Star Wars uses blasters. Rat's-ass 
> > backwater Tattoine, everybody used blasters. Just once I'd have like to have 
> > seen a Stormtrooper take a blaster shot, maybe get knocked over, and get 
> > back up and keep shooting (or maybe later say "Good thing I'm wearing body 
> > armor..."). 
> >  
>  
>   If you look very carefully at the opening battle of Star Wars, right after 
> they blow the hatch and rush into Leia's ship, you can see Rebel blaster 
> shots _are_ bouncing off the Stromtrooper armor.  It's hard to notice  
> because the actors in question are not reacting the the shots at all, 
> they were apparently told to just walk in and attack, and the SFX guys  
> added in little slivers of light later. 
>   Whih means we have armor that allows you to *completely* ignore blaster 
> fire in one scene, which can be penetrated by spear-armed teddy bears  
> in another scene. 
 
I may be a bit slow to respond to this, because I lost the Internet for about a week (even this message is from the library). However, I have a solution. 
 
Who manages to shoot Storm Troopers reliably, and what do they use? 
 
Princess Leia, own blaster or Storm Trooper blaster. 
Han Solo, same. 
Landau, same. 
Luke, Storm Trooper blaster or blaster from unknown source in later movies. 
Chewbaca, own weapon. 
 
Here's my theory, and it explains everything. 
 
Everyone (except Chewy and the Ewoks) has blasters in Star Wars, but not everyone has the same _quality_ of blasters. 
 
The main characters in the movie either used Storm Trooper blasters, which are high-power standard issue for Storm Troopers, and which are better than the standard, run of the mill blasters, or their own personal equipment. Everyone except Luke had a valid excuse to have a superior weapon. Leia was rich and a rebel. Han Solo was a gunslinger and successful smuggler. Chewy carried a large weapon that wasn't even a blaster, and which may have been unusable by a human. Even Landau was a rich man with a criminal background. 
 
Luke, for his part, shot almost no one except with the Storm Trooper weapons. 
 
So, what we have here is people with superior equipment who successfully shoot Storm Troopers, and people with normal equipment who can't. The only exceptions were the Ewoks, and they climbed on board the Troopers and pounded on them until they went down, hardly a sign of the inefficiency of the armor. A man with 12PD Hardened Armor, hit with a 1d6 HKA, on the head, over and over again, will go down. 
 
Filksinger 
 
 
____________________________________________________________________ 
Get free e-mail and a permanent address at http://www.netaddress.com 
 
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X-Sender: bob.greenwade@klock.com 
Date: Tue, 17 Mar 1998 12:45:14 -0800 
From: Bob Greenwade <bob.greenwade@hotline.klock.com> 
Subject: Re: Disadvantages 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 04:57 PM 3/17/1998 +0000, Chris Lynch wrote: 
>I had a pretty good way of stiffling this straight away. I let them all 
>max out the disads; taking ridiculous and even contradictory stuff then 
>started the game with the getting caught up in a dime store robbery late 
>at night. The GARDA (my version of the GUARD who have pinched their name 
>from the Police Force of Southern Ireland (EIRE)) turned up and gassed 
>them all. Because of all the stuff that had been going down that night, 
>the cells were pretty full. The 3 players protested that "they were all 
>heroes goddamn it!" so the GARDA chucked them all in one little cell. 
> 
>After about 3 minutes of idle conversation as the heros introduced 
>themselves to each other there was a pictched melee between the players 
>as they all contravened each others TOTAL PSYCH LIMS which spilled out 
>into the GARDA 
>barracks, releasing all the villians (super and otherwise) that had been 
>captured that week. Now the players had a crime wave on thier hands, but 
>were too busy kicking each others tails. 
 
   Now I'm having a giggling fit... and the really wild part of it all is, 
I could really see some twisted comic-book writer actually deciding to 
introduce his "hero" group this way! 
--- 
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-Authentication-Warning: pentagon.io.com: traveler owned process doing -bs 
Date: Tue, 17 Mar 1998 14:48:34 -0600 (CST) 
From: Dataweaver <traveler@io.com> 
cc: champ-l@omg.org 
Subject: Re: Why not official answers? 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Tue, 17 Mar 1998, Lizard wrote: 
> At 10:27 AM 3/17/98 -0800, Bob Greenwade wrote: 
> >At 08:46 AM 3/17/1998 -0600, Darien Phoenix Lynx wrote: 
> >>Seeing some of the rules questions and disputes that have been going on on 
> >>this list for many years, I bring myself to ask: 
> >> 
> >>Why doesn't HERO Games give us the official answers to these questions? 
> >>Why let us, and the rules, languish in hazy imperspicuity? HERO has a 
> >>presence on this list, but the answers are not forthcoming. Does anyone 
> >>know why? 
> > 
> >   It's because the people on the list that we *think* are the Hero Guys 
> >are really spies from Steve Jackson Games, sent to find out what we think 
> >is so cool about the Hero System so he can crib it for GURPS 3rd Edition. 
> ;-] 
> > 
> METASYSTEM. 
> METASYSTEM. 
> METASYSTEM. 
> METASYSTEM. 
> METASYSTEM. 
> METASYSTEM. 
>  
> You listening, Dataweaver? :) 
 
Let me clear one thing up right now: I am _not_ a SJGames employee.    
 
---- Jonathan Lang <traveler@io.com> ---- x ------- alias: Dataweaver --------- 
  Webpage:  http://www.io.com/~traveler  /@\ The Dogma of Otherness insists 
  GURPSnet's Benevolent Tyrant for Life  ~~~ that all voices deserve a hearing, 
FAQ: http://www.io.com/~ftp/GURPSnet/www  |  that all points of view have 
Archive: http://www.io.com/~ftp/GURPSnet  |  something of value to offer. 
submit new files to gurpsnet-files@io.com |  --David Brin, "Otherness" 
 
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X-Sender: bob.greenwade@klock.com 
Date: Tue, 17 Mar 1998 12:50:04 -0800 
From: Bob Greenwade <bob.greenwade@hotline.klock.com> 
Subject: Re: Hexes (stretching) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 02:42 PM 3/17/1998 -0500, David Stallard wrote: 
>If two players are in melee combat, are they in the same hex or in adjacent 
>hexes?  Can you punch somebody in an adjacent hex, or do you need to move 
>into their hex?  We have always played that there is one character per hex, 
>so melee happens across hex boundaries. 
 
   By my understanding, you're in an adjacent hex.  If you were both in the 
same hex, you'd be grappling. 
 
>As a related question, if I buy 1" stretching, does this mean I can punch 
>somebody two hexes away, or just in the adjacent hex? 
 
   By my estimate, two hexes away. 
--- 
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-Authentication-Warning: pentagon.io.com: jeffj owned process doing -bs 
Date: Tue, 17 Mar 1998 14:52:51 -0600 (CST) 
From: Sakura <jeffj@io.com> 
Subject: Re: EC and VPP 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Tue, 17 Mar 1998, Dataweaver wrote: 
 
<snip EPP stuff> 
 
> Two things: first, the VPP Control Cost would _not_ get the normal -1/2L 
> discount for being limited to a single special effect, helping somewhat to 
> offset the added usefulness.  Second, the improvised powers would be 
> limited to a maximum of half the points of the weakest power in the EC 
> aspect of the EPP.   
 
Lessee...figure an average of 60 APs and (let's say) 4 slots in the EC... 
 
Book Way: 
EC Cost				 30 
4 60AP slots @30 each		120 
VPP Pool Cost			 30 
VPP Control Cost		 10 
  (assumes -1/2 limited sfx) 
 
TOTAL				190  
 
ECC Way: 
EC/Pool Cost			 30 
4 60AP slots @30 each		120 
VPP Control Cost		 15 
 
TOTAL				165 
 
Hmmm...25 points is fairly significant.  This is why I'd be inclined to 
say that this isn't very balanced... 
  
<snip 'power stunt' VPP> 
 
> Two more modifiers to the pool ('powers must match the special effects of 
> existing powers' and 'no skill roll is needed to modify the pool'), and 
 
True, forgot those.  Add 'em on - if all the supers are getting it, for 
free, we don't have to worry about point cost.  I'd only give -1/4 for 
matching existing SFX because that has the potential for being very 
broad... 
 
> you might have something; except that it doesn't account for one-shot 
> wonders (characters who use a particular power stunt once and then never 
> again, such as Aquaman's use of his Fish Telepathy to paralyze the portion 
> of a Pale Martian's brain that was descended from their ocean-going 
> heritage...).   
 
Sure it does - he paid 1 pt for the skill and used his levels to improve 
his roll...made it...and then never used it again.  It's not like he 
/can't/ ever do it again, after all, and paying a couple of points to be 
able to do something that useful (even if it's in /very/ limited 
circumstances) isn't too much to ask...IMHO, of course. 
 
One might consider basing the penalty to the skill roll on the Real Cost 
rather than the Active Cost of the power.  Then there'd be a significantly 
lower amount of skill needed to do very limited things (Aquaman's trick 
was probably Xd6 Mind Control, single command (-1/2), only vs. Pale 
Martians (-2 because they're really rare compared to everyone else), etc, 
making the total penalty to the skill roll a lot lower than if you based 
it on EPS.  It'd encourage players to take plenty of limitations like 
Extra END and such on their 'power stunts' as well.  
  
> > If they ever want to increase the power level beyond that of the pool, or 
> > if they want to be able to do it without a skill roll, then they need to 
> > buy it as a regular power.  If they do that, I'd let them 'trade in' the 
> > points they spent on that power stunt skill for appropriate other skill 
> > levels. 
>  
> Unless, of course, they are simply increasing the power level, but still 
> having to improvise it... 
 
Well, one could 'push' the pool, of course.  Unfortunately, it's not going 
to add very much, because HERO pushes are fairly limited. 
 
Hmm...heck, one could technically use the VPP as a sort of 'super-push' as 
well - to add to existing powers.  There are probably a lot of limitations 
that you'd want to put on how it can be used, etc. - the spending 
character points to buy the skill is basically in there so people don't 
/constantly/ do that sort of thing - only when something important is at 
stake (which is generally when that sort of thing happens in the comics 
anyway). 
 
"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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X-Sender: bob.greenwade@klock.com 
Date: Tue, 17 Mar 1998 12:54:35 -0800 
From: Bob Greenwade <bob.greenwade@hotline.klock.com> 
Subject: Re: Is this character too limited? 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 01:52 PM 3/17/1998 -0600, Dataweaver wrote: 
>> > Without going into skills or anything, this is essentially the entire 
>> > character.  He has no resistant defense...should I be concerned about 
>> > this?  Actually, the whole party (2 PCs) has no resistant defense... 
>> > I'm concerned about it, and hopefully they will be too after I show 
>> > them what a blade or a bullet can do... 
> 
>It depends on how much combat you intend to throw at them, and what type. 
>You may want to consider modifying your campaign to more of a "Chambara" 
>style, where everyone uses martial arts and the most deadly weapon around 
>is the human fist (i.e., if you think that bullets or blades would hurt 
>the campaign, don't use bullets or blades...) 
 
   Or pies and seltzer bottles.  ;-] 
--- 
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: Brian Wong <rook@shell.infinex.com> 
Subject: Re: Disadvantages 
Date: Tue, 17 Mar 1998 12:59:06 -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 
 
> This is funny...even though I have quite a stack of Champions books (mostly 
> 4th Ed), I don't have source material for any of the groups you've 
> mentioned.  I'm familiar with Genocide and METE by word-of-mouth, and PSI= 
> sounds familiar too, but I've never heard of Exterminators, Headhunter, or 
> Cy-Force.  -grin-  Let me guess...Exterminators is in "Enemies: Target 
> Earth" or whatever it's called, Headhunter is in The Ultimate Mentalist or 
> Mind Games, and, uh, I don't know where Cy-Force would be found. 
>  
	Exterminators, Headhunter, and Cy-Force are, I blelieve, local to 
that particular game. 
	I know if I listed off the various groups of my own game, you 
certainly wouldn't recognize any of them. 
 
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X-Sender: bob.greenwade@klock.com 
Date: Tue, 17 Mar 1998 13:00:13 -0800 
From: Bob Greenwade <bob.greenwade@hotline.klock.com> 
Subject: Re: Why not official answers? 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 11:14 AM 3/17/1998 -0800, Brian Wong wrote: 
>> something I really appreciate.  Without an official rep, a mailing list is 
>> just a bunch of people sitting around speculating about something.  -grin= 
>>  
>> I should note that Hero's forum on CompuServe has an official rep. = 
>> Unfortunately, that forum doesn't get very much traffic most of the 
>> time....  There were busy spurts about a year ago and some of the 
>> supplement authors were there as well, but after Fuzion was announced the= 
>> forum seemed to die.  I haven't checked it in a while, but maybe it's 
>> active with Fuzion talk these days. 
> 
> Also, AOL, despite it's number of subscribers, is still only one 
>single ISP with a single T1 to the internet... 
 
   Hey, don't knock it.  So's Around the Klock.  (Though it has a somewhat 
smaller customer base....) 
 
> This mailing list however is available to anyone with an email 
>address, regardless of who they pay to get it from. So it gives a much 
>larger audience to a potential company net rep. 
 
   Or even if they (the email subscribers) don't pay at all, but use one of 
the various "free email address" services/bulletin boards out 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> 
Date: Tue, 17 Mar 1998 16:03:57 -0500 
From: BILL SVITAVSKY <NBYMAIL11@mln.lib.ma.us> 
Subject: Multiple Personalities 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
David Stallard <DBStallard@compuserve.com> wrote: 
 
>>>>>>>>> 
 
More accurately, the topic should probably be "shared personalities". 
 
Anyway, the "limited" martial artist that has been the topic of a lot of 
recent message on this list is undergoing some changes.  Now, instead of = 
a 
multiform between a normal and an ancient Japanese hero, these two 
personalities are going to exist at the same time.  Thus, there isn't a 
"normal"...the normal just picked up all the skills and powers of the her= 
o. 
 However, there are going to be two people in his head.  If you've ever 
read Robert Jordan's "Wheel of Time" series, this would be similar to the= 
 
way Rand or Mat can remember battles and other events that occurred 
generations before they were born.  If I remember correctly, I think DC's= 
 
hero Firestorm has two personalities existing at the same time, but I've 
only read a few issues so I'm not sure anymore. 
 
How would you implement this?  Is it all done through pysch lims or other= 
 
disadvantages?  The character would need various KS to show that he knows= 
 
about ancient culture, ancient heroes and villains, and so forth.... 
<<<<<< 
 
 
I don't know all your references (and Firestorm has worked a  
little differently at different times), so I'm not sure exactly  
how you want this character to work. Significant questions would  
be:  
 
Is one personality run by the player, and another an NPC? 
 
Does one personality have exclusive control of the body? Do the  
personalities alternate in control? Do they somehow share  
control at the same time? 
 
Is it possible for one personality to still be functional while  
the other is asleep, unconscious, mind-controlled, or otherwise  
disabled? 
 
Without knowing the answers to these questions, I'll venture to  
suggest you might try building the second personality as an  
Artificial Intelligence as per the Computer rules.  
 
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X-Sender: bob.greenwade@klock.com 
Date: Tue, 17 Mar 1998 13:17:11 -0800 
From: Bob Greenwade <bob.greenwade@hotline.klock.com> 
Subject: Re: Why not official answers? 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 03:06 PM 3/17/1998 -0500, Stainless Steel Rat wrote: 
>BW>  Then perhaps they should be here to say that. 
> 
>One assumes that Hero assumes that GM's have enough of a clue to figure 
>that out for themselves. 
 
   Or enough of a clue to figure out something else -- just, we don't know, 
and can't know for sure, what it is. 
   What's obvious to one person isn't so obvious to another.  What's 
obvious to one person can also be flat-out *wrong.*  That's why every 
writing text I've ever seen advises against labeling something as "obvious" 
or with any similar word, because if it's not obvious to the reader or if 
the reader understands and believes otherwise then said reader will feel 
belittled. 
   That's why so many of the laws in this country take ten pages to spell 
out what, to most of us, would be worked out in three paragraphs.  You have 
to define every word, and sometimes even define the words in the 
definitions.  You have to spell out every regulation to its fullest extent. 
 The broader the law is, the more specific you have to be.  (Of course, if 
you're dealing with the Federal government, you probably also have a number 
of amendments to give special exemptions, and other amendments that have a 
dubious connection with the rest of the bill -- but I'm digressing here.) 
Without that specification and detail, you could ask ten Republicans and 
ten Democrats what the law means and how it should be applied, and you'd 
get thirty different answers. 
   Now, we don't need that much detail with the Hero System rules, if only 
because the stakes are much lower.  But it will be helpful if Hero5 not 
only gives the rules but explains them in detail, clarifies past 
misunderstandings, gives the reasons behind certain apparently ambiguous 
rules, and gives examples of how they should -- and, in some cases at 
least, shouldn't -- be applied. 
   With a former attorney on the job, I think we can expect that. 
   Also, I hopefully don't have to spell out (heh) the Felix Unger 
interpretation of the word "ASSUME." 
--- 
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, 17 Mar 1998 13:18:42 -0800 
From: Bob Greenwade <bob.greenwade@hotline.klock.com> 
Subject: Re: Hero Plus opinions? 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 02:05 PM 3/17/1998 -0500, Michael Surbrook wrote: 
>> > Now, if hero Plus was in html instead of Adobe Acrobat, I'd like it a lot 
>> > better.  It would read faster,load faster and probably take up less 
space. 
>>  
>> But it wouldn't print as well.   
> 
>Maybe, maybe not.  I do know if it was in HTML, I could edit the file in 
>order to print just what I want, instead of trying to guess. 
 
   Funny; I have the reverse problem.  In Acrobat I can specify which pages 
I want, while in HTML I have to guess what page(s) something's on. 
--- 
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: Tue, 17 Mar 1998 15:21:40 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: Master Ambiguity List 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
> Starting points: 
> 
> - The Great Linked Debate. 
 
	Definately. 
 
> - Does damage carry over in multiform? 
 
	A problem to very few.  Most seem willing to allow this to be 
defined by SFX. 
 
> - Does "Usable Against Others" imply that you can't use the power on 
>   yourself? 
 
	This is more of a case of UAO/UBO needing greater clarification in 
general. 
 
 
 
				-Tim Gilberg 
 
	-"Friends help you move.  Real friends help you move bodies." 
 
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X-Sender: bob.greenwade@klock.com 
Date: Tue, 17 Mar 1998 13:22:51 -0800 
From: Bob Greenwade <bob.greenwade@hotline.klock.com> 
Subject: Re: Hero Plus opinions? 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 01:41 PM 3/17/1998 -0600, Darien Phoenix Lynx wrote: 
>Yes! Haters of Acrobat, Unite! 
> 
>My Hero+ experience was absolutely infuriating. I got 3 Hero+ products 
>from my local store: the UMA, TUM, and TUSM. After struggling with Adobe's 
>pathetic web site to get a copy of the reader for an hour, I finally got 
>to viwe the documents. They're not that easy to print, since Adobe thinks 
>they own all print protocols. Printers running out of memory 50 pages in. 
>Poor graphics quality. Black lines where reverse text should be. Greeked 
>out fonts. Misaligned text. Wrong font choices. These were the problems I 
>encountered trying to print the files over the next TWO DAYS. 
> 
>Finally, I went to Kinko's to print on a Docutech. This was not easy. The 
>simple request to "make a manual out of this disk" didn't seem to be on 
>their menu. Only my 15- Computer Programming skill allowed me to hack 
>through Kinko's system and give them the *latest* copy of Acrobat, which 
>these PDF files seem to need. Then, I had to personally route them off to 
>their Docutech, which of course was going to cost handsomely. I checked 
>and double-checked all of my settings. In the end, after spending my WHOLE 
>SATURDAY at Kinko's, I had three nicely-bound rulebooks on decent-quality 
>paper, and some color printouts of the front pages. Happy at last, I went 
>home only to find that the dithering on "photographic" graphics looks like 
>it came out at 50 DPI. 3 days, 500 gray hairs, and $100 later, I didn't 
>care anymore. 
> 
>It's not HERO's fault. But PDF files suck. No, they don't. They blow. They 
>blow chunks. Huge chunks. Chunks of malformed attempts at manual pages. 
>Chunks of memory all over the place as it unceremoniously crashes when 
>viewing documents. Chunks of your brain all over the place as you 
>gradually lose your sanity. 
 
   That's really strange.  I've purchased TUSM, and I've experienced no 
problems.  I also downloaded Acrobat off Adobe's website, and had a few 
false starts (probably due to traffic) but got it OK. 
   Of course, I haven't tried to print out huge chunks of the book yet, and 
my printer's paper capacity is under 50 pages, so I don't know if I'd hit a 
memory problem at that point or not.  I've printed out a few bits of only a 
couple of pages at a time (like the Thaumaturgy section). 
   I may or may not try to get the whole thing done at Kinko's.  (The folks 
at the Corvallis branch seem to be a lot more "with-it" than ones I've run 
into at other locations.) 
 
>HERO should try to find an alternative file format. *I* certainly won't be 
>buying another HERO+ product until then. Hell, I'd be happier with 
>Microsoft Word. They have a free viewer too. 
> 
>Bob, you might suggest it to your publisher. 
 
   I'm afraid I have no clout in that respect. 
--- 
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, 17 Mar 1998 13:34:33 -0800 
From: Christopher Taylor <ctaylor@cyberis.net> 
Subject: Re: C:NM setting in 4E? 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
>I have played, and loved, Hero for years for it's flexibility. But I was 
>always playing with other "Hero-Players". Now we have all moved to 
>different corners of the world (different universities) and I have a new 
>group none of whom have ever played Hero. 
> 
>I started up a Hero campaign (naturally, I mean.. these poor misguided 
>fools.. what had they been playing in the meantime??). This was the 
>first time I realised how impenetrable the rules of Hero can be to 
>"outsiders". I quickly saw the game collapsing, and so I kept 
>simplifying the rules and watering stuff down until everyone at least 
>had the basics down. 
 
Ummmm Impenetrable?  Ive taught over a dozen people to play hero and they 
pick it up in a matter of hours, getting the combat quickly and character 
building is a matter of them describing what you want.  Perhaps you 
innundated them too quickly?  Any game system is incomprehensible taken as a 
whole, but Hero is rather simple... and RPG players are on the whole more 
intelligent and creative than the general populace. 
 
---------------------------------------------------------- 
Sola Gracia		Sola Scriptura		Sola Fide 
Soli Gloria Deo		Solus Christus		Corum Deo 
----------------------------------------------------------- 
 
Return-Path: <daemon@omg.org> 
From: GoldRushG <GoldRushG@aol.com> 
Date: Tue, 17 Mar 1998 17:12:06 EST 
Subject: Re: Secret ID/Public ID 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
   All of my recent replies to messages on this list were sent only to the 
original poster. It seems I forgot that the list doesn't generate an automatic 
"To" address back to the list, only to the original poster. So I'll be 
resending these messages., Some of the subject lines may differ. 
 
<< Two Secret ID's ??? >> 
 
  Sure. *IF* the non-superheroic ID is one that, if revealed, would cause lots 
of problems. 
 
<< Is that legal ?? >> 
 
  If your GM won't let you take two ecret IDs, ask him if you can have a 15 
Pt. "Secret."  ;) 
 
  Mark @ GRG 
 
Return-Path: <daemon@omg.org> 
From: GoldRushG <GoldRushG@aol.com> 
Date: Tue, 17 Mar 1998 17:14:59 EST 
Subject: Re: Why not official answers 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
  I'm compiling my many responses to this thread into fewer messages. This is 
the first compilation... 
 
<< And even then, why not compile all our rules questions and send them to 
HERO to get the answers? >> 
 
  Everyone interested in having their opinions heard and officially considered 
for 5th Edition hero System should check out the Hero Games web site and fill 
out the Hero Fan Questionaire. 
 
<< Hero is not really on this list.  They are on the AOL folder, but seem to 
ignore this list except to make announcements. >> 
 
  Don't assume...  ;)  Methinks your cries are heard. I'm sure Hero Games 
(like me) can't read every single post to the list, but if you put "Question 
for Hero Games" in the subject, my guess is you'd get a reply. 
 
<< But like I said in the other message on this topic, I think Hero is all 
fired up for Fuzion and C:NM, and 4E is just an old product that needs to be 
maintained. >> 
 
  I challenge you to put your proverbial money where your proverbial mouth is, 
then. ;) San Angelo: City of Heroes is the biggest 4th Ed Champions product to 
be released in the better part of two years. There is a free download of the 
first two chapters; there is an interview with me coming up in the next 
Herozine; we've released some of the interior artwork (on Theala's site, to 
Herozine, on our web page, etc.), and both the publisher (me) and the author 
(Pat) are on this list. 
 
  And yet no one has asked us much about it. :) 
 
<< They'd sweep Hero under the carpet and forget it was ever made if they felt 
the fans would let them. But I think somebody there finally realized that 
doing so could even hurt Fuzion by way of bad reputation for a small company. 
>> 
 
  Look, everyone. Hero Games loves the Hero System, we love the Hero System 
and you guys love the Hero System. As long as there is demand for it and that 
demand translates into sales, there will be continued release of Hero System 
products. Period. Nobody is sweeping anything under the run for the sake of 
getting rid of it. RTG is the publisher of Hero Fuzion products. Hero produces 
4th Ed books on disk (in PDF). We (GRG) are the publisher of 4th Ed paper 
books. We don't have the same resources that RTG does, so our releases are 
slower. 
 
  I know I'm starting to sound like a broken record, but San Angelo is almost 
out, and 5th Ed is in the works. I'm really interested to hear what you folks 
think of San Angelo. The collective response by Hero fans will have an impact 
on what kind of products we produce in the future. 
 
<< The company should be giving guidelines, saying "If I were GMing your 
group, I 
would...."  That way, it still feels like a suggestion or a house rule, but 
you can have some confidence in it since it comes from an "official" source. 
>> 
 
  This is a viewpoint oft expressed by fans. I tend to agree with it. 
 
<< I would vastly prefer a game company who is very strict in issuing 
clarifications and new rulings than having an apathetic company who basically 
doesn't care about the shortcomings and unclear passages in their product, >> 
 
  Well, in fairness, Hero is trying to address many of the unclear rules with 
5th Ed. That is where most of the work lies, IMO. Keep in mind that many 
powers won't change dramatically (if at all), but they will be written more 
concisely, lowering the amount of debate. 
 
  Your opinions are all valid, but try to bear in mind that a lot of the 
opinions expressed here amount to basically "house rules," and are not the 
direction that many of the published rules will take. Be that as it may, your 
comments are more than welcomed. In fact, they've been *requested* via the 
Hero questionnaire. 
 
<< So they've not only lacked a solid net presence, they've typically 
alienated the online crowd.>> 
 
  If this is true, it is not by intent, I assure you. But many of the things 
that Hero fans on this list want to see done amount to complete changes in the 
system. The system itself is not broken, and is designed to allow for great 
variance in style of play and use of mechanics. 
 
  E.g., What exactly is line of sight? Exactly what it says. It refers to a 
*physical* line of sight, and does not include Clairsentience, Mind Link, Mind 
Scan or Telepathy. In my games, however, I allow LOS to include most of those 
things because I feel they are keeping with the spirit of Mentalists and 
Mental Powers. 
 
  Would I suggest that they rewrite the rules to reflect my opinion? No. Hero 
defined LOS in print and that is the "official" ruling, though I am free to 
change it in my game if I so choose (and I do). 
 
  More ramblings from a man with way too much to do and way too little time to 
do them. :D 
 
  Mark @ GRG 
 
Return-Path: <daemon@omg.org> 
From: GoldRushG <GoldRushG@aol.com> 
Date: Tue, 17 Mar 1998 17:16:25 EST 
Subject: Re; Why not official answers 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
  This is the second compilation... 
 
<< Not that it'd make all that much difference if we did get concrete 
"official" responses to our debates. >> 
 
  It's very difficult for busy company reps to follow all the threads and 
posts to this (or any) list. I kill-file many, many posts if I have determined 
that the thread is not something that: 
 
  1) Is directed to me (asks me a direct question, etc.) 
  2) doesn't relate to what I'm surrently working on (San Angelo, Sengoku, et 
al) 
  3) has gone off on a tangent unrelated to the original post 
  4) involves flaming or debate which cannot be resolved with a single 
official ruling (which would have to come from Hero anyway) 
 
  That's just a general guideline. I value everyone's opinions on issues. I 
simply don't have the time to read every single message trying to dig up 
specific issues or questions to address. I hope no one here takes offense to 
that. 
 
<< The fact that Steve Long and Mark Arsenault are at least watching the list, 
in spite of their limited personal time schedules, is very much to their 
credit. >> 
 
  Thank you, Bob. I appreciate the sentiment. 
 
<< Well, I have done that and still gotten a less than concrete answer. >> 
 
  So the true complaint is actually that you don't get the response you'd like 
rather than not getting a response at all? 
 
  I can understand the frustration among list subscribers, though. Why doesn't 
someone post a new message with "Hero Games, help us!" or something similar in 
the subject, your question in the body, and see what kind of response you get? 
;) 
 
<< If you meet all these people at Cons; they seem to be the most amiable 
there 
as well. >> 
 
  Hey, we're amiable at the office, too! <LOL> 
 
  Or do you mean we're among the friendlier folks at the con? Either way is 
okay. :) 
 
  Off topic: I've been involved in a San Angelo-based game with Pat Sweeney 
(the illustrious author, whose work rivals some of the best RPG writers, IMO) 
and it's been a blast! We're using a mix of "official" material from the book 
and "unofficial" stuff as well (which may make it into a future supplement). 
 
  Geoff Berman (Corporations, Crime & Crime Again) is also playing, along with 
a good frined of mine (Matt) and a good friend of Pat's (Rex). Very cool 
group. 
 
  It really helps to playtest some of the villains before we publish them, you 
know? I mean, what looks good on paper sometimes becomes street pizza in 
actual play. <LOL> 
 
  Mark @ GRG 
 
Return-Path: <daemon@omg.org> 
From: GoldRushG <GoldRushG@aol.com> 
Date: Tue, 17 Mar 1998 17:22:27 EST 
Subject: Re: Hexes (stretching) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
<< If two players are in melee combat, are they in the same hex or in adjacent 
hexes? >> 
 
  That depends. Two characters *can* occupy the same hex, though it's not 
necessary for HTH combat. 
 
<< Can you punch somebody in an adjacent hex, or do you need to move 
into their hex? >> 
 
  You can punch into an adjacent hex. 
 
<< As a related question, if I buy 1" stretching, does this mean I can punch 
somebody two hexes away, or just in the adjacent hex? >> 
 
  Two hexes away. 
 
  Mark @ GRG 
 
Return-Path: <daemon@omg.org> 
From: GoldRushG <GoldRushG@aol.com> 
Date: Tue, 17 Mar 1998 17:23:22 EST 
Subject: Earthdawn CD 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
<< The CD can be found in issues of Inquest and Shadis Magazines, give it a 
look even if you don't play Earthdawn, its a very interesting concept. >> 
 
  Indeed it is! 
 
  Mark @ GRG 
 
Return-Path: <daemon@omg.org> 
From: GoldRushG <GoldRushG@aol.com> 
Date: Tue, 17 Mar 1998 17:35:23 EST 
Subject: Re: Why no official answers 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
<< But I think it would be a benefit to all if Hero were on the mailing list 
guiding those house rules.  If a house rule shows up that goes in a different 
direction than the published rules, and Hero does not make a statement to that 
effect, then other house rules can build on the first and we deviate further 
and further from Hero's desired direction.  >> 
 
  And...? House rules are just that. Having a published or "official" answer 
does not make house rules any less viable, original, entertaining or "valid." 
I completely diagree that Hero Games should be "guiding" any house rules at 
all. Now, if you wanted them here to comment on published rules and their 
intent (which is what I think you meant), then that's fine. But as a player, I 
couldn't take any publisher seriously who tried to tell me what I could and 
could not do with house rules. ;) 
 
<< I do plan to send in a questionnaire for 5th edition, by the way (I know my 
time is running out...). >> 
 
  And that is something that Hero will appreciate and you will never regret. 
;) 
 
  Mark @ GRG 
 
Return-Path: <daemon@omg.org> 
Comments: Authenticated sender is <theala@shore.intercom.net> 
From: "Theala Sildorian" <theala@shore.intercom.net> 
Date: Tue, 17 Mar 1998 22:54:34 +0000 
Subject: Sean Fannon 
Priority: normal 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
X-Status:  
X-Keywords: 
X-UID: 9 
 
Anyone have a current email address for Sean Fannon?  I want to email  
a couple of questions to him. 
 
Amy 
 
---------------- 
Theala Sildorian 
http://www.intercom.net/user/theala/hero.html 
Home of the Unofficial Champions Home Page! 
 
Return-Path: <daemon@omg.org> 
Date: Tue, 17 Mar 1998 17:03:50 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: Disadvantages 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
> 	Exterminators, Headhunter, and Cy-Force are, I blelieve, local to 
> that particular game. 
 
	Oh, not quite.  Exterminators is the only one I'm not sure on, but 
I think it is from Alien Enemies.  Headhunter is from The Ultimate 
Mentalist and Cy-Force is from High Tech Enemies. 
 
> 	I know if I listed off the various groups of my own game, you 
> certainly wouldn't recognize any of them. 
 
	Probably not.  Do you recognize Skull, Regal, I.C.E., CAM, or The 
Muscle Crew? 
 
 
				-Tim Gilberg 
 
	-"Friends help you move.  Real friends help you move bodies." 
 
Return-Path: <daemon@omg.org> 
Date: Tue, 17 Mar 1998 17:05:30 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: Hero Plus opinions? 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
>    Funny; I have the reverse problem.  In Acrobat I can specify which pages 
> I want, while in HTML I have to guess what page(s) something's on. 
 
	I've noted the same.  I've personally had no real problems with 
the Acrobat format.  It does a great job at cross-platform consistancy. 
It is also hard to take the file and pirate it into some other file. 
 
 
				-Tim Gilberg 
 
	-"Friends help you move.  Real friends help you move bodies." 
 
Return-Path: <daemon@omg.org> 
Date: Tue, 17 Mar 1998 17:06:43 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: Why not official answers? 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
> > This mailing list however is available to anyone with an email 
> >address, regardless of who they pay to get it from. So it gives a much 
> >larger audience to a potential company net rep. 
> 
>    Or even if they (the email subscribers) don't pay at all, but use one of 
> the various "free email address" services/bulletin boards out there. 
 
	Or through their place of employment or their institution of 
learning. 
 
 
 
				-Tim Gilberg 
 
	-"Friends help you move.  Real friends help you move bodies." 
 
Return-Path: <daemon@omg.org> 
Date: Tue, 17 Mar 1998 17:10:06 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: Why not official answers 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
	That's all fine and dandy.  But, the important question . . . 
 
	When, exactly, will we be able to purchase San Angelo in stores? 
 
	The date supposedly was March, but the month is half gone.  Will 
we see it this month? 
 
 
 
 
				-Tim Gilberg 
 
	-"Friends help you move.  Real friends help you move bodies." 
 
Return-Path: <daemon@omg.org> 
From: GoldRushG <GoldRushG@aol.com> 
Date: Tue, 17 Mar 1998 18:13:39 EST 
Subject: Re: Why not official answers 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
<< When, exactly, will we be able to purchase San Angelo in stores? The date 
supposedly was March, but the month is half gone. Will we see it this month?>> 
 
  I do not have an exact street date. The book is tentatively scheduled to go 
to print at teh end of this month. There have been several delays and we're 
working as quickly as we can on this. Unfortunately you won't see SA in stores 
until next month at the earliest. 
 
  Mark @ GRG 
 
Return-Path: <daemon@omg.org> 
X-Authentication-Warning: bermuda.io.com: traveler owned process doing -bs 
Date: Tue, 17 Mar 1998 17:24:52 -0600 (CST) 
From: Dataweaver <traveler@io.com> 
cc: champ-l@omg.org 
Subject: Re: EC and VPP 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Tue, 17 Mar 1998, Sakura wrote: 
 
> On Tue, 17 Mar 1998, Dataweaver wrote: 
>  
> <snip 'power stunt' VPP> 
>  
> > Two more modifiers to the pool ('powers must match the special effects of 
> > existing powers' and 'no skill roll is needed to modify the pool'), and 
>  
> True, forgot those.  Add 'em on - if all the supers are getting it, for 
> free, we don't have to worry about point cost.  I'd only give -1/4 for 
> matching existing SFX because that has the potential for being very 
> broad... 
 
OTOH, you could just let the characters buy it or not, or buy varying 
amounts of it, depending on how versatile they envision their characters 
being... 
 
> One might consider basing the penalty to the skill roll on the Real Cost 
> rather than the Active Cost of the power.  Then there'd be a significantly 
> lower amount of skill needed to do very limited things (Aquaman's trick 
> was probably Xd6 Mind Control, single command (-1/2), only vs. Pale 
> Martians (-2 because they're really rare compared to everyone else), etc, 
> making the total penalty to the skill roll a lot lower than if you based 
> it on EPS.  It'd encourage players to take plenty of limitations like 
> Extra END and such on their 'power stunts' as well.  
 
Actually, it seemed to be more along the lines of single command (-1/2), 
only vs. creatures with marine ancestry (which <gasp> includes Pale 
Martians!) ... 
  
> > > If they ever want to increase the power level beyond that of the pool, or 
> > > if they want to be able to do it without a skill roll, then they need to 
> > > buy it as a regular power.  If they do that, I'd let them 'trade in' the 
> > > points they spent on that power stunt skill for appropriate other skill 
> > > levels. 
> >  
> > Unless, of course, they are simply increasing the power level, but still 
> > having to improvise it... 
>  
> Well, one could 'push' the pool, of course.  Unfortunately, it's not going 
> to add very much, because HERO pushes are fairly limited. 
 
What I was getting at was that this would be a case of buying the power, 
but keeping the "Requires Skill Roll" Limitation and associated skill.   
 
---- Jonathan Lang <traveler@io.com> ---- x ------- alias: Dataweaver --------- 
  Webpage:  http://www.io.com/~traveler  /@\ The Dogma of Otherness insists 
  GURPSnet's Benevolent Tyrant for Life  ~~~ that all voices deserve a hearing, 
FAQ: http://www.io.com/~ftp/GURPSnet/www  |  that all points of view have 
Archive: http://www.io.com/~ftp/GURPSnet  |  something of value to offer. 
submit new files to gurpsnet-files@io.com |  --David Brin, "Otherness" 
 
Return-Path: <daemon@omg.org> 
X-Sender: bob.greenwade@klock.com 
Date: Tue, 17 Mar 1998 15:33:38 -0800 
From: Bob Greenwade <bob.greenwade@hotline.klock.com> 
Subject: Re: Disadvantages 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
X-Status:  
X-Keywords: 
X-UID: 2 
 
At 12:59 PM 3/17/1998 -0800, Brian Wong wrote: 
>> This is funny...even though I have quite a stack of Champions books (mostly 
>> 4th Ed), I don't have source material for any of the groups you've 
>> mentioned.  I'm familiar with Genocide and METE by word-of-mouth, and PSI= 
>> sounds familiar too, but I've never heard of Exterminators, Headhunter, or 
>> Cy-Force.  -grin-  Let me guess...Exterminators is in "Enemies: Target 
>> Earth" or whatever it's called, Headhunter is in The Ultimate Mentalist or 
>> Mind Games, and, uh, I don't know where Cy-Force would be found. 
>>  
> Exterminators, Headhunter, and Cy-Force are, I blelieve, local to 
>that particular game. 
 
   Well, if you've seen my response to that paragraph, you'll see where 
you're in error. 
   Now, if I'd mentioned the Death-Mongers, II Hot Boyz, or the Emerald 
Wizard, *then* we'd be talking campaign-specific enemies. 
   I make this point because it underlines what I said to someone else, 
under a different thread, about making assumptions. 
--- 
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: Tue, 17 Mar 1998 15:37:50 -0800 
From: Bob Greenwade <bob.greenwade@hotline.klock.com> 
Subject: Re: Hero Plus opinions? 
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: 1 
 
At 05:05 PM 3/17/1998 -0600, Tim R. Gilberg wrote: 
> 
>>    Funny; I have the reverse problem.  In Acrobat I can specify which pages 
>> I want, while in HTML I have to guess what page(s) something's on. 
> 
> I've noted the same.  I've personally had no real problems with 
>the Acrobat format.  It does a great job at cross-platform consistancy. 
>It is also hard to take the file and pirate it into some other file. 
 
   It just occurred to me, too, that I've printed out the whole of the 
Fuzion PDF and the Heavy Gear vehicle construction rules PDF.  I've also 
bought the Vehicle Design System in electronic format, though I have yet to 
get around to actually printing that one out. 
   (BTW I very highly recommend the VDS for anyone planning on building a 
vehicle.  The combination of that and TUSV would be an unbeatable 
combination IMO, regardless of your "home" game system.) 
--- 
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: Tue, 17 Mar 1998 16:04:53 -0800 
From: Lizard <lizard@mrlizard.com> 
Subject: Secret IDs... 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
In my current campaign, all players take a 5 point disad, "Limited Public 
ID". This reflects the fact that they are 'full time' heroes, with 
intensive media coverage, a well-known home base, etc. They can still take 
a 'secret ID' to reflect the fact that their "real name" is not known, 
their family is not connected to them, etc. But they don't have the 
problems of "How can I attend that 'Chaotic Excellence In Proactive 
Management' conference *and* fight Slorgoth The Giant Slug?" 
 
Return-Path: <daemon@omg.org> 
X-Sender: bob.greenwade@klock.com 
Date: Tue, 17 Mar 1998 16:06:31 -0800 
From: Bob Greenwade <bob.greenwade@hotline.klock.com> 
Subject: Re: Why not official answers 
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: 3 
 
At 05:16 PM 3/17/1998 EST, GoldRushG wrote: 
><< Not that it'd make all that much difference if we did get concrete 
>"official" responses to our debates. >> 
> 
>  It's very difficult for busy company reps to follow all the threads and 
>posts to this (or any) list. I kill-file many, many posts if I have 
determined 
>that the thread is not something that: 
> 
>  1) Is directed to me (asks me a direct question, etc.) 
>  2) doesn't relate to what I'm surrently working on (San Angelo, Sengoku, et 
>al) 
>  3) has gone off on a tangent unrelated to the original post 
>  4) involves flaming or debate which cannot be resolved with a single 
>official ruling (which would have to come from Hero anyway) 
> 
>  That's just a general guideline. I value everyone's opinions on issues. I 
>simply don't have the time to read every single message trying to dig up 
>specific issues or questions to address. I hope no one here takes offense to 
>that. 
 
   This is actually why I don't have any complaint about you not responding 
to various rules questions.  The stuff under Rule #4 would be for Mssrs. 
Harlick and/or Peterson to handle; you should just stick to, well, Rules #1 
and #2.  (We should all ignore #3, or do something about it.) 
 
><< The fact that Steve Long and Mark Arsenault are at least watching the 
list, 
>in spite of their limited personal time schedules, is very much to their 
>credit. >> 
> 
>  Thank you, Bob. I appreciate the sentiment. 
 
   You're quite welcome.  :-] 
 
>  Off topic: I've been involved in a San Angelo-based game with Pat Sweeney 
>(the illustrious author, whose work rivals some of the best RPG writers, IMO) 
>and it's been a blast! We're using a mix of "official" material from the book 
>and "unofficial" stuff as well (which may make it into a future supplement). 
> 
>  Geoff Berman (Corporations, Crime & Crime Again) is also playing, along 
with 
>a good frined of mine (Matt) and a good friend of Pat's (Rex). Very cool 
>group. 
> 
>  It really helps to playtest some of the villains before we publish them, 
you 
>know? I mean, what looks good on paper sometimes becomes street pizza in 
>actual play. <LOL> 
 
   I want to move to Sacramento!  ;-] 
--- 
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, 17 Mar 1998 16:07:01 -0800 
From: Bob Greenwade <bob.greenwade@hotline.klock.com> 
Subject: Re: Why not official answers 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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To: champ-l@omg.org 
 
At 05:14 PM 3/17/1998 EST, GoldRushG wrote: 
><< But like I said in the other message on this topic, I think Hero is all 
>fired up for Fuzion and C:NM, and 4E is just an old product that needs to be 
>maintained. >> 
> 
>  I challenge you to put your proverbial money where your proverbial mouth 
is, 
>then. ;) San Angelo: City of Heroes is the biggest 4th Ed Champions 
product to 
>be released in the better part of two years. There is a free download of the 
>first two chapters; there is an interview with me coming up in the next 
>Herozine; we've released some of the interior artwork (on Theala's site, to 
>Herozine, on our web page, etc.), and both the publisher (me) and the author 
>(Pat) are on this list. 
> 
>  And yet no one has asked us much about it. :) 
 
   Right now, Mark, most of us are too busy drooling in anticipation.  The 
rest are busy with design work for a new face on Mount Rushmore.  ;-] 
   Once it's released and in our hot little grubbies, you -- and especially 
Pat -- can expect a lot of questions.  I, for one, will be poking my nose 
around, trying to find a niche that I can fill up with my writings. 
   However, in defense of the writer of the above-quoted message, I don't 
think he was referring to you.  Gold Rush has our highest regards, and I 
think that's pretty unanimous here.  It's Mssrs. Harlick and Peterson we 
wish to have here.  Even if their presence was just an occasional 
clarifying remark the way you and Steve Long have been doing, it would 
probably change a good deal of what goes on on this list, if only by way of 
squelching most rules arguments (those along the lines of "This is what th 
rules say!"  "No, *this* is what the rules say!") and stopping the Hero 
Guys Bashing (well, most of it anyway). 
   They don't have to be afraid of us.  We won't hurt them.  We *like* 
Steve Peterson and Bruce Harlick.  They've given us one of the best 
role-playing systems on the market.  We don't always understand the things 
they've done in the name of Hero; many on the list have interpreted certain 
marketing changes to mean that they'd really rather do away with the Hero 
System (an attitude you also address). 
   In Bruce's defense, he is at least showing up periodically on Herochat 
(this Sunday is his second appearance). 
   We'd just feel a lot more "connected" if we knew that they were at least 
lurking, and if they'd make occasional responses to the list, like you and 
Steve Long are doing, Mark. 
 
><< They'd sweep Hero under the carpet and forget it was ever made if they 
felt 
>the fans would let them. But I think somebody there finally realized that 
>doing so could even hurt Fuzion by way of bad reputation for a small company. 
>>> 
>  Look, everyone. Hero Games loves the Hero System, we love the Hero System 
>and you guys love the Hero System. As long as there is demand for it and that 
>demand translates into sales, there will be continued release of Hero System 
>products. Period. Nobody is sweeping anything under the run for the sake of 
>getting rid of it. RTG is the publisher of Hero Fuzion products. Hero 
produces 
>4th Ed books on disk (in PDF). We (GRG) are the publisher of 4th Ed paper 
>books. We don't have the same resources that RTG does, so our releases are 
>slower. 
 
   A problem I'm having (which I recognize is completely out of your 
control) is that Hero Plus has been going actively for several months now, 
but only three new products have come out on that format (The Ultimate 
Super Mage, Widows & Orphans, and Bright Future).  All other Hero Plus 
products are carry-overs from the ICE days. 
   Now, having those ICE books available on Hero Plus isn't a *bad* thing. 
I have all of the 4th Edition stuff and most of the 3rd Edition stuff (I'm 
*still* trying, vainly it seems, to get a copy of Super Agents), but that 
won't last forever and it'd be nice to be able to get replacements. 
   Still, it'd be good to at least know that (for example) The Ultimate 
Speedster is in layout, and the Final Draft for European Enemies, Second 
Edition has just come in (I don't know that either of those is happening, 
folks; they're just examples). 
 
>  I know I'm starting to sound like a broken record, but San Angelo is almost 
>out, and 5th Ed is in the works. I'm really interested to hear what you folks 
>think of San Angelo. The collective response by Hero fans will have an impact 
>on what kind of products we produce in the future. 
 
   Don't worry; you'll get our opinions.  I'm hopefully going to be picking 
it up during the first week or two in April (if it's available, and subject 
to certain other factors as well). 
 
><< I would vastly prefer a game company who is very strict in issuing 
>clarifications and new rulings than having an apathetic company who basically 
>doesn't care about the shortcomings and unclear passages in their product, >> 
> 
>  Well, in fairness, Hero is trying to address many of the unclear rules with 
>5th Ed. That is where most of the work lies, IMO. Keep in mind that many 
>powers won't change dramatically (if at all), but they will be written more 
>concisely, lowering the amount of debate. 
> 
>  Your opinions are all valid, but try to bear in mind that a lot of the 
>opinions expressed here amount to basically "house rules," and are not the 
>direction that many of the published rules will take. Be that as it may, your 
>comments are more than welcomed. In fact, they've been *requested* via the 
>Hero questionnaire. 
 
   We all appreciate the attention and acknowledgement we're getting with 
the work on the Fifth Edition Hero System.  But we're impatient.  After 
all, most of us are Americans.  We want the answers NOW.  :-] 
--- 
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, 17 Mar 1998 19:19:19 -0500 (EST) 
From: Michael Surbrook <susano@access.digex.net> 
cc: champ-l@omg.org 
Subject: Re: Re; Why not official answers 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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To: champ-l@omg.org 
 
On Tue, 17 Mar 1998, GoldRushG wrote: 
 
>  
> << Well, I have done that and still gotten a less than concrete answer. >> 
>  
>   So the true complaint is actually that you don't get the response you'd like 
> rather than not getting a response at all? 
 
Possibly.  I mean, I asked a question and was basically told 'oh, we 
hadn't thought of that... uh... well, do what sounds best. 
  
*************************************************************************** 
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *  
*               Michael Surbrook / susano@access.digex.net                *  
*        Visit "Surbrook's Stuff' the Hero Games resource site at:        *    
*              http://www.access.digex.net/~susano/index.html             * 
*            Attacked Mystification Police / AD Police / ESWAT            * 
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark * 
*************************************************************************** 
 
Return-Path: <daemon@omg.org> 
Date: Tue, 17 Mar 1998 19:25:26 -0500 (EST) 
From: David Majors <asmodeus@shell.ezy.net> 
cc: champ-l@omg.org 
Subject: Re: San Angelo 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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To: champ-l@omg.org 
 
On Tue, 17 Mar 1998, GoldRushG wrote: 
 
> << When, exactly, will we be able to purchase San Angelo in stores? The date 
> supposedly was March, but the month is half gone. Will we see it this month?>> 
>  
>   I do not have an exact street date. The book is tentatively scheduled to go 
> to print at teh end of this month. There have been several delays and we're 
> working as quickly as we can on this. Unfortunately you won't see SA in stores 
> until next month at the earliest. 
>  
>   Mark @ GRG 
>  
 
ARGH!!!!  Man, I want this book to the point that I am purchasing other 
non 4th ed hero products in the hopes that it will tide over my need for 
it. 
 
As for my thoughts, I have read the first 2 chapters and it only whet my 
appetite for the book.  I can't wait to give GRG my money if only it were 
available. 
 
I have started a campaign in San Angelo(by name only) using some of the 
Bay City campaign material.  I just didn't want to hold my campaign off 
any longer for SA to come out.(Yeah, I have been waiting with baited 
breath for a while now) 
 
Well, sorry for the rant and rave... I guess if someone would sell me a 
copy of some other fuzion product to hold me off until next month I will 
be okay... 
 
I really am partial to the HG 4th game and only use the fuzion stuff 
for source material, but Bay City is well worth a look even if you don't 
play the "other" hero. 
 
Laterz, 
 
David 
 
 
 
 
 
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X-Sender: wbandsis@mail.westco.net 
Date: Tue, 17 Mar 1998 19:53:42 -0500 
From: "C. Badger" <wbandsis@westco.net> 
Subject: Re: Earthdawn CD 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 17:23 03/17/98 EST, GoldRushG wrote: 
><< The CD can be found in issues of Inquest and Shadis Magazines, give it a 
>look even if you don't play Earthdawn, its a very interesting concept. >> 
 
What issue of the magazines? 
----- 
C. Badger 
 
My Feet hurt and I've forgotten how to dance. 
			Londo 
			Babylon 5 
 
 
Return-Path: <daemon@omg.org> 
From: Michael Sprague <msprague@eznet.net> 
Subject: RE: Hero Plus opinions? 
Date: Tue, 17 Mar 1998 20:38:06 -0500 
Encoding: 44 TEXT 
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For the most part, I like the Hero Plus stuff ... if it lives up to what  
they said it would do.  That is more hero stuff published. 
 
I don't have a problem in general with pdf, though I am not fond of Acrobat  
or any other Adobe software.  I had no problem going to Adobe's website  
however, getting the free Acrobat Reader (both at home or at work), and no  
problem installing it (Windows 95 in both cases).  My cheap little Brother  
Laser Printer (note that it's not Postscript) had no trouble printing out  
USM.  I clicked the manual duplex button, and printed it on 3-hole drilled  
paper.  Combine that with a "Machineless Binding System" from Office Max,  
and it only cost me under five dollars to have a printed version. 
 
> I do know if it was in HTML, I could edit the file in 
> order to print just what I want, instead of trying to guess. 
 
Not a big problem with pdf, so long as you want the whole page.  Not only  
that, I doubt it's is their intent to allow you to "edit" their published  
material.  :-)   Also, it's usually easier to print pdf than html ... or so  
my experience says (In real life, I'm an embedded systems software engineer  
who works on Postscript/PCL color laser printers). 
 
I do like the ability to page through a book, but I also like to be able to  
do a quick search for something on a computer.  With Hero Plus, I sort of  
get the best of both. 
 
Last, if my choice is pdf vs. nothing, (or lots of pdf vs. little published  
material), then it's pretty clear what my choice is going to be ... give me  
pdf!  :-) 
 
 
On the other hand, I do have complaints, all based in USM which is the only  
product I have gotten so far ... though I do intend to get others (thought  
not any that were already published). 
 
First, the graphics are too low resolution ... especially on the front  
cover.  They look fine on a computer screen, but are pretty grainy when you  
print them out. 
 
Second, outer margins are pretty wide while the inner ones are not.  This  
is a pain when you want to bind it!! 
 
			~ Mike 
 
 
Return-Path: <daemon@omg.org> 
From: Doc Tough <DocTough@aol.com> 
Date: Tue, 17 Mar 1998 20:46:49 EST 
Subject: Re: Hexes (stretching) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
In a message dated 98-03-17 14:45:47 EST, you write: 
 
<< If two players are in melee combat, are they in the same hex or in adjacent 
 hexes?  Can you punch somebody in an adjacent hex, or do you need to move 
 into their hex?  We have always played that there is one character per hex, 
 so melee happens across hex boundaries.>> 
 
     My choice is that HtH combat (sans weapons) occurs in the same hex.  The 
thought that opponents are in adjacent hexes brings up some curious questions, 
particularily ones involving Area effect Attacks and Explosions. 
     If one or more of the combatants are using weapons or are using ranged 
attacks, then combat would take place in adjacent or farther hexes. 
  
 <<As a related question, if I buy 1" stretching, does this mean I can punch 
 somebody two hexes away, or just in the adjacent hex?>> 
  
     I would rule that 1" of Stretching would reach into the adjacent hex 
only. 
 
Ed Gleason (Doc Tough@aol.com) 
 
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From: Doc Tough <DocTough@aol.com> 
Date: Tue, 17 Mar 1998 20:57:38 EST 
Subject: Re: Hexes (stretching) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
In a message dated 98-03-17 15:23:49 EST, Ratinox wrote: 
 
<< 1" of stretching adds 1 inch to the basic 1" you already have, so you can 
 hit anyone in the ring of hexes around the ring of 6 hexes around the one 
 in which you stand.>> 
 
     Are you implying that characters have a reach of six and a half feet?! 
That seems very unreasonable.  Its more likely that characters should be able 
to reach around the hex they are standing in (this includes modest moving 
around), but no more.   
 
Doc Tough 
 
Return-Path: <daemon@omg.org> 
Date: Tue, 17 Mar 1998 20:40:38 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: Why not official answers 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
>   I do not have an exact street date. The book is tentatively scheduled to go 
> to print at teh end of this month. There have been several delays and we're 
> working as quickly as we can on this. Unfortunately you won't see SA in stores 
> until next month at the earliest. 
 
	Next month!?! 
 
	If this one does well will it be easier to get more SA supplements 
out? 
 
 
				-Tim Gilberg 
 
	-"Friends help you move.  Real friends help you move bodies." 
 
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X-Sender: bob.greenwade@klock.com 
Date: Tue, 17 Mar 1998 19:12:25 -0800 
From: Bob Greenwade <bob.greenwade@hotline.klock.com> 
Subject: Re: Hexes (stretching) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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To: champ-l@omg.org 
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At 08:57 PM 3/17/1998 EST, Doc Tough wrote: 
>In a message dated 98-03-17 15:23:49 EST, Ratinox wrote: 
> 
><< 1" of stretching adds 1 inch to the basic 1" you already have, so you can 
> hit anyone in the ring of hexes around the ring of 6 hexes around the one 
> in which you stand.>> 
> 
>     Are you implying that characters have a reach of six and a half feet?! 
>That seems very unreasonable.  Its more likely that characters should be able 
>to reach around the hex they are standing in (this includes modest moving 
>around), but no more. 
 
   Why does it seem so unreasonable that a character with 1" of Stretching 
should have a reach of six and a half feet? 
--- 
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, 17 Mar 1998 19:23:24 -0800 
From: Rick Holding <rholding@ActOnline.com.au> 
Subject: Re: Shapeshifter questions 
Errors-To: owner-champ-l@omg.org 
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David Stallard wrote: 
>  
> Message text written by Brian Wong 
> >       You're more than likely going to need something with the word 
> 'variable' in it. That is VPP, Variable Advantage, and or Variable Special 
> Effects.< 
>  
> I didn't consider VPP because it doesn't make sense for this character to 
> have a few powers "readied" and have to take time to reshuffle points in 
> order to get effects.  If he wants to fly, he just sprouts wings out of his 
> back...he doesn't need to have flight "on deck" ready for use.  We used 
> Variable Special Effects in several places, though. 
 
	+1 advantage to your power pool allows you to take no time to change the  
pool.  Make it about 50 points with a couple of disadvantages thrown in to allow  
enough points to have several powers to be used at once, and Bob's your uncle. 
--  
----------------------------------------------------------- 
Ricky Holding    Email: rholding@ActOnline.com.au 
Work is only there to give us time to talk about play 
----------------------------------------------------------- 
 
Return-Path: <daemon@omg.org> 
Date: Tue, 17 Mar 1998 19:25:13 -0800 
From: Rick Holding <rholding@ActOnline.com.au> 
Subject: Re: Shapeshifter questions 
Errors-To: owner-champ-l@omg.org 
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Dataweaver wrote: 
>  
> On Mon, 16 Mar 1998, David Stallard wrote: 
>  
> > Message text written by Brian Wong 
> > >       You're more than likely going to need something with the word 
> > 'variable' in it. That is VPP, Variable Advantage, and or Variable Special 
> > Effects.< 
> > 
> > I didn't consider VPP because it doesn't make sense for this character to 
> > have a few powers "readied" and have to take time to reshuffle points in 
> > order to get effects.  If he wants to fly, he just sprouts wings out of his 
> > back...he doesn't need to have flight "on deck" ready for use.  We used 
> > Variable Special Effects in several places, though. 
>  
> Then apply the +1/2 A "Doesn't require skill to reshuffle points", as 
> listed in the rulebook. 
 
	Thats also a +1 advantage. 
--  
----------------------------------------------------------- 
Ricky Holding    Email: rholding@ActOnline.com.au 
Work is only there to give us time to talk about play 
----------------------------------------------------------- 
 
Return-Path: <daemon@omg.org> 
From: GoldRushG <GoldRushG@aol.com> 
Date: Tue, 17 Mar 1998 22:41:11 EST 
Subject: Re: San Angelo: City of Heroes 
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Sender: owner-champ-l@omg.org 
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<< You forgot to mention that it has the semi-official Kurt Busiek stamp of 
approval. :] >> 
 
  And there's that... ;) 
 
  Mark @ GRG 
 
Return-Path: <daemon@omg.org> 
Date: Tue, 17 Mar 1998 19:41:33 -0800 
From: Rick Holding <rholding@ActOnline.com.au> 
Subject: Re: Shapeshifter questions 
Errors-To: owner-champ-l@omg.org 
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qts wrote: 
>  
> On Mon, 16 Mar 1998 16:30:05 -0500, David Stallard wrote: 
>  
> >Message text written by "qts" 
> >>Not so at all. If you move points from one Power to another, the first 
> >disappears; there's nothing to stop you having two half-strength 
> >powers, though. 
> > 
> >Example: Shapeshifter forms his legs into a finned tail to assist in 
> >swimming; later the villian he is pursuing takes to the air so he grows 
> >wings, losing his tail in the process.< 
> > 
> >You don't find it too powerful that this particular character will have an 
> >answer for every situation, simply by doing a half-phase shuffle of the VPP 
> >points?  His special effect (shapeshifting his body) will limit it a little 
> >bit (no raw energy spewing out of his eyes, for example), but it still 
> >seems like a big advantage over other characters.  I'm not arguing, 
> >though...  I'm hoping you'll convince me that it's not too powerful. 
> >-grin- 
>  
> No, because the APs are limited by the size of the Pool, and so are the 
> possible effects. A player will have a stock set of effects - think of 
> the question, "Are you sure it will fit in your Pool?" Don't forget 
> that he's going to have to buy the +1 Advantage 'No Roll To Change'. 
 
	Okay, lets see.  A 50 point pool has a 25 point control cost.  Throw in  
a +1 advantage, no time for another 25 points, and a +1 advantage, no skill roll  
required for yet another 25 points.  50 points for the pool and 75 points for the  
control. 
 
	Now for some disads.  -1/4 for 1/2 DCV concentration while changing, -1/2  
for limited special effect (as per page 116 of the BBB) and some gumby -1/4 to be  
determined by the player to make the maths easier for a total of a -1 limitation  
applied to the control cost making it a 50 point pool and a 37 point control for a  
grand total of 87 points which allows 100 points of 50 point or less powers. 
 
	So for about a third of your points, you have your shapeshifted abilities  
but you still need to buy the actual shapeshift, (quickly scanning the book),  
probarly looking at the 30 point level, with a strong case for 20. 
--  
----------------------------------------------------------- 
Ricky Holding    Email: rholding@ActOnline.com.au 
Work is only there to give us time to talk about play 
----------------------------------------------------------- 
 
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From: GoldRushG <GoldRushG@aol.com> 
Date: Tue, 17 Mar 1998 22:42:20 EST 
Subject: Re: Why not official answers 
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<< Where exactly *did* they define it in print? The only reference I could 
find 
is in reference to Mental Powers, p. 117 >> 
 
  BBB & TUM 
 
  Mark @ GRG 
 
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From: GoldRushG <GoldRushG@aol.com> 
Date: Tue, 17 Mar 1998 22:43:27 EST 
Subject: Re: Why no official answers 
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<< I think the general feeling is that whether or not one intends to use house 
rules, there needs to be a ground floor shared by all, a default solution to 
any question. >> 
 
  Absolutely. I agree with you 100%. 
 
  Mark @ GRG 
 
Return-Path: <daemon@omg.org> 
Date: Tue, 17 Mar 1998 21:48:50 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: Using HERO for nefarious purposes... (Muhahahaha!) 
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X-UID: 7 
 
 
> >	I'd have to disagree.  I played in Drive-In Hero at GenCon this 
> 
> >past year which was, essentially, simplified live-action Hero.  Worked 
> 
> >really well. 
> 
> 
> Well?  Tell us about it.  How did it go? 
 
	Very well.  One of the best games I've played. 
 
	The setup was normals (kinda) in a B movie setting, so we weren't 
talking supers. 
 
	Live action with set "scenes" like in a movie, with the action 
occasionally being "cut" and later restarted.  Dice were used sparingly 
for skill and combat rolls.  They were really big rubber dice that were 
rolled on the floor. 
 
 
 
				-Tim Gilberg 
 
	-"Friends help you move.  Real friends help you move bodies." 
 
Return-Path: <daemon@omg.org> 
Date: Tue, 17 Mar 1998 22:52:00 -0500 
From: "Jeff M. Reid" <Morfhis@compuserve.com> 
Subject: Re: Hero Plus opinions? 
Content-Disposition: inline 
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> My Hero+ experience was absolutely infuriating. I got 3 Hero+ products 
> from my local store: the UMA, TUM, and TUSM. After struggling with 
Adobe's 
> pathetic web site to get a copy of the reader for an hour, I finally got 
> to viwe the documents. They're not that easy to print, since Adobe thinks 
> they own all print protocols. Printers running out of memory 50 pages in. 
> Poor graphics quality. Black lines where reverse text should be. Greeked 
> out fonts. Misaligned text. Wrong font choices. These were the problems I 
> encountered trying to print the files over the next TWO DAYS. 
 
I'm glad to find out I'm not the only one who's had problems printing this 
stuff. I got TUSM at GenCon last summer, but when I tried to print out a 
few pages on my old printer (an outdated dotmatrix job), I couldn't get it 
to print in anything other than "landscape" format.  
 
IOW, sideways. 
 
I recently upgraded to a Canon bubble jet, and now the pages print right 
side up, but the text is blurred beyond recognition... it looks like the 
horizontal hold on an old tv set that's screwed up! Funny thing is, the 
graphics print out clear as a bell. 
 
In short, I MUCH prefer the printed page. I spend too much time in front of 
my computer as it is. 
 
Jeff Reid 
 
Return-Path: <daemon@omg.org> 
From: GoldRushG <GoldRushG@aol.com> 
Date: Tue, 17 Mar 1998 22:52:40 EST 
Subject: Re: Re; Why not official answers 
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<< Possibly.  I mean, I asked a question and was basically told 'oh, we hadn't 
thought of that... uh... well, do what sounds best. >> 
 
  Well, at least it's honest! <LOL> The other alternative would have been them 
coming up with an answer that you in no way wanted as an "official ruling," 
right? 
 
  Mark @ GRG 
 
Return-Path: <daemon@omg.org> 
Date: Tue, 17 Mar 1998 19:53:51 -0800 
From: Rick Holding <rholding@ActOnline.com.au> 
Subject: Re: Modifiers to Characteristics 
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Jeff M. Reid wrote: 
> Another thing to consider -- in general, you can't turn off advantages on a 
> power. IOW, if you have an Area Effect Energy Blast, you can't use it as a 
> single target blast. There's no reason to think that wouldn't apply to STR, 
> so if you made your STR area effect, then technically you would always have 
> to use it for at least one hex!. I suppose it's possible to avoid this by 
> placing the Advantage in a multipower, but isn't there a rule somewhere 
> against placing "naked" advantages in a Framework? 
 
	Referencing the first half of this paragraph.  The BBB states that you do  
not need to use a power at full strength.  While this is most commonly assumed  
(and applied) to reduce the amount of dice thrown in an attack, what if it is  
applied to the size of an area effect, or reduce or negate what senses are  
affected?  For instance, darkness affects a certain number of senses which are  
brought as extra, +5 per sense, +10 per group.  If I reduce the size of the power  
by +10 to remove an entire sense group, is it legal?  Also, if I reduce the  
amount of dice thrown in an area effect, does the area get smaller? 
 
	Please, these are honest questions.  I would like considered replies, not  
bold statements to pull my head in. 
--  
----------------------------------------------------------- 
Ricky Holding    Email: rholding@ActOnline.com.au 
Work is only there to give us time to talk about play 
----------------------------------------------------------- 
 
Return-Path: <daemon@omg.org> 
From: GoldRushG <GoldRushG@aol.com> 
Date: Tue, 17 Mar 1998 22:57:00 EST 
Subject: Re: San Angelo 
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<< ARGH!!!!  Man, I want this book to the point that I am purchasing other non 
4th ed hero products in the hopes that it will tide over my need for it. >> 
 
   Good lord, man! Do you know what you're saying! Somebody get WotCX on the 
phone. We need money and we need it NOW! :D 
 
  One of the things we're doing whilest the book is being put together (we're 
still waiting on some art as well as the layouts to be finished) is coming up 
with a "San Angelo Time Online" web site. The intent is to provide something 
of an interactive web site immersed in the San Angelo setting. It'll have 
editorial and comments from various NPCs (including a "Guest Column" 
consisting of editorials sent in by you folks!), NPC write-ups, mopck ads from 
SA:CoH companies, maps, mini-adventures, etc, etc. Once it's up I'll let you 
know. 
 
  Mark @ GRG 
 
Return-Path: <daemon@omg.org> 
Date: Tue, 17 Mar 1998 22:01:58 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: "[unknown]" <champ-l@omg.org> 
Subject: Re: Is this character too limited? 
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> What about Energy Blast, 0 END, Triggered by successful hit with the staff? 
>  Actually, it would have to be Triggered by a successful hit with any melee 
> weapon in order to fit the current concept...the staff is just a normal 
> weapon. 
 
	Why not an 1 Hex AE EB, no range, always on (with all the 
trimmings, of course).  Add a lim -- only vs people in contact with and 
what not along with personal imm. 
 
 
 
				-Tim Gilberg 
 
	-"Friends help you move.  Real friends help you move bodies." 
 
Return-Path: <daemon@omg.org> 
Date: Tue, 17 Mar 1998 20:11:41 -0800 
From: Rick Holding <rholding@ActOnline.com.au> 
Subject: Re: Is this character too limited? 
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David Stallard wrote: 
<<Snipped>> 
>This is why I 
> asked the original question "Is this character too limited?", which no one 
> has yet answered. 
 
	The way he is written, probarly the answer is yes. 
 
	However,  change his "second" damage shield to an energy blast of some  
description, (no range, etc), remove the bo stick focus and spend a point or  
two in having some manouvers able to be used with out the stick and assuming  
(maybe a big assumption on my part) that he has some half way decent background  
skills that can be useable out of combat, he should be okay.  Until the first  
time they come across a 50 cal, that is. 
 
	I fail to see where most of his points seem to have gone.  He is 250?   
30 points on martial arts, 80 (90?) points on the damage shields?  (If that  
much has been spent, hit him across the back of the head) 
--  
----------------------------------------------------------- 
Ricky Holding    Email: rholding@ActOnline.com.au 
Work is only there to give us time to talk about play 
----------------------------------------------------------- 
 
Return-Path: <daemon@omg.org> 
From: GoldRushG <GoldRushG@aol.com> 
Date: Tue, 17 Mar 1998 23:13:44 EST 
Subject: Re: Why not official answers 
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<< Next month!?! >> 
 
  Is that too soon? 
 
<< If this one does well will it be easier to get more SA supplements out? >> 
 
  I think that's a safe bet, yes. ;)  In fact, we already have four 
supplements on the boards, and two of them already in production. 
 
  Mark @ GRG 
 
Return-Path: <daemon@omg.org> 
From: GoldRushG <GoldRushG@aol.com> 
Date: Tue, 17 Mar 1998 23:16:01 EST 
Subject: Re: Why not official answers 
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<< I want to move to Sacramento!  ;-]>> 
 
  And the best part is cruising down to the Bay Area from time to time to game 
with the Hero guys! :D 
 
  Actually, it's no real secret that GRG is planning a move to the midwest in 
the coming years. If you didn't already know... now you do. ;) 
 
  Mark @ GRG 
 
Return-Path: <daemon@omg.org> 
From: GoldRushG <GoldRushG@aol.com> 
Date: Tue, 17 Mar 1998 23:19:36 EST 
Subject: Re: Why not official answers 
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<< It's Mssrs. Harlick and Peterson we wish to have here. >> 
 
  So des'ka! 
 
<< But we're impatient. We want the answers NOW.  :-] >> 
 
  And that, as they say, is that. :) 
 
  Mark @ GRG 
 
Return-Path: <daemon@omg.org> 
Date: Tue, 17 Mar 1998 20:23:08 -0800 
From: Rick Holding <rholding@ActOnline.com.au> 
Subject: Re: The Great Multiform Debate 
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Bob Greenwade wrote: 
>  
> At 11:33 AM 3/15/1998 -0800, Rook wrote: 
> >> > One of the key diferences in the two is damage carryover. In OIHID 
> >> > damage to one persona is damage to the other. 
> >> > In multiform, short of death, damage to one form has no effect on the 
> >> > other (unlike duplication). 
> >> 
> >> What gives you that impression? My initial reaction was that you were nuts, 
> >> but I decided to check the rules just to be sure. Interestingly enough, the 
> >> Multiform listing in the Hero Rulesbook doesn't mention damage carryover 
> >> one way or the other, so I suppose that there's room for debate. I would 
> >> like to hear what others have to say on the subject before I can accept 
> >> what seems to me to be a counterintuitive rules interpretation. 
> > 
> > Simple. It never says it does. So it doesn't. Especially since duplication 
> >shows how it does for that power. 
>  
>    It also never says that a character instantly recovers when using 
> Multiform. 
>  
> > Multiform is a power that gives you two seperate bodies. Why should 
> >hurting one hurt the other. 
>  
>    Having two separate bodies is only one SFX of Multiform.  A body that 
> undergoes a severe change is another. 
 
	This was going to be one of my questions concerning multiform.  Metamorph  
has several forms.  One form has 40 body, the base form has 10.  While blitzed out  
with 40 body, Metamorph takes 30 body of damage after defences are applied and  
must later change forms into the base.  Having suffered 30 points of body, does  
Metamorph fall over dead? 
 
	On the other side of the coin, Ralph Jones gets himself shot and his  
accidental change turns him into a classic RB.  Most examples I have seen in  
alternate sources don't mention the RB being in a wounded state while it is  
terrorising the countryside. 
--  
----------------------------------------------------------- 
Ricky Holding    Email: rholding@ActOnline.com.au 
Work is only there to give us time to talk about play 
----------------------------------------------------------- 
 
Return-Path: <daemon@omg.org> 
From: GoldRushG <GoldRushG@aol.com> 
Date: Tue, 17 Mar 1998 23:23:15 EST 
Subject: GRG Joins The Circle 
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  Did I mention to you folks that we've joined the Circle of Heroes? It's 
related to that whacky "San Angelo Times Online" web page I mentioned 
earlier... 
 
  Mark @ GRG 
 
Return-Path: <daemon@omg.org> 
Date: Tue, 17 Mar 1998 23:24:31 -0500 (EST) 
From: William K Bushway <wbushway@osf1.gmu.edu> 
X-Sender: wbushway@mason2.gmu.edu 
Subject: Re: Multiple Personalities 
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On Tue, 17 Mar 1998, David Stallard wrote: 
 
> Anyway, the "limited" martial artist that has been the topic of a lot of 
> recent message on this list is undergoing some changes.  Now, instead of a 
> multiform between a normal and an ancient Japanese hero, these two 
> personalities are going to exist at the same time.  Thus, there isn't a 
> "normal"...the normal just picked up all the skills and powers of the hero. 
>  However, there are going to be two people in his head. 
<snip, snip> 
> How would you implement this?  Is it all done through pysch lims or other 
> disadvantages?  The character would need various KS to show that he knows 
> about ancient culture, ancient heroes and villains, and so forth.... 
 
	If the character has access to the abilities all the time, I'd 
probably buy "Possessed by Ancient Japanese Spirit" as a package deal, 
in it placing all the benifits and disads of being so possesed.  It can 
see having increased characteristics in it, as well as skills and a few 
"chi powers."   Psych Lims like Culture Shock would be very appropriate, 
but I'd make them Infrequent, because he's just a voice in the back of the 
character's mind.  As a package deal, it'd be easy to keep track of which 
points he'd lose if the spirit were somehow exorcised. 
 
	If you want to be more complex, you can buy the spirit, with all 
his knowledges and abilities, as an Always Invisible, Desolid Duplicate, 
who "Must stay within X (distance) of Character."  Then, buy a multiform, 
representing the merging of both characters.  I'd have a lot of fun 
playing the Dupe as a NPC, and having the Normal be the only one who can 
see and hear him (except for mediums or psychics).   
 
	Then again, I also liked playing my players' sentient weapons in 
D&D as NPCs.  Forcing the players to coerce the weapons into using their 
powers, giving the weapons annoying personalities, having them talk to the 
PCs incessantly while they were trying to think...  Maybe that's just me. 
 
Note: Please excuse some of the typos in this message... The "i" key on 
this keyboard seems to be malfunctioning...  Gotta love university 
computer labs.  ;) 
 
 
	          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 
 
Return-Path: <daemon@omg.org> 
Date: Tue, 17 Mar 1998 22:36:43 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: Why not official answers 
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> << Next month!?! >> 
> 
>   Is that too soon? 
 
	You don't understand.  I need my fix!  I need more allies, 
enemies, and cool places to have combats in! 
 
> << If this one does well will it be easier to get more SA supplements out? >> 
> 
>   I think that's a safe bet, yes. ;)  In fact, we already have four 
> supplements on the boards, and two of them already in production. 
 
	Good.  I'm hoping things go well.  I've been getting my Hero fix 
by picking up old products I hadn't wanted before.  Fantasy Hero with 
Companions and Cyber Hero were the latest. 
 
 
				-Tim Gilberg 
 
	-"Friends help you move.  Real friends help you move bodies." 
 
Return-Path: <daemon@omg.org> 
X-Authentication-Warning: pentagon.io.com: traveler owned process doing -bs 
Date: Tue, 17 Mar 1998 23:28:41 -0600 (CST) 
From: Dataweaver <traveler@io.com> 
cc: champ-l@omg.org 
Subject: Re: Multiple Personalities 
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On Tue, 17 Mar 1998, William K Bushway wrote: 
 
> 	If you want to be more complex, you can buy the spirit, with all 
> his knowledges and abilities, as an Always Invisible, Desolid Duplicate, 
> who "Must stay within X (distance) of Character."  Then, buy a multiform, 
> representing the merging of both characters.  I'd have a lot of fun 
> playing the Dupe as a NPC, and having the Normal be the only one who can 
> see and hear him (except for mediums or psychics).   
 
No need to get that fancy; just follow the precedent established by TUM 
and call it a Mental Duplication (whereas a more traditional split 
personality, where only one is active at a time, would be a Mental 
Multiform...) 
 
---- 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, 17 Mar 1998 21:34:15 -0800 
From: James Jandebeur <lugh@javaman.to> 
Subject: Re: "Let's Get Dangerous!!!" (was Re: Influences & Source 
	  Material) 
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>    I don't remember their names, but one was the resident sea queen ("I'm 
> not a duck!") and he other was the big guy who'd been turned into a 
> dinosaur ("I *used* to be a duck!"). 
 
Sigh. 
 
Neptuna. 
Stegmutt <sp>. 
 
How soon they forget... 
 
JAJ, Rules Philosopher 
 
Return-Path: <daemon@omg.org> 
Date: Wed, 18 Mar 1998 00:35:46 -0500 (EST) 
From: Michael Surbrook <susano@access.digex.net> 
cc: champ-l@omg.org 
Subject: Re: Re; Why not official answers 
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On Tue, 17 Mar 1998, GoldRushG wrote: 
 
> << Possibly.  I mean, I asked a question and was basically told 'oh, we hadn't 
> thought of that... uh... well, do what sounds best. >> 
>  
>   Well, at least it's honest! <LOL> The other alternative would have been them 
> coming up with an answer that you in no way wanted as an "official ruling," 
> right? 
 
It doesn't matter if I wanted it or not, it would have been an 'offical' 
ruling that would have resolved the matter.  If someone from Hero came 
onto the list today and said the offical ruling on Linked was 'x', there 
certainly would be people who wouldn't like it, but at least, we would 
have an 'offical' answer.  This is why I've stressed the need for clarity 
to Steve Long (and Hero) in the 5th edition. 
 
*************************************************************************** 
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *  
*               Michael Surbrook / susano@access.digex.net                *  
*        Visit "Surbrook's Stuff' the Hero Games resource site at:        *    
*              http://www.access.digex.net/~susano/index.html             * 
*            Attacked Mystification Police / AD Police / ESWAT            * 
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark * 
*************************************************************************** 
 
Return-Path: <daemon@omg.org> 
Date: Tue, 17 Mar 1998 21:37:39 -0800 
From: Clinton Chard <chud@pioneer.net> 
Subject: Re: Master Ambiguity List 
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Darien Phoenix Lynx wrote: 
 
> On Tue, 17 Mar 1998, SteveL1979 wrote: 
> 
> > In a message dated 98-03-17 10:21:39 EST, susano@access.digex.net writes: 
> > 
> > << Hero is noted for being vauge about certain ruleings, the Linked debate 
> >  among them.  They also seem less than willing to come out with offical 
> >  rulings, prefering to let individual GM decide what is best.  Now, 5th 
> >  Edition is *supposed* to fix a number of these vague rule wordings, and 
> >  Steve Long *is* on this list.  I am willing to bet that he would be more 
> >  than happy to listen to any question you might have and accept any list of 
> >  rules you think need to be clarified. >> 
> > 
> >  I certainly would be willing to accept such a list.  Or, better yet, you can 
> > use the questionnaire on Hero's website to offer your suggestions about things 
> > to add to or change in the Hero System. 
> 
> Okay, certainly over the past few years plenty of questions have come up 
> about how to interpret the stated rules. The GLD is the prime example, but 
> there are others, like the current discussion on damage carryover in 
> multiform, and the classic multiple-simultaneous attack question (answered 
> in the POC as "whatever you want"). 
> 
> Frankly, I would like an official stance on these long time questions. (In 
> 5th edition, Steve, you can certainly include a section on different ways 
> to vary the rules along with the effects it will have on the game--an aid 
> to house-rule creation.) But if you're like me, you probably can't recall 
> all at once what those ambiguities are. But if we all put our heads 
> together, we should be able to produce the Master Ambiguity List, and 
> submit it to Steve. Just post your pet ambuiguities to the list, and I'll 
> compile them for submission. These will be the things we will want 
> explicitly clarified in 5th. 
> 
> Remember, none of this should have an impact on our ability to make house 
> rules. However, we'll at least have a common framework for reference when 
> sharing characters, for example--without having to state our 20 stances on 
> ambiguous issues that led to the character design. 
> 
> Starting points: 
> 
> - The Great Linked Debate. 
> - Does damage carry over in multiform? 
> - Does "Usable Against Others" imply that you can't use the power on 
>   yourself? 
 
Remember April 1, 1998 is the due date for input for 5E, according to the Hero 
Homepage. 
 
-- 
"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: Tue, 17 Mar 1998 21:59:00 -0800 
From: Rick Holding <rholding@ActOnline.com.au> 
Subject: Countering increased drain times 
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Effects of drain and transfer normally return at 5 points per  
turn.  This can be moved down the time chart one level for each +1/4  
advantage. 
 
	I was thinking about a character who recovers from adverse  
effects very quickly to the extent that within a few seconds he would be  
just about as good as new.  Obviously, a high recovery would be part of  
it but the effects of drains and transfers can make it harder to be able  
to be a dynamic sponge.  Power and ego defence dont go far enough for the  
effet that I am after. 
 
	Some of the thoughts that I had included bastardised versions of  
multiform or duplication but the recent discussions on this site seem to  
indicate that many people believe that damage transfers.  Oh, well. 
 
	So I am left with either a triggered aid and/or some sort of  
"power" that will counter the effects of increased time.  The problem  
with trigger is that it is a one shot effect and needs to be reset after  
being tripped which can make the entire concept a bit jagged. 
 
	Any comments?  Be aware it is only a thought exercise and more  
than likely will not end up as a PC but as part of a villian group. 
--  
----------------------------------------------------------- 
Ricky Holding    Email: rholding@ActOnline.com.au 
Work is only there to give us time to talk about play 
----------------------------------------------------------- 
 
Return-Path: <daemon@omg.org> 
From: GoldRushG <GoldRushG@aol.com> 
Date: Wed, 18 Mar 1998 01:53:24 EST 
Subject: Re: Re; Why not official answers 
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<< It doesn't matter if I wanted it or not, it would have been an 'offical' 
ruling that would have resolved the matter. >> 
 
  I forget that you cannot see my tongue planted in my cheek as I type. :/ 
 
  Mark @ GRG 
 
Return-Path: <daemon@omg.org> 
Date: Wed, 18 Mar 1998 01:40:59 -0600 (CST) 
X-Sender: mlnunn@blue.net 
From: Michael Nunn <mlnunn@scrtc.blue.net> 
Subject: Why would an official matter? 
Errors-To: owner-champ-l@omg.org 
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At 01:53 AM 3/18/98 EST, GoldRushG wrote: 
><< It doesn't matter if I wanted it or not, it would have been an 'offical' 
>ruling that would have resolved the matter. >> 
 
Why?  It's common for this list to argue over printed rules, why would an 
E-mail reply make any diffrence?   
 
Michael 
Fanning the fires... 
Rising Force Publications 
Herozine The Superhero RPG Fanzine...vist recently updated web site... 
http://members.aol.com/hzineweb/index.htm 
 
"You have never lived until you have almost died.  
And for those who fight for it, 
life has a flavor the protected never know"  
- anonymous 
 
Return-Path: <daemon@omg.org> 
From: Daniel Pawtowski <dpawtows@access.digex.net> 
Subject: Re: Villain escape methods 
Date: Wed, 18 Mar 1998 03:47:13 -0500 (EST) 
Organization: VTSFFC 
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> else.  At this point, would you give up and let the brick get captured?  
> What other methods are there to ensure that your villains aren't captured 
> sooner than you want them to be? 
 
  If your team dosen't have any good aquatic people, then make the  
brick amphibious and have him operate near water.  All he has to do is 
punch through the heros, get to the river, and swim out to sea. 
   Used this for a brickish battlesuit for a Philladelphia game for  
years.  He'd dive down, then release remote decoys that spread out in 
several directions. 
 
                                           Daniel Pawtowski 
 
Return-Path: <daemon@omg.org> 
From: Daniel Pawtowski <dpawtows@access.digex.net> 
Subject: Re: Villain escape methods 
Date: Wed, 18 Mar 1998 03:51:41 -0500 (EST) 
Organization: VTSFFC 
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Then there was the shrinking brick "THE MIGHTY FLEA!!!". 
 
  The cops showed the heros the videotape of what happened when they put 
him into a jail cell.  He started getting smaller.  And smaller.   
And smaller..... Desolid and Invisibility, SFX "Become small enough to      
walk between the molecules of the wall". 
   Three days later, the PC's leader got a note in the mail- "Fools!! 
No cell can hold THE MIGHTY FLEA!!!"  scribbled in crayon (he was a 
little nuts).  The cops were glad to hear it, they'd had some poor slob 
in the cell with a magnifying glass the whole time on the off chance that 
he was still in it.   
 
                                               Daniel Pawtowski 
 
Return-Path: <daemon@omg.org> 
Date: Wed, 18 Mar 1998 03:20:30 -0800 
From: Captain Spith <cptspith@teleport.com> 
Reply-To: cptspith@teleport.com 
Organization: Satan's Children 
Subject: Re: Secret ID / Public ID 
Errors-To: owner-champ-l@omg.org 
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> > Secret ID means no one knows the character is a hero (or villain), 
> > like Aunt May doesn't know Peter Parker is Spiderman, or that 
> > Commissioner Gordon doensn't know Batman is Bruce Wayne. 
>  
> Definitely wrong on the first count, and quite possibly wrong on the 
> second, BTW... (May Parker revealed that she had known for some time about 
> Peter being Spiderman shortly before she died, and it has been hinted that 
> Gordon may know who Batman is as far back as Batman: Year One... 
>  
> Secret ID means that the character leads two lives and has to put 
> considerable effort into keeping them seperate. 
 
   However, having a Secret ID doesn't necessarily mean that NOBODY 
knows, but more accurately that between nobody and very few people 
know.  The danger is not so much that your girl/boyfriend will find out 
(though that can be uncomfortable - possibly dangerous if you have a bad 
breakup), but that the WRONG person/people will find out.  It ultimately 
did not endanger Batman's career if/when Commishoner Gordon figured out 
who he was, nor with Catwoman (she kept it to herself).  And when Black 
Cat learned the Spidey was P.P., it was okay, even after they split, but 
it was definitely bad news when the (original) Green Goblin found out. 
 
--  
   -Capt. Spith 
   Savior of Humanity 
   Secular Messiah 
 
Return-Path: <daemon@omg.org> 
Date: Wed, 18 Mar 1998 06:51:10 -0500 
From: "Jeff M. Reid" <Morfhis@compuserve.com> 
Subject: Why would an official matter? 
Content-Disposition: inline 
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> Why?  It's common for this list to argue over printed rules, why would an 
> E-mail reply make any diffrence?   
 
I think he meant that it would have resolved the debate over how they 
>intended< it to work. No one would deny that the debate over the way it 
>should< work would continue :-) 
 
Jeff Reid 
 
Return-Path: <daemon@omg.org> 
Date: Wed, 18 Mar 1998 04:11:35 -0800 
From: "Robert A. West" <robtwest@erols.com> 
Subject: Re: Countering increased drain times 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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Rick Holding wrote: 
>  
> Effects of drain and transfer normally return at 5 points per 
> turn.  This can be moved down the time chart one level for each +1/4 
> advantage. 
>  
>         I was thinking about a character who recovers from adverse 
> effects very quickly to the extent that within a few seconds he would be 
> just about as good as new.  Obviously, a high recovery would be part of 
> it but the effects of drains and transfers can make it harder to be  
> * * *  
>         Any comments?  Be aware it is only a thought exercise and more 
> than likely will not end up as a PC but as part of a villian group. 
 
Thought #1: 
 
30	2D6 Aid Any Power or Characteristic Below Starting Value(+1/4) 
		Cont(+1) Uncontrolled(+1/2) 0 END(+1/2) Per(+1/2) [67] 
		Only to starting value(-1/2) Self Only(-1/2) 
		Only vs Adjustment Powers(-1/4) 
		I allow +1/4 adjustment powers to affect powers in a  
		"programmed sequence" specified when the power is bought. 
 
Thought #2: 
 
30	4D6 Aid Any Power or Characteristic Below Starting Value(+1/4) 
		Triggered(+1/4) 250 Recoverable Charges(+1 1/2) [60] 
		Uses END(-1/2)  Side Effect 3D6 Drain END (-1/2) 
		The trigger fires one Aid if any power except END is 
		below starting value for any reason, but not more than 
		one per segment.  This functionally transfers any Drain 
		to END, which can be recovered. 
		One charge is recovered by being out of combat for one  
		turn: this will recover all charges in about an hour. 
 
--  
<-------------------------------------------------------> 
Robert A. West		///  "Censorship is tyranny." 
Phone W:(215)466-3628; H:(215)348-9113   
http://www.erols.com/robtwest 
 
Return-Path: <daemon@omg.org> 
X-Sender: bob.greenwade@klock.com 
Date: Wed, 18 Mar 1998 06:06:01 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: "Let's Get Dangerous!!!" 
Errors-To: owner-champ-l@omg.org 
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At 09:34 PM 3/17/1998 -0800, James Jandebeur wrote: 
>>    I don't remember their names, but one was the resident sea queen ("I'm 
>> not a duck!") and he other was the big guy who'd been turned into a 
>> dinosaur ("I *used* to be a duck!"). 
> 
>Sigh. 
> 
>Neptuna. 
>Stegmutt <sp>. 
> 
>How soon they forget... 
 
   So sue me.  I haven't seen the show in over 3 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 
 
Return-Path: <daemon@omg.org> 
X-Sender: bob.greenwade@klock.com 
Date: Wed, 18 Mar 1998 06:12:22 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Why not official answers 
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At 11:16 PM 3/17/1998 EST, GoldRushG wrote: 
><< I want to move to Sacramento!  ;-]>> 
> 
>  And the best part is cruising down to the Bay Area from time to time to 
game 
>with the Hero guys! :D 
> 
>  Actually, it's no real secret that GRG is planning a move to the midwest in 
>the coming years. If you didn't already know... now you do. ;) 
 
   No, I didn't know.  (Either you haven't mentioned it on the list or on 
your website before now, or it sailed right past me.) 
   Well, so much for moving to Sacramento. 
--- 
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: Brian Wong <rook@shell.infinex.com> 
Subject: Re: Why would an official matter? 
Date: Wed, 18 Mar 1998 06:32:46 -0800 (PST) 
Cc: champ-l@omg.org 
Errors-To: owner-champ-l@omg.org 
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>  
> > Why?  It's common for this list to argue over printed rules, why would an 
> > E-mail reply make any diffrence?  = 
>  
> I think he meant that it would have resolved the debate over how they 
> >intended< it to work. No one would deny that the debate over the way it 
> >should< work would continue :-) 
 
	Exactly. Once we know how the printed rules are intended; we know 
what's a house rule and what isn't. This would stop argument 
over what the rules are. Replacing it with debate over ways to fix them. 
Which is much more constructive. 
 
Rook                    ?U ?k 1b  
 __ 
/.)\ http://www.infinex.com/~rook/SH/SHlinks.html	Super Hero Links 
\(@/ http://www.infinex.com/~rook/SH/			Super Hero Roleplay 
 
Return-Path: <daemon@omg.org> 
From: Brian Wong <rook@shell.infinex.com> 
Subject: Re: Hexes (stretching) 
Date: Wed, 18 Mar 1998 06:50:36 -0800 (PST) 
Cc: champ-l@omg.org 
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> << 1" of stretching adds 1 inch to the basic 1" you already have, so you can 
>  hit anyone in the ring of hexes around the ring of 6 hexes around the one 
>  in which you stand.>> 
>  
>      Are you implying that characters have a reach of six and a half feet?! 
> That seems very unreasonable.  Its more likely that characters should be able 
> to reach around the hex they are standing in (this includes modest moving 
> around), but no more.   
 
	Actually it's not. Mark off a standard sized hex and move around in it. 
Sure you can fit multiple people in there, but it's also about the size of 
a good 'fighting zone' for a single person. Two people can fight in there as 
well. CLose in 'street fighting' style brawls often do take up so little 
space. But skilled combatants will mark off a zone and defend it. That 
zone could be from 1 to 3 feet in radius around them. And a 3 foot radius 
plus body builds the standard champions hex. 
 
Rook                    ?U ?k 1b  
 __ 
/.)\ http://www.infinex.com/~rook/SH/SHlinks.html	Super Hero Links 
\(@/ http://www.infinex.com/~rook/SH/			Super Hero Roleplay 
 
Return-Path: <daemon@omg.org> 
Date: Wed, 18 Mar 1998 11:03:12 -0600 
From: redbf@ldd.net (bobby farris) 
Reply-To: redbf@ldd.net 
Organization: Red Bow Antiques 
Subject: Life support as defense. 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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This problem hasn't actually come up, but I noticed it and wondered 
what other GM's would do. I know that Life Support shouln't offer a 
means of defense, but I was wondering if a character bought Immune to 
Disease would he be effected by some one with an attack designed as a 
disease? 
	For Example: 
 
	DiseaseMan attacks HeroMan with a 9d6 Con Drain with the special effect 
that he gives the person a disease. HeroMan has Immune to Disease. So 
would DiseaseMan effect HeroMan? 
 
Return-Path: <daemon@omg.org> 
Date: Wed, 18 Mar 1998 17:10:18 +0000 
From: Chris Lynch <chris@lynch1.demon.co.uk> 
CC: champ-l@omg.org 
Subject: Re: C:NM setting in 4E? 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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Christopher Taylor wrote: 
>  
> >I have played, and loved, Hero for years for it's flexibility. But I 
> was 
> >always playing with other "Hero-Players". Now we have all moved to 
> >different corners of the world (different universities) and I have a 
> new 
> >group none of whom have ever played Hero. 
> > 
> >I started up a Hero campaign (naturally, I mean.. these poor 
> misguided 
> >fools.. what had they been playing in the meantime??). This was the 
> >first time I realised how impenetrable the rules of Hero can be to 
> >"outsiders". I quickly saw the game collapsing, and so I kept 
> >simplifying the rules and watering stuff down until everyone at least 
> >had the basics down. 
>  
> Ummmm Impenetrable?  Ive taught over a dozen people to play hero and 
> they 
> pick it up in a matter of hours, getting the combat quickly and 
> character 
> building is a matter of them describing what you want.  Perhaps you 
> innundated them too quickly?  Any game system is incomprehensible 
> taken as a 
> whole, but Hero is rather simple... and RPG players are on the whole 
> more 
> intelligent and creative than the general populace. 
>  
> ---------------------------------------------------------- 
> Sola Gracia             Sola Scriptura          Sola Fide 
> Soli Gloria Deo         Solus Christus          Corum Deo 
> ----------------------------------------------------------- 
 
Personally, I dislike having to sit down and teach a system. My group 
(including myself) are all players rather than gamers. We only get to 
play once a week, and none of us fancied sitting down for a lecture (we 
have enough of that in university!) 
 
I, like yourself, used the character modelling approach to create the 
players characters (they describe the character - I translate it). 
 
However, I stand by my claim that Fuzion is an excellent vehicle for 
quick and easy play and as an introduction into hero. 
 
 
Return-Path: <daemon@omg.org> 
Date: Wed, 18 Mar 1998 09:14:08 -0800 (PST) 
From: Anthony Jackson <ajackson@iii.com> 
Reply-To: Anthony Jackson <ajackson@iii.com> 
Subject: Re: Life support as defense. 
Cc: champ-l@omg.org 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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To: champ-l@omg.org 
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X-UID: 56 
 
bobby farris writes: 
> This problem hasn't actually come up, but I noticed it and wondered 
> what other GM's would do. I know that Life Support shouln't offer a 
> means of defense, but I was wondering if a character bought Immune to 
> Disease would he be effected by some one with an attack designed as a 
> disease? 
>      For Example: 
>  
>      DiseaseMan attacks HeroMan with a 9d6 Con Drain with the special 
> effect that he gives the person a disease. HeroMan has Immune to Disease. 
> So would DiseaseMan effect HeroMan? 
 
Life support states that it doesn't stop attacks with this attack form -- thus, 
the 9d6 con drain with a 'disease' special effect would not be stopped, 
_unless_ it took a limitation 'not vs targets with life support: disease'. 
 
Return-Path: <daemon@omg.org> 
Comments: Authenticated sender is <theala@shore.intercom.net> 
From: "Theala Sildorian" <theala@shore.intercom.net> 
Date: Wed, 18 Mar 1998 17:17:31 +0000 
Subject: Re: Damage Shield 
Priority: normal 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
> Message text written by Todd Hanson 
> >In the BBB, it specifically says that you only apply your damage shield 
> if you grab someone.< 
>  
> I looked it up this morning, and you're right...damage shield only 
> does damage if someone attacks you, or if you grab someone.  Back to 
> my special effect of being surrounded by fire...in order for me to 
> burn them with my fire "aura" by touching them, I would need to buy 
> an Energy Blast, No Range?  Why doesn't damage shield include 
> outgoing attacks as well as incoming attacks?  Just to keep the 
> power in check? 
>  
 
How about Damage Shield, Area Effect? 
 
---------------- 
Theala Sildorian 
http://www.intercom.net/user/theala/hero.html 
Home of the Unofficial Champions Home Page! 
 
Return-Path: <daemon@omg.org> 
Date: Wed, 18 Mar 1998 11:18:26 -0600 
From: redbf@ldd.net (bobby farris) 
Reply-To: redbf@ldd.net 
Organization: Red Bow Antiques 
Subject: Re: Life support as defense. 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
X-Status:  
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X-UID: 58 
 
Anthony Jackson wrote: 
>  
> Life support states that it doesn't stop attacks with this attack form >-- thus, the 9d6 con drain with a 'disease' special effect would not be >stopped, _unless_ it took a limitation 'not vs targets with life >support: disease'. 
 
So what is the advantage of Immune to Disease and how do you explain in 
non-game mechanic terms that DiseaseMan's powers work on HeroMan? 
 
Return-Path: <daemon@omg.org> 
X-Sender: empulse@usa.net (Unverified) 
Date: Wed, 18 Mar 1998 09:20:29 -0800 
From: Nic Neidenbach <naneiden@iswest.com> 
Subject: Re: Life support as defense. 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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At 11:03 AM 3/18/98 -0600, bobby farris wrote: 
>This problem hasn't actually come up, but I noticed it and wondered 
>what other GM's would do. I know that Life Support shouln't offer a 
>means of defense, but I was wondering if a character bought Immune to 
>Disease would he be effected by some one with an attack designed as a 
>disease? 
>	For Example: 
> 
>	DiseaseMan attacks HeroMan with a 9d6 Con Drain with the special effect 
>that he gives the person a disease. HeroMan has Immune to Disease. So 
>would DiseaseMan effect HeroMan? 
 
I usually look at it from the other point of view. How was DiseaseMan's 
powers created? If he wants to have a power with the special effect of 
giving a person a disease then there should be a limitation on the power 
that it doesn't effect targets that are unaffected by diseases, such as 
Robots or people with LS: Immune to disease. 
 
-Nic 
 
 
      +--------------------------------------------------------------------+ 
      |                        naneiden@iswest.com                         | 
      |               Justice, Like Lightning, Thunderbolts!               | 
      |         http://www.iswest.com/~naneiden/comics/thunder.html        | 
      |                         Costumed Heroines                          | 
      |          http://www.iswest.com/~naneiden/comics/index.html         | 
      +--------------------------------------------------------------------+ 
 
Return-Path: <daemon@omg.org> 
From: GoldRushG <GoldRushG@aol.com> 
Date: Wed, 18 Mar 1998 12:21:19 EST 
Subject: Re: Villain Escapes 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
X-Status:  
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X-UID: 57 
 
  Here's another one that was accidentally sent to just the original poster... 
 
<< B) have him escape aftr the police take him away >> 
 
  There are a lot of places along the way to prison that a supervillain could 
potentially escape. Let's look at a few: 
 
  Enroute to jail -- Once the cops transport the villain and the villain 
regains his senses, do you *really* think a police car or paddy wagon is going 
to hold them? Granted, this works less well if the cops are *geared* for 
transporting villains, although some types are easier to control than others 
(can anyone say Mentalists?). 
 
  Booking -- Let's assume the villain goes without a fight. Suddenly they're 
getting ready to undress him (part of the procedure; switching street 
"clothes" for jail clothes). He gopes nuts, and a fight breaks out. Can he get 
through a standard reinforced concrete wall? If the answer is yes, it's called 
freedom (and a huge police manhunt!). 
 
  Inside the cell -- Jail inmates have littel to do except plan and scheme. 
They get their 1 hours a day rec time, they're shower every two days, and 
inmates on good behavior may qualify for work details (laundry, kitchen, 
etc.). Does the villain fly? Maybe he's unloading the laundry truck at the 
back dock and suddenly looks up into the sky... where there is no chainlink 
barrier. ;) 
 
  Court -- Villains who actually go to court have another ample opportunity to 
escape, though this makes their conviction much, much more likely (Judges 
would likely slap a no-bail warrant down in a heartbeat for someone escaping 
from their very courtroom -- the nerve of that villain!). All but the most 
dangerous/high-risk inmates are usually allowed to sit in court without 
handcuffs on during court preceedings. Of course they go back on once out of 
the court room, but still... Really bad guys will have not just handcuffs but 
a belly chain and leg shackles (no joke!) and maybe even a stun belt (like a 
Stun gun, but works via contacts in the belt and controlled by a remote 
control unit carried by one of the escort officers). 
  Court appearances can be waived, but typically the villain will be in court 
for: the arraignment, the pre-trial, the trial, and the sentencing (assuming 
he's found guilty). I prefer to let the villain stay on good behavior for the 
first appearance, while he surveys the court room and security, etc. Then on 
the second appearance (after making phone calls to his buddies, if necessary, 
from jail) he makes his escape! 
 
  Transport to Prison -- Okay, he's been good all this time, found guilty and 
has been pickedup by the state prison guys for his trip to the hoosegow. 
That's usually a plain, unmarked white van with bars in the windows. Again, 
not too tough to get out for a super, IMO. 
 
  In the Pen -- Convicted prisoners, much like jail inmates, have little to do 
except plan and scheme. ;) 
 
  Court Again? -- If state prisoners commit serious crimes in prison (shanking 
their cell mate, rape, etc.) they get to go to court all over again... 
 
  Those are just a few of my favorite escape methods for prisoners. ;) 
 
  Mark @ GRG 
 
Return-Path: <daemon@omg.org> 
Comments: Authenticated sender is <theala@shore.intercom.net> 
From: "Theala Sildorian" <theala@shore.intercom.net> 
Date: Wed, 18 Mar 1998 17:23:32 +0000 
Subject: Re: San Angelo 
Priority: normal 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
> << ARGH!!!!  Man, I want this book to the point that I am purchasing 
> other non 4th ed hero products in the hopes that it will tide over 
> my need for it. >> 
>  
 
We're already playing in San Angelo--the GM is pulling info from Bay  
City until SA comes out.  Great Universe, Mark, lotsa flexibility for  
players to tailor the universe to suit themselves ;D 
 
>    Good lord, man! Do you know what you're saying! Somebody get 
>    WotCX on the 
> phone. We need money and we need it NOW! :D 
>  
>   One of the things we're doing whilest the book is being put 
>   together (we're 
> still waiting on some art as well as the layouts to be finished) is 
> coming up with a "San Angelo Time Online" web site. The intent is to 
> provide something of an interactive web site immersed in the San 
> Angelo setting. It'll have editorial and comments from various NPCs 
> (including a "Guest Column" consisting of editorials sent in by you 
> folks!), NPC write-ups, mopck ads from SA:CoH companies, maps, 
> mini-adventures, etc, etc. Once it's up I'll let you know. 
 
Cool.  Can't wait to see it. 
 
Amy 
 
---------------- 
Theala Sildorian 
http://www.intercom.net/user/theala/hero.html 
Home of the Unofficial Champions Home Page! 
 
Return-Path: <daemon@omg.org> 
Date: Wed, 18 Mar 1998 17:24:29 +0000 
From: Chris Lynch <chris@lynch1.demon.co.uk> 
CC: champ-l@omg.org 
Subject: Re: Countering increased drain times 
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Rick Holding wrote: 
>  
> Effects of drain and transfer normally return at 5 points per 
> turn.  This can be moved down the time chart one level for each +1/4 
> advantage. 
>  
>  
> ----------------------------------------------------------- 
> Ricky Holding    Email: rholding@ActOnline.com.au 
> Work is only there to give us time to talk about play 
> ----------------------------------------------------------- 
 
A normal person (in Hero terms) has a REC of 4.  
 
This is one of the first thing that jarred me about Hero when I started 
playing it - Wolverine recovers from being drained at the same speed as 
the paperboy who was unfortunately caught in the same blast??????? GASP! 
 
I never though it was too implausible that those cheeky hero fellas 
really meant 4 ... NOT 5. Drained things return at the same rate as any 
other characteristic that falls below it's starting value. 
 
I don't think there can be a much simpler mechanic or house-rule than 
this. 
 
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From: "Theala Sildorian" <theala@shore.intercom.net> 
Date: Wed, 18 Mar 1998 17:29:29 +0000 
Subject: Re: Secret ID / Public ID 
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> On Mon, 16 Mar 1998, Theala Sildorian wrote: 
> >  
> > Secret ID means no one knows the character is a hero (or villain),  
> > like Aunt May doesn't know Peter Parker is Spiderman, or that  
> > Commissioner Gordon doensn't know Batman is Bruce Wayne.   
>  
> Definitely wrong on the first count, and quite possibly wrong on the 
> second, BTW... (May Parker revealed that she had known for some time 
> about Peter being Spiderman shortly before she died, and it has been 
> hinted that Gordon may know who Batman is as far back as Batman: 
> Year One... 
 
OK, just blow my cover on the fact I don't read comic books regularly  
:D  Sure, my examples may suffer, but the point remains valid (fine  
literature like Spiderman and Batman aside) :D 
 
Amy 
 
---------------- 
Theala Sildorian 
http://www.intercom.net/user/theala/hero.html 
Home of the Unofficial Champions Home Page! 
 
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From: "Theala Sildorian" <theala@shore.intercom.net> 
Date: Wed, 18 Mar 1998 17:35:33 +0000 
Subject: RE: Secret ID / Public ID 
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> > Theala Sildorian [SMTP:theala@shore.intercom.net] 
  
> So ... I'm still undecided.  I do think that a Disadvantage should 
> apply to all aspects of a character, but where do you draw the line? 
 
It's not always necessary to draw lines.  Sometimes one should just  
go with the flow, and see how the concept works in practice.  To me  
Disadvantages really mean "Aspects of a character's concept which may  
affect him adversely or positively, but which will almost always be  
noticed at some point in time."  You know, when Fuzion first came  
out, I lambasted the Hero Guru's for changing the name of  
Disadvantages to "Complications"  "Silly," I said at the time.  Now  
I'm not so sure.  Complications doesn't have the negative  
connotations Disadvantages have, and I am growing more of the opinion  
that Disadvantages need not always be hurtful to a player if he is  
clever enough to use the Disadvantage to play the character  
appropriately or to react in certain ways which enhance a storyline. 
 
For example, Superman's aversion to Kryptonite is certainly a  
Disadvantage (A vulnerability I suppose?)  but where would he be  
without it?  How many wonderful stories have revolved around  
Kryptonite, yet Superman always comes out on top in the end.   
 
So I don't have a problem with Disadvantages which may affect only  
one aspect of a character, and not another.  As long as it makes for  
good storytelling, who cares? 
 
Amy 
 
---------------- 
Theala Sildorian 
http://www.intercom.net/user/theala/hero.html 
Home of the Unofficial Champions Home Page! 
 
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From: "Theala Sildorian" <theala@shore.intercom.net> 
Date: Wed, 18 Mar 1998 17:38:08 +0000 
Subject: Re: Secret ID / Public ID 
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> > I cite Bruce Wayne as an example of a person who has both: 
> > everyone knows Bruce Wayne, business tycoon, playboy 
> > philanthropist who lives at Stately Wayne Manor outside of 
> > Gotham City--but no one knows he is hiding a secret: 
> > that he rides at night as the mysterious Batman. 
>  
> In our campaigns, we allow a modified Reputation to cover such a 
> situation. 
 
Yeah, most of the guys in my gaming group prefer that option to using  
both Public ID and Secret ID, which was a bummer to me because the GM  
didn't like the combo I picked for one of my characters recently.  I  
still think there's no problem having both, but had to bow to the  
wisdom of the all mighty GM :D 
 
Amy 
 
---------------- 
Theala Sildorian 
http://www.intercom.net/user/theala/hero.html 
Home of the Unofficial Champions Home Page! 
 
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Date: Wed, 18 Mar 1998 12:40:21 -0500 
From: Todd Hanson <badtodd@dacmail.net> 
Subject: Re: Villain escape methods 
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> else.  At this point, would you give up and let the brick get captured? 
> What other methods are there to ensure that your villains aren't captured 
> sooner than you want them to be? 
 
A previous GM of mine just didn't bother to explain it.  He would end it 
with: 
  
"the villians see that they are losing, grab their wounded and take 
off." 
 
We protested the first couple of times, insisting that we would chase 
them etc.  His response was "This is a comic.  In the comics, the 
villian's escape all the time.  Unless you want to do one-shot scenarios 
with no plot and have no one to fight next week, they escape." 
 
He only did this when he knew we would be encountering the villian's 
again. When we had completed the current storyline, we (usually) were 
able to capture the villian's at the end of the fight. This tended to 
make the return fight a little more exciting - the villian's were always 
better prepared for us the 2nd time around.  They knew our tactics, and 
who was the most dangerous, etc.. 
 
In one way, it was kind of a cop out, just saying 'they escape', but on 
the other hand, it allowed him to do full storylines without worrying 
about the villian's being captured halfway through, and he didn't have 
to constantly come up with cheesy ways for the villian's to escape. 
 
It was kind of like the old 'Brown Hornet' cartoon they used to show on 
saturday mornings (as part of Fat Albert if I remember right). Each show 
would end with the Brown Hornet being in some death-defying situation.  
At the beginning of the next episode it would show the ending of the 
previous episode, and the voice-over would just say "and using his super 
powers, the Brown Hornet naturally escaped.... unharmed" - with no 
further explanation.  
 
 
Todd 
 
 
 
--  
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 
 Todd Hanson                       Minnesota: Land of two seasons: 
 BadTodd@dacmail.net               winter is coming, winter is here. 
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 
 
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Date: Wed, 18 Mar 1998 09:41:05 -0800 (PST) 
From: Anthony Jackson <ajackson@iii.com> 
Reply-To: Anthony Jackson <ajackson@iii.com> 
Subject: Re: Life support as defense. 
Cc: champ-l@omg.org 
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bobby farris writes: 
> Anthony Jackson wrote: 
> >  
> > Life support states that it doesn't stop attacks with this attack form 
> > >-- thus, the 9d6 con drain with a 'disease' special effect would not be 
>stopped, _unless_ it took a limitation 'not vs targets with life >support: 
disease'.  
>  
> So what is the advantage of Immune to Disease and how do you explain in 
> non-game mechanic terms that DiseaseMan's powers work on HeroMan? 
>  
First of all, disease-man's powers quite possibly _should_ have a limitation to 
reduce their effect against people with LS: disease; if they don't have such a 
limitation, then obviously it's a _special_ and exotic disease, thus capable of 
bypassing his immunity. 
Generally speaking, life support helps against (a) NND attacks, (b) powers 
which have been limited to not work against that LS (due to special effect 
restrictions) and (c) environmental effects (which is to say, effects which 
weren't bought as a power).  Thus, if you're immune to disease and walk through 
a plague-infested city, you won't have to worry about getting the plague. 
 
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From: "Theala Sildorian" <theala@shore.intercom.net> 
Date: Wed, 18 Mar 1998 17:42:24 +0000 
Subject: RE: Sidekick 
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> > A combat manager for Hero System.  Great for Champions, not so good  
> > for Heroic level campaigns. 
> >  
> > I prefer Hero Dice and Combat Sequencer--a pair of programs designed  
> > to work together. 
> >  
>  
> I fugured it was something of the sort. I have Hero Dice, but not 
> Combat Sequencer - never heard of that one, actually. I'll have to 
> keep an eye out for it, if it's still available.  
 
You can get it off my Home Page, Jeff.  If you have Hero Dice, you  
should have been able to get the other:  I've always uploaded both at  
the same site to whereever they've been offered--you see, they were  
written by one of the guys in my gaming group :D 
 
Here's the URL: 
 
http://www.intercom.net/user/theala/computer.html 
 
Be A Hero! 
 
Amy 
 
---------------- 
Theala Sildorian 
http://www.intercom.net/user/theala/hero.html 
Home of the Unofficial Champions Home Page! 
 
Return-Path: <daemon@omg.org> 
Date: Wed, 18 Mar 1998 12:43:15 -0500 
From: Todd Hanson <badtodd@dacmail.net> 
Subject: Re: Why not official answers 
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> >  Actually, it's no real secret that GRG is planning a move to the 
> midwest in 
> >the coming years. If you didn't already know... now you do. ;) 
 
 
really??  WHERE in the mid-west?? 
 
 
Todd - who lives in the midwest! 
 
--  
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 Todd Hanson                       Minnesota: Land of two seasons: 
 BadTodd@dacmail.net               winter is coming, winter is here. 
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From: "Theala Sildorian" <theala@shore.intercom.net> 
Date: Wed, 18 Mar 1998 17:45:28 +0000 
Subject: Re: Stronghold: local chapters? 
Priority: normal 
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> Since there's only one Stronghold and it's in Arizona (or is it New 
> Mexico?), what happens to villain prisoners before they are 
> transported to Stronghold?  I was thinking that each city would have 
> to have a representative team from Stronghold who knows how to 
> contain villains.  The regular police would only be able to contain 
> a small portion of them.  In C:NM, maybe The Guard fulfills this 
> function.... 
>  
 
The Defenders of Hudson City have two superpowered cells which can  
hold two inmates each.  If they capture villains who require foci for  
their powers, or who are little more than agents, then they end up in  
Longview Correctional Center (JNL).  If they're paranormals without  
foci, then the Defenders hold them and transfer them to Stronghold as  
soon as possible. 
 
Stronghold got an update in CNM, and San Angelo is going to get a  
whole new setup of it's own which will be MUCH more detailed, as it  
is being written by someone who has worked in corrections :D 
 
Amy 
 
---------------- 
Theala Sildorian 
http://www.intercom.net/user/theala/hero.html 
Home of the Unofficial Champions Home Page! 
 
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From: "Theala Sildorian" <theala@shore.intercom.net> 
Date: Wed, 18 Mar 1998 17:48:31 +0000 
Subject: Re: Villain Secret IDs 
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> When your villains are arrested, do the cops take off their masks 
> and get their true identities?  I've seen in comics and cartoons 
> that often a villain is sitting in jail, in full costume.  This 
> doesn't seem very realistic, but it is very tough to re-use your 
> villains after all their identities have been made public. 
>  
 
Oh yes, villains who get nabbed lose their Secret IDs.  It's unfair  
to the players without a very good reason. 
 
Heh.  I did run one scenario recently where the players WERE the  
supervillains.  They were trying to bust someone out of Stronghold  
and got caught.  Since neither of them had a prior criminal record or  
had served in the military, there was little the authorities could do  
when they refused to reveal their real names.  Made for some  
interesting roleplaying when I ran the interrogation :) 
 
Amy 
 
---------------- 
Theala Sildorian 
http://www.intercom.net/user/theala/hero.html 
Home of the Unofficial Champions Home Page! 
 
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From: "Theala Sildorian" <theala@shore.intercom.net> 
Date: Wed, 18 Mar 1998 17:50:32 +0000 
Subject: Re: Stronghold: local chapters? 
Priority: normal 
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> In my longest running Champions campaign, many events surrounded the 
> construction of a second Stronghold outside Philadelphia. 
> (Stronghold, by the way, was just about the only Champions universe 
> thing I ever imported into my game - I have a strong preference for 
> my own creations.)  
 
Another possibility for those looking for additional prison settings  
besides Stronghold would be to use the Dystopia scenario written by  
Chris Avellone and published by Atlas Games.  A dark, scary story  
surrounding the construction of a super prison, and the plans of the  
builder to use it as a source of slave labor by pumping a mind  
controlling drug into the prisoners. 
 
Amy 
 
---------------- 
Theala Sildorian 
http://www.intercom.net/user/theala/hero.html 
Home of the Unofficial Champions Home Page! 
 
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Date: Wed, 18 Mar 1998 12:51:53 -0500 
From: Todd Hanson <badtodd@dacmail.net> 
Subject: Re: Life support as defense. 
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bobby farris wrote: 
>  
> Anthony Jackson wrote: 
> > 
> > Life support states that it doesn't stop attacks with this attack 
> form >-- thus, the 9d6 con drain with a 'disease' special effect would 
> not be >stopped, _unless_ it took a limitation 'not vs targets with 
> life >support: disease'. 
>  
> So what is the advantage of Immune to Disease and how do you explain in 
> non-game mechanic terms that DiseaseMan's powers work on HeroMan? 
 
 
For the same reason that the 3 pts you spent to protect yourself from 
intense heat/cold doesnt make you immune to Fireman's RKA.  Game 
Balance. 
 
In more 'realistic' terms, the 'immune to disease' prevents his body 
from being affected by a 'normal level' of disease.  Obviously 
DiseaseMan's con drain is such a concentrated amount of disease that 
HeroMan's body can't handle it all at once, hence he takes the damage.  
Over time, his life support will allow him to fight off the disease, but 
for the short term... sucks to be him. 
 
If the GM wants to be nice, let him subtract 3 pts off of the con drain, 
using his 3 pts of LS:Immune to disease as power defense against the 
attack. 
 
The advantage to immune to disease isnt to protect him from attacks 
(other than NNDs), but rather to protect him from the day to day 
diseases.  He doesn't have to worry about catching the flu or the clap 
(or that new super-virus that VIPER is getting set to unleash on the 
world). 
 
 
 
Todd 
 
 
--  
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 BadTodd@dacmail.net               winter is coming, winter is here. 
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 
 
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Date: Wed, 18 Mar 1998 10:10:41 -0800 
From: Lizard <lizard@mrlizard.com> 
Subject: Re: Life support as defense. 
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At 11:18 AM 3/18/98 -0600, bobby farris wrote: 
>Anthony Jackson wrote: 
>>  
>> Life support states that it doesn't stop attacks with this attack form 
>-- thus, the 9d6 con drain with a 'disease' special effect would not be 
>stopped, _unless_ it took a limitation 'not vs targets with life >support: 
disease'. 
> 
>So what is the advantage of Immune to Disease and how do you explain in 
>non-game mechanic terms that DiseaseMan's powers work on HeroMan? 
> 
The advantage is you don't catch normal diseases. Disease Man has 'super 
germs' which the character isn't immune to. 
 
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Date: Wed, 18 Mar 1998 12:44:39 -0600 
From: "Michael (Damon) or Peni R. Griffin" <griffin@txdirect.net> 
Subject: Re: Life support as defense. 
Cc: champ-l@omg.org 
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>Life support states that it doesn't stop attacks with this attack form -- 
thus, 
>the 9d6 con drain with a 'disease' special effect would not be stopped, 
>_unless_ it took a limitation 'not vs targets with life support: disease'. 
 
Though it's clear that this is true, it brings up the question (in my mind, 
anyway) of just under what conditions LS is usable.  The BBB implies that 
"sudden system shock" is the key, but doesn't detail that.  The relevant 
paragraph reads: 
 
	"Even though a character can survive in a certain environment, he will 
	still take damage from attacks with that special effect, due to the sudden 
	system shock.  For example, a character who could survive extreme heat 
	would still take damage from fire attacks." 
 
The implication is that the character will ALWAYS take THE NORMAL damage 
from ANY AND ALL fire-based attacks, the capitalized words being implied by 
the lack of any qualifiers.  Apart from the need to maintain game balance, 
what is the logic behind this? 
 
The Amazing Shadrach can safely open the door of a blast furnace and stand 
in front of it, ignoring the 6d6K energy from the incredible heat.  He 
suffers no illl effects from this incredible feat, but upon leaving his 
dressing room after the show, he is hit by a 3d6 fire-based Energy Blast 
from a jealous would-be rival.  Shadrach suffers 4 BODY and 16 STUN from 
this attack, which is 15 Damage Classes below the one he previously 
ignored.  Why?  Because he wasn't "prepared" for it?  Because no evil 
intent was behind the opening of the furnace door? 
 
If preparation makes a difference, what is Shadrach had seen his rival 
approaching.  Might he have held an action, and thus prepared, use his LS 
against the Mighty Meshach's churlish attack?  No, of course not.  Silly 
Shadrach should have paid as much as 30 extra points to buy Damage 
Reduction, Only Usable Against Fire -1.  His Life Support only works 
when...um...when it wouldn't unbalance the game for it to work?  How the 
hell is he supposed to know when that is? 
 
Spaceman Spiff has a 13-point LS that protects him against vacuum and makes 
his breathing self-contained.  Without warning, the hull of his ship is 
breached and he is pulled out into airless space!  Oh, no!  Does his LS 
protect him?  After all, he wasn't prepared for it.  Does it work because 
being pulled out into space was not in and of itself an attack, but merely 
the end result of an attack (on his ship, not on him)? 
 
Presume that Spiff in the above example was an alien with natural LS; for 
this next situation, make him a normal human in a vacuum suit.  While 
wearing the suit aboard ship, he is attacked by a technomage who uses 
Change Environment to create a vacuum in the room.  This is clearly an 
attack.  Does Spiff's LS protect him?  Yes.  But why?  Because his LS is in 
a Focus this time?  Because Change Environment does no *direct* STUN and 
BODY damage?  Or because Change Environment *also* has an irrational flaw 
that prohibits is against having any direct effect on combat? 
 
What I'm trying to find here is not an idea of whether or not LS should 
protect against attacks with the matching special effect.  The BBB is clear 
on that point.  It won't.  It would be nice to think there is some 
rationale behind making the distinction, apart from "the game would be 
unbalanced if we didn't".  Game balance was always the big excuse for the 
AD&D folks, too:  elves can't get above "x" level, despite living 10 times 
as long as humans, because elves already have all these other advantages. 
One of those advantages is a higher racial minimum for INT than humans; 
you'd think a few of them would have learned to exploit that and advance 
themselves further.  I do think game balance is important.  I do not think 
it should be used as a catch-all excuse for every apparent inconsistency in 
the game. 
 
Damon 
 
------------------ 
Things don't change. You change your way of looking, that's all. 
       				-- Carlos Castaneda 
 
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Date: Wed, 18 Mar 1998 12:50:32 -0600 
From: "Michael (Damon) or Peni R. Griffin" <griffin@txdirect.net> 
Subject: Re: Life support as defense. 
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>>So what is the advantage of Immune to Disease and how do you explain in 
>>non-game mechanic terms that DiseaseMan's powers work on HeroMan? 
>> 
>The advantage is you don't catch normal diseases. Disease Man has 'super 
>germs' which the character isn't immune to. 
 
For this specific example, I might buy "super germs" (mutated strain, for 
example), but try applying this explanation to other SFX and it looks 
silly:  super fire?  super cold?  Remember, these are not measures of 
degree, but of type; what characteristic would "super fire" have that 
ordinary extreme heat would not (other than the ability to bypass LS)? 
 
Damon 
 
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From: GoldRushG <GoldRushG@aol.com> 
Date: Wed, 18 Mar 1998 13:53:41 EST 
Subject: San Angelo Time Online 
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<< I visited the GRG site and saw the SA:CoH page. It looks very promising 
once it has some actual material.>> 
 
  Well, it ain't quite finished yet, but it should be this coming weekend. 
 
  But there is some content there, and all of the pages that don't have 
content yet should at least say so and solicit submissions from folks. So head 
on over and take a gander. We'll be adding a lot more stuff in the coming days 
and weeks. 
 
  Mark @ GRG 
  http://members.aol.com/goldrushg  (Click on the SA:CoH link or book cover) 
 
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Date: Wed, 18 Mar 1998 10:59:58 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Life support as defense. 
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At 11:03 AM 3/18/1998 -0600, bobby farris wrote: 
>This problem hasn't actually come up, but I noticed it and wondered 
>what other GM's would do. I know that Life Support shouln't offer a 
>means of defense, but I was wondering if a character bought Immune to 
>Disease would he be effected by some one with an attack designed as a 
>disease? 
> For Example: 
> 
> DiseaseMan attacks HeroMan with a 9d6 Con Drain with the special effect 
>that he gives the person a disease. HeroMan has Immune to Disease. So 
>would DiseaseMan effect HeroMan? 
 
  I'd normally give DiseaseMan a -1/4 Limitation for this not working vs 
those who are Immune to Disease (or have another appropriate defense). 
--- 
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, 18 Mar 1998 14:16:23 -0500 
From: BILL SVITAVSKY <NBYMAIL11@mln.lib.ma.us> 
Subject: Re: Life support as defense. 
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bobby farris wrote: 
>  
> Anthony Jackson wrote: 
> > 
> > Life support states that it doesn't stop attacks with this attack 
> form >-- thus, the 9d6 con drain with a 'disease' special effect would 
> not be >stopped, _unless_ it took a limitation 'not vs targets with 
> life >support: disease'. 
>  
> So what is the advantage of Immune to Disease and how do you explain in 
> non-game mechanic terms that DiseaseMan's powers work on HeroMan? 
 
 
This is all tied in with one of my pet peeves about the way  
people use Hero mechanics - problems with the SFX of Power Defense. 
 
Power Defense is that defense that makes you resistant to magic  
spells turning you into a frog, debilitating diseases, super- 
parasites stealing your powers, the slowing of time in your  
vicinity, and - um, stuff like that. 
 
In other words, it's a rules mechanic that has virtually no  
binding set of special effects. In general, I won't allow a  
character to take Power Defense without a limitation defining  
exactly what class of attacks the character is resistant to. My  
only exception to this is in some cases of magical protection  
which is appropriately far-reaching, and even their I prefer to  
limit its use to elemental-type beings whose existence is  
defined by their essence. 
 
Now, there would be a strong logic to using Power Defense, Only vs.  
Disease, _instead_ of Life Support: Immune to Disease. Just about  
any disease can be written up in the form of a Drain (or Transform,  
if it's a really weird disease), with possibly a few other effects  
thrown in. However, to play this out consistently the GM would need  
a write-up for every disease that came into the game; this is  
feasible, but seems like a lot of effort for something that is  
pretty peripheral to most games. (The Hero Bestiary, I believe,  
does write up some of the nastier diseases that are out there,  
and I think one of the Almanacs did so as well.) 
 
So, until the _Ultimate Healthcare Professional_ comes out, it's  
convenient to fake things with LS: Immune to Disease. We  
do pretty much the same thing with circumstances applying to  
Immune to Heat/Cold anyway - it's just not worth the effort to  
write them up as attacks.  
 
To get back to the original question, I'd say Disease Man's  
attack probably should have been built with the Limitation "Doesn't  
work vs. Targets with LS: Disease." If it wasn't, either there's  
a reason why normal immunity doesn't stop it, or there was an  
oversight in character construction and the GM should pencil in  
the limitation.  
 
By the way, if anyone ever does take the trouble to write up  
a broad range of illnesses, I'd love to see the results.  
 
Return-Path: <daemon@omg.org> 
Date: Wed, 18 Mar 1998 11:17:34 -0800 (PST) 
From: Anthony Jackson <ajackson@iii.com> 
Reply-To: Anthony Jackson <ajackson@iii.com> 
Subject: Re: Life support as defense. 
Cc: champ-l@omg.org 
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Michael (Damon) or Peni R. Griffin writes: 
> The Amazing Shadrach can safely open the door of a blast furnace and stand 
> in front of it, ignoring the 6d6K energy from the incredible heat.  He 
> suffers no illl effects from this incredible feat, but upon leaving his 
> dressing room after the show, he is hit by a 3d6 fire-based Energy Blast 
> from a jealous would-be rival.  Shadrach suffers 4 BODY and 16 STUN from 
> this attack, which is 15 Damage Classes below the one he previously 
> ignored.  Why?  Because he wasn't "prepared" for it?  Because no evil 
> intent was behind the opening of the furnace door? 
 
As a rule, I only make LS apply against the NND damage -- i.e. LS: heat is 
equivalent to air conditioning (so if the fire doesn't get him, it also won't 
slowly cook him inside his defenses).  YMMV of course, I'm not convinced my 
method is correct, but it has the advantage of not causing totally 
counterintuitive results. 
>  
> Spaceman Spiff has a 13-point LS that protects him against vacuum and makes 
> his breathing self-contained.  Without warning, the hull of his ship is 
> breached and he is pulled out into airless space!  Oh, no!  Does his LS 
> protect him?  After all, he wasn't prepared for it.  Does it work because 
> being pulled out into space was not in and of itself an attack, but merely 
> the end result of an attack (on his ship, not on him)? 
 
His life support protects him, because damage from vacuum is an NND (vs life 
support). 
>  
> Presume that Spiff in the above example was an alien with natural LS; for 
> this next situation, make him a normal human in a vacuum suit.  While 
> wearing the suit aboard ship, he is attacked by a technomage who uses 
> Change Environment to create a vacuum in the room.  This is clearly an 
> attack.  Does Spiff's LS protect him?  Yes.  But why?  Because his LS is in 
> a Focus this time?  Because Change Environment does no *direct* STUN and 
> BODY damage?  Or because Change Environment *also* has an irrational flaw 
> that prohibits is against having any direct effect on combat? 
 
Well, CE can't create a vacuum, because that would do damage and is therefore 
outside of the purview of CE ;).  However, if the mage bought the power 
legally, it would be an area effect NND vs LS (breathe/pressure), and since 
Spiff has the relevant defense, he would ignore the attack. 
>  
> What I'm trying to find here is not an idea of whether or not LS should 
> protect against attacks with the matching special effect. 
That's simple: if they're NNDs, it should.  If they aren't, and you want that 
effect, buy the relevant defense.  3 pts for immunity to a class of NNDs is 
about right. 
 
Return-Path: <daemon@omg.org> 
Date: Wed, 18 Mar 1998 11:25:51 -0800 (PST) 
From: Anthony Jackson <ajackson@iii.com> 
Reply-To: Anthony Jackson <ajackson@iii.com> 
Subject: Re: Life support as defense. 
Cc: champ-l@omg.org 
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Michael (Damon) or Peni R. Griffin writes: 
> For this specific example, I might buy "super germs" (mutated strain, for 
> example), but try applying this explanation to other SFX and it looks 
> silly:  super fire?  super cold?  Remember, these are not measures of 
> degree, but of type; what characteristic would "super fire" have that 
> ordinary extreme heat would not (other than the ability to bypass LS)? 
Here's how I generally interpret the various forms of LS: 
 
Breathing: you may breath, or need not.  Generally speaking, this type of 
attack will be an NND in the first place, so we don't need to worry. 
 
Eat/Sleep/Excrete: you need not _normally_ do any of these things; your source 
of food/whatever is _different_.  If you get hit with a 'famine' attack, or a 
sleep spell (damaging) you might still be affected, but you will recover from 
it in different ways. 
 
Radiation: you are not subject to radiation sickness (which is an NND).  Raw 
damage from radiation can still hurt you. 
 
Disease: you cannot be affected by normal diseases.  Exotic diseases might 
still have some effect. 
 
Pressure: you are not subject to the bends, ears popping, etc.  Unbalanced 
pressure (from a fist, or whatever) can still hurt you, much like it can still 
hurt a steel plate. 
 
Heat: either you have air conditioning, or your body can safely be heated (or 
cooled) to extreme temperatures without ill effects.  In either case, having 
your temperature suddenly change may still cause problems. 
 
Aging: you do not normally age.  You can still be forced to age by other 
factors. 
 
Return-Path: <daemon@omg.org> 
Date: Wed, 18 Mar 1998 13:26:37 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: Life support as defense. 
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> 	For Example: 
> 
> 	DiseaseMan attacks HeroMan with a 9d6 Con Drain with the special effect 
> that he gives the person a disease. HeroMan has Immune to Disease. So 
> would DiseaseMan effect HeroMan? 
 
	Yup, unless DiseaseMan took a limitation, "not vs targets with 
LS:Immune to Disease" at, say, -1/4 or -1/2. 
 
 
 
				-Tim Gilberg 
 
	-"Friends help you move.  Real friends help you move bodies." 
 
Return-Path: <daemon@omg.org> 
Date: Wed, 18 Mar 1998 13:28:32 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: Life support as defense. 
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> > Life support states that it doesn't stop attacks with this attack form >-- thus, the 9d6 con drain with a 'disease' special effect would not be >stopped, _unless_ it took a limitation 'not vs targets with life >support: disease'. 
> 
> So what is the advantage of Immune to Disease and how do you explain in 
> non-game mechanic terms that DiseaseMan's powers work on HeroMan? 
 
	For those "non-attack" diseases.  (Which still may have 
game mechanics to define effects) 
 
	In non-mechanic terms -- the disease is too strong for some 
reason, whether technological, magical, or what -- to be stopped by this 
plain old immunity.  For stronger immunity, buy some power defense, only 
vs poisions. 
 
 
 
				-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: Life support as defense. 
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-----BEGIN PGP SIGNED MESSAGE----- 
 
>>>>> "BS" == BILL SVITAVSKY <NBYMAIL11@mln.lib.ma.us> writes: 
 
BS> To get back to the original question, I'd say Disease Man's  
BS> attack probably should have been built with the Limitation "Doesn't  
BS> work vs. Targets with LS: Disease." 
 
I'd say that Disease Man's attack is an NND attack, with "Life Support 
vs. Disease" as the defense. 
 
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PGP Key: at a key server near you! \ unknown glowing substance which fell to 
                                    \ Earth, presumably from outer space. 
 
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From: Dave Mattingly <dmattingly@platsoft.com> 
Subject: Re: Life support as defense. 
Date: Wed, 18 Mar 1998 12:02:30 -0800 
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>>The advantage is you don't catch normal diseases. Disease Man has 
'super 
>>germs' which the character isn't immune to. 
 
Damon asks: 
>For this specific example, I might buy "super germs" (mutated strain, 
for 
>example), but try applying this explanation to other SFX and it looks 
>silly:  super fire?  super cold?  Remember, these are not measures of 
>degree, but of type; what characteristic would "super fire" have that 
>ordinary extreme heat would not (other than the ability to bypass LS)? 
 
Can you take a hot bath or a steam bath at 150 degrees or so? How about 
getting hot coffee spilled on you? The bath is something our bodies 
gradually adapt to, and the coffee is instantaneous. 
 
Frogs are boiled live by putting them in warm water, then slowly turning 
the temperature up. The water gets warmer and warmer, and it's so 
comfortable they don't want to move, and then before they know it, 
they're boiling! And the frog never resisted. But if you put a frog into 
boiling water, it'll do everything it can to get out. 
 
FireMan can walk through normal fire without a singe, thanks to his LS. 
But when Scorcher hits him with a fire attack, the fire is either much 
more concentrated (like a flashlight versus a laser), or it's the sudden 
nature of the attack that causes system shock. 
 
 
Dave Mattingly 
mattingly@bigfoot.com 
 
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Date: Wed, 18 Mar 1998 12:04:56 -0800 
        champ-l@omg.org 
From: Lizard <lizard@mrlizard.com> 
Subject: Re: Life support as defense. 
Cc: champ-l@omg.org 
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At 12:44 PM 3/18/98 -0600, Michael (Damon) or Peni R. Griffin wrote: 
>What I'm trying to find here is not an idea of whether or not LS should 
>protect against attacks with the matching special effect.  The BBB is clear 
>on that point.  It won't.  It would be nice to think there is some 
>rationale behind making the distinction, apart from "the game would be 
>unbalanced if we didn't".  Game balance was always the big excuse for the 
>AD&D folks, too:  elves can't get above "x" level, despite living 10 times 
>as long as humans, because elves already have all these other advantages. 
>One of those advantages is a higher racial minimum for INT than humans; 
>you'd think a few of them would have learned to exploit that and advance 
>themselves further.  I do think game balance is important.  I do not think 
>it should be used as a catch-all excuse for every apparent inconsistency in 
>the game. 
 
If this really bothers you, I'd recommend eliminating life support, and 
make someone who wants to be 'immune to fire' buy a combination of Damage 
Reduction and Armor, suitably limited, to the point at which no expected 
heat-based effect will harm him. 
 
Vacuum, etc, attacks are usually bought NND, Defense is LS, so they aren't 
as much of an issue. 
 
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Date: Wed, 18 Mar 1998 12:04:56 -0800 
        champ-l@omg.org 
From: Lizard <lizard@mrlizard.com> 
Subject: Re: Life support as defense. 
Cc: champ-l@omg.org 
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At 12:44 PM 3/18/98 -0600, Michael (Damon) or Peni R. Griffin wrote: 
>What I'm trying to find here is not an idea of whether or not LS should 
>protect against attacks with the matching special effect.  The BBB is clear 
>on that point.  It won't.  It would be nice to think there is some 
>rationale behind making the distinction, apart from "the game would be 
>unbalanced if we didn't".  Game balance was always the big excuse for the 
>AD&D folks, too:  elves can't get above "x" level, despite living 10 times 
>as long as humans, because elves already have all these other advantages. 
>One of those advantages is a higher racial minimum for INT than humans; 
>you'd think a few of them would have learned to exploit that and advance 
>themselves further.  I do think game balance is important.  I do not think 
>it should be used as a catch-all excuse for every apparent inconsistency in 
>the game. 
 
If this really bothers you, I'd recommend eliminating life support, and 
make someone who wants to be 'immune to fire' buy a combination of Damage 
Reduction and Armor, suitably limited, to the point at which no expected 
heat-based effect will harm him. 
 
Vacuum, etc, attacks are usually bought NND, Defense is LS, so they aren't 
as much of an issue. 
 
Return-Path: <daemon@omg.org> 
Date: Wed, 18 Mar 1998 15:15:41 -0500 
From: David Stallard <DBStallard@compuserve.com> 
Subject: Invaders from Below 
Cc: "[unknown]" <champ-l@omg.org> 
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I'm just curious, has anyone run the full scale invasion from the "Invaders 
from Below" supplement?  If so, how did it go?  I ran a few of the 
preliminary scenarios but never got to the invasion.  My impression was 
that the villain group is kinda goofy, but an invasion storyline could be 
fun. 
 
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Date: Wed, 18 Mar 1998 15:15:42 -0500 
From: David Stallard <DBStallard@compuserve.com> 
Subject: Stronghold: local chapters? 
Cc: "[unknown]" <champ-l@omg.org> 
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Since there's only one Stronghold and it's in Arizona (or is it New 
Mexico?), what happens to villain prisoners before they are transported to 
Stronghold?  I was thinking that each city would have to have a 
representative team from Stronghold who knows how to contain villains.  The 
regular police would only be able to contain a small portion of them.  In 
C:NM, maybe The Guard fulfills this function.... 
 
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Date: Wed, 18 Mar 1998 15:30:12 -0500 
From: Bill Svitavsky <nbymail11@mln.lib.ma.us> 
Subject: Re: Life support as defense. 
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At 12:44 PM 3/18/98 -0600, Michael (Damon) or Peni R. Griffin wrote: 
>Presume that Spiff in the above example was an alien with natural LS; for 
>this next situation, make him a normal human in a vacuum suit.  While 
>wearing the suit aboard ship, he is attacked by a technomage who uses 
>Change Environment to create a vacuum in the room.  This is clearly an 
>attack.  Does Spiff's LS protect him?  Yes.  But why?  Because his LS is in 
>a Focus this time?  Because Change Environment does no *direct* STUN and 
>BODY damage?  Or because Change Environment *also* has an irrational flaw 
>that prohibits is against having any direct effect on combat? 
 
This example has some additional problems to it - creating a vacuum is a 
pretty questionable use of Change Environment, since a vacuum _should_ have 
combat effects. Barring a revised Change Environment, the best way to do a 
vacuum attack is probably an Area Effect attack with NND, not vs. Life 
Support.  
 
Your general point, nevertheless, remains valid. The logic of Life Support 
not defending against attacks lies in game balance, not simulation. 
 
> 
>What I'm trying to find here is not an idea of whether or not LS should 
>protect against attacks with the matching special effect.  The BBB is clear 
>on that point.  It won't.  It would be nice to think there is some 
>rationale behind making the distinction, apart from "the game would be 
>unbalanced if we didn't".  Game balance was always the big excuse for the 
>AD&D folks, too...[SNIP] 
 
While I agree that Life Support can be a little clunky, I will point out 
that Hero _will_ let you come pretty close to full immunity to these 
attacks - you just can't do it by only buying Life Support. If Fire Man 
buys a high resistant ED, 3/4 Damage Reduction vs. Heat & Fire Attacks, and 
LS vs. Heat, he's going to be effectively immune to these attacks. Sure, 
he's paid a lot of points for it, but it is a pretty nifty ability and it 
should have a significant cost. This is quite different from D&D's blatant 
game balance restrictions.  
 
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Date: Wed, 18 Mar 1998 15:30:39 -0500 (EST) 
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From: jprins@interhop.net (John and Ron Prins) 
Subject: Re: Life support as defense. 
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>For this specific example, I might buy "super germs" (mutated strain, for 
>example), but try applying this explanation to other SFX and it looks 
>silly:  super fire?  super cold?  Remember, these are not measures of 
>degree, but of type; what characteristic would "super fire" have that 
>ordinary extreme heat would not (other than the ability to bypass LS)? 
 
I sort of measure environmental extremes using this yardstick: Could a 
normal, naked human being survive 12 seconds of such an environment without 
serious harm? If so, then Life Support will completely defend against it. I 
could run for 12 seconds through a room at -50 Centigrade without getting 
frostbite. I could survive 12 seconds of +60 Centigrade without getting 
burns (though neither would be pleasant). Any longer in either environment 
and I'm screwed - unless I've got life support. 
 
It's not a perfect yardstick (12 seconds of hard vacuum is nasty to humans - 
not necessarily fatal, but nasty), mind you, but it does serve the purpose. 
Anything 'beyond' those levels of exposure couldn't be covered by a simple 
Change Environment Power (someone IMC could not buy Change Environment to 
produce a Hard Vacuum!). Basically, if it can be bought as a Change 
Environment, Life Support will fully defend against it. If it's bought as an 
attack power (EB/RKA/Drain), LS isn't good enough. 
 
Somebody pulled out an example of a Blast Furnace. Well, that's definitely 
an RKA. Standing near the blast furnace (not in the fire) could probably be 
modelled as a Change Environment - so Life Support is enough. 
 
----------------------------------------------------------------------------- 
"Pull order out from chaos? I do that twice a week..." 
----------------------------------------------------------------------------- 
John D. Prins 
jprins@interhop.net 
 
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Date: Wed, 18 Mar 1998 14:35:37 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: Life support as defense. 
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> For this specific example, I might buy "super germs" (mutated strain, for 
> example), but try applying this explanation to other SFX and it looks 
> silly:  super fire?  super cold?  Remember, these are not measures of 
> degree, but of type; what characteristic would "super fire" have that 
> ordinary extreme heat would not (other than the ability to bypass LS)? 
 
	Lots of force behind the attack.  Attacks that are just plain heat 
probably should take a limitation, "no vs immune to heat". 
 
 
				-Tim Gilberg 
 
	-"Friends help you move.  Real friends help you move bodies." 
 
Return-Path: <daemon@omg.org> 
Date: Wed, 18 Mar 1998 12:49:38 -0800 (PST) 
From: John Desmarais <johndesmarais@yahoo.com> 
Reply-To: john.desmarais@ibm.net 
Subject: Re: Stronghold: local chapters? 
Cc: "\[unknown\]" <champ-l@omg.org> 
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---David Stallard  wrote: 
> 
> Since there's only one Stronghold and it's in Arizona (or is it New 
> Mexico?), what happens to villain prisoners before they are 
transported to 
> Stronghold?  I was thinking that each city would have to have a 
> representative team from Stronghold who knows how to contain 
villains.  The 
> regular police would only be able to contain a small portion of 
them.  In 
> C:NM, maybe The Guard fulfills this function.... 
 
As a model for this you might take a look at the Metropolis Special 
Crimes Unit from the Superman comics (and cartoons).  It's a devision 
of the Metropolis Police Dept equipted to handle (some) super villians. 
_________________________________________________________ 
DO YOU YAHOO!? 
Get your free @yahoo.com address at http://mail.yahoo.com 
 
Return-Path: <daemon@omg.org> 
Date: Wed, 18 Mar 1998 12:49:38 -0800 (PST) 
From: John Desmarais <johndesmarais@yahoo.com> 
Reply-To: john.desmarais@ibm.net 
Subject: Re: Stronghold: local chapters? 
Cc: "\[unknown\]" <champ-l@omg.org> 
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---David Stallard  wrote: 
> 
> Since there's only one Stronghold and it's in Arizona (or is it New 
> Mexico?), what happens to villain prisoners before they are 
transported to 
> Stronghold?  I was thinking that each city would have to have a 
> representative team from Stronghold who knows how to contain 
villains.  The 
> regular police would only be able to contain a small portion of 
them.  In 
> C:NM, maybe The Guard fulfills this function.... 
 
As a model for this you might take a look at the Metropolis Special 
Crimes Unit from the Superman comics (and cartoons).  It's a devision 
of the Metropolis Police Dept equipted to handle (some) super villians. 
_________________________________________________________ 
DO YOU YAHOO!? 
Get your free @yahoo.com address at http://mail.yahoo.com 
 
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X-Sender: bob.greenwade@klock.com 
Date: Wed, 18 Mar 1998 13:08:12 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Last Minute 5th Edition Notes 
Errors-To: owner-champ-l@omg.org 
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   Here's a couple of last-minute notes on things for 5th Edition I forgot 
to include on my questionnaire. 
 
   Missile Deflection 
   As currently written, Missile Deflection costs 5 points to work against 
thrown objects, 10 points to work against arrows and projectiles, 15 points 
to work against bullets or schrapnel, or 20 to work against any ranged attack. 
   But there's no cost break on attacks for being Deflected more easily, 
nor any given structure for determining how easily something is Deflected 
other than just Special Effects.  There's no reason that Character A's RKA 
should be deflected by anyone with Missle Deflection, while Character B's 
mechanically identical RKA can only be deflected by the maximum level. 
   I would recommend that the 5-points level be limited to anything with 
the "Can Be Thrown" Advantage or the "Range Limited by Strength" Limitation 
(I go into these on my website, and I recommend them and the throwing rules 
related to them for Hero5 as well), or any thrown object of opportunity. 
However, beyond that level I have no concrete idea. 
   The maximum level might require a +1/4 "Difficult to Deflect" Advantage, 
or some other Advantage, such as "Difficult to Dispel" or "Increased STUN 
Multiplier," could be expanded to include it. 
   An attack with the "Double Knockback" Advantage should require the next 
higher level of Missile Deflection.  (Or not; I'm just musing here.) 
 
   Increased STUN Multiple 
   I think it's European Enemies where a character is given the odd 
combination of Energy Blast with Increased STUN Multiple.  Now, this was an 
error at the time; in discussion of this a couple of years back, though, 
someone came up with a way that this could apply to Energy Blast after all. 
 Just add +1 to each die, only for purposes of STUN. 
--- 
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, 18 Mar 1998 16:13:14 -0500 
From: David Stallard <DBStallard@compuserve.com> 
Subject: Only in Hero ID 
Cc: "[unknown]" <champ-l@omg.org> 
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What are some examples of switching to Hero ID and back, if you don't have 
Instant Change?  Would this be as simple as just sitting there and 
concentrating for a little while? 
 
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X-Sender: nbymail11@mln.lib.ma.us 
Date: Wed, 18 Mar 1998 16:15:27 -0500 
From: Bill Svitavsky <nbymail11@mln.lib.ma.us> 
Subject: Re: Life support as defense. 
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At 02:38 PM 3/18/98 -0500, Stainless Steel Rat wrote: 
 
>>>>>> "BS" == BILL SVITAVSKY <NBYMAIL11@mln.lib.ma.us> writes: 
> 
>BS> To get back to the original question, I'd say Disease Man's  
>BS> attack probably should have been built with the Limitation "Doesn't  
>BS> work vs. Targets with LS: Disease." 
> 
>I'd say that Disease Man's attack is an NND attack, with "Life Support 
>vs. Disease" as the defense. 
> 
 
Why is it that Rat labels all my posts "BS"? :-) 
 
Yes, in most cases an NND attack would make more sense. But if the attack 
was a Drain, Transform, or whatever rather than a straight damage attack, I 
would probably go the Limitation route. I don't think it's been specified 
what Disease Man's attack was supposed to be in the first place. 
 
On a related topic, I made an interesting discovery the other day reading 
_The Straight Dope Tells All_. (If you don't know about Cecil Adams's 
trivia column, I highly recommend you check out www.straightdope.com.) 
Apparently, many occurences of what people assume to be common colds are in 
fact not diseases at all, but actually "cold stress." This partially 
explains why people get sick from being cold & wet, regardless of exposure 
to germs - stress from cold temperatures can cause congestion in the 
respiratory system, giving you symptoms very much like an actual cold.  
 
This could make for a fun bit with a Champions character with LS: Immune to 
Disease but not Immune to Cold. The day after he raids Dr. Microbe's base, 
he finds himself coughing and sneezing, despite his super powers. He's 
likely to investigate this new "super-virus", never thinking of the 
previous night's stake-out in the rain.  
 
Return-Path: <daemon@omg.org> 
From: "\"qts\" <qts@nildram.co.uk> 
        \"Theala Sildorian\"" <qts@nildram.co.uk> 
Date: Wed, 18 Mar 98 21:17:31  
Reply-To: "qts" <qts@nildram.co.uk> 
Priority: Normal 
Subject: Re: Secret ID / Public ID 
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On Mon, 16 Mar 1998 18:15:02 +0000, Theala Sildorian wrote: 
 
>Now the rules states that you can't have both Secret ID and Public  
>ID.  
 
Really? In one of the AC mags it gives ideas for using both. 
qts 
 
Home: qts@nildram.co.uk. 
 
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From: "\"qts\" <qts@nildram.co.uk> 
        \"Salmon, David W\"" <qts@nildram.co.uk> 
Date: Wed, 18 Mar 98 21:21:56  
Reply-To: "qts" <qts@nildram.co.uk> 
Priority: Normal 
Subject: Re: Secret ID/Public ID related question 
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On Tue, 17 Mar 1998 05:20:24 PST, Salmon, David W wrote: 
 
>Hey Psych Lim fans ... 
> 
>I ran into an interesting situation designing a character that I need 
>some help with. The character in question has to hide his real identity 
>for reason "X" so he set himself up a new name with a new SSN and 
>everything. Now this character also is a superhero who wants to keep his 
>superheroic identity secret. What kind of psych lim's would you give 
>him?? Two Secret ID's ??? Is that legal ??  
 
I would suggest just one: the indirection being all part of having of 
his efforts to conceal his true identity. 
qts 
 
Home: qts@nildram.co.uk. 
 
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Date: Wed, 18 Mar 1998 16:37:20 -0500 
From: David Stallard <DBStallard@compuserve.com> 
Subject: Villain Secret IDs 
Cc: "[unknown]" <champ-l@omg.org> 
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When your villains are arrested, do the cops take off their masks and get 
their true identities?  I've seen in comics and cartoons that often a 
villain is sitting in jail, in full costume.  This doesn't seem very 
realistic, but it is very tough to re-use your villains after all their 
identities have been made public. 
 
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X-Sender: nbymail11@mln.lib.ma.us 
Date: Wed, 18 Mar 1998 16:37:21 -0500 
From: Bill Svitavsky <nbymail11@mln.lib.ma.us> 
Subject: Re: Stronghold: local chapters? 
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David Stallard  wrote: 
>> 
>> Since there's only one Stronghold and it's in Arizona (or is it New 
>> Mexico?), what happens to villain prisoners before they are 
>transported to 
>> Stronghold?  I was thinking that each city would have to have a 
>> representative team from Stronghold who knows how to contain 
>villains.  The 
>> regular police would only be able to contain a small portion of 
>them.  In 
>> C:NM, maybe The Guard fulfills this function.... 
> 
 
In my longest running Champions campaign, many events surrounded the 
construction of a second Stronghold outside Philadelphia. (Stronghold, by 
the way, was just about the only Champions universe thing I ever imported 
into my game - I have a strong preference for my own creations.)  
 
The Feds decided to build the new Stronghold outside the city because of 
all of the superhuman activity (the PCs' adventures) there. When the plans 
were announced, a "Not in My Backyard" type of political movement arose, 
resulting in quite a bit of public resentment of the PC heroes and some 
very touchy crowd control situations. When the actual construction started, 
there were numerous attempts by super-criminals to sabotage the project, 
and even an attempt to replace the architect with a criminal double hoping 
to work in a few secret tunnels.  
 
Meanwhile, in another adventure the PC's apprehended a brutal superhuman 
alien invader and turned him over to the authorities. When the construction 
of Stronghold East was completed, they were horrified to see their enemy 
show up again as Strongarm, the full-time guardian of the super prison 
(he'd cut a deal.) 
 
Stronghold East, needless to say, was an inexhaustible source of situations 
in my game. 
 
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X-Sender: bob.greenwade@klock.com 
Date: Wed, 18 Mar 1998 13:45:17 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Stronghold: local chapters? 
Errors-To: owner-champ-l@omg.org 
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At 03:15 PM 3/18/1998 -0500, David Stallard wrote: 
>Since there's only one Stronghold and it's in Arizona (or is it New 
>Mexico?), what happens to villain prisoners before they are transported to 
>Stronghold?  I was thinking that each city would have to have a 
>representative team from Stronghold who knows how to contain villains.  The 
>regular police would only be able to contain a small portion of them.  In 
>C:NM, maybe The Guard fulfills this function.... 
 
   In the Champions Universe, this function is (to date) taken by the 
regional PRIMUS bases, which are nearly as secure as Stronghold. 
   (It's for this reason that I've been trying to recommend new bases in 
Honolulu, Okinawa, and Wiesbaden, but no luck so far....) 
--- 
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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Comments: Authenticated sender is <theala@shore.intercom.net> 
From: "Theala Sildorian" <theala@shore.intercom.net> 
Date: Wed, 18 Mar 1998 21:45:45 +0000 
Subject: (Fwd) Re: Help Steve Long! (Re: Villain Secret IDs) 
Priority: normal 
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> At 05:25 PM 3/18/98 -0500, BILL SVITAVSKY wrote: 
> >In my four-color superhero games, I generally assume there's  
> >some sort of legal protection of secret identities - an excuse  
> >sometimes used in comics.  
>  
> Maybe it would make sense to have someone from the court sworn to 
> keep the Secret ID a secret unless there is a conviction.  It just 
> seems to me that an identity must be established before criminal 
> proceedings can take place. 
 
You are correct.  The Sixth Amendment gives defendants the right to 
face their accusers.  This is why the subject of children testifying 
in sexual abuse cases is such a touchy issue--defendants can rightly 
claim they are denied their right to face their accusers if the 
children are exempt from testimony on the grounds they cannot handle 
the stress. 
 
However, I believe Steve has written some things on the subject to 
allow superheroes to conceal their identity, some material relating to 
supers and the law which was cut from Dark Champions.  He reads this 
list and I'm sure he could be persuaded to share it, eh Steve? :D 
 
Amy 
 
---------------- 
Theala Sildorian 
http://www.intercom.net/user/theala/hero.html 
Home of the Unofficial Champions Home Page! 
 
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Comments: Authenticated sender is <theala@shore.intercom.net> 
From: "Theala Sildorian" <theala@shore.intercom.net> 
Date: Wed, 18 Mar 1998 21:46:03 +0000 
Subject: (Fwd) Re: Going to the Source, Part Two 
Priority: normal 
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X-Hero: champ-l 
To: champ-l@omg.org 
 
 
> Interestingly enough, it seems like the non-fans are the  
> most likely to create the most conventional superheroes.  
> Without a strong sense of the range of the genre, they tend  
> to work from the popular sense of comics heroes, mimicking the 
> portrayals of Superman, Batman, etc. in movies & TV. Often these 
> people will also take the characters in the rulebooks as a starting 
> point, making characters who are more like Champions heroes than 
> like comics heroes. The best role-players, though, can bring ideas 
> from many sources, including their own lives, and produce some very 
> original heroes. 
>  
 
I'd have to disagree with you in part on this one Bill.  I'm not much 
of a comic reader, and never have been.  In fact, I turned down a 
chance to learn 1st ed when it first came out because I wasn't 
interested in comics.  None of the characters I've ever created have 
drawn much inspiration from the comics.  If they seem similar, it is 
purely by accident.  I am, howver, a big sci fi/fantasy fiction fan, 
and I don't hesitate to steal ideas from time to time from my favorite 
stories, but more often than not my characters are my own creations.  
I get more satisfaction out of a personality that I created on my own. 
 The world backdrop might be cookie cutter, but not the personalities 
who populate it. 
 
 
 
 
---------------- 
Theala Sildorian 
http://www.intercom.net/user/theala/hero.html 
Home of the Unofficial Champions Home Page! 
 
Return-Path: <daemon@omg.org> 
Date: Wed, 18 Mar 1998 16:50:17 -0500 
From: Todd Hanson <badtodd@dacmail.net> 
Subject: Re: Only in Hero ID 
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David Stallard wrote: 
> What are some examples of switching to Hero ID and back, if you don't 
> have 
> Instant Change?  Would this be as simple as just sitting there and 
> concentrating for a little while? 
 
 
Ever watch the old 'Incredible Hulk' tv show?  Or any of the various 
werewolf movies...? 
 
Those are examples of Hero ID without instant change (ignoring the 
arguement of wether they should be built with OHID or multiform). The 
people change to 'hero' ID, but it is not instantaneous. 
 
 
Todd 
 
 
--  
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 Todd Hanson                       Minnesota: Land of two seasons: 
 BadTodd@dacmail.net               winter is coming, winter is here. 
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X-Authentication-Warning: snowy.owlnet.rice.edu: chip owned process doing -bs 
Date: Wed, 18 Mar 1998 15:56:29 -0600 (CST) 
From: Darien Phoenix Lynx <chip@owlnet.rice.edu> 
Subject: Re: Only in Hero ID 
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On Wed, 18 Mar 1998, David Stallard wrote: 
 
> What are some examples of switching to Hero ID and back, if you don't have 
> Instant Change?  Would this be as simple as just sitting there and 
> concentrating for a little while? 
 
Foci that never or rarely get taken away are an example. Someone mentioned 
Iron Man's armor. 
 
Return-Path: <daemon@omg.org> 
Date: Wed, 18 Mar 1998 16:58:47 -0500 
From: Todd Hanson <badtodd@dacmail.net> 
Subject: Re: Villain Secret IDs 
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David Stallard wrote: 
>  
> When your villains are arrested, do the cops take off their masks and 
> get 
> their true identities?  I've seen in comics and cartoons that often a 
> villain is sitting in jail, in full costume.  This doesn't seem very 
> realistic, but it is very tough to re-use your villains after all 
> their 
> identities have been made public. 
 
 
 
Jesus David.. do you do anything else besides post to this list all 
day??? 
 
 
To answer your question, it's a campaign specific thing.  If you want 
the cops to de-mask the villians, they do.  If you don't they don't. 
 
In my campaign, they do, but not until convicted.  Once you become a 
convicted felon, you've given up any right to a secret identity.  As 
long as you are still considered 'innocent', you have the right to 
maintain your secret ID. 
 
Most comics seem to support this.  When a villian has spent any time in 
jail, he is often referred to by his real name in computer files, by law 
enforcement personel, etc.   
 
Although, on the other hand, they almost always show the villians in 
jail still wearing their mask/costume, so maybe the secret ID is only in 
'official' records and is not released to the general public. 
 
 
Todd 
--  
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 Todd Hanson                       Minnesota: Land of two seasons: 
 BadTodd@dacmail.net               winter is coming, winter is here. 
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 
 
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Date: Wed, 18 Mar 1998 15:59:43 -0600 
From: Donald Tsang <tsang@sedl.org> 
Subject: Re: Last Minute 5th Edition Notes 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
The "+1 STUN Multiple" is the only advantage that adds to the damage 
of a power.  This makes it extra good for high-advantage-total powers, 
and encouraging that by expanding its role seems bad. 
 
(2d6 EB, NND, 0 END is 25 pts for 7 stun average (3.5 pts/pip); each 
additional +2 stun pips only costs 5 (2.5 pts/pip)) 
 
  Donald 
 
Return-Path: <daemon@omg.org> 
Date: Wed, 18 Mar 1998 17:06:24 -0500 
From: BILL SVITAVSKY <NBYMAIL11@mln.lib.ma.us> 
Subject: Only in Hero ID 
Errors-To: owner-champ-l@omg.org 
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David Stallard <DBStallard@compuserve.com> wrote: 
>>> 
 
What are some examples of switching to Hero ID and back, if you don't hav= 
e 
Instant Change?  Would this be as simple as just sitting there and 
concentrating for a little while? 
<<< 
 
There are plenty of fictional slow transformations, often following  
the model of Dr. Jekyll and Mr. Hyde.  It doesn't have to be  
"instant" to be a change. 
 
Donning armor for an "Only in Hero ID" is a popular approach on  
this list, though I prefer to do most battlesuits as OIF's.  
 
DC's Azrael has arguably had "OiHID" on most of his powers,  
though this changes from time to time. In his case, the  
transformation is a psychological one, but it's been linked 
to his donning of his costume (or at least the mask.) 
 
It would be interesting to have a character whose powers depended  
on him acting in a certain role. Just as the Pope is supposedly  
infallible when - and only when - he speaks "Ex Cathedra", this  
hero would have certain abilities but only when acting in a  
particular way for a particular cause. For this to be a legitimate  
limitation, of course, the campaign would have to include conflicts  
beyond the scope of that cause.  
 
Return-Path: <daemon@omg.org> 
Date: Wed, 18 Mar 1998 18:20:55 -0400 (AST) 
From: Trevor Barrie <tbarrie@ibm.net> 
Subject: Re: Life support as defense. 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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To: champ-l@omg.org 
 
On Wed, 18 Mar 1998, Michael (Damon) or Peni R. Griffin wrote: 
 
> The implication is that the character will ALWAYS take THE NORMAL damage 
> from ANY AND ALL fire-based attacks, the capitalized words being implied by 
> the lack of any qualifiers.  Apart from the need to maintain game balance, 
> what is the logic behind this? 
>  
> The Amazing Shadrach can safely open the door of a blast furnace and stand 
> in front of it, ignoring the 6d6K energy from the incredible heat.  He 
> suffers no illl effects from this incredible feat, 
 
I don't agree. Life Support allows you to ignore environmental effects but 
not attacks; the corollary in my opinion is that anything which is best 
modelled as an ordinary attack isn't an "environmental effect" for 
purposes of LS. Life Support vs extreme temperature is for stuff like 
Sahara-level heat, not blast furnaces. 
 
Return-Path: <daemon@omg.org> 
Date: Wed, 18 Mar 1998 17:25:02 -0500 
From: BILL SVITAVSKY <NBYMAIL11@mln.lib.ma.us> 
Subject: Villain Secret IDs 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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To: champ-l@omg.org 
 
David Stallard <DBStallard@compuserve.com> wrote: 
 
>>>>>> 
 
When your villains are arrested, do the cops take off their masks and get= 
 
their true identities?  I've seen in comics and cartoons that often a 
villain is sitting in jail, in full costume.  This doesn't seem very 
realistic, but it is very tough to re-use your villains after all their 
identities have been made public. 
 
<<<<<< 
In my four-color superhero games, I generally assume there's  
some sort of legal protection of secret identities - an excuse  
sometimes used in comics.  
 
This protection is meant to apply to superheroes, who may very  
well be accused of crimes from time to time and even arrested.  
Since they're presumed innocent until proven guilty, these heroes  
may keep their identities a secret until _convicted_ of a crime.  
The same laws apply to the villains, so if they escape before  
conviction, their identities are safe. 
 
This can have all sorts of fun implications. I generally present  
it as a law of highly questionable constitutionality, but which  
has never been struck down because the authorities don't want to  
discourage the superheroes whom they might need. But the cynics  
know it's a crock, and any cop who doesn't do things "by the book"  
will have a decided interest if a character's mask should happen  
to, um, "fall off."  
 
Meanwhile, a costumed hero who's been wounded in battle remains  
under the protection of this law, even though a mask might be a  
barrier to medical treatment. I generally run this with medical  
technicians and police officers who are likely to encounter  
superheroes carrying disposable paper masks designed to conceal  
the identities of wounded supers. More than once, these handy  
masks have earned the gratitude of an unwounded super who's  
lost his mask in the course of a battle. 
 
Return-Path: <daemon@omg.org> 
Date: Wed, 18 Mar 1998 18:25:25 -0400 (AST) 
From: Trevor Barrie <tbarrie@ibm.net> 
Subject: Re: Hero Plus opinions? 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Tue, 17 Mar 1998, Tim R. Gilberg wrote: 
 
> >    Funny; I have the reverse problem.  In Acrobat I can specify which pages 
> > I want, while in HTML I have to guess what page(s) something's on. 
>  
> 	I've noted the same.  I've personally had no real problems with 
> the Acrobat format.  It does a great job at cross-platform consistancy. 
 
Except that the Acrobat file used for the Fuzion rules won't load  
correctly under ghostscript for Linux, and according to R. Talsorian's 
webpage this is deliberate. Whether the same applies to the Hero Plus 
stuff I admittedly don't know. 
 
Return-Path: <daemon@omg.org> 
Date: Wed, 18 Mar 1998 18:28:22 -0400 (AST) 
From: Trevor Barrie <tbarrie@ibm.net> 
Subject: Re: Disadvantages 
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To: champ-l@omg.org 
 
On Tue, 17 Mar 1998, David Stallard wrote: 
 
> Message text written by Curt Hicks 
> >Remember that you aren't required to get the full amount of disadvantages. 
>  
> But if you don't take the full amount of disadvantages, then you have less 
> points to spend on your character, which means you are most likely going to 
> be weaker than everyone else in the campaign (on both sides). 
 
Disadvantages are supposed to be disadvantageous. If this rule is strictly 
adhered to, a character with 250 pts worth of abilities and 150 pts of 
Disadvantages isn't going to be any more or less powerful than one who has 
100 pts of abilities and no Disadvantages. (Whether this happens in 
practice is questionable.) 
 
> This would only work if the GM was willing to modify each and every villain 
> so that they were weaker as well. 
 
Is it common for GM's to make their villains before the PC's are made? 
 
Return-Path: <daemon@omg.org> 
Date: Wed, 18 Mar 1998 18:33:33 -0400 (AST) 
From: Trevor Barrie <tbarrie@ibm.net> 
Subject: Re: Shapeshifter questions 
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On Tue, 17 Mar 1998, Rick Holding wrote: 
 
> 	Okay, lets see.  A 50 point pool has a 25 point control cost.  Throw in  
> a +1 advantage, no time for another 25 points, and a +1 advantage, no skill 
> roll required for yet another 25 points.  50 points for the pool and 75 
> points for the control. 
>  
> 	Now for some disads.  -1/4 for 1/2 DCV concentration while changing, 
> -1/2 for limited special effect (as per page 116 of the BBB) and some 
> gumby -1/4 to be determined by the player to make the maths easier for a 
> total of a -1 limitation applied to the control cost making it a 50 
> point pool and a 37 point control for a grand total of 87 points which 
> allows 100 points of 50 point or less powers. 
 
Hmmm? No, it allows a total of 50 pts of Powers if said Power have no 
Limitations, 75 if they all have -1/2, 100 if they all have -1, 150 if 
they all have -2, or whatever other combination the character wants. 
 
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Date: Wed, 18 Mar 1998 18:41:18 -0400 (AST) 
From: Trevor Barrie <tbarrie@ibm.net> 
Subject: Re: Is this character too limited? 
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On Mon, 16 Mar 1998, Brian Wong wrote: 
 
> 	Then have the character buy two seperate Martial Arts Styles, one 
> for the armed combat, one for the unarmed. 
> 	After all, letting a player use the same manuever for fencing and 
> for Wing Chun Kung Fu is something most reasonability checks will alarm on. 
 
Not at all. Is there some game-mechanical distinction between a character 
who has a single style which allows a Martial Strike to be done with 
multiple weapons, and a character with multiple styles, each done with a 
different weapon, and each of which includes Martial Strike? No, it's just 
special effects; the two are bought the same. 
 
> 	You shouldn't be buying all your manuevers in one big lump and calling 
> it all one single martial style. 
 
No, but you can buy your maneuvers in one big lump and call it a mix of 
styles if you like. (This is what the BBB's "Commando Training" is, isn't 
it?) 
 
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Date: Wed, 18 Mar 1998 18:42:06 -0400 (AST) 
From: Trevor Barrie <tbarrie@ibm.net> 
Subject: Re: The Great Multiform Debate 
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On Mon, 16 Mar 1998, Brian Wong wrote: 
 
> >    Having two separate bodies is only one SFX of Multiform.  A body that 
> > undergoes a severe change is another. 
>  
> 	True. But since the second can be done by adding a limitation to a 
> version of the multiform that does no damage carryover, however the first 
> could not be done with a version of multiform that did do damage carryover; 
 
Trivial. Use an Aid triggered on changing forms. 
 
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Date: Wed, 18 Mar 1998 18:43:50 -0400 (AST) 
From: Trevor Barrie <tbarrie@ibm.net> 
Subject: Re: Small campaign 
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On Mon, 16 Mar 1998, Bob Greenwade wrote: 
 
>    Unlike what Hero (in C:NM) and GRG are insisting upon, it's not 
> necessary for the PCs to be the "top dog" heroes in the world. 
 
Nobody is insisting that this is necessary, to my knowledge. 
 
>    (This is one thing that I'm waiting to see in San Angelo.  If there's 
> already an established superhero community, then how is it that the PCs, 
> who would have to be rank beginners at the start, are already the world's 
> Number One hero team?  The explanation has *got* to be good!) 
 
Why on Earth would the PCs have to be rank beginners at the start? 
 
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Date: Wed, 18 Mar 1998 18:48:03 -0400 (AST) 
From: Trevor Barrie <tbarrie@ibm.net> 
Subject: Re: Shapeshifter questions 
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On Mon, 16 Mar 1998, David Stallard wrote: 
 
> I didn't consider VPP because it doesn't make sense for this character to 
> have a few powers "readied" and have to take time to reshuffle points in 
> order to get effects.  If he wants to fly, he just sprouts wings out of his 
> back...he doesn't need to have flight "on deck" ready for use. 
 
Can this character grow wings, spikes, big hammer-hands, etc, all 
simultaneously? If not, VPP seems like the perfect construct. If so, just 
buy all the Powers he wants; no Modifiers are really necessary. 
 
> We used Variable Special Effects in several places, though. 
 
I don't see how Variable SFX fits. Don't his Powers all have just the 
single special effect "shapeshifting"? 
 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: Damage Shield 
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>>>>> "TS" == Theala Sildorian <theala@shore.intercom.net> writes: 
 
TS> How about Damage Shield, Area Effect? 
 
Would not change the way the Damage Shield aspect works.  The power would 
not have any effect until someone attacks the character, or the character 
grabs someone.  This is what the Damage Shield does. 
 
Then everyone in the area gets zapped by the DS (including the character). 
This is what the AoE does. 
 
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Rat <ratinox@peorth.gweep.net>    \ Do not taunt Happy Fun Ball. 
PGP Key: at a key server near you! \  
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: Life support as defense. 
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>>>>> "BS" == Bill Svitavsky <nbymail11@mln.lib.ma.us> writes: 
 
>> I'd say that Disease Man's attack is an NND attack, with "Life Support 
>> vs. Disease" as the defense. 
 
BS> Why is it that Rat labels all my posts "BS"? :-) 
 
Blame your parents for the initials. :) 
 
BS> Yes, in most cases an NND attack would make more sense. But if the 
BS> attack was a Drain, Transform, or whatever rather than a straight 
BS> damage attack, I would probably go the Limitation route. 
 
Why?  NND works the same on a power that normally has Power Defense as a 
defense as it does on a power that normallly has Mental Defense or Energy 
Defense.  Power Defense may be "rare" but it is still a standard defense as 
far as game mechanics go.  Treating it or powers that have it as a defense 
differently from other powers implies that it or those powers are different 
from the other powers in the book. 
 
They are not different.  When you stop treating them differently you 
eliminate this perceived "problem". 
 
Or are people going to insist that Energy Defense be bought with SFX-based 
limitations?  I mean, why should a supermage's force field spell have any 
effect against high-power electromagnetic radiation?  Or for that matter, 
why should a high-tech force field have any effect on a magical fireball? 
 
You see how silly that can get?  Champions powers are designed to be fairly 
generic in their mechanics.  No power should be required to have a special 
effects limitation if the special effects of that power do not warrant 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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From: GoldRushG <GoldRushG@aol.com> 
Date: Wed, 18 Mar 1998 18:03:04 EST 
Subject: Re: Stronghold: local chapters? 
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<< I was thinking that each city would have to have a representative team from 
Stronghold who knows how to contain villains. >> 
 
  Yikes! That's a lot of funding and resources that IMO the feds wouldn't want 
to shell out. And it's unnecessary, when all you really need is a Stronghold 
transport plane and a good crew ("Paranormal Con Air" anyone? <LOL>). 
 
<< The regular police would only be able to contain a small portion of them. 
In 
C:NM, maybe The Guard fulfills this function.... >> 
 
  In SA:CoH it's P.A.R.T. 
 
  Mark @ GRG 
 
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Date: Wed, 18 Mar 1998 19:03:06 -0400 (AST) 
From: Trevor Barrie <tbarrie@ibm.net> 
Subject: Re: Powers as Disadvantages... 
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On Mon, 9 Mar 1998, Remnant wrote: 
 
> >"Storytelling game" and "RPG" are more-or-less synonyms. (More accurately, 
> >RPGs are a subset of storytelling games.) 
>  
> Unless you truly don't know what I mean when I use the term 'storytelling 
> game', your argument is spurious. 
 
That wasn't an argument at all, I was simply pointing out a sloppy use of 
terminology. 
 
> Also, even more accurately, since any game in which the players are 
> assuming roles is an RPG and not just 'storytelling games'.  It would 
> seem that storytelling games are the subset of RPGs. 
 
This would be true if all storytelling games involved the players 
assuming roles, but this is not in fact the case; witness Atlas Games' 
"Once Upon a Time", for example. 
 
> >> And, while I've still got my soap box out of the closet, Hero or any 
> >> other  game like Hero shouldn't be "BALANCED" it should be heavily 
> >> weighted to _FUN FUN  FUN_ for everybody that is playing in it. 
> > 
> >Also effectively synonymous. 
 
See, now, this was a spurious argument. 
 
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From: GoldRushG <GoldRushG@aol.com> 
Date: Wed, 18 Mar 1998 18:08:51 EST 
Subject: Re: Villain Secret IDs 
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<< When your villains are arrested, do the cops take off their masks and get 
their true identities? >> 
 
  Heck yes! And they get fingerprinted, cataloged in the FBI file, etc, etc. 
Of course, Mental Illusions, Change Environment and Images can play havoc with 
both fingerprint cards and computer scanners. ;) 
 
  Mark @ GRG 
 
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From: GoldRushG <GoldRushG@aol.com> 
Date: Wed, 18 Mar 1998 18:10:17 EST 
Subject: Re: Stronghold: local chapters? 
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<< and San Angelo is going to get a whole new setup of it's own which will be 
MUCH more detailed, as it is being written by someone who has worked in 
corrections :D>> 
 
  Gaviota Island prison is *not* a nice place to work. ;) 
 
  Mark @ GRG 
 
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Date: Wed, 18 Mar 1998 18:18:20 -0500 
From: BILL SVITAVSKY <NBYMAIL11@mln.lib.ma.us> 
Subject: Going to the Source, Part Two 
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A week or so ago, we discussed whether it was necessary to be  
a reader of a genre (e.g. superhero comics) in order to play  
and/or gamemaster it well. Despite my prejudices against  
comic book illiterates :-), I'd have to say we came up with  
plenty of good examples of good role-players who weren't  
well-versed in their games' genres.  
 
But let's take the question a step further - do you see differences  
between Champions players (and GMs) who are comics readers and  
those who aren't? 
 
I can almost always tell a comics fan from a non-fan from the  
characters they create. And if they're a fan, I can make a  
pretty good guess what their tastes are. 
 
 
Interestingly enough, it seems like the non-fans are the  
most likely to create the most conventional superheroes.  
Without a strong sense of the range of the genre, they tend  
to work from the popular sense of comics heroes, mimicking the  
portrayals of Superman, Batman, etc. in movies & TV. Often  
these people will also take the characters in the rulebooks as  
a starting point, making characters who are more like Champions  
heroes than like comics heroes. The best role-players, though,  
can bring ideas from many sources, including their own lives, and  
produce some very original heroes. 
 
The greatest failing of the comics readers is probably being  
too derivative of their source material. This seems to happen most  
often with people who haven't read a lot of comics, but have  
gotten infatuated with one particular series. I've mentioned before  
the first V&V game I ran, when 2/3 of my players told me their  
characters were "just like Wolverine." A well-versed comics fan  
can get away without much imagination, having 50+ years of ideas  
to steal. But I'd say the best role-players among the comics fans  
are much like the best of the non-fans, drawing from many sources  
and from their own thoughts in creating new heroes. 
 
Any other experiences or views on this? 
 
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From: GoldRushG <GoldRushG@aol.com> 
Date: Wed, 18 Mar 1998 18:19:43 EST 
Subject: Re: Why not official answers 
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  << really??  WHERE in the mid-west??>> 
 
  Illinois. Springfield, to be precise. 
 
  Did I say that already? I must be getting old becuase I forget if I posted 
that to the list or not. <LOL> 
 
  Mark @ GRG 
 
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Date: Wed, 18 Mar 1998 17:21:05 -0600 
From: Donald Tsang <tsang@sedl.org> 
Subject: Re: Life support as defense. 
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Rat writes: 
>>> I'd say that Disease Man's attack is an NND attack, with "Life Support 
>>> vs. Disease" as the defense. 
>> 
>> Yes, in most cases an NND attack would make more sense. But if the 
>> attack was a Drain, Transform, or whatever rather than a straight 
>> damage attack, I would probably go the Limitation route. 
> 
>Why?  NND works the same on a power that normally has Power Defense as a 
>defense as it does on a power that normallly has Mental Defense or Energy 
>Defense.  Power Defense may be "rare" but it is still a standard defense as 
>far as game mechanics go.  Treating it or powers that have it as a defense 
>differently from other powers implies that it or those powers are different 
>from the other powers in the book. 
> 
>They are not different.  When you stop treating them differently you 
>eliminate this perceived "problem". 
 
Obviously, because NND is *still* a +1 Advantage, it's cost-prohibitive 
for powers that already have "AVLD" built into their cost structure. 
 
Sure, it makes perfectly good SFX-sense for a Disease attack to be an 
NND Transformation, but... c'mon.  15 pts/d6 is already expensive; making 
it 30 is ridiculous, especially if the NND makes the power _weaker_ on 
the average. 
 
 
>[Straw Man argument deleted] 
>Champions powers are designed to be fairly 
>generic in their mechanics.  No power should be required to have a special 
>effects limitation if the special effects of that power do not warrant it. 
 
I think the point of his argument was, if you already have an AVLD attack 
like Drain, putting a "doesn't work vs" limitation on it makes it something 
very close to an NND.  He's not _requiring_ SFX limitations; he's suggesting 
that they're often just as useful as various NNDs. 
 
Compare: 
 
  32  4d6 Drain Endurance, -1/4 not vs (LS:Immune to Disease) 
  80  4d6 Drain Endurance, NND (defense = LS:Immune to Disease or PowDef 10) 
 
They're not all that different, effects-wise.  The first is (IMO) 
reasonable, and a *lot* less expensive. 
 
  Donald 
 
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X-Sender: bob.greenwade@klock.com 
Date: Wed, 18 Mar 1998 15:25:27 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Last Minute 5th Edition Notes 
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At 03:59 PM 3/18/1998 -0600, Donald Tsang wrote: 
>The "+1 STUN Multiple" is the only advantage that adds to the damage 
>of a power.  This makes it extra good for high-advantage-total powers, 
>and encouraging that by expanding its role seems bad. 
> 
>(2d6 EB, NND, 0 END is 25 pts for 7 stun average (3.5 pts/pip); each 
>additional +2 stun pips only costs 5 (2.5 pts/pip)) 
 
   A restriction against this would clearly be in order, 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?) 
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Date: Wed, 18 Mar 1998 15:34:43 -0800 
From: Jim Dickinson <champion@cyberhighway.net> 
Subject: Re: Villain Secret IDs 
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At 04:37 PM 3/18/98 -0500, David Stallard wrote: 
>When your villains are arrested, do the cops take off their masks and get 
>their true identities?  I've seen in comics and cartoons that often a 
>villain is sitting in jail, in full costume.  This doesn't seem very 
>realistic, but it is very tough to re-use your villains after all their 
>identities have been made public. 
 
That's a real good reason for villains NOT to get caught.  ;-) 
 
The same goes with heroes.  Spidey was always on the verge of losing his 
Secret ID...that's what the Disad is all about.  And if the secret DOES get 
out, then those 15 points usually get converted to Hunteds, or DNPCs, or 
worse... 
 
I think that IF a villain gets caught, he most certainly should be unmasked 
and mugged, printed, and booked.  The only reason I can see to NOT remove a 
mask, is if it clearly represented some type of life support necessary to 
sustain the criminal's life.  Removal of that equipment to get an ID could 
violate some rights, eh? 
 
I have used the unmasking of villains in games as "you bastard" moments. 
The most memorable was many many years ago while running my own variation 
of Deathstroke.  It turned out that the leader of Deathstroke was actually 
Major Brad Barrington of SAT.  hehehe  The players flipped over that one, 
caught totally by surprise. 
 
Jim 
 
_________________________________________________________________ 
Jim Dickinson -=- Portland, OR USA -=- champion@cyberhighway.net 
                    WWW Role-Playing Resource 
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From: "\"qts\" <qts@nildram.co.uk> 
        \"Rick Holding\"" <qts@nildram.co.uk> 
Date: Wed, 18 Mar 98 23:36:34  
Reply-To: "qts" <qts@nildram.co.uk> 
Priority: Normal 
Subject: Re: Modifiers to Characteristics 
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On Tue, 17 Mar 1998 19:53:51 -0800, Rick Holding wrote: 
 
>Jeff M. Reid wrote: 
>> Another thing to consider -- in general, you can't turn off advantages on a 
>> power. IOW, if you have an Area Effect Energy Blast, you can't use it as a 
>> single target blast. There's no reason to think that wouldn't apply to STR, 
>> so if you made your STR area effect, then technically you would always have 
>> to use it for at least one hex!. I suppose it's possible to avoid this by 
>> placing the Advantage in a multipower, but isn't there a rule somewhere 
>> against placing "naked" advantages in a Framework? 
> 
>	Referencing the first half of this paragraph.  The BBB states that you do  
>not need to use a power at full strength.  While this is most commonly assumed  
>(and applied) to reduce the amount of dice thrown in an attack, what if it is  
>applied to the size of an area effect, or reduce or negate what senses are  
>affected?  For instance, darkness affects a certain number of senses which are  
>brought as extra, +5 per sense, +10 per group.  If I reduce the size of the power  
>by +10 to remove an entire sense group, is it legal?  Also, if I reduce the  
>amount of dice thrown in an area effect, does the area get smaller? 
 
Ouch! From a FH POV, I've allowed players to vary Base Points only, not 
Advantages. If they want to be able to have the option of using a 
particular advantage, they have to buy Variable Advantage (but I allow 
Partial Limitations). 
 
But as you point out this doesn't work for non-dice powers. Since these 
crop up in FH as spells, I think I'd insist on the whole effect, though 
I might allow a group Mind Link to be reduced to a 1:1 Mind Link and 
other similarly layered effects. 
 
A suggestion: if this is a one-off, allow it, possibly with an EGO 
roll, but if it's a regular occurrence, make it a MultiPower. 
 
Here's looking for ideas! 
qts 
 
Home: qts@nildram.co.uk. 
 
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X-Sender: bob.greenwade@klock.com 
Date: Wed, 18 Mar 1998 15:36:54 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Life support as defense. 
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At 05:57 PM 3/18/1998 -0500, Stainless Steel Rat wrote: 
>BS> Yes, in most cases an NND attack would make more sense. But if the 
>BS> attack was a Drain, Transform, or whatever rather than a straight 
>BS> damage attack, I would probably go the Limitation route. 
> 
>Why?  NND works the same on a power that normally has Power Defense as a 
>defense as it does on a power that normallly has Mental Defense or Energy 
>Defense.  Power Defense may be "rare" but it is still a standard defense as 
>far as game mechanics go.  Treating it or powers that have it as a defense 
>differently from other powers implies that it or those powers are different 
>from the other powers in the book. 
> 
>They are not different.  When you stop treating them differently you 
>eliminate this perceived "problem". 
 
   NND works on a Power that normally has Power Defense as a defense. 
However, it does not allow Power Defense to continue working as the 
defense, or if it does, it's an all-or-nothing affair based on the amount 
of Power Defense the target has (if the defense is 10 points of power 
Defense, then 9 points are ineffective, but 10 points is a total defense). 
   *That* is where the difference is -- not in the base effect, but in the 
desired effect. 
 
>Or are people going to insist that Energy Defense be bought with SFX-based 
>limitations?  I mean, why should a supermage's force field spell have any 
>effect against high-power electromagnetic radiation?  Or for that matter, 
>why should a high-tech force field have any effect on a magical fireball? 
 
   This isn't quite a tit-for-tat kind of defense, here.  If I have an 
attack that takes the form of a cloud of gas, I would normally use NND. 
However, it may be of a nature that those with Power Defense can apply that 
defense to the STUN damage.  At the same time, in either case, someone who 
doesn't need to breathe, or who can breathe in heavily gassed areas, 
wouldn't be affected by the gas.  The logical way to represent this is with 
an AVLD with a Limitation (probably -1/4) that it doesn't work against 
those with Self-Contained Breathing or Breathing in Gaseous Areas. 
   And I can't see any special bonus that either this example or the 
original one regarding diseases would have to balance this situation, 
either.  (To use the example you provided yourself, the mage's and tech's 
powers ignoring each other's defenses is both logical and balanced, in a 
"sauce for the goose" sort of way.)  If you can come up with a reasonably 
balancing bonus for this Life Support question, then I'd probably go along 
with your position on this. 
 
>You see how silly that can get?  Champions powers are designed to be fairly 
>generic in their mechanics.  No power should be required to have a special 
>effects limitation if the special effects of that power do not warrant it. 
 
   I don't think anyone would disagree with that statement.  This is a 
fairly significant case, though, at least in a traditional superhero world. 
--- 
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: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: Life support as defense. 
Mail-Copies-To: never 
X-No-Archive: yes 
X-Attribution: Rat 
Organization: The Happy Fun Ball Brigade 
Date: 18 Mar 1998 18:47:15 -0500 
Lines: 29 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
-----BEGIN PGP SIGNED MESSAGE----- 
 
>>>>> "DT" == Donald Tsang <tsang@sedl.org> writes: 
 
DT> Compare: 
 
DT>   32  4d6 Drain Endurance, -1/4 not vs (LS:Immune to Disease) 
DT>   80  4d6 Drain Endurance, NND (defense = LS:Immune to Disease or PowDef 10) 
 
DT> They're not all that different, effects-wise.  The first is (IMO) 
DT> reasonable, and a *lot* less expensive. 
 
This is what I am talking about.  The second power is so badly written up 
that I'm not even going to bother saying any more about 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: bob.greenwade@klock.com 
Date: Wed, 18 Mar 1998 15:47:38 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Only in Hero ID 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 05:06 PM 3/18/1998 -0500, BILL SVITAVSKY wrote: 
>David Stallard <DBStallard@compuserve.com> wrote: 
>>>> 
> 
>What are some examples of switching to Hero ID and back, if you don't hav= 
>e 
>Instant Change?  Would this be as simple as just sitting there and 
>concentrating for a little while? 
><<< 
> 
>There are plenty of fictional slow transformations, often following  
>the model of Dr. Jekyll and Mr. Hyde.  It doesn't have to be  
>"instant" to be a change. 
 
   The Hulk and Iron Man have also been mentioned; the Power Rangers might 
arguably fit this category as well. 
 
>Donning armor for an "Only in Hero ID" is a popular approach on  
>this list, though I prefer to do most battlesuits as OIF's.  
 
   Me, I like the Battlesuit Limitation that Sean Fannon has on his website. 
   The URL for the main page is http://www.io.com/~wileyc/champ/index.html 
if you want to check it out, which I recommend. 
--- 
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: nbymail11@mln.lib.ma.us 
Date: Wed, 18 Mar 1998 18:48:30 -0500 
From: Bill Svitavsky <nbymail11@mln.lib.ma.us> 
Subject: Re: Life support as defense. 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 05:57 PM 3/18/98 -0500, Stainless Steel Rat wrote: 
 
>BS> Yes, in most cases an NND attack would make more sense. But if the 
>BS> attack was a Drain, Transform, or whatever rather than a straight 
>BS> damage attack, I would probably go the Limitation route. 
> 
>Why?  NND works the same on a power that normally has Power Defense as a 
>defense as it does on a power that normallly has Mental Defense or Energy 
>Defense.  Power Defense may be "rare" but it is still a standard defense as 
>far as game mechanics go.  Treating it or powers that have it as a defense 
>differently from other powers implies that it or those powers are different 
>from the other powers in the book. 
> 
 
I've mentioned that I'm pretty reluctant to allow unlimited Power Defense, 
since it's tough to come up with an appropriate special effect. But it's 
possible that a target might have relevent Power Defense (say, a mystical 
aura of protection) which would defend against Disease Man's attack, while 
Life Support vs. Disease would cancel it all together. Ergo, the attack 
would not be NND. 
 
And, as someone else has already mentioned, an NND Transform gets really 
expensive for not much benefit. 
 
>They are not different.  When you stop treating them differently you 
>eliminate this perceived "problem". 
> 
>Or are people going to insist that Energy Defense be bought with SFX-based 
>limitations?  I mean, why should a supermage's force field spell have any 
>effect against high-power electromagnetic radiation?  Or for that matter, 
>why should a high-tech force field have any effect on a magical fireball? 
> 
>You see how silly that can get?  Champions powers are designed to be fairly 
>generic in their mechanics.  No power should be required to have a special 
>effects limitation if the special effects of that power do not warrant it. 
> 
 
I agree absolutely that powers should not be limited if their SFX don't 
warrant it - my point is that it's tough to come up with plausible SFX for 
unlimited Power Defense. I'll grant that the SFX of ED can be pretty broad, 
but it isn't beyond the reach of suspension of disbelief that a good 
insulating defense will reduce the damage from heat, cold, electricity, and 
mystical energy. But what justifies unlimited Power Defense? In my 
experience, that defense is usually chosen by players making a strategic 
decision: "I need a defense against Drains & Transforms." Their 
construction seems more like rationalization than simulation. 
 
Return-Path: <daemon@omg.org> 
X-Sender: bob.greenwade@klock.com 
Date: Wed, 18 Mar 1998 16:01:04 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Villain Secret IDs 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 04:37 PM 3/18/1998 -0500, David Stallard wrote: 
>When your villains are arrested, do the cops take off their masks and get 
>their true identities?  I've seen in comics and cartoons that often a 
>villain is sitting in jail, in full costume.  This doesn't seem very 
>realistic, but it is very tough to re-use your villains after all their 
>identities have been made public. 
 
   The tendency in the CU has been to simply assume that they got put in 
prison and were unmasked, but for whatever reason (usually something never 
revealed to the reader) the authorities couldn't determine the crooks' 
actual names and such, at least in most cases. 
   In recent writings this trend has waned considerably.  Now, if a villain 
has a Secret Identity, it's because (1) he's never been caught (usually 
because he's either quite good or quite new), (2) the press has some reason 
for not revealing it, or at least not mentioning it repeatedly (usually 
because it's not that interesting), and the villain thinks he can still 
conceal it from most of the public, or (3) there was some legitimate reason 
that the criminal's true identity couldn't be discovered. 
   (Foxbat is one of those characters who *definitely* should have both 
Public Identity and Secret Identity.  I wouldn't be surprised if everyone 
knows who he is, but he's enough of a loon that he'd probably protect the 
secret anyway just because it's traditional, not to mention part of his 
Master Plan.) 
   And it's not that hard to re-use villains whose true names are public. 
It's just a complication for the villain to deal with.  The public knows 
(at least in the animated Batman series) that Edward Nygma is the Riddler, 
Harvey Dent is Two-Face, and Pamela Isley is Poison Ivy.  That doesn't stop 
them from coming back to plague Bats from time to time. 
--- 
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: Wed, 18 Mar 1998 16:14:59 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Villain Secret IDs 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 05:25 PM 3/18/1998 -0500, BILL SVITAVSKY wrote: 
>In my four-color superhero games, I generally assume there's  
>some sort of legal protection of secret identities - an excuse  
>sometimes used in comics.  
> 
>This protection is meant to apply to superheroes, who may very  
>well be accused of crimes from time to time and even arrested.  
>Since they're presumed innocent until proven guilty, these heroes  
>may keep their identities a secret until _convicted_ of a crime.  
>The same laws apply to the villains, so if they escape before  
>conviction, their identities are safe. 
 
   That may be so, but as Mark so rightfully points out, anyone who is 
arrested, whether wearing a costume or not, gets fingerprinted, unmasked, 
photographed, and so forth.  In the real world, refusing to reveal your 
identity when asked by law enforcement authorities in a booking situation 
can itself be taken as obstruction of justice (or some other charge? 
Steve?), and it wouldn't be hard to get a conviction on that, thus blasting 
the protection you describe out of the water. 
   However, as (I think) Todd pointed out, whatever loss of protection a 
person suffers could extend no further than the law enforcement 
authorities, at least until the accused is actually convicted.  So the cops 
know, but not the press. 
 
>This can have all sorts of fun implications. I generally present  
>it as a law of highly questionable constitutionality, but which  
>has never been struck down because the authorities don't want to  
>discourage the superheroes whom they might need. But the cynics  
>know it's a crock, and any cop who doesn't do things "by the book"  
>will have a decided interest if a character's mask should happen  
>to, um, "fall off."  
 
   Interesting.  Questionable constitutionality?  I treat it as an 
extension of the Constitutional "right to privacy," and protection against 
unwarranted search and seizure.  (Yes, I know that the logic is spurious. 
It wouldn't be the first time that the Supreme Court made a screwy ruling. 
Besides, it's a less spurious position than the reverse, at least as I see 
it.) 
 
>Meanwhile, a costumed hero who's been wounded in battle remains  
>under the protection of this law, even though a mask might be a  
>barrier to medical treatment. I generally run this with medical  
>technicians and police officers who are likely to encounter  
>superheroes carrying disposable paper masks designed to conceal  
>the identities of wounded supers. More than once, these handy  
>masks have earned the gratitude of an unwounded super who's  
>lost his mask in the course of a battle. 
 
   Just as a thought, but couldn't a med tech claim "privileged 
information" on a superhero's secret identity? 
--- 
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: Doc Tough <DocTough@aol.com> 
Date: Wed, 18 Mar 1998 19:21:00 EST 
Subject: Re: Hexes (stretching) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
In a message dated 98-03-17 22:22:03 EST, you write: 
 
<< ><< 1" of stretching adds 1 inch to the basic 1" you already have, so you 
can 
 > hit anyone in the ring of hexes around the ring of 6 hexes around the one 
 > in which you stand.>> 
 > 
 >     Are you implying that characters have a reach of six and a half feet?! 
 >That seems very unreasonable.  Its more likely that characters should be 
able 
 >to reach around the hex they are standing in (this includes modest moving 
 >around), but no more. 
  
    Why does it seem so unreasonable that a character with 1" of Stretching 
 should have a reach of six and a half feet? 
 --- >> 
   
Doc sez... 
 
     A character with 1" of Stretching, yes, but not your basic character 
without it. 
 
Doc Tough 
 
Return-Path: <daemon@omg.org> 
Date: Wed, 18 Mar 1998 18:21:58 -0600 
From: Donald Tsang <tsang@sedl.org> 
Subject: Re: Life support as defense. 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
Rat writes: 
>> Compare: 
>> 
>>   32  4d6 Drain Endurance, -1/4 not vs (LS:Immune to Disease) 
>>   80  4d6 Drain Endurance, NND (defense = LS:Immune to Disease or PowDef 10) 
>> 
>> They're not all that different, effects-wise.  The first is (IMO) 
>> reasonable, and a *lot* less expensive. 
> 
>This is what I am talking about.  The second power is so badly written up 
>that I'm not even going to bother saying any more about it. 
 
Say more, please.  I, for one, would not allow LS:ItD as the sole defense 
for an NND, since it's so rare.  It's traditional to "shore up" an NND's 
defense list with another defense at greater-than-minimum power, such as 
Flash Def 10, Mental Def 15, or Power Def 10. 
 
But let's just say it's "badly written up", Rat.  How would you write 
an END Drain whose SFX is "temporarily weakened by disease", with the 
appropriate power modifiers to fit the SFX?  You yourself argued against 
the limitation route, and for the NND route... 
 
 [quoting Rat replying to "BS"] 
 >>[with drain...] I would probably go the Limitation route. 
 > 
 >Why?  NND works the same on a power that normally has Power Defense as a 
 >defense as it does on a power that normallly has Mental Defense or Energy 
 >Defense. 
 
Which way is it going to be? 
 
----- 
 
  Donald 
 
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X-Sender: champion@mailhost.cyberhighway.net 
Date: Wed, 18 Mar 1998 16:27:47 -0800 
From: Jim Dickinson <champion@cyberhighway.net> 
Subject: Re: Villain Escapes 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
Boy this would be fun to try to find creative ways to STOP a villain from 
getting away.  Heroes can't be everywhere all the time.  And seeing such 
opportunity as Mark presents below for escapes, can you begin to imagine 
the overtime heroes would have to put in to ensure a villain actually made 
it to prison?  (especially if the government was having budget troubles, or 
was "shut down" due to budget problems) 
 
At 12:21 PM 3/18/98 EST, GoldRushG wrote: 
>  Enroute to jail -- Once the cops transport the villain and the villain 
>regains his senses, do you *really* think a police car or paddy wagon is 
going 
>to hold them? Granted, this works less well if the cops are *geared* for 
>transporting villains, although some types are easier to control than others 
>(can anyone say Mentalists?). 
 
I have been in scenarios where the heroes HAD to escort the bad guys to the 
jail, just to make sure they got there.  Inevitably, some "friend" of the 
prisoner would show up to help break them out.  In one scenario I ran a 
long time ago, the Ultimates were defeated by our gallant heroes...all were 
captured but Slick, Blackstar, and Binder, who managed to get away.  The 
next MANY episodes, our heroes were met with the fury of the villains (now 
with nothing better to do) who got away, who attacked them in many ways, 
both from surprise, and from the media, and from every other venue I could 
think of.  Eventually, a fight broke out in the courtroom during the 
captured villains' trial, and the team got away. 
 
I can tell you that even though these heroes didn't get a Hunted for their 
trouble, they were watching around every corner, always looking back over 
their shoulder...and watching every word that came out of their mouths, 
because they knew that the remaining Ultimates were calling in EVERY favor 
they had to bring social, political, mental, and physical grief to these 
heroes. 
 
>  Booking -- Let's assume the villain goes without a fight. Suddenly they're 
>getting ready to undress him (part of the procedure; switching street 
>"clothes" for jail clothes). He gopes nuts,  
 
Interesting typo.  Was that "gropes" or "goes"  ;-) 
 
>  Inside the cell -- Jail inmates have littel to do except plan and scheme. 
>They get their 1 hours a day rec time, they're shower every two days, and 
>inmates on good behavior may qualify for work details (laundry, kitchen, 
>etc.). Does the villain fly? Maybe he's unloading the laundry truck at the 
>back dock and suddenly looks up into the sky... where there is no chainlink 
>barrier. ;) 
 
There are also lots of stories on cop shows like "Walker" and "Law and 
Order" and "Nash Bridges" where bad guys have committed crimes vicariously 
FROM prison.  They get visitations, phone calls, and if they are lucky, 
greedy/crooked guards/wardens. 
 
>  Court -- Villains who actually go to court have another ample 
opportunity to 
>escape, though this makes their conviction much, much more likely (Judges 
>would likely slap a no-bail warrant down in a heartbeat for someone escaping 
>from their very courtroom -- the nerve of that villain!). All but the most 
>dangerous/high-risk inmates are usually allowed to sit in court without 
>handcuffs on during court preceedings. Of course they go back on once out of 
>the court room, but still... Really bad guys will have not just handcuffs but 
>a belly chain and leg shackles (no joke!) and maybe even a stun belt (like a 
>Stun gun, but works via contacts in the belt and controlled by a remote 
>control unit carried by one of the escort officers). 
 
The Ultimates fight broke out in a court room.  I remember the comic relief 
of the Judge pounding his gavel and yelling "Order! Order!"...but only on 
phases 6 and 12! 
 
>  Court appearances can be waived, but typically the villain will be in court 
>for: the arraignment, the pre-trial, the trial, and the sentencing (assuming 
>he's found guilty). I prefer to let the villain stay on good behavior for the 
>first appearance, while he surveys the court room and security, etc. Then on 
>the second appearance (after making phone calls to his buddies, if necessary, 
>from jail) he makes his escape! 
 
So maybe supervillains need to be arraigned in a stronghold-secure 
courtroom.  Maybe Steve Long can comment on some legalities of where the 
line has to be drawn on how much the courts can restrict access of the 
accused.  Could it possible to perform a trial over a video/satellite feed? 
 What about using a "proxy" defendant? 
 
>  Transport to Prison -- Okay, he's been good all this time, found guilty and 
>has been pickedup by the state prison guys for his trip to the hoosegow. 
>That's usually a plain, unmarked white van with bars in the windows. Again, 
>not too tough to get out for a super, IMO. 
 
So what precautions should our heroes take to prevent an escape at this 
point?  Maybe they could follow along in Secret or Hero ID, maybe riding 
shotgun?  Maybe they will just have to look on from afar, to be sure that 
the deliver is made ok.  What a pain it is to be a hero! 
 
Jim 
 
_________________________________________________________________ 
Jim Dickinson -=- Portland, OR USA -=- champion@cyberhighway.net 
                    WWW Role-Playing Resource 
       Castle Game Knight: http://www.aircyber.net/~jd/cgk 
      Join the Circle of HEROs: http://www.aircyber.net/coh 
----------------------------------------------------------------- 
 
Return-Path: <daemon@omg.org> 
Date: Wed, 18 Mar 1998 18:31:11 -0600 
From: Donald Tsang <tsang@sedl.org> 
Subject: Re: Last Minute 5th Edition Notes 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
Bob Greenwade writes: 
>At 03:59 PM 3/18/1998 -0600, Donald Tsang wrote: 
>>The "+1 STUN Multiple" is the only advantage that adds to the damage 
>>of a power.  This makes it extra good for high-advantage-total powers, 
>>and encouraging that by expanding its role seems bad. 
>> 
>>(2d6 EB, NND, 0 END is 25 pts for 7 stun average (3.5 pts/pip); each 
>>additional +2 stun pips only costs 5 (2.5 pts/pip)) 
> 
>   A restriction against this would clearly be in order, then. 
 
I would prefer the restriction be "can only be bought on KAs", or even 
better, "this advantage is illegal".  There's no real reason for it. 
 
If you want to do more STUN, make the attack bigger and take a -0 
limitation "does half BODY" or something.  Geez. 
 
  Donald 
 
Return-Path: <daemon@omg.org> 
X-Sender: champion@mailhost.cyberhighway.net 
Date: Wed, 18 Mar 1998 16:32:45 -0800 
From: Jim Dickinson <champion@cyberhighway.net> 
Subject: Re: Villain Secret IDs 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 04:58 PM 3/18/98 -0500, Todd Hanson wrote: 
>In my campaign, they do, but not until convicted.  Once you become a 
>convicted felon, you've given up any right to a secret identity.  As 
>long as you are still considered 'innocent', you have the right to 
>maintain your secret ID. 
 
Boy, to me that opens up the possibilities WIDE.  Imagine a villain that 
manages somehow to switch places with someone else...because of the mask, 
it would be hard to prove that the "innocent" man now behind the mask was 
the original criminal in the first place. 
 
I'm no lawyer, but it seems to me that establishing the identity of the 
alleged criminal is pretty important to do BEFORE you convict him.  No? 
 
Without a true identity (fingerprints, DNA, mug shots), you are convicting 
a costume, not a man. 
 
Return-Path: <daemon@omg.org> 
X-Sender: naneiden@mail.iswest.com 
Date: Wed, 18 Mar 1998 16:43:46 -0800 
From: Nic Neidenbach <naneiden@iswest.com> 
Subject: P.A.R.T. [was: Re: Stronghold: local chapters?] 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 06:03 PM 3/18/98 EST, GoldRushG wrote: 
> 
><< The regular police would only be able to contain a small portion of them. 
>In 
>C:NM, maybe The Guard fulfills this function.... >> 
> 
>  In SA:CoH it's P.A.R.T. 
> 
 
You just know, after trashing some P.A.R.T. agents, some villain is going 
to say, "P.A.R.T.s is Parts." :) 
 
-Nic 
 
 
               +------------------------------------------------------+ 
               |                  naneiden@iswest.com                 | 
               |        Justice, Like Lightning, Thunderbolts!        | 
               | http://www.iswest.com/~naneiden/comics/thunder.html  | 
               |                   Costumed Heroines                  | 
               |         http://www.iswest.com/~naneiden/comics/      | 
               +------------------------------------------------------+ 
 
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X-Sender: bob.greenwade@klock.com 
Date: Wed, 18 Mar 1998 16:46:47 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Going to the Source, Part Two 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 06:18 PM 3/18/1998 -0500, BILL SVITAVSKY wrote: 
>Interestingly enough, it seems like the non-fans are the  
>most likely to create the most conventional superheroes.  
>Without a strong sense of the range of the genre, they tend  
>to work from the popular sense of comics heroes, mimicking the  
>portrayals of Superman, Batman, etc. in movies & TV. Often  
>these people will also take the characters in the rulebooks as  
>a starting point, making characters who are more like Champions  
>heroes than like comics heroes. The best role-players, though,  
>can bring ideas from many sources, including their own lives, and  
>produce some very original heroes. 
> 
>The greatest failing of the comics readers is probably being  
>too derivative of their source material. This seems to happen most  
>often with people who haven't read a lot of comics, but have  
>gotten infatuated with one particular series. I've mentioned before  
>the first V&V game I ran, when 2/3 of my players told me their  
>characters were "just like Wolverine." A well-versed comics fan  
>can get away without much imagination, having 50+ years of ideas  
>to steal. But I'd say the best role-players among the comics fans  
>are much like the best of the non-fans, drawing from many sources  
>and from their own thoughts in creating new heroes. 
> 
>Any other experiences or views on this? 
 
   These are, of course, to be expected.  When one is early in the creative 
process, one tends to be derivative of the similar material with which one 
is familiar.  Thus, non-comic fans will derive from the more familiar 
sources of TV superheroes (Batman, Superman, Wonder Woman, Spider-Man, 
Hulk) or from other examples given (the BBB Champions), while comics nuts 
will focus in on their favorite characters in that genre (Wolverine, Spawn, 
Venom, et al).  Only with experience does creative originality come forth 
-- to say nothing of the ability you cite, to draw ideas from a variety of 
different sources. 
   Something I try to do when I find a character overly derivative of an 
existing comics character is to ask the player to throw in elements of 
another.  (In more recent terms, this would be an Amalgamation.)  One guy 
decided to combine elements of Iron Man into his Wolver-clone, and got a 
powered armor with claws.  While this wasn't extremely clever and ended up 
being the most rules-abusive character I've ever had the displeasure of 
GMing over, it had the virtue of being different from existing characters. 
   As to multiple people who all want to run Wolverine clones, it's 
actually possible to turn this to the GM's advantage.  Create a campaign 
where some evil scientist wanted to build an army of super-soldiers, a 
bunch of guys with super-fast healing and steel claws on their hands.  But 
they turn against him, and decide to fight for good instead.  This leads to 
a good overall campaign Hunter, and can inspire even more complications 
(suppose they have no memories of their past lives; they could struggle for 
memories for months or years, only to learn that they're artificial 
life-forms).  Just make sure that each character has some unusual "twist" 
and it should work out OK. 
--- 
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: Wed, 18 Mar 1998 16:49:33 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Life support as defense. 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 06:47 PM 3/18/1998 -0500, Stainless Steel Rat wrote: 
>-----BEGIN PGP SIGNED MESSAGE----- 
> 
>>>>>> "DT" == Donald Tsang <tsang@sedl.org> writes: 
> 
>DT> Compare: 
> 
>DT>   32  4d6 Drain Endurance, -1/4 not vs (LS:Immune to Disease) 
>DT>   80  4d6 Drain Endurance, NND (defense = LS:Immune to Disease or 
PowDef 10) 
> 
>DT> They're not all that different, effects-wise.  The first is (IMO) 
>DT> reasonable, and a *lot* less expensive. 
> 
>This is what I am talking about.  The second power is so badly written up 
>that I'm not even going to bother saying any more about it. 
 
   What's the problem?  It is, after all, exactly what you were proposing. 
   Or were you proposing that the 4d6 Drain Endurance should simply not 
work against characters with LS vs Disease, purely be reason of Special 
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 
 
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X-Sender: bob.greenwade@klock.com 
Date: Wed, 18 Mar 1998 16:50:36 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Why not official answers 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 06:19 PM 3/18/1998 EST, GoldRushG wrote: 
>  << really??  WHERE in the mid-west??>> 
> 
>  Illinois. Springfield, to be precise. 
> 
>  Did I say that already? I must be getting old becuase I forget if I posted 
>that to the list or not. <LOL> 
 
   Well, *I* sure don't remember it.... 
--- 
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, 18 Mar 1998 18:51:46 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: Why not official answers 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
>   Illinois. Springfield, to be precise. 
> 
>   Did I say that already? I must be getting old becuase I forget if I posted 
> that to the list or not. <LOL> 
 
	Damn.  And I'm leaviing the area this year.  (Jacksonville, 30 
minutes away). 
 
 
				-Tim Gilberg 
 
	-"Friends help you move.  Real friends help you move bodies." 
 
Return-Path: <daemon@omg.org> 
X-Authentication-Warning: pentagon.io.com: traveler owned process doing -bs 
Date: Wed, 18 Mar 1998 19:00:31 -0600 (CST) 
From: Dataweaver <traveler@io.com> 
cc: champ-l@omg.org 
Subject: Re: Last Minute 5th Edition Notes 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Wed, 18 Mar 1998, Donald Tsang wrote: 
 
> Bob Greenwade writes: 
> >At 03:59 PM 3/18/1998 -0600, Donald Tsang wrote: 
> >>The "+1 STUN Multiple" is the only advantage that adds to the damage 
> >>of a power.  This makes it extra good for high-advantage-total powers, 
> >>and encouraging that by expanding its role seems bad. 
> >> 
> >>(2d6 EB, NND, 0 END is 25 pts for 7 stun average (3.5 pts/pip); each 
> >>additional +2 stun pips only costs 5 (2.5 pts/pip)) 
> > 
> >   A restriction against this would clearly be in order, then. 
>  
> I would prefer the restriction be "can only be bought on KAs", or even 
> better, "this advantage is illegal".  There's no real reason for it. 
>  
> If you want to do more STUN, make the attack bigger and take a -0 
> limitation "does half BODY" or something.  Geez. 
 
I, too, am in favor of ditching +1 Stun Multiplier entirely.  In fact, I 
wouldn't mind if HA, EB, RKA, and HKA were all combined into a single 
power using the EB mechanics... 
 
---- 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: Thu, 19 Mar 1998 03:07:15 +0200 
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From: David/Ruben Raja <fraja@infodisc.es> 
Subject: SUBSCRIBE 
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X-Hero: champ-l 
To: champ-l@omg.org 
 
 
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X-Sender: ctaylor@pop.cyberis.net 
Date: Wed, 18 Mar 1998 17:10:35 -0800 
From: Christopher Taylor <ctaylor@cyberis.net> 
Subject: Re: Villain Secret IDs 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 04:37 PM 3/18/98 -0500, you wrote: 
>When your villains are arrested, do the cops take off their masks and get 
>their true identities?  I've seen in comics and cartoons that often a 
>villain is sitting in jail, in full costume.  This doesn't seem very 
>realistic, but it is very tough to re-use your villains after all their 
>identities have been made public. 
 
Ive always had their identities found by the authorities, but not released 
to the public... in a privacy clause passed by Viper influenced people a few 
decades ago.  So the general public doesn't know (any more than they 
typically do about the alleged murderer you read about in the paper unless 
he drives his bronco down the freeway at 40 miles an hour). 
 
---------------------------------------------------------- 
Sola Gracia		Sola Scriptura		Sola Fide 
Soli Gloria Deo		Solus Christus		Corum Deo 
----------------------------------------------------------- 
 
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X-Sender: bob.greenwade@klock.com 
Date: Wed, 18 Mar 1998 17:27:09 -0800 
From: Bob Greenwade <bob.greenwade@hotline.klock.com> 
Subject: Re: P.A.R.T. [was: Re: Stronghold: local chapters?] 
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: 10 
 
At 04:43 PM 3/18/1998 -0800, Nic Neidenbach wrote: 
>At 06:03 PM 3/18/98 EST, GoldRushG wrote: 
>> 
>><< The regular police would only be able to contain a small portion of them. 
>>In 
>>C:NM, maybe The Guard fulfills this function.... >> 
>> 
>>  In SA:CoH it's P.A.R.T. 
>> 
> 
>You just know, after trashing some P.A.R.T. agents, some villain is going 
>to say, "P.A.R.T.s is Parts." :) 
 
   Or someone is going to come up with another agency, either a villainous 
organization in VIPER's mold or a support organization like Aftermath Inc., 
that goes by the name of P.A.R.C.E.L. 
--- 
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: champion@mailhost.cyberhighway.net 
Date: Wed, 18 Mar 1998 17:36:44 -0800 
From: Jim Dickinson <champion@cyberhighway.net> 
Subject: Help Steve Long! (Re: Villain Secret IDs) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 05:25 PM 3/18/98 -0500, BILL SVITAVSKY wrote: 
>In my four-color superhero games, I generally assume there's  
>some sort of legal protection of secret identities - an excuse  
>sometimes used in comics.  
 
Maybe it would make sense to have someone from the court sworn to keep the 
Secret ID a secret unless there is a conviction.  It just seems to me that 
an identity must be established before criminal proceedings can take place. 
 
Steve has a background in law, which explains the GREAT source material in 
Dark Champs. 
 
Steve: 
 
What does the current law say about the disclose of a suspect's ID to the 
public, etc? 
 
What do you do in your campaigns? 
 
Thanks for your answers, 
Jim 
 
_________________________________________________________________ 
Jim Dickinson -=- Portland, OR USA -=- champion@cyberhighway.net 
                    WWW Role-Playing Resource 
       Castle Game Knight: http://www.aircyber.net/~jd/cgk 
      Join the Circle of HEROs: http://www.aircyber.net/coh 
----------------------------------------------------------------- 
 
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X-Sender: champion@mailhost.cyberhighway.net 
Date: Wed, 18 Mar 1998 17:39:47 -0800 
From: Jim Dickinson <champion@cyberhighway.net> 
Subject: Re: Villain Secret IDs 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 06:08 PM 3/18/98 EST, GoldRushG wrote: 
><< When your villains are arrested, do the cops take off their masks and get 
>their true identities? >> 
> 
>  Heck yes! And they get fingerprinted, cataloged in the FBI file, etc, etc. 
>Of course, Mental Illusions, Change Environment and Images can play havoc 
with 
>both fingerprint cards and computer scanners. ;) 
 
And so what comes of heroes who are falsely arrested for a crime they are 
innocent of?  Is their Secret ID now public record? 
 
Jim 
 
_________________________________________________________________ 
Jim Dickinson -=- Portland, OR USA -=- champion@cyberhighway.net 
                    WWW Role-Playing Resource 
       Castle Game Knight: http://www.aircyber.net/~jd/cgk 
      Join the Circle of HEROs: http://www.aircyber.net/coh 
----------------------------------------------------------------- 
 
Return-Path: <daemon@omg.org> 
Date: Wed, 18 Mar 1998 17:50:51 -0800 (PST) 
From: Anthony Jackson <ajackson@iii.com> 
Reply-To: Anthony Jackson <ajackson@iii.com> 
Subject: Re: Villain Secret IDs 
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 
 
Jim Dickinson writes: 
>  
> And so what comes of heroes who are falsely arrested for a crime they are 
> innocent of?  Is their Secret ID now public record? 
 
Depends on the realism level of the game ;).  In a realistic game, the answer 
is 'yes'.  In a more cinematic game, its possible that the cops will choose to 
delay on checking, for whatever reason (probably because they don't entirely 
believe in your guilt). 
 
Return-Path: <daemon@omg.org> 
From: GoldRushG <GoldRushG@aol.com> 
Date: Wed, 18 Mar 1998 21:32:23 EST 
Subject: Re: P.A.R.T. [was: Re: Stronghold: local chapters?] 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
<< You just know, after trashing some P.A.R.T. agents, some villain is going 
to say, "P.A.R.T.s is Parts." :)>> 
 
  Youproceed from the assumption that villains are going to trounce the 
P.A.R.T. team. Well, maybe with their initial write-ups (in SA:CoH) but 
certainly not the write-ups in the P.A.R.T. sourcebook!  :D  Of course, there 
will always be those supers that are tough to handle, necessitating P.A.R.T. 
calling the PCs... 
 
  Mark @ GRG 
 
Return-Path: <daemon@omg.org> 
From: GoldRushG <GoldRushG@aol.com> 
Date: Wed, 18 Mar 1998 21:35:58 EST 
Subject: Re: Villain Secret IDs 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
<< Ive always had their identities found by the authorities, but not released 
to the public... >> 
 
  That's great for comics and comic-styled games, but... 
 
<< So the general public doesn't know (any more than they typically do about 
the alleged murderer you read about in the paper unless he drives his bronco 
down the freeway at 40 miles an hour).>> 
 
  What about court documents? Most are public record. And criminal files? A 
portion of those can be accessed by the public. Or DMV files? The average Joe 
may not know who the alleged murderer is... *until* the reporter at the 
courthouse digs up the details (from the court record, DA's criminal complain, 
the police report, etc.) and then prints a story on him! ;) 
 
  Mark @ GRG 
 
Return-Path: <daemon@omg.org> 
From: GoldRushG <GoldRushG@aol.com> 
Date: Wed, 18 Mar 1998 21:37:32 EST 
Subject: Typo (was Re: Villain Escapes) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
<< Interesting typo.  Was that "gropes" or "goes"  ;-) >> 
 
  You are a sick individual. :D 
 
  Mark @ GRG 
 
Return-Path: <daemon@omg.org> 
From: GoldRushG <GoldRushG@aol.com> 
Date: Wed, 18 Mar 1998 21:38:29 EST 
Subject: More typos (was Re: Villain Escapes) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
<< littel ... they're shower... >> 
 
  Man, I'm typing waaay too fast. 
 
  Mark @ GRG 
 
Return-Path: <daemon@omg.org> 
Date: Wed, 18 Mar 1998 18:38:30 -0800 
From: Clinton Chard <chud@pioneer.net> 
Subject: UNTIL info 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
Does anybody know of a great sourceof info on UNTIL? I have had no luck 
in finding anything on the organization. I have used PRIMUS as a stencil 
for UNTIL, but I would prefer the actual write-ups. 
 
-- 
"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> 
From: GoldRushG <GoldRushG@aol.com> 
Date: Wed, 18 Mar 1998 21:41:22 EST 
Subject: Re: Villain Escapes 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
<< So what precautions should our heroes take to prevent an escape at this 
point?>> 
 
  "Should" or "can?" In both cases I would say "Not much." Keep in mind that 
while all of this stuff is going on, there are also *other* villains vying for 
the heroes' attention. ;)  And thus the circle starts anew... 
 
  Mark @ GRG 
 
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From: GoldRushG <GoldRushG@aol.com> 
Date: Wed, 18 Mar 1998 21:43:57 EST 
Subject: Re: Villain Secret IDs 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
<< Removal of that equipment to get an ID could violate some rights, eh? >> 
 
  Taking a photograph would certainly be viewed as less important than 
allowing a prisoner to maintain his life support. Of course, he also wouldn't 
be allowed to *leave* until they found some way to verify his ID, even if it 
has to be done at a hospital, special lab, etc. (with appropriate levels of 
security). Now *that* would make a neat adventure! 
 
  "Grok-man is escaping from the med center!" 
 
  "But I thought he was in jail." 
 
  "He is! Well, he was, sorta... Agh! Come on!" 
 
  Mark @ GRG 
 
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From: GoldRushG <GoldRushG@aol.com> 
Date: Wed, 18 Mar 1998 21:47:24 EST 
Subject: Re: Villain Secret IDs 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
<< And so what comes of heroes who are falsely arrested for a crime they are 
innocent of?  Is their Secret ID now public record? >> 
 
  Unless a judge orders the info kept confidential, you're darn tootin'! Of 
course, this is in *my* game, and not necessarily the official ruling of Gold 
Rush Games!  :D 
 
  Mark @ GRG 
 
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From: GoldRushG <GoldRushG@aol.com> 
Date: Wed, 18 Mar 1998 21:51:00 EST 
Subject: Re: Villain Secret IDs 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
<< In a realistic game, the answer is 'yes'.  In a more cinematic game, its 
possible that the cops will choose to delay on checking, for whatever reason 
(probably because they don't entirely believe in your guilt). >> 
 
  Well, your logic could be applied to a "realistic" game, too. I have heard 
of situations where an officer delayed making an arrest because of 
"extenuating circumstances." The same could certainly happen in jail, 
especially if the super in question had a fan, admirer or supporter (or a 
DNPC?) or two among the staff. 
 
  "Ryans, where's that ID on the cape?" 
 
  "Darn, Sarge. I forgot to run those prints. I'll do it asap." 
 
  [Four hours later] 
 
  "Ryans, got that ID yet?" 
 
  "The computer was down I'll get to it right away." 
 
  "Grrrmble" 
 
  Mark @ GRG 
 
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Date: Wed, 18 Mar 1998 21:06:19 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: Going to the Source, Part Two 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
> existing comics character is to ask the player to throw in elements of 
> another.  (In more recent terms, this would be an Amalgamation.)  One guy 
> decided to combine elements of Iron Man into his Wolver-clone, and got a 
> powered armor with claws.  While this wasn't extremely clever and ended up 
> being the most rules-abusive character I've ever had the displeasure of 
> GMing over, it had the virtue of being different from existing characters. 
 
	Reminds me of a character I made up for my girlfriend.  Web is a 
powered armor character with an Electro-Web thingy sort of like 
SpiderWoman. 
 
 
 
				-Tim Gilberg 
 
	-"Friends help you move.  Real friends help you move bodies." 
 
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From: Pat10355 <Pat10355@aol.com> 
Date: Wed, 18 Mar 1998 22:19:11 EST 
Subject: Re: Small campaign 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Mon, 16 Mar 1998, Bob Greenwade wrote: 
 
>    Unlike what Hero (in C:NM) and GRG are insisting upon, it's not 
> necessary for the PCs to be the "top dog" heroes in the world. 
 
>    (This is one thing that I'm waiting to see in San Angelo.  If there's 
> already an established superhero community, then how is it that the PCs, 
> who would have to be rank beginners at the start, are already the world's 
> Number One hero team?  The explanation has *got* to be good!) 
 
San Angelo: City of Heroes doesn't require the PCs to be the top superheroes 
in the world, or even in the city. It just allows them to be, by not pre- 
defining the NPC hero team as the most powerful and most famous team in the 
world. 
 
If you want to run a lower-powered or underground team, I think the book will 
support that as well -- the Justice Foundation hero team is set up as a very 
public, fairly well-regarded team that could easily fill the "top spot" in the 
city. 
 
It's just not mandatory that they fill that slot if you'd rather put your PCs 
there. :) 
 
Patrick Sweeney 
 
Return-Path: <daemon@omg.org> 
Date: Wed, 18 Mar 1998 21:28:21 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: Villain Secret IDs 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
> I'm no lawyer, but it seems to me that establishing the identity of the 
> alleged criminal is pretty important to do BEFORE you convict him.  No? 
> 
> Without a true identity (fingerprints, DNA, mug shots), you are convicting 
> a costume, not a man. 
 
	Sure, but if that is mixed with some sort of special 
identification, be it voice print, dna, retna scan, etc, you can keep a 
file on the legal individual of "Ultraboy" or whatnot.  You don't know 
that he is Bob Smith, at least, not until he is convicted. 
 
 
 
				-Tim Gilberg 
 
	-"Friends help you move.  Real friends help you move bodies." 
 
Return-Path: <daemon@omg.org> 
From: GoldRushG <GoldRushG@aol.com> 
Date: Wed, 18 Mar 1998 22:37:34 EST 
Subject: Re: Small campaign 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
<< Unlike what Hero (in C:NM) and GRG are insisting upon, it's not necessary 
for the PCs to be the "top dog" heroes in the world. >> 
 
  Hold on there a second, pardner. No one has been insisting that your PCs 
*have* to be top dogs in their world. All we've said is that our product line 
and campaign setting will make the assumption that they are. This is in 
contrast to the 4th Ed Champions Universe products which always featured the 
Champions hero team as the main heroes (at least on the book covers <G>). 
 
  The decision to promote the PCs as the top heroes in the city was in 
response to some casual market research, fan requests, and discussion between 
GRG and Hero Games. It's nothing of a mandate, though. 
 
<< If there's already an established superhero community, then how is it that 
the PCs, who would have to be rank beginners at the start, are already the 
world's Number One hero team?  The explanation has *got* to be good!) >> 
 
  You are making several erroneous statements here. First off, the PCs do not 
have to be rank beginners. They can have been around for a while. A heroe's 
experience is morte than just his "EP" total. Experience can also be reflected 
in their background, powers, skill levels, and so on. 
 
  Secondly, no one ever said the PCs were assumed to be the world's number one 
hero team. We said they were assumed to be top dogs in the campaign city, not 
the world. ;)  And that's in the published material. It's elementary to change 
that fact in your own campaign, just as folks have been doing with RPG 
products for years. 
 
<< San Angelo: City of Heroes doesn't require the PCs to be the top 
superheroes 
in the world, or even in the city. It just allows them to be, by not pre- 
defining the NPC hero team as the most powerful and most famous team in the 
world. >> 
 
  And then there's that. :) 
 
  Mark @ GRG 
 
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From: GoldRushG <GoldRushG@aol.com> 
Date: Wed, 18 Mar 1998 22:40:15 EST 
Subject: Re: Villain Secret IDs 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
<< ...you can keep a file on the legal individual of "Ultraboy" or whatnot. >> 
 
  That's assuming that the campaign allows for dual legal "identities." In a 
stricter setting, there can be only one "you." Or, rather, only "John Doe" or 
"Ultraboy" can be tried, not both... unless they are shown to be one and the 
same. ;) 
 
  Mark @ GRG 
 
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Subject: Making a difference (was Re: huge dudes with capes) 
X-Juno-Line-Breaks: 0-3,6-7,13-14,19-20,23-25 
From: llwatts@juno.com (Leah L Watts) 
Date: Wed, 18 Mar 1998 23:03:45 EST 
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>I have to admit, I have to wonder why Tony Stark never built a limited 
>version of his armour for firefighters. He walks through flames and 
>explosions on a regular basis. 
 
And can you imagine the tax breaks Stark Industries would rack up by 
distributing "rescue armor" to fire departments across the country?  He 
could probably cut the costs to token level and still make a profit. 
 
I know it's "in genre", but sometimes it looks like a superhero world has 
two different technologies -- the stuff everyone uses, and the incredibly 
advanced stuff that would be so handy if it wasn't monopolized by the 
super-types.  After all, if you can genetically engineer a person (who 
then becomes a superhero or villian), why can't you use your 
gene-splicing lab to take HIV apart and figure out a cure? 
 
IIRC, the Strike Force supplement (which is around here _somewhere_ , 
must be time to clean the apartment again) had a being called the 
Governor, which was deliberately slowing Earth's scientific advances as 
an experiment.  It was an in-game explanation for why the fancy high-tech 
used by both heroes and villians never seemed to make it into the stores. 
 
How has the rest of the list dealt with these two tech levels?  Ignore 
it, limit everyone to "normal" tech, use a Governor-type character, or 
something else? 
 
Leah 
 
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Date: Wed, 18 Mar 1998 22:07:00 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: Hero Plus opinions? 
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> > 	I've noted the same.  I've personally had no real problems with 
> > the Acrobat format.  It does a great job at cross-platform consistancy. 
> 
> Except that the Acrobat file used for the Fuzion rules won't load 
> correctly under ghostscript for Linux, and according to R. Talsorian's 
> webpage this is deliberate. Whether the same applies to the Hero Plus 
> stuff I admittedly don't know. 
 
	Isn't there an Acrobat Reader for Linux? 
 
 
 
				-Tim Gilberg 
 
	-"Friends help you move.  Real friends help you move bodies." 
 
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Date: Wed, 18 Mar 1998 23:16:24 -0500 (EST) 
From: Michael Surbrook <susano@access.digex.net> 
cc: champ-l@omg.org 
Subject: Re: Making a difference (was Re: huge dudes with capes) 
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On Wed, 18 Mar 1998, Leah L Watts wrote: 
 
> How has the rest of the list dealt with these two tech levels?  Ignore 
> it, limit everyone to "normal" tech, use a Governor-type character, or 
> something else? 
 
In my old Champions campaign, I had several solutions. 
 
The first was that limited forms of high-tech was changing the world.  My 
game had fusion reactors, electric cars, vector-thrust air cars, several 
space stations, powered armor for the SWAT team (aka PaCT) etc. 
 
I also used the Wildcards trick that some high-tech was the result of the 
person's 'superpower' and couldn't be reproduced.  Ie. Dr> Ator's 
invisibility suit worked form him but no one lese, because *he* powered 
the suit, not his technological devices.  Of course, poor Ator never 
figured that out... 
 
*************************************************************************** 
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *  
*               Michael Surbrook / susano@access.digex.net                *  
*        Visit "Surbrook's Stuff' the Hero Games resource site at:        *    
*              http://www.access.digex.net/~susano/index.html             * 
*            Attacked Mystification Police / AD Police / ESWAT            * 
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark * 
*************************************************************************** 
 
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Date: Wed, 18 Mar 1998 20:36:11 -0800 
From: Rick Holding <rholding@ActOnline.com.au> 
Subject: Re: The Great Multiform Debate  
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Sakura wrote: 
>  
> On Mon, 16 Mar 1998, Rook wrote: 
>  
> >       The problem here is that there are two equally valid and genre 
> > supported special effects here. 
> > 
> > 1) the ultra-shapeshifter/mindshifter 
> > 2) The two for one body special 
> > 
> > In the first, not having damage carryover seems absurd. However in the 
> > second having it also seems absurd. 
>  
> I'd be inclined to let it come down to SFX.  If it's the same body, then 
> there's damage carryover - but healing one body heals the other.  If there 
> are two different bodies, well, the next time Captain Changeling appears, 
> he's still going to be in bad shape, because that body has been in 'cold 
> storage' snce the character transformed back. 
 
	Okay, then that leads right into the next question.  What would be the  
cost of being allowed to get better while in limbo. 
--  
----------------------------------------------------------- 
Ricky Holding    Email: rholding@ActOnline.com.au 
Work is only there to give us time to talk about play 
----------------------------------------------------------- 
 
 
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X-Authentication-Warning: bermuda.io.com: traveler owned process doing -bs 
Date: Wed, 18 Mar 1998 22:37:27 -0600 (CST) 
From: Dataweaver <traveler@io.com> 
cc: champ-l@omg.org 
Subject: Re: Shapeshifter questions 
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On Wed, 18 Mar 1998, Trevor Barrie wrote: 
 
> On Tue, 17 Mar 1998, Rick Holding wrote: 
>  
> > 	Okay, lets see.  A 50 point pool has a 25 point control cost.  Throw in  
> > a +1 advantage, no time for another 25 points, and a +1 advantage, no skill 
> > roll required for yet another 25 points.  50 points for the pool and 75 
> > points for the control. 
> >  
> > 	Now for some disads.  -1/4 for 1/2 DCV concentration while changing, 
> > -1/2 for limited special effect (as per page 116 of the BBB) and some 
> > gumby -1/4 to be determined by the player to make the maths easier for a 
> > total of a -1 limitation applied to the control cost making it a 50 
> > point pool and a 37 point control for a grand total of 87 points which 
> > allows 100 points of 50 point or less powers. 
>  
> Hmmm? No, it allows a total of 50 pts of Powers if said Power have no 
> Limitations, 75 if they all have -1/2, 100 if they all have -1, 150 if 
> they all have -2, or whatever other combination the character wants. 
 
I could be wrong (I don't have my book on me), but I believe that the pool 
points are an Active Point limit, and that you can _not_ add limitations 
to it at will in order to raise the point effectiveness (and rightfully 
so; it's too easy to abuse.) 
 
---- 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: champion@mailhost.cyberhighway.net 
Date: Wed, 18 Mar 1998 20:40:22 -0800 
From: Jim Dickinson <champion@cyberhighway.net> 
Subject: Re: Typo (was Re: Villain Escapes) 
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At 09:37 PM 3/18/98 EST, GoldRushG wrote: 
><< Interesting typo.  Was that "gropes" or "goes"  ;-) >> 
> 
>  You are a sick individual. :D 
 
Wait till you see my product submissions... 
 
 
;-) 
---G-A-T-E-C-R-A-S-H-E-R-----Q-U-O-T-E----- 
"One of these days, we're going to have to  
  find that hole where these things keep  
   leaking through... and plug it up!" 
 
    --Emerson Brinmore, shortly after  
 fighting off 378.2 Golf Balls from Hell. 
----------O-F----T-H-E----D-A-Y------------ 
Jim Dickinson -=- champion@cyberhighway.net 
  Circle of HEROs Homepage -- Join Today! 
     http://www.aircyber.net/~jd/coh 
              CHECK IT OUT! 
 
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Date: Wed, 18 Mar 1998 20:51:35 -0800 
From: Rick Holding <rholding@ActOnline.com.au> 
Subject: Re: Countering increased drain times 
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Stainless Steel Rat wrote: 
>  
> -----BEGIN PGP SIGNED MESSAGE----- 
>  
> >>>>> "RH" == Rick Holding <rholding@ActOnline.com.au> writes: 
>  
> RH>     I was thinking about a character who recovers from adverse 
> RH> effects very quickly to the extent that within a few seconds he would 
> RH> be just about as good as new. 
>  
> Try using Regeneration. 
 
	Yes, but regeneration is only part of it.  High rates of regen to get  
back the body, high recovery for stun and endurance.  These are obvious first  
steps.  Ego attacks get normal recoveries and mind controls are not within the  
scope of the ability to soak damage.  While extremely high levels of power  
defence could be used to block the damage, what I am after is a way of hastening  
the return of lost stats. 
 
	Normal regen will aid aginst body drains/transfers and the effects of  
transforms but as written in the book does squat against drains to other stats.   
Any ideas? 
--  
----------------------------------------------------------- 
Ricky Holding    Email: rholding@ActOnline.com.au 
Work is only there to give us time to talk about play 
----------------------------------------------------------- 
 
 
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Date: Wed, 18 Mar 1998 21:00:16 -0800 
From: Rick Holding <rholding@ActOnline.com.au> 
Subject: Re: Countering increased drain times 
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Bob Greenwade wrote: 
>  
> At 10:52 AM 3/17/1998 -0800, Dave Mattingly wrote: 
> >Bob G suggests: 
> >>regenerating any Character Points lost to Adjustment Powers 
> >>1 character point per Turn for 2 points. 
> > 
> >So you're saying that if I spend two points, and wait a turn, I'll get 1 
> >point of char back? Why not just buy 1 point of Power Def and not lose 
> >the char in the first place? 
>  
>    Good point.  (As was probably obvious, I wasn't comparing against Power 
> Defense; just Regeneration.) 
>    On the other hand, after you spend the two points, you wait a Turn to 
> get 1 point of char back; then wait another Turn and get another point 
> back; then wait another Turn and get another point back; then wait another 
> Turn and get another point back; and so forth.  Those two points spent on 
> Power Defense will only work on two points per attack. 
>  
> >It's not like normal Regeneration that heals Body, since there are tons 
> >of ways to do Body damage that it's very difficult to protect against 
> >them all. To drain/suppress/dispel a char, Power Def is it. I'd rather 
> >buy 10 points of Power Def (or 12 with a "doesn't protect for the first 
> >phase" -1/4 lim) than 10 points of char regeneration. 
>  
>    Well, your decision.  It's just on the table as an idea.  (Though 
> remember, as I pointed out, that those 10 points of Power Defense will only 
> protect 10 points of any given attack.) 
 
	The effect that I was thinking of was that he suffered the effects of the  
drain/transfer/attack/etc but then recovered far quicker than "normal".  So while  
a few points of power and ego defence would be included, they would be nothing  
like high enough to stop attacks cold. 
 
	Upon reflection of what has been sent so far, I am leaning towards an aid  
of fairly high amounts triggered by an attack that gets through with a small time  
delay built in ( a segment or two ) combined with a good regen with a +1/2 (+1?)  
advantage that it also brings back other stats.  Start of every phase that this  
guy is awake resets the trigger (0 phase action) and of he goes.  Give him some  
other abilities and prepare to annoy the hell out of my players. 
--  
----------------------------------------------------------- 
Ricky Holding    Email: rholding@ActOnline.com.au 
Work is only there to give us time to talk about play 
----------------------------------------------------------- 
 
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Subject: Re: Villain Escapes 
X-Juno-Line-Breaks: 0-7,12-13,16-18 
From: llwatts@juno.com (Leah L Watts) 
Date: Thu, 19 Mar 1998 00:09:53 EST 
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>So maybe supervillains need to be arraigned in a stronghold-secure 
>courtroom.  Maybe Steve Long can comment on some legalities of where  
>the 
>line has to be drawn on how much the courts can restrict access of the 
>accused.  Could it possible to perform a trial over a video/satellite  
>feed? 
> What about using a "proxy" defendant? 
 
Secured courtrooms for superpowered defendants would be expensive enough 
to be rare -- what if a villian has to be moved to a court that can keep 
him around for the whole trial?  There's another chance to escape.  (Of 
course, if the villian really needs a secure courtroom, presumably the 
people movng him have taken a few precautions ....) 
 
Also, with a limited amount of secure courtrooms, most super-trials will 
occur in the same few locations.  This is going to make getting an 
unbiased jury even harder. 
 
Leah 
 
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Subject: Re: Villain Secret IDs 
X-Juno-Line-Breaks: 0-2,13-15 
From: llwatts@juno.com (Leah L Watts) 
Date: Thu, 19 Mar 1998 00:09:53 EST 
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>   Just as a thought, but couldn't a med tech claim "privileged 
>information" on a superhero's secret identity? 
 
A doctor could, but I don't know if a nurse, paramedic or med tech could 
pull it off.  A med tech I used to know once defined her job as "telling 
the doctor what's wrong with the patient", but the doctor is still the 
one in charge, and the others are officially assistants.  According to a 
friend of mine, if a licensed counselor (minister, psychiatrist, 
psychologist) is working with a client through an interpreter, the 
interpreter could be required to testify about what was said even though 
the counselor could refuse -- can anyone confirm/deny this?  If this is 
the case, I'd say the paramedic who just taped up that nasty face cut Our 
Hero took saving the city could be made to identify him under the proper 
circumstances. 
 
Leah 
 
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Date: Wed, 18 Mar 1998 23:59:56 -0600 (CST) 
X-Sender: mlnunn@blue.net 
From: Michael Nunn <mlnunn@scrtc.blue.net> 
Subject: Villain Secret IDs 
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Secret ID's can also help a villain.  Let say Doc Evil is arrested and 
unmasked.  ID'ed as Bob.  While on live TV being tried for every thing Doc 
Evil has ever done,  Doc Evil attacks the local Super Hero team.  Hummm... 
now the defense has a case for the Bob only being held accountable for the 
one crime he was commiting when arrested. 
 
Michael 
 
Rising Force Publications 
Herozine The Superhero RPG Fanzine...vist recently updated web site... 
http://members.aol.com/hzineweb/index.htm 
 
"You have never lived until you have almost died.  
And for those who fight for it, 
life has a flavor the protected never know"  
- anonymous 
 
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Date: Thu, 19 Mar 1998 01:14:14 -0500 (EST) 
From: Tokyo Mark <bastet@iquest.net> 
X-Sender: bastet@iquest7 
cc: champ-l@omg.org 
Subject: Re: Villain Secret IDs 
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> Secret ID's can also help a villain.  Let say Doc Evil is arrested and 
> unmasked.  ID'ed as Bob.  While on live TV being tried for every thing Doc 
> Evil has ever done,  Doc Evil attacks the local Super Hero team.  Hummm... 
> now the defense has a case for the Bob only being held accountable for the 
> one crime he was commiting when arrested. 
>  
 
That was used as a defense for Terminator in Teen Titans years ago.  He 
planned the other Term showing up to help his defense.  It's a pretty good 
idea. 
 
The Wildebeast idea is also fairly cool.  A number of different people 
using the exact same suit but almost never at the same time.  So each time 
it appeared it  had a different goal in mind and used different tactics 
and M.O.  If a Wildebeast was caught they could try to spill the beans, 
but no proof to back it up.  Or the crimes pick up with the 'Beast in 
custody and the defense can claim their client was set up by the group. 
 
 
 
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From: GoldRushG <GoldRushG@aol.com> 
Date: Thu, 19 Mar 1998 02:18:32 EST 
Subject: Re: P.A.R.T. [was: Re: Stronghold: local chapters?] 
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<< Or someone is going to come up with another agency, either a villainous 
organization in VIPER's mold or a support organization like Aftermath Inc., 
that goes by the name of P.A.R.C.E.L.>> 
 
  Okay, but what's that stand for? }:> 
 
  Mark @ GRG 
 
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Subject: Re: Help Steve Long! (Re: Villain Secret IDs) 
Date: Thu, 19 Mar 1998 10:58:35 -0000 
x-sender: DFair@pop.worldweb.net 
From: David Fair <DFair@sdslink.com> 
cc: "[unknown]" <champ-l@omg.org> 
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On 3/19/98 3:08 PM David Stallard (DBStallard@compuserve.com) Said: 
 
>They took my fingerprints when I first got a driver's license (in 
>Colorado), so I don't think you have to be a criminal to have prints on 
>record. 
 
That must be unique to Colorado (or a very few states). Although many  
people other than criminals have their prints on file: 
 
     Any current or former US military (or Reserves/National Guard/Coast  
Guard)  
          member 
     Any current or former civilain Federal government employee 
     Any current or former civilian State government employee 
     Any current or former holder of public office (at least state-level  
and  
          above, county and city publicly-elected officals maybe/maybe  
not) 
     Any current or former Law enforcement officer (BATF, FBI, CIA,  
Secret  
          Service, State/Local/Federal/Park Police, Sheriffs, Etc.) 
     Any current or former state-licensed security personnel  
     Any current or former weapons seller (certain states only) 
          This includes people who work for companies that manufacture,  
ship,  
          sell, or assemble guns, tasers, explosives, etc 
     Any current or former liscensed demolitions/explosives worker 
     Any current or former liscensed liquor seller (certain states only) 
     Any current or former Officer Of The Court (Public Defenders,  
Judges,  
          Court Reporters, Bailiffs, Etc) (though I don't think that  
_all_  
          practicing attorneys are finger-printed) 
     Anyone arrested, ever, on any charge (this is not the same as being a 
          criminal, because that implies a successful prosecution) 
     All foreign nationals, or foreing visitors to the US (passports) 
     Any US citizen who has applied for a passport 
 
David A. Fair         | 
SDS International     |     Think Different 
dfair@sdslink.com     | 
 
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Comments: Authenticated sender is <theala@shore.intercom.net> 
From: "Theala Sildorian" <theala@shore.intercom.net> 
Date: Thu, 19 Mar 1998 11:09:09 +0000 
Subject: Re: Stronghold: local chapters? 
Priority: normal 
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>  Heh. 
> Here in the good ol USA we already used forced labor in our prisons. 
> We even go so far as to market it to corporations by promising no 
> sick leave, no holidays, lower than minimum wages, no vacation or 
> retirement, and no overtime. Ever wonder why the prison population 
> really keeps growing so much every year? :) 
 
Having worked in two prisons in two states, I believe it.  Hell, I  
think it's ironic as hell that in many cases, prisoners build their  
own prisons.  Sing Sing is an excellent example of this, plus the  
last one where I worked (Delaware Correctional Center) is building a  
new supermax section, and all the labor is provided by the inmates. 
 
Amy 
 
---------------- 
Theala Sildorian 
http://www.intercom.net/user/theala/hero.html 
Home of the Unofficial Champions Home Page! 
 
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Date: Thu, 19 Mar 1998 07:27:27 -0500 (EST) 
From: David Majors <asmodeus@shell.ezy.net> 
Subject: Re: P.A.R.T. [was: Re: Stronghold: local chapters?] 
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On Thu, 19 Mar 1998, GoldRushG wrote: 
 
> << Or someone is going to come up with another agency, either a villainous 
> organization in VIPER's mold or a support organization like Aftermath Inc., 
> that goes by the name of P.A.R.C.E.L.>> 
>  
>   Okay, but what's that stand for? }:> 
>  
>   Mark @ GRG 
>  
 
Thought I would tie two threads together while I had the chance... 
 
P.A.R.C.E.L. - 
 
Paranormal Aliance Reducing Criminals Escaping Litigation 
 
Superhero team that has dedicated itself to preventing the escape of 
suspected criminals from court. :-) 
 
David 
 
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From: SteveL1979 <SteveL1979@aol.com> 
Date: Thu, 19 Mar 1998 07:30:46 EST 
Subject: Re: Help Steve Long! (Re: Villain Secret IDs) 
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In a message dated 98-03-18 20:46:33 EST, champion@cyberhighway.net writes: 
 
<< Maybe it would make sense to have someone from the court sworn to keep the 
 Secret ID a secret unless there is a conviction.  It just seems to me that 
 an identity must be established before criminal proceedings can take place. 
  
 Steve has a background in law, which explains the GREAT source material in 
 Dark Champs. 
  
 Steve: 
  
 What does the current law say about the disclose of a suspect's ID to the 
 public, etc? 
  
 What do you do in your campaigns? >> 
 
  There are laws in, I believe, every state -- certainly every Southern state 
-- against wearing a mask while committing a crime (IOW, wearing the mask is 
another crime, separate from the robbery, murder, etc.).  In most places it is 
also illegal simply to wear a mask in public (I've known some con-goers who 
ran afoul of such regulations).  Therefore, assuming a "real world" 
perspective, I can see little, if any, way for a captured supervillain to 
preserve the secret of his identity.  His identity would be determined as a 
routine matter at the time of booking if it weren't known already; 
fingerprint, DNA, and voice samples would be taken in an effort to uncover his 
identity if he refused to reveal it or gave false information; and his costume 
would be exchanged for a jailhouse orange or grey jumpsuit.  In a superheroic 
setting, licensed telepaths might even be used to uncover a Secret ID.  In my 
campaigns, these procedures routinely happen to captured villains (but not 
telepathy -- that's an extreme, last-ditch measure). 
  So, the question becomes -- how far are you willing to stretch "reality" and 
verisimilitude to preserve your villains' identities?  A law allowing them to 
keep their identities secret until convicted, for example, is possible, though 
it would SEVERELY hamper the detectives and prosecutors in many instances. 
  However, there are ways to preserve Secret IDs without doing too much damage 
to "realism."  For example, maybe the villain escapes or is broken out before 
being booked (PCs will soon catch on and stop this, tho, so don't use it too 
often).  Second, and perhaps better, is the fact that if you have no record 
and no fingerprints, etc., on file, taking prints and such won't divulge your 
identity (it can still link a villain to a crime, just not provide a name). 
Thus, a villain with no previous record and no reason to fear telepathic scans 
could preserve his identity by refusing to divulge it (assuming, of course, 
that clever detective work were not employed -- and, frankly, good detective 
work can easily uncover most Secret IDs). 
  Take, for example, the Joker.  So far as I know, he had no criminal record 
prior to engaging in the crimes that made him the Joker.  Thus, his prints 
were not on file, etc. (and as an additional bennie, becoming the Joker 
changed his appearance enough to keep him from being identified by "do you 
know this man?" posters and commercials).  After being captured and booked for 
his first crime, the authorities have his prints on file and can link him to 
further crimes.  But they have no clue as to his real identity. 
  Does that help? 
 
Steve Long 
 
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From: SteveL1979 <SteveL1979@aol.com> 
Date: Thu, 19 Mar 1998 07:37:57 EST 
Subject: Re: (Fwd) Re: Help Steve Long! (Re: Villain Secret IDs) 
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In a message dated 98-03-18 21:38:21 EST, theala@shore.intercom.net writes: 
 
<< However, I believe Steve has written some things on the subject to 
 allow superheroes to conceal their identity, some material relating to 
 supers and the law which was cut from Dark Champions.  He reads this 
 list and I'm sure he could be persuaded to share it, eh Steve? :D  >> 
 
  Most of what I've written is in DARK CHAMPIONS and THE ULTIMATE MENTALIST, 
though I'd be glad to expand on it if you like (see my last post) or offer 
further observations.  I also hope to address some of these issues more in an 
upcoming article (or series thereof) in SHADIS Magazine. 
 
Steve Long 
 
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Subject: Re: More Big Trouble! 
Date: Thu, 19 Mar 1998 12:48:21 -0000 
x-sender: DFair@pop.worldweb.net 
From: David Fair <DFair@sdslink.com> 
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On 3/19/98 5:13 PM Michael Surbrook (susano@access.digex.net) Said: 
 
>After innumurable delays (including a new job), I finally have been able 
>to get back to my BTILC postings.  I have finished all the character 
>sheets and am currently filling in the relevant text for each.  Expect to 
>see the three Storms (Thunder, Rain & Lightning) tonight! 
 
Great news! 
 
Thanks for all the work you put into this; I really liked the BTILC  
write-ups you posted earlier. 
 
David A. Fair         | 
SDS International     |     Think Different 
dfair@sdslink.com     | 
 
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Reply-To: "Scott R.C. Smith" <srcsmith@frontiernet.net> 
From: "Scott R.C. Smith" <srcsmith@frontiernet.net> 
Subject: Re: Making a difference (was Re: huge dudes with capes) 
Date: Thu, 19 Mar 1998 08:43:43 -0500 
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Leah L. Watts wrote: 
 
 
>How has the rest of the list dealt with these two tech levels? 
Ignore 
>it, limit everyone to "normal" tech, use a Governor-type character, 
or 
>something else? 
 
 
  In our Starburst Universe games, the tech in question is initially 
owned by various supers, but trickles down into normal use within a 
couple of years.  We make it commonplace to have things like AIs, 
powered armour for LEOs and Fire Fighters, etc, but most of it 
resembles "normal" tech in outward appearance. 
 
  Plus, compare the price of a Mainframe with a home-use WAL-MART 
Pentium.  The diffrerence in price for advanced tech is similarly 
hugely inflated compared to real-world tech. 
 
  In contrast, I also played in a game where nothing above normal, 
real-world tech was allowed.  Our "Powered Armour" character had a 
Volkswagon Beetle outfitted with military-level hardware. :) 
 
-S- 
 
Scott R.C. Smith 
srcsmith@frontiernet.net 
Website:  Starburst Headquarters 
(http://www.frontiernet.net/~srcsmith) 
A Circle Of Heroes member 
 
 
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Reply-To: "Filksinger" <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
Cc: "Hero List" <champ-l@omg.org> 
Subject: Re: "Stupid Tricks" 
Date: Thu, 19 Mar 1998 05:51:12 -0800 
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Sorry for the delay. I lost my Internet access for a week. 
 
On Saturday, March 07, 1998 9:00 AM, Sakura wrote: 
 
 
>On Thu, 5 Mar 1998, Filksinger wrote: 
>> On Wednesday, March 04, 1998 8:11 AM, Dave Mattingly wrote: 
>> >Here's a classic article on speedster tricks from The Nez Master 
>> ><nezmaster@ntr.net>: 
>> > 
>> >Faster than LIght Travel: I included this one as a power that some 
>> >speedsters think they can use, and generally can not. It requires 
>> space 
>> >flight, which few true speedsters actually have (unless it's a 
true 
>> >flying speedster) 
>> 
>> Not quite true. A speedster who is on the surface of a planet, 
moon, 
>> etc., can use it, because he is "not in atmosphere", which is the 
"by 
>> the rules" requirement. 
> 
>Um, are you saying that because I'm on the surface of the planet, I'm 
'not 
>in atmosphere'? 
> 
>Whups...hope I bought Life Support... 
> 
>The speedster could use it on, say, Luna - no atmosphere - but I have 
>never heard the interpretation of 'not in atmosphere' to mean 'not 
while 
>flying in atmosphere'. 
 
 
Doh! I meant "planet without an atmosphere", such as Pluto or Mercury. 
 
>> I did enjoy this. One you missed is Teleportation, with the 
limitation 
>> that the character actually crosses the intervening space. This 
allows 
>> for incredibly fast, even FTL, speedsters without spending a truly 
>> obscene amount of points on movement. 
> 
>And here we have a more 'proper' way to do the FTL-running thing. 
> 
A preferable way, certainly. However, I could claim my speedster can 
only do FTL in space because the atmosphere slows him down. Any 
physicist would shoot big holes in that one, but it works for 
comic-book physics. 
 
Filksinger 
 
 
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Comments: Authenticated sender is <theala@shore.intercom.net> 
From: "Theala Sildorian" <theala@shore.intercom.net> 
        champ-l@omg.org 
Date: Thu, 19 Mar 1998 14:50:49 +0000 
Subject: Re: Help Steve Long! (Re: Villain Secret IDs) 
Priority: normal 
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> Message text written by SteveL1979 
> >  Take, for example, the Joker.  So far as I know, he had no criminal 
> record 
> prior to engaging in the crimes that made him the Joker.  Thus, his 
> prints were not on file, etc.< 
>  
> They took my fingerprints when I first got a driver's license (in 
> Colorado), so I don't think you have to be a criminal to have prints 
> on record. 
>  
 
Colorado may be the exception rather than the rule however.  I'm 32,  
and I never got fingerprinted until I went to work for the Delaware  
Department of Correction.  Most citizens never get fingerprinted  
unless they apply for a federal or state job, or serve in the  
military, or get arrested for the first time. 
 
Of course, that is changing in this day of child abductions.  It  
would be a real hoot if some supervillain got identified because his  
mother had him fingerprinted when he was a wee lad--to guard against  
kidnapping. 
 
Amy 
 
---------------- 
Theala Sildorian 
http://www.intercom.net/user/theala/hero.html 
Home of the Unofficial Champions Home Page! 
 
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From: Brian Wong <rook@shell.infinex.com> 
Subject: Re: Stronghold: local chapters? 
Date: Thu, 19 Mar 1998 06:53:30 -0800 (PST) 
Cc: champ-l@omg.org 
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> > Since there's only one Stronghold and it's in Arizona (or is it New 
>  
> The Defenders of Hudson City have two superpowered cells which can  
> hold two inmates each.  If they capture villains who require foci for  
> their powers, or who are little more than agents, then they end up in  
> Longview Correctional Center (JNL).  If they're paranormals without  
> foci, then the Defenders hold them and transfer them to Stronghold as  
> soon as possible. 
>  
> Stronghold got an update in CNM, and San Angelo is going to get a  
> whole new setup of it's own which will be MUCH more detailed, as it  
> is being written by someone who has worked in corrections :D 
 
	Hmm. In highschool the game I did had multiple Strongholds. 
We used to always put one on Alcatraz island. Though in a later game I 
changed that to gov tried to put on there, and local action groups stopped 
it. 
	My current game, 'Watch Tower'; exists in a world where tech is no 
more advanced than it is today. Super tech exists, but operates on a limited 
paradigm that restricts it usage to those who made it, or those who also 
exist within that paradigm. 
	So as yet, I have no Stronghold. Doubtless I'll need to plan for this 
soon, before the players start asking questions. All I've done so far is 
have captured villians 'exit stage left'. 
 
	Anyone else ever do a four color world that lacked a 'Stronghold' 
style facility? I think the DC universe is like this. 
 
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Comments: Authenticated sender is <theala@shore.intercom.net> 
From: "Theala Sildorian" <theala@shore.intercom.net> 
Date: Thu, 19 Mar 1998 14:54:06 +0000 
Subject: Re: Help Steve Long! (Re: Villain Secret IDs) 
Priority: normal 
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>   To take another example, I was fingerprinted when I applied to 
>   take the bar 
> exam here in NC.  I imagine there are plenty of other professions 
> where you have to do the same thing.  But again, I don't know 
> whether they're saved or not. 
 
They took a thumb print from me when I took my RN boards.  However,  
the purpose in that, I believe, is to guard against fraud (having  
someone take boards for you, for example)--I doubt the records are  
kept once licensure is granted. 
 
Amy 
 
---------------- 
Theala Sildorian 
http://www.intercom.net/user/theala/hero.html 
Home of the Unofficial Champions Home Page! 
 
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Comments: Authenticated sender is <theala@shore.intercom.net> 
From: "Theala Sildorian" <theala@shore.intercom.net> 
Date: Thu, 19 Mar 1998 14:55:40 +0000 
Subject: Re: Help Steve Long! (Re: Villain Secret IDs) 
Priority: normal 
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> On 3/19/98 3:08 PM David Stallard (DBStallard@compuserve.com) Said: 
>      (passports) Any US citizen who has applied for a passport 
 
That must be a new requirement.  I never got fingerprinted when I got  
my passport, but that was ten years ago (which reminds me, time to  
update the thing) 
 
Amy 
 
---------------- 
Theala Sildorian 
http://www.intercom.net/user/theala/hero.html 
Home of the Unofficial Champions Home Page! 
 
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X-Sender: nbymail11@mln.lib.ma.us 
Date: Thu, 19 Mar 1998 10:01:55 -0500 
From: Bill Svitavsky <nbymail11@mln.lib.ma.us> 
Subject: Re: Going to the Source, Part Two 
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At 09:46 PM 3/18/98 +0000, Theala Sildorian wrote: 
> 
>> Interestingly enough, it seems like the non-fans are the  
>> most likely to create the most conventional superheroes.  
>> Without a strong sense of the range of the genre, they tend  
>> to work from the popular sense of comics heroes, mimicking the 
>> portrayals of Superman, Batman, etc. in movies & TV. Often these 
>> people will also take the characters in the rulebooks as a starting 
>> point, making characters who are more like Champions heroes than 
>> like comics heroes. The best role-players, though, can bring ideas 
>> from many sources, including their own lives, and produce some very 
>> original heroes. 
>>  
> 
>I'd have to disagree with you in part on this one Bill.  I'm not much 
>of a comic reader, and never have been.  In fact, I turned down a 
>chance to learn 1st ed when it first came out because I wasn't 
>interested in comics.  None of the characters I've ever created have 
>drawn much inspiration from the comics.  If they seem similar, it is 
>purely by accident.  I am, howver, a big sci fi/fantasy fiction fan, 
>and I don't hesitate to steal ideas from time to time from my favorite 
>stories, but more often than not my characters are my own creations.  
>I get more satisfaction out of a personality that I created on my own. 
> The world backdrop might be cookie cutter, but not the personalities 
>who populate it. 
> 
 
I was attempting a generalization drawing from my own experiences - and it 
sounds to me like you fit into my description of the best role-players, 
drawing from outside experiences and your own life & ideas. I certainly 
didn't mean to imply that non-comics fans could only create cookie cutter 
characters; I would say that comics fans & non-fans are prone to some 
different weaknesses, but many of the same strengths. 
 
I am curious, though, what in Champions appeals to non-comics readers. I 
realize that role-playing itself can be a lot of fun, whatever the genre, 
and I've enjoyed the novelty of an occasional one-shot game set in a genre 
I'm not particularly into (e.g. westerns & espionage.) But the campaigns 
I've put significant effort into have always been along the lines of my 
taste in reading. 
 
What is it that you non-comics readers like about Champions? Are there 
things you dislike about comics that you can avoid in your games? Do 
superheroes work for you as a game concept, but not as a convention in 
written stories? Are you role-players who were happy to find a genre where 
casual killing isn't the norm, or did you just get sick of endless quests 
through dark forests fighting dragons to get magic swords?  
 
 
 
 
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X-Sender: bob.greenwade@klock.com 
Date: Thu, 19 Mar 1998 07:07:41 -0800 
From: Bob Greenwade <bob.greenwade@hotline.klock.com> 
Subject: Re: Making a difference (was Re: huge dudes with capes) 
Errors-To: owner-champ-l@omg.org 
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At 11:03 PM 3/18/1998 EST, Leah L Watts wrote: 
>IIRC, the Strike Force supplement (which is around here _somewhere_ , 
>must be time to clean the apartment again) had a being called the 
>Governor, which was deliberately slowing Earth's scientific advances as 
>an experiment.  It was an in-game explanation for why the fancy high-tech 
>used by both heroes and villians never seemed to make it into the stores. 
> 
>How has the rest of the list dealt with these two tech levels?  Ignore 
>it, limit everyone to "normal" tech, use a Governor-type character, or 
>something else? 
 
   Until fairly recently, I ignored the question. 
   However, Aaron's explanation of the Governor got some ideas going in my 
head, and similar questions were raised by Sean Fannon in High-Tech 
Enemies.  Per Fannon, the reason this situation exists in the Champions 
Universe is that certain powerful entities, Cy-Force chief among them, have 
been hoarding technology in order to keep it for themselves.  Thus, a 
prototype of a high-tech suit might be built for a superhero, but soon 
after that Cy-Force will steal the plans and other goods. 
   Over in the Rising Force Universe, where I've had some input in the 
matter, I've used a similar explanation; there's an organization called the 
Global Alliance for the Domination of the Governments of Earth via 
Technology (GADGET), with resources to challenge VIPER, and it does what it 
can to slow down everyone else's technological advancement while furthering 
its own. 
   In neither case is the effort altogether successful.  The living of 
everyday life isn't significantly different, but in the Champions Universe 
there is improved food production, material integrity, computer 
engineering, toxic waste disposal, and medical procedures.  Similarly, 
while most everyday items in the RFU would look and function basically the 
same as those in our own, what they're capable of is just a step or two 
beyond what our own can do: digital TV became a standard in the 80s, the 
Pentium II processor is old hat, alternative-fuel cars are becoming 
commonplace, and other things that are on the drawing board in our own 
world are just hitting the market 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> 
Date: Thu, 19 Mar 1998 10:09:42 -0500 
From: David Stallard <DBStallard@compuserve.com> 
Subject: Re: Help Steve Long! (Re: Villain Secret IDs) 
Cc: "[unknown]" <champ-l@omg.org> 
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Message text written by SteveL1979 
>  Take, for example, the Joker.  So far as I know, he had no criminal 
record 
prior to engaging in the crimes that made him the Joker.  Thus, his prints 
were not on file, etc.< 
 
They took my fingerprints when I first got a driver's license (in 
Colorado), so I don't think you have to be a criminal to have prints on 
record. 
 
Return-Path: <daemon@omg.org> 
Date: Thu, 19 Mar 1998 10:09:43 -0500 
From: David Stallard <DBStallard@compuserve.com> 
Subject: UNTIL info 
Cc: "[unknown]" <champ-l@omg.org> 
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Message text written by Clinton Chard 
>Does anybody know of a great sourceof info on UNTIL? I have had no luck 
in finding anything on the organization. I have used PRIMUS as a stencil 
for UNTIL, but I would prefer the actual write-ups.< 
 
I don't have the books handy to verify, but one of the Champions: New 
Millennium books has a few pages about UNTIL.  I would guess that it's the 
"Alliances" book, but I'm not sure. 
 
Return-Path: <daemon@omg.org> 
Date: Thu, 19 Mar 1998 10:09:44 -0500 
From: David Stallard <DBStallard@compuserve.com> 
Subject: Slow change (vs Instant Change) 
Cc: "[unknown]" <champ-l@omg.org> 
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This is an extension of my question about having "Only in Hero ID" but 
without Instant Change.  Maybe if I give the specifics for the character in 
question, it will help more: 
 
This martial artist character (Sakamoto) is sharing his body with the 
spirit of an ancient Japanese warrior.  Besides martial arts, the character 
has medium-powered Ego Attack, Aid, and Telepathy, all in a multipower 
which is defined as "Only in Hero ID".  He also has some armor, and he has 
defined the process of switching to Hero ID as donning the armor. 
 
This doesn't make much sense to me, since the armor has nothing at all to 
do with the spirit inside his body.  My inclination would be to remove 
"Only in Hero ID" and just have those powers available all the time.  
However, for this character, what suggestions would you have for the 
process of changing to Hero ID? 
 
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X-Sender: nbymail11@mln.lib.ma.us 
Date: Thu, 19 Mar 1998 10:20:51 -0500 
From: Bill Svitavsky <nbymail11@mln.lib.ma.us> 
Subject: Re: Making a difference (was Re: huge dudes with capes) 
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At 11:03 PM 3/18/98 EST, Leah L Watts wrote: 
 
>How has the rest of the list dealt with these two tech levels?  Ignore 
>it, limit everyone to "normal" tech, use a Governor-type character, or 
>something else? 
 
In my traditional four-color games, I always make sure that every 
super-scientist hsa a built-in reason not to share his technology. With the 
villains, it's easy. For PC heroes, I suggest things like a technology that 
only works in conjunction with their own metabolism (as did the Atom's in 
the Silver Age), reasons or Psych Lims to fear the potential uses of the 
technology, or some greater secret to be kept. For some less idealistic 
heroes, ego alone can be the reason - they like being the only ones who can 
use their stuff. 
 
A while ago, though, I ran a campaign where super-technology, along with 
the superhumans themselves, _did_ have major consequences. The world was 
drastically transformed very quickly. 
 
 
 
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X-Sender: bob.greenwade@klock.com 
Date: Thu, 19 Mar 1998 07:23:37 -0800 
From: Bob Greenwade <bob.greenwade@hotline.klock.com> 
Subject: Re: UNTIL info 
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At 06:38 PM 3/18/1998 -0800, Clinton Chard wrote: 
>Does anybody know of a great sourceof info on UNTIL? I have had no luck 
>in finding anything on the organization. I have used PRIMUS as a stencil 
>for UNTIL, but I would prefer the actual write-ups. 
 
   At this time, the most extensive write-up on UNTIL (that I know of, 
anyway) is in Hero System Almanac 2. 
--- 
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: SteveL1979 <SteveL1979@aol.com> 
Date: Thu, 19 Mar 1998 10:28:31 EST 
Subject: Re: Help Steve Long! (Re: Villain Secret IDs) 
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In a message dated 98-03-19 10:14:08 EST, DBStallard@compuserve.com writes: 
 
<< They took my fingerprints when I first got a driver's license (in 
 Colorado), so I don't think you have to be a criminal to have prints on 
 record. >> 
 
  That's correct.  Some states take your fingerprints when you get your 
drivers' license -- though frankly, I am unaware of whether they keep them on 
record or not. 
  To take another example, I was fingerprinted when I applied to take the bar 
exam here in NC.  I imagine there are plenty of other professions where you 
have to do the same thing.  But again, I don't know whether they're saved or 
not. 
 
Steve Long 
 
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X-Sender: bob.greenwade@klock.com 
Date: Thu, 19 Mar 1998 07:32:01 -0800 
From: Bob Greenwade <bob.greenwade@hotline.klock.com> 
Subject: Re: Villain Secret IDs 
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At 09:47 PM 3/18/1998 EST, GoldRushG wrote: 
><< And so what comes of heroes who are falsely arrested for a crime they are 
>innocent of?  Is their Secret ID now public record? >> 
> 
>  Unless a judge orders the info kept confidential, you're darn tootin'! Of 
>course, this is in *my* game, and not necessarily the official ruling of Gold 
>Rush Games!  :D 
 
   I think my article on Oregon Hero Sanction, which addresses the issue of 
a hero's Secret ID to an extent (though admittedly not quite to this 
extent), may bring around some ideas regarding this. 
   The article is at http://www.klock.com/public/users/bobg/sanction.htm 
for those who may be interested. 
--- 
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: Re: Villain Secret IDs 
Date: Thu, 19 Mar 1998 07:33:16 -0800 (PST) 
Cc: champ-l@omg.org 
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> > When your villains are arrested, do the cops take off their masks 
> > and get their true identities?  I've seen in comics and cartoons 
> > that often a villain is sitting in jail, in full costume.  This 
> 
	Many comic book universes, mine included; state that the secret ID can 
remain as such until a conviction is found. Without this rule, police would 
arrest all the heroes on minor traffic violations, J waliking, or even 
'suspicion of criminal activity' and unmask them then and there. My world 
has very strong heroes as a result of the trials at the end of WWII 
	(The sum of which is: 
	AT the end of the war, the allies decided to put all Axis supers on 
	trial for War Crimes. They used the argument that it was an 
	excessive use of force. Never mind the A-Bomb here folks, it's a fact 
	of real world intern. law that nukes are legal but armor piercing 
	bullets are a war crime. :) 
	The Allied super's realized that if that precedent was set, they 
	would naturally be next. So they teamed up with all the axis supers 
	and held the world hostage. They sat down with the new UN and 
	hammered out a set of just laws designed to protect and empower 
	super heroes. 
	Part of this dealt with the whole secret ID thing. 
	At the end of that, the only supers who went on trial were those 
	who's actual actions where deemed excessive. This number totaled 
	only four; and included one allied super.) 
 
> Oh yes, villains who get nabbed lose their Secret IDs.  It's unfair  
> to the players without a very good reason. 
>  
> Heh.  I did run one scenario recently where the players WERE the  
> supervillains.  They were trying to bust someone out of Stronghold  
> and got caught.  Since neither of them had a prior criminal record or  
> had served in the military, there was little the authorities could do  
> when they refused to reveal their real names.  Made for some  
> interesting roleplaying when I ran the interrogation :) 
 
	How does having served in the military make law enforcement able to 
demand your real name? Actually, in real world law, they can do this to 
anyone already with no need for any charges. Of course, having tht in a 
super world causes major secret ID problems. 
 
Rook                    ?U ?k 1b  
 __ 
/.)\ http://www.infinex.com/~rook/SH/SHlinks.html	Super Hero Links 
\(@/ http://www.infinex.com/~rook/SH/			Super Hero Roleplay 
 
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X-Sender: bob.greenwade@klock.com 
Date: Thu, 19 Mar 1998 07:35:05 -0800 
From: Bob Greenwade <bob.greenwade@hotline.klock.com> 
Subject: Re: P.A.R.T. [was: Re: Stronghold: local chapters?] 
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At 02:18 AM 3/19/1998 EST, GoldRushG wrote: 
><< Or someone is going to come up with another agency, either a villainous 
>organization in VIPER's mold or a support organization like Aftermath Inc., 
>that goes by the name of P.A.R.C.E.L.>> 
> 
>  Okay, but what's that stand for? }:> 
 
   Paranormal Alliance for the Reduction of Casualties and Emergency Loss. 
   People's Auxiliry for Readiness, Citizenship, and Exigent Labor. 
   Please Always Read Citations Extremely Loudly. 
--- 
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, 19 Mar 1998 07:36:50 -0800 
From: Bob Greenwade <bob.greenwade@hotline.klock.com> 
Subject: Re: Small campaign 
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At 10:19 PM 3/18/1998 EST, Pat10355 wrote: 
>On Mon, 16 Mar 1998, Bob Greenwade wrote: 
> 
>>    Unlike what Hero (in C:NM) and GRG are insisting upon, it's not 
>> necessary for the PCs to be the "top dog" heroes in the world. 
> 
>>    (This is one thing that I'm waiting to see in San Angelo.  If there's 
>> already an established superhero community, then how is it that the PCs, 
>> who would have to be rank beginners at the start, are already the world's 
>> Number One hero team?  The explanation has *got* to be good!) 
> 
>San Angelo: City of Heroes doesn't require the PCs to be the top superheroes 
>in the world, or even in the city. It just allows them to be, by not pre- 
>defining the NPC hero team as the most powerful and most famous team in the 
>world. 
> 
>If you want to run a lower-powered or underground team, I think the book will 
>support that as well -- the Justice Foundation hero team is set up as a very 
>public, fairly well-regarded team that could easily fill the "top spot" in 
the 
>city. 
> 
>It's just not mandatory that they fill that slot if you'd rather put your PCs 
>there. :) 
 
   OK, that works for me.  :-] 
   And sorry, Pat and Mark, if I sounded contentious or cynical there.  I 
really do get the idea that this is going to be one of the greatest 
superhero supplements of the century. 
   (So, let's see.... in a multiverse where each universe is named after 
the world's top civilian superhero team -- Champions Universe, New 
Champions Universe, Strike Force Universe, Rising Force Universe, Alert 
Force Universe -- would this one be the Justice Foundation Universe?) 
--- 
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: Re: Stronghold: local chapters? 
Date: Thu, 19 Mar 1998 07:40:28 -0800 (PST) 
Cc: champ-l@omg.org 
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> Another possibility for those looking for additional prison settings  
> besides Stronghold would be to use the Dystopia scenario written by  
> Chris Avellone and published by Atlas Games.  A dark, scary story  
> surrounding the construction of a super prison, and the plans of the  
> builder to use it as a source of slave labor by pumping a mind  
> controlling drug into the prisoners. 
 
	Heh. 
Here in the good ol USA we already used forced labor in our prisons. 
We even go so far as to market it to corporations by promising no 
sick leave, no holidays, lower than minimum wages, no vacation or 
retirement, and no overtime. Ever wonder why the prison population 
really keeps growing so much every year? :) 
	I've got family on three ends of this (work in prisons, inmates 
in prisons, and defense attorneys); and I've been hearing about it from 
all ends. 
	A lot of telemarketing is run from prisons. Some low level 
manufacturing happens there as well. Beyond that I'd have to recheck my 
sources. 
 
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X-Sender: nbymail11@mln.lib.ma.us 
Date: Thu, 19 Mar 1998 10:43:15 -0500 
From: Bill Svitavsky <nbymail11@mln.lib.ma.us> 
Subject: Re: Making a difference (was Re: huge dudes with capes) 
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At 11:03 PM 3/18/98 EST, Leah L Watts wrote: 
 
>How has the rest of the list dealt with these two tech levels?  Ignore 
>it, limit everyone to "normal" tech, use a Governor-type character, or 
>something else? 
> 
 
More good excuses I forgot to include in my first response: 
 
The hero's technology includes an element which cannot be duplicated - e.g. 
a power source found in a crashed alien ship, a metal alloy created in a 
laboratory accident, or a system designed by a genius who died before 
explaining it to anyone else. 
 
The technology is prohibitively expensive to manufacture. Sure, the 
billionaire scientist can have his own antigravity belt, but few other 
people could afford it and it's just not worth it to equip police or troops 
with them. 
 
The tech is inherently dangerous to use. Part of Armor Man's heroism is 
using his equipment to do good deeds while its radiation is slowly killing 
him. 
 
The equipment took years to assemble, and will take as many years to 
duplicate. The hero has a patent on it and the labs are working away, but 
the X-element has to set for 10 years before it's usable. (This has 
potential long term problems for a campaign, but could be fun when a 
villain steals all the X-element in year 9!) 
 
Temporal paradoxes. A soldier from the future comes back to warn the hero 
that the mass production of his equipment will cause enormous oppression 
and devastation. Or, the equipment is from the future in the first place, 
and wide use of it would damage the timeline. 
 
Incredible complexity. The inventor is so great a genius that not only was 
she the only one who could invent the technology, she is the only one who 
can assemble it. Rather than spending the rest of her life in the lab, she 
has decided to put the prototype to good use. 
 
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From: Brian Wong <rook@shell.infinex.com> 
Subject: Re: (Fwd) Re: Going to the Source, Part Two 
Date: Thu, 19 Mar 1998 07:51:51 -0800 (PST) 
Cc: champ-l@omg.org 
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> > Interestingly enough, it seems like the non-fans are the  
> > most likely to create the most conventional superheroes.  
>  
> I'd have to disagree with you in part on this one Bill.  I'm not much 
> of a comic reader, and never have been.  In fact, I turned down a 
> interested in comics.  None of the characters I've ever created have 
> drawn much inspiration from the comics.  If they seem similar, it is 
 
	The second opinion has been my experience as well, though in a 
less positive manner. I find non fans tend to not make characters that 
fit the genre very well. They lack the personalities it takes to run 
amuk in tights. Or their powers get explanations that aren't quite four 
color enough. They work to hard to 'explain the genre' in terms that make 
sense to our frame of thought, rather than a four color frame of thought. 
	The same people who can except pixies, goblins, wizards, orcs and 
elves often can't except that a guy puts his underwear on the outside and 
grandstands in front of the world whilst wielding 'cosmo rays' and using 
'pigmy particles' to zap beings from beneath the earth. 
 
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Date: Thu, 19 Mar 1998 11:03:26 -0500 
From: David Stallard <DBStallard@compuserve.com> 
Subject: Disad, only in Hero ID 
Cc: "[unknown]" <champ-l@omg.org> 
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One of the characters in my game has Distinctive Feature: Mystic Aura, but 
the player only wants it to appear when he is in Hero ID.  To represent 
this, should I reduce the point value of the disad, maybe by half?  Or do 
you actually stick the OIHID limitation (-1/4) on the disad points? 
 
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From: Pat10355 <Pat10355@aol.com> 
Date: Thu, 19 Mar 1998 11:04:51 EST 
Subject: Re: Making a difference (was Re: huge dudes with capes) 
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At 11:03 PM 3/18/1998 EST, Leah L Watts wrote: 
>IIRC, the Strike Force supplement (which is around here _somewhere_ , 
>must be time to clean the apartment again) had a being called the 
>Governor, which was deliberately slowing Earth's scientific advances as 
>an experiment.  It was an in-game explanation for why the fancy high-tech 
>used by both heroes and villians never seemed to make it into the stores. 
> 
>How has the rest of the list dealt with these two tech levels?  Ignore 
>it, limit everyone to "normal" tech, use a Governor-type character, or 
>something else? 
 
In San Angelo, we use a dual approach. 
 
First, it's assumed that superhumans and normals operate on the same tech 
level. You don't find super-teams with starships and teleport pads as a matter 
of rountine, while normals are still driving to work in polluting, unreliable 
cars. 
 
Of course, you've got to have high-tech gadgets for four-color Champions, and 
we definitely don't rule those out. The flux -- our explanation for 
superpowers, a bizarre energy field that makes the impossible possible -- 
affects technology as well as superhumans. 
 
Hyper-advanced devices, like battlesuits and beam weapons, are definitely 
present in the world, but are mostly singular and difficult to reproduce. They 
violate the laws of physics, have inexplicable energy sources or require 
manufacturing techniques far in advance of modern-day technology. 
 
The idea is that we can create an armored hero, Cavalier, without having to 
explain why every soldier and police officer in the city isn't wearing powered 
armor, too. 
 
Patrick Sweeney 
 
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From: Brian Wong <rook@shell.infinex.com> 
Subject: Re: Villain Secret IDs 
Date: Thu, 19 Mar 1998 08:07:41 -0800 (PST) 
Cc: champ-l@omg.org 
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> know it's a crock, and any cop who doesn't do things "by the book"  
> will have a decided interest if a character's mask should happen  
> to, um, "fall off."  
>  
> Meanwhile, a costumed hero who's been wounded in battle remains  
> under the protection of this law, even though a mask might be a  
> barrier to medical treatment. I generally run this with medical  
> technicians and police officers who are likely to encounter  
> superheroes carrying disposable paper masks designed to conceal  
> the identities of wounded supers. More than once, these handy  
> masks have earned the gratitude of an unwounded super who's  
> lost his mask in the course of a battle. 
 
	My super world tends to have a paradigm whereby when a hero without 
a mask is running about in his longjohns people just fail to notice 
that it's the same guy who was standing on the corner minutes before 
in a suit and glasses. 
	Of course, the paradigm also allows for a super with a mask 
to be 'dramatically unmaksed', at which point even the guy who hasn't 
seen himn since kindergarten knows it's really Jonny Goodman who's 
been running around as The Fog for the last six months. 
	And of course, masks just don't fall off in combat under this 
sort of paradigm. :) 
 
Rook                    ?U ?k 1b  
 __ 
/.)\ http://www.infinex.com/~rook/SH/SHlinks.html	Super Hero Links 
\(@/ http://www.infinex.com/~rook/SH/			Super Hero Roleplay 
 
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X-Sender: bob.greenwade@klock.com 
Date: Thu, 19 Mar 1998 08:08:07 -0800 
From: Bob Greenwade <bob.greenwade@hotline.klock.com> 
Subject: Re: Going to the Source, Part Two 
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At 10:01 AM 3/19/1998 -0500, Bill Svitavsky wrote: 
>What is it that you non-comics readers like about Champions? Are there 
>things you dislike about comics that you can avoid in your games? Do 
>superheroes work for you as a game concept, but not as a convention in 
>written stories? Are you role-players who were happy to find a genre where 
>casual killing isn't the norm, or did you just get sick of endless quests 
>through dark forests fighting dragons to get magic swords? 
 
   There's that part aboaut casual killing; but, in my case at least, 
there's always the fact that superheroes also appear in different media. 
Not all TV superheroes are mindless "Super Friends" fluff any more, either 
(and for that matter, even "Super Friends" made a stab at some intelligence 
in its final season). 
   As silly as they may be in their humor, and as cheesy as "funny-animal 
superheroes" may seem on the surface of it, such superhero programs as 
Darkwing Duck, Road Rovers, SWAT Kats, and Teenage Mutant Ninja Turtles 
actually have some pretty decent plots, world settings, and ideas.  (For 
that matter, two of these shows, Road Rovers and TMNT, feature mutated 
animals in an otherwise ostensibly normal world, as do a few other "animal 
heroes" shows that I'm just not thinking of right offhand.) 
   Even for the live-action shows, there's a perception among comics fans 
that the TV stuff is low-quality and "for kids," not up to the 
sophistication in the comic-book versions.  Interestingly, I've seen the 
same attitude from many TV folks, who see superheroes as one step down from 
the rest of science-fiction on the scale of what a mature viewer would want 
to watch.  "Lois & Clark: The New Adventures of Superman" began to break 
that perception, but (in my opinion) MANTIS carried the level of superhero 
television to a new level of thought.  (Yes, I'm taking some of the ideas 
from that show and incorporating them into my writings!) 
   And I wonder... what would a TV show (live-action) centered on the 
Justice Foundation look like? 
--- 
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: Thu, 19 Mar 1998 11:09:43 -0500 
From: Todd Hanson <badtodd@dacmail.net> 
Subject: Re: Disad, only in Hero ID 
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David Stallard wrote: 
>  
> One of the characters in my game has Distinctive Feature: Mystic Aura, but 
> the player only wants it to appear when he is in Hero ID.  To represent 
> this, should I reduce the point value of the disad, maybe by half?  Or do 
> you actually stick the OIHID limitation (-1/4) on the disad points? 
 
 
Neither. 
 
This just means it is 'easily concealable' (by not being in hero ID). 
 
The disad is already designed to cover this situation. 
 
 
Todd 
 
--  
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 
 Todd Hanson                       Minnesota: Land of two seasons: 
 BadTodd@dacmail.net               winter is coming, winter is here. 
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 
 
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From: Brian Wong <rook@shell.infinex.com> 
Subject: Re: The Great Multiform Debate 
Date: Thu, 19 Mar 1998 08:11:22 -0800 (PST) 
Cc: champ-l@omg.org 
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> > >    Having two separate bodies is only one SFX of Multiform.  A body that 
> > > undergoes a severe change is another. 
> >  
> > 	True. But since the second can be done by adding a limitation to a 
> > version of the multiform that does no damage carryover, however the first 
> > could not be done with a version of multiform that did do damage carryover; 
>  
> Trivial. Use an Aid triggered on changing forms. 
>  
	Which is by no means a trivial thing to do, and not gauranteed to 
work fully the way the special effect demands. 
 
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X-Sender: bob.greenwade@klock.com 
Date: Thu, 19 Mar 1998 08:15:26 -0800 
From: Bob Greenwade <bob.greenwade@hotline.klock.com> 
Subject: Re: Slow change (vs Instant Change) 
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At 10:09 AM 3/19/1998 -0500, David Stallard wrote: 
>This is an extension of my question about having "Only in Hero ID" but 
>without Instant Change.  Maybe if I give the specifics for the character in 
>question, it will help more: 
> 
>This martial artist character (Sakamoto) is sharing his body with the 
>spirit of an ancient Japanese warrior.  Besides martial arts, the character 
>has medium-powered Ego Attack, Aid, and Telepathy, all in a multipower 
>which is defined as "Only in Hero ID".  He also has some armor, and he has 
>defined the process of switching to Hero ID as donning the armor. 
> 
>This doesn't make much sense to me, since the armor has nothing at all to 
>do with the spirit inside his body.  My inclination would be to remove 
>"Only in Hero ID" and just have those powers available all the time.  
>However, for this character, what suggestions would you have for the 
>process of changing to Hero ID? 
 
   There are two simple ways to handle this situation: 
   1) Define the spirit as actually residing in the armor, not much unlike 
Doctor Fate (at least, in the Golden Age and much of the Silver Age).  He 
puts it on, and the spirit takes over, Powers and all.  Because of the 
spirit magic (or whatever), the armor cannot be taken away from him without 
his permission. 
   2) Redefine the Armor as OIF, and let Sakamoto don the armor as the 
first thing he does *after* the change.  Be sure that the player is aware, 
however, that there may be times that he has to fight as Sakamoto sans 
armor. 
--- 
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, 19 Mar 1998 08:18:05 -0800 
From: Bob Greenwade <bob.greenwade@hotline.klock.com> 
Subject: Re: UNTIL info 
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At 10:09 AM 3/19/1998 -0500, David Stallard wrote: 
>Message text written by Clinton Chard 
>>Does anybody know of a great sourceof info on UNTIL? I have had no luck 
>in finding anything on the organization. I have used PRIMUS as a stencil 
>for UNTIL, but I would prefer the actual write-ups.< 
> 
>I don't have the books handy to verify, but one of the Champions: New 
>Millennium books has a few pages about UNTIL.  I would guess that it's the 
>"Alliances" book, but I'm not sure. 
 
   This UNTIL information is for the New Millenium Universe.  It's not 
completely invalid for the Champions Universe, but I think it was the CU 
version of UNTIL that Clinton wanted the information for. 
--- 
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: Thu, 19 Mar 1998 11:26:06 -0500 (EST) 
From: Michael Surbrook <susano@access.digex.net> 
cc: champ-l@omg.org 
Subject: Re: Making a difference (was Re: huge dudes with capes) 
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On Thu, 19 Mar 1998, Bob Greenwade wrote: 
 
> beyond what our own can do: digital TV became a standard in the 80s, the 
> Pentium II processor is old hat, alternative-fuel cars are becoming 
 
Obviously, in the RFU Universe, everyone wised up and switched to 
Macintosh G3s! 
 
Bill Gates *is* the Govenor! 
 
*************************************************************************** 
* "'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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X-Sender: bob.greenwade@klock.com 
Date: Thu, 19 Mar 1998 08:26:43 -0800 
From: Bob Greenwade <bob.greenwade@hotline.klock.com> 
Subject: Re: Disad, only in Hero ID 
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At 11:03 AM 3/19/1998 -0500, David Stallard wrote: 
>One of the characters in my game has Distinctive Feature: Mystic Aura, but 
>the player only wants it to appear when he is in Hero ID.  To represent 
>this, should I reduce the point value of the disad, maybe by half?  Or do 
>you actually stick the OIHID limitation (-1/4) on the disad points? 
 
   No, just make it Easily Concealable.  It's easy to conceal because all 
he has to do is switch to Non-Hero ID.  It's still a Disadvantage because 
he'll have the Distinctive Feature whenever he's in Hero ID. 
--- 
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: Brian Wong <rook@shell.infinex.com> 
Subject: Re: Villain Secret IDs 
Date: Thu, 19 Mar 1998 08:29:55 -0800 (PST) 
Cc: champ-l@omg.org 
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>    Just as a thought, but couldn't a med tech claim "privileged 
> information" on a superhero's secret identity? 
 
	Yes. But you know that a few years into the job they'd suddenly quit. 
Then sign a multimillion dollar book deal. 
 
	"All about the secret lives of the world's most powerful people." 
 
Return-Path: <daemon@omg.org> 
From: Curt Hicks <exucurt@exu.ericsson.se> 
Date: Thu, 19 Mar 1998 10:38:00 -0600 (CST) 
Subject: Villain Secret ID's 
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I suppose that it doesn't really matter if the authorites/press/public 
know Dr. Evil's true identity is Joe Bob Blow or not.  It's still a  
disadvantage to the villain to maintain a non-costumed identity so that 
they can go about their nefarious deeds or go out and see a movie without 
somebody calling the cops or the local super-villain team.   
 
I don't think it really matters whether or not the 'civilian' identity 
is their 'true' identity / birth ID. 
 
 Brian Wong <rook@shell.infinex.com> writes:  
>  
> 	How does having served in the military make law enforcement able to 
> demand your real name? Actually, in real world law, they can do this to 
> anyone already with no need for any charges. Of course, having tht in a 
> super world causes major secret ID problems. 
>  
I think the point here is that unless you've been in the military or been 
convicted of a crime, your fingerprints are not ON RECORD.   That said, 
I completely fail to see what the point of taking somebody's fingerprints 
when, for example, applying for the bar or a drivers license, and NOT  
storing them somewhere. 
 
I remember an Avengers where Ms. Marvel refused to let Gyrich take her  
fingerprints as the information was stored too many places and therefore 
would compromise her secret identity.  Instead, they took her retinal prints 
so they could confirm Ms. Marvel's ID, and not reveal the secret ID. 
 
Curt Hicks 
 
Return-Path: <daemon@omg.org> 
X-Sender: bob.greenwade@klock.com 
Date: Thu, 19 Mar 1998 08:39:58 -0800 
From: Bob Greenwade <bob.greenwade@hotline.klock.com> 
Subject: Re: Villain Secret IDs 
Errors-To: owner-champ-l@omg.org 
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At 08:07 AM 3/19/1998 -0800, Brian Wong wrote: 
> My super world tends to have a paradigm whereby when a hero without 
>a mask is running about in his longjohns people just fail to notice 
>that it's the same guy who was standing on the corner minutes before 
>in a suit and glasses. 
 
   This comes up in my mind every two years or so (for fairly obvious 
reasons), but I think it's terribly funny when people keep poking fun at 
the skintight costumes that superheroes wear, but never seem to notice when 
Olympic athletes wear outfits that aren't that far off the mark. 
   Did anyone watch any of the events out of Nagano this year, other than 
figure skating?  About half the outfits would've made me want to go out 
after the Olympics and fight crime in the skies. 
   In particular, I found it incredibly fitting that one of the gold medal 
winners in men's speed skating wore a solid red outfit that made him look 
like the Flash. 
 
> Of course, the paradigm also allows for a super with a mask 
>to be 'dramatically unmaksed', at which point even the guy who hasn't 
>seen himn since kindergarten knows it's really Jonny Goodman who's 
>been running around as The Fog for the last six months. 
 
   Remember the first episode of "Lois & Clark"? 
   "Well, son, at least they won't be looking at your "face.*" 
   And some disguises can be particularly good; watch the Blank in the 
"Dick Tracy" movie.  I've seen it three times, and it *still* unnerves me 
when the mask comes off. 
 
> And of course, masks just don't fall off in combat under this 
>sort of paradigm. :) 
 
   And neither did some of the particularly skimpy costumes worn by all too 
many Silver Age superheroines and supervillainesses.  There were some that 
defied all logic in staying on their wearers' bodies; the ones I found 
interesting were the ones that could stay in place for most activities, but 
presented a large danger of "falling out" under strenuous activity. 
   The worst offender was a Legion of Super-Heroes enemy whose name I 
forget, but the top consisted of a 3" strap of cloth that went up the left, 
behind the neck, and down the right. 
--- 
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: Thu, 19 Mar 1998 10:41:56 -0600 (CST) 
Subject: Tell Us More 
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I'd like to hear more about these games.  
 
 
"Robert A. West" <robtwest@erols.com> writes:  
 
> I think that this depends on setting. 
>  
> There are no publicly acknowledged superheroes in my campaign, although  
> some of the PC's exploits are written up in the Supermarket Weekly  
> Enquirer and have appeared on the Internet, so picking up a van and  
> throwing it is going to impress *anyone* without superpowers or special  
> training. 
 
I hope to start playing in an "emerging powers" type game where the characters 
are the first beings to develop superpowers, as far as they know.  Is your 
game similar ?    
 
 
 Bill Svitavsky <nbymail11@mln.lib.ma.us> writes:  
>  
> A while ago, though, I ran a campaign where super-technology, along with 
> the superhumans themselves, _did_ have major consequences. The world was 
> drastically transformed very quickly. 
>  
So, what happened ? 
 
Curt 
 
Return-Path: <daemon@omg.org> 
Subject: Re: Super Agents (was UNTIL info) 
Date: Thu, 19 Mar 1998 16:48:44 -0000 
x-sender: DFair@pop.worldweb.net 
From: David Fair <DFair@sdslink.com> 
Errors-To: owner-champ-l@omg.org 
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On 3/19/98 8:11 PM Bob Greenwade (bob.greenwade@klock.com) Said: 
 
> 
>   Silliness aside, if this book discusses how to play super-agents, would 
>that preclude someone doing a Second Edition of Super Agents? 
 
It sounds like Bob here want Shelley's PRIMUS book. Correct me if I'm  
wrong here Ms. Mactyre, but don't you cover playing Super Agents style  
campaigns in there? 
 
David A. Fair         | 
SDS International     |     Think Different 
dfair@sdslink.com     | 
 
Return-Path: <daemon@omg.org> 
Date: Thu, 19 Mar 1998 12:14:59 -0500 (EST) 
From: Michael Surbrook <susano@access.digex.net> 
Subject: More Big Trouble! 
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After innumurable delays (including a new job), I finally have been able 
to get back to my BTILC postings.  I have finished all the character 
sheets and am currently filling in the relevant text for each.  Expect to 
see the three Storms (Thunder, Rain & Lightning) tonight! 
 
*************************************************************************** 
* "'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, 19 Mar 1998 09:29:46 -0800 
From: "Robert A. West" <robtwest@erols.com> 
Subject: Re: Presence Attacks 
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I am sorting through mail that I missed in the pre-PrinceCon rush, so  
I hope that it is not too disruptive for me to replying to some ancient  
postings: 
 
Michael Sprague wrote: 
>  
> I also tend to find them rare, and there are two reasons. 
>  
> 1) Psychological: The player usually has to come up with a good soliloquy 
> on the spot, which the GM (and the other players) will judge.  I have seen 
> GM's actually remove a 1d6 because of what he claimed was a bad soliloquy. 
 
I tend to agree with BILL SVITAVSKY on this.  A Presence Attack is often  
the more impressive for not trying.  If a PC (or NPC) does something  
impressive, I announce a Presence Attack.  This often causes civilians  
and low-level agents to flee, simplifying the battle. 
 
I also tend to be very generous with soliloquy bonuses, and consider the  
sincerity of the attempt more than the result.  I often temper the  
requirements to the abilities of the player: it would be unfair to  
penalize the player with a speech defect, and not useful to penalize the  
freshman who is used to AD&D and is just learning to role play (as  
opposed to roll play). 
>  
> 2) Effectiveness: Unless your players tend to have a high PRE (and I have 
> yet to play in a group where this is the case), then Presence attacks tend 
> to be ineffective ... though once in a while you get your target to lose 
> half a phase.  Mostly I have seen it used after something spectacular 
> happened.  I have played Champions/Hero System for 13 or 14 years now, and 
> I think I have only ever really had one good Presence attack. 
 
I think that this depends on setting. 
 
There are no publicly acknowledged superheroes in my campaign, although  
some of the PC's exploits are written up in the Supermarket Weekly  
Enquirer and have appeared on the Internet, so picking up a van and  
throwing it is going to impress *anyone* without superpowers or special  
training. 
 
Of course, a group of government agents that have been specially selected  
and trained to go after the PCs will probably have seen simulations of  
the PCs' known powers and will not be so easily impressed.  As  
superpowers become more commonly known, I also expect PRE attacks to  
require just a bit more. 
 
Of course, anyone who doubts the real-world effectiveness of PRE attacks  
on even hardened troops should listen to WW2 veterans describe what it  
was like to be under Stuka attack's and hear their attack sirens.  Or,  
read about the Battle of Balaclava (famous for the Charge of the Light  
Brigade) and the effect on the Turks of seeing the Heavy Brigade execute  
a perfect parade-ground pinwheel in mid battle, heedless of shot and  
shell, and, by some miracle, without taking casualties. 
 
>  
> This is especially bad if your playing a Heroic level game, rather than 
> Superheroic.  In that case, you have a characteristic maxima of 20.  Good 
> enough to avoid others Presence attacks, but still difficult to affect 
 
I don't see this, unless everyone in your campaign has PRE bought up to  
near the maximum.  Ex: attacker PRE=15; defender PRE=10.  The attacker  
has 3D6: exactly a 50% chance of beating the defender's PRE.  Add 1D6 for  
a good soliloquy, 1D6 for reputation and 1D6 for violent action, and the  
attacker now has a 50% chance for PRE+10, and as good a shot at PRE+20 as  
he has at missing PRE. 
 
>  
> My character, upon entering battle, attacked with a fairly impressive 
> ranged attack, but missed.  He did a lot of damage to the ground very near 
> the targets.  Trying to make the best out of it, I decided to try a 
> Presence attack, and warned the villains that I had just fired a warning 
> shot.  If they didn't surrender, the next shot would be dead on. 
>  
> The GM just laughed at me, and said "Sure, you can make a Presence attack 
> ... at -2d6.  The villains are laughing at you!"  Now, he did that based on 
> the knowledge that I had tried to hit the villains and missed, vs. from 
> their perspective where I had just done a lot of damage to the ground next 
> to them.  Needless to say, it was a serious failure.  I think that maybe 
> they should have had to make a PRE or INT roll to know that I had actually 
> tried to hit them and missed. 
 
If you missed on an 18, or by more than 5 pips, I would consider it  
obvious to all that you missed.  Otherwise, if you missed by N pips, I  
would give a PER roll at +N to realize that you just missed.  It would  
also depend on how powerful your blast was -- if the villains think they  
can handle it, they will be a lot less impressed; if the blast was  
impressively powerful, they may not want to wait around to see if you  
*can* hit. 
 
--  
<-------------------------------------------------------> 
Robert A. West		///  "Censorship is tyranny." 
Phone W:(215)466-3628; H:(215)348-9113   
http://www.erols.com/robtwest 
 
 
Return-Path: <daemon@omg.org> 
Date: Thu, 19 Mar 1998 12:39:44 -0500 
From: David Stallard <DBStallard@compuserve.com> 
Subject: Re: Slow change (vs Instant Change) 
Cc: "[unknown]" <champ-l@omg.org> 
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Message text written by Bob Greenwade 
>   There are two simple ways to handle this situation: 
   
 2) Redefine the Armor as OIF, and let Sakamoto don the armor as the 
first thing he does *after* the change.  Be sure that the player is aware, 
however, that there may be times that he has to fight as Sakamoto sans 
armor.< 
 
How long should a "slow change" take, in combat terms?  Combat moves so 
quickly that it could be over by the time this character gets his samurai 
armor on. 
 
Return-Path: <daemon@omg.org> 
Date: Thu, 19 Mar 1998 12:39:45 -0500 
From: David Stallard <DBStallard@compuserve.com> 
Subject: Re: UNTIL info 
Cc: "[unknown]" <champ-l@omg.org> 
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Message text written by Bob Greenwade 
>   This UNTIL information is for the New Millenium Universe.  It's not 
completely invalid for the Champions Universe, but I think it was the CU 
version of UNTIL that Clinton wanted the information for.< 
 
True, but it's the only UNTIL info I could think of at the time, so I 
offered it up. 
 
Return-Path: <daemon@omg.org> 
Date: Thu, 19 Mar 1998 09:40:04 -0800 
From: Clinton Chard <chud@pioneer.net> 
Subject: Re: P.A.R.T. [was: Re: Stronghold: local chapters?] 
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David Majors wrote: 
 
> On Thu, 19 Mar 1998, GoldRushG wrote: 
> 
> > << Or someone is going to come up with another agency, either a villainous 
> > organization in VIPER's mold or a support organization like Aftermath Inc., 
> > that goes by the name of P.A.R.C.E.L.>> 
> > 
> >   Okay, but what's that stand for? }:> 
> > 
> >   Mark @ GRG 
> > 
> 
> Thought I would tie two threads together while I had the chance... 
> 
> P.A.R.C.E.L. - 
> 
> Paranormal Aliance Reducing Criminals Escaping Litigation 
> 
> Superhero team that has dedicated itself to preventing the escape of 
> suspected criminals from court. :-) 
> 
> David 
 
 This is pure genius!!!!! 
 
-- 
"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, 19 Mar 1998 12:47:16 -0500 (EST) 
X-Sender: jprins@interhop.net 
From: jprins@interhop.net (John and Ron Prins) 
Subject: Re: Making a difference (was Re: huge dudes with capes) 
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>>How has the rest of the list dealt with these two tech levels?  Ignore 
>>it, limit everyone to "normal" tech, use a Governor-type character, or 
>>something else? 
> 
>More good excuses I forgot to include in my first response: 
> 
>The hero's technology includes an element which cannot be duplicated  
>The technology is prohibitively expensive to manufacture.  
>The tech is inherently dangerous to use. 
>The equipment took years to assemble, and will take as many years to 
>duplicate.  
>Temporal paradoxes.  
>Incredible complexity.  
 
Don't forget: 
 
The technology is too dangerous to be trusted to the 
corporate/government/public sector. The reason power armor isn't available 
to everyone is that it's too easy for somebody to run amok in a suit of 
power armor - so only the most loyal, best trained, most reliable government 
stooges get them. And it's outright banned to, say, corporations. Of course, 
superheroes, villians, and evil organizations all ignore these kind of 
strictures. 
 
The technology messes with police sciences, and is banned. Laser pistols, 
for example. You can't do ballistics tests on a laser burn. You can't tell 
which gun the shot came from. You can get ammo from anywhere (plug the gun 
into a wall socket). So manufacturing handheld laser weapons is illegal. 
 
The technology is more expensive than it's worth. Laser beams are cool and 
all, but a standard M-16 does just as well at a fraction of the cost - so 
why bother making laser rifles? Why does VIPER need to use big honkin' 
energy blasters vs supers (15D6 EB) when a LAW rocket would do just as well 
on average at less cost? The answer, of course, is genre, but more 
'realistic' organizations will tend to go with the cheap-and-effective 
weapons. VIPER gets a little more PRE because it uses way-cool advanced 
tech, but that's about it. 
 
The technology requires prohibitive training and knowledge to use. 
Gadget-man might be able to assemble his modular gadget into any darn 
doo-hickey he wants, but unless somebody else has the SC: Physics 17-, 
Inventor 15- and Electronics 14-, they won't be able to figure out 
Gadget-man's devices. Sure, they might work an assembled product, but no way 
could they assemble gadgets for themselves (without blowing themselves up, 
perhaps). 
 
It's mine, you can't have it. Advanced tech is a bitch to reverse engineer 
and people keep the plans VERY secret. Villians and supers, being the prime 
source of super-tech, are loathe to share their 'edge' - because the 
superheroic technology escalation makes the cold war look like a tempest in 
a teapot. UNTIL may have captured Laser over and over, but they still can't 
duplicate his laser rifle or jetpack - Laser has kept the plans too well 
hidden (or memorized a couple of the key important factors without which 
they can't be duplicated). One of the 'genre bits' of superhero comics is 
that somebody who develops advanced tech for the purposes of 'helping 
humanity' generally has it stolen or it runs amok on them (and then they 
die, taking their poorly documented secret to the grave). Only when 
developed for personal/selfish uses does the tech stay a secret long enough 
to come to fruition. 
 
----------------------------------------------------------------------------- 
"Pull order out from chaos? I do that twice a week..." 
----------------------------------------------------------------------------- 
John D. Prins 
jprins@interhop.net 
 
Return-Path: <daemon@omg.org> 
Subject: Re: Super Agents (was UNTIL info) 
Date: Thu, 19 Mar 1998 17:57:32 -0000 
x-sender: DFair@pop.worldweb.net 
From: David Fair <DFair@sdslink.com> 
cc: "[unknown]" <champ-l@omg.org> 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On 3/19/98 10:24 PM David Stallard (DBStallard@compuserve.com) Said: 
 
> 
>Isn't PRIMUS covered extensively in Classic Organizations?  Is the book 
>you're talking about pre-4th Edition? 
 
It is a Hero-Plus 4th Edition Sourcebook due out sometime this year  
(again, Shelley, please correct me if I am wrong). 
 
It will cover far more than the original CO did, and go into detail on  
using PRIMUS in many differnet campign types. 
 
My group used the playtest version to play a campaign in which we were an  
elite PRIMUS Squad (selected straight out of the Academy) assigned to  
ferret out corruption and suspected dark forces at work indside PRIMUS.  
Then, 2/3 of the way in, when everyone was feeling committed, I revealed  
that they had been pawns of the conspiracy the whole time. The campaign  
lasted about 12 weeks total (it was planned as a short campaign, to give  
our regular one a break) and everyone loved it. Had a good time all  
around. 
 
David A. Fair         | 
SDS International     |     Think Different 
dfair@sdslink.com     | 
 
Return-Path: <daemon@omg.org> 
Date: Thu, 19 Mar 1998 12:58:50 -0500 (EST) 
From: Michael Surbrook <susano@access.digex.net> 
cc: champ-l@omg.org 
Subject: Re: More Big Trouble! 
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On Thu, 19 Mar 1998, David Fair wrote: 
 
> On 3/19/98 5:13 PM Michael Surbrook (susano@access.digex.net) Said: 
>  
> >After innumurable delays (including a new job), I finally have been able 
> >to get back to my BTILC postings.  I have finished all the character 
> >sheets and am currently filling in the relevant text for each.  Expect to 
> >see the three Storms (Thunder, Rain & Lightning) tonight! 
>  
> Great news! 
>  
> Thanks for all the work you put into this; I really liked the BTILC  
> write-ups you posted earlier. 
 
Thank you.  One thing I'd like to point out, these write-up are not set in 
stone.  If people spot errors, or have a better way to do things, please 
let me know.  I'll make the corrections, credit the author and place the 
final copies on my website. 
 
BTW: John Prinis?  Thnaks a lot! 
 
*************************************************************************** 
* "'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, 19 Mar 1998 13:03:05 -0500 
From: BILL SVITAVSKY <NBYMAIL11@mln.lib.ma.us> 
Subject: Re: Tell Us More 
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At 10:41 AM 3/19/98 -0600, Curt Hicks wrote: 
>I'd like to hear more about these games.  
> 
[snip] 
> 
> Bill Svitavsky <nbymail11@mln.lib.ma.us> writes:  
>>  
>> A while ago, though, I ran a campaign where super-technology, along with 
>> the superhumans themselves, _did_ have major consequences. The world was 
>> drastically transformed very quickly. 
>>  
>So, what happened ? 
> 
 
In this campaign, all super powers were the result of a fertility drug 
widely used in the 1940's and 50's. This drug appeared to do as expected at 
first, but eventually was taken off the market when a slightly higher rate 
of birth defects due to its use was discovered. The real significance of 
the drug, though, was in the second generation - that is, the grandchildren 
of the women who originally took the drug. These people were born with 
drastic mutations, either superhuman or monstrous. 
 
I wanted the superhumans to be an entirely different order of beings. 
Thus, the PC's were 350 point characters, with 175 base points plus  
another 175 in Disads. Certain abilities were common to all supers:  
a minimum of 30 STR, 20 DEX, several points of resistant PD & ED,  
and an ability to sense other superhumans. The supers were also  
required to take a minimum of 50 points of Psych Lims, and  
tended to be rather extreme in their personalities. 
 
Among these superhumans were mental mutants whose technology  
quickly became dominant - Leonardo Venturi, an Italian computer  
supergenius, singlehandedly put IBM, Apple, Atari, and everyone  
else out of business in the early 1980's. 
 
It wasn't long before the broader social structure started breaking  
down. After a series of superhuman assassinations, the U.S.  
elected a superhuman president who could defend himself. But with  
an abundance of superhumans seizing control of cities, it became  
clear that political power now extended about as far as the rulers  
could fight. Third world nations (which never used the fertility  
drug) now became easy prey for supers, while China built up a  
massive nuclear arsenal in an effort at self defense. At the time  
the campaign began, the U.S. consisted of a superhuman President  
and a Senate of 50 supers supposedly representative of each state.  
This was the most powerful organization of superhumans in the  
world, but they still couldn't keep the country from breaking down  
into a myriad of small city-states. 
 
The PC's were all superhuman residents of Chicago, which had   
recently declared political independence under the rulership of the  
ruthless thug Big Stan and his City Council. The early portion  
of the campaign involved the PCs' overthrow of Big Stan, but  
once they'd succeeded they discovered that, while their intentions  
were good, they really weren't much better suited to running the  
city than Big Stan was. Their battles did a lot of damage and  
caused a lot of chaos, and normal humans by this time were  
conditioned to treat superhumans as something between nobility and  
gods. This situation, combined with the PCs' mandatory extreme  
personalities, made implementing a new democracy nigh impossible. 
 
By the time I stopped running the campaign (due to outside  
schedule problems), the game had gotten as out of control as the  
society it depicted. The speedster could be anywhere in the world  
within an hour or two, had the maturity of a four year old (which  
he was, though physically adult due to his accelerated metabolism),  
and regularly spent a good portion of each game thousands of miles  
away from the center of the adventure. One of the "heroes" was a  
bloodthirsty assassin, and another was a hopeless idealist. Geoff  
Speare had a character who had literally created his own fantasy  
world, and considerable action happened in this pocket dimension;  
when his character retreated into this world, another player brought  
in a talking squirrel who was an embodied figment of Geoff's  
character's imagination. (The squirrel had the most political  
savvy of the group.) The players were still talking about holding  
free elections when they got the situation stable, but that  
stability wasn't getting any closer, and the logical consequences  
of the situations in the game were making a bigger mess than even  
I as GM was prepared to deal with. I considered the game a success. 
 
Return-Path: <daemon@omg.org> 
From: Hero Games <HeroGames@aol.com> 
Date: Thu, 19 Mar 1998 13:33:32 EST 
Subject: Re:  Re: UNTIL info 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
In a message dated 3/19/98 9:45:41 AM, DBStallard@compuserve.com wrote: 
 
>>   This UNTIL information is for the New Millenium Universe.  It's not 
> 
>completely invalid for the Champions Universe, but I think it was the CU 
> 
>version of UNTIL that Clinton wanted the information for.< 
> 
 
There's UNTIL info in the Hero System Almanac II as well as in Champions: The 
New Millennium; you can mix and match information from those sources. The 
definitive UNTIL sourcebook is coming for the New Millennium line; it's in the 
lineup after Champions Worldwide. The UNTIl book will also discuss how to play 
superagents. 
 
-- Steve Peterson 
Hero Games  
 
Return-Path: <daemon@omg.org> 
From: "\"qts\" <qts@nildram.co.uk> 
        \"champ-l@omg.org\"" <qts@nildram.co.uk> 
Date: Thu, 19 Mar 98 19:02:45  
Reply-To: "qts" <qts@nildram.co.uk> 
Priority: Normal 
Subject: Re: Going to the Source, Part Two 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
X-Status:  
X-Keywords: 
X-UID: 48 
 
On Thu, 19 Mar 1998 10:01:55 -0500, Bill Svitavsky wrote: 
 
>I am curious, though, what in Champions appeals to non-comics readers. I 
>realize that role-playing itself can be a lot of fun, whatever the genre, 
>and I've enjoyed the novelty of an occasional one-shot game set in a genre 
>I'm not particularly into (e.g. westerns & espionage.) But the campaigns 
>I've put significant effort into have always been along the lines of my 
>taste in reading. 
> 
>What is it that you non-comics readers like about Champions? Are there 
>things you dislike about comics that you can avoid in your games? Do 
>superheroes work for you as a game concept, but not as a convention in 
>written stories? Are you role-players who were happy to find a genre where 
>casual killing isn't the norm, or did you just get sick of endless quests 
>through dark forests fighting dragons to get magic swords?  
 
Well, I don't play Champs - I usually GM FH - but I'll bite anyway. I 
like the flexibility of system, the ease of GMing. 
 
Oh, and my PCs have *never* fought a dragon. They've fought with one on 
their side before, a hatchling who almost outclassed the PCs. When the 
parents showed up, the devastation was very humbling. They took the 
hint, and when they later found an unfriendly dragon, they ran. 
qts 
 
Home: qts@nildram.co.uk. 
 
Return-Path: <daemon@omg.org> 
X-Sender: bob.greenwade@klock.com 
Date: Thu, 19 Mar 1998 11:55:42 -0800 
From: Bob Greenwade <bob.greenwade@hotline.klock.com> 
Subject: Re: Slow change (vs Instant Change) 
Cc: "[unknown]" <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 12:39 PM 3/19/1998 -0500, David Stallard wrote: 
>Message text written by Bob Greenwade 
>>   There are two simple ways to handle this situation: 
>   
> 2) Redefine the Armor as OIF, and let Sakamoto don the armor as the 
>first thing he does *after* the change.  Be sure that the player is aware, 
>however, that there may be times that he has to fight as Sakamoto sans 
>armor.< 
> 
>How long should a "slow change" take, in combat terms?  Combat moves so 
>quickly that it could be over by the time this character gets his samurai 
>armor on. 
 
   If it's full Samurai armor, I'd probably say a full Turn (to be in 
genre) to five minutes (to be reasonably realistic and still close to the 
Time Chart). 
--- 
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: nbymail11@mln.lib.ma.us 
Date: Thu, 19 Mar 1998 14:57:01 -0500 
From: Bill Svitavsky <nbymail11@mln.lib.ma.us> 
Subject: Re: Secret ID / Public ID 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 09:17 PM 3/18/98, \"qts\" <qts@nildram.co.uk> wrote: 
>On Mon, 16 Mar 1998 18:15:02 +0000, Theala Sildorian wrote: 
> 
>>Now the rules states that you can't have both Secret ID and Public  
>>ID.  
> 
>Really? In one of the AC mags it gives ideas for using both. 
 
One thing implied by the rules, but as far as I recall never explicitly 
mentioned, is the assumption that the heroic identity will probably be 
"public" - that is, famous.  
 
While it isn't strictly legal to have both Secret ID and Pubic ID, there 
are plenty of good players who might bend this rule if they were playing a 
superhero who was secretly a celebrity; this is more of a house rule than 
an abusive construction. But imagine the reverse - a player who takes both 
Secret ID and Public ID because humble 7-11 clerk Joe Blow is secretly the 
world-famous Ultraguy; I'd call that abusive.  
 
The problem is that we have disads that are defined as mutually exclusive, 
but which are describing 2 situations which are *not* mutually exclusive: 
1) The character has a double life to maintain, and 2) The character has no 
easy retreat from the public eye. 
 
Of the many things the 5th edition might do, I wouldn't put messing with 
Secret ID and Public ID high on the list. But if these disads were to be 
revised, it might be nice to have an "Identity" set of disads dealing with 
all the possibilities:  
 
	Famous heroic identity, non-famous civilian identity. 
	 
	Non-famous heroic identity, famous civilian identity.  
	(e.g. a king who does good deeds in disguise.) 
 
	Famous in both identities. 
 
	Non-famous in both identities. 
 
	More than two identities. (In varying combinations of Famous/ 
	Non-famous) 
 
	Lines between identities may or may not exist, but are not a  
	matter of wide concern. (This is "Private Identity", the current 	default 
if you don't take Secret or Public ID.) 
 
Barring such a logical construction, I'd just as soon take whichever one of 
the two existing disads seems most appropriate and fudge the rest with 
Reputation. 
 
 
Return-Path: <daemon@omg.org> 
Date: Thu, 19 Mar 1998 14:00:48 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: "[unknown]" <champ-l@omg.org> 
Subject: Re: Slow change (vs Instant Change) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
> This doesn't make much sense to me, since the armor has nothing at all to 
> do with the spirit inside his body.  My inclination would be to remove 
> "Only in Hero ID" and just have those powers available all the time. 
> However, for this character, what suggestions would you have for the 
> process of changing to Hero ID? 
 
	However, the spirit may not be able to manifest itself without the 
Spiritually-insfused armor being donned.  It may still be able to converse 
with the character (KSs, PSs, other skills, etc; and a great idea for a 
disadvantage) but cannot manifest powers. 
 
 
 
				-Tim Gilberg 
 
	-"Friends help you move.  Real friends help you move bodies." 
 
Return-Path: <daemon@omg.org> 
Date: Thu, 19 Mar 1998 14:09:02 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: Going to the Source, Part Two 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
> I am curious, though, what in Champions appeals to non-comics readers. I 
> realize that role-playing itself can be a lot of fun, whatever the genre, 
> and I've enjoyed the novelty of an occasional one-shot game set in a genre 
> I'm not particularly into (e.g. westerns & espionage.) But the campaigns 
> I've put significant effort into have always been along the lines of my 
> taste in reading. 
 
	Well, I read some comics, but that was mostly after starting 
Champions.  For me, the genre was similar to many others with a heroic 
bent.  I was also desiring a change from AD&D.  I started Champs and 
Battletech within a few months of each other. 
 
> What is it that you non-comics readers like about Champions? Are there 
> things you dislike about comics that you can avoid in your games? Do 
> superheroes work for you as a game concept, but not as a convention in 
> written stories? Are you role-players who were happy to find a genre where 
> casual killing isn't the norm, or did you just get sick of endless quests 
> through dark forests fighting dragons to get magic swords? 
 
	I like what I've seen of the supers genre.  It's useful to me. 
However, with my rich reading experience, I am able to pull in ideas from 
a huge range of sources -- Medieval Lit, Shakespeare (quite a good source, 
actually), Greek Myths, 20th century Native American Lit, etc. 
 
	I've expanded further, of course.  Star Wars RPG is another 
favorite of mine now.  The system is quick and easy -- better for 
cinematic than Hero, but not as detailed or realistic.  Men in Black RPG 
is based on the same rules. 
 
	I've been wanting to get back to Fantasy gaming -- enough that if 
I need to I'll even go back to AD&D.  However, I've picked up Fantasy Hero 
and want to run a Forgoten Realms campaign with the Hero rules. 
 
 
				-Tim Gilberg 
 
	-"Friends help you move.  Real friends help you move bodies." 
 
Return-Path: <daemon@omg.org> 
X-Sender: bob.greenwade@klock.com 
Date: Thu, 19 Mar 1998 12:12:29 -0800 
From: Bob Greenwade <bob.greenwade@hotline.klock.com> 
Subject: Re: Super Agents (was UNTIL info) 
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 3/19/1998 EST, Hero Games wrote: 
> 
>In a message dated 3/19/98 9:45:41 AM, DBStallard@compuserve.com wrote: 
> 
>>>   This UNTIL information is for the New Millenium Universe.  It's not 
>>completely invalid for the Champions Universe, but I think it was the CU 
>>version of UNTIL that Clinton wanted the information for.< 
> 
>There's UNTIL info in the Hero System Almanac II as well as in Champions: The 
>New Millennium; you can mix and match information from those sources. The 
>definitive UNTIL sourcebook is coming for the New Millennium line; it's in 
the 
>lineup after Champions Worldwide. The UNTIl book will also discuss how to 
play 
>superagents. 
 
   [Suffers massive coronary arrest at the shock of actually seeing Steve 
Peterson directly address a question on the List without being specifically 
asked to... ] 
   ;-] 
 
   Silliness aside, if this book discusses how to play super-agents, would 
that preclude someone doing a Second Edition of Super Agents? 
--- 
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, 19 Mar 1998 15:20:25 -0500 
From: David Stallard <DBStallard@compuserve.com> 
Subject: Re: Slow change (vs Instant Change) 
Cc: "[unknown]" <champ-l@omg.org> 
Content-Disposition: inline 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
X-MIME-Autoconverted: from quoted-printable to 8bit by mars.superlink.net id PAA28578 
 
Message text written by Bob Greenwade 
>   If it's full Samurai armor, I'd probably say a full Turn (to be in 
genre) to five minutes (to be reasonably realistic and still close to the 
Time Chart).< 
 
I think I'll go with a full Turn...  Five minutes sounds more realistic, 
but it means there's no way the character would be able to participate in 
combat if he didn't have the armor on ahead of time. 
 
Return-Path: <daemon@omg.org> 
Date: Thu, 19 Mar 1998 15:24:30 -0500 (EST) 
From: Michael Surbrook <susano@access.digex.net> 
Subject: Re: Slow change (vs Instant Change) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Thu, 19 Mar 1998, Bob Greenwade wrote: 
 
>  
>    If it's full Samurai armor, I'd probably say a full Turn (to be in 
> genre) to five minutes (to be reasonably realistic and still close to the 
> Time Chart). 
 
Try 30 to 45 minutes for a full suit of samurai armor.  If you're just 
tossing on a breastplate, 5 to 10 minutes. 
 
*************************************************************************** 
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *  
*               Michael Surbrook / susano@access.digex.net                *  
*        Visit "Surbrook's Stuff' the Hero Games resource site at:        *    
*              http://www.access.digex.net/~susano/index.html             * 
*            Attacked Mystification Police / AD Police / ESWAT            * 
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark * 
*************************************************************************** 
 
Return-Path: <daemon@omg.org> 
X-Sender: champion@mailhost.cyberhighway.net 
Date: Thu, 19 Mar 1998 12:29:43 -0800 
        champ-l@omg.org 
From: Jim Dickinson <champion@cyberhighway.net> 
Subject: Re: Villain Secret IDs 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 02:50 PM 3/19/98 +0000, Theala Sildorian wrote: 
>Of course, that is changing in this day of child abductions.  It  
>would be a real hoot if some supervillain got identified because his  
>mother had him fingerprinted when he was a wee lad--to guard against  
>kidnapping. 
 
Ha!  Wouldn't that be a great plot?!?   
 
The Dark Archer is captured, and because of fingerprinting ID efforts, 
learns that he was an abducted child, sold on the black market to VIPER, 
tested on with DNA enhancements, and raised as a VIPER patriot.  The news 
of his true origin, the son of an American Hero, causes him to turn over a 
new leaf, be released after a short prison term (or probation) and he takes 
on a new life as a crime fighter...yet still battles all of the Viper 
programming from his youth.... 
 
Jim 
 
 
_________________________________________________________________ 
Jim Dickinson -=- Portland, OR USA -=- champion@cyberhighway.net 
                    WWW Role-Playing Resource 
       Castle Game Knight: http://www.aircyber.net/~jd/cgk 
      Join the Circle of HEROs: http://www.aircyber.net/coh 
----------------------------------------------------------------- 
 
Return-Path: <daemon@omg.org> 
From: "qts" <qts@nildram.co.uk> 
Date: Thu, 19 Mar 98 20:34:50  
Reply-To: "qts" <qts@nildram.co.uk> 
Priority: Normal 
Subject: Re: Shapeshifter questions 
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: 47 
 
On Wed, 18 Mar 1998 18:33:33 -0400 (AST), Trevor Barrie wrote: 
 
>On Tue, 17 Mar 1998, Rick Holding wrote: 
> 
>> 	Okay, lets see.  A 50 point pool has a 25 point control cost.  Throw in  
>> a +1 advantage, no time for another 25 points, and a +1 advantage, no skill 
>> roll required for yet another 25 points.  50 points for the pool and 75 
>> points for the control. 
>>  
>> 	Now for some disads.  -1/4 for 1/2 DCV concentration while changing, 
>> -1/2 for limited special effect (as per page 116 of the BBB) and some 
>> gumby -1/4 to be determined by the player to make the maths easier for a 
>> total of a -1 limitation applied to the control cost making it a 50 
>> point pool and a 37 point control for a grand total of 87 points which 
>> allows 100 points of 50 point or less powers. 
> 
>Hmmm? No, it allows a total of 50 pts of Powers if said Power have no 
>Limitations, 75 if they all have -1/2, 100 if they all have -1, 150 if 
>they all have -2, or whatever other combination the character wants. 
 
Not so: a VPP limits the ACTIVE points, not the REAL points. 
 
qts 
 
Home: qts@nildram.co.uk. 
 
Return-Path: <daemon@omg.org> 
X-Sender: nbymail11@mln.lib.ma.us 
Date: Thu, 19 Mar 1998 16:35:12 -0500 
From: Bill Svitavsky <nbymail11@mln.lib.ma.us> 
Subject: Re: Going to the Source, Part Two 
Cc: champ-l@omg.org 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 02:09 PM 3/19/98 -0600, Tim R. Gilberg wrote: 
 
>	I like what I've seen of the supers genre.  It's useful to me. 
>However, with my rich reading experience, I am able to pull in ideas from 
>a huge range of sources -- Medieval Lit, Shakespeare (quite a good source, 
>actually), Greek Myths, 20th century Native American Lit, etc. 
> 
 
One of the things I like about the superhero genre - in comics as well as 
in RPG's - is that it's such a conglomerate of other genres and ideas. 
Since superheroes are so often emblematic of ideas, just about anything can 
form the base concept for a character. Bits from adventure genres, of 
course, are easy - a superhero team can encounter murder mysteries, evil 
wizards, alien beings, enemy spies, ghosts, and just about any other 
adventure staple and nobody will blink twice. But I've seen characters 
based on all sorts of ideas, from rock songs to scientific phenomena to 
philosophical questions to art movements to political issues.  
 
 
Return-Path: <daemon@omg.org> 
Date: Thu, 19 Mar 1998 13:52:43 -0800 
From: Clinton Chard <chud@pioneer.net> 
Subject: Re: UNTIL info 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
Thank you for the information. :-] 
 
 
Hero Games wrote: 
 
> In a message dated 3/19/98 9:45:41 AM, DBStallard@compuserve.com wrote: 
> 
> >>   This UNTIL information is for the New Millenium Universe.  It's not 
> > 
> >completely invalid for the Champions Universe, but I think it was the CU 
> > 
> >version of UNTIL that Clinton wanted the information for.< 
> > 
> 
> There's UNTIL info in the Hero System Almanac II as well as in Champions: The 
> New Millennium; you can mix and match information from those sources. The 
> definitive UNTIL sourcebook is coming for the New Millennium line; it's in the 
> lineup after Champions Worldwide. The UNTIl book will also discuss how to play 
> superagents. 
> 
> -- Steve Peterson 
> Hero Games 
 
 
 
-- 
"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> 
From: Dave Mattingly <dmattingly@platsoft.com> 
Subject: Re: Villain Secret IDs 
Date: Thu, 19 Mar 1998 13:56:18 -0800 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
Jim Dickinson says: 
>The Dark Archer is captured, and because of fingerprinting ID efforts, 
>learns that he was an abducted child, sold on the black market to 
VIPER, 
>tested on with DNA enhancements, and raised as a VIPER patriot.  The 
news 
>of his true origin, the son of an American Hero, causes him to turn 
over a 
>new leaf, be released after a short prison term (or probation) and he 
takes 
>on a new life as a crime fighter...yet still battles all of the Viper 
>programming from his youth.... 
 
What's weird is... 
That idea is *remarkably* similar to one of my favorite PCs -- also an 
archer! 
 
Dave Mattingly 
 
Return-Path: <daemon@omg.org> 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: Life support as defense. 
Mail-Copies-To: never 
X-No-Archive: yes 
X-Attribution: Rat 
Organization: The Happy Fun Ball Brigade 
Date: 19 Mar 1998 17:19:05 -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----- 
 
>>>>> "BS" == Bill Svitavsky <nbymail11@mln.lib.ma.us> writes: 
 
BS> I've mentioned that I'm pretty reluctant to allow unlimited Power 
BS> Defense, since it's tough to come up with an appropriate special 
BS> effect. 
 
Then you should be putting SFX limitations on Physical Defense, Energy 
Defense, Mental Defense, and Flash Defense, thus eliminating the perceived 
dichotomy. 
 
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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: Life support as defense. 
Mail-Copies-To: never 
X-No-Archive: yes 
X-Attribution: Rat 
Organization: The Happy Fun Ball Brigade 
Date: 19 Mar 1998 17:22:26 -0500 
Lines: 33 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
-----BEGIN PGP SIGNED MESSAGE----- 
 
>>>>> "DT" == Donald Tsang <tsang@sedl.org> writes: 
 
DT> Say more, please.  I, for one, would not allow LS:ItD as the sole 
DT> defense for an NND, since it's so rare.  It's traditional to "shore up" 
DT> an NND's defense list with another defense at greater-than-minimum 
DT> power, such as Flash Def 10, Mental Def 15, or Power Def 10. 
 
Simply that Flash Defense, Mental Defense, and Power Defense are not 
limited defenses, they are standard defenses. 
 
DT> But let's just say it's "badly written up", Rat.  How would you write 
DT> an END Drain whose SFX is "temporarily weakened by disease", with the 
DT> appropriate power modifiers to fit the SFX?  You yourself argued 
DT> against the limitation route, and for the NND route... 
 
END Drain with a long recovery time, NND (Life Support: Immune to Disease). 
 
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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: Countering increased drain times 
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>>>>> "RH" == Rick Holding <rholding@ActOnline.com.au> writes: 
 
>> Try using Regeneration. 
 
RH> 	Yes, but regeneration is only part of it. 
 
You know, sometimes I have no idea why I even bother to suggest powers to 
work with when people have the knee-jerk response to say, "no, that won't 
work" without even thinking about it. 
 
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Return-Path: <daemon@omg.org> 
Date: Thu, 19 Mar 1998 17:25:44 -0500 
From: David Stallard <DBStallard@compuserve.com> 
Subject: Re: Super Agents (was UNTIL info) 
Cc: "[unknown]" <champ-l@omg.org> 
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Message text written by David Fair 
>It sounds like Bob here want Shelley's PRIMUS book. Correct me if I'm  
wrong here Ms. Mactyre, but don't you cover playing Super Agents style  
campaigns in there?< 
 
Isn't PRIMUS covered extensively in Classic Organizations?  Is the book 
you're talking about pre-4th Edition? 
 
Return-Path: <daemon@omg.org> 
Date: Thu, 19 Mar 1998 16:46:19 -0600 
From: Donald Tsang <tsang@sedl.org> 
Subject: Re: Life support as defense. 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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>> Say more, please.  I, for one, would not allow LS:ItD as the sole 
>> defense for an NND, since it's so rare.  It's traditional to "shore up" 
>> an NND's defense list with another defense at greater-than-minimum 
>> power, such as Flash Def 10, Mental Def 15, or Power Def 10. 
> 
>Simply that Flash Defense, Mental Defense, and Power Defense are not 
>limited defenses, they are standard defenses. 
 
If they're not limited defenses, why does AVLD (attack versus limited 
defenses) specifically list those three, and why are all three Special 
Powers? 
 
Transformation had a specific limitation that allowed a normal resistant 
defense to work against it, and Mental attacks have a similar limitation 
(vs Con/normal defenses). 
 
As GM, I always rule that the 'rare' Life Support subpowers are 
insufficiently common to be the only defense to an NND.  "Choose another 
uncommon defense!" I tell players. 
 
 
>> But let's just say it's "badly written up", Rat.  How would you write 
>> an END Drain whose SFX is "temporarily weakened by disease", with the 
>> appropriate power modifiers to fit the SFX?  You yourself argued 
>> against the limitation route, and for the NND route... 
> 
>END Drain with a long recovery time, NND (Life Support: Immune to Disease). 
 
Independent of recovery time, and assuming the GM allows NND(d=LS:ItD), 
why would you buy (80  4d6 END Drain, NND) instead of (32  4d6 END Drain, 
doesn't work vs LS:ItD (-1/4))? 
 
You like paying the extra 48 pts?  You think it's more "game balanced" at 
80 active?  You disagree that Power Defense is the correct "normal" (haha) 
defense against the *effects* of illness? 
 
We disagree. 
 
  Donald 
 
Return-Path: <daemon@omg.org> 
Date: Thu, 19 Mar 1998 15:22:45 -0800 
From: "Robert A. West" <robtwest@erols.com> 
Subject: Re: Disad, only in Hero ID 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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Bob Greenwade wrote: 
>  
> At 11:03 AM 3/19/1998 -0500, David Stallard wrote: 
> >One of the characters in my game has Distinctive Feature: Mystic Aura, but 
> >the player only wants it to appear when he is in Hero ID.  To represent 
> >this, should I reduce the point value of the disad, maybe by half?  Or do 
> >you actually stick the OIHID limitation (-1/4) on the disad points? 
>  
>    No, just make it Easily Concealable.  It's easy to conceal because all 
> he has to do is switch to Non-Hero ID.  It's still a Disadvantage because 
> he'll have the Distinctive Feature whenever he's in Hero ID. 
 
If the normal form is super-wimpy (no resistant defense, SPD 2), I might  
call this Concealable, because there is a significant risk to concealing  
it.  YMMV of course. 
 
 
--  
<-------------------------------------------------------> 
Robert A. West		///  "Censorship is tyranny." 
Phone W:(215)466-3628; H:(215)348-9113   
http://www.erols.com/robtwest 
 
 
Return-Path: <daemon@omg.org> 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: Life support as defense. 
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>>>>> "DT" == Donald Tsang <tsang@sedl.org> writes: 
 
>> Simply that Flash Defense, Mental Defense, and Power Defense are not 
>> limited defenses, they are standard defenses. 
 
DT> If they're not limited defenses, why does AVLD (attack versus limited 
DT> defenses) specifically list those three, and why are all three Special 
DT> Powers? 
 
Because comparing AVLD to NND is a straw-man.  They have two very different 
mechanical functions: AVLD limits or changes applicable defenses; NND makes 
the power an all-or-nothing effect stopped by something that is not 
normally a defense (this is why "X points of Such-and-such Defense" is not 
a valid NND). 
 
DT> Transformation had a specific limitation that allowed a normal 
DT> resistant defense to work against it, and Mental attacks have a similar 
DT> limitation (vs Con/normal defenses). 
 
Another straw-man: advantages and limitations specific to individual powers 
are specific to those powers.  They should not be compared to the "generic" 
advantages and limitations. 
 
DT> As GM, I always rule that the 'rare' Life Support subpowers are 
DT> insufficiently common to be the only defense to an NND.  "Choose 
DT> another uncommon defense!" I tell players. 
 
Then that is your house rule.  But for the record, various forms of Life 
Support certainly do qualify as appropriate defenses for NND, and there is 
enough printed Hero material to justify that, including an example in the 
BBB. 
 
[...] 
 
>> END Drain with a long recovery time, NND (Life Support: Immune to Disease). 
 
DT> Independent of recovery time, and assuming the GM allows NND(d=LS:ItD), 
DT> why would you buy (80 4d6 END Drain, NND) instead of (32 4d6 END Drain, 
DT> doesn't work vs LS:ItD (-1/4))? 
 
Because I see no reason why being resistant to disease should be simulated 
with Power Defense when "Life Support" already exists and specifically 
covers it. 
 
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X-Sender: bob.greenwade@klock.com 
Date: Thu, 19 Mar 1998 15:25:38 -0800 
From: Bob Greenwade <bob.greenwade@hotline.klock.com> 
Subject: Re: Countering increased drain times 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 05:23 PM 3/19/1998 -0500, Stainless Steel Rat wrote: 
>>>>>> "RH" == Rick Holding <rholding@ActOnline.com.au> writes: 
> 
>>> Try using Regeneration. 
> 
>RH>  Yes, but regeneration is only part of it. 
> 
>You know, sometimes I have no idea why I even bother to suggest powers to 
>work with when people have the knee-jerk response to say, "no, that won't 
>work" without even thinking about it. 
 
   Instead of making personal responses, please explain why Regeneration 
would work in this case. 
--- 
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, 19 Mar 1998 15:25:59 -0800 
From: "Robert A. West" <robtwest@erols.com> 
Subject: Re: Tell Us More 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
Curt Hicks wrote: 
>  
> I'd like to hear more about these games. 
>  
> "Robert A. West" <robtwest@erols.com> writes: 
>  
> > I think that this depends on setting. 
> > 
> > There are no publicly acknowledged superheroes in my campaign, although 
> > some of the PC's exploits are written up in the Supermarket Weekly 
> > Enquirer and have appeared on the Internet, so picking up a van and 
> > throwing it is going to impress *anyone* without superpowers or special 
> > training. 
>  
> I hope to start playing in an "emerging powers" type game where the characters 
> are the first beings to develop superpowers, as far as they know.  Is your 
> game similar ? 
>  
 
 
The title of my campaign is "Emerging Powers".  I have had several  
requests for information, and I demurred until after PrinceCon XXIII.   
Time to get off my duff! 
 
--  
<-------------------------------------------------------> 
Robert A. West		///  "Censorship is tyranny." 
Phone W:(215)466-3628; H:(215)348-9113   
http://www.erols.com/robtwest 
 
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X-Sender: shelley@mail.mactyre.net 
Date: Thu, 19 Mar 1998 15:29:09 -0800 
From: Shelley Chrystal Mactyre <scm@mactyre.net> 
Subject: Re: Super Agents (was UNTIL info) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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To: champ-l@omg.org 
 
At 04:48 PM 3/19/98 -0000, David Fair wrote: 
>On 3/19/98 8:11 PM Bob Greenwade (bob.greenwade@klock.com) Said: 
> 
>> 
>>   Silliness aside, if this book discusses how to play super-agents, would 
>>that preclude someone doing a Second Edition of Super Agents? 
> 
>It sounds like Bob here want Shelley's PRIMUS book. Correct me if I'm  
>wrong here Ms. Mactyre, but don't you cover playing Super Agents style  
>campaigns in there? 
 
I do, David.  Just to take a moment to plug the book (the rough draft has 
been done since January; it's in Mr. Harlick's tender clutches and will 
eventually be coming out as a Hero Plus product, God willin' and the creek 
don't rise), the PRIMUS book will contain several important elements for 
running and playing super agents, not just PRIMUS.  PRIMUS covers the 
aspects of Super Agents (my very favorite Aaron Allston supplement) that I 
felt were imperative to update, based on the games we've run here in Reno, 
including how to work brownie points, running large numbers of agents, and 
the agent creation process, if you're after running detailed NPCs.  There's 
equipment, vehicles, personnel, an adventure, adventure seeds and the 
requisite history and information needed to run PRIMUS in a variety of 
genres, from real-world (similar to the X-files) to chock-full-o'-supers 
(TM). I have a playtest PDF for PRIMUS; it's about thirty pages and while 
it is quite sparse compared to the whole supplement, it does give the feel 
of what I'm after. =)  If there's anyone here interested in the playtest 
who hasn't yet seen it, just write and I'd be happy to pass it on.   
 
And just a reminder: Bruce Harlick will be in #herochat on dal.net this 
Sunday at 1 PM PST!  
 
Shelley Chrystal Mactyre 
http://www.mactyre.net 
 
A flung stone has always been a fool's favorite means of putting himself on 
a level with the wise.   
-- Edgar Pangborn 
 
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X-Sender: bob.greenwade@klock.com 
Date: Thu, 19 Mar 1998 15:29:40 -0800 
From: Bob Greenwade <bob.greenwade@hotline.klock.com> 
Subject: Re: Life support as defense. 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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To: champ-l@omg.org 
 
At 05:22 PM 3/19/1998 -0500, Stainless Steel Rat wrote: 
>>>>>> "DT" == Donald Tsang <tsang@sedl.org> writes: 
>DT> But let's just say it's "badly written up", Rat.  How would you write 
>DT> an END Drain whose SFX is "temporarily weakened by disease", with the 
>DT> appropriate power modifiers to fit the SFX?  You yourself argued 
>DT> against the limitation route, and for the NND route... 
> 
>END Drain with a long recovery time, NND (Life Support: Immune to Disease). 
 
   But then the target's Power Defense doesn't affect it.  The original 
poster wanted something that Power Defense would apply to, but which 
wouldn't work against someone with LS:Disease.  (Or, at least, that was my 
impression.) 
--- 
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, 19 Mar 1998 15:31:55 -0800 
From: Bob Greenwade <bob.greenwade@hotline.klock.com> 
Subject: Re: Super Agents (was UNTIL info) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 04:48 PM 3/19/1998 -0000, David Fair wrote: 
>On 3/19/98 8:11 PM Bob Greenwade (bob.greenwade@klock.com) Said: 
>>   Silliness aside, if this book discusses how to play super-agents, would 
>>that preclude someone doing a Second Edition of Super Agents? 
> 
>It sounds like Bob here want Shelley's PRIMUS book. Correct me if I'm  
>wrong here Ms. Mactyre, but don't you cover playing Super Agents style  
>campaigns in there? 
 
   She does, but I get the impression that it's at about the same level as 
the super-agents stuff in the UNTIL book as Steve P. mentioned it, or a 
little more. 
   Yes, I will be getting Shelley's PRIMUS sourcebook. 
   And I still want Super Agents, Second Edition.  :-] 
--- 
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, 19 Mar 1998 15:32:20 -0800 
From: Bob Greenwade <bob.greenwade@hotline.klock.com> 
Subject: Re: Super Agents (was UNTIL info) 
Cc: "[unknown]" <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 05:25 PM 3/19/1998 -0500, David Stallard wrote: 
>Message text written by David Fair 
>>It sounds like Bob here want Shelley's PRIMUS book. Correct me if I'm  
>wrong here Ms. Mactyre, but don't you cover playing Super Agents style  
>campaigns in there?< 
> 
>Isn't PRIMUS covered extensively in Classic Organizations?  Is the book 
>you're talking about pre-4th Edition? 
 
   No, Mr. Fair is talking about an upcoming Hero Plus work. 
--- 
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, 19 Mar 1998 15:32:20 -0800 
From: Bob Greenwade <bob.greenwade@hotline.klock.com> 
Subject: Re: Super Agents (was UNTIL info) 
Cc: "[unknown]" <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 05:25 PM 3/19/1998 -0500, David Stallard wrote: 
>Message text written by David Fair 
>>It sounds like Bob here want Shelley's PRIMUS book. Correct me if I'm  
>wrong here Ms. Mactyre, but don't you cover playing Super Agents style  
>campaigns in there?< 
> 
>Isn't PRIMUS covered extensively in Classic Organizations?  Is the book 
>you're talking about pre-4th Edition? 
 
   No, Mr. Fair is talking about an upcoming Hero Plus work. 
--- 
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: "Desmarais, John" <jdesmara@novanthealth.org> 
Subject: apologies to all 
Date: Thu, 19 Mar 1998 18:32:59 -0500 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
You may be receiving messages from me that make no sense.  Geoff and I 
are planning to switch the list over to a different isp and I've been 
testing the configuration of majordomo.  Unfortunately, I forgot that I 
had already addedd all of the existing champ-l subscribers to the list. 
 
On the plus side - these nonsense messages will be short. 
 
Thank you. 
 
-=>John Desmarais 
 
Return-Path: <daemon@omg.org> 
Date: Thu, 19 Mar 1998 17:43:39 -0600 
From: Donald Tsang <tsang@sedl.org> 
Subject: Re: Life support as defense. 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
>>> Simply that Flash Defense, Mental Defense, and Power Defense are not 
>>> limited defenses, they are standard defenses. 
>> 
>> If they're not limited defenses, why does AVLD (attack versus limited 
>> defenses) specifically list those three, and why are all three Special 
>> Powers? 
> 
>Because comparing AVLD to NND is a straw-man.  They have two very different 
>mechanical functions: AVLD limits or changes applicable defenses; NND makes 
>the power an all-or-nothing effect stopped by something that is not 
>normally a defense (this is why "X points of Such-and-such Defense" is not 
>a valid NND). 
 
What?  Where did you get this?  NND (def = Force Field) has been used 
forever, even in the BBB (I think Dragonfly has one of those). 
 
I'm not comparing AVLD to NND anyway; what I'm saying is, it's almost always 
dumb (overexpensive) to buy an attack that's inherently AVLD *also* NND. 
Perhaps there should be a cost-break for it.  I don't know. 
 
 
>> Transformation had a specific limitation that allowed a normal 
>> resistant defense to work against it, and Mental attacks have a similar 
>> limitation (vs Con/normal defenses). 
> 
>Another straw-man: advantages and limitations specific to individual powers 
>are specific to those powers.  They should not be compared to the "generic" 
>advantages and limitations. 
 
Please.  They are evidence that part of the cost of those powers is that 
they operate against limited defenses in the first place, and if NND (or 
whatever) makes that untrue, you shouldn't have to pay for that part of 
the cost. 
 
 
>> As GM, I always rule that the 'rare' Life Support subpowers are 
>> insufficiently common to be the only defense to an NND.  "Choose 
>> another uncommon defense!" I tell players. 
> 
>Then that is your house rule.  But for the record, various forms of Life 
>Support certainly do qualify as appropriate defenses for NND, and there is 
>enough printed Hero material to justify that, including an example in the 
>BBB. 
 
NND (def = LS:SCB) is fine, SFX-based NND defense that includes LS:ItD 
is fine; but simply NND (def = LS:itD) is, IMO, too uncommon to be allowed. 
My actual house rule is to make all NNDs' defenses based on the SFX of 
the NND.  I believe the BBB does have warnings about making the defense 
to an NND common enough in the individual campgian, does it not? 
 
 
>[...] 
> 
>>> END Drain with a long recovery time, NND (Life Support: Immune to Disease). 
> 
>> Independent of recovery time, and assuming the GM allows NND(d=LS:ItD), 
>> why would you buy (80 4d6 END Drain, NND) instead of (32 4d6 END Drain, 
>> doesn't work vs LS:ItD (-1/4))? 
> 
>Because I see no reason why being resistant to disease should be simulated 
>with Power Defense when "Life Support" already exists and specifically 
>covers it. 
 
Urgh.  Resistance to Disease is covered by Life Support; the effects 
of the disease on your body, should you happen to *fail* to resist, 
is well simulated by Drain vs Power Defense, a character's inherent 
resistance to bodily changes. 
 
The combined power, Drain with "doesn't work vs", has the net effect of 
being useless against LS:ItD (much as an NND is), and being resisted by 
Power Defense. That's what we (well, I) want.  Just because the NND-ness 
is inherent in a defense rather than an advantage is throwing you, Rat. 
Follow your own advice about letting go of preconcptions... 
 
  Donald 
 
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X-Sender: shelley@mail.mactyre.net 
Date: Thu, 19 Mar 1998 15:45:14 -0800 
From: Shelley Chrystal Mactyre <scm@mactyre.net> 
Subject: Re: Super Agents (was UNTIL info) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 05:57 PM 3/19/98 -0000, David Fair wrote: 
>On 3/19/98 10:24 PM David Stallard (DBStallard@compuserve.com) Said: 
> 
>> 
>>Isn't PRIMUS covered extensively in Classic Organizations?  Is the book 
>>you're talking about pre-4th Edition? 
> 
>It is a Hero-Plus 4th Edition Sourcebook due out sometime this year  
>(again, Shelley, please correct me if I am wrong). 
 
That might be too idealistic, but I'm keeping my fingers crossed. =)   
 
>It will cover far more than the original CO did, and go into detail on  
>using PRIMUS in many differnet campign types. 
> 
>My group used the playtest version to play a campaign in which we were an  
>elite PRIMUS Squad (selected straight out of the Academy) assigned to  
>ferret out corruption and suspected dark forces at work indside PRIMUS.  
>Then, 2/3 of the way in, when everyone was feeling committed, I revealed  
>that they had been pawns of the conspiracy the whole time. The campaign  
>lasted about 12 weeks total (it was planned as a short campaign, to give  
>our regular one a break) and everyone loved it. Had a good time all  
>around. 
 
Neat!  That really made my day!   
 
My own PRIMUS campaign alternates with two others (we alternate adventures, 
not sessions) and what was really striking for me was that, since the 
campaign was planned as a shakedown, to test equipment and the adventure, I 
hadn't really expected the players to get into it as much as they did.  I'd 
been slightly concerned that PCs would be too cookie cutter (PRIMUS PCs 
start as 75 point characters, reflecting their early and college years, 
then go through the Academy and acquire their investigative skills.  But 
even though two of my players are relative novices at roleplaying, it was 
as though getting into character was easier for everyone (perhaps because 
of the skill similarities?)  Did you notice something similar (or has 
anyone who's run Super Agent campaigns)?  
 
Shelley Chrystal Mactyre 
http://www.mactyre.net 
 
A flung stone has always been a fool's favorite means of putting himself on 
a level with the wise.   
-- Edgar Pangborn 
 
Return-Path: <daemon@omg.org> 
X-Sender: lizard@dnai.com 
Date: Thu, 19 Mar 1998 15:53:47 -0800 
From: Lizard <lizard@mrlizard.com> 
Subject: Re: Life support as defense. 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 06:23 PM 3/19/98 -0500, Stainless Steel Rat wrote: 
>-----BEGIN PGP SIGNED MESSAGE----- 
> 
>>>>>> "DT" == Donald Tsang <tsang@sedl.org> writes: 
> 
>>> Simply that Flash Defense, Mental Defense, and Power Defense are not 
>>> limited defenses, they are standard defenses. 
> 
>DT> If they're not limited defenses, why does AVLD (attack versus limited 
>DT> defenses) specifically list those three, and why are all three Special 
>DT> Powers? 
> 
>Because comparing AVLD to NND is a straw-man.  They have two very different 
>mechanical functions: AVLD limits or changes applicable defenses; NND makes 
>the power an all-or-nothing effect stopped by something that is not 
>normally a defense (this is why "X points of Such-and-such Defense" is not 
>a valid NND). 
> 
Why not? 
 
A poisoned dart, with NND:Any resistant defense works fine for me. Even a 
modicum of armor blocks the dart entirely;otherwise, its sharp tip 
penetrates and the poison does its dirty work. 
 
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X-Sender: griffin@mail.txdirect.net 
Date: Thu, 19 Mar 1998 18:28:26 -0600 
From: "Michael (Damon) or Peni R. Griffin" <griffin@txdirect.net> 
Subject: Re: Help Steve Long! (Re: Villain Secret IDs) 
Cc: "[unknown]" <champ-l@omg.org> 
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At 10:09 AM 3/19/98 -0500, David Stallard wrote: 
>Message text written by SteveL1979 
>>  Take, for example, the Joker.  So far as I know, he had no criminal 
>record 
>prior to engaging in the crimes that made him the Joker.  Thus, his prints 
>were not on file, etc.< 
 
The Joker was a criminal known as The Red Hood before he fell into the 
chemical vat that turned him into the CLown Prince of Crime. 
 
Damon 
 
 
 
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Date: Thu, 19 Mar 1998 18:37:05 -0600 
From: "Michael (Damon) or Peni R. Griffin" <griffin@txdirect.net> 
Subject: Re: Help Steve Long! (Re: Villain Secret IDs) 
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At 10:28 AM 3/19/98 EST, SteveL1979 wrote: 
>In a message dated 98-03-19 10:14:08 EST, DBStallard@compuserve.com writes: 
> 
><< They took my fingerprints when I first got a driver's license (in 
> Colorado), so I don't think you have to be a criminal to have prints on 
> record. >> 
> 
>  That's correct.  Some states take your fingerprints when you get your 
>drivers' license -- though frankly, I am unaware of whether they keep them on 
>record or not. 
>  To take another example, I was fingerprinted when I applied to take the bar 
>exam here in NC.  I imagine there are plenty of other professions where you 
>have to do the same thing.  But again, I don't know whether they're saved or 
>not. 
 
I currently work as a computer programmer for Bexar County.  Since I work 
in the Criminal (rather than Admin) section, I have to have access to the 
D.A.'s office and the county jail, among other places.  I was fingerprinted 
as part of being screened for that job.  I had been 'printed several years 
ago, when I was bonded for a job that involved installing smoke detectors 
and security alarms in private homes.  And my prints were taken even once 
before that, when I was given a security clearance in the  
Air Force, required by my job as a cryptographic equipment technician, 
working at Electronic Security Command HQ. 
 
I believe the Air Force and the County keep their own fingerprint records 
as well as sending them off to the FBI, but I doubt the alarm company did. 
 
Damon 
 
Return-Path: <daemon@omg.org> 
From: SteveL1979 <SteveL1979@aol.com> 
Date: Thu, 19 Mar 1998 19:58:19 EST 
Subject: Re: Help Steve Long! (Re: Villain Secret IDs) 
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In a message dated 98-03-19 19:34:58 EST, griffin@txdirect.net writes: 
 
<< The Joker was a criminal known as The Red Hood before he fell into the 
 chemical vat that turned him into the CLown Prince of Crime.  >> 
 
  As I understand it, the Joker's foray into crime as the "Red Hood" was his 
first when he was a down-on-his-luck comedian, and only one mission into it, 
he ended up as the Joker.  So far as I know (and I'll gladly be proven wrong 
if someone knows differently) he was just a comedian beforehand; there's no 
intimation or evidence that he was a criminal before, or, more importantly for 
this discussion, that he was caught and fingerprinted before. 
 
Steve Long 
 
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From: "\"Remnant\" <easleyap@mobis.com> 
        \"Trevor Barrie\"" <easleyap@mobis.com> 
Subject: Re: Powers as Disadvantages... 
Date: Thu, 19 Mar 1998 19:45:42 -0600 
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Trevor Barrie wrote: 
 
>That wasn't an argument at all, I was simply pointing out a sloppy use of 
>terminology. 
> 
>> Also, even more accurately, since any game in which the players are 
>> assuming roles is an RPG and not just 'storytelling games'.  It would 
>> seem that storytelling games are the subset of RPGs. 
> 
>This would be true if all storytelling games involved the players 
>assuming roles, but this is not in fact the case; witness Atlas Games' 
>"Once Upon a Time", for example. 
 
 
Then you might want to note the Myth Adventures board game in which the 
players have roles to play but no storytelling takes place.  Then you might 
want to correct your own sloppy terminology before pointing out your 
perception of sloppiness in others. 
 
Thank you. 
Alan 
 
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From: "Remnant" <easleyap@mobis.com> 
Subject: Re: Help Steve Long! (Re: Villain Secret IDs) 
Date: Thu, 19 Mar 1998 19:49:16 -0600 
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>  As I understand it, the Joker's foray into crime as the "Red Hood" was 
his 
>first when he was a down-on-his-luck comedian, and only one mission into 
it, 
>he ended up as the Joker.  So far as I know (and I'll gladly be proven 
wrong 
>if someone knows differently) he was just a comedian beforehand; there's no 
>intimation or evidence that he was a criminal before, or, more importantly 
for 
>this discussion, that he was caught and fingerprinted before. 
> 
>Steve Long 
 
 
In the original storyline, he had been a criminal for a while but no one 
knew his identity. 
 
Alan 
 
Return-Path: <daemon@omg.org> 
From: Michael Sprague <msprague@eznet.net> 
Subject: RE: Presence Attacks 
Date: Thu, 19 Mar 1998 20:49:25 -0500 
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>> I also tend to find them rare, and there are two reasons. 
>> 
>> 1) Psychological: The player usually has to come up with a good  
soliloquy 
>> on the spot, which the GM (and the other players) will judge.  I have  
seen 
>> GM's actually remove a 1d6 because of what he claimed was a bad  
soliloquy. 
> 
> I tend to agree with BILL SVITAVSKY on this.  A Presence Attack is often 
> the more impressive for not trying.  If a PC (or NPC) does something 
> impressive, I announce a Presence Attack.  This often causes civilians 
> and low-level agents to flee, simplifying the battle. 
 
I think I meant what I wrote more as a complaint against the way I see many  
GM's running Presence Attacks.  In no way did I meant that this is the way  
Presence Attacks should work. 
 
> I also tend to be very generous with soliloquy bonuses, and consider the 
> sincerity of the attempt more than the result. 
 
This is good, in my opinion ... but I just don't typically see other GM's  
doing this, rather, I see them playing it straight from the book. 
 
>> 2) Effectiveness: Unless your players tend to have a high PRE (and I  
have 
>> yet to play in a group where this is the case), then Presence attacks  
tend 
>> to be ineffective ... though once in a while you get your target to lose 
>> half a phase.  Mostly I have seen it used after something spectacular 
>> happened.  I have played Champions/Hero System for 13 or 14 years now,  
and 
>> I think I have only ever really had one good Presence attack. 
> 
> I think that this depends on setting. 
> 
> There are no publicly acknowledged superheroes in my campaign, although 
> some of the PC's exploits are written up in the Supermarket Weekly 
> Enquirer and have appeared on the Internet, so picking up a van and 
> throwing it is going to impress *anyone* without superpowers or special 
> training. 
 
Setting certainly does affect this in specific, but not in general.  I  
think your example is more at the fringe, then typical.  Consider the  
typical four color superhero setting. 
 
>> This is especially bad if your playing a Heroic level game, rather than 
>> Superheroic.  In that case, you have a characteristic maxima of 20.  
 Good 
>> enough to avoid others Presence attacks, but still difficult to affect 
> 
> I don't see this, unless everyone in your campaign has PRE bought up to 
> near the maximum. 
 
See it or not, the above has still been what I have experienced (in playing  
Fantasy Hero, Justice Inc., Star Hero and Cyber Hero).   Most characters  
seem to take a 13 or 15 PRE ... just to make sure Presence Attacks will not  
be effective against them.  Near maximum is not needed. 
 
> Ex: attacker PRE=15; defender PRE=10.  The attacker 
> has 3D6: exactly a 50% chance of beating the defender's PRE. 
 
Assuming your not in combat, and losing 1d6.  Even so, you only "impress"  
them, and "act" before them ... and if your character is a hero, going  
against someone with a 10 PRE, it's likely that you were going to go before  
them anyway.  This is of _very_ limited use (but _is_ useful when you  
actually need it). 
 
Getting this level is not difficult, but most players I have seen (and  
been) don't seem to find it worth their time. 
 
It's actually more useful for GM's to use against Heroes with a high DEX,  
so that the villain or what have you, gets to go first.  Not that I'm  
advocating that ... unless a player gets real cocky.  :-) 
 
> Add 1D6 for a good soliloquy, 1D6 for reputation and 1D6 for violent  
action, 
> and the attacker now has a 50% chance for PRE+10, and as good a shot 
> at PRE+20 as he has at missing PRE. 
 
Now however, it _is_ likely that your in combat and losing 1d6.  Even so,  
PRE + 10 doesn't buy you much either.  It does give the GM the option of  
having the targets run, surrender or whatever ... but if they are  
determined to fight, you go first (as above) and they lose a half Phase.  
 This usually only hurts them if they need to move before they attack (or  
if they are a spell caster, with a spell taking a full phase or more). 
 
This level is certainly useful, but only mildly so. 
 
Where Presence attacks start to really get useful is at the PRE (or EGO) +  
20 level .... _very_ difficult to do in heroic settings (I managed once),  
especially if your in combat. 
 
			~ Mike 
 
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X-Sender: griffin@mail.txdirect.net 
Date: Thu, 19 Mar 1998 20:20:13 -0600 
From: "Michael (Damon) or Peni R. Griffin" <griffin@txdirect.net> 
Subject: Re: Going to the Source, Part Two 
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>   These are, of course, to be expected.  When one is early in the creative 
>process, one tends to be derivative of the similar material with which one 
>is familiar.  Thus, non-comic fans will derive from the more familiar 
>sources of TV superheroes (Batman, Superman, Wonder Woman, Spider-Man, 
>Hulk) or from other examples given (the BBB Champions), while comics nuts 
>will focus in on their favorite characters in that genre (Wolverine, Spawn, 
>Venom, et al).  Only with experience does creative originality come forth 
>-- to say nothing of the ability you cite, to draw ideas from a variety of 
>different sources. 
 
I'll take the "comic nut" reference in the spirit it was intended, and 
admit myself to be one. 
 
I've been a comics fan for...mmm, just over 25 years now, and when I first 
started playing Champions I naturally tried writing up familiar characters 
(actually, I never entirely gave up that practice, if only for the practice 
of doing it with writeups that never saw play) but I very rarely if ever 
used my *favorite* comic charactes as Hero characters.  That seems odd.  I 
know in some cases the point total was just too high, but not all.   
 
Favorites over the years have included (in no particular order, and I'm 
certainly overlooking a few): the Spectre, Green Lantern (pre-psychopath 
Hal Jordan), Moon Knight, Thor, Batman, the Huntress (the original Earth-2 
version -- killed during the Crisis when a wall fell on her, for God's 
sake!), Supergirl (the one killed in the Crisis -- geez!), the Question, 
Manhunter (Paul Kirk), and Ghost Rider.  The Shadow and the Green Hornet 
have both appeared in comics, but I don't think of them primarily as comic 
characters.  Recent additions to the favorites list might be Ghost and the 
Confessor (from Astro City).  I've never done characters based on any of 
these folks, with the exception of a pair of NPC super agent characters 
based loosely on Batman and the Huntress (they were in the employ of 
A.E.G.I.S., our campaign's answer to S.H.I.E.L.D.). 
 
Damon 
 
 
------------------ 
The universe is full of magical things, patiently waiting  
for our wits to grow sharper. 
       				-- Eden Phillpotts 
 
Return-Path: <daemon@omg.org> 
Date: Thu, 19 Mar 1998 21:37:16 -0500 (EST) 
From: Michael Surbrook <susano@access.digex.net> 
Subject: CHAR: BTILC - Lightning 
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*crackle*  *crackle*  *bzzappp!* 
 
LIGHTNING 
 
Designers Notes: 
Lightning is one of the 'three Storms', a trio of magician/martial artists 
that function as Lo Pan's lieutenants.  Along with Lightning the Storms 
consist of Thunder and Rain.  Between the three of them they present a 
formidable fighting force that can easily decimate a small army, be they 
Chang Sings or the police. 
 
Description:  
Lightning is the shortest of the three Storms, with shot cropped hair and 
a wild look in his eyes.  He is never seen in anything other than 
traditional clothing, which consists of boots, loose trousers, 
long-sleeved tunic and shirt of scale armor.  Over this he will wear a 
cloak and broad straw hat.  When fighting, Lightning tends to drip 
electricity, with blue-white bolts jumping from his hands and arms.   
 
Powers Notes: 
Lightning's primary power is is ability to generate brilliant, blue-white 
bolts of electricity.  These bolts are powerful enough to blow apart a 
stone statue, as well as set fire to heavy wooden timbers.  Needless to 
say, they should be more than powerful enough to fry anyone unfortunate 
enough to be hit by them.  An important note is that Lightning is 
*not*Jimmune to his own attack.  This fact is demonstrated when Egg Shen 
reflects one of his bolts back into him, obviously staggering Lightning. 
 
Powers Common to All Storms: 
All three Storms share a number of similar powers and abilities.  For ease 
of reading, I'm going to sum all of them up here on this character sheet. 
 
All of the Storms look to be stronger and faster than a 'normal' human and 
can be presumed to be highly skilled in the art of kung fu.  At the 
beginning of "Big Trouble", the three Storms wipe out a good thirty or 
more Chang Sings without so much as breaking a sweat. 
 
Along with their physical abilities, the three Storms are sorcerers as 
well (or as "Big Trouble" puts it: "What are these Storms?  Are they 
magicians?"  "Yeah, sorta, it's kinda hard to explain.") and look to 
possess a whole host of magical abilities.  Sample powers (in order of 
appearance would be:) 
	A big green explosion of smoke that breaks up a fight between the 
Wing Kong and the Chang Sings. 
	Superleap.  Thunder demonstrates this a great deal, leaping *over* 
Jack's tractor from a standing start, but it would make sense for all the 
Storms to have it. 
	The ability to fly.  Lightning makes this look even more 
impressive by holding onto a length of lightning while he does so. 
	The invisible bullet barrier used to deflect Chang Sing gunfire. 
	Minor telekinesis tricks used to throw their kukri knives. 
	Lightning's trick of spinning a pair of blades on his palms. 
	Rain's invisible ranged 'punch' while interrogating Jack Burton. 
	Rain's little red ball that he gently blew on to float it across a 
room and knock Jack Burton to his knees. 
	Thunder's knockout gas cigar. 
	Lightning's Mind Control attack used to keep Gracie Law and Miao 
Yin under wraps. 
 
The VPP: Sorcery should cover almost all of these tricks, although I did 
buy some of them separately.  The Storms are also pretty much immortal, 
and probably don't get sick, so I've given them the appropriate Life 
Support.  I've also given each of the Storms a number of relevant skills, 
even if they weren't demonstrated in the film. 
 
Disadvantages Notes: 
Lightning's disads (along with the disads of all the Storms) are a bit 
skimpy.  I've selected only the most obvious disads for the character 
sheet, based on what was shown in the film, or what makes sense based on 
the material presented.  Naturally, individual GMs might want to tailor 
the disadvantages to fit their campaign. 
 
The Character: 
 
STAT		VAL		COST 
Str		23		13 
Dex		20		30 
Con		23		26 
Body		10		0 
Int		18		8 
Ego		18		16 
Pre		25		15 
Com		14		2 
PD		8		3 
ED		15		10 
Spd		5		20 
Rec		10		0 
End		60		7 
Stun		35		1 
Char Total			151 
Power Total			243 
Total Cost			394 
 
COST	POWERS & SKILLS 
1	Martial Arts: Kung Fu, use art with Blades 
4	Block  +2 OCV  +2 DCV  Block, Abort 
4	Disarm  -1 OCV  +1 DCV  Disarm; 33 STR to Disarm 
4	Dodge  +0 OCV  +5 DCV  Dodge, Abort 
5	Kick  -2 OCV  +1 DCV  8 1/2d6 Strike 
4	Punch  +0 OCV  +2 DCV  6 1/2d6 Strike 
3	Throw  +0 OCV  +1 DCV  4 1/2d6 +v/5; Target Falls 
 
 
25	10d6 EB (lightning), Gestures (-1/2), Full Phase (-1/2), END 5 
 
40	40 Point Variable Power Pool: Sorcery 
27	VPP Control Cost: No Time, Limited SFX: Eastern Sorcery 
25	Force Wall: 14 PD, 0 ED, Transparent to Energy Attacks (+1/2), 
	Invisible Power Effects: Sight (+1/2), No Range (-1/2), Front 180 
	degrees only (-1/2), Must be aware of attack (-1/4), Cannot move 
	while power is active (-1/2) 
 
15	1d6 HKA, Useable at Range (+1/2), 0 END, OAF: Kukri 
18	1d6 HKA, 0 END, Restrainable (-1/4): Spinning blades on palm 
5	Armor: 5 DEF, Locations 10-13 (-1 1/4), 1/2 value vs guns (-1/4), 
	OIF: Harness 
 
4	Superleap: +4" (9" total) 
6	LS: Immune to Aging, Disease 
 
4	AK: Chinatown 14- 
3	Breakfall 13- 
3	Bureacratics 14- 
2	CK: San Francisco 11- 
3	Interrogation 14- 
3	KS: Analyze Style 13- 
3	KS: Chinese History 13- 
3	KS: Chinese Sorcery 13- 
3	KS: Kung Fu 13- 
3	KS: Local Tongs 13- 
2	PS: Importer for the Wing Cong Exchange 11- 
3	Streetwise 14- 
4	WF: Common Martial Arts Weapons, Off-Hand, Thrown Knife 
2	Lang: Cantonese (native), English 
10	CSL: +2 with HTH 
2	RMod: +2 with EB 
 
Disadvantages 
100	Base 
10	DF: Archaic ancient Chinese costume 
10	DF: Minor lightning effects when powers in use 
20	Psych: Loyal to Lo Pan (avenge all insults to Lord) 
15	Psych: Arrogant 
10	Rep: Lightning, one of the three Storms, a powerful sorcerer and 
servant  
	of Lo Pan, Ext, 11- (limited group) 
229	Lightning Bonus 
 
(Lightning created by Gary Oldman, David Weinstein, W.D. Richter and  
John Carpenter.  Character sheet created by Michael Surbrook) 
 
*************************************************************************** 
* "'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, 19 Mar 1998 21:41:05 -0500 (EST) 
From: Michael Surbrook <susano@access.digex.net> 
Subject: CHAR: BTILC - Rain 
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"You are nowhere!" 
 
RAIN 
 
Designers Notes: 
Rain is one of the 'three Storms', a trio of magician/martial artists that 
function as Lo Pan's lieutenants.  Along with Rain the Storms consist of 
Thunder and Lightning.  Between the three of them they present a 
formidable fighting force that can easily decimate a small army, be they 
Chang Sings or the police. 
 
Description: 
Rain is fairly tall and thin, with long, straight black hair that falls 
past his shoulders.  He usually seems to wear his hair in a top knot. 
Rain dresses in both a suit, or a more elaborate traditional dress, 
consisting of gray trousers and a loose gray tunic.  Over this he will 
wear a cloak and broad straw hat. 
 
Powers Notes: 
As his name suggest, Rain's primary power is the ability to summon 
localized rain storms.  We only see him use this power once, during the 
fight in the alley at the beginning of the film, but one gets the 
impression that the storm that follows is all his doing.  For further 
infomation as the the powers of each of the Storms, see Lightning's 
character sheet. 
 
Disadvantages Notes: 
Rains's disads (along with the disads of all the Storms) are a bit skimpy. 
I've selected only the most obvious disads for the character sheet, based 
on what was shown in the film, or what makes sense based on the material 
presented.  Naturally, individual GMs might want to tailor the 
disadvantages to fit their campaign. 
 
 
The Character: 
 
STAT		VAL		COST 
Str		23		13 
Dex		21		33 
Con		23		26 
Body		10		0 
Int		18		8 
Ego		18		16 
Pre		25		15 
Com		10		0 
PD		9		4 
ED		9		4 
Spd		5		19 
Rec		10		0 
End		46		0 
Stun		35		1 
Char Total			139 
Power Total			238 
Total Cost			377 
 
COST	POWERS & SKILLS 
1	Martial Arts: Kung Fu, use art with Blades 
4	Block  +2 OCV  +2 DCV  Block, Abort 
4	Disarm  -1 OCV  +1 DCV  Disarm; 33 STR to Disarm 
4	Dodge  +0 OCV  +5 DCV  Dodge, Abort 
5	Kick  -2 OCV  +1 DCV  8 1/2d6 Strike 
4	Punch  +0 OCV  +2 DCV  6 1/2d6 Strike 
3	Throw  +0 OCV  +1 DCV  4 1/2d6 +v/5; Target Falls 
 
30	Change Environment: Rain, 8" radius, 0 END  
40	40 Point Variable Power Pool: Sorcery 
27	VPP Control Cost: No Time, Limited SFX: Eastern Sorcery 
25	Force Wall: 14 PD, 0 ED, Transparent to Energy Attacks (+1/2), 
	Invisible Power Effects: Sight (+1/2), No Range (-1/2), Front 180 
	degrees only (-1/2), Must be aware of attack (-1/4), Cannot move 
	while power is active (-1/2) 
 
15	1d6 HKA, Useable at Range (+1/2), 0 END, OAF: Kukri 
12	1d6 HKA, 0 END, Reduced Penetration (-1/4), OIF: Paired  
	'claws' (-1/2) 
3	Armor: 4 DEF, Locations 12-14 (-1 1/2), 0 value vs guns (-1/2), 
	OIF: Harness 
 
4	Superleap: +4" (9" total) 
6	LS: Immune to Aging, Disease 
 
4	AK: Chinatown 14- 
3	Breakfall 13- 
3	Bureacratics 14- 
2	CK: San Francisco 11- 
3	Interrogation 14- 
3	KS: Analyze Style 13- 
3	KS: Chinese History 13- 
3	KS: Chinese Sorcery 13- 
3	KS: Kung Fu 13- 
3	KS: Local Tongs 13- 
2	PS: Importer for the Wing Cong Exchange 11- 
3	Streetwise 14- 
4	WF: Common Martial Arts Weapons, Off-Hand, Thrown Knife 
2	Lang: Cantonese (native), English 
10	CSL: +2 with HTH 
 
Disadvantages 
100	Base 
10	DF: Archaic ancient Chinese costume 
20	Psych: Loyal to Lo Pan (avenge all insults to Lord) 
15	Psych: Arrogant 
10	Rep: Rain, one of the three Storms, a powerful sorcerer and 
	servant of Lo Pan, Ext, 11- (limited group) 
222	Rain Bonus 
 
(Rain created by Gary Oldman, David Weinstein, W.D. Richter and  
John Carpenter.  Character sheet created by Michael Surbrook) 
 
*************************************************************************** 
* "'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, 19 Mar 1998 21:45:13 -0500 (EST) 
From: Michael Surbrook <susano@access.digex.net> 
Subject: CHAR: BTILC - Thunder 
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"Play your cards right, you live to talk about it!" 
 
THUNDER 
 
Designers Notes: 
Thunder is one of the 'three Storms', a trio of magician/martial artists 
that function as Lo Pan's lieutenants.  Along with Thunder the Storms 
consist of Lightning and Rain.  Between the three of them they present a 
formidable fighting force that can easily decimate a small army, be they 
Chang Sings or the police. 
 
 
Description: 
Thunder is *big*, really big.  He's taller than Jack Burton, broad 
shouldered and well muscled.  He keeps his hair cut short, and wears 
either a suit of more traditional clothing consisting of boots, loose 
trousers, long sleeved tunic, cloak and big straw hat. 
 
Powers Notes: 
Thunder's most obvious power is his strength.  He shatters a pistol woth a 
single blow of his fist, picks up Wang Chi by the neck with one hand and 
chops an entire table in half with a single knife hand strike.  His other 
'power' is a touch odd.   
 
It would seem that Thunder can inflate his body, causing himself to... 
well... grow...  We seem this power in action mid-way though "Big 
Trouble", when Thunder begins to inflate himself while jack Burton hangs 
onto his back.  A few moments later, after seeing Thunder's chest swell 
and hearing his shirt shred, Jack is tossed away.  My guess is that 
Thunder's body expands, but does not really increase in height, the Growth 
is more one of width, not height.  At the end of the movie, when Thunder 
let's his power run unchecked, we see that he has swelled to fill almost 
an entire game hex (ie. ~6 feet wide), but is still about the same height. 
It is at this point that he explodes (Hence the 12d6 EB, Explosive power). 
I will admit that including the explosion power *is* a little silly (being 
mostly for effect), but I do try and be complete.   
 
A quick note on the Growth.  Activating this power *should* render most 
martial grabs useless, since the limbs a(and the body) are now to large 
for the martial artist to effectively restrain.  But, I'll leave this 
decision up to the individual GMs. 
 
Disadvantages Notes: 
Thunder's disads (along with the disads of all the Storms) are a bit 
skimpy.  I've selected only the most obvious disads for the character 
sheet, based on what was shown in the film, or what makes sense based on 
the material presented.  Naturally, individual GMs might want to tailor 
the disadvantages to fit their campaign. 
 
 
The Character: 
 
STAT		VAL		COST 
Str		30 (40)		20 
Dex		18		24 
Con		25		30 
Body		13 (15)		6 
Int		18		8 
Ego		18		16 
Pre		25		15 
Com		12		1 
PD		10		4 
ED		10		5 
Spd		5		22 
Rec		11		0 
End		50		0 
Stun		40 (42)		-1 
Char Total			150 
Power Total			236 
Total Cost			386 
 
COST	POWERS & SKILLS 
1	Martial Arts: Kung Fu, use art with Blades 
4	Block  +2 OCV  +2 DCV  Block, Abort 
4	Disarm  -1 OCV  +1 DCV  Disarm; 40 STR to Disarm 
4	Dodge  +0 OCV  +5 DCV  Dodge, Abort 
3	Joint/Lock Grab  -1 OCV  -1 DCV  Grab 2 limbs; 40 STR Hold 
4	Punch  +0 OCV  +2 DCV  8d6 Strike 
3	Throw  +0 OCV  +1 DCV  6d6 +v/5; Target Falls 
 
6	Growth: 2 Levels, Full Phase (-1/4), Cannot move while power is 
	active (-1/2) +10 STR,  +2 Body, +2 Stun, -2" KB, x4 Mass (800kg), 
	-1 DCV, +1 PER 
14	12d6 EB, physical, Explosive, Full Phase (-1/4), Linked to use of 
	Growth (-1/2), No Range (-1/2), One charge, does not recover - 
	destroys Thunder (-4) 
 
40	40 Point Variable Power Pool: Sorcery 
27	VPP Control Cost: No Time, Limited SFX: Eastern Sorcery 
25	Force Wall: 14 PD, 0 ED, Transparent to Energy Attacks (+1/2), 
	Invisible Power Effects: Sight (+1/2), No Range (-1/2), Front 180 
	degrees only (-1/2), Must be aware of attack (-1/4), Cannot move 
	while power is active (-1/2) 
 
15	1d6 HKA, Useable at Range (+1/2), 0 END, OAF: Kukri 
21	1d6 HKA, 0 END, +2 OCV with Bind, Block, Disarm, Takeaway,  
	OIF: Paired 'hook knives' 
4	Armor: +6 DEF, Location: 6 (hand) (-2), Act 11- (-1), 0 DEF vs 
	Guns (-1/2), OIF: Paired 'hook knives' 
 
4	Superleap: +4" (10" total) 
6	LS: Immune to Aging, Disease 
 
4	AK: Chinatown 14- 
3	Breakfall 13- 
3	Bureacratics 14- 
2	CK: San Francisco 11- 
3	Interrogation 14- 
3	KS: Analyze Style 13- 
3	KS: Chinese History 13- 
3	KS: Chinese Sorcery 13- 
3	KS: Kung Fu 13- 
3	KS: Local Tongs 13- 
2	PS: Importer for the Wing Cong Exchange 11- 
3	Streetwise 14- 
4	WF: Common Martial Arts Weapons, Off-Hand, Thrown Knife 
2	Lang: Cantonese (native), English 
10	CSL: +2 with HTH 
 
Disadvantages 
100	Base 
10	DF: Archaic ancient Chinese costume 
10	DF: Minor thunder effects when powers in use 
20	Psych: Loyal to Lo Pan (avenge all insults to Lord) 
15	Psych: Arrogant 
10	Psych: Short-tempered 
10	Rep: Thunder, one of the three Storms, a powerful sorcerer and 
	servant of Lo Pan, Ext, 11- (limited group) 
211	Thunder Bonus 
 
(Thunder created by Gary Oldman, David Weinstein, W.D. Richter and  
John Carpenter.  Character sheet created by Michael Surbrook) 
 
*************************************************************************** 
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *  
*               Michael Surbrook / susano@access.digex.net                *  
*        Visit "Surbrook's Stuff' the Hero Games resource site at:        *    
*              http://www.access.digex.net/~susano/index.html             * 
*            Attacked Mystification Police / AD Police / ESWAT            * 
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark * 
*************************************************************************** 
 
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From: Pat10355 <Pat10355@aol.com> 
Date: Thu, 19 Mar 1998 22:00:45 EST 
Subject: Re: Help Steve Long! (Re: Villain Secret IDs) 
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In "The Killing Joke," the Joker told a version of his origin that had him 
being conned into committing a crime as the Red Hood by a gang of hoodlums. 
The thugs put someone new in the Red Hood outfit on every job, figuring the 
police and heroes would concentrate on the costumed fellow and leave them 
alone. 
 
The crime this time was the robbery of Axis Chemicals, in the course of which 
the Joker fell into a vat of acid during a battle with Batman. 
 
Patrick Sweeney 
 
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Subject: Re: Slow change (vs Instant Change) 
X-Juno-Line-Breaks: 0,2-3,5-8,10-12,19-21 
From: llwatts@juno.com (Leah L Watts) 
Date: Thu, 19 Mar 1998 22:03:14 EST 
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>This martial artist character (Sakamoto) is sharing his body with the 
>spirit of an ancient Japanese warrior.  Besides martial arts, the 
character 
>has medium-powered Ego Attack, Aid, and Telepathy, all in a multipower 
>which is defined as "Only in Hero ID".  He also has some armor, and he 
has 
>defined the process of switching to Hero ID as donning the armor. 
> 
>This doesn't make much sense to me, since the armor has nothing at all  
>to do with the spirit inside his body.  My inclination would be to 
remove 
>"Only in Hero ID" and just have those powers available all the time.  
 
If Sakamoto uses donning of armor as a ritual to "open his mind to the 
warrior's soul" or something along that line, then OIHID would be 
appropriate.  I'd also require him to have a set amount of time that it 
takes to switch IDs (can't rush the ritual), and probably wouldn't let 
him keep an eye on the fight while he changes (needs to concentrate on 
the ritual).  Otherwise, I'm with you -- make the player come up with 
another way to shave points. 
 
Leah 
 
_____________________________________________________________________ 
You don't need to buy Internet access to use free Internet e-mail. 
Get completely free e-mail from Juno at http://www.juno.com 
Or call Juno at (800) 654-JUNO [654-5866] 
 
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Date: Thu, 19 Mar 1998 23:20:48 -0500 (EST) 
From: Tokyo Mark <bastet@iquest.net> 
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Subject: Re: Help Steve Long! (Re: Villain Secret IDs) 
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> In "The Killing Joke," the Joker told a version of his origin that had him 
> being conned into committing a crime as the Red Hood by a gang of hoodlums. 
> The thugs put someone new in the Red Hood outfit on every job, figuring the 
> police and heroes would concentrate on the costumed fellow and leave them 
> alone. 
>  
> The crime this time was the robbery of Axis Chemicals, in the course of which 
> the Joker fell into a vat of acid during a battle with Batman. 
 
True.  I think in the same book (Maybe another) he comments he prefers his 
past to be multiple choice, implying he might not give the same story next 
time.  So barring a story line dedicated to this, for the moment the truth 
is not fully known.  But fairly well done, unlike the Wolverine multiple 
pasts. 
 
 
 
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Date: Thu, 19 Mar 1998 22:30:31 -0600 
From: "Michael (Damon) or Peni R. Griffin" <griffin@txdirect.net> 
Subject: Re: Help Steve Long! (Re: Villain Secret IDs) 
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At 10:00 PM 3/19/98 EST, Pat10355 wrote: 
>In "The Killing Joke," the Joker told a version of his origin that had him 
>being conned into committing a crime as the Red Hood by a gang of hoodlums. 
>The thugs put someone new in the Red Hood outfit on every job, figuring the 
>police and heroes would concentrate on the costumed fellow and leave them 
>alone. 
> 
>The crime this time was the robbery of Axis Chemicals, in the course of which 
>the Joker fell into a vat of acid during a battle with Batman. 
> 
>Patrick Sweeney 
 
One of several conflicting origin stories for the Joker.  Admittedly one of 
the more interesting ones, certainly not the 'original' origin, but who can 
say which one is right?  Being insane, even the Joker may not know for 
sure.  It probably doesn't matter, because even if the Red Hood had been a 
career criminal before becoming the Joker, I know of no [comic book] 
documentation of an arrest.  It's possible that he always managed to elude 
capture before, thus no fingerprints.  Apologies for the digression from 
topic. 
 
Damon 
 
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|   Children's Books -- Dolls -- X-Files -- Pulp Magazines           | 
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Date: Thu, 19 Mar 1998 22:33:47 -0600 (CST) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@omg.org 
Subject: Re: Powers as Disadvantages... 
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> >This would be true if all storytelling games involved the players 
> >assuming roles, but this is not in fact the case; witness Atlas Games' 
> >"Once Upon a Time", for example. 
> 
> Then you might want to note the Myth Adventures board game in which the 
> players have roles to play but no storytelling takes place.  Then you might 
> want to correct your own sloppy terminology before pointing out your 
> perception of sloppiness in others. 
 
	Huh?  Then how is this a game at all?  You are given a role, and 
then you quit?  You must be confused. 
 
	RPGs are a subset of Storytelling games in general, the latter 
being as potentially simple as the "tag-team" ghost story told around a 
campfire. 
 
 
				-Tim Gilberg 
 
	-"Friends help you move.  Real friends help you move bodies." 
 
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Date: Thu, 19 Mar 1998 21:04:06 -0800 
From: Rick Holding <rholding@ActOnline.com.au> 
Subject: Re: Countering increased drain times 
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Robert A. West wrote: 
> Thought #1: 
>  
> 30      2D6 Aid Any Power or Characteristic Below Starting Value(+1/4) 
>                 Cont(+1) Uncontrolled(+1/2) 0 END(+1/2) Per(+1/2) [67] 
>                 Only to starting value(-1/2) Self Only(-1/2) 
>                 Only vs Adjustment Powers(-1/4) 
>                 I allow +1/4 adjustment powers to affect powers in a 
>                 "programmed sequence" specified when the power is bought. 
 
	I like this.  It performs the function that I was looking for and it  
doesn't cost the earth.  The only possible drawback to this method is if the  
maximum amount of points for aids applies and after reading the power  
description, it almost certainly does.  But for a hand full of points, the  
maximum can be raised to fully functional levels. 
 
>  
> Thought #2: 
>  
> 30      4D6 Aid Any Power or Characteristic Below Starting Value(+1/4) 
>                 Triggered(+1/4) 250 Recoverable Charges(+1 1/2) [60] 
>                 Uses END(-1/2)  Side Effect 3D6 Drain END (-1/2) 
>                 The trigger fires one Aid if any power except END is 
>                 below starting value for any reason, but not more than 
>                 one per segment.  This functionally transfers any Drain 
>                 to END, which can be recovered. 
>                 One charge is recovered by being out of combat for one 
>                 turn: this will recover all charges in about an hour. 
 
	The drawback to this method is that I believe trigger needs to be reset  
each time after use.  But I can still see uses for this method. 
 
	Thank you.  This has gotten me thinking at a great rate of knots. 
 
--  
----------------------------------------------------------- 
Ricky Holding    Email: rholding@ActOnline.com.au 
Work is only there to give us time to talk about play 
----------------------------------------------------------- 
 
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Date: Thu, 19 Mar 1998 21:12:57 -0800 
From: Rick Holding <rholding@ActOnline.com.au> 
Subject: Re: Life support as defense. 
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Michael (Damon) or Peni R. Griffin wrote: 
>  
> >>So what is the advantage of Immune to Disease and how do you explain in 
> >>non-game mechanic terms that DiseaseMan's powers work on HeroMan? 
> >> 
> >The advantage is you don't catch normal diseases. Disease Man has 'super 
> >germs' which the character isn't immune to. 
>  
> For this specific example, I might buy "super germs" (mutated strain, for 
> example), but try applying this explanation to other SFX and it looks 
> silly:  super fire?  super cold?  Remember, these are not measures of 
> degree, but of type; what characteristic would "super fire" have that 
> ordinary extreme heat would not (other than the ability to bypass LS)? 
 
	Actually, you are pretty close.  While life support will protect you from  
the effects of sticking your hand into a fire or being exposed to plague, life  
support, as written, will not protect you from the sudden "system shocks" of  
being hit with the attacks.  Hence DiseaseMan infecting HeroMan with Super Flu  
has hit him with the system shock value (the 9D6 Con drain).  You may allow  
HeroMan to recover from the effects quicker if you want to be nice, but thats up  
to you.  
--  
----------------------------------------------------------- 
Ricky Holding    Email: rholding@ActOnline.com.au 
Work is only there to give us time to talk about play 
----------------------------------------------------------- 
 
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Date: Thu, 19 Mar 1998 22:35:39 -0800 
From: Rick Holding <rholding@ActOnline.com.au> 
Subject: Re: Shapeshifter questions 
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Dataweaver wrote: 
>  
> On Wed, 18 Mar 1998, Trevor Barrie wrote: 
>  
> > On Tue, 17 Mar 1998, Rick Holding wrote: 
> > 
> > >     Okay, lets see.  A 50 point pool has a 25 point control cost.  Throw in 
> > > a +1 advantage, no time for another 25 points, and a +1 advantage, no skill 
> > > roll required for yet another 25 points.  50 points for the pool and 75 
> > > points for the control. 
> > > 
> > >     Now for some disads.  -1/4 for 1/2 DCV concentration while changing, 
> > > -1/2 for limited special effect (as per page 116 of the BBB) and some 
> > > gumby -1/4 to be determined by the player to make the maths easier for a 
> > > total of a -1 limitation applied to the control cost making it a 50 
> > > point pool and a 37 point control for a grand total of 87 points which 
> > > allows 100 points of 50 point or less powers. 
> > 
> > Hmmm? No, it allows a total of 50 pts of Powers if said Power have no 
> > Limitations, 75 if they all have -1/2, 100 if they all have -1, 150 if 
> > they all have -2, or whatever other combination the character wants. 
>  
> I could be wrong (I don't have my book on me), but I believe that the pool 
> points are an Active Point limit, and that you can _not_ add limitations 
> to it at will in order to raise the point effectiveness (and rightfully 
> so; it's too easy to abuse.) 
 
	What I have written at the top is correct.  The cost of the pool itself  
is not limited.  In the above example, a 50 point pool.  The control cost of a  
pool is equal to half the size of the pool.  Any advantages are applied to the  
pool control cost.  Again, in the above example, 2 +1 advantages for no time and  
no skill rolls take the control cost of 25 points (half of the pool size of 50  
points) to 75 points. 
 
	Any limitations that affect the pool are applied to the pool cost only,  
not the points in the pool.  However, any such limitations apply to the amount of  
points taken out of the pool.  The example I gave was a total of -1 worth of  
limitations applied to the pool control cost to bring back to 37 to control the  
pool.  Now, as a -1 limitation has been applied to the pool control, EVERY power  
taken ffrom the pool has the same limitations applied, a -1 limitation.  The  
active cost of any power taken from the pool is still limited to 50 points (the  
size of the pool).  But I take a 50 point power, apply the -1 limitation to it  
and it costs 25 points to run, leaving 25 points in the pool (another 50 point,  
-1 limited power). 
 
	So when I said you have 100 points of 50 point or less powers, thats what  
you get.  I will admit I left out the word active before both uses of points and  
I didn't say they all had the -1 limitation which has been applied to the pool.   
For more information read the example between the table of limitations and table  
of advantages in the BBB on page 116 for what I am getting at. 
--  
----------------------------------------------------------- 
Ricky Holding    Email: rholding@ActOnline.com.au 
Work is only there to give us time to talk about play 
----------------------------------------------------------- 
 
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Subject: Re: Super Agents (was UNTIL info) 
Date: Fri, 20 Mar 1998 09:08:31 -0000 
x-sender: DFair@pop.worldweb.net 
From: David Fair <DFair@sdslink.com> 
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On 3/19/98 11:44 PM Shelley Chrystal Mactyre (scm@mactyre.net) Said: 
 
>My own PRIMUS campaign alternates with two others (we alternate adventures, 
>not sessions) and what was really striking for me was that, since the 
>campaign was planned as a shakedown, to test equipment and the adventure, I 
>hadn't really expected the players to get into it as much as they did.  I'd 
>been slightly concerned that PCs would be too cookie cutter (PRIMUS PCs 
>start as 75 point characters, reflecting their early and college years, 
>then go through the Academy and acquire their investigative skills.  But 
>even though two of my players are relative novices at roleplaying, it was 
>as though getting into character was easier for everyone (perhaps because 
>of the skill similarities?)  Did you notice something similar (or has 
>anyone who's run Super Agent campaigns)?  
 
I can say without a doubt that people enjoyed playing Super Agents as  
much or more than playing Super Heroes. The greater emphasis on skills  
led to more "involvement" with and identification with their characters,  
and the personalities of each, while not deviating greatly from each  
other (due to the PRIMUS Code etc. (i.e. no Sociopaths)) were unique, and  
led to some great moments.  
 
My favorite moment of the campaign was after two of the PC's were meeting  
clandestinely with an NPC that they suspected of being in the conspiracy  
they were investigating, and posing as sympathizers. They said some very  
self-incriminating things and ended up being brought up on charges within  
the organization and having their professional lives hang by a thread.  
While on trial one of them stood up at a particularly heated moment and  
shouted out "Can't you people see what has happened here! We've been  
set-up!". The Adjutant responded "I think we can all see things a little  
too clearly, Mr. Santiago". 
 
The _player_ was so into the moment that as she stood there, her hands  
were shaking, and her voice cracked as she spoke. There may even have  
been beads of sweat on her forehead. Everyone else was silent and she  
began to speak, in character, giving a full 3-4 minute monologe on who he  
was/his roots/why he became a PRIMUS Agent/Why he respected PRIMUS/Etc.  
It was beautiful, and moving, in fact customers in the store we were  
playing in were all silent and listening in rapt attention as this 22  
year old female WASP role-play the motivations and feelings of a 28 year  
old ex-gang-banger of hispanic descent. 
 
PS. We played this campaign on the sales floor of a Game Store, with 1  
GM, 5 Players; Thanks to moments like that, I now have 11 people who are  
on a waiting list to play in our next HERO campaign, none of whom have  
ever played HERO before, and many of which said that comics had always  
seemed too "silly" a genre to role-play in. 
 
 
 
David A. Fair         | 
SDS International     |     Think Different 
dfair@sdslink.com     | 
 
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Date: Fri, 20 Mar 1998 01:09:05 -0800 
From: "Robert A. West" <robtwest@erols.com> 
Subject: Re: Life support as defense. 
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Stainless Steel Rat wrote: 
>  
> >>>>> "DT" == Donald Tsang <tsang@sedl.org> writes: 
>  
> >> Simply that Flash Defense, Mental Defense, and Power Defense are not 
> >> limited defenses, they are standard defenses. 
>  
> DT> If they're not limited defenses, why does AVLD (attack versus limited 
> DT> defenses) specifically list those three, and why are all three Special 
> DT> Powers? 
>  
> Because comparing AVLD to NND is a straw-man.  They have two very different 
> mechanical functions: AVLD limits or changes applicable defenses; NND makes 
> the power an all-or-nothing effect stopped by something that is not 
> normally a defense (this is why "X points of Such-and-such Defense" is not 
> a valid NND). 
 
Actually, Rat, you are dead wrong on this one.  HSR, p. 96, description  
of NND: 
 
	Some possible attack types and their suggested defenses 
	are given in the following example: 
 
	Type of Attack		Defense 
 
	Gas Attack		Appropriate Life Support, 
					target holds its breath 
 
	Poison Dart		Resistant Defense 
 
	Solidification Attack	Force Field, Density Increase,  
					Desolidification 
 
	Hypnotic Attack		Mental Defense, no eye contact 
 
	Sonic Attack		Solid ear coverings, Flash Defense 
					(hearing), Target covers his ears 
 
Since there are minimum buys on the defensive powers listed above, in  
effect the canonical examples include "X points of such-and-such defense"  
directly.  Moreover, "X points of such-and-such defense" is frequently  
used in book examples and published characters. 
 
NND merely means that the defenses that would normally apply do not  
apply, and that there is an all-or-nothing defense that is normally  
suggested by the nature of the attack.  If this defense involves a power  
(such as Force Field) that would normally be a defense to the attack, so  
be it, so long as the resulting construct is reasonable in terms of  
special effect.  
 
 
--  
<-------------------------------------------------------> 
Robert A. West		///  "Censorship is tyranny." 
Phone W:(215)466-3628; H:(215)348-9113   
http://www.erols.com/robtwest 
 
 
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Reply-To: "Filksinger" <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
Subject: Re: Stupid Jedi Tricks... 
Date: Fri, 20 Mar 1998 01:23:13 -0800 
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On Monday, March 09, 1998 6:16 PM, Stainless Steel Rat wrote: 
 
 
>-----BEGIN PGP SIGNED MESSAGE----- 
> 
>>>>>> "MS" == Michael Surbrook <susano@access.digex.net> writes: 
> 
>MS> You don't want to rebound the blade, because that removes any 
impact 
>MS> from the blow. 
> 
>But at the same time, you do not want the blade to become stuck in 
the 
>opponent's armor or body, which is a real problem with the ligher 
blades, 
>as they lack the mass to simply keep going through.  So the "proper" 
thing 
>to do, at least in most of the Kenjutsu styles, is to strike with the 
>correct ammount of force, then snap the blade back *after* the 
opponent is 
>dead.  There is a really nice description of this in, of all things, 
"Snow 
>Crash", specifically how Hiro practices this technique with a piece 
of 
>rebar. 
 
 
That may be a good technique with a physical sword, but if you are 
correct about the lightsaber, it can _never_ get "stuck in the 
opponent's armor or body". A much better technique would to be strike 
to the opponents core, then pull the blade effortlessly towards 
yourself, putting it between  you and the opponent. 
 
>And, as I previously stated, I prefer to ignore "bad" visual effects, 
such 
>as bent guard rails and the "core" of a light saber, in favor of what 
I am 
>supposed to be seeing. 
 
 
Star Wars was pure 'space opera', and not once showed the tiniest 
effort at scientific plausability. So we have your version, where 
scientific plausibility is inserted once and only once for the 
non-physical nature of coherent light, but which is then thrown out to 
allow for blocks of other lightsabers and energy weapons, and in which 
bouncing off armor must be explained as 'fencer's reflex', bouncing 
off physical objects is '"bad" visual effects',  bent metal struck by 
lightsabers is, presumably, 'bad special effect props' and people 
being knocked about is, presumably, 'bad special effect choreography'. 
 
OTOH, if we assume that Star Wars makes no attempt at scientific 
plausability in the case of lightsabers, which is completely 
consistent with everything else they did, and that in Star Wars "light 
sabers" behave as if coherent light was solid, then absolutely every 
one of the things you had to explain away makes perfect sense. One 
assumption, that lightsaber blades act solid, and everything else 
follows. 
 
You may be right, but I'd be carefull with Occam's Razor. You might 
cut yourself.:) 
 
Filksinger 
 
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Reply-To: "Filksinger" <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
Subject: Re: Foreshadowing and Sub-plots 
Date: Fri, 20 Mar 1998 01:42:28 -0800 
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On Tuesday, March 10, 1998 7:06 AM, David Stallard wrote: 
 
 
>How do you (as GMs) introduce foreshadowing and sub-plots into your 
campaign without the players turning all their attention to them 
instead of 
the main plot?  For example, if I took a moment out of the main story 
to 
let the heroes know that someone has been stealing bodies from local 
graveyards, they would probably think that it was related to the main 
story 
and would focus their efforts on the graveyard thing, instead of the 
main 
plot which is really not related to the graveyard thing....  I'm 
guessing 
that this example is too obvious a use of foreshadowing.  How can I be 
more 
subtle?  I saw some messages about giving handouts that are like 
newspaper 
stories, so the characters can see what else is going on, but first 
you 
have to have the time and inclination to sit down and write up a bunch 
of 
stuff like that (along with red herrings to keep them guessing), and 
second 
you could still have the problem that they would go after a news story 
instead of working on the current plot.< 
 
Try these: 
 
1) Don't be subtle at all. Tell the players, "This is foreshadowing. 
It really has nothing to do with anything you are doing at this time." 
 
2) Clueless foreshadowing. I used this one repeatedly in one campaign. 
A single incident, in which a power vampire ran down an alley, there 
was a blinding light, and a horrible scream which was suddenly cut 
off. When the players arrived, they found the front of the vampire's 
body _charred_, his head cut off, and written on the wall in his 
blood, "Only one shall rule the night." When the players wanted clues, 
I told them, "After some investigation of the area, both you and the 
police agree that there are no traces of the killer." A later case of 
the same thing was being locked up, and hearing the voice of, "He Who 
Ruled the Night", but he was gone when they escaped, and everyone, 
"Don't know nuttin'." 
 
3) Do foreshadowing as a short story. Tell the story, including things 
like, "you found no trace to follow", and "you shook it off. It was 
probably nothing." If the players don't get the point, revert to 
suggestion 1. 
 
Filksinger 
 
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Date: Fri, 20 Mar 1998 02:32:50 -0800 
From: "Robert A. West" <robtwest@erols.com> 
Subject: Re: Presence Attacks 
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Michael Sprague wrote: 
>  
>  
> > I also tend to be very generous with soliloquy bonuses, and consider the 
> > sincerity of the attempt more than the result. 
>  
> This is good, in my opinion ... but I just don't typically see other GM's 
> doing this, rather, I see them playing it straight from the book. 
 
But, there is *enormous* GM discretion in determining what is a good  
soliloquy.  Having this depend entirely on the oratorical skills of the  
player is, IMHO, no fairer than basing combat results on actual bouts  
with simulated weaponry. 
 
My campaign may be unusual, in that it includes undergrads, graduate  
students, alumni, staff and faculty as well as spouses of the above.   
Some of my players have walls of debating and oratorical trophies,  
including international competitions, while others have never had an  
elocution lesson in their lives.  
 
>  
> >> 2) Effectiveness: Unless your players tend to have a high PRE (and I 
> have 
> >> yet to play in a group where this is the case), then Presence attacks 
> tend 
> >> to be ineffective ...  
 
One of my players, whose character is based on the legend of the Jersey  
Devil, noted that records from the 18th and 19th centuries speak of its  
"chilling, unearthly cry," and decided to take +20 PRE in the same  
multipower that contains his "muzzle/beak" powers: HA, HKA, Aid (lick  
wounds), PRE.  I granted permission, because the concept fit so well, and  
the cry logically should not be usable when attacking. 
 
> Setting certainly does affect this in specific, but not in general.  I 
> think your example is more at the fringe, then typical.  Consider the 
> typical four color superhero setting. 
 
OK: 250-points 4-color characters are *impressive*.  Accordingly, they  
should buy up their PRE to 20 or so, giving them an expectated result of  
14, which exceeds PRE for most Agents, before reputation, etc. Heroes who  
attack the way its done in the comics should expect +1D6 for strong  
reputation, +1D6 for exhibiting a Power, +1D6 for a good soliloquy or a  
violent action, and +1D6 for surprise or an appropriate setting.  Most  
Presence Attacks go in on Segment 12, so we are not "in combat" yet, so  
this gives 28 expectation (PRE+10 for Agents) and 33 about 25% of the  
time (PRE+20). 
 
If the supervillain has a PRE of 20, then our Hero expects to act first,  
which is always good, and has a 40% chance of causing the super to lose a  
half-phase.  Even if this doesn't happen, a host of agents can be pesky,  
and getting rid of them is a GOOD THING. 
 
>  
> See it or not, the above has still been what I have experienced (in playing 
> Fantasy Hero, Justice Inc., Star Hero and Cyber Hero).   Most characters 
> seem to take a 13 or 15 PRE ... just to make sure Presence Attacks will not 
> be effective against them.  Near maximum is not needed. 
>  
> > Ex: attacker PRE=15; defender PRE=10.  The attacker 
> > has 3D6: exactly a 50% chance of beating the defender's PRE. 
 
OK, I buy my PRE to 20 (I have done this more than once).  On  
expectation, I get 14 pips, which is PRE or better, before any favorable  
modifiers. 
 
>  
> Assuming your not in combat, and losing 1d6.  Even so, you only  
 
So, don't wait until combat is fully engaged.  Presence attacks belong in  
the initial Segment 12, unless you do something really impressive, such  
as ripping out the heart from an agent, holding it aloft and announcing,  
"Who wants to catch the bouquet?"  Extremely violent action, reputation  
strong (vengeful punisher-type), surprise action, excellent soliloquy,  
exhibiting a power, in battle: net +7D6. 
 
 
> them, and "act" before them ... and if your character is a hero, going 
> against someone with a 10 PRE, it's likely that you were going to go before 
> them anyway.  This is of _very_ limited use (but _is_ useful when you 
> actually need it). 
 
In our games, the villains are often prepared, which translates to having  
a held action available.  Causing them to hesitate, in effect, causes  
them to lose their held action, which is a GOOD THING(R), especially if  
they are paramilitary or militia types with some heavy weaponry. 
 
>  
> Getting this level is not difficult, but most players I have seen (and 
> been) don't seem to find it worth their time. 
 
My players often use Images to simulate the sound of approaching sirens,  
or to give the appearance of greatly outnumbering the enemy to enhance  
their Presence Attacks.  They also sometimes act deliberately  
theatrically in order to enhance the effect.  Remember that a Presence  
Attack has a HUGE Area of Effect, so one should not expect it to be all  
that powerful.  I would not expect to routinely cause supervillains to  
run away unless I have a ridiculous PRE. 
 
 
--  
<-------------------------------------------------------> 
Robert A. West		///  "Censorship is tyranny." 
Phone W:(215)466-3628; H:(215)348-9113   
http://www.erols.com/robtwest 
 
 
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From: Dave Mattingly <dmattingly@platsoft.com> 
Subject: Re: Super Agents (was UNTIL info) 
Date: Fri, 20 Mar 1998 05:29:08 -0800 
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SCM writes: 
>I'd been slightly concerned that PCs would be too cookie cutter 
>(PRIMUS PCs start as 75 point characters, reflecting their early 
>and college years, then go through the Academy and acquire 
>their investigative skills.  But even though two of my players are 
>relative novices at roleplaying, it was as though getting into 
>character was easier for everyone (perhaps because of the skill 
>similarities?)  Did you notice something similar (or has anyone 
>who's run Super Agent campaigns)?  
 
GI Joe was the first heroic campaign I played in, and after a few 
sessions, once I got the feel of the genre, it was very easy to get into 
character. And even though about 1/3 of our points were spent on the Joe 
package, everyone had their own niche. In addition to stats and combat 
skills and Joe Knowledge skills, we were required to have 5 points in a 
language or a science, which helped to fuel our own specialties. And one 
thing that help tremendously was that each Joe had to have a primary and 
secondary specialty (one of which could be combat, if desired). 
 
After my first character, Weasel, who was a reporter Joe, and had lots 
of PRE skills, I went on to play Battle Mech, who was a combat mechanic 
and driver. It's fairly easy in the Super Agent realm to find a place to 
shine. Since the characters are limited, that doesn't mean (to me) that 
everyone is the same, it just means that it's a lot easier to find 
something that no one else in the group is the best at. 
 
Dave Mattingly 
mattingly@bigfoot.com 
 
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Date: Fri, 20 Mar 1998 06:13:52 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Presence Attacks 
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At 02:32 AM 3/20/1998 -0800, Robert A. West wrote: 
>Michael Sprague wrote: 
>> > I also tend to be very generous with soliloquy bonuses, and consider the 
>> > sincerity of the attempt more than the result. 
>>  
>> This is good, in my opinion ... but I just don't typically see other GM's 
>> doing this, rather, I see them playing it straight from the book. 
> 
>But, there is *enormous* GM discretion in determining what is a good  
>soliloquy.  Having this depend entirely on the oratorical skills of the  
>player is, IMHO, no fairer than basing combat results on actual bouts  
>with simulated weaponry. 
 
   Just a thought... but what do you guys think of the idea of letting this 
depend partially on the wording of the soliloquy, and partially on the 
character's Oratory Skill?  To make things at least somewhat fair, Oratory 
could be considered an 8- Everyman Skill.... 
 
>My campaign may be unusual, in that it includes undergrads, graduate  
>students, alumni, staff and faculty as well as spouses of the above.   
>Some of my players have walls of debating and oratorical trophies,  
>including international competitions, while others have never had an  
>elocution lesson in their lives. 
 
   I think you're right, in that one would have to take the player's intent 
over his actual real-world delivery.  As with anything else in 
role-playing, it takes a bit of practice to come up with a good soliloquy 
and make it actually sound right.  And, of course, the GM will have to 
consider that the 18 PRE character is a smooth, resounding baritone rather 
than a stuttering, nasal tenor. 
 
>So, don't wait until combat is fully engaged.  Presence attacks belong in  
>the initial Segment 12, unless you do something really impressive, such  
>as ripping out the heart from an agent, holding it aloft and announcing,  
>"Who wants to catch the bouquet?"  Extremely violent action, reputation  
>strong (vengeful punisher-type), surprise action, excellent soliloquy,  
>exhibiting a power, in battle: net +7D6. 
 
   Black humor... gotta love it... 
   I had a player once whose character was killed by mistake -- the BODY of 
the attack was counted up before I realized it would be that fatal.  The 
death was fairly private, but another character went through some 
extraordinary and life-risking steps to revive him (and both the dead 
character's player and I wanted to see the character continue), so I 
semi-arbitrarily ruled, on the basis of drama, that he recovered. 
   On the very next outing, there was a bank robbery.  The villains weren't 
expecting a raid, so most of the PCs charged in through the front, but the 
formerly dead PC circled around back, broke through the brick wall (small 
problem for a flying brick), and shouted, "Who ordered the pizza?" 
   Since he was believed dead, he got a *lot* of PRE Attack dice.  About 
half of the villains fainted dead away, and one of the wagons that hauled 
them away had some nice padding on the inside.... 
--- 
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: Fri, 20 Mar 1998 9:36:16 -0500 
From: BILL SVITAVSKY <NBYMAIL11@mln.lib.ma.us> 
Subject: Re: Life support as defense 
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Stainless Steel Rat <ratinox@peorth.gweep.net> writes: 
 
>>>>>>>>>>>>> 
 
 
>>>>> "BS" == Bill Svitavsky <nbymail11@mln.lib.ma.us> writes: 
 
BS> I've mentioned that I'm pretty reluctant to allow unlimited Power 
BS> Defense, since it's tough to come up with an appropriate special 
BS> effect. 
 
Then you should be putting SFX limitations on Physical Defense, Energy 
Defense, Mental Defense, and Flash Defense, thus eliminating the perceived 
dichotomy. 
 
 
<<<<<<<<<<<<<<<< 
 
Actually, I'm not bothered by that dichotomy, though evidently  
you are, Rat. I do occasionally put SFX on other defenses when it  
seems appropriate - my fire-based characters often buy some  
additional ED with the Limitation "Only vs. Fire & Heat Attacks",  
though they generally have pretty high ED's even without that  
addition. And I do sometimes buy Flash Defense with limits like  
"Only vs. Physical Attacks to the Eye". 
 
For the most part, these defenses unlimited seem to fall within  
my acceptable range of suspension of disbelief. I mentioned this 
in my earlier post; it's fairly plausible that a single insulator  
(ED) might shield a person from heat, cold, electricity, and a  
laser. 
 
But Power Defense covers, in my opinion, an even broader range of  
SFX than the other defenses. The SFX of attacks affecting Power  
Defense regularly include diseases, time manipulation, pseudo- 
scientific energy transfers, drugs, impairing physical circumstances,  
and magical transformations - it's tough to come up with a  
plausible common defense for those attacks.  In my experience,  
unlimited Power Defense is most often bought by power gamers  
looking for a strategic advantage, not role-players building  
appropriate abilities for their characters. 
 
 
What SFX, other than a vague "Magical Protection", do you think  
would justify Power Defense without limitations? 
 
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Date: Fri, 20 Mar 1998 10:58:30 -0500 (EST) 
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From: jprins@interhop.net (John and Ron Prins) 
Subject: 5th Edition Suggestion 
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>What SFX, other than a vague "Magical Protection", do you think  
>would justify Power Defense without limitations? 
 
Psionics and Cosmic Powers. Of course, when those get involved, you might as 
well say 'magic', neh? :-) 
 
For the 5th Edition, Power Defense and Adjustment powers should be made SFX 
dependant right off the bat. No buying 'Drain STR', you buy 'Drain STR 
(Muscular)' with no limitation involved. Muscular STR Draining Man is 
helpless, however, against Hydraulics Lad. No buying 'Suppress EB', you buy 
'Suppress Fire (EB/RKA)' - again, no limitation.  
 
The +1/4 advantage stays as 'any one power of a certain SFX', and makes a 
lot more sense as you were affecting a single specific SFX at the base 
level, right? 
 
Add in a +1/2 as 'any one SFX of a certain power' so that you can create 
Energy Blast Suppression Man if you want (though Variable SFX at the +1/2 
level would do the same for you - this is just 'clearer'). 
 
I'm tempted to move the +2 advantage 'all powers of a certain SFX at the 
same time' to a +1 1/2 advantage - it seems overpriced IMHO. Especially if 
Aid moves up to 10 points a die. 
 
Anyway, by the same token, Power Defense should be SFX dependant, for no 
limitation. Power Defense vs. Toxins, Power Defense vs. Mutation, Power 
Defense vs. Magic, Power Defense vs. Psionics, Power Defense vs. 
Electromagnetism, Power Defense vs. Biomanipulation, etc. Complete Power 
Defense should be a +2 Advantage on Power Defense. 
 
----------------------------------------------------------------------------- 
"Pull order out from chaos? I do that twice a week..." 
----------------------------------------------------------------------------- 
John D. Prins 
jprins@interhop.net 
 
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Date: Fri, 20 Mar 1998 11:09:46 -0500 
From: David Stallard <DBStallard@compuserve.com> 
Subject: Re: Presence Attacks 
Cc: "[unknown]" <champ-l@omg.org> 
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Message text written by Bob Greenwade 
>  I think you're right, in that one would have to take the player's intent 
over his actual real-world delivery.  As with anything else in 
role-playing, it takes a bit of practice to come up with a good soliloquy 
and make it actually sound right.  And, of course, the GM will have to 
consider that the 18 PRE character is a smooth, resounding baritone rather 
than a stuttering, nasal tenor.< 
 
One thing this discussion has been assuming is that the GM is great at 
real-world delivery, which isn't always the case for me.  Maybe the players 
should be made aware that you are being liberal with their bonuses, so they 
won't gripe when you give the villains bonuses that your delivery might not 
warrant?  I've been somewhat shy about making grandiose PRE-based 
statements ever since I was in a group where the GM would laugh out loud at 
some of my acts of bravado (I still don't understand why he thought they 
were so bad). 
 
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Date: Fri, 20 Mar 1998 08:34:21 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Presence Attacks 
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At 11:09 AM 3/20/1998 -0500, David Stallard wrote: 
>Message text written by Bob Greenwade 
>>  I think you're right, in that one would have to take the player's intent 
>over his actual real-world delivery.  As with anything else in 
>role-playing, it takes a bit of practice to come up with a good soliloquy 
>and make it actually sound right.  And, of course, the GM will have to 
>consider that the 18 PRE character is a smooth, resounding baritone rather 
>than a stuttering, nasal tenor.< 
> 
>One thing this discussion has been assuming is that the GM is great at 
>real-world delivery, which isn't always the case for me.  Maybe the players 
>should be made aware that you are being liberal with their bonuses, so they 
>won't gripe when you give the villains bonuses that your delivery might not 
>warrant?  I've been somewhat shy about making grandiose PRE-based 
>statements ever since I was in a group where the GM would laugh out loud at 
>some of my acts of bravado (I still don't understand why he thought they 
>were so bad). 
 
   Well, I have yet to try active GMing since my stutter developed to its 
current level.  (Dang it all, these things are supposed to get *better* 
with time, not *worse*!  <G>)  I could just see me on a particularly bad 
day, putting on my Doctor Destroyer voice and announcing, "The w-world 
is-is-is-is-is now under... my t-----total domination!"  (On a good day I 
could deliver the line without anyone noticing anything wrong, but....) 
   As anyone who's visited the Characters section of my website and 
listened to the WAV files on it is probably aware, I'm a voice actor of at 
least passable ability; I do keep in mind, however, that not everyone has 
that ability.  (I have noticed, though, that those I've played with in the 
past have tended to copy my style and develop some ability of their own.) 
--- 
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: Re: Life support as defense 
Date: Fri, 20 Mar 1998 08:34:33 -0800 (PST) 
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> BS> I've mentioned that I'm pretty reluctant to allow unlimited Power 
> BS> Defense, since it's tough to come up with an appropriate special 
>  
> Then you should be putting SFX limitations on Physical Defense, Energy 
> Defense, Mental Defense, and Flash Defense, thus eliminating the perceived 
> dichotomy. 
>  
> Actually, I'm not bothered by that dichotomy, though evidently  
>  
> For the most part, these defenses unlimited seem to fall within  
> my acceptable range of suspension of disbelief. I mentioned this 
>  
> But Power Defense covers, in my opinion, an even broader range of  
> SFX than the other defenses. The SFX of attacks affecting Power  
 
	This is one of those areas that shows that Hero is really a 
Super Hero game that has tried to extend further. In the Super Hero 
genre, it makes sense for a force field to stop all kinds of attacks, 
and there are characters with 'universal' power defense and adjustment 
powers. 
	However, in any realistic setting this same logic fails. 
 
 
> plausible common defense for those attacks.  In my experience,  
> unlimited Power Defense is most often bought by power gamers  
> looking for a strategic advantage, not role-players building  
> appropriate abilities for their characters. 
 
	True. But it's also caused by abusive GM's. A GM who 
exploits every weakness a character has to it's extreme on a regular 
basis is bound to get a group of players who start 'power gaming' in 
order to survive. 
 
	In my game's I've said flat out that players don't need any of 
mental defense, power defense, flash defense, hardened, or resistant 
defenses beyond the call of the special effect. Now I intend to stick to 
all those as it's the genre I called for (serious psychologically, but in 
a four color world. Much like Astro City). If I started throwing out 
killing attacks and flashes and power drains left and right I would 
fully deserve whatever power gamers I helped to create. 
 
	A player can only build that pure roleplay built to concept character 
in a game that lets them do it and survive. I've never seen a power gamer 
who I couldn't trace back to a bad GM. 
 
Rook                    ?U ?k 1b  
 __ 
/.)\ http://www.infinex.com/~rook/SH/SHlinks.html	Super Hero Links 
\(@/ http://www.infinex.com/~rook/SH/			Super Hero Roleplay 
 
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Date: Fri, 20 Mar 1998 08:36:46 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Super Agents (was UNTIL info) 
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At 09:08 AM 3/20/1998 -0000, David Fair wrote: 
>The _player_ was so into the moment that as she stood there, her hands  
>were shaking, and her voice cracked as she spoke. There may even have  
>been beads of sweat on her forehead. Everyone else was silent and she  
>began to speak, in character, giving a full 3-4 minute monologe on who he  
>was/his roots/why he became a PRIMUS Agent/Why he respected PRIMUS/Etc.  
>It was beautiful, and moving, in fact customers in the store we were  
>playing in were all silent and listening in rapt attention as this 22  
>year old female WASP role-play the motivations and feelings of a 28 year  
>old ex-gang-banger of hispanic descent. 
> 
>PS. We played this campaign on the sales floor of a Game Store, with 1  
>GM, 5 Players; Thanks to moments like that, I now have 11 people who are  
>on a waiting list to play in our next HERO campaign, none of whom have  
>ever played HERO before, and many of which said that comics had always  
>seemed too "silly" a genre to role-play in. 
 
   I don't blame them.  I didn't even actually hear the soliloquy, and *I* 
want to join your group. 
--- 
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: Fri, 20 Mar 1998 08:39:56 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: 5th Edition Suggestion 
Errors-To: owner-champ-l@omg.org 
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At 10:58 AM 3/20/1998 -0500, John and Ron Prins wrote: 
>>What SFX, other than a vague "Magical Protection", do you think  
>>would justify Power Defense without limitations? 
> 
>Psionics and Cosmic Powers. Of course, when those get involved, you might as 
>well say 'magic', neh? :-) 
> 
>For the 5th Edition, Power Defense and Adjustment powers should be made SFX 
>dependant right off the bat. No buying 'Drain STR', you buy 'Drain STR 
>(Muscular)' with no limitation involved. Muscular STR Draining Man is 
>helpless, however, against Hydraulics Lad. No buying 'Suppress EB', you buy 
>'Suppress Fire (EB/RKA)' - again, no limitation. 
 
   For this and the rest of what you say on this matter, I'm in full 
agreement.  I've never had much problem with the way Adjustment Powers 
operate, but I do think that the way you have this described is an 
improvement. 
   After all, why should the Medic's Healing Aid, which works quite 
logically on organic patients, have any effect on androids and automobiles? 
--- 
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: Fri, 20 Mar 1998 08:56:04 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Power Defense 
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At 09:36 AM 3/20/1998 -0500, BILL SVITAVSKY wrote: 
>But Power Defense covers, in my opinion, an even broader range of  
>SFX than the other defenses. The SFX of attacks affecting Power  
>Defense regularly include diseases, time manipulation, pseudo- 
>scientific energy transfers, drugs, impairing physical circumstances,  
>and magical transformations - it's tough to come up with a  
>plausible common defense for those attacks.  In my experience,  
>unlimited Power Defense is most often bought by power gamers  
>looking for a strategic advantage, not role-players building  
>appropriate abilities for their characters. 
> 
>What SFX, other than a vague "Magical Protection", do you think  
>would justify Power Defense without limitations? 
 
   I've only seen one such SFX other than magic; it's a physiology that 
nigh-instantly ("'Nigh?'  Whut the hell's 'nigh'?") adjusts and adapts to 
changes.  That would cover all of the above other than time manipulation, 
and I'd give an Advantage to any Adjustment Powers with that SFX anyway. 
   Any other SFX for Power Defense, I give a Limitation for SFX, at least 
in my own creations. 
--- 
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: GoldRushG <GoldRushG@aol.com> 
Date: Fri, 20 Mar 1998 12:17:39 EST 
Subject: Re: Foreshadowing and Sub-plots 
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<< 3) Do foreshadowing as a short story. >> 
 
  Sometimes I actually run a 5-15 minute "mini-adventure" in which the players 
themselves play the important NPCs. Obviously they don't know all of the 
background (and the mini is extremely linear, naturally) but I give them 
enough info to roleplay. We run through it and the "big event" occurs. 
 
  Now all of the players (and eventually the PCs) know what happened, and I 
needn't go into detail describing the scene or events again. I already did 
that once. ;)  Plus it makes the event seem more important, because each of 
the players has the events in their mind from "playing" the NPCs. 
 
  Mark @ GRG 
 
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Comments: Authenticated sender is <theala@shore.intercom.net> 
From: "Theala Sildorian" <theala@shore.intercom.net> 
Date: Fri, 20 Mar 1998 17:23:39 +0000 
Subject: Re: Help Steve Long! (Re: Villain Secret IDs) 
Priority: normal 
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To: champ-l@omg.org 
 
> On Thu, 19 Mar 1998 14:50:49 +0000, "Theala Sildorian" 
> champ-l@omg.org wrote: 
>  
> A small point, but they take footprints of small children 
> (heel-prints, actually). qts 
 
And why they bother I have no idea, since those records are kept only  
by the hospital, and even then not indefinately in many places.  They  
do not become part of a government data base, and I've never heard of  
a case where a footprint was used to id a criminal (not saying it  
hasn't, but simply haven't heard). 
 
Amy 
 
---------------- 
Theala Sildorian 
http://www.intercom.net/user/theala/hero.html 
Home of the Unofficial Champions Home Page! 
 
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From: GoldRushG <GoldRushG@aol.com> 
Date: Fri, 20 Mar 1998 12:25:18 EST 
Subject: Re: Small campaign 
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<< So, let's see.... in a multiverse where each universe is named after the 
world's top civilian superhero team... would this one be the Justice 
Foundation Universe? >> 
 
  You're still missing the point. The Justice Foundation are not assumed to be 
the world's top superhero team. That honor is left to the GM. 
 
  And as to what to call it, we've been referring to it as the "San Angelo" 
City of Heroes" product line, or simply the "San Angelo" universe. 
 
  Mark @ GRG 
 
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From: GoldRushG <GoldRushG@aol.com> 
Date: Fri, 20 Mar 1998 12:25:24 EST 
Subject: Re: Help Steve Long! (Re: Villain Secret IDs) 
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<< So far as I know... he was just a comedian beforehand; there's no 
intimation or evidence that he was a criminal before>> 
 
  Hey! In the Batman movies he was revealed as the one responsible for the 
shooting death of Bruce Wayne's dad. :( 
 
  Mark @ GRG 
 
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X-Sender: bob.greenwade@klock.com 
Date: Fri, 20 Mar 1998 09:32:07 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Help Steve Long! (Re: Villain Secret IDs) 
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At 12:25 PM 3/20/1998 EST, GoldRushG wrote: 
><< So far as I know... he was just a comedian beforehand; there's no 
>intimation or evidence that he was a criminal before>> 
> 
>  Hey! In the Batman movies he was revealed as the one responsible for the 
>shooting death of Bruce Wayne's dad. :( 
 
   Of course, that's a different "timeline."  :-] 
--- 
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: Fri, 20 Mar 1998 11:36:52 -0600 (CST) 
From: Dataweaver <traveler@io.com> 
cc: champ-l@omg.org 
Subject: Re: 5th Edition Suggestion 
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On Fri, 20 Mar 1998, John and Ron Prins wrote: 
 
> For the 5th Edition, Power Defense and Adjustment powers should be made 
> SFX dependant right off the bat. No buying 'Drain STR', you buy 'Drain 
> STR (Muscular)' with no limitation involved. Muscular STR Draining Man 
> is helpless, however, against Hydraulics Lad. No buying 'Suppress EB', 
> you buy 'Suppress Fire (EB/RKA)' - again, no limitation. 
>  
> The +1/4 advantage stays as 'any one power of a certain SFX', and makes 
> a lot more sense as you were affecting a single specific SFX at the base 
> level, right?  
>  
> Add in a +1/2 as 'any one SFX of a certain power' so that you can create 
> Energy Blast Suppression Man if you want (though Variable SFX at the 
> +1/2 level would do the same for you - this is just 'clearer').  
 
No; Variable SFX is more than adequate to the task, provided that you say 
that the SFX that an Adjustment power applies to depends on the SFX of the 
Adjustment power itself.  Likewise with Power Defense... 
 
> I'm tempted to move the +2 advantage 'all powers of a certain SFX at the 
> same time' to a +1 1/2 advantage - it seems overpriced IMHO. Especially 
> if Aid moves up to 10 points a die.  
 
+2 is not overpriced for a power that can potentially affect every power 
that the opponent has... 
 
> Anyway, by the same token, Power Defense should be SFX dependant, for no 
> limitation. Power Defense vs. Toxins, Power Defense vs. Mutation, Power 
> Defense vs. Magic, Power Defense vs. Psionics, Power Defense vs.  
> Electromagnetism, Power Defense vs. Biomanipulation, etc. Complete Power 
> Defense should be a +2 Advantage on Power Defense.  
 
Not +2; as you mentioned above, Variable SFX is more than adequate for 
this task.   
 
The only thing I'd clear up is that an Adjustment Power's SFX (and I'm 
treating Power Defense as an Adjustment Power for this purpose) determines 
which SFX that the power can be applied to.   
 
---- Jonathan Lang <traveler@io.com> ---- x ------- alias: Dataweaver --------- 
  Webpage:  http://www.io.com/~traveler  /@\ The Dogma of Otherness insists 
  GURPSnet's Benevolent Tyrant for Life  ~~~ that all voices deserve a hearing, 
FAQ: http://www.io.com/~ftp/GURPSnet/www  |  that all points of view have 
Archive: http://www.io.com/~ftp/GURPSnet  |  something of value to offer. 
submit new files to gurpsnet-files@io.com |  --David Brin, "Otherness" 
 
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Date: Fri, 20 Mar 1998 09:45:47 -0800 (PST) 
From: Anthony Jackson <ajackson@iii.com> 
Reply-To: Anthony Jackson <ajackson@iii.com> 
Subject: Re: Life support as defense 
Cc: champ-l@omg.org 
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BILL SVITAVSKY writes: 
> Stainless Steel Rat <ratinox@peorth.gweep.net> writes: 
>> Then you should be putting SFX limitations on Physical Defense, Energy 
>> Defense, Mental Defense, and Flash Defense, thus eliminating the perceived 
>> dichotomy. 
>  
> Actually, I'm not bothered by that dichotomy <zapp> 
>  
> For the most part, these defenses unlimited seem to fall within  
> my acceptable range of suspension of disbelief. I mentioned this 
> in my earlier post; it's fairly plausible that a single insulator  
> (ED) might shield a person from heat, cold, electricity, and a  
> laser. 
 
Hm...which reminds me of trying to decide what defense a character of mine 
(with an 'acid' attack) should actually go against.  I finally decided on 
energy defense, since a material with a high melting point is likely to be more 
chemically neutral, but it's less than obvious either way... 
 
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Date: Fri, 20 Mar 1998 11:57:23 -0600 (CST) 
From: Dataweaver <traveler@io.com> 
cc: champ-l@omg.org 
Subject: Re: 5th Edition Suggestion 
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On Fri, 20 Mar 1998, Bob Greenwade wrote: 
 
> At 10:58 AM 3/20/1998 -0500, John and Ron Prins wrote: 
> >>What SFX, other than a vague "Magical Protection", do you think  
> >>would justify Power Defense without limitations? 
> > 
> >Psionics and Cosmic Powers. Of course, when those get involved, you 
> >might as well say 'magic', neh? :-) 
> > 
> >For the 5th Edition, Power Defense and Adjustment powers should be made 
> >SFX dependant right off the bat. No buying 'Drain STR', you buy 'Drain 
> >STR (Muscular)' with no limitation involved. Muscular STR Draining Man 
> >is helpless, however, against Hydraulics Lad. No buying 'Suppress EB', 
> >you buy 'Suppress Fire (EB/RKA)' - again, no limitation. 
>  
>    For this and the rest of what you say on this matter, I'm in full 
> agreement.  I've never had much problem with the way Adjustment Powers 
> operate, but I do think that the way you have this described is an 
> improvement. 
>    After all, why should the Medic's Healing Aid, which works quite 
> logically on organic patients, have any effect on androids and 
> automobiles? 
 
As a matter of fact, SFX could definitely use more exposure; 5th Edition 
needs to include SFX in every example they provide - instead of 
"Arachno-man has a 3D6 Entangle", say "Arachno-man has a 3D6 Entangle 
(SFX: Webbing)".   
 
---- Jonathan Lang <traveler@io.com> ---- x ------- alias: Dataweaver --------- 
  Webpage:  http://www.io.com/~traveler  /@\ The Dogma of Otherness insists 
  GURPSnet's Benevolent Tyrant for Life  ~~~ that all voices deserve a hearing, 
FAQ: http://www.io.com/~ftp/GURPSnet/www  |  that all points of view have 
Archive: http://www.io.com/~ftp/GURPSnet  |  something of value to offer. 
submit new files to gurpsnet-files@io.com |  --David Brin, "Otherness" 
 
Return-Path: <daemon@omg.org> 
Date: Fri, 20 Mar 1998 13:06:20 -0500 
From: David B Stallard <DBStallard@compuserve.com> 
Subject: Re: Presence Attacks 
Cc: "[unknown]" <champ-l@omg.org> 
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Message text written by Bob Greenwade 
>   As anyone who's visited the Characters section of my website and 
listened to the WAV files on it is probably aware, I'm a voice actor of at 
least passable ability; I do keep in mind, however, that not everyone has 
that ability.  (I have noticed, though, that those I've played with in the 
past have tended to copy my style and develop some ability of their own.)< 
 
I'm going to have to check these out...since I'm planning on using a laptop 
to help track a few things, maybe some of these WAVs can be useful if they 
can be applied to characters other than the ones you intended.  Years ago, 
we had a GM who recorded his own voice as a villain speech and I guess ran 
it through an effect to make it sound a little different...it seems like a 
rather trivial part of the game, but listening to that speech REALLY added 
to the flavor that night.... 
 
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Date: Fri, 20 Mar 1998 13:43:28 -0500 
From: BILL SVITAVSKY <NBYMAIL11@mln.lib.ma.us> 
Subject: Inspiration 
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I was just looking at the latest installment of News of the Weird 
(http://www.nine.org/notw/archive.html) and came across this  
presumably true bit of information: 
 
 
* In July, the Lomsko Pivo brewery in Lom, Bulgaria, announced 
that brewmaster Yordan Platikanov has developed a beer that could 
neutralize any lingering amounts of uranium 134 and strontium in 
the body after exposure to nuclear radiation.  Platikanov said the 
new beer should be urged on nuclear power plant workers relaxing 
at the end of a shift.  
 
Some things just demand to be turned into Champions character  
concepts... 
 
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From: Brian Wong <rook@shell.infinex.com> 
Subject: Re: 5th Edition Suggestion 
Date: Fri, 20 Mar 1998 10:45:01 -0800 (PST) 
Cc: champ-l@omg.org 
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> For the 5th Edition, Power Defense and Adjustment powers should be made SFX 
> dependant right off the bat. No buying 'Drain STR', you buy 'Drain STR 
> (Muscular)' with no limitation involved. Muscular STR Draining Man is 
> helpless, however, against Hydraulics Lad. No buying 'Suppress EB', you buy 
> 'Suppress Fire (EB/RKA)' - again, no limitation.  
> 
	I second this. Motion to move to a vote. :) 
	Actually... 
		I think this idea is very popular. I sent it off to 
	them months ago on the questionaire and HIGHLY encourage others 
	to do so as well. 
  
> The +1/4 advantage stays as 'any one power of a certain SFX', and makes a 
> lot more sense as you were affecting a single specific SFX at the base 
> level, right? 
>  
	You lost me there. Isn't this the same thing as what you want in the 
	base level? Or do you mean any one power at a time, wheras base 
	level is any one power declared at design time? 
 
> Add in a +1/2 as 'any one SFX of a certain power' so that you can create 
> Energy Blast Suppression Man if you want (though Variable SFX at the +1/2 
> level would do the same for you - this is just 'clearer'). 
>  
	Ok, lost me again. :) Is this one power declared at design, can 
	vary the SFX at usage time? 
 
> I'm tempted to move the +2 advantage 'all powers of a certain SFX at the 
> same time' to a +1 1/2 advantage - it seems overpriced IMHO. Especially if 
> Aid moves up to 10 points a die. 
>  
	Agreed, it's what I suggested be the base level, with any one power 
	regardless of SFX moving to an advantage. Though you're idea above 
	may be better than what I suggested. 
	I'd make all powers of a certain SFX declared at design time a 1/2 
	to 1 adv (most likely a 3/4...) 
 
> Anyway, by the same token, Power Defense should be SFX dependant, for no 
> limitation. Power Defense vs. Toxins, Power Defense vs. Mutation, Power 
> Defense vs. Magic, Power Defense vs. Psionics, Power Defense vs. 
> Electromagnetism, Power Defense vs. Biomanipulation, etc. Complete Power 
> Defense should be a +2 Advantage on Power Defense. 
>  
 
	AGREED. 
 
Rook                    ?U ?k 1b  
 __ 
/.)\ http://www.infinex.com/~rook/SH/SHlinks.html	Super Hero Links 
\(@/ http://www.infinex.com/~rook/SH/			Super Hero Roleplay 
 
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X-Sender: voxel@mail.theramp.net 
Date: Fri, 20 Mar 1998 12:55:48 -0600 
From: Bryant Berggren <voxel@theramp.net> 
Subject: Re: Help Steve Long! (Re: Villain Secret IDs) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 05:33 PM 3/20/98 -0600, Michael (Damon) or Peni R. Griffin wrote: 
>At 12:25 PM 3/20/98 EST, GoldRushG wrote: 
>>  Hey! In the Batman movies he was revealed as the one responsible for  
>> the shooting death of Bruce Wayne's dad. :( 
> 
> I am not [quite] such a fanatic about the comics as to scream about  
> canon and non-canon sources, but you cannot believe anything you see in 
> those movies. 
 
I get the feeling that Mark was aware of this, and just pointing out yet 
another tier in the stack of variant Joker origins. 
 
> Small-time hood Joe Chill was responsible for the double murder of  
> Bruce's parents.  According to one storyline in the 70's, this was a 
> source of considerable personal stress to young Bruce's governess 
> (or the housekeeper, or whatever she was), Mrs. Chilton, who was  
> eventually revealed to be the mother of one Joe Chilton, aka Joe Chill. 
 
I seem to recall hearing that in the latest "reboot" of the DC Universe 
after Zero Hour, retroactive continuity instated the decision that Batman 
(and therefore his readers) doesn't *know* who killed his parents -- which 
means it could turn out to be the Joker after all. :] (Or, that decision 
could be just a rumor -- it is secondhand, so I'm not going to claim it's 
not just outright wrong.) 
 
-- 
"The only thing necessary for the triumph of evil is for good men to  
do nothing." -- Edmund Burke (1729-1797) 
---------------------------------------------------------------------- 
Visit the SoapVox at http://www.io.com/~angilas/soapvox.html 
 
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X-Sender: bob.greenwade@klock.com 
Date: Fri, 20 Mar 1998 11:00:13 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Small campaign 
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At 12:25 PM 3/20/1998 EST, GoldRushG wrote: 
><< So, let's see.... in a multiverse where each universe is named after the 
>world's top civilian superhero team... would this one be the Justice 
>Foundation Universe? >> 
> 
>  You're still missing the point. The Justice Foundation are not assumed 
to be 
>the world's top superhero team. That honor is left to the GM. 
> 
>  And as to what to call it, we've been referring to it as the "San Angelo" 
>City of Heroes" product line, or simply the "San Angelo" universe. 
 
   Oh, I understood that all right, and I don't have a problem with it at 
all.  I personally was referring to it as the Gold Rush Universe until you 
started calling it the San Angelo Universe. 
   I my campaign, however, interdimensional travel is an established fact, 
if not yet a regular occurrence, and the above convention is used to 
differentiate one Earth from another.  I was just trying to figure out what 
the world known to us as the San Angelo Universe would be called under that 
convention, given that the PCs reside in the Champions Universe. 
--- 
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: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: Life support as defense. 
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-----BEGIN PGP SIGNED MESSAGE----- 
 
>>>>> "RAW" == Robert A West <robtwest@erols.com> writes: 
 
>> normally a defense (this is why "X points of Such-and-such Defense" is not 
>> a valid NND). 
 
RAW> Actually, Rat, you are dead wrong on this one.  HSR, p. 96, description  
RAW> of NND: 
 
Read what I wrote a bit more carefully.  "Flash Defense" may be a valid NND 
defense; "10 points of Flash Defense" is not. 
 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: Life support as defense. 
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-----BEGIN PGP SIGNED MESSAGE----- 
 
>>>>> "BG" == Bob Greenwade <bob.greenwade@klock.com> writes: 
 
>> END Drain with a long recovery time, NND (Life Support: Immune to Disease). 
 
BG>    But then the target's Power Defense doesn't affect it. 
 
And it should not!  A debilitating disease shouldn't be affected by Power 
Defense because we already have Life Support.  That is why it is an NND 
with the appropriate Life Support as the defense. 
 
BG> The original poster wanted something that Power Defense would apply to, 
BG> but which wouldn't work against someone with LS:Disease.  (Or, at 
BG> least, that was my impression.) 
 
If so, then I think the original poster is working with game mechanics 
first, not special effects. 
 
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From: Dave Mattingly <dmattingly@platsoft.com> 
Subject: Re: Inspiration 
Date: Fri, 20 Mar 1998 11:16:18 -0800 
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Bill S reports: 
>a beer that could neutralize any lingering amounts of uranium 
>134 and strontium in the body after exposure to nuclear radiation. 
 
And just how did he stumble on the realization that it had this 
property? A bunch of drunk guys decided to play hot potato with nuclear 
cooling rods? 
 
Dave Mattingly 
 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: Countering increased drain times 
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-----BEGIN PGP SIGNED MESSAGE----- 
 
>>>>> "BG" == Bob Greenwade <bob.greenwade@klock.com> writes: 
 
BG>    Instead of making personal responses, please explain why Regeneration 
BG> would work in this case. 
 
I said "try using Regeneration", as in "try using Regeneration as the basis 
for what you are trying to do rather than hack other powers". 
 
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From: GoldRushG <GoldRushG@aol.com> 
Date: Fri, 20 Mar 1998 14:21:47 EST 
Subject: HERO SYSTEM RULE BOOK OUT OF PRINT 
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HERO SYSTEM RULE BOOK OUT OF PRINT 
 
(Elk Grove) Gold Rush Games announced that the 4th Edition hero System Rule 
Book is sold out and will not be reprinted in its current form. 
 
Gold Rush Games will be printing the new 5th Edition hero System Rule Book 
later this year, to be followed by revised genre books, including books for 
the superhero and fantasy genres. 
 
Copies of the Hero System Rule Book may still be available through 
distribution channels or from Hero Games. In addition, Gold Rush Games 
continues to sell the Champions Deluxe hard cover book, which contains the 
complete Hero System rules. 
 
For additional information, contact Mark Arsenault at Gold Rush Games. 
 
Gold Rush Games 
PO Box 2531 
Elk Grove, CA 95759-2531 
(916) 684-9443 (Vox/Fax) 
GoldRushG@aol.com 
http://members.aol.com/goldrushg/index.htm 
 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: Life support as defense 
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Organization: The Happy Fun Ball Brigade 
Date: 20 Mar 1998 14:25:38 -0500 
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-----BEGIN PGP SIGNED MESSAGE----- 
 
>>>>> "BS" == BILL SVITAVSKY <NBYMAIL11@mln.lib.ma.us> writes: 
 
BS> But Power Defense covers, in my opinion, an even broader range of  
BS> SFX than the other defenses. 
 
No, it does not!  "Power Defense" is a *GAME MECHANIC* just like Energy 
Defense and Flash Defense. 
 
BS> The SFX of attacks affecting Power Defense regularly include diseases, 
BS> time manipulation, pseudo- scientific energy transfers, drugs, 
BS> impairing physical circumstances, and magical transformations - it's 
BS> tough to come up with a plausible common defense for those attacks. 
 
Resistant ED applies against fire, lightning, lasers, pseudo-scientific 
forms of energy, magical blasts, and a bunch of other things from the 
sublime to the outrageous.  But we have a "plausible" common defense 
against all of these with "Energy Defense".  Why do you (and others) insist 
that Power Defense be treated any differently?  It is no different from any 
of the other defenses unless a specific character has a specific special 
effect that states otherwise. 
 
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Return-Path: <daemon@omg.org> 
Date: Fri, 20 Mar 1998 14:27:00 -0500 (EST) 
X-Sender: jprins@interhop.net 
From: jprins@interhop.net (John and Ron Prins) 
Subject: Re: 5th Edition Suggestion 
Errors-To: owner-champ-l@omg.org 
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>> The +1/4 advantage stays as 'any one power of a certain SFX', and makes a 
>> lot more sense as you were affecting a single specific SFX at the base 
>> level, right? 
>>  
>	You lost me there. Isn't this the same thing as what you want in the 
>	base level? Or do you mean any one power at a time, wheras base 
>	level is any one power declared at design time? 
 
I'll explain. The base level is 'any one power that fits the defined SFX 
exactly' - for example, Suppress vs Fire Bolts would work against only Fire 
EBs or RKAs (with some advantages like AP or AE:One Hex, but not Fire Damage 
Shields or Fire Force Fields. 
 
At the +1/4 level, Suppress vs. Fire, Any one power of the SFX in general 
(+1/4) would let you suppress fire damage shields, fire force fields, fire 
flight, fire entangles w/backlash, and so on. 
 
Another way to describe the base level of adjustment powers is 'affects a 
single power description' (muscular strength, fire blast, winged flight, 
telekinetic shield) - it could affect one or more power structures (in the 
case of fire bolt or telekinetic shield (FF/FW/Missile Deflection), but only 
if they are extremely similar to one another cinematically. 
 
>> Add in a +1/2 as 'any one SFX of a certain power' so that you can create 
>> Energy Blast Suppression Man if you want (though Variable SFX at the +1/2 
>> level would do the same for you - this is just 'clearer'). 
>>  
>	Ok, lost me again. :) Is this one power declared at design, can 
>	vary the SFX at usage time? 
 
Yes. So you could have 'Suppress Energy Blast, Any one SFX of Energy Blast 
(+1/2)' - and you could choose to suppress Cyclops one round, then Storm the 
next, all with the same power. Note this is identical to 'Variable SFX', but 
I'm a believer in redundancy where it makes things more clear - I guess you 
could just mention this facet of Variable SFX in the Adjustment Powers 
section of 5th edition. 
 
 
 
----------------------------------------------------------------------------- 
"Pull order out from chaos? I do that twice a week..." 
----------------------------------------------------------------------------- 
John D. Prins 
jprins@interhop.net 
 
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From: "\"qts\" <qts@nildram.co.uk> 
        \"John and Ron Prins\"" <qts@nildram.co.uk> 
Date: Fri, 20 Mar 98 19:28:59  
Reply-To: "qts" <qts@nildram.co.uk> 
Priority: Normal 
Subject: Re: 5th Edition Suggestion 
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On Fri, 20 Mar 1998 10:58:30 -0500 (EST), John and Ron Prins wrote: 
 
>>What SFX, other than a vague "Magical Protection", do you think  
>>would justify Power Defense without limitations? 
> 
>Psionics and Cosmic Powers. Of course, when those get involved, you might as 
>well say 'magic', neh? :-) 
> 
>For the 5th Edition, Power Defense and Adjustment powers should be made SFX 
>dependant right off the bat. No buying 'Drain STR', you buy 'Drain STR 
>(Muscular)' with no limitation involved. Muscular STR Draining Man is 
>helpless, however, against Hydraulics Lad. No buying 'Suppress EB', you buy 
>'Suppress Fire (EB/RKA)' - again, no limitation.  
> 
>The +1/4 advantage stays as 'any one power of a certain SFX', and makes a 
>lot more sense as you were affecting a single specific SFX at the base 
>level, right? 
> 
>Add in a +1/2 as 'any one SFX of a certain power' so that you can create 
>Energy Blast Suppression Man if you want (though Variable SFX at the +1/2 
>level would do the same for you - this is just 'clearer'). 
> 
>I'm tempted to move the +2 advantage 'all powers of a certain SFX at the 
>same time' to a +1 1/2 advantage - it seems overpriced IMHO. Especially if 
>Aid moves up to 10 points a die. 
> 
>Anyway, by the same token, Power Defense should be SFX dependant, for no 
>limitation. Power Defense vs. Toxins, Power Defense vs. Mutation, Power 
>Defense vs. Magic, Power Defense vs. Psionics, Power Defense vs. 
>Electromagnetism, Power Defense vs. Biomanipulation, etc. Complete Power 
>Defense should be a +2 Advantage on Power Defense. 
 
As you're merging Mental Defense with Power Defense, why not go further 
and just collapse the whole defense thing into one: you have just one 
power called Defense, and you specify the SFX that it acts against, 
including 'being punched' (for PD) as a SFX? 
 
qts 
 
Home: qts@nildram.co.uk. 
 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: Stupid Jedi Tricks... 
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Date: 20 Mar 1998 14:31:38 -0500 
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-----BEGIN PGP SIGNED MESSAGE----- 
 
>>>>> "F" == Filksinger <filkhero@usa.net> writes: 
 
F> That may be a good technique with a physical sword, but if you are 
F> correct about the lightsaber, it can _never_ get "stuck in the 
F> opponent's armor or body". 
 
I *KNOW* that, but a Jedi's saber fighting style is still "bad Kendo", and 
Kendo says you snap the blade back. 
 
[...] 
 
>> And, as I previously stated, I prefer to ignore "bad" visual effects, 
>> such as bent guard rails and the "core" of a light saber, in favor of 
>> what I am supposed to be seeing. 
 
F> Star Wars was pure 'space opera', and not once showed the tiniest effort 
F> at scientific plausability. [...] 
 
I prefer the term "verisimilitude" -- of or like the truth.  It does not 
have to look "real", it just has to look "right".  It is "wrong" for an 
energy blade that can effortlessly slice through things to dent a flimsy 
railing, so I ignore the wrongness and substitute a rationalization for why 
the blade appears to "bounce" back. 
 
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From: "\"qts\" <qts@nildram.co.uk> 
        \"champ-l@omg.org\"" <qts@nildram.co.uk> 
Date: Fri, 20 Mar 98 19:34:55  
Reply-To: "qts" <qts@nildram.co.uk> 
Priority: Normal 
Subject: Re: Help Steve Long! (Re: Villain Secret IDs) 
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On Thu, 19 Mar 1998 14:50:49 +0000, "Theala Sildorian" champ-l@omg.org 
wrote: 
 
>> Message text written by SteveL1979 
>> >  Take, for example, the Joker.  So far as I know, he had no criminal 
>> record 
>> prior to engaging in the crimes that made him the Joker.  Thus, his 
>> prints were not on file, etc.< 
>>  
>> They took my fingerprints when I first got a driver's license (in 
>> Colorado), so I don't think you have to be a criminal to have prints 
>> on record. 
>>  
> 
>Colorado may be the exception rather than the rule however.  I'm 32,  
>and I never got fingerprinted until I went to work for the Delaware  
>Department of Correction.  Most citizens never get fingerprinted  
>unless they apply for a federal or state job, or serve in the  
>military, or get arrested for the first time. 
> 
>Of course, that is changing in this day of child abductions.  It  
>would be a real hoot if some supervillain got identified because his  
>mother had him fingerprinted when he was a wee lad--to guard against  
>kidnapping. 
 
A small point, but they take footprints of small children (heel-prints, 
actually). 
qts 
 
Home: qts@nildram.co.uk. 
 
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X-Sender: bob.greenwade@klock.com 
Date: Fri, 20 Mar 1998 11:43:33 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Countering increased drain times 
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At 02:16 PM 3/20/1998 -0500, Stainless Steel Rat wrote: 
>-----BEGIN PGP SIGNED MESSAGE----- 
> 
>>>>>> "BG" == Bob Greenwade <bob.greenwade@klock.com> writes: 
> 
>BG>    Instead of making personal responses, please explain why Regeneration 
>BG> would work in this case. 
> 
>I said "try using Regeneration", as in "try using Regeneration as the basis 
>for what you are trying to do rather than hack other powers". 
 
   In other words, you prefer my construction of allowing Regeneration to 
be defined on an individual basis as working against Adjustment Powers to 
any Power or Characteristic instead of against any loss of BODY (only) 
regardless of cause? 
--- 
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: "\"qts\" <qts@nildram.co.uk> 
        \"champ-l@omg.org\"" <qts@nildram.co.uk> 
Date: Fri, 20 Mar 98 19:44:50  
Reply-To: "qts" <qts@nildram.co.uk> 
Priority: Normal 
Subject: Re: Life support as defense 
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On Fri, 20 Mar 1998 9:36:16 -0500, BILL SVITAVSKY wrote: 
 
>What SFX, other than a vague "Magical Protection", do you think  
>would justify Power Defense without limitations? 
 
An explicitly stated 'Magical Protection'? 
 
<gdrlf> 
 
Seriously, how about Superspeed? The Power Defense would represent the 
difficulty of tagging the super-mobile speedster with more than a 
glancing blow. 
 
How about something like 
 
5  10 pts Power Defense, Limited to 1 pt per SPD in use (-1/4), not 
versus AOE attacks which also affect surrounding hexes (-1/4). 
 
So if the hero is acting as SPD 5 (of max 10) to conserve END, he only 
gets a max of 5 PD, but when he shifts to SPD 10, he gets his full 10 
pts.  
qts 
 
Home: qts@nildram.co.uk. 
 
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X-Sender: bob.greenwade@klock.com 
Date: Fri, 20 Mar 1998 11:54:54 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Life support as defense 
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At 02:25 PM 3/20/1998 -0500, Stainless Steel Rat wrote: 
>-----BEGIN PGP SIGNED MESSAGE----- 
> 
>>>>>> "BS" == BILL SVITAVSKY <NBYMAIL11@mln.lib.ma.us> writes: 
> 
>BS> But Power Defense covers, in my opinion, an even broader range of  
>BS> SFX than the other defenses. 
> 
>No, it does not!  "Power Defense" is a *GAME MECHANIC* just like Energy 
>Defense and Flash Defense. 
 
   You may not realize it, but you just stated that Power Defense does not 
need a Special Effect. 
 
>BS> The SFX of attacks affecting Power Defense regularly include diseases, 
>BS> time manipulation, pseudo- scientific energy transfers, drugs, 
>BS> impairing physical circumstances, and magical transformations - it's 
>BS> tough to come up with a plausible common defense for those attacks. 
> 
>Resistant ED applies against fire, lightning, lasers, pseudo-scientific 
>forms of energy, magical blasts, and a bunch of other things from the 
>sublime to the outrageous.  But we have a "plausible" common defense 
>against all of these with "Energy Defense".  Why do you (and others) insist 
>that Power Defense be treated any differently?  It is no different from any 
>of the other defenses unless a specific character has a specific special 
>effect that states otherwise. 
 
   I can think of at least one significant difference between Energy 
Defense and Power Defense. 
   Energy Defense is a Characteristic, which is possessed by not only all 
characters,  but also nearly all other entities (vehicles, foci, etc.) in 
the Hero Game System.  The only exceptions that come to mind are Computers, 
Spirits, and Groups, and two of those use optional rules (one published, 
the other on my website).  It represents, at its core, the resistance of 
the material involved to being "burned," whether that chemical change comes 
from heat, cold, electricity, acid, or any of the other similar things that 
you describe. 
   Power Defense, on the other hand, is a Power which is not only not 
possessed by all objects, but is only possessed by a specific few objects, 
and must (in game terms) be purchased specially. 
   Now, the way I look at it, the list of things that you came up with for 
Energy attacks, plus the additions I made here, are a lot closer in nature 
to the list of things that Bill came up with for Power Defense.  It's 
pretty easy to see the similarities between fire, cold, electricity, 
lasers, and such, but a little harder to see the similarities between the 
items on Bill's list.  Sure, the magical and pseudo-scientific effects 
would probably have similarities, and drugs and diseases almost certainly 
would, but where do those two pairs interesect with both each other and 
time manipulation?  And then there's ch'i control, which is somewhere 
between magic and neurological/biochemical manipulation.... 
--- 
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: Fri, 20 Mar 1998 12:00:47 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Life support as defense 
Errors-To: owner-champ-l@omg.org 
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At 02:12 PM 3/20/1998 -0500, Stainless Steel Rat wrote: 
>-----BEGIN PGP SIGNED MESSAGE----- 
> 
>>>>>> "RAW" == Robert A West <robtwest@erols.com> writes: 
> 
>>> normally a defense (this is why "X points of Such-and-such Defense" is not 
>>> a valid NND). 
> 
>RAW> Actually, Rat, you are dead wrong on this one.  HSR, p. 96, description  
>RAW> of NND: 
> 
>Read what I wrote a bit more carefully.  "Flash Defense" may be a valid NND 
>defense; "10 points of Flash Defense" is not. 
 
   Why not? 
--- 
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: Fri, 20 Mar 1998 14:02:19 -0600 
From: Donald Tsang <tsang@sedl.org> 
Subject: Re: Life support as defense. 
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>>> normally a defense (this is why "X points of Such-and-such Defense" is not 
>>> a valid NND). 
>> 
>> Actually, Rat, you are dead wrong on this one.  HSR, p. 96, description  
>> of NND: 
> 
>Read what I wrote a bit more carefully.  "Flash Defense" may be a valid NND 
>defense; "10 points of Flash Defense" is not. 
 
Why do you even think that *might* be true?  An attack might (for all 
intents and purposes) ignore defenses up to a certain point, and above 
that point be completely ineffective.  Electric arcs through Force Fields, 
Poison Darts shot from high-powered dart guns, etc... if the delivery 
system is stopped cold by a certain level of defense, then the SFX  
requirement is fulfilled, and lacking any BBB rules to say otherwise, 
it works fine. 
 
In the particular case of a germ-based (temporary) exhaustion attack, 
(END Drain, not vs Life Support: Immune to Disease) seems to better fit 
the particular special effect than (END Drain: NND LS:ItD), because the 
same Power Defense that prevents the body from feeling the effects of 
a Sleep spell (END Drain, area effect at range) should work against the 
microorganisms' debilitation.  IMO. 
 
  Donald 
 
Return-Path: <daemon@omg.org> 
Date: Fri, 20 Mar 1998 15:15:37 -0500 
From: BILL SVITAVSKY <NBYMAIL11@mln.lib.ma.us> 
Subject: Re: Life support as defense 
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Stainless Steel Rat <ratinox@peorth.gweep.net> writes: 
 
>>>> 
 
>>>>> "BS" == BILL SVITAVSKY <NBYMAIL11@mln.lib.ma.us> writes: 
 
BS> But Power Defense covers, in my opinion, an even broader range of  
BS> SFX than the other defenses. 
 
No, it does not!  "Power Defense" is a *GAME MECHANIC* just like Energy 
Defense and Flash Defense. 
<<<< 
 
I'm not sure what you mean here, Rat. I know Power Defense is a  
game mechanic. My point is that this game mechanic is generally  
used to cover what is in my view a broader range of special  
effects than other defensive game mechanics are. In my view,  
there's a greater difference between a disease and a spell  
turning a person into a frog than there is between a laser beam  
and a mystical energy bolt. (And while anything can be justified  
with magic, other SFX for these attacks & defenses seem to fit  
my generalization as well.) 
 
BS> The SFX of attacks affecting Power Defense regularly include diseases, 
BS> time manipulation, pseudo- scientific energy transfers, drugs, 
BS> impairing physical circumstances, and magical transformations - it's 
BS> tough to come up with a plausible common defense for those attacks. 
 
Rat further states: 
>>>>>>> 
 
Resistant ED applies against fire, lightning, lasers, pseudo-scientific 
forms of energy, magical blasts, and a bunch of other things from the 
sublime to the outrageous.  But we have a "plausible" common defense 
against all of these with "Energy Defense".  Why do you (and others) insist 
that Power Defense be treated any differently?  It is no different from any 
of the other defenses unless a specific character has a specific special 
effect that states otherwise. 
<<<<<<< 
 
The plausible common defense against those attacks is not ED -  
game mechanics have nothing to do with plausibility, only with  
rules legality. (In designing game mechanics, plausibility _is_  
a consideration, but that's an entirely different issue.) 
 
What I meant by a plausible defense was something within the  
bounds of believable SFX. Obviously a superhero game is going to  
have plenty of pseudoscience, which glosses over a lot of hard  
scientific principles. But there's enough detail to typical  
comic book science to make some distinctions. I would consider  
plausible SFX for unlimited ED to include substances (including  
superhuman flesh) which are relatively impervious to temperature  
extremes and provide against electricity. If a magical blast is  
built as an attack vs. ED, I assume any damage it does works on  
similar principles. If the defense does not entirely fit the  
description above (say, electrical insulation with a low melting  
point) I would give the ED a limitation. 
 
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Date: Fri, 20 Mar 1998 15:18:02 -0500 
From: David Stallard <DBStallard@compuserve.com> 
Subject: vs Power Framework? 
Cc: "[unknown]" <champ-l@omg.org> 
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I saw some mention a while back about a power (such as Drain) effecting an 
entire framework (EC, Multipower) at once instead of a specific slot.  Is 
this from the BBB or is it a house rule? 
 
The reason I ask is because I was thinking about using a mentalist villain 
to (temporarily) cut off the tie to the ancient Japanese spirit that lives 
inside one of the PCs in my group.  This sounds like a Suppress vs 
Multipower (the powers bestowed by the spirit are in this MP), but I've 
never really used the power Suppress so I'm not sure.  If this isn't right, 
are there any other suggestions? 
 
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Date: Fri, 20 Mar 1998 15:32:03 -0500 
From: BILL SVITAVSKY <NBYMAIL11@mln.lib.ma.us> 
Subject: Re: Going to the Source, Part Two 
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"qts" <qts@nildram.co.uk> wrote: 
 
>>>>>> 
 
 
Oh, and my PCs have *never* fought a dragon. They've fought with one 
 on 
their side before, a hatchling who almost outclassed the PCs. When the 
parents showed up, the devastation was very humbling. They took the 
hint, and when they later found an unfriendly dragon, they ran. 
qts 
 
<<<<<< 
 
I hope you (and others) didn't take my dismissal of fantasy  
cliches as a dismissal of the fantasy genre in general. I love  
fantasy in general, and I've played quite a bit of Fantasy Hero,  
AD&D, and various other FRPG's. I even like dragons. I just have  
a grudge against the same familiar plot devices showing up again  
and again - it robs fantasy of the sense of wonder. There's a  
difference between an archetype and a stereotype, and I believe  
good fantasy draws on the former while avoiding the latter. 
 
You make an interesting point, though, that the system itself is  
what brought you into Champions. (I'm assuming you've played at  
least some Champs, even if FH is your preference.) I, too, am  
likely to get involved in a game on the merit of its using the  
Hero System, regardless of the genre. I like to think that any  
GM with enough sense to use the Hero System is fairly likely to  
run a good game, whatever the setting. :-) 
 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: Life support as defense 
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>>>>> "BG" == Bob Greenwade <bob.greenwade@klock.com> writes: 
 
BG>    You may not realize it, but you just stated that Power Defense does 
BG> not need a Special Effect. 
 
All powers have special effects, but Power Defense itself is a game 
mechanic.  The special effects of a particular instance of Power Defense 
may require specific limitations, but Power Defense in general -- the game 
mechanic -- should not require special effects limitations. 
 
Apologies for being unclear. 
 
[...] 
 
BG>    Power Defense, on the other hand, is a Power which is not only not 
BG> possessed by all objects, but is only possessed by a specific few 
BG> objects, and must (in game terms) be purchased specially. 
 
Damage Resistance, Armor, Force Field, Force Wall, Flash Defense, Mental 
Defense.  Do you require SFX limitations on these defenses because they are 
not posessed by everyone, because they must be purchased specially?  No? 
So why require SFX limitations on Power Defense? 
 
As a game mechanic, Power Defense is not different in any way from these 
other defensive powers.  It should not be treated differently. 
 
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X-Authentication-Warning: xanadu.io.com: jeffj owned process doing -bs 
Date: Fri, 20 Mar 1998 14:38:30 -0600 (CST) 
From: Sakura <jeffj@io.com> 
cc: champ-l@omg.org 
Subject: Re: Life support as defense 
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On 20 Mar 1998, Stainless Steel Rat wrote: 
 
> Resistant ED applies against fire, lightning, lasers, pseudo-scientific 
> forms of energy, magical blasts, and a bunch of other things from the 
> sublime to the outrageous.  But we have a "plausible" common defense 
> against all of these with "Energy Defense".   
 
Note that all of these things would damage a person in essentially the 
same way, because, well, they're attacks vs. ED.  That is, they cause 
damage via the use of non-physical means.  There is not much difference 
between a burn that one gets from a laser and one that one gets from fire. 
 
On the other side, we have the same power that defends against a spell 
that turns someone into a frog, a mutant power that lets someone else 
drain your strength, and a 'vertigo attack' DEX drain - all of which 
affect the subject in very /different/ ways.  
 
This is the primary problem most people have with Power Defense - it's 
bought way too often without limitations, even though it doesn't fit the 
SFX of the character. 
 
> Why do you (and others) insist 
> that Power Defense be treated any differently?  It is no different from any 
> of the other defenses unless a specific character has a specific special 
> effect that states otherwise. 
 
I have no problems with non-limited Power Defense /if/ the character has a 
reason to have it - however, SFX that allow non-limited Power Defense are 
exceptionally rare at best. 
 
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" 
 
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From: Brian Wong <rook@shell.infinex.com> 
Subject: Re: Presence Attacks 
Date: Fri, 20 Mar 1998 12:42:23 -0800 (PST) 
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> and make it actually sound right.  And, of course, the GM will have to 
> consider that the 18 PRE character is a smooth, resounding baritone rather 
> than a stuttering, nasal tenor.< 
 
	Yeah, I can see this. I may not be the big hairy bearded guy with 
the backpack, but I still find it hard to deliver a convincing Sailor Moon 
battle cry. :) 
 
> One thing this discussion has been assuming is that the GM is great at 
> real-world delivery, which isn't always the case for me.  Maybe the players 
> should be made aware that you are being liberal with their bonuses, so they 
> won't gripe when you give the villains bonuses that your delivery might not 
> warrant? 
 
	Yeah, I always give players the benifit of the doubt on these 
calls. I'm no actor myself. :) And several of my players are quite shy. So 
I'm often lucky if I can get anymore than "I'm standing there being 
mysterious." :) With time (its a new group) they'll all warm up a bit more, 
but even then you can't hurt a character for a players mismatch if the desire 
and effort are there. 
 
> I've been somewhat shy about making grandiose PRE-based 
> statements ever since I was in a group where the GM would laugh out loud  at 
> some of my acts of bravado (I still don't understand why he thought they 
> were so bad). 
 
	Heh. Well I solved this one in one of our current games by just 
dropping any pretensions of seriousness: 
 
	(picture a 16 year old black skinned elf with red eyes and hair 
	in a sailor moon style getup here...) 
 
	Cosmo Lass takes a step forward and yells: 
	"Hey you bad guys better surrender if you know what good for you. 
	We're the Sentries!" 
 
	Cosmo Lass looks at her male teammate who just blasted a 
	female villian and yells 
	"Hey! You can't hit girls! Girls have to hit girls!" 
	And runs off to clobber the villianess. 
 
	:) 
	Disgusting, but fun to play. :) 
 
Rook                    ?U ?k 1b  
 __ 
/.)\ http://www.infinex.com/~rook/SH/SHlinks.html	Super Hero Links 
\(@/ http://www.infinex.com/~rook/SH/			Super Hero Roleplay 
 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: Life support as defense 
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>>>>> "BG" == Bob Greenwade <bob.greenwade@klock.com> writes: 
 
>> Read what I wrote a bit more carefully.  "Flash Defense" may be a valid 
>> NND defense; "10 points of Flash Defense" is not. 
 
BG>    Why not? 
 
"Flash Defense" is a power; "10 points of Flash Defense" is a quantity of a 
power. 
 
They way NND works, if you have the power specified as the defense 
(assuming it is a power), you will not be affected by the NND power.  How 
much of the defense you have has no relevance: either you have it or you do 
not. 
 
If the quantity of the defense is a factor, then you should (probably) be 
using AVLD instead of NND. 
 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: Countering increased drain times 
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>>>>> "BG" == Bob Greenwade <bob.greenwade@klock.com> writes: 
 
>> I said "try using Regeneration", as in "try using Regeneration as the 
>> basis for what you are trying to do rather than hack other powers". 
 
BG>    In other words, you prefer my construction of allowing Regeneration 
BG> to be defined on an individual basis as working against Adjustment 
BG> Powers to any Power or Characteristic instead of against any loss of 
BG> BODY (only) regardless of cause? 
 
That about sums it up, yeah.  Or at least something similar to that. 
 
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Return-Path: <daemon@omg.org> 
Date: Fri, 20 Mar 1998 15:51:49 -0500 
From: BILL SVITAVSKY <NBYMAIL11@mln.lib.ma.us> 
Subject: Re: Life support as defense 
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"qts" <qts@nildram.co.uk> wrote: 
 
>>>>> 
 
 
On Fri, 20 Mar 1998 9:36:16 -0500, BILL SVITAVSKY wrote: 
 
>What SFX, other than a vague "Magical Protection", do you think  
>would justify Power Defense without limitations? 
 
An explicitly stated 'Magical Protection'? 
 
<gdrlf> 
 
<<<<< 
 
Well, OK. Also Mystical Protection, Sorcerous Protection, Supernatural  
Protection, the already-mentioned Cosmic and Psionic Protections,  
and "just one of those things" Protection. 
 
>>>>> 
 
Seriously, how about Superspeed? The Power Defense would represent the 
difficulty of tagging the super-mobile speedster with more than a 
glancing blow. 
 
<<<<< 
 
Yeah, I'd probably allow Power Defense due to Superspeed, though  
I'd limit it to attacks the speedster could move away from; I often  
do the same thing with Damage Reduction.  
 
I think it was Bob who mentioned physiological adaptation - that  
works fairly well. I also allowed straight Power Defense once for  
a guy with various energy absorption powers - he reasoned that  
he could suck back anything that was taken from him, and reduce  
any energies intended to alter him. 
 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: Shapeshifter questions 
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>>>>> "q" == qts <qts@nildram.co.uk> writes: 
 
>> Hmmm? No, it allows a total of 50 pts of Powers if said Power have no 
>> Limitations, 75 if they all have -1/2, 100 if they all have -1, 150 if 
>> they all have -2, or whatever other combination the character wants. 
 
q> Not so: a VPP limits the ACTIVE points, not the REAL points. 
 
Actually, it restricts both, but in different ways.  Both restrictions are 
in effect at all times: 
 
The size of the pool is the maximum active point cost of any individual 
power in the pool.  A 50 point pool means that any power in the pool cannot 
have an active cost greater than 50 points.  So the 75 point power in the 
50 point pool will not fit. 
 
The size of the pool is the maximum total real cost of all powers in the 
pool.  A 50 point pool can hold one 50 real point power, or two 25 real 
point powers, or five 10 real point powers, or any combination of real 
point up to 50 points. 
 
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Return-Path: <daemon@omg.org> 
Date: Fri, 20 Mar 1998 16:00:55 -0500 
From: David Stallard <DBStallard@compuserve.com> 
Subject: Re: HERO SYSTEM RULE BOOK OUT OF PRINT 
Cc: "[unknown]" <champ-l@omg.org> 
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Message text written by GoldRushG 
>Gold Rush Games will be printing the new 5th Edition hero System Rule Book 
later this year, to be followed by revised genre books, including books for 
the superhero and fantasy genres.< 
 
There's been a questionnaire and lots of talk about what to do with the 5th 
Edition rules, but what about the superhero genre book?  Is this 
essentially going to be a reworking of the Champions Universe book, maybe 
with info from other supplements as well?  Would it be valuable to have a 
questionnaire about the genre book as well as the 5th Edition book? 
 
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X-Authentication-Warning: ural.owlnet.rice.edu: chip owned process doing -bs 
Date: Fri, 20 Mar 1998 15:11:06 -0600 (CST) 
From: Darien Phoenix Lynx <chip@owlnet.rice.edu> 
Subject: Re: vs Power Framework? 
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On Fri, 20 Mar 1998, David Stallard wrote: 
 
> I saw some mention a while back about a power (such as Drain) effecting an 
> entire framework (EC, Multipower) at once instead of a specific slot.  Is 
> this from the BBB or is it a house rule? 
>  
> The reason I ask is because I was thinking about using a mentalist villain 
> to (temporarily) cut off the tie to the ancient Japanese spirit that lives 
> inside one of the PCs in my group.  This sounds like a Suppress vs 
> Multipower (the powers bestowed by the spirit are in this MP), but I've 
> never really used the power Suppress so I'm not sure.  If this isn't right, 
> are there any other suggestions? 
 
The only way to answer your question is with a careful analysis of power 
frameworks in general. First, what is a framework? Well, "framework" is 
made up of two separate words, "fra" and "mework." What do these words 
mean? Nobody knows, and that's why frameworks are such a mystery. 
 
Return-Path: <daemon@omg.org> 
From: "\"qts\" <qts@nildram.co.uk> 
        \"champ-l@omg.org\"" <qts@nildram.co.uk> 
Date: Fri, 20 Mar 98 21:11:36  
Reply-To: "qts" <qts@nildram.co.uk> 
Priority: Normal 
Subject: Re: Secret ID / Public ID 
Errors-To: owner-champ-l@omg.org 
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On Thu, 19 Mar 1998 14:57:01 -0500, Bill Svitavsky wrote: 
 
>At 09:17 PM 3/18/98, \"qts\" <qts@nildram.co.uk> wrote: 
>>On Mon, 16 Mar 1998 18:15:02 +0000, Theala Sildorian wrote: 
>> 
>>>Now the rules states that you can't have both Secret ID and Public  
>>>ID.  
>> 
>>Really? In one of the AC mags it gives ideas for using both. 
> 
>One thing implied by the rules, but as far as I recall never explicitly 
>mentioned, is the assumption that the heroic identity will probably be 
>"public" - that is, famous.  
> 
>While it isn't strictly legal to have both Secret ID and Pubic ID, there 
>are plenty of good players who might bend this rule if they were playing a 
>superhero who was secretly a celebrity; this is more of a house rule than 
>an abusive construction. But imagine the reverse - a player who takes both 
>Secret ID and Public ID because humble 7-11 clerk Joe Blow is secretly the 
>world-famous Ultraguy; I'd call that abusive.  
 
Agreed - to me, having both would be restricted to the Scarlet 
Pimpernel or 'missing heir to throne' types, but in the Superhero 
world, how about an opera diva who is also a Superheroine? Or just 
suppose that Greg Norman was also a Superhero? Or Margaret Thatcher 
really was The Iron Maiden? In all cases the non-hero id  justifies the 
PI disad, and the hero id justifies the SI disad. 
 
>Of the many things the 5th edition might do, I wouldn't put messing with 
>Secret ID and Public ID high on the list. But if these disads were to be 
>revised, it might be nice to have an "Identity" set of disads dealing with 
>all the possibilities:  
> 
>	Famous heroic identity, non-famous civilian identity. 
 
Secret ID only 
	 
>	Non-famous heroic identity, famous civilian identity.  
>	(e.g. a king who does good deeds in disguise.) 
 
Secret ID only 
 
>	Famous in both identities. 
 
Secret ID and Public ID. 
 
>	Non-famous in both identities. 
 
Nothing! 
 
>	More than two identities. (In varying combinations of Famous/ 
>	Non-famous) 
 
No further bonus to Secret IDs. 
 
>Barring such a logical construction, I'd just as soon take whichever one of 
>the two existing disads seems most appropriate and fudge the rest with 
>Reputation. 
 
How about when both IDs have differring Reputations? 
 
 
qts 
 
Home: qts@nildram.co.uk. 
 
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Date: Fri, 20 Mar 1998 15:21:28 -0600 (CST) 
From: Darien Phoenix Lynx <chip@owlnet.rice.edu> 
Subject: Re: Power Defense 
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On Fri, 20 Mar 1998, Bob Greenwade wrote: 
 
>    I've only seen one such SFX other than magic; it's a physiology that 
> nigh-instantly ("'Nigh?'  Whut the hell's 'nigh'?") adjusts and adapts to 
> changes.  That would cover all of the above other than time manipulation, 
> and I'd give an Advantage to any Adjustment Powers with that SFX anyway. 
>    Any other SFX for Power Defense, I give a Limitation for SFX, at least 
> in my own creations. 
 
Don't forget about social, mental, and mystic transformations... 
 
It all depends on the pseudo-science you have in place in your world. 
Taking the time to develop even a rudimentary one will help a lot in 
determining how various SFX interact. 
 
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Date: Fri, 20 Mar 1998 13:29:08 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Countering increased drain times 
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At 03:51 PM 3/20/1998 -0500, Stainless Steel Rat wrote: 
>-----BEGIN PGP SIGNED MESSAGE----- 
> 
>>>>>> "BG" == Bob Greenwade <bob.greenwade@klock.com> writes: 
> 
>>> I said "try using Regeneration", as in "try using Regeneration as the 
>>> basis for what you are trying to do rather than hack other powers". 
> 
>BG>    In other words, you prefer my construction of allowing Regeneration 
>BG> to be defined on an individual basis as working against Adjustment 
>BG> Powers to any Power or Characteristic instead of against any loss of 
>BG> BODY (only) regardless of cause? 
> 
>That about sums it up, yeah.  Or at least something similar to that. 
 
   Well, not meaning to be critical here, but why didn't you just say so in 
the first place?  Why not build up one idea rather than knock another down 
-- or, at least, do both at the same time?  It's a lot more helpful to 
propose, or at least support, an idea than to just criticize one. 
   You know, kinda like how I've been saying I don't like the idea of 
eliminating Hand to Hand Attack as a Power altogether and replacing it with 
a special Limitation on STR, but instead support the restructuring of HA to 
a Power that does for Energy Blast what HKA does for RKA. 
--- 
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: Fri, 20 Mar 1998 13:32:52 -0800 
From: Christopher Taylor <ctaylor@cyberis.net> 
Subject: Re: Help Steve Long! (Re: Villain Secret IDs) 
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At 12:25 PM 3/20/98 EST, you wrote: 
><< So far as I know... he was just a comedian beforehand; there's no 
>intimation or evidence that he was a criminal before>> 
> 
>  Hey! In the Batman movies he was revealed as the one responsible for the 
>shooting death of Bruce Wayne's dad. :( 
 
yeah that was horse pooey, to put it kindly... That was Joe Chill in the 
comics, not the Joker..  
 
---------------------------------------------------------- 
Sola Gracia		Sola Scriptura		Sola Fide 
Soli Gloria Deo		Solus Christus		Corum Deo 
----------------------------------------------------------- 
 
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Date: Fri, 20 Mar 1998 15:38:16 -0600 (CST) 
From: Dataweaver <traveler@io.com> 
cc: champ-l@omg.org 
Subject: Re: Life support as defense. 
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On Fri, 20 Mar 1998, Donald Tsang wrote: 
 
> In the particular case of a germ-based (temporary) exhaustion attack, 
> (END Drain, not vs Life Support: Immune to Disease) seems to better fit 
> the particular special effect than (END Drain: NND LS:ItD), because the 
> same Power Defense that prevents the body from feeling the effects of a 
> Sleep spell (END Drain, area effect at range) should work against the 
> microorganisms' debilitation.  IMO.  
 
Y'know, NND might work better if it required specifying a particular SFX 
which resists it, rather than specific powers; the above would then become 
END Drain, NND (germ countermeasures), and could be neutralized by Life 
Support: Immune to Disease _or_ it could be resisted by Power Defense 
(SFX: robust immune system).  
 
---- Jonathan Lang <traveler@io.com> ---- x ------- alias: Dataweaver --------- 
  Webpage:  http://www.io.com/~traveler  /@\ The Dogma of Otherness insists 
  GURPSnet's Benevolent Tyrant for Life  ~~~ that all voices deserve a hearing, 
FAQ: http://www.io.com/~ftp/GURPSnet/www  |  that all points of view have 
Archive: http://www.io.com/~ftp/GURPSnet  |  something of value to offer. 
submit new files to gurpsnet-files@io.com |  --David Brin, "Otherness" 
 
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Date: Fri, 20 Mar 1998 13:41:20 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Life support as defense 
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At 03:33 PM 3/20/1998 -0500, Stainless Steel Rat wrote: 
>-----BEGIN PGP SIGNED MESSAGE----- 
> 
>>>>>> "BG" == Bob Greenwade <bob.greenwade@klock.com> writes: 
> 
>BG>    You may not realize it, but you just stated that Power Defense does 
>BG> not need a Special Effect. 
> 
>All powers have special effects, but Power Defense itself is a game 
>mechanic.  The special effects of a particular instance of Power Defense 
>may require specific limitations, but Power Defense in general -- the game 
>mechanic -- should not require special effects limitations. 
 
   I don't think anyone has a problem with that, at least up until the last 
clause. 
   You see, the point that's being made is that with all the *extremely* 
different Special Effects for Adjustment Powers, it's incredibly hard to 
come up with a Special Effect for Power Defense that would logically affect 
them all.  The suggestion being forwarded is that, rather than put 
Limitations on every instance of Power Defense that doesn't fall under 
those one or two Special Effects, Power Defense should work against one 
(probably broad) Special Effect category at the default, and take an 
Advantage if it works against everything. 
   Besides the question of whether or not that's logical, there's also a 
question of game balance.  If not for the All Special Effects Advantage 
(which I think was proposed at +2, though I like it at +1 better), I'd have 
to say no way, but this element does allow for those unusual cases of Power 
Defense that affect everything. 
   (In other words, under this proposal, Power Defense costs 1:1 to affect 
a broad category of Special Effects, or 2:1 for any Special Effect.) 
 
>Apologies for being unclear. 
 
   Accepted.  I kinda thought you were going somewhere around there, but it 
was hard to tell exactly where.... 
 
>BG>    Power Defense, on the other hand, is a Power which is not only not 
>BG> possessed by all objects, but is only possessed by a specific few 
>BG> objects, and must (in game terms) be purchased specially. 
> 
>Damage Resistance, Armor, Force Field, Force Wall, Flash Defense, Mental 
>Defense.  Do you require SFX limitations on these defenses because they are 
>not posessed by everyone, because they must be purchased specially?  No? 
>So why require SFX limitations on Power Defense? 
> 
>As a game mechanic, Power Defense is not different in any way from these 
>other defensive powers.  It should not be treated differently. 
 
   Again, the ranges of Special Effect are considerably narrower for the 
attacks against which these defenses work than for Power Defense.  The 
closest thing to an exception is Flash Defense, and that one *is* separated 
by SFX, in a way, according to which Sense Group the attacks go against. 
--- 
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?) 
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Date: Fri, 20 Mar 1998 13:51:26 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Life support as defense 
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At 03:43 PM 3/20/1998 -0500, Stainless Steel Rat wrote: 
>>>>>> "BG" == Bob Greenwade <bob.greenwade@klock.com> writes: 
> 
>>> Read what I wrote a bit more carefully.  "Flash Defense" may be a valid 
>>> NND defense; "10 points of Flash Defense" is not. 
> 
>BG>    Why not? 
> 
>"Flash Defense" is a power; "10 points of Flash Defense" is a quantity of a 
>power. 
> 
>They way NND works, if you have the power specified as the defense 
>(assuming it is a power), you will not be affected by the NND power.  How 
>much of the defense you have has no relevance: either you have it or you do 
>not. 
> 
>If the quantity of the defense is a factor, then you should (probably) be 
>using AVLD instead of NND. 
 
   I tend to agree with that last statement.  In fact, I'd replace the 
"probably" with "almost always."  There are a few (rather rare) cases where 
this isn't true, though; I think it was Bill who described one. 
   Mind you, if a player came to me with an NND whose defense was a certain 
level of a quantified defense, I'd want to take a close look and see why it 
isn't an AVLD, why that particular quantity was chosen, and whether there 
are enough characters running around with the defense in the needed 
quantity that I wouldn't require an additional defense.  But I'll also 
allow that it'd be possible to satisfy my mind on all of these questions 
and get me to allow it. 
   In short, I think that your stance on this question is good as a general 
-- but not absolute -- rule. 
--- 
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?) 
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From: GoldRushG <GoldRushG@aol.com> 
Date: Fri, 20 Mar 1998 16:51:52 EST 
Subject: Re: HERO SYSTEM RULE BOOK OUT OF PRINT 
Errors-To: owner-champ-l@omg.org 
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<< ...what about the superhero genre book?  Is this essentially going to be a 
reworking of the Champions Universe book, maybe with info from other 
supplements as well? >> 
 
  The intent is to publish a new "Champions" book as a genre book, and not as 
a campaign book, per se'. There will be no single campaign setting published 
in the superhero genre book. Instead, the book will go into more depth about 
how to establish and run various types of superhero campaigns. 
 
  It may well include several examples of different types of supers campaigns, 
but you'll not see a reprint of the old Champions Universe campaign book... at 
least not in the upcoming genre book. 
 
<< Would it be valuable to have a questionnaire about the genre book as well 
as the 5th Edition book? >> 
 
  That's Steve's call. 
 
  Mark @ GRG 
 
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Date: Fri, 20 Mar 1998 13:57:18 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Shapeshifter questions 
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At 08:34 PM 3/19/1998, qts wrote: 
>>Hmmm? No, it allows a total of 50 pts of Powers if said Power have no 
>>Limitations, 75 if they all have -1/2, 100 if they all have -1, 150 if 
>>they all have -2, or whatever other combination the character wants. 
> 
>Not so: a VPP limits the ACTIVE points, not the REAL points. 
 
   Incorrect.  It limits both. 
   A 50 point VPP could have two Powers, each with 50 Active Points 
(totalling 100), if each has a -1 Limitation. 
--- 
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?) 
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Date: Fri, 20 Mar 1998 13:59:53 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: vs Power Framework? 
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At 03:18 PM 3/20/1998 -0500, David Stallard wrote: 
>I saw some mention a while back about a power (such as Drain) effecting an 
>entire framework (EC, Multipower) at once instead of a specific slot.  Is 
>this from the BBB or is it a house rule? 
> 
>The reason I ask is because I was thinking about using a mentalist villain 
>to (temporarily) cut off the tie to the ancient Japanese spirit that lives 
>inside one of the PCs in my group.  This sounds like a Suppress vs 
>Multipower (the powers bestowed by the spirit are in this MP), but I've 
>never really used the power Suppress so I'm not sure.  If this isn't right, 
>are there any other suggestions? 
 
   This rule is, I believe, a house rule; there are few if any really clear 
rules on handling Adjustment Powers vs Power Frameworks. 
   For this Power I'd probably use the construct you suggest, or perhaps 
the +1/4 Advantage for Any One Power and just say I'm going after the 
Multipower Pool (a slight stretch, but worth it for dramatic purposes). 
   OTOH if cutting his tie doesn't work, you might try snapping his 
suspenders or hitting him with a joy buzzer.  ;-] 
--- 
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?) 
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X-Sender: bob.greenwade@klock.com 
Date: Fri, 20 Mar 1998 14:01:27 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: HERO SYSTEM RULE BOOK OUT OF PRINT 
Errors-To: owner-champ-l@omg.org 
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At 02:21 PM 3/20/1998 EST, GoldRushG wrote: 
>HERO SYSTEM RULE BOOK OUT OF PRINT 
> 
>(Elk Grove) Gold Rush Games announced that the 4th Edition hero System Rule 
>Book is sold out and will not be reprinted in its current form. 
 
   Yet another unexpected twist. 
   Bummer. 
 
>Gold Rush Games will be printing the new 5th Edition hero System Rule Book 
>later this year, to be followed by revised genre books, including books for 
>the superhero and fantasy genres. 
 
   That, at least, makes me feel better. 
   As a side note, when this message was downloading, the last two words of 
the Subject header were truncated in the notice.  Imagine my wonder and 
surprise (until the other two words appeared). 
--- 
Bob's Original Hero Stuff Page!  [Circle of HEROs member] 
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X-Authentication-Warning: pentagon.io.com: traveler owned process doing -bs 
Date: Fri, 20 Mar 1998 16:02:09 -0600 (CST) 
From: Dataweaver <traveler@io.com> 
cc: champ-l@omg.org 
Subject: Re: Life support as defense 
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On Fri, 20 Mar 1998, Sakura wrote: 
 
> On 20 Mar 1998, Stainless Steel Rat wrote: 
>  
> > Resistant ED applies against fire, lightning, lasers, pseudo- 
> > scientific forms of energy, magical blasts, and a bunch of other 
> > things from the sublime to the outrageous.  But we have a "plausible" 
> > common defense against all of these with "Energy Defense".   
>  
> Note that all of these things would damage a person in essentially the 
> same way, because, well, they're attacks vs. ED.  That is, they cause 
> damage via the use of non-physical means.  There is not much difference 
> between a burn that one gets from a laser and one that one gets from fire. 
 
<nit> 
While I agree with your point here, your reasoning is a bit faulty - 
"energy attacks all affect the target the same way because ED resists 
all of them" seems to have the cause and effect mixed up; "ED resists all 
energy attacks because they all affect the target in the same way" seems 
more accurate.   
</nit> 
 
> On the other side, we have the same power that defends against a spell 
> that turns someone into a frog, a mutant power that lets someone else 
> drain your strength, and a 'vertigo attack' DEX drain - all of which 
> affect the subject in very /different/ ways. 
>  
> This is the primary problem most people have with Power Defense - it's 
> bought way too often without limitations, even though it doesn't fit the 
> SFX of the character.  
 
Perhaps we should be viewing Power Defense as a sort of "catch-all" 
defense - i.e., a game mechanic that can be used whenever none of the 
other approaches to defense will work.  And catch-all traits of _any_ sort 
should _always_ require customization to be used.   
 
> > Why do you (and others) insist that Power Defense be treated any 
> > differently?  It is no different from any of the other defenses unless 
> > a specific character has a specific special effect that states 
> > otherwise. 
>  
> I have no problems with non-limited Power Defense /if/ the character has 
> a reason to have it - however, SFX that allow non-limited Power Defense 
> are exceptionally rare at best.  
 
...and probably better modelled the same way that Alteration powers are - 
with Advantages to expand the power's flexibility.   
 
---- Jonathan Lang <traveler@io.com> ---- x ------- alias: Dataweaver --------- 
  Webpage:  http://www.io.com/~traveler  /@\ The Dogma of Otherness insists 
  GURPSnet's Benevolent Tyrant for Life  ~~~ that all voices deserve a hearing, 
FAQ: http://www.io.com/~ftp/GURPSnet/www  |  that all points of view have 
Archive: http://www.io.com/~ftp/GURPSnet  |  something of value to offer. 
submit new files to gurpsnet-files@io.com |  --David Brin, "Otherness" 
 
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Date: Fri, 20 Mar 1998 17:02:25 -0500 
From: David Stallard <DBStallard@compuserve.com> 
Subject: Re: HERO SYSTEM RULE BOOK OUT OF PRINT 
Content-Disposition: inline 
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Message text written by Hero Games 
>The superhero genre book would have its basis in the material appearing in 
the 
current Champions book (4.2 Edition). That's not the same as the Champions 
Universe; the Champions Universe is a campaign setting, as opposed to a 
general set of instructions on how to create campaign settings (the genre 
book). There are really three books in the BBB: the Hero System rule book, 
a 
superhero genre book, and some information about the Champions Universe 
campaign setting.< 
 
Oops, I knew that.  I think the superhero genre book has the potential to 
be the single most valuable Champions supplement I could buy as a GM.... 
 
>When we get closer to the time when we'll be thinking about the genre 
book, a 
questionnaire would indeed be useful. Right now we're focussing on the 5th 
Edition.< 
 
Questions about the genre would tend to be more philosophical and 
opinion-influenced than questions about the rules, so this might be a 
little tricky.  I suppose you could find the opinions of the majority of 
questionnaire participants and slant the genre book in that direction.  
I've noticed quite a variety of campaign directions just from the people on 
this list...I'm sure there are dozens more that aren't represented here.  
Capturing them all in any detail could be quite a feat. 
 
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Date: Fri, 20 Mar 1998 17:05:28 -0500 
From: David Stallard <DBStallard@compuserve.com> 
Subject: Re: vs Power Framework? 
Cc: "[unknown]" <champ-l@omg.org> 
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Message text written by Darien Phoenix Lynx 
>The only way to answer your question is with a careful analysis of power 
frameworks in general. First, what is a framework? Well, "framework" is 
made up of two separate words, "fra" and "mework." What do these words 
mean? Nobody knows, and that's why frameworks are such a mystery.< 
 
I'm not sure what your point is here...  Are you saying that the BBB is too 
vague about frameworks, or are you trying to tell me it was a stupid 
question? 
 
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X-Sender: bob.greenwade@klock.com 
Date: Fri, 20 Mar 1998 14:07:02 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Countering increased drain times 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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To: champ-l@omg.org 
 
At 04:03 PM 3/20/1998 -0800, Robert A. West wrote: 
>Question to the group: is a Drain that has taken effect, but not fully  
>faded, subject to Suppress and/or Dispel?  If so, one could use these  
>powers instead of the Aid. 
 
   Given that the HSR already says that Dispel can be Dispelled, I don't 
see why not. 
--- 
Bob's Original Hero Stuff Page!  [Circle of HEROs member] 
   http://www.klock.com/public/users/bobg/original.htm 
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Date: Fri, 20 Mar 1998 14:08:08 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Life support as defense. 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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To: champ-l@omg.org 
 
At 04:18 PM 3/20/1998 -0800, Robert A. West wrote: 
>Hmmm....would LS:Disease on a computer be a defense against computer  
>viruses?  ;-) 
 
   Sounds logical to me. 
   Ask Dave Mattingly. 
--- 
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Homepage of the Merry-Go-Round Webring!  (Wanna join?) 
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From: GoldRushG <GoldRushG@aol.com> 
Date: Fri, 20 Mar 1998 17:14:39 EST 
Subject: Re: HERO SYSTEM RULE BOOK OUT OF PRINT 
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<< Yet another unexpected twist. Bummer. >> 
 
  Unexpected? The fact that we were running out of the old hero System books 
was mentioned here a few times, including in the press release about the 5th 
Ed book. Hmm. I'll have to take a look at how we're disseminating our info. 
 
  Mark @ GRG 
 
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From: GoldRushG <GoldRushG@aol.com> 
Date: Fri, 20 Mar 1998 17:16:24 EST 
Subject: Re: HERO SYSTEM RULE BOOK OUT OF PRINT 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
<< I suppose you could find the opinions of the majority of questionnaire 
participants and slant the genre book in that direction. >> 
 
  My hope is that Hero allows the book to explorte a number of variations and 
styles without slanting the book toward any one of them. I think that would be 
the best bet, especially from a marketing POV. 
 
  Mark @ GRG 
 
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From: Brian Wong <rook@shell.infinex.com> 
Subject: Re: HERO SYSTEM RULE BOOK OUT OF PRINT 
Date: Fri, 20 Mar 1998 14:45:47 -0800 (PST) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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To: champ-l@omg.org 
 
>  
> HERO SYSTEM RULE BOOK OUT OF PRINT 
> 
	The passing of an era is now complete. 
 
Let's hope we have bright futures to look forward to in the 5th edition.  
 
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From: Brian Wong <rook@shell.infinex.com> 
Subject: Re: HERO SYSTEM RULE BOOK OUT OF PRINT 
Date: Fri, 20 Mar 1998 14:50:28 -0800 (PST) 
Cc: champ-l@omg.org 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
> << I suppose you could find the opinions of the majority of questionnaire 
> participants and slant the genre book in that direction. >> 
>  
>   My hope is that Hero allows the book to explorte a number of variations and 
> styles without slanting the book toward any one of them. I think that would be 
> the best bet, especially from a marketing POV. 
> 
	I agree here. Keep us informed about ways we can participate in this 
one. I would love to get in a few rants on this book about the sub-genre's 
I do.  
 
Rook                    ?U ?k 1b  
 __ 
/.)\ http://www.infinex.com/~rook/SH/SHlinks.html	Super Hero Links 
\(@/ http://www.infinex.com/~rook/SH/			Super Hero Roleplay 
 
Return-Path: <daemon@omg.org> 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: Life support as defense 
Mail-Copies-To: never 
X-No-Archive: yes 
X-Attribution: Rat 
Organization: The Happy Fun Ball Brigade 
Date: 20 Mar 1998 17:51:07 -0500 
Lines: 40 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
-----BEGIN PGP SIGNED MESSAGE----- 
 
>>>>> "BG" == Bob Greenwade <bob.greenwade@klock.com> writes: 
 
BG>    You see, the point that's being made is that with all the 
BG> *extremely* different Special Effects for Adjustment Powers, it's 
BG> incredibly hard to come up with a Special Effect for Power Defense that 
BG> would logically affect them all. 
 
Difficult, but not impossible.  That just means that most occourances of 
Power Defense should have an SFX limitation.  This is a lot different from 
mandatory SFX limitations, which is something that should never occour in 
Hero.  Powers, regardless of their use, are generic unless the player 
designing the character or his GM decide otherwise for that particular 
character. 
 
Perhaps it would help to bring up Mental Defense at this point.  Like Power 
Defense, Mental Defense is a defense against a list of powers rather than a 
type of damage.  And like Adjustment powers, Mental powers may have as vast 
a range of effects and special effects.  For instance, the traditional 
hypnosis effect for Mind Control vs. the "limpet mine" from an Adventurer's 
Club ca. #14. 
 
So why is it that nobody bitches about "generic" Mental Defense being 
applicable to all Mental powers? 
 
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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: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: Countering increased drain times 
Mail-Copies-To: never 
X-No-Archive: yes 
X-Attribution: Rat 
Organization: The Happy Fun Ball Brigade 
Date: 20 Mar 1998 17:53:20 -0500 
Lines: 24 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
-----BEGIN PGP SIGNED MESSAGE----- 
 
>>>>> "BG" == Bob Greenwade <bob.greenwade@klock.com> writes: 
 
BG>    Well, not meaning to be critical here, but why didn't you just say 
BG> so in the first place? 
 
Because I was hoping that he'd pick up the ball and run with it instead of 
throwing it back in my face. 
 
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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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X-Authentication-Warning: xanadu.io.com: traveler owned process doing -bs 
Date: Fri, 20 Mar 1998 16:58:50 -0600 (CST) 
From: Dataweaver <traveler@io.com> 
cc: champ-l@omg.org 
Subject: Re: HERO SYSTEM RULE BOOK OUT OF PRINT 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Fri, 20 Mar 1998, Bob Greenwade wrote: 
 
> At 02:21 PM 3/20/1998 EST, GoldRushG wrote: 
> >HERO SYSTEM RULE BOOK OUT OF PRINT 
> > 
> >(Elk Grove) Gold Rush Games announced that the 4th Edition hero System Rule 
> >Book is sold out and will not be reprinted in its current form. 
>  
>    Yet another unexpected twist. 
>    Bummer. 
 
Unexpected?  Exactly how is this unexpected?  5th Edition was being 
planned in part _because_ 4th Edition was getting so close to selling 
out... 
 
---- Jonathan Lang <traveler@io.com> ---- x ------- alias: Dataweaver --------- 
  Webpage:  http://www.io.com/~traveler  /@\ The Dogma of Otherness insists 
  GURPSnet's Benevolent Tyrant for Life  ~~~ that all voices deserve a hearing, 
FAQ: http://www.io.com/~ftp/GURPSnet/www  |  that all points of view have 
Archive: http://www.io.com/~ftp/GURPSnet  |  something of value to offer. 
submit new files to gurpsnet-files@io.com |  --David Brin, "Otherness" 
 
Return-Path: <daemon@omg.org> 
Date: Fri, 20 Mar 1998 15:14:30 -0800 
From: Clinton Chard <chud@pioneer.net> 
Subject: Re: Shapeshifter questions 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
 
Bob Greenwade wrote: 
 
> At 08:34 PM 3/19/1998, qts wrote: 
> >>Hmmm? No, it allows a total of 50 pts of Powers if said Power have no 
> >>Limitations, 75 if they all have -1/2, 100 if they all have -1, 150 if 
> >>they all have -2, or whatever other combination the character wants. 
> > 
> >Not so: a VPP limits the ACTIVE points, not the REAL points. 
> 
>    Incorrect.  It limits both. 
>    A 50 point VPP could have two Powers, each with 50 Active Points 
> (totalling 100), if each has a -1 Limitation. 
 
Could you explain this further? My understanding of VPP was that one could 
own powers up to the max active points available in the pool. For example 
Zuunal has 40 points in his Vpp Gadget Pool (OIF) and wishes to create some 
gadgets. He makes a 4d6 NND (+1) EB Zap Gun, 12 charges, 2 clips (+0), not 
vs. Force Fields and Rubber Suits, 27 real cost, 40 active cost. Could he 
create more powers by spending real cost points even if they add up to over 
the maximum active points in the pool? 
 
> --- 
> 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 
 
 
 
-- 
"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> 
X-Sender: bob.greenwade@klock.com 
Date: Fri, 20 Mar 1998 15:28:46 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Countering increased drain times 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 05:53 PM 3/20/1998 -0500, Stainless Steel Rat wrote: 
>-----BEGIN PGP SIGNED MESSAGE----- 
> 
>>>>>> "BG" == Bob Greenwade <bob.greenwade@klock.com> writes: 
> 
>BG>    Well, not meaning to be critical here, but why didn't you just say 
>BG> so in the first place? 
> 
>Because I was hoping that he'd pick up the ball and run with it instead of 
>throwing it back in my face. 
 
   In the future, if you don't want the ball thrown in your face, I 
recommend that you try putting someone else's face up in its place (in this 
case, mine).  :-] 
--- 
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: griffin@mail.txdirect.net 
Date: Fri, 20 Mar 1998 17:33:08 -0600 
From: "Michael (Damon) or Peni R. Griffin" <griffin@txdirect.net> 
Subject: Re: Help Steve Long! (Re: Villain Secret IDs) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 12:25 PM 3/20/98 EST, GoldRushG wrote: 
><< So far as I know... he was just a comedian beforehand; there's no 
>intimation or evidence that he was a criminal before>> 
> 
>  Hey! In the Batman movies he was revealed as the one responsible for the 
>shooting death of Bruce Wayne's dad. :( 
> 
>  Mark @ GRG 
 
I am not [quite] such a fanatic about the comics as to scream about canon 
and non-canon sources, but you cannot believe anything you see in those 
movies.  Small-time hood Joe Chill was responsible for the double murder of 
Bruce's parents.  According to one storyline in the 70's, this was a source 
of considerable personal stress to young Bruce's governess (or the 
housekeeper, or whatever she was), Mrs. Chilton, who was eventually 
revealed to be the mother of one Joe Chilton, aka Joe Chill. 
 
Damon 
 
 
|--------------------------------------------------------------------| 
|****************** Beware of geeks bearing .GIFs *******************| 
|--------------------------------------------------------------------| 
|Damon & Peni's homepages: http://www.geocities.com/Athens/3401/     | 
|   Children's Books -- Dolls -- X-Files -- Pulp Magazines           | 
|       Worthy Causes -- Computer -- Atlanta -- All Human Knowledge  | 
|--------------------------------------------------------------------| 
 
Return-Path: <daemon@omg.org> 
Comments: Authenticated sender is <theala@shore.intercom.net> 
From: "Theala Sildorian" <theala@shore.intercom.net> 
Date: Fri, 20 Mar 1998 23:33:21 +0000 
Subject: Re: Making a difference (was Re: huge dudes with capes) 
Priority: normal 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
> > I know it's "in genre", but sometimes it looks like a superhero world has 
> > two different technologies -- the stuff everyone uses, and the incredibly 
> > advanced stuff that would be so handy if it wasn't monopolized by the 
> > super-types. 
 
>  In my Watch Tower universe, super powers are a matter of personal 
> paradigm. That being, a gadgeteer can create wonderful devices that 
> he/she can use, and a select few who share that paradigm can also 
> use them. However to everyone else they might as well be a few tin 
> cans held together by string and rusty nails. 
>  This means there is no advanced tech available in general, unless 
>  it's 
> alien (and so far, only one such example exists in the Watch Tower 
> world, the Tower itself, which most people think was built by a 
> gadgeteer). As a result I have no super agents. 
 
Hmm.  I run things a bit differently.  In my universe, an alien race  
called the Shadow Masters is attemping to influence the development  
of esper powers in humans by genetic engineering.  They have a highly  
advanced technology which they have given to their human minions.   
Some of this technology has fallen into "unfriendly" hands, ie the  
government, and some hostile organizations (Genocide being a prime  
one).  However, this technology is subject to inexplixible function  
failures.  Because it is somewhat unreliable, it has not been cost  
effective to put it into general use.  Some "high technology" is the  
creation of technomages, who have a non-interference code, thus is  
not made available to the general public.  And some High Tech is just  
so durned expensive to produce that it hasn't had time to make it's  
way into general use yet (remember, when automobiles were first  
invented, only the wealthy could afford them.  Same for many  
inventions, including television).  Thus, the superheroes and  
supervillains often have access to equipment that the general public  
doesn't--which is both a blessing and a curse. 
 
Amy 
 
---------------- 
Theala Sildorian 
http://www.intercom.net/user/theala/hero.html 
Home of the Unofficial Champions Home Page! 
 
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X-Sender: bob.greenwade@klock.com 
Date: Fri, 20 Mar 1998 15:50:43 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Champions Genre Book 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 05:02 PM 3/20/1998 -0500, David Stallard wrote: 
>Message text written by Hero Games 
>>When we get closer to the time when we'll be thinking about the genre 
book, a 
>questionnaire would indeed be useful. Right now we're focussing on the 5th 
>Edition.< 
> 
>Questions about the genre would tend to be more philosophical and 
>opinion-influenced than questions about the rules, so this might be a 
>little tricky.  I suppose you could find the opinions of the majority of 
>questionnaire participants and slant the genre book in that direction.  
>I've noticed quite a variety of campaign directions just from the people on 
>this list...I'm sure there are dozens more that aren't represented here.  
>Capturing them all in any detail could be quite a feat. 
 
   While there are plenty of ideas regarding campaign philosophy and such, 
there are also a lot of things about GMing four-color superhero adventures 
that are more or less universal, and others that are fairly unique to 
superheroes. 
   In the former category I would put the "adventure mash" that someone 
else (I forget who) mentioned a little while back.  Superheroes can have 
back-to-back adventures where they battle evil wizards, aliens, ninjas, 
dinosaurs, vampires, and the Mafia, and everything seems perfectly normal. 
There aren't a lot of genres that can do that, but the type of suspension 
of disbelief that makes that seem "normal" is pretty unique to superhero 
adventures. 
   In the latter category is the intertwining of a game world.  Thanks to 
superhero comic books, it's a normal situation for there to be several 
groups of heroes in the same world.  In other genres this is the exception 
rather than the rule; Star Trek (especially during the overlap of TNG/DS9) 
and Hercules/Xena (which also has viable heroic characters besides those 
two) are the main ones I can think of.  In a superhero world, if a GM wants 
to run three different groups in the same campaign world, or if three 
different GMs want to run their campaigns in the same world, there's no 
"suspension of disbelief" there -- though as Jonathan Osborne described in 
his article in AC25, there are certain special considerations that come 
from running an "interlocking" campaign (and there's even more than he goes 
into, in my own opinion). 
   There's also discussions of the various types of superhero campaigns. 
One can try to simulate the different ways superheroes are represented in 
the various forms of media (movies, live-action TV, animated TV, comics), 
and even ways they can be "blended" with other genres (action-adventure, 
mystery, soap opera, cops, war, space opera, fantasy, etc.). 
   Granted, not every GM consideration should go into the campaign book. 
Some belong in a campaign setting.  A lot of stuff (like the about half the 
stuff in the chapter on "Game Mastering Champions" in the BBB, especially 
"Setting Up the Campaign") belongs in the HSR5, simply because it really 
applies to all genres.  But there's still quite a bit of room for genre 
materials. 
--- 
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: Fri, 20 Mar 1998 15:51:47 -0800 (PST) 
X-Sender: nexus@uky.campus.mci.net 
From: Kim Foster <nexus@uky.campus.mci.net> 
Subject: Power Defense 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
I thought I would take a stab at the SFX for unlimited Power Defense. Hyper 
fast metabolism. You "recover" drain, transformed,etc effects almost 
instantly reducing the effect of the attack.  
 
then again.. it seems like this sort of power defense would have a 
limitation. Does not stop the recieving end of a transfer.....  
 
I know violence doesn't solve all problems... 
	But it sure feels good! 
		Felicia:DS3:Vampire Savior 
 
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X-Sender: bob.greenwade@klock.com 
Date: Fri, 20 Mar 1998 15:52:04 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: HERO SYSTEM RULE BOOK OUT OF PRINT 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 05:14 PM 3/20/1998 EST, GoldRushG wrote: 
><< Yet another unexpected twist. Bummer. >> 
> 
>  Unexpected? The fact that we were running out of the old hero System books 
>was mentioned here a few times, including in the press release about the 5th 
>Ed book. Hmm. I'll have to take a look at how we're disseminating our info. 
 
   Sorry, Mark; I didn't mean to misdirect you, there.  The line is a "Road 
Rovers" reference.  (I should've included a "wink" emoticon; my bad.) 
--- 
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: Fri, 20 Mar 1998 15:52:50 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: HERO SYSTEM RULE BOOK OUT OF PRINT 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 02:45 PM 3/20/1998 -0800, Brian Wong wrote: 
>>  
>> HERO SYSTEM RULE BOOK OUT OF PRINT 
>> 
> The passing of an era is now complete. 
> 
>Let's hope we have bright futures to look forward to in the 5th edition. 
 
   Aw, c'mon, Brian.  "Bright Future" has been out for months! 
   <GDRFC>  ;-] 
--- 
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: Fri, 20 Mar 1998 15:54:00 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: HERO SYSTEM RULE BOOK OUT OF PRINT 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 05:16 PM 3/20/1998 EST, GoldRushG wrote: 
><< I suppose you could find the opinions of the majority of questionnaire 
>participants and slant the genre book in that direction. >> 
> 
>  My hope is that Hero allows the book to explorte a number of variations and 
>styles without slanting the book toward any one of them. I think that 
would be 
>the best bet, especially from a marketing POV. 
 
   I agree here.  The only slant there should be is a slant away from the 
more violent "Dark Champions" campaigns -- not because those are 
necessarily bad (which they aren't), but because that really requires a 
whole different genre book. 
--- 
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: Fri, 20 Mar 1998 16:03:50 -0800 
From: "Robert A. West" <robtwest@erols.com> 
Subject: Re: Countering increased drain times 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
Rick Holding wrote: 
>  
> Robert A. West wrote: 
> > Thought #1: 
> > 
> > 30      2D6 Aid Any Power or Characteristic Below Starting Value(+1/4) 
> >                 Cont(+1) Uncontrolled(+1/2) 0 END(+1/2) Per(+1/2) [67] 
> >                 Only to starting value(-1/2) Self Only(-1/2) 
> >                 Only vs Adjustment Powers(-1/4) 
> >                 I allow +1/4 adjustment powers to affect powers in a 
> >                 "programmed sequence" specified when the power is bought. 
>  
>         I like this.  It performs the function that I was looking for and it 
> doesn't cost the earth.  The only possible drawback to this method is if the 
> maximum amount of points for aids applies and after reading the power 
> description, it almost certainly does.  But for a hand full of points, the 
> maximum can be raised to fully functional levels. 
 
I have gone back and forth in my own mind as to whether the maximum to an  
Aid applies to an Aid used to counteract a Drain, but you are right that  
the maximum can be bought up to impressive levels cheaply. 
 
> > 
> > Thought #2: 
> > 
> > 30      4D6 Aid Any Power or Characteristic Below Starting Value(+1/4) 
> >                 Triggered(+1/4) 250 Recoverable Charges(+1 1/2) [60] 
> >                 Uses END(-1/2)  Side Effect 3D6 Drain END (-1/2) 
> >                 The trigger fires one Aid if any power except END is 
> >                 below starting value for any reason, but not more than 
> >                 one per segment.  This functionally transfers any Drain 
> >                 to END, which can be recovered. 
> >                 One charge is recovered by being out of combat for one 
> >                 turn: this will recover all charges in about an hour. 
>  
>         The drawback to this method is that I believe trigger needs to be reset 
> each time after use.  But I can still see uses for this method. 
 
IMHO, a trigger for a power with charges comprises one trigger for each  
charge.  Moreover, it is fair to have a trigger that specifies that only  
the "topmost" charge can be triggered, and only one charge per segment.  
Thus, the specification for the fixed trigger for charge N becomes: 
 
	Trigger if any power except END is below starting value for 
	any reason AND N-1 charges have been triggered AND it has been 
	at least one second (one segment) since the prior charge was 
	triggered. 
 
Of course, under this interpretation, it should require 250 phases to set  
all the triggers at the beginning of each day, but that is about ten  
minutes of "power-up" time. 
 
Question to the group: is a Drain that has taken effect, but not fully  
faded, subject to Suppress and/or Dispel?  If so, one could use these  
powers instead of the Aid. 
 
>  
> -- 
> ----------------------------------------------------------- 
> Ricky Holding    Email: rholding@ActOnline.com.au 
> Work is only there to give us time to talk about play 
> ----------------------------------------------------------- 
 
--  
<-------------------------------------------------------> 
Robert A. West		///  "Censorship is tyranny." 
Phone W:(215)466-3628; H:(215)348-9113   
http://www.erols.com/robtwest 
 
 
Return-Path: <daemon@omg.org> 
X-Sender: bob.greenwade@klock.com 
Date: Fri, 20 Mar 1998 16:03:59 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Shapeshifter questions 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 03:14 PM 3/20/1998 -0800, Clinton Chard wrote: 
>> >Not so: a VPP limits the ACTIVE points, not the REAL points. 
>> 
>>    Incorrect.  It limits both. 
>>    A 50 point VPP could have two Powers, each with 50 Active Points 
>> (totalling 100), if each has a -1 Limitation. 
> 
>Could you explain this further? My understanding of VPP was that one could 
>own powers up to the max active points available in the pool. For example 
>Zuunal has 40 points in his Vpp Gadget Pool (OIF) and wishes to create some 
>gadgets. He makes a 4d6 NND (+1) EB Zap Gun, 12 charges, 2 clips (+0), not 
>vs. Force Fields and Rubber Suits, 27 real cost, 40 active cost. Could he 
>create more powers by spending real cost points even if they add up to over 
>the maximum active points in the pool? 
 
   Yes.  From here he has 13 real points to work with, and the remaining 
gadgets can have up to 40 Active Points. 
    
--- 
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: Fri, 20 Mar 1998 16:18:12 -0800 
From: "Robert A. West" <robtwest@erols.com> 
Subject: Re: Life support as defense. 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
Tim R. Gilberg wrote: 
>  
> > > Life support states that it doesn't stop attacks with this attack form >-- thus, the 9d6 con drain with a 'disease' special effect would  
not be >stopped, _ 
> > 
> > So what is the advantage of Immune to Disease and how do you explain in 
> > non-game mechanic terms that DiseaseMan's powers work on HeroMan? 
>  
>         For those "non-attack" diseases.  (Which still may have 
> game mechanics to define effects) 
>   
I consider it fair to place SFX requirements on a power that is bought  
with stop-sign advantages and/or combinations of advantages that are  
warned against.  Most diseases are bought 0 END CONT UNCONTROLLED STICKY,  
which is a stop-sign advantage AND a specific warning.  I permit such a  
power only if it has the -0 SFX limitation, not vs LS:Disease. 
 
Hmmm....would LS:Disease on a computer be a defense against computer  
viruses?  ;-) 
 
 
 
--  
<-------------------------------------------------------> 
Robert A. West		///  "Censorship is tyranny." 
Phone W:(215)466-3628; H:(215)348-9113   
http://www.erols.com/robtwest 
 
Return-Path: <daemon@omg.org> 
Date: Fri, 20 Mar 1998 21:15:04 -0500 (EST) 
X-Sender: jprins@interhop.net 
From: jprins@interhop.net (John and Ron Prins) 
Subject: Re: 5th Edition Suggestion 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
>>Anyway, by the same token, Power Defense should be SFX dependant, for no 
>>limitation. Power Defense vs. Toxins, Power Defense vs. Mutation, Power 
>>Defense vs. Magic, Power Defense vs. Psionics, Power Defense vs. 
>>Electromagnetism, Power Defense vs. Biomanipulation, etc. Complete Power 
>>Defense should be a +2 Advantage on Power Defense. 
> 
>As you're merging Mental Defense with Power Defense, why not go further 
>and just collapse the whole defense thing into one: you have just one 
>power called Defense, and you specify the SFX that it acts against, 
>including 'being punched' (for PD) as a SFX? 
> 
>qts 
 
What a colossally spurious statement - don't try to put words in my mouth. I 
am not suggesting we merge PowDef and Mental Def. Are you telling me that 
adjustment powers cannot have the SFX of 'psionic'? Look: 
 
Drain vs. EGO, BOECV - this power still works vs. Power Defense, and could 
definitely be defined as having a psionic SFX. Clear enough? 
 
 
 
----------------------------------------------------------------------------- 
"Pull order out from chaos? I do that twice a week..." 
----------------------------------------------------------------------------- 
John D. Prins 
jprins@interhop.net 
 
Return-Path: <daemon@omg.org> 
Comments: Authenticated sender is <mlnunn@mail.blue.net> 
From: "Michael Nunn" <mlnunn@bnllc2.blue.net> 
Organization:  Rising Force Publications 
Date:          Sat, 21 Mar 1998 02:43:57 +0000 
Subject:       Image Characters 
Reply-to: mlnunn@scrtc.blue.net 
Priority: normal 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
I have write up's of several Image characters, mostly the classic  
Youngblood and Wildcats, plus a few others.  Is any body interested  
in seeing them?  If so I can post them.  If not you can E-Mail me and  
I will send you a zip of them. 
 
Michael 
 
 
 
"Herozine" Rising Force Publications "SUPER" RPG 'zine, 
check out our web site at:    
http://users.aol.com/hzineweb/index.htm 
 
Return-Path: <daemon@omg.org> 
Date: Fri, 20 Mar 1998 19:05:21 -0800 
From: Rook <rook@infinex.com> 
Subject: Re: Making a difference (was Re: huge dudes with capes) 
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> I know it's "in genre", but sometimes it looks like a superhero world has 
> two different technologies -- the stuff everyone uses, and the incredibly 
> advanced stuff that would be so handy if it wasn't monopolized by the 
> super-types. 
 
> IIRC, the Strike Force supplement (which is around here _somewhere_ , 
> must be time to clean the apartment again) had a being called the 
> Governor, which was deliberately slowing Earth's scientific advances as 
> an experiment.  It was an in-game explanation for why the fancy high-tech 
> used by both heroes and villians never seemed to make it into the stores. 
>  
> How has the rest of the list dealt with these two tech levels?  Ignore 
> it, limit everyone to "normal" tech, use a Governor-type character, or 
> something else? 
>  
 
	In my Watch Tower universe, super powers are a matter of personal 
paradigm. That being, a gadgeteer can create wonderful devices that 
he/she can 
use, and a select few who share that paradigm can also use them. However 
to 
everyone else they might as well be a few tin cans held together by 
string and 
rusty nails. 
	This means there is no advanced tech available in general, unless it's 
alien (and so far, only one such example exists in the Watch Tower 
world, the 
Tower itself, which most people think was built by a gadgeteer). As a 
result I 
have no super agents. Agents types are the same as they are in our real 
world; 
like modern police or terrorist organizations. This puts actuals supers 
on a 
much grander scale of course. There is no Primus, but no Viper either. 
	Much as I let my world accept many Super Hero paradigms that are very 
unreal, the idea of a Governer type didn't sit well with me. I think 
GURPS IST 
used something similar as well, but can't recall the details. 
 
--  
Rook			¿Õ ¿ë ±â  
 __ 
/.)\ http://www.infinex.com/~rook/SH/SHlinks.html  Super Hero Links Page 
\(@/ http://www.infinex.com/~rook/SH/              Super Hero Role 
Playing 
 
Return-Path: <daemon@omg.org> 
X-Authentication-Warning: ural.owlnet.rice.edu: chip owned process doing -bs 
Date: Fri, 20 Mar 1998 21:59:37 -0600 (CST) 
From: Darien Phoenix Lynx <chip@owlnet.rice.edu> 
Subject: Re: vs Power Framework? 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Fri, 20 Mar 1998, David Stallard wrote: 
 
> Message text written by Darien Phoenix Lynx 
> >The only way to answer your question is with a careful analysis of power 
> frameworks in general. First, what is a framework? Well, "framework" is 
> made up of two separate words, "fra" and "mework." What do these words 
> mean? Nobody knows, and that's why frameworks are such a mystery.< 
>  
> I'm not sure what your point is here...  Are you saying that the BBB is too 
> vague about frameworks, or are you trying to tell me it was a stupid 
> question? 
 
Yeah. Nobody really likes how adjustment powers are handled in the BBB. 
Everybody has their own take on adjustment powers to start with, and then 
everyone has their own take on how they apply to power frameworks. It's 
#21-#27 on the Master Ambiguity List. You won't get a satisfactory answer 
if you're looking for canon. 
 
Here's my take on adjustment powers. They have a special effect. The 
work against anything that special effect could logically work against. 
Where appropriate, I always apply them against power frameworks as a 
whole. I charge additional "Variable SFX" advantages for especially 
sweeping adjustment power SFX. 
 
So what kind of tie is it? Necktie? Bowtie? Spirit tie? If it's formed by 
spiritual energy connecting the PC's soul to the astral plane, for 
example, then the villain might have an astral vortex he can project which 
can disrupt the tie as long as he concentrates on it (a suppress vs. 
astral energy). Or he might have the ability to rend astral connections 
asunder, permanently (a continuous uncontrolled 0 end dispel--condition is 
a trip to the astral dimension to restore the connection, or some other 
method). Or he might even feed off the astral energy (ranged transfer vs. 
astral energy), or simply create an astral null field (drain vs. astral 
energy) that only recovers with time. Let's say the spirit resides in your 
PC's subconscious mind. The villain would then apply his adjustment SFX to 
"mental communications," let's say, and apply a +1/2 advantage to the 
power because of its commonality. It works against Telepathic 
communication (usu. through the powers Telepathy and Mind Link) but also 
against anything else defined as a mental communication--he can disrupt 
it, either by creating a field of mental silence, ala Darkness (Suppress), 
or temporarily scrambling key neural pathways (Dispel) and so on. 
 
My general advice for power design of this sort is: (a) Define the nature 
of how what you want to stop works. (b) define a power that targets one of 
its steps to disrupt it. 
 
 
Return-Path: <daemon@omg.org> 
From: GoldRushG <GoldRushG@aol.com> 
Date: Fri, 20 Mar 1998 23:10:55 EST 
Subject: Re: HERO SYSTEM RULE BOOK OUT OF PRINT 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
<< I agree here.  The only slant there should be is a slant away from the more 
violent "Dark Champions" campaigns -- not because those are necessarily bad 
(which they aren't), but because that really requires a whole different genre 
book. >> 
 
  Well, there is the Dark Champions 2nd Edition book... ;) 
 
  Mark @ GRG 
 
Return-Path: <daemon@omg.org> 
Date: Sat, 21 Mar 1998 00:22:45 -0600 
From: Todd Hanson <badtodd@dacmail.net> 
Subject: Campaign newspaper 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
As a result of some discussions last week, a couple of people asked me 
to email them a copy of the 'City Newspaper' that I hand out to my 
players.  Unfortunately those email addresses are on my work computer 
(which I cant access over the weekend). 
 
Could those people email me again, and I'll send out the newspaper asap. 
 
 
Thanks, 
 
Todd 
 
Return-Path: <daemon@omg.org> 
Date: Fri, 20 Mar 1998 22:53:27 -0800 
Subject: Supreme, Other Image Characters 
X-Juno-Line-Breaks: 0,6-14 
From: hyperion12@juno.com (STEPHEN C RILEY) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
Sam Bell is a great fellow but He avoids the Image Characters, as did 
most of the contributers to the Real Heroes lists. So my question is, has 
anyone who reads IMAGE Comics made Champions versions of the characters? 
I suspect that their popularity might improve with Alan Moore writing for 
them. Maybe? I've seen about six characters in the "Supreme" family so 
has any one an archtype for them maybe? Sigh, I am rambling aren't I?  
 
 
any help would be appreciated.... 
 
Chad Riley 
 
 
No Life, No sig *sigh* 
 
_____________________________________________________________________ 
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> 
Date: Fri, 20 Mar 1998 23:52:42 -0800 
From: Rook <rook@infinex.com> 
Subject: Re: Hero Plus opinions? 
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>  
> Has anyone seen a copy fothe CD-Rom version of the Earthdawn rules FASA has 
> been giving away? The whole rule book seems to be in HTML format, 
> hyperlinked, with a search function. I almost wish I played Earthdawn, the 
> CD is that nice. I wish there was a version of the HSR with similar 
> functionality. It's a great tool, but obviously it would be difficult to 
> protect from software piracy. 
>  
	Copying a pdf is just as easy. 
 
> I'd love to see GRG work out a way to give a CD with each 5th Edition book. 
> But without being able to protect the work from being coppied, I don't see 
> it being practical. 
>  
	I've seen entire copies of the BBB in the form of loose single sided 
photocopied sheets. If someone is really determined to not spend th 
cash, they'll 
find a way (personally, the mere time it takes to do that photocopying 
for me 
justifies just buying the darn thing alone. Not to mention having a much 
nicer 
copy. 
	If the BBB were to have gone out of print without a 5th edition on the 
way; 
we would have begun to see these photocopied BBB's a lot however. The 
ones I saw 
were in 1996. An entire gaming group had made them all from one original 
copy. 
	At the time I gamed with them, I was the only person there with a 
purchased 
copy. 
 
	So, I'd say you might as well include or sell such a CD. I'd love to 
have an online version of the BBB that let me make footnotes and 
additions in 
a sidebar or something. 
 
--  
Rook			¿Õ ¿ë ±â  
 __ 
/.)\ http://www.infinex.com/~rook/SH/SHlinks.html  Super Hero Links Page 
\(@/ http://www.infinex.com/~rook/SH/              Super Hero Role 
Playing 
 
Return-Path: <daemon@omg.org> 
Date: Sat, 21 Mar 1998 00:12:54 -0800 
From: Rook <rook@infinex.com> 
Subject: Re: Master Ambiguity List 
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> > - Does damage carry over in multiform? 
>  
>         A problem to very few.  Most seem willing to allow this to be 
> defined by SFX. 
 
	Agreed. However perhaps that itself needs to be stated. 
 
Others: 
 
Can change environment let you affect objects in an environment (the 
speedster trick), 
or just the environment itself? 
 
Can Extra Dimensional Movement be used as long distance T-Port as 
suggested in USM? 
 
There are several special effects which can FTL (or at least LightSpeed) 
in atmosphere, 
How can these be constructed if FTL in atms is illegal? Example, 
travelling on an 
electrical line. 
 
I'm straying a bit here from unclear subjects onto the topic of covering 
effects which the 
rules outlaw at present. Anybody have any more examples of actual things 
that often need 
more explaination? 
 
 
--  
Rook			¿Õ ¿ë ±â  
 __ 
/.)\ http://www.infinex.com/~rook/SH/SHlinks.html  Super Hero Links Page 
\(@/ http://www.infinex.com/~rook/SH/              Super Hero Role 
Playing 
 
Return-Path: <daemon@omg.org> 
Reply-To: "Filksinger" <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
Subject: Re: 5th Edition Suggestion 
Date: Sat, 21 Mar 1998 00:28:10 -0800 
X-MSMail-Priority: Normal 
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X-Hero: champ-l 
To: champ-l@omg.org 
 
On Friday, March 20, 1998 7:17 AM, John and Ron Prins wrote: 
 
 
>>What SFX, other than a vague "Magical Protection", do you think 
>>would justify Power Defense without limitations? 
> 
>Psionics and Cosmic Powers. Of course, when those get involved, you 
might as 
>well say 'magic', neh? :-) 
 
 
"A wide variety of high-tech defenses, covering virtually every 
eventuality" 
 
"Other dimensional being whose form is so alien to our dimension that 
no power designed to affect objects in our world, save by gross 
damage, has any effect." 
 
"A shapeshifter with Regeneration, whose body control is such that, 
whatever you do, he counters it instantly." 
 
"A being whose present form is stabilized by high tech, magic, etc., 
so that he reverts back to present state instantly upon any change, or 
is held in his present form despite attempts to change." 
 
You get the idea. It isn't easy, but there are possibilities. 
 
Filksinger 
 
Return-Path: <daemon@omg.org> 
Reply-To: "Filksinger" <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
Subject: Re: Life support as defense 
Date: Sat, 21 Mar 1998 01:01:13 -0800 
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To: champ-l@omg.org 
 
On Friday, March 20, 1998 11:59 AM, Stainless Steel Rat wrote: 
 
 
>-----BEGIN PGP SIGNED MESSAGE----- 
> 
>>>>>> "BG" == Bob Greenwade <bob.greenwade@klock.com> writes: 
> 
>>> Read what I wrote a bit more carefully.  "Flash Defense" may be a 
valid 
>>> NND defense; "10 points of Flash Defense" is not. 
> 
>BG>    Why not? 
> 
>"Flash Defense" is a power; "10 points of Flash Defense" is a 
quantity of a 
>power. 
> 
>They way NND works, if you have the power specified as the defense 
>(assuming it is a power), you will not be affected by the NND power. 
How 
>much of the defense you have has no relevance: either you have it or 
you do 
>not. 
 
 
My character either has 10 pts of Flash Defense, or he does not. If he 
does, he will not be affected by the power, if he doesn't, then he is. 
 
>If the quantity of the defense is a factor, then you should 
(probably) be 
>using AVLD instead of NND. 
 
 
Save that I can think of numerous examples where the amount of defense 
counts (as you say should only be for AVLD), but is all or nothing 
(clearly NND). For example, an Armor Piercing dart that injects a 
knockout drug. If the dart penetrates, you get the full amount of the 
drug in your system. If it fails to penetrate, you get nothing. 
 
Saying that the defense is Armor, but not a specific level of Armor, 
means that I would be unable, without considerable hacking and 
ridiculous limitations, be able to create a knockout dart that 
penetrates leather armor but not a steel breastplate, unless the 
amount of armor worn affected the effectiveness of the drug, which by 
the SFX is ridiculous. 
 
I recall in the Gadgets! book, they defined a dart gun as NND, stopped 
by any armor which stops a 1d6 AP RKA, which does no damage but is 
used solely to determine if the hit was good enough to penetrate your 
armor. You shoot someone, roll a 1d6 AP RKA, and if you would have 
done BODY, the NND took full effect. 
 
You don't like this one? Fine. Please tell me how you would define a 
dart gun of this nature, which delivers the full quantity of knockout 
drug if it penetrates, and which easily passes through light armor 
while being stopped cold by heavier armor. 
 
Filksinger 
 
Return-Path: <daemon@omg.org> 
Date: Sat, 21 Mar 1998 01:03:40 -0800 
From: Rook <rook@infinex.com> 
CC: champ-l@omg.org 
Subject: Re: Supreme, Other Image Characters 
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STEPHEN C RILEY wrote: 
>  
> Sam Bell is a great fellow but He avoids the Image Characters, as did 
> most of the contributers to the Real Heroes lists. So my question is, has 
> anyone who reads IMAGE Comics made Champions versions of the characters? 
> I suspect that their popularity might improve with Alan Moore writing for 
> them. Maybe? I've seen about six characters in the "Supreme" family so 
> has any one an archtype for them maybe? Sigh, I am rambling aren't I? 
>  
 
	As I actually read these titles, rather than just flame them 
for their art and assume bad writing; I'm most likeley one of the 
only fans of their titles on this list. 
	But first two things: 
 
Supreme is not an Image title, it's an awesome comics title 
(www.awesomecomics.com). 
 
Alan Moore's writing is mostly for the Awesome stuff. 
 
That said I'd say that Image, like all other comic companies has 
lots of good and bad mixed together in it's lines. Same for Awesome. 
 
	I've considered doing write-ups for them. Like all comic book 
adaptations parts of them would spend absurd amounts of points on 
trivial powers. 
	Such as the scene in Youngblood where Doc. Rocket runs from a house in 
the country into the downtown of the city, changing into costume, and 
doing an attack in the time it take's another team member to get through 
the single word "she's". That many inches of running in Hero would be 
about 100 points or more, using non-combat multipliers... 
	Or when Suprema hears the fight while she's over on Jupiter. (Which I 
guess could be done with a house rule of no range mod on perception 
rolls.) 
 
--  
Rook			¿Õ ¿ë ±â  
 __ 
/.)\ http://www.infinex.com/~rook/SH/SHlinks.html  Super Hero Links Page 
\(@/ http://www.infinex.com/~rook/SH/              Super Hero Role 
Playing 
 
Return-Path: <daemon@omg.org> 
Reply-To: "Filksinger" <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
Subject: Re: Shapeshifter questions 
Date: Sat, 21 Mar 1998 01:16:55 -0800 
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To: champ-l@omg.org 
 
On Friday, March 20, 1998 2:28 PM, Clinton Chard wrote: 
 
 
> 
> 
>Bob Greenwade wrote: 
> 
>> At 08:34 PM 3/19/1998, qts wrote: 
>> >>Hmmm? No, it allows a total of 50 pts of Powers if said Power 
have no 
>> >>Limitations, 75 if they all have -1/2, 100 if they all have -1, 
150 if 
>> >>they all have -2, or whatever other combination the character 
wants. 
>> > 
>> >Not so: a VPP limits the ACTIVE points, not the REAL points. 
>> 
>>    Incorrect.  It limits both. 
>>    A 50 point VPP could have two Powers, each with 50 Active Points 
>> (totalling 100), if each has a -1 Limitation. 
> 
>Could you explain this further? My understanding of VPP was that one 
could 
>own powers up to the max active points available in the pool. For 
example 
>Zuunal has 40 points in his Vpp Gadget Pool (OIF) and wishes to 
create some 
>gadgets. He makes a 4d6 NND (+1) EB Zap Gun, 12 charges, 2 clips 
(+0), not 
>vs. Force Fields and Rubber Suits, 27 real cost, 40 active cost. 
Could he 
>create more powers by spending real cost points even if they add up 
to over 
>the maximum active points in the pool? 
 
 
Yes. 
 
Example: Cosmic Dad has a Cosmic VPP with a 50 pt. pool. He places 
within the pool 10d6 Mind Control, only works on his children (-1), 
costing 50 Active Points and 25 Real Points, so they will go to bed 
when he tells them. This is the maximum Active Points he could have in 
a single power, but he still has 25 Real Points, with which he could 
buy other powers, so long as they are not more than 50 Active Points 
each and 25 Real Points total. Thus, he could also have a 50 pt. Power 
Defense, Only vs his own children's powers (-1), Active Cost 50 pts, 
Real Cost 25, to protect against his daughter's 10d6 Ego Drain (SFX: 
Too cute for words), so as to resist her attempts to convince him to 
let her have ice cream in bed after bedtime. 
 
The maximum Active Points in _one power only_ is limited to the size 
of the pool, but the maximum Real Points of _all powers together_ are 
also limited to the size of the pool. 
 
Filksinger 
 
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Reply-To: "Filksinger" <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
Subject: Re: Help Steve Long! (Re: Villain Secret IDs) 
Date: Sat, 21 Mar 1998 01:23:22 -0800 
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On Friday, March 20, 1998 1:29 PM, Theala Sildorian wrote: 
 
 
> On Thu, 19 Mar 1998 14:50:49 +0000, "Theala Sildorian" 
> champ-l@omg.org wrote: 
> 
> A small point, but they take footprints of small children 
> (heel-prints, actually). qts 
 
>And why they bother I have no idea, since those records are kept only 
by the hospital, and even then not indefinately in many places.  They 
do not become part of a government data base, and I've never heard of 
a case where a footprint was used to id a criminal (not saying it 
hasn't, but simply haven't heard).< 
 
They aren't used to identify criminals, they are used to identify 
_babies_. Thus, if babies get mixed up, or disappear for five years 
and are no longer clearly recongizable, they can establish identity. 
 
Filksinger 
 
 
 
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Reply-To: "Filksinger" <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
Subject: Re: Help Steve Long! (Re: Villain Secret IDs) 
Date: Sat, 21 Mar 1998 01:24:31 -0800 
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On Thursday, March 19, 1998 4:11 PM, SteveL1979 wrote: 
 
 
>In a message dated 98-03-19 19:34:58 EST, griffin@txdirect.net 
writes: 
> 
><< The Joker was a criminal known as The Red Hood before he fell into 
the 
> chemical vat that turned him into the CLown Prince of Crime.  >> 
> 
>  As I understand it, the Joker's foray into crime as the "Red Hood" 
was his 
>first when he was a down-on-his-luck comedian, and only one mission 
into it, 
>he ended up as the Joker.  So far as I know (and I'll gladly be 
proven wrong 
>if someone knows differently) he was just a comedian beforehand; 
there's no 
>intimation or evidence that he was a criminal before, or, more 
importantly for 
>this discussion, that he was caught and fingerprinted before. 
> 
While the Joker wasn't caught at it, I did read a comic years ago in 
which Batman was trying to discover who had committed a crime many 
years ago. While I remember no other details, the Joker admitted it 
was him, before his failed attempt to be the "Red Hood". I cannot 
recall the crime, nor can I recall whether or not he wore a mask or 
other costume. I do recall that it took place roughly ten years 
previous to his "Jokerization". 
 
Filksinger 
 
Return-Path: <daemon@omg.org> 
Date: Sat, 21 Mar 1998 10:46:56 -0500 
From: BILL SVITAVSKY <NBYMAIL11@mln.lib.ma.us> 
Subject: Re: Life support as defense 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
Stainless Steel Rat <ratinox@peorth.gweep.net> writes: 
 
>>>>> 
Perhaps it would help to bring up Mental Defense at this point.  Like Power 
Defense, Mental Defense is a defense against a list of powers rather than a 
type of damage.  And like Adjustment powers, Mental powers may have as vast 
a range of effects and special effects.  For instance, the traditional 
hypnosis effect for Mind Control vs. the "limpet mine" from an Adventurer's 
Club ca. #14. 
 
So why is it that nobody bitches about "generic" Mental Defense being 
applicable to all Mental powers? 
 
<<<<<<<<<<<< 
 
Hmmm. The common SFX for attacks affected by Mental Defense seem  
to be hypnosis or other psychological manipulation of the brain,  
electrical manipulation of the brain, telepathic abilities, and  
magic. Chemical effects on the brain are generally built as EGO  
powers vs. CON, so I'll leave them out of this. You can also  
use EGO powers to represent exchanges with computers, but again  
that's a different area not affected by normal Mental Defense.  
 
Now, the common SFX for Mental Defense seem to be a strong will or 
a contrary personality (psychological factors), technological 
shielding (probably electrical, either blocking or interfering  
with signals to the brain), psionic ability and/or training,  
and the wonderful catch-all magic. 
 
So the two concrete SFX we have are psychological and electrical  
brain manipulation. I tend to assume that psionics and magic  
affect the brain along the lines of either or both of these as  
well. Even in real-world medicine, the line between the physical  
model of the brain and the psychological understanding of it is  
quite blurred; is a dream a random firing of synapses, a process  
of archetypal meaning, or both? So, while it's possible to make  
some distinctions in the process of mental attack & defense,  
it seems rather unnecessary in most cases to do so in the game  
mechanics. 
 
Return-Path: <daemon@omg.org> 
X-Sender: bob.greenwade@klock.com 
Date: Sat, 21 Mar 1998 08:02:32 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Champions Genre Book 
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 3/20/1998 EST, GoldRushG wrote: 
><< I agree here.  The only slant there should be is a slant away from the 
more 
>violent "Dark Champions" campaigns -- not because those are necessarily bad 
>(which they aren't), but because that really requires a whole different genre 
>book. >> 
> 
>  Well, there is the Dark Champions 2nd Edition book... ;) 
 
   My point exactly.  :-] 
--- 
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: Michael Sprague <msprague@eznet.net> 
Subject: RE: Presence Attacks 
Date: Sat, 21 Mar 1998 11:17:55 -0500 
Encoding: 56 TEXT 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
> But, there is *enormous* GM discretion in determining what is a good 
> soliloquy.  Having this depend entirely on the oratorical skills of the 
> player is, IMHO, no fairer than basing combat results on actual bouts 
> with simulated weaponry. 
 
I agree totally!!  All I am saying is that I don't see a lot of GM's doing  
that (though there are many, many that I have never played with), so  
players in the same groups tend not to bother.  We both agree on what  
Presence Attacks should be about, and play them in a similar fashion (I  
even bag the -1d6 in combat, and give an extra 1d6 when out of combat) ...  
I'm just saying that in my experience, this is just not the norm. 
 
And yes, I agree that there are _specific_ cases where Presence attacks can  
be useful under these GM's ... but these situations are not common, and  
thus are not the general case. 
 
Chuckle, bottom line is that we have played in different groups, so we have  
had different experiences. 
 
> Most Presence Attacks go in on Segment 12, so we are not "in combat" 
> yet, so this gives 28 expectation (PRE+10 for Agents) and 33 about 25% 
> of the time (PRE+20). 
 
Technically, once you start segment 12 you _are_ in combat. 
 
> So, don't wait until combat is fully engaged.  Presence attacks belong in  
> the initial Segment 12, unless you do something really impressive, such 
> as ripping out the heart from an agent, holding it aloft and announcing, 
> "Who wants to catch the bouquet?"  Extremely violent action, reputation 
> strong (vengeful punisher-type), surprise action, excellent soliloquy, 
> exhibiting a power, in battle: net +7D6. 
 
Well, since this specific subject was under "Heroic level games," I _might_  
see this if your attack was a _really_ good one with a Cyber Hero  
character, but I really don't see it happening in Fantasy Hero, Justice  
Inc. or the like. 
 
And like I said, the initial segment 12 _is_ in combat, though I would not  
think the -1d6 would apply if you catch the targets by surprise, such that  
they don't get a segment 12 action. 
 
> In our games, the villains are often prepared, which translates to having  
> a held action available. 
 
Well, I think it can be debated whether you can even have a "held" action  
if your out of combat. 
 
>  Causing them to hesitate, in effect, causes them to lose their held 
> action, which is a GOOD THING(R), especially if they are paramilitary 
> or militia types with some heavy weaponry. 
 
Of course, if you do allow held actions out of combat, I can state that I  
have one too, and get a DEX roll which may allow me to go first without the  
need of a Presence attack. 
 
			~ Mike 
 
Return-Path: <daemon@omg.org> 
X-Sender: ctaylor@pop.cyberis.net 
Date: Sat, 21 Mar 1998 09:19:39 -0800 
From: Christopher Taylor <ctaylor@cyberis.net> 
Subject: Re: vs Power Framework? 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
>The only way to answer your question is with a careful analysis of power 
>frameworks in general. First, what is a framework? Well, "framework" is 
>made up of two separate words, "fra" and "mework." What do these words 
>mean? Nobody knows, and that's why frameworks are such a mystery. 
 
you are a very silly man and im not going to interview you 
 
---------------------------------------------------------- 
Sola Gracia		Sola Scriptura		Sola Fide 
Soli Gloria Deo		Solus Christus		Corum Deo 
----------------------------------------------------------- 
 
Return-Path: <daemon@omg.org> 
Date: Sat, 21 Mar 1998 11:00:15 -0800 
From: "Robert A. West" <robtwest@erols.com> 
Subject: Re: Life support as defense 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
Bob Greenwade wrote: 
>  
> At 03:43 PM 3/20/1998 -0500, Stainless Steel Rat wrote: 
> >>>>>> "BG" == Bob Greenwade <bob.greenwade@klock.com> writes: 
> > 
> >>> Read what I wrote a bit more carefully.  "Flash Defense" may be a valid 
> >>> NND defense; "10 points of Flash Defense" is not. 
> > 
> >BG>    Why not? 
> > 
> >"Flash Defense" is a power; "10 points of Flash Defense" is a quantity of a 
> >power. 
> > 
> >They way NND works, if you have the power specified as the defense 
> >(assuming it is a power), you will not be affected by the NND power.  How 
> >much of the defense you have has no relevance: either you have it or you do 
> >not. 
> > 
> >If the quantity of the defense is a factor, then you should (probably) be 
> >using AVLD instead of NND. 
>  
>    I tend to agree with that last statement.  In fact, I'd replace the 
> "probably" with "almost always."  There are a few (rather rare) cases where 
> this isn't true, though; I think it was Bill who described one. 
 
I tend to disagree, though not entirely.  One of the purposes of minimum  
buys is to ensure that derisory powers do not constutute defenses to  
NNDs.  In effect, saying "Flash Defense" is saying "5 points of Flash  
Defense to the relevant sense".  Thus, if you have a minimum buy of Flash  
Defense and suffer a Drain Flash Defense that puts you below a minimum  
buy, you no longer have the defense to the NND.  Similarly, if you have  
been allowed to buy a sub-minimum amount, that will not usually qualify  
as a defense to an NND. 
 
Certain powers or advantages have no minimum buy, and certain minimum  
buys can be split (such as Armor).  In such cases, it is both fair and  
reasonable for the GM and player to agree on a minimum amount of the  
power that will constitute a defense.  For example, 2PD/1ED Armor is  
perfectly legal as a minimum buy, but it is IMHO reasonable to require  
that an NND/rED require at least 3 pts of rED before the defense clicks  
in.  For another example, I have seen Hardened PD as the defense to some  
disruptor-type weapons.  Generally, there is a minimum amount (5 active  
points) of the advantage required, and this strikes me as both fair and  
reasonable. 
 
Consider that it is, even under the esteemed Stainless's interpretation,  
to require "Flash Defense to the Hearing Group", which is a higher point  
requirement than "Flash Defense/any hearing sense".  Of course, it is  
possible that we do not disagree very much here -- if someone came up  
with an NND that required 10 pts of Flash Defense, I would either suggest  
an AVLD with a limitation that 10 pts offers complete defense (amount of  
limitation depending on the size of the attack) or require that the NND  
be bought AP, which is my house method of upping the cost of NNDs whose  
defenses are relatively uncommon. 
 
--  
<-------------------------------------------------------> 
Robert A. West		///  "Censorship is tyranny." 
Phone W:(215)466-3628; H:(215)348-9113   
http://www.erols.com/robtwest 
 
 
Return-Path: <daemon@omg.org> 
Date: Sat, 21 Mar 1998 11:29:50 -0800 
From: "Robert A. West" <robtwest@erols.com> 
Subject: Re: Life support as defense. 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
Dataweaver wrote: 
>  
> Y'know, NND might work better if it required specifying a particular SFX 
> which resists it, rather than specific powers; the above would then become 
> END Drain, NND (germ countermeasures), and could be neutralized by Life 
> Support: Immune to Disease _or_ it could be resisted by Power Defense 
> (SFX: robust immune system). 
>  
 
The book says, "A reasonably common Power or circumstance or a set of  
uncommon Powers or circumstances as the defense"  Thus, what you propose  
is precisely the current rule. 
 
Many NNDs are described this way in the campaigns that I have seen, and  
IMHO, a reasonable GM should always consider that some defenses  
may have been omitted and warn the player that the list may not be  
all-inclusive.  For example, the Martial Arts attack that requires rigid  
rPD in the groin can also be defeated by an Alien physiology. If attacks  
that work on the alien physiology are rare enough, I would requre the  
purchase of an Immunity Talent. 
 
It is also legal under Hero System Rules to have NNDs whose defenses are  
not described in terms of powers at all. One of my characters in a  
high-power campaign had an NND (Islamic Faith or posession of a copy of  
the Koran).  Since 25% of all the earth's inhabitants are immune to the  
attack, and anyone who learns the secret and does not suffer from the  
Extreme Poverty Disadvantage can buy a copy of the Koran, the NND was  
allowed. 
 
--  
<-------------------------------------------------------> 
Robert A. West		///  "Censorship is tyranny." 
Phone W:(215)466-3628; H:(215)348-9113   
http://www.erols.com/robtwest 
 
 
Return-Path: <daemon@omg.org> 
Date: Sat, 21 Mar 1998 11:35:31 -0800 
From: "Robert A. West" <robtwest@erols.com> 
CC: champ-l@omg.org 
Subject: Re: Help Steve Long! (Re: Villain Secret IDs) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
Theala Sildorian wrote: 
>  
> > A small point, but they take footprints of small children 
> > (heel-prints, actually). qts 
>  
> And why they bother I have no idea, since those records are kept only 
> by the hospital, and even then not indefinately in many places.  They 
> do not become part of a government data base, and I've never heard of 
> a case where a footprint was used to id a criminal (not saying it 
> hasn't, but simply haven't heard). 
 
I always thought that this was a safeguard against in-hospital mix-ups,  
so that parents can be sure they go home with the right children. As  
such, it need not be put in any Government Database (and until recently,  
any such suggestion would have been decried as Communist or Fascist,  
depending on the political slant of the commentator).  I have no idea  
whether the footprint taken as a child is of any use in identifying an  
adult, or even an adolescent. 
 
--  
<-------------------------------------------------------> 
Robert A. West		///  "Censorship is tyranny." 
Phone W:(215)466-3628; H:(215)348-9113   
http://www.erols.com/robtwest 
 
Return-Path: <daemon@omg.org> 
X-Sender: calicajun@smtp.prtcl.com 
Date: Sat, 21 Mar 1998 11:48:41 -0800 
From: Eric Chauvin <calicajun@prtcl.com> 
Subject: Creation Workshop 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
During a recent visit to the Hero Plus site I came across info about a 
program called "Creation Workshop" Has any one out there used this program 
& if so how would you rate it against "Heromaker"? I have Heromaker & 
although I find it mostly functional I also find it limiting. It's printer 
formats are old & out of date & I have yet to be able to get it to print. 
Does Workshop work in Windows or DOS?And Lastly the site spoke of a 
supplement for Workshop called "Hero System Creator" that will be out soon. 
Any idea when? 
____________________________ 
GET-EM!!! THAT'S THE PLAN?!? 
--------------------------------------------- 
Eric Chauvin 
calicajun@prtcl.com 
 
Return-Path: <daemon@omg.org> 
Date: Sat, 21 Mar 1998 12:32:29 -0800 
From: "Robert A. West" <robtwest@erols.com> 
Subject: Re: Presence Attacks 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
Michael Sprague wrote: 
>  
> I agree totally!!  All I am saying is that I don't see a lot of GM's doing 
 
OK, lets stop agreeing and find something to fight about, like good  
members of this list!  ;-) 
 
>  
> > Most Presence Attacks go in on Segment 12, so we are not "in combat" 
> > yet, so this gives 28 expectation (PRE+10 for Agents) and 33 about 25% 
> > of the time (PRE+20). 
>  
> Technically, once you start segment 12 you _are_ in combat. 
 
Aha!  I distinguish between being on "combat time" and being "in combat".  
Whenever the characters' actions are such that a few seconds one way or  
the other will clearly matter, I announce a "Segment 12."  Thus, if Jade  
Cobra is exploring the home of a suspect and notices (via hearing spatial  
awareness) that he has probably tripped an ultrasonic sensor of some  
sort, I declare Segment 12.  The player does not know whether this is a  
simple ADT alarm or a trigger for a gas trap, and by *always* declaring a  
segment 12, I avoid telegraphing my intentions. 
 
Similarly, once two potential adversaries sight one another, it is  
segment 12.  They may negotiate, rather than fighting, but until the  
situation is clarified, actions are on a segment/phase/turn basis.  IMHO,  
the -1D6 for "in combat" does not apply until both sides have decided to  
commit to battle.  At that point, adrenaline is up, esprit de corps is in  
effect, and presence attacks are less likely to succeed. 
 
>  
> Well, since this specific subject was under "Heroic level games," I _might_ 
> see this if your attack was a _really_ good one with a Cyber Hero 
> character, but I really don't see it happening in Fantasy Hero, Justice 
> Inc. or the like. 
 
I can see this in a street-level Dark Champions campaign, which I felt  
was within the range being discussed.  No matter. 
>  
 
>  
> > In our games, the villains are often prepared, which translates to having 
> > a held action available. 
>  
> Well, I think it can be debated whether you can even have a "held" action 
> if your out of combat. 
 
In effect, the ambushers can decide when Segment 12 occurs and act  
before any of the ambushees.  Describe this as you will, I tend to  
describe it as having a held action from before combat.  OTOH, ambushees  
who make their PER roll when the initial attack comes in do not lose  
their Segment 12.   
 
Similarly, I will allow even low-DEX guards who are expecting an attack  
in the next few seconds to have a held attack ready, provided that the  
other side does not expect them to be alerted: to do otherwise would IMHO  
overvalue DEX and undervalue Stealth and PER. 
 
>  
> >  Causing them to hesitate, in effect, causes them to lose their held 
> > action, which is a GOOD THING(R), especially if they are paramilitary 
> > or militia types with some heavy weaponry. 
>  
> Of course, if you do allow held actions out of combat, I can state that I 
> have one too, and get a DEX roll which may allow me to go first without the 
> need of a Presence attack. 
 
No, you can't.  You have to be acting with surprise, and if the other  
side got held actions, it was you who were surprised.  The Presence  
attack can get back some of that advantage. 
 
<-------------------------------------------------------> 
Robert A. West		///  "Censorship is tyranny." 
Phone W:(215)466-3628; H:(215)348-9113   
http://www.erols.com/robtwest 
 
Return-Path: <daemon@omg.org> 
From: "\"qts\" <qts@nildram.co.uk> 
        \"champ-l@omg.org\"" <qts@nildram.co.uk> 
Date: Sat, 21 Mar 98 22:47:17  
Reply-To: "qts" <qts@nildram.co.uk> 
Priority: Normal 
Subject: Re: Shapeshifter questions 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Fri, 20 Mar 1998 13:57:18 -0800, Bob Greenwade wrote: 
 
>At 08:34 PM 3/19/1998, qts wrote: 
>>>Hmmm? No, it allows a total of 50 pts of Powers if said Power have no 
>>>Limitations, 75 if they all have -1/2, 100 if they all have -1, 150 if 
>>>they all have -2, or whatever other combination the character wants. 
>> 
>>Not so: a VPP limits the ACTIVE points, not the REAL points. 
> 
>   Incorrect.  It limits both. 
>   A 50 point VPP could have two Powers, each with 50 Active Points 
>(totalling 100), if each has a -1 Limitation. 
 
You are correct, of course. 
qts 
 
Home: qts@nildram.co.uk. 
 
Return-Path: <daemon@omg.org> 
From: "\"qts\" <qts@nildram.co.uk> 
        \"Michael Sprague\"" <qts@nildram.co.uk> 
Date: Sat, 21 Mar 98 22:50:46  
Reply-To: "qts" <qts@nildram.co.uk> 
Priority: Normal 
Subject: RE: Presence Attacks 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Sat, 21 Mar 1998 11:17:55 -0500, Michael Sprague wrote: 
 
>> So, don't wait until combat is fully engaged.  Presence attacks belong in  
>> the initial Segment 12, unless you do something really impressive, such 
>> as ripping out the heart from an agent, holding it aloft and announcing, 
>> "Who wants to catch the bouquet?"  Extremely violent action, reputation 
>> strong (vengeful punisher-type), surprise action, excellent soliloquy, 
>> exhibiting a power, in battle: net +7D6. 
> 
>Well, since this specific subject was under "Heroic level games," I _might_  
>see this if your attack was a _really_ good one with a Cyber Hero  
>character, but I really don't see it happening in Fantasy Hero, Justice  
>Inc. or the like. 
 
I do: imagine chopping off someone's head, and saying, "Who dies next?" 
qts 
 
Home: qts@nildram.co.uk. 
 
Return-Path: <daemon@omg.org> 
From: "\"qts\" <qts@nildram.co.uk> 
        \"champ-l@omg.org\"" <qts@nildram.co.uk> 
Date: Sat, 21 Mar 98 22:59:30  
Reply-To: "qts" <qts@nildram.co.uk> 
Priority: Normal 
Subject: Re: Life support as defense 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Fri, 20 Mar 1998 15:51:49 -0500, BILL SVITAVSKY wrote: 
 
>"qts" <qts@nildram.co.uk> wrote: 
> 
>>>>>> 
> 
> 
>On Fri, 20 Mar 1998 9:36:16 -0500, BILL SVITAVSKY wrote: 
> 
>>What SFX, other than a vague "Magical Protection", do you think  
>>would justify Power Defense without limitations? 
 
<snip> 
 
>Seriously, how about Superspeed? The Power Defense would represent the 
>difficulty of tagging the super-mobile speedster with more than a 
>glancing blow. 
> 
><<<<< 
> 
>Yeah, I'd probably allow Power Defense due to Superspeed, though  
>I'd limit it to attacks the speedster could move away from; I often  
>do the same thing with Damage Reduction.  
 
Yes - you did note the limitation I applied about surrounding hexes? 
 
>I think it was Bob who mentioned physiological adaptation - that  
>works fairly well. I also allowed straight Power Defense once for  
>a guy with various energy absorption powers - he reasoned that  
>he could suck back anything that was taken from him, and reduce  
>any energies intended to alter him. 
 
I've done something similar, but restricted it by SFX: the evil mage 
was shrugging off the PC mage's attacks, but he still got incinerated 
by the thunderbolt called down by the PC priest. 
 
qts 
 
Home: qts@nildram.co.uk. 
 
Return-Path: <daemon@omg.org> 
X-Authentication-Warning: pentagon.io.com: traveler owned process doing -bs 
Date: Sat, 21 Mar 1998 17:03:06 -0600 (CST) 
From: Dataweaver <traveler@io.com> 
cc: champ-l@omg.org 
Subject: Re: 5th Edition Suggestion 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Sat, 21 Mar 1998, Filksinger wrote: 
> >>What SFX, other than a vague "Magical Protection", do you think 
> >>would justify Power Defense without limitations? 
 
-snip examples- 
 
> You get the idea. It isn't easy, but there are possibilities. 
 
...and since it isn't easy, it should be the exception (+1/2 A: applies 
against anything) rather than the rule.   
 
---- 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: "\"qts\" <qts@nildram.co.uk> 
        \"John and Ron Prins\"" <qts@nildram.co.uk> 
Date: Sat, 21 Mar 98 23:03:15  
Reply-To: "qts" <qts@nildram.co.uk> 
Priority: Normal 
Subject: Re: 5th Edition Suggestion 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Fri, 20 Mar 1998 21:15:04 -0500 (EST), John and Ron Prins wrote: 
 
>>>Anyway, by the same token, Power Defense should be SFX dependant, for no 
>>>limitation. Power Defense vs. Toxins, Power Defense vs. Mutation, Power 
>>>Defense vs. Magic, Power Defense vs. Psionics, Power Defense vs. 
>>>Electromagnetism, Power Defense vs. Biomanipulation, etc. Complete Power 
>>>Defense should be a +2 Advantage on Power Defense. 
>> 
>>As you're merging Mental Defense with Power Defense, why not go further 
>>and just collapse the whole defense thing into one: you have just one 
>>power called Defense, and you specify the SFX that it acts against, 
>>including 'being punched' (for PD) as a SFX? 
>> 
>>qts 
> 
>What a colossally spurious statement 
 
??? 
 
> - don't try to put words in my mouth. 
 
Where exactly do I do that? 
 
> I 
>am not suggesting we merge PowDef and Mental Def. Are you telling me that 
>adjustment powers cannot have the SFX of 'psionic'? Look: 
> 
>Drain vs. EGO, BOECV - this power still works vs. Power Defense, and could 
>definitely be defined as having a psionic SFX. Clear enough? 
 
Your response makes no sense whatsoever. Did you read what I wrote or 
have you accidentally replied to someone else's message? 
qts 
 
Home: qts@nildram.co.uk. 
 
Return-Path: <daemon@omg.org> 
From: "\"qts\" <qts@nildram.co.uk> 
        \"champ-l@omg.org\"" <qts@nildram.co.uk> 
Date: Sat, 21 Mar 98 23:19:50  
Reply-To: "qts" <qts@nildram.co.uk> 
Priority: Normal 
Subject: Re: Going to the Source, Part Two 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Fri, 20 Mar 1998 15:32:03 -0500, BILL SVITAVSKY wrote: 
 
>"qts" <qts@nildram.co.uk> wrote: 
> 
>>>>>>> 
> 
> 
>Oh, and my PCs have *never* fought a dragon. They've fought with one 
> on 
>their side before, a hatchling who almost outclassed the PCs. When the 
>parents showed up, the devastation was very humbling. They took the 
>hint, and when they later found an unfriendly dragon, they ran. 
>qts 
> 
><<<<<< 
> 
>I hope you (and others) didn't take my dismissal of fantasy  
>cliches as a dismissal of the fantasy genre in general. I love  
>fantasy in general, and I've played quite a bit of Fantasy Hero,  
>AD&D, and various other FRPG's. I even like dragons. I just have  
>a grudge against the same familiar plot devices showing up again  
>and again - it robs fantasy of the sense of wonder. There's a  
>difference between an archetype and a stereotype, and I believe  
>good fantasy draws on the former while avoiding the latter. 
 
Well, that campaign (my first Hero one) most definitely wasn't cliched 
- the PCs main sponsor was a dragon who was rather fond of coffee and 
the main villain was a mage who was trying to summon a major nasty, but 
said major nasty didn't want to be summoned for assorted reasons. Then 
there was the ignorant magic javelin... Some of the adventures were a 
bit jokey, like when they had to escape a fortress before it became a 
flying fortress (complete with NASA style countdown). 
 
>You make an interesting point, though, that the system itself is  
>what brought you into Champions. (I'm assuming you've played at  
>least some Champs, even if FH is your preference.) 
 
I've never played a Superhero game. 
 
> I, too, am  
>likely to get involved in a game on the merit of its using the  
>Hero System, regardless of the genre. I like to think that any  
>GM with enough sense to use the Hero System is fairly likely to  
>run a good game, whatever the setting. :-) 
> 
 
qts 
 
Home: qts@nildram.co.uk. 
 
Return-Path: <daemon@omg.org> 
From: "\"qts\" <qts@nildram.co.uk> 
        \"Theala Sildorian\"" <qts@nildram.co.uk> 
Date: Sat, 21 Mar 98 23:22:12  
Reply-To: "qts" <qts@nildram.co.uk> 
Priority: Normal 
Subject: Re: Help Steve Long! (Re: Villain Secret IDs) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Fri, 20 Mar 1998 17:23:39 +0000, Theala Sildorian wrote: 
 
>> On Thu, 19 Mar 1998 14:50:49 +0000, "Theala Sildorian" 
>> champ-l@omg.org wrote: 
>>  
>> A small point, but they take footprints of small children 
>> (heel-prints, actually). qts 
> 
>And why they bother I have no idea, since those records are kept only  
>by the hospital, and even then not indefinately in many places.  They  
>do not become part of a government data base, and I've never heard of  
>a case where a footprint was used to id a criminal (not saying it  
>hasn't, but simply haven't heard). 
 
They're used to make sure the right babies exit with the right mothers, 
if memory serves. 
qts 
 
Home: qts@nildram.co.uk. 
 
Return-Path: <daemon@omg.org> 
Date: Sat, 21 Mar 1998 15:53:30 -0800 
From: "Robert A. West" <robtwest@erols.com> 
Subject: Re: Speedsters 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
FRESHMAN PHYSICS ALERT! 
 
The following is an analysis of a SFX argument that appealed to concepts  
of real-world physics.  I know that some on this list despise such  
discussions: if you are one of those, please delete this message now. 
 
Filksinger wrote: 
>  
> <snip> 
> >> 1u +15 STR -- doing in one instant what would normally take a 
> >> minute 
> > 
> > Explain this.  Str is not the characteristic to allow such. 
>  
> Quite possible. Consider. A speedster who operates at a different rate 
> of time, say, 10x, than normal people pushes against a weight. The 
> energy put into that weight is 10x as great as without the time 
> compression. This means that the speedster would be able to push 10x 
> as hard as if he operated at normal time. 
 
Sorry, Filksinger, but this isn't how it works.  You are ignoring the  
difference between Force and Energy: they are fundamentally different  
quantities.  In qualitative terms, to do something at all, you must have  
enough Force to overcome the resistive force(s).  If you cannot do the  
thing at all, you are doing no useful Work, although you may be spending  
Energy in heating up the atmosphere or melting the circuits.  If you have  
enough force to do a thing, then having more energy available allows you  
to do more Work. 
 
Where people get confused, is that real world machines are limited both  
by force and by energy available.  A lantern battery may be rated at 12  
volts (analogous to force) but it can only deliver a couple of watts.  If  
you try to use it to start a car, the car will draw more amps than the  
battery can deliver, and the chemical reactions will saturate, causing a  
catastophic drop in voltage. 
 
Faced with ten weights, Tenspeed can lift them onto a shelf in about the  
time that one normal would lift one, but if his STR exerted per action is  
the same as a normal, his speed will not help if he is just lifting. 
 
Why should this be?  You analyze this from an energy expended POV.  OK,  
let us assume that Tenspeed does exert 10x as much energy per unit time.  
Does this translate into ten times as much force?  The fundamental  
kinematic relations for non-relativistic speeds and constant masses are: 
 
	WORK = FORCE x DISTANCE				(1) 
	FORCE = MASS x ACCELERATION			(2) 
 
Work refers to energy that moves an object. 
 
Now, a STR 10 can lift 100kg in normal earth gravity, which is 10.8m/s^2.  
This means by (2) that a normal can exert 1080 newtons of force.  Face  
the normal with lifting a 500kg rock, and the resistive force due to  
gravity is 5400 newtons: the normal simply cannot lift the rock.   
DISTANCE = 0, so by (1) 
 
	WORK = 1080 newtons x 0 meters = 0 joules. 
 
The speedster will do 10x this much work.  10x0 = 0, so work remains  
zero: even Tenspeed cannot lift the rock: he can only fail to do so ten  
times as often. 
 
Now, wait a minute!  Tenspeed uses END at 10x the normal rate, and is  
perspiring somthing awful!  Doesn't that show an expenditure of energy?   
The answer is found in the difference between isometrics and isotonics. 
 
Bodies convert chemical energy into force by minute contractions of  
muscle fibres.  Since the human body is not rigid, if the force exerted  
is not enough to cause macroscopic motion, the body will still vibrate,  
doing work on itself.  The rock doesn't move, but the body heats up. 
 
>  
> The hard science fiction author Larry Niven played up this point in 
> one of his "Gil the ARM" stories. A flashlight, shining normally 
> inside of a field where time effectively was 400 times faster than 
> normal would burn people down in a second, as all of the energy 
> normally released in 400 seconds was dumped into their bodies in one 
> second. The targets, of course, moved _far_ to slowly to dodge. 
 
Well, Larry Niven's scientific gaffes are legendary -- recall the hordes  
of MIT sophomores at Boskone chanting, "Ringworld is unstable!  Ringworld  
is unstable!"  
 
For any who don't know about this, Niven assumed that a Ringworld would  
share the fundamental stability of a Dyson Sphere, which it does,  
*provided* that the star at the center is constrained somehow to remain  
in the plane of the ring.  If not, any small perturbing force will draw  
the star out of the plane, and once out of the plane, any small  
perturbing force in the plane of the Ringworld will now be amplified, not  
damped.  The result is rapid destruction. 
 
Of course, Niven then proceeded to write the Ringworld Engineers, which  
described how the star *was* constrained to stay in place, but even he  
didn't try to pretend that this wasn't retconning. 
 
As for the 400x effect, if a flashlight is 10 watts (a bright  
flashlight), then the result would be 4000 watts (as viewed externally),  
which is hot, but not burn up in seconds hot.  Moreover, the battery  
would exhaust itself in 1/400 the normal time: if it would last one hour,  
then it lasts for 10 seconds as viewed externally. 
 
--  
<-------------------------------------------------------> 
Robert A. West		///  "Censorship is tyranny." 
Phone W:(215)466-3628; H:(215)348-9113   
http://www.erols.com/robtwest 
 
 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: Life support as defense 
Mail-Copies-To: never 
X-No-Archive: yes 
X-Attribution: Rat 
Organization: The Happy Fun Ball Brigade 
Date: 21 Mar 1998 19:08:47 -0500 
Lines: 31 
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Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
-----BEGIN PGP SIGNED MESSAGE----- 
 
>>>>> "RAW" == Robert A West <robtwest@erols.com> writes: 
 
RAW> In effect, saying "Flash Defense" is saying "5 points of Flash Defense 
RAW> to the relevant sense". 
 
No, saying "Flash Defense" is saying "Flash Defense".  How much of it you 
have is a separate issue, at least within the context of NND.  Because in 
some campaigns, especially lower-powerd heroic campaigns, the GM may waive 
the minimum purchases. 
 
But this is irrelvant.  The way NND works, if "Flash Defense" is the 
non-normal defense and you have just 1 point of Flash Defense, you are 
immune to the attack.  Requiring "X ammount of Flash Defense" is really an 
AVLD. 
 
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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. 
 
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Date: Sat, 21 Mar 1998 18:36:10 -0600 (CST) 
From: Dataweaver <traveler@io.com> 
cc: champ-l@omg.org 
Subject: Re: Life support as defense 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On 21 Mar 1998, Stainless Steel Rat wrote: 
 
> But this is irrelvant.  The way NND works, if "Flash Defense" is the 
> non-normal defense and you have just 1 point of Flash Defense, you are 
> immune to the attack.  Requiring "X ammount of Flash Defense" is really an 
> AVLD. 
 
if "X amount of Flash Defense" neutralizes the power entirely, and "less 
than X amount of Flash Defense" has no effect on the power at all, it's 
NND, not AVLD.   
 
---- Jonathan Lang <traveler@io.com> ---- x ------- alias: Dataweaver --------- 
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Date: Thursday, June 03, 1999 12:20 PM