Week Ending May 9, 1998

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Date: Sun, 3 May 1998 13:19:59 +1000 (EST) 
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From: happyelf <jonesmj@topaz.cqu.edu.au> 
Subject: Re: 100% DR Debate 
Sender: owner-champ-l@sysabend.org 
 
At 03:28 AM 5/2/98 -0500, you wrote: 
> 
>	Well, the impossible has happened. 
> 
>	Someone more obstinent than Rat has arisen. 
> 
>	Happyelf, consider yourself flattered that I compare you to Rat. 
>He at least uses some reason and logic to support himself -- you use 
>assumptions based on "I like it in a certain way." 
> 
>	(Rat does do the latter, but backs it up.  Your posts have not.) 
> 
 
Look, it's not my problem if my logic wooshes right over your head. How about, 
when you come across such a post, you try and understand it instead being 
defensive 
and calling names? Frankly my posts were based on the mechanical princibels 
which hero 
is basedupon. I realise this is a change from the loopholing and meaningless  
numbercrunching which dominates much of the list, but it's no reason for you  
to become offended. Frankly if you can't see the logic behind my arguments,  
you most likely won't understand this post becasue it uses numerous words of  
more than one syllable.  
 
 
 
 
 
> 
>				-Tim Gilberg 
> 
>		    -"Hey!  MacLeod!  Get off of my ewe!" 
> 
> 
> 
"enslve humanity willya?" 
 
Core Alpha PBEM http://www.geocities.com/TimesSquare/Labyrinth/3306/Pbem.htm 
 
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Date: Sat, 2 May 1998 20:23:51 -0700 (PDT) 
From: Dale Ward <daleaward@rocketmail.com> 
Subject: Re: Horsebites 
To: champ-l@sysabend.org 
Sender: owner-champ-l@sysabend.org 
 
Greetings, 
 
---Bryant Berggren  wrote: 
> 
> City boy that I am, I admit to general ignorance about matters equestrian, 
> but ... against an average, unarmored person, this would mean one bite from 
> a horse would leave him at 1 BODY -- a lucky roll would leave him /dying/. 
>  
> So, I'm wondering if anyone knows ... are there a lot of fatalities out 
> there in the real world resulting from horse bites? :^] Strict injuries, 
> mind you, not infections or other side consequences. 
 
     Horse bites are very painful, if only because they bite so damned hard!  
However, I have never heard of one being fatal.  Barring a critical hit on the 
throat, I'd say it would be highly unlikely at best. 
 
     As for what it feels like, try slamming a car door on one of your butt 
cheeks!  Not the whole cheek... just enough to pinch about a fist-sized chunk. 
 
 
Dale A. Ward 
[Did Somebody Say *BLOW UP* McDonald's?] 
 
_________________________________________________________ 
DO YOU YAHOO!? 
Get your free @yahoo.com address at http://mail.yahoo.com 
 
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Date: Sun, 3 May 1998 13:51:15 +1000 (EST) 
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To: champ-l@sysabend.org 
From: happyelf <jonesmj@topaz.cqu.edu.au> 
Subject: Re: Desolidification 
Sender: owner-champ-l@sysabend.org 
 
At 07:59 AM 5/2/98 -0700, you wrote: 
>At 02:11 PM 5/2/1998 +1000, happyelf wrote: 
>>>Oh, this is even easier than 'why would you need it in supers?'.  I'd use 
>>>it as a part of an 'immune to magic' package.  In fact, I'll be using it 
>>>in my Final Fantasy HERO game, because creatures being 100% immune to a 
>>>particular effect are part of the genre. 
>> 
>>Um, the levels of points ar lower, 75% reduction should do it, toss 
>>in a bit of pd or whatever. Frankly it functions as a plot device anyway,  
>>you shouldn't add it to points totals, there's no reason to. Just write 
>>'invuerable to X' in the notes section, i ask you, what is the diffence? 
>>You've asked me that, but it just occured to me that since my theory is 
>>the incumbent, the burden of evidence lies with you. 
> 
>   Let's back up to a couple of things that have already been presented: 
>flying into the sun, and interposing oneself in front of the Death Star. 
>   Cohesion has 100% resistant Energy Damage Reduction.  If he interposes 
>himself in front of the Death Star's 50d6 RKA planet destructor beam, he 
>takes no damage.  He takes butt-busting Knockback, but he takes no damage. 
>He can also fly into the sun, with its 100d6 Killing environment (an 
>admittedly arbitrary figure there) and suffer little in the way of ill 
>effects. 
 
As i said, 'the levels of points are lower (hence) 75% should do it'.  
My logic here was that in a heroic level campaign people will not be  
flying into the sun or bodysurfing superlasers, and if they do it  
exists as part of the gm's notes on the setting, not the character sheet.  
 
>   Indestructor has 75% resistant Energy Damage Reduction and 20 rPD.  What 
>happens when he interposes himself in front of the Death Star's 50d6 RKA? 
>Well, mechanically speaking, he'd take 2 BODY and 112 STUN from an average 
>roll (at least, according to my quick calculations).  What happens when he 
>flies into the sun, with its 100d6 Killing environment?  I calculate 82.5 
>BODY and 228 STUN from an average roll. 
>   Seems pretty different to me. 
> 
 
again, you have most likely accidentally taken the comment out of context.  
The post above was with reguards to a HEROIC level campaign.  
 
>>>> I repeat, a set of powers that give high defence CAN BE defined as 
>>>> indesructable.  
>>> 
>>>Even though it's not. 
>> 
>>Yes it is. if it's special effect is 'indestructable', then it is.  
> 
>   So according to you, Indestructor would walk out of the above situations 
>unscathed, even though the mechanics say he shouldn't? 
>   Well, that's your decision for your game, and nobody with any sense 
>should try to argue that you're doing it "wrong."  Some of us prefer to run 
>such things more strictly by the rules, though. 
> 
 
Again, i am speakinbg from a NON-MECHANICS pov.  
The special effects of blammo's eb could be 'nuclear ray',  
but that doesn't mean that it causees cancer and micro  
particulate fallout when it hits things. I really don't  
understand how you people can't wrap your heads around this. 
 
It's the same sort of logic as giving a character a skill 
and saying they always had it- it's just they never used it.  
If indestructor (who is superheroic, yes?) wants to be indestructable,  
he should have about 700 points. Otherwise, the game does not have the  
power level required to support indestructable characters.  
 
Saying he has that level of power, then he gets  
75% rdr for everything, plus 100rd for everything,  
plus power defence, ect. Then he can walk through quite a bit. 
from the perspective of a HEROIC campaign, he IS indestructable.  
He can swan dive off a cliff, get hit by a train, ect,  
and within the normal perspective of the campaign  
HE IS INDESTRUCTABLE! As i have said repeatedly any stun he takes 
can be explained by other means- he could be momentarily distracted 
(a valid 'special effect' for taking 5 stun when you have 80-100 to  
begin with) or mired in rubble. I realise this involves a  
moment of lateral thought, but it DOES NOT EFFECT THE  
MECHANICS AT ALL! Simmilar explanations for damage/stun are  
often used for character with energy forms and the like.  
 
the real problem here is that  
by 'indestructable' people are looking for a special effect which  
relates to game mechanics. That's like wolverine saying:  
 
"I'm the best at what i do- and i have the combat skill levels to prove it!" 
 
Ergo, they cannot grasp how one 
can be invunerable and still suffer damage. I have stated before 
what a travesty this 100% idea would be in the game, but people 
seem to like the idea of either: 
 
A) As a gm, playing god with the players by deciding who  
get such a power, which is well in excess of decisions  
like stop signs and magnifying glasses, is a real kick.  
or 
B) As a player, have the power-gamers urge to play an indestructable  
character.  
or 
C) disagreeing with me, in an attempt to claim that i am at fault  
when the truth is they just can't keep up with my logic (this means you, timmy.) 
 
I've already had one person flame me about this, it's clear  
people have strong feelings about the right to play a character  
who is invunerable as a mechanics concept as well as a story  
concept. It should be obvious that if the general issue is  
that a character is invunerable, the roleplaying possibilities  
are the same.  
 
 
>>That they cannot be quantified, since they are infinite.  
>>You can't quantify infinity.  
>>You just can't. 
>>Go ahead, try.  
>>You'll always end up with zero or infinity.  
>>Simple as that. 
> 
>   Hm.  Somehow you derived infinity from one, so there must be something 
>different going on here.... 
 
Um, when did i do that? I'm assuming you  
actually read what i wrote, unlike mr gilberg earlier? 
 
 
>--- 
>Bob's Original Hero Stuff Page!  [Circle of HEROs member] 
>   http://www.klock.com/public/users/bob.greenwade/original.htm 
>Homepage of the Merry-Go-Round Webring!  (Wanna join?) 
>   http://www.klock.com/public/users/bob.greenwade/merrhome.htm 
> 
> 
> 
"enslve humanity willya?" 
 
Core Alpha PBEM http://www.geocities.com/TimesSquare/Labyrinth/3306/Pbem.htm 
 
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Date: Sun, 3 May 1998 13:56:28 +1000 (EST) 
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To: champ-l@sysabend.org 
From: happyelf <jonesmj@topaz.cqu.edu.au> 
Subject: Re: Desolidification 
Sender: owner-champ-l@sysabend.org 
 
At 12:33 PM 5/2/98 -0500, you wrote: 
> 
>>    Indestructor has 75% resistant Energy Damage Reduction and 20 rPD.  What 
>> happens when he interposes himself in front of the Death Star's 50d6 RKA? 
>> Well, mechanically speaking, he'd take 2 BODY and 112 STUN from an average 
>> roll (at least, according to my quick calculations).  What happens when he 
>> flies into the sun, with its 100d6 Killing environment?  I calculate 82.5 
>> BODY and 228 STUN from an average roll. 
>>    Seems pretty different to me. 
> 
>	Your numbers are off.  Damage reduction is figured _after_ 
>def takes effect.  Therefore, the Death Start would do 38.75 BOD and 
>111.67 Stun.  The sun would do 82.5 BOD and 228.33 STUN.  That's a 
>_really_ big difference. 
> 
>	(Actually, your numbers looked wrong even if doing it the other 
>way.) 
> 
 
 
*yawn* so give him 100 body, with the special effect of  
'just doesn't take any damage.' Oh, and 100 red to begin with.  
As i said, the 75%/20dr example was for HEROIC level campaign.  
Sawwy, star wars does not qualify. In fact neither does any  
campaign which inlolves 'indestructable' pc's of that magnitude.  
 
 
> 
>				-Tim Gilberg 
> 
>		    -"Hey!  MacLeod!  Get off of my ewe!" 
> 
> 
> 
"enslve humanity willya?" 
 
Core Alpha PBEM http://www.geocities.com/TimesSquare/Labyrinth/3306/Pbem.htm 
 
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From: GoldRushG <GoldRushG@aol.com> 
Date: Sun, 3 May 1998 00:01:53 EDT 
To: hero-l@sysabend.org 
Subject: Re: Horsebites 
Sender: owner-champ-l@sysabend.org 
 
<< against an average, unarmored person, this would mean one bite from 
a horse would leave him at 1 BODY -- a lucky roll would leave him /dying/. >> 
 
  1D6+1 HKA does 2-7 Body (average of 4.5). That would not leave an average 
person dying, but rather with 5.5 Body left (again, on average). ;) 
 
  Give them 1 pt of resistant Defense (i.e., Armor) and the damage drops to 
2.5 Body (average). A decent wound, but not life threatening... unless the 
horse perhap bit you in the head or (ouch!) the vitals. :D 
 
  Mark @ GRG 
 
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Date: Sat, 2 May 1998 23:03:09 -0500 (CDT) 
From: Sakura <jeffj@io.com> 
To: Champions Mailing List <champ-l@sysabend.org> 
Subject: Re: Horsebites 
Sender: owner-champ-l@sysabend.org 
 
On Sat, 2 May 1998, Filksinger wrote: 
 
> >According to the stats listed on p. 197 of the BBB, a typical horse 
> has a 
> >1d6+1 HKA, Reduced Penetration, to represent a bite attack. 
>  
> I take it you are assuming that the horse is adding his STR to the 
> bite, as otherwise the number would be considerably smaller. 
 
With strength, the horse gets 2 x 1d6+1.  Average damage, 9 points. 
  
Please note that horse bites are as bad as being clawed by a lion, and 
in fact are worse than being bitten by a lion. 
 
<snip fatality from horse bites> 
 
> No. This number is ridiculously high. Either horse bites should be 
> much lower in damage, or they should be normal attacks. Maybe both. 
 
My gf worked with and rode horses for quite a while, and she assures me 
she has never even been close to death from a horse bite.  She does say 
that a horse could potentially sever a finger, though, and she did nearly 
lose a thumb at one point. 
 
I'd say that horse bites ought to do straight STR damage from the horse - 
and normal damage at that. Possibly less, because that would still do 3 
BODY to the average person...no, wait, 1 BODY, because it's probably on a 
limb.  Yeah, that makes me feel a lot better.  Max of 4 BODY, which would 
probably sever a finger. 
 
Hmm...maybe these are /carnivorous/ horses? 
 
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: Sat, 2 May 1998 23:07:34 -0500 (CDT) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@sysabend.org 
Subject: Re: 100% DR Debate 
Sender: owner-champ-l@sysabend.org 
 
 
> Look, it's not my problem if my logic wooshes right over your head. How about, 
 
	If your posts had logic, they wouldn't waste my time. 
 
> when you come across such a post, you try and understand it instead being 
> defensive 
> and calling names? 
 
	Offensive, actually.  I'm not offended by your posts, I just feel 
that they are completely wasting my time. 
 
> Frankly my posts were based on the mechanical princibels 
> which hero 
> is basedupon. 
 
	Eh?  All you seem to be basing your argument on is "Hero has no 
absolutes", which is something that many have shown needlessly limits the 
system. 
 
> I realise this is a change from the loopholing and meaningless 
> numbercrunching which dominates much of the list, but it's no reason for you 
> to become offended. Frankly if you can't see the logic behind my arguments, 
> you most likely won't understand this post becasue it uses numerous words of 
> more than one syllable. 
 
	Fuck off.  I said that your posts didn't use rules to support 
them, unlike Rat.  That's something quite provable.  You then decide to 
say I'm unintelligent. 
 
	Quite frankly, if you had said that to my face, I would have made 
sure you couldn't speak for quite a while.  I attacked you based on your 
ability to back up your prattle with Hero rules, you attacked me 
personally.  Don't do it again. 
 
 
 
				-Tim Gilberg 
 
		    -"Hey!  MacLeod!  Get off of my ewe!" 
 
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Date: Sat, 2 May 1998 23:36:05 -0500 (CDT) 
From: Sakura <jeffj@io.com> 
To: Champions Mailing List <champ-l@sysabend.org> 
Subject: Re: Horsebites 
Sender: owner-champ-l@sysabend.org 
 
On Sun, 3 May 1998, GoldRushG wrote: 
 
> << against an average, unarmored person, this would mean one bite from 
> a horse would leave him at 1 BODY -- a lucky roll would leave him /dying/. >> 
>  
>   1D6+1 HKA does 2-7 Body (average of 4.5). That would not leave an average 
> person dying, but rather with 5.5 Body left (again, on average). ;) 
 
Look carefully at the horse stats, though...that 1d6+1 is /after/ the 
reduced penetration, which means it's 2 attacks of 2-7 body, averaging 9. 
  
>   Give them 1 pt of resistant Defense (i.e., Armor) and the damage drops to 
> 2.5 Body (average). A decent wound, but not life threatening... unless the 
> horse perhap bit you in the head or (ouch!) the vitals. :D 
 
You'll /need/ armor if you're going up against the Amazing Carnivorous 
HERO Uberhorses...allow me to suggest plate mail, though... 
 
8) 
 
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: Sun, 3 May 1998 14:45:53 +1000 (EST) 
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To: champ-l@sysabend.org 
From: happyelf <jonesmj@topaz.cqu.edu.au> 
Subject: Re: Desolidification 
Sender: owner-champ-l@sysabend.org 
 
 
>>And his is? To tag a 120 points onto the plot device 'indestructable' 
>is 
>>not tournament-legal. 
> 
>As much of this discussion concerns a power which the proponents want 
>to make official, then their way would, if they get their way, be 
>tournament legal. 
> 
><snip> 
 
they want to WHAT? ugh, and to think i've been multi-tasking 
this debate.........And wouldn't my way be just as legal if  
accepted? I mean which do you think the heros guys would rather,  
an ultra-cheesy abuse of damage reduction which DEFEATS THE  
PURPOSE OF THE POWER, or a set of scenario notes to define things 
like omnipotent gods, immortality and the like? 
 
>> 
>>And which is a more valid construct, once we dispese with the 
>>anally-retentive absolute term 'invunerability' 
>>insisted upon thus far? I started with 
>>this statement: THERE ARE NO ABSOLUTES IN HERO. 
> 
>Ridiculous. I can't believe how often this is claimed, as it is not 
>only clearly false, but some of the examples are annoying to me. 
> 
 
I stand somewhat corrected, which is more than most people ever say on this 
list. Very well i shall clariffy. Within the area of GENUINLY QUANTIFIED  
VALUES, there are no absolutes. The defence may exist, even if an  
absolute seems to exist.  
 
>Life Support is an absolute. If I buy immunity to cold for my Yeti, 
>then my Yeti is uneffected by wading in liquid hydrogen. If immune to 
>aging, he will never grow old. Both absolutes, which make it difficult 
>to create such simple things as a coat or a man who will live roughly 
>300 years before aging gets him. Given the cheapness of the Life 
>Support, limitations on these are rather silly and give too much 
>granularity. 
> 
 
Actually, most gm's would by liquid hydrogen as an attack  
of some sort although perhaps with nnd-not vs life support.  
Actually, this point suports my case. Life support is an example of  
an OPPOSITION to a concept very simmilar to invunerability. That is,  
it function as the valid defence for the otherwise unlimited concept 
of 'massive environment damage'. Hence, the vacume of space would 
be an absolute, if it were not for life support being there to counter it.  
 
>Darkness is another absolute. No matter how much light there is, in 
>Darkness you are always in absolute blackness. True, you could define 
>very bright lights as "Suppress: Darkness", but I could define my 
>super laser as being an NND RKA, claiming that no defense is strong 
>enough to stop it. Either one dodges the issue. 
> 
 
Things like ls and darkness are by  
definition, not quantified in terms of what can potentially  
'defeat' them in the normal sence of the word. Hence my point. 
I would now suggest that while darkness is an absolute,  
as is life support, it can be partially rejected as an example two different 
ways.  
 
A)An adjustment power can be aplied to either example, hence proving they  
are not absolute. Your nnd attack would be defeated by the conditional  
defence cited, but this partially defends the idea of indestructability.  
However, such concept have no inherant manner in which they can be effected,  
APART from adjustment. Adjustemnt can be defined as a a de-facto defence 
against the concept. Your example of a ndd does not really relate to this  
issue. Nonetheless, since a 100% dr could be defeated the same way,  
the suggestion may support my statement, but it has the opposite  
effect on my argument for useing that statement. Hence i can't say  
100% dr is an absolute and hence unnaceptable, then give an example of how  
it isn't an absolute to support that claim. 
 
B)In the case of darkness, other sences function as a *mechanics based*  
curcumrvention of the effect, while REMAINING WITHIN THE AREA OF EFFECT IN 
QUESTION. 
in the same way the conditional defence on a nnd  
circumvents the need for normal defence, BUT does remain within the  
area of physal damage being prevented so not my avoiding the issue  
completly, as would be the case if one were desolid. The equivalent  
of this for sences goes like this: 
 
Different senses are still senses. To defeat darkness vs sight i need only  
use spacial awareness. This is still in the same area of effect. Using this  
princible it would NOT be a valid example if i for instance, used a mind link 
to 'see' through someone elses eyes, or hit and caused damage despite being  
blinded. Hence a valid example for nnd would beuseing one of the defences 
defined,  
while a non-valid example would be just having enough body to take it or  
using absorbtion to repair the injury. 
 
However in both these cases the point is the same- 
there is both a valid defence and a valid attack, within the same arena of 
concepts. Unlike 100%RPD- which you cannot defend without going outside  
of the arena of 'physical damage', the conditional defence of a nnd attack  
can be properly placed within the category of physical defence, since it  
functions directly as a defence against a physical attack. However, to  
say the same about 100% rdr, one would have to allow an advantage that  
'negates damage reduction', at which point 100% dr would cease being  
What the original poster demands it is- definitive proof against damage y x.  
 
the issue of adjustment powers works from the assumption 
that it is seperate from the normal paridigm of offence-defence(ie pd and ed, as 
well as damage reduction and stun/body) 
, and in fact have their own set of defences (power defence, shared with 
adjustment.)  
 
When we're talking about dice rolls-hence a number of 'body/stun' or their  
equivilant, we do not talk about anything being able to oppose those effects 
with 100%  
efficiency. People have commented on the issue of nnd before, and clearly 
this is a case 
of binary-style defence as well- you either casue damage or you don't based 
on a given  
condition. However this cannot be compared to the overarching manner in 
which 100% 
damage reduction affects concepts which seek to cause damage despite it. 
While a nnd 
attack is itself greatly advantageous- you accept that there is a binary 
defence, becauuse  
this is one of the few defences aplicable- those powers opposing  100%  
DAMAGE REDUCTION is not so lmiited. In fact they wil most likely be a normal  
attack that opposes it. As stated earlier, the condition given to prevent nnd  
exists within the bounds of 'physical defence', while the possibilities  
for confounding 100%rpdr lie well outside the area of 'phhysical attack'. 
 
 
><snip> 
> 
>Filksinger 
> 
> 
> 
> 
"enslve humanity willya?" 
 
Core Alpha PBEM http://www.geocities.com/TimesSquare/Labyrinth/3306/Pbem.htm 
 
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From: ErolB1 <ErolB1@aol.com> 
Date: Sun, 3 May 1998 00:46:50 EDT 
To: hero-l@sysabend.org 
Subject: Re: Horsebites 
Sender: owner-champ-l@sysabend.org 
 
In a message dated 98-05-02 21:22:57 EDT, you write: 
 
> An odd thought which hit me today, looking over a character someone created 
. 
> .. 
>   
>  According to the stats listed on p. 197 of the BBB, a typical horse has a 
>  1d6+1 HKA, Reduced Penetration, to represent a bite attack. 
>   
>  City boy that I am, I admit to general ignorance about matters equestrian, 
>  but ... against an average, unarmored person, this would mean one bite from 
>  a horse would leave him at 1 BODY -- a lucky roll would leave him /dying/. 
>   
>  So, I'm wondering if anyone knows ... are there a lot of fatalities out 
>  there in the real world resulting from horse bites? :^] Strict injuries, 
>  mind you, not infections or other side consequences. 
 
My uncle was bitten by a horse once... 
 
Really. (From the way my mom told the story, it hurt like the bejebers, but it 
didn't really do all that much *damage*).  
 
I've heard of occasional fatilities from being *kicked* by a horse, but not 
from being *bitten* by one. If I were writing up horses, I'd be inclined to 
make the bite do base STR damage w/o the HA bought for the kick, and call it a 
special effect. (Or I might create special "animal martial arts" to represent 
various animal's non-humanoid fighting styles.) 
 
Erol K. Bayburt 
Evil Genius for a Better Tomorrow 
 
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Date: Sat, 2 May 1998 23:54:54 -0500 (CDT) 
From: Sakura <jeffj@io.com> 
To: Champions Mailing List <champ-l@sysabend.org> 
Subject: Re: Desolidification 
Sender: owner-champ-l@sysabend.org 
 
On Sun, 3 May 1998, happyelf wrote: 
 
> HE IS INDESTRUCTABLE! As i have said repeatedly any stun he takes 
> can be explained by other means- he could be momentarily distracted 
> (a valid 'special effect' for taking 5 stun when you have 80-100 to  
> begin with) or mired in rubble.  
 
I still love the concept that one can be distracted to unconsciousness. 
 
> Ergo, they cannot grasp how one 
> can be invunerable and still suffer damage. I have stated before 
> what a travesty this 100% idea would be in the game, but people 
> seem to like the idea of either: 
>  
> A) As a gm, playing god with the players by deciding who  
> get such a power, which is well in excess of decisions  
> like stop signs and magnifying glasses, is a real kick.  
 
As opposed to: 
 
As a GM, plaing god with the players by deciding whose 
powers qualify for the 'invulnerable' criteria, and then 
yanking that away from them on a whim because, after all, 
they don't have it in the game mechanics, only by GM 
fiat. 
 
> or 
> B) As a player, have the power-gamers urge to play an indestructable  
> character.  
 
Because anyone who plays a powerful character is a rampant munchkin. 
Uh-huh, right. 
 
I am really sick of that attitude, BTW.  Let me climb up on my soapbox for 
a moment and say that playing powerful characters does not reflect at all 
on your roleplaying skills - although there are a lot of munchkins who 
powergame, there are also plenty of /good/ roleplayers who enjoy it too. 
 
I have played and enjoyed characters at both ends of the power spectrum, 
and I get really sick of the 'holier than thou' attitude that some people 
- including you, happyelf - seem to exude whenever powerful characters are 
brought up. 
 
If /you/ can't handle powerful characters, or don't enjoy playing them, 
fine. Play your games your way.  But don't call me a 'powergamer' in a 
negative sense because I happen to like them. 
 
> or 
> C) disagreeing with me, in an attempt to claim that i am at fault  
> when the truth is they just can't keep up with my logic (this means you, timmy.) 
 
Well, since your logic may well be based on false premises, is it really 
worth keeping up with it? 
 
Your logic, as I understand it, runs something like this: 
 
Absolutes do not belong in HERO system. 
100% Damage Reduction is an absolute. 
Therefore, 100% damage reduction does not belong in HERO system. 
 
Of course, following your logic, Life Support doesn't belong in Champions 
either, because it's an absolute... 
  
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: Sun, 3 May 1998 15:56:05 +1000 (EST) 
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To: champ-l@sysabend.org 
From: happyelf <jonesmj@topaz.cqu.edu.au> 
Subject: Re: Desolidification-long!! 
Sender: owner-champ-l@sysabend.org 
 
At 09:46 PM 5/2/98 -0500, you wrote: 
>So in that game, invulnerability cost (if I remember your previous post 
>correctly) 30 points. 
> 
in that particular game, yes. 
>- Isn't that too low a cost for such a /powerful/ power?  Isn't he getting 
>  more than what he paid for?  Isn't that your problem with the whole 
>  concept of invulnerability? 
 
No, the problem is he's PAYING FOR what he gets. In my version, he doesn't  
pay to be invunerable, it's a plot concept entirely handled by the gm.  
The defences he buys just makes it more plausable and allows the use  
of normal game mechanics in as many instances as possible, with  
the rest a matter of gm descretion. 
 
>- Contrariwise, isn't saying 'well, 20 PD is invulnerable, I'll let him 
>  withstand being hit by a train'  
 
I said nothing of the sort. Read and re-read the response i give  
immediatly above this. The 20 pd does not equate to invunerability,  
as i have said invunerability is NOT A MECHANICS CONCEPT.  
 
>  undermining the very mechanics of the 
>  system that you think 100% DR would destroy? 
 
No. It is outside the realm of mechanics. Hence it does not effect them.  
It is properly defined as a NON MECHANICS issue, once  
we remove your error about what exactly equates to invunerability.  
 
>- And isn't the character 'boring' because he's 'immortal' now? 
> 
 
No, he is immortal as part of the story. His immortality is  
directly based on what the plot requires, and the possibilities  
which it involves. As opposed to it being the tool of a  
power-player who is lucky ebough to get the power in the first place.  
 
>> >OK. And how does adding 100% DR undermine this?  The cost is extrapolated 
>> >from existing costs, so it certainly doesn't make the game mechanics 
>> >'uncohesive'. 
>>  
>> Yes it does. It undemines the princible of getting what you pay for,  
> 
><cough> And your 'plot device' concept doesn't do that just as badly, if 
>not worse? 
> 
 
No. Again, you don't pay for a plot device. This is in essence what you  
are suggesting people should be able to do.  
 
>??  Well, maybe your GMs are different down there.  It certainly seems 
>like your play style is very different, from the way you say that true 
>invulnerability is some kind of sin against all that is holy.  
> 
 
Again, i said nothing of the sort. Simply that such concepts  
should be placed outside the realm of game mechanics, so as  
to not disrupt the balance of the game.  
 
>> And the cost is not extrapolated.  
>> Damage reductuion bases itself on the princible that 100% is unobtainable.  
> 
>You know, I can almost buy this, especially in conjunction with the other 
>post that suggested another logical way of extrapolating the table (1/4, 
>1/2, 3/4, 7/8, 15/16, etc).  This is, in fact, more valuable input than 
>anything else you've said, because it challenges some of the logical 
>assumptions I've made and offers an alternative, instead of saying 'NO!  
>You CAN'T do THAT!  That's BAD!' 
> 
I have offered logic for my other positions. You have missed it by fault or 
design. 
 
>> no actually rimmer from rd dwarf was invunerable in series six-  
>> but it still hurt when people hit him.  
> 
>Not very invulnerable by my standards, then. 
> 
But he didn't take damage. And since pain is not *directly quantified* 
by game mechanics, 100% rdr does not nesecarily prevent it. It's a  
matter of role-playing. 
 
>And stun is what?  Say it all together, class...'stun /damage/'.  Yes, 
>that's right, stun is a form of damage. 
> 
Yes, but the fact remains. Rimmer could not be destroyed st that story 
point, he is indestructable 
 
>> Yes, but it's a concept inherent in the attack. I say again i though you  
>> say invunerable means you don't take any damage from an attack?  
>                                      ^^^ 
>(sigh) Maybe I'm being pedantic, but I'd say it's perfectly clear. 
>Joe-Bob attacks Invulnerable-to-Energy Man with his EB. 
>Invulnerable-to-Energy Man takes no damage from being hit with Joe-Bob's 
>waves of energy, but he is thrown 100 yard through the air.  At the end of 
>his short flight, he slams into the earth, and takes damage. 
> 
yes. He takes damage as a result of the attack. That si all i'm suggesting.  
 
>Please note that Invulnerable-to-Energy Man is taking damage from slamming 
>into the Earth, not from the energy of the blast directly. 
> 
No, part of the damage is caused by gravity, most comes directly  
fromt he kinetic energy of the blow.  
 
>Using your logic, you should apply ED to knockback damage from an energy 
>attack. (Well, it's damage done by the energy attack, isn't it?) 
>   
>> I'm talking about a rl equivalent. Invunerability is unobtainable.  
> 
>Thank you, Mr. State-the-Obvious man.  So is a 12d6 EB firing from the 
>eyes.  So is regeneration.  So is FTL Travel.  Yet all of these things are 
>in the game. 
> 
 
No, actually ftl travel occurs al the time- if you happen to be a tachion(sp) 
And as for regeration, well reptiles regain limbs all the time, and a 12d6 eb 
can concievably be defined as a poison dart, which could be launched from 
a cyberoptic, which is something we will no doubt invent EVENTUALLY.  
 
>> most of them apply in almost all circumstances. And there is usually one 
thing 
>> or another. Hence it is valid to allow a degree of stun of some sort at 
least.  
>> This is far more plausable then what you are suggesting. Also, if an 
>> invunerable  
>> guy gets hit by ANY high-energy effect, he better have life support, as 
well.  
> 
 
hmmm, no reply? funny.  
  
>> >In a comic book setting, I'd only use these fragments of metal if someone 
>> >deliberately tried to create/use them - i.e. 'Oh no! Pyron is immune to my 
>> >flame blast power!  Maybe if I cause that propane tank next to him to 
>> >explode, he'll be harmed by the shrapnel!' (aims at tank, boom, etc) 
>>  
>> *sigh* first you say non-comic book settings are suport for invunerability... 
>> now this.  
> 
>At no time did I ever say non-comic-book settings are the /only/ support 
>for invulnerability.  Please stop trying to put words in my mouth. 
> 
 
i was of the belief that  
You said it was more playsable for fantasy hero/four color campaigns, or  
words to that effect.  
 
>If you are trying to say 'these effects would occur in a 'realistic' 
>setting, you have some validity there.  But then again, if you wanted a 
>'realistic' setting, perhaps you wouldn't allow complete invulnerability 
>at all, since it is, as you point out, an inherently unrealistic power. 
> 
>If, for example, I were doing a Wild Cards campaign, I would probably do 
>as you suggest - use 75% DR and high PD/ED - and chalk any damage up to 
>things that aren't covered by the invulnerability. 
> 
 
So how is that as far as roleplaying goes, not defined as invunerable? if the  
explanations given for damage taken involve concepts not defended against,  
then the subject IS INVUNERABLE TO 'x' within the storyline.  
 
>If I were doing a very epic game, then it would hardly be in genre for 
>Invulnerable Man to take damage from the things he is invulnerable to, and 
>it would seem pretty darn silly to me and the players if he were 
>nickel-and-dimed to unconsciousness by attacks that his character concept 
>sai he shouldn't have been hurt by.  
> 
 
Not his character concept, his character sheet. If invunerable man is  
invunerable to everything, then your logic collapses into the limited infinity 
fallacy. You may say 'obbviously he can be overpowered', but if that is so  
he is vunerable to microscopic mucscle-damage caused my over-exertion against a  
resistance(whoever he's strugglnig against.) In fact, if he's vunerable to  
being wrestled to the ground, he is not completly invunerable. While any  
concept remains which he cannot ignore at will, he can be potenatially 
neutralised- especially considering the ower level involved. If you play  
an epic game, give him epic points, or make it a plot device as it should be.  
 
>> >> , sudden trauma from temperature changes(maybe) 
>> > 
>> >Isn't that part of how fire damages people? 
>>  
>> My point exactly: what does 'immune to fire' cover? 
> 
>Well, I'd say: damage from fire attacks.  If you hade 'immune to fire' 
>but not LS: Heat, then you would take no damage from a 12d6 'flame 
>blast' EB, but you could be damaged by a 3d6 NND 'heat wave' attack, or 
>even by just walking through the desert. Why? I dunno, depends on the 
>character.  Maybe he has a magic ring of fire resistance or a blessing 
>from the gods. 
> 
 
maybe the gods poke him ni the ribs every time he uses the ring,  
hence causing damage. And what about a 'volcanic blast'? or an 'inferno blast'? 
 
>> you could argue that,  
>> since heat is just molecular agitation, soeone with this immunity would be  
>> so immune to being punched also- it's all kinetic transference. 
> 
>Now /this/ is cheese.  It's even cheesier than trying to say 'well, being 
>punched is damage through kinetic energy, so why shouldn't I use my 
>/Energy/ Defense?' 
>  
 
You're the once suggesting an infinite concept. This is the  
type of issue which arises in such a dialogue.  
 
>> >Of course, if someone truly wanted to be 'invulnerable to fire' I'd 
>> >suggest they also buy LS: Intense Heat... 
>>  
>> Yes. .. but you just said 'immune to fire' means you can't take  
>> damage from fire. In that case how would you explain someone  
>> with 100%red and NO ls? 
> 
>That's the player's job, not mine.  I'm not about to say 'that shouldn't 
>exist just because /I/ can't think of an SFX for it.'  I can't think of 
>SFX for 'indirect Running' either, but that doesn't mean I'll say it's 
>impossible to explain or purchase in my campaign. 
> 
 
Unm, why not? That's like me saying that just becasue i  
can't see how a nnd can cause body damage, i should still let 
a pc ahve it. Of course i can see a way it could function, but 
the issue remains.  
 
>>  okay let's say '100% red vs fire attacks', 
>> but that still doesn't wash. 
> 
>There's an Arabian tale (I think) about a blacksmith who was given a 
>blessing, that he would never be burned by any fire.  This would probably 
>be an example of 100% DR vs fire, but no LS: Heat. 
> 
yes but it's still an example of how you can hget 100%dr and  
still take damage 'from' 'fire'. The problem is that your demands  
base them selves on story-conmcepts while what you really want is  
points-bargain. 
 
>> You're basing your suggestion on a  
>> scenario-  a character who does not take damage from X.  
>> But the problem is that they're bound to take damage from x  
>> in some ways unless you reduce it to pure game mechanics  
>> (as in immune to attacks with X as special effect) in which  
>> case it is no longer valid to argue from anything but a mechanics- 
>> based perspective. 
> 
>Which is /exactly/ what I'm talking about - I'm going at this from a 
>mechanics-based perspective, and you're not. 
> 
 
Yes but i just said- it's not valid to try and depict 
such a concept from such a mechanics-based perspective.  
For one thing you cannot claim to have roleplaying-based  
reasons for a purely mechanical isse, for another thing  
without the freeform aspects of special effect and other  
non-mechanical concepts, the game is meaningless.  
 
>> no, again you speak of game mechanics when i'm speaking 
>> of reality. You base your concept on pure rules-logic,  
>> the problem is your logic is flawed. These are all good 
>> reasons why someone who is (sfx) indesructable to X 
>> would still take a few stun from an attack with X 
>> as a special effect, but you continue to speak in  
>> pure game mechanics.  
> 
>In a discussion about game mechanics. Gosh, who woulda thought? 
>Actually, my point is that your hyper-realistic reasons don't match my 
>play style or the source material I use for my games. 
> 
 
But you state that taking damage from an invunerable attack is what? 
not a valid deffniition of 'invunerable'?  
hmm, where'd you get that deffinition from?  
And i'm not being hyper-realistic, just pointig out that there are  
WAYS to EXPLAIN the damage suffered useing my model,  
WITHOUT it being proof of it not DEPICTING invunerability.  
 
>In addition, all of your examples seem to me to be rationalizations 
>because you don't like the concept of someone who is invulnerable to 
>something.  If I bought 300 rED instead of Invulnerable to Energy, I would 
>more than likely take no damage from your hypothetical metal fragments, 
>even though they're physical damage, and would logically hurt both 
>characters based on their concept...tell me, is that logical from your 
>realistic standpoint? 
> 
 
Again, you have missed the point of these examples. For  
one thing the theoretical 300red would have 'only vs'  
limitations the same as the 100%redr, and hence would 
take damage in the same sort of circumstances. Also, I am trying  
to argue above that yes, an indestructable character written 
either way WOULD take such damage. Thank you for agreeing with me.  
 
>> Frankly i think you have no intrest  
>> in the role-playing concept at all, this is about  
>> pumping superdood full of cheese. 
> 
>Frankly, I think you're resorting to insulting the playing style of a 
>person you've never gamed with and don't even know, because...well...I'm 
>not sure /why/ you're finding it necessary to employ that kind of tactic, 
>and I'm not going to speculate on it, for fear that it would make my 
>behavior as objectionable as yours. 
> 
 
I'm sorry if you take words like 'superdood' with such deadly seriousness.  
Obviously the phrase has a different meaning in your country. And  
my point stands- the issue of 100%rdr has nothing to do with roleplaying.  
If you were loking for a role-based aprasal of such a power a plot device 
would be the perfect solution. 
Note i said "no intrest in THE roleplaying CONCEPT"(namely indestructability) 
Not "no intrest in roleplaying." 
 
>> NO, the INFINITE CONCEPT is the matter best left to roleplay. And no 
matter how  
>> often you do it, being envloped in green energy is going to give you a 
moments 
>> distraction. That equates to a few stun quite easily.  
> 
>Hm, so if I get distracted a lot I'll eventually fall unconscious?  
>  
 
Unless you do the obvious thing and buy some recovery. Unless your theorising 
a 12 spd autofire weapon small enough to hit a humanoid with every shot,  
and insisting that a 250 pt character should be able to do this sort of thing,  
a lump of stun and rec should cover any such concerns.  
 
>> >Yes, stun /damage/ - note key word 'damage' here, as in the stuff you 
>> >shouldn't take when you're invulnerable.  Otherwise, you get stuff like 
>> >'Well, yeah, I'm invulnerable to fire.  Except it can knock me out.' which 
>> >is pretty silly if you ask me. 
>>  
>> Stun is stun. It can be portrayed many different ways, many having  
>> nothing to do with damage. For instance you burn stun after you  
>> exaust end, that isn't some invisible pixie slapping you around for  
>> exceeding you quota. 
> 
>No, its you pushing yourself hard enough that it could potentially knock 
>you unconscious - going past your limits, basically.  However, being hit 
>by an attack has nothing to do with pushing or burning STUN for END. 
> 
 
Hence it is not defined as damage in the clar manner you would  
suggest.  
 
>> And you can get  
>> 'Well, yeah, I'm invulnerable to fire.  Except it can knock me out.' 
>> anyway, from a guy with no life support, or a dozen other things. 
> 
>Yeah, but those people have purchased their powers in a way that they have 
>basically said 'Yeah, I realize that I could be knocked out or whatever by 
>stuff I'm invulnerable to, that's OK'.  If a player wants that, fine.  If 
>a player doesn't want that, that's fine by my book too - but apparently it 
>isn't in yours. 
> 
  
Okay, let's say the fire nvolves a drain on your highest ap power 
level- 
makes sence in a more realistic game. You now have a guy with  
100% red who can say that sentence all the time.  
 
>> You just said 'WITHOUT GETTING HURT AT ALL.'  
> 
>OK, OK, 'without getting hurt at all by the laser itself'.  Happy? 
> 
 
Okies, why does the guy hit the planet? the laser. Again 
we're speaking about being 'invunerable', you were only 
too happy to repeatedly say 'but he takes stun sop he's  
not invunerable', i'm only donig the same sort of thing. 
 
>> When a bullet kills you  
>> it often doesn't do so from the tissue damage, but the shock. Both are  
>> involved in the attack, however it is valid to say that the impact ot a  
>> superlaser is INHERENTLY involved in the concept of the damage it casues.  
> 
>Gosh, if it does damage by a physical impact, maybe it should be a 
>physical attack. Or a combined physical/energy attack. 
>  
 
I was sepaking in non-game terms, as were you a few seconds ago.  
And since usually inpact cause knockback, i'd say any attack that casue  
kb is up fot he same jibe? 
 
>> No not an equal number, an infinite amount more.  
> 
>Actually, no, you said 'buy stuff in the book and call it 
>invulnerability'.  You also said that it was worth 20 points in your 
>pulp-era game, because you'd let the guy with 20 rPD get hit by a train 
>and take no damage because he's invulnerable. 
> 
 
No. The 20 rPD has nothing to do with the 'invunerable' plot device.  
 
>> >> Like it or not, a guy who gives moff tarkin's little toy 
>> >> the laugh is built on a hell of a lot of points.  
>> > 
>> >120 points is a hell of a lot to spend on a defense, and probably exceeds 
>> >most campaigns' AP limits. 
>>  
>> No. A starting super can afford that in theory.  
> 
>If he's blatantly deficient in other areas. 
> 
 
Yeah, but he still CAN.  
 
>> and AP limits are 
>> not a valid guage of power level.  
> 
>Stop the presses, notify all the Champions players, we've been /completely 
>wrong/ all these years! 
> 
 
Okay. so your saying that a 500 point character limited to 60 ap 
is less powerful than a 250 pt character with an 80 ap limit?  
excuse the arcanicism but  
NO-OT!  
 
>> You can set them wherever you  
>> want and call it 'expensive', but really expense is total cp - 
>> cost of power. 120 pts say -1/4 for 'only vs fire' 
> 
>I'd call it a -1 in most superhero games, but that's not the main issue 
>here. 
> 
 
ExCUSE me? fire guy isn't going to be encountering fire a lot? *lol* 
 
>> is  
>> 90 points. which frankly is birdseed. oops, i mean chicken feed. whatever.  
> 
>So you've spent 60 points on a power - or 90, in your example.  Now you 
>can't be harmed by fire.  90% of the attacks out there will still do 
>damage to you, though.  You're hardly godlike or unbalancing. 
> 
 
No,not 90%. and besides as i say elsewhere, that 10% is infinitely efective.  
Hence infinite.  
 
>> a high-power character (375 pts) can buy all three for 360 and still 
>> have change left for str and some dex.  
> 
>15 whole points, yup.  And when he can't hit any of his high-powered 
>opponents, attack from a distance,  
>  
 
*yawn* Yeah, but he's still THERE. I rest my case about the power being  
way undervalued, even if you don't treat it as infinity.  
 
>> no. . .the image would be to make you look like your bouncing it off the 
>> chestige... 
> 
>Say /what/?  Um...OK.  I must admit, I haven't the foggiest clue what 
>you're talking about here. 
> 
>Dodge would move you out of the way of the beam, so you don't get hit. 
>Image would make it look like you 'bounced it off your chest', 
>but...well...you /didn't/, and whatever was behind you is still destroyed. 
>Unless you're giving out powers for free, that is. 
> 
 
Yeah, but if you want to deflect a missle, buy *drum roll* 
missle deflection! I was just giving you numerous opions  
 
>> and human-sized target culd not blaock a superlaser without some sort of  
>> force wall. the superlaser on the prototype deathstar in the jedi academy 
novels 
>> completly envloped the sun crusher, so no a human is too small. And an area 
>> effect couldn't be blocked in this way anyhow. 
> 
>Of course, you're arguing this specific argument rather than the general 
>one.  Fine, let's scale it down, then.  We've got a giant megalaser that's 
>going to vaporize Air Force One. It does 10d6 damage or so.  It's not Area 
>Effect, it's...oh, I dunno. Armor Piercing and Penetrating. 
> 
>Character A is invulnerable to Energy (100% rEDR), he flies in front of 
>the laser and saves the President's plane without being scratched - just 
>like his character concept of 'invulnerable to energy'. Character B has 
>75% rEDR and 40 rED.  He flies in front of the laser, and takes an average 
>of 3 BODY and 17 STUN.  Wow, he's not very invulnerable is he?  If the 
>villain had gotten the maximum damage roll, he'd be taking 10 BODY, 70 
>STUN, and be merrily on his way to the hospital. 
> 
 
PUMP IT. Invunerable guy has 75% redr and 100ed. No problem.  
And besides if he takes 3 body or even 10, he can shrug that of numerous ways,  
here's two examples- 
 
A) buy 10-20 body, 'only vs energy damage', the sfx being that he just doesn't  
take damage.  
 
B) Narrate it different- knockback, right? well, subtract the  
body and stun while your subtracting for hitting stuff, which makes sence  
really: if the energy doesn't damage you, clerly more of it is being  
directed into propelling you, unless it's reflected very well (i think 
i mentioined missle deflection). 
 
>Now, the question that is really at the root of this all is: is 
>'Invulnerable to X' too powerful?  I don't think so.  You do. 
>  
 
'invunerable to X' as a sfx i have no probel with. Same goes 
for 'invunerable to x' as a plot device.  
 
>> Well buy scads of dcv bonuses. say.  .5 pts for doge, +20 dcv fo 100 points. 
>> It's within the rules, and it's a better idea than giving points for 
infinity.  
> 
>And if you're unconscious or surprised, you're at 0 DCV.  "I'm 
>invulnerable, if I'm aware of the attack." 
> 
 
Better than 'i'm invunerable, and it's my first 
day on the job!" 
 
>Actually, Dodge is a pretty poor mechanic for invulnerability, since it 
>doesn't stop the attack at all - you can't shield Jane DNPC with your 
>body. 
> 
 
You can't do that anyway with such high numbers. I'd say if you wanna bounce 
stuff,  
buy missle deflection. Dive for cover might work, but then again,  
the kb will probably smear you and jane all over the nearest wall. 
 
>Like any of the other solutions you've proposed, it's viable for a certain 
>limited type of 'invulnerability', but not for true invulnerability. 
>  
 
Yes, but the sceanario you just suggested for 100% rdr is just as flawed.  
And if you get extra points to put in kb resistance, then i'll go ahead  
and buy an invosible, intangible follower with missle deflection and 12  
speed. It's STILL less cheesy.  
 
>> >Except that it's again useless against area effect attacks - and also 
>> >against hand-to-hand attacks. "I'm invulnerable, unless someone punches 
>> >me."  No. 
>>  
>> there is such a thing as bying MORE THAN ONE POWER to depict a sfx power?  
>> And if it's an area effect attack as i said you couldn't block it from  
>> hitting the planet anyway, since area effects are not linear.  
> 
>You're combining two separate arguments here.  OK, lets say that we do a 
>'block/deflect' type of invulnerability - scads of levels with block and 
>missile deflection. 
> 
>Grond comes and whacks you with a car.  Squish.  Not invulnerable. 
> 
 
as i just said, buy other paowers AS WELL! *yeesh*  
 
>Sipristi the ninja sneaks up on you while you're a sleep and plants a 
>knife in your ribcage. Not invulnerable. 
> 
>Do you see the problems I have with this suggestion now? 
>  
 
Yeah i see the problem. You missed the point and had a field day 
based on your misunderstanding.  
Now i'll misread your sig line and think it means you worship smurfs and  
have a good laugh: 
 
HA HA HA HA HA! 
 
Hmm, didn't prove much, did it?  
 
>> >Dispel or Suppress take a half-phase attack action to perform, for one. 
>>  
>> then buy speed and weedle an intercept out of the gm. or prepare in advance- 
>> again this is lateral vs linear thinking.  
> 
>See above block/deflect example.  Doesn't work when you're unconscious, 
>etc.  I suppose you /could/ buy it 0 end persistent always on or 
>something. If you used Dispel then your invulnerability would be 
>all-or-nothing.  And you'd have the odd thing that you wouldn't be as 
>invulnerable to things that are 'difficult to dispel'.  
>  
 
buy it all. I mean most bricks don't have 
0 range ae telekinesis- but i require it if they want to lift  
things that wold fall apart if you lifted thwem that way irl.  
It doesn't mean they aren't strong. 
"enslve humanity willya?" 
 
Core Alpha PBEM http://www.geocities.com/TimesSquare/Labyrinth/3306/Pbem.htm 
 
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From: "John Desmarais" <John.Desmarais@ibm.net> 
To: "GoldRushG" <GoldRushG@aol.com&> 
        "hero-l@sysabend.org" <hero-l@sysabend.org> 
Date: Sun, 03 May 1998 01:56:14 -0400 
Reply-To: "John Desmarais" <John.Desmarais@ibm.net> 
Subject: Re: Horsebites 
Sender: owner-champ-l@sysabend.org 
 
On Sun, 3 May 1998 00:01:53 EDT, GoldRushG wrote: 
 
><< against an average, unarmored person, this would mean one bite from 
>a horse would leave him at 1 BODY -- a lucky roll would leave him /dying/. >> 
> 
>  1D6+1 HKA does 2-7 Body (average of 4.5). That would not leave an average 
>person dying, but rather with 5.5 Body left (again, on average). ;) 
> 
>  Give them 1 pt of resistant Defense (i.e., Armor) and the damage drops to 
>2.5 Body (average). A decent wound, but not life threatening... unless the 
>horse perhap bit you in the head or (ouch!) the vitals. :D 
> 
>  Mark @ GRG 
 
Don't forget to add in STR though.  Wth STR added (and taking the reduced pen into  
account) that horse does 2x1d6+1.  An average attack (3.5+1 x 2) does 9 body.  Ouch! 
 
-=>John D. 
 
 
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Date: Sun, 3 May 1998 16:48:33 +1000 (EST) 
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To: champ-l@sysabend.org 
From: happyelf <jonesmj@topaz.cqu.edu.au> 
Sender: owner-champ-l@sysabend.org 
 
>> Here's my official take on invunerable to laser weapons(as in superlasers, 
>> fer instaance): 
>>  
>> missle defleion, + 5 speed only to use missle deflection, (and stuff like 
>> always on, ect) 
> 
>I won't even get into how discusting this would make the combat rounds. 
>No thank you, I'll use by 100% DR idea and get through my combats without 
>getting a migraine. 
> 
 
yeah- leave the migranes to everyone else who has to put up with that, right? 
Your talking about being invunerable, and now you won't even put any  
effort into it. Maybe you should reconsider your position? 
 
>> 75% redr, rdr. 
>> full life support.  
> 
>Invulnerable to lasers means you don't age, sleep, breathe, die horribly 
>in a vacuum? Yes, very logical. 
> 
 
This is  the model for total invunerability. The lfe support 
wold carry the same limit as all the others- that way the gm  
could not say you drown in bullets, ect, geddit?  
 
>> 600 rep  
>> 600 red,  
>>  
>> all these bought with 'only vs x.'. 
>  
>LS: Doesn't Age, only vs. lasers? 
>  
 
yup. You've never heard of an ageing laser?  
btter to go the whole hog to avoid ANY  
questionable status.  
 
>> And besides, the real reason my ideas aren';t acceptable are: 
>>  
>> A) you like your idea 
>>  
>> and  
>>  
>> B) being indestructable my way places it far out of the  
>> reach of low power characters, as it should be.  
> 
>Well, gosh, thanks you, your Telepathic Majesty.  I'll let you argue my 
>side as well, since you seem to think you can read my mind. 
> 
>Actually, your ideas aren't acceptable because they don't do what I want 
>them to do.  It's that simple. 
>  
 
Um, see option a? and option b actualy. . that's pretty much what i said.  
 
>> No, by points level he is out of his league. by points level if you want  
>> to include an invunerable guy in your game, then it costs bulk points. 
>> Deal with it. if a player says he wants his pc to be invunerable to 
>> the nth degree, and you agree, then give him extra points. The other players 
>> might not like it, but it's preferable to lying about how much the power is  
>> worth, at least they know where they stand.  
> 
>Of course (as has been pointed out to me in the past), points levels have 
>very little relation to how much something is worth.  If you buy lots of 
>energy defense, and everyone you meet in the campaign is a martial artist 
>or a brick, then your points in ED aren't worth the same amount of points 
>in PD. 
>  
 
Yes, and it follows that if you rarely encounter a situation  
in which 100red will prevent you from taking damage, those situations  
cannot be used as a reason that such a defence is not a valid  
portrayal of 'invunerable'.  
 
>> um, they went caboom. 
> 
>Yes, they went kaboom.  They didn't fly backwards for several miles and 
>then go kaboom, as they would/should have if they were hit by a laser that 
>size that did knockback. 
> 
 
um, they went kaboom. How could they fly back if they had already gone kaboom? 
And no your wrong. Knockback is deal with AFTER damage has bee inflicted.  
 
>> in support of you, the sun crusher didn't budge  
>> whe it got hit, but it was invunerable- so i guess being invunerable  
>> DOES include knockback resistance *eg* 
> 
>Well, not in my book.  Whatever this 'sun crusher' is, it probably had 
>some other reason for not moving.  Either the superlaser does no knockback 
>(or maybe it has -1/4, only does knockdown) or the Sun Crusher has enough 
>knockback resistance or flight to avoid the effects. 
>  
 
No, it had infinitly dense quantum armour, it was indestructable.  
 
>> And if you like, just buy 600 red or however much, plus  
>> 75% redg.  
>> That's what it takes, you get what you paid for.  
> 
>I guess I'm just going on the principle of diminishing returns.  It 
>doesn't really bother me to say a character is invulnerable to energy, or 
>whatever.  As a GM, I can get around that without being cheesy and having 
>him be affected by energy weapons anyway (cf metal fragments and similar 
>stuff above).  I think 120 points is basically sufficient for this because 
>it's a hell of an expenditure when you consider that its twice what most 
>people in a normal Champions game will be spending on defense (and /far/ 
>more than people in the average Fantasy Hero game would spend on it), and 
>99% of the time, an equal amount of rED would have stopped the damage cold 
>anyway.  
>  
 
yes- so why not use the red? you refuse to realise that 
this is a preferable option, since it ALREADY EXISTS,  
and would not do damage to the balance of the game.  
100% rdr would.  
 
>> i'd rather have a character who is positive he's invunerable,  
>> but his player still has to gamble, yes? still heroic?  
>> still has a POINT? 
> 
>100% rEDR would be pointless in a game where the only attacks were energy 
>based.  It'd blow there, because you'd be invulnerable to anything.  
>Fortunately this is not the case in any game I've ever run. There are 
>innumerable challenges that could face the player whose character is 
>invulnerable to energy, and plenty of opportunities to roleplay.  I hardly 
>think the power makes then a GOD and it certainly doesn't make them 
>impossible to defeat.  And if the character isn't omnipotent, and has 
>plenty of roleplaying opportunities, then how can he have no point?  
> 
 
Compared to every other thing you can  
spend points on, 100% red is GOD. It is massivly  
out of scale with all oter options.  
 
>> No-one in the universe is completly cofident of never being harmed.  
>> And again the gm can still just plot device it if he wants, it is 
>> far preferable to letting loose the monster you suggest.  
> 
>Hmm.  The only reason I as a GM can see for 'plot devicing' it is in case 
>I wanted to change my mind later and hose the character by saying 'guess 
>what! You're mysteriously and for no reason not invulnerable to energy 
>anymore, because I said so'.  I'd rather keep the respect of my players. 
>If I don't want them to have it, I'll tell them they can't buy it up 
>front, instead of leading them on and then springing that fact on them 
>later. 
 
Not so. A plot device exists as a cocept beyond the balance and  
limited player autonomy issues of the character creation mechanics.  
>  
>> Then i never will. If you don't get how this changes the system for the 
worse,  
>> then i'd suggest your not useing the mechanics at all. you're just making 
>> stuff up and attaching mechanics-based rationalisations. Why not just  
>> go free improv? 
> 
>Because the mechanics are still useful to me, and I don't believe that 
>they are destroyed because I let the possibility of this power arise. 
>  
 
But i do. And considering how cheesy ha is at it's current  
level (3 pts for 1 dice) i think i'm correct that 100% red is  
way worse (120 points for infinite dice) 
 
> 
>Oh, yeah, my game is ruined every time the GM says 'no, you can't have 
>that.'  I guess we should let all the people in a Cyber HERO game buy 
>Transform Person to Frog, because it's in the main rules. 
> 
>If complete invulnerability wouldn't fit the genre or tone of the 
>campaign, DON'T USE IT.  Simple. Effective.  No different than what any 
>normal logical HERO GM would do in similar circumstances. 
> 
 
As i said before, power of this level goes WAY beyond a stop sign  
or campain element. There is no ROLEPLAYING reason to incorperate it into 
any setting, apart from 'captain cheese and the ultimate god-modders'. 
 
>> Yes the gm should look at ap, and  
>> stop signs and such, and approve of reject powers, 
>> but this is entirely differnt than  
>> placing a power which pretty much says 'thou art god' 
> 
>I've got a real problem with you claiming that this power makes you a god. 
>It doesn't.  It makes you immune to one type of damage, that's it. 
> 
 
Yes. Immune in a game where the closest anyone can get to  
an absolute is some semi-bvalid footnotes about  
life support.  
 
>> in the book and then not letting people use it, or  
>> letting them if the mood takes you. i say again,  
>> if you are looking fot that level of gm control, you're  
>> better off making up sheets in purely freeform terms.  
> 
>So in your games, the GMs don't ever say 'don't take these powers'?  They 
>don't take the tone and genre into account?  If I were going to run a game 
>based on the Tomorrow People, I'd say 'here are the types of powers you 
>should take.  Here are the types of powers you /shouldn't/ take, because 
>they don't match the genre.' 
> 
 
Life is about degrees. I exert a degree of control, but this  
goes way beyond that.  
 
>Completel invulnerability is not for every campaign.  But it is a viable 
>power in /some/ campaigns.  HERO doesn't currently allow for that. 
>  
 
No it is not. 800red will suffice. And hero bases superoic campaigns on the  
idea that you get what you pay for, and heroic campaigns do not seek  
to quantify things like that when no quantification is requitred, and in fact 
damages the balance of the system.  
> 
>Sure, if he wanted to be completely capricious.  Heck, you could say that 
>JimBob got damaged by that 10-year-old's 1d6 punch, even though he's got 
>20 rPD, as long as you wanted to be a complete prat and ignore the rules. 
> 
>Mind you, if any GM did that, I'd be hard pressed to find the reason or 
>motivation to play in any of their games. 
> 
 
Yes. you prefer the powers have a degree of accountability?  
A point at which the gm must take them into account? 
But don't you understand that this is because the mechanics 
are FINITE, which means the gm can rely on them not to backfire?  
 
>> You are asking to give a player the power to veto the gm's decisions.  
>> A player with a character with this power could quite rightly say  
>>  
>> "Hey, you said billstorm cannot be hurt by fire attack powers? well a 
fire guy 
>> just blasted the pavement abd the rebound hurt me, but that couldn't  
>> happen becasue the guy used a (all together now) fire attack power to 
>> inflict the damage! 
> 
>Yeah, and you could say that if you were using a 10d6 EB vs 100 ED, too. 
>Your point is hardly restricted to the invulnerability issue - it's more a 
>'do you have a fair GM or not'. 
>  
 
No, it is not. We talk about degrees here. It is valid for a gm  
to be debated after the game if a player thinks he misuses a 10d6eb 
against a 20ed force field. But that logic, that entire dialogue  
falls apart at the level of 100% dmamge reduction. It should be a 
plot device, ENTIRELY in the hads of the gm, so that the  
validity of the debate i mentioned above can remain.  
 
>> HERO can be played in an almost 'minatures' manner with the  
>> gm pitching the villains against the heros, but ONLY becasue the powers 
>> are balanced and AVOID absolute values! you are suggesting that  
>> during such a style of play some of the combatants should have infinite 
>> value, and that is just not valid.  
> 
>Wel, I don't see it as 'infinite' becase the power will not let you create 
>a character that cannot be harmed in any way.  I guess FireGuy would be 
>generally in trouble when fighting Invulnerable-to-Energy Man, but then 
>he'd just have to think a little.  (Gosh, we wouldn't want that, would 
>we?  It might inspire...role-playing!) 
>  
 
You said youself that invunerability = tales no damage from x.  
But i have suggested ways in ahich a 100% vs x person 
could still take damage from 'x'. You seem to have a selective  
perception of the issues involved.  
 
>> >Now, wasn't my original post all about the fact that even someone with 
>> >100% Physical, Energy, /and/ Mental Damage Reduction wasn't 'unbeatably 
>> >powered'?  In fact, I listed a bunch of powers and things that could 
>> >affect them. 
>>  
>> yeah, but you were wrong.  
> 
>Wrong in what aspect?   
> 
>That they were not unbeatable? 
>- Transform, Invulnerable Superhero to Frog. 
>- Suppress Super Powers (the famous anti-mutant gun idea) 
>- Entangle 
> 
 
link a drain with an eb. Consider them one power for special effect 
purposes, and define the sfx as 'x'. 
 Shoot target twice. You have now damaged an undamagable opponent,  
useing the sfx he is supposed to be undamagable by.  
 
>> such a person is unearthly powered.  
> 
>They're very powerful, yes.  I never said they weren't. 
> 
>On the other hand, someone who spent the same amount of points on an 
>attack would have a 72d6 Energy Blast or a 24d6 Killing Attack.  That's 
>pretty unearthly right there.  
> 
 
nope. Mr invunerable will laugh at them. as he will laugh at someone with  
twice the points, in the right ver common circumstances. 
 
>> It should be a plot device  
> 
>Which somehow makes it not 'too powerful'? 
> 
 
Yes. i define 'too powerful' in points terms,  
and a plot device has no points.  
 
>> or properly bought with points (as  
>> opposed to being attached to ataken sum). 
> 
>Which there is no way to do, as you have so aptly demonstrated with your 
>many examples. 
>  
 
Only becasue you cntinue to miss the point  
of them. buy them all!  
 
>>  
>> Let me get this straight- in order to please your player, you have to let his 
>> pc be invunerable and NEVER take it back? 
> 
>No, in order to please a player I have to be up-front and honest with him.  
>Not jerking him around by saying 'you're invulnerable...no, you're 
>not...yes, you are'. 
> 
 
No, in order to pleae the player you be up-front and say 
'no, you can't be invunerable for 120 points. We will consider 
it part of the story, which means it is completly my call  
on wha occurs relating to it. ' 
 
>> Comics use the phrase 'night invunerable' for a reason.  
> 
>Well, the Tick uses it.  (Actually, he uses 'nigh invulnerable' but I 
>think that's what you meant - unless you have some kind of Aussie 
>superhero who can't be harmed except when the sun is in the sky)  But then 
>again, the Tick is a comedy/parody comic, too.  He's 'nigh invulnerable' 
>because its funnier that way. 
> 
 
And rogue has a dopey accent? i wouldn't know, i'm from australia.  
And yes there was an australian super called the nightfighter.  
 
>> If you are suggestig that 
>> this travesty of a power is valid simply to placate a player who wants to be  
>> the ultimate 'pro from dover', than i doubt any of your arguments are valid,  
>> since they exist simply as rationalisation of that objective.  
> 
>Well, the place I'll be using it is in 'Final Fantasy HERO'.  In the 
>genre, there are plenty of creatures that are 'invulnerable to X', magic 
>items that give the power, etc. 
> 
>I /could/ go through and figure out the maximum damage anyone with ever do 
>with an attack of type X, but honestly, that's going to be a) a lot of 
>work, and b) it'd give misleading results for a lot of things anyways, 
>because they'll be facing it at a time when they won't be able to do that 
>much damage to it. 
>  
 
I don't expect you to. Just write 'invunerable to x' with no points  
attached. You'll find it's actually quite liberating.  
 
>> >I'm of the opinion that you should design for the real players of the 
>> >game.  If you try to munchkin-proof a game, you will only succeed in 
>> >limiting the honest players. 
>>  
>> That's juat silly. 
> 
>And that's just unsupported. 
> 
 
No, it's roleplaying dcommon sence. The game must  
be balanced to some degree.  
 
>> And frankly wanting to be completly invunerable when you 
>> have the choice t be nigh-invunerable and have your character and everyone  
>> else act like they are (hence allowing any possible ROLEPLAYING concepts) 
>> is nothing more than powergaming. 
>  
>> >The GM has the easiest way in the world to stop the use of this power. 
>> >Say 'There's a 60 AP limit on defenses'. On the other hand, the GM that 
>> >/wants/ effects like this to be around can have it and use it. 
>>  
>> No. For one thing not everyone uses ap limits, 
> 
>Then they should expect this and other completely 'abusive' things like 
>the 72d6 EB I mentioned before. 
> 
 
That isn't nearly as abusive. It would be, but then you went  
and invented 100% rdr.  
 
>> for another, as i already 
>> said this goes WAY beyond concepts like disallowing damge reduction and 
FTLm,  
>> or even high-damage attacks. Nothing can compare to this power, so from a  
>> points based perspective it is no power at all. 
> 
>Oh, I dunno. 24d6 RKA...average of 84 body...that'll just about vaporize 
>anyone.  Hell, let's say that it will, as a 'plot device' - that's what 
>you want me to do with invulnerability, right? 
> 
 
nope. 1000 points of defence will work just fine. 
 
>>  
>> Funny, you're the one going on about players getting upset about having 
their  
>> invnuerability taken away, and so forth.  
> 
>And, of course, you know that they're upset because they're really just 
>powergamers, instead of people wanting to be treated fairly by their GM. 
>Right. 
> 
 
You reading was as subjective as mine. Moreso, since you based 
it on very little of my post. 
 
>> The rule book exists for a reason,  
>> and in such an extreme case it should not be a gm call as to wether such a  
>> power 
>> mechanic can be used. rather, put it as a plot device as it should be, 
>> completly  
>> under the gm's control. 
> 
>Are you saying that powers are not completely under the GM's control?  The 
>GM is somehow not allowed to say 'you can't have that'?  You're not really 
>getting anything by making it a plot device, except maybe the ability to 
>screw your players over and have something to soothe your conscience over 
>it (well it was in the rules...). 
 
It operates at differing levels. If it's in the rules the players  
CAN argue, but if you put stuff like indestructability and omnipotence 
in then that privelege breaks down.  
 
 
 
 
> 
>J 
"enslve humanity willya?" 
 
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Date: Sun, 3 May 1998 16:55:13 +1000 (EST) 
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To: champ-l@sysabend.org 
From: happyelf <jonesmj@topaz.cqu.edu.au> 
Subject: Re: 100% DR Debate 
Sender: owner-champ-l@sysabend.org 
 
At 11:07 PM 5/2/98 -0500, you wrote: 
> 
>> Look, it's not my problem if my logic wooshes right over your head. How 
about, 
> 
>	If your posts had logic, they wouldn't waste my time. 
> 
 
Gee, the guy i'm arguing against seems to seem my point.  
Maybe your wasting your time becasue there was nothing  
else you could say? 
 
>> when you come across such a post, you try and understand it instead being 
>> defensive 
>> and calling names? 
> 
>	Offensive, actually.  I'm not offended by your posts, I just feel 
>that they are completely wasting my time. 
> 
 
Well don't read them. Or kill my mail. Your loss.  
 
>> Frankly my posts were based on the mechanical princibels 
>> which hero 
>> is basedupon. 
> 
>	Eh?  All you seem to be basing your argument on is "Hero has no 
>absolutes", which is something that many have shown needlessly limits the 
>system. 
> 
 
Well, actually there is a need- to maintain game balance.  
 
>> I realise this is a change from the loopholing and meaningless 
>> numbercrunching which dominates much of the list, but it's no reason for you 
>> to become offended. Frankly if you can't see the logic behind my arguments, 
>> you most likely won't understand this post becasue it uses numerous words of 
>> more than one syllable. 
> 
>	Fuck off.  I said that your posts didn't use rules to support 
>them, unlike Rat.  That's something quite provable.  You then decide to 
>say I'm unintelligent. 
> 
 
But they do. Current damage reduction IS based on the idea that no matter 
how much  
it is reduced, *some* will get through- sakura agrees that is a valid point.  
And so forth. I'm not going to repeat all the examples, becasue you're jus 
looking for  
a fight.  
 
>	Quite frankly, if you had said that to my face, I would have made 
>sure you couldn't speak for quite a while.  I attacked you based on your 
>ability to back up your prattle with Hero rules, you attacked me 
>personally.  Don't do it again. 
> 
> 
 
No, you claimed i was obnoxious and unintelligant. I said the same about you.  
I was also nice enough to give you the chance to threaten me personally 
which is something you probably need to do once in a while. 
 
Thank me.  
 
> 
>				-Tim Gilberg 
> 
>		    -"Hey!  MacLeod!  Get off of my ewe!" 
> 
> 
> 
"enslve humanity willya?" 
 
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Date: Sun, 3 May 1998 17:11:33 +1000 (EST) 
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To: champ-l@sysabend.org 
From: happyelf <jonesmj@topaz.cqu.edu.au> 
Subject: Re: Desolidification 
Sender: owner-champ-l@sysabend.org 
 
At 11:54 PM 5/2/98 -0500, you wrote: 
>On Sun, 3 May 1998, happyelf wrote: 
>>  
>> A) As a gm, playing god with the players by deciding who  
>> get such a power, which is well in excess of decisions  
>> like stop signs and magnifying glasses, is a real kick.  
> 
>As opposed to: 
> 
>As a GM, plaing god with the players by deciding whose 
>powers qualify for the 'invulnerable' criteria, and then 
>yanking that away from them on a whim because, after all, 
>they don't have it in the game mechanics, only by GM 
>fiat. 
> 
 No when you define something as a plot concept,. people nkow where they stand.  
It allows a particular type of dialogue which is important in such 
circumstances. 
 
>> or 
>> B) As a player, have the power-gamers urge to play an indestructable  
>> character.  
> 
>Because anyone who plays a powerful character is a rampant munchkin. 
>Uh-huh, right. 
> 
>I am really sick of that attitude, BTW.  Let me climb up on my soapbox for 
>a moment and say that playing powerful characters does not reflect at all 
>on your roleplaying skills - although there are a lot of munchkins who 
>powergame, there are also plenty of /good/ roleplayers who enjoy it too. 
> 
>I have played and enjoyed characters at both ends of the power spectrum, 
>and I get really sick of the 'holier than thou' attitude that some people 
>- including you, happyelf - seem to exude whenever powerful characters are 
>brought up. 
> 
>If /you/ can't handle powerful characters, or don't enjoy playing them, 
>fine. Play your games your way.  But don't call me a 'powergamer' in a 
>negative sense because I happen to like them. 
> 
 
Um, excuse me? i was the guy who was accused of liking IMAGE comics 
becasue i did a post about characters with 'horsepower' being ok- 
in fact i have never done a post before which was not on the side  
of powerful charaters. Please do not suggest otherwise, it just 
isn't true. I would also suggest that my version of invunerability 
is more 'powerful' that yours, becasue it allows players to tinker 
with what is defined, and portray the character as poweful  
in a more complex and fully-realised manner.  
 
Fine, i'm holier-than-thou as all hell, but PLEASE! I cut my 
teeth on 'combat is a bad thing' vampire players and only rp-ers.  
 
>> or 
>> C) disagreeing with me, in an attempt to claim that i am at fault  
>> when the truth is they just can't keep up with my logic (this means you, 
timmy.) 
> 
>Well, since your logic may well be based on false premises, is it really 
>worth keeping up with it? 
> 
>Your logic, as I understand it, runs something like this: 
> 
>Absolutes do not belong in HERO system. 
>100% Damage Reduction is an absolute. 
>Therefore, 100% damage reduction does not belong in HERO system. 
> 
>Of course, following your logic, Life Support doesn't belong in Champions 
>either, because it's an absolute... 
>  
>J 
> 
 
No, my logic is this: 
 
100% damage reduction is an infinitly viable concept within a category of powers 
(ie directly involved in dice-rolling, ect) which should not be  
infinite. 
 
Such absolutes belong in the no-points section of a gm's notes, along 
with omnipotence and the laws of physics.  
 
Such plot devices should be kept seperate since they involve different  
style of discourse between player and gm.  
 
The value of 100% dr is inadequate and arbitary, and only serves to  
incorrectly place the concept withing the realm of mechanics as opposed 
to plot devices, which breeds confusion of exactly what princibles of  
fairness is involved in which area.  
 
 
go ahead and replay then we'll call it a day. Nothing to do with  
you, but i just lost my enthusiams for this mode of discussion.   
 
 
>"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" 
> 
> 
> 
"enslve humanity willya?" 
 
Core Alpha PBEM http://www.geocities.com/TimesSquare/Labyrinth/3306/Pbem.htm 
 
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Date: Sun, 03 May 1998 00:43:23 -0700 
From: Rick Holding <rholding@ActOnline.com.au> 
To: champion mailing list <champ-l@sysabend.org> 
Subject: Re: Damage Reduction (was Re: Desolidification) 
Sender: owner-champ-l@sysabend.org 
 
Stainless Steel Rat wrote: 
>  
> -----BEGIN PGP SIGNED MESSAGE----- 
>  
> Rick Holding writes: 
>  
> > Why 60 points?  You sure as hell don't need to buy ego defense as 
> > resistant.  You should only need to have to buy the 40 point nonresistant 
> > version. 
>  
> Assuming something like Mental Illusions manages to roll sufficiently high 
> to do Body damage, non-resistant Mental Damage Reduction will do squat 
> against the Body damage done by the illusion of a slug from a .45 hitting 
> you sqare in the face. 
>  
> Non-resistant Mental Damage Reduction will also have no effect against a 
> killing attack with BOECV.  
	Fair enough.  60 points, it is (unless you don't want to spend that  
much...) 
--  
----------------------------------------------------------- 
Ricky Holding    Email: rholding@ActOnline.com.au 
Work is only there to give us time to talk about play 
----------------------------------------------------------- 
 
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Date: Sun, 03 May 1998 00:52:54 -0700 
From: Rick Holding <rholding@ActOnline.com.au> 
To: champion mailing list <champ-l@sysabend.org> 
Subject: Re: Desolidification 
Sender: owner-champ-l@sysabend.org 
 
Sakura wrote: 
>  
> On 1 May 1998, Stainless Steel Rat wrote: 
> > Rick Holding writes: 
> > 
> > >     Going through a wall and leaving an obvious path (an open space or 
> > > a pile of rubble blocking the path) means tunnelling. 
> > 
> > Go read Tunnelling... leaving a hole or closing it behind you must be 
> > specified when the poower is purchased.  Either option is "free" but you 
> > only get one. 
>  
> Lets see...do you mean the bit where it says 'The tunnel is normally left 
> open behind the character.  If a character wishes to be able to fill in 
> the tunnel behind himself, the cost is +10 points.'? 
>  
> Not only is the 'fill in the tunnel' not free, but if you do buy it, you 
> have the option of using it or not using it as you see fit. 
 
	Thanks.  I didn't have my book handy when I wrote the first part.   
Okay, character is able to fill in the tunnel behind himself.  Hmmmm.   
Certainly seems to indicate to me that the stuff that is being used to fill it  
in with is the stuff from in front of the character at the time.  I suppose  
that certain special effects MAY get around the fact the the stuff is being  
forcably removed from the front.  However, the rock flows around me as I  
travel forward is better as desolid as desolid does not leave a torn path. 
 
--  
----------------------------------------------------------- 
Ricky Holding    Email: rholding@ActOnline.com.au 
Work is only there to give us time to talk about play 
----------------------------------------------------------- 
 
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Date: Sun, 3 May 1998 03:07:13 -0500 (CDT) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@sysabend.org 
Subject: Re: Desolidification 
Sender: owner-champ-l@sysabend.org 
 
 
> *yawn* so give him 100 body, with the special effect of 
> 'just doesn't take any damage.' Oh, and 100 red to begin with. 
> As i said, the 75%/20dr example was for HEROIC level campaign. 
> Sawwy, star wars does not qualify. In fact neither does any 
> campaign which inlolves 'indestructable' pc's of that magnitude. 
 
	Now you're talking specifics of certain campaigns and genre, which 
will always vary.  However, there still is a big difference between 
"indestructable" and "sort of indestructable (unless the GM decides you 
take damage this time)". 
 
	You argue that, for some reason, ignoring mechancs to just say 
something is indestructable, though at GM's whim, is much more "book 
valid" than introducing a mechanic to do the job.  If that's the case, why 
in the hell do we need any mechanics at all.  Drop the rules, and just 
play pretend. 
 
 
 
				-Tim Gilberg 
 
		    -"Hey!  MacLeod!  Get off of my ewe!" 
 
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Date: Sun, 3 May 1998 03:11:19 -0500 (CDT) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@sysabend.org 
Subject: Re: Desolidification 
Sender: owner-champ-l@sysabend.org 
 
 
> when the truth is they just can't keep up with my logic (this means you, 
> timmy.) 
 
	Again, Fuck Off. 
 
> Um, when did i do that? I'm assuming you 
> actually read what i wrote, unlike mr gilberg earlier? 
 
	Actually, after repeatedly reading that you just don't like the 
idea of an absolute, even when within concept, I'd assume that most, like 
me, don't bother to read your posts. 
 
	I've read a few, and your lack of logic (contrary to your claims) 
and lack of rule support (see Rat for an example of how to support 
yourself with the rules) have made evident that reading what you write is 
a mere waste of time. 
 
 
				-Tim Gilberg 
 
		    -"Hey!  MacLeod!  Get off of my ewe!" 
 
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Date: Sun, 03 May 1998 01:14:26 -0700 
From: Rick Holding <rholding@ActOnline.com.au> 
To: champion mailing list <champ-l@sysabend.org> 
Subject: Re: Desolidification 
Sender: owner-champ-l@sysabend.org 
 
Hmmm.. Nice response.(Nuts) 
 
John and Ron Prins wrote: 
> What about this power: Joe Hole opens holes in walls - functionally making 
> part of the wall 'disappear' into another dimension. Joe Hole steps through, 
> then brings the part back. Joe Hole _has_ to bring the part back, he can't 
> leave it in limbo. 
>  
> Now, this power is NOT invisible. There's a hole. There might by shiny, 
> noisy accompanying SFX. But once the bit is back, the wall is seamless and 
> undamaged. 
>  
> This is an example of Tunnelling that does NOT leave any visible sign 
> afterwards, only during. It does not damage the wall. It is patently not 
> Desolid or Teleport. It should not require any advantages or limitations, 
> just baseline tunneling with the option to close the hole. (maybe a small 
> limitation that he must eventually close the hole, but that's really minor). 
>  
> My point? Tunnelling does not _necessarily_ damage the surface being 
> tunnelled through. It's assumed, but that's all it is; an assumption. 
 
	A valid point.  I have always assumed that tunnelling did in fact  
damage the target.  Throwing that assumption aside for a while does allow for  
the "rubble" to appear to be undisturbed.  As for your example above, thinking  
for awhile, I came up with three or four different ways to do it, but they  
would cause most people to scream blue murder.  I leave well enough alone (for  
now, anyways). 
 
> Well, first off, when desolid you can't make an attack without Affects Solid 
> advantage. So you can't just stick an arm out of a wall and attack. A 
> tunnelling character could. An arm or hand is a small target, making the 
> tunnelling energy projector kinda nasty. But the Desolid one has to give up 
> desolid to attack, or buy hideously expensive Affects Solid powers. 
 
	Certainly, but if the desolid is only to allow a person to walk through  
walls, and he has received a limitation for it, then he can't attack by the  
fashion that you described.  Unless he has the ability like Kitty Pryde who can  
make some of her solid and some of her desolid at the same time.  In which  
case, the solid part is subject to attack.  (Weak comeback, I know, but its the  
best I could do on short notice.) 
  
> Second, desolid characters by default 'look hazy' when using the power, so 
> if you step out of a wall, everyone knows you've got Desolid (and cracks out 
> the Affects Desolid EBs :-). 
 
	Same as above.  He is only desolid while in the wall.  (And yes, I did  
read what you wrote.  Stay with me for a while longer.) 
 
> Hey, you probably paid too much. Relg's diviner ability could easily be done 
> as Tunnelling - he could _even_ use his powers to make holes in rock if he 
> wanted, and to use it _against_ opponants! Pushed a living Murgo right into 
> a rock face and left him there! I'd build Relg's power like this: 
>  
> 1" Tunnelling, vs. 8 DEF, Option to leave no tunnel (about the hardest rock 
> you'll find), Only through rock and stone (-1/2, not through dirt). 
>  
> 36 active, 24 real points. 
>  
> You wouldn't need UBO or UAO, as Tunnelling is a movement power. Grab the 
> target, 'open a hole', shove him in, close it up. You wouldn't need life 
> support, as Tunnelling assumes it, one way or another. Of course, if you 
> leave someone behind, they don't have Tunnelling, so no life support, so 
> bye-bye. 
>  
> Going the Desolid route, you'd have to have Desolid, UBO (one other, no 
> range, does not lose the power) (+1/2), UAO (+1), Only through Rock and 
> Stone (-3/4 according to your GM, I'd give it more); 100 active, 57 real, 
> never mind the cost of Life Support. You could throw in Concentration, but 
> that's appropriate for both constructs, I guess. 
 
	From my point of view at the time, Relg's ability seemed more like  
desolid and I built that way.  He had a few other disads that brought the price  
down and he also had the making holes ability as an "attack". 
 
	The points that you brought up were good and support your case,  
allowing that the assumption made that tunnelling doesn't damage the target is  
valid.  If it isn't valid, then tunnelling doesn't work for some cases.   
Desolid can still be used as long as some ground rules are followed. 
--  
----------------------------------------------------------- 
Ricky Holding    Email: rholding@ActOnline.com.au 
Work is only there to give us time to talk about play 
----------------------------------------------------------- 
 
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Date: Sun, 03 May 1998 01:20:18 -0700 
From: Rick Holding <rholding@ActOnline.com.au> 
To: champion mailing list <champ-l@sysabend.org> 
Subject: Re: Tunnelling 
Sender: owner-champ-l@sysabend.org 
 
Tim R. Gilberg wrote: 
>  
> > > But nowhere does it say it closes the hole leaving the substance the way 
> > > you found it. 
> > 
> > That is because... IT IS A SPECIAL EFFECT! 
>  
>         I really do have to agree with Rat, and others, here.  When I 
> started the debate, I was assuming some sort of "damage" to the substance 
> traveled through by default with Tunneling, but that's a case of me trying 
> to read a default SFX into a Hero mechanic. 
 
	Yea, me too!!!!  (Hey guys, my F/U.  I give in!) 
--  
----------------------------------------------------------- 
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Work is only there to give us time to talk about play 
----------------------------------------------------------- 
 
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Date: Sun, 3 May 1998 03:34:26 -0500 (CDT) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@sysabend.org 
Subject: Re: 100% DR Debate 
Sender: owner-champ-l@sysabend.org 
 
 
> But they do. Current damage reduction IS based on the idea that no matter 
> how much 
> it is reduced, *some* will get through- sakura agrees that is a valid point. 
 
	Then redefine or create a new power.  And then we can get along to 
defining point values.  When there's a hole in the system ignoring it is 
not the best way to deal with it. 
 
> No, you claimed i was obnoxious and unintelligant. I said the same about you. 
 
	I said you're posts lacked any sort of reason and that you failed 
to support yourself by the rules.  Then you decided to bring in my 
characteristics outside of the debate. 
 
> I was also nice enough to give you the chance to threaten me personally 
> which is something you probably need to do once in a while. 
 
	Only when someone gets insulting and disrespectful.  Backup what 
you say with something besides "I don't think Hero should have absolutes." 
It'll contribute a whole lot more to this debate. 
 
	Oh, and even if you had said what you did to my face, I would have 
given you _one_ warning.  I'm reasonable enough to assume that your 
upbringing may not have prepared you for the consequences of personally 
insulting someone in a personal manner, and I'm willing to point the 
consequences out.  One warning is enough, however. 
 
 
 
				-Tim Gilberg 
 
		    -"Hey!  MacLeod!  Get off of my ewe!" 
 
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Date: Sun, 3 May 1998 03:39:51 -0500 (CDT) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@sysabend.org 
Subject: Re: Desolidification 
Sender: owner-champ-l@sysabend.org 
 
 
	Good, a summary. 
 
> 100% damage reduction is an infinitly viable concept within a category of powers 
> (ie directly involved in dice-rolling, ect) which should not be 
> infinite. 
 
	Read: He doesn't want absolutes in Hero. 
 
> Such absolutes belong in the no-points section of a gm's notes, along 
> with omnipotence and the laws of physics. 
 
	Um, I'd certainly charge for omnipotence, myself -- if taken by a 
character and being in concept. 
 
	The point is, what are you going to charge for this plot device? 
While a valid way to handle it, it certainly is worth _some_ points.  It 
would fill in a weak link in Hero to fill this inability to be actually 
immune to certain effects if we were to add a new mechanic. 
 
> Such plot devices should be kept seperate since they involve different 
> style of discourse between player and gm. 
 
	Then put it in the rules as a new mechanic.  It then becomes part 
of the normal discource. 
 
> The value of 100% dr is inadequate and arbitary, and only serves to 
> incorrectly place the concept withing the realm of mechanics as opposed 
> to plot devices, which breeds confusion of exactly what princibles of 
> fairness is involved in which area. 
 
	And the value of EB is arbitary.  As is Mind Control.  And 
Transform.  And DEX.  And everything else in Hero, actually. 
 
 
				-Tim Gilberg 
 
		    -"Hey!  MacLeod!  Get off of my ewe!" 
 
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To: champ-l@sysabend.org 
Date: Sun, 3 May 1998 05:54:37 -0500 
Subject: Re: Desolidification) 
X-Juno-Line-Breaks: 0,2-13,15,17,20,22-25,27-33 
From: dwtoomey@juno.com (David W Toomey) 
Sender: owner-champ-l@sysabend.org 
X-Status:  
X-Keywords: 
X-UID: 4 
 
 
On 03 May 1998 09:23:43 -0400 Stainless Steel Rat 
<ratinox@peorth.gweep.net> writes: 
>David W Toomey writes: 
> 
>> Why would it defend you anyway?  The defense of the DR is the  
>reduction 
>> of the Mental Illusions roll for effect. 
> 
>Damage Reduction applies to the damage done by a mental illusion just  
>as 
>much as Mental Defense applies.  If you get Mental Defense against an 
>illusory .45, you should get Mental Damage Reduction as well. 
 
My point is that neither should defend vs the .45 damage.  You don't get 
double 
use from defenses. M Def or Dam Reduction has *already* reduced the 
effect of 
the M Illusion-it doesn't seem fair to me that it *also* gets to reduce 
the damage of the illusionary gun.  If the dice of M Illusions was enough 
*after defenses* to 
result in a "does Body" result, as a GM, I would state that it is past 
the defenses 
now.  I guess this is one to ask about for Hero 5th: 
 
1) Do Mental defenses apply to damage from Illusions 
2) How do normal Defenses apply-i.e. a Brick shot with an Illusion .45- 
Hah! 
 
 
David W Toomey 
dwtoomey@juno.com 
 
 
 
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From: "" <dgraham882@hotmail.com> 
To: champ-l@sysabend.org 
Subject: Re: Romantic Rival (how to?) 
Date: Sun, 03 May 1998 05:23:35 PDT 
Sender: owner-champ-l@sysabend.org 
 
>One of our characters has chosen the Romantic Rival disad.  I've  
decided 
>it's time to hold his feet to the fire on that one, but I realized that 
>I have no idea how to play one.  Any suggestions? 
>======================   
 
Okay, here is the step-by-step breakdown of how to introduce Romantic  
Rivalry into a campaign (apologies in advance for repeating things said  
in previous responses): 
 
1.  What is a Romantic Rivalry? 
 
A Romantic Rivalry means this:  The PC is romantically interested in  
another character, and he (the PC) is competing with a third character  
(the Rival) in some manner, for some reason, for the attentions of his  
Romantic Interest (the RI). 
 
2.  Who is the PC? 
 
By this, I mean that the GM must consider the PC's personality, Psych  
Lim's, etc.  Why does he have these feelings for the RI?  What does he  
see in her?  To what lengths will he go to "prove" himself and "win the  
RI's attentions? 
 
3.  Who is the RI? 
 
Nine times out of ten, the player will list the RI as either a DNPC, a  
Psych Lim ("In Love With X"), or both, depending on how the GM and  
player handle things.  Check the PC's character sheet and background;  
that is where you will get your first ideas on how to roleplay the RI. 
 
4.  Who is the Rival? 
 
Is the Rival a fellow PC or an NPC?  If the Rival is a fellow PC, it's  
just a matter of discussing things offline with the Rival's player, just  
to toss ideas around, not to tip your hand as to what will happen,  
necessarily.  However, for purposes of this discussion, let's assume  
that the Rival is an NPC.  In this case, you should briefly discuss  
ideas with the PC's player, but then the final "draft" of the Rival's  
stats, background, etc., are created by you the GM.  Keep in mind:  The  
Rival MUST pose some sort of threat to the PC's relationship with his  
RI, whether real or imagined.  It must be a threat which is serious  
enough to justify having the Disad for a while, and serious enough to be  
interesting in play. 
 
Note:  By "serious," I mean serious within the PC's mind, at least.   
Rivalry can be done in a pretty silly manner if the GM and player feel  
like going that route. 
 
4.  What sort of relationship exists between the PC, the Rival, and the  
RI? 
 
This question will determine why a Rivalry exists in the first place.  
Take into consideration whether or not the Rival is in a "superior  
position."  The definition of "superior position" could mean that the RI  
loves the Rival and not the PC.  The Rival could be the RI's  
boyfriend/girlfriend, spouse, or even an ex that the RI still carries a  
big torch for. 
 
5.  What brings the Rivalry into play? 
 
For ideas on what sort of Rivalry to go with, and how to bring it into  
the game, I would say again, check the character sheet and background of  
the PC first.  Brainstorm ideas with the player.  Then check with pop  
culture (and even real life experiences of yourself, your relatives, and  
your friends and associates) for more ideas.  Romantic Rivalry is one of  
the most common themes you will find in fine art.  Ideas are all over  
the place.  It's just a matter of looking around.  Soap operas are  
legendary for what they do with romantic entanglements.  I would also  
recommend such comic book titles as the X-series and New/Teen Titans,  
which are filled with angst over, among other things, romance and the  
failure of it to ever work out. 
 
Once you've tossed around all the ideas and come up with what would be  
most appropriate to the situation, you should be able to do more than  
simply "hold his feet to the fire."  Depending on how you handle this  
Disad, you can make the PC's life a living hell.  If he is The Tragedian  
or The Romantic (see "Types of Champions Players" in the BBS), then this  
Disad would be the type that the player lives for.  Good luck and happy  
gaming! 
 
David Graham 
 
 
 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
To: Champions <champ-l@sysabend.org> 
Subject: Re: Desolidification) 
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Organization: The Happy Fun Ball Brigade 
Date: 03 May 1998 09:23:43 -0400 
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David W Toomey writes: 
 
> Why would it defend you anyway?  The defense of the DR is the reduction 
> of the Mental Illusions roll for effect. 
 
Damage Reduction applies to the damage done by a mental illusion just as 
much as Mental Defense applies.  If you get Mental Defense against an 
illusory .45, you should get Mental Damage Reduction as well. 
 
[...] 
 
> If bought with the (house rule) advantage Does Body.  The official rules 
> clearly state BOECV is Stun Only. 
 
Hrm... I might have misremembered that... does non-resistant Damage 
Reduction apply against the stun of a killing attack?  If not, then 
non-resistant Mental Damage Reduction will have no effect against a mental 
killing attack. 
 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
To: Champions <champ-l@sysabend.org> 
Subject: Re: Tunnelling 
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Date: 03 May 1998 09:26:59 -0400 
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Tim R Gilberg writes: 
 
> 	I do have a problem with a tunneling character merely sticking an 
> arm or hand out to attack, though.  This seems unbalancing. 
 
It is a suprise maneuver, worth an OCV bonus the first time he tries it. 
As soon as it becomes "old hat", he stops getting the bonus. 
 
Oh, and by the way, just because you can tunnel through rock does not mean 
you can see through it. 
 
Or breathe in it. 
 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
To: Champions <champ-l@sysabend.org> 
Subject: Re: Tunnelling 
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X-Attribution: Rat 
Organization: The Happy Fun Ball Brigade 
Date: 03 May 1998 09:29:36 -0400 
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Michael (Damon) or Peni R Griffin writes: 
 
> So, 'X' points worth of Tunneling to create a tunnel, +10 points to fill it 
> in behind you, with the assumption that the "fill" is readily perceptible 
> (i.e., solid concrete wall is now a big pile of concrete chunks, 
 
No, the fill-in is a special effect.  It might be a pile of concrete 
chunks, it might be concrete that appears to be poured and set just like 
the original, or it just might be the original.  It is a special effect. 
 
[...] 
 
> For example, you Tunnel through a massive vault door, several feet thick 
> (assume NORAD HQ or some similarly protected facility).  Might not the 
> structural integrity of the door be somewhat affected by this afterward, 
> bonds weakened at the molecular level or whatever? 
 
As much as a Superman lifting a building by a corner.  To wit, not in a 
4-color game. 
 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
To: Champions <champ-l@sysabend.org> 
Subject: Re: Desolidification-long!! 
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Date: 03 May 1998 09:41:49 -0400 
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Sakura  writes: 
 
> So in that game, invulnerability cost (if I remember your previous post 
> correctly) 30 points. 
 
Then again, the way I figure it, if total vulnerability is 0 points, total 
invulnerability is infinite points. 
 
[snip!] 
 
If you are playing a game in which there is one PC, the PC most probably is 
a plot device, so it really does not matter how much things cost.  You and 
the GM are probably going to play just about everything by ear.  This is 
your average solo title comic book. 
 
But in most games there are ~2-5 other PCs generally working together.  The 
things that can work in a solo title will not work so well in a team title. 
A character that cannot be hurt at all and can still do things just as 
effectively as other characters on the team is going to adversely affect 
the funness of the game for the other players. 
 
That is why I do not see a need for 100% Damage Reduction. 
 
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Date: Sun, 03 May 1998 10:32:23 -0500 (EST) 
From: Jason Sullivan <ravanos@jcs1.jcstate.edu> 
Subject: Re: Desolidification-long!! 
To: happyelf <jonesmj@topaz.cqu.edu.au> 
Cc: champ-l@sysabend.org 
Reply-to: Jason Sullivan <ravanos@jcs1.jcstate.edu> 
Sender: owner-champ-l@sysabend.org 
 
On Sat, 2 May 1998, happyelf wrote: 
Hi, 
	I couldn't really see a use for un-limited 100% DR in a superhero 
campagin.  If I were to allow something like Sf/x reduction, the point 
value of the power would probally be more than my players could afford 
(within the campagin limits; so they would need special permission to get 
the power in addition to my approval after pointing to that STOP sign). 
	In a non-supers game, I can see 100% DR being useful for certain 
plot related NPC villians...  In a Call of Ctuhulu type setting, where 
nothing but an obscure occult text or ritual, or ancient mediallion 
located in a remote Brazilian tomb can stop the rampaging R'cKehNeh- 
that's where I'd use the 100% DR.  Why?  Well, he isn't made of mundane 
stuffs; more like a stuff beyond corporeal - pure evil.  And it's a  
plot device.  As it's rampaging across the country side, I wouldn't want 
the one PC calling up his old buddy the President telling him to launch 
some tatical nuclear weapons at old R'cKehNeh (it would be a bitch rolling  
those nth ammount of dice and actually having R'cKehNeh bite the big one). 
Kind of deflates the investigative/problem solving part of the adventure, 
allowing the 'big gun' munchkin gamers in the group to circumvent that 
aspect of role playing and get down into some roll playing. 
	...and if you don't believe in absolutes, there's allways 
%99.999 DR for all you true believers out there. 
                                                -Jason Sullivan 
 
 
 
 
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Date: Sun, 03 May 1998 08:43:02 -0700 
To: champ-l@sysabend.org 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Desolidification 
Sender: owner-champ-l@sysabend.org 
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At 08:30 AM 5/3/1998 GMT, <owner-champ-l@sysabend.org> wrote: 
>From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
>Cc: champ-l@sysabend.org 
>Subject: Re: Desolidification 
>> when the truth is they just can't keep up with my logic (this means you, 
>> timmy.) 
> 
> Again, F-- 
 
   Tim, grow up.  These asinine outbursts of profanity aren't welcome from 
Rat, and they're not from you either. 
--- 
Bob's Original Hero Stuff Page!  [Circle of HEROs member] 
   http://www.klock.com/public/users/bob.greenwade/original.htm 
Homepage of the Merry-Go-Round Webring!  (Wanna join?) 
   http://www.klock.com/public/users/bob.greenwade/merrhome.htm 
 
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Date: Sun, 03 May 1998 08:45:31 -0700 
To: champ-l@sysabend.org 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: 100% DR Debate 
Sender: owner-champ-l@sysabend.org 
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At 01:19 PM 5/3/1998 +1000, happyelf wrote: 
>At 03:28 AM 5/2/98 -0500, you wrote: 
>> 
>> Well, the impossible has happened. 
>> 
>> Someone more obstinent than Rat has arisen. 
>> 
>> Happyelf, consider yourself flattered that I compare you to Rat. 
>>He at least uses some reason and logic to support himself -- you use 
>>assumptions based on "I like it in a certain way." 
>> 
>> (Rat does do the latter, but backs it up.  Your posts have not.) 
>> 
> 
>Look, it's not my problem if my logic wooshes right over your head. How 
about, 
>when you come across such a post, you try and understand it instead being 
defensive 
>and calling names? Frankly my posts were based on the mechanical princibels 
>which hero 
>is basedupon. I realise this is a change from the loopholing and meaningless  
>numbercrunching which dominates much of the list, but it's no reason for you  
>to become offended. Frankly if you can't see the logic behind my arguments,  
>you most likely won't understand this post becasue it uses numerous words of  
>more than one syllable. 
 
   "Jane, you ignorant slut..." 
   When a debate breaks down into this level of childish name-calling, it's 
time for said debate to be set aside. 
--- 
Bob's Original Hero Stuff Page!  [Circle of HEROs member] 
   http://www.klock.com/public/users/bob.greenwade/original.htm 
Homepage of the Merry-Go-Round Webring!  (Wanna join?) 
   http://www.klock.com/public/users/bob.greenwade/merrhome.htm 
 
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Date: Sun, 03 May 1998 10:56:08 -0500 (EST) 
From: Jason Sullivan <ravanos@jcs1.jcstate.edu> 
Subject: Invulnrability, Immortality, Eternality 
To: champ-l@sysabend.org 
Sender: owner-champ-l@sysabend.org 
 
...since we're on the subject, why don't we discuss the various Sf/x 
and mechanics of Invulnrability, Immortality, and Eternality. 
 
	Someone who is ageless is pretty much easy, right?  LS: Does not 
Age.  How would the mechanic work for a LS:DnA that requied maintainence? 
A certain ancient Egyptian Tea that keeps Farah'Sin Al youthful?  ...and 
what if, that 'upkeep' on the maintence didn't occur?  Could you set up 
a 'side effect' of, over a period of time, the character would slowly age? 
	Characters that this type of construct that I think this might 
apply to would be mummies and various comic book characters, such as R'as 
al Ghul (whose 'immortality' stretches further than mere agelessness). 
 
	Another odd type of immortality is that of the disembodied brain 
who is surgically transfered from body to body (the brain, or even the 
head istelf).  This has been used in a number of superhero genres, as well 
as horror.  For a character to possess such a power, how would you work 
the construct?  There would be life sustained with life suport (such as 
the infamous 'Brain That Wouldn't Die', 'Body Parts', and other sci-fi 
horror...) and then those that would survive w/o life support (one of 
Superman's old villians whose name escapes me at the time). 
 
	Then there is Serial Immortality... the spirit or soul 'hopping' 
from body to body, either possessing, usurping, or replacing the soul of 
the unfortunate vessel...  Robots that can be rebuilt, mad mystic Latvian 
dictators who have honed their magical and scientific skills to the point 
of beging able to transfer their conciousness to the vat grown clones in 
their respective dungeon labortories, and phoenixes who rise from the 
ashes fully formed are examples of this type of immortality. 
 
	Then there is a general 'tough' immortality; you take them down, 
but they get up again.  Wether the body dies and reanimates or never d ies 
at all...  Would this have an effect on game mechanics? 
 
	I hope to hear responses...  I look forward to them...  I can work 
on The Ultimate Immortal in the meantime.  :)  
                                               Jason Sullivan 
-+-<-+->-+-<-+->-+-<-+->-+-<-+->-+-<-+->-+-<-+->-+-<-+->-+-<-+->-+-<-+->-+-<-+- 
"Fools are my theme, let satire be my song."  
	-Lord Byron; English Bards and Scotch Reviewers.  Line 6.  
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Date: Sun, 03 May 1998 09:05:27 -0700 
To: HERO System Mailing List <champ-l@omg.org> 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Tunnelling 
Sender: owner-champ-l@sysabend.org 
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At 06:38 PM 5/2/1998 -0500, Sakura wrote: 
>On Sat, 2 May 1998, Michael (Damon) or Peni R. Griffin wrote: 
> 
>> >   At the same time, it doesn't say that it *doesn't* leave it looking the 
>> >same way, so the general assumption is that it's SFX dependent. 
>> >   Not that your point isn't a salient one.  I think it could be well 
>> >argued that some form of Invisible Power Effects should be needed to make 
>> >the tunnel vanish after it's used. 
> 
>Hmm. Well, I've never exactly been sure what 'Invisible Power Effects' 
>means on a movement power, anyway.  "I'm running, but you can't tell that 
>I am?" I suppose it /could/ mean that you leave no trace (and that, IMHO, 
>would be a better way of buying the ninja's 'walk without trace' power 
>than the currently suggested 'Gliding' method).  Does that mean, though, 
>that flying or superleaping characters leave traces behind them? (I 
>suppose superleaping characters tend to leave tracks or whatever - 
>craters, in some cases - at takeoff and landing points, so maybe...)  
 
   There's that.  I've allowed "Invisibility vs Forensics" on a couple of 
occasions (actually under different names, but that's the basic idea) so 
that traces of one's presence wouldn't be left.  These were for Running and 
Teleport, but it coule work for Tunneling this way. 
   That's a good observation that this is a good way to represent Running 
without footprints; the original Invisible Running was just vs forensic 
traces (like picking up soil or leaving behind fibers).  I'd still use 
Gliding to avoid setting off pressure plates though (unless one were to 
consider that a form of Invisibility vs Touch). 
--- 
Bob's Original Hero Stuff Page!  [Circle of HEROs member] 
   http://www.klock.com/public/users/bob.greenwade/original.htm 
Homepage of the Merry-Go-Round Webring!  (Wanna join?) 
   http://www.klock.com/public/users/bob.greenwade/merrhome.htm 
 
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Date: Sun, 03 May 1998 11:08:47 -0500 
To: champ-l@sysabend.org 
From: "Michael (Damon) or Peni R. Griffin" <griffin@txdirect.net> 
Subject: Re: Desolidification-long!! 
Sender: owner-champ-l@sysabend.org 
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>	In a non-supers game, I can see 100% DR being useful for certain 
>plot related NPC villians...  In a Call of Ctuhulu type setting, where 
>nothing but an obscure occult text or ritual, or ancient mediallion 
>located in a remote Brazilian tomb can stop the rampaging R'cKehNeh- 
>that's where I'd use the 100% DR.  Why?  Well, he isn't made of mundane 
>stuffs; more like a stuff beyond corporeal - pure evil.  
 
In a non-super CoC type setting, it should be sufficient to equip the 
heroes with heroic-level weapons and put them up against a R'cKehNeh with 
superheroic defenses; 
no need for 100% damage reduction if your ordinary PD/ED, Armor or whatever 
can handily counter the max damage rolls for the PC's weapons.  And doesn't 
"beyond corporeal" kind of imply Desolid?  Prohibit the PCs from using the 
Affects Desolid Advantage on their weapons, and there's no problem. 
 
It's true that you don't want PCs to be able to take out any Elder Gods, 
but creating an imbalance between PC attack capabilities and major opponent 
defense capabilities will ensure this without the need for any rules 
additions, modifications, "logical extensions" or 
interpretations-not-everyone-agrees-on.  The goal of the PCs should be to 
counter the immediate goal of the R'cKehNeh, and either banish it to The 
Beyond or have it retreat there in frustration, to wait until The Stars Are 
Right once again.  A player who thinks he should be able to kill one of 
these things doesn't understand the genre.  Kill their minions, yes.  Kill 
the Elder Things, no. 
 
Separate question(I assume this has already come up, but if so I missed 
it): What was the group consensus -- wait, let me rephrase that :)   What 
were the various group opinions on layering existing levels of DR, to 
approach 100% without actually getting there?   Three layers of 75% DR, 
each successive layer operating against damage that got through the 
previous layer, would provide 98% DR... 
 
		 100 pts - 75% DR = 25 pts 
	         25 pts - 75% DR = 6.25 pts 
		6.25 pts - 75% DR = 1.5625 pts (rounds to 2 pts) 
 
Damon 
 
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Date: Sun, 3 May 1998 11:46:22 -0500 (CDT) 
From: Sakura <jeffj@io.com> 
To: Champions Mailing List <champ-l@sysabend.org> 
Subject: Re: Desolidification-long!! 
Sender: owner-champ-l@sysabend.org 
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On 3 May 1998, Stainless Steel Rat wrote: 
 
> A character that cannot be hurt at all and can still do things just as 
> effectively as other characters on the team is going to adversely affect 
> the funness of the game for the other players. 
 
This is /exactly/ why I want a point cost for the power instead of calling 
it a 'plot device', because them you'll hav a charater who is 
invulnerable, and that is basically his power.  He's not superstrong, or 
superfast, or able to shoot laser beams from his navel.  He is extremely 
powerful in one area, and weak in many others. 
 
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: Sun, 3 May 1998 11:50:38 -0500 (CDT) 
From: Sakura <jeffj@io.com> 
To: Champions Mailing List <champ-l@sysabend.org> 
Subject: Re: Desolidification) 
Sender: owner-champ-l@sysabend.org 
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On 3 May 1998, Stainless Steel Rat wrote: 
> David W Toomey writes: 
>  
> > Why would it defend you anyway?  The defense of the DR is the reduction 
> > of the Mental Illusions roll for effect. 
>  
> Damage Reduction applies to the damage done by a mental illusion just as 
> much as Mental Defense applies.  If you get Mental Defense against an 
> illusory .45, you should get Mental Damage Reduction as well. 
 
Um...but you don't get Mental Def against an illusionary .45.  AT least, 
the example in the HERO book implies that you use it against your regular 
def: 
 
"He [Mental Marauder] creates the illusion that he pulls out an energy 
pistol, fires, and hits Jaguar...Before Jaguar has a chance to disbelieve, 
he takes 40/5 = 8d6 damage against his energy defense."  
 
> [...] 
>  
> > If bought with the (house rule) advantage Does Body.  The official rules 
> > clearly state BOECV is Stun Only. 
>  
> Hrm... I might have misremembered that... does non-resistant Damage 
> Reduction apply against the stun of a killing attack?  If not, then 
> non-resistant Mental Damage Reduction will have no effect against a mental 
> killing attack. 
 
Non-resistant DR doesn't affect killing attacks at all. 
 
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: Sun, 3 May 1998 12:22:26 -0500 (CDT) 
From: Sakura <jeffj@io.com> 
To: Champions Mailing List <champ-l@sysabend.org> 
Subject: Invulnerable happyelves and stuff 
Sender: owner-champ-l@sysabend.org 
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OK, I'm going to collect all of my responses to happyelf in one final 
message.  I think its clear that neither of us are going to directly 
convince each other, even though I think we've both raised some good 
points. 
 
For those watching from the stands (and maybe for Mr. Elf, since I guess I 
never came out directly and said it) let me give my criteria for what I'm 
looking for in an invulnerability power. 
 
- Persistant.  It shouldn't matter if the character is asleep or 
distracted or whatever. If someone wants invulnerability that only works 
if they're aware of an attack, they can put a limitation on it, much like 
you'd do with Armor or DR. 
- Complete.  It should prevent damage from the attack.  Maybe I won't ever 
get this with Champions, and maybe it is too powerful.  I don't know - has 
anyone used 100% DR and found it too powerful for the points paid? 
 
Knockback.  Happyelf, you have really got this thing for knockback and 
misunderstanding what I am saying.  Let me go over my thought processes on 
the subject and maybe it'll be clear. 
- 'Taking damage from an attack' is the direct result of the attack - the 
force of the blow, if you will.  If Grond punches someone, they take 
damage. 
- 'Knockback' is also a direct result of the damage, in that, if you whack 
something hard enough, it goes flying. 
- However, 'knockback /damage/' is not a direct result of being hit by the 
power.  It's an /indirect/ result of it - it's a /direct/ result of 
slamming into the ground/wall/whatever.  This means that Mr. 
Invulnerable-to-Energy man will take damage from slamming into a 
wall...just as he should, no matter what slammed him into the wall.  (Mr. 
Invulnerable-to-Physical Man wouldn't, but that's because of his defenses) 
 
>>> Yes. .. but you just said 'immune to fire' means you can't take 
>>> damage from fire. In that case how would you explain someone 
>>> with 100%red and NO ls? 
>> 
>> That's the player's job, not mine.  I'm not about to say 'that 
shouldn't 
>> exist just because /I/ can't think of an SFX for it.'  I can't think of 
>> SFX for 'indirect Running' either, but that doesn't mean I'll say it's 
>> impossible to explain or purchase in my campaign. 
 
> Unm, why not? That's like me saying that just becasue i 
> can't see how a nnd can cause body damage, i should still let 
> a pc ahve it. Of course i can see a way it could function, but 
> the issue remains. 
 
Because my players might be able to think of them.  I won't let them buy 
it if /they/ can't think of an SFX, but until the subject comes up (I 
wanna buy Indirect Running, Jeff) I'm not going to say they can't have it. 
All they have to do is convince me. 
 
>> There's an Arabian tale (I think) about a blacksmith who was given a 
>> blessing, that he would never be burned by any fire.  This would 
probably 
>> be an example of 100% DR vs fire, but no LS: Heat. 
 
> yes but it's still an example of how you can hget 100%dr and 
> still take damage 'from' 'fire'. 
 
Um...no.  'Fire' and 'heat' are very different. I can walk around in a 
desert for hours and (assuming I'm properly clad) my skin will not burn, 
my hair will not catch on fire, etc - but I will still be dehydrated, 
tired, etc.  Now, if they wanted 100% DR from /heat/, that's fine, they 
can buy that, at a lesser limitation level, because it encompasses more. 
 
>>> And you can get 
>>> 'Well, yeah, I'm invulnerable to fire.  Except it can knock me out.' 
>>> anyway, from a guy with no life support, or a dozen other things. 
>> 
>> Yeah, but those people have purchased their powers in a way that they 
have 
>> basically said 'Yeah, I realize that I could be knocked out or whatever 
by 
>> stuff I'm invulnerable to, that's OK'.  If a player wants that, fine. 
If 
>> a player doesn't want that, that's fine by my book too - but apparently 
it 
>> isn't in yours. 
 
> Okay, let's say the fire nvolves a drain on your highest ap power level- 
> makes sence in a more realistic game. You now have a guy with 
> 100% red who can say that sentence all the time. 
 
Um, no, let's /not/ say that, because I can see no reason for Fire to be 
built/modeled as a Drain in that way.  Maybe a Drain on END or STUN or 
something, but a Drain on highest AP power level?  That's not normal fire. 
 
Re: the limit level for 'only vs. fire': 
>> I'd call it a -1 in most superhero games, but that's not the main issue 
>> here. 
 
>ExCUSE me? fire guy isn't going to be encountering fire a lot? *lol* 
 
Yeah, but he's going to be encountering /lots/ of other energy attacks, 
too.  A -1 assumes that about half of the energy-based attacks directed at 
him are going to be fire-based  (half price, half utility) which is 
actually a pretty high percentage for most campaigns, but it's close 
enough.  Not to mention it's what the book suggests.  
 
 
In my next post...the solution! 
 
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: Sun, 3 May 1998 12:32:22 -0500 (CDT) 
From: Sakura <jeffj@io.com> 
To: Champions Mailing List <champ-l@sysabend.org> 
Subject: Invulnerability: the Final Fantasy HERO solution 
Sender: owner-champ-l@sysabend.org 
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Well, after the big discussion, and thinking a /lot/ about how 
invulnerability works, and absolutes in HERO system, and such, I realized 
that there was in fact an absolute that nobody had brought up...poison. 
 
There's LS: immunity to poison - an absolute, but it only works with the 
cooperation of the power...basically, all poisons have (or ought to have) 
the limitation 'Not vs. ppl immune to poison' (or, if they're an NND, the 
defense would be 'Immune to Poison') 
 
Therefore, I'm pondering the following solution: all attacks and effects 
in Final Fantasy HERO will have the limitation 'not vs. Immune to X'.  A 
Fire spell would have 'Not vs. Immune to Fire', for example. 
 
What I'm searching for now is suggestions on what level of limitation that 
would be, and conversely, how much the 'Immune to Fire' Power/Talent/Perk 
would cost. 
 
This will at least give me a solution for this campaign (which is one 
containing plenty of absolutes, as anyone who has played the Final Fantasy 
series knows) and allow more time to ponder the problem's solution in a 
way that can be applicable to all campaigns.  
 
The only reason this is doable in a FFH campaign is because of the limited 
number of special effects allowed by the genre, and the fact that I'm 
creating all the spells.  (Yeah, I'm sure I could just handwave it, but ya 
know, I like having the solidity of a mechanic underlying the game, even 
if it is very world-specific.  Perhaps one of my flaws, I don't know.) 
 
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: Sun, 03 May 1998 13:55:21 -0700 
To: champ-l@sysabend.org 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Damage Reduction 
Sender: owner-champ-l@sysabend.org 
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At 05:54 AM 5/3/1998 -0500, David W Toomey wrote: 
> 
>On 03 May 1998 09:23:43 -0400 Stainless Steel Rat 
><ratinox@peorth.gweep.net> writes: 
>>David W Toomey writes: 
>> 
>>> Why would it defend you anyway?  The defense of the DR is the  
>>reduction 
>>> of the Mental Illusions roll for effect. 
>> 
>>Damage Reduction applies to the damage done by a mental illusion just  
>>as 
>>much as Mental Defense applies.  If you get Mental Defense against an 
>>illusory .45, you should get Mental Damage Reduction as well. 
> 
>My point is that neither should defend vs the .45 damage.  You don't get 
double 
>use from defenses. M Def or Dam Reduction has *already* reduced the effect of 
>the M Illusion-it doesn't seem fair to me that it *also* gets to reduce 
>the damage of the illusionary gun.  If the dice of M Illusions was enough 
>*after defenses* to 
>result in a "does Body" result, as a GM, I would state that it is past 
>the defenses now. 
 
   Well, that would be just fine except that that the illusion itself and 
the damage caused by it are two different attacks (like a Choke Hold that 
must follow a successful Grab, and the Grab itself -- or, perhaps more 
fittingly, a "put-em-down" punch that can only be used following a 
successful Martial Throw, and the Martial Throw itself). 
--- 
Bob's Original Hero Stuff Page!  [Circle of HEROs member] 
   http://www.klock.com/public/users/bob.greenwade/original.htm 
Homepage of the Merry-Go-Round Webring!  (Wanna join?) 
   http://www.klock.com/public/users/bob.greenwade/merrhome.htm 
 
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Reply-To: "Filksinger" <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
To: "Hero List" <champ-l@sysabend.org> 
Subject: Re: Desolidification 
Date: Sun, 3 May 1998 15:38:39 -0700 
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On Sunday, May 03, 1998 1:28 AM, Tim R. Gilberg wrote: 
 
 
<snip> 
> Again, Fuck Off. 
 
 
That's two. 
 
While I find personal insults offensive, and particularly ones 
implying or stating outright that I am stupid, I do not think that 
this is appropriate in this forum. In fact, I find it very 
inappropriate for this forum, in particular. 
 
Do it again, and you will achieve the status of being the first person 
on this list to be killfilled   by me. Which I think will be a shame. 
 
Filksinger 
 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
To: Champions <champ-l@sysabend.org> 
Subject: Re: Desolidification-long!! 
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Date: 03 May 1998 19:14:57 -0400 
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Sakura  writes: 
 
> This is /exactly/ why I want a point cost for the power instead of 
> calling it a 'plot device', 
 
Infinite defense costs infinite points. 
 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
To: Champions <champ-l@sysabend.org> 
Subject: Re: Desolidification-long!! 
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Jason Sullivan writes: 
 
> 	I couldn't really see a use for un-limited 100% DR in a superhero 
> campagin.  If I were to allow something like Sf/x reduction, the point 
> value of the power would probally be more than my players could afford 
 
My SFX reduction is inherently limited because the applicable SFX must be 
specified at the time of purchase.  What qualifies there is pretty much the 
same thing that would qualify as an Elemental Control (and *THAT* should go 
a long way towards GM's being a bit more restrictive on what constitutes a 
tight category of effects :).  And it is mechanically limited like NND: 
characters may have only one form of SFX reduction without an exception 
from the GM. 
 
Cost is much the same as Damage Reduction: 30/60/90/120 for 25/50/75/100% 
reduction vs. a particular special effect. 
 
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Date: Sun, 03 May 1998 18:28:39 -0500 
To: "Hero List" <champ-l@sysabend.org> 
From: "Michael (Damon) or Peni R. Griffin" <griffin@txdirect.net> 
Subject: Re: Desolidification 
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At 03:38 PM 5/3/98 -0700, Filksinger wrote: 
>On Sunday, May 03, 1998 1:28 AM, Tim R. Gilberg wrote: 
> 
> 
><snip> 
>> Again, Fuck Off. 
> 
> 
>That's two. 
 
I won't presume to speak for the list moderator, but two would be enough 
for most lists.  Obnoxious behavior is one thing -- I'm guilty of that 
myself -- but when it degenerates to name calling and outright profanity, 
maybe someone needs a time out. 
 
Damon 
 
 
------------------ 
Anyone can become angry -- that is easy. 
But to be angry with the right person,  
	to the right degree, at the right time, 
	for the right purpose, and in the right way -- 
	this is not easy. 
			    -- Aristotle 
 
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Date: Mon, 04 May 1998 00:33:53 +0100 
From: Chris Lynch <chris@lynch1.demon.co.uk> 
To: Champions Mailing List <champ-l@sysabend.org> 
Subject: Ultimate Utility Belt URL 
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Sorry to mess you folks around, but the URL is now 
 
http://www.lynch1.demon.co.uk/hero/uub/main.htm 
 
Sorry for the mix up. 
I am uploading the page at the same time that I send this mail. It's 
really jst to let you all know that I really AM getting on with it! The 
only stuff working right now is the mian page, and the links page.  
 
Please submit links, writeups etc (or feel free to steal whatever I put 
up... when I put it up!!) 
 
TTFN 
Chris. 
 
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Date: Sun, 3 May 1998 18:34:48 -0500 (CDT) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: Champions <champ-l@sysabend.org> 
Subject: Re: Desolidification-long!! 
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> > This is /exactly/ why I want a point cost for the power instead of 
> > calling it a 'plot device', 
> 
> Infinite defense costs infinite points. 
 
	Oops.  Looks like the BBB is wrong.  It has desolid, which grants 
infinite defense, for only 40 points. 
 
 
 
				-Tim Gilberg 
 
		    -"Hey!  MacLeod!  Get off of my ewe!" 
 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
To: Champions <champ-l@sysabend.org> 
Subject: Re: Desolidification-long!! 
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-----BEGIN PGP SIGNED MESSAGE----- 
 
Tim R Gilberg writes: 
 
> 	Oops.  Looks like the BBB is wrong.  It has desolid, which grants 
> infinite defense, for only 40 points. 
 
Affects Desolid. 
 
'Nuff said. 
 
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Date: Sun, 3 May 1998 19:16:04 -0500 (CDT) 
From: Sakura <jeffj@io.com> 
To: Stainless Steel Rat <ratinox@peorth.gweep.net> 
cc: Champions <champ-l@sysabend.org> 
Subject: Re: Desolidification-long!! 
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On 3 May 1998, Stainless Steel Rat wrote: 
 
> My SFX reduction is inherently limited because the applicable SFX must be 
> specified at the time of purchase.  What qualifies there is pretty much the 
> same thing that would qualify as an Elemental Control (and *THAT* should go 
> a long way towards GM's being a bit more restrictive on what constitutes a 
> tight category of effects :).  And it is mechanically limited like NND: 
> characters may have only one form of SFX reduction without an exception 
> from the GM. 
>  
> Cost is much the same as Damage Reduction: 30/60/90/120 for 25/50/75/100% 
> reduction vs. a particular special effect. 
 
How would you account for the varying commonality of different special 
effects? i.e. say someone had SFX Reduction: Ice, and someone else had SFX 
Reduction: Cold.  Both would protect vs. ice-based attacks, but SFXR:Cold 
would also protect vs that Dex Drain (numbing cold), etc. 
 
Maybe there should be different sets of costs based on how common the SFX 
is? (Maybe based on Uncommon/Common/Very Common, like Vulnerability is?) 
I would strongly suggest this, since otherwise 'SFX Reduction: Flame' and 
'SFX Reduction: Kinetic Energy' would be worth the same, even though the 
latter is far more likely to appear than the former. 
 
This idea intrigues me, though.  I'm also curious about the underlying 
thought processes, especially since you're against 100% DR - isn't 100% 
SFXR an 'infinite defense', therefore costing infinite points?  Is it 
somehow not infinite because it's limited (only vs. X)? If that's the 
case, why is DR infinite - it's also limited (only vs. Energy or only vs. 
Physical)?  Where is the line drawn, and why?  I'd really like to see how 
your thoughts on this ran, because it seems like its the missing link 
between the 100% DR crowd and the non-100% DR crowd. 
 
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: Sun, 3 May 1998 19:35:50 -0500 (CDT) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: Champions <champ-l@sysabend.org> 
Subject: Re: Desolidification-long!! 
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> > 	Oops.  Looks like the BBB is wrong.  It has desolid, which grants 
> > infinite defense, for only 40 points. 
> 
> Affects Desolid. 
 
	A crocked mechanic, and unnecessary with being effected by SFX. 
 
> 'Nuff said. 
 
	How?  It's still invulnerable do all but very certain 
circumstances.  For triple the points, one can be invulnerable to _one_ 
category.  One is still quite vulnerable to the other categories of 
damage.  One could concievably take immunity to all three major types, but 
I'd leave a note in the rules warning of the danger of this.  (That, and 
the fact that the cost is 360, would tend to curb abuse.) 
 
 
 
				-Tim Gilberg 
 
		    -"Hey!  MacLeod!  Get off of my ewe!" 
 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
To: Champions <champ-l@sysabend.org> 
Subject: Re: Desolidification-long!! 
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-----BEGIN PGP SIGNED MESSAGE----- 
 
Sakura  writes: 
 
> How would you account for the varying commonality of different special 
> effects? i.e. say someone had SFX Reduction: Ice, and someone else had SFX 
> Reduction: Cold.  Both would protect vs. ice-based attacks, but SFXR:Cold 
> would also protect vs that Dex Drain (numbing cold), etc. 
 
SFX Reduction: Ice would protect against large chunks of ice moving at 
several hundred miles per hour; SFX Reduction: Cold would not.  The two 
overlap; neither is a subset of the other. 
 
> Maybe there should be different sets of costs based on how common the SFX 
> is? (Maybe based on Uncommon/Common/Very Common, like Vulnerability is?) 
> I would strongly suggest this, since otherwise 'SFX Reduction: Flame' and 
> 'SFX Reduction: Kinetic Energy' would be worth the same, even though the 
> latter is far more likely to appear than the former. 
 
Except that "kinetic energy" is not a special effect.  "SFX Reduction: 
Kinetic Energy" is actually Physical Damage Reduction.  "Bullets" is a 
special effect, so SFX Reduction: Bullets would be valid. 
 
> This idea intrigues me, though.  I'm also curious about the underlying 
> thought processes, especially since you're against 100% DR - isn't 100% 
> SFXR an 'infinite defense', therefore costing infinite points? 
 
No, it is not.  Stop thinking of SFX Reduction as a form of Damage 
Reduction, because they are conceptually different powers, even though they 
function similarly.  Damage Reduction defends against a game mechanic.  SFX 
Reduction defends against a special effect. 
 
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Date: Sun, 3 May 1998 19:51:54 -0500 (CDT) 
From: Dataweaver <traveler@io.com> 
To: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
cc: Champions <champ-l@sysabend.org> 
Subject: Re: Desolidification-long!! 
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On Sun, 3 May 1998, Tim R. Gilberg wrote: 
 
>  
> > > 	Oops.  Looks like the BBB is wrong.  It has desolid, which grants 
> > > infinite defense, for only 40 points. 
> > 
> > Affects Desolid. 
>  
> 	A crocked mechanic, and unnecessary with being effected by SFX. 
>  
> > 'Nuff said. 
>  
> 	How?  It's still invulnerable do all but very certain 
> circumstances.  For triple the points, one can be invulnerable to _one_ 
> category.  One is still quite vulnerable to the other categories of 
> damage.  One could concievably take immunity to all three major types, 
> but I'd leave a note in the rules warning of the danger of this.  (That, 
> and the fact that the cost is 360, would tend to curb abuse.) 
 
Actually, closer to double the price; 40-point Desolid costs END to use, 
so you'd need to take a +1 Advantage (Reduced END Cost: none, Presistent) 
to match that feature.  OTOH, Desolid gives you a lot of abilities that 
100% Damage Reduction wouldn't, such as the ability to walk through walls 
(but that's another thread), and immunity from knockback.  120 points for 
Invulnerability to Physical damage doesn't seem very overpriced to me... 
 
---- Jonathan Lang <traveler@io.com> ---- x ------- alias: Dataweaver --------- 
  Webpage:  http://www.io.com/~traveler  /@\ The Dogma of Otherness insists 
  GURPSnet's Benevolent Tyrant for Life  ~~~ that all voices deserve a hearing, 
FAQ: http://www.io.com/~ftp/GURPSnet/www  |  that all points of view have 
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Date: Sun, 3 May 1998 20:06:16 -0500 (CDT) 
From: Sakura <jeffj@io.com> 
To: Stainless Steel Rat <ratinox@peorth.gweep.net> 
cc: Champions <champ-l@sysabend.org> 
Subject: Re: Desolidification-long!! 
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On 3 May 1998, Stainless Steel Rat wrote: 
 
> Sakura  writes: 
> > Maybe there should be different sets of costs based on how common the SFX 
> > is? (Maybe based on Uncommon/Common/Very Common, like Vulnerability is?) 
> > I would strongly suggest this, since otherwise 'SFX Reduction: Flame' and 
> > 'SFX Reduction: Kinetic Energy' would be worth the same, even though the 
> > latter is far more likely to appear than the former. 
>  
> Except that "kinetic energy" is not a special effect. 
 
Sure it is. I could take an EC: Kinetic Energy Control.  It'd have 
Physical Absorbtion feeding to an END Battery, and a variety of effects 
fueled by that battery: Flight, Superleap, Hand Attack, no-range 
Telekinesis (only to throw), and, of course, SFXR Kinetic Energy. 
 
Basically, the power is that the character can absorb and re-emit kinetic 
energy.  Valid character concept, at least in my book.  I don't think 
anyone reading a comic book would think it was out of place, either. 
 
However, if you want a different example for differing levels of 
usefulness, how about SFXR: Metal vs. SFXR: Ferrous Metal?  Yes, one could 
do SFXR: Ferrous Metal as Metal, only vs. Ferrous metals - but there's 
nothing in the power to tell you that 'SFXR:Metal' is what to take.  This 
is why I suggested using the Uncommon/Common/Very Common scheme for costs. 
 
How about SFXR: Light and SFXR:Lasers?  Light protection would protect you 
from any light-based attacks, which include lasers in my book. Lasers 
would only protect you from coherent light.  Clearly they're worth 
differing amounts of points. 
 
>  "SFX Reduction: 
> Kinetic Energy" is actually Physical Damage Reduction.  "Bullets" is a 
> special effect, so SFX Reduction: Bullets would be valid. 
 
'Bullets' vs. 'Projectile Weapons' then. 
  
> > This idea intrigues me, though.  I'm also curious about the underlying 
> > thought processes, especially since you're against 100% DR - isn't 100% 
> > SFXR an 'infinite defense', therefore costing infinite points? 
>  
> No, it is not. 
 
Why /isn't/ it infinite?  If I had your SFXR: Fire, I would take no damage 
from any fire based attack, no matter whether its 2d6 or 200d6 or 
2,000,000d6, right?  How is that not just as infinite as 100% Damage 
Reduction? 
 
> Stop thinking of SFX Reduction as a form of Damage 
> Reduction, because they are conceptually different powers, even though they 
> function similarly.  Damage Reduction defends against a game mechanic.  SFX 
> Reduction defends against a special effect. 
 
That has no bearing on whether its infinite or not, though. 
 
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: "Ron Abitz" <ronald@centraltx.net> 
To: "Hero List" <champ-l@sysabend.org> 
Subject: Re: Desolidification-long!! 
Date: Sun, 3 May 1998 20:13:45 -0500 
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---------- 
> From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
> Sakura  writes: 
>  
> > How would you account for the varying commonality of different special 
> > effects? i.e. say someone had SFX Reduction: Ice, and someone else had 
SFX 
> > Reduction: Cold.  Both would protect vs. ice-based attacks, but 
SFXR:Cold 
> > would also protect vs that Dex Drain (numbing cold), etc. 
>  
> SFX Reduction: Ice would protect against large chunks of ice moving at 
> several hundred miles per hour; SFX Reduction: Cold would not.  The two 
> overlap; neither is a subset of the other. 
>  
> > Maybe there should be different sets of costs based on how common the 
SFX 
> > is? (Maybe based on Uncommon/Common/Very Common, like Vulnerability 
is?) 
> > I would strongly suggest this, since otherwise 'SFX Reduction: Flame' 
and 
> > 'SFX Reduction: Kinetic Energy' would be worth the same, even though 
the 
> > latter is far more likely to appear than the former. 
>  
> Except that "kinetic energy" is not a special effect.  "SFX Reduction: 
> Kinetic Energy" is actually Physical Damage Reduction.  "Bullets" is a 
> special effect, so SFX Reduction: Bullets would be valid. 
>  
Which would stop bullets but not a rock, nonexplosive cannon shell, or a 
punch even thou they all do damage the same way? Aka impact damage. 
 
 
            Ron Abitz 
 
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To: Champions <champ-l@sysabend.org> 
Subject: Re: Desolidification-long!! 
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Dataweaver  writes: 
 
> OTOH, Desolid gives you a lot of abilities that 100% Damage Reduction 
> wouldn't, such as the ability to walk through walls (but that's another 
> thread), and immunity from knockback. 
 
And the fact that you cannot affect anything in the "real" world without an 
advantage just as crocked as "affects desolid". 
 
> 120 points for Invulnerability to Physical damage doesn't seem very 
> overpriced to me... 
 
It has no business in a game with more than one PC. 
 
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From: "Ron Abitz" <ronald@centraltx.net> 
To: "Hero List" <champ-l@sysabend.org> 
Subject: Re: Desolidification-long!! 
Date: Sun, 3 May 1998 20:22:23 -0500 
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---------- 
> From: Dataweaver <traveler@io.com> 
> On Sun, 3 May 1998, Tim R. Gilberg wrote: 
>  
> >  
> > > > 	Oops.  Looks like the BBB is wrong.  It has desolid, which grants 
> > > > infinite defense, for only 40 points. 
> > > 
> > > Affects Desolid. 
> >  
> > 	A crocked mechanic, and unnecessary with being effected by SFX. 
> >  
> > > 'Nuff said. 
> >  
> > 	How?  It's still invulnerable do all but very certain 
> > circumstances.  For triple the points, one can be invulnerable to _one_ 
> > category.  One is still quite vulnerable to the other categories of 
> > damage.  One could concievably take immunity to all three major types, 
> > but I'd leave a note in the rules warning of the danger of this.  
(That, 
> > and the fact that the cost is 360, would tend to curb abuse.) 
>  
> Actually, closer to double the price; 40-point Desolid costs END to use, 
> so you'd need to take a +1 Advantage (Reduced END Cost: none, Presistent) 
> to match that feature.  OTOH, Desolid gives you a lot of abilities that 
> 100% Damage Reduction wouldn't, such as the ability to walk through walls 
> (but that's another thread), and immunity from knockback.  120 points for 
> Invulnerability to Physical damage doesn't seem very overpriced to me... 
>  
And what some people are missing is that the fact that the GM must approve 
the power even more so then others. And most GM would what a realy good SFX 
explination..And some GM would only allow it with only against a specific 
SFX (AKA 100% RDR vs ED (fire only).). 
 
 
            Ron Abitz 
 
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Date: Sun, 03 May 1998 18:27:08 -0700 
From: Chad Riley <chadriley01@m7.sprynet.com> 
Reply-To: chadriley01@sprynet.com 
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you can't handle my logic!!! 
 
Sheesh guys 
 
 
 
happyelf wrote: 
 
> At 07:59 AM 5/2/98 -0700, you wrote: 
> >At 02:11 PM 5/2/1998 +1000, happyelf wrote: 
> >>>Oh, this is even easier than 'why would you need it in supers?'.  I'd use 
> >>>it as a part of an 'immune to magic' package.  In fact, I'll be using it 
> >>>in my Final Fantasy HERO game, because creatures being 100% immune to a 
> >>>particular effect are part of the genre. 
> >> 
> >>Um, the levels of points ar lower, 75% reduction should do it, toss 
> >>in a bit of pd or whatever. Frankly it functions as a plot device anyway, 
> >>you shouldn't add it to points totals, there's no reason to. Just write 
> >>'invuerable to X' in the notes section, i ask you, what is the diffence? 
> >>You've asked me that, but it just occured to me that since my theory is 
> >>the incumbent, the burden of evidence lies with you. 
> > 
> >   Let's back up to a couple of things that have already been presented: 
> >flying into the sun, and interposing oneself in front of the Death Star. 
> >   Cohesion has 100% resistant Energy Damage Reduction.  If he interposes 
> >himself in front of the Death Star's 50d6 RKA planet destructor beam, he 
> >takes no damage.  He takes butt-busting Knockback, but he takes no damage. 
> >He can also fly into the sun, with its 100d6 Killing environment (an 
> >admittedly arbitrary figure there) and suffer little in the way of ill 
> >effects. 
> 
> As i said, 'the levels of points are lower (hence) 75% should do it'. 
> My logic here was that in a heroic level campaign people will not be 
> flying into the sun or bodysurfing superlasers, and if they do it 
> exists as part of the gm's notes on the setting, not the character sheet. 
> 
> >   Indestructor has 75% resistant Energy Damage Reduction and 20 rPD.  What 
> >happens when he interposes himself in front of the Death Star's 50d6 RKA? 
> >Well, mechanically speaking, he'd take 2 BODY and 112 STUN from an average 
> >roll (at least, according to my quick calculations).  What happens when he 
> >flies into the sun, with its 100d6 Killing environment?  I calculate 82.5 
> >BODY and 228 STUN from an average roll. 
> >   Seems pretty different to me. 
> > 
> 
> again, you have most likely accidentally taken the comment out of context. 
> The post above was with reguards to a HEROIC level campaign. 
> 
> >>>> I repeat, a set of powers that give high defence CAN BE defined as 
> >>>> indesructable. 
> >>> 
> >>>Even though it's not. 
> >> 
> >>Yes it is. if it's special effect is 'indestructable', then it is. 
> > 
> >   So according to you, Indestructor would walk out of the above situations 
> >unscathed, even though the mechanics say he shouldn't? 
> >   Well, that's your decision for your game, and nobody with any sense 
> >should try to argue that you're doing it "wrong."  Some of us prefer to run 
> >such things more strictly by the rules, though. 
> > 
> 
> Again, i am speakinbg from a NON-MECHANICS pov. 
> The special effects of blammo's eb could be 'nuclear ray', 
> but that doesn't mean that it causees cancer and micro 
> particulate fallout when it hits things. I really don't 
> understand how you people can't wrap your heads around this. 
> 
> It's the same sort of logic as giving a character a skill 
> and saying they always had it- it's just they never used it. 
> If indestructor (who is superheroic, yes?) wants to be indestructable, 
> he should have about 700 points. Otherwise, the game does not have the 
> power level required to support indestructable characters. 
> 
> Saying he has that level of power, then he gets 
> 75% rdr for everything, plus 100rd for everything, 
> plus power defence, ect. Then he can walk through quite a bit. 
> from the perspective of a HEROIC campaign, he IS indestructable. 
> He can swan dive off a cliff, get hit by a train, ect, 
> and within the normal perspective of the campaign 
> HE IS INDESTRUCTABLE! As i have said repeatedly any stun he takes 
> can be explained by other means- he could be momentarily distracted 
> (a valid 'special effect' for taking 5 stun when you have 80-100 to 
> begin with) or mired in rubble. I realise this involves a 
> moment of lateral thought, but it DOES NOT EFFECT THE 
> MECHANICS AT ALL! Simmilar explanations for damage/stun are 
> often used for character with energy forms and the like. 
> 
> the real problem here is that 
> by 'indestructable' people are looking for a special effect which 
> relates to game mechanics. That's like wolverine saying: 
> 
> "I'm the best at what i do- and i have the combat skill levels to prove it!" 
> 
> Ergo, they cannot grasp how one 
> can be invunerable and still suffer damage. I have stated before 
> what a travesty this 100% idea would be in the game, but people 
> seem to like the idea of either: 
> 
> A) As a gm, playing god with the players by deciding who 
> get such a power, which is well in excess of decisions 
> like stop signs and magnifying glasses, is a real kick. 
> or 
> B) As a player, have the power-gamers urge to play an indestructable 
> character. 
> or 
> C) disagreeing with me, in an attempt to claim that i am at fault 
> when the truth is they just can't keep up with my logic (this means you, timmy.) 
> 
> I've already had one person flame me about this, it's clear 
> people have strong feelings about the right to play a character 
> who is invunerable as a mechanics concept as well as a story 
> concept. It should be obvious that if the general issue is 
> that a character is invunerable, the roleplaying possibilities 
> are the same. 
> 
> >>That they cannot be quantified, since they are infinite. 
> >>You can't quantify infinity. 
> >>You just can't. 
> >>Go ahead, try. 
> >>You'll always end up with zero or infinity. 
> >>Simple as that. 
> > 
> >   Hm.  Somehow you derived infinity from one, so there must be something 
> >different going on here.... 
> 
> Um, when did i do that? I'm assuming you 
> actually read what i wrote, unlike mr gilberg earlier? 
> 
> >--- 
> >Bob's Original Hero Stuff Page!  [Circle of HEROs member] 
> >   http://www.klock.com/public/users/bob.greenwade/original.htm 
> >Homepage of the Merry-Go-Round Webring!  (Wanna join?) 
> >   http://www.klock.com/public/users/bob.greenwade/merrhome.htm 
> > 
> > 
> > 
> "enslve humanity willya?" 
> 
> Core Alpha PBEM http://www.geocities.com/TimesSquare/Labyrinth/3306/Pbem.htm 
 
 
 
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To: Champions <champ-l@sysabend.org> 
Subject: Re: Desolidification-long!! 
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Ron Abitz writes: 
 
>> Except that "kinetic energy" is not a special effect.  "SFX Reduction: 
>> Kinetic Energy" is actually Physical Damage Reduction.  "Bullets" is a 
>> special effect, so SFX Reduction: Bullets would be valid. 
 
> Which would stop bullets but not a rock, nonexplosive cannon shell, or a 
> punch even thou they all do damage the same way? Aka impact damage. 
 
Technically speaking, sling stones are bullets, and a cannon shell might be 
considered a big bullet.  But otherwise no.  100% SFX Reduction: Bullets 
makes you bullet proof.  It will do nothing to the damage from an arrow, a 
baseball bat (even when thrown), a speeding locomotive, or anything else. 
 
As for Sakura's suppositions, to reiterate the answer: if it is a valid EC, 
it is a valid SFX Reduction.  If you have a problem with that as the GM, 
you were too lenient in locking down the EC's special effects in the first 
place.  You made your bed; sleep in it. 
 
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Date: Sun, 03 May 1998 18:32:20 -0700 
From: Chad Riley <chadriley01@m7.sprynet.com> 
Reply-To: chadriley01@sprynet.com 
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To: Champions Mailing List <champ-l@sysabend.org> 
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Sakura wrote: 
 
> On Sun, 3 May 1998, happyelf wrote: 
> 
> > HE IS INDESTRUCTABLE! As i have said repeatedly any stun he takes 
> > can be explained by other means- he could be momentarily distracted 
> > (a valid 'special effect' for taking 5 stun when you have 80-100 to 
> > begin with) or mired in rubble. 
> 
> I still love the concept that one can be distracted to unconsciousness. 
> 
> > Ergo, they cannot grasp how one 
> > can be invunerable and still suffer damage. I have stated before 
> > what a travesty this 100% idea would be in the game, but people 
> > seem to like the idea of either: 
> > 
> > A) As a gm, playing god with the players by deciding who 
> > get such a power, which is well in excess of decisions 
> > like stop signs and magnifying glasses, is a real kick. 
> 
> As opposed to: 
> 
> As a GM, plaing god with the players by deciding whose 
> powers qualify for the 'invulnerable' criteria, and then 
> yanking that away from them on a whim because, after all, 
> they don't have it in the game mechanics, only by GM 
> fiat. 
> 
> > or 
> > B) As a player, have the power-gamers urge to play an indestructable 
> > character. 
> 
> Because anyone who plays a powerful character is a rampant munchkin. 
> Uh-huh, right. 
> 
> I am really sick of that attitude, BTW.  Let me climb up on my soapbox for 
> a moment and say that playing powerful characters does not reflect at all 
> on your roleplaying skills - although there are a lot of munchkins who 
> powergame, there are also plenty of /good/ roleplayers who enjoy it too. 
> 
> I have played and enjoyed characters at both ends of the power spectrum, 
> and I get really sick of the 'holier than thou' attitude that some people 
> - including you, happyelf - seem to exude whenever powerful characters are 
> brought up. 
> 
> If /you/ can't handle powerful characters, or don't enjoy playing them, 
> fine. Play your games your way.  But don't call me a 'powergamer' in a 
> negative sense because I happen to like them. 
> 
> > or 
> > C) disagreeing with me, in an attempt to claim that i am at fault 
> > when the truth is they just can't keep up with my logic (this means you, timmy.) 
> 
> Well, since your logic may well be based on false premises, is it really 
> worth keeping up with it? 
> 
> Your logic, as I understand it, runs something like this: 
> 
> Absolutes do not belong in HERO system. 
> 100% Damage Reduction is an absolute. 
> Therefore, 100% damage reduction does not belong in HERO system. 
> 
> Of course, following your logic, Life Support doesn't belong in Champions 
> either, because it's an absolute... 
> 
> 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" 
 
  And that since we absolutely disagree we can't possibly be on this lis*........... 
 
 
 
Wheee! Personal attacks abound! the internet has been turned into a global electronic 
playground where we stick our toungues out and spit at each other.... 
 
 
 
 I love animosity (you know where we're all secretly racoons...) 
 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
To: Champions <champ-l@sysabend.org> 
Subject: Re: Desolidification-long!! 
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Ron Abitz writes: 
 
> And most GM would what a realy good SFX explination..And some GM would 
> only allow it with only against a specific SFX (AKA 100% RDR vs ED (fire 
> only).). 
 
Funny that... sounds a lot like my SFX Reduction, don't it. :) 
 
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Date: Sun, 03 May 1998 18:42:31 -0700 
From: Chad Riley <chadriley01@m7.sprynet.com> 
Reply-To: chadriley01@sprynet.com 
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To: Champions <champ-l@sysabend.org> 
Subject: Re: Desolidification-long!! 
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Stainless Steel Rat wrote: 
 
> -----BEGIN PGP SIGNED MESSAGE----- 
> 
> Tim R Gilberg writes: 
> 
> >       Oops.  Looks like the BBB is wrong.  It has desolid, which grants 
> > infinite defense, for only 40 points. 
> 
> Affects Desolid. 
> 
> 'Nuff said. 
> 
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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. 
 
And the desolid must have an attack sfx that affects it. So do the 100%DR that 
way or limit it to an SFX (like you say) Its still absolute Fire or Sonic 
Reduction or 100% vs PD _except_ Magic based Physical attacks.... I see no 
problem with that... 
 
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From: "Ron Abitz" <ronald@centraltx.net> 
To: "Hero List" <champ-l@sysabend.org> 
Subject: Re: Desolidification-long!! 
Date: Sun, 3 May 1998 21:08:25 -0500 
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---------- 
> From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
>>  
> Ron Abitz writes: 
>  
> > And most GM would what a realy good SFX explination..And some GM would 
> > only allow it with only against a specific SFX (AKA 100% RDR vs ED 
(fire 
> > only).). 
>  
> Funny that... sounds a lot like my SFX Reduction, don't it. :) 
>  
It would work well as the base to your idea since it can be handled with a 
simple limitation that the GM can decide on  the modifier based on the 
commonarity (is there such a word?) of the attacks that are or are not 
effected. And the GM would not have to make up a power to have a PC/NPC to 
have a character immune to   PD, ED,  or MD. 
 
            Ron Abitz 
 
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Date: Sun, 3 May 1998 21:11:29 -0500 (CDT) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: Champions <champ-l@sysabend.org> 
Subject: Re: Desolidification-long!! 
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> > 120 points for Invulnerability to Physical damage doesn't seem very 
> > overpriced to me... 
> 
> It has no business in a game with more than one PC. 
 
	This is an opinion -- and not a very helpful one.  You've 
basically done no more than say that you don't like it.  You haven't given 
us any reason why we shouldn't like it. 
 
	Like most have said, it deserves very careful consideration by the 
GM, and would probably be mixed with weaknesses in other areas.  Add in 
the fact that a huge number of points are spent on this _one_ thing, and 
characters will still be balanced.  You seem to be forgetting that, for 
what I'd spend on 100% resistant physical damage reduction, I could be 
taking +60 STR and +20 DEX for my character.  (Other examples of Hero 
points expenditure equally valid, of course.) 
 
 
 
				-Tim Gilberg 
 
		    -"Hey!  MacLeod!  Get off of my ewe!" 
 
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Date: Sun, 3 May 1998 21:14:40 -0500 (CDT) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: Champions <champ-l@sysabend.org> 
Subject: Re: Desolidification-long!! 
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> > And most GM would what a realy good SFX explination..And some GM would 
> > only allow it with only against a specific SFX (AKA 100% RDR vs ED (fire 
> > only).). 
> 
> Funny that... sounds a lot like my SFX Reduction, don't it. :) 
 
	But it costs a bit less.  This way gives the maximum for 
everything in the class at 120 points, with limitations granted dependant 
on frequency of SFX.  Damage reduction Physical, all edged weapons 
(Grendel) would be worth more than Damage Reduction Physical, only vs 
Gefeltefish. 
 
 
 
				-Tim Gilberg 
 
		    -"Hey!  MacLeod!  Get off of my ewe!" 
 
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Date: Sun, 03 May 1998 19:26:53 -0700 
From: "Robert A. West" <robtwest@erols.com> 
To: champ-l@sysabend.org 
Subject: Re: Desolidification) 
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David W Toomey wrote: 
>  
> now.  I guess this is one to ask about for Hero 5th: 
>  
> 1) Do Mental defenses apply to damage from Illusions 
> 2) How do normal Defenses apply-i.e. a Brick shot with an Illusion .45- 
> Hah! 
 
This situation is fairly explicitly covered in the example on page 77 of  
my edition of Hero System Rules.  In the example, Mental Marauder creates  
an illusionary blaster pistol (+10 for major change, +10 for does STUN).  
He hits Jaguar's ECV and rolls 40 for effect, which is greater than  
EGO+20 for Jaguar.  The following points are clear: 
 
	1) Since the attack is an instant effect, there is no chance 
		for an EGO roll to disbelieve.  This confirms the  
		statement on p. 76 that such rolls begin the phase 
		after the Mental Illusion is established. 
	2) There is no need for a physical to-hit roll, since the  
		illusion includes the fact that Jaguar was hit. 
	3) The size of the attack is 40 active points: the value rolled 
		on the dice.  This confirms the rule in the paragraph 
		just before the example. 
	4) Jaguar's Mental Defense (if any) would not apply. 
	5) Jaguar's Energy Defense does apply. 
 
This makes sense to me.  The rule in the last paragraph of the first  
column on p.77 states, "An illusory attack cannot inflict more damage  
than it could logically," and the apparent size of the attack is limited:  
thus the attack must be reduced by the defenses that the target would  
*THINK* should apply. 
 
As a matter of game balance and logic, I would limit NND, AVLD, AP and  
Penetrating attacks to SFX that the target would reasonably expect to be  
NND, AVLD, AP or Penetrating, based on prior campaign experience.  If  
Mental Marauder is pretending to be Dr. Geriatric, with a reputation 14-,  
the victim may reasonably expect an NND/LS:Age; otherwise, this would be  
disallowed or require a higher level of illusion. 
 
 
--  
<-------------------------------------------------------> 
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: "Robert" <baron@stlnet.com> 
To: "Champs" <champ-l@sysabend.org> 
Subject: Re: Invulnrability, Immortality, Eternality 
Date: Sun, 3 May 1998 22:14:45 -0500 
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-----Original Message----- 
From: Jason Sullivan <ravanos@jcs1.jcstate.edu> 
To: champ-l@sysabend.org <champ-l@sysabend.org> 
Date: Sunday, May 03, 1998 10:12 AM 
Subject: Invulnrability, Immortality, Eternality 
 
 
>...since we're on the subject, why don't we discuss the various Sf/x 
>and mechanics of Invulnrability, Immortality, and Eternality. 
> 
> Someone who is ageless is pretty much easy, right?  LS: Does not 
>Age.  How would the mechanic work for a LS:DnA that requied maintainence? 
 
A one fourth limitation at best or a plot device. 
 
>A certain ancient Egyptian Tea that keeps Farah'Sin Al youthful? 
 
Hate to be picky, but Egyptians didn't have tea (well... actually its my 
archeology major wife whose being picky, but she says they'd make a bitchin' 
beer.....hmmm... immortality beer..... egads...... what a concept..... I'll 
take a six-pack and eternity!) As for mechanic, as above. 
 
>what if, that 'upkeep' on the maintence didn't occur?  Could you set up 
>a 'side effect' of, over a period of time, the character would slowly age? 
 
You could work it as a dependence on said upkeep or Egyptian tea... or 
beer... whatever... but to be worth any points, the upkeep would have to be 
pretty constant or devastating if missed. 
 
> Characters that this type of construct that I think this might 
>apply to would be mummies and various comic book characters, such as R'as 
>al Ghul (whose 'immortality' stretches further than mere agelessness). 
> 
> Another odd type of immortality is that of the disembodied brain 
>who is surgically transfered from body to body (the brain, or even the 
>head istelf).  This has been used in a number of superhero genres, as well 
>as horror.  For a character to possess such a power, how would you work 
>the construct?  There would be life sustained with life suport (such as 
>the infamous 'Brain That Wouldn't Die', 'Body Parts', and other sci-fi 
>horror...) and then those that would survive w/o life support (one of 
>Superman's old villians whose name escapes me at the time). 
> 
How about a character with his phys stats bought back and a large Variable 
Point Pool to suggest his different bodies. Something along the line of a 
shape-shifters VPP but with restrictions that it needs a new body every time 
and can only use the physical stats of the new body.... yuck.... gruesome. 
Oh well... it works. 
 
> Then there is Serial Immortality... the spirit or soul 'hopping' 
>from body to body, either possessing, usurping, or replacing the soul of 
>the unfortunate vessel...  Robots that can be rebuilt, mad mystic Latvian 
>dictators who have honed their magical and scientific skills to the point 
>of beging able to transfer their conciousness to the vat grown clones in 
>their respective dungeon labortories, and phoenixes who rise from the 
>ashes fully formed are examples of this type of immortality. 
> 
See the brain in a bottle discussion above. A player of mine had an 
interesting concept one time, he bought Body with a -2 limitation (only to 
prevent death once below 0 body) and he bought about 20 extra body this way. 
He then had an extradimensional travel with a trigger on it that it went off 
when he reached below 0 body... he bought a duplicate with the restriction 
that the duplicate would also be DEAD when it showed up and could only take 
his place if he left when the extra-dimensional sucked him out...which was, 
by the way, the trigger for the duplicate. He also had a BUT load of 
regeneration, only usable in this extra-dimensional pocket dimension. And 
also shape-change with the stipulation that it was uncontrolled and .... you 
guessed it, triggered only when he went below 0 body. The end result is a 
fellow who kept leaving dead bodies around whenever he was killed and then 
would show up later, unhurt and in a different form. He called himself 
Pheonix, he also had mental and spirit powers and didn't know where he came 
from. He eventually found he was an angel but.... thats another story. 
 
> Then there is a general 'tough' immortality; you take them down, 
>but they get up again.  Wether the body dies and reanimates or never d ies 
>at all...  Would this have an effect on game mechanics? 
> 
Don't know. 
 
> I hope to hear responses...  I look forward to them...  I can work 
>on The Ultimate Immortal in the meantime.  :) 
>                                               Jason Sullivan 
 
 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
To: Champions <champ-l@sysabend.org> 
Subject: Re: Desolidification-long!! 
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Tim R Gilberg writes: 
 
> 	This is an opinion -- and not a very helpful one.  You've 
> basically done no more than say that you don't like it.  You haven't given 
> us any reason why we shouldn't like it. 
 
If you had read my previous post on this, you would know that I had 
provided a reason why.  In fact, I think it is a damn good one. 
 
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Date: Sun, 3 May 1998 23:52:09 -0400 (EDT) 
From: Michael Surbrook <susano@access.digex.net> 
cc: Champions <champ-l@sysabend.org> 
Subject: Re: Desolidification-long!! 
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On 3 May 1998, Stainless Steel Rat wrote: 
 
> > 120 points for Invulnerability to Physical damage doesn't seem very 
> > overpriced to me... 
>  
> It has no business in a game with more than one PC. 
 
Your point?  The validity of a power is *not* dependent upon the style 
of game, the number of players or who is the GM.  It should be determined 
in relation to other powers.  There are more (and different) games out 
there than yours Rat. 
 
*************************************************************************** 
* "'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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Date: Sun, 3 May 1998 23:34:06 -0500 (CDT) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: Champions <champ-l@sysabend.org> 
Subject: Re: Desolidification-long!! 
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> > 	This is an opinion -- and not a very helpful one.  You've 
> > basically done no more than say that you don't like it.  You haven't given 
> > us any reason why we shouldn't like it. 
> 
> If you had read my previous post on this, you would know that I had 
> provided a reason why.  In fact, I think it is a damn good one. 
 
	I said a good reason. 
 
	You make a nonexistant distinction between Energy or Physical 
being game mechanics constructs to, say, heat or electricity being SFX. 
The later are still mechanics constructs -- constructs of SFX.  The former 
are much broader SFX.  Your reason was quite unpalatable. 
 
 
				-Tim Gilberg 
 
		    -"Hey!  MacLeod!  Get off of my ewe!" 
 
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From: GoldRushG <GoldRushG@aol.com> 
Date: Mon, 4 May 1998 07:39:17 EDT 
To: champ-l@sysabend.org, fuzion@dour.org 
Subject: SA Times Online Updated 
Sender: owner-champ-l@sysabend.org 
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  Just a quick note to let you folks know that we've updated the SATO site 
(finally!). 
 
  You can check out the San Angelo Times Online at 
http://members.aol.com/goldrushg, then just click on the San Angelo 
cover/link. 
 
  By the way, for those of you wondering what the quality of some of the 
artwork is going to be in San Angelo: City of Heroes, I've uploaded a color 
JPG of one of the interior illos. The picture is somewhere in the SATO site. 
;)  Keep in mind that the version in the book will be in B&W, but I've 
uploaded the color version on the web page because it's so much prettier in 
color. ;) 
 
  Mark @ GRG 
  http://members.aol.com/goldrushg 
 
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Date: Mon, 04 May 1998 05:57:37 -0700 
To: Champions <champ-l@sysabend.org> 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Desolidification-long!! 
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At 08:36 PM 5/3/1998 -0400, Stainless Steel Rat wrote: 
>> Maybe there should be different sets of costs based on how common the SFX 
>> is? (Maybe based on Uncommon/Common/Very Common, like Vulnerability is?) 
>> I would strongly suggest this, since otherwise 'SFX Reduction: Flame' and 
>> 'SFX Reduction: Kinetic Energy' would be worth the same, even though the 
>> latter is far more likely to appear than the former. 
> 
>Except that "kinetic energy" is not a special effect.  "SFX Reduction: 
>Kinetic Energy" is actually Physical Damage Reduction.  "Bullets" is a 
>special effect, so SFX Reduction: Bullets would be valid. 
> 
>> This idea intrigues me, though.  I'm also curious about the underlying 
>> thought processes, especially since you're against 100% DR - isn't 100% 
>> SFXR an 'infinite defense', therefore costing infinite points? 
> 
>No, it is not.  Stop thinking of SFX Reduction as a form of Damage 
>Reduction, because they are conceptually different powers, even though they 
>function similarly.  Damage Reduction defends against a game mechanic.  SFX 
>Reduction defends against a special effect. 
 
   I think I see where you're falling down on the concept here; you've 
created too much of a wall between the game mechanics and their special 
effects, to the point that you don't consider "kinetic energy" to be a 
special effect just because it almost exactly matches, as a set, what would 
be defended by PD. 
   Really, Rat, the only solid distinction between PD and ED is that they 
defend against attacks of different special effects.  PD defends against 
most attacks of kinetic energy, while ED defends against most attacks of 
chemical energy (for lack of a more precisely accurate term; I know there 
is one, which would apply to all forms of energy including heat, 
electricity, etc., but I can't remember what it is). 
   Even besides that, characters (in the form that we know them, as 
statistical write-ups) are not damaged by Special Effects.  They are 
damaged by the game mechanics that we use to represent those Special 
Effects, whether the game mechanic in question happens to be Energy Blast, 
Ranged Killing Attack, Susceptibility, or something else. 
   As a general rule, if I have a choice between having a Power that 
affects Special Effects and a Power that affects other game mechanics, I'll 
take the latter, and create a Limitation to operate only against certain 
Special Effects (the proposed change to have Adjustment Powers operate vs 
SFX by default is an exception just because it more closely matches what's 
actually seen in fiction).  This means that, while I certainly don't 
dislike your proposed SFX reduction (I have stated that I actively *like* 
it), I find extended Damage Reduction (with SFX Limitations as necessary) 
easier to work with, at least for a generic "we're trying to cover every 
contingency" game system. 
   Even if I found 100% DR distasteful, though, I'd still say it should be 
in Hero5 just because a relatively large cross-section of GMs and players 
want to have it available in their campaigns.  (And who knows?  Maybe Mr. 
Lucky will appear in Cascade Champions!) 
--- 
Bob's Original Hero Stuff Page!  [Circle of HEROs member] 
   http://www.klock.com/public/users/bob.greenwade/original.htm 
Homepage of the Merry-Go-Round Webring!  (Wanna join?) 
   http://www.klock.com/public/users/bob.greenwade/merrhome.htm 
 
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Date: Mon, 04 May 1998 06:00:20 -0700 
To: Champions <champ-l@sysabend.org> 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Desolidification-long!! 
Sender: owner-champ-l@sysabend.org 
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At 09:21 PM 5/3/1998 -0400, Stainless Steel Rat wrote: 
>> 120 points for Invulnerability to Physical damage doesn't seem very 
>> overpriced to me... 
> 
>It has no business in a game with more than one PC. 
 
   OK, I'll bite.  What does the number of PCs have to do with it? 
--- 
Bob's Original Hero Stuff Page!  [Circle of HEROs member] 
   http://www.klock.com/public/users/bob.greenwade/original.htm 
Homepage of the Merry-Go-Round Webring!  (Wanna join?) 
   http://www.klock.com/public/users/bob.greenwade/merrhome.htm 
 
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Date: Mon, 04 May 1998 06:02:51 -0700 
To: Champions <champ-l@sysabend.org> 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Desolidification-long!! 
Sender: owner-champ-l@sysabend.org 
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At 09:28 PM 5/3/1998 -0400, Stainless Steel Rat wrote: 
>Ron Abitz writes: 
> 
>>> Except that "kinetic energy" is not a special effect.  "SFX Reduction: 
>>> Kinetic Energy" is actually Physical Damage Reduction.  "Bullets" is a 
>>> special effect, so SFX Reduction: Bullets would be valid. 
> 
>> Which would stop bullets but not a rock, nonexplosive cannon shell, or a 
>> punch even thou they all do damage the same way? Aka impact damage. 
> 
>Technically speaking, sling stones are bullets, and a cannon shell might be 
>considered a big bullet.  But otherwise no.  100% SFX Reduction: Bullets 
>makes you bullet proof.  It will do nothing to the damage from an arrow, a 
>baseball bat (even when thrown), a speeding locomotive, or anything else. 
 
   I'm trying to come up with a reasonable SFX (other than magic) that a 
character would be absolutely impervious to bullets of any size or form, 
but could be killed by an arrow. 
 
>As for Sakura's suppositions, to reiterate the answer: if it is a valid EC, 
>it is a valid SFX Reduction.  If you have a problem with that as the GM, 
>you were too lenient in locking down the EC's special effects in the first 
>place.  You made your bed; sleep in it. 
 
   So is Kinetic Energy valid or not then? 
--- 
Bob's Original Hero Stuff Page!  [Circle of HEROs member] 
   http://www.klock.com/public/users/bob.greenwade/original.htm 
Homepage of the Merry-Go-Round Webring!  (Wanna join?) 
   http://www.klock.com/public/users/bob.greenwade/merrhome.htm 
 
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Date: Mon, 04 May 1998 06:03:17 -0700 
To: Champions <champ-l@sysabend.org> 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Desolidification-long!! 
Sender: owner-champ-l@sysabend.org 
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At 09:32 PM 5/3/1998 -0400, Stainless Steel Rat wrote: 
>-----BEGIN PGP SIGNED MESSAGE----- 
> 
>Ron Abitz writes: 
> 
>> And most GM would what a realy good SFX explination..And some GM would 
>> only allow it with only against a specific SFX (AKA 100% RDR vs ED (fire 
>> only).). 
> 
>Funny that... sounds a lot like my SFX Reduction, don't it. :) 
 
   Yeah, don't it? 
--- 
Bob's Original Hero Stuff Page!  [Circle of HEROs member] 
   http://www.klock.com/public/users/bob.greenwade/original.htm 
Homepage of the Merry-Go-Round Webring!  (Wanna join?) 
   http://www.klock.com/public/users/bob.greenwade/merrhome.htm 
 
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From: Dave Mattingly <dmattingly@platsoft.com> 
To: "'Bob Greenwade'" <bob.greenwade@klock.com&> 
        Champions 
	 <champ-l@sysabend.org> 
Subject: RE: Desolidification-long!! 
Date: Mon, 4 May 1998 07:12:07 -0700 
Sender: owner-champ-l@sysabend.org 
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Rat: 
>>100% SFX Reduction: Bullets makes you bullet proof.   
>>It will do nothing to the damage from an arrow,  
 
BobG: 
>I'm trying to come up with a reasonable SFX (other than magic) that a 
>character would be absolutely impervious to bullets of any size or 
form, 
>but could be killed by an arrow. 
 
How about controlling metal? Being made of metal, maybe even absorbing 
it? Or, remember the D&D Xorn? They were completely unaffected versus 
metal. 
 
Dave Mattingly 
http://www.haymaker.org 
 
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Date: Mon, 04 May 1998 12:34:50 -0400 
To: Dave Mattingly <dmattingly@platsoft.com&> 
        "'Bob Greenwade'" <bob.greenwade@klock.com&> 
        Champions <champ-l@sysabend.org> 
From: Kim Foster <nexus@uky.campus.mci.net> 
Subject: RE: Desolidification-long!! 
Sender: owner-champ-l@sysabend.org 
 
At 07:12 AM 5/4/98 -0700, Dave Mattingly wrote: 
>Rat: 
>>>100% SFX Reduction: Bullets makes you bullet proof.   
>>>It will do nothing to the damage from an arrow,  
> 
>BobG: 
>>I'm trying to come up with a reasonable SFX (other than magic) that a 
>>character would be absolutely impervious to bullets of any size or 
>form, 
>>but could be killed by an arrow. 
> 
>How about controlling metal? Being made of metal, maybe even absorbing 
>it? Or, remember the D&D Xorn? They were completely unaffected versus 
>metal. 
> 
 
 
Wouldn't that be 100% Reduction vs Metal? Otherwise bullets wouldn't hurt 
you but a metal mace would.  
 
 
 
>Dave Mattingly 
>http://www.haymaker.org 
> 
> 
 
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Date: Mon, 4 May 1998 11:42:58 -0500 (CDT) 
From: Sakura <jeffj@io.com> 
To: Champions Mailing List <champ-l@sysabend.org> 
Subject: RE: Desolidification-long!! 
Sender: owner-champ-l@sysabend.org 
 
On Mon, 4 May 1998, Dave Mattingly wrote: 
 
> Rat: 
> >>100% SFX Reduction: Bullets makes you bullet proof.   
> >>It will do nothing to the damage from an arrow,  
>  
> BobG: 
> >I'm trying to come up with a reasonable SFX (other than magic) that a 
> >character would be absolutely impervious to bullets of any size or 
> form, 
> >but could be killed by an arrow. 
>  
> How about controlling metal? Being made of metal, maybe even absorbing 
> it? Or, remember the D&D Xorn? They were completely unaffected versus 
> metal. 
 
That would logically be SFX Reduction: Metal.   
 
In addition, many arrowheads are metal, and some bullets are not. 
 
However, metal-based attacks are still more common than bullet-based 
attacks in lots of genres. 
 
I'm not sure why Rat either has a problem with or is ignoring my 
suggestion about basing the cost on the commonality of the attack SFX - he 
hasn't replied to that portion of my message. 
 
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: Dave Mattingly <dmattingly@platsoft.com> 
To: Champions <champ-l@sysabend.org> 
Subject: RE: Desolidification-long!! 
Date: Mon, 4 May 1998 11:06:37 -0700 
Sender: owner-champ-l@sysabend.org 
 
>>How about controlling metal? Being made of metal, maybe even absorbing 
>>it? Or, remember the D&D Xorn? They were completely unaffected versus 
>>metal. 
 
>Wouldn't that be 100% Reduction vs Metal? Otherwise bullets wouldn't 
hurt 
>you but a metal mace would.  
 
Okay, then, high speed metal projectiles. Slow (muscle-powered) attacks 
(whether launched by a bow or thrust like a sword) are compensated for 
by the metallic metabolism, but faster attacks tear right through before 
the body can adapt. 
 
Dave Mattingly 
http://www.haymaker.org 
 
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Date: Mon, 4 May 1998 11:49:10 -0700 (PDT) 
From: John Desmarais <johndesmarais@yahoo.com> 
Reply-To: john.desmarais@ibm.net 
Subject: Re: Desolidification-long!! 
To: champ-l@sysabend.org 
Sender: owner-champ-l@sysabend.org 
 
---Bob Greenwade  wrote: 
>    I'm trying to come up with a reasonable SFX (other than magic) 
that a 
> character would be absolutely impervious to bullets of any size or 
form, 
> but could be killed by an arrow. 
 
Magnetics?  (assuming all steel jackets). 
 
Some type of odd inverse "kinetic effect".  The slower the projectile 
is travelling the more likely it is to penetrate? 
 
The golden age Green Lantern, back in his early days (was just reading 
the All-Star Archives this weekend, his ring wasn't ineffective 
against wood, it was basically only effective vs metals and some other 
"processed materials". (he got knocked uncouscious with a glass 
bottle, it was all very surreal). 
 
That's all I can come up with at the moment. 
 
 
 
== 
 
     John Desmarais <champ-l-owner@sysabend.org> 
============================================ 
Got a question about the list?  Just ask.  Or, you can go 
look over at www.sysabend.org/champions.  I've been 
slowly posting information about the list there. 
 
_________________________________________________________ 
DO YOU YAHOO!? 
Get your free @yahoo.com address at http://mail.yahoo.com 
 
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From: Eric Pawtowski <epawtows@acm.vt.edu> 
Subject: Puget Sound Area? 
To: hero-l@omg.org 
Date: Mon, 4 May 1998 15:49:48 -0400 (EDT) 
Sender: owner-champ-l@sysabend.org 
 
Hello, everyone.  Wondering if there are any other Puget Sound area  
players on this list.  Local game has had a drop-out or two, more may  
or may not be coming up, so a slot or two may open.  Or a whole new 
game might start.  Not sure at this point.   
 
Besides, it might be amusing to find out what other people are  
doing with this area :-)  
 
Oh, and if anyone knows how to get ahold of Robert Bejold (used to be 
on this list) tell him to get in touch with me, I still have one  
of his Manga books that he left behind. 
 
   Eric 
 
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Date: Mon, 04 May 1998 13:05:42 -0700 
To: Champions  <champ-l@sysabend.org> 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: RE: Desolidification-long!! 
Sender: owner-champ-l@sysabend.org 
 
At 07:12 AM 5/4/1998 -0700, Dave Mattingly wrote: 
>Rat: 
>>>100% SFX Reduction: Bullets makes you bullet proof.   
>>>It will do nothing to the damage from an arrow,  
> 
>BobG: 
>>I'm trying to come up with a reasonable SFX (other than magic) that a 
>>character would be absolutely impervious to bullets of any size or 
>form, 
>>but could be killed by an arrow. 
> 
>How about controlling metal? Being made of metal, maybe even absorbing 
>it? Or, remember the D&D Xorn? They were completely unaffected versus 
>metal. 
 
   Most arrows these days have metal tips.  (At least, the did the last 
time I handled one, in the mid-70s.) 
   That said, though, I could go along with SFX Reduction vs metal.  It's 
just that bullets was what I was wondering about. 
--- 
Bob's Original Hero Stuff Page!  [Circle of HEROs member] 
   http://www.klock.com/public/users/bob.greenwade/original.htm 
Homepage of the Merry-Go-Round Webring!  (Wanna join?) 
   http://www.klock.com/public/users/bob.greenwade/merrhome.htm 
 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
To: Champions <champ-l@sysabend.org> 
Subject: Re: Desolidification-long!! 
Mail-Copies-To: never 
X-No-Archive: yes 
X-Attribution: Rat 
Organization: The Happy Fun Ball Brigade 
Date: 04 May 1998 16:25:13 -0400 
Lines: 24 
Sender: owner-champ-l@sysabend.org 
 
-----BEGIN PGP SIGNED MESSAGE----- 
 
Tim R Gilberg writes: 
 
> 	You make a nonexistant distinction between Energy or Physical 
> [...] 
 
In fact, Tim, you must have glossed over it entirely, because the reason I 
gave had nothing to do with game mechanics. 
 
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--  
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PGP Key: at a key server near you! \ away immediately. Seek shelter and cover 
                                    \ head. 
 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
To: Champions <champ-l@sysabend.org> 
Subject: Re: Desolidification-long!! 
Mail-Copies-To: never 
X-No-Archive: yes 
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Organization: The Happy Fun Ball Brigade 
Date: 04 May 1998 16:26:42 -0400 
Lines: 27 
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Michael Surbrook writes: 
 
>> It has no business in a game with more than one PC. 
 
> Your point? 
 
My point is that in a game with more than one PC, this kind of power will 
be a problem unless everyone has something similar.  Of course, if everyone 
has something similar, it becomes an "everyman power", so the point cost is 
irrelevant. 
 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
To: Champions <champ-l@sysabend.org> 
Subject: Re: Desolidification-long!! 
Mail-Copies-To: never 
X-No-Archive: yes 
X-Attribution: Rat 
Organization: The Happy Fun Ball Brigade 
Date: 04 May 1998 16:30:29 -0400 
Lines: 32 
Sender: owner-champ-l@sysabend.org 
 
-----BEGIN PGP SIGNED MESSAGE----- 
 
Bob Greenwade writes: 
 
>    I'm trying to come up with a reasonable SFX (other than magic) that a 
> character would be absolutely impervious to bullets of any size or form, 
> but could be killed by an arrow. 
 
*shrug* A screen similar to Dune's personal shields that stops supersonic 
projectiles (bullets) but not slower projectiles. 
 
[...] 
 
>    So is Kinetic Energy valid or not then? 
 
Is "Kinetic Energy" a valid EC?  If you say "yes", then it is; if you say 
"no", then it is not.  I say "no", but I am not the GM. 
 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
To: Champions <champ-l@sysabend.org> 
Subject: Re: Desolidification-long!! 
Mail-Copies-To: never 
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Date: 04 May 1998 16:36:28 -0400 
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Sakura  writes: 
 
> I'm not sure why Rat either has a problem with or is ignoring my 
> suggestion about basing the cost on the commonality of the attack SFX - 
> he hasn't replied to that portion of my message. 
 
Consistancy.  The advantage for many powers that allows affecting many 
powers of the same special effect is a constant, either +1/4 for one power 
at a time or +2 for all powers simultaneously.  Same thing.  If you wish to 
adjust the cost for a specific instance because a particular special effect 
is exceptionally rare or exceptionally common, that is your perogative as 
the GM, but as such it falls outside the scope of the basic definition of 
the power. 
 
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Date: Mon, 4 May 1998 16:49:04 -0400 
From: David Stallard <DBStallard@compuserve.com> 
Subject: Deathtraps 
Cc: "[unknown]" <champ-l@sysabend.org> 
Content-Disposition: inline 
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Sender: owner-champ-l@sysabend.org 
 
What are some of your favorite Deathtraps that you've created or been 
victim to?  As a GM, are you worried that a Deathtrap could spell death for 
a PC, or do you always make sure that they will get out of it?  That is, if 
your players can't figure out how to escape, do you kill the PCs or do you 
get them out of it anyway, using some sort of GM fiat? 
 
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Date: Mon, 04 May 1998 15:54:25 -0500 
From: Todd Hanson <badtodd@dacmail.net> 
To: "champ-l@sysabend.org" <champ-l@sysabend.org> 
Subject: Re: Desolidification-long!! 
Sender: owner-champ-l@sysabend.org 
 
> Bob Greenwade writes: 
>  
> >    I'm trying to come up with a reasonable SFX (other than magic) that a 
> > character would be absolutely impervious to bullets of any size or form, 
> > but could be killed by an arrow. 
 
 
A magnetics based shield?  Metal cannot penetrate, but wood (or any 
other material) can? 
 
 
Todd 
 
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Date: Mon, 4 May 1998 16:11:29 -0500 (CDT) 
From: Sakura <jeffj@io.com> 
To: Champions Mailing List <champ-l@sysabend.org> 
Subject: Re: Desolidification-long!! 
Sender: owner-champ-l@sysabend.org 
 
On 4 May 1998, Stainless Steel Rat wrote: 
 
> Michael Surbrook writes: 
>  
> >> It has no business in a game with more than one PC. 
>  
> > Your point? 
>  
> My point is that in a game with more than one PC, this kind of power will 
> be a problem unless everyone has something similar.  Of course, if everyone 
> has something similar, it becomes an "everyman power", so the point cost is 
> irrelevant. 
 
Well, except we've had at least one person (Bob Greenwade, was it you?) 
say that they've used it and it wasn't a problem. I haven't heard from 
anyone who has actually tried it and said 'this didn't work' - all of the 
opposition has thus far been hypothetical. 
 
If anyone /has/ used the 100% DR mechanic and had a problem with it, 
please, give input and specifics. 
 
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: Mon, 4 May 1998 16:18:41 -0500 (CDT) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: Champions <champ-l@sysabend.org> 
Subject: Re: Desolidification-long!! 
Sender: owner-champ-l@sysabend.org 
 
 
> > 	You make a nonexistant distinction between Energy or Physical 
> > [...] 
> 
> In fact, Tim, you must have glossed over it entirely, because the reason I 
> gave had nothing to do with game mechanics. 
 
	The only thing I saw was an explination that 100% DR was totally 
different than 100% SFX reduction because of a thin distinction between 
Mechanical SFX and General SFX. 
 
	Why?  Did you post something else? 
 
 
 
				-Tim Gilberg 
 
		    -"Hey!  MacLeod!  Get off of my ewe!" 
 
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Date: Mon, 4 May 1998 16:20:08 -0500 (CDT) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: Champions <champ-l@sysabend.org> 
Subject: Re: Desolidification-long!! 
Sender: owner-champ-l@sysabend.org 
 
 
> Consistancy.  The advantage for many powers that allows affecting many 
> powers of the same special effect is a constant, either +1/4 for one power 
> at a time or +2 for all powers simultaneously.  Same thing.  If you wish to 
> adjust the cost for a specific instance because a particular special effect 
> is exceptionally rare or exceptionally common, that is your perogative as 
> the GM, but as such it falls outside the scope of the basic definition of 
> the power. 
 
	But at the same time the HSR allows for difference in cost based 
on commoness of SFX -- see Vulnerability. 
 
 
 
				-Tim Gilberg 
 
		    -"Hey!  MacLeod!  Get off of my ewe!" 
 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
To: Champions <champ-l@sysabend.org> 
Subject: Re: Desolidification-long!! 
Mail-Copies-To: never 
X-No-Archive: yes 
X-Attribution: Rat 
Organization: The Happy Fun Ball Brigade 
Date: 04 May 1998 17:41:44 -0400 
Lines: 23 
Sender: owner-champ-l@sysabend.org 
 
-----BEGIN PGP SIGNED MESSAGE----- 
 
Tim R Gilberg writes: 
 
> 	But at the same time the HSR allows for difference in cost based 
> on commoness of SFX -- see Vulnerability. 
 
Vulnerability is a disadavatage, not a power or a power modifier. 
 
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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. 
                                    \  
 
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Date: Mon, 04 May 1998 15:19:51 -0700 
To: champ-l@sysabend.org 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Deathtraps 
Sender: owner-champ-l@sysabend.org 
 
At 09:22 PM 5/4/1998 GMT, <owner-champ-l@sysabend.org> wrote: 
>From: David Stallard <DBStallard@compuserve.com> 
>Subject: Deathtraps 
>Cc: "[unknown]" <champ-l@sysabend.org> 
> 
>What are some of your favorite Deathtraps that you've created or been 
>victim to?  As a GM, are you worried that a Deathtrap could spell death for 
>a PC, or do you always make sure that they will get out of it?  That is, if 
>your players can't figure out how to escape, do you kill the PCs or do you 
>get them out of it anyway, using some sort of GM fiat? 
 
   I usually let any reasonable means of escape work (or, at the very 
least, have a chance of working), and I also like to plan out a "default" 
escape that will get the hero out even if he can't come up with anything. 
 
   An excellent example of the latter can be found in a TV commercial local 
to the Portland area, made by one of the "kings" of local advertising, 
Scott Thomason, who owns what is probably the largest single auto 
dealership in the Northwest.  The spot is a James Bond sendup, with Scott 
in a tuxedo (looking rather spiffy in it despite his Coke-bottle glasses). 
He's strapped to a table a la the deathtrap scene from Goldfinger, except 
that his arms are strapped to the table and his legs are strapped to the 
fender of a dark blue 4x4. 
   The Mad Scientist demands, "I'll ask you one more time, Mr. Thomason. 
Tell me the secret of your low prices!" 
   Scott: "I told you already!  It's volume!" 
   Mad Scientist: "You had your chance!  Bruno, fire up the truck!" 
   Then Bruno revs up the truck, puts it in gear, and hits the gas. 
Suddenly sparks fly, everything turns dark, and when the lights return 
Scott is standing there unharmed, the truck is a pile of wreckage, and the 
Mad Scientist is laying over it in tears. 
   Mad Scientist: "Lousy used truck!" 
   Scott (straightening his cuffs): "He obviously didn't buy it from me!" 
 
   The sparkling humor aside (and it's much better when seen in its final 
form than it is in my recounting above), this exemplifies one good way to 
get the hero out of a jam that he can't get himself out: a malfunction, 
preferably one that has something to do with the hero's own previous actions. 
   Did the heroes foil a burglary at an electronics warehouse during 
foreshadowing, or early in the adventure?  Then have something electronic 
break down at a crucial moment.  Even worse, if the burglary *wasn't* 
foiled and the electronics break down, then the hero (and the player) will 
feel vindicated for that failure, since the stuff was faulty and if he'd 
succeeded then the villain might've gotten something better in the 
meantime.  (For that matter, the faulty electronics could be shoddy 
workmanship in violation of a government contract, which would have certain 
repercussions all on its own, and all because the hero failed to foil the 
robbery!) 
--- 
Bob's Original Hero Stuff Page!  [Circle of HEROs member] 
   http://www.klock.com/public/users/bob.greenwade/original.htm 
Homepage of the Merry-Go-Round Webring!  (Wanna join?) 
   http://www.klock.com/public/users/bob.greenwade/merrhome.htm 
 
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Date: Mon, 04 May 1998 15:31:05 -0700 
To: Champions Mailing List <champ-l@sysabend.org> 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: 100% Damage Reduction 
Sender: owner-champ-l@sysabend.org 
 
At 04:11 PM 5/4/1998 -0500, Sakura wrote: 
>On 4 May 1998, Stainless Steel Rat wrote: 
> 
>> Michael Surbrook writes: 
>>  
>> >> It has no business in a game with more than one PC. 
>>  
>> > Your point? 
>>  
>> My point is that in a game with more than one PC, this kind of power will 
>> be a problem unless everyone has something similar.  Of course, if everyone 
>> has something similar, it becomes an "everyman power", so the point cost is 
>> irrelevant. 
> 
>Well, except we've had at least one person (Bob Greenwade, was it you?) 
>say that they've used it and it wasn't a problem. I haven't heard from 
>anyone who has actually tried it and said 'this didn't work' - all of the 
>opposition has thus far been hypothetical. 
 
   Yes, that was me.  In fact, that turned out to be one of the most fun 
characters of that campaign.  Just for Mr. Lucky, it probably would have 
been worth it to turn that short-term tryout campaign into an ongoing one, 
and had I stuck with that group for much longer (I had to move) I might've 
specifically requested him in a later campaign. 
   His schtick, of course, was that he couldn't take any damage (except 
from gaseous NNDs and certain other effects), so the player and I agreed 
that little if any of his experience should go toward improving his combat 
effectiveness per se; instead, he became good at playing decoy, drawing 
enemy fire.  As an example, if a brick was hammering away at one of his 
teammates, he snuck up behind said brick and covered his eyes, giving the 
opponent time to ready a really big attack (like a Haymaker). 
   It was generally decided that Mr. Lucky would also have been the perfect 
person to send into the core of a nuclear reactor to fix the misaligned 
rods, or into the heart of an inferno to locate and rescue civilians and 
valuable goods, or into any of a large variety of extremely hazardous 
conditions that an average super would never have been able to survive in. 
Never mind that he had STR 8, DEX 14, SPD 3, and Skills that tended toward 
the arts.  The guy was fun to play with, and to GM for. 
--- 
Bob's Original Hero Stuff Page!  [Circle of HEROs member] 
   http://www.klock.com/public/users/bob.greenwade/original.htm 
Homepage of the Merry-Go-Round Webring!  (Wanna join?) 
   http://www.klock.com/public/users/bob.greenwade/merrhome.htm 
 
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From: "Ron Abitz" <ronald@centraltx.net> 
To: "Hero List" <champ-l@sysabend.org> 
Subject: Re: Puget Sound Area? 
Date: Mon, 4 May 1998 17:53:43 -0500 
X-MSMail-Priority: Normal 
Sender: owner-champ-l@sysabend.org 
 
 
 
---------- 
> From: Eric Pawtowski <epawtows@acm.vt.edu> 
>  
> Hello, everyone.  Wondering if there are any other Puget Sound area  
> players on this list.  Local game has had a drop-out or two, more may  
> or may not be coming up, so a slot or two may open.  Or a whole new 
> game might start.  Not sure at this point.   
>  
> Besides, it might be amusing to find out what other people are  
> doing with this area :-)  
>  
> Oh, and if anyone knows how to get ahold of Robert Bejold (used to be 
> on this list) tell him to get in touch with me, I still have one  
> of his Manga books that he left behind. 
>  
>    Eric 
 
I am at Ft. Hood right now but I going to be moving into that area in about 
six months. 
 
            Ron Abitz 
 
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Date: Mon, 4 May 1998 17:58:56 -0500 (CDT) 
From: Dataweaver <traveler@io.com> 
To: Stainless Steel Rat <ratinox@peorth.gweep.net> 
cc: Champions <champ-l@sysabend.org> 
Subject: Re: Desolidification-long!! 
Sender: owner-champ-l@sysabend.org 
 
On 4 May 1998, Stainless Steel Rat wrote: 
 
> -----BEGIN PGP SIGNED MESSAGE----- 
>  
> Michael Surbrook writes: 
>  
> >> It has no business in a game with more than one PC. 
>  
> > Your point? 
>  
> My point is that in a game with more than one PC, this kind of power 
> will be a problem unless everyone has something similar.  Of course, if 
> everyone has something similar, it becomes an "everyman power", so the 
> point cost is irrelevant.  
 
Actually, everyone _would_ have something comparable - though not 
neccessarily similar; everyone would have 120 points-worth of abilities 
that Mr. Invulnerable would _not_ have... 
 
---- 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, 4 May 1998 18:12:32 -0500 
From: Donald Tsang <tsang@sedl.org> 
To: champ-l@sysabend.org 
Subject: Re: Desolidification-long!! 
Sender: owner-champ-l@sysabend.org 
 
>> 	But at the same time the HSR allows for difference in cost based 
>> on commoness of SFX -- see Vulnerability. 
> 
>Vulnerability is a disadavatage, not a power or a power modifier. 
 
But Damage Reduction resembles Vulnerability more than it resembles any 
of the Powers in the BBB. 
 
----- 
My house rules for Damage Reduction are: 
 
5/10/15 point base for Uncommon/Common/VCommon SFX 
x1/2/4/8/16 multiplier for 25/50/75/90/100% reduction 
 
SFX can include Physical Attacks (including Killing), which is VCommon, 
and Physical Attacks (non-killing), which is Common.  Mental attacks 
are Common in the typical 4-color universe, etc. 
 
Preserves compatibility with old characters, adds an additional level 
between 75% and 100% to scale better in higher-powered games (400-750 
pts), and makes Immunity to Fire (Uncommon) affordable (80 pts) while 
making Immunity to Physical Attacks really expensive (240 pts). 
 
---- 
In a similar vein, my house rules for Find Weakness: 
10/20/30 point base for (single / group of similar / all) attacks 
 5/ 8/10 points per +1 to roll (*cannot* use Overall Levels or CSLs on FW) 
 
  Donald 
 
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Date: Mon, 4 May 1998 18:26:02 -0500 (CDT) 
From: Sakura <jeffj@io.com> 
To: Champions Mailing List <champ-l@sysabend.org> 
Subject: Re: Desolidification-long!! 
Sender: owner-champ-l@sysabend.org 
 
On 4 May 1998, Stainless Steel Rat wrote: 
> Tim R Gilberg writes: 
>  
> > 	But at the same time the HSR allows for difference in cost based 
> > on commoness of SFX -- see Vulnerability. 
>  
> Vulnerability is a disadavatage, not a power or a power modifier. 
 
On the other hand, the +1/4 and +2 modifiers you mentioned are 
specifically for Adjustment Powers, which I greatly doubt SFXR is, since 
it doesn't adjust any Powers or Characteristics. 
 
More logical to my mind would be some sort of 'limited power', since 
that's what is used for every other defensive power.  But limited power 
requires a solid baseline, and SFX do not provide a solid baseline.  
 
To get a solid baseline, one would have to return to the broadest 
categories - perhaps, 'physical-based special effects', 'energy-based 
special effects', etc - but then you're basically looking at Damage 
Reduction. 
 
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: Mon, 4 May 1998 18:50:02 -0500 (CDT) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: Champions <champ-l@sysabend.org> 
Subject: Re: Desolidification-long!! 
Sender: owner-champ-l@sysabend.org 
 
 
> > 	But at the same time the HSR allows for difference in cost based 
> > on commoness of SFX -- see Vulnerability. 
> 
> Vulnerability is a disadavatage, not a power or a power modifier. 
 
	It's a game mechanic, establishing precedence for commoness of 
SFX.  Enough to base "only vs X" limitations, anyway.  Also, see Missile 
Deflection.  Different cost based on SFX deflectible. 
 
 
 
				-Tim Gilberg 
 
		    -"Hey!  MacLeod!  Get off of my ewe!" 
 
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Date: Mon, 4 May 1998 19:49:02 -0500 (CDT) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: Champions <champ-l@sysabend.org> 
Subject: Re: Desolidification-long!! 
Sender: owner-champ-l@sysabend.org 
 
 
> > Your point? 
> 
> My point is that in a game with more than one PC, this kind of power will 
> be a problem unless everyone has something similar.  Of course, if everyone 
 
	Huh?  Why is this power so much more unbalancing than any other. 
With your logic, if someone has a 12D6 EB, everyone should have a 12D6 EB. 
 
> has something similar, it becomes an "everyman power", so the point cost is 
> irrelevant. 
 
	True, unless there are exceptions to the "everyman". 
 
 
				-Tim Gilberg 
 
		    -"Hey!  MacLeod!  Get off of my ewe!" 
 
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Date: Mon, 04 May 1998 20:34:26 -0500 (EST) 
From: Jason Sullivan <ravanos@jcs1.jcstate.edu> 
Subject: NY/NJ & 100% DR 
To: champ-l@sysabend.org 
Sender: owner-champ-l@sysabend.org 
 
	Any gamers in the New York/New Jersey area? 
 
	Also, I thought of another genre where 100% DR comes into play: 
                             _TOON HERO_ 
               All characters have RDR 100% (not vs. Stun)! 
                         Mallets away, my boys! 
 
-+-<-+->-+-<-+->-+-<-+->-+-<-+->-+-<-+->-+-<-+->-+-<-+->-+-<-+->-+-<-+->-+-<-+- 
"Fools are my theme, let satire be my song."  
	-Lord Byron; English Bards and Scotch Reviewers.  Line 6.  
-=-_=_-=-_=_-=-_=_-=-_=_-=-_=_-=-_=_-=-_=_-=-_=_-=-_=_-=-_=_-=-_=_-=-_=_-=-_=_- 
 
 
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Date: Mon, 4 May 1998 21:41:22 -0400 (EDT) 
From: Michael Surbrook <susano@access.digex.net> 
To: Champions Mailing List <champ-l@sysabend.org> 
Subject: Re: Desolidification-long!! 
Sender: owner-champ-l@sysabend.org 
 
On 4 May 1998, Stainless Steel Rat wrote: 
 
> >> It has no business in a game with more than one PC. 
>  
> > Your point? 
>  
> My point is that in a game with more than one PC, this kind of power will 
> be a problem unless everyone has something similar.  Of course, if everyone 
> has something similar, it becomes an "everyman power", so the point cost is 
> irrelevant. 
 
Excuse me?  That makes no sense.  That's like saying the person with the 
60 STR will be a problem unless everyone else has a 60 STR.  If some one 
spends 120 points to be 100% DR vs physical attacks, he has dropped almost 
half of the normal starting point allowance for a superhero into *one* 
power.  He still can be affected by NNDs, energy, mental attacks and so 
on.  But now, he has only 130 points to spend on stats and skills and 
*other* powers.  Yes, he is immune to punches, bullets and force bolts, 
but he is not going to outshine the brick, energy projector or mentalist. 
In fact, a cahracter like that we *need* to be a team player in order to 
*not* get abused by the enemy.   
 
Note, that if you buy 100% DR ns Energy *AND* physical, you have a 
whopping 10 points left over to round out your character, effectivly 
making you useless (except as possibly a door stop). 
 
*************************************************************************** 
* "'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: Stainless Steel Rat <ratinox@peorth.gweep.net> 
To: Champions <champ-l@sysabend.org> 
Subject: Re: Desolidification-long!! 
Mail-Copies-To: never 
X-No-Archive: yes 
X-Attribution: Rat 
Organization: The Happy Fun Ball Brigade 
Date: 04 May 1998 22:03:59 -0400 
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Sender: owner-champ-l@sysabend.org 
 
-----BEGIN PGP SIGNED MESSAGE----- 
 
Dataweaver  writes: 
 
> Actually, everyone _would_ have something comparable - though not 
> neccessarily similar; everyone would have 120 points-worth of abilities 
> that Mr. Invulnerable would _not_ have... 
 
120 points, while significant for a 250-point character, still leaves quite 
a bit for buying other things.  When you have a character that cannot be 
hurt and can do (almost) as much damage as the other PCs, you have a 
recipie for resentful players. 
 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
To: Champions <champ-l@sysabend.org> 
Subject: Re: Desolidification-long!! 
Mail-Copies-To: never 
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Date: 04 May 1998 22:07:09 -0400 
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Donald Tsang writes: 
 
>> Vulnerability is a disadavatage, not a power or a power modifier. 
 
> But Damage Reduction resembles Vulnerability more than it resembles any 
> of the Powers in the BBB. 
 
Umm... only in the very loosest sense of resemblance.  But Reduction is 
still a power and should be treated as such. 
 
> ----- 
> My house rules for Damage Reduction are: 
 
> 5/10/15 point base for Uncommon/Common/VCommon SFX 
> x1/2/4/8/16 multiplier for 25/50/75/90/100% reduction 
 
That looks workable.  I dislike the hiccup that the 90% level throws into 
things, though. 
 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
To: Champions <champ-l@sysabend.org> 
Subject: Re: Desolidification-long!! 
Mail-Copies-To: never 
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Date: 04 May 1998 22:18:49 -0400 
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Michael Surbrook writes: 
 
> Excuse me?  That makes no sense.  That's like saying the person with the 
> 60 STR will be a problem unless everyone else has a 60 STR. 
 
No, it is like "immortality" in a campaign inspired by "Highlander".  If 
all PCs and all "significant" NPCs must have the power to exactly the same 
degree, it becomes an everyman power.  "Everyone" has the abilty (involved 
NPCs will have an appropriate disadvantage to the effect of "does not have 
this ability"); that maintains balance. 
 
When an unbalancing power such as "total invulnerability" is brought into 
play without a means of bringing it back into balance, you will have 
problems.  That means of balance will vary widely from group to group and 
from campaign to campaign.  That variance makes it impractical to include 
in what is supposed to be a generic set of mechanics. 
 
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Subject: Re: Desolidification-long!! 
To: champ-l@sysabend.org (Champions Mailing List) 
Date: Mon, 4 May 1998 22:30:12 -0400 (EDT) 
From: "Mike O'Connor" <mjo@dojo.mi.org> 
Reply-To: "Mike O'Connor" <mjo@dojo.mi.org> 
X-Organization: :noitazinagrO-X 
Sender: owner-champ-l@sysabend.org 
 
I've been playing fast and loose with my d(elete) key, wishing this 
list were in digest format.  Forgive me if I repeat what's said before. 
 
:Excuse me?  That makes no sense.  That's like saying the person with the 
:60 STR will be a problem unless everyone else has a 60 STR.  If some one 
:spends 120 points to be 100% DR vs physical attacks, he has dropped almost 
:half of the normal starting point allowance for a superhero into *one* 
:power.  He still can be affected by NNDs, energy, mental attacks and so 
 
Depending on the special effects, I'd think that total physical (or 
energy) invulnerability would be a valid defense against some NNDs. 
 
:on.  But now, he has only 130 points to spend on stats and skills and 
:*other* powers.  Yes, he is immune to punches, bullets and force bolts, 
:but he is not going to outshine the brick, energy projector or mentalist. 
:In fact, a cahracter like that we *need* to be a team player in order to 
:*not* get abused by the enemy.   
 
Or simply ignored.   
 
:Note, that if you buy 100% DR ns Energy *AND* physical, you have a 
:whopping 10 points left over to round out your character, effectivly 
:making you useless (except as possibly a door stop). 
 
I prefer the term "mental puppet".  :) 
 
--  
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 InterNIC WHOIS: MJO | (has my PGP & Geek Code info) | Phone: +1 248-848-4481 
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Date: Mon, 4 May 1998 19:34:54 -0700 (PDT) 
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To: Stainless Steel Rat <ratinox@peorth.gweep.net> 
From: Kim Foster <nexus@uky.campus.mci.net> 
Subject: Re: Desolidification-long!! 
Cc: Champions <champ-l@sysabend.org> 
Sender: owner-champ-l@sysabend.org 
 
At 10:03 PM 5/4/98 -0400, Stainless Steel Rat wrote: 
>-----BEGIN PGP SIGNED MESSAGE----- 
> 
>Dataweaver  writes: 
> 
>> Actually, everyone _would_ have something comparable - though not 
>> neccessarily similar; everyone would have 120 points-worth of abilities 
>> that Mr. Invulnerable would _not_ have... 
> 
>120 points, while significant for a 250-point character, still leaves quite 
>a bit for buying other things.  When you have a character that cannot be 
>hurt and can do (almost) as much damage as the other PCs, you have a 
>recipie for resentful players. 
 
 
The character can be hurt. 120 points buys -One- catagory of 100% 
reducation. SO they can be hurt by at least two other types of damage and 
adjustment powers.  
I know violence doesn't solve all problems... 
	But it sure feels good! 
		Felicia:DS3:Vampire Savior 
 
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Date: Mon, 4 May 1998 21:44:06 -0500 (CDT) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: Champions <champ-l@sysabend.org> 
Subject: Re: Desolidification-long!! 
Sender: owner-champ-l@sysabend.org 
 
 
> 120 points, while significant for a 250-point character, still leaves quite 
> a bit for buying other things.  When you have a character that cannot be 
> hurt and can do (almost) as much damage as the other PCs, you have a 
> recipie for resentful players. 
 
	Um.  Cannot be hurt by _one_ category of attacks.  Just because 
nothing physical affects you doesn't mean that you won't take damage from 
energy or mental.  (Or any "unusual" attacks.) 
 
	Now, for physical and energy, you're talking 240 points.  Now you 
have 10 points to spend on other stuff. 
 
	This is an extreme point expenditure for some very narrow 
concepts.  More common will be the 100% with a -1 lim, only vs X.  Now 
you've spent 60 points, a large amount, for only one SFX of defense. 
 
	There is really no way this isn't balanced.  In all cases, of 
course, if the GM doesn't want it, he doesn't have to allow it.  But 
that's standard for any power. 
 
 
				-Tim Gilberg 
 
		    -"Hey!  MacLeod!  Get off of my ewe!" 
 
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Date: Mon, 4 May 1998 21:45:55 -0500 (CDT) 
From: Sakura <jeffj@io.com> 
To: Stainless Steel Rat <ratinox@peorth.gweep.net> 
cc: Champions <champ-l@sysabend.org> 
Subject: Re: Desolidification-long!! 
Sender: owner-champ-l@sysabend.org 
 
On 4 May 1998, Stainless Steel Rat wrote: 
> > Actually, everyone _would_ have something comparable - though not 
> > neccessarily similar; everyone would have 120 points-worth of abilities 
> > that Mr. Invulnerable would _not_ have... 
>  
> 120 points, while significant for a 250-point character, still leaves quite 
> a bit for buying other things.  When you have a character that cannot be 
> hurt and can do (almost) as much damage as the other PCs, you have a 
> recipie for resentful players. 
 
Er, make that 'cannot be hurt by one type of attack' - 120 points would 
only net you 100% DR in physical /or/ in energy (although it'd get you 75% 
in both, which is a pretty scary concept, especially if your ref let you 
buy some Armor as well). 
 
Actually, I'd be even /more/ scared of Mr. 75%/75%, because his defenses 
are more spread out, whereas Mr. 100%/0%'s defenses are concentrated on 
one area, and he can probably be taken out fairly easily by attacks of the  
type he's not vulnerable to. 
 
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: Mon, 4 May 1998 21:46:11 -0500 (CDT) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: Champions <champ-l@sysabend.org> 
Subject: Re: Desolidification-long!! 
Sender: owner-champ-l@sysabend.org 
 
 
> When an unbalancing power such as "total invulnerability" is brought into 
> play without a means of bringing it back into balance, you will have 
> problems.  That means of balance will vary widely from group to group and 
> from campaign to campaign.  That variance makes it impractical to include 
> in what is supposed to be a generic set of mechanics. 
 
	The means of balance for any campaign will vary for any power, 
Rat. 
 
	You've still given us no reason, other than your say-so, as to why 
this power will cause all sorts of balance problems for any possible 
campaign. 
 
 
 
				-Tim Gilberg 
 
		    -"Hey!  MacLeod!  Get off of my ewe!" 
 
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Date: Mon, 4 May 1998 22:06:10 -0500 (CDT) 
From: Dataweaver <traveler@io.com> 
To: Stainless Steel Rat <ratinox@peorth.gweep.net> 
cc: Champions <champ-l@sysabend.org> 
Subject: Re: Desolidification-long!! 
Sender: owner-champ-l@sysabend.org 
 
On 4 May 1998, Stainless Steel Rat wrote: 
 
> -----BEGIN PGP SIGNED MESSAGE----- 
>  
> Dataweaver  writes: 
>  
> > Actually, everyone _would_ have something comparable - though not 
> > neccessarily similar; everyone would have 120 points-worth of abilities 
> > that Mr. Invulnerable would _not_ have... 
>  
> 120 points, while significant for a 250-point character, still leaves quite 
> a bit for buying other things.  When you have a character that cannot be 
> hurt and can do (almost) as much damage as the other PCs, you have a 
> recipie for resentful players. 
 
Only if the only things in the game that are important are taking damage 
and dishing it out.  Note that the other players could sink 60 points into 
defense to have respectable survivability, and would _still_ have 60 
points left over for such things as "can fly; has N-Ray Vision; high SPD; 
etc."  Give me a 250-point character with 120 points spent on 100% Damage 
Reduction (your choice of physical, mental, or energy), and I'll send you 
a well-rounded counterproposal (i.e., _not_ a combat monster) without 
Damage Reduction who is a match for Mr. Invulnerable.   
 
Yes, this is a challenge.  Are you up to 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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Date: Mon, 4 May 1998 22:19:01 -0500 (CDT) 
From: Dataweaver <traveler@io.com> 
To: Sakura <jeffj@io.com> 
cc: Stainless Steel Rat <ratinox@peorth.gweep.net&> 
        Champions <champ-l@sysabend.org> 
Subject: Re: Desolidification-long!! 
Sender: owner-champ-l@sysabend.org 
 
On Mon, 4 May 1998, Sakura wrote: 
 
> On 4 May 1998, Stainless Steel Rat wrote: 
> > > Actually, everyone _would_ have something comparable - though not 
> > > neccessarily similar; everyone would have 120 points-worth of abilities 
> > > that Mr. Invulnerable would _not_ have... 
> >  
> > 120 points, while significant for a 250-point character, still leaves quite 
> > a bit for buying other things.  When you have a character that cannot be 
> > hurt and can do (almost) as much damage as the other PCs, you have a 
> > recipie for resentful players. 
>  
> Er, make that 'cannot be hurt by one type of attack' - 120 points would 
> only net you 100% DR in physical /or/ in energy (although it'd get you 75% 
> in both, which is a pretty scary concept, especially if your ref let you 
> buy some Armor as well). 
>  
> Actually, I'd be even /more/ scared of Mr. 75%/75%, because his defenses 
> are more spread out, whereas Mr. 100%/0%'s defenses are concentrated on 
> one area, and he can probably be taken out fairly easily by attacks of the  
> type he's not vulnerable to. 
 
That brings up a good point; 120 points for total invulnerability to one 
of physical, energy, or mental attacks might well be too _high_ of a point 
cost.  It certainly is _not_ too low... (IMHO, 90 points would seem to be 
a bit more reasonable of a price for what the ability gives you.) 
 
---- 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, 4 May 1998 23:25:21 -0400 (EDT) 
From: Michael Surbrook <susano@access.digex.net> 
cc: Champions <champ-l@sysabend.org> 
Subject: Re: Desolidification-long!! 
Sender: owner-champ-l@sysabend.org 
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On 4 May 1998, Stainless Steel Rat wrote: 
 
> > Excuse me?  That makes no sense.  That's like saying the person with the 
> > 60 STR will be a problem unless everyone else has a 60 STR. 
>  
> No, it is like "immortality" in a campaign inspired by "Highlander".  If 
> all PCs and all "significant" NPCs must have the power to exactly the same 
> degree, it becomes an everyman power.  "Everyone" has the abilty (involved 
> NPCs will have an appropriate disadvantage to the effect of "does not have 
> this ability"); that maintains balance. 
 
In one type of game yes.  And in a Highlander game, I would declare the 
'immortality' schtick to be SFX.  I would probably *still* charge 
*something* for it (say 30 points) to balance the unkillable characters 
against everyone else. 
 
Now, I will state right now that the 3x3 Eyes for Hero project I'm working 
on will have as one of its 'house rules' the fact that a Wu (a souless 
being) *cannot* be killed by any means.  But, I'm still designing close to 
375 points of powers to help support this concept (this includes high 
levels of Regen, BODY Aids, Life Support and extra BODY), I'm *not* just 
going to say 'cannot be killed' and expect people to accept that at face 
value, I am going ot back up my decision with game mechanics. 
  
> When an unbalancing power such as "total invulnerability" is brought into 
> play without a means of bringing it back into balance, you will have 
> problems.  That means of balance will vary widely from group to group and 
> from campaign to campaign.  That variance makes it impractical to include 
> in what is supposed to be a generic set of mechanics. 
 
Hero System is an openended game engine that allows one to build anything. 
That in itself leaves one open to all sorts of abuses.  There are ways to 
balance "total invulnerability" as a power.  One is to break it down into 
three effects (energy, physical and mental) and than charge an arm and a 
leg for each one.  This is what is being suggested here.  At 120 points a 
pop, very few people (if ever) are going to be buying such a power without 
some serious considerations. 
 
There is also the fact that Hero tries to stress cetain power levels, and 
250 points will run out *real* quick if one dumps almost half of that inot 
one limted (and yes it is limited) power.   
 
Hmm.. I'm repeating myself, I made this argument in my *last* response to 
Rat. 
 
There is also the STOP sign and a well-written explination for what the 
power should be used for in the text for the power (if this was in a rule 
book). 
 
I find it interesting that GURPS seems willing to go out on a limb and 
present such powers as 'Immortal' to allow people to design certain 
concepts.  If Hero is supposed to be an equally good (heck, it's better!) 
generic engine, than allowances should be made for such concepts and 
powers.   
 
*************************************************************************** 
* "'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: Mon, 04 May 1998 23:55:04 -0400 
To: champ-l@sysabend.org 
From: Joe Mucchiello <why@superlink.net> 
Subject: Re: Desolidification 
Sender: owner-champ-l@sysabend.org 
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At 11:23 PM 4/29/98 +0100, Mr Michael Pegg wrote: 
>I've an idea to create a charcter with Desolid to Mental only. This 
>would make the character immune to mental attacks, a sort of very 
>powerful mental defense. I know Desolid is not ment to be used in that 
>way, but why not. The only problem is according to the rules the 
>character should not then be able to make any attacks unless the power 
>is bought with Effect Solid, I can understand having to buy it for 
>possibly any mental powers the character might have but whats your 
>opinion on the physical powers.  
 
Anyone remember this post?  Way back around April 29?  What was that?  Last 
week?  What's happened since then?  Over 200 posts about something Mr. Pegg 
"[knew was] not ment (sic) to be used in that way, but why not."  Why not, 
indeed.  People are calling each other names over this.  Writing doctural 
theses (or the equivalent).  I'm still waiting for someone to post 
scientific study of 30 campaigns with and 30 control campaigns without 100% 
DR.  Maybe, it will get published in an RPG journal for peer review. 
 
When the thread started, I thought it would die down quickly so I could 
just ignore it.  Well, I would have continued ignoring it except that no 
one has posted one of the other popular extensions to DR, so I thought I 
would: 
 
Since most parts of Hero are exponential, why not DR: Just extend the chart 
exponentially: 
25% = 10 or 15 
50% = 20 or 30 
75% = 40 or 60 
87.5% = 80 or 120 
93.75%	= 120 or 180 
96.875% = 160 or 240 
98.4375% = 200 or 300 
etc. 
for those who like formulas: 1-.25^n non-res DR costs 40 * n points. 
(Okay, so 25% and 50% are fudged, but it's close enough.) 
 
At the 200/300 point level, 100 points of stun/body would not get through 2 
points of PD/ED. 
 
If you think that costs too much, for nigh invulnerability, use 1-.5^n 
costs 20*n points.   
87.5% = 100 or 150 
93.75 = 120 or 180 
etc. 
 
I don't care.  I have used 75% versus a single effect (-1) once.  I guess 
the people I've played with never wanted to be invulnerable. 
 
Well, anyway, back to your fun. 
 
Oh, and Mike: Use 75% DR Mental and a enough Mental Defense appropriate to 
your campaign and don't start anymore trouble :-) 
 
  Joe 
(I suppose he'll ask a Linked question next.) 
 
 
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From: "Ron Abitz" <ronald@centraltx.net> 
To: "Hero List" <champ-l@sysabend.org> 
Subject: Re: Desolidification-long!! 
Date: Mon, 4 May 1998 22:56:12 -0500 
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---------- 
> From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
> To: Champions <champ-l@sysabend.org> 
> Subject: Re: Desolidification-long!! 
> Date: Monday, May 04, 1998 9:07 PM 
>  
> -----BEGIN PGP SIGNED MESSAGE----- 
>  
> Donald Tsang writes: 
>  
> >> Vulnerability is a disadavatage, not a power or a power modifier. 
>  
> > But Damage Reduction resembles Vulnerability more than it resembles any 
> > of the Powers in the BBB. 
>  
> Umm... only in the very loosest sense of resemblance.  But Reduction is 
> still a power and should be treated as such. 
>  
> > ----- 
> > My house rules for Damage Reduction are: 
>  
> > 5/10/15 point base for Uncommon/Common/VCommon SFX 
> > x1/2/4/8/16 multiplier for 25/50/75/90/100% reduction 
>  
> That looks workable.  I dislike the hiccup that the 90% level throws into 
> things, though. 
 
 
Read the examples under DR in the book they based the modifer based on how 
common the attack sfx. Or are you saying that the examples in the book are 
wrong? 
 
            Ron Abitz 
 
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Date: Mon, 4 May 1998 23:06:21 -0500 (CDT) 
From: Dataweaver <traveler@io.com> 
To: Michael Surbrook <susano@access.digex.net> 
cc: Champions <champ-l@sysabend.org> 
Subject: Re: Desolidification-long!! 
Sender: owner-champ-l@sysabend.org 
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On Mon, 4 May 1998, Michael Surbrook wrote: 
> On 4 May 1998, Stainless Steel Rat wrote: 
>  
> > > Excuse me?  That makes no sense.  That's like saying the person with 
> > > the 60 STR will be a problem unless everyone else has a 60 STR. 
> >  
> > No, it is like "immortality" in a campaign inspired by "Highlander". 
> > If all PCs and all "significant" NPCs must have the power to exactly 
> > the same degree, it becomes an everyman power.  "Everyone" has the 
> > abilty (involved NPCs will have an appropriate disadvantage to the 
> > effect of "does not have this ability"); that maintains balance. 
>  
> In one type of game yes.  And in a Highlander game, I would declare the 
> 'immortality' schtick to be SFX.  I would probably *still* charge 
> *something* for it (say 30 points) to balance the unkillable characters 
> against everyone else. 
 
OTOH, the discussion was _not_ primarily about campaigns where everyone 
has invulnerability; it was about the viability of campaigns that mix 
invulnerable characters with other characters.  And considering the 
proposed cost of Invulnerability/100% Damage Reduction/100% SFX Reduction/ 
what-have-you, my biggest concern is that the invulnerable character would 
find himself feeling rather useless most of the time.   
 
> Now, I will state right now that the 3x3 Eyes for Hero project I'm 
> working on will have as one of its 'house rules' the fact that a Wu (a 
> souless being) *cannot* be killed by any means.  But, I'm still 
> designing close to 375 points of powers to help support this concept 
> (this includes high levels of Regen, BODY Aids, Life Support and extra 
> BODY), I'm *not* just going to say 'cannot be killed' and expect people 
> to accept that at face value, I am going ot back up my decision with 
> game mechanics. 
 
I don't know; 60 points for "cannot die" seems quite reasonable to me, 
provided that a reasonable in-game explanation is given and a stop sign is 
included to warn away the most extreme versions of abuse.   
 
> > When an unbalancing power such as "total invulnerability" is brought 
> > into play without a means of bringing it back into balance, you will 
> > have problems.  That means of balance will vary widely from group to 
> > group and from campaign to campaign.  That variance makes it 
> > impractical to include in what is supposed to be a generic set of 
> > mechanics. 
 
I agree that when an unbalancing power is brought into play without a 
means of bringing it back into balance, you will have problems.  I 
disagree that a 120-point invulnerability to physical attacks is such a 
power.   
 
> Hero System is an openended game engine that allows one to build 
> anything.  That in itself leaves one open to all sorts of abuses.  There 
> are ways to balance "total invulnerability" as a power.  One is to break 
> it down into three effects (energy, physical and mental) and than charge 
> an arm and a leg for each one.  This is what is being suggested here.  
> At 120 points a pop, very few people (if ever) are going to be buying 
> such a power without some serious considerations.  
 
Perhaps too few; as I mention elsewhere, 120 points a pop may well be too 
high.   
 
> There is also the STOP sign and a well-written explination for what the 
> power should be used for in the text for the power (if this was in a 
> rule book).  
 
And it hopefully will be in H5.   
 
> I find it interesting that GURPS seems willing to go out on a limb and 
> present such powers as 'Immortal' to allow people to design certain 
> concepts.  If Hero is supposed to be an equally good (heck, it's 
> better!)  generic engine, than allowances should be made for such 
> concepts and powers.  
 
Well... I wouldn't neccessarily say 'better'; in fact, Hero has some flaws 
that GURPS doesn't, and vice versa.  But I agree with the sentiment.   
 
---- 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, 4 May 1998 23:42:26 -0500 (CDT) 
From: Dataweaver <traveler@io.com> 
To: Ron Abitz <ronald@centraltx.net> 
cc: Hero List <champ-l@sysabend.org> 
Subject: Re: Desolidification-long!! 
Sender: owner-champ-l@sysabend.org 
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On Mon, 4 May 1998, Ron Abitz wrote in response to Rat (?): 
> > Donald Tsang writes: 
> > > My house rules for Damage Reduction are: 
> >  
> > > 5/10/15 point base for Uncommon/Common/VCommon SFX 
> > > x1/2/4/8/16 multiplier for 25/50/75/90/100% reduction 
> >  
> > That looks workable.  I dislike the hiccup that the 90% level throws 
> > into things, though. 
>  
> Read the examples under DR in the book they based the modifer based on 
> how common the attack sfx. Or are you saying that the examples in the 
> book are wrong?  
 
Unless I misread, he was commenting on the x1/2/4/8/16 multiplier for 
25/50/75/90/100% reduction, not the 5/10/15 point base for 
Uncommon/Common/VCommon SFX.  Personally, I'd go with x1/x2/x4/x6 
multipliers for 25/50/75/100% reduction, respectively, with a 10/15 point 
base for Normal/Resistant defense, and Conditional Power Limitations for 
unusually narrow SFX.   
 
---- 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, 5 May 1998 00:35:05 -0500 (CDT) 
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To: champ-l@omg.org 
From: psansone@i1.net (Sparx) 
Subject: Re: I need a good name... 
Sender: owner-champ-l@sysabend.org 
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>I need a good for a superhero.  The basic power concept is that he can  
manipulate the  
>"space between the molecules of his body" giving him control over his size,  
mass, and  
>density.  (Yeah, I know - cheezey.  But I had fun writing his origin, and  
he's got an  
>entertaining array of almost effective powers). 
> 
>A player in my game had a PC with those powers, his name was "Quick  
>Change", but was forever known as "ShrinkingGrowing Man" 
 
I had a guy similar to this, his name was Tallman / Smallman, depending on  
what power he was using at the time.  He had no problem using either name  
though it did confuse other players.  "What do we call you when you are  
normal size?  Man?"  
 
 
Sparx 
 
===================================================== 
 I intend to live forever - so far, so good 
+++++++++++++++++++++++++++++++++++++++++++++++++++++ 
Check out #herochat on DALnet an IRC for Champions Conversation 
+++++++++++++++++++++++++++++++++++++++++++++++++++++ 
 
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Date: Tue, 05 May 1998 04:13:43 -0500 
To: David Stallard <DBStallard@compuserve.com> 
From: Bryant Berggren <voxel@theramp.net> 
Subject: Re: Session length 
Cc: "Champions News Group" <champ-l@sysabend.org> 
Sender: owner-champ-l@sysabend.org 
 
At 03:14 PM 5/5/98 -0400, David Stallard wrote: 
>I just wanted to get a general demographic to see how my group 
>compares...I've become a little concerned that we get hung up on battles 
>and don't accomplish much story.  However, seeing that the big complaint 
>from the Fuzion group is that 4E combat takes too long, maybe we're not 
>unusual at all.  Anyway, please answer these two short questions: 
> 
>1)  How long, on average, do your Champions sessions run? 
>2)  How many combats occur during an average session? 
> 
>My answers: 
>1) Five to six hours. 
>2) Two. 
 
The campaign I'm currently in is rather similar -- sessions run from 4-6 
hours, typically, with 2-3 combats in them. 
"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, 05 May 1998 04:21:42 -0500 
To: champ-l@sysabend.org 
From: Bryant Berggren <voxel@theramp.net> 
Subject: RE: multiple defense layers 
Sender: owner-champ-l@sysabend.org 
 
At 02:32 PM 5/5/98 -0500, Dataweaver wrote: 
>Side note: IMHO, any game that is that dependant on injury to the PCs to 
>provide excitement and interest has something seriously wrong with it. 
>(Emphasis: IMHO.  Feel free to disagree...) 
 
No disagreement here. I can understand that a player who cannot tolerate his 
PC ever taking damage may be obsessing -- but so is a GM who cannot tolerate 
his PCs NOT taking damage. The first case is symptomatic of mild paranoia; 
the latter is symptomatic of an adversarial attitude, one of the most 
unhealthy traits a GM can develop. A PC built /fairly/ in a fashion that 
makes it highly unlikely he'll ever take damage is a perfectly legitimate 
concept -- after all, he'll most likely have sacrificed many other potential 
abilities to get this tough. The "jack of all trades and master of none" 
effect works backwards, too. 
 
-- 
"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, 05 May 1998 07:13:13 -0500 
To: hero-l@sysabend.org 
From: "Michael (Damon) or Peni R. Griffin" <griffin@txdirect.net> 
Subject: Okay, I'll ask *again*... 
Sender: owner-champ-l@sysabend.org 
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I asked this two days ago, and though the DR messages have been flying fast 
and furious since then, no one has deigned to respond to my question.  I 
know from my time on this list that there is no question so stupid that 
*someone* won't respond, so perhaps some of my messages suffer from 
Invisible Post Effects...?  Anyway, here it is: 
 
Separate question(I assume this has already come up, but if so I missed 
it): What was the group consensus -- wait, let me rephrase that :)   What 
were the various group opinions on layering existing levels of DR, to 
approach 100% without actually getting there?   Three layers of 75% DR, 
each successive layer operating against damage that got through the 
previous layer, would provide 98% DR... 
 
		 100 pts - 75% DR = 25 pts 
	         25 pts - 75% DR = 6.25 pts 
		6.25 pts - 75% DR = 1.5625 pts (rounds to 2 pts) 
 
Damon 
 
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|--------------------------------------------------------------------| 
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|   Children's Books -- Dolls -- X-Files -- Pulp Magazines           | 
|       Worthy Causes -- Computer -- Atlanta -- All Human Knowledge  | 
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Date: Tue, 05 May 1998 05:37:15 -0700 
To: Champions Mailing List <champ-l@sysabend.org> 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Desolidification-long!! 
Sender: owner-champ-l@sysabend.org 
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At 09:41 PM 5/4/1998 -0400, Michael Surbrook wrote: 
>On 4 May 1998, Stainless Steel Rat wrote: 
> 
>> >> It has no business in a game with more than one PC. 
>>  
>> > Your point? 
>>  
>> My point is that in a game with more than one PC, this kind of power will 
>> be a problem unless everyone has something similar.  Of course, if everyone 
>> has something similar, it becomes an "everyman power", so the point cost is 
>> irrelevant. 
> 
>Excuse me?  That makes no sense.  That's like saying the person with the 
>60 STR will be a problem unless everyone else has a 60 STR.  If some one 
>spends 120 points to be 100% DR vs physical attacks, he has dropped almost 
>half of the normal starting point allowance for a superhero into *one* 
>power.  He still can be affected by NNDs, energy, mental attacks and so 
>on.  But now, he has only 130 points to spend on stats and skills and 
>*other* powers.  Yes, he is immune to punches, bullets and force bolts, 
>but he is not going to outshine the brick, energy projector or mentalist. 
>In fact, a cahracter like that we *need* to be a team player in order to 
>*not* get abused by the enemy.   
> 
>Note, that if you buy 100% DR ns Energy *AND* physical, you have a 
>whopping 10 points left over to round out your character, effectivly 
>making you useless (except as possibly a door stop). 
 
   Maybe those other 10 points could be put into Running, and the character 
could call himself Speed Bump.  ;-] 
--- 
Bob's Original Hero Stuff Page!  [Circle of HEROs member] 
   http://www.klock.com/public/users/bob.greenwade/original.htm 
Homepage of the Merry-Go-Round Webring!  (Wanna join?) 
   http://www.klock.com/public/users/bob.greenwade/merrhome.htm 
 
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Date: Tue, 05 May 1998 05:40:17 -0700 
To: Champions <champ-l@sysabend.org> 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Desolidification-long!! 
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At 10:03 PM 5/4/1998 -0400, Stainless Steel Rat wrote: 
>-----BEGIN PGP SIGNED MESSAGE----- 
> 
>Dataweaver  writes: 
> 
>> Actually, everyone _would_ have something comparable - though not 
>> neccessarily similar; everyone would have 120 points-worth of abilities 
>> that Mr. Invulnerable would _not_ have... 
> 
>120 points, while significant for a 250-point character, still leaves quite 
>a bit for buying other things.  When you have a character that cannot be 
>hurt and can do (almost) as much damage as the other PCs, you have a 
>recipie for resentful players. 
 
   As pointed out, though, a character who has spent 120 points for 100% DR 
vs Energy can still be hurt by punches, bullets, knockback, and mental 
attacks, while a character who has spent 120 points for 100% DR vs Physical 
can still be hurt by fire, lightning, cold, and mental attacks.  One needs 
to spend 240 points to be invulnerable to punches, bullets, knockback, 
fire, lightning, and cold, and even so he'll still be vulnerable to mental 
attacks *and* have only 10 points left over in a standard supers game for 
Skills and such (more if he kicks some Characteristics down like Mr. Lucky 
did). 
--- 
Bob's Original Hero Stuff Page!  [Circle of HEROs member] 
   http://www.klock.com/public/users/bob.greenwade/original.htm 
Homepage of the Merry-Go-Round Webring!  (Wanna join?) 
   http://www.klock.com/public/users/bob.greenwade/merrhome.htm 
 
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Date: Tue, 5 May 1998 09:05:43 -0400 
From: David Stallard <DBStallard@compuserve.com> 
Subject: Re: Deathtraps 
Cc: "[unknown]" <champ-l@sysabend.org> 
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Message text written by Bob Greenwade 
>   I usually let any reasonable means of escape work (or, at the very 
least, have a chance of working), and I also like to plan out a "default" 
escape that will get the hero out even if he can't come up with anything.< 
 
This is the answer I was sorta expecting, which leads to another question:  
Doesn't this invalidate the whole danger of a deathtrap, since the player 
knows that the GM isn't going to kill his character, even if the player is 
stuck for ideas?  Or, maybe the player has ideas, but he fails the needed 
skill rolls?  It seems like the players could get a sense of 
invulnerability.  Anyway, this is just me thinking out loud, since I've 
never used a deathtrap in my campaigns (because of the above problem) and 
because no GM has ever put me in one. 
 
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Date: Tue, 5 May 1998 08:29:57 -0500 (CDT) 
From: Sakura <jeffj@io.com> 
To: Dataweaver <traveler@io.com> 
cc: Champions <champ-l@sysabend.org> 
Subject: Re: Desolidification-long!! 
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On Mon, 4 May 1998, Dataweaver wrote: 
> Subject: Re: Desolidification-long!! 
> On Mon, 4 May 1998, Sakura wrote: 
> > Actually, I'd be even /more/ scared of Mr. 75%/75%, because his defenses 
> > are more spread out, whereas Mr. 100%/0%'s defenses are concentrated on 
> > one area, and he can probably be taken out fairly easily by attacks of the  
> > type he's not vulnerable to. 
>  
> That brings up a good point; 120 points for total invulnerability to one 
> of physical, energy, or mental attacks might well be too _high_ of a point 
> cost.  It certainly is _not_ too low... (IMHO, 90 points would seem to be 
> a bit more reasonable of a price for what the ability gives you.) 
 
The only problem I'd have there is that you're making it much easier to 
get complete invulnerability (by buying it 2 or 3 times) - and 180 points 
is /not/ too much to pay for not being harmed by physical /and/ energy - 
at least by my gut feeling.  240 is about right - that allows you a 
character in a normal campaign whose sole power is invulnerability, or one 
in a high-powered game who has invulnerability and a few other minor 
powers. 
 
60 points for 'immune to fire' has a nice feeling to it, too, assuming 
'fire' is a -1 limit.  
 
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, 5 May 1998 08:40:49 -0500 (CDT) 
From: Sakura <jeffj@io.com> 
To: Dataweaver <traveler@io.com> 
cc: Michael Surbrook <susano@access.digex.net&> 
        Champions <champ-l@sysabend.org> 
Subject: Re: Desolidification-long!! 
Sender: owner-champ-l@sysabend.org 
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On Mon, 4 May 1998, Dataweaver wrote: 
> On Mon, 4 May 1998, Michael Surbrook wrote: 
> > Now, I will state right now that the 3x3 Eyes for Hero project I'm 
> > working on will have as one of its 'house rules' the fact that a Wu (a 
> > souless being) *cannot* be killed by any means.  But, I'm still 
> > designing close to 375 points of powers to help support this concept 
> > (this includes high levels of Regen, BODY Aids, Life Support and extra 
> > BODY), I'm *not* just going to say 'cannot be killed' and expect people 
> > to accept that at face value, I am going ot back up my decision with 
> > game mechanics. 
>  
> I don't know; 60 points for "cannot die" seems quite reasonable to me, 
> provided that a reasonable in-game explanation is given and a stop sign is 
> included to warn away the most extreme versions of abuse.   
 
Well, the Wu healed /incredibly/ quickly, so the Regen and Body aids are 
probably useful. Although, I think that this could be a case for 100% 
Physical & Energy Damage Reduction with a special effect (seems to do 
damage that is healed instantly). 
 
> > I find it interesting that GURPS seems willing to go out on a limb and 
> > present such powers as 'Immortal' to allow people to design certain 
> > concepts.  If Hero is supposed to be an equally good (heck, it's 
> > better!)  generic engine, than allowances should be made for such 
> > concepts and powers.  
 
For the record, GURPS has 'total invulnerability' to certain categories:  
Immunity to all kinetic (i.e. 'physical') damage, for example, is 300 
points.  
 
It's also got solutions for some of the stickier problems in HERO - 
there's a 'Ressurrection' power that lets you come back to life after you 
die, while losing some points (and I believe an unofficial modifier that 
lets you do it without losing points) - I think that's about 300 (with 
modifier) as well. 
 
The closest thing you could get in HERO is some sort of bastardized 
Duplication with a trigger (only when dead), or possibly a Transform (dead 
body to living, 0 end, uncontrolled, continuous, trigger: death). 
 
Sometimes there are advantages to not having to build all of your pieces 
from the same building blocks... 
  
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: "Goode, Jason" <JGoode@medrad.com> 
To: hero-l@sysabend.org 
Subject: RE: Horsebites 
Date: Tue, 5 May 1998 09:41:50 -0400 
Sender: owner-champ-l@sysabend.org 
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Perhaps he is suggesting that you shouldn't add STR.  After all, its a bite, 
not a punch or kick.  The horse can't get his real STR behind it. 
 
Jason Goode  
 
> -----Original Message----- 
> From:	John Desmarais [SMTP:John.Desmarais@ibm.net] 
> Sent:	Sunday, May 03, 1998 1:56 AM 
> To:	GoldRushG; hero-l@sysabend.org 
> Subject:	Re: Horsebites 
>  
> On Sun, 3 May 1998 00:01:53 EDT, GoldRushG wrote: 
>  
> ><< against an average, unarmored person, this would mean one bite from 
> >a horse would leave him at 1 BODY -- a lucky roll would leave him 
> /dying/. >> 
> > 
> >  1D6+1 HKA does 2-7 Body (average of 4.5). That would not leave an 
> average 
> >person dying, but rather with 5.5 Body left (again, on average). ;) 
> > 
> >  Give them 1 pt of resistant Defense (i.e., Armor) and the damage drops 
> to 
> >2.5 Body (average). A decent wound, but not life threatening... unless 
> the 
> >horse perhap bit you in the head or (ouch!) the vitals. :D 
> > 
> >  Mark @ GRG 
>  
> Don't forget to add in STR though.  Wth STR added (and taking the reduced 
> pen into  
> account) that horse does 2x1d6+1.  An average attack (3.5+1 x 2) does 9 
> body.  Ouch! 
>  
> -=>John D. 
>  
 
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Date: Tue, 5 May 1998 08:47:12 -0500 (CDT) 
From: Sakura <jeffj@io.com> 
To: "Michael (Damon) or Peni R. Griffin" <griffin@txdirect.net> 
cc: hero-l@sysabend.org 
Subject: Re: Okay, I'll ask *again*... 
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On Tue, 5 May 1998, Michael (Damon) or Peni R. Griffin wrote: 
 
> Separate question(I assume this has already come up, but if so I missed 
> it): What was the group consensus -- wait, let me rephrase that :)   What 
> were the various group opinions on layering existing levels of DR, to 
> approach 100% without actually getting there?   Three layers of 75% DR, 
> each successive layer operating against damage that got through the 
> previous layer, would provide 98% DR... 
 
Note that if you take 50% DR twice (costing 60 points) you get the same 
effect as if you bought 75% once (60 points), so this solution has some 
merit. 
 
On the other hand, if you take 25% twice (costing 30 points) you /don't/ 
get the same effect as buying 50% once (30 points).  If you take 50%, 25%, 
and 25%, you also don't get as much effect as buying 75% once...so maybe 
the 50% thing is a fluke.  On the other hand, maybe it's the fault of 
25%DR, which hasn't fit into any of the logical progressions people have 
suggested except for the 25-50-75-100. 
 
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, 5 May 1998 07:20:40 -0700 (PDT) 
From: John Desmarais <johndesmarais@yahoo.com> 
Reply-To: john.desmarais@ibm.net 
Subject: RE: Horsebites 
To: "Goode, Jason" <JGoode@medrad.com&> hero-l@sysabend.org 
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---"Goode, Jason"  wrote: 
> 
> Perhaps he is suggesting that you shouldn't add STR.  After all, its 
a bite, 
> not a punch or kick.  The horse can't get his real STR behind it. 
>  
> Jason Goode  
 
Adding in the STR wasn't my idea.  I just read it off the write-up in 
the BBB.  Mayhaps the author of the horse could have saved a couple of 
points (and made the damage a little more believable) by simply 
limiting the HKA such that STR couldn't be added. 
 
-=>John D.  
 
_________________________________________________________ 
DO YOU YAHOO!? 
Get your free @yahoo.com address at http://mail.yahoo.com 
 
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From: "Andreano, Keith         HIM,VA" <andreak@vapo1.him.unisys.com> 
To: "Michael (Damon) or Peni R. Griffin" <griffin@txdirect.net&> 
        "'Champions'" <champ-l@sysabend.org> 
Subject: RE: Okay, I'll ask *again*... 
Date: Tue, 5 May 1998 09:36:09 -0500  
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	>Separate question(I assume this has already come up, but if so 
I missed 
	>it): What was the group consensus -- wait, let me rephrase that 
:)   What 
	>were the various group opinions on layering existing levels of 
DR, to 
	>approach 100% without actually getting there?   Three layers of 
75% DR, 
	>each successive layer operating against damage that got through 
the 
	>previous layer, would provide 98% DR... 
 
	>		 100 pts - 75% DR = 25 pts 
		>         25 pts - 75% DR = 6.25 pts 
	>		6.25 pts - 75% DR = 1.5625 pts (rounds to 2 pts) 
 
	>Damon 
 
Basically you say allow DR be bought multiple times on 
same defense (PD/ED). Interesting idea. Puma may try! 
 
^_^;^o^;^_^;^o^;^_^;^o^;^_^;^o^;^_^;^o^;^_^;^o^;^_^;^o^;^_^;^o^;^_^;^o^; 
	"No flames please, once burnt at the stake, twice shy!"  
					- Joan of Arc's .sig 
     Keith "Puma" Andreano andreak@vapo1.him.unisys.com 
 
 
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Date: Tue, 05 May 1998 08:15:58 -0700 
To: hero-l@sysabend.org 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: RE: Horsebites 
Sender: owner-champ-l@sysabend.org 
 
At 09:41 AM 5/5/1998 -0400, Goode, Jason wrote: 
>Perhaps he is suggesting that you shouldn't add STR.  After all, its a bite, 
>not a punch or kick.  The horse can't get his real STR behind it. 
 
   There may be something to the idea of making a bite RKA with No Range. 
   Back in the early days, I had the idea of having four types of Killing 
Attacks: 
   Basic Killing Attack (BKA) cost 10 points/die, had no Range, and did not 
add STR. 
   Hand-To-Hand Killing Attack (HKA) cost 15 points/die, had no Range, and 
added STR. 
   Ranged Killing Attack (RKA) cost 15 points/die, had Range, and did not 
add STR. 
   Thrown Killing Attack (TKA) cost 20 points/die, had Range, and added STR. 
   I never got a chance to try this out in practice, though. 
--- 
Bob's Original Hero Stuff Page!  [Circle of HEROs member] 
   http://www.klock.com/public/users/bob.greenwade/original.htm 
Homepage of the Merry-Go-Round Webring!  (Wanna join?) 
   http://www.klock.com/public/users/bob.greenwade/merrhome.htm 
 
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Date: Tue, 05 May 1998 09:24:18 -0700 
To: champ-l@sysabend.org 
From: Christopher Taylor <ctaylor@cyberis.net> 
Subject: RE: multiple defense layers 
Sender: owner-champ-l@sysabend.org 
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At 09:36 AM 5/5/98 -0500, you wrote: 
>>Separate question(I assume this has already come up, but if so I missed 
>>it): What was the group consensus -- wait, let me rephrase that :)   What 
>>were the various group opinions on layering existing levels of DR, to 
>>approach 100% without actually getting there?   Three layers of 75% DR, 
>>each successive layer operating against damage that got through the 
>>previous layer, would provide 98% DR...  
 
>	>		 100 pts - 75% DR = 25 pts 
>		>         25 pts - 75% DR = 6.25 pts 
>	>		6.25 pts - 75% DR = 1.5625 pts (rounds to 2 pts) 
 
I have bought that sort of, using two 14- layers of defense, so that you 
have a good chance of it all working, but then... once in a while hehehe... 
 
---------------------------------------------------------- 
Sola Gracia		Sola Scriptura		Sola Fide 
Soli Gloria Deo		Solus Christus		Corum Deo 
----------------------------------------------------------- 
 
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From: "David W. Salmon" <dwsalmon@earthlink.net> 
To: "Champions News Group" <champ-l@sysabend.org> 
Subject: Re; Deathtrap 
Date: Tue, 5 May 1998 10:21:41 -0700 
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<DIV><FONT color=#000000 size=2>I created a deathtrap once for a speedster. Well  
it wasn't really a deathtrap but more like a prison that he needed to get out of  
by a certain time or doom would befall his NPCs.</FONT></DIV> 
<DIV><FONT color=#000000 size=2></FONT>&nbsp;</DIV> 
<DIV><FONT color=#000000 size=2>He was captured and awoke inside what looked  
like a metal gerbil's wheel except you could not see thru it. No walls, windows,  
doors, etc, nothing. What he eventually found out is that if he started running  
around the wheel, the diameter of the wheel would start to expand (it didn't  
rotate like a normal wheel, the diameter just expanded so that he moved and the  
wheel remained stationary ... hope I explained that okay). So he started running  
faster and faster to see what would happen. When he got to his max speed he  
noticed what looked like the bottom of a doorway starting to appear. Basically  
it worked like this; The character had to push his running for enough phases  
that the wheel would expand to expose the doorway to get out. Then the character  
had to make a DEX roll to jump out thru the door just at the right time. Of  
course there were modifiers to the DEX roll because he was running so fast. If  
he failed then he would have to wait until he got his endurance back before he  
tried again. Then of course there is the damage he took from missing the doorway  
and jumping into the wall (move-thru !!) at a very high velocity to boot. It  
actually took him about a dozen or so tries to get out. I enjoyed it, the  
character enjoyed it. The character was not a big thinker so I needed a trap  
which relied more on dice rolls than anything else.</FONT></DIV> 
<DIV><FONT color=#000000 size=2></FONT>&nbsp;</DIV> 
<DIV><FONT color=#000000 size=2>Anybody else got one??</FONT></DIV> 
<DIV><FONT color=#000000 size=2></FONT>&nbsp;</DIV> 
<DIV><FONT color=#000000 size=2></FONT>&nbsp;</DIV> 
<DIV><FONT color=#000000 size=2>...Dave S.</FONT></DIV></BODY></HTML> 
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Date: Tue, 5 May 1998 12:55:04 -0500 (CDT) 
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To: champ-l@sysabend.org 
From: Palace of Dwarves <pod@avalon.net> 
Subject: RE: multiple defense layers 
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If someone were to do this in my campaign, that character would find himself 
being attacked by a number of villians with PENETRATING attacks.  So 
regardless of how many levels of DR you have, you are still going to take 
damage.  In my campaign, a character with this would HAVE to die!  Or at 
least be severly beaten. 
 
At 09:24 AM 5/5/98 -0700, you wrote: 
>At 09:36 AM 5/5/98 -0500, you wrote: 
>>>Separate question(I assume this has already come up, but if so I missed 
>>>it): What was the group consensus -- wait, let me rephrase that :)   What 
>>>were the various group opinions on layering existing levels of DR, to 
>>>approach 100% without actually getting there?   Three layers of 75% DR, 
>>>each successive layer operating against damage that got through the 
>>>previous layer, would provide 98% DR...  
> 
>>	>		 100 pts - 75% DR = 25 pts 
>>		>         25 pts - 75% DR = 6.25 pts 
>>	>		6.25 pts - 75% DR = 1.5625 pts (rounds to 2 pts) 
> 
>I have bought that sort of, using two 14- layers of defense, so that you 
>have a good chance of it all working, but then... once in a while hehehe... 
> 
>---------------------------------------------------------- 
>Sola Gracia		Sola Scriptura		Sola Fide 
>Soli Gloria Deo		Solus Christus		Corum Deo 
>----------------------------------------------------------- 
> 
> 
> 
 
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Date: Tue, 5 May 1998 12:58:45 -0500 (CDT) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: hero-l@sysabend.org 
Subject: Re: Okay, I'll ask *again*... 
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> Separate question(I assume this has already come up, but if so I missed 
> it): What was the group consensus -- wait, let me rephrase that :)   What 
> were the various group opinions on layering existing levels of DR, to 
> approach 100% without actually getting there?   Three layers of 75% DR, 
> each successive layer operating against damage that got through the 
> previous layer, would provide 98% DR... 
 
 
	Personally, I find it a bad idea. 
 
	This is an expensive effect as is, it doesn't need to be costlier 
for less effect.  Heck, as is, your suggestion would still make immunity 
impossible. 
 
	I find the arguments for high costs for Immortality to be equally 
dubious in value.  There really isn't a whole lot of value in being 
(mostly) unkillable.  I'd make it something like LS: Can't be killed 
(except by X) for about 10-15 points.  In a 4-color campaign, Body damage 
and death just isn't that big.  In campaigns where it is big, most GMs are 
going to disallow the power anyway, as it doesn't fit the campaign. 
 
 
				-Tim Gilberg 
 
		    -"Hey!  MacLeod!  Get off of my ewe!" 
 
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Date: Tue, 5 May 1998 13:00:35 -0500 (CDT) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: "[unknown]" <champ-l@sysabend.org> 
Subject: Re: Deathtraps 
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> This is the answer I was sorta expecting, which leads to another question: 
> Doesn't this invalidate the whole danger of a deathtrap, since the player 
> knows that the GM isn't going to kill his character, even if the player is 
 
	But this isn't at all against the idea of the death trap.  How 
often have you seen a hero in the comics actually killed by one of these. 
They are there to escape from. 
 
 
 
				-Tim Gilberg 
 
		    -"Hey!  MacLeod!  Get off of my ewe!" 
 
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Date: Tue, 5 May 1998 13:12:27 -0500 (CDT) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@sysabend.org 
Subject: RE: multiple defense layers 
Sender: owner-champ-l@sysabend.org 
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> If someone were to do this in my campaign, that character would find himself 
> being attacked by a number of villians with PENETRATING attacks.  So 
> regardless of how many levels of DR you have, you are still going to take 
> damage.  In my campaign, a character with this would HAVE to die!  Or at 
> least be severly beaten. 
 
	What a wonderful attidute! 
 
	You don't like a power, so you have to kill the character. 
 
	It's GMs like you that give us all a bad name. 
 
 
 
				-Tim Gilberg 
 
		    -"Hey!  MacLeod!  Get off of my ewe!" 
 
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Date: Tue, 5 May 1998 11:16:22 -0700 (PDT) 
From: John Desmarais <johndesmarais@yahoo.com> 
Reply-To: john.desmarais@ibm.net 
Subject: RE: multiple defense layers 
To: Palace of Dwarves <pod@avalon.net&> champ-l@sysabend.org 
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---Palace of Dwarves  wrote: 
> 
> If someone were to do this in my campaign, that character would find 
himself 
> being attacked by a number of villians with PENETRATING attacks.  So 
> regardless of how many levels of DR you have, you are still going to 
take 
> damage.  In my campaign, a character with this would HAVE to die!  
Or at 
> least be severly beaten. 
 
That makes no sense at all.  If you don't like the idea then simply do 
allow it, but to punish the player (or character) because YOU chose to 
allow a construct you don't like into your game is just a little bit 
petty. 
 
-=>John D. 
_________________________________________________________ 
DO YOU YAHOO!? 
Get your free @yahoo.com address at http://mail.yahoo.com 
 
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From: "Marc Seebass" <kitsune-bi@worldnet.att.net> 
To: <champ-l@sysabend.org&> "Palace of Dwarves" <pod@avalon.net> 
Subject: Re: multiple defense layers 
Date: Tue, 5 May 1998 13:17:47 -0500 
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-----Original Message----- 
From: Palace of Dwarves <pod@avalon.net> 
To: champ-l@sysabend.org <champ-l@sysabend.org> 
Date: Tuesday, May 05, 1998 12:59 PM 
Subject: RE: multiple defense layers 
 
 
>If someone were to do this in my campaign, that character would find 
himself 
>being attacked by a number of villians with PENETRATING attacks.  So 
>regardless of how many levels of DR you have, you are still going to take 
>damage.  In my campaign, a character with this would HAVE to die!  Or at 
>least be severly beaten. 
> 
>At 09:24 AM 5/5/98 -0700, you wrote: 
>>At 09:36 AM 5/5/98 -0500, you wrote: 
>>>>Separate question(I assume this has already come up, but if so I missed 
>>>>it): What was the group consensus -- wait, let me rephrase that :) 
What 
>>>>were the various group opinions on layering existing levels of DR, to 
>>>>approach 100% without actually getting there?   Three layers of 75% DR, 
>>>>each successive layer operating against damage that got through the 
>>>>previous layer, would provide 98% DR... 
>> 
>>> > 100 pts - 75% DR = 25 pts 
>>> >         25 pts - 75% DR = 6.25 pts 
>>> > 6.25 pts - 75% DR = 1.5625 pts (rounds to 2 pts) 
>> 
>>I have bought that sort of, using two 14- layers of defense, so that you 
>>have a good chance of it all working, but then... once in a while 
hehehe... 
In my opinion this type of defense should only be bought when limited to one 
type of special affect attack. For instance, a fire elemental might have two 
layers of damage reduction only vs. Fire, but an energy projector should not 
buy two layers of damage reduction for energy defense. It is far too 
abusive. 
 
 
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Date: Tue, 05 May 1998 14:31:07 -0400 
To: champ-l@sysabend.org 
From: Mike Christodoulou <Cypriot@concentric.net> 
Subject: RE: multiple defense layers 
Sender: owner-champ-l@sysabend.org 
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At 01:12 PM 5/5/98 -0500, Tim R. Gilberg wrote: 
> 
> 
>> If someone were to do this in my campaign, that character would find 
himself 
>> being attacked by a number of villians with PENETRATING attacks.  So 
>> regardless of how many levels of DR you have, you are still going to take 
>> damage.  In my campaign, a character with this would HAVE to die!  Or at 
>> least be severly beaten. 
> 
>	What a wonderful attidute! 
> 
>	You don't like a power, so you have to kill the character. 
> 
>	It's GMs like you that give us all a bad name. 
> 
 
On the contrary.  I consider that a proper attidute to have.  As GM, 
it is your job to come up with an interesting story line or an  
interesting challenge.  If you've got a character who simply declares 
"I want to do all the battle, but I never want to lose," what the hell 
is interesting about that? 
 
We use the same attitude for a number of things in the campaign.  It  
does no good, for example, to beef up your armor, because the bad guys 
will eventually just hit harder.  Why waste points on extra speed when 
the bad guy can be as fast as the GM wants?   
 
The attitude that cripples a game is the player that feels that if he 
isn't winning every battle without a scratch, then he isn't having fun. 
======================  ================================================= 
Mike Christodoulou      "Never doubt that a small group of committed  
Cypriot@Concentric.Net   citizens can change the world.  In fact, it is  
(770) 662-5605           the only thing that ever has."  -- Margaret Mead 
======================  ================================================= 
 
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Date: Tue, 5 May 1998 11:32:51 -0700 (PDT) 
From: John Desmarais <johndesmarais@yahoo.com> 
Reply-To: john.desmarais@ibm.net 
Subject: RE: multiple defense layers 
To: champ-l@sysabend.org 
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---John Desmarais  wrote: 
> 
> ---Palace of Dwarves  wrote: 
> > 
> > If someone were to do this in my campaign, that character would find 
> himself 
> > being attacked by a number of villians with PENETRATING attacks.  So 
> > regardless of how many levels of DR you have, you are still going to 
> take 
> > damage.  In my campaign, a character with this would HAVE to die!  
> Or at 
> > least be severly beaten. 
>  
> That makes no sense at all.  If you don't like the idea then simply do 
                          That should be "don't" 
> allow it, but to punish the player (or character) because YOU chose to 
> allow a construct you don't like into your game is just a little bit 
> petty. 
>  
> -=>John D. 
> _________________________________________________________ 
> DO YOU YAHOO!? 
> Get your free @yahoo.com address at http://mail.yahoo.com 
>  
>  
>  
>  
 
_________________________________________________________ 
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Date: Tue, 5 May 1998 11:58:54 -0700 (PDT) 
From: John Desmarais <johndesmarais@yahoo.com> 
Reply-To: john.desmarais@ibm.net 
Subject: RE: multiple defense layers 
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---Mike Christodoulou  wrote: 
> 
> At 01:12 PM 5/5/98 -0500, Tim R. Gilberg wrote: 
> > 
> > 
> >> If someone were to do this in my campaign, that character would 
find 
> himself 
> >> being attacked by a number of villians with PENETRATING attacks.  
So 
> >> regardless of how many levels of DR you have, you are still going 
to take 
> >> damage.  In my campaign, a character with this would HAVE to die! 
 Or at 
> >> least be severly beaten. 
> > 
> >	What a wonderful attidute! 
> > 
> >	You don't like a power, so you have to kill the character. 
> > 
> >	It's GMs like you that give us all a bad name. 
> > 
>  
> On the contrary.  I consider that a proper attidute to have.  As GM, 
> it is your job to come up with an interesting story line or an  
> interesting challenge.  If you've got a character who simply declares 
> "I want to do all the battle, but I never want to lose," what the hell 
> is interesting about that? 
>  
> We use the same attitude for a number of things in the campaign.  It  
> does no good, for example, to beef up your armor, because the bad guys 
> will eventually just hit harder.  Why waste points on extra speed when 
> the bad guy can be as fast as the GM wants?   
>  
> The attitude that cripples a game is the player that feels that if he 
> isn't winning every battle without a scratch, then he isn't having 
fun. 
 
Except he's not talking about insuring that character doesn't emerge 
from combat without a scratch.  He said the character must die, all 
because it was built using a power construct that the GM didn't like - 
quote "In my campaign, a character with this would HAVE to die!"  I'll 
say again, if he doesn't want the idea to be used, then just don't let 
it be used; this "would have to die" nonsense is just silly. 
 
-=>John D. 
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Date: Tue, 5 May 1998 14:05:52 -0500 (CDT) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@sysabend.org 
Subject: RE: multiple defense layers 
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> >> If someone were to do this in my campaign, that character would find 
> himself 
> >> being attacked by a number of villians with PENETRATING attacks.  So 
> >> regardless of how many levels of DR you have, you are still going to take 
> >> damage.  In my campaign, a character with this would HAVE to die!  Or at 
> >> least be severly beaten. 
> > 
> >	What a wonderful attidute! 
> > 
> >	You don't like a power, so you have to kill the character. 
> > 
> >	It's GMs like you that give us all a bad name. 
> > 
> 
> On the contrary.  I consider that a proper attidute to have.  As GM, 
> it is your job to come up with an interesting story line or an 
> interesting challenge.  If you've got a character who simply declares 
> "I want to do all the battle, but I never want to lose," what the hell 
> is interesting about that? 
 
	You didn't read the original message fully.  Pay attention to his 
statement that a character like this would have to die.  That's really not 
very nice, bringing a personal dislike of a power against the player. 
 
	And what's so wrong with a character that can't die?  He may take 
some damage, maybe not, but there are other ways for a player to 
occasionally not succeed.  Use some imagination. 
 
 
 
				-Tim Gilberg 
 
		    -"Hey!  MacLeod!  Get off of my ewe!" 
 
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Date: Tue, 05 May 1998 19:07:44 +0000 
From: Mark Lemming <icepirat@ix.netcom.com> 
To: champ-l@sysabend.org 
Subject: Re: multiple defense layers 
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Palace of Dwarves wrote: 
>  
> If someone were to do this in my campaign, that character would find himself 
> being attacked by a number of villians with PENETRATING attacks.  So 
> regardless of how many levels of DR you have, you are still going to take 
> damage.  In my campaign, a character with this would HAVE to die!  Or at 
> least be severly beaten. 
 
I snipped the section on multiple layers of Damage Reduction. 
 
Penetrating attacks get reduced as well. So if the character has the 
equivalent of 7/8 Damage Reduction and 3 stun gets through his defenses, he 
takes no damage. 
 
Instead of killing off characters that displease you, how about rejecting them 
instead?  Or are you getting off on GM power trips? 
 
-Mark Lemming 
 
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Date: Tue, 5 May 1998 15:14:07 -0400 
From: David Stallard <DBStallard@compuserve.com> 
Subject: Session length 
Cc: "Champions News Group" <champ-l@sysabend.org> 
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I just wanted to get a general demographic to see how my group 
compares...I've become a little concerned that we get hung up on battles 
and don't accomplish much story.  However, seeing that the big complaint 
from the Fuzion group is that 4E combat takes too long, maybe we're not 
unusual at all.  Anyway, please answer these two short questions: 
 
1)  How long, on average, do your Champions sessions run? 
2)  How many combats occur during an average session? 
 
My answers: 
1) Five to six hours. 
2) Two. 
 
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Date: Tue, 05 May 1998 15:24:07 -0400 
To: champ-l@sysabend.org 
From: Mike Christodoulou <Cypriot@concentric.net> 
Subject: RE: multiple defense layers 
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>	You didn't read the original message fully.  Pay attention to his 
>statement that a character like this would have to die.  That's really not 
>very nice, bringing a personal dislike of a power against the player. 
 
Yeah, I'll have to give you that one.  We don't kill anybody in our 
campaign unless they really WANT to die.  (Come to think of it, the 
only two casualties so far have been MY characters.) 
 
Personally, I wonder about the usefulness of the entire thread.  Why  
would anybody WANT a character that couldn't be hurt.  And if you  
just want one that won't DIE, just say so! 
 
 
======================  ================================================= 
Mike Christodoulou      "Never doubt that a small group of committed  
Cypriot@Concentric.Net   citizens can change the world.  In fact, it is  
(770) 662-5605           the only thing that ever has."  -- Margaret Mead 
======================  ================================================= 
 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
To: Champions <champ-l@sysabend.org> 
Subject: Re: Desolidification-long!! 
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Ron Abitz writes: 
 
> Read the examples under DR in the book they based the modifer based on 
> how common the attack sfx. 
 
Yes, do so. 
 
> Or are you saying that the examples in the book are wrong? 
 
The examples of *limitations* on Damage Reduction are for specific cases 
where a caracter's DR should be affective against only one type of effect. 
 
I am not talking about individual case limitations, I am talking about the 
base power without any modifiers whatsoever. 
 
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Date: Tue, 5 May 1998 14:28:14 -0500 (CDT) 
From: Sakura <jeffj@io.com> 
To: Champions Mailing List <champ-l@sysabend.org> 
Subject: RE: multiple defense layers 
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On Tue, 5 May 1998, Mike Christodoulou wrote: 
> At 01:12 PM 5/5/98 -0500, Tim R. Gilberg wrote: 
> >> If someone were to do this in my campaign, that character would find 
> himself 
> >> being attacked by a number of villians with PENETRATING attacks.  So 
> >> regardless of how many levels of DR you have, you are still going to take 
> >> damage.  In my campaign, a character with this would HAVE to die!  Or at 
> >> least be severly beaten. 
> > 
> >	What a wonderful attidute! 
> >	You don't like a power, so you have to kill the character. 
> >	It's GMs like you that give us all a bad name. 
>  
> On the contrary.  I consider that a proper attidute to have.  As GM, 
> it is your job to come up with an interesting story line or an  
> interesting challenge.   
 
By implication, then, combat is the only possible challenge, because 
combat is the only thing that would affect this character. 
 
There's no way he could have psychological weaknesses. 
 
There's no way he could have a background, a DNPC, a dark secret that 
would provide an interesting story or a challenge. 
 
There's no way he could have a personality or interact with other people. 
 
Yeah, right.  If you don't mind, spread some of that bullcrap on my 
garden, the plants need fertilized. 
 
> If you've got a character who simply declares 
> "I want to do all the battle, but I never want to lose," what the hell 
> is interesting about that? 
 
What the hell is wrong with the GM saying up front 'Don't do this, I don't 
like it' instead of letting the player take the power and then killing off 
his character?  
 
What the hell is wrong with the GM coming up with adventures that don't 
revolve around combat, but instead explore the character's background and 
the implications of his powers?  
 
Yeah, if all the player wants to do is fight, and he takes an 
'invulnerability' power, it's not going to be very interesting.  But 
that's a function of the player and not the power.  I could take the same 
power and make it (IMHO) /very/ interesting for the GM and the other 
players. 
 
> We use the same attitude for a number of things in the campaign.  It  
> does no good, for example, to beef up your armor, because the bad guys 
> will eventually just hit harder.  Why waste points on extra speed when 
> the bad guy can be as fast as the GM wants?   
 
Because it fits the character concept?  Because the player is assuming 
that the GM isn't going to give villains powers that don't fit their 
concept? 
 
I dislike the 'adversarial' attitude I see in these posts, a lot. 
 
Look, the player that takes the damage reduction powers obviously wants to 
play someone who can take a lot of punishment.  The character who takes a 
high speed wants to play someone who is faster than the norm.  If all of 
the villains show up with punches that can take down Mr. Tough and speeds 
that rival Mr. Fast, the players are going to be (and rightly so, I think) 
angry and resentful, because the GM is deliberately not letting their 
characters excel in the fields the players want them to excel in. 
 
Wouldn't it be nice if the GM gave the players a challenge that make the 
players think and roleplay rather than just pounding them by saying 'my 
villains are tougher, nyah nyah.' 
 
Look at the comic books - Flash didn't always fight super-fast opponents. 
The Hulk didn't always fight super-strong ones.  Some of the best stories 
came from when their powers weren't the ultimate solution to things.  
  
> The attitude that cripples a game is the player that feels that if he 
> isn't winning every battle without a scratch, then he isn't having fun. 
 
That's very true, but why do you automatically assume that someone is 
taking a power for that reason?  There's been a lot of that attitude in 
this discussion, and I wonder if there are really so many munchkins out 
there to engender this kind of knee-jerk response, or if people are afraid 
that they and their so-called 'mature' roleplaying friends wouldn't really 
be able to handle stuff like this in a game. 
 
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: Stainless Steel Rat <ratinox@peorth.gweep.net> 
To: Champions <champ-l@sysabend.org> 
Subject: Re: multiple defense layers 
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Mike Christodoulou writes: 
 
> On the contrary.  I consider that a proper attidute to have.  As GM, it 
> is your job to come up with an interesting story line or an interesting 
> challenge.  If you've got a character who simply declares "I want to do 
> all the battle, but I never want to lose," what the hell is interesting 
> about that? 
 
Nothing.  The GM should be shot for allowing the character into the 
campaign in the first place.  Blaming the player for your own mistake, then 
taking out on him is just plain wrong. 
 
As for the powers in question, the way I figure it is that points of DR are 
additive.  If you have 50% DR and you obtain 25% DR somehow, that is 45 
points of Damage Reduction.  You have 50% DR since you need 60 points to 
get 75%. 
 
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Date: Tue, 5 May 1998 14:32:43 -0500 (CDT) 
From: Dataweaver <traveler@io.com> 
To: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
cc: champ-l@sysabend.org 
Subject: RE: multiple defense layers 
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On Tue, 5 May 1998, Tim R. Gilberg wrote: 
 
> 	And what's so wrong with a character that can't die?  He may take 
> some damage, maybe not, but there are other ways for a player to 
> occasionally not succeed.  Use some imagination. 
 
Also note that "cannot die" is _not_ the same thing as "cannot be hurt". 
 
Side note: IMHO, any game that is that dependant on injury to the PCs to 
provide excitement and interest has something seriously wrong with it. 
(Emphasis: IMHO.  Feel free to disagree...) 
 
---- Jonathan Lang <traveler@io.com> ---- x ------- alias: Dataweaver --------- 
  Webpage:  http://www.io.com/~traveler  /@\ The Dogma of Otherness insists 
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FAQ: http://www.io.com/~ftp/GURPSnet/www  |  that all points of view have 
Archive: http://www.io.com/~ftp/GURPSnet  |  something of value to offer. 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
To: Champions <champ-l@sysabend.org> 
Subject: Re: Okay, I'll ask *again*... 
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Michael (Damon) or Peni R Griffin writes: 
 
> 		 100 pts - 75% DR = 25 pts 
> 	         25 pts - 75% DR = 6.25 pts 
> 		6.25 pts - 75% DR = 1.5625 pts (rounds to 2 pts) 
 
Like I said elsewhere in the flames (guess I missed the original post the 
first time around), DR does not "layer" (my opinion).  Points of Damage 
Reduction are additive.  If you have 25% DR and you somehow get another 
25%, that is 30 points of DR, which equates to 50%, so you have 50% DR.  If 
you have 50% and somehow get another 25%, that is 45 points of DR, not 
enough for the next level, so the "extra" DR does you no good.  If you have 
75% DR, more points of DR do nothing, since that is the end of the scale. 
 
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Date: Tue, 5 May 1998 14:37:40 -0500 (CDT) 
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To: champ-l@sysabend.org 
From: Palace of Dwarves <pod@avalon.net> 
Subject: RE: multiple defense layers 
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>> >> If someone were to do this in my campaign, that character would 
>find 
>> himself 
>> >> being attacked by a number of villians with PENETRATING attacks.  
>So 
>> >> regardless of how many levels of DR you have, you are still going 
>to take 
>> >> damage.  In my campaign, a character with this would HAVE to die! 
> Or at 
>> >> least be severly beaten. 
>> > 
>> >	What a wonderful attidute! 
>> > 
>> >	You don't like a power, so you have to kill the character. 
>> > 
>> >	It's GMs like you that give us all a bad name. 
>> > 
 
It's not that I don't like the power, it's that I don't like to see it abused. 
 
 
>> On the contrary.  I consider that a proper attidute to have.  As GM, 
>> it is your job to come up with an interesting story line or an  
>> interesting challenge.  If you've got a character who simply declares 
>> "I want to do all the battle, but I never want to lose," what the hell 
>> is interesting about that? 
>>  
>> We use the same attitude for a number of things in the campaign.  It  
>> does no good, for example, to beef up your armor, because the bad guys 
>> will eventually just hit harder.  Why waste points on extra speed when 
>> the bad guy can be as fast as the GM wants?   
>>  
>> The attitude that cripples a game is the player that feels that if he 
>> isn't winning every battle without a scratch, then he isn't having 
>fun. 
> 
>Except he's not talking about insuring that character doesn't emerge 
>from combat without a scratch.  He said the character must die, all 
>because it was built using a power construct that the GM didn't like - 
>quote "In my campaign, a character with this would HAVE to die!"  I'll 
>say again, if he doesn't want the idea to be used, then just don't let 
>it be used; this "would have to die" nonsense is just silly. 
> 
 
First, I would not allow a chacter to have DR purchased multiple times.  I 
don't like it.  I think that it is abusing the rules. 
Secondly, I have not killed off any of my PC's in my game.  I do not like 
doing it if I can help it.  I'm trying to set up a enjoyable campaign for my 
players to enjoy. 
 
Just crunched the numbers. 
For a PC to have 100% DR, it would cost around 600 pts.  This is purchasing 
it x15 without it being resistent. 
For that same amount of points, a PC could purchase Armor at 200/200. 
If a PC needs armor or DR bought this many times, then something is 
seriously wrong with the campaign. 
 
The idea of a PC not taking any damage is beyond my imagination.  I cannot 
see a PC never taking damage.  And if the PC is paranoid enough to worry 
about taking damage, then maybe that person should not be playing the game. 
 
I don't think that the PC's should win every battle that they have.  Also, I 
don't think that they should lose every battle either. 
 
I just got out of a year long campaign where the PC's won one battle out of 
fifteen.  This did shit for the moral of the group.  Whenever people would 
leave the campaign, the GM would kill off that persons character because 
they dared to leave his game.  That was the attitude that I have been trying 
to get away from. 
 
So don't go tellinh me that I am a bad GM.  You haven't sat in on one of my 
sessions.  You don't know how I GM. 
 
The End. Period. 
 
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From: Palace of Dwarves <pod@avalon.net> 
Subject: Re: Session length 
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At 03:14 PM 5/5/98 -0400, you wrote: 
>I just wanted to get a general demographic to see how my group 
>compares...I've become a little concerned that we get hung up on battles 
>and don't accomplish much story.  However, seeing that the big complaint 
>from the Fuzion group is that 4E combat takes too long, maybe we're not 
>unusual at all.  Anyway, please answer these two short questions: 
> 
>1)  How long, on average, do your Champions sessions run? 
        Four to Five hours. 
>2)  How many combats occur during an average session? 
        One to two. 
> 
>My answers: 
>1) Five to six hours. 
>2) Two. 
> 
> 
 
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Date: Tue, 05 May 1998 20:54:18 +0100 
From: Chris Lynch <chris@lynch1.demon.co.uk> 
To: "hero-l@sysabend.org" <hero-l@sysabend.org> 
Subject: Re: Horsebites 
Sender: owner-champ-l@sysabend.org 
 
John Desmarais wrote: 
>  
> On Sun, 3 May 1998 00:01:53 EDT, GoldRushG wrote: 
>  
> ><< against an average, unarmored person, this would mean one bite from 
> >a horse would leave him at 1 BODY -- a lucky roll would leave him /dying/. >> 
> > 
> >  1D6+1 HKA does 2-7 Body (average of 4.5). That would not leave an average 
> >person dying, but rather with 5.5 Body left (again, on average). ;) 
> > 
> >  Give them 1 pt of resistant Defense (i.e., Armor) and the damage drops to 
> >2.5 Body (average). A decent wound, but not life threatening... unless the 
> >horse perhap bit you in the head or (ouch!) the vitals. :D 
> > 
> >  Mark @ GRG 
>  
> Don't forget to add in STR though.  Wth STR added (and taking the reduced pen into 
> account) that horse does 2x1d6+1.  An average attack (3.5+1 x 2) does 9 body.  Ouch! 
>  
> -=>John D. 
 
Personally I wouldn't allow STR to be added to this kind of attack. I 
always thought this rule could be a bit excessive, especially when you 
consider what the horse strength represents. 
 
The horses strength is mostly in it's back and legs, allowing to pull 
carts etc. This strength is not in it's jaw however. I think the attack 
as listed (especially in view of the evidence given here in the list) is 
probably about right. 
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Date: Tue, 5 May 1998 15:56:38 -0400 
From: David Stallard <DBStallard@compuserve.com> 
Subject: Character death (was Re: multiple defense layers) 
To: Mike Christodoulou <Cypriot@concentric.net> 
Cc: "[unknown]" <champ-l@sysabend.org> 
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Message text written by Mike Christodoulou 
>Yeah, I'll have to give you that one.  We don't kill anybody in our 
campaign unless they really WANT to die.  (Come to think of it, the 
only two casualties so far have been MY characters.)< 
 
While I agree that superhero PC death should be very rare (as compared to 
other genres), I don't think it should be completely taken out of the 
picture unless a player wants it to happen.  For one thing, it makes 
Killing Attacks less scary than they should be.  It might also make players 
take a threat less seriously, because they know the good ol' GM will see 
them through.  Also, very interesting storylines can come from dead 
characters...they can be resurrected with a different personality (maybe as 
a villain), for example.  I think the movie Yellowbeard said it best:  "Us 
Yellowbeards are never more dangerous than when we're dead!"  
 
My group has pretty much taken on the mindset that it is impossible to kill 
or be killed because of the low death rate in the typical Champions game, 
so I have been giving them some hard lessons via agents.  One punch from 
our martial artist can bring an agent almost down to zero BODY, and our 
shapeshifter who likes to turn his hands into blades (HKA) is going to 
learn a hard lesson soon, because he likes to use HKA as a quick way to 
take people out (they do lots of STUN, usually, and he figures BODY is 
negligible).  Most heroes can laugh off all but the most powerful HKA 
attacks (if you ignore the STUN), so the players don't really know the 
power that their PCs wield. 
 
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Date: Tue, 5 May 1998 13:01:19 -0700 
From: Samuel.Bell@Eng.Sun.COM (Sam Bell) 
To: champ-l@sysabend.org 
Subject: RE: multiple defense layers 
X-Sun-Charset: US-ASCII 
Sender: owner-champ-l@sysabend.org 
 
 
-> From Cypriot@concentric.net Tue May  5 12:25:28 1998 
->  
-> Personally, I wonder about the usefulness of the entire thread.  Why  
-> would anybody WANT a character that couldn't be hurt.  And if you  
-> just want one that won't DIE, just say so! 
->  
 
As a data point: 
 
I was running a campaign a few years back and one of the heroes was the 
aptly named "Mr Impervious". He had enough defenses to be immune to just 
about anything except for mental attacks. Otherwise, he was just a normal 
(highly skilled) man with a gun. He probably took stun in about 1/5 or 
1/10 of the games he was in, but he was a fun character.  
 
Although most of my villains couldn't do stun to him, they could throw him 
down pits, entangle him, put very heavy things on him, or take his gun away. 
 
It seems like whenever anyone posts to this group saying "Why would anybody..." 
there's always someone who does whatever it is they are eschewing (and it 
is usually me!). 
 
								-Sam 
 
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Date: Tue, 05 May 1998 21:05:59 +0100 
From: Chris Lynch <chris@lynch1.demon.co.uk> 
To: Robert <baron@stlnet.com> 
CC: Champs <champ-l@sysabend.org> 
Subject: Re: Invulnrability, Immortality, Eternality 
Sender: owner-champ-l@sysabend.org 
 
! Snippity snip snip ! 
 
> See the brain in a bottle discussion above. A player of mine had an 
> interesting concept one time, he bought Body with a -2 limitation (only to 
> prevent death once below 0 body) and he bought about 20 extra body this way. 
> He then had an extradimensional travel with a trigger on it that it went off 
> when he reached below 0 body... he bought a duplicate with the restriction 
> that the duplicate would also be DEAD when it showed up and could only take 
> his place if he left when the extra-dimensional sucked him out...which was, 
> by the way, the trigger for the duplicate. He also had a BUT load of 
> regeneration, only usable in this extra-dimensional pocket dimension. And 
> also shape-change with the stipulation that it was uncontrolled and .... you 
> guessed it, triggered only when he went below 0 body. The end result is a 
> fellow who kept leaving dead bodies around whenever he was killed and then 
> would show up later, unhurt and in a different form. He called himself 
> Pheonix, he also had mental and spirit powers and didn't know where he came 
> from. He eventually found he was an angel but.... thats another story. 
>  
> >                                               Jason Sullivan 
 
Presumably he either had a LOT of duplicates available; or was he just 
living long enough to build up the experience which he needed to buy a 
new duplicate when he came back? 
 
Personally I would have written this up as a special effect of the XDM, 
especially if it ONLY triggered when the guy was splattered. 
 
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Date: Tue, 5 May 1998 13:09:37 -0700 (PDT) 
From: John Desmarais <johndesmarais@yahoo.com> 
Reply-To: john.desmarais@ibm.net 
Subject: RE: multiple defense layers 
To: champ-l@sysabend.org 
Sender: owner-champ-l@sysabend.org 
 
It's true, we haven't sat in on one of your sessions, so we can only 
judge based on what you've stated; and you stated that you would kill 
off a character is it was built using the power construct in question 
(as opposed to merely telling the player not to use the power 
construct in question).  Now you have ammended your stated position to 
be " I would not allow a chacter to have DR purchased multiple times". 
 This, at least, is a position that people can understand, but the 
previous comments (and by association, the way you were judged) were 
based entirely on how YOU told us you would react as a GM. 
 
-=>John D. 
 
 
 
 
---Palace of Dwarves  wrote: 
> First, I would not allow a chacter to have DR purchased multiple 
times.  I 
> don't like it.  I think that it is abusing the rules. 
> Secondly, I have not killed off any of my PC's in my game.  I do not 
like 
> doing it if I can help it.  I'm trying to set up a enjoyable 
campaign for my 
> players to enjoy. 
>  
> Just crunched the numbers. 
> For a PC to have 100% DR, it would cost around 600 pts.  This is 
purchasing 
> it x15 without it being resistent. 
> For that same amount of points, a PC could purchase Armor at 200/200. 
> If a PC needs armor or DR bought this many times, then something is 
> seriously wrong with the campaign. 
>  
> The idea of a PC not taking any damage is beyond my imagination.  I 
cannot 
> see a PC never taking damage.  And if the PC is paranoid enough to 
worry 
> about taking damage, then maybe that person should not be playing 
the game. 
>  
> I don't think that the PC's should win every battle that they have.  
Also, I 
> don't think that they should lose every battle either. 
>  
> I just got out of a year long campaign where the PC's won one battle 
out of 
> fifteen.  This did shit for the moral of the group.  Whenever people 
would 
> leave the campaign, the GM would kill off that persons character 
because 
> they dared to leave his game.  That was the attitude that I have 
been trying 
> to get away from. 
>  
> So don't go tellinh me that I am a bad GM.  You haven't sat in on 
one of my 
> sessions.  You don't know how I GM. 
>  
> The End. Period. 
 
 
_________________________________________________________ 
DO YOU YAHOO!? 
Get your free @yahoo.com address at http://mail.yahoo.com 
 
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Date: Tue, 5 May 1998 13:22:35 -0700 (PDT) 
From: John Desmarais <johndesmarais@yahoo.com> 
Reply-To: john.desmarais@ibm.net 
Subject: Re: Character death (was Re: multiple defense layers) 
To: champ-l@sysabend.org 
Sender: owner-champ-l@sysabend.org 
 
---David Stallard  wrote: 
> 
> Message text written by Mike Christodoulou 
> >Yeah, I'll have to give you that one.  We don't kill anybody in our 
> campaign unless they really WANT to die.  (Come to think of it, the 
> only two casualties so far have been MY characters.)< 
>  
> While I agree that superhero PC death should be very rare (as 
compared to 
> other genres), I don't think it should be completely taken out of the 
> picture unless a player wants it to happen.  For one thing, it makes 
> Killing Attacks less scary than they should be.  It might also make 
players 
> take a threat less seriously, because they know the good ol' GM will 
see 
> them through.  Also, very interesting storylines can come from dead 
> characters...they can be resurrected with a different personality 
(maybe as 
> a villain), for example.  I think the movie Yellowbeard said it 
best:  "Us 
> Yellowbeards are never more dangerous than when we're dead!"  
>  
> My group has pretty much taken on the mindset that it is impossible 
to kill 
> or be killed because of the low death rate in the typical Champions 
game, 
> so I have been giving them some hard lessons via agents.  One punch 
from 
> our martial artist can bring an agent almost down to zero BODY, and 
our 
> shapeshifter who likes to turn his hands into blades (HKA) is going to 
> learn a hard lesson soon, because he likes to use HKA as a quick way 
to 
> take people out (they do lots of STUN, usually, and he figures BODY is 
> negligible).  Most heroes can laugh off all but the most powerful HKA 
> attacks (if you ignore the STUN), so the players don't really know the 
> power that their PCs wield. 
 
In the last group that I played with on a regular basis, the pirmary 
GM's campiagn had been running for a couple of year before I joined, 
and then for about 4 years with me playing.  During the time that I 
was playing I think four characters died - three of them were mine.  
The GM felt that it was a worthwhile thing to occassonaly have a 
character die if the group did something phenomonally stupid, or went 
up against someone that seriously outclassed us.  My character's 
usually ended up being the martyr because the GM knew that I never got 
"emotionally attached" to my characters and would simply see it as an 
excuse to build something else.  It would serve as a good "wake-up 
call" to the party. 
 
It was kind of ammusing though, watching the other PCs go to heroic 
messured to try and save my character (or bring him back to life) 
while I'm sitting in a corner, happily writing up my next character. 
Most of the other players had a tendency to get just a bit to attached 
to their characters (and people tend to assume that other folks are 
just like them). 
 
-=>John D. 
_________________________________________________________ 
DO YOU YAHOO!? 
Get your free @yahoo.com address at http://mail.yahoo.com 
 
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From: "Goode, Jason" <JGoode@medrad.com> 
To: Champions News Group <champ-l@sysabend.org> 
Subject: RE: Session length 
Date: Tue, 5 May 1998 16:31:24 -0400 
Sender: owner-champ-l@sysabend.org 
 
1) 9-10 hours 
2) 1 combat on average, though we haven't had a combat in the last 2 
sessions.  
 
Jeez, you guys are making me feel inadequate.  ;-) 
 
Seriously, while combat can take awhile, we prefer a lot of role-playing in 
our role-playing.  These folks have some pretty extensive and far reaching 
goals, that often involve more character-to-character interaction than 
combat.  I have to throw in a fight or two just to give myself a break.  
 
Jason Goode 
 
> -----Original Message----- 
> From:	David Stallard [SMTP:DBStallard@compuserve.com] 
> Sent:	Tuesday, May 05, 1998 3:14 PM 
> To:	Goode, Jason 
> Cc:	Champions News Group 
> Subject:	Session length 
>  
>  
> 1)  How long, on average, do your Champions sessions run? 
> 2)  How many combats occur during an average session? 
>  
>  
 
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From: Curt Hicks <exucurt@exu.ericsson.se> 
Date: Tue, 5 May 1998 15:35:14 -0500 (CDT) 
To: champ-l@sysabend.org 
Subject: Re: Session length 
Sender: owner-champ-l@sysabend.org 
 
 
The ubiquitous David Stallard <DBStallard@compuserve.com> wrote:  
>  
> I just wanted to get a general demographic to see how my group 
> compares...I've become a little concerned that we get hung up on battles 
> and don't accomplish much story.  However, seeing that the big complaint 
> from the Fuzion group is that 4E combat takes too long, maybe we're not 
> unusual at all.  Anyway, please answer these two short questions: 
>  
> 1)  How long, on average, do your Champions sessions run? 
> 2)  How many combats occur during an average session? 
>  
> My answers: 
> 1) Five to six hours. 
> 2) Two. 
>  
 
1) Also around 5 to 6 hours 2) Generally only the one combat with 4 to 5 PC's  
It's been my experience that it's player speed that slows things down.   
These answers might be more meaningful if we added:  
3) number of players or combatants ?  
4) real time spent running the combat  
5) number of turns the combat took  
 
3) 4-5 players, 8 to 14 combatants 
4) figure an hour and a half to two and a half of 'getting to the fight' stuff, 
  which leaves playing actual combat of about 2.5 - 3 hours (GUESSING)  
5) figure around 2 - 4 combat turns, it was rare for a fight to last a minute 
 
Curt  
 
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X-Sender: ctaylor@pop.cyberis.net 
Date: Tue, 05 May 1998 13:46:05 -0700 
To: David Stallard <champ-l@sysabend.org> 
From: Christopher Taylor <ctaylor@cyberis.net> 
Subject: Re: Session length 
Sender: owner-champ-l@sysabend.org 
 
At 03:14 PM 5/5/98 -0400, you wrote: 
>I just wanted to get a general demographic to see how my group 
>compares...I've become a little concerned that we get hung up on battles 
>and don't accomplish much story.  However, seeing that the big complaint 
>from the Fuzion group is that 4E combat takes too long, maybe we're not 
>unusual at all.  Anyway, please answer these two short questions: 
> 
>1)  How long, on average, do your Champions sessions run? 
 
about 4-6 hours.... Im including all hero games in this, not just Champs 
 
>2)  How many combats occur during an average session? 
 
one on average 
 
---------------------------------------------------------- 
Sola Gracia		Sola Scriptura		Sola Fide 
Soli Gloria Deo		Solus Christus		Corum Deo 
----------------------------------------------------------- 
 
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From: Curt Hicks <exucurt@exu.ericsson.se> 
Date: Tue, 5 May 1998 15:56:50 -0500 (CDT) 
To: champ-l@sysabend.org 
Subject: Re: Character death (was Re: multiple defense layers) 
Sender: owner-champ-l@sysabend.org 
 
 
 John Desmarais <johndesmarais@yahoo.com> wrote:  
> The GM felt that it was a worthwhile thing to occassonaly have a 
> character die if the group did something phenomonally stupid, or went 
> up against someone that seriously outclassed us.  My character's 
> usually ended up being the martyr because the GM knew that I never got 
> "emotionally attached" to my characters and would simply see it as an 
> excuse to build something else.  It would serve as a good "wake-up 
> call" to the party. 
>  
> It was kind of ammusing though, watching the other PCs go to heroic 
> messured to try and save my character (or bring him back to life) 
> while I'm sitting in a corner, happily writing up my next character. 
> Most of the other players had a tendency to get just a bit to attached 
> to their characters (and people tend to assume that other folks are 
> just like them). 
>  
I tend to get attached to my characters.  I was pleasantly surprised by the 
reaction of one of my players, when his character, Random would have died  
except for GM intervention.  The villain, a matter transmuter, had been blinded and deafened (flash) from an attack by another PC.  However, Shimmer groped 
her way to Random's unconscious body, and threatened to turn his blood into 
acid if the other player attacked again.  Unable to make a presence attack,  
because Shimmer was blind and deafened, Nobody decides to ricochet a shot  
hoping to knock Shimmer away from Random.  In a fit of pure GM meanness, 
and remembering that Nobody's player (only under extreme duress) had not  
bothered to define his SFX other than a "blue beam" and that SFX are required 
to have 3 detectable effects, I went ahead and had Shimmer turn Random's blood 
to acid.  (I don't recall whether Nobody actually did any impact.)  
 
The player took it very calmly and said later that he didn't have a problem if 
Random had died, even though it was through no fault of his own.  Personally, 
I would have been really pi**ed off ! 
 
Curt   
 
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Date: Tue, 5 May 1998 17:15:20 -0400 
From: David Stallard <DBStallard@compuserve.com> 
Subject: Lurking in web games 
Cc: "[unknown]" <champ-l@sysabend.org> 
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I've been meaning to start reading through some campaign notes on the web, 
but don't want to spend countless hours finding something worthwhile.  I 
don't necessarily want to check in on a regular basis to see what the group 
is up to...just a campaign history (turn-by-turn or more high level) would 
be an interesting read and could spawn all sorts of ideas.  Can anybody on 
this list recommend any web sites where I can find something like this?  It 
looks like Shelley Mactyre's site probably fits this bill, but as of yet I 
haven't had the time to sit down and read, read, read.... 
 
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Date: Wed, 06 May 1998 00:13:17 +0200 
From: Rog <uraeus@bunt.com> 
To: David Stallard <DBStallard@compuserve.com> 
CC: Champions News Group <champ-l@sysabend.org> 
Subject: Re: Session length 
Sender: owner-champ-l@sysabend.org 
 
David Stallard wrote: 
>  
> I just wanted to get a general demographic to see how my group 
> compares...I've become a little concerned that we get hung up on battles 
> and don't accomplish much story.  However, seeing that the big complaint 
> from the Fuzion group is that 4E combat takes too long, maybe we're not 
> unusual at all.  Anyway, please answer these two short questions: 
>  
> 1)  How long, on average, do your Champions sessions run? 
> 2)  How many combats occur during an average session?> 
 
 
Back when I was in a game (over a year and a half now): 
 
1)  8-12 hours (that was for any game session we had) 
2)  1 or 2 (for superhero;  fantasy games had 2-4 combats) 
 
-Roger 
 
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Date: Tue, 05 May 1998 17:37:12 -0500 
To: champ-l@sysabend.org 
From: "Michael (Damon) or Peni R. Griffin" <griffin@txdirect.net> 
Subject: RE: multiple defense layers 
Sender: owner-champ-l@sysabend.org 
 
At 12:55 PM 5/5/98 -0500, Palace of Dwarves wrote: 
>If someone were to do this in my campaign, that character would find himself 
>being attacked by a number of villians with PENETRATING attacks.  So 
>regardless of how many levels of DR you have, you are still going to take 
>damage.  In my campaign, a character with this would HAVE to die!  Or at 
>least be severly beaten. 
 
Note to self:  avoid playing in Palace of Dwarves' campaign...    :) 
 
Damon 
 
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Date: Tue, 05 May 1998 17:47:15 -0500 
To: <champ-l@sysabend.org> 
From: "Michael (Damon) or Peni R. Griffin" <griffin@txdirect.net> 
Subject: Re: multiple defense layers 
Sender: owner-champ-l@sysabend.org 
 
At 01:17 PM 5/5/98 -0500, Marc Seebass wrote: 
>>>>>were the various group opinions on layering existing levels of DR, to 
>>>>>approach 100% without actually getting there?   Three layers of 75% DR, 
>>>>>each successive layer operating against damage that got through the 
>>>>>previous layer, would provide 98% DR... 
>>> 
>>>> > 100 pts - 75% DR = 25 pts 
>>>> >         25 pts - 75% DR = 6.25 pts 
>>>> > 6.25 pts - 75% DR = 1.5625 pts (rounds to 2 pts) 
>>> 
>>>I have bought that sort of, using two 14- layers of defense, so that you 
>>>have a good chance of it all working, but then... once in a while 
>hehehe... 
 
>In my opinion this type of defense should only be bought when limited to one 
>type of special affect attack. For instance, a fire elemental might have two 
>layers of damage reduction only vs. Fire, but an energy projector should not 
>buy two layers of damage reduction for energy defense. It is far too 
>abusive. 
 
Ignoring for the moment the cost-benefit ratio, since that's not what you 
objected to, why is this abusive?  If I wanted to buy three layers of 25% 
DR, for a net protection of 58% DR, I could do that for 30 points (again, 
for the moment ignore the fact that for 10 more points I could buy a single 
layer of 75% DR, and assume there's both a benefit to having it layered and 
something about the character construct that makes it appropriate).  How is 
58% more abusive than 50% or 75%?   
 
Damon 
 
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Date: Tue, 05 May 1998 17:57:11 -0500 
To: champ-l@sysabend.org 
From: "Michael (Damon) or Peni R. Griffin" <griffin@txdirect.net> 
Subject: RE: multiple defense layers 
Sender: owner-champ-l@sysabend.org 
 
>On the contrary.  I consider that a proper attidute to have.  As GM, 
>it is your job to come up with an interesting story line or an  
>interesting challenge.  If you've got a character who simply declares 
>"I want to do all the battle, but I never want to lose," what the hell 
>is interesting about that? 
> 
>We use the same attitude for a number of things in the campaign.  It  
>does no good, for example, to beef up your armor, because the bad guys 
>will eventually just hit harder.  Why waste points on extra speed when 
>the bad guy can be as fast as the GM wants?   
> 
>The attitude that cripples a game is the player that feels that if he 
>isn't winning every battle without a scratch, then he isn't having fun. 
 
I find it interesting, if a bit baffling, that this objection is being 
raised against layered defenses which provide less than 100% protection and 
cost the player more than some versions of the 100% DR you guys have been 
discussing for days. 
 
A player wants to have 100% DR for 120 points?  No problem.  But 98% DR for 
120 points?  It cannot be borne!  This character must be eliminated!   
 
I agree that a player who feels he must easily "win" all the time will 
quickly ruin a game, but conversely the GM needs to allow the players to 
feel they're succeeding in the long run.  What's my incentive to build up 
my character at all if every villain I run into is automatically upgraded 
to be on a par with me?  Hell, I could just stay at 200 points and fight 
the same 200 point villains.  If I roleplay the character development and 
spend points to broaden his skills, build contacts and so forth in addition 
to beefing up combat skills, I expect to be rewarded for that in some way. 
Some things should get easier.  If *everything* gets easier, it'll get 
boring, true.  But if I feel like my character earned his XPs and the GM is 
handing out freebie points to all my opponents (most of whom probably had 
Villain Bonuses to start with) to build them up as fast as my character, 
I'm going to feel cheated. 
 
Damon 
 
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Date: Tue, 05 May 1998 18:04:13 -0500 
To: champ-l@sysabend.org 
From: "Michael (Damon) or Peni R. Griffin" <griffin@txdirect.net> 
Subject: RE: multiple defense layers 
Sender: owner-champ-l@sysabend.org 
 
>First, I would not allow a chacter to have DR purchased multiple times.  I 
>don't like it.  I think that it is abusing the rules. 
 
Again, abusive how? 
 
> 
>Just crunched the numbers. 
>For a PC to have 100% DR, it would cost around 600 pts.  This is purchasing 
>it x15 without it being resistent. 
 
How did you arrive at that figure?  Four layers of 75% DR would cost 160 
points and would drop 100 points of damage to 0.39 points of damage (99.61% 
DR, in other words).  Why would I need to buy it 15 times? 
 
Damon 
 
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From: GoldRushG <GoldRushG@aol.com> 
Date: Tue, 5 May 1998 19:07:48 EDT 
To: champ-l@sysabend.org 
Subject: Re: Session length 
Sender: owner-champ-l@sysabend.org 
 
<< 1)  How long, on average, do your Champions sessions run? 
<< 2)  How many combats occur during an average session? 
<< My answers: 
<< 1) Five to six hours. 
<< 2) Two. 
 
  Ditto. 
 
  Mark @ GRG 
 
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From: GoldRushG <GoldRushG@aol.com> 
Date: Tue, 5 May 1998 19:32:05 EDT 
To: champ-l@sysabend.org 
Subject: The Ultimate Quote 
Sender: owner-champ-l@sysabend.org 
 
  I have a humble request. Could folks please stop quoting entire 10-page 
posts? Please take the time to edit the quote down to the very brief, relevant 
segment when replying. Thanks. 
 
  Mark @ GRG 
 
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Date: Tue, 5 May 1998 19:33:49 -0400 (EDT) 
From: Michael Surbrook <susano@access.digex.net> 
cc: Champions <champ-l@sysabend.org> 
Subject: Re: Desolidification-long!! 
Sender: owner-champ-l@sysabend.org 
 
On Mon, 4 May 1998, Bob Greenwade wrote: 
 
>    I'm trying to come up with a reasonable SFX (other than magic) that a 
> character would be absolutely impervious to bullets of any size or form, 
> but could be killed by an arrow. 
 
In Dune, theree was a personal force field device that stopped things 
based on speed.  It was 100% effective vs bullets and shrapnel, less so vs 
muscle powered weapons.  If I remember correctly, it would stop an arrow 
or spear just fine, one could only penetrate it with a knife or sword, and 
the blade had to be moving at the right speed.  One inside the field, one 
could thrust will one's full strength, it was getting thought the field 
that mattered. 
 
Oh, and hitting a shield with a lasgun was a big no-no.  It killed the 
person with a shield,  alright, but it also backlashed along the las beam 
and blew up the gun (and the user...) 
 
*************************************************************************** 
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *  
*               Michael Surbrook / susano@access.digex.net                *  
*        Visit "Surbrook's Stuff' the Hero Games resource site at:        *    
*              http://www.access.digex.net/~susano/index.html             * 
*            Attacked Mystification Police / AD Police / ESWAT            * 
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark * 
*************************************************************************** 
 
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Date: Tue, 5 May 1998 19:35:56 -0400 (EDT) 
From: Michael Surbrook <susano@access.digex.net> 
cc: Champions <champ-l@sysabend.org> 
Subject: Re: Desolidification-long!! 
Sender: owner-champ-l@sysabend.org 
 
On Tue, 5 May 1998, Sakura wrote: 
 
> > > Now, I will state right now that the 3x3 Eyes for Hero project I'm 
> > > working on will have as one of its 'house rules' the fact that a Wu (a 
> > > souless being) *cannot* be killed by any means.  But, I'm still 
> > > designing close to 375 points of powers to help support this concept 
> > > (this includes high levels of Regen, BODY Aids, Life Support and extra 
> > > BODY), I'm *not* just going to say 'cannot be killed' and expect people 
> > > to accept that at face value, I am going ot back up my decision with 
> > > game mechanics. 
> >  
> > I don't know; 60 points for "cannot die" seems quite reasonable to me, 
> > provided that a reasonable in-game explanation is given and a stop sign is 
> > included to warn away the most extreme versions of abuse.   
>  
> Well, the Wu healed /incredibly/ quickly, so the Regen and Body aids are 
> probably useful. Although, I think that this could be a case for 100% 
> Physical & Energy Damage Reduction with a special effect (seems to do 
> damage that is healed instantly). 
 
Based on the material given (3x3 Eyes Hero is being ported over from GURPS 
3x3 Eyes), a Wu does take some time to regenerate, can be chopped up, can 
be knocked out and feels pain.   
 
I plan on posting the powers to the list of comments. 
 
*************************************************************************** 
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *  
*               Michael Surbrook / susano@access.digex.net                *  
*        Visit "Surbrook's Stuff' the Hero Games resource site at:        *    
*              http://www.access.digex.net/~susano/index.html             * 
*            Attacked Mystification Police / AD Police / ESWAT            * 
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark * 
*************************************************************************** 
 
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Date: Tue, 5 May 1998 19:41:33 -0400 (EDT) 
From: Michael Surbrook <susano@access.digex.net> 
cc: champ-l@sysabend.org 
Subject: Re: The Ultimate Quote 
Sender: owner-champ-l@sysabend.org 
 
On Tue, 5 May 1998, GoldRushG wrote: 
 
>   I have a humble request. Could folks please stop quoting entire 10-page 
> posts? Please take the time to edit the quote down to the very brief, relevant 
> segment when replying. Thanks. 
 
I have to agree. Several times I have deleted long posts because I  
couldn't figure out where the newest bit of reply was.  And reposting 
several pages of stuff and adding just one line (like: 'I agree') is 
pretty silly (and a bit rude). 
 
*************************************************************************** 
* "'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: "qts" <qts@nildram.co.uk> 
To: "David Stallard" <DBStallard@compuserve.com> 
Cc: "Champions News Group" <champ-l@sysabend.org> 
Date: Wed, 06 May 98 00:06:42  
Reply-To: "qts" <qts@nildram.co.uk> 
Subject: Re: Session length 
Sender: owner-champ-l@sysabend.org 
 
On Tue, 5 May 1998 15:14:07 -0400, David Stallard wrote: 
 
>I just wanted to get a general demographic to see how my group 
>compares...I've become a little concerned that we get hung up on battles 
>and don't accomplish much story.  However, seeing that the big complaint 
>from the Fuzion group is that 4E combat takes too long, maybe we're not 
>unusual at all.  Anyway, please answer these two short questions: 
> 
>1)  How long, on average, do your Champions sessions run? 
>2)  How many combats occur during an average session? 
> 
>My answers: 
>1) Five to six hours. 
>2) Two. 
 
For Fantasy Hero 
 
1 - Highly varied, so an average isn't appropriate. 
2 - An average of 1 fight per hour. I'm counting a tight sequence of 
fights (eg reinforcements turning up) as one, though. 
qts 
 
Home: qts@nildram.co.uk. 
 
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Date: Tue, 05 May 1998 17:20:19 -0700 
To: champ-l@sysabend.org 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: The Ultimate Quote 
Sender: owner-champ-l@sysabend.org 
 
At 11:49 PM 5/5/1998 GMT, <owner-champ-l@sysabend.org> wrote: 
>Received: (from majordom@localhost) 
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(EDT) 
>Date: Tue, 5 May 1998 19:41:33 -0400 (EDT) 
>From: Michael Surbrook <susano@access.digex.net> 
>cc: champ-l@sysabend.org 
>Subject: Re: The Ultimate Quote 
>In-Reply-To: <1e6322ec.354fa176@aol.com> 
>Message-ID: <Pine.SUN.3.96.980505193939.9332E-100000@access4.digex.net> 
>MIME-Version: 1.0 
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> 
>On Tue, 5 May 1998, GoldRushG wrote: 
> 
>>   I have a humble request. Could folks please stop quoting entire 10-page 
>> posts? Please take the time to edit the quote down to the very brief, 
relevant 
>> segment when replying. Thanks. 
> 
>I have to agree. Several times I have deleted long posts because I  
>couldn't figure out where the newest bit of reply was.  And reposting 
>several pages of stuff and adding just one line (like: 'I agree') is 
>pretty silly (and a bit rude). 
> 
>*************************************************************************** 
>* "'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 * 
>*************************************************************************** 
> 
> 
> 
 
   I agree.  ;-] 
--- 
Bob's Original Hero Stuff Page!  [Circle of HEROs member] 
   http://www.klock.com/public/users/bob.greenwade/original.htm 
Homepage of the Merry-Go-Round Webring!  (Wanna join?) 
   http://www.klock.com/public/users/bob.greenwade/merrhome.htm 
 
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Date: Tue, 05 May 1998 17:25:11 -0700 
To: champ-l@sysabend.org 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Session length 
Sender: owner-champ-l@sysabend.org 
 
At 07:23 PM 5/5/1998 GMT, <owner-champ-l@sysabend.org> wrote: 
>From: David Stallard <DBStallard@compuserve.com> 
>Subject: Session length 
>Cc: "Champions News Group" <champ-l@sysabend.org> 
> 
>I just wanted to get a general demographic to see how my group 
>compares...I've become a little concerned that we get hung up on battles 
>and don't accomplish much story.  However, seeing that the big complaint 
>from the Fuzion group is that 4E combat takes too long, maybe we're not 
>unusual at all.  Anyway, please answer these two short questions: 
> 
>1)  How long, on average, do your Champions sessions run? 
>2)  How many combats occur during an average session? 
> 
>My answers: 
>1) Five to six hours. 
>2) Two. 
 
   The last group I was with tended to work around sessions of 6 hours, 
occasionally as long as 8, with one or two small combats and one large 
combat per session (so basically one and a half, or a bit more). 
   Of course, that's not counting Gene's New Year's Eve Meltdown, a 
marathon session that always started at 6pm on New Year's Eve and continued 
until 6am or when the GM's brain melted (whichever came first).  I'm just 
glad it wasn't Bob's New Year's Eve Meltdown! 
--- 
Bob's Original Hero Stuff Page!  [Circle of HEROs member] 
   http://www.klock.com/public/users/bob.greenwade/original.htm 
Homepage of the Merry-Go-Round Webring!  (Wanna join?) 
   http://www.klock.com/public/users/bob.greenwade/merrhome.htm 
 
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Date: Tue, 05 May 1998 20:58:57 EDT 
To: hero-l@sysabend.org 
X-Sender-Info: Dennis L. O'Brien 
               Consulting Systems Engineer 
               VM Systems Software 15863            (925) 675-5594 
Subject: RE: Yet more supplement reviews 
Sender: owner-champ-l@sysabend.org 
 
>> Nope.  It is written: Iron Crown Enterprises.  Also, Mandlebrot gets 15       
>> points of Psyc Lim for "Role Playing Gamer"(?)...                             
 
>Cool.  We all get 15 more points to spend.  ;-)                                 
 
Great.  I'll spend mine on:                                                      
  5  Wealth                                                                      
  3  LS: Immune to Aging                                                         
  3  LS: Immune to Disease                                                       
  3  PRE 13                                                                      
  1  COM 12                                                                      
 
Then I can pick up women, and not worry about catching anything.                 
 
                                             Dennis                              
 
We are NationsBorg.  You will be assimilated.  Your uniqueness will be           
added to our own.  You will adapt to service Us.  Resistance is futile.          
 
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Date: Tue, 05 May 1998 19:31:13 -0700 
To: champ-l@sysabend.org 
From: Christopher Taylor <ctaylor@cyberis.net> 
Subject: RE: Yet more supplement reviews 
Sender: owner-champ-l@sysabend.org 
 
At 08:58 PM 5/5/98 EDT, you wrote: 
>>> Nope.  It is written: Iron Crown Enterprises.  Also, Mandlebrot gets 15      
>>> points of Psyc Lim for "Role Playing Gamer"(?)... 
 
>>Cool.  We all get 15 more points to spend.  ;-) 
 
>Great.  I'll spend mine on: 
 
>  5  Wealth                                                                     
>  3  LS: Immune to Aging                                                        
>  3  LS: Immune to Disease                                                      
>  3  PRE 13                                                                     
>  1  COM 12 
 
>Then I can pick up women, and not worry about catching anything.                
 
hmmm Id be damned good lookin with another 2 points of COM, but that bein 
immortal thing is what ID like 
 
---------------------------------------------------------- 
Sola Gracia		Sola Scriptura		Sola Fide 
Soli Gloria Deo		Solus Christus		Corum Deo 
----------------------------------------------------------- 
 
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From: "Marc Seebass" <kitsune-bi@worldnet.att.net> 
To: <champ-l@sysabend.org&> 
        "Michael (Damon) or Peni R. Griffin" <griffin@txdirect.net> 
Subject: Re: multiple defense layers 
Date: Tue, 5 May 1998 21:32:51 -0500 
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Sender: owner-champ-l@sysabend.org 
 
 
-----Original Message----- 
From: Michael (Damon) or Peni R. Griffin <griffin@txdirect.net> 
To: champ-l@sysabend.org <champ-l@sysabend.org> 
Date: Tuesday, May 05, 1998 5:53 PM 
Subject: Re: multiple defense layers 
 
 
>At 01:17 PM 5/5/98 -0500, Marc Seebass wrote: 
>>>>>>were the various group opinions on layering existing levels of DR, to 
>>>>>>approach 100% without actually getting there?   Three layers of 75% 
DR, 
>>>>>>each successive layer operating against damage that got through the 
>>>>>>previous layer, would provide 98% DR... 
>>>> 
>>>>> > 100 pts - 75% DR = 25 pts 
>>>>> >         25 pts - 75% DR = 6.25 pts 
>>>>> > 6.25 pts - 75% DR = 1.5625 pts (rounds to 2 pts) 
>>>> 
>>>>I have bought that sort of, using two 14- layers of defense, so that you 
>>>>have a good chance of it all working, but then... once in a while 
>>hehehe... 
> 
>>In my opinion this type of defense should only be bought when limited to 
one 
>>type of special affect attack. For instance, a fire elemental might have 
two 
>>layers of damage reduction only vs. Fire, but an energy projector should 
not 
>>buy two layers of damage reduction for energy defense. It is far too 
>>abusive. 
> 
>Ignoring for the moment the cost-benefit ratio, since that's not what you 
>objected to, why is this abusive?  If I wanted to buy three layers of 25% 
>DR, for a net protection of 58% DR, I could do that for 30 points (again, 
>for the moment ignore the fact that for 10 more points I could buy a single 
>layer of 75% DR, and assume there's both a benefit to having it layered and 
>something about the character construct that makes it appropriate).  How is 
>58% more abusive than 50% or 75%? 
I think you missed the point here. I'm not talking about playing around with 
the system to get weird multiples of Damage Reduction. That's just plain 
ridiculous, because it makes for to much math and slows the game down. I'm 
talking about using multiple layers to get more than 75% reduction. 
 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
To: Champions <champ-l@sysabend.org> 
Subject: Re: Session length 
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-----BEGIN PGP SIGNED MESSAGE----- 
 
Bob Greenwade writes: 
 
>    The last group I was with tended to work around sessions of 6 hours, 
> occasionally as long as 8, with one or two small combats and one large 
> combat per session (so basically one and a half, or a bit more). 
 
My group tends towards 5-6 hour sessions, occasionally going a bit longer. 
 
>    Of course, that's not counting Gene's New Year's Eve Meltdown, a 
> marathon session that always started at 6pm on New Year's Eve and continued 
> until 6am or when the GM's brain melted (whichever came first).  I'm just 
> glad it wasn't Bob's New Year's Eve Meltdown! 
 
The longest Champions session I was involved in ran 28+ hours.  It was the 
culmination of the campaign, a combat involving three (or was it four?) PC 
teams with their NPCs, a variety of villain teams and solo villains, and a 
plethora of thugs.  I think we managed three full Turns before the GM 
decided to wing it. 
 
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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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Date: Tue, 5 May 1998 23:03:18 -0400 (EDT) 
From: Michael Surbrook <susano@access.digex.net> 
To: Champions Mailing List <champ-l@sysabend.org> 
Subject: Real World Stuff... 
Sender: owner-champ-l@sysabend.org 
 
Ahem, so... 
 
anyone have any idea... 
 
how much your average I-beam weighs? (1 ton?  2?) 
 
how tall a 20 Story building is?  (200 feet?) 
 
how fast a 1940 express train moved?  (60 mph?) 
 
Thanks. 
 
*************************************************************************** 
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *  
*               Michael Surbrook / susano@access.digex.net                *  
*        Visit "Surbrook's Stuff' the Hero Games resource site at:        *    
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Date: Tue, 05 May 1998 22:48:28 -0500 
To: <champ-l@sysabend.org> 
From: "Michael (Damon) or Peni R. Griffin" <griffin@txdirect.net> 
Subject: Re: multiple defense layers 
Sender: owner-champ-l@sysabend.org 
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>>Ignoring for the moment the cost-benefit ratio, since that's not what you 
>>objected to, why is this abusive?  If I wanted to buy three layers of 25% 
>>DR, for a net protection of 58% DR, I could do that for 30 points (again, 
>>for the moment ignore the fact that for 10 more points I could buy a single 
>>layer of 75% DR, and assume there's both a benefit to having it layered and 
>>something about the character construct that makes it appropriate).  How is 
>>58% more abusive than 50% or 75%? 
 
>I think you missed the point here. I'm not talking about playing around with 
>the system to get weird multiples of Damage Reduction. That's just plain 
>ridiculous, because it makes for to much math and slows the game down. I'm 
>talking about using multiple layers to get more than 75% reduction. 
 
Two applications of the same thing.  Multiple layers of 25% gets you more 
than 25%; multiple layers of 75% gets you more than 75%.  If you take the 
position that 75% should be the maximum allowable because it's the maximum 
listed in the book, that's fine.  Nothing wrong with that viewpoint.  I 
only brought this up at all because several people were already discussing 
100% DR.  It seemed possibly less 'abusive' (you may not have used that 
word, but several people did) to combine existing levels of DR to approach, 
but not quite reach, 100%, especially if it would be sufficiently costly to 
discourage every third character from having it. 
 
However, I have never used this and do not necessarily advocate its use 
now.  I did not imagine that this idea was original to me, but it was the 
first time *I* had thought of it and I was soliciting group feedback on 
what I guessed was a subject that had been covered already.  Thank you for 
your input. 
 
Damon 
 
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From: "Marc Seebass" <kitsune-bi@worldnet.att.net> 
To: "Michael Surbrook" <susano@access.digex.net&> 
        "Champions Mailing List" <champ-l@sysabend.org> 
Subject: Re: Real World Stuff... 
Date: Tue, 5 May 1998 23:03:13 -0500 
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-----Original Message----- 
From: Michael Surbrook <susano@access.digex.net> 
To: Champions Mailing List <champ-l@sysabend.org> 
Date: Tuesday, May 05, 1998 10:07 PM 
Subject: Real World Stuff... 
 
 
>Ahem, so... 
> 
>anyone have any idea... 
> 
>how much your average I-beam weighs? (1 ton?  2?) 
> 
>how tall a 20 Story building is?  (200 feet?) 
> 
>how fast a 1940 express train moved?  (60 mph?) 
> 
>Thanks. 
Wasn't it "Faster than a Speeding bullet, stronger than a locamotive. Able 
to leap tall buildings in a single bound?" 
 
 
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Date: Wed, 6 May 1998 00:09:34 -0400 
From: "Jeff M. Reid" <Morfhis@compuserve.com> 
Subject: The Ultimate Quote 
To: Champions Mailing List A <champ-l@sysabend.org> 
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> Please take the time to edit the quote down to the very brief, relevant 
> segment when replying. Thanks. 
 
Thank you!! I wanted to say something about that, but I figured I'm still 
new around here and I didn't know if that was accepted practice or not! 
 
Jeff Reid 
Morfhis@compuserve.com 
http://www.now-online.com/morfhis/bugloony.htm 
 
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From: Firelynx16 <Firelynx16@aol.com> 
Date: Wed, 6 May 1998 00:57:04 EDT 
To: champ-l@sysabend.org 
Subject: Re: Lurking in web games 
Sender: owner-champ-l@sysabend.org 
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In a message dated 98-05-05 17:21:54 EDT, you write: 
 
> I've been meaning to start reading through some campaign notes on the web, 
>  but don't want to spend countless hours finding something worthwhile.  I 
>  don't necessarily want to check in on a regular basis to see what the group 
>  is up to...just a campaign history (turn-by-turn or more high level) would 
>  be an interesting read and could spawn all sorts of ideas.  Can anybody on 
>  this list recommend any web sites where I can find something like this?  It 
>  looks like Shelley Mactyre's site probably fits this bill, but as of yet I 
>  haven't had the time to sit down and read, read, read.... 
 
One of the best reads I've seen (and that's not just because I play in it) is 
at... 
http://www3.ns.sympatico.ca/guilfoyles/PBEM/HAPCC 
Harrigan is a very talented writer, and you will also find a ton of background 
information along with the story (game). 
 
'Lynx 
 
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From: GoldRushG <GoldRushG@aol.com> 
Date: Wed, 6 May 1998 01:34:44 EDT 
To: champ-l@sysabend.org 
Subject: Re: The Ultimate Quote 
Sender: owner-champ-l@sysabend.org 
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<<  I agree.  ;-] >> 
 
  Okay. So Bob's being a smartass now. ;) 
 
  Mark @ GRG 
 
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From: GoldRushG <GoldRushG@aol.com> 
Date: Wed, 6 May 1998 02:54:06 EDT 
To: champ-l@sysabend.org 
Subject: Re: The Ultimate Quote 
Sender: owner-champ-l@sysabend.org 
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> Please take the time to edit the quote down to the very brief, relevant 
> segment when replying. Thanks. 
 
<< Thank you!! I wanted to say something about that, but I figured I'm still 
new around here and I didn't know if that was accepted practice or not! >> 
 
  Why not. It was driving me nuts. And you demonstrated my suggestion 
perfectly, btw! Kudos! <LOL> 
 
  Mark @ GRG 
 
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Date: Wed, 06 May 1998 00:51:15 -0700 
From: Chad Riley <chadriley01@m7.sprynet.com> 
Reply-To: chadriley01@sprynet.com 
Organization: None 
To: champ-l@sysabend.org 
Subject: Re: The Ultimate Quote 
Sender: owner-champ-l@sysabend.org 
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GoldRushG wrote: 
 
> <<  I agree.  ;-] >> 
> 
>   Okay. So Bob's being a smartass now. ;) 
> 
>   Mark @ GRG 
 
  You mean he just started? 
 
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Date: Wed, 6 May 1998 07:36:39 -0400 (EDT) 
From: Michael Surbrook <susano@access.digex.net> 
cc: Champions Mailing List <champ-l@sysabend.org> 
Subject: Re: Real World Stuff... 
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On Tue, 5 May 1998, Marc Seebass wrote: 
 
> >Ahem, so... 
> > 
> >anyone have any idea... 
> > 
> >how much your average I-beam weighs? (1 ton?  2?) 
> > 
> >how tall a 20 Story building is?  (200 feet?) 
> > 
> >how fast a 1940 express train moved?  (60 mph?) 
> > 
> >Thanks. 
 
> Wasn't it "Faster than a Speeding bullet, stronger than a locamotive. Able 
> to leap tall buildings in a single bound?" 
 
Depends on what you're using as a source material. 
 
*************************************************************************** 
* "'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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From: "Goode, Jason" <JGoode@medrad.com> 
To: hero-l@sysabend.org 
Subject: RE: Yet more supplement reviews 
Date: Wed, 6 May 1998 08:48:56 -0400 
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"CityBorg" would work well here too. 
 
BTW, I guess that means you live in the southeastern US? 
 
> -----Original Message----- 
> From:	dobrien@e-mail.com [SMTP:dobrien@e-mail.com] 
> Sent:	Tuesday, May 05, 1998 8:59 PM 
> To:	hero-l@sysabend.org 
> Subject:	RE: Yet more supplement reviews 
>  
>                                              Dennis 
>  
>  
> We are NationsBorg.  You will be assimilated.  Your uniqueness will be 
>  
> added to our own.  You will adapt to service Us.  Resistance is futile. 
>  
 
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From: "Marc Seebass" <kitsune-bi@worldnet.att.net> 
To: "Champions Mailing List" <champ-l@omg.org> 
Subject: TK 
Date: Wed, 6 May 1998 09:20:14 -0500 
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According to my calculations for TK buy it's cost it should be fully 
indirect, because the advantages and disadvantages add up to about the same 
cost. STR Ranged, Fully inderect, doesn't affect secondary stats, the only 
difference is that the end cost is slightly lower. Anyone else have an 
oppinion on this? 
----Marc "Kitsune" Seebass 
 
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Date: Wed, 6 May 1998 10:43:58 -0400 
From: David Stallard <DBStallard@compuserve.com> 
Subject: Session length, part 2 
Cc: "[unknown]" <champ-l@sysabend.org> 
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Well, it looks like most people have 6-hour sessions with 2 combats (I 
didn't calculate averages, this is just my observation).  My question now 
is how much of that 6-hour block is taken up conducting combat?  In my 
group, I'd say 4 hours out of 6 are combat resolution...I'm wondering if 
we're combat heavy or if this is the norm. 
 
The truth be told (and I hope this doesn't brand me a traitor), I'm trying 
to decide if it would be worthwhile to switch to Fuzion.  I was really 
turned off by the rules when I glanced through them (inexcusable amount of 
typos and missing sections, plus how can C:NM be a game for new players 
when they explicitly tell you to build powers in 4E and then convert 
over???), but the idea of faster combat is starting to appeal to me...I 
just don't know if I want to suffer through all the errata and whatnot in 
order to piece together an understanding of Fuzion. 
 
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Date: Wed, 06 May 1998 08:14:51 -0700 
From: "Robert A. West" <robtwest@erols.com> 
To: Michael Surbrook <susano@access.digex.net> 
CC: Champions Mailing List <champ-l@sysabend.org> 
Subject: Re: Real World Stuff... 
Sender: owner-champ-l@sysabend.org 
 
Michael Surbrook wrote: 
>  
> Ahem, so... 
>  
> anyone have any idea... 
>  
> how much your average I-beam weighs? (1 ton?  2?) 
 
I don't know, but I can back-of-the-envelope it: 
Iron and steel have density about 8, which ~= 500 lbs/cubic foot. 
IIRC, an I-beam has about 15% of the cross-section of a solid beam. 
15% of 500 = 75 
A small I-beam might be 1'x1'x20', so weight = 75x1x1x20=1500lbs 
A giant I-beam could be 4'x4'x60', so weight = 75x4x4x60=72,000lbs 
 
The above might not be very accurate, but it should be accurate enough  
for game purposes and until someone comes up with an engineering  
reference. 
 
>  
> how tall a 20 Story building is?  (200 feet?) 
 
A commercial building must allow for engineering spaces between the false  
ceiling and the next floor, and generally have nine- or ten-foot false  
ceilings to allow for moving equipment.  As a rough approximation, I  
allow 4m (2") per floor, making a 20 story building 40" = 80m tall. 
 
>  
> how fast a 1940 express train moved?  (60 mph?) 
 
The GG-1 locomotive, built in the 1930's, was rated for routine use over  
80mph.  The Northeast Corridor was layed out well before that date to  
support 90mph speeds safely.  Fast steam locomotives ran at comparable  
speeds to the GG-1 on the corridor.  On less-well-planned trackbed,  
speeds of 60mph would be typical. 
 
Typical express trains in the U.S. today run at much lower speeds because  
of poor maintenance of way. 
 
 
--  
<-------------------------------------------------------> 
Robert A. West		///  "Censorship is tyranny." 
Phone W:(215)466-3628; H:(215)348-9113   
http://www.erols.com/robtwest 
 
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Date: Wed, 06 May 1998 08:28:33 -0700 
To: champ-l@sysabend.org 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: The Ultimate Quote 
Sender: owner-champ-l@sysabend.org 
 
At 01:34 AM 5/6/1998 EDT, GoldRushG wrote: 
><<  I agree.  ;-] >> 
> 
>  Okay. So Bob's being a smartass now. ;) 
 
   As opposed to...?  :-] 
   Seriously, though, I do agree with everything that you and Michael have 
posted on the topic.  When I reply, I generally try to pare down the quoted 
portion of the text down so that there's just enough that someone coming 
into the conversation at that point can still understand what's being said. 
   And on a related subject, I tend to get confused by people who write 
their replies at the top of their posts, and then show the quotes.  I 
understand that there are still a few mailers around (mostly primitive 
DOS/Mac based BBS systems) that won't do it any other way.  But if you can, 
people, please put the new material *after* the quote. 
--- 
Bob's Original Hero Stuff Page!  [Circle of HEROs member] 
   http://www.klock.com/public/users/bob.greenwade/original.htm 
Homepage of the Merry-Go-Round Webring!  (Wanna join?) 
   http://www.klock.com/public/users/bob.greenwade/merrhome.htm 
 
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Date: Wed, 06 May 1998 08:29:58 -0700 
To: hero-l@sysabend.org 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: RE: Yet more supplement reviews 
Sender: owner-champ-l@sysabend.org 
 
At 08:48 AM 5/6/1998 -0400, Goode, Jason wrote: 
>"CityBorg" would work well here too. 
> 
>BTW, I guess that means you live in the southeastern US? 
>>  
>> We are NationsBorg.  You will be assimilated.  Your uniqueness will be 
>> added to our own.  You will adapt to service Us.  Resistance is futile. 
 
   Up until a couple of years ago "First Interstate Borg" would have worked 
just fine. 
--- 
Bob's Original Hero Stuff Page!  [Circle of HEROs member] 
   http://www.klock.com/public/users/bob.greenwade/original.htm 
Homepage of the Merry-Go-Round Webring!  (Wanna join?) 
   http://www.klock.com/public/users/bob.greenwade/merrhome.htm 
 
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Date: Wed, 06 May 1998 08:44:20 -0700 
To: "Champions Mailing List" <champ-l@omg.org> 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: TK 
Sender: owner-champ-l@sysabend.org 
 
At 09:20 AM 5/6/1998 -0500, Marc Seebass wrote: 
>According to my calculations for TK buy it's cost it should be fully 
>indirect, because the advantages and disadvantages add up to about the same 
>cost. STR Ranged, Fully inderect, doesn't affect secondary stats, the only 
>difference is that the end cost is slightly lower. Anyone else have an 
>oppinion on this? 
 
   Per TUM, Psychokinesis (a form of TK bought BOECV, called PK for short) 
has several "Indirect-like" effects such as line-of-sight targeting even 
through transparent barriers.  However, these rules are specific to PK; to 
be truly Indirect, in fact, even PK has to buy the Indirect Advantage. 
   I think the reasoning behind giving TK a higher per-STR cost than 
regular STR is to treat it like STR bought at Range, since TK has most of 
the same abilities as STR but can be used at range.  I think Rob Bell et al 
lost sight of the fact that TK doesn't add to figured characteristics, 
doesn't add to base STR, and has to pay extra for fine manipulation.  Third 
Edition (IIRC) payed 1:1 for TK, and I'd be comfortable (in fact, more 
comfortable) with a reversion to that cost level. 
--- 
Bob's Original Hero Stuff Page!  [Circle of HEROs member] 
   http://www.klock.com/public/users/bob.greenwade/original.htm 
Homepage of the Merry-Go-Round Webring!  (Wanna join?) 
   http://www.klock.com/public/users/bob.greenwade/merrhome.htm 
 
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Date: Wed, 6 May 1998 08:54:44 -0700 (PDT) 
From: Anthony Jackson <ajackson@iii.com> 
Reply-To: Anthony Jackson <ajackson@iii.com> 
Subject: Re: TK 
To: Marc Seebass <kitsune-bi@worldnet.att.net> 
Cc: Champions Mailing List <champ-l@omg.org> 
Sender: owner-champ-l@sysabend.org 
X-Status:  
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X-UID: 14 
 
Marc Seebass writes: 
> According to my calculations for TK buy it's cost it should be fully 
> indirect, because the advantages and disadvantages add up to about the same 
> cost. STR Ranged, Fully inderect, doesn't affect secondary stats, the only 
> difference is that the end cost is slightly lower. Anyone else have an 
> oppinion on this? 
> ----Marc "Kitsune" Seebass 
>  
Judge by active cost, not real cost.  TK is strength at range. 
 
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From: "Andreano, Keith         HIM,VA" <andreak@vapo1.him.unisys.com> 
To: "'Champions'" <champ-l@sysabend.org> 
Subject: RE: Real World Stuff... 
Date: Wed, 6 May 1998 11:07:01 -0500  
Sender: owner-champ-l@sysabend.org 
X-Status:  
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X-UID: 15 
 
 
	>how much your average I-beam weighs? (1 ton?  2?) 
 
	Depends on type / size / length. 
	"Average" would be in the 1 ton range. 
	A heavy duty / long sky scraper one would be more. 
 
	>how tall a 20 Story building is?  (200 feet?) 
 
	Yes, usually about 10 feet per story. 
 
	>how fast a 1940 express train moved?  (60 mph?) 
 
	50 to 70. Much slower than today. 
	A "crappy" US one today can break 90. 
	Foreign ones can go 200 to 300. 
 
^_^;^o^;^_^;^o^;^_^;^o^;^_^;^o^;^_^;^o^;^_^;^o^;^_^;^o^;^_^;^o^;^_^;^o^; 
	"No flames please, once burnt at the stake, twice shy!"  
					- Joan of Arc's .sig 
     Keith "Puma" Andreano andreak@vapo1.him.unisys.com 
 
 
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From: "James Jandebeur" <james@javaman.to> 
To: "Champions Mailing List" <champ-l@sysabend.org> 
Subject: Re: Real World Stuff... 
Date: Wed, 6 May 1998 09:54:24 -0700 
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Sender: owner-champ-l@sysabend.org 
 
>Wasn't it "Faster than a Speeding bullet, stronger than a locamotive. Able 
>to leap tall buildings in a single bound?" 
 
 
Quible:  "More powerful than a locamotive." 
 
JAJ, Gaming Philosopher 
 
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From: "Andreano, Keith         HIM,VA" <andreak@vapo1.him.unisys.com> 
To: "'Champions'" <champ-l@sysabend.org> 
Subject: RE: TK 
Date: Wed, 6 May 1998 12:04:22 -0500  
Sender: owner-champ-l@sysabend.org 
 
	>According to my calculations for TK buy it's cost it should be 
fully 
	>indirect, because the advantages and disadvantages add up to 
about the same 
	>cost. STR Ranged, Fully inderect, doesn't affect secondary 
stats, the only 
	>difference is that the end cost is slightly lower. Anyone else 
have an 
	>oppinion on this? 
	>----Marc "Kitsune" Seebass 
 
TK is overpriced. I lowered the cost in my game. The PC 
can buy indirect on it if he/she wants. My TK is like this: 
 
		Telekinesis: 
		Works as stated except the cost is 12 points for 10 STR 
TK, +5 STR for 6 points.   
		Fine manipulation is free.  For a -1/4 limitation, the 
TK has no fine manipulation  
		and cannot grab a target. 
 
^_^;^o^;^_^;^o^;^_^;^o^;^_^;^o^;^_^;^o^;^_^;^o^;^_^;^o^;^_^;^o^;^_^;^o^; 
	"No flames please, once burnt at the stake, twice shy!"  
					- Joan of Arc's .sig 
     Keith "Puma" Andreano andreak@vapo1.him.unisys.com 
 
 
 
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From: Curt Hicks <exucurt@exu.ericsson.se> 
Date: Wed, 6 May 1998 12:40:28 -0500 (CDT) 
To: champ-l@sysabend.org 
Subject: RE: TK 
Sender: owner-champ-l@sysabend.org 
 
 
 
I had kind of assumed that TK was automatically indirect, although not  
based on the pricing structure.  What does everybody mean by 'indirect'  
in this context ?   
 
I suppose you can't use TK through a force wall, or something that's inside 
something else, for example jewelry inside a case...  What about tumblers 
on a slot machine ? 
 
Curt 
 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
To: Champions <champ-l@sysabend.org> 
Subject: Re: TK 
Mail-Copies-To: never 
X-No-Archive: yes 
X-Attribution: Rat 
Organization: The Happy Fun Ball Brigade 
Date: 06 May 1998 14:14:53 -0400 
Lines: 25 
Sender: owner-champ-l@sysabend.org 
 
-----BEGIN PGP SIGNED MESSAGE----- 
 
Andreano, Keith HIM,VA writes: 
 
> TK is overpriced. I lowered the cost in my game. The PC 
> can buy indirect on it if he/she wants. My TK is like this: 
 
Realistically, Strength is underpriced.  Increase the cost of Strength to 
~x2 and a lot of things stop being broken. 
 
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Charset: noconv 
 
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--  
Rat <ratinox@peorth.gweep.net>    \ Happy Fun Ball may stick to certain types 
PGP Key: at a key server near you! \ of skin. 
                                    \  
 
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From: "Goode, Jason" <JGoode@medrad.com> 
To: champ-l@sysabend.org 
Subject: RE: TK 
Date: Wed, 6 May 1998 14:40:16 -0400 
Sender: owner-champ-l@sysabend.org 
 
I had one GM who figured that an NPC with TK and N-ray vision could look 
inside your head and squeeze blood vessels shut to instantly kill you.  We 
suggested that since it's dark *inside* your brain, this wouldn't work.  He 
said he'd add UV-vision.  We said its still *inside* your brain with all 
it's gray matter pressed up against itself.  We also brought up that even if 
this were possible, it would cause a stroke, not instant death.  He liked 
his idea and wouldn't budge.  We don't play with him anymore. 
 
Jason Goode 
 
> -----Original Message----- 
> From:	Curt Hicks [SMTP:exucurt@exu.ericsson.se] 
> Sent:	Wednesday, May 06, 1998 1:40 PM 
> To:	champ-l@sysabend.org 
> Subject:	RE: TK 
>  
>  
>  
> I had kind of assumed that TK was automatically indirect, although not  
> based on the pricing structure.  What does everybody mean by 'indirect'  
> in this context ?   
>  
> I suppose you can't use TK through a force wall, or something that's 
> inside 
> something else, for example jewelry inside a case...  What about tumblers 
> on a slot machine ? 
>  
> Curt 
 
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From: "Goode, Jason" <JGoode@medrad.com> 
To: Champions <champ-l@sysabend.org> 
Subject: RE: TK 
Date: Wed, 6 May 1998 15:18:20 -0400 
Sender: owner-champ-l@sysabend.org 
 
Elaborate. 
 
> -----Original Message----- 
> From:	Stainless Steel Rat [SMTP:ratinox@peorth.gweep.net] 
> Sent:	Wednesday, May 06, 1998 2:15 PM 
> To:	Champions 
> Subject:	Re: TK 
>  
> Realistically, Strength is underpriced.  Increase the cost of Strength to 
> ~x2 and a lot of things stop being broken. 
>  
> --  
> Rat <ratinox@peorth.gweep.net> 
 
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Reply-To: <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
To: <hero-l@sysabend.org> 
Subject: Re: Yet more supplement reviews 
Date: Wed, 6 May 1998 12:19:01 -0700 
X-MSMail-Priority: Normal 
Sender: owner-champ-l@sysabend.org 
 
On Tuesday, May 05, 1998 5:58 PM, dobrien@e-mail.com wrote: 
>  
> >> Nope.  It is written: Iron Crown Enterprises.  Also, Mandlebrot gets 
15       
> >> points of Psyc Lim for "Role Playing Gamer"(?)...                      
       
>  
> >Cool.  We all get 15 more points to spend.  ;-)                          
       
>  
> Great.  I'll spend mine on:                                               
       
>   5  Wealth                                                               
       
>   3  LS: Immune to Aging                                                  
       
>   3  LS: Immune to Disease                                                
       
>   3  PRE 13                                                               
       
>   1  COM 12                                                               
       
>  
> Then I can pick up women, and not worry about catching anything.          
       
>  
You should have included seduction.:) 
 
Filksinger 
 
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Reply-To: <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
To: <champ-l@sysabend.org> 
Subject: Re: Real World Stuff... 
Date: Wed, 6 May 1998 12:26:54 -0700 
X-MSMail-Priority: Normal 
Sender: owner-champ-l@sysabend.org 
 
 
>  
> >Wasn't it "Faster than a Speeding bullet, stronger than a locamotive. 
Able 
> >to leap tall buildings in a single bound?" 
>  
>  
> Quible:  "More powerful than a locamotive." 
>  
Quibble: Quibble is spelled with two b's, and locomotive has no "a" in it. 
 
Filksinger 
 
"He who lives by the quibble...." 
 
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From: Curt Hicks <exucurt@exu.ericsson.se> 
Date: Wed, 6 May 1998 14:48:48 -0500 (CDT) 
To: champ-l@sysabend.org 
Subject: RE: TK 
Sender: owner-champ-l@sysabend.org 
 
 
Please don't.  I don't want to get into the whole "strength is too cheap" 
discussion again.  OTOH, if we **have** to get into it, maybe somebody can 
just sum up the arguments on each side.   Curt 
 
 
> From: "Goode, Jason" <JGoode@medrad.com> 
> 
> Elaborate. 
>  
> > -----Original Message----- 
> > From:	Stainless Steel Rat [SMTP:ratinox@peorth.gweep.net] 
> > Sent:	Wednesday, May 06, 1998 2:15 PM 
> > To:	Champions 
> > Subject:	Re: TK 
> >  
> > Realistically, Strength is underpriced.  Increase the cost of Strength to 
> > ~x2 and a lot of things stop being broken. 
> >  
> > --  
> > Rat <ratinox@peorth.gweep.net> 
>  
 
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X-Sender: bob.greenwade@klock.com 
Date: Wed, 06 May 1998 12:49:21 -0700 
To: Champions <champ-l@sysabend.org> 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: RE: TK 
Sender: owner-champ-l@sysabend.org 
 
At 03:18 PM 5/6/1998 -0400, Goode, Jason wrote: 
>Elaborate. 
> 
>> -----Original Message----- 
>> From: Stainless Steel Rat [SMTP:ratinox@peorth.gweep.net] 
>> Sent: Wednesday, May 06, 1998 2:15 PM 
>> To: Champions 
>> Subject: Re: TK 
>>  
>> Realistically, Strength is underpriced.  Increase the cost of Strength to 
>> ~x2 and a lot of things stop being broken. 
 
   Oh, pleeeeeeeeeease not this garbage again... 
--- 
Bob's Original Hero Stuff Page!  [Circle of HEROs member] 
   http://www.klock.com/public/users/bob.greenwade/original.htm 
Homepage of the Merry-Go-Round Webring!  (Wanna join?) 
   http://www.klock.com/public/users/bob.greenwade/merrhome.htm 
 
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Date: Wed, 6 May 1998 14:51:25 -0500 (CDT) 
From: Sakura <jeffj@io.com> 
To: "Goode, Jason" <JGoode@medrad.com> 
cc: Champions <champ-l@sysabend.org> 
Subject: RE: TK 
Sender: owner-champ-l@sysabend.org 
 
On Wed, 6 May 1998, Goode, Jason wrote: 
 
> Elaborate. 
>  
> > -----Original Message----- 
> > From:	Stainless Steel Rat [SMTP:ratinox@peorth.gweep.net] 
> > Sent:	Wednesday, May 06, 1998 2:15 PM 
> > To:	Champions 
> > Subject:	Re: TK 
> >  
> > Realistically, Strength is underpriced.  Increase the cost of Strength to 
> > ~x2 and a lot of things stop being broken. 
 
Let's see... 
 
5 points of strength under the current system gives you: 
 
* +1 DC               ~ 4 pts 
* +1 PD                 1 pt 
* +1 REC                2 pts 
* +3 STUN               3 pts 
* x2 lifting power    ??? pts 
 
It, like CON, is a really big point break. 
 
(Apologies if the figures above are off, I'm at work and trying to do it 
from memory.) 
 
I think this is what SSR had in mind... 
 
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: "Marc Seebass" <kitsune-bi@worldnet.att.net> 
To: "Champions Mailing List" <champ-l@omg.org&> 
        "Bob Greenwade" <bob.greenwade@klock.com> 
Subject: Re: TK 
Date: Wed, 6 May 1998 15:01:38 -0500 
X-MSMail-Priority: Normal 
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Sender: owner-champ-l@sysabend.org 
 
 
-----Original Message----- 
From: Bob Greenwade <bob.greenwade@klock.com> 
To: Champions Mailing List <champ-l@omg.org> 
Date: Wednesday, May 06, 1998 2:40 PM 
Subject: Re: TK 
 
 
>At 09:20 AM 5/6/1998 -0500, Marc Seebass wrote: 
>>According to my calculations for TK buy it's cost it should be fully 
>>indirect, because the advantages and disadvantages add up to about the 
same 
>>cost. STR Ranged, Fully inderect, doesn't affect secondary stats, the only 
>>difference is that the end cost is slightly lower. Anyone else have an 
>>oppinion on this? 
> 
>   Per TUM, Psychokinesis (a form of TK bought BOECV, called PK for short) 
>has several "Indirect-like" effects such as line-of-sight targeting even 
>through transparent barriers.  However, these rules are specific to PK; to 
>be truly Indirect, in fact, even PK has to buy the Indirect Advantage. 
>   I think the reasoning behind giving TK a higher per-STR cost than 
>regular STR is to treat it like STR bought at Range, since TK has most of 
>the same abilities as STR but can be used at range.  I think Rob Bell et al 
>lost sight of the fact that TK doesn't add to figured characteristics, 
>doesn't add to base STR, and has to pay extra for fine manipulation.  Third 
>Edition (IIRC) payed 1:1 for TK, and I'd be comfortable (in fact, more 
>comfortable) with a reversion to that cost level. 
If it were simply STR at Range, the 1/2 point ranged advantage would be 
counteres by the doesn't affect secondary stats 1/2 limitation. 
> 
 
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From: "Andreano, Keith         HIM,VA" <andreak@vapo1.him.unisys.com> 
To: "'Champions'" <champ-l@sysabend.org> 
Subject: RE: Yet more supplement reviews 
Date: Wed, 6 May 1998 15:09:19 -0500  
Sender: owner-champ-l@sysabend.org 
 
 
	>> Great.  I'll spend mine on: 
 
	>>   5  Wealth 
 
	>>   3  LS: Immune to Aging 
 
	>>   3  LS: Immune to Disease 
 
	>>   3  PRE 13 
 
	>>   1  COM 12 
 
	>>  
	>> Then I can pick up women, and not worry about catching 
anything.          
	        
	>You should have included seduction.:) 
 
How About: 
	3  LS: Immune to Aging 
 
      3  LS: Immune to Disease 
 
      12 1D6-1 Major Transformation +1/2 cumulative +1/2 Invisible +1/2 
Ranged 
      -1 Only vs. women: Target: woman, result: beautiful love slave! 
^_^; 
 
^_^;^o^;^_^;^o^;^_^;^o^;^_^;^o^;^_^;^o^;^_^;^o^;^_^;^o^;^_^;^o^;^_^;^o^; 
	"No flames please, once burnt at the stake, twice shy!"  
					- Joan of Arc's .sig 
     Keith "Puma" Andreano andreak@vapo1.him.unisys.com 
 
 
 
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From: "Goode, Jason" <JGoode@medrad.com> 
To: champ-l@sysabend.org 
Subject: RE: TK 
Date: Wed, 6 May 1998 16:23:47 -0400 
Sender: owner-champ-l@sysabend.org 
 
Sorry.  Never heard it before.  Just wondered what exactly he meant. 
 
Jason Goode 
 
> -----Original Message----- 
> From:	Curt Hicks [SMTP:exucurt@exu.ericsson.se] 
> Sent:	Wednesday, May 06, 1998 3:49 PM 
> To:	champ-l@sysabend.org 
> Subject:	RE: TK 
>  
>  
> Please don't.  I don't want to get into the whole "strength is too cheap" 
> discussion again.  OTOH, if we **have** to get into it, maybe somebody can 
> just sum up the arguments on each side.   Curt 
>  
>  
> > From: "Goode, Jason" <JGoode@medrad.com> 
> > 
> > Elaborate. 
> >  
> > > -----Original Message----- 
> > > From:	Stainless Steel Rat [SMTP:ratinox@peorth.gweep.net] 
> > > Sent:	Wednesday, May 06, 1998 2:15 PM 
> > > To:	Champions 
> > > Subject:	Re: TK 
> > >  
> > > Realistically, Strength is underpriced.  Increase the cost of Strength 
> to 
> > > ~x2 and a lot of things stop being broken. 
> > >  
> > > --  
> > > Rat <ratinox@peorth.gweep.net> 
> >  
 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
To: Champions <champ-l@sysabend.org> 
Subject: Re: TK 
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X-No-Archive: yes 
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Organization: The Happy Fun Ball Brigade 
Date: 06 May 1998 16:26:31 -0400 
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-----BEGIN PGP SIGNED MESSAGE----- 
 
Goode, Jason writes: 
 
> I had one GM who figured that an NPC with TK and N-ray vision could look 
> inside your head and squeeze blood vessels shut to instantly kill you. 
 
Um, no.  TK cannot bypass personal defenses at all.  This is an RKA with 
some expensive advantages. 
 
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--  
Rat <ratinox@peorth.gweep.net>    \ Do not use Happy Fun Ball on concrete. 
PGP Key: at a key server near you! \  
                                    \  
 
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From: "Goode, Jason" <JGoode@medrad.com> 
To: Champions Mailing List <champ-l@omg.org> 
Subject: RE: TK 
Date: Wed, 6 May 1998 16:36:43 -0400 
Sender: owner-champ-l@sysabend.org 
 
Is this how you do it in your games?  How does it work? 
 
Jason Goode 
 
> -----Original Message----- 
> From:	Bob Greenwade [SMTP:bob.greenwade@klock.com] 
> Sent:	Wednesday, May 06, 1998 11:44 AM 
> To:	Champions Mailing List 
> Subject:	Re: TK 
>  
>    I think the reasoning behind giving TK a higher per-STR cost than 
> regular STR is to treat it like STR bought at Range, since TK has most of 
> the same abilities as STR but can be used at range.  I think Rob Bell et 
> al 
> lost sight of the fact that TK doesn't add to figured characteristics, 
> doesn't add to base STR, and has to pay extra for fine manipulation. 
> Third 
> Edition (IIRC) payed 1:1 for TK, and I'd be comfortable (in fact, more 
> comfortable) with a reversion to that cost level. 
> --- 
> Bob's Original Hero Stuff Page!  [Circle of HEROs member] 
>    http://www.klock.com/public/users/bob.greenwade/original.htm 
> Homepage of the Merry-Go-Round Webring!  (Wanna join?) 
>    http://www.klock.com/public/users/bob.greenwade/merrhome.htm 
 
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Reply-To: <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
To: <champ-l@sysabend.org> 
Subject: Re: Weapon Hands Questions 
Date: Wed, 6 May 1998 13:41:48 -0700 
X-MSMail-Priority: Normal 
Sender: owner-champ-l@sysabend.org 
 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
>  
> >    Otherwise there is no mathematical difference, at least that I can 
see, 
> > between a one-handed weapon and a hand-and-a-half weapon used 
exclusively 
> > one-handed. 
>  
> The difference is that for a given Strength, a hand-and-a-half weapon can 
> do more damage when wielded with two hands than with one, at the cost of 
> not being able to do anything with the off hand because it is holding the 
> weapon, too.  If you never use two hands with the hand-and-a-half weapon, 
> you will never get that extra damage.  Either way, you are at a slight 
> disadvantage when compared to "optimum". 
 
Yes, you are at a disadvantage when compared to "optimum". You definitely 
deserve a 
Limitation in relation to "optimum". 
 
What you get a Limitation in relation to is a one-handed weapon. Is the 
one-handed 
weapon "optimum"? 
 
Filksinger 
 
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From: "Filksinger" <filkhero@usa.net> 
To: "Champions" <champ-l@sysabend.org> 
Subject: Re: Weapon Hands Questions 
Date: Wed, 6 May 1998 13:46:08 -0700 
X-MSMail-Priority: Normal 
Sender: owner-champ-l@sysabend.org 
 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
>  
> -----BEGIN PGP SIGNED MESSAGE----- 
>  
> Look, this is really very, very simple.  You can do maximum damage.  Or 
you 
> can use a shield for the DCV bonus.  But you cannot do both at the same 
time. 
> The utility of the weapon is limited, not greatly but it *IS* limited. 
 
Limited in relation to a one-handed weapon? You get the Limitation for a 
hand and a half weapon, but not for one handed, so a one handed weapon 
should be better than a hand and a half weapon. It isn't. 
 
Filksinger 
 
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From: "Goode, Jason" <JGoode@medrad.com> 
To: Champions Mailing List <champ-l@omg.org> 
Subject: RE: TK 
Date: Wed, 6 May 1998 17:01:23 -0400 
Sender: owner-champ-l@sysabend.org 
 
<Small aside to Bob about primitive mailers> 
Look at that down there.  See what happens when you try to put the reply 
after the quote in MS Mail/MS Outlook? 
 
> -----Original Message----- 
> From:	Marc Seebass [SMTP:kitsune-bi@worldnet.att.net] 
> Sent:	Wednesday, May 06, 1998 4:02 PM 
> To:	Champions Mailing List; Bob Greenwade 
> Subject:	Re: TK 
>  
>  
> -----Original Message----- 
> From: Bob Greenwade <bob.greenwade@klock.com> 
> To: Champions Mailing List <champ-l@omg.org> 
> Date: Wednesday, May 06, 1998 2:40 PM 
> Subject: Re: TK 
>  
>  
> >At 09:20 AM 5/6/1998 -0500, Marc Seebass wrote: 
> >>According to my calculations for TK buy it's cost it should be fully 
> >>indirect, because the advantages and disadvantages add up to about the 
> same 
> >>cost. STR Ranged, Fully inderect, doesn't affect secondary stats, the 
> only 
> >>difference is that the end cost is slightly lower. Anyone else have an 
> >>oppinion on this? 
> > 
> >   Per TUM, Psychokinesis (a form of TK bought BOECV, called PK for 
> short) 
> >has several "Indirect-like" effects such as line-of-sight targeting even 
> >through transparent barriers.  However, these rules are specific to PK; 
> to 
> >be truly Indirect, in fact, even PK has to buy the Indirect Advantage. 
> >   I think the reasoning behind giving TK a higher per-STR cost than 
> >regular STR is to treat it like STR bought at Range, since TK has most of 
> >the same abilities as STR but can be used at range.  I think Rob Bell et 
> al 
> >lost sight of the fact that TK doesn't add to figured characteristics, 
> >doesn't add to base STR, and has to pay extra for fine manipulation. 
> Third 
> >Edition (IIRC) payed 1:1 for TK, and I'd be comfortable (in fact, more 
> >comfortable) with a reversion to that cost level. 
> If it were simply STR at Range, the 1/2 point ranged advantage would be 
> counteres by the doesn't affect secondary stats 1/2 limitation. 
> > 
 
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Reply-To: <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
To: "Champions" <champ-l@sysabend.org> 
Subject: Re: Weapon Hands Question 
Date: Wed, 6 May 1998 14:08:58 -0700 
X-MSMail-Priority: Normal 
Sender: owner-champ-l@sysabend.org 
 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
>  
> -----BEGIN PGP SIGNED MESSAGE----- 
>  
> Melinda and Steven Mitchell writes: 
>  
> > Only For Those Who Understand Why Weapon Hands Rules are Broken 
>  
> Okay, for the record I never said they were not broken.  My entire 
argument 
> has been made under the supposition that they are not broken.  Whether or 
> not they are broken is an entirely different issue. 
 
Well, the impression I get has been that everyone thinks they are broken, 
and is trying to explain to you how. Since you are arguing on the 
assumption that they are not broken, then that would certainly explain this 
argument. If you are arguing to defend a broken mechanic on the assumption 
that it is not broken, then people who don't know this will assume that you 
simply do not understand. 
 
If you agree that they are broken, please explain what you believe to be 
broken about them, and how you would fix them. 
 
Filksinger 
 
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Reply-To: <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
To: <champ-l@sysabend.org> 
Subject: Re: Bab 5 Hero: Races; Non-aligned worlds 
Date: Wed, 6 May 1998 14:14:31 -0700 
X-MSMail-Priority: Normal 
Sender: owner-champ-l@sysabend.org 
 
From: Dennis C Hwang <dchwang@itsa.ucsf.edu> 
>  
<snip> 
>  
> Besides that, we know that one of their religious figures bears the name 
> Droshalla, so the concept of individual monikers isn't completely unknown 
> to them (although I suppose their use could be restricted). 
 
Much like Niven's Kzinti. 
 
"What is your name?" 
"I have not earned my name yet. I am known for my profession, 'Speaker to 
Animals'". 
"Why did you not say your title in Kzinti? Was it intended to be an 
insult?" 
"Yes. I was angry." 
"What are we supposed to do next?" 
"Now we fight, or one of us apologizes." 
 
Filksinger 
 
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Reply-To: <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
To: "Champions" <champ-l@sysabend.org> 
Subject: Re: DNPC appearances 
Date: Wed, 6 May 1998 14:17:23 -0700 
X-MSMail-Priority: Normal 
Sender: owner-champ-l@sysabend.org 
 
From: David Stallard <DBStallard@compuserve.com> 
>  
> What are some ways that DNPCs make appearances in your group?  When the 
> villains attack some public place, do they just happen to be at that 
public 
> place?  It seems that using this too much would be a bad thing...the PCs 
> would learn to always scout for DNPCs before going after the villains.  
Are 
> their appearances ever as minor as just a quick phone call or something 
> similar (strictly role-playing), or are they usually used as an added 
> factor in a combat situation? 
 
I've done both. They should be a complication, but often I use them simply 
as a role-playing complication, such as a character worrying about his/her 
sick child. 
 
Filksinger 
 
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Date: Wed, 06 May 1998 15:23:35 -0700 
To: "Champions Mailing List" <champ-l@omg.org> 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: TK 
Sender: owner-champ-l@sysabend.org 
 
At 03:01 PM 5/6/1998 -0500, Marc Seebass wrote: 
> 
>-----Original Message----- 
>From: Bob Greenwade <bob.greenwade@klock.com> 
>To: Champions Mailing List <champ-l@omg.org> 
>Date: Wednesday, May 06, 1998 2:40 PM 
>Subject: Re: TK 
> 
>>At 09:20 AM 5/6/1998 -0500, Marc Seebass wrote: 
>>>According to my calculations for TK buy it's cost it should be fully 
>>>indirect, because the advantages and disadvantages add up to about the 
>same 
>>>cost. STR Ranged, Fully inderect, doesn't affect secondary stats, the only 
>>>difference is that the end cost is slightly lower. Anyone else have an 
>>>oppinion on this? 
>> 
>>   Per TUM, Psychokinesis (a form of TK bought BOECV, called PK for short) 
>>has several "Indirect-like" effects such as line-of-sight targeting even 
>>through transparent barriers.  However, these rules are specific to PK; to 
>>be truly Indirect, in fact, even PK has to buy the Indirect Advantage. 
>>   I think the reasoning behind giving TK a higher per-STR cost than 
>>regular STR is to treat it like STR bought at Range, since TK has most of 
>>the same abilities as STR but can be used at range.  I think Rob Bell et al 
>>lost sight of the fact that TK doesn't add to figured characteristics, 
>>doesn't add to base STR, and has to pay extra for fine manipulation.  Third 
>>Edition (IIRC) payed 1:1 for TK, and I'd be comfortable (in fact, more 
>>comfortable) with a reversion to that cost level. 
>If it were simply STR at Range, the 1/2 point ranged advantage would be 
>counteres by the doesn't affect secondary stats 1/2 limitation. 
 
   What I'm saying is that's how it *should* be, but that consideration 
wasn't taken into account.  Maybe it will be for Hero5.  (Big maybe there.) 
--- 
Bob's Original Hero Stuff Page!  [Circle of HEROs member] 
   http://www.klock.com/public/users/bob.greenwade/original.htm 
Homepage of the Merry-Go-Round Webring!  (Wanna join?) 
   http://www.klock.com/public/users/bob.greenwade/merrhome.htm 
 
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Date: Wed, 06 May 1998 15:28:38 -0700 
To: Champions Mailing List <champ-l@omg.org> 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: RE: TK 
Sender: owner-champ-l@sysabend.org 
 
At 05:01 PM 5/6/1998 -0400, Goode, Jason wrote: 
><Small aside to Bob about primitive mailers> 
>Look at that down there.  See what happens when you try to put the reply 
>after the quote in MS Mail/MS Outlook? 
 
   Um... actually, I don't see anything wrong in there, except maybe the 
lack of separating blank lines (a much lesser problem, at least for me, 
than having to read backwards). 
   (I'm leaving the whole rest of the quote in here so if I missed 
something you can point it out to me.) 
 
>> -----Original Message----- 
>> From: Marc Seebass [SMTP:kitsune-bi@worldnet.att.net] 
>> Sent: Wednesday, May 06, 1998 4:02 PM 
>> To: Champions Mailing List; Bob Greenwade 
>> Subject: Re: TK 
>>  
>>  
>> -----Original Message----- 
>> From: Bob Greenwade <bob.greenwade@klock.com> 
>> To: Champions Mailing List <champ-l@omg.org> 
>> Date: Wednesday, May 06, 1998 2:40 PM 
>> Subject: Re: TK 
>>  
>>  
>> >At 09:20 AM 5/6/1998 -0500, Marc Seebass wrote: 
>> >>According to my calculations for TK buy it's cost it should be fully 
>> >>indirect, because the advantages and disadvantages add up to about the 
>> same 
>> >>cost. STR Ranged, Fully inderect, doesn't affect secondary stats, the 
>> only 
>> >>difference is that the end cost is slightly lower. Anyone else have an 
>> >>oppinion on this? 
>> > 
>> >   Per TUM, Psychokinesis (a form of TK bought BOECV, called PK for 
>> short) 
>> >has several "Indirect-like" effects such as line-of-sight targeting even 
>> >through transparent barriers.  However, these rules are specific to PK; 
>> to 
>> >be truly Indirect, in fact, even PK has to buy the Indirect Advantage. 
>> >   I think the reasoning behind giving TK a higher per-STR cost than 
>> >regular STR is to treat it like STR bought at Range, since TK has most of 
>> >the same abilities as STR but can be used at range.  I think Rob Bell et 
>> al 
>> >lost sight of the fact that TK doesn't add to figured characteristics, 
>> >doesn't add to base STR, and has to pay extra for fine manipulation. 
>> Third 
>> >Edition (IIRC) payed 1:1 for TK, and I'd be comfortable (in fact, more 
>> >comfortable) with a reversion to that cost level. 
>> If it were simply STR at Range, the 1/2 point ranged advantage would be 
>> counteres by the doesn't affect secondary stats 1/2 limitation. 
>> > 
> 
> 
--- 
Bob's Original Hero Stuff Page!  [Circle of HEROs member] 
   http://www.klock.com/public/users/bob.greenwade/original.htm 
Homepage of the Merry-Go-Round Webring!  (Wanna join?) 
   http://www.klock.com/public/users/bob.greenwade/merrhome.htm 
 
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Reply-To: <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
To: "'Champions'" <champ-l@sysabend.org> 
Subject: Re: Yet more supplement reviews 
Date: Wed, 6 May 1998 15:32:01 -0700 
X-MSMail-Priority: Normal 
Sender: owner-champ-l@sysabend.org 
 
 
 
> From: Andreano, Keith         HIM,VA <andreak@vapo1.him.unisys.com> 
<snip> 	        
> 	>You should have included seduction.:) 
>  
> How About: 
> 	3  LS: Immune to Aging 
>  
>       3  LS: Immune to Disease 
>  
>       12 1D6-1 Major Transformation +1/2 cumulative +1/2 Invisible +1/2 
> Ranged 
>       -1 Only vs. women: Target: woman, result: beautiful love slave! 
 
Sounds interesting, in a fantasy sort of way. Of course, if you really had 
that power and used it, I would be forced to hunt you down and kill you.:) 
 
Filksinger 
 
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Date: Wed, 06 May 1998 15:33:37 -0700 
To: Champions Mailing List <champ-l@omg.org> 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: RE: TK 
Sender: owner-champ-l@sysabend.org 
 
At 04:36 PM 5/6/1998 -0400, Goode, Jason wrote: 
>Is this how you do it in your games?  How does it work? 
 
   So far nobody in my game has TK, other than NPCs (and I'm using the 
strictly published versions since what I'm doing is supposed to be a 
playtest as much as a fun game).  However, under 5th Edition I may very 
well do it this way.  (Or not.  I don't really think it's *that* big of an 
issue, to tell the truth, except that I am finding that TK users tend to 
come out a lot less powerful than other characters unless they have 
Multipowers and such.) 
   Basically, this would be 10 pts for 10 STR Telekinesis, +1 point per +1 
STR, +10 points (or maybe +1/4 Advantage) for Fine Manipulation. 
 
>> -----Original Message----- 
>> From: Bob Greenwade [SMTP:bob.greenwade@klock.com] 
>> Sent: Wednesday, May 06, 1998 11:44 AM 
>> To: Champions Mailing List 
>> Subject: Re: TK 
>>  
>>    I think the reasoning behind giving TK a higher per-STR cost than 
>> regular STR is to treat it like STR bought at Range, since TK has most of 
>> the same abilities as STR but can be used at range.  I think Rob Bell et 
>> al 
>> lost sight of the fact that TK doesn't add to figured characteristics, 
>> doesn't add to base STR, and has to pay extra for fine manipulation. 
>> Third 
>> Edition (IIRC) payed 1:1 for TK, and I'd be comfortable (in fact, more 
>> comfortable) with a reversion to that cost level. 
--- 
Bob's Original Hero Stuff Page!  [Circle of HEROs member] 
   http://www.klock.com/public/users/bob.greenwade/original.htm 
Homepage of the Merry-Go-Round Webring!  (Wanna join?) 
   http://www.klock.com/public/users/bob.greenwade/merrhome.htm 
 
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Date: Wed, 6 May 1998 18:13:48 -0500 
From: Donald Tsang <tsang@sedl.org> 
To: champ-l@sysabend.org 
Subject: what would you do to yourself with 15 points? 
Sender: owner-champ-l@sysabend.org 
 
I figure this is no dumber than arguing about how much STR should cost... 
 
You have 15 extra points, because you're an RPG player... now go spend it. 
Caveats: no more than -1 limitation total on powers, no frameworks, and 
         you do have "Normal Charactersitics Maxima". 
 
  Donald 
 
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Date: Wed, 6 May 1998 16:29:55 -0700 (PDT) 
From: Anthony Jackson <ajackson@iii.com> 
Reply-To: Anthony Jackson <ajackson@iii.com> 
Subject: Re: what would you do to yourself with 15 points? 
To: Lizard <lizard@dnai.com> 
Cc: champ-l@sysabend.org 
Sender: owner-champ-l@sysabend.org 
 
Lizard writes: 
> At 06:13 PM 5/6/98 -0500, Donald Tsang wrote: 
> >I figure this is no dumber than arguing about how much STR should cost... 
> > 
> >You have 15 extra points, because you're an RPG player... now go spend it. 
> >Caveats: no more than -1 limitation total on powers, no frameworks, and 
> >         you do have "Normal Charactersitics Maxima". 
> > 
> 10 points of Immune to Aging, 5 points for 1d6 of luck. 
>  
Immune to aging is only 3 points.  I favor immune to aging (3 pts), immune to 
disease (-1/2: can catch diseases, but always recovers quickly and fully), and 
10 points left for luck or wealth. 
 
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X-Sender: lizard@dnai.com 
Date: Wed, 06 May 1998 16:33:59 -0700 
To: champ-l@sysabend.org 
From: Lizard <lizard@dnai.com> 
Subject: Re: what would you do to yourself with 15 points? 
Sender: owner-champ-l@sysabend.org 
 
At 06:13 PM 5/6/98 -0500, Donald Tsang wrote: 
>I figure this is no dumber than arguing about how much STR should cost... 
> 
>You have 15 extra points, because you're an RPG player... now go spend it. 
>Caveats: no more than -1 limitation total on powers, no frameworks, and 
>         you do have "Normal Charactersitics Maxima". 
> 
10 points of Immune to Aging, 5 points for 1d6 of luck. 
 
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Date: Wed, 6 May 1998 19:36:45 -0400 (EDT) 
From: William K Bushway <wbushway@osf1.gmu.edu> 
X-Sender: wbushway@mason2.gmu.edu 
To: Filksinger <filkhero@usa.net> 
cc: "'Champions'" <champ-l@sysabend.org> 
Subject: Re: Yet more supplement reviews 
Sender: owner-champ-l@sysabend.org 
 
On Wed, 6 May 1998, Filksinger wrote: 
 
> > From: Andreano, Keith         HIM,VA <andreak@vapo1.him.unisys.com> 
 
> > 12 1D6-1 Major Transformation +1/2 cumulative +1/2 Invisible +1/2  
> > Ranged -1 Only vs. women: Target: woman, result: beautiful love slave! 
>  
> Sounds interesting, in a fantasy sort of way. Of course, if you really had 
> that power and used it, I would be forced to hunt you down and kill you.:) 
>  
> Filksinger 
 
	Hmmm... 
 
15  Hunted: Filksinger (AsPow, 11-) 
 
	That's another 15 points.  With that, you could buy 25% resistant 
damage reduction... 
 
	          William K. Bushway, wbushway@osf1.gmu.edu 
	          http://Mason.GMU.edu/~wbushway/index.html 
	   "I'm betting that I'm just abnormal enough to survive." 
		    -The Tick, The Tick Vs.The Breadmaster 
 
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Date: Wed, 06 May 1998 20:05:05 -0400 
To: <champ-l@sysabend.org> 
From: Joe Mucchiello <why@superlink.net> 
Subject: Re: Yet more supplement reviews 
Sender: owner-champ-l@sysabend.org 
 
At 07:36 PM 5/6/98 -0400, William K Bushway wrote: 
>On Wed, 6 May 1998, Filksinger wrote: 
>> > 12 1D6-1 Major Transformation +1/2 cumulative +1/2 Invisible +1/2  
>> > Ranged -1 Only vs. women: Target: woman, result: beautiful love slave! 
 
>> Sounds interesting, in a fantasy sort of way. Of course, if you really had 
>> that power and used it, I would be forced to hunt you down and kill you.:) 
 
>	Hmmm... 
>15  Hunted: Filksinger (AsPow, 11-) 
 
Except its only worth 10 Hunted: Filksinger (LessPow, 11-) since Filksinger 
did not get the additional 15 (10) points for a hunted.  And then there's 
the Limited Area part, we don't know how far apart they are. 
 
  Joe 
(I can't believe I continued that.) 
 
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Date: Wed, 6 May 1998 20:41:01 -0400 
From: "Jeff M. Reid" <Morfhis@compuserve.com> 
Subject: Re: what would you do to yourself with 15 points? 
To: Champions Mailing List A <champ-l@sysabend.org> 
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> > 10 points of Immune to Aging, 5 points for 1d6 of luck. 
> >  
> Immune to aging is only 3 points. 
 
Maybe he put LOTS of levels of Difficult to Dispel on it? ;-) 
 
Personally, I would buy Flight. No question. Nothing else even comes close. 
I MIGHT even apply the (-1/2 Lim - Wings), just cause I would love the 
stares I would draw! 
 
BTW, Donald -- great question! 
 
Jeff Reid 
Morfhis@compuserve.com 
http://www.now-online.com/morfhis/bugloony.htm 
 
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Date: Wed, 6 May 1998 20:41:10 -0400 
From: "Jeff M. Reid" <Morfhis@compuserve.com> 
Subject: RE: TK 
To: Champions Mailing List A <champ-l@sysabend.org> 
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> Third 
> Edition (IIRC) payed 1:1 for TK, and I'd be comfortable (in fact, more 
> comfortable) with a reversion to that cost level. 
 
As would I. One of the annoying things about when 4th came out, and the 
task of translating existing characters to the new rules began, was the 
fact that the active cost for Telekinesis (and Flash, for that matter) was 
so different. We were faced with choosing between reducing the STR of the 
TK to reflect the new cost (hard to take when your 50 STR TK suddenly was 
only 33 STR) or increasing the points to the appropriate cost (awkward if 
the TK was in a Multipower, as it almost invariably was). In my game(s), 
the lower STR usually won out. 
 
As for the question of whether it's Indirect, I've always run it as 
pseudo-indirect -- I can't go through barriers, although it can go around 
corners to a certain extent and it can manipulate internal mechanisms to 
objects (assuming it has Fine Work). I'm not claiming this is the 
"official" interpretation, just mine. 
 
Jeff Reid 
Morfhis@compuserve.com 
http://www.now-online.com/morfhis/bugloony.htm 
 
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From: "John Desmarais" <John.Desmarais@ibm.net> 
To: "champ-l@sysabend.org" <champ-l@sysabend.org> 
Date: Wed, 06 May 1998 20:50:19 -0400 
Reply-To: "John Desmarais" <John.Desmarais@ibm.net> 
Subject: Re: what would you do to yourself with 15 points? 
Sender: owner-champ-l@sysabend.org 
 
On Wed, 6 May 1998 18:13:48 -0500, Donald Tsang wrote: 
 
>I figure this is no dumber than arguing about how much STR should cost... 
> 
>You have 15 extra points, because you're an RPG player... now go spend it. 
>Caveats: no more than -1 limitation total on powers, no frameworks, and 
>         you do have "Normal Charactersitics Maxima". 
> 
>  Donald 
> 
 
It's not particularly useful or efficient, but even with so few points in it, flying would just be  
to cool.  7.5"?  Ok, 7", I'll spend the remaining 1 point on an international drivers licence  
(ya never know, it could be useful). 
 
-=>John D. 
 
[10 STR TK came in as a close second in my mind] 
 
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From: "John Desmarais" <John.Desmarais@ibm.net> 
To: "champ-l@sysabend.org" <champ-l@sysabend.org> 
Date: Wed, 06 May 1998 20:55:12 -0400 
Reply-To: "John Desmarais" <John.Desmarais@ibm.net> 
Subject: Primitive Mailers (was: RE: TK) 
Sender: owner-champ-l@sysabend.org 
 
On Wed, 6 May 1998 17:01:23 -0400, Goode, Jason wrote: 
 
><Small aside to Bob about primitive mailers> 
>Look at that down there.  See what happens when you try to put the reply 
>after the quote in MS Mail/MS Outlook? 
 
For what's it's worth, you can download a plug-in for Outlook from Microsloth that makes  
it somewhat more "internet mail" friendly (handles quoting in replies more the way you  
would expect a mailer to, with a user definable symbol at the start of the quoted line and  
your new text starting beneath it). 
 
-=>John D. 
 
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From: ErolB1 <ErolB1@aol.com> 
Date: Wed, 6 May 1998 21:09:38 EDT 
To: champ-l@sysabend.org 
Subject: Re: what would you do to yourself with 15 points? 
Sender: owner-champ-l@sysabend.org 
 
In a message dated 98-05-06 19:16:35 EDT, tsang@sedl.org writes: 
 
> You have 15 extra points, because you're an RPG player... now go spend it. 
>  Caveats: no more than -1 limitation total on powers, no frameworks, and 
>           you do have "Normal Charactersitics Maxima". 
 
My first though was to spend it all on 15 pts of Wealth. But on reading some 
of the other replies (especially Lizard's) I think I'd go with 5 pts on 
Wealth, 5 pts on Luck, 3 pts on LS: Immune to Aging, and LS: Immune to Disease 
(the last bought with the -1/2 limitation "Gets sick but gets better" to bring 
the cost down to 2 pts). 
 
Erol K. Bayburt 
Evil Genius for a Better Tomorrow 
 
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From: ErolB1 <ErolB1@aol.com> 
Date: Wed, 6 May 1998 21:34:39 EDT 
To: champ-l@sysabend.org 
Subject: Re: what would you do to yourself with 15 points? 
Sender: owner-champ-l@sysabend.org 
 
Another idea: Extra-Dimensional Movement with 4x mass to some suitably cool 
and optimistic alternate world (my first thought was for L Neil Smith's world 
of *The Probability Broche*) 30 active pts. -1 limitation: Extra Time (1 
turn). 15 real points.  
 
Erol K. Bayburt 
Evil Genius for a Better Tomorrow 
 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
To: Champions <champ-l@sysabend.org> 
Subject: Re: what would you do to yourself with 15 points? 
Mail-Copies-To: never 
X-No-Archive: yes 
X-Attribution: Rat 
Organization: The Happy Fun Ball Brigade 
Date: 06 May 1998 22:18:34 -0400 
Lines: 24 
Sender: owner-champ-l@sysabend.org 
 
-----BEGIN PGP SIGNED MESSAGE----- 
 
Donald Tsang writes: 
 
> You have 15 extra points, because you're an RPG player... now go spend it. 
 
Since I'm being cheezy for the points... contacts, contacts, contacts, 
maybe some Luck. 
 
-----BEGIN PGP SIGNATURE----- 
Version: 2.6.3a 
Charset: noconv 
 
iQCVAwUBNVEZ956VRH7BJMxHAQFysQP/Tw0gtycXPKRzreNOZQKrAIfzmepa7sID 
RwrKVwQityT0FrzdQLkdr1+T9W0FUSyl05snOGDs7gJSOTn0RtDtP7a5ci6oxVlW 
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Ay6dNLOaNHk= 
=21SU 
-----END PGP SIGNATURE----- 
 
--  
Rat <ratinox@peorth.gweep.net>    \ Do not taunt Happy Fun Ball. 
PGP Key: at a key server near you! \  
                                    \  
 
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From: "Filksinger" <filkhero@usa.net> 
To: "Champions" <champ-l@sysabend.org> 
Subject: Re: Weapon Hands Question 
Date: Wed, 6 May 1998 19:22:41 -0700 
X-MSMail-Priority: Normal 
Sender: owner-champ-l@sysabend.org 
 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
>  
> -----BEGIN PGP SIGNED MESSAGE----- 
>  
> Filksinger  writes: 
>  
> > Well, the impression I get has been that everyone thinks they are 
broken, 
> > and is trying to explain to you how. 
>  
> Funny, I don't.  I just see a bunch of people, yourself included, saying 
> "you're wrong" with varying degree of insult. 
 
If 1 1/2 handed weapons get a Limitation they shouldn't, then they are 
"broken". If you say they should get the Limitation, then arguing that they 
shouldn't is arguing in favor of their being broken. 
 
You may argue that that is not the way that they are broken, but our 
argument is still that they are broken in that way. 
  
> I see people treating handedness as a Strength Min modifier.  If you do 
> that, then yes, it seems broken.  But handedness is not a Strength Min 
> modifier, it is a "what you are capable of doing while using the power" 
> modifier. 
 
Very well. 
 
With a 1 handed weapon, I am capable of using the weapon with a shield. 
With a 1 1/2 handed weapon, I am capable of using the weapon with a shield 
_and_ capable of ditching the shield for other benefits unavailable to a 1 
handed weapon. 
 
Are there things you are capable of doing with a 1 handed weapon that you 
cannot do with a 1 1/2 handed weapon? 
 
Filksinger 
 
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From: "Filksinger" <filkhero@usa.net> 
To: "Champions" <champ-l@sysabend.org> 
Subject: Re: Weapon Hands Questions 
Date: Wed, 6 May 1998 19:23:38 -0700 
X-MSMail-Priority: Normal 
Sender: owner-champ-l@sysabend.org 
 
> From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
>  
> -----BEGIN PGP SIGNED MESSAGE----- 
>  
> Filksinger  writes: 
>  
> > Yes, you are at a disadvantage when compared to "optimum". You 
definitely 
> > deserve a Limitation in relation to "optimum". 
>  
> Yeah.  Considering that "optimum" is the baseline Hero is working from, 
if 
> you are at a disadvantage compared to that, you get a bonus for it.  If 
you 
> are at an advantage compared to that you pay points for it.  That is the 
> way Hero works. 
 
Optimum is the baseline? You consider a 1-handed weapon "optimum"? The 1 
handed weapon is the baseline here. 
 
Filksinger 
 
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From: "Filksinger" <filkhero@usa.net> 
To: "Champions" <champ-l@sysabend.org> 
Subject: Re: Weapon Hands Question 
Date: Wed, 6 May 1998 19:34:11 -0700 
X-MSMail-Priority: Normal 
Sender: owner-champ-l@sysabend.org 
 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
<snip>  
> Yeah, voluntarilly reducing one's DCV by 1 to 3 is in no way a reduction. 
> Sure, I understand, now.  It makes perfect sense. 
 
I don't. Could you please tell me if you know of any other Limitation, 
anywhere in the Hero System, that a character _volunteers_ to have, and 
unless he does volunteer to have the Limitation, does nothing? I thought 
Limitations which were based upon conditions the character has under 
control were worth no points. Certainly whether or not he uses two hands is 
under the player's control. 
 
Filksinger 
 
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Date: Wed, 6 May 1998 18:46:29 -0800 
To: champ-l@sysabend.org 
From: Eric Chaves <rambler@sowest.net> 
Subject: Re: what would you do to yourself with 15 points? 
Sender: owner-champ-l@sysabend.org 
 
>It's not particularly useful or efficient, but even with so few points in 
>it, flying would just be 
>to cool.  7.5"?  Ok, 7", I'll spend the remaining 1 point on an 
>international drivers licence 
>(ya never know, it could be useful). 
 
I'd buy 15pts. of wealth. Hey with that much money, who needs a driver's 
license. :-> 
 
 
 
Geek Code 
**************************************************************************** 
GCS d++ H s:+ !g !p au+ a- w++ v++ C++++ UL+ P? L+ 3- E? N+++ K- W--- M++ !V 
po--- Y+ t++ 5 j R++ G'' tv++ b++ D++ B--- e- u** h+ f+ r n+ y** 
**************************************************************************** 
 
 
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From: "Filksinger" <filkhero@usa.net> 
To: "Champions" <champ-l@sysabend.org> 
Subject: Re: Weapon Hands Questions 
Date: Wed, 6 May 1998 20:02:00 -0700 
X-MSMail-Priority: Normal 
Sender: owner-champ-l@sysabend.org 
 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
<snip> 
>  
> Take a character with a 16 Strength, CV 5.  Give him a bastard sword: 
> 1.5D6K (25AP), 1.5 hands, 13 STR min, and a medium shield: +2 DCV (10AP). 
> With one hand on the sword he does 1.5D6K and has a +2 DCV bonus (35AP). 
> With two hands on the sword he does 2D6K (30AP) and gets no DCV bonus. 
>  
> Now, if my math is even vaguely on target, 30 active points is not 
> identical to 35 active points.  And unless I am completely off, 30 active 
> points is less than 35 active points. 
>  
> So tell me, where is the advantage in *REDUCING* one's ability? 
 
Why, I suppose none. So, I ignore that ability, and I have a weapon 
identical to the 1 handed weapon. 
 
The 1 1/2 handed weapon is limited _if_ I use it with 2 hands. Agreed. 
However, it has two modes, and this limitation only applies if I choose to 
use the second one. Thus, I have a weapon that has _all_ of the abilities 
of a 1 handed weapon, plus a limited mode I _choose_ to use. The second, 
limited mode may deserve a Limitation, the first, 1 handed mode does not 
deserve a limitation vis a vis one handed weapons. 
 
Filksinger 
 
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From: "Filksinger" <filkhero@usa.net> 
To: "Champions" <champ-l@sysabend.org> 
Subject: Re: Clinging/Climbing 
Date: Wed, 6 May 1998 20:06:18 -0700 
X-MSMail-Priority: Normal 
Sender: owner-champ-l@sysabend.org 
 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
>  
<snip> 
> "The point of the power is that the wall WILL [emphasis *NOT* mine --Rat] 
> take collateral damage".  That is not Clinging, that is a power that does 
> damage.  Perhaps not much, but enough to be noticeable. 
 
No, it isn't a power that does damage. Its the logical effects of a power 
which causes stress to be placed upon the wall if you are pulled or knocked 
free from it. 
 
If I put my hand against a wall, turn on Clinging, and pull, and my STR is 
great enough, I will damage the wall. 
 
Filksinger 
 
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Date: Wed, 06 May 1998 23:20:01 -0400 
To: champ-l@sysabend.org 
From: Joe Mucchiello <why@superlink.net> 
Subject: Point Balancing (was Re: Desolidification) 
Sender: owner-champ-l@sysabend.org 
 
I'm sorry to pick at the scab of this debate, but I think I see what was 
left out of the debate. 
 
Most of the people for 100% DR are the kind of Hero players who feel that 
point costs for all characters (players) must balance.  This means you need 
a number which allows Invulnerability so that numbers can be "balanced". 
 
OTOH, those against 100% DR are the kind who will allow a character have 
"extra" points if they need it to create the character concept.  These GMs 
would allow an extra 30 or 40 PD/ED along with 75% DR since it would be 
good enough and where it isn't the GM can always hand wave it. 
 
I don't know if this is true.  I think the group believing that equal 
points maintains balance is the majority here and they would feel the need 
for a power which gets around the normal point costs for defenses. 
 
That said, I just finish reading those other posts.  I can't believe no one 
on the 100% DR side did not bring up Penetrating, Armor Piercing or 
Coordinated Attacks against the "Just use enough normal defenses with 75% 
DR" side. 
 
Oh, well.  I'll just tape the band-aid back down again. 
  Joe 
 
 
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Date: Wed, 6 May 1998 22:44:44 -0500 (CDT) 
From: Dataweaver <traveler@io.com> 
To: Joe Mucchiello <why@superlink.net> 
cc: champ-l@sysabend.org 
Subject: Re: Point Balancing (was Re: Desolidification) 
Sender: owner-champ-l@sysabend.org 
 
On Wed, 6 May 1998, Joe Mucchiello wrote: 
 
> I'm sorry to pick at the scab of this debate, but I think I see what was 
> left out of the debate.  
>  
> Most of the people for 100% DR are the kind of Hero players who feel 
> that point costs for all characters (players) must balance.  This means 
> you need a number which allows Invulnerability so that numbers can be 
> "balanced".  
 
Actually, no; I'm firmly in the pro-Invulnerability camp, _and_ I will 
allow a character to have extra points if they are needed to create a 
valid character concept.   
 
> OTOH, those against 100% DR are the kind who will allow a character have 
> "extra" points if they need it to create the character concept.  These 
> GMs would allow an extra 30 or 40 PD/ED along with 75% DR since it would 
> be good enough and where it isn't the GM can always hand wave it.  
>  
> I don't know if this is true.  I think the group believing that equal 
> points maintains balance is the majority here and they would feel the 
> need for a power which gets around the normal point costs for defenses.  
 
Actually, I feel a need for a power that represents a character who simply 
_cannot_ be hurt by a certain kind of attack; under the current setup, 
such an ability isn't prohibitively expensive - it's impossible.  There 
are those who feel that this is the way that things should be.  But there 
are also a large number of GMs out there who want something like this. 
Hero has two solutions available to them - they can include a form of 
invulnerability, in which case those who don't like it can ignore it and 
those who do like it can use it; or they can exclude invulnerability, in 
which case those who don't like it are unaffected, but those who do like 
it are left to their own devices.   
 
---- Jonathan Lang <traveler@io.com> ---- x ------- alias: Dataweaver --------- 
  Webpage:  http://www.io.com/~traveler  /@\ The Dogma of Otherness insists 
  GURPSnet's Benevolent Tyrant for Life  ~~~ that all voices deserve a hearing, 
FAQ: http://www.io.com/~ftp/GURPSnet/www  |  that all points of view have 
Archive: http://www.io.com/~ftp/GURPSnet  |  something of value to offer. 
submit new files to gurpsnet-files@io.com |  --David Brin, "Otherness" 
 
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Date: Wed, 6 May 1998 18:34:29 -1000 (HST) 
To: "John Desmarais" <John.Desmarais@ibm.net> 
From: Til Eulenspiegel <til_e@aloha.net> 
Subject: Re: what would you do to yourself with 15 points? 
Cc: "champ-l@sysabend.org" <champ-l@sysabend.org> 
Sender: owner-champ-l@sysabend.org 
 
At 20:50 -0400 06 05 98, John Desmarais wrote: 
>On Wed, 6 May 1998 18:13:48 -0500, Donald Tsang wrote: 
> 
>>I figure this is no dumber than arguing about how much STR should cost... 
>> 
>>You have 15 extra points, because you're an RPG player... now go spend it. 
>>Caveats: no more than -1 limitation total on powers, no frameworks, and 
>>         you do have "Normal Charactersitics Maxima". 
>> 
>>  Donald 
>> 
> 
>It's not particularly useful or efficient, but even with so few points in 
>it, flying would just be 
>to cool.  7.5"?  Ok, 7", I'll spend the remaining 1 point on an 
>international drivers licence 
>(ya never know, it could be useful). 
 
I'd have to go with LS: Immune to Aging and the remainder in Flight--it's 
just so cool. 
 
Til Eulenspiegel 
<til_e@aloha.net&> <til_e@hotmail.com> 
 
Sometimes the delete key is your best friend. 
 
 
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Date: Thu, 07 May 1998 00:36:11 -0400 
From: boaters <boaters@mindspring.com> 
To: champs mailing list <champ-l@sysabend.org> 
Subject: Re: what would you do to yourself with 15 points? 
Sender: owner-champ-l@sysabend.org 
 
 
 
 
> Donald Tsang writes: 
> 
> > You have 15 extra points, because you're an RPG player... now go spend it. 
> 
 
3 immune to aging 
10pt. skill pool 
2.pt cc (only ks skills-1) 
 
Knowledge about everything would be fun... 
 
 
 
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From: dobrien@e-mail.com 
X-SMTP: helo e-mail.com from dobrien@e-mail.com server @e-mail.com ip 204.146.168.195 
Date: Thu, 07 May 1998 00:52:40 EDT 
To: hero-l@sysabend.org 
X-Sender-Info: Dennis L. O'Brien 
               Consulting Systems Engineer 
               VM Systems Software 15863            (925) 675-5594 
Subject: Borg sigs (was RE: Yet more supplement reviews) 
Sender: owner-champ-l@sysabend.org 
 
>"CityBorg" would work well here too.                                            
> 
>BTW, I guess that means you live in the southeastern US?                        
 
>> -----Original Message-----                                                    
>> We are NationsBorg.  You will be assimilated.  Your uniqueness will be        
>>                                                                               
>> added to our own.  You will adapt to service Us.  Resistance is futile.       
 
Actually, I live in California, and work for Bank of America.                    
 
                                             Dennis                              
 
"When I was little, I used to be even smaller than I am now" -- Hugh             
McColl, Jr. (CEO of NationsBank)                                                 
 
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Date: Thu, 07 May 1998 07:36:28 +0000 
From: Mark Lemming <icepirat@ix.netcom.com> 
To: Champions Mailing List <champ-l@omg.org> 
Subject: Re: TK 
Sender: owner-champ-l@sysabend.org 
 
Bob Greenwade wrote: 
>  
> At 05:01 PM 5/6/1998 -0400, Goode, Jason wrote: 
> ><Small aside to Bob about primitive mailers> 
> >Look at that down there.  See what happens when you try to put the reply 
> >after the quote in MS Mail/MS Outlook? 
>  
>    Um... actually, I don't see anything wrong in there, except maybe the 
> lack of separating blank lines (a much lesser problem, at least for me, 
> than having to read backwards). 
>    (I'm leaving the whole rest of the quote in here so if I missed 
> something you can point it out to me.) 
 
I could vent far longer at MS Mail and Outlook, but I don't think this list 
would be the place to do it.  I'm with Bob in that I prefer to see the answer 
at the end of a quote, but can deal with it being at the top.  It's just once 
the thread starts, the trend should continue. 
 
TK Related: I preferred the 3rd Edition way as well.  You couldn't squeeze or 
punch with it, but the active points seemed to make more sense.  Even if with 
4th, it equals Str plus range. 
 
-Mark Lemming 
 
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Date: Thu, 07 May 1998 07:47:15 +0000 
From: Mark Lemming <icepirat@ix.netcom.com> 
To: champ-l@sysabend.org 
Subject: Re: what would you do to yourself with 15 points? 
Sender: owner-champ-l@sysabend.org 
 
Donald Tsang wrote: 
>  
> I figure this is no dumber than arguing about how much STR should cost... 
>  
> You have 15 extra points, because you're an RPG player... now go spend it. 
> Caveats: no more than -1 limitation total on powers, no frameworks, and 
>          you do have "Normal Charactersitics Maxima". 
>  
>   Donald 
 
3 LS: Immune to Disease 
8 Regen, 1 body/ minute  (Not sure if that's the 1/4 limitation for time) 
3 Pain Resistance 
1 +1 PD 
 
This would of come in very handy during my accident prone years. 
(And I'm not sure if I'm past them yet...) 
 
-Mark Lemming 
 
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From: Miq Millman <miq@teleport.com> 
Subject: Re: what would you do to yourself with 15 points? 
To: icepirat@ix.netcom.com (Mark Lemming) 
Date: Thu, 7 May 1998 01:34:09 -0700 (PDT) 
Cc: champ-l@sysabend.org 
Sender: owner-champ-l@sysabend.org 
 
Mark Lemming says: 
>  
> Donald Tsang wrote: 
> >  
> > I figure this is no dumber than arguing about how much STR should cost... 
> >  
> > You have 15 extra points, because you're an RPG player... now go spend it. 
> > Caveats: no more than -1 limitation total on powers, no frameworks, and 
> >          you do have "Normal Charactersitics Maxima". 
> >  
> >   Donald 
>  
> 3 LS: Immune to Disease 
> 8 Regen, 1 body/ minute  (Not sure if that's the 1/4 limitation for time) 
> 3 Pain Resistance 
> 1 +1 PD 
>  
> This would of come in very handy during my accident prone years. 
> (And I'm not sure if I'm past them yet...) 
 
Heh, no living forever?  I agree it could get boring, and difficult to deal 
with if you remained the same age all the time, plus everyone you know 
getting older, ick. 
 
My choice: 
 
 
LS: vs Sleep, to give me more time in the day 
LS: Disease, this is a pretty obvious one.  who wants to get the plague? 
some TK, w/ fine manip, limited to animate object, think how useful that can 
    be to work on old cars or fix things, or do interesting tricks.... 
 
 
 
 
 
--  
__ 
Miq Millman   miq@teleport.com   
Tualatin, OR 
 
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Date: Thu, 7 May 1998 03:38:41 -0500 (EST) 
From: Tokyo Mark <bastet@iquest.net> 
X-Sender: bastet@iquest7 
To: bastet@iquest.net 
cc: champ-l@sysabend.org 
Subject: Re: what would you do to yourself with 15 points? 
Sender: owner-champ-l@sysabend.org 
 
 
On Thu, 7 May 1998, Miq Millman wrote: 
> Heh, no living forever?  I agree it could get boring, and difficult to deal 
> with if you remained the same age all the time, plus everyone you know 
> getting older, ick. 
>  
> My choice: 
>  
>  
> LS: vs Sleep, to give me more time in the day 
> LS: Disease, this is a pretty obvious one.  who wants to get the plague? 
> some TK, w/ fine manip, limited to animate object, think how useful that can 
>     be to work on old cars or fix things, or do interesting tricks.... 
 
I'm surprised no one has used Shapeshift yet.  Say.....Shapeshift to any 
form, requires disguise roll.  Then add the traditional LS: Aging and LS: 
Disease (Gets sick, gets better).  Shapeshift is another fun power. 
 
 
 
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Date: Thu, 07 May 1998 01:49:36 -0700 
From: Captain Spith <cptspith@teleport.com> 
Reply-To: cptspith@teleport.com 
Organization: Satan's Children 
To: champ-l@sysabend.org 
Subject: Re: what would you do to yourself with 15 points? 
Sender: owner-champ-l@sysabend.org 
 
Jeff M. Reid wrote: 
 
> Personally, I would buy Flight. No question. Nothing else even comes close. 
> I MIGHT even apply the (-1/2 Lim - Wings), just cause I would love the 
> stares I would draw! 
 
   A kindred spirit!  On a number of occasions the question of 'what 
power would you take' has reared it's head, and after all the hemming 
and 'oh, it would be COOL to be invisible', and 'how about reading 
minds?', it all comes down to; 
 
   I WANNA FLY! 
 
   I think wings would be excellent, and just to maximize our cost 
return, and stay within The Rules, add X2 END for another -1/2 lim.  
That'd give 15" flight (30" noncombat), and heck with enough use, my END 
would increase anyway, eventually... 
 
 -- 
  
   -Capt. Spith 
   Savior of Humanity 
   Secular Messiah 
 
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From: "R & B" <bswarren@flash.net> 
To: <champ-l@sysabend.org> 
Subject: Re: what would you do to yourself with 15 points? 
Date: Thu, 7 May 1998 04:15:39 -0500 
X-MSMail-Priority: Normal 
X-MimeOLE: Produced By Microsoft MimeOLE V4.71.1712.3 
Sender: owner-champ-l@sysabend.org 
 
 
 
 
>You have 15 extra points, because you're an RPG player... now go spend it. 
>Caveats: no more than -1 limitation total on powers, no frameworks, and 
>         you do have "Normal Charactersitics Maxima". 
 
 
LS: No need to eat, sleep, or drink 
LS: Immune to disease 
Buy off the Phy Limitation 'Bum Knee' 
 
While I'm doing a re-write could I add the Psych Lim: 'Loves to exercise? 
 
Randy 
 
 
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Date: Thu, 07 May 1998 11:59:20 +0100 
From: Chris Lynch <chris@lynch1.demon.co.uk> 
To: champ-l@sysabend.org 
Subject: Re: Point Balancing (was Re: Desolidification) 
Sender: owner-champ-l@sysabend.org 
 
If the proposed cost for the 100% resistant DR is 120 points (so 240 for 
both energy and physical) it must be remembered that this is a LOT of 
points. 
 
If you wanted to build a new 150 point character with this sort of 
power; for example an immortal entity from Earths distant past; you 
would be on -90 points after buying the DR. This is before you buy any 
stats, skills, other powers, equipment or perks. You could easily end up 
with a character who is normal in all other respects other than being 
invulnerable to normal forms of attack. I know that this is rehashing 
what has already been said, but this is a pretty good roleplaying 
opportunity. Imagine a superhero team composed of bricks etc. who can 
move mountains blah blah. Amongst there number stands Mr.Invulnerable. 
He ca't fly, so he has to be carried. He can't hurt most of the villians 
the group faces. He has no useful out of combat skills. He has no 
contacts. He doesn't even have a base the group can use. However, at the 
end of every fight.. who is the last man standing?  
Such a character could also adopt some cool fighting techniques. Perhaps 
he could goad the enemy brick to charge him and watch with glee as the 
brick has to suffer all the damage himself. Or maybe he could borrow a 
bomb from the team gadgeteer and walk into the enemy base... 
 
If this doesn't convince the tentative GM to at least play test this 
remember that even a player can't be hurt by physical or energy damage 
he can still be entangled, drained, suppressed, transfered, teleported, 
grabbed, thrown, XDM'ed, mind controlled, illusioned, ego blasted and 
(of course) just locked up in a big steal box and dropped into the sea.. 
--  
 
       _==/          i     i          \==_ 
     /XX/            |\___/|            \XX\ 
   /XXXX\            |XXXXX|            /XXXX\ 
  |XXXXXX\_         _XXXXXXX_         _/XXXXXX| 
 XXXXXXXXXXXxxxxxxxXXXXXXXXXXXxxxxxxxXXXXXXXXXXX 
|XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX| 
XXXXXXXXX http://www.lynch1.demon.co.uk XXXXXXXXX 
|XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX| 
 XXXXXX/^^^^"\XXXXXXXXXXXXXXXXXXXXX/^^^^^\XXXXXX 
  |XXX|       \XXX/^^\XXXXX/^^\XXX/       |XXX| 
    \XX\       \X/    \XXX/    \X/       /XX/ 
       "\       "      \X/      "      /" 
 
 
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Date: Thu, 07 May 1998 12:08:00 +0100 
From: Chris Lynch <chris@lynch1.demon.co.uk> 
To: champ-l@sysabend.org 
Subject: Re: what would you do to yourself with 15 points? 
Sender: owner-champ-l@sysabend.org 
 
Donald Tsang wrote: 
>  
> I figure this is no dumber than arguing about how much STR should cost... 
>  
> You have 15 extra points, because you're an RPG player... now go spend it. 
> Caveats: no more than -1 limitation total on powers, no frameworks, and 
>          you do have "Normal Charactersitics Maxima". 
>  
>   Donald 
 
10pt variable power pool 
Control cost at -1 (Takes a whole turn to change) 
3pt skill (Being really cool with my pool!) 
 
Just because I really want to make the most of these points, and I'm 
cheesy, and I can't believe that nobody else though of it... 
 
Oh, on the other hand... 
Skill enhanceer- Net of Contacts. 
10 contacts - Supermodels of the World. 
--  
 
       _==/          i     i          \==_ 
     /XX/            |\___/|            \XX\ 
   /XXXX\            |XXXXX|            /XXXX\ 
  |XXXXXX\_         _XXXXXXX_         _/XXXXXX| 
 XXXXXXXXXXXxxxxxxxXXXXXXXXXXXxxxxxxxXXXXXXXXXXX 
|XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX| 
XXXXXXXXX http://www.lynch1.demon.co.uk XXXXXXXXX 
|XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX| 
 XXXXXX/^^^^"\XXXXXXXXXXXXXXXXXXXXX/^^^^^\XXXXXX 
  |XXX|       \XXX/^^\XXXXX/^^\XXX/       |XXX| 
    \XX\       \X/    \XXX/    \X/       /XX/ 
       "\       "      \X/      "      /" 
 
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To: champ-l@sysabend.org 
Subject: Re: what would you do to yourself with 15 points? 
X-Juno-Line-Breaks: 0-2,5-13 
From: llwatts@juno.com (Leah L Watts) 
Date: Thu, 07 May 1998 08:36:27 EDT 
Sender: owner-champ-l@sysabend.org 
 
>You have 15 extra points, because you're an RPG player... now go spend  
>it. 
 
4  American Sign Language, total fluency (which I need to study anyway, 
it's just a matter of time before one of my friends loses the rest of her 
hearing) 
 
3  Ambidexterity 
 
5  Wealth (yeah, I know, everyone is grabbing this one) 
 
3  +1 Enhanced Perception (all senses) 
 
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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From: "Goode, Jason" <JGoode@medrad.com> 
To: Champions <champ-l@sysabend.org> 
Subject: RE: TK 
Date: Thu, 7 May 1998 08:39:54 -0400 
Sender: owner-champ-l@sysabend.org 
 
Like I said, we no longer play with him. 
 
Jason Goode 
 
> -----Original Message----- 
> From:	Stainless Steel Rat [SMTP:ratinox@peorth.gweep.net] 
> Sent:	Wednesday, May 06, 1998 4:27 PM 
> To:	Champions 
> Subject:	Re: TK 
>  
> Goode, Jason writes: 
>  
> > I had one GM who figured that an NPC with TK and N-ray vision could look 
> > inside your head and squeeze blood vessels shut to instantly kill you. 
>  
> Um, no.  TK cannot bypass personal defenses at all.  This is an RKA with 
> some expensive advantages. 
>  
> Rat <ratinox@peorth.gweep.net> 
 
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X-Sender: bob.greenwade@klock.com 
Date: Thu, 07 May 1998 05:44:06 -0700 
To: champ-l@sysabend.org 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: what would you do to yourself with 15 points? 
Sender: owner-champ-l@sysabend.org 
 
At 06:13 PM 5/6/1998 -0500, Donald Tsang wrote: 
>I figure this is no dumber than arguing about how much STR should cost... 
> 
>You have 15 extra points, because you're an RPG player... now go spend it. 
>Caveats: no more than -1 limitation total on powers, no frameworks, and 
>         you do have "Normal Charactersitics Maxima". 
 
   Realistically: 
 
 2  KS: Sci-Fi TV, 11- 
 2  KS: RPG Systems, 11- 
11  KS: Obscure Potpourri Trivia, 20- 
 
   Ideally, I'd just buy of Physical Limitation: Arthritic. 
   Or maybe get 15 points of Wealth. 
   Or if we really want to be fantastic about it, Invisibility vs Normal 
Sight, 5 Minutes to Activate (-1), plus only 5 points of Wealth. 
   I might also take Shape Shift to any humanoid form, same Limitation as 
above, plus Wealth (5 points). 
--- 
Bob's Original Hero Stuff Page!  [Circle of HEROs member] 
   http://www.klock.com/public/users/bob.greenwade/original.htm 
Homepage of the Merry-Go-Round Webring!  (Wanna join?) 
   http://www.klock.com/public/users/bob.greenwade/merrhome.htm 
 
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Date: Thu, 7 May 1998 09:41:10 -0400 
From: David Stallard <DBStallard@compuserve.com> 
Subject: Combat to RP ratio in 4E 
Cc: "[unknown]" <champ-l@sysabend.org> 
Content-Disposition: inline 
X-MIME-Autoconverted: from quoted-printable to 8bit by beelzebubba.sysabend.org id JAA05266 
Sender: owner-champ-l@sysabend.org 
 
Well, it looks like most people have 6-hour sessions with 2 combats (I 
didn't calculate averages, this is just my observation).  My question now 
is how much of that 6-hour block is taken up conducting combat?  In my 
group, I'd say 4 hours out of 6 are combat resolution...I'm wondering if 
we're combat heavy or if this is the norm. 
 
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From: Curt Hicks <exucurt@exu.ericsson.se> 
Date: Thu, 7 May 1998 08:43:01 -0500 (CDT) 
To: champ-l@sysabend.org 
Subject: Re: what would you do to yourself with 15 points? 
Sender: owner-champ-l@sysabend.org 
 
 
Wealth and Winged Flight. 
Nice thread. 
 
Curt 
 
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Date: Thu, 7 May 1998 10:24:51 -0400 
From: David Stallard <DBStallard@compuserve.com> 
Subject: Heroes Unlimited, 2nd Edition 
Cc: "[unknown]" <champ-l@sysabend.org> 
Content-Disposition: inline 
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Sender: owner-champ-l@sysabend.org 
 
I realize this is sorta off-topic, but I have found that it is virtually 
impossible to get information about Heroes Unlimited on the web...even the 
Palladium page (which I don't think is official) omits it from their 
catalog, which is weird seeing that they have a bunch of obscure games 
listed that I never knew existed.  I did find a brief review of HU on the 
Herozine site, but I think it was written before 2nd Edition came out. 
 
I was in the local game shop last week (picking up Atlantis and Pyramid in 
the Sky) and I saw a copy of Heroes Unlimited 2nd Edition...I checked the 
copyright and it was 1998, so I know it's a new product.  Anyway, I've been 
curious for a while about how other systems treat the superhero genre...  A 
while back I asked for reviews of several systems, and got reviews on all 
of them except Heroes Unlimited--the closest I could come was "the 
Palladium system sucks."  Anyway, since I'm at a loss to find a review of 
this game (I can't even get on the Heroes Unlimited mailing list...I try to 
subscribe from the web site and nothing happens), I'm hoping that somebody 
here has had a little experience with it. 
 
Can anyone give me the basic gist of Heroes Unlimited (2nd Edition, if 
possible)?  Feel free to send private mail if you don't think HU should 
clutter this list.  A comparison to Hero System would be great too.  I 
heard somewhere that it has a level system, so you could be a 3rd Level 
Superhero or whatever.  When I flipped through 2nd Edition, I didn't see 
anything that indicated this...did I just not look closely enough, or have 
they dropped levels, or did they never have levels to begin with?  I saw 
that it has a big list of powers to choose from, but I got the impression 
somewhere that you can't build any power you want like in Champions.  If 
this was true, I'm wondering if 2nd Edition added the ability to make 
whatever power you want.  I did find a HU page which listed a bunch of new 
powers (but had no information on HU for those who don't already know about 
it), but I don't know if the rules support power creation or if the guy was 
just producing his own hacks. 
 
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From: "Goode, Jason" <JGoode@medrad.com> 
To: champ-l@sysabend.org 
Subject: RE: Primitive Mailers (was: RE: TK) 
Date: Thu, 7 May 1998 10:26:42 -0400 
Sender: owner-champ-l@sysabend.org 
 
Woohoo!  I am able slip out of Microsoft's far reaching grasp again! 
 
Jason Goode 
 
> -----Original Message----- 
> From:	John Desmarais [SMTP:John.Desmarais@ibm.net] 
> Sent:	Wednesday, May 06, 1998 8:55 PM 
> To:	champ-l@sysabend.org 
> Subject:	Primitive Mailers (was: RE: TK) 
>  
> On Wed, 6 May 1998 17:01:23 -0400, Goode, Jason wrote: 
>  
> ><Small aside to Bob about primitive mailers> 
> >Look at that down there.  See what happens when you try to put the reply 
> >after the quote in MS Mail/MS Outlook? 
>  
> For what's it's worth, you can download a plug-in for Outlook from 
> Microsloth that makes  
> it somewhat more "internet mail" friendly (handles quoting in replies more 
> the way you  
> would expect a mailer to, with a user definable symbol at the start of the 
> quoted line and  
> your new text starting beneath it). 
>  
> -=>John D. 
 
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From: "Goode, Jason" <JGoode@medrad.com> 
To: Champions Mailing List <champ-l@omg.org> 
Subject: RE: TK 
Date: Thu, 7 May 1998 10:33:25 -0400 
Sender: owner-champ-l@sysabend.org 
 
It's more annoying for me, since I have to hunt for and try to pick out the 
reply from where MS Mail/Outlook buried it in the middle of your text and 
">" marks.  At least if it's up here, I have no difficulty separating the 
reply from the original message.  Regardless, problem solved if I can find 
that plug-in John Desmarais mentioned. 
 
Jason Goode 
 
> -----Original Message----- 
> From:	Bob Greenwade [SMTP:bob.greenwade@klock.com] 
> Sent:	Wednesday, May 06, 1998 6:29 PM 
> To:	Champions Mailing List 
> Subject:	RE: TK 
>  
> At 05:01 PM 5/6/1998 -0400, Goode, Jason wrote: 
> ><Small aside to Bob about primitive mailers> 
> >Look at that down there.  See what happens when you try to put the reply 
> >after the quote in MS Mail/MS Outlook? 
>  
>    Um... actually, I don't see anything wrong in there, except maybe the 
> lack of separating blank lines (a much lesser problem, at least for me, 
> than having to read backwards). 
 
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Date: Thu, 07 May 1998 10:34:07 -0500 (EST) 
From: Jason Sullivan <ravanos@jcs1.jcstate.edu> 
Subject: 15 points 
To: champ-l@sysabend.org 
Sender: owner-champ-l@sysabend.org 
 
I generally know what I'd want...  Eidetic Memory, Lightning Calculator, 
Speed Reading, Cramming, + INT...  probally with Limitations like Total 
Concentration throughout, Cannot move in Phase when power is used, etc. 
 
I'm suprised so many people said LS: Aging...  I mean, you get to see your 
friends and loved ones die while you stay relatively young.  The world is 
going to hell in a handbasket...  Then, there's the idea of future shock 
and you not being able to adapt...  or you being dissected in a government 
labatory, or being labeled a freak of nature... 
 
Anyway, I'm suprised no nut jobs out there said N-Ray Vision (only to see 
through clothes) or Instant Change (UAO, Only into no clothes at all)... 
 
-+-<-+->-+-<-+->-+-<-+->-+-<-+->-+-<-+->-+-<-+->-+-<-+->-+-<-+->-+-<-+->-+-<-+- 
"Fools are my theme, let satire be my song."  
	-Lord Byron; English Bards and Scotch Reviewers.  Line 6.  
-=-_=_-=-_=_-=-_=_-=-_=_-=-_=_-=-_=_-=-_=_-=-_=_-=-_=_-=-_=_-=-_=_-=-_=_-=-_=_- 
 
 
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Date: Thu, 07 May 1998 10:43:43 -0500 (EST) 
From: Jason Sullivan <ravanos@jcs1.jcstate.edu> 
Subject: Other Superhero Games 
To: champ-l@sysabend.org 
Sender: owner-champ-l@sysabend.org 
 
A system similar to Palladium is Cosmic Enforcers.  Just like Palladium, 
it's an interesting genre with some interesting characters, but the system 
and the limited character classes (as well as the level system) kills it. 
 
-+-<-+->-+-<-+->-+-<-+->-+-<-+->-+-<-+->-+-<-+->-+-<-+->-+-<-+->-+-<-+->-+-<-+- 
"Fools are my theme, let satire be my song."  
	-Lord Byron; English Bards and Scotch Reviewers.  Line 6.  
-=-_=_-=-_=_-=-_=_-=-_=_-=-_=_-=-_=_-=-_=_-=-_=_-=-_=_-=-_=_-=-_=_-=-_=_-=-_=_- 
 
 
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Date: Thu, 07 May 1998 10:46:32 -0500 (EST) 
From: Jason Sullivan <ravanos@jcs1.jcstate.edu> 
Subject: Palladium-HERO conversions 
To: champ-l@sysabend.org 
Sender: owner-champ-l@sysabend.org 
 
Does anyone know of any Paladium-Hero conversion rules?  I happen to like 
Wormwood, Nightbane/Nightspawn, Beyond the Supernatural, and some of the 
funkier biomechanical stuff from Rifts. 
 
I also heard in the back of the Ultimate Martial Artist, there were 
conversion charts for HERO to other systems for the Martial Arts presented 
in the book...  I was wondering if it was true. 
 
-+-<-+->-+-<-+->-+-<-+->-+-<-+->-+-<-+->-+-<-+->-+-<-+->-+-<-+->-+-<-+->-+-<-+- 
"Fools are my theme, let satire be my song."  
	-Lord Byron; English Bards and Scotch Reviewers.  Line 6.  
-=-_=_-=-_=_-=-_=_-=-_=_-=-_=_-=-_=_-=-_=_-=-_=_-=-_=_-=-_=_-=-_=_-=-_=_-=-_=_- 
 
 
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X-SMTP: helo exchange-irvine.platsoft.com from dmattingly@platsoft.com server @mail.platsoft.com ip 206.215.12.10 
From: Dave Mattingly <dmattingly@platsoft.com> 
To: champ-l@sysabend.org 
Subject: RE: what would you do to yourself with 15 points? 
Date: Thu, 7 May 1998 10:42:26 -0700 
Sender: owner-champ-l@sysabend.org 
 
Here's one nobody's mentioned yet: 
 
Duplication: 2 50-point duplicates, extra time: 1 turn 
 
Wouldn't you love to be in three places at once? 
 
 
If not that, then wishes: 
 
10 VPP 
5 Cosmic Control Cost, 1 per day 
 
Dave Mattingly 
http://www.haymaker.org 
 
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From: "Goode, Jason" <JGoode@medrad.com> 
To: champ-l@sysabend.org 
Subject: RE: Other Superhero Games 
Date: Thu, 7 May 1998 14:05:00 -0400 
Sender: owner-champ-l@sysabend.org 
 
> -----Original Message----- 
> From:	Jason Sullivan [SMTP:ravanos@jcs1.jcstate.edu] 
> Sent:	Thursday, May 07, 1998 11:44 AM 
> To:	champ-l@sysabend.org 
> Subject:	Other Superhero Games 
>  
> A system similar to Palladium is Cosmic Enforcers.  Just like Palladium, 
> it's an interesting genre with some interesting characters, but the system 
> and the limited character classes (as well as the level system) kills it. 
>  
------------------------ 
 
When my new game started up, one of the first guys I picked suggested we 
play Cosmic Enforcers.  I said, "I've already pretty much decided, but I'll 
look at it."  After I read it, I said, "Most Palladium-like."  He said, "It 
was written by a former Palladium guy."  I said, "Interesting back drop." 
He said, "That's what I like best about it."  I said, "Well, if you want to 
GM it, I'll play it, but if we're playing superheroes, a Palladium-style 
system is really not the way to go.  We should use Champions for the 
mechanics."  He said, "Champions?  What's that?"  I said, "Why, only the 
coolest superhero game ever developed.  Here, I'll show you..." 
 
So, now he runs Cosmic Enforcers with the Hero System as the underlying 
mechanics.  
 
Jason Goode 
 
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From: "Goode, Jason" <JGoode@medrad.com> 
To: champ-l@sysabend.org 
Subject: RE: Palladium-HERO conversions 
Date: Thu, 7 May 1998 14:13:15 -0400 
Sender: owner-champ-l@sysabend.org 
 
> -----Original Message----- 
> From:	Jason Sullivan [SMTP:ravanos@jcs1.jcstate.edu] 
> Sent:	Thursday, May 07, 1998 11:47 AM 
> To:	champ-l@sysabend.org 
> Subject:	Palladium-HERO conversions 
>  
> Does anyone know of any Paladium-Hero conversion rules?  I happen to like 
> Wormwood, Nightbane/Nightspawn, Beyond the Supernatural, and some of the 
> funkier biomechanical stuff from Rifts. 
>  
--------------------------------- 
 
A couple of my players are currently detoxing from Rifts.  (Umm, Dave, 
you're a superhero, remember?  You don't have to kill him.  Jail will do 
nicely.)  They have some Rifts-translated characters and items.   
 
We also have a Cosmic Enforcers game which runs using Champions mechanics. 
 
What we find is that we can't develop any hard and fast rules, largely 
because most Palladium stuff is not internally consistent.  We have to do 
most of the conversions on a individual basis. 
 
Jason Goode 
 
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From: "Goode, Jason" <JGoode@medrad.com> 
To: champ-l@sysabend.org 
Subject: RE: Heroes Unlimited, 2nd Edition 
Date: Thu, 7 May 1998 14:34:38 -0400 
Sender: owner-champ-l@sysabend.org 
 
> -----Original Message----- 
> From:	David Stallard [SMTP:DBStallard@compuserve.com] 
> Sent:	Thursday, May 07, 1998 10:25 AM 
> To:	Goode, Jason 
> Cc:	[unknown] 
> Subject:	Heroes Unlimited, 2nd Edition 
>  
> I'm hoping that somebody here has had a little experience with it. 
>  
------------------------------ 
 
I have a Palladium-ophile friend who bought this about two weeks ago.  I'm 
getting together with him and some other folks tonight, so I'll show him 
your e-mail and ask him what he thinks.  I'll send it to you direct, unless 
someone else on the list expresses interest. 
 
Jason Goode  
 
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Date: Thu, 7 May 1998 14:44:36 -0400 
From: David Stallard <DBStallard@compuserve.com> 
Subject: RE: Other Superhero Games 
Cc: "[unknown]" <champ-l@sysabend.org> 
Content-Disposition: inline 
X-MIME-Autoconverted: from quoted-printable to 8bit by beelzebubba.sysabend.org id OAA23729 
Sender: owner-champ-l@sysabend.org 
 
Message text written by "Goode, Jason" 
>So, now he runs Cosmic Enforcers with the Hero System as the underlying 
mechanics. < 
 
What is the backdrop to Cosmic Enforcers?  I've never heard of it....  It 
sounds like superheroes in space, which doesn't grab my interest. 
 
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X-SMTP: helo send1b.yahoomail.com from johndesmarais@yahoo.com server @send1b.yahoomail.com ip 205.180.60.23 
Date: Thu, 7 May 1998 11:46:59 -0700 (PDT) 
From: John Desmarais <johndesmarais@yahoo.com> 
Reply-To: john.desmarais@ibm.net 
Subject: RE: Palladium-HERO conversions 
To: champ-l@sysabend.org 
Sender: owner-champ-l@sysabend.org 
 
"Goode, Jason"  wrote: 
> 
> > From:	Jason Sullivan [SMTP:ravanos@jcs1.jcstate.edu] 
> >  
> > Does anyone know of any Paladium-Hero conversion rules?  I happen 
to like 
> > Wormwood, Nightbane/Nightspawn, Beyond the Supernatural, and some 
of the 
> > funkier biomechanical stuff from Rifts. 
>  
> A couple of my players are currently detoxing from Rifts.  (Umm, Dave, 
> you're a superhero, remember?  You don't have to kill him.  Jail 
will do 
> nicely.)  They have some Rifts-translated characters and items.   
>  
> We also have a Cosmic Enforcers game which runs using Champions 
mechanics. 
>  
> What we find is that we can't develop any hard and fast rules, largely 
> because most Palladium stuff is not internally consistent.  We have 
to do 
> most of the conversions on a individual basis. 
 
This really is the best way to convert betwen most game systems anyway 
- rewriting the concept in the new game system.  Trying to convert the 
numbers between game systems usually misses to many of the things that 
aren't covered by one system or the other (such as the idea that power 
levels tend to be relative not absolute). 
 
Beside, converting at the concept level means you really only need to 
know the destination game system well (assuming that source gives an 
adequate "non-mechanic" description). 
 
-=>John D. 
_________________________________________________________ 
DO YOU YAHOO!? 
Get your free @yahoo.com address at http://mail.yahoo.com 
 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
To: Champions <champ-l@sysabend.org> 
Subject: Re: Palladium-HERO conversions 
Mail-Copies-To: never 
X-No-Archive: yes 
X-Attribution: Rat 
Organization: The Happy Fun Ball Brigade 
Date: 07 May 1998 14:50:29 -0400 
Lines: 30 
Sender: owner-champ-l@sysabend.org 
 
-----BEGIN PGP SIGNED MESSAGE----- 
 
Jason Sullivan writes: 
 
> Does anyone know of any Paladium-Hero conversion rules? 
 
The problem with converting from one system to another in this case is that 
Hero is a system, but Palladium is a collection of rules that look good. 
You will have a difficult time finding a 1:1 correspondence because there 
is none. 
 
So, if you insist on such a conversion, the sanest thing to do is to try to 
understand both games as thoroughly as you can and use Hero to model 
Palladium's effects as best you can. 
 
-----BEGIN PGP SIGNATURE----- 
Version: 2.6.3a 
Charset: noconv 
 
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=VVmC 
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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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From: "Goode, Jason" <JGoode@medrad.com> 
To: Champions <champ-l@sysabend.org> 
Subject: RE: Other Superhero Games 
Date: Thu, 7 May 1998 15:22:59 -0400 
Sender: owner-champ-l@sysabend.org 
 
On Thursday, May 07, 1998 2:45 PM, David Stallard 
[SMTP:DBStallard@compuserve.com] wrote: 
> Message text written by "Goode, Jason" 
> >So, now he runs Cosmic Enforcers with the Hero System as the underlying 
> mechanics. < 
>  
> What is the backdrop to Cosmic Enforcers?  I've never heard of it....  It 
> sounds like superheroes in space, which doesn't grab my interest. 
 
Holy Cow!  This "Internet Mail Enhancement Patch for MS Outlook 97" 
actually works!  I have to pass this around to some of the other folks here 
at work. 
 
Anyway, this would be difficult to do in a few lines (for me, at least).  My 
friend copied some of the text to give to some of the other players so they 
wouldn't have to buy the book to understand the universe.  If you send me 
your mailing address, I can mail you a copy of those pages. 
 
Jaosn Goode 
 
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From: "Goode, Jason" <JGoode@medrad.com> 
To: Champions <champ-l@sysabend.org> 
Subject: RE: Palladium-HERO conversions 
Date: Thu, 7 May 1998 15:25:01 -0400 
Sender: owner-champ-l@sysabend.org 
 
On Thursday, May 07, 1998 2:50 PM, Stainless Steel Rat 
[SMTP:ratinox@peorth.gweep.net] wrote: 
> -----BEGIN PGP SIGNED MESSAGE----- 
>  
> Jason Sullivan writes: 
>  
> > Does anyone know of any Palladium-Hero conversion rules? 
>  
> The problem with converting from one system to another in this case is 
that 
> Hero is a system, but Palladium is a collection of rules that look good. 
 
Well put.  Palladium looks okay on the surface, but it definitely doesn't 
work like an internally consistent system. 
 
Jason Goode 
 
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From: Alurmic <Alurmic@aol.com> 
Date: Thu, 7 May 1998 17:02:30 EDT 
To: champ-l@sysabend.org 
Subject: V+V & justice inc auction last day 
Sender: owner-champ-l@sysabend.org 
 
i have an auction going for the following ending on midnite friday 
 
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X-SMTP: helo emerald from burns@usmcug.usm.maine.edu server @emerald.omg.org ip 192.67.184.65 
From: Eric Burns <burns@cug.dorm.usm.maine.edu> 
Subject: what would you do to yourself with 15 points? 
To: champ-l@omg.org (champions listserv) 
Date: Thu, 7 May 1998 17:10:36 -0400 (EDT) 
Sender: owner-champ-l@sysabend.org 
 
> I figure this is no dumber than arguing about how much STR should cost... 
>  
> You have 15 extra points, because you're an RPG player... now go spend it. 
> Caveats: no more than -1 limitation total on powers, no frameworks, and 
>          you do have "Normal Charactersitics Maxima". 
>  
>   Donald 
>  
 
+4 to COM 2pts (won't put me over 20) 
Life Support - Immune to Aging, Immune to Disease 6pts 
Regeneration - 10pts, Only at Night (-1/2) 7pts 
 
 
-Eric 
 
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X-Sender: bastet@pop.iquest.net 
Date: Thu, 07 May 1998 18:40:32 -0400 
To: champ-l@sysabend.org 
From: TokyoMark <bastet@iquest.net> 
Subject: Re: 15 points 
Sender: owner-champ-l@sysabend.org 
 
At 10:34 AM 5/7/98 -0500, Jason Sullivan wrote: 
 
>I'm suprised so many people said LS: Aging...  I mean, you get to see your 
>friends and loved ones die while you stay relatively young.  The world is 
>going to hell in a handbasket...  Then, there's the idea of future shock 
>and you not being able to adapt...  or you being dissected in a government 
>labatory, or being labeled a freak of nature... 
 
Here's an idea, you raise a good point.  I'm not too worried about the 
world going to hell in a handbasket, people have been saying things are 
getting worse for hundreds of years.  But another way to spend those 15 
points would be  
 
10 Wealth 
5  CEO 
 
Then I could run a genetics corporation hunting down all those 'extra 15 
points' people.;)  Granted, they would get more points from having a 
hunted, but, if some of them hunt me I'd get more points also. 
 
 
 
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From: johnl@vnet.net (John Lansford) 
To: champ-l@sysabend.org 
Subject: Re: what would you do to yourself with 15 points? 
Date: Thu, 07 May 1998 22:42:23 GMT 
Sender: owner-champ-l@sysabend.org 
 
On Wed, 6 May 1998 18:13:48 -0500, you wrote: 
 
>I figure this is no dumber than arguing about how much STR should cost... 
> 
>You have 15 extra points, because you're an RPG player... now go spend it. 
>Caveats: no more than -1 limitation total on powers, no frameworks, and 
>         you do have "Normal Charactersitics Maxima". 
 
Immunity to aging, 3 points 
Immunity to disease,  3 points 
Regeneration, 1pt per hour, 6 points 
Inventor skill, 3 points 
 
That ought to keep me amused for a long while... 
 
John Lansford 
"I'm damaged, and I like it. It made me what I am." 
Donald Roeser, "Damaged" 
 
http://users.vnet.net/lansford/a10/intro.htm 
 
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X-Sender: ctaylor@pop.cyberis.net 
Date: Thu, 07 May 1998 16:00:40 -0700 
To: champ-l@sysabend.org 
From: Christopher Taylor <ctaylor@cyberis.net> 
Subject: 15 points 
Sender: owner-champ-l@sysabend.org 
 
hmmm fifteen points 
 
5" flight, x4NC value (thats plenty fast and 1 end per phase) 
 
or: 
 
1 BOD/5 minute regen, usable against others, concentrate 1/2DCV full time  
 
---------------------------------------------------------- 
Sola Gracia		Sola Scriptura		Sola Fide 
Soli Gloria Deo		Solus Christus		Corum Deo 
----------------------------------------------------------- 
 
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From: Daniel Pawtowski <dpawtows@access.digex.net> 
Subject:  Quotes at top (was RE: The Ultimate Quote) 
To: champ-l@sysabend.org 
Date: Thu, 7 May 1998 22:03:03 -0400 (EDT) 
Organization: VTSFFC 
Sender: owner-champ-l@sysabend.org 
 
>    And on a related subject, I tend to get confused by people who write 
> their replies at the top of their posts, and then show the quotes.  I 
 
> people, please put the new material *after* the quote. 
 
  Actually, I know one source for that.  Microsoft Exchange is the  
mail software I'm forced to use at work, and Exchange *HEAVILY*  
encourages users to put the original text at the top, the quoted material 
at the bottom, and to quote the entire message.  I suspect that 
several other Microsoft-issued mailers are similar. 
  Everybody at work does exactly that, and they wonder where I picked 
up my "odd" habit of original text at the bottom. 
 
  I know an admin once who called up Microsoft to complain about that 
and several other annoying non-standardized ways that Exchange handles 
mail (he was particularly ticked off that Exchange refuses to denote 
quoted material with a '>', and seperates email addresses with 
semicolons, not commas).   
  The answer they gave him was that all the things that he was asking about 
were 'obsolete', and that Exchange could not be set otherwise because 
nobody in his right mind would want to.  If any of his friends still 
used one of the few remaining ancient 'non-standard' mailers , they 
should upgrade to an MS product immediately. 
 
                                               Daniel Pawtowski 
    
 
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From: Daniel Pawtowski <dpawtows@access.digex.net> 
Subject: Re: what would you do to yourself with 15 points? 
To: champ-l@sysabend.org 
Date: Thu, 7 May 1998 22:14:29 -0400 (EDT) 
Organization: VTSFFC 
Sender: owner-champ-l@sysabend.org 
 
 
  So, how many points is "Immunity to spam/junk mail", anyway?  :-) 
 
                                          Daniel Pawtowski 
 
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From: Daniel Pawtowski <dpawtows@access.digex.net> 
Subject: Re: what would you do to yourself with 15 points? 
To: champ-l@sysabend.org 
Date: Thu, 7 May 1998 22:19:55 -0400 (EDT) 
Organization: VTSFFC 
Sender: owner-champ-l@sysabend.org 
 
> Here's one nobody's mentioned yet: 
>  
> Duplication: 2 50-point duplicates, extra time: 1 turn 
>  
   Already have that one.  OK, so I went for one duplicate of 
equal point value.  Or was _he_ the one that bought it....? 
 
                                        Daniel Pawtowski 
 
         
 
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Date: Thu, 7 May 1998 22:27:56 -0400 (EDT) 
From: Michael Surbrook <susano@access.digex.net> 
cc: champ-l@sysabend.org 
Subject: Re: Quotes at top (was RE: The Ultimate Quote) 
Sender: owner-champ-l@sysabend.org 
 
On Thu, 7 May 1998, Daniel Pawtowski wrote: 
 
>   The answer they gave him was that all the things that he was asking about 
> were 'obsolete', and that Exchange could not be set otherwise because 
> nobody in his right mind would want to.  If any of his friends still 
> used one of the few remaining ancient 'non-standard' mailers , they 
> should upgrade to an MS product immediately. 
 
The more I am exposed to Micro$oft products, the more I like my Macintosh. 
 
Microsoft: Where do you want to go today? 
 
Macintosh: Where do you want to be _tomorrow_? 
 
*************************************************************************** 
* "'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-Sender: griffin@mail.txdirect.net 
Date: Thu, 07 May 1998 21:38:39 -0500 
To: champ-l@sysabend.org 
From: "Michael (Damon) or Peni R. Griffin" <griffin@txdirect.net> 
Subject: Re: what would you do to yourself with 15 points? 
Sender: owner-champ-l@sysabend.org 
 
At 10:14 PM 5/7/98 -0400, Daniel Pawtowski wrote: 
> 
>  So, how many points is "Immunity to spam/junk mail", anyway?  :-) 
> 
>                                          Daniel Pawtowski 
 
Missive Deflection:  5 points for emailed objects, +10 to Reflect back at 
spammer 
 
Damon 
 
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X-SMTP: helo hotline.klock.com from bob.greenwade@klock.com server @hotline.klock.com ip 198.68.19.64 
X-Sender: bob.greenwade@klock.com 
Date: Thu, 07 May 1998 19:44:31 -0700 
To: champ-l@sysabend.org 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Quotes at top (was RE: The Ultimate Quote) 
Sender: owner-champ-l@sysabend.org 
 
At 10:03 PM 5/7/1998 -0400, Daniel Pawtowski wrote: 
>>    And on a related subject, I tend to get confused by people who write 
>> their replies at the top of their posts, and then show the quotes.  I 
> 
>> people, please put the new material *after* the quote. 
> 
>  Actually, I know one source for that.  Microsoft Exchange is the  
>mail software I'm forced to use at work, and Exchange *HEAVILY*  
>encourages users to put the original text at the top, the quoted material 
>at the bottom, and to quote the entire message.  I suspect that 
>several other Microsoft-issued mailers are similar. 
>  Everybody at work does exactly that, and they wonder where I picked 
>up my "odd" habit of original text at the bottom. 
> 
>  I know an admin once who called up Microsoft to complain about that 
>and several other annoying non-standardized ways that Exchange handles 
>mail (he was particularly ticked off that Exchange refuses to denote 
>quoted material with a '>', and seperates email addresses with 
>semicolons, not commas).   
>  The answer they gave him was that all the things that he was asking about 
>were 'obsolete', and that Exchange could not be set otherwise because 
>nobody in his right mind would want to.  If any of his friends still 
>used one of the few remaining ancient 'non-standard' mailers , they 
>should upgrade to an MS product immediately. 
 
   You know, I'd been about ready to apologize for the slightly derogatory 
tone of my earlier remark, but in light of this it seems that I was 
unnecessarily kind.  This is no upgrade; it's a travesty.  MS Exchange will 
probably go the way of Borland Sprint by the end of next year. 
   I'd actually have more to say on the topic, but it's off the topic of 
the list so I'm keeping my remarks brief.  In fact, I wouldn't even be 
posting this much except to extend my condolences to those on the list 
using MS Exchange, both for having to put up with this now and having to go 
through the change when it goes out of print and user support dries up. 
--- 
Bob's Original Hero Stuff Page!  [Circle of HEROs member] 
   http://www.klock.com/public/users/bob.greenwade/original.htm 
Homepage of the Merry-Go-Round Webring!  (Wanna join?) 
   http://www.klock.com/public/users/bob.greenwade/merrhome.htm 
 
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From: Daniel Pawtowski <dpawtows@access.digex.net> 
Subject: Re: what would you do to yourself with 15 points? 
To: champ-l@sysabend.org 
Date: Thu, 7 May 1998 22:52:07 -0400 (EDT) 
Organization: VTSFFC 
Sender: owner-champ-l@sysabend.org 
 
>  
> Missive Deflection:  5 points for emailed objects, +10 to Reflect back at 
> spammer 
 
  So I guess that would be another 10 to deflect mail sent to adjacent 
addresses (ISP-level spam filter) and another 10 to block any piece 
of spam (Smith Bill) ? 
 
                                     Daniel Pawtowski 
 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
To: Champions <champ-l@sysabend.org> 
Subject: Re: what would you do to yourself with 15 points? 
Mail-Copies-To: never 
X-No-Archive: yes 
X-Attribution: Rat 
Organization: The Happy Fun Ball Brigade 
Date: 07 May 1998 23:00:58 -0400 
Lines: 31 
Sender: owner-champ-l@sysabend.org 
 
-----BEGIN PGP SIGNED MESSAGE----- 
 
Daniel Pawtowski writes: 
 
>   So, how many points is "Immunity to spam/junk mail", anyway?  :-) 
 
It costs no points.  All it takes is a systematic campaign of complaining 
at the ISP of anyone responsible for originating spam, as well as at 
providers of any services mentioned in said spam.  Earlier this week I got 
a response from "Afterburner, the Erol's Abuse Guy" which went something 
like this: 
 
	Woo-hoo! That guy was a T1 customer with a Class C and everything. 
	Note the use of "was" above, as in, he *WAS* a T1 customer.  Now he 
	is a smoking crater. 
 
-----BEGIN PGP SIGNATURE----- 
Version: 2.6.3a 
Charset: noconv 
 
iQCVAwUBNVJ1aZ6VRH7BJMxHAQEOhAP/R8EAO3p6sIlK+jNe5aPrVRKT0bz9wvuB 
GP2U9MO+LR1sJHRAtXOWODB9ok29yPH6LRRzEx5mveFXwjSmjsWqJG3Hz209aPG2 
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obXmuPrFiAk= 
=Mrg6 
-----END PGP SIGNATURE----- 
 
--  
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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X-Sender: griffin@mail.txdirect.net 
Date: Thu, 07 May 1998 22:09:56 -0500 
To: Daniel Pawtowski <dpawtows@access.digex.net&> champ-l@sysabend.org 
From: "Michael (Damon) or Peni R. Griffin" <griffin@txdirect.net> 
Subject: Re: what would you do to yourself with 15 points? 
Sender: owner-champ-l@sysabend.org 
 
At 10:52 PM 5/7/98 -0400, Daniel Pawtowski wrote: 
>>  
>> Missive Deflection:  5 points for emailed objects, +10 to Reflect back at 
>> spammer 
> 
>  So I guess that would be another 10 to deflect mail sent to adjacent 
>addresses (ISP-level spam filter) and another 10 to block any piece 
>of spam (Smith Bill) ? 
> 
>                                     Daniel Pawtowski 
 
Actually, I just realized that Reflection usually costs +20 points, so 
you'd need a -1 Limitation to bring it back down to 15 or less.  OAF 
Computer, for a net cost of 12?   
With the remaining points you can buy List Reading. 
 
LIST READING - This General Skill enables the character to read someone's 
list post in order to tell what he is saying.  A Perception Roll is 
necessary to properly discern someone's intent (+1 to +3 to the roll if 
smileys are used).  If a character subscribes to more than one list, he can 
read posts on all of those lists. 
   Failing a List Reading roll usually means that the conversation was not 
understood, possibly because the person is being obtuse, or has failed to 
use normal grammar and puncutation.  Excessive quoting, self-contradictory 
assertions or other obscurements of intent can mean a -1 ro -3 modifier to 
the roll, or even make List Reading a royal pain in the butt. 
 
Damon   :) 
 
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From: "WG Rowland" <rowland@cts.com> 
To: "Champions" <champ-l@sysabend.org> 
Subject: Re: Quotes at top (was RE: The Ultimate Quote) 
Date: Thu, 7 May 1998 20:42:48 -0700 
X-MSMail-Priority: Normal 
X-Mimeole: Produced By Microsoft MimeOLE V4.72.2106.4 
Sender: owner-champ-l@sysabend.org 
 
Ugh, so MANY things to hate Microsoft for (I'm a programmer forced to use 
their buggy languages in their buggy OS).. I can't say having new info at 
the top and quote at the bottom is one of my complaints though..  I think 
it's a matter of choice, and I think there should be an option.. But 
considering that threads get REALLY long, REALLY fast, and people tend to 
quote the whole thread, I'd rather have it out of the way at the bottom.. 
 
WGR 
-----Original Message----- 
From: Michael Surbrook <susano@access.digex.net> 
Cc: champ-l@sysabend.org <champ-l@sysabend.org> 
Date: Thursday, May 07, 1998 7:57 PM 
Subject: Re: Quotes at top (was RE: The Ultimate Quote) 
 
 
>On Thu, 7 May 1998, Daniel Pawtowski wrote: 
> 
>>   The answer they gave him was that all the things that he was asking 
about 
>> were 'obsolete', and that Exchange could not be set otherwise because 
>> nobody in his right mind would want to.  If any of his friends still 
>> used one of the few remaining ancient 'non-standard' mailers , they 
>> should upgrade to an MS product immediately. 
> 
>The more I am exposed to Micro$oft products, the more I like my Macintosh. 
> 
>Microsoft: Where do you want to go today? 
> 
>Macintosh: Where do you want to be _tomorrow_? 
> 
>*************************************************************************** 
>* "'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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Reply-To: <jonesmj@topaz.cqu.edu.au> 
From: "happyelf" <cgtmljon@pronet.net.au> 
To: <champ-l@sysabend.org> 
Cc: "[unknown]" <champ-l@sysabend.org> 
Subject: Re: Lurking in web games 
Date: Fri, 8 May 1998 13:45:38 +1000 
X-MSMail-Priority: Normal 
Sender: owner-champ-l@sysabend.org 
 
> I've been meaning to start reading through some campaign notes on the 
web, 
> but don't want to spend countless hours finding something worthwhile.  I 
> don't necessarily want to check in on a regular basis to see what the 
group 
> is up to...just a campaign history (turn-by-turn or more high level) 
would 
> be an interesting read and could spawn all sorts of ideas.  Can anybody 
on 
> this list recommend any web sites where I can find something like this?  
It 
> looks like Shelley Mactyre's site probably fits this bill, but as of yet 
I 
> haven't had the time to sit down and read, read, read.... 
 
 
Welll. . i'll be setting up a rather ambitious page involving several  
groups of roleplayers in the near future. So what are you after?  
Something to actually read? a source of ideas? Well my  
general  
concept is to mesh different types of rp (pbem, online, tabletop,  
plus ic 'field notes' based in online 'combat' games) into a single 
narrative.  
i'll be sure to inform the list when my project is up.  
 
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Reply-To: <jonesmj@topaz.cqu.edu.au> 
From: "happyelf" <cgtmljon@pronet.net.au> 
To: <champ-l@sysabend.org> 
Cc: "[unknown]" <champ-l@sysabend.org> 
Subject: Re: Lurking in web games 
Date: Fri, 8 May 1998 13:45:38 +1000 
X-MSMail-Priority: Normal 
Sender: owner-champ-l@sysabend.org 
 
> I've been meaning to start reading through some campaign notes on the 
web, 
> but don't want to spend countless hours finding something worthwhile.  I 
> don't necessarily want to check in on a regular basis to see what the 
group 
> is up to...just a campaign history (turn-by-turn or more high level) 
would 
> be an interesting read and could spawn all sorts of ideas.  Can anybody 
on 
> this list recommend any web sites where I can find something like this?  
It 
> looks like Shelley Mactyre's site probably fits this bill, but as of yet 
I 
> haven't had the time to sit down and read, read, read.... 
 
 
Welll. . i'll be setting up a rather ambitious page involving several  
groups of roleplayers in the near future. So what are you after?  
Something to actually read? a source of ideas? Well my  
general  
concept is to mesh different types of rp (pbem, online, tabletop,  
plus ic 'field notes' based in online 'combat' games) into a single 
narrative.  
i'll be sure to inform the list when my project is up.  
 
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X-SMTP: helo dnai.com from lizard@dnai.com server @dnai.com ip 207.181.194.98 
X-Sender: lizard@dnai.com 
Date: Thu, 07 May 1998 21:06:27 -0700 
To: champ-l@sysabend.org 
From: Lizard <lizard@dnai.com> 
Subject: Re: 15 points 
Sender: owner-champ-l@sysabend.org 
 
At 10:34 AM 5/7/98 -0500, Jason Sullivan wrote: 
 
>Anyway, I'm suprised no nut jobs out there said N-Ray Vision (only to see 
>through clothes) or Instant Change (UAO, Only into no clothes at all)... 
> 
Or "Stretching, 2", only for "(deleted). :) 
 
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Date: Thu, 7 May 1998 23:06:41 -0500 (CDT) 
From: Sakura <jeffj@io.com> 
To: WG Rowland <rowland@cts.com> 
cc: Champions <champ-l@sysabend.org> 
Subject: Re: Quotes at top (was RE: The Ultimate Quote) 
Sender: owner-champ-l@sysabend.org 
 
On Thu, 7 May 1998, WG Rowland wrote: 
> I think 
> it's a matter of choice, and I think there should be an option.. But 
> considering that threads get REALLY long, REALLY fast, and people tend to 
> quote the whole thread, I'd rather have it out of the way at the bottom.. 
 
Actually, I've noticed (and your message is no exception) that when people 
have their mailers set up to put new material at the top, they are less 
likely to trim what they are replying to. 
 
I'm not the ListCop, but this /is/ getting way off topic, isn't it?  Guess 
I better go stir up some more hot debate or a new controversy... 
 
J 
 
Hostes aliengeni me abduxerent.              Jeff Johnston - jeffj@io.com 
Qui annus est?                                   http://www.io.com/~jeffj 
 
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X-Sender: lizard@dnai.com 
Date: Thu, 07 May 1998 21:13:52 -0700 
To: Anthony Jackson <ajackson@iii.com> 
From: Lizard <lizard@dnai.com> 
Subject: Revised Re: what would you do to yourself with 15 points? 
Cc: champ-l@sysabend.org 
Sender: owner-champ-l@sysabend.org 
 
At 04:29 PM 5/6/98 -0700, Anthony Jackson wrote: 
>Lizard writes: 
>> At 06:13 PM 5/6/98 -0500, Donald Tsang wrote: 
>> >I figure this is no dumber than arguing about how much STR should cost... 
>> > 
>> >You have 15 extra points, because you're an RPG player... now go spend it. 
>> >Caveats: no more than -1 limitation total on powers, no frameworks, and 
>> >         you do have "Normal Charactersitics Maxima". 
>> > 
>> 10 points of Immune to Aging, 5 points for 1d6 of luck. 
>>  
>Immune to aging is only 3 points.  
 
Ah. Revised, now that I have my book: 
3 pts:Immune to Aging 
3 pts:Immune to disease 
5 pts:No need to eat,sleep, or excrete 
3 pts:+6 COM, to bring me up to 10. :) 
 
Wealth? Given immortality and the ability to work a 24 hour day, wealth 
won't be a problem, especially with no food or medical expenditures. 
 
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Date: Thu, 07 May 1998 22:35:49 -0600 
From: Curtis Gibson <mhoram@relia.net> 
To: champ-l@sysabend.org 
Subject: Re: what would you do to yourself with 15 points? 
Sender: owner-champ-l@sysabend.org 
 
Donald Tsang wrote: 
>  
> I figure this is no dumber than arguing about how much STR should cost... 
>  
> You have 15 extra points, because you're an RPG player... now go spend it. 
> Caveats: no more than -1 limitation total on powers, no frameworks, and 
>          you do have "Normal Charactersitics Maxima". 
>  
>   Donald 
 
I'd go with: 
2  Ls: Age with a -1/2 lim, does not stop aging, just the effects (so 
I'll be spry as a 20 year old at 80) 
3  Ls: need not eat/sleep  sleep only -1 
5  wealth 
5  Transform 1 pip cumulative+1/2 limited class +1/4 - To make 
old/broken things like new again. (who needs TK to fix a car) 
 
--  
 
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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Reply-To: <jonesmj@topaz.cqu.edu.au> 
From: "happyelf" <cgtmljon@pronet.net.au> 
To: <champ-l@sysabend.org> 
Subject: Re: what would you do to yourself with 15 points? 
Date: Fri, 8 May 1998 16:13:05 +1000 
X-MSMail-Priority: Normal 
Sender: owner-champ-l@sysabend.org 
 
i dunno why no-one has thouh of this... 
 
perk: world authority on everything (15)  
*L* 
 
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Date: Thu, 07 May 1998 23:41:06 -0700 
From: Chad Riley <chadriley01@m7.sprynet.com> 
Reply-To: chadriley01@sprynet.com 
Organization: None 
To: "Champ's Mailing List" <champ-l@sysabend.org> 
Subject: CHAR: Up For Critique; ERIC WALKER 
Sender: owner-champ-l@sysabend.org 
 
I thought of this fellow when I should have been working. 
 
 
Eric Walker 
25/30 STR 15                   7 1 level DI Always on 
     18 DEX 24                 45 Multipower (45) 
     25 CON 30                3u +30 STR no CHA (-1/2) 0END +1/2 
     10 BOD 00                3u 9d6 EB Physical (only vs Targets on the 
Ground) (-1/2) 
     10 INT 00                  6u +10 STR AE Radius (40STR) NoCHA 
     11 EGO 02                2u +20 STR AP (on 50 Str) x3 END 
     18 PRE 08                 2u +45 STR (no CHA) Only Vs 
Entangles/Grabs (-1) 
     16 COM 03               3u Tunneling 4" Tunneling vs 9DEF 
29/30 PD 24                  10 Damage Resistance 10rPD/rED 
19/20 ED 14                  15 LS: All environments/Immunities 
     04 SPD 12                 5 +5" Superleap (10") 
     10 Rec 00                  2 PS: Artist 11- 
     50 END 00                5 +1 Level with Hand to Hand Combat 
     50 STN 14 
CHA 146 +  104 Powers 
 
 
100+Disadvantages 
 
DF: Anachronistic Mannerisms/Speech 
Easily Conceacled, Noticeable  (5) 
DF: SuperNatural Entity 
Not Concealable, Strong, Small Group (15) 
Hunteds: DEMON (mopow, NCI, 8-) (20) 
              Black Paladin (MoPow, Mild 8- (10) 
              Bulldozer (LsPow, 8-) (5) 
              Ripper (AsPow 8-) (10) 
Physical Limitation: Amnesia  (15) 
    Infrequently, Fully 
Physical Limitation: Cannot Pass protection Circles 
    Infreq. Fully (15) 
Psych Lim: Chivalric Code (20) 
                   Common, Total 
                  Searching For Past (15) 
                   Common, Strong 
Vulnerability: Black Iron/Evil Holy Weapons 
         2xSTUN (10)2xBODY (10) 
150 +100=250 
 
Eric Walker (the name he has assumed) knows nothing of his past. He does 
know that he is gifted with super human strength and "brick" powers. His 
sense of honor has led him to become a "Superhero". He suspects he is 
from another time due to his lapses of Olde English speak and 
references. 
 
What he doesn't know: Everything. 
Eric's real name is indeed Eric, Eric Reilly was an art student at the 
Pacific Northwest College of Art in Portland, Oregon. His art of choice 
tended to the supernatural, paintings of dragons and unicorns. It was 
these elements that made him a target for a DEMON cell (a wierdo artist 
who lived alone; and a virgin) he was kidnapped out of his apartment and 
sacrificed to some elder demon in a summoning ritual. Unfortunately for 
the Morbanes in question, the text had been altered by revisionists. The 
"Demon" in question was actually a heroic demi-god of Justice worshiped 
by a group of european clansman. The demi-god, unable to break the 
circle passed much of his power on to the sacrifice, returning Eric to 
life. The former corpse, being out side the circle was possessed by the 
demi-god and thrashed those present. An effort to escape provided the 
godling and its new avatar a chance to depart. 
 
Eric awoke with no idea who he was. He chose the name Eric Walker 
because he liked Eric and he was limited to Walking, he had no way of 
driving the iron carraiges, no wait, cars  that he saw. 
He is trying to figure out who he is but at the same time feels the need 
to aid the meak against those who would harm them..... 
 
 
kinda shaky I know but what do you think? 
 
 
 
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Reply-To: "Filksinger" <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
To: <champ-l@sysabend.org> 
Subject: Re: what would you do to yourself with 15 points? 
Date: Fri, 8 May 1998 00:21:29 -0700 
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Sender: owner-champ-l@sysabend.org 
 
From: Curtis Gibson <mhoram@relia.net> 
 
 
<snip> 
> 
>I'd go with: 
>2  Ls: Age with a -1/2 lim, does not stop aging, just the effects (so 
>I'll be spry as a 20 year old at 80) 
 
Don't read much Greek mythology, do you? There is a legend about a man 
(whose name I forget) who asked Zeus for immortality, but forgot to 
ask not to age. Today he is a cricket. 
 
Keep in mind that at 300 years old, you are going to look _REALLY_ 
old. Personally, I don't want to look 200 years dead and be as spry as 
a 20 year old. 
 
Filksinger 
 
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Reply-To: "Filksinger" <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
To: "Hero List" <champ-l@sysabend.org> 
Subject: Re: TK 
Date: Fri, 8 May 1998 00:30:33 -0700 
X-MSMail-Priority: Normal 
X-MimeOLE: Produced By Microsoft MimeOLE V4.72.2106.4 
Sender: owner-champ-l@sysabend.org 
 
From: Goode, Jason <JGoode@medrad.com> 
 
> 
> <Small aside to Bob about primitive mailers> 
> Look at that down there.  See what happens when you try to put the 
reply 
> after the quote in MS Mail/MS Outlook? 
 
<snip> 
 
Outlook 98 is available as a free download from Microsoft until June 
30th, 
then as a free download for registered owners of Outlook 97. It might 
help 
with that, as Outlook 98 is reported to be a big improvement over 
Outlook 97. 
 
One word of caution, however. A friend of mine was sure it was a 30 
day 
demo. I have found no indication of this, so he was probably mistaken, 
but.... 
 
Additionally, Outlook Express (which requires IE 4.0) puts quoted text 
at the bottom, but so long as you state that you wish all replies to 
be text only, you can add in comments anywhere w/o any difficulty. 
 
Filksinger 
 
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Reply-To: "Filksinger" <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
To: "Hero List" <champ-l@sysabend.org> 
Subject: Re: What would you do with 15 pts? 
Date: Fri, 8 May 1998 00:32:44 -0700 
X-MSMail-Priority: Normal 
X-MimeOLE: Produced By Microsoft MimeOLE V4.72.2106.4 
Sender: owner-champ-l@sysabend.org 
 
> From: ErolB1 <ErolB1@aol.com> 
 
> 
> Another idea: Extra-Dimensional Movement with 4x mass to some 
suitably 
cool 
> and optimistic alternate world (my first thought was for L Neil 
Smith's 
world 
> of *The Probability Broche*) 30 active pts. -1 limitation: Extra 
Time (1 
> turn). 15 real points. 
 
That's an idea. I would probably select my own superhero universe, or 
possibly Tertius in Heinlein's "Number of the Beast". In both 
locations 
there are EDM devices that would allow me to continue my travels. 
 
Filksinger 
 
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Reply-To: "Filksinger" <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
To: "Hero List" <champ-l@sysabend.org> 
Subject: Re: What would you do with 15 pts? 
Date: Fri, 8 May 1998 00:35:06 -0700 
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X-MimeOLE: Produced By Microsoft MimeOLE V4.72.2106.4 
Sender: owner-champ-l@sysabend.org 
 
From: Donald Tsang <tsang@sedl.org> 
> 
> I figure this is no dumber than arguing about how much STR should 
cost... 
> 
> You have 15 extra points, because you're an RPG player... now go 
spend 
it. 
> Caveats: no more than -1 limitation total on powers, no frameworks, 
and 
>          you do have "Normal Charactersitics Maxima". 
> 
 
This is more difficult than it looks. I might go with simply buying 
off 
some disadvantages, as I hate having bad knees, bad back, and a few 
other 
things. 
 
Alternately, I may go with 15 pts. Wealth. Assuming that I don't have 
to 
buy off a 5 pt. Disadvantage: Poor. 
 
One possibility that occured is to give myself Multiform, with the new 
form having the ability to look just like me. That would give me 150 
pts, IIRC. 
 
Filksinger 
 
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From: "John Desmarais" <John.Desmarais@ibm.net> 
To: "Filksinger" <filkhero@usa.net&> "Hero List" <champ-l@sysabend.org> 
Date: Fri, 08 May 1998 03:41:31 -0400 
Reply-To: "John Desmarais" <John.Desmarais@ibm.net> 
Subject: Re: What would you do with 15 pts? 
Sender: owner-champ-l@sysabend.org 
 
On Fri, 8 May 1998 00:35:06 -0700, Filksinger wrote: 
 
>From: Donald Tsang <tsang@sedl.org> 
>> 
>> I figure this is no dumber than arguing about how much STR should 
>cost... 
>> 
>> You have 15 extra points, because you're an RPG player... now go 
>spend 
>it. 
>> Caveats: no more than -1 limitation total on powers, no frameworks, 
>and 
>>          you do have "Normal Charactersitics Maxima". 
>> 
> 
>This is more difficult than it looks. I might go with simply buying 
>off 
>some disadvantages, as I hate having bad knees, bad back, and a few 
>other 
>things. 
> 
>Alternately, I may go with 15 pts. Wealth. Assuming that I don't have 
>to 
>buy off a 5 pt. Disadvantage: Poor. 
> 
>One possibility that occured is to give myself Multiform, with the new 
>form having the ability to look just like me. That would give me 150 
>pts, IIRC. 
> 
>Filksinger 
 
The base form must be the larger (points-wise) of the forms, so your "other form" would  
have to be build on (at most) the same number of points your are minus the cost of the  
multiform power. 
 
-=>John D. 
 
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Date: Fri, 08 May 1998 02:04:35 -0700 
From: Captain Spith <cptspith@teleport.com> 
Reply-To: cptspith@teleport.com 
Organization: Satan's Children 
To: champ-l@sysabend.org 
Subject: Mailer/Browser(was Re: TK) 
Sender: owner-champ-l@sysabend.org 
 
Filksinger wrote: 
 
> Outlook 98 is available as a free download from Microsoft until June 30th, 
> then as a free download for registered owners of Outlook 97. It might help 
> with that, as Outlook 98 is reported to be a big improvement over 
> Outlook 97. 
   <....>  
> Additionally, Outlook Express (which requires IE 4.0) puts quoted text 
> at the bottom, but so long as you state that you wish all replies to 
> be text only, you can add in comments anywhere w/o any difficulty. 
 
   Ofcourse, there's another strike against it; requiring IE.  I 
wouldn't use IE if you covered my head with honey and planted me upside 
down in an anthill. 
 
   Okay, perhaps I would THEN, but I purposely do not use that browser.  
There's a reason the web is rife with "IE sucks" graphics... 
 
--  
   -Capt. Spith 
   Savior of Humanity 
   Secular Messiah 
 
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Date: Fri, 08 May 1998 02:04:35 -0700 
From: Captain Spith <cptspith@teleport.com> 
Reply-To: cptspith@teleport.com 
Organization: Satan's Children 
To: champ-l@sysabend.org 
Subject: Mailer/Browser(was Re: TK) 
Sender: owner-champ-l@sysabend.org 
 
Filksinger wrote: 
 
> Outlook 98 is available as a free download from Microsoft until June 30th, 
> then as a free download for registered owners of Outlook 97. It might help 
> with that, as Outlook 98 is reported to be a big improvement over 
> Outlook 97. 
   <....>  
> Additionally, Outlook Express (which requires IE 4.0) puts quoted text 
> at the bottom, but so long as you state that you wish all replies to 
> be text only, you can add in comments anywhere w/o any difficulty. 
 
   Ofcourse, there's another strike against it; requiring IE.  I 
wouldn't use IE if you covered my head with honey and planted me upside 
down in an anthill. 
 
   Okay, perhaps I would THEN, but I purposely do not use that browser.  
There's a reason the web is rife with "IE sucks" graphics... 
 
--  
   -Capt. Spith 
   Savior of Humanity 
   Secular Messiah 
 
 
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Subject: Re: what would you do to yourself with 15 points? 
Date: Fri, 8 May 98 06:37:24 -0400 
From: John P Weatherman <asahoshi@nr.infi.net> 
To: "Daniel Pawtowski" <dpawtows@access.digex.net&> 
        "Hero Mailing List" <champ-l@sysabend.org> 
Sender: owner-champ-l@sysabend.org 
 
Daniel Pawtowski dpawtows@access.digex.net 5/7/98 10:14 PM 
 
> 
>  So, how many points is "Immunity to spam/junk mail", anyway?  :-) 
> 
>                                          Daniel Pawtowski 
> 
Considering its utility, I'd vote 60 points per 25% resistance...and 
of course that has to tp out at 75%! :) 
 
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From: "Robert" <baron@stlnet.com> 
To: "Champs" <champ-l@sysabend.org> 
Subject: Re: what would you do to yourself with 15 points? 
Date: Fri, 8 May 1998 07:43:15 -0500 
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Sender: owner-champ-l@sysabend.org 
 
 
 
>Buy a few points of invisible TK with fine manipulation.  Then go  
>out and win some major golf tournements sinking those monster puts. 
>--  
And be one HELL of a pool player to boot. *smile* 
 
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X-Sender: bob.greenwade@klock.com 
Date: Fri, 08 May 1998 05:44:29 -0700 
To: "Champions" <champ-l@sysabend.org> 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Quotes at top (was RE: The Ultimate Quote) 
Sender: owner-champ-l@sysabend.org 
 
At 08:42 PM 5/7/1998 -0700, WG Rowland wrote: 
>Ugh, so MANY things to hate Microsoft for (I'm a programmer forced to use 
>their buggy languages in their buggy OS).. I can't say having new info at 
>the top and quote at the bottom is one of my complaints though..  I think 
>it's a matter of choice, and I think there should be an option.. But 
>considering that threads get REALLY long, REALLY fast, and people tend to 
>quote the whole thread, I'd rather have it out of the way at the bottom.. 
 
   The problem I'm having with that (never mind that people should be 
clipping stuff when they quote it) is that, like most people I'm used to 
reading reactions *after* what's being reacted too.  Kinda like: 
 
   "Why did you do that, Dick?" Jane asked. 
   "Because it needed to be done," Dick replied. 
 
   As opposed to: 
 
   "Because it needed to be done," Dick replied. 
   "Why did you do that, Dick?" Jane asked. 
 
   See the difference? 
--- 
Bob's Original Hero Stuff Page!  [Circle of HEROs member] 
   http://www.klock.com/public/users/bob.greenwade/original.htm 
Homepage of the Merry-Go-Round Webring!  (Wanna join?) 
   http://www.klock.com/public/users/bob.greenwade/merrhome.htm 
 
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Date: Fri, 08 May 1998 08:25:02 -0500 
To: "Champions" <champ-l@sysabend.org> 
From: "Michael (Damon) or Peni R. Griffin" <griffin@txdirect.net> 
Subject: Re: Quotes at top (was RE: The Ultimate Quote) 
Sender: owner-champ-l@sysabend.org 
 
>   The problem I'm having with that (never mind that people should be 
>clipping stuff when they quote it) is that, like most people I'm used to 
>reading reactions *after* what's being reacted too.  Kinda like: 
> 
>   "Why did you do that, Dick?" Jane asked. 
>   "Because it needed to be done," Dick replied. 
> 
>   As opposed to: 
> 
>   "Because it needed to be done," Dick replied. 
>   "Why did you do that, Dick?" Jane asked. 
 
This seems especially important if, as happens from time to time, the reply 
gets to me before I see the original post. 
 
Damon 
 
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Date: Fri, 08 May 1998 08:04:52 -0600 
From: Curtis Gibson <mhoram@relia.net> 
To: champ-l@sysabend.org 
Subject: Re: what would you do to yourself with 15 points? 
Sender: owner-champ-l@sysabend.org 
 
Filksinger wrote: 
>  
> From: Curtis Gibson <mhoram@relia.net> 
>  
> <snip> 
> > 
> >I'd go with: 
> >2  Ls: Age with a -1/2 lim, does not stop aging, just the effects (so 
> >I'll be spry as a 20 year old at 80) 
 
> Keep in mind that at 300 years old, you are going to look _REALLY_ 
> old. Personally, I don't want to look 200 years dead and be as spry as 
> a 20 year old. 
>  
Sorry, part of the assumed limitation is that a normal lifespan applies; 
IE dead at 90 or so (well maybe 120). This is the way I would buy 
'healthy as an ox till the day you keel over' type of thing. 
 
 
--  
 
Not only does the English Language borrow words from other languages, 
it sometimes chases them down dark alleys, hits them over the head, and 
goes through their pockets.    -- Eddy Peters 
 
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Date: Fri, 08 May 1998 08:08:00 -0700 
From: "Robert A. West" <robtwest@erols.com> 
To: Champions <champ-l@sysabend.org> 
Subject: Re: Quotes at top (was RE: The Ultimate Quote) 
Sender: owner-champ-l@sysabend.org 
 
WG Rowland wrote: 
>  
> Ugh, so MANY things to hate Microsoft for (I'm a programmer forced to use 
> their buggy languages in their buggy OS).. I can't say having new info at 
> the top and quote at the bottom is one of my complaints though..  I think 
> it's a matter of choice, and I think there should be an option.. But 
> considering that threads get REALLY long, REALLY fast, and people tend to 
> quote the whole thread, I'd rather have it out of the way at the bottom.. 
 
At work, we use cc:Mail, which also places the quoted material at the  
bottom, under a line of dashes.  For a work environment, where it is good  
to have a record of the entire transcript of the conversation in one  
place, and where people are often included midway through a discussion,  
this is an appropriate choice.  When people are replying  
bullet-by-bullet, they tend to mark their replies in a contrasting color. 
 
This becomes strange when exchanging information with Unix people, who  
can't see the colors, and use the traditional method of quoting.  It was  
totally inappropriate for any outside use, and I always had the  
frustration of manually adjusting the replies...it would be nice if it  
were a configurable option.  Of course, now that it is a firing offense  
to send personal email, outside use is less of an issue. 
 
 
<-------------------------------------------------------> 
Robert A. West		///  "Censorship is tyranny." 
Phone W:(215)466-3628; H:(215)348-9113   
http://www.erols.com/robtwest 
 
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Date: Fri, 8 May 1998 11:25:55 -0400 
From: David Stallard <DBStallard@compuserve.com> 
Subject: Re: Lurking in web games 
Cc: "[unknown]" <champ-l@sysabend.org> 
Content-Disposition: inline 
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Sender: owner-champ-l@sysabend.org 
 
Message text written by INTERNET:jonesmj@topaz.cqu.edu.au 
>Welll. . i'll be setting up a rather ambitious page involving several  
groups of roleplayers in the near future. So what are you after?  
Something to actually read? a source of ideas? Well my  
general  
concept is to mesh different types of rp (pbem, online, tabletop,  
plus ic 'field notes' based in online 'combat' games) into a single 
narrative.  
i'll be sure to inform the list when my project is up. < 
 
What I'd like to see is just a general synopsis of each turn (if an email 
game) or session (if a face-to-face game).  I don't really want to read it 
in short story form, which seems to be the common trend, because there's a 
lot of fluff and it takes longer.  I'll make up a little example in the 
following paragraph: 
 
Turn 7 -- The heroes are still battling the fiendish plans of Master Razor. 
 The Destructo-Droids which Razor dispatched last turn have now started a 
rampage in the streets of Campaign City.  The group was ready to head out 
and stop the Droids, when Claw Boy suggested that they allow some to escape 
so they can follow them back to their base.  The heroes agreed, and headed 
out to stop all but a few Droids.  The Droids ended up being tougher than 
the heroes had expected, and Mental Girl got some nasty cuts from the 
flying razors that the Droids were firing all over the place, and was only 
saved when Indestructo Man stepped in front of her and blocked the incoming 
razors.  Mr. Strength finally ended the rampage by ripping up a huge chunk 
of the street and dropping it on top of the Droids...effective, but it 
won't look good in tomorrow's paper.  Meanwhile, Stealth Guy had followed a 
small group of Droids, getting people out of the way of danger but 
otherwise letting the Droids go about their business.  When they began to 
head out of the city, he radio'd in his position and the team met up with 
him in the hills north of Campaign City.  They followed the Droids for a 
bit, and were surprised when a hillside suddenly opened up to reveal a 
man-made passage heading down into the earth.  Assuming that they had found 
Master Razor's hideout, they headed into the tunnel after the Droids for 
the final showdown. 
 
That is fairly brief, but gives you the plot progression and how the PCs 
reacted to it.  This could be extremely long-winded if turned into short 
story format, with lots of extraneous setting description and made-up 
dialog (that is, it didn't happen in the game but the GM stuck it in later 
to make the story better) and whatnot.  Using a format similar to the 
above, Joe Lurker (me!) can read about an entire adventure in a reasonable 
amount of time. 
 
I'll be interested in taking a look at your site when it comes up.  I'm not 
sure from your message if you'll be running a PBEM, but I'm very interested 
in joining a Champions 4E PBEM.... 
 
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Date: Fri, 8 May 1998 11:57:22 -0400 (EDT) 
From: William K Bushway <wbushway@osf1.gmu.edu> 
X-Sender: wbushway@mason2.gmu.edu 
cc: champ-l@sysabend.org 
Subject: Re: what would you do to yourself with 15 points? 
Sender: owner-champ-l@sysabend.org 
 
On Fri, 8 May 1998, happyelf wrote: 
 
> i dunno why no-one has thouh of this... 
>  
> perk: world authority on everything (15)  
> *L* 
 
	Without the skills to back it up?  I think it'd be sort of 
annoying having TV news programs calling you to be their "guest 
authority," and then not be able to answer their questions... 
 
	          William K. Bushway, wbushway@osf1.gmu.edu 
	          http://Mason.GMU.edu/~wbushway/index.html 
	   "I'm betting that I'm just abnormal enough to survive." 
		    -The Tick, The Tick Vs.The Breadmaster 
 
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Date: Sat, 9 May 1998 02:20:22 +1000 (EST) 
X-Sender: jonesmj@topaz.cqu.edu.au 
To: champ-l@sysabend.org 
From: happyelf <jonesmj@topaz.cqu.edu.au> 
Subject: Re: Lurking in web games 
Sender: owner-champ-l@sysabend.org 
 
At 11:25 AM 5/8/98 -0400, you wrote: 
 
>What I'd like to see is just a general synopsis of each turn (if an email 
>game) or session (if a face-to-face game).  I don't really want to read it 
>in short story form, which seems to be the common trend, because there's a 
>lot of fluff and it takes longer.  I'll make up a little example in the 
>following paragraph: 
> 
>Turn 7 -<snippy> 
> 
>That is fairly brief, but gives you the plot progression and how the PCs 
>reacted to it.  This could be extremely long-winded if turned into short 
>story format, with lots of extraneous setting description and made-up 
>dialog (that is, it didn't happen in the game but the GM stuck it in later 
>to make the story better) and whatnot.  Using a format similar to the 
>above, Joe Lurker (me!) can read about an entire adventure in a reasonable 
>amount of time. 
> 
 
Wellll, The site is pretty much ic (in character) and those  
parts of it that are staight roleplaying (the pbem and tabletop game) 
will be placed in a more 'fluffy' format than most bits. I'll mkost likely  
be putting the events of the tabletop game up as a short review, but odds are  
it will be ic, so a bit more fluffy then likely you'd hope. It will also 
be quite serial style continuity, deeply involved in the setting (i hope).  
I will be doing up a bunch of hero character sheets, which might be good for  
ideas and interesting characters. Right now i'm working on beating  
as many cliches as i can out of the npc's without ruining the game. 
 
>I'll be interested in taking a look at your site when it comes up.  I'm not 
>sure from your message if you'll be running a PBEM, but I'm very interested 
>in joining a Champions 4E PBEM.... 
 
You mean hero 4e or champs 4e? Well the setting is actually wiggy scifi- 
it deals with an interdimensional mercenary/heroic organisation. The pbem 
will be using a mostly superheroic points setup, with a gaget  
vpp to depict normal equipment as opposed to heroic style non-points option.   
I will be throwing in heaps op scenario ideas and so forth which could be  
adapted to other genres but the genre in question is deffinitly a aquired taste. 
Think one part 'red dwarf', one part 'paranoia', a few parts 'B5' and that 
'space'  
show the x-files people did, and then some *really* wierd stuff thrown in on 
top.  
 
 
"enslve humanity willya?" 
 
Core Alpha PBEM http://www.geocities.com/TimesSquare/Labyrinth/3306/Pbem.htm 
 
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Date: Sat, 9 May 1998 02:26:05 +1000 (EST) 
X-Sender: jonesmj@topaz.cqu.edu.au 
To: champ-l@sysabend.org 
From: happyelf <jonesmj@topaz.cqu.edu.au> 
Subject: Re: what would you do to yourself with 15 points? 
Sender: owner-champ-l@sysabend.org 
 
At 11:57 AM 5/8/98 -0400, you wrote: 
>On Fri, 8 May 1998, happyelf wrote: 
> 
>> i dunno why no-one has thouh of this... 
>>  
>> perk: world authority on everything (15)  
>> *L* 
> 
>	Without the skills to back it up?  I think it'd be sort of 
>annoying having TV news programs calling you to be their "guest 
>authority," and then not be able to answer their questions... 
> 
 
Isn't that what politicians do anyway?  
 
In fact i could note authorities of several major 
'sciences' who wouldn't know a fact if it hit them on 
the head with a cartoon slegehammer. :->~  
 
 
>	          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 
> 
> 
> 
"enslve humanity willya?" 
 
Core Alpha PBEM http://www.geocities.com/TimesSquare/Labyrinth/3306/Pbem.htm 
 
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Date: Fri, 8 May 1998 09:53:35 -0700 
From: Samuel.Bell@Eng.Sun.COM (Sam Bell) 
To: champ-l@sysabend.org 
Subject: Re: Copywrighting characters.  (!) 
X-Sun-Charset: US-ASCII 
Sender: owner-champ-l@sysabend.org 
 
 
-> From ravanos@jcs1.jcstate.edu Fri May  8 09:23:36 1998 
->  
-> Hi, 
-> 	Has anyone here very copywrighted a character?  I'd like to do so, 
-> but I have alot of questions that need answering. 
-> 	If anyone could give a breif synopsis of what to do or where I 
-> could go, it would be most appreciated. 
-> 	Thank you. 
->  
 
 
1) The term is 'copyright'. 
 
2) You already have the copyright on any characters you created since April 1, 1989. 
 
3) Check out http://www.templetons.com/brad/copymyths.html for more info. 
 
								-Sam 
 
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Date: Fri, 08 May 1998 12:25:05 -0500 (EST) 
From: Jason Sullivan <ravanos@jcs1.jcstate.edu> 
Subject: Copywrighting characters.  (!) 
To: champ-l@sysabend.org 
Sender: owner-champ-l@sysabend.org 
 
Hi, 
	Has anyone here very copywrighted a character?  I'd like to do so, 
but I have alot of questions that need answering. 
	If anyone could give a breif synopsis of what to do or where I 
could go, it would be most appreciated. 
	Thank you. 
	                                                   Jason Sullivan 
 
-+-<-+->-+-<-+->-+-<-+->-+-<-+->-+-<-+->-+-<-+->-+-<-+->-+-<-+->-+-<-+->-+-<-+- 
"Fools are my theme, let satire be my song."  
	-Lord Byron; English Bards and Scotch Reviewers.  Line 6.  
-=-_=_-=-_=_-=-_=_-=-_=_-=-_=_-=-_=_-=-_=_-=-_=_-=-_=_-=-_=_-=-_=_-=-_=_-=-_= 
 
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X-Sender: griffin@mail.txdirect.net 
Date: Fri, 08 May 1998 12:27:04 -0500 
To: champ-l@sysabend.org 
From: "Michael (Damon) or Peni R. Griffin" <griffin@txdirect.net> 
Subject: Re: Copywrighting characters.  (!) 
Sender: owner-champ-l@sysabend.org 
 
At 12:25 PM 5/8/98 -0500, Jason Sullivan wrote: 
>Hi, 
>	Has anyone here very copywrighted a character?  I'd like to do so, 
>but I have alot of questions that need answering. 
>	If anyone could give a breif synopsis of what to do or where I 
>could go, it would be most appreciated. 
>	Thank you. 
>	                                                   Jason Sullivan 
 
Essentially all you have to do is create the character.  Copyright is 
assumed.  It may help if you actually declare the character to be 
copyrighted, in which case simply mark the character "Copyright 1998 by 
Jason Sullivan" and that's it.  No forms to fill out, no legal fees, no 
registration involved.  Trademarks are a different story, of course. 
 
See the FAQ at... 
http://www.cs.ruu.nl/wais/html/na-dir/law/copyright/myths/part1.html 
 
Damon 
 
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Date: Fri, 8 May 1998 10:32:09 -0700 (PDT) 
From: John Desmarais <johndesmarais@yahoo.com> 
Reply-To: john.desmarais@ibm.net 
Subject: Re: Copywrighting characters.  (!) 
To: Jason Sullivan <ravanos@jcs1.jcstate.edu&> champ-l@sysabend.org 
Sender: owner-champ-l@sysabend.org 
 
Jason Sullivan  wrote: 
> 
> Hi, 
> 	Has anyone here very copywrighted a character?  I'd like to do so, 
> but I have alot of questions that need answering. 
> 	If anyone could give a breif synopsis of what to do or where I 
> could go, it would be most appreciated. 
> 	Thank you. 
> 	                                                   Jason Sullivan 
>  
 
I think actually what you want to know about isn't copyrighting, but 
trademarking. 
 
Copyright protects writings and artistic works against copying. 
 
A trademark relates to identification of a product by means of a name 
or symbol that is not descriptive of the product, and which is used in 
the streams of commerce to identify the source or manufacturer of the 
product. 
 
What this means is that you could copyright a character sheet, but you 
would register a trademark for the character name or likeness. 
 
As an example:  Each issue of "Action Comics" is copyrighted, but 
"Superman" and all likenesses thereof are trademarks held by DC. 
 
Personlly though, unless you are looking to engage in so commercial 
venture with your character, it's just not worth the hassle, but if 
you are determined, here's a couple of information sources: 
 
US Copyright Office   http://lcweb.loc.gov/copyright/ 
 
US Patent and Trademark Office    http://www.uspto.gov/ 
 
 
 
== 
 
     John Desmarais <champ-l-owner@sysabend.org> 
============================================ 
Got a question about the list?  Just ask.  Or, you can go 
look over at www.sysabend.org/champions.  I've been 
slowly posting information about the list there. 
 
_________________________________________________________ 
DO YOU YAHOO!? 
Get your free @yahoo.com address at http://mail.yahoo.com 
 
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Date: Fri, 8 May 1998 10:33:05 -0700 (PDT) 
From: John Desmarais <johndesmarais@yahoo.com> 
Reply-To: john.desmarais@ibm.net 
Subject: Re: what would you do to yourself with 15 points? 
To: champ-l@sysabend.org 
Sender: owner-champ-l@sysabend.org 
 
William K Bushway  wrote: 
> 
> On Fri, 8 May 1998, happyelf wrote: 
>  
> > i dunno why no-one has thouh of this... 
> >  
> > perk: world authority on everything (15)  
> > *L* 
>  
> 	Without the skills to back it up?  I think it'd be sort of 
> annoying having TV news programs calling you to be their "guest 
> authority," and then not be able to answer their questions... 
 
But it would not be inconsistant with most "world authorities". 
 
-=>John D.  
 
_________________________________________________________ 
DO YOU YAHOO!? 
Get your free @yahoo.com address at http://mail.yahoo.com 
 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
To: Champions <champ-l@sysabend.org> 
Subject: Re: Copywrighting characters.  (!) 
Mail-Copies-To: never 
X-No-Archive: yes 
X-Attribution: Rat 
Organization: The Happy Fun Ball Brigade 
Date: 08 May 1998 13:55:24 -0400 
Lines: 39 
Sender: owner-champ-l@sysabend.org 
 
-----BEGIN PGP SIGNED MESSAGE----- 
 
Jason Sullivan writes: 
 
> 	Has anyone here very copywrighted a character? 
 
Spelled "copyright". 
 
> I'd like to do so, but I have alot of questions that need answering. 
 
I am not a lawywer, but I have done my own digging into certain aspects of 
copyright law. 
 
In this case, no, you cannot copyright a character.  You may copyright an 
image of a character as an artistic piece.  You may copyright a written 
work that includes a description of the character.  But you cannot 
copyright the character himself, nor his name. 
 
Trademark is another matter entirely.  I know very little about trademark 
law, so I will refrain from comment. 
 
In other words, if you are serious, contact a lawyer that specializes in 
either copyright or trademark law. 
 
-----BEGIN PGP SIGNATURE----- 
Version: 2.6.3a 
Charset: noconv 
 
iQCVAwUBNVNHCp6VRH7BJMxHAQHbzwP+LliND70mMKoe3R/MXWJrShjziC0LxLOj 
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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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Date: Fri, 8 May 1998 13:57:03 -0400 
From: David Stallard <DBStallard@compuserve.com> 
Subject: Re: Lurking in web games 
Cc: "[unknown]" <champ-l@sysabend.org> 
Content-Disposition: inline 
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Sender: owner-champ-l@sysabend.org 
 
Message text written by happyelf 
>Wellll, The site is pretty much ic (in character) and those  
parts of it that are staight roleplaying (the pbem and tabletop game) 
will be placed in a more 'fluffy' format than most bits. I'll mkost likely  
be putting the events of the tabletop game up as a short review, but odds 
are  
it will be ic, so a bit more fluffy then likely you'd hope. It will also 
be quite serial style continuity, deeply involved in the setting (i hope).  
I will be doing up a bunch of hero character sheets, which might be good 
for  
ideas and interesting characters. Right now i'm working on beating  
as many cliches as i can out of the npc's without ruining the game.< 
 
That sounds great, and that's what I'd want if I were a player.  I was just 
saying that as a Lurker I'd like to be able to see what's going on in a 
campaign without reading pages of characters talking back and forth, just 
to make it a better story.  I certainly see the value of that, but the 
short story form gets in the way of me gleaning ideas from a campaign. 
 
>>You mean hero 4e or champs 4e?<< 
 
I was talking about Champions 4E, meaning classic superhero using the 4E 
HSR (as opposed to classic superhero using Fuzion).  Actually, I don't even 
care that much...I'd play in a Fuzion game, just 'cause it would finally 
get me to read the rule section and make a judgement.  I've been leaving it 
hanging in limbo because my initial impressions were pretty bad (what do 
you mean I have to make powers in 4E and then convert to Fuzion?!). 
 
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X-Sender: Cypriot@pop3.concentric.net 
Date: Fri, 08 May 1998 14:04:03 -0400 
To: champ-l@sysabend.org 
From: Mike Christodoulou <Cypriot@concentric.net> 
Subject: Re: Copywrighting characters.  (!) 
Sender: owner-champ-l@sysabend.org 
 
 
>I think actually what you want to know about isn't copyrighting, but 
>trademarking. 
> 
>Copyright protects writings and artistic works against copying. 
> 
>A trademark relates to identification of a product by means of a name 
>or symbol that is not descriptive of the product, and which is used in 
>the streams of commerce to identify the source or manufacturer of the 
>product. 
> 
>What this means is that you could copyright a character sheet, but you 
>would register a trademark for the character name or likeness. 
> 
 
Actually, copyright is appropriate if you want to protect the entire 
character sheet.  That is, the entire character conception, its write-up, 
etc. would be copyrighted, the same as if you had written a story about 
him. 
 
Trademark is appropriate, say for protecting a picture of the character, 
or a logo he uses on his costume, or even his name. 
 
 
======================  ================================================= 
Mike Christodoulou      "Never doubt that a small group of committed  
Cypriot@Concentric.Net   citizens can change the world.  In fact, it is  
(770) 662-5605           the only thing that ever has."  -- Margaret Mead 
======================  ================================================= 
 
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From: GoldRushG <GoldRushG@aol.com> 
Date: Fri, 8 May 1998 14:18:59 EDT 
To: champ-l@sysabend.org 
Subject: Re: Copywrighting characters.  (!) 
Sender: owner-champ-l@sysabend.org 
 
<< I think actually what you want to know about isn't copyrighting, but 
trademarking. 
Copyright protects writings and artistic works against copying. 
A trademark relates to identification of a product by means of a name or 
symbol that is not descriptive of the product, and which is used in the 
streams of commerce to identify the source or manufacturer of the product. 
What this means is that you could copyright a character sheet, but you would 
register a trademark for the character name or likeness. >> 
 
  But only if the name is used in commerce, as you point out. You cannot 
register a trademark unless you actually have the product in commerce (or is 
used in commerce within, I believe, 6 months of acceptance by the office). 
 
  It costs $275 to file a request. *If* accepted, you then have 6 months to 
use it in commerce and send them samples. If the request is denied (as one of 
ours was in the past) then you do NOT get a refund; that $275 is gone. ;) 
 
  Mark @ GRG 
 
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From: GoldRushG <GoldRushG@aol.com> 
Date: Fri, 8 May 1998 14:55:26 EDT 
To: champ-l@sysabend.org 
Subject: Re: Copywrighting characters.  (!) 
Sender: owner-champ-l@sysabend.org 
 
<< Trademark is appropriate, say for protecting a picture of the character, 
or a logo he uses on his costume, or even his name. >> 
 
  That is not true. 
 
  Trademarks are only for marks which represent an item (or service) that is 
used in commerce. 
 
  Mark @ GRG 
 
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From: "qts" <qts@nildram.co.uk> 
To: "champ-l@sysabend.org" <champ-l@sysabend.org&> 
        "Daniel Pawtowski" <dpawtows@access.digex.net&> 
        "Michael (Damon) or Peni R. Griffin" <griffin@txdirect.net> 
Date: Fri, 08 May 98 20:00:54  
Reply-To: "qts" <qts@nildram.co.uk> 
Subject: Re: what would you do to yourself with 15 points? 
Sender: owner-champ-l@sysabend.org 
 
On Thu, 07 May 1998 22:09:56 -0500, Michael (Damon) or Peni R. Griffin 
wrote: 
 
>At 10:52 PM 5/7/98 -0400, Daniel Pawtowski wrote: 
>>>  
>>> Missive Deflection:  5 points for emailed objects, +10 to Reflect back at 
>>> spammer 
>> 
>>  So I guess that would be another 10 to deflect mail sent to adjacent 
>>addresses (ISP-level spam filter) and another 10 to block any piece 
>>of spam (Smith Bill) ? 
>> 
>>                                     Daniel Pawtowski 
> 
>Actually, I just realized that Reflection usually costs +20 points, so 
>you'd need a -1 Limitation to bring it back down to 15 or less.  OAF 
>Computer, for a net cost of 12?   
>With the remaining points you can buy List Reading. 
 
Wouldn't that be generally OAF Bulky (-1 1/2) or OAF Static (-2)? 
qts 
 
Home: qts@nildram.co.uk. 
 
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X-Sender: bob.greenwade@klock.com 
Date: Fri, 08 May 1998 13:09:27 -0700 
To: Champions <champ-l@sysabend.org> 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Copywrighting characters.  (!) 
Sender: owner-champ-l@sysabend.org 
 
At 01:55 PM 5/8/1998 -0400, Stainless Steel Rat wrote: 
>-----BEGIN PGP SIGNED MESSAGE----- 
> 
>Jason Sullivan writes: 
> 
>>  Has anyone here very copywrighted a character? 
> 
>Spelled "copyright". 
> 
>> I'd like to do so, but I have alot of questions that need answering. 
> 
>I am not a lawywer, but I have done my own digging into certain aspects of 
>copyright law. 
> 
>In this case, no, you cannot copyright a character.  You may copyright an 
>image of a character as an artistic piece.  You may copyright a written 
>work that includes a description of the character.  But you cannot 
>copyright the character himself, nor his name. 
 
   You know, Rat, you've said this repeatedly, and like so many of your 
assertions it looks right on paper (or in electrons) but doesn't seem to 
work out when it comes to actual practice. 
   If one cannot copyright a character, then why did the Conan Doyle estate 
sue Paramount over the use of the Sherlock Holmes characters in "Star Trek: 
the Next Generation"?  And why did they have such leverage over Universal 
using the same characters, even being portrayed secondarily by other 
characters, in "Sliders"?  And why can the Christie estate prevent *anyone* 
from using Marple, Poirot, or any other Christie characters in *any* story 
but those created by Dame Agatha? 
   (OK, so maybe it's because UK copyright law is different from US 
copyright law, but I've also seen copyright notices regarding fictional 
characters and institutions created by US authors....) 
 
>Trademark is another matter entirely.  I know very little about trademark 
>law, so I will refrain from comment. 
> 
>In other words, if you are serious, contact a lawyer that specializes in 
>either copyright or trademark law. 
 
   I would consider this to be extremely good advice.  Most should be able 
to give you a pretty clear picture of the situation in about 15 minutes, 
and will charge a relatively nominal fee (about $50 or less). 
--- 
Bob's Original Hero Stuff Page!  [Circle of HEROs member] 
   http://www.klock.com/public/users/bob.greenwade/original.htm 
Homepage of the Merry-Go-Round Webring!  (Wanna join?) 
   http://www.klock.com/public/users/bob.greenwade/merrhome.htm 
 
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Date: Fri, 08 May 1998 15:16:22 -0500 
To: "champ-l@sysabend.org" <champ-l@sysabend.org> 
From: "Michael (Damon) or Peni R. Griffin" <griffin@txdirect.net> 
Subject: Re: what would you do to yourself with 15 points? 
Sender: owner-champ-l@sysabend.org 
 
>>Actually, I just realized that Reflection usually costs +20 points, so 
>>you'd need a -1 Limitation to bring it back down to 15 or less.  OAF 
>>Computer, for a net cost of 12?   
>>With the remaining points you can buy List Reading. 
> 
>Wouldn't that be generally OAF Bulky (-1 1/2) or OAF Static (-2)? 
 
Well, we were told to keep it down to a maximum total Limitation of -1. 
And the limitations you mention, while often applicable, aren't required in 
all cases.  A laptop with a wireless modem, for example, would be neither 
Immobile nor Bulky.  You'd assume reduced DCV while trying to use the 
laptop, regardless of its size or weight, but it doesn't pass the other 
test for Bulky:  "cannot be carried conveniently in two hands". 
 
But "generally", yes, you're right. 
 
Damon 
 
|--------------------------------------------------------------------| 
|****************** Beware of geeks bearing .GIFs *******************| 
|--------------------------------------------------------------------| 
|Damon & Peni's homepages: http://www.geocities.com/Athens/3401/     | 
|   Children's Books -- Dolls -- X-Files -- Pulp Magazines           | 
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Date: Fri, 08 May 1998 15:19:31 -0500 
To: champ-l@sysabend.org 
From: "Michael (Damon) or Peni R. Griffin" <griffin@txdirect.net> 
Subject: Re: Copywrighting characters.  (!) 
Sender: owner-champ-l@sysabend.org 
 
>  Trademarks are only for marks which represent an item (or service) that is 
>used in commerce. 
> 
>  Mark @ GRG 
 
Hence the name TRADE (as in "the business of buying and selling 
commodities; commerce") mark. 
 
Damon 
 
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From: "Andreano, Keith         HIM,VA" <andreak@vapo1.him.unisys.com> 
To: "'Champions'" <champ-l@sysabend.org> 
Subject: RE: Copywrighting characters.  (!) 
Date: Fri, 8 May 1998 15:34:30 -0500  
Sender: owner-champ-l@sysabend.org 
 
>It costs $275 to file a request. *If* accepted, you then have 6 months 
to 
>use it in commerce and send them samples. If the request is denied (as 
one of 
>ours was in the past) then you do NOT get a refund; that $275 is gone. 
;) 
 
The Marxist money stealing federal socialist  
totalitarian state strikes again! ^_^;  
 
On a happier note: 
Today is Liberation Day (in France)! 
Today (May 8) in 1429, Joan of Arc 
raised the siege of Orleans. Freeing 
the city from the evil British empire!  
We need someone like that to save us  
from lawyers, bureaucrats, politicians, etc. 
 
Hmmmm... Villain idea: The Bureaucrat! 
Any ideas as to his powers? ^_^; 
 
^_^;^o^;^_^;^o^;^_^;^o^;^_^;^o^;^_^;^o^;^_^;^o^;^_^;^o^;^_^;^o^;^_^;^o^; 
	"No flames please, once burnt at the stake, twice shy!"  
					- Joan of Arc's .sig 
     Keith "Puma" Andreano andreak@vapo1.him.unisys.com 
 
 
 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
To: Champions <champ-l@sysabend.org> 
Subject: Re: Copywrighting characters.  (!) 
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Date: 08 May 1998 17:15:41 -0400 
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Bob Greenwade writes: 
 
>    If one cannot copyright a character, then why did the Conan Doyle 
> estate sue Paramount over the use of the Sherlock Holmes characters in 
> "Star Trek: the Next Generation"? 
 
If I am not mistaken, it is not so much that the estate sued over the 
character, it is that it sued over the use of copyrighted works that 
include the character or the likeness of the character.  It is probably the 
same way that Paramount sued Antarctic Press and Altier Lana over "Star 
Trekker". 
 
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Date: Fri, 08 May 1998 16:32:53 -0500 
To: champ-l@sysabend.org 
From: "Michael (Damon) or Peni R. Griffin" <griffin@txdirect.net> 
Subject: Re: what would you do to yourself with 15 points? 
Sender: owner-champ-l@sysabend.org 
 
>10pt variable power pool 
>Control cost at -1 (Takes a whole turn to change) 
>3pt skill (Being really cool with my pool!) 
> 
>Just because I really want to make the most of these points, and I'm 
>cheesy, and I can't believe that nobody else though of it... 
 
At least one other person did think of it, and both of you apparently 
failed to notice the "no frameworks" caveat.  That's what kept me from 
choosing the same thing (the VPP, not the Skill you created to go with it) 
and why I haven't decided how to spend the points.  I always thought time 
travel would be great, if only so I could pick up stuff like original 
Shadow pulps for 10 cents, never have to worry about missing TV shows for 
the series I regularly tape or an issue of a comic I collect, and being 
able to buy minor little things that aren't around anymore, like Original 
original Coke, tuna pot pies, 25-cent-a-gallon gas, etc.  
 
Sadly, it can't be done for 15 points if I observe the -1 Limitation 
maximum, so I'll have to pick something else.  Definitely not Flight.  I'm 
not surprised many of you chose that, but I have this problem with heights. 
 How about: 
 
5 Cramming 
5 Wealth (Well Off, up to $500K/year)  
5 Ranged Sense: Taste 
 
Chris, consider that last one in light of your Contacts...   ;) 
 
Damon 
 
 
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Date: Fri, 08 May 1998 16:28:15 -0700 
To: champ-l@sysabend.org 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: what would you do to yourself with 15 points? 
Sender: owner-champ-l@sysabend.org 
 
At 04:32 PM 5/8/1998 -0500, Michael (Damon) or Peni R. Griffin wrote: 
> How about: 
> 
>5 Cramming 
>5 Wealth (Well Off, up to $500K/year)  
>5 Ranged Sense: Taste 
 
   For that matter: 
 
10 Wealth 
 5 Diplomatic Immunity 
 
   Or even: 
 
15 World Emperor 
 
   :-] 
--- 
Bob's Original Hero Stuff Page!  [Circle of HEROs member] 
   http://www.klock.com/public/users/bob.greenwade/original.htm 
Homepage of the Merry-Go-Round Webring!  (Wanna join?) 
   http://www.klock.com/public/users/bob.greenwade/merrhome.htm 
 
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From: Hero Games <HeroGames@aol.com> 
Date: Fri, 8 May 1998 19:32:55 EDT 
To: champ-l@sysabend.org 
Subject: Re:  Re: Copywrighting characters.  (!) 
Sender: owner-champ-l@sysabend.org 
 
 
In a message dated 5/8/98 2:21:46 PM, ratinox@peorth.gweep.net wrote: 
 
>If I am not mistaken, it is not so much that the estate sued over the 
>character, it is that it sued over the use of copyrighted works that 
>include the character or the likeness of the character.  It is probably the 
>same way that Paramount sued Antarctic Press and Altier Lana over "Star 
>Trekker". 
 
You cannot copyright a character per se, but you can gain some protection 
overall for the character. For instance, Marvel protects its characters with 
copyright, which covers the assemblage of "name, distinctive likeness, and 
abilities" as well as the history and background. Key characters generally 
have their own book, and thus their name becomes a trademark as well (viz., 
"The Incredible Hulk"). This sort of copyright, while not explicit in the 
statutes, has been developed through case law. 
 
The Sherlock Holmes question was more complex, as some of the stories had 
fallen into public domain. The Doyle estate fought long, hard, and ultimately 
successfully to argue that while some stories had fallen into the public 
domain, they still retained a copyright on the Sherlock Holmes character (as 
well as his distinctive likeness from the classic Strand illustrations). 
 
Manuscripts and artwork (as well as characters, in the method I described) are 
copyrighted by the act of creation. However, you can register your copyrights 
by sending in a copy and a fee to the government. This doesn't make the 
copyright any more official; however, it does give you the right to sue anyone 
who unsuccessfully challenges your copyright in an attempt to recover your 
court costs for defending the copyright (without registration, such a suit 
would be thrown out prima facie). 
 
-- Steve Peterson, Hero Games  
 
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Date: Fri, 08 May 1998 16:42:42 -0700 
To: "Andreano, Keith         HIM,VA" <andreak@vapo1.him.unisys.com&> 
        "'Champions'" <champ-l@sysabend.org> 
From: Lizard <lizard@dnai.com> 
Subject: RE: Copywrighting characters.  (!) 
Sender: owner-champ-l@sysabend.org 
 
At 03:34 PM 5/8/98 -0500, Andreano, Keith         HIM,VA wrote: 
>Hmmmm... Villain idea: The Bureaucrat! 
>Any ideas as to his powers? ^_^; 
> 
10d6 Entangle, Red Tape. 
5d6 INT drain, confusing forms. 
Teleport, Usable Against Others("No sir, you'll have to go to the OTHER 
office. It's downtown.") 
 
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Date: Fri, 08 May 1998 17:08:45 -0700 
To: Champions <champ-l@sysabend.org> 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Copywrighting characters.  (!) 
Sender: owner-champ-l@sysabend.org 
 
At 05:15 PM 5/8/1998 -0400, Stainless Steel Rat wrote: 
>-----BEGIN PGP SIGNED MESSAGE----- 
> 
>Bob Greenwade writes: 
> 
>>    If one cannot copyright a character, then why did the Conan Doyle 
>> estate sue Paramount over the use of the Sherlock Holmes characters in 
>> "Star Trek: the Next Generation"? 
> 
>If I am not mistaken, it is not so much that the estate sued over the 
>character, it is that it sued over the use of copyrighted works that 
>include the character or the likeness of the character.  It is probably the 
>same way that Paramount sued Antarctic Press and Altier Lana over "Star 
>Trekker". 
 
   That's a pretty good answer (and one I wish you'd given the last time 
this subject was brought up). 
   Actually, having looked through the "Ten Myths" websites that a couple 
of people posted, it seems to have more to do with the "derivative works" 
clause (apparently instituted in 1989) than in a question of character vs 
likeness of a character. 
--- 
Bob's Original Hero Stuff Page!  [Circle of HEROs member] 
   http://www.klock.com/public/users/bob.greenwade/original.htm 
Homepage of the Merry-Go-Round Webring!  (Wanna join?) 
   http://www.klock.com/public/users/bob.greenwade/merrhome.htm 
 
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Date: Fri, 08 May 1998 17:16:34 -0700 
To: champ-l@sysabend.org 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re:  Re: Copywrighting characters.  (!) 
Sender: owner-champ-l@sysabend.org 
 
At 07:32 PM 5/8/1998 EDT, Hero Games wrote: 
>Manuscripts and artwork (as well as characters, in the method I described) 
are 
>copyrighted by the act of creation. However, you can register your copyrights 
>by sending in a copy and a fee to the government. This doesn't make the 
>copyright any more official; however, it does give you the right to sue 
anyone 
>who unsuccessfully challenges your copyright in an attempt to recover your 
>court costs for defending the copyright (without registration, such a suit 
>would be thrown out prima facie). 
 
   Just incidentally, the last time I looked the fee was $10, and could 
include a collection of similar works (that is, you can copyright a song 
for $10, or you could put that song into a folio of ten, twelve, or even 
more and copyright them all for that same $10).  It's been a while, so that 
may have gone up. 
   Oh, and thanks for the well-informed response to this question, Steve. 
:-] 
--- 
Bob's Original Hero Stuff Page!  [Circle of HEROs member] 
   http://www.klock.com/public/users/bob.greenwade/original.htm 
Homepage of the Merry-Go-Round Webring!  (Wanna join?) 
   http://www.klock.com/public/users/bob.greenwade/merrhome.htm 
 
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From: GoldRushG <GoldRushG@aol.com> 
Date: Fri, 8 May 1998 21:49:30 EDT 
To: champ-l@sysabend.org 
Subject: Re: Copywrighting characters.  (!) 
Sender: owner-champ-l@sysabend.org 
 
<< The Marxist money stealing federal socialist totalitarian state strikes 
again! >> 
 
  Actually, though I didn't state it, the $275 is for one of the Patent & TM 
attorneys to research if a similar mark is in use and make a decision on your 
application. So it's not as if the money is for "nothing," per se.'  ;)  Of 
course, you can do your own search, through any state library and even some 
online services. But sometimes those wacky attorneys can decline an 
application request for some seemingly weird reasons, believe me. :/ 
 
  Mark @ GRG 
 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
To: Champions <champ-l@sysabend.org> 
Subject: Re: Copywrighting characters.  (!) 
Mail-Copies-To: never 
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Organization: The Happy Fun Ball Brigade 
Date: 08 May 1998 21:49:37 -0400 
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Sender: owner-champ-l@sysabend.org 
 
-----BEGIN PGP SIGNED MESSAGE----- 
 
Hero Games writes: 
 
> (without registration, such a suit would be thrown out prima facie). 
 
I dunnow that it would be thrown out so much as never getting to court in 
the first place.  You cannot sue under the Copyright Act of 1976, but you 
can get legal injunction against the offender.  You just cannot get money 
out of him; for that you need to register the copyright. 
 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
To: Champions <champ-l@sysabend.org> 
Subject: Re: Copywrighting characters.  (!) 
Mail-Copies-To: never 
X-No-Archive: yes 
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Date: 08 May 1998 21:52:48 -0400 
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Sender: owner-champ-l@sysabend.org 
 
-----BEGIN PGP SIGNED MESSAGE----- 
 
Bob Greenwade writes: 
 
>    Actually, having looked through the "Ten Myths" websites that a couple 
> of people posted, it seems to have more to do with the "derivative works" 
> clause (apparently instituted in 1989) than in a question of character vs 
> likeness of a character. 
 
Could be.  Like I said, I'm not a lawyer (and by the by, tort requires that 
you state that when providing legal advice if you are not a barred lawyer). 
What I know tends towards the Copyright Act of 1976 itself and fair use. 
 
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Date: Fri, 08 May 1998 18:56:09 -0700 
From: Rick Holding <rholding@ActOnline.com.au> 
To: champion mailing list <champ-l@sysabend.org> 
Subject: Re: what would you do to yourself with 15 points? 
Sender: owner-champ-l@sysabend.org 
 
Buy a few points of invisible TK with fine manipulation.  Then go  
out and win some major golf tournements sinking those monster puts. 
--  
----------------------------------------------------------- 
Ricky Holding    Email: rholding@ActOnline.com.au 
Work is only there to give us time to talk about play 
----------------------------------------------------------- 
 
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From: "WG Rowland" <rowland@cts.com> 
To: "Champions" <champ-l@sysabend.org> 
Subject: PBEM game 
Date: Fri, 8 May 1998 18:58:17 -0700 
X-MSMail-Priority: Normal 
X-MimeOLE: Produced By Microsoft MimeOLE V4.72.2106.4 
Sender: owner-champ-l@sysabend.org 
 
    Can anyone direct me on a way to find a PBeM game (preferrably Champions 
or Fantasy Hero) that is currently looking for people?  I'm new to PBeM, and 
so far all of my searching has led to interresting accounts of closed 
games.. 
 
 
 
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Date: Fri, 08 May 1998 21:23:34 -0500 
To: champ-l@sysabend.org 
From: "Michael (Damon) or Peni R. Griffin" <griffin@txdirect.net> 
Subject: Re: what would you do to yourself with 15 points? 
Sender: owner-champ-l@sysabend.org 
 
>>5 Cramming 
>>5 Wealth (Well Off, up to $500K/year)  
>>5 Ranged Sense: Taste 
> 
>   For that matter: 
> 
>10 Wealth 
> 5 Diplomatic Immunity 
> 
>   Or even: 
> 
>15 World Emperor 
 
I puzzled over the phrase "for that matter" for a couple of minutes, 
thinking it implied some sort of connection or similarity between my 
selections and Bob's, then decided I was reading too much into things and 
most likely no such connection was implied.    
 
I can't see that I personally would have any use for Diplomatic Immunity, 
and if I had chosen such a thing I'd have added the Traveler Skill Enhancer 
and a Passport...let's see, that would total 9 points.  I'd still like to 
have Cramming, but the 5-point Wealth level probably makes more sense if a 
lot of travel is expected.  Nope, given this set to play with, I'd take 
Cramming, Wealth, Passport, Traveler and probably a 1-point [disease] 
Immunity and dump the Diplomatic Immunity.  I just don't see myself needing 
that for anything. 
 
World Emperor?  Feh.  Much too big a headache.  I see that as a 15-point 
Disadvantage rather than something I should want to buy. 
 
Damon 
 
----------------------- 
Money is the root of all evil, and yet it is such a useful root that 
we cannot get on without it any more than we can without potatoes.  
				-- Louisa May Alcott 
 
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Date: Fri, 8 May 1998 22:33:05 -0400 (EDT) 
X-Sender: jprins@interhop.net 
To: champ-l@sysabend.org 
From: jprins@interhop.net (John and Ron Prins) 
Subject: Re: PBEM game 
Sender: owner-champ-l@sysabend.org 
 
>    Can anyone direct me on a way to find a PBeM game (preferrably Champions 
>or Fantasy Hero) that is currently looking for people?  I'm new to PBeM, and 
>so far all of my searching has led to interresting accounts of closed 
>games.. 
 
Heh, heh, heh. Please don't be offended, but this is kind of a hopeless 
quest. 99(.99999)% of all PBEM games fill up their slots within days of 
their inception, and the only way to 'join' the game is to become a 
spectator and wait for someone to drop out (and then fight tooth and nail 
for that slot with the other spectators). In general, PBEMs don't go looking 
for people to join; they have to fight people off after the initial 
cattlecall. All they have to do is say "I'm starting a game!" and they get 
swamped with applicants.  
 
So your only real chance is if someone is _right_now_ starting up a 
Champions/HERO PBEM game. The good news is that if you're on this list 
you'll hear about that sort of thing right quick - the bad news is so will 
everyone else on the list and they don't waste time. 
 
The only 100% reliable solution is to start your own PBEM game. 
 
----------------------------------------------------------------------------- 
"FORM BLAZIN' SHILLELAGH!" 
-Vaultron Force, Gold Digger #38 
----------------------------------------------------------------------------- 
John D. Prins and Ron Prins 
jprins@interhop.net 
 
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Date: Fri, 8 May 1998 23:25:01 -0400 
From: "Jeff M. Reid" <Morfhis@compuserve.com> 
Subject: Re: what would you do to yourself with 15 points? 
To: Champions Mailing List A <champ-l@sysabend.org> 
Content-Disposition: inline 
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Sender: owner-champ-l@sysabend.org 
 
>    I think wings would be excellent, and just to maximize our cost 
> return, and stay within The Rules, add X2 END for another -1/2 lim.  
> That'd give 15" flight (30" noncombat), and heck with enough use, my END 
> would increase anyway, eventually... 
 
Not me -- I'd rather stay up for a long time than get extra velocity and, 
at 6 END a phase, I'd fall from exhaustion before long. On the plus side, 
at least I wouldn't fall from any great height :-)! I would rather take 
Extra Time or Concentration (to start only), and tack on 1/2 END Cost to 
boot. 
 
Okay, here's my final decision: 
 
13      Multipower (26 active points); Restrainable (wings), 
                 -1/2; Full Phase delay (-1/4), Concentrate:  
                1/2 DCV to start. 
1       u. 13" Flight 
1       u. 26" Gliding 
 
This would give me almost 20 mph flight and just shy of 40 mph gliding 
(assuming I have a Speed of 2...). I could definitely live with that! 
 
Jeff Reid 
Morfhis@compuserve.com 
http://www.now-online.com/morfhis/bugloony.htm 
 
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Date: Sat, 9 May 1998 00:03:37 -0400 
From: "Jeff M. Reid" <Morfhis@compuserve.com> 
Subject: Re: what would you do to yourself with 15 points? 
To: Champions Mailing List A <champ-l@sysabend.org> 
Content-Disposition: inline 
X-MIME-Autoconverted: from quoted-printable to 8bit by beelzebubba.sysabend.org id AAA15710 
Sender: owner-champ-l@sysabend.org 
 
> At least one other person did think of it, and both of you apparently 
> failed to notice the "no frameworks" caveat. 
 
D-oh! Neither did I! That nixes my flight/gliding multipower, though I 
suppose I could just get 10" of Flight and 10" of Gliding (for conserving 
END) separately... 
 
Jeff Reid 
Morfhis@compuserve.com 
http://www.now-online.com/morfhis/bugloony.htm 
 
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Date: Fri, 08 May 1998 23:11:54 -0500 
To: Champions Mailing List A <champ-l@sysabend.org> 
From: "Michael (Damon) or Peni R. Griffin" <griffin@txdirect.net> 
Subject: Re: what would you do to yourself with 15 points? 
Sender: owner-champ-l@sysabend.org 
 
>Okay, here's my final decision: 
> 
>13      Multipower (26 active points); Restrainable (wings), 
>                 -1/2; Full Phase delay (-1/4), Concentrate:  
>                1/2 DCV to start. 
>1       u. 13" Flight 
>1       u. 26" Gliding 
> 
>This would give me almost 20 mph flight and just shy of 40 mph gliding 
>(assuming I have a Speed of 2...). I could definitely live with that! 
 
This is at least the third power framework to be described, and also 
exceeds -1 in total Limitations.  Apparently, for many people, the answer 
to the challenge -- 
 
	You have 15 extra points, because you're an RPG player... now go 
	spend it.  Caveats: no more than -1 limitation total on powers,  
	no frameworks, and you do have "Normal Charactersitics Maxima". 
 
 -- is "Well, first, I'd ignore those parameters." 
 
C'est la jeu. 
 
Damon 
 
 
	 
 
|--------------------------------------------------------------------| 
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|--------------------------------------------------------------------| 
|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  | 
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Reply-To: <jonesmj@topaz.cqu.edu.au> 
From: "happyelf" <cgtmljon@pronet.net.au> 
To: <champ-l@sysabend.org> 
Cc: "[unknown]" <champ-l@sysabend.org> 
Subject: Re: Lurking in web games 
Date: Sat, 9 May 1998 14:23:31 +1000 
X-MSMail-Priority: Normal 
Sender: owner-champ-l@sysabend.org 
 
>  
> That sounds great, and that's what I'd want if I were a player.  I was 
just 
> saying that as a Lurker I'd like to be able to see what's going on in a 
> campaign without reading pages of characters talking back and forth, just 
> to make it a better story.  I certainly see the value of that, but the 
> short story form gets in the way of me gleaning ideas from a campaign. 
>  
 
Well the 'tabletop' notes won't really include dialogue, by 'ic' i mean  
that they'll be filled out like a field report, as opposed to a gm's 
overview.  
 
> >>You mean hero 4e or champs 4e?<< 
>  
> I was talking about Champions 4E, meaning classic superhero using the 4E 
> HSR (as opposed to classic superhero using Fuzion).  Actually, I don't 
even 
> care that much...I'd play in a Fuzion game, just 'cause it would finally 
> get me to read the rule section and make a judgement.  I've been leaving 
it 
> hanging in limbo because my initial impressions were pretty bad (what do 
> you mean I have to make powers in 4E and then convert to Fuzion?!). 
 
Well, i happen to despice fuzion, in any event i hope you find a good  
superheroic game out there somewhere.... 
 
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Reply-To: <jonesmj@topaz.cqu.edu.au> 
From: "happyelf" <cgtmljon@pronet.net.au> 
To: <champ-l@sysabend.org> 
Cc: "[unknown]" <champ-l@sysabend.org> 
Subject: Re: Lurking in web games 
Date: Sat, 9 May 1998 14:23:31 +1000 
X-MSMail-Priority: Normal 
Sender: owner-champ-l@sysabend.org 
 
>  
> That sounds great, and that's what I'd want if I were a player.  I was 
just 
> saying that as a Lurker I'd like to be able to see what's going on in a 
> campaign without reading pages of characters talking back and forth, just 
> to make it a better story.  I certainly see the value of that, but the 
> short story form gets in the way of me gleaning ideas from a campaign. 
>  
 
Well the 'tabletop' notes won't really include dialogue, by 'ic' i mean  
that they'll be filled out like a field report, as opposed to a gm's 
overview.  
 
> >>You mean hero 4e or champs 4e?<< 
>  
> I was talking about Champions 4E, meaning classic superhero using the 4E 
> HSR (as opposed to classic superhero using Fuzion).  Actually, I don't 
even 
> care that much...I'd play in a Fuzion game, just 'cause it would finally 
> get me to read the rule section and make a judgement.  I've been leaving 
it 
> hanging in limbo because my initial impressions were pretty bad (what do 
> you mean I have to make powers in 4E and then convert to Fuzion?!). 
 
Well, i happen to despice fuzion, in any event i hope you find a good  
superheroic game out there somewhere.... 
 
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Reply-To: <jonesmj@topaz.cqu.edu.au> 
From: "happyelf" <cgtmljon@pronet.net.au> 
To: "Champions" <champ-l@sysabend.org> 
Subject: Re: PBEM game 
Date: Sat, 9 May 1998 14:40:58 +1000 
X-MSMail-Priority: Normal 
Sender: owner-champ-l@sysabend.org 
 
 
>     Can anyone direct me on a way to find a PBeM game (preferrably 
Champions 
> or Fantasy Hero) that is currently looking for people?  I'm new to PBeM, 
and 
> so far all of my searching has led to interresting accounts of closed 
> games.. 
>  
>  
>  
 
heh. Core Alpha pbem- an aquired taste to be sure: 
 
http://www.geocities.com/TimesSquare/Labyrinth/3306/Pbem.htm 
Core Alpha PbEm  
 
http://www.geocities.com/TimesSquare/Labyrinth/3306/Main.htm 
Core Alpha Main  
 
Right now the main page is not officially open, but there's lots of 
background and  
a few npc's done i hero format. We will be launching the page (along with  
full pbem data) in about a week or two. 
 
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Reply-To: <jonesmj@topaz.cqu.edu.au> 
From: "happyelf" <cgtmljon@pronet.net.au> 
To: <champ-l@sysabend.org> 
Subject: Re: PBEM game 
Date: Sat, 9 May 1998 14:42:53 +1000 
X-MSMail-Priority: Normal 
Sender: owner-champ-l@sysabend.org 
 
> So your only real chance is if someone is _right_now_ starting up a 
> Champions/HERO PBEM game. The good news is that if you're on this list 
> you'll hear about that sort of thing right quick - the bad news is so 
will 
> everyone else on the list and they don't waste time. 
>  
> The only 100% reliable solution is to start your own PBEM game. 
>  
 
yup that's what i did :->~  
 
 
http://www.geocities.com/TimesSquare/Labyrinth/3306/Pbem.htm 
 
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Reply-To: <jonesmj@topaz.cqu.edu.au> 
From: "happyelf" <cgtmljon@pronet.net.au> 
To: "'Champions'" <champ-l@sysabend.org> 
Subject: Re: Copywrighting characters.  (!) 
Date: Sat, 9 May 1998 14:48:06 +1000 
X-MSMail-Priority: Normal 
Sender: owner-champ-l@sysabend.org 
 
 
 
---------- 
> From: Andreano, Keith         HIM,VA <andreak@vapo1.him.unisys.com> 
> To: 'Champions' <champ-l@sysabend.org> 
> Subject: RE: Copywrighting characters.  (!) 
> Date: Saturday, May 09, 1998 6:34 AM 
> 
> Hmmmm... Villain idea: The Bureaucrat! 
> Any ideas as to his powers? ^_^; 
>  
 
20 pts pd- 'stuffed shirt',  
600pts flash defence vs hearing   
change environment- 'stuffy and throat-constricting officiousness' 
(school princibles have the same power) 
desolid vs mental - 'continually missing the point of a sinple request  
for information' 
 
 
 
 
 
> ^_^;^o^;^_^;^o^;^_^;^o^;^_^;^o^;^_^;^o^;^_^;^o^;^_^;^o^;^_^;^o^;^_^;^o^; 
> 	"No flames please, once burnt at the stake, twice shy!"  
> 					- Joan of Arc's .sig 
>      Keith "Puma" Andreano andreak@vapo1.him.unisys.com 
>  
>  
>  
 
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Date: Sat, 09 May 1998 00:45:16 -0700 
From: Captain Spith <cptspith@teleport.com> 
Reply-To: cptspith@teleport.com 
Organization: Satan's Children 
To: champ-l@sysabend.org 
Subject: Re: what would you do to yourself with 15 points? 
Sender: owner-champ-l@sysabend.org 
 
Michael (Damon) or Peni R. Griffin wrote: 
>  
> >Okay, here's my final decision: 
> > 
> >13      Multipower (26 active points); Restrainable (wings), 
> >                 -1/2; Full Phase delay (-1/4), Concentrate: 
> >                1/2 DCV to start. 
> >1       u. 13" Flight 
> >1       u. 26" Gliding 
> > 
> >This would give me almost 20 mph flight and just shy of 40 mph gliding 
> >(assuming I have a Speed of 2...). I could definitely live with that! 
 
   Actually, I have to re-do mine; the suggestion of noncombat multiples 
made me realize; "how the hell often would I need my full DCV when I'm 
flying, anyway?"  So, 
   6" flight, X4 noncombat multiple, foulable wings (-1/2) for 22 
active, 15 real. 
   That gives me a maximum of 48"/phase noncombat for 1 END! 
 
> This is at least the third power framework to be described, and also 
> exceeds -1 in total Limitations.  Apparently, for many people, the answer 
> to the challenge -- 
>  
>         You have 15 extra points, because you're an RPG player... now go 
>         spend it.  Caveats: no more than -1 limitation total on powers, 
>         no frameworks, and you do have "Normal Charactersitics Maxima". 
>  
>  -- is "Well, first, I'd ignore those parameters." 
 
   Oh, please!  People just get carried away, and forget to read the 
original post thoroughly before giving themselves POWER! 
>  
> C'est la jeu. 
>  
> 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  | 
> |--------------------------------------------------------------------| 
 
--  
   -Capt. Spith 
   Savior of Humanity 
   Secular Messiah 
 
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Date: Sat, 09 May 1998 20:52:26 +0800 
From: GAZZA <gazza@wantree.com.au> 
Reply-To: gazza@wantree.com.au 
Organization: Only One Inc. 
To: Champions Mailing List <champ-l@sysabend.org> 
Subject: I am returning... 
Sender: owner-champ-l@sysabend.org 
 
This is a combination 'test message' and announcement. It 
announces that I am returning (by popular request :-) ) to the 
Champions mailing list. And it is a test, in that once I see this 
message I'll know I've arrived. 
 
Some of you may remember GAZZA - others, perhaps not. 
I intend to lurk for a short time to see where my opinions/ 
suggestions/ideas might be best applied, and then I'm 
looking forward to contributing. I just hope there are some 
of you here that I still remember. 
 
-- 
GAZZA (gazza@wantree.com.au; http://www.wantree.com.au/~gazza) 
"To know others is wisdom. To know oneself is enlightment." 
 
 
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From: SteveL1979 <SteveL1979@aol.com> 
Date: Sat, 9 May 1998 08:56:11 EDT 
To: champ-l@sysabend.org 
Subject: Update 
Sender: owner-champ-l@sysabend.org 
 
  Hi, guys.  Just wanted to let you know, in case you're curious, that I'm 
making good progress on the 5th Ed.  So far I seem to be on track to meet the 
deadlines involved. 
  I'm going to be taking a break from 5th Ed., and from this list (assuming I 
can accomplish a sign-off :) ), because of a two-week business trip to Los 
Angeles.  I'll sign back on when I return.  If any of you have any ideas for 
5th Ed. you think are really good ones, please send 'em to me directly or save 
them until I get back and can see them on the list. 
  Thanx! 
 
Steve Long 
 
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X-Sender: bob.greenwade@klock.com (Unverified) 
Date: Sat, 09 May 1998 06:09:25 -0700 
To: Champions Mailing List <champ-l@sysabend.org> 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: I am returning... 
Sender: owner-champ-l@sysabend.org 
 
At 08:52 PM 5/9/1998 +0800, GAZZA wrote: 
>This is a combination 'test message' and announcement. It 
>announces that I am returning (by popular request :-) ) to the 
>Champions mailing list. And it is a test, in that once I see this 
>message I'll know I've arrived. 
> 
>Some of you may remember GAZZA - others, perhaps not. 
>I intend to lurk for a short time to see where my opinions/ 
>suggestions/ideas might be best applied, and then I'm 
>looking forward to contributing. I just hope there are some 
>of you here that I still remember. 
 
   Well, you sure ought to remember me....  and it's great to have you 
back, Gazza! 
   (I even remember your real name... shhhhhh!)  ;-] 
--- 
Bob's Original Hero Stuff Page!  [Circle of HEROs member] 
   http://www.klock.com/public/users/bob.greenwade/original.htm 
Homepage of the Merry-Go-Round Webring!  (Wanna join?) 
   http://www.klock.com/public/users/bob.greenwade/merrhome.htm 
 
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Date: Sat, 09 May 1998 08:11:28 -0500 
To: hero-l@sysabend.org 
From: "Michael (Damon) or Peni R. Griffin" <griffin@txdirect.net> 
Subject: Alternative to END Reserve 
Sender: owner-champ-l@sysabend.org 
 
It seems to me that an END Reserve generally stores energy of some sort, 
whether it's the biological energy of a character's own END, or electrical 
power or whatever.  I think I want to use something which would be similar, 
but which would store consumable material goods instead of energy.  This 
first came up when I was trying to build an escape pod for a spaceship. 
The pod would have limited amounts of food, water, air and electrical power 
for heat.   
 
A standard END Reserve can be used for the electrical batteries, but they'd 
either have to (a) be defined as having REC (which I wouldn't want to do, 
since typically a battery just fades during use, recharging only if 
connected to a generator of some type, which the escape pod would not 
have), (b) be given huge amounts of END so that the onboard Life Support 
would last any length of time, or (c) constructed in some way that would 
allow END to be consumed at a slower than usual rate. 
 
I know there are all sorts of easy ways to avoid this whole thing.  Life 
Support is Persistent and doesn't normally use END anyway, so I could 
ignore the END Reserve and just use LS.  That, however, would allow for an 
indefinite supply of food, water, air and heat.  I could apply a generic 
Limitation to the LS, something like "Only lasts for one week" but the 
value of that Limitation would vary depending on how likely you were, on 
average, to be rescued during that week.  Also, how long it lasts might 
well depend on how many people were on board the pod.  The total 
food/water/air available is fixed, but the rate of consumption would vary 
with the number of people in the pod.  I also thought about using Charges 
of LS, but as is often the case with Charges, especially Continuing, any 
reasonable number of them turns into an Advantage rather than a Limitation; 
it makes no sense to pay more for an escape pod that will keep you alive 
for 10 days than you'd have to pay for one than would sustain you 
indefinitely. 
 
Materiel Reserves should probably only be used to supply consumable 
resources to systems that don't use END, thus allowing for a kind of time 
limit or life span, based directly on the consumption of those resources, 
for a Power that would otherwise go on forever.  On the other hand, it is 
easy to think of using such a Reserve for fuel, and Movement usually costs 
END, and so would probably be better handled using the normal END Reserve.   
 
A Material Reserve (based on END Reserve) would allow the character to set 
up an independant supply of fuel, food, water, air or anything else the GM 
may approve.  It would be intended for use with tangible consumables rather 
than energy, and should not be used if END Reserve will readily work 
instead.  It could not be used for devices or foci (as a way of getting a 
cheap equipment pool) or as a cheap way to obtain Charges or Clips of 
Charges for weapons.  Closely related items, like food and water, might be 
grouped together within the Reserve as a single Unit type, but in most 
cases only one substance or type of thing could occupy a single Reserve. 
 
If you have a Food & Water Supply Reserve, it is probably not appropriate 
to have LS vs. eating.  The Supply Reserve will act as an LS with a limited 
duration (unless it has a REC). 
 
To set up a Materiel Reserve a character purchases Units (of fuel, food or 
whatever) and in most cases "REC".  Each Unit costs 1 character point and 
is assumed to be sufficient to supply one character (or vehicle) for one 
day, though if the GM and player agree the Units can last for one hour, or 
whatever time period is both convenient and appropriate.  The GM should 
adjust the unit costs as he sees fit for  
Materiel Reserves held by Bases, on the assumption that a Base will usually 
consume far more of anything than a single character or vehicle. 
 
Food, water, fuel and so forth are often not recoverable "in the field", so 
the Materiel Reserve will sometimes have 0 REC (or a REC with the 
Limitation that it can only recover at a base, fuel depot, air compressor, 
grocery store or whatever is appropriate to the type of materiel in the 
Reserve.  However, there are cases where a Base or Vehicle routinely 
manufactures and replenishes its own supplies.  A space ship, for example, 
might run on ionized hydrogen and be able to synthesize additional fuel 
from water.  Such a system might use the free oxygen thus created to 
replenish the ship's air supply as well.  In this case both the Air Reserve 
and the Fuel Reserve would have REC.  1 point of REC costs 1 character 
point.  The usual rate of return (daily) could be moved up or down the Time 
Chart for a -1/2 Limitation or a + 1/2 Advantage on the REC, as 
appropriate, but the recovery rate could not be more frequent than once per 
Turn.  The player would have to define some source for the recovered 
supplies; you can't create something from nothing.  Normally, Aid, Transfer 
and Absorption could not be used to feed supply Units into a Reserve, since 
the Materiel Reserve is assumed to be handling tangible goods rather than 
forms of energy.  If you can think of an exception to this, and your GM 
will buy it, more power to you. 
 
Unlike END Reserves, at least some Materiel Reserves could be "stretched" 
by going on half-rations, driving more highway miles and fewer in-city 
miles, etc.  I can't decide whether to make that option an Advantage or the 
default condition (with a Limitation available if you *can't* stretch usage 
to double the usual number of time periods).   
 
There is probably little incentive to use a Materiel Reserve as a fuel 
supply; this is one of those cases where END Reserve should work just fine 
as is.  It is included here only for comparision: 
 
	Fuel Supply Reserve, 10 Units, REC 2 Units/Minute (+1 for 4 
	shifts down the Time Chart, Must refill at base -2) Real Cost:  
	11 points 
 
	Joe's car has a gas tank which, given his normal driving 
	habits, will let him drive for 10 days without refuelling 
	(he works at home and doesn't take many long trips).  The 
	car doesn't generate replacement fuel; he has to go to a 
	gas station to refill the tank.  He can fill the tank in 
	5 minutes, a rate of about 1 gallon every 15 seconds if 
	his car has a 20-gallon tank. 
 
	Air Supply Reserve, 4 Units (one Unit/hour), REC 4 Units/hour 
	(Must refill at base -2)  Real Cost: 5 
 
	Joe's SCUBA tanks will hold enough air to last for four hours 
	at a normal level of activity.  The tanks do not refill by 
	themselves, they must be connected to an air compressor or 
	other device to pump oxygen back into them.  The tanks can 
	be completely refilled in an hour, ready for reuse. 
 
Looking at what's *intended* above, rather than what's actually in place so 
far, and realizing that the concept is not particularly well defined yet, 
is this both legitimate and sufficiently distinct from END Reserve to 
warrant its use?  At this point, please address the CONCEPT as well as the 
present EXECUTION of the idea.  I rather expect most people will think this 
is a waste of time, and I know you will feel free to say so, but I would 
also like to hear constructive criticism from those people (if any) who 
think the notion may possibly have some small merit. 
 
And please remember to cut the parts of the above you aren't responding to; 
if you think the whole idea is a waste of time, snip the entire message. 
 
Thanks. 
 
Damon 
 
 
 
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|--------------------------------------------------------------------| 
|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  | 
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