Week Ending June 13, 1998

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Date: Sun, 07 Jun 1998 02:11:17 +1000 
To: Champions <champ-l@sysabend.org> 
From: Mad Hamish <h_laws@postoffice.utas.edu.au> 
Subject: Re: Weapon Hands Questions 
Sender: owner-champ-l@sysabend.org 
 
At 01:32 PM 6/5/98 -0400, Stainless Steel Rat wrote: 
>Bob Greenwade writes: 
> 
>>    A character with a hand-and-a-half weapon may use a shield any time he 
>> wants.  He just sacrifices the option of using the weapon two-handed by 
>> using the shield, and this option he's sacrificing does not exist in the 
>> first place for a one-handed weapon. 
> 
>His hand-and-a-half weapon can do more damage than his one-handed weapon. 
>By opting to use a sheild, he does one-handed weapon damage, not two-handed 
>weapon damage. 
> 
 
Your argument appears to be that the hand and a half sword is limited by 
this _but_ unless there is something I'm missing you can create a 1.5 hand 
weapon which is just as effective as a one handed weapon when it is used 
one handed. 
 
So how is the 1.5 handed weapon justified in being _cheaper_ than the 1 
handed weapon? 
The weapon is just as effective when used one handed and provides the 
_option_ being used two handed and doing more damage, yes the character 
cannot use a shield while attacking two handed but there is no 
justification for the hand and a half weapon being cheaper than a one 
handed weapon. 
 
>[...] 
> 
>>    I'm for the suggestion someone had (I think it was Tim) of making 
>> hand-and-a-half the default mode, and letting "One-handed" and Two-Handed" 
>> -1/4 Limitations. 
> 
>The one reason I have against that is an historical one.  Hand-and-a-half 
>weapons are an aberation, not the norm, so they should not be considered to 
>be the baseline. 
> 
Historically human weapons have normally been focuses so that should be the 
default with  rare exceptions. Does that mean that the base in Hero should 
be focus with innate as an advantage? 
 
It's the same argument.  
 
**************************************************************************** 
The Politician's Slogan 
'You can fool all of the people some of the time and some of the people all 
of the time, but you can't fool all of the people all of the time. 
Fortunately only a simple majority is required.' 
**************************************************************************** 
 
Mad Hamish 
 
Hamish Laws 
h_laws@postoffice.utas.edu.au 
h_laws@tassie.net.au 
 
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From: "qts" <qts@nildram.co.uk> 
To: "champ-l@sysabend.org" <champ-l@sysabend.org&> 
        "Palace of Dwarves" <pod@avalon.net> 
Date: Sat, 06 Jun 98 16:12:51  
Reply-To: "qts" <qts@nildram.co.uk> 
Subject: Re: drugs 
Sender: owner-champ-l@sysabend.org 
 
On Fri, 5 Jun 1998 14:06:23 -0500 (CDT), Palace of Dwarves wrote: 
 
>I've decided to try and launch a new plot in my current campaign. 
>The plot that i want to start deals with drugs; more specifically, 
>a new drug. 
 
I presume you mean narcotic, not drug. But why not a 'normal' drug? How 
about a version of (to choose a topical drug) Viagra that after 
prolonged use causes offspring to be mutated? A sleeping pill that 
causes a Jekyl/Hyde conversion... 
qts 
 
Home: qts@nildram.co.uk. 
 
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From: "David W. Salmon" <dwsalmon@earthlink.net> 
To: "Champions News Group" <champ-l@sysabend.org> 
Subject: Re: drugs 
Date: Sat, 6 Jun 1998 10:05:21 -0700 
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Sender: owner-champ-l@sysabend.org 
 
How about to make the drug really dangerous and give the heroes more of a 
motive to stop it other than "its a drug, it must be stopped" ... add the 
side effect of an invisible power effects BODY drain. People who take it all 
of a sudden just drop over dead after a while. 
 
 
-----Original Message----- 
From: Ross Rannells <rossrannells@worldnet.att.net> 
To: Palace of Dwarves <pod@avalon.net> 
Cc: champ-l@sysabend.org <champ-l@sysabend.org> 
Date: Friday, June 05, 1998 4:03 PM 
Subject: Re: drugs 
 
 
> 
> 
>Palace of Dwarves wrote: 
> 
>> I've decided to try and launch a new plot in my current campaign. 
>> The plot that i want to start deals with drugs; more specifically, 
>> a new drug. 
>>         I don't have a actually name for it yet, but my working name 
>> for it is 'Lightning'.  When someone takes the drug, they experience 
>> increased strength and dexterity.  Only problem is that it has a side 
effect. 
>> Now what that side effect will be, I haven't decided upon.  Could be 
>> a bloody nose, could be that they take body from the drug.  I don't know. 
>>         That's the drug. 
>>         What I am pondering is how the drug is made.  Having been 
>> inspired by a few movis, I have decided that the drug is actually made 
>> from the adrenalin glands of humans.  Sick, yes I know.  But fun. 
>> So I am trying to find a way to take bodies, or more to the point, people 
>> disappearing.  Make the heroes think for a change. 
>> 
>>         Any and all input is appreciated. 
>> 
>>         I am figuring that the drug would be made using Xd6 of Aid. 
> 
>  With say 4 Dice to each STR, DEX, and SPD with OAF, IND, 1 turn dealy, 
1-1 hour 
>charge, IIF, side effects (30 points).  The cost of the drug would be 9 
points. 
>A good side effect associated with adreniline would be some sort of 
Psychosis.  I 
>played and run such scenarios and they can be alot of fun and excitement. 
When a 
>horde of psychotic physically enthanced people (DNPCs are great for this) 
running 
>loose.  The heroes have a hard time stopping the destruction and trying to 
track 
>down the source of the drug.  The most fun I've had with this scenario is 
when 
>the drug gave a 30 point Ego Elemental Control (Mental attack, Mind 
Control, 
>Telepathy, and 20 Str TK) with the side effect being -13 inteligence, -2 
Ego, and 
>Extreme Psycotic.  The drug had all the above limitations with the addition 
of No 
>Concious Control.  The best part of the scenario was watching the supers 
try and 
>gently take out the psychotic normals who have no defenses speak of.  A lot 
of 
>disads can be brought into play as well and requiring some good roll 
playing and 
>creative thought. 
> 
> 
 
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From: SteveL1979@aol.com 
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Date: Sat, 6 Jun 1998 13:46:01 EDT 
To: champ-l@sysabend.org 
Subject: Re: Weapon Hands Question 
Sender: owner-champ-l@sysabend.org 
 
In a message dated 98-06-06 11:12:42 EDT, why@superlink.net writes: 
 
<< >Bastard Sword:  1d6+1 K (20 Active Points); OAF (-1), STR Min (AcPts/2 = 
10) 
 >(-1) (total cost:  7 points) PLUS +1 DC K (5 Active Points); OAF (-1), 
 >Requires Two-Handed Use (-1/4) (total cost:  2 points).  Total Cost:  9 
 >points. 
  
 <snip; see below> The Bastard Sword writeup has a STR Min of 10.  Thus an 18 
STR character does 2D6K with the above write up: one-handed!  Likewise a 15 
STR 
 character does 2D6K two-handed since the STR Min is still only 10.  When 
 adding the DC to the Bastard Sword you need to increase the STR Min.   
  
 >Great Sword:  2d6 K (30 Active Points); OAF (-1), STR Min (AcPts/2 = 15) 
 (-1), 
 >Requires Two-handed Use (-1/4).  Total Cost:  9 points. 
  
 Now, of course, if my above analysis is correct, you have two two-handed 
 weapons, one costs 9 points, does 2D6K, and has a STR Min of 15 and the 
 other costs 9 points and does 2D6K with a STR of 15 (Min is actually 10). 
 An 18 STR user of the Bastard Sword still does 2D6K one-handed, and an 18 
 STR user of the Great Sword does 2D6K one-handed.  For a 10 STR user, both 
 weapons do 1.5D6K two-handed and 1D6+1K one-handed.  So the only real 
 difference is that the Great Sword has a maximum damage of 4D6K, while the 
 Bastard Sword can only do 2.5D6K one-handed and 3D6+1K two-handed.  Maybe 
 this does work.  (I was trying to find the flaws, hopefully writing all of 
 that out will help others.)  The only flaw I can find is that there is not 
 must difference between the Bastard Sword and the Great Sword unless they 
 are wielded by SuperSTR swordsmen.  Not much of a flaw. >> 
 
  This gets into the area I sort of bypassed in the interest of clarity, but 
perhaps shouldn't have -- how does STR Min affect the weapon when you're 
mucking around with constructions that add damage that has different 
Limitations and whatnot?  My initial reaction is to say that when you 
construct a weapon such as the bastard sword above, you can add STR to the 
basic damage (1d6+1 K) but not to the additional, Limited, damage; 
furthermore, the standard "-3 STR Min when using a one-handed weapon two- 
handed" reduction doesn't apply (as noted in my first post).  So, that way, 
the bastard sword (STR Min 10) when used two-handed by a 15 STR character 
would do 1.5d6 one-handed, or 2d6 two-handed (the +1 DC from two-handed use 
adds to the 1.5d6, but is not itself otherwise affected by STR). 
  The two-handed sword just does a flat 2d6 used two-handed, but STR can be 
added to that, if your STR exceeds 15.  So, a 20 STR character would do 2d6+1 
with the two-handed sword, or the same 2d6+1 with the bastard sword used two- 
handed.  The only advantage the two-handed sword offers there is a greater 
capacity to have its damage bumped up by martial arts and Combat Skill Levels 
and such. 
  OTOH, this isn't really any different from the current status quo -- the 18 
STR fighter does the same damage with a great sword as with a bastard sword 
used two-handed.  It's just a harder to explain, more confusing construct -- 
not necessarily a good thing. :| 
  
 << Perhaps another way of approaching 
 >this situation is simply to say that all weapons which are not defined as 
 >always requiring two hands can automatically be used with two hands, at -3 
to 
 >the STR Min, unless they take a "Cannot Be Used Two-Handed" (-1/4) 
 Limitation. 
  
 I think this construct is cleaner, though not very often used.  I've seen 
 many movies where someone grabs a knife with two hands to defend herself. 
 If a knife would not take that limitation, what would?  Brass knuckles, a 
 cestus.  What else? >> 
 
  I know of plenty of instances where a short weapon was grasped with two 
hands so as to *block* with it better, but that's just cinematic.  The 
question for us, I think, is whether using two hands will allow you to 
*increase damage* (by reducing the STR Min, and thus getting more effect from 
STR).  I don't really envision things like short swords and daggers working 
this way, so they'd take the "Cannot Be Used Two-Handed" Limitation.  OTOH, 
perhaps one can envision a two-handed plunge-the-dagger-into-the-evil- 
overlord's-back kind of maneuver, where extra damage would be feasible.  Hmmm. 
  
 <<How would this rules apply to larger/smaller than man-sized people?  How 
 many levels of growth allow you to wield a Great Sword with one hand?  How 
 many levels of shrinking make single-handed use of a short sword impossible 
 at 10 STR?  20 STR?  30 STR?  Perhaps weapons should have a -0 Limitation, 
 assumes man-sized user.  Then, describe the effects of Growth and Shrinking 
 on weapons with that limitation. >> 
 
  That's a good question.  It's difficult to solve, though, without some rule 
that establishes "Size Classes" for people and weapons.  For example, a 
Halfling (Size Class 1) can only use Size Class 1 weapons one-handed, Size 2 
weapons two-handed, and Size 3 and above weapons not at all.  Otherwise, to my 
mind it's a sort of "GM wings it" call.  I will definitely have to put 
something like this in THE ULTIMATE WEAPON, even if it's just an optional 
rule. 
  
<< "Requires Two-Handed Use" should be worded differently.  Based on what you 
 describe below, a character can use a RTHU weapon one-handed with +3 to the 
 STR Min.   
 
 Personally, I would only put "Always Requires Two-Handed Use" on those 
 weapon you MUST have two hands to use, like a bow, reloading a crossbow. >> 
 
  Hmmm.  Increased accuracy in Limitation names is always a good idea; thanx 
for the suggestion.  Perhaps RTHU should be simply "Two-Handed"; when the 
weapon must *always* use two hands, as in the examples you suggest, it's worth 
more or noted in the weapon's description somewhere. 
 
Steve Long 
 
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Date: Sat, 06 Jun 1998 13:01:23 -0500 
To: "Champions News Group" <champ-l@sysabend.org> 
From: "Michael (Damon) or Peni R. Griffin" <griffin@txdirect.net> 
Subject: Re: Gadget Belts ... ? about MP 
Sender: owner-champ-l@sysabend.org 
 
>   The original Captain Marvel's nega-bands would be a single Focus 
>mechanically; there would be no reason for an opponent to take just one 
>without the other. 
 
Certainly not if the opponent wanted to try to use them, but maybe if he 
understood that depriving Rick Jones of even one of them would prevent CM 
from being summoned. 
 
>   In Vanguard's case, either the hammer or sickle could be used separately 
>as a normal weapon (though I don't think he ever did that when I was 
>reading comics), and since both of them are Accessible it would be a much 
>simpler matter to take one than to take both at the same time.  If one is 
>taken and not the other, then the power of the two combined cannot be used. 
> (I don't recall specifically if an opponent taking both the hammer and the 
>sickle could use their combined powers, or if Vanguard is a mutant or 
>mutate who focuses his Powers through the two.) 
 
No, the hammer and sickle together merely enhance Vanguard's own force 
field/energy reflector.  An opponent would only be able to use them as 
melee weapons.  This still sounds like a single Focus to me.  The hammer is 
a Focus for the [presumably] Normal damage it does as a weapon, the sickle 
is a Focus for the [presumably] Killing damage it does as a weapon, and the 
pair of them together are a Focus for the added points of power Vanguard 
gets when using them to add to his natural ability.   
 
I think in order to treat multiple focus objects as a Multiple Focus, you'd 
have to have a situation where losing one of them only costs you part of a 
given Power; say if you can Reflect incoming attacks at their source if you 
have both, but can only Deflect attacks if you have one or the other.   
 
The fact that the hammer and sickle each have their own functions, in 
addition to and separate from the force field enhancement, may be confusing 
the issue.  What if they were made of plastic, and had no function other 
than the force field enhancement.  Would you feel differently then? 
 
>   As for the kids who summon Shazzam (and I do remember that Hanna-Barbera 
>show quite well; thank you for reminding me of it), that's a pretty clear 
>case of separate Foci, since the kids did get separated from each other on 
>the show (several times IIRC) and could not summon the genie.  One wore one 
>ring, and the other wore the other, but the two had to be combined to work 
>(and they'd work even if a villain got the rings from them and used both of 
>the himself). 
 
Yes, the ring in that case was Independent.  The fact that Vanguard's Focus 
is not Independent doesn't matter, though.  The important element is that 
the only thing the hammer and sickle are designed to do *together* -- act 
as lens to focus and enhance Vanguard's natural ability -- will not 
function at all if you only have one of the two pieces.  Just like the ring 
of Shazzan or CM's nega-bands. 
 
>>Now, if each component of a multi-part Focus contributed something toward 
>>the overall effect, and could be used separately at proportionaltely 
>>reduced power, you could define that as Multiple Foci; you'd lose something 
>>by taking one away, but not everything.  Multiple Foci would therefore be 
>>worth less as a Limitation than a single Focus, as you've indicated. 
> 
>   This actually looks more like it would work as a Partially Limited power. 
 
In a sense it is, though as descibed above it's a Partially Limited 
Limitation  :) 
Multiple Foci isn't supposed to be a separate Limitation, just a 
situational adjustment (defined when the Power is built) to an existing 
Focus limitation.  The Focus questions then become:  Obvious or Inobvious? 
Accessible or Inaccessible?  Mobility?  Expendable?  Breakable or 
Unbreakable?  *and*  Single or Multiple?  For a standard Single Focus, 
including anything that comes in two or more pieces which cannot be used 
separately, no adjustment.  For Multiple Foci, defined as two or more 
pieces which can be used separately, at reduced effect, figure the value of 
the Limitation normally and adjust by +1/4 or +1/2 (GM call, depending on 
the Power involved and how far reduced the effect is without all the pieces 
together). 
 
>   What defines the Focus (or Foci) isn't the dynamic of the Power that 
>it's used with; it's the Limitation that the Power suffers.  Either the 
>hammer or sickle could be taken away separately, so it would count (in my 
>mind anyway) as separate Foci. 
 
If the argument here is that it's easier to deprive Vanguard of his power 
enhancement by virtue of having two targets for a grab -- get either one 
and the power is gone -- that just seems like a function of Accessibility, 
and should be worth more of a Limitation, not less.  You could choose to 
rule that the availability of several items like this makes the collective 
Focus, um, Readily Accessible (-3/4, or maybe bonuses to the Grab attempt 
if Vanguard can't hang on with both hands?), where each single piece would 
be merely Accessible (-1/2).   
 
Damon 
 
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Date: Sat, 6 Jun 1998 13:18:00 -0500 (CDT) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@sysabend.org 
Subject: Re: Odd Transform Effects (was Clinging/Climbing) 
Sender: owner-champ-l@sysabend.org 
 
 
>    It does create an interesting dynamic, however; and I can think of one 
> example in fiction where a Cumulative Major Transform: Living Body to 
> Corpse would be the best way to represent the device -- especially since 
> the victim of the device wasn't *all* dead, he just just *mostly* dead.  :-] 
 
	That one came to mind, though I'm wondering if a BOD drain 
wouldn't be better. 
 
 
				-Tim Gilberg 
 
		    -"Hey!  MacLeod!  Get off of my ewe!" 
 
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Date: Sat, 06 Jun 1998 13:39:47 -0500 
From: Ross Rannells <rossrannells@worldnet.att.net> 
Reply-To: rossrannells@worldnet.att.net 
To: Joe Mucchiello <why@superlink.net> 
CC: champ-l@sysabend.org 
Subject: Re: drugs 
Sender: owner-champ-l@sysabend.org 
 
 
 
Joe Mucchiello wrote: 
 
> At 09:58 AM 6/6/98 -0500, Ross Rannells wrote: 
> >If you want the drug to kill 
> >people then try 1/2D6 Major Transformation (to corpse), Cumlaitve, Invisible. 
> >This gives a good simulation of a slow steady death. 
> 
> How does this simulate a slow steady death?  It's invisible.  Thus the 
> person is just walking around fine one moment, a corpse the next.  Use a 
> BODY drain if you want a "slow steady death".  Besides, what is the common 
> effect which will reverse the Transformation, corpse back to living.  Since 
> corpses do not heal, you need to provide one.  (I won't argue that 
> Transformation, living to corpse is not allowed since there is better way 
> to kill someone so you should not use Transformation.  Rat will probably 
> chime in loudly on that one. :-) 
> 
>   Joe 
 
  The death is slow and steady since it takes about 10 doses to kill a normal 
person, no one said anything about the wether the user would get noticably sick, 
weaker, etc.  The faster they take the doses the fasterthey die, the slower they 
take it the slower they die.  The common effect that reverses the drug depends on 
the FX of the drug.  In one scenerio I used a rare snake venom, the user was the 
antivenom.  I try to gear the cure so that one of the PC alter ego can do the 
research to find the cure.  This complicates matters since it splits the group 
into three peices (usually), one trying to track down the bad guys, one to try and 
stop the random destruction and one trying to find a cure for those effected. 
Through a couple of agents for the villian to hamper the heros efferts, an 
effected DNPC or two, some screeming politicion, the police, Primus, SAT and UNTIL 
argueing over who has jurisdition over the situation and a few sensationalist 
journalists and you heros will be in for more headaches then they can handle just 
trying to save the city from the rest of the people trying to save the city from 
the scourge of this drug  and its side effects. 
 
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Date: Sat, 06 Jun 1998 14:45:04 -0400 
To: rossrannells@worldnet.att.net 
From: Joe Mucchiello <why@superlink.net> 
Subject: Re: drugs 
Cc: champ-l@sysabend.org 
Sender: owner-champ-l@sysabend.org 
 
At 01:39 PM 6/6/98 -0500, Ross Rannells wrote: 
>  The death is slow and steady since it takes about 10 doses to kill a normal 
>person, no one said anything about the wether the user would get noticably 
sick, 
>weaker, etc.  The faster they take the doses the fasterthey die, the 
slower they 
>take it the slower they die. 
 
Most euphamisms about slow deaths involve wasting away or pain or 
something.  Not 10 doses which you never notice and then thud.  Steady 
implies that you go from healthy to dead in even gradations, not suddenly. 
 
  Joe 
 
 
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Date: Sat, 06 Jun 1998 15:03:13 -0400 
To: SteveL1979@aol.com, champ-l@sysabend.org 
From: Joe Mucchiello <why@superlink.net> 
Subject: Re: Weapon Hands Question 
Sender: owner-champ-l@sysabend.org 
 
At 01:46 PM 6/6/98 EDT, SteveL1979@aol.com wrote: 
>  I know of plenty of instances where a short weapon was grasped with two 
>hands so as to *block* with it better, but that's just cinematic.  The 
>question for us, I think, is whether using two hands will allow you to 
>*increase damage* (by reducing the STR Min, and thus getting more effect from 
>STR).  I don't really envision things like short swords and daggers working 
>this way, so they'd take the "Cannot Be Used Two-Handed" Limitation.  OTOH, 
>perhaps one can envision a two-handed plunge-the-dagger-into-the-evil- 
>overlord's-back kind of maneuver, where extra damage would be feasible. 
Hmmm. 
 
How about "Two-Handed Bonus to STR Min Does Not Apply"?  I don't like 
verbage which says you cannot use a dagger two-handed.  (Course, my version 
is really wordy.  Could be worse: "One-Handed Weapon Used Two-Handed Bonus 
to STR Min Does Not Apply".) 
  
> <<How would this rules apply to larger/smaller than man-sized people?  How 
> many levels of growth allow you to wield a Great Sword with one hand?  How 
> many levels of shrinking make single-handed use of a short sword impossible 
> at 10 STR?  20 STR?  30 STR?  Perhaps weapons should have a -0 Limitation, 
> assumes man-sized user.  Then, describe the effects of Growth and Shrinking 
> on weapons with that limitation. >> 
> 
>  That's a good question.  It's difficult to solve, though, without some rule 
>that establishes "Size Classes" for people and weapons.  For example, a 
>Halfling (Size Class 1) can only use Size Class 1 weapons one-handed, Size 2 
>weapons two-handed, and Size 3 and above weapons not at all.  Otherwise, 
to my 
>mind it's a sort of "GM wings it" call.  I will definitely have to put 
>something like this in THE ULTIMATE WEAPON, even if it's just an optional 
>rule. 
 
The Ultimate Weapon?  Really?  Of course, a Halfling with 40 STR might be 
able to wield an 18' Pike (Class 3 or 4, I assume).  And with one hand tied 
behind his back :-) 
 
  Joe 
 
 
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Date: Sat, 6 Jun 1998 15:43:25 EDT 
To: champ-l@sysabend.org 
Subject: Re: Weapon Hands Question 
Sender: owner-champ-l@sysabend.org 
 
In a message dated 98-06-06 15:03:30 EDT, why@superlink.net writes: 
 
<<The Ultimate Weapon?  Really?>> 
 
  Yes; it's on my list of Really Neat Books I Can't Wait To Write after 5th 
Ed., Dark Champions 2nd Ed., and The Ultimate Skill.  My file for it has about 
tripled in size since this debate on hand-and-a-half weapons started. :) 
 
<<Of course, a Halfling with 40 STR might be able to wield an 18' Pike (Class 
3 or 4, I assume).  And with one hand tied behind his back :-) >> 
 
  One of the issues that would play into a character-vs.-weapon size system 
would be an answer to that question -- *could* a 40 STR halfling wield an 18' 
pike one-handed?  Even if his STR would allow it, is just one of his hands big 
enough to grasp it properly?  Regardless of STR, a halfling couldn't use some 
weapons one-handed, I'd think, on the purely practical point of what he can 
get his hands around.  And, regardless of his STR, could he properly balance 
himself while trying to use it? 
 
Steve Long 
 
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Date: Sat, 06 Jun 1998 13:19:21 -0700 
To: champ-l@sysabend.org 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Odd Transform Effects (was Clinging/Climbing) 
Sender: owner-champ-l@sysabend.org 
 
At 06:19 PM 6/6/1998 GMT, <owner-champ-l@sysabend.org> wrote: 
>From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
>Cc: champ-l@sysabend.org 
>Subject: Re: Odd Transform Effects (was Clinging/Climbing) 
> 
>>    It does create an interesting dynamic, however; and I can think of one 
>> example in fiction where a Cumulative Major Transform: Living Body to 
>> Corpse would be the best way to represent the device -- especially since 
>> the victim of the device wasn't *all* dead, he just just *mostly* dead. 
:-] 
> 
> That one came to mind, though I'm wondering if a BOD drain 
>wouldn't be better. 
 
   In this case, it gives a "cleaner" mechanical effect for the Miracle 
Pill, which would become either a Dispel or SFX.  (Though I suppose it 
could be considered a BODY Aid with Gradual Effect, if the Machine is a 
BODY Drain.) 
--- 
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?) 
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Date: Sat, 06 Jun 1998 13:32:37 -0700 
To: "Champions News Group" <champ-l@sysabend.org> 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Gadget Belts ... ? about MP 
Sender: owner-champ-l@sysabend.org 
 
At 01:01 PM 6/6/1998 -0500, Michael (Damon) or Peni R. Griffin wrote: 
>I think in order to treat multiple focus objects as a Multiple Focus, you'd 
>have to have a situation where losing one of them only costs you part of a 
>given Power; say if you can Reflect incoming attacks at their source if you 
>have both, but can only Deflect attacks if you have one or the other.   
 
   I frankly don't see why this would be the case. 
 
>The fact that the hammer and sickle each have their own functions, in 
>addition to and separate from the force field enhancement, may be confusing 
>the issue.  What if they were made of plastic, and had no function other 
>than the force field enhancement.  Would you feel differently then? 
 
   No.  They are still Accessible, each independent of the other. 
   Look at it this way.  Suppose a villain gets Vanguard's hammer from him. 
 He's then unable to use the enhanced version of his power.  While he's 
trying to get the hammer back, someone else gets the sickle from him.  He 
then gets the hammer back, but he still can't use the enhanced power 
because he doesn't have the sickle.  He needs both, hence the increased 
Limitation. 
 
>>   As for the kids who summon Shazzam (and I do remember that Hanna-Barbera 
>>show quite well; thank you for reminding me of it), that's a pretty clear 
>>case of separate Foci, since the kids did get separated from each other on 
>>the show (several times IIRC) and could not summon the genie.  One wore one 
>>ring, and the other wore the other, but the two had to be combined to work 
>>(and they'd work even if a villain got the rings from them and used both of 
>>the himself). 
> 
>Yes, the ring in that case was Independent.  The fact that Vanguard's Focus 
>is not Independent doesn't matter, though.  The important element is that 
>the only thing the hammer and sickle are designed to do *together* -- act 
>as lens to focus and enhance Vanguard's natural ability -- will not 
>function at all if you only have one of the two pieces.  Just like the ring 
>of Shazzan or CM's nega-bands. 
 
   I don't think the Independent Limitation has anything to do with it, and 
I don't see why you thought I was referring to it.  I was talking about the 
same situation all along, the case of multiple separate Foci.  In the case 
of the kids who could summon Shazzam, the two Foci often got separated from 
each other (partially because they were held by different individuals, 
though that's a separate issue). 
 
>>>Now, if each component of a multi-part Focus contributed something toward 
>>>the overall effect, and could be used separately at proportionaltely 
>>>reduced power, you could define that as Multiple Foci; you'd lose something 
>>>by taking one away, but not everything.  Multiple Foci would therefore be 
>>>worth less as a Limitation than a single Focus, as you've indicated. 
>> 
>>   This actually looks more like it would work as a Partially Limited power. 
> 
>In a sense it is, though as descibed above it's a Partially Limited 
>Limitation  :) 
>Multiple Foci isn't supposed to be a separate Limitation, just a 
>situational adjustment (defined when the Power is built) to an existing 
>Focus limitation.  The Focus questions then become:  Obvious or Inobvious? 
>Accessible or Inaccessible?  Mobility?  Expendable?  Breakable or 
>Unbreakable?  *and*  Single or Multiple?  For a standard Single Focus, 
>including anything that comes in two or more pieces which cannot be used 
>separately, no adjustment.  For Multiple Foci, defined as two or more 
>pieces which can be used separately, at reduced effect, figure the value of 
>the Limitation normally and adjust by +1/4 or +1/2 (GM call, depending on 
>the Power involved and how far reduced the effect is without all the pieces 
>together). 
 
   Why on Earth would needing multiple foci to use a Power be worth *less 
of a Limitation that just needing one?  If you have more than one item that 
is needed to perform a function, that's *more* limiting, not less.  I've 
already described how both Vanguard and Shazzam's keepers would have or 
have had (respectively) extra trouble from needing two items to perform the 
function. 
 
>>   What defines the Focus (or Foci) isn't the dynamic of the Power that 
>>it's used with; it's the Limitation that the Power suffers.  Either the 
>>hammer or sickle could be taken away separately, so it would count (in my 
>>mind anyway) as separate Foci. 
> 
>If the argument here is that it's easier to deprive Vanguard of his power 
>enhancement by virtue of having two targets for a grab -- get either one 
>and the power is gone -- that just seems like a function of Accessibility, 
>and should be worth more of a Limitation, not less.  You could choose to 
>rule that the availability of several items like this makes the collective 
>Focus, um, Readily Accessible (-3/4, or maybe bonuses to the Grab attempt 
>if Vanguard can't hang on with both hands?), where each single piece would 
>be merely Accessible (-1/2). 
 
   An Obvious, Accessible Focus is worth -1. 
   With my suggested rule, needing two OAFs (as in Vanguard's case) would 
be -1 1/2, while the two rings of Shazzam, if taken as OIFs, would be -3/4. 
   The reason successive Focus Limitations are worth half value is that 
there's always a choice of which Focus to take away, and taking any one of 
them will deprive the character of the Power.  But multiple ones would be 
worth more, since it's easier to keep them away from the 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?) 
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Date: Sat, 06 Jun 1998 20:54:30 +0000 
From: Mark Lemming <icepirat@ix.netcom.com> 
To: Champions <champ-l@sysabend.org> 
Subject: Clinging and Knockback 
Sender: owner-champ-l@sysabend.org 
 
Guy Hoyle wrote: 
>  
> Waitaminnit. I think what's being described here is as follows. The 
> Clingster is walking up the side of the Blaxter Building when Galagula the 
> Galactic Giant appears behind him and attempts to pluck the Clingful 
> Clinguist off the side of the building. Galagula has a STR of 150, more 
> than sufficient to overcome the Clingster's mere Clinging STR of 150. 
> However, since the Blaxter Building is mere steel-and-concrete, and the 
> Clingster is pushing to his utmost to resist Galagula, won't a chunk of the 
> building come with him when the World-Devouring Wonder plucks the Capable 
> Crusader from the Building That Gets Demolished Every Other Issue? 
>  
> Guy 
>  
> PS A side-note: Could a guy with Clinging attempt to reach out and grap a 
> fleeing felon, using his Clinging STR to pull his opponent back? 
 
I'll have to agree with Rat in that there is nothing inherent in Clinging that 
says an object that somebody is clinging to gets damaged from them peeling 
bits off.  This doesn't mean that a GM could rule special effects and the 
like, but it probably won't take more than a portion of the surface off. 
This could get somewhat complicated: 
Mr. Static with his 50 STR clinging is on the side of a 3/3 wall.  Say Mr. 
Kinda Strong tries to yank Static off with 40 STR.  Since that damage would 
blow a chunk 
in the wall would Mr. Static come off with a part of the wall? 
 
Say the special effect of a character's clinging is that he's extending a 
field over the entire building?  Would someone then rip the entire building 
out of the 
ground if they tried to pluck the character off? 
 
So my feeling is, the rules don't make a provision for it so it's up to the GM 
and the player to figure out what happens due to special effect. 
 
Answer to Guy: You wouldn't have to grab around any particular part of the 
fleeing felon, you could just stick your clinging on them.  (Depending on 
special effects of course) 
 
Tanget:  Who uses the knockback rules as written?  I just looked them over and 
noticed that my group and I have been using either 3rd edition or a modified 
version.  We don't enforce the 1/2 DCV.  People with flight who resist don't 
have the all or nothing rule. 
Clarifying examples: 
1.  Brick resists with 75 STR 
    Gets hit with 13" knockback 
    Goes nowhere 
2.  Flyer resists with 15" flight 
    Gets hit with 13" knockback 
    Goes nowhere 
3.  Brick resists with 75 STR 
    Gets hit with 16" knockback 
    Goes 16" 
4.  Flyer resists with 15" flight 
    Gets hit with 16" knockback 
    Goes 1" 
As the rules state it looks like the flyer would be knocked back just as far. 
(If we ignore the extra 1d6, for the purposes of this exericise) 
 
-Mark Lemming 
 
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Date: Sat, 06 Jun 1998 14:08:48 -0700 
To: champ-l@sysabend.org 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Weapon Hands Question 
Sender: owner-champ-l@sysabend.org 
 
At 03:43 PM 6/6/1998 EDT, SteveL1979@aol.com wrote: 
>In a message dated 98-06-06 15:03:30 EDT, why@superlink.net writes: 
> 
><<The Ultimate Weapon?  Really?>> 
> 
>  Yes; it's on my list of Really Neat Books I Can't Wait To Write after 5th 
>Ed., Dark Champions 2nd Ed., and The Ultimate Skill.  My file for it has 
about 
>tripled in size since this debate on hand-and-a-half weapons started. :) 
> 
><<Of course, a Halfling with 40 STR might be able to wield an 18' Pike (Class 
>3 or 4, I assume).  And with one hand tied behind his back :-) >> 
> 
>  One of the issues that would play into a character-vs.-weapon size system 
>would be an answer to that question -- *could* a 40 STR halfling wield an 18' 
>pike one-handed?  Even if his STR would allow it, is just one of his hands 
big 
>enough to grasp it properly?  Regardless of STR, a halfling couldn't use some 
>weapons one-handed, I'd think, on the purely practical point of what he can 
>get his hands around.  And, regardless of his STR, could he properly balance 
>himself while trying to use it? 
 
   The question that comes to my mind is:  How does one determine the size 
of a weapon?  In the Sourcebook in TUSV I make some arbitrary listings of 
weapon size for vehicles, mostly as the seed for an optional rule that I 
couldn't quite figure out how to do (and based on that, the weapon size 
listings should probably be deleted unless I can come up with something 
concrete). 
   Just offhand, I'm thinking weapon size should be based on Active Points. 
 For my online article dealing with weapon mass I "borrowed" the table from 
Star Hero, and I think that said table is a good starting point, if nothing 
else.  But what would constitute Size 1, Size 2, and Size 3?  One Size per 
15 AP? 
--- 
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, 06 Jun 1998 20:13:32 -0500 
To: "Champions News Group" <champ-l@sysabend.org> 
From: "Michael (Damon) or Peni R. Griffin" <griffin@txdirect.net> 
Subject: Re: Gadget Belts ... ? about MP 
Sender: owner-champ-l@sysabend.org 
 
At 01:32 PM 6/6/98 -0700, Bob Greenwade wrote: 
>At 01:01 PM 6/6/1998 -0500, Michael (Damon) or Peni R. Griffin wrote: 
>>I think in order to treat multiple focus objects as a Multiple Focus, you'd 
>>have to have a situation where losing one of them only costs you part of a 
>>given Power; say if you can Reflect incoming attacks at their source if you 
>>have both, but can only Deflect attacks if you have one or the other.   
> 
>   I frankly don't see why this would be the case. 
 
Ah, at last I see!  Excuse me for being so slow; you and I are not 
describing the same thing.  The above paragraph should have said "...to 
treat multiple focus objects as a Multiple Focus *in the way I had 
described that option to you previously*, you'd have to have..." 
 
You are describing a power which operates through more than one object, but 
which becomes completely unavailable to the character if any one of those 
objects is taken away.  Yes, you are quite right, this obviously seems a 
greater limitation than only having a single object that the character 
might have taken away.  As I said, it makes the collective Focus even more 
accessible that a single Accessible Focus would be. 
 
>   Why on Earth would needing multiple foci to use a Power be worth *less* 
>of a Limitation than just needing one?   
 
It wouldn't be, *if* the character is completely deprived of the power by 
being deprived of any one of the focus objects.  That's not what I was 
describing when I originally pitched Multiple Foci to you.  I was 
describing a situation where losing one focus object costs the character 
*some* of his Power, not all of it.  Say Field Agent has a pair of 
bracelets, each of which can generate a 10 ED Force Field if used 
separately.  But if used together, a resonance is set up, creating positive 
feedback that creates his Multiphasic Shield, a 25 ED Field that is greater 
than the sum of its parts.  If either bracelet is taken away or damaged in 
combat, Field Agent still has the other one. 
 
Yes, this can be built as a Partially Limited Power, but look what the 
description of the Limitation would be for the upper end of the Power: 
"Must have both bracelets."  Well, "Must have bracelet" is really nothing 
more than a Focus Limitation, so "Must have both bracelets", applied to the 
upper 5 ED of the Multiphasic Shield, is just a Partially Limited Power 
with both levels of the power relying on two different uses of the same 
Focus (single bracelet vs. a pair of bracelets).  What I was suggesting 
with Multiple Foci is, for situations like this one, integrating that 
specific application of a Partially Limited Power into the Focus Limitation 
chart as a downward adjustment to the final value of Focus. 
 
Multiple Foci wouldn't be the first Hero option that could count as an 
Advantage or a Limitation, depending on how it was applied. 
 
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  | 
|--------------------------------------------------------------------| 
 
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Date: Sun, 07 Jun 1998 13:38:15 +1000 
To: Champions Mailing List <champ-l@sysabend.org> 
From: Mad Hamish <h_laws@postoffice.utas.edu.au> 
Subject: Re: Gadget Belts 
Sender: owner-champ-l@sysabend.org 
 
At 11:40 AM 6/4/98 -0400, Michael Surbrook wrote: 
>What are people's thoughts and designing and building a 'Batman utility 
>belt'?   
 
I think it largely comes down to what the character concept is as to how to 
design it. 
 
> 
>Should it be bought as a gadget pool? 
 
It depends, if you want it to have something for all occasions then allow 
it to be a gadget pool which can be changed in the field. 
IF you want it to be adaptable to all situations but only after preparation 
limit it to only being changed back at base, (which incidently is something 
I think Iron Man would have, he's produced a fair number of suit 
modifications which were only used once) 
 
 
>A Mulitpower? 
 
This is most useable for a utility belt which has a limited number of 
widely used tools, I'd say that batman probably has that, Batarang, 
rebreather,.... 
 
>Or each item seperatly? 
 
You could do it that way but it's almost not a utility belt anymore.  
> 
>If a Multipower, what is the opinion of slapping an foci lim on the 
>Mulitpower pool itself? 
 
I'd give the utility belt an OIF -1/4 
 
>  Should one put an OIF lim on the pool and then an 
>OAF lim on each slot? 
 
it depends on what the slot is, there could be some slots where it's no 
more than an OIF itself.  
 
> 
>Most of thse I've seen done as an OIF multipower (by both Aaron Allston 
>and Steve Long).  You thoughts would be most welcome. 
 
**************************************************************************** 
The Politician's Slogan 
'You can fool all of the people some of the time and some of the people all 
of the time, but you can't fool all of the people all of the time. 
Fortunately only a simple majority is required.' 
**************************************************************************** 
 
Mad Hamish 
 
Hamish Laws 
h_laws@postoffice.utas.edu.au 
h_laws@tassie.net.au 
 
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Date: Sat, 06 Jun 1998 21:12:51 -0700 
To: Bob Greenwade <bob.greenwade@klock.com> 
From: Shelley Chrystal Mactyre <scm@mactyre.net> 
Subject: Re: PRIMUS Sourcebook Announcement/ Shameless Self Promotion 
Cc: champ-l@sysabend.org 
Sender: owner-champ-l@sysabend.org 
 
At 08:08 AM 6/6/98 -0700, Bob Greenwade wrote: 
>   I'd call this good news!  I'm certainly going to be spending my money on 
>it! 
 
Cool!  Words I like to hear. =)  I also don't know if it was clear from my 
earlier post, but you'll be able to preview some of the artwork actually 
from the project, done by Dale McKee.  I know the cover art is done, and 
he's working on portraits of Silver Avengers right now.   
 
>>I now return you to your regularly scheduled rules discussions -- thanks 
>>for letting me take up your bandwidth. 
> 
>   Speaking for myself, and probably more than a few others, this is a 
>welcome change; not so much because we're tired of the rules discussions, 
>as because we want to see *more stuff* from Hero Games!  :-] 
 
As do I -- speaking of which, I know you and Michael S both have projects 
coming soon as well.  What are the status of those, guys?  I've been so 
busy I haven't kept up with much of the gossip -- any new projects in the 
works that I may not have heard of?  I do know that Stan West is finishing 
up the new CLOWN manuscript and is set to work on TU Battle Suit or Powered 
Armor  (or is it the other way around?)    
 
Shelley Chrystal Mactyre 
http://www.mactyre.net 
 
A flung stone has always been a fool's favorite means of putting himself on 
a level with the wise.   
-- Edgar Pangborn 
 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
To: Champions <champ-l@sysabend.org> 
Subject: Re: Gadget Belts ... ? about MP 
Mail-Copies-To: never 
X-No-Archive: yes 
X-Attribution: Rat 
Organization: The Happy Fun Ball Brigade 
Date: 07 Jun 1998 00:41:04 -0400 
Lines: 35 
Sender: owner-champ-l@sysabend.org 
 
-----BEGIN PGP SIGNED MESSAGE----- 
 
Bob Greenwade writes: 
 
>    That all depends.  Take the example I cited of the Soviet hero (or 
> antihero) with a hammer and sickle as his dual foci.  Opponent 1 could take 
> his hammer, and Opponent 2 could take his sickle.  If one succeeds, then 
> the Soviet guy still has the other weapon and can use it like a normal 
> weapon, but he can't use the Powers granted by the foci. 
 
Okay, I am with you so far. 
 
> If both succeed, he can't use either, but because each weapon is held by 
> a different person neither can use the combined abilities. 
 
Okay... but that is not so much a Focus limitation as a case of Limited 
Power: must have both foci (lower case "f") to use the power.  My gut 
reaction is that this limitation is worth no more than half the value of 
the Focus limitation the power has. 
 
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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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From: Lisa Hartjes <Hartjes@TCBS.net> 
Reply-To: "Hartjes@TCBS.net" <Hartjes@TCBS.net> 
To: "champ-l@sysabend.org" <champ-l@sysabend.org> 
Subject: RE: PRIMUS Sourcebook Announcement/ Shameless Self Promotion 
Date: Sun, 7 Jun 1998 01:20:41 -0400 
Organization: Tri-City Business Services 
Sender: owner-champ-l@sysabend.org 
 
<<As do I -- speaking of which, I know you and Michael S both have projects 
coming soon as well.  What are the status of those, guys?  I've been so 
busy I haven't kept up with much of the gossip -- any new projects in the 
works that I may not have heard of?  I do know that Stan West is finishing 
up the new CLOWN manuscript and is set to work on TU Battle Suit or Powered 
Armor  (or is it the other way around?)   >> 
 
Well Shelly, since you were asking.....  My proposal for a book was  
accepted recently.  Called "The Kandris Seal", it will be a sourcebook  
about two mystical organizations:  the Thaumaturgia and the Keepers of the  
Broken Circle.  Those of you familiar with the Quantum Universe web pages  
may recognize these names.  My business partner Niclin McNeice will be  
doing the artwork for the book. 
 
 
Lisa Hartjes 
beren@unforgettable.com 
 
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Date: Sat, 06 Jun 1998 23:26:50 -0700 
To: "Hartjes@TCBS.net" <Hartjes@TCBS.net> 
From: Shelley Chrystal Mactyre <scm@mactyre.net> 
Subject: RE: PRIMUS Sourcebook Announcement/ Shameless Self Promotion 
Cc: <champ-l@sysabend.org> 
Sender: owner-champ-l@sysabend.org 
 
At 01:20 AM 6/7/98 -0400, Lisa Hartjes wrote: 
><<As do I -- speaking of which, I know you and Michael S both have projects 
>coming soon as well.  What are the status of those, guys?  I've been so 
>busy I haven't kept up with much of the gossip -- any new projects in the 
>works that I may not have heard of?  I do know that Stan West is finishing 
>up the new CLOWN manuscript and is set to work on TU Battle Suit or Powered 
>Armor  (or is it the other way around?)   >> 
> 
>Well Shelly, since you were asking.....  My proposal for a book was  
>accepted recently.  Called "The Kandris Seal", it will be a sourcebook  
>about two mystical organizations:  the Thaumaturgia and the Keepers of the  
>Broken Circle.  Those of you familiar with the Quantum Universe web pages  
>may recognize these names.  My business partner Niclin McNeice will be  
>doing the artwork for the book. 
 
Cool -- Go WiG! 
 
(I think it's awfully cool to have two Women in Gaming alumni working on 
Hero projects).  =) 
 
Shelley Chrystal Mactyre 
http://www.mactyre.net 
 
A flung stone has always been a fool's favorite means of putting himself on 
a level with the wise.   
-- Edgar Pangborn 
 
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Date: Sun, 07 Jun 1998 00:35:03 -0700 
From: "Robert A. West" <robtwest@erols.com> 
To: Champions <champ-l@sysabend.org> 
Subject: Re: Lighter Characters (was Poll: Champions Dialogue #2.) 
Sender: owner-champ-l@sysabend.org 
 
Stainless Steel Rat wrote: 
 
> Robert A West writes: 
>  
> > 2) An equivalence of 2" Movement = + 1 STR is given on HSR p. 142.  The 
> > more favorable ratio was based on comparison with the cost of Shrinking. 
>  
> Since I get lambasted for it, this is an optional rule, and it is 
 
Agreed that it is an option, but it seems to be among the "core" set of  
optional rules that nearly everyone seems to use: along with Dive for  
Cover, Sweep and Pulling a Punch.  Moreover, the rule is not necessary to  
use flight to partially lift oneself -- lifting oneself is what Flight  
*does*. 
 
> restricted to Flight and Superleap.  And this optional use of Flight or 
 
Well, the instant discussion is about using Flight, so this restriction  
is really not relevant. 
 
 
> Superleap adds to Strength only for lifting or pushing things; it does not 
> replace Strength. 
 
My proposal is to use Flight to lift or push the character possessing the  
power.  This is what Flight *does*. 
 
>  
> > 3) As stated in the part of the post that you ignored, the Limitation 
> > does not rely on an equivalence between Flight and STR. 
>  
> It is being used like Strength.  Therefore there must be an equivalence. 
 
No it is not being used like Strength.  STR cannot accomplish what this  
limited Flight power accomplishes, and the limited Flight cannot  
accomplish anything important that STR accomplishes.  In fact, I believe  
the game effects of the two powers to be completely disjoint sets. 
 
Anything that I am proposing to do with Limited Flight can also be done  
with unlimited Flight.  The difference is in what you cannot do (such as  
use the Flight to move) and what you must do that you would normally not  
choose to do (such as use the Flight to increase the distance that you  
are thrown by the enemy Brick). 
 
I don't understand what your objection is at this point, Rat. 
	 
 
--  
<-------------------------------------------------------> 
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: Sun, 07 Jun 1998 06:05:38 -0700 
To: Champions <champ-l@sysabend.org> 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Gadget Belts ... ? about MP 
Sender: owner-champ-l@sysabend.org 
 
At 12:41 AM 6/7/1998 -0400, Stainless Steel Rat wrote: 
>Bob Greenwade writes: 
> 
>>    That all depends.  Take the example I cited of the Soviet hero (or 
>> antihero) with a hammer and sickle as his dual foci.  Opponent 1 could take 
>> his hammer, and Opponent 2 could take his sickle.  If one succeeds, then 
>> the Soviet guy still has the other weapon and can use it like a normal 
>> weapon, but he can't use the Powers granted by the foci. 
> 
>Okay, I am with you so far. 
> 
>> If both succeed, he can't use either, but because each weapon is held by 
>> a different person neither can use the combined abilities. 
> 
>Okay... but that is not so much a Focus limitation as a case of Limited 
>Power: must have both foci (lower case "f") to use the power.  My gut 
>reaction is that this limitation is worth no more than half the value of 
>the Focus limitation the power has. 
 
   This comes out mechanically the same as what I was proposing; it's just 
a matter of whether it's defined as an expansion of the Focus Limitation or 
an additional Limited Power.  I prefer the former, because I think it's 
better to expand on the existing categories where possible rather than just 
dump anything new into Limited Power, which basically is the 
"Miscellaneous" category. 
--- 
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, 07 Jun 1998 06:10:41 -0700 
To: champ-l@sysabend.org 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: PRIMUS Sourcebook Announcement/ Shameless Self Promotion 
Sender: owner-champ-l@sysabend.org 
 
At 09:12 PM 6/6/1998 -0700, Shelley Chrystal Mactyre wrote: 
>At 08:08 AM 6/6/98 -0700, Bob Greenwade wrote: 
>>   I'd call this good news!  I'm certainly going to be spending my money on 
>>it! 
> 
>Cool!  Words I like to hear. =)  I also don't know if it was clear from my 
>earlier post, but you'll be able to preview some of the artwork actually 
>from the project, done by Dale McKee.  I know the cover art is done, and 
>he's working on portraits of Silver Avengers right now.   
 
   I'm looking forward to seeing it. 
   Will the site then become an "Official PRIMUS Website" then?  ;-] 
 
>As do I -- speaking of which, I know you and Michael S both have projects 
>coming soon as well.  What are the status of those, guys?  I've been so 
>busy I haven't kept up with much of the gossip -- any new projects in the 
>works that I may not have heard of?  I do know that Stan West is finishing 
>up the new CLOWN manuscript and is set to work on TU Battle Suit or Powered 
>Armor  (or is it the other way around?) 
 
   For myself, my understanding is that I should be getting my manuscript 
back from the Hero Guys within the next week or so (though I'm not holding 
that as a promise, since it is, after all, pretty massive). 
   Since Michael was right behind me in sending in his manuscript, I'd 
guess that Kazei 5 is in pretty close to the same situation. 
   Other than Stan's stuff, I understand that The Ultimate Speedster is in 
good shape for being released sometime this summer or early fall.  That's 
just a general sense I get, of course; nothing's really been announced 
about 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: Sun, 7 Jun 1998 12:51:46 -0400 (EDT) 
From: Michael Surbrook <susano@access.digex.net> 
cc: champ-l@sysabend.org 
Subject: Re: PRIMUS Sourcebook Announcement/ Shameless Self Promotion 
Sender: owner-champ-l@sysabend.org 
 
On Sun, 7 Jun 1998, Bob Greenwade wrote: 
 
> >As do I -- speaking of which, I know you and Michael S both have projects 
> >coming soon as well.  What are the status of those, guys?  I've been so 
> >busy I haven't kept up with much of the gossip -- any new projects in the 
> >works that I may not have heard of?  I do know that Stan West is finishing 
> >up the new CLOWN manuscript and is set to work on TU Battle Suit or Powered 
> >Armor  (or is it the other way around?) 
>  
>    For myself, my understanding is that I should be getting my manuscript 
> back from the Hero Guys within the next week or so (though I'm not holding 
> that as a promise, since it is, after all, pretty massive). 
>    Since Michael was right behind me in sending in his manuscript, I'd 
> guess that Kazei 5 is in pretty close to the same situation. 
 
I have been in communication with my newly appinted editor.  So far little 
has been done other than his tating the contents look good.  Apparently I 
need to mail him some PC Word version of the documents <sigh> and after I 
did all this work to set it up for the Mac machines at Hero.  Anyway, I 
intend to call him tonight (Sunday) to get more info. 
 
 
*************************************************************************** 
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *  
*               Michael Surbrook / susano@access.digex.net                *  
*        Visit "Surbrook's Stuff' the Hero Games resource site at:        *    
*              http://www.access.digex.net/~susano/index.html             * 
*            Attacked Mystification Police / AD Police / ESWAT            * 
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*************************************************************************** 
 
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From: "Melinda and Steven Mitchell" <mdmitche@advicom.net> 
To: "Hero Mail List" <champ-l@sysabend.org> 
Subject: Re:  Weapon Hands Question 
Date: Sun, 7 Jun 1998 13:46:34 -0500 
X-MSMail-Priority: Normal 
Sender: owner-champ-l@sysabend.org 
 
Bob Greenwade writes: 
>   I wasn't quite clear on this (even reading through your post)... were 
>you the one who was suggesting that hand-and-a-half be the default, and 
the 
>-1/4 Limitation be imposed to be either one- or two-handed only? 
>   That method is the one I'd favor. 
--- 
 
I cannot claim the original suggestion, though I cannot remember who 
suggested it either.  I think it was just a comment in passing, though.  So 
maybe he or she doesn't remember either.  In any case, I took the idea and 
ran with it. 
 
This is what I suggest in a nutshell.  Hand and a half should be the 
default.  It should work exactly as it does now, except that it does not 
get the -1/4 1.5 Handed limitation.  2 handed should continue to get the 
-1/2 limitation, because taking away that second hand takes a ways a 
variety of options (with suggestions from everyone involved in this 
thread).  1 handed weapons get a -1/4 limitation, because the only option 
they lose is the ability to use the weapon with two hands for extra damage 
or reduced END. 
 
The rest of my post is a rationalization for the above and an exploration 
of which weapons should be 1.5 handed.  In short, you only get the 1 Handed 
Only -1/4 if the weapon cannot gain any benefit from being used two handed. 
 Sure, you can grip a dagger with 2 hands if you want, but the my take is 
that the decreased leverage and the awkward grip cancels out any possible 
benefit.   
 
Now for another monkey wrench:  To my admittedly limited experience (all 
academic, non practical) of weapons, I don't see a second hand on a bastard 
sword or spear adding to the damage at all, regardless of STR.  I mean, a 2 
handed sword gets its awesome damage because it is a long and heavy blade.  
A bastard sword doesn't get any longer or heavier when used 2 handed.  In 
fact, it gets a little shorter, because the arm reach is restricted.  What 
the blade does get is a little easier to control.  To me that sounds like a 
+1 OCV.  (I'm assuming that the +1 OCV on some of the bigger blades was 
originally given because of control and reach, not because they are lighter 
than, say, scimitars.) 
 
Lastly, if the above hold, that would suggest a Normally 2 Handed (N2H) 
limitation for -1/4.  This would go on something that could be used with 1 
hand in desperation, but would take a -1 OCV because it is just a little 
too awkward to control that way.  I'm not sure what would qualify.   
 
Steven Mitchell 
mdmitche@advicom.net 
 
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Date: Sun, 07 Jun 1998 11:59:10 -0700 
To: champ-l@sysabend.org 
From: Shelley Chrystal Mactyre <scm@mactyre.net> 
Subject: Steve Long Chat 
Sender: owner-champ-l@sysabend.org 
 
Steve Long will be in #herochat on Dal.Net Sunday, July 12, at 2 PM PST. 
He'll be discussing the 5th edition of Champions, as well as answering your 
questions.  
 
The #herochat webpage is at http://www.mactyre.net/scm/Herochat.html, and 
you can find transcripts of older chats there, including chats with Bruce 
Harlick, Steve Long, and Aaron Allston.  Hope to see you there!  
 
Shelley Chrystal Mactyre 
http://www.mactyre.net 
 
A flung stone has always been a fool's favorite means of putting himself on 
a level with the wise.   
-- Edgar Pangborn 
 
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From: "Melinda and Steven Mitchell" <mdmitche@advicom.net> 
To: "Hero Mail List" <champ-l@sysabend.org> 
Subject: Re: Weapon Hands Question 
Date: Sun, 7 Jun 1998 14:35:22 -0500 
X-MSMail-Priority: Normal 
Sender: owner-champ-l@sysabend.org 
 
>Most people in this discussion do not like to the listed STR mins.  
Perhaps 
>the normal STR min should be AP/3 instead of AP/2.  Although, the mins are 
>already lower for the above weapons, maybe this is not necessary. 
 
Well, I don't like the interaction of the relative value of STR and the 
cost of STR, combined with reduced STR minimums.  O.K. that's obscure, let 
me offer an example: 
 
Michael says that the STR minimums as listed are too high, citing that 
whole units of Swiss Halbediers were not running around with every man 
roughly 3 times as strong as the average population (I.e. 18 vs 10 STR).  
I'd have to agree with that.  OTOH, reducing the STR minimums is be 
necessity going to compress the range of possible weapon STR minimums--same 
as using AP/3 instead of AP/2.  With STR only costing 1 CP each point, 
there is just no reason for every character not to buy "just a little extra 
STR to get that next larger weapon."  With only 3 STR points separating 
most weapons, it's bad enough. 
 
I think the problem is because STR is usually monolithic.  An 18 STR 
warrior can also lift, punch, etc. like some proto-typical Conan.  However, 
couldn't a unit that trained like the Swiss have 13 to 15 STR, with the 
balance of the STR min only for wielding polearms?  Or maybe suppose the 
possibility of buying combat skill levels, Only To Reduce STR min -2.  
Couple that with increased cost of STR, and I think it might work. 
 
BTW, our campaign uses escalating cost of characteristics, instead of 
Heroic  maximums.  For example, anyone can buy STR as high as they want, 
but the first 5 points costs 1 CP each, the second 5 cost 2 CP each, the 
next 5 cost 3 CP each, and so on.  The reasoning here is that anyone that 
care to exert themselves at strenous activity (like adventuring) can get to 
15 STR easily.  After that, it takes specific work.  Couple that with 
different racical starting points (10 for humans, 8 for elves, 13 for 
dwarves, etc.) and the races have more differences.   
 
Steven Mitchell 
mdmitche@advicom.net 
 
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From: "Melinda and Steven Mitchell" <mdmitche@advicom.net> 
To: "Hero Mail List" <champ-l@sysabend.org> 
Subject: Re: Weapon Hands Question 
Date: Sun, 7 Jun 1998 14:48:22 -0500 
X-MSMail-Priority: Normal 
Sender: owner-champ-l@sysabend.org 
 
>In a message dated 98-06-06 15:03:30 EDT, why@superlink.net writes: 
 
><<The Ultimate Weapon?  Really?>> 
 
>  Yes; it's on my list of Really Neat Books I Can't Wait To Write after 
5th 
>Ed., Dark Champions 2nd Ed., and The Ultimate Skill.  My file for it has 
about 
>tripled in size since this debate on hand-and-a-half weapons started. :) 
 
You're welcome :-)  Now that sounds like a book I could really use.  I know 
some folks have taken the attitude that the points works out so close, that 
it doesn't matter.  But when your campaign world has magical metals (metals 
with CP in them) than can be unlocked with the right skills and magic, then 
you have to have a consistent and logical way to build weapons.  If all I 
was worried about was the occasional starting character wanting to spend 
point on a weapon, I would just make my best GM decision and move 
on--especially since I don't let players do that.  Also, we only apply the 
STR min to the base weapon.  All "magical" bonuses to damage or OCV get 
bought separately.  However, when calculating the cost, we keep hundreths 
of a point in all calculations, add them at the end, THEN round.  In 
effect, if a weapon gets a bit of a price break in its normal version, then 
the magical version will cost a little more (relative to a different 
weapon).   
 
><<Of course, a Halfling with 40 STR might be able to wield an 18' Pike 
(Class 
>3 or 4, I assume).  And with one hand tied behind his back :-) >> 
 
>  One of the issues that would play into a character-vs.-weapon size 
system 
>would be an answer to that question -- *could* a 40 STR halfling wield an 
18' 
>pike one-handed?  Even if his STR would allow it, is just one of his hands 
big 
>enough to grasp it properly?  Regardless of STR, a halfling couldn't use 
some 
>weapons one-handed, I'd think, on the purely practical point of what he 
can 
>get his hands around.  And, regardless of his STR, could he properly 
balance 
>himself while trying to use it? 
 
Steven Mitchell 
mdmitche@advicom.net 
 
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From: "Melinda and Steven Mitchell" <mdmitche@advicom.net> 
To: "Hero Mail List" <champ-l@sysabend.org> 
Subject: Re: Weapon Hands Question 
Date: Sun, 7 Jun 1998 14:57:03 -0500 
X-MSMail-Priority: Normal 
Sender: owner-champ-l@sysabend.org 
 
>  OTOH, this isn't really any different from the current status quo -- the 
18 
>STR fighter does the same damage with a great sword as with a bastard 
sword 
>used two-handed.  It's just a harder to explain, more confusing construct 
-- 
>not necessarily a good thing. :| 
 
But it can be explained, as you just demonstated.  And it can be explained 
in a manner other than "we mostly used the mechanics, but fudged a bit when 
the mechanics produced something completely ridiculous--not that we 
bothered to explain the exceptions or even note them."  If I wanted to just 
abide by whatever the designer said and never question anything, then I'd 
stick with AD&D. 
 
True, your construct is not much different for base weapons.  However, it's 
potentially different for build your own, expand the list, monkey with the 
numbers, campaigns.  I don't care how long the design is, as long as it is 
consistent, logical, explained, and will allow for a list of weapons.  To 
me, the current system is complicated because it is not consistent or 
logical or explained.  But then, that is another thread :-) 
 
Steven Mitchell 
mdmitche@advicom.net 
 
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Date: Sun, 7 Jun 1998 16:00:06 -0400 (EDT) 
From: Michael Surbrook <susano@access.digex.net> 
cc: Hero Mail List <champ-l@sysabend.org> 
Subject: Re:  Weapon Hands Question 
Sender: owner-champ-l@sysabend.org 
 
On Sun, 7 Jun 1998, Melinda and Steven Mitchell wrote: 
 
> Now for another monkey wrench:  To my admittedly limited experience (all 
> academic, non practical) of weapons, I don't see a second hand on a bastard 
> sword or spear adding to the damage at all, regardless of STR.  I mean, a 2 
> handed sword gets its awesome damage because it is a long and heavy blade.  
> A bastard sword doesn't get any longer or heavier when used 2 handed.  In 
 
A bastard sword benefits from greater leverage when used two-handed.  My 
SCA bastard sword is about 4' long (maybe 4' 6") with an 18" hilt.  If I 
tried to swing it one handed, it would not balance well (mainly 'cause I 
don't have the STR Min to use it that way).  Gripping it two handed allows 
me to move it faster and with more power. 
 
> fact, it gets a little shorter, because the arm reach is restricted.  What 
> the blade does get is a little easier to control.   
 
Your reach is not restricted because you are not glued to the ground.  If 
fighting with a bastard sword and shield, then your sword shoulder and arm 
is kept back to keep it behind your shield.  If fighting two-handed, you 
are more square, to increase mobility.  It evens out in the end. 
 
> To me that sounds like a 
> +1 OCV.  (I'm assuming that the +1 OCV on some of the bigger blades was 
> originally given because of control and reach, not because they are lighter 
> than, say, scimitars.) 
 
I presume the +1 OCV is for balance.  IMO junk the +1 OCV unless the 
weapon is question is light, balanced and quick (ie. rapier of jien). 
 
*************************************************************************** 
* "'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: Sun, 7 Jun 1998 16:07:25 -0400 (EDT) 
From: Michael Surbrook <susano@access.digex.net> 
cc: Champions Mailing List <champ-l@sysabend.org> 
Subject: Re: Handcuffs 
Sender: owner-champ-l@sysabend.org 
 
Well, here is the final write-up for handcuffs.  Thanks for all the 
suggestions. 
 
13	Handcuffs: 5 DEF, 1 BODY (-1/2), Transparent to Attack (+1/2), 
	Entangle can be negated by a sucessful Lockpicking roll (-1/4), No 
	Range (-1/2), Target must be effective DCV of 0 to attach (-2), 
	Can only Entangle two paired limbs (-1/2),  
	4 Recoverable Charges (-1/2), OAF (-1) 
 
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Date: Sun, 7 Jun 1998 16:16:44 -0400 (EDT) 
From: Michael Surbrook <susano@access.digex.net> 
cc: Hero Mail List <champ-l@sysabend.org> 
Subject: Re: Weapon Hands Question 
Sender: owner-champ-l@sysabend.org 
 
On Sun, 7 Jun 1998, Melinda and Steven Mitchell wrote: 
 
> Michael says that the STR minimums as listed are too high, citing that 
> whole units of Swiss Halbediers were not running around with every man 
> roughly 3 times as strong as the average population (I.e. 18 vs 10 STR).  
> I'd have to agree with that.  OTOH, reducing the STR minimums is be 
> necessity going to compress the range of possible weapon STR minimums--same 
> as using AP/3 instead of AP/2.  With STR only costing 1 CP each point, 
> there is just no reason for every character not to buy "just a little extra 
> STR to get that next larger weapon."  With only 3 STR points separating 
> most weapons, it's bad enough. 
 
Guess what?  The STR needed to use different weapons isn't all that 
different.  If you are strong enough to use a halberd properly, than you 
are strong enough to lift a pike, or a poll-axe or a bill or a glaive. 
The guys who used those monster German two-handers were big men, yes, but 
not that much bigger (stronger) than everyone else.  The heavesit 
'war-swords' I know of weigh 8 pounds.  There are 15 pounders, but these 
look to be ceramonial executioner swords and the like.   
 
What makes weapons different is tech levels.  The problem with those bigs 
lists in FH (and AD&D books) is that it makes one think that *all* of that 
stuff was being used at the same time.  It wasn't.  Certain weapons were 
abandoned after a while as other ones came into existance. 
 
For example, you don't see throwing axes much after 1100 AD, while spears 
die out after (oh..) 1200.  As armor gets thicker, staff weapons (ie pole 
arms) change to match. 
  
> I think the problem is because STR is usually monolithic.  An 18 STR 
> warrior can also lift, punch, etc. like some proto-typical Conan.  However, 
> couldn't a unit that trained like the Swiss have 13 to 15 STR, with the 
> balance of the STR min only for wielding polearms?   
 
If you've trained that much with your weapons, then you've inceased the 
over-all STR of your body. 
 
> Or maybe suppose the 
> possibility of buying combat skill levels, Only To Reduce STR min -2.  
> Couple that with increased cost of STR, and I think it might work. 
 
Except that CSL have no affect on STR min.  Just lower the STR min and 
purchase STR based on conception rather than the need to swing 'x' weapon. 
  
> BTW, our campaign uses escalating cost of characteristics, instead of 
> Heroic  maximums.  For example, anyone can buy STR as high as they want, 
> but the first 5 points costs 1 CP each, the second 5 cost 2 CP each, the 
> next 5 cost 3 CP each, and so on.  The reasoning here is that anyone that 
> care to exert themselves at strenous activity (like adventuring) can get to 
> 15 STR easily.  After that, it takes specific work.  Couple that with 
> different racical starting points (10 for humans, 8 for elves, 13 for 
> dwarves, etc.) and the races have more differences.   
 
We used a flat 2pts per STR point.  I didn't like it, but it did keep STR 
down. 
 
*************************************************************************** 
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *  
*               Michael Surbrook / susano@access.digex.net                *  
*        Visit "Surbrook's Stuff' the Hero Games resource site at:        *    
*              http://www.access.digex.net/~susano/index.html             * 
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Date: Sun, 7 Jun 1998 17:30:14 -0400 
From: "Jeff M. Reid" <Morfhis@compuserve.com> 
Subject: Re: Weapon Hands Question 
To: Champions Mailing List A <champ-l@sysabend.org> 
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>perhaps one can envision a two-handed plunge-the-dagger-into-the-evil- 
>overlord's-back kind of maneuver, where extra damage would be feasible. 
 
Frankly, this sounds more like a graphic description (as opposed to a game 
mechanics description) of a character that is Pushing his attack (and 
probably his STR as well), than a specific maneuver. 
 
Jeff Reid 
Morfhis@compuserve.com 
http://www.now-online.com/morfhis/bugloony.htm 
 
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Date: Sun, 7 Jun 1998 17:30:18 -0400 
From: "Jeff M. Reid" <Morfhis@compuserve.com> 
Subject: Re: Weapon Hands Question 
To: Champions Mailing List A <champ-l@sysabend.org> 
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> Most people in this discussion do not like to the listed STR mins.  
Perhaps 
> the normal STR min should be AP/3 instead of AP/2.  Although, the mins 
are 
> already lower for the above weapons, maybe this is not necessary. 
 
I like the Steve Long's approach, but I feel I should point out that the 
reason his examples result in lower STR Mins is that he did not add 0 END 
Cost to the weapons (which of course increase the Active Cost and thus the 
STR Min), while all the weapons on the Melee Weapon Chart are assumed to 
have 0 END Cost 
 
Jeff Reid 
Morfhis@compuserve.com 
http://www.now-online.com/morfhis/bugloony.htm 
 
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From: "Melinda and Steven Mitchell" <mdmitche@advicom.net> 
To: "Hero Mail List" <champ-l@sysabend.org> 
Subject: Re: Weapon Hands Question 
Date: Sun, 7 Jun 1998 17:43:11 -0500 
X-MSMail-Priority: Normal 
Sender: owner-champ-l@sysabend.org 
 
>I like the Steve Long's approach, but I feel I should point out that the 
>reason his examples result in lower STR Mins is that he did not add 0 END 
>Cost to the weapons (which of course increase the Active Cost and thus the 
>STR Min), while all the weapons on the Melee Weapon Chart are assumed to 
>have 0 END Cost 
 
Which Melee Weapon Chart are you talking about?  The one in the HSR has 
"Broadsword, +1 OCV, 1d6+1 HKA, 13 STR"  This is identical in FH.  If 
anything in those books can be believed, the 13 STR comes from 20 active 
HKA, + 5 active for the +1 OCV.  So (Active/2) = 12.5, rounded up to 13.  
Or did I just rationalize this trying to make sense of it all? 
 
Steven Mitchell 
mdmitche@advicom.net 
 
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From: "Melinda and Steven Mitchell" <mdmitche@advicom.net> 
To: "Hero Mail List" <champ-l@sysabend.org> 
Subject: Re:  Weapon Hands Question 
Date: Sun, 7 Jun 1998 18:05:09 -0500 
X-MSMail-Priority: Normal 
Sender: owner-champ-l@sysabend.org 
 
Michael Surbrook writes: 
>On Sun, 7 Jun 1998, Melinda and Steven Mitchell wrote: 
 
>> Now for another monkey wrench:  To my admittedly limited experience (all 
>> academic, non practical) of weapons, I don't see a second hand on a 
bastard 
>> sword or spear adding to the damage at all, regardless of STR.  I mean, 
a 2 
>> handed sword gets its awesome damage because it is a long and heavy 
blade.  
>> A bastard sword doesn't get any longer or heavier when used 2 handed.  
In 
 
>A bastard sword benefits from greater leverage when used two-handed.  My 
>SCA bastard sword is about 4' long (maybe 4' 6") with an 18" hilt.  If I 
>tried to swing it one handed, it would not balance well (mainly 'cause I 
>don't have the STR Min to use it that way).  Gripping it two handed allows 
>me to move it faster and with more power. 
 
Maybe we are talking past each other with our phrasing here. I don't see 
how anything can have greater leverage with 2 hands than with 1.  But then 
I'm taking leverage be a handy short-hand (but imprecise language) to mean 
the amount of force exerted.  Isn't this just basic physics?  Momentum is 
what is important, and that's just mass times velocity.  The mass of the 
blade is set.  So the only thing the warrior can control is the velocity.  
He can control it by swinging the weapon in a larger arc or by swinging it 
faster. 
 
Try a simple experiment.  Hold a small object in both hands.  Stand in 
front of a wall.  See how far you can stand away from the wall, but still 
touch it with the object.  Now hold the same object in 1 hand.  See how far 
from the wall you can stand now.  I can definitely make the tip of 
something move faster while holding it in 1 hand than 2.  But read on.  
 
>> fact, it gets a little shorter, because the arm reach is restricted.  
What 
>> the blade does get is a little easier to control.   
 
>Your reach is not restricted because you are not glued to the ground.  If 
>fighting with a bastard sword and shield, then your sword shoulder and arm 
>is kept back to keep it behind your shield.  If fighting two-handed, you 
>are more square, to increase mobility.  It evens out in the end. 
 
Agreed.  "Reach" was a bad choice on my part.  What I should have said is 
"Range of Motion."  I hadn't even though about footwork.  (And that would 
be another way to increase velocity, wouldn't it?) 
 
>> To me that sounds like a 
>> +1 OCV.  (I'm assuming that the +1 OCV on some of the bigger blades was 
>> originally given because of control and reach, not because they are 
lighter 
>> than, say, scimitars.) 
 
>I presume the +1 OCV is for balance.  IMO junk the +1 OCV unless the 
>weapon is question is light, balanced and quick (ie. rapier of jien). 
 
You might be right on the +1 OCV being too much, but if you are, the whole 
system is broken for heroic games.  I'm not willing to go as far as GURPs 
and make axes twice as slow as blades, but I'm not willing to say there are 
no differences in their quickeness easier.  Anyone have suggestions? 
 
Steven Mitchell 
mdmitche@advicom.net 
 
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From: "Melinda and Steven Mitchell" <mdmitche@advicom.net> 
To: "Hero Mail List" <champ-l@sysabend.org> 
Subject: Re: Weapon Hands Question 
Date: Sun, 7 Jun 1998 18:37:09 -0500 
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Sender: owner-champ-l@sysabend.org 
 
Michael Surbrook writes: 
>On Sun, 7 Jun 1998, Melinda and Steven Mitchell wrote: 
 
>> Michael says that the STR minimums as listed are too high, citing that 
>> whole units of Swiss Halbediers were not running around with every man 
>> roughly 3 times as strong as the average population (I.e. 18 vs 10 STR). 
 
>> I'd have to agree with that.  OTOH, reducing the STR minimums is be 
>> necessity going to compress the range of possible weapon STR 
minimums--same 
>> as using AP/3 instead of AP/2.  With STR only costing 1 CP each point, 
>> there is just no reason for every character not to buy "just a little 
extra 
>> STR to get that next larger weapon."  With only 3 STR points separating 
>> most weapons, it's bad enough. 
 
>Guess what?  The STR needed to use different weapons isn't all that 
>different.  If you are strong enough to use a halberd properly, than you 
>are strong enough to lift a pike, or a poll-axe or a bill or a glaive. 
>The guys who used those monster German two-handers were big men, yes, but 
>not that much bigger (stronger) than everyone else.  The heavesit 
>'war-swords' I know of weigh 8 pounds.  There are 15 pounders, but these 
>look to be ceramonial executioner swords and the like.   
 
I'm aware of this historically, but I'm trying to simulate a wide open 
Fantasy game where every one has a different favorite weapon.  I don't care 
to keep an extremely tight rein on technology or wealth.  So if I make 
certain weapons obviously better than others, then the characters will use 
those weapons.  (I always hated that about D&D--all those dwarves running 
around with war hammer and axes sounded so right, but seemed so stupid in 
the mechanics.) 
 
>What makes weapons different is tech levels.  The problem with those bigs 
>lists in FH (and AD&D books) is that it makes one think that *all* of that 
>stuff was being used at the same time.  It wasn't.  Certain weapons were 
>abandoned after a while as other ones came into existance. 
 
Sure, historically.  But see above.  It may be realistic, but it's not 
cinematic. 
 
>For example, you don't see throwing axes much after 1100 AD, while spears 
>die out after (oh..) 1200.  As armor gets thicker, staff weapons (ie pole 
>arms) change to match. 
  
>> I think the problem is because STR is usually monolithic.  An 18 STR 
>> warrior can also lift, punch, etc. like some proto-typical Conan.  
However, 
>> couldn't a unit that trained like the Swiss have 13 to 15 STR, with the 
>> balance of the STR min only for wielding polearms?   
 
>If you've trained that much with your weapons, then you've inceased the 
>over-all STR of your body. 
 
Some, but not to the same extent all over.  I've done a lot of splitting 
wood with axe, sledge, and maul.  (Yeah, I know the stumps don't jump 
around ;-)  I can fairly surely state that STR has very little to do with, 
once you have the basic STR to swing the tool.  You let the weapon do the 
work.  The only thing you use STR for is to pick the tool up, start the 
swing, then recover efficiently--in short, control the tool.  Someone twice 
as strong, with equal skill, could not split wood noticable faster than me. 
 He could, however, split a lot longer (given equal CON, END, and REC), 
because he would need a much smaller proportion of his STR to control the 
tool.  If he were dumb enough to use his full STR under the mistaken 
impression that it would help, not only would he wear out in a hurry, he 
also might damage the tool. 
 
I say all that, because in no way did splitting wood make me tons stronger. 
 It made me very slightly stronger (not even a full point in Hero terms) in 
some ways.  I doubt I could lift measureably lift more after than before.  
Yet I could very definitely control the tools much better, with less 
effort.  (It made for a certain wiry STR, not raw power.) 
 
>> Or maybe suppose the 
>> possibility of buying combat skill levels, Only To Reduce STR min -2.  
>> Couple that with increased cost of STR, and I think it might work. 
 
>Except that CSL have no affect on STR min.  Just lower the STR min and 
>purchase STR based on conception rather than the need to swing 'x' weapon. 
 
What I'm driving at, is that practicing wielding something like a weapon 
doesn't noticably improve STR, unless the person was a just little under 
STR before the training started.  (All that running, lifting, and other 
things besides actual weapon training that any military unit would do, is 
partially to make up for that problem.) 
Wielding something heavy is partially a skill (and more than the ridiculous 
1 CP WF).  How should it be portrayed? 
 
>> BTW, our campaign uses escalating cost of characteristics, instead of 
>> Heroic  maximums.  For example, anyone can buy STR as high as they want, 
>> but the first 5 points costs 1 CP each, the second 5 cost 2 CP each, the 
>> next 5 cost 3 CP each, and so on.  The reasoning here is that anyone 
that 
>> care to exert themselves at strenous activity (like adventuring) can get 
to 
>> 15 STR easily.  After that, it takes specific work.  Couple that with 
>> different racical starting points (10 for humans, 8 for elves, 13 for 
>> dwarves, etc.) and the races have more differences.   
 
>We used a flat 2pts per STR point.  I didn't like it, but it did keep STR 
>down. 
 
What specifically did you not like about it?  You might could do what I 
did, only increase the cost every 3 points of STR, instead of 5.  That 
would be fairly realistic.  I don't see how anyone full grown male could 
avoid getting at least a 13 STR, with moderate exercise. 
 
Steven Mitchell 
mdmitche@advicom.net 
 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
To: Champions <champ-l@sysabend.org> 
Subject: Re: Gadget Belts ... ? about MP 
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Organization: The Happy Fun Ball Brigade 
Date: 07 Jun 1998 20:05:45 -0400 
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Sender: owner-champ-l@sysabend.org 
 
-----BEGIN PGP SIGNED MESSAGE----- 
 
Bob Greenwade writes: 
 
>    This comes out mechanically the same as what I was proposing; it's 
> just a matter of whether it's defined as an expansion of the Focus 
> Limitation or an additional Limited Power.  I prefer the former, because 
> I think it's better to expand on the existing categories where possible 
> rather than just dump anything new into Limited Power, which basically is 
> the "Miscellaneous" category. 
 
While I think Focus is a good basis to work from, I do think that "multiple 
foci" does fall into the miscellaneous category.  I mean, sure, what you 
propose works okay for two foci, but what if someone has three, or five, or 
a dozen?  How many times are you going to let someone take a Focus variant 
for what really ammounts to, say, a -1 conditional Limitation? 
 
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Charset: noconv 
 
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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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Date: Sun, 7 Jun 1998 21:25:16 -0400 
From: "Jeff M. Reid" <Morfhis@compuserve.com> 
Subject: Re: Weapon Hands Question 
To: Champions Mailing List A <champ-l@sysabend.org> 
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> Michael says that the STR minimums as listed are too high, citing that 
> whole units of Swiss Halbediers were not running around with every man 
> roughly 3 times as strong as the average population (I.e. 18 vs 10 STR).  
 
Thing is, I disagree with that premise. It assumes that all those Swiss 
halberdiers had the so-called minimum STR to utilize the weapon. As I think 
has been shown, STR Min really isn't, in that a character with a lower STR 
can use the weapon, albeit at some penalties. 
 
BTW, I assume Michael is using the stats for "Great Axe" (STR 18) when he 
says "halberd," although I would have used the stats for the more generic 
"Pole Arm" (STR 13). Admittedly, though, I'm >no< expert, so I'll use the 
stats under discussion. 
 
If you think about it, even if you take the STR Min's as written, there's 
no reason to assume that the Swiss halberdier's all had a STR of 18. They 
could just as easily have gotten by with a STR of 13, with a 2 pt level in 
"Great Axe" (and probably a few more besides) to compensate for the -1 OCV 
from being 5 pts under the STR Min. Certainly, it's not a stretch to assume 
that the Swiss could have raised "whole units" of 13 STR soldiers, is it? 
Just a thought. 
 
Jeff Reid 
Morfhis@compuserve.com 
http://www.now-online.com/morfhis/bugloony.htm 
 
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Date: Sun, 7 Jun 1998 21:25:17 -0400 
From: "Jeff M. Reid" <Morfhis@compuserve.com> 
Subject: Re: Handcuffs 
To: Champions Mailing List A <champ-l@sysabend.org> 
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Looks good. The only thing I would add (and I >did,< below) is the costs 
for different numbers of charges: 
 
> 13    Handcuffs: 5 DEF, 1 BODY (-1/2), Transparent to Attack (+1/2), 
>       Entangle can be negated by a sucessful Lockpicking roll (-1/4), No 
>       Range (-1/2), Target must be effective DCV of 0 to attach (-2), 
>       Can only Entangle two paired limbs (-1/2),  
>       4 Recoverable Charges (-1/2), OAF (-1) 
 
1-3 charges = 12 pts, 4 charges = 13 pts, 6-8 charges = 14 pts 
 
FWIW, it seems a little expensive for what you get, which is why no player 
I've ever known has been willing to expend the points to carry such a 
useful item. A shame, really. 
 
Jeff Reid 
Morfhis@compuserve.com 
http://www.now-online.com/morfhis/bugloony.htm 
 
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Date: Sun, 7 Jun 1998 21:54:24 -0400 
From: "Jeff M. Reid" <Morfhis@compuserve.com> 
Subject: Re: Weapon Hands Question 
To: Champions Mailing List A <champ-l@sysabend.org> 
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> Which Melee Weapon Chart are you talking about?  The one in the HSR has 
> "Broadsword, +1 OCV, 1d6+1 HKA, 13 STR"  This is identical in FH.  If 
> anything in those books can be believed, the 13 STR comes from 20 active 
> HKA, + 5 active for the +1 OCV.  So (Active/2) = 12.5, rounded up to 13.  
> Or did I just rationalize this trying to make sense of it all? 
 
<Quickly doing math...> Hmmm, you're right. D-oh! I hadn't done the math, 
for the swords and axes! The only weapons I've added up to find the cost 
was the great club, because I have a Champions character who carries one 
(and thus had to pay points for it). I guess the listings for the normal 
damage weapons are hold-overs from earlier editions, where they must have 
been bought as No Range Energy Blasts (5 active points per die) instead of 
Hand Attacks (3 active pts per die). I just assumed that the other weapons 
had 0 End cost... 
 
Oh well, you know the old chestnut about what happens when you assume... 
:-) 
 
Jeff Reid 
Morfhis@compuserve.com 
http://www.now-online.com/morfhis/bugloony.htm 
 
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Date: Sun, 07 Jun 1998 22:21:49 -0400 
To: "Hero Mail List" <champ-l@sysabend.org> 
From: Joe Mucchiello <why@superlink.net> 
Subject: Re: Weapon Hands Question 
Sender: owner-champ-l@sysabend.org 
 
At 06:37 PM 6/7/98 -0500, Melinda and Steven Mitchell wrote: 
>Some, but not to the same extent all over.  I've done a lot of splitting 
>wood with axe, sledge, and maul.  (Yeah, I know the stumps don't jump 
>around ;-)  I can fairly surely state that STR has very little to do with, 
>once you have the basic STR to swing the tool.  You let the weapon do the 
>work.  The only thing you use STR for is to pick the tool up, start the 
>swing, then recover efficiently--in short, control the tool.  Someone twice 
>as strong, with equal skill, could not split wood noticable faster than me. 
> He could, however, split a lot longer (given equal CON, END, and REC), 
>because he would need a much smaller proportion of his STR to control the 
>tool.  If he were dumb enough to use his full STR under the mistaken 
>impression that it would help, not only would he wear out in a hurry, he 
>also might damage the tool. 
 
That's the weapon familiarity points that you acquired.  That's why you 
improved with the axe. 
 
  Joe 
 
 
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Date: Sun, 07 Jun 1998 22:28:44 -0400 
To: Champions Mailing List A <champ-l@sysabend.org> 
From: Joe Mucchiello <why@superlink.net> 
Subject: Re: Handcuffs 
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At 09:25 PM 6/7/98 -0400, Jeff M. Reid wrote: 
>Looks good. The only thing I would add (and I >did,< below) is the costs 
>for different numbers of charges: 
> 
>> 13    Handcuffs: 5 DEF, 1 BODY (-1/2), Transparent to Attack (+1/2), 
>>       Entangle can be negated by a sucessful Lockpicking roll (-1/4), No 
>>       Range (-1/2), Target must be effective DCV of 0 to attach (-2), 
>>       Can only Entangle two paired limbs (-1/2),  
>>       4 Recoverable Charges (-1/2), OAF (-1) 
> 
>1-3 charges = 12 pts, 4 charges = 13 pts, 6-8 charges = 14 pts 
 
1 recoverable charge (-1.25) would be 10. 
 
 
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Date: Sun, 07 Jun 1998 22:14:38 -0500 
From: Ross Rannells <rossrannells@worldnet.att.net> 
Reply-To: rossrannells@worldnet.att.net 
To: Joe Mucchiello <why@superlink.net> 
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Subject: Re: Handcuffs 
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Joe Mucchiello wrote: 
 
> At 09:25 PM 6/7/98 -0400, Jeff M. Reid wrote: 
> >Looks good. The only thing I would add (and I >did,< below) is the costs 
> >for different numbers of charges: 
> > 
> >> 13    Handcuffs: 5 DEF, 1 BODY (-1/2), Transparent to Attack (+1/2), 
> >>       Entangle can be negated by a sucessful Lockpicking roll (-1/4), No 
> >>       Range (-1/2), Target must be effective DCV of 0 to attach (-2), 
> >>       Can only Entangle two paired limbs (-1/2), 
> >>       4 Recoverable Charges (-1/2), OAF (-1) 
> > 
> >1-3 charges = 12 pts, 4 charges = 13 pts, 6-8 charges = 14 pts 
> 
> 1 recoverable charge (-1.25) would be 10. 
 
  Add in Independant (-2) and its only 8 points. 
 
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From: "Melinda and Steven Mitchell" <mdmitche@advicom.net> 
To: "Hero Mail List" <champ-l@sysabend.org> 
Subject: Re: Weapon Hands Question 
Date: Sun, 7 Jun 1998 22:16:44 -0500 
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Jeff M. Reid writes: 
>If you think about it, even if you take the STR Min's as written, there's 
>no reason to assume that the Swiss halberdier's all had a STR of 18. They 
>could just as easily have gotten by with a STR of 13, with a 2 pt level in 
>"Great Axe" (and probably a few more besides) to compensate for the -1 OCV 
>from being 5 pts under the STR Min. Certainly, it's not a stretch to 
assume 
>that the Swiss could have raised "whole units" of 13 STR soldiers, is it? 
>Just a thought. 
 
It makes sense to me.  I have a hard time imagining any military unit of 
grown men with anyone having a STR less than 13.  I know if I went through 
basic training, I would have a 13, and I'm hardly an imposing physical 
speciman :-) 
 
Steven Mitchell 
mdmitche@advicom.net 
 
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Date: Sun, 7 Jun 1998 22:32:01 -0500 (CDT) 
From: Sakura <jeffj@io.com> 
To: GURPSNet Mailing List <gurpsnet-l@LISTS.IO.COM&> 
        Champions Mailing List <champ-l@sysabend.org> 
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On Sun, 7 Jun 1998, Sakura wrote: 
 
> subscribe 
 
Dang. Sorry, all.  I thought I had altered the 'to' line to be to the 
'request' address.  My apologies again. 
 
J 
 
Hostes aliengeni me abduxerent.              Jeff Johnston - jeffj@io.com 
Qui annus est?                                   http://www.io.com/~jeffj 
 
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From: "Melinda and Steven Mitchell" <mdmitche@advicom.net> 
To: "Hero Mail List" <champ-l@sysabend.org> 
Subject: Re: Weapon Hands Question 
Date: Sun, 7 Jun 1998 22:33:51 -0500 
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Joe Mucchiello writes: 
>At 06:37 PM 6/7/98 -0500, Melinda and Steven Mitchell wrote: 
>>Some, but not to the same extent all over.  I've done a lot of splitting 
>>wood with axe, sledge, and maul.  (Yeah, I know the stumps don't jump 
>>around ;-)  I can fairly surely state that STR has very little to do 
with, 
>>once you have the basic STR to swing the tool.  You let the weapon do the 
>>work.  The only thing you use STR for is to pick the tool up, start the 
>>swing, then recover efficiently--in short, control the tool.  Someone 
twice 
>>as strong, with equal skill, could not split wood noticable faster than 
me. 
>> He could, however, split a lot longer (given equal CON, END, and REC), 
>>because he would need a much smaller proportion of his STR to control the 
>>tool.  If he were dumb enough to use his full STR under the mistaken 
>>impression that it would help, not only would he wear out in a hurry, he 
>>also might damage the tool. 
 
>That's the weapon familiarity points that you acquired.  That's why you 
>improved with the axe. 
 
But the point is that according to Hero mechanics, that wood has DEF and 
BODY.  A guy a lot stronger supposedly gets an extra damage class, so he 
would be better able to split the wood.  But the reality is, he can't.  I 
don't care how strong you are, you cannot radically increase the damage of 
those tools. 
 
OTOH, maybe I'm stalking the wrong horse here.  Possibly, the tools have a 
very low STR min and damage class.  So even someone of my STR can max the 
tool out. 
 
Steven Mitchell 
mdmitche@advicom.net 
 
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Date: Sun, 7 Jun 1998 23:57:23 -0400 (EDT) 
From: Michael Surbrook <susano@access.digex.net> 
To: Champions Mailing List <champ-l@sysabend.org> 
Subject: RE: STR Min (was something else) 
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On Sun, 7 Jun 1998, Melinda and Steven Mitchell wrote: 
 
> >Guess what?  The STR needed to use different weapons isn't all that 
> >different.  If you are strong enough to use a halberd properly, than you 
> >are strong enough to lift a pike, or a poll-axe or a bill or a glaive. 
> >The guys who used those monster German two-handers were big men, yes, but 
> >not that much bigger (stronger) than everyone else.  The heavesit 
> >'war-swords' I know of weigh 8 pounds.  There are 15 pounders, but these 
> >look to be ceramonial executioner swords and the like.   
>  
> I'm aware of this historically, but I'm trying to simulate a wide open 
> Fantasy game where every one has a different favorite weapon.  I don't care 
> to keep an extremely tight rein on technology or wealth.  So if I make 
> certain weapons obviously better than others, then the characters will use 
> those weapons.  (I always hated that about D&D--all those dwarves running 
> around with war hammer and axes sounded so right, but seemed so stupid in 
> the mechanics.) 
 
<sigh>  Then what is the point of this disscusion?  What this boils down 
to is this: 
 
Steve: Why does this STR Min work like this? 
Mike (& Len): Because it's broken.  Realisticly it should work like this. 
Steve: That's nice but I don't want realism, I want cinematic. 
Mike: Then why ask the question? 
 
I look at your comment and my first thought is "abandon STR Min".  You've 
stated people pay for the weapons with points, so either dump STR Min, or 
minimalize it.  Make 2-handed -1/4 and forget about the hand-and-half lim. 
If you want the game you describe, treat it like a supers game and let 
everyone just build whatever they want. 
  
> >What makes weapons different is tech levels.  The problem with those bigs 
> >lists in FH (and AD&D books) is that it makes one think that *all* of that 
> >stuff was being used at the same time.  It wasn't.  Certain weapons were 
> >abandoned after a while as other ones came into existance. 
>  
> Sure, historically.  But see above.  It may be realistic, but it's not 
> cinematic. 
 
You can't have everything.  If you want cinematic game then don't worry 
about STR Min, that's for more 'realistic' games, just like STR Min for 
guns.  Stee Long recommends ignoring the STR Min for 'wilder' Dark 
Champions games (where everyone can fire an Uzi one handed and often fire 
two at once), and it sounds like you should here. 
  
> However, 
> >> couldn't a unit that trained like the Swiss have 13 to 15 STR, with the 
> >> balance of the STR min only for wielding polearms?   
>  
> >If you've trained that much with your weapons, then you've inceased the 
> >over-all STR of your body. 
>  
> Some, but not to the same extent all over.   
 
Right, enough to improve your use of the axe/weapon.  STR Mins don't have 
these big 3 STR jumps (unlike the FH listings).  The jumps should be 1 
STR. 
 
> I can fairly surely state that STR has very little to do with, 
> once you have the basic STR to swing the tool.  You let the weapon do the 
> work.   
 
Actually, your hips do the work.  Cutting wood is more than picking up the 
axe and letting it drop, the body needs to provide some torque or 'umph' 
behind the axe or all your going to do is stick your axe in the top of the 
wood chunk. 
 
If you want to use a pole weapon effectivly, you need to train your whole 
body to move the weapon, allowing one to deliver more powerful blows 
*and* block blows.  Do this enough and you are going to increase your STR. 
By maybe 1 point, but it will happen. 
 
> swing, then recover efficiently--in short, control the tool.  Someone twice 
> as strong, with equal skill, could not split wood noticable faster than me. 
 
Depends.  If he can move the axe faster and cut the wood in few strokes, 
then he'll cut wood faster than you are. 
 
> Wielding something heavy is partially a skill (and more than the ridiculous 
> 1 CP WF).  How should it be portrayed? 
 
How should what be protrayed?  The ability to use a weapon with some 
degree of success is a WF> To use it wel is a CSL.  To use it *very* well 
devles into the realm of martial arts. 
  
> >We used a flat 2pts per STR point.  I didn't like it, but it did keep STR 
> >down. 
>  
> What specifically did you not like about it?  You might could do what I 
> did, only increase the cost every 3 points of STR, instead of 5.  That 
> would be fairly realistic.  I don't see how anyone full grown male could 
> avoid getting at least a 13 STR, with moderate exercise. 
 
Becuase it basically represents the idea that the GM is forcingt the 
players to fit into a specific character type.  Take a look at your 
method.  Who's going to even try to have a stat near 20?  A 20 STR would 
cost 15 points, a 20 DEX would cost 45 points.  If you are dealing with 
100 point normals, no one is going to want to cough up that much for a 
characteristic and everyone is going to end up with the same stats. 
 
It short the GM is saying 'I don't trust you to role-play, so I'm going to 
force you to build things like this." 
 
I'd also like to state that I doubt very much I have a STR greater than 
10.  And I can handle a spear, poll-axe, bastard sword and a broad sword 
quite well. 
 
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Date: Mon, 8 Jun 1998 00:03:57 -0400 (EDT) 
From: Michael Surbrook <susano@access.digex.net> 
cc: Hero Mail List <champ-l@sysabend.org> 
Subject: Re:  Weapon Hands Question 
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On Sun, 7 Jun 1998, Melinda and Steven Mitchell wrote: 
 
> >A bastard sword benefits from greater leverage when used two-handed.  My 
> >SCA bastard sword is about 4' long (maybe 4' 6") with an 18" hilt.  If I 
> >tried to swing it one handed, it would not balance well (mainly 'cause I 
> >don't have the STR Min to use it that way).  Gripping it two handed allows 
> >me to move it faster and with more power. 
>  
> Maybe we are talking past each other with our phrasing here. I don't see 
> how anything can have greater leverage with 2 hands than with 1.  But then 
> I'm taking leverage be a handy short-hand (but imprecise language) to mean 
> the amount of force exerted.  Isn't this just basic physics?  Momentum is 
> what is important, and that's just mass times velocity.  The mass of the 
> blade is set.  So the only thing the warrior can control is the velocity.  
> He can control it by swinging the weapon in a larger arc or by swinging it 
> faster. 
 
And two handed use will let you swing it faster.  I can move my bastard 
sword a *lot* faster two handed than with one hand.  There is also the 
fact that with two hands, one hand directs where the sword goes and the 
otehr help swing it (along with the hips) you develop more power with two 
hands. 
  
> Try a simple experiment.  Hold a small object in both hands.  Stand in 
> front of a wall.  See how far you can stand away from the wall, but still 
> touch it with the object.  Now hold the same object in 1 hand.  See how far 
> from the wall you can stand now.  I can definitely make the tip of 
> something move faster while holding it in 1 hand than 2.  But read on.  
 
Which means something only if you are fighting with the tip and not the 
edge.  Fencers don't use two handed weapons (although I have seen German 
two-handed rapiers).  Although bastrad and great swords have points, they 
are cutting weapons. 
  
> >> fact, it gets a little shorter, because the arm reach is restricted.  
> What 
> >> the blade does get is a little easier to control.   
>  
> >Your reach is not restricted because you are not glued to the ground.  If 
> >fighting with a bastard sword and shield, then your sword shoulder and arm 
> >is kept back to keep it behind your shield.  If fighting two-handed, you 
> >are more square, to increase mobility.  It evens out in the end. 
>  
> Agreed.  "Reach" was a bad choice on my part.  What I should have said is 
> "Range of Motion."  I hadn't even though about footwork.  (And that would 
> be another way to increase velocity, wouldn't it?) 
 
Yes,  Your footwork is highly important.  In sword and shield, bastad 
sword, kenjutsu, fencing... *everything*. 
  
> >I presume the +1 OCV is for balance.  IMO junk the +1 OCV unless the 
> >weapon is question is light, balanced and quick (ie. rapier of jien). 
>  
> You might be right on the +1 OCV being too much, but if you are, the whole 
> system is broken for heroic games.  I'm not willing to go as far as GURPs 
> and make axes twice as slow as blades, but I'm not willing to say there are 
> no differences in their quickeness easier.  Anyone have suggestions? 
 
As I have ssaid before, the system is broken for heroic games.  I did give 
you my suggestion on the matter (new weapons rules on my website) but you 
discarded them as 'too realistic' for you more cinematic game. 
 
Steve, seriously... what do you want as an answer?  What are you trying to 
accomplish (or fix) in your game?  This discussion is going nowhere. 
 
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Date: Mon, 8 Jun 1998 00:10:24 -0400 (EDT) 
From: Michael Surbrook <susano@access.digex.net> 
cc: Champions Mailing List A <champ-l@sysabend.org> 
Subject: Re: Weapon Hands Question 
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On Sun, 7 Jun 1998, Jeff M. Reid wrote: 
 
> > Michael says that the STR minimums as listed are too high, citing that 
> > whole units of Swiss Halbediers were not running around with every man 
> > roughly 3 times as strong as the average population (I.e. 18 vs 10 STR).  
>  
> Thing is, I disagree with that premise. It assumes that all those Swiss 
> halberdiers had the so-called minimum STR to utilize the weapon. As I think 
> has been shown, STR Min really isn't, in that a character with a lower STR 
> can use the weapon, albeit at some penalties. 
 
Yes, I agree.  But I still disagree with the 18 STR given for the halberd. 
To use it at full effectiveness, you have to be able to perfrom a max lift 
of 600 pounds... who would develop such a weapon? 
  
> BTW, I assume Michael is using the stats for "Great Axe" (STR 18) when he 
> says "halberd," although I would have used the stats for the more generic 
> "Pole Arm" (STR 13). Admittedly, though, I'm >no< expert, so I'll use the 
> stats under discussion. 
 
No, the halberd is listed as having a STR Min of 18 on page 97 of Fantasy 
Hero. 
  
> If you think about it, even if you take the STR Min's as written, there's 
> no reason to assume that the Swiss halberdier's all had a STR of 18. They 
> could just as easily have gotten by with a STR of 13, with a 2 pt level in 
> "Great Axe" (and probably a few more besides) to compensate for the -1 OCV 
> from being 5 pts under the STR Min. Certainly, it's not a stretch to assume 
> that the Swiss could have raised "whole units" of 13 STR soldiers, is it? 
> Just a thought. 
 
I'll buy the majority of the Swiss (and German and Italian) halberdiers 
having a 13 STR.  My arguemnt is the base STR Min.  It's too high by far. 
 
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Date: Mon, 8 Jun 1998 00:11:44 -0400 (EDT) 
From: Michael Surbrook <susano@access.digex.net> 
cc: Champions Mailing List A <champ-l@sysabend.org> 
Subject: Re: Handcuffs 
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On Sun, 7 Jun 1998, Ross Rannells wrote: 
 
> > >> 13    Handcuffs: 5 DEF, 1 BODY (-1/2), Transparent to Attack (+1/2), 
> > >>       Entangle can be negated by a sucessful Lockpicking roll (-1/4), No 
> > >>       Range (-1/2), Target must be effective DCV of 0 to attach (-2), 
> > >>       Can only Entangle two paired limbs (-1/2), 
> > >>       4 Recoverable Charges (-1/2), OAF (-1) 
> > > 
> > >1-3 charges = 12 pts, 4 charges = 13 pts, 6-8 charges = 14 pts 
> > 
> > 1 recoverable charge (-1.25) would be 10. 
>  
>   Add in Independant (-2) and its only 8 points. 
 
Okay... but why add Independent?  If I ever loose one, I loose the points 
and have to spend new EPs to get a new pair of handcuffs. 
 
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Champions Campaign:Purgatory 2050 
 
General description:The year if 2050. WW 3 has come and gone leaving the 
world much changed. Gone are the super powers of the late 20th century. The 
world has fractured into numerous city-states and factions. Squabbling and 
small border conflicts are common but lack of resourcs and the scars of the 
3 global conflict keep them small scale in large part. The battles in 2050 
are small  unit battles and covert operations fought between competing 
factions,dictators and corporations.Mercifully,the use of large scale nuclar 
weapons was limited in the 3rd War,only a few were actually used primarily 
in the Middle East and Eastern Europe. But a perhaps more deadly type of 
weapon was utilixed,biological. Eingineered viruses and custom plagues ran 
rampant during the war. Among them something went wrong or perhaps according 
to someone plans. A mutant strain of virus was created. One that could alter 
human genetic makeup,creating being with extra ordinary abilites,the Meta 
Human Transformational Virus and ushering in the current age of metahumans.  
 
Importance of the Pcs:As metas (presumedly) player’s characters hold a great 
deal of status in 2050. Public opinion on Metahumans runs from worship to 
hatred but no one is neutral. Among the common citizens Metas are held up as 
paragons,heroes and adventurers. Life is harsh in 2050,people need something 
to look up to and fantazie about. Metas,with their superhuman powers and 
“perfect” lives fit the bill nicely. Even those that choose villianous paths 
draw followers and fans.  
 
Campigan Tone: 
	Morality:Some cross over between Good and Bad 
	Realism:Realistic 
	Outlook:Success balanced by failures. 
	Seriousness:Almost entirly serious 
	Continuitry:Some serial some episodic 
 
Physical World: 2050 Earth,among the myraid societies that  have sprung up 
after the 3rd World War destroyed or weakened most of the major govornments 
to the point of collaspe. Technology is andvacned with man portiable laser 
weaponry becoming common and plasma weaponry on the fore front. Nano 
technology has made incrdible leaps in medical and computer science 
possible.Cybernetics allows the wealthy to repair and ehance themselves in 
fantastic ways. A global compter network enables high speed communication 
and information exchange. As for the “average” citizen in 2050,there really 
isn’t one. Anarchists,Neo feminists and any thing else that can be imagined 
exist in various enclaves around the globe. Most human populations is 
centered around massive urban centers like the San Francisco Megaplex with 
scattered settlement,growing smaller and typically more bizzare as you 
progress away from the cities. Life tends to be harsher in the era,resources 
are scarce and powers often lies in the hands  of the more ruthless. The 
rapid changes created by the war,technology and the Meta virus have left 
most of the population reeling from the effects of future shock,alienated 
and hostile. Violence is a very real fact in practically eveyone’s life.  
 
Starting points for Pcs:100 
Disadvantage points:100 
Max  from one disadvatage category:none 
Characters have normal char max at no cost: No (get full disad points for it) 
Character have normal tech at no cost:Yes (except bionics) 
 
Limits:		Beginning Range		Max 
Attack powers:	          6-8		10 dc 
Defense powers:           10-15		20 
Skill rolls	         11-/15-		18- 
 
 
 
Combat uses hit locations:Yes 
Use knockdown	            :Yes 
LTE Used	            :No 
Limited Push	            :Yes 
 
Notes: The Meta Human Virus is a retro virus that rewrtes the human gentic 
code. In 98% percent of the cases,it grants the “victim” new abilites and 
powers. Physical changes,mental ehancements and even more bizzare poweres 
have been catologued. The orgins,full nature and almost all other 
informartion about the virus itself is unknown. Its is suspected to lie 
dormant in most humans and never emerges  but in a very few it does. Most 
often it is triggered by some extreme physical stress such as radiation 
exposure or near death. More cases are being reported of the virus emerging 
neonatally or during puberty. The sience of meta genetics is in its infancy. 
There are just as many quacks as there are competent researchers in the 
feild. The virus and its changes seem not to follow most known laws of 
biology. Twe metas may or may not have a meta child for examople and if they 
do its abilties may be completly diffrent from the parents. There are 
however, “races” of metas that seem to pass on their abilites from 
generation to generation like the werewolf like Pack. Many of these resemble 
mythic monsters suggeting that perhaps the virus exsisted naturally before 
or they are ther result of something else.  
 
Characters:The PCs are former criminals, inducted into a speical program 
called the Purgatory Project. Already sentenced to long term imprisonment or 
worse, they can earn reduction in their sentence by performing special high 
risk missions for the LA Metroplex and Unifed Western Hemisphere 
govornments. Special translates as high risk operation outside the bounds of 
conventional forces. 
 
I know violence doesn't solve all problems... 
	But it sure feels good! 
		Felicia:DS3:Vampire Savior 
 
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From: "Len Carpenter" <redlion@early.com> 
To: <champ-l@sysabend.org> 
Subject: Re: Weapon Hands Question 
Date: Mon, 8 Jun 1998 04:55:18 -0400 
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Michael Surbrook replies: 
>  
> On Sun, 7 Jun 1998, Melinda and Steven Mitchell wrote: 
>  
>>>A bastard sword benefits from greater leverage when used two-handed.  
My 
>>>SCA bastard sword is about 4' long (maybe 4' 6") with an 18" hilt.  If 
I 
>>>tried to swing it one handed, it would not balance well (mainly 'cause 
I 
>>>don't have the STR Min to use it that way).  Gripping it two handed 
allows 
>>>me to move it faster and with more power. 
>>  
>> Maybe we are talking past each other with our phrasing here. I don't 
see 
>> how anything can have greater leverage with 2 hands than with 1.  But 
then 
>> I'm taking leverage be a handy short-hand (but imprecise language) to 
mean 
>> the amount of force exerted.  Isn't this just basic physics?  Momentum 
is 
>> what is important, and that's just mass times velocity.  The mass of 
the 
>> blade is set.  So the only thing the warrior can control is the 
velocity.  
>> He can control it by swinging the weapon in a larger arc or by swinging 
it 
>> faster. 
 
I think a better measure than momentum is kinetic energy, K = m * v^2.  It 
takes only a 1.4 times increase in velocity to nearly double an object's 
kinetic energy.  
Putting the muscles of two arms behind a swing rather than just one likely 
doesn't double the blade's swing velocity; but then, it doesn't have to in 
order to increase its damage by +1 DC (assuming that a doubling of energy 
generally increases damage by 1 DC for game purposes, but that's a whole 
other debate). 
 
> And two handed use will let you swing it faster.  I can move my bastard 
> sword a *lot* faster two handed than with one hand.  There is also the 
> fact that with two hands, one hand directs where the sword goes and the 
> otehr help swing it (along with the hips) you develop more power with 
two 
> hands. 
>   
>> Try a simple experiment.  Hold a small object in both hands.  Stand in 
>> front of a wall.  See how far you can stand away from the wall, but 
still 
>> touch it with the object.  Now hold the same object in 1 hand.  See how 
far 
>> from the wall you can stand now.  I can definitely make the tip of 
>> something move faster while holding it in 1 hand than 2.  But read on.  
>  
> Which means something only if you are fighting with the tip and not the 
> edge.  Fencers don't use two handed weapons (although I have seen German 
> two-handed rapiers).  Although bastrad and great swords have points, 
they 
> are cutting weapons. 
 
Here are some other experiments.  Try driving a golf ball or hitting a 
baseball, using both one-handed and two-handed grips on the club or bat, 
and compare how far the ball goes in either situation.  The two-handed 
grip provides not just greater control, but also increased swing velocity, 
hence longer distance for the driven ball  (projectile motion range is 
also proportional to the square of the projectile's velocity). 
 
(material snipped) 
   
>>>I presume the +1 OCV is for balance.  IMO junk the +1 OCV unless the 
>>>weapon is question is light, balanced and quick (ie. rapier of jien). 
>>  
>> You might be right on the +1 OCV being too much, but if you are, the 
whole 
>> system is broken for heroic games.  I'm not willing to go as far as 
GURPs 
>> and make axes twice as slow as blades, but I'm not willing to say there 
are 
>> no differences in their quickeness easier.  Anyone have suggestions? 
 
I'm not quite as stingy in handing out OCV bonuses to weapons as Michael 
is, so my approach probably shades a bit more to the cinematic than his.  
I would permit a +1 OCV to a broad sword and similarly sized bastard 
sword, none to a heavier war sword, and perhaps a -1 OCV to the heaviest 
of great swords.  (Actually, I prefer a percentile dice system for attack 
and skill rolls, where a +1 OCV represents a +10% better chance of hitting 
the foe.  This permits even finer gradations in OCV bonuses and penalties, 
from +10% for the rapier down to -5% for the great sword). 
 
Unlike swords, axes don't provide any OCV bonus, and the heaviest axes 
incur a -1 OCV (gradually decrease to a -10% modifier), making axes 
somewhat less wieldy in comparison.  Most axes do have better armor 
penetrating power than swords of comparable mass--I call this a Semi-Armor 
Piercing Advantage (+1/4) that reduces the defensive value by 1/4.  You 
could use the full AP Advantage if you prefer, or give axes Piercing 
Points from the old Champions III supplement. 
 
Other, very long and unwieldy weapons can be given an OCV penalty, 
particularly the long spear and pike, weapons meant to be used in mass 
formations and not by individual soldiers in a scrap.  The basic spear 
might be treated as -1 OCV if used in a one-handed stabbing fashion, with 
no penalty for two-hand use, to reflect a greater maneuverability, 
flexibility, and reaction speed when both hands are employed.    
 
Incidentally, I also think that treating a 13 STR as typical for 
physically fit men-at-arms in most human cultures is reasonable and 
realistic for a heroic campaign. 
 
(most stuff snipped) 
 
Len Carpenter 
redlion@early.com 
 
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From: "Len Carpenter" <redlion@early.com> 
To: <champ-l@sysabend.org> 
Subject: Re: Weapon Hands Question 
Date: Mon, 8 Jun 1998 04:59:50 -0400 
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>> Most people in this discussion do not like to the listed STR mins.  Perhaps 
>> the normal STR min should be AP/3 instead of AP/2.  Although, the mins 
>> are already lower for the above weapons, maybe this is not necessary. 
>  
> Jeff M. Reid writes: 
>   
>> I like the Steve Long's approach, but I feel I should point out that the 
>> reason his examples result in lower STR Mins is that he did not add 0 END 
>> Cost to the weapons (which of course increase the Active Cost and thus the 
>> STR Min), while all the weapons on the Melee Weapon Chart are assumed to 
>> have 0 END Cost 
  
The 0 END Cost Advantage shouldn't, as I interpret it, increase the Active 
Cost of a power for purpose of determining its STR Min.  That's 
unbalanced.  Consider that Reduced END shouldn't increase the Active Cost 
of a power when determining an Area Effect range.  A 6d6 EB with the Area 
Effect (Radius) Advantage (+1) should have a 3" radius whether it's bought 
at normal END Cost, 1/2 END, or 0 END.  Otherwise, the Reduced END 
Advantage becomes a cheap way to boost a power's effect in some cases, 
getting two benefits (increased radius and reduced END) for the price of 
one.  That too is unbalanced, though in the character's favor rather than 
against it. 
  
It's a point that's not terribly clear in the rules, of course, when the 
points paid for Reduced END are not to be included in a calculation, 
especially with regard to the STR Min Limitation.  Only by taking this 
interpretation do the STR Mins in the weapons tables make sense. 
 
While we're on the subject of Steve Long's revised method, how should a -1 
OCV modifier applied to a weapon affect its STR Min?  Do you treat it like 
a Limitation, say -1/4, that may reduce the Real Cost but doesn't affect 
the STR Min, or do you subtract 5 points from the Active Cost before 
calculating the STR Min, as some of the weapons in Fantasy Hero's table 
suggests?  Compare, for example, the voulge to the halberd, or the 
military pick to the large pick, weapons with similar damage and effect, 
but the weapon with the -1 OCV has a lower STR Min.  The lower STR Min may 
be seen to balance the OCV penalty.  But from the point of view of 
"realism," if an OCV penalty is supposed to represent a more massive or 
unwieldy version of the weapon type, why the lower STR Min? 
  
I favor applying an OCV penalty only to the longest or heaviest of 
weapons, perhaps to a pike or a great axe, not to a 1.5-handed weapon.  I 
also wouldn't treat a voulge as a less wieldy weapon than a halberd, yet a 
weapon a less brawny soldier can use to full effect.  So I'd rather call 
it a Limitation.  Comments? 
 
Len Carpenter 
redlion@early.com 
 
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From: SteveL1979@aol.com 
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Date: Mon, 8 Jun 1998 06:50:32 EDT 
To: champ-l@sysabend.org 
Subject: Re: Weapon Hands Question 
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  To address Len's points (should 0 END increase the STR Min of a weapon or 
not; how do you deal with -1 OCV on a weapon, and should that decrease the STR 
Min?) without doing a lot of cutting and pasting, let me just say that I think 
he touches on an important point, to wit: 
 
  What Advantages, Limitations, and additions/deductions from a weapon's cost 
should affect its STR Min? 
 
  Frankly, I think that there are a lot of Power Modifiers that probably 
shouldn't affect the STR Min at all.  0 END is a good example.  Another one is 
Armor Piercing -- making a sword sharper, or substituting teflon bullets for 
normal bullets, doesn't affect the weight or balance (or what have you) of a 
weapon in any substantial way.    Why, therefore, should these Modifiers 
affect STR Min -- should STR Min be based entirely on unmodified Active 
Points?  Of course, this adds yet another level of complexity to the whole 
situation, which may be reason to avoid it, at least in a basic rules set. 
 
  Short of systems-based arguments ("It's easier and more "balanced" to use 
the full Active Points"), what does the list think are Advantages that should 
*always* affect a weapon's STR Min? 
 
  Similarly, +1/-1 OCV arguably shouldn't have an affect on STR Min -- though 
I can see an argument that, for example, -1 OCV weapons are "unwieldy" and 
thus should have full STR Min (no subtraction from Active Points as Len 
suggests). 
 
  Thoughts?  Comments?  Suggestions?  Ideas? 
 
Steve Long 
 
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Date: Mon, 08 Jun 1998 06:45:56 -0700 
To: Champions <champ-l@sysabend.org> 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Gadget Belts ... ? about MP 
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At 08:05 PM 6/7/1998 -0400, Stainless Steel Rat wrote: 
>Bob Greenwade writes: 
> 
>>    This comes out mechanically the same as what I was proposing; it's 
>> just a matter of whether it's defined as an expansion of the Focus 
>> Limitation or an additional Limited Power.  I prefer the former, because 
>> I think it's better to expand on the existing categories where possible 
>> rather than just dump anything new into Limited Power, which basically is 
>> the "Miscellaneous" category. 
> 
>While I think Focus is a good basis to work from, I do think that "multiple 
>foci" does fall into the miscellaneous category.  I mean, sure, what you 
>propose works okay for two foci, but what if someone has three, or five, or 
>a dozen?  How many times are you going to let someone take a Focus variant 
>for what really ammounts to, say, a -1 conditional Limitation? 
 
   I really can't see this as anything but an extension of Focus; after 
all, I don't see how it could be taken by itself.  There has to be at least 
one Focus before there can be multiple Foci.  Even of the GM only allows 
the modifier to be taken once (whether by saying that there can be no more 
than two Foci or saying that you only get the modifier once no matter how 
many Foci you have), it really belongs as part of the Focus Limitation. 
   Whether the modifier can be taken more than once is a separate question, 
and while your concern about getting an extreme Limitation for several 
required Foci isn't exactly illegitimate, I don't think it's as much of a 
potential problem as you evidently do. 
   First, remember that under the Hero System, the more Limitations you 
have on a Power, the less return you get for having more.  One OAF on a 60 
point Power is 30 points.  Two OAFs at (using my proposed method) -1-1/2 
would be 24 points.  Three at -2 would be 20 points.  Four (-2-1/2) would 
be 17 points.  Five (-3) would be 15 points.  A dozen (-6-1/2) would be 9 
points.  In each case, that's one more Focus that can get lost or broken, 
depriving the character of the Power until all can be retrieved or repaired. 
   Second, having multiple Foci for a Power does have some precedent. 
Here, I'm thinking specifically of the Mandarin, at least as he was 
presented in the animated Iron Man TV program.  Each of his ten rings had a 
specific power, but he could also use them in combinations, up to a 
combination of all ten for a particularly powerful magic blast.  In the 
opener of the show's second season, a catastrophe separated the rings from 
him and scattered them over a large area; after he recovered from his 
injuries, he had to go from place to place, retrieving each one in turn, 
sometimes using the powers of the rings he'd already found but more often 
resorting to brute force and treachery.  Now, using my method, this would 
be (at most) a -2-3/4 Limitation for all ten rings (bought as OIF), and 
Mandarin was certainly limited in his need for all ten to use some of his 
powers. 
   Like I say, though, I don't think your concern is altogether unfounded. 
Faced with a chance to get a huge Limitation for what *looks* like a 
relatively minor difficulty, many "wargame mentality" players will be 
strongly tempted to exploit it for all the benefit they can get ("I need 
all ten of my IIF rings to use my Energy Blast").  A Caution sign (as the 
successor to the magnifying glass) would be called for here.  The GM should 
be prepared to reject any application which appears abusive, as well as to 
exploit any use of multiple Foci as a problem for using the Power. 
--- 
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?) 
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Date: Mon, 08 Jun 1998 06:49:29 -0700 
To: Champions Mailing List A <champ-l@sysabend.org> 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Handcuffs 
Sender: owner-champ-l@sysabend.org 
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At 10:14 PM 6/7/1998 -0500, Ross Rannells wrote: 
>Joe Mucchiello wrote: 
> 
>> At 09:25 PM 6/7/98 -0400, Jeff M. Reid wrote: 
>> >Looks good. The only thing I would add (and I >did,< below) is the costs 
>> >for different numbers of charges: 
>> > 
>> >> 13    Handcuffs: 5 DEF, 1 BODY (-1/2), Transparent to Attack (+1/2), 
>> >>       Entangle can be negated by a sucessful Lockpicking roll (-1/4), No 
>> >>       Range (-1/2), Target must be effective DCV of 0 to attach (-2), 
>> >>       Can only Entangle two paired limbs (-1/2), 
>> >>       4 Recoverable Charges (-1/2), OAF (-1) 
>> > 
>> >1-3 charges = 12 pts, 4 charges = 13 pts, 6-8 charges = 14 pts 
>> 
>> 1 recoverable charge (-1.25) would be 10. 
> 
>  Add in Independant (-2) and its only 8 points. 
 
   As Michael points out, there's really no call for Independent.  That 
Limitation is for something in which the character has spent a part of 
himself in (hence the permanent loss of Character Points when it's lost or 
destroyed), and that's not the case with a simple pair of handcuffs (which 
are easily replaced). 
--- 
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, 08 Jun 1998 07:04:08 -0700 
To: champ-l@sysabend.org 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Affecting STR Min 
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<x-rich>At 06:50 AM 6/8/1998 EDT, SteveL1979@aol.com wrote: 
 
>  To address Len's points (should 0 END increase the STR Min of a weapon 
or 
 
>not; how do you deal with -1 OCV on a weapon, and should that decrease 
the STR 
 
>Min?) without doing a lot of cutting and pasting, let me just say that I 
think 
 
>he touches on an important point, to wit: 
 
> 
 
>  What Advantages, Limitations, and additions/deductions from a weapon's 
cost 
 
>should affect its STR Min? 
 
 
   <italic> </italic>I don't happen to have an opinion very stronly in 
any direction on this, except that any principle that affects swords 
should also affect clubs, bows, firearms, and energy weapons, unless 
there's some specific reason (other than just "special effects") that it 
should be different.  If Armor Piercing doesn't affect the STR Min of a 
sword, then it shouldn't affect the STR Min of an Uzi, and vice versa. 
 
--- 
 
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?) 
 
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</x-rich> 
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From: "David W. Salmon" <dwsalmon@earthlink.net> 
To: "Champions News Group" <champ-l@sysabend.org> 
Subject: Re: Handcuffs 
Date: Mon, 8 Jun 1998 07:33:29 -0700 
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"Entangle can be negated by a successful Lockpicking roll " ... but not by 
the person entangled. The cuffs are designed so that the person wearing them 
physically cannot pick the lock themselves (unless of course they use their 
mouth ) 
 
 
 
 
-----Original Message----- 
From: Michael Surbrook <susano@access.digex.net> 
Cc: Champions Mailing List A <champ-l@sysabend.org> 
Date: Sunday, June 07, 1998 9:13 PM 
Subject: Re: Handcuffs 
 
 
>On Sun, 7 Jun 1998, Ross Rannells wrote: 
> 
>> > >> 13    Handcuffs: 5 DEF, 1 BODY (-1/2), Transparent to Attack (+1/2), 
>> > >>       Entangle can be negated by a sucessful Lockpicking roll 
(-1/4), No 
>> > >>       Range (-1/2), Target must be effective DCV of 0 to attach 
(-2), 
>> > >>       Can only Entangle two paired limbs (-1/2), 
>> > >>       4 Recoverable Charges (-1/2), OAF (-1) 
>> > > 
>> > >1-3 charges = 12 pts, 4 charges = 13 pts, 6-8 charges = 14 pts 
>> > 
>> > 1 recoverable charge (-1.25) would be 10. 
>> 
>>   Add in Independant (-2) and its only 8 points. 
> 
>Okay... but why add Independent?  If I ever loose one, I loose the points 
>and have to spend new EPs to get a new pair of handcuffs. 
> 
>*************************************************************************** 
>* "'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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> 
> 
 
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To: champ-l@sysabend.org 
Subject: Re: Handcuffs 
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From: llwatts@juno.com (Leah L Watts) 
Date: Mon, 08 Jun 1998 10:55:38 EDT 
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>"Entangle can be negated by a successful Lockpicking roll " ... but not 
by 
>the person entangled. The cuffs are designed so that the person wearing 
them 
>physically cannot pick the lock themselves (unless of course they use 
their 
>mouth ) 
 
Supposedly Houdini _could_ manipulate lockpicks with his mouth, or on the 
ends of small rods (to give him better reach), though I don't have the 
books on hand to confirm this.  There's also a persistant story (that 
Walter Gibson used in one of the Shadow pulps, IIRC), that if the person 
wearing a set of handcuffs strikes the lock area against something hard 
in just the right way, the cuffs will spring open.  If you're going to 
allow that stunt (I wouldn't), a Lockpicking roll might be the easiest 
way to simulate hitting the cuffs "in just the right way". 
 
Leah 
 
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From: "happyelf" <cgtmljon@pronet.net.au> 
To: "Hero Mail List" <champ-l@sysabend.org> 
Subject: Re: Weapon Hands Question 
Date: Tue, 9 Jun 1998 00:59:11 +1000 
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> Which means something only if you are fighting with the tip and not the 
> edge.  Fencers don't use two handed weapons (although I have seen German 
> two-handed rapiers).  Although bastrad and great swords have points, they 
> are cutting weapons. 
>   
 
Often such a weapon slashes with the point, not the edge, or a simmilar 
variation.  
The top third of the Blade is the point of contact, unless you pull the 
strike through 
the target as is often the case with kenjutsu style movements.  
end. 
> >  
> > Agreed.  "Reach" was a bad choice on my part.  What I should have said 
is 
> > "Range of Motion."  I hadn't even though about footwork.  (And that 
would 
> > be another way to increase velocity, wouldn't it?) 
>  
> Yes,  Your footwork is highly important.  In sword and shield, bastad 
> sword, kenjutsu, fencing... *everything*. 
 
Indeed. When being attacked, the best option is usually to run away.  
 
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From: "happyelf" <cgtmljon@pronet.net.au> 
To: "Champions News Group" <champ-l@sysabend.org> 
Subject: Re: Handcuffs 
Date: Tue, 9 Jun 1998 01:03:10 +1000 
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12:33 AM 
>  
> "Entangle can be negated by a successful Lockpicking roll " ... but not 
by 
> the person entangled. The cuffs are designed so that the person wearing 
them 
> physically cannot pick the lock themselves (unless of course they use 
their 
> mouth ) 
>  
 
I'd suggest that a sucessful lockpicking roll either: 
A) assumes such a technique was used,   
B) Requires that such an action be described to be used 
C) as b, but with additional skill/stats involved. 
 
 
 
 
 
 
>  
>  
>  
> -----Original Message----- 
> From: Michael Surbrook <susano@access.digex.net> 
> Cc: Champions Mailing List A <champ-l@sysabend.org> 
> Date: Sunday, June 07, 1998 9:13 PM 
> Subject: Re: Handcuffs 
>  
>  
> >On Sun, 7 Jun 1998, Ross Rannells wrote: 
> > 
> >> > >> 13    Handcuffs: 5 DEF, 1 BODY (-1/2), Transparent to Attack 
(+1/2), 
> >> > >>       Entangle can be negated by a sucessful Lockpicking roll 
> (-1/4), No 
> >> > >>       Range (-1/2), Target must be effective DCV of 0 to attach 
> (-2), 
> >> > >>       Can only Entangle two paired limbs (-1/2), 
> >> > >>       4 Recoverable Charges (-1/2), OAF (-1) 
> >> > > 
> >> > >1-3 charges = 12 pts, 4 charges = 13 pts, 6-8 charges = 14 pts 
> >> > 
> >> > 1 recoverable charge (-1.25) would be 10. 
> >> 
> >>   Add in Independant (-2) and its only 8 points. 
> > 
> >Okay... but why add Independent?  If I ever loose one, I loose the 
points 
> >and have to spend new EPs to get a new pair of handcuffs. 
> > 
> 
>*************************************************************************** 
 
> >* "'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, 8 Jun 1998 11:03:26 -0400 (EDT) 
From: Michael Surbrook <susano@access.digex.net> 
cc: Hero Mail List <champ-l@sysabend.org> 
Subject: Re: Weapon Hands Question 
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On Tue, 9 Jun 1998, happyelf wrote: 
 
>  
> > Which means something only if you are fighting with the tip and not the 
> > edge.  Fencers don't use two handed weapons (although I have seen German 
> > two-handed rapiers).  Although bastrad and great swords have points, they 
> > are cutting weapons. 
> >   
>  
> Often such a weapon slashes with the point, not the edge, or a simmilar 
> variation.  
> The top third of the Blade is the point of contact, unless you pull the 
> strike through 
> the target as is often the case with kenjutsu style movements.  
> end. 
 
One does not slash with a bastard or great sword, one cleaves.  Yes you 
might use the upper third of the blade, but not as if it was a fencing 
rapier.  You actually want to hit a bit down the blade to transfer maximum 
energy, must like a baseball player whatns to hit with the 'sweet spot' of 
the bat, which is *not* the tip. 
 
*************************************************************************** 
* "'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: Mon, 08 Jun 1998 09:08:18 -0700 
From: Clinton Chard <chud@pioneer.net> 
To: Champions Letters <champ-l@sysabend.org> 
Subject: Independant Limitation 
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As I was lurking and following the handcuffs thread, I was wondering 
does the Independant Limitation apply to all things manufactured? When 
does the Independant Lim. not apply? 
 
-- 
"Contrariwise," Continued Tweedledee, "if it was so, it might be; and if 
it were so, it would be; but as it isn't, it ain't. That's logic." 
-Lewis Carroll 
 
 Clinton Chard 
 
 
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Date: Mon, 8 Jun 1998 12:17:15 -0400 (EDT) 
From: Michael Surbrook <susano@access.digex.net> 
To: Champions Mailing List <champ-l@sysabend.org> 
Subject: Coming Soon! 
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Surbrook's stuff is proud to announce that the DC Heroes to Hero System 
coversion of Watchmen is almost done!  The following characters will be 
presented: 
 
Minutemen -  
Cpt. Metropolis 
Dollar Bill 
Hooded Justice 
Mothman 
Nite Owl 
Silk Spectre 
Silouhette (sp?) 
 
and the rest: 
Comedian 
Dr. Manhattan 
Nite Owl II 
Ozymandias 
Rorscharch 
Silk Spectre II 
 
and 
Moloch 
 
Note: Nite Owl II will be incomplete sice I still haven't figured out all 
of the Owlship yet. (Stay tuned for that one). 
 
*************************************************************************** 
* "'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, 08 Jun 1998 09:38:02 -0700 
To: Clinton Chard <chud@pioneer.net&> Champions Letters <champ-l@sysabend.org> 
From: Lizard <lizard@dnai.com> 
Subject: Re: Independant Limitation 
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At 09:08 AM 6/8/98 -0700, Clinton Chard wrote: 
>As I was lurking and following the handcuffs thread, I was wondering 
>does the Independant Limitation apply to all things manufactured? When 
>does the Independant Lim. not apply? 
> 
If the PC will have to pay more character points to get another one, it's 
Independant. Otherwise, it's a focus. 
 
A cop who loses his handcuffs can request more -- they're a focus. A knight 
who loses the Sword Of Cuisinart can't get another one easily -- it's 
Independant. 
 
Independant originally existed as a way to permit the creation of magic 
items while also controlling them -- if you made the mage pay out his own 
character points, magic items would be created rarely. 
 
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Date: Mon, 8 Jun 1998 12:53:33 EDT 
Cc: champ-l@sysabend.org 
Subject: Re:  Re: Handcuffs 
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In a message dated 6/7/98 1:10:24 PM, susano@access.digex.net wrote: 
 
>Well, here is the final write-up for handcuffs.  Thanks for all the 
>suggestions. 
> 
>13	Handcuffs: 5 DEF, 1 BODY (-1/2), Transparent to Attack (+1/2), 
>	Entangle can be negated by a sucessful Lockpicking roll (-1/4), No 
>	Range (-1/2), Target must be effective DCV of 0 to attach (-2), 
>	Can only Entangle two paired limbs (-1/2),  
>	4 Recoverable Charges (-1/2), OAF (-1) 
 
Hmmm, I get a cost of 14 points for that... 60 points of Entangle, +1/2 
Advantage = 90 points; total of -5 1/4 Limitations, results in 14.4 rounds to 
14. 
 
Anyway, can we use this as one of the examples in 5th Edition? One of the 
things we're trying to do is use the sidebar alongside the power descriptions 
to put several common (or useful) examples of the power. These will be brief, 
pretty much just like the writeup above, and in smaller type to save space and 
let us put a lot of them in (we assume smaller types is OK for examples like 
this, where you won't be reading them continuously). 
 
Actually, if the Hero List would like to undertake the task of creating more 
such examples, we'd appreciate that. We feel that having such examples for 
most powers would be really helpful, especially to new players. All players 
would benefit by having more completely written up powers to appropriate for 
characters. 
 
-- Steve Peterson, Hero Games 
 
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Date: Mon, 8 Jun 1998 13:02:27 EDT 
To: owner-champ-l@sysabend.org, champ-l@sysabend.org 
Subject: Re:  Re: Weapon Hands Question 
Sender: owner-champ-l@sysabend.org 
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In a message dated 6/7/98 4:46:38 PM, mdmitche@advicom.net wrote: 
 
>Which Melee Weapon Chart are you talking about?  The one in the HSR has 
> 
>"Broadsword, +1 OCV, 1d6+1 HKA, 13 STR"  This is identical in FH.  If 
> 
>anything in those books can be believed, the 13 STR comes from 20 active 
> 
>HKA, + 5 active for the +1 OCV.  So (Active/2) = 12.5, rounded up to 13.  
> 
>Or did I just rationalize this trying to make sense of it all? 
> 
 
The chart there (and the system for generating weapons) has problems with 
break points. The weapon list in 1st Edition Fantasy Hero is much better, and 
resolves most of the problems you're having with the weapons. 
 
The problem with using Limitations to generate STR Mins is that it's too crude 
a method, and doesn't hit break points properly. I used a method more akin to 
the rules for creating Martial Arts in order to generate a balanced weapon 
list. I understand that in reality the STR required to wield really large two- 
handed weapons was not close to human maximum. But STR is a convenient and 
expected way to help balance out weapons in game terms. You have to remember 
that we're trying to balance weapons in terms that are usable in the game. For 
instance, heavy armor really didn't make you that much easier to hit, per se; 
the real effect is that you get tired much more quickly wearing heavy armor, 
and therefore you slow down, and therefore you become easier to hit. Modeling 
that is difficult to handle; it's much easier to just reduce a character's DCV 
for wearing heavy armor, and most player's don't have a problem with that. 
 
-- Steve Peterson, Hero Games  
 
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Reply-To: <jonesmj@topaz.cqu.edu.au> 
From: "happyelf" <cgtmljon@pronet.net.au> 
To: <champ-l@sysabend.org> 
Subject: Re: Weapon Hands Question 
Date: Tue, 9 Jun 1998 03:05:07 +1000 
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---------- 
> > > Which means something only if you are fighting with the tip and not 
the 
> > > edge.  Fencers don't use two handed weapons (although I have seen 
German 
> > > two-handed rapiers).  Although bastrad and great swords have points, 
they 
> > > are cutting weapons. 
> > >   
> >  
> > Often such a weapon slashes with the point, not the edge, or a simmilar 
> > variation.  
> > The top third of the Blade is the point of contact, unless you pull the 
> > strike through 
> > the target as is often the case with kenjutsu style movements.  
> > end. 
>  
> One does not slash with a bastard or great sword, one cleaves.  Yes you 
> might use the upper third of the blade, but not as if it was a fencing 
> rapier.  You actually want to hit a bit down the blade to transfer 
maximum 
> energy, must like a baseball player whatns to hit with the 'sweet spot' 
of 
> the bat, which is *not* the tip. 
>  
 
I would suggest that any such injury requires the tip to fnction.  
Moreso,  in issues of reach this is clearly involved with the tip. Unless 
your  
suggesting a situation that the weapon can pass through the target with 
relative to zero impedement (such as slicing through a wrist),  
Then the chanel cut by the tip and the slightly flexion of the blade plays  
a pivotal role in the injury caused. The 'sweet spot' may be the percieved 
point of impact, but it is the upper extremity which determines the nature 
of that impact.  
as an example, take a knife and stick a cork on the end. Strike the knife 
against something soft, including with the corked end.  This lack of a tip 
shall cause  
an inferior cut, most likely more in line with blunt trauma. the same goes 
if you were to blunt the upper part of the knife or cover it with tape. To 
get a good wound channel a blade needs a tip. this is the point area of a 
sword- and the same goes for the top and bottom of an axe blade. 
This is clearly a case where the tip is used to 'fight' with. One does not 
manuver it as with lighter swords, but if one hopes to  
do more than clobber with it (and not have one's foe move inside one's 
guard) 
then striking with the extremity is the way to go. And inherent in this is 
the nature of the tip. Note that many people do not  
realise this, since their work with such weapons fortunatly does not 
include directly  
attempting to injure people.  
 
 
> 
*************************************************************************** 
> * "'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: "Champions Letters" <champ-l@sysabend.org> 
Subject: Re: Independant Limitation 
Date: Tue, 9 Jun 1998 03:07:45 +1000 
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08 AM 
>  
> As I was lurking and following the handcuffs thread, I was wondering 
> does the Independant Limitation apply to all things manufactured?  
 
No it does not. The origin of the object has no effect on the rules, 
although gm's and players discussion of the power may rely on such 
assumptions. I could even argue that if something is manufactured, you 
could easily buy it again (a common way to getback mundane foci in my 
games) 
 
 
>When 
> does the Independant Lim. not apply? 
>  
 
Whenever it's not bought as a limitation of the power.   
 
> -- 
> "Contrariwise," Continued Tweedledee, "if it was so, it might be; and if 
> it were so, it would be; but as it isn't, it ain't. That's logic." 
> -Lewis Carroll 
>  
>  Clinton Chard 
>  
>  
 
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Date: Mon, 08 Jun 1998 10:20:49 -0700 
To: HeroGames@aol.com 
From: Lizard <lizard@dnai.com> 
Subject: Re:  Re: Handcuffs 
Cc: champ-l@sysabend.org 
Sender: owner-champ-l@sysabend.org 
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Might I suggest a good limit for Entangle:"Target can move while 
entangled"? This will apply to entangles which primarily go for arms. 
alternatively, "Target is 1/2 DCV when entangled", to reflect Entangles 
which stll allow limited dodging, etc.  
 
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Date: Mon, 8 Jun 1998 13:21:04 -0400 (EDT) 
From: Michael Surbrook <susano@access.digex.net> 
To: HeroGames@aol.com 
cc: champ-l@sysabend.org 
Subject: Re:  Re: Handcuffs 
Sender: owner-champ-l@sysabend.org 
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On Mon, 8 Jun 1998 HeroGames@aol.com wrote: 
 
> In a message dated 6/7/98 1:10:24 PM, susano@access.digex.net wrote: 
>  
> >Well, here is the final write-up for handcuffs.  Thanks for all the 
> >suggestions. 
> > 
> >13	Handcuffs: 5 DEF, 1 BODY (-1/2), Transparent to Attack (+1/2), 
> >	Entangle can be negated by a sucessful Lockpicking roll (-1/4), No 
> >	Range (-1/2), Target must be effective DCV of 0 to attach (-2), 
> >	Can only Entangle two paired limbs (-1/2),  
> >	4 Recoverable Charges (-1/2), OAF (-1) 
>  
> Hmmm, I get a cost of 14 points for that... 60 points of Entangle, +1/2 
> Advantage = 90 points; total of -5 1/4 Limitations, results in 14.4 rounds to 
> 14. 
 
Uhm... 5 DEF is 5d6 of Entangle or 50 points.  +1/2 Advantage for 75 
Active Points.  Yadda, yadda, it rounds to 13. 
  
> Anyway, can we use this as one of the examples in 5th Edition? One of the 
> things we're trying to do is use the sidebar alongside the power descriptions 
> to put several common (or useful) examples of the power. These will be brief, 
> pretty much just like the writeup above, and in smaller type to save space and 
> let us put a lot of them in (we assume smaller types is OK for examples like 
> this, where you won't be reading them continuously). 
 
Oh... you betcha!   
  
> Actually, if the Hero List would like to undertake the task of creating more 
> such examples, we'd appreciate that. We feel that having such examples for 
> most powers would be really helpful, especially to new players. All players 
> would benefit by having more completely written up powers to appropriate for 
> characters. 
 
Like what?  The cuffs came from developing the write up for Nite Owl II. 
I also came up with such things as teargas greandes, a laser pen, smoke 
bombs and a grappling gun for the rest of the Watchmen cast. 
 
Do you want real world 'gadgets' to illustrate such things, or simple 
'superpowers'? 
 
*************************************************************************** 
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *  
*               Michael Surbrook / susano@access.digex.net                *  
*        Visit "Surbrook's Stuff' the Hero Games resource site at:        *    
*              http://www.access.digex.net/~susano/index.html             * 
*            Attacked Mystification Police / AD Police / ESWAT            * 
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*************************************************************************** 
 
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From: Dave Mattingly <dmattingly@platsoft.com> 
To: champ-l@sysabend.org 
Cc: "'herogames@aol.com'" <herogames@aol.com> 
Subject: Re: Handcuffs 
Date: Mon, 8 Jun 1998 10:45:28 -0700 
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Lizard writes: 
>Might I suggest a good limit for Entangle:"Target can move while 
>entangled"? This will apply to entangles which primarily go for  
>arms. Alternatively, "Target is 1/2 DCV when entangled", to  
>reflect Entangles which still allow limited dodging, etc.  
 
That would allow for the "Encumber" model of Entangles, which, to me, is 
a great way to do glops of mud, gravity fluctuations, even the dreaded 
slipperiness power. 
 
Dave Mattingly 
http://www.haymaker.org 
 
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Date: Mon, 08 Jun 1998 19:52:28 +0200 
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To: Champions Mailing List <champ-l@sysabend.org> 
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Michael Surbrook wrote: 
>  
> Surbrook's stuff is proud to announce that the DC Heroes to Hero System 
> coversion of Watchmen is almost done!...<snip> 
 
Great news!!  I can't wait! 
 
-Roger 
 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
To: Champions <champ-l@sysabend.org> 
Subject: Re: Gadget Belts ... ? about MP 
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Bob Greenwade writes: 
 
>    I really can't see this as anything but an extension of Focus; after 
> all, I don't see how it could be taken by itself.  There has to be at 
> least one Focus before there can be multiple Foci. 
 
Apologies if I was unclear; I never meant that Focus be done away with.  I 
mean, once you take Focus, you should not be taking it 11 more times if 
your Focus is comprised of 12 parts.  For example, if your 12 foci qualify 
as OAF, you get OAF and a reasonable conditional, "requires all 12 objects" 
for -1.  You need to consider not only the accessibility of these objects, 
but the likelyhood that more than one will be taken or destroyed.  Like 
Focus itself, if you answer "rarely" to the question "how frequently will 
this occour", the bonus is not going to be significant.  You might have 30 
pieces in your Focus; if you are rarely or never without more than one, you 
get just your Focus bonus (and you should bitch at your GM if he frequently 
plays the limitation for more than it is worth). 
 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
To: Champions <champ-l@sysabend.org> 
Subject: Re: Independant Limitation 
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Lizard  writes: 
 
> If the PC will have to pay more character points to get another one, it's 
> Independant. Otherwise, it's a focus. 
 
I think you mean "it's just a Focus". 
 
> A cop who loses his handcuffs can request more -- they're a focus. A 
> knight who loses the Sword Of Cuisinart can't get another one easily -- 
> it's Independant. 
 
Um... not quite. 
 
Focus means that the power is tied to something not permanantly attached to 
the character.  Both the handcuffs and the Blade Cuisinart are Foci.  If 
both characters paid points for their respective toys, those toys are 
permanant aspects of their characters, much like Greyswandir is a permanant 
part of Corwin's (of Roger Zelazny's Amber novels) character.  Even if it 
is lost or (apparantly) destroyed, the character will be able to reacquire 
it somewhere down the line.  The character points he has invested in that 
toy ensure that he will regain it. 
 
Independant means that the power is not an aspect of the character, even if 
he has paid points for it -- it does not need to be a Focus!  There are 
several examples of non-Focus Independant powers in one of the Fantasy Hero 
supplements.  If an Independant power is lost or destroyed, it is gone for 
good.  The points that the character has invested are gone; he will never 
get them back.  He will never get that power back. 
 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
To: Champions <champ-l@sysabend.org> 
Subject: Re: STR Min (was something else) 
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Michael Surbrook writes: 
 
> You can't have everything.  If you want cinematic game then don't worry 
> about STR Min, that's for more 'realistic' games, just like STR Min for 
> guns.  Stee Long recommends ignoring the STR Min for 'wilder' Dark 
> Champions games (where everyone can fire an Uzi one handed and often fire 
> two at once), and it sounds like you should here. 
 
I agree, especially if you are paying points for 'common' weapons.  If you 
paid points for it, you can use it.  You do not need Weapon Familiarities 
or sufficient Strength: if you bought it, you can use it. 
 
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Date: Mon, 08 Jun 1998 14:40:41 -0500 
From: "Guy Hoyle" <ghoyle1@airmail.net> 
To: champs-l@sysabend.org 
Subject: Re: Independant Limitation 
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On 6/8/98, at 2:54 PM, Stainless Steel Rat wrote:  
 
>Independant means that the power is not an aspect of the character, even if 
>he has paid points for it -- it does not need to be a Focus!  There are 
>several examples of non-Focus Independant powers in one of the Fantasy Hero 
>supplements.  If an Independant power is lost or destroyed, it is gone for 
>good.  The points that the character has invested are gone; he will never 
>get them back.   
 
I agree that Independent objects are not automatically Foci, but how can you destroy such an item if it isn't a Focus (and therefore has no BODY)? There's not much info in the BBB. 
 
Uncommon Solutions...when you need a better way! 
http://www.uncommonsolutions.com 
 
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Date: Mon, 08 Jun 1998 12:52:53 -0700 
To: Stainless Steel Rat <ratinox@peorth.gweep.net&> 
        Champions <champ-l@sysabend.org> 
From: Lizard <lizard@dnai.com> 
Subject: Re: Independant Limitation 
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At 02:54 PM 6/8/98 -0400, Stainless Steel Rat wrote: 
>-----BEGIN PGP SIGNED MESSAGE----- 
> 
>Lizard  writes: 
> 
>> If the PC will have to pay more character points to get another one, it's 
>> Independant. Otherwise, it's a focus. 
> 
>I think you mean "it's just a Focus". 
> 
>> A cop who loses his handcuffs can request more -- they're a focus. A 
>> knight who loses the Sword Of Cuisinart can't get another one easily -- 
>> it's Independant. 
> 
>Um... not quite. 
> 
>Focus means that the power is tied to something not permanantly attached to 
>the character.  Both the handcuffs and the Blade Cuisinart are Foci.  If 
>both characters paid points for their respective toys, those toys are 
>permanant aspects of their characters, much like Greyswandir is a permanant 
>part of Corwin's (of Roger Zelazny's Amber novels) character.  Even if it 
>is lost or (apparantly) destroyed, the character will be able to reacquire 
>it somewhere down the line.  The character points he has invested in that 
>toy ensure that he will regain it. 
> 
>Independant means that the power is not an aspect of the character, even if 
>he has paid points for it -- it does not need to be a Focus!  There are 
>several examples of non-Focus Independant powers in one of the Fantasy Hero 
>supplements.  If an Independant power is lost or destroyed, it is gone for 
>good.  The points that the character has invested are gone; he will never 
>get them back.  He will never get that power back. 
> 
Correct. But a thing can be a Focus AND Independant. Here is how I view it 
in game terms: 
 
Focus only:Character risks losing the object during an adventure, or 
character must take special precautions to protect object during 
anadventure, or object is otherwise limiting to the character. 
 
Focus+Indepenant:At some point, the Character WILL lose the object, for 
good, and his points along with it. The 'bonus' for an Independant object 
is very good, and the limits it imposes during day-to-day gameplay are 
trivial -- unless there's a very real risk of loss. 
 
Another important distinction is that an Independant Focus is complete unto 
itself. This is the distinction between a "wand of fire" and a "fireball 
spell" which requires a wand to cast. 
 
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Date: Mon, 08 Jun 1998 13:12:42 -0700 
To: "Guy Hoyle" <ghoyle1@airmail.net&> champs-l@sysabend.org 
From: Lizard <lizard@dnai.com> 
Subject: Re: Independant Limitation 
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At 02:40 PM 6/8/98 -0500, Guy Hoyle wrote: 
>On 6/8/98, at 2:54 PM, Stainless Steel Rat wrote:  
> 
>>Independant means that the power is not an aspect of the character, even if 
>>he has paid points for it -- it does not need to be a Focus!  There are 
>>several examples of non-Focus Independant powers in one of the Fantasy Hero 
>>supplements.  If an Independant power is lost or destroyed, it is gone for 
>>good.  The points that the character has invested are gone; he will never 
>>get them back.   
> 
>I agree that Independent objects are not automatically Foci, but how can 
you destroy such an item if it isn't a Focus (and therefore has no BODY)? 
There's not much info in the BBB. 
> 
Dispel it. This is how you get rid of an Independant curse, for example. 
 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
To: Champions <champ-l@sysabend.org> 
Subject: Re: Independant Limitation 
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-----BEGIN PGP SIGNED MESSAGE----- 
 
Guy Hoyle writes: 
 
> I agree that Independent objects are not automatically Foci, but how can 
> you destroy such an item if it isn't a Focus (and therefore has no BODY)? 
> There's not much info in the BBB. 
 
If you Dispell an Independant, non-Focused power, it goes away forever. 
Or, at least that is how FH deals with it. 
 
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Date: Mon, 08 Jun 1998 13:22:15 -0700 
To: Champions <champ-l@sysabend.org> 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Gadget Belts ... ? about MP 
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At 02:40 PM 6/8/1998 -0400, Stainless Steel Rat wrote: 
>Bob Greenwade writes: 
> 
>>    I really can't see this as anything but an extension of Focus; after 
>> all, I don't see how it could be taken by itself.  There has to be at 
>> least one Focus before there can be multiple Foci. 
> 
>Apologies if I was unclear; I never meant that Focus be done away with.  I 
>mean, once you take Focus, you should not be taking it 11 more times if 
>your Focus is comprised of 12 parts.  For example, if your 12 foci qualify 
>as OAF, you get OAF and a reasonable conditional, "requires all 12 objects" 
>for -1.  You need to consider not only the accessibility of these objects, 
>but the likelyhood that more than one will be taken or destroyed.  Like 
>Focus itself, if you answer "rarely" to the question "how frequently will 
>this occour", the bonus is not going to be significant.  You might have 30 
>pieces in your Focus; if you are rarely or never without more than one, you 
>get just your Focus bonus (and you should bitch at your GM if he frequently 
>plays the limitation for more than it is worth). 
 
   The part that I was addressing on the above was whether the state of 
having Multiple Foci should be listed under Focus or Limited Power (or 
Conditional Power, if Steve does indeed separate it from Limited Power as I 
gather most of us think it should).  You seemed to be saying that it should 
be under Conditional Power; I was saying that it should be a modifier for 
Focus because it makes no sense to take the Limitation without Focus. 
   As to how much of a Limitation should be allowed for having twelve 
different OAFs that are all required for the same Power, well, what I'm 
seeing is that you think it should be limited to -2, while my method would 
yield a -6-1/2 (which, as I think I demonstrated, is less of a difference 
than it appears on the surface).  I sure don't think your thought on the 
matter is wrong, and in fact now that you mention it I think it's worth 
mentioning in TUG (or in the rulebook, if Steve decides to adopt this rule 
for mainstream play). 
   When you're dealing with multiple OAFs, though, you're dealing with 
another problem that should be addressed.  Usually, an OAF is represented 
as a hand-held weapon; if not, it's most often a medallion of some kind. 
(Solitaire's "widget" is one of those unusual exceptions.) 
   Normally, a character is limited to using only two hand-held weapons at 
one time, because, well, he has only two hands to use them with.  A 
character with Extra Limbs can use as many hand-held devices as he has 
Extra Limbs (which is only the most significant reason I think Extra Limbs 
should charge per limb, but that's a whole different debate).  If a Power 
has three OAFs, then at least one had better be something other than a 
hand-held device, or most characters won't be able to use it without help. 
   But what if all three OAFs are medallions?  Just rambling more or less 
of the top of my head here, I think it wouldn't be unreasonable to declare 
that trying to grab "one of his medallions -- it doesn't matter which one" 
should have some sort of OCV bonus.  A +2 to OCV for every 2x acceptable 
objects in one place seems appropriate (basing that on modifiers for Size). 
 So a character trying to grab any one of three OAF medallions would get a 
+3 OCV to Grab. 
   Yes, this modifier would mean that it becomes easier to Grab a random 
object from a set than it is to hit the person carrying them.  The merits 
of this are admittedly debatable.  One the one hand, this is arguably 
unrealistic; is it really harder to punch Mr T than it is to grab one of 
his four medallions at random?  (Not that one can't come up with plenty of 
good reasons to not try either one to begin with!)  On the other hand, the 
character's getting a cost break on the points and should have to pay for 
it with increased difficulty in some form.  So I'm up in the air on whether 
this should be a rule or not. 
--- 
Bob's Original Hero Stuff Page!  [Circle of HEROs member] 
   http://www.klock.com/public/users/bob.greenwade/original.htm 
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Date: Mon, 08 Jun 1998 15:24:59 -0500 
From: "Guy Hoyle" <ghoyle1@airmail.net> 
To: lizard@dnai.com, champs-l@sysabend.org 
Subject: Re: Independant Limitation 
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On 6/8/98, at 1:12 PM, Lizard wrote:  
>>I agree that Independent objects are not automatically Foci, but how can 
>you destroy such an item if it isn't a Focus (and therefore has no BODY)? 
>There's not much info in the BBB. 
>> 
>Dispel it. This is how you get rid of an Independant curse, for example. 
 
This is the answer I've heard over the years, but I've never been able to track down a reference to it in the books.  It seems like an awfully easy way to destroy something somebody has sacrificed actual points for. 
 
Uncommon Solutions...when you need a better way! 
http://www.uncommonsolutions.com 
 
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Date: Mon, 08 Jun 1998 13:34:55 -0700 
To: Champions <champ-l@sysabend.org> 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: STR Min (was something else) 
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At 02:58 PM 6/8/1998 -0400, Stainless Steel Rat wrote: 
>-----BEGIN PGP SIGNED MESSAGE----- 
> 
>Michael Surbrook writes: 
> 
>> You can't have everything.  If you want cinematic game then don't worry 
>> about STR Min, that's for more 'realistic' games, just like STR Min for 
>> guns.  Stee Long recommends ignoring the STR Min for 'wilder' Dark 
>> Champions games (where everyone can fire an Uzi one handed and often fire 
>> two at once), and it sounds like you should here. 
> 
>I agree, especially if you are paying points for 'common' weapons.  If you 
>paid points for it, you can use it.  You do not need Weapon Familiarities 
>or sufficient Strength: if you bought it, you can use it. 
 
   I've always played that if you pay points for a weapon, Weapon 
Familiarity with that specific weapon and any identical weapons is a part 
of it.  To use a similar weapon that you didn't pay points for, you need 
Weapon Familiarity. 
   For example, If Sir Loin has paid points for the Sword of Cuisinart, 
then he doesn't need need WF: Swords to use the Sword of Cuisinart 
effectively.  He might need it for the Sword of D'Tails, though, or a 
ninja's katana. 
   I don't recall whether anything to this effect is in the Hero4 book, but 
something on this issue should be mentioned (if only a paragraph) in Hero5. 
--- 
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   http://www.klock.com/public/users/bob.greenwade/original.htm 
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Date: Mon, 08 Jun 1998 13:48:40 -0700 
To: Champions <champ-l@sysabend.org> 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Independant Limitation 
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At 12:52 PM 6/8/1998 -0700, Lizard wrote: 
>Focus+Indepenant:At some point, the Character WILL lose the object, for 
>good, and his points along with it. The 'bonus' for an Independant object 
>is very good, and the limits it imposes during day-to-day gameplay are 
>trivial -- unless there's a very real risk of loss. 
 
   It's not necessarily this harsh.  The character will lose the object, of 
course; but it doesn't have to be gone for good.  He just can't go spend 
the same Character Points on an identical item (or even a non-identical 
item, or anything else).  If he wants to continue using those points, the 
character must hunt down the item and get it back in his possession.  This 
could take several days, or several years, but he has a very real stake in 
getting it back because it isn't as easily replaced as a simple Focus! 
--- 
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, 08 Jun 1998 13:52:57 -0700 
To: "Guy Hoyle" <ghoyle1@airmail.net&> champs-l@sysabend.org 
From: Lizard <lizard@dnai.com> 
Subject: Re: Independant Limitation 
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At 03:24 PM 6/8/98 -0500, Guy Hoyle wrote: 
>On 6/8/98, at 1:12 PM, Lizard wrote:  
>>>I agree that Independent objects are not automatically Foci, but how can 
>>you destroy such an item if it isn't a Focus (and therefore has no BODY)? 
>>There's not much info in the BBB. 
>>> 
>>Dispel it. This is how you get rid of an Independant curse, for example. 
> 
>This is the answer I've heard over the years, but I've never been able to 
track down a reference to it in the books.  It seems like an awfully easy 
way to destroy something somebody has sacrificed actual points for. 
> 
Independant is a +2 limitation that doesn't actually 'limit' the power in 
day-to-day play. The high value is due to the risk of real, permenant, 
point loss. 
 
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Date: Mon, 08 Jun 1998 16:17:38 -0500 
From: "Guy Hoyle" <ghoyle1@airmail.net> 
To: champs-l@sysabend.org 
Subject: Re: Independant Limitation 
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On 6/8/98, at 3:55 PM, Lizard wrote:  
 
>At 03:24 PM 6/8/98 -0500, Guy Hoyle wrote: 
>>On 6/8/98, at 1:12 PM, Lizard wrote:  
>>>>I agree that Independent objects are not automatically Foci, but how can 
>>>you destroy such an item if it isn't a Focus (and therefore has no BODY)? 
>>>There's not much info in the BBB. 
>>>> 
>>>Dispel it. This is how you get rid of an Independant curse, for example. 
>> 
>>This is the answer I've heard over the years, but I've never been able to 
>track down a reference to it in the books.  It seems like an awfully easy 
>way to destroy something somebody has sacrificed actual points for. 
>> 
>Independant is a +2 limitation that doesn't actually 'limit' the power in 
>day-to-day play. The high value is due to the risk of real, permenant, 
>point loss. 
 
??? I don't understand how this addresses what I was asking. Sorry. 
 
Uncommon Solutions...when you need a better way! 
http://www.uncommonsolutions.com 
 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
To: Champions <champ-l@sysabend.org> 
Subject: Re: Independant Limitation 
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-----BEGIN PGP SIGNED MESSAGE----- 
 
Guy Hoyle writes: 
 
>> Dispel it. This is how you get rid of an Independant curse, for example. 
 
> This is the answer I've heard over the years, but I've never been able to 
> track down a reference to it in the books. 
 
It is in Fantasy Hero, or the magic supplement for same. 
 
> It seems like an awfully easy way to destroy something somebody has 
> sacrificed actual points for. 
 
Well, considering that a 30-point power with Independent costs 10 points. 
Given that premise it is likely to be made Difficult to Dispell.  Right 
there you need a fairly large Dispell, on the order of 15d6-20d6 to stand a 
reasonable chance of dispelling the effect.  It might be easy, but it 
certainly is not cheap. 
 
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Version: 2.6.3a 
Charset: noconv 
 
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--  
Rat <ratinox@peorth.gweep.net>    \ Warning: pregnant women, the elderly, and 
PGP Key: at a key server near you! \ children under 10 should avoid prolonged 
                                    \ exposure to Happy Fun Ball. 
 
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Date: Mon, 08 Jun 1998 14:45:42 -0700 
To: "Guy Hoyle" <ghoyle1@airmail.net&> champs-l@sysabend.org 
From: Lizard <lizard@dnai.com> 
Subject: Re: Independant Limitation 
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At 04:17 PM 6/8/98 -0500, Guy Hoyle wrote: 
>On 6/8/98, at 3:55 PM, Lizard wrote:  
> 
>>At 03:24 PM 6/8/98 -0500, Guy Hoyle wrote: 
>>>On 6/8/98, at 1:12 PM, Lizard wrote:  
>>>>>I agree that Independent objects are not automatically Foci, but how can 
>>>>you destroy such an item if it isn't a Focus (and therefore has no BODY)? 
>>>>There's not much info in the BBB. 
>>>>> 
>>>>Dispel it. This is how you get rid of an Independant curse, for example. 
>>> 
>>>This is the answer I've heard over the years, but I've never been able to 
>>track down a reference to it in the books.  It seems like an awfully easy 
>>way to destroy something somebody has sacrificed actual points for. 
>>> 
>>Independant is a +2 limitation that doesn't actually 'limit' the power in 
>>day-to-day play. The high value is due to the risk of real, permenant, 
>>point loss. 
> 
>??? I don't understand how this addresses what I was asking. Sorry. 
> 
You were concerned that a Dispel was 'unfair', in that it was too easy to 
make somone lose hard-earned points. I pointed out that's one of the 
reasons Independant is such a large limitation -- because it IS easy to 
kiss those points goodbye. 
 
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Date: Mon, 8 Jun 1998 14:45:56 -0700 (PDT) 
From: Dennis C Hwang <dchwang@itsa.ucsf.edu> 
To: champ-l@sysabend.org 
Subject: Re: Gadget Belts ... ? about MP 
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On Mon, 8 Jun 1998, Bob Greenwade wrote: 
 
> At 02:40 PM 6/8/1998 -0400, Stainless Steel Rat wrote: 
> >Bob Greenwade writes: 
 
<snip discussion on multiple OAFs> 
 
>    But what if all three OAFs are medallions?  Just rambling more or less 
> of the top of my head here, I think it wouldn't be unreasonable to declare 
> that trying to grab "one of his medallions -- it doesn't matter which one" 
> should have some sort of OCV bonus.  A +2 to OCV for every 2x acceptable 
> objects in one place seems appropriate (basing that on modifiers for Size). 
>  So a character trying to grab any one of three OAF medallions would get a 
> +3 OCV to Grab. 
>    Yes, this modifier would mean that it becomes easier to Grab a random 
> object from a set than it is to hit the person carrying them.  The merits 
> of this are admittedly debatable.  One the one hand, this is arguably 
> unrealistic; is it really harder to punch Mr T than it is to grab one of 
> his four medallions at random?  (Not that one can't come up with plenty of 
> good reasons to not try either one to begin with!)  On the other hand, the 
> character's getting a cost break on the points and should have to pay for 
> it with increased difficulty in some form.  So I'm up in the air on whether 
> this should be a rule or not. 
 
Well, once you factor in OCV penalties for Called Shots and Grabs/Disarms, 
maybe it would balance out (I don't have the rulebooks with me, so I don't 
know how the totals would end up). 
 
--Dennis 
************************************************************* 
*   dchwang@itsa.ucsf.edu   *   xenopathologist at large!   * 
************************************************************* 
*   So...you're keeping me alive because you don't know     * 
*   DOS.                                                    * 
*                                                           * 
*                       --Izzy to Gabriel                   * 
*                         THE PROPHECY II                   * 
************************************************************* 
 
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From: "Filksinger" <filkhero@usa.net> 
To: <champ-l@sysabend.org> 
Subject: RE: Shooting Blind with No Range Mod Powers 
Date: Mon, 8 Jun 1998 15:42:09 -0700 
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From: Joe Mucchiello 
> 
> 
> At 12:42 AM 6/4/98 -0700, Filksinger wrote: 
> >>  The 
> >> *POWER* has No Range Modifier, not the person using it. 
> 
> Although I'm very bored by this discussion, please call it No Range 
> Penalty.  That is what you are discussing, right?  Every time I see NRM I 
> have to remember what you all are talking about. 
 
Very well. NRP, if I remember. 
 
> Second, I have to disagree with Filksinger (and most others).  You are 0 
> OCV against a target at range if you cannot make a targeted PER roll 
> against the target.  If the special effect was sufficient to allow the NRP 
> advantage on the power then the power will hit if the attacker makes a 0 
> OCV attack against the target.  That is how the game mechanic works.  You 
> are arguing against the game mechanic.  If you don't like it, don't allow 
> NRP on the power in question. 
 
Player: "I, SuperRange Man, have decided to attack Mr. Bad with my SuperRange Beam. I have 
the ability to hit any place on the planet, regardless of barriers in my way, with NRP." 
 
GM: "You are kidding. You don't even know where he is. Only I know that." (Note: SRM is in 
Little America, Antarctica, and Mr. B is in Maui.) 
 
Player: "I attempt to find him by listening carefully. (Shakes dice) I get a 5 on my PER 
roll." 
 
GM: "Your PER roll fails." 
 
Player: "Cool. That gives me a 0 OCV with NRP. I'll keep shooting until I hit him, since I 
have 0 END." 
 
GM: "O.K. Mr. Badhas a DCV of 7. You hit him on a 4 or less." 
 
If a failed PER roll allows an attack at 0 OCV against any target in range, and the range 
is planetary, then I could declare that I was attacking a man anywhere on the planet, 
without even knowing where he was, at 0 OCV. After all, I can _always_ fail a PER roll. 
 
If you rule that I have to know where he is, then I agree. That is, in fact, the whole 
point of my question. How well do you have to know where he is, and what are the modifiers 
for determining where he is at range when you have no sense that can detect him. 
 
> >{This is Rat, I think- jm] 
> >> Again, this has nothing to do with NRM.  Ditto for the rest of your 
> >> "points"; they are all issues of detecting the target, not using the 
> >> power. 
> > 
> >OK, fine. Now, my original post asked how you would model those "issues". 
> You have made it 
> >clear that you wouldn't model them by tampering in any way with NRM, but 
> you haven't 
> >answered the original question - how should they be modeled? 
> 
> No, there are no issues.  The special effect of power made NRP make sense. 
> This implies that it will work.  If you are saying that this circumstance 
> is not covered by the special effect, but NRP still makes sense, put a 
> limitation on the advantage: Must make PER roll against target. (-1/2) 
 
I don't _want_ a requirement of a PER roll against a target. I want suggestions for a rule 
that covers determining a person's approximate location at a range of miles, close enough 
that I can attack with a 0 OCV. If the range is utterly irrelevant when the PER roll 
fails, then we have a power that doesn't even require aiming, as it would not be necessary 
to even know what country the target was in to hit with a 0 OCV. 
 
Filksinger 
 
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From: "Filksinger" <filkhero@usa.net> 
To: "Hero Mail List" <champ-l@sysabend.org> 
Subject: RE: Clinging/Climbing 
Date: Mon, 8 Jun 1998 15:43:11 -0700 
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From: Melinda and Steven Mitchell 
> 
> 
> Filksinger writes: 
> >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. 
> 
> Not necessarily.  Logically, there are three possible outcomes, based on 
> which STR is higher--the STR required to pull the wall down, the Clinging 
> STR, or the STR necessary to rip the character apart (into Clinging and 
> non-Clinging pieces.) 
> 
> I would rule that a character can never use his own Clinging to rip himself 
> up.  So in your example above, you just cling more tightly.  Unless of 
> course you mean your regular "STR is great enough," not your clinging STR. 
 
I wasn't clear, apparently. My Clinging STR is, by default, equal to my STR. I probably 
should have said, "and my Clinging STR is great enough". 
 
> So Clinging is just "glue".  It can only damage something if it is stronger 
> than two other opposing forces.  Thus the original point from Joe that IF 
> something rips the clinger off the wall, the wall could be damaged. 
 
I must have been _really_ unclear. That was my point. 
 
Filksinger 
 
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From: "Filksinger" <filkhero@usa.net> 
To: "Hero List" <champ-l@sysabend.org> 
Subject: RE: Gadget Belts ... ? about MP 
Date: Mon, 8 Jun 1998 15:43:17 -0700 
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From: Michael (Damon) or Peni R. Griffin 
> 
> 
<snip> 
> 
> No, the hammer and sickle together merely enhance Vanguard's own force 
> field/energy reflector.  An opponent would only be able to use them as 
> melee weapons.  This still sounds like a single Focus to me.  The hammer is 
> a Focus for the [presumably] Normal damage it does as a weapon, the sickle 
> is a Focus for the [presumably] Killing damage it does as a weapon, and the 
> pair of them together are a Focus for the added points of power Vanguard 
> gets when using them to add to his natural ability. 
 
I think that the requirement to use both is a Limitation, though its value is in question. 
 
Consider: 
 
Martial Master attacks Vanguard. He sees that Vanguard has two devices in his hands that 
increase his power, so he decides on a Disarm. 
 
Option #1: He takes Vanguard's sickle. 
 
Vanguard loses his power to protect himself with both foci and his HKA. 
 
Option #2: He takes Vanguard's hammer. 
 
Vanguard loses his power to protect himself with both foci and his EB/HA. 
 
Option #3: He attempts a more difficult maneuver, and takes both. 
 
Vanguard loses all three sets of powers. 
 
Note that in two of the three options, he loses his HKA, in two of three options, he loses 
his EB/HA. But his defensive powers are lost in all three instances. 
 
> I think in order to treat multiple focus objects as a Multiple Focus, you'd 
> have to have a situation where losing one of them only costs you part of a 
> given Power; say if you can Reflect incoming attacks at their source if you 
> have both, but can only Deflect attacks if you have one or the other. 
 
Losing the entire power when losing either focus is more Limiting than losing only part of 
the power when losing either focus. A more disadvantageous situation deserves a greater 
limitation. 
 
> The fact that the hammer and sickle each have their own functions, in 
> addition to and separate from the force field enhancement, may be confusing 
> the issue.  What if they were made of plastic, and had no function other 
> than the force field enhancement.  Would you feel differently then? 
 
Possibly, but possibly not. This changes the dynamic significantly. I'd have to consider 
this. 
 
<snip> 
> 
> >   What defines the Focus (or Foci) isn't the dynamic of the Power that 
> >it's used with; it's the Limitation that the Power suffers.  Either the 
> >hammer or sickle could be taken away separately, so it would count (in my 
> >mind anyway) as separate Foci. 
> 
> If the argument here is that it's easier to deprive Vanguard of his power 
> enhancement by virtue of having two targets for a grab -- get either one 
> and the power is gone -- that just seems like a function of Accessibility, 
> and should be worth more of a Limitation, not less.  You could choose to 
> rule that the availability of several items like this makes the collective 
> Focus, um, Readily Accessible (-3/4, or maybe bonuses to the Grab attempt 
> if Vanguard can't hang on with both hands?), where each single piece would 
> be merely Accessible (-1/2). 
 
Seems to me to primarily be a matter of wording and its value as a Limitation, rather than 
a serious disagreement as to specifics. 
 
Filksinger 
 
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From: "Filksinger" <filkhero@usa.net> 
To: "Hero List" <champ-l@sysabend.org> 
Subject: RE: Incompetent Players 
Date: Mon, 8 Jun 1998 15:57:17 -0700 
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From: Ross Rannells 
> 
> 
> <snip> 
> 
>   What were you playing? For Call of Cthulhu that's about average, but for any 
> HSR I would 
> have thought that level of in competance impossible for a sentient being, 
> 
 
We were mercenaries, used supposedly for "plausible deniability" in a mission to Central 
America, but in fact set up to fail by the people who sent us. When we survived and 
learned too much, these same people put us on everyone's "Terminate with Extreme 
Prejudice" list. 
 
Besides, I'm not certain that he _was_ sentient. 
 
Filksinger 
 
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Date: Mon, 8 Jun 1998 19:41:52 -0400 
From: "Jeff M. Reid" <Morfhis@compuserve.com> 
Subject: Re: Handcuffs 
To: Champions Mailing List A <champ-l@sysabend.org> 
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> >1-3 charges = 12 pts, 4 charges = 13 pts, 6-8 charges = 14 pts 
>  
> 1 recoverable charge (-1.25) would be 10. 
 
<Checking math...> Hmmm, I see the problem. I forgot to include the -1/2 
Lim for 1 BODY Entangle (wasn't written with the rest. Oh, well, this was 
just not my weekend for math computations, I guess :-) 
 
Jeff Reid 
Morfhis@compuserve.com 
http://www.now-online.com/morfhis/bugloony.htm 
 
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From: "Filksinger" <filkhero@usa.net> 
To: "Champions" <champ-l@sysabend.org> 
Subject: RE: Clinging and Knockback 
Date: Mon, 8 Jun 1998 17:21:14 -0700 
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From: Mark Lemming 
 
 
Guy Hoyle wrote: 
> 
> Waitaminnit. I think what's being described here is as follows. The 
> Clingster is walking up the side of the Blaxter Building when Galagula the 
> Galactic Giant appears behind him and attempts to pluck the Clingful 
> Clinguist off the side of the building. Galagula has a STR of 150, more 
> than sufficient to overcome the Clingster's mere Clinging STR of 150. 
> However, since the Blaxter Building is mere steel-and-concrete, and the 
> Clingster is pushing to his utmost to resist Galagula, won't a chunk of the 
> building come with him when the World-Devouring Wonder plucks the Capable 
> Crusader from the Building That Gets Demolished Every Other Issue? 
> 
> Guy 
> 
> PS A side-note: Could a guy with Clinging attempt to reach out and grap a 
> fleeing felon, using his Clinging STR to pull his opponent back? 
 
<<I'll have to agree with Rat in that there is nothing inherent in Clinging that 
says an object that somebody is clinging to gets damaged from them peeling 
bits off.  This doesn't mean that a GM could rule special effects and the 
like, but it probably won't take more than a portion of the surface off.>> 
 
Well, that was all I thought we were talking about. I would assume that only a small part, 
possibly paint, would come off, depending upon SFX, unless the really weak part was the 
support beams. 
 
<<This could get somewhat complicated: 
Mr. Static with his 50 STR clinging is on the side of a 3/3 wall.  Say Mr. 
Kinda Strong tries to yank Static off with 40 STR.  Since that damage would 
blow a chunk 
in the wall would Mr. Static come off with a part of the wall?>> 
 
I would normally rule yes, but the SFX of Mr. Static's Clinging would determine how much. 
If he used an adhesive, possibly no more than paint. If he has the ability to extent an 
energy field for six feet through anything he clings to, then either nothing or he rips 
out six feet of the wall, depending upon the STR of the Clinging vs the Def/BODY of the 
wall. 
 
<<Say the special effect of a character's clinging is that he's extending a 
field over the entire building?  Would someone then rip the entire building 
out of the 
ground if they tried to pluck the character off? 
 
If the attacker and the Clinging were that strong, yes. However, that would be rare. 
 
<<So my feeling is, the rules don't make a provision for it so it's up to the GM 
and the player to figure out what happens due to special effect.>> 
 
Agreed. However, if I had to rule w/o even knowing the SFX, I would probably rule that 
typically you would damage the surface, if it was weak enough and the Clinging was strong 
enough. This allows for a hero climbing a weak wall, just strong enough to hold him, to 
worry seriously about what will happen if he tries to catch that falling safe. 
 
<<Answer to Guy: You wouldn't have to grab around any particular part of the 
fleeing felon, you could just stick your clinging on them.  (Depending on 
special effects of course)>> 
 
Agreed. 
 
<<Tanget:  Who uses the knockback rules as written?>> 
 
All the groups I've gamed with. 
 
 
<<I just looked them over and 
noticed that my group and I have been using either 3rd edition or a modified 
version.  We don't enforce the 1/2 DCV.  People with flight who resist don't 
have the all or nothing rule.>> 
 
Not unreasonable. However, no group I gamed with ever had enough of a problem with 
knockback to actually make house rules for this 
 
<snip> 
 
Filksinger 
 
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From: "Woodie" <woodrow.w.smith@usa.net> 
To: "Hero List" <champ-l@sysabend.org> 
Subject: Noisy 
Date: Mon, 8 Jun 1998 17:22:01 -0700 
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Once upon a time, there was a Limitation, used in the original Fantasy Hero, called, 
"Noisy". Noisy worked by declaring a -1/2 Limitation on any magical power that could be 
easily detected by anyone with Magic Sense, even at considerable distances. 
 
I was considering an old discussion on what was and was not an Invisible Power Effect that 
needed to be purchased, and I realized that the degree of delectability of the power was a 
significant issue. 
 
I was considering a new Limitation, with a _very_ common SFX, thus making it worth writing 
out. 
 
A possible example is listed below, followed by problems I am considering at this time. 
Any suggestions for changes, including name changes, etc, will be appreciated. 
 
Noisy 
 
A "noisy" power is a power which is easily detectable to some sense. The sense may be but 
is not limited to sound. How much this limitation is worth depends upon how common the 
sense, how "noisy" the power is, and whether or not the sense is typically Targeting. 
 
Sense is (in the real world, for examples): 
 
Very Common (Example: Hearing) -1/2 
Common (Example: Radio Hearing, possessed by anyone with a radio on) -1/4 
Uncommon (Example: Detect: Neutrons, possessed only by those with Geiger counters and 
other, similar devices) -0 
Targeting Sense -1/4 
 
A very common real world example of this Limitation might be firearms. Firearms are very 
noisy, and can be heard for blocks outside, at times. Since hearing is Very Common, but 
not Targeting, you would get -1/2. A weapon using an inefficient older or hand-made 
silencer might be standard, while a power as quiet as a high-quality modern silencer might 
be considered Invisible. (Note that the silencer on the latest design for a side arm for 
some Special Forces units was defined as having to be as quiet as the sound of a bullet 
hitting a man. 
 
Problems I have yet to address include deciding how hard it is to sense powers to begin 
with. It seems unlikely they would all be as loud and easy to sense as firearms, but they 
probably aren't whisper quiet. Another question is whether or not some powers, or some 
power levels, are easier to sense than others. Yet a third question is, "Are powers that 
don't reach out to others quieter?" 
 
Note that if firearms are standard, there is no adjustment for power levels, and no power 
is quieter than another, your force field is automatically as loud as pistol fire. 
 
Filksinger 
 
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Date: Mon, 08 Jun 1998 20:21:31 -0500 
From: Ross Rannells <rossrannells@worldnet.att.net> 
Reply-To: rossrannells@worldnet.att.net 
To: Michael Surbrook <susano@access.digex.net> 
CC: Champions Mailing List A <champ-l@sysabend.org> 
Subject: Re: Handcuffs 
Sender: owner-champ-l@sysabend.org 
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Michael Surbrook wrote: 
 
> On Sun, 7 Jun 1998, Ross Rannells wrote: 
> 
> > > >> 13    Handcuffs: 5 DEF, 1 BODY (-1/2), Transparent to Attack (+1/2), 
> > > >>       Entangle can be negated by a sucessful Lockpicking roll (-1/4), No 
> > > >>       Range (-1/2), Target must be effective DCV of 0 to attach (-2), 
> > > >>       Can only Entangle two paired limbs (-1/2), 
> > > >>       4 Recoverable Charges (-1/2), OAF (-1) 
> > > > 
> > > >1-3 charges = 12 pts, 4 charges = 13 pts, 6-8 charges = 14 pts 
> > > 
> > > 1 recoverable charge (-1.25) would be 10. 
> > 
> >   Add in Independant (-2) and its only 8 points. 
> 
> Okay... but why add Independent?  If I ever loose one, I loose the points 
> and have to spend new EPs to get a new pair of handcuffs. 
 
True, agents (ie Police officers)  do tend to loose them also.  They either buy a 
new pair or requisition them and go trhough the paper work to get a new pair.  For 
a hero this isn't partactical, for an agent it may be. 
 
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Date: Mon, 8 Jun 1998 22:02:34 -0400 (EDT) 
From: Michael Surbrook <susano@access.digex.net> 
To: Champions Mailing List <champ-l@sysabend.org> 
Subject: CHAR: Watchmen Introduction 
Sender: owner-champ-l@sysabend.org 
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QUIS CUSTODIET IPSOS CUSTODIES? 
Who Watches the Watchmen? 
 
WATCHMEN INTRODUCTION 
 
In 1986-1987, DC Comics released possibly the most ground breaking 12 
issues of sequential graphic storytelling ever created.  The series was 
"Watchmen", and within its approximately 400 pages is a strange 
murder-mystery that takes a close look at how 'real' superheroes might 
actually operate in a much more realistic world than the four-color comic 
norm. 
 
The material below was taken from four sources.  The first, naturally, was 
the 12 issue "Watchman" maxi-series by Alan Moore and Dave Gibbons.  The 
second was the DC Heroes module "Taking Out the Trash", written by Ray 
Winninger with a mini-sourcebook co-written by Alan Moore detailing the 
Minutemen.  The third was the DC Heroes RPG, Second Edition, which 
presented more up-to-date versions of the major characters than the 
orginal DC Heroes RPG.  Finally, here was the "Annotated Watchmen", 
written by Doug Atkinson and located at 
http://student-www.uchicago.edu/users/jbfliege/watchmen.html. 
 
The writeups I created were adapted from the character sheets given in the 
DC Heroes module and RPG.  Translation was performed using the DC Heroes 
to Hero System conversion notes in Adventurer's Club #10 as a guide. 
Skills and disads were taken from the source, or were added based on 
personal opinion of what the character should have. 
 
A Brief History of the Watchmen Universe: 
The universe portrayed in the world of "Watchmen" is our own... well, our 
own that until 1938, that is.  In October of that year, a man calling 
himself 'Hooded Justice' appeared, becoming the world's first costumed 
crimefighter.  His appearance and actions set off a spark that would 
result in numerous other costumed adventurers appearing, with no less than 
seven active in and around New York alone. 
 
Things remained relatively 'normal' (if you discount costumed 
crimefighters battling with similarly attired 'supervillains') until 
November 22, 1959.  This day marked the birth of Doctor Manhattan, and the 
end of the world as we would know it. 
 
Dr. Manhattan had been a relatively normal physicist by the name of Jon 
Osterman until an experiment with an 'intrinsic field separator' altered 
his body structure.  This new superhero was 'super' in more than just 
name.  He had complete control of his atomic structure and could teleport, 
walk through walls, melt tanks with a wave of his hand, disassemble an 
object without touching it and demonstrated a host of other powers.   
 
Along with Doctor Manhattan, several other new superheroes appeared, 
following in the footsteps of their 1940's ancestors.  They fought crime 
and proved to be quite successful, so successful in fact, that in 1977 the 
Keene Act was passed, outlawing costumed vigilantes.  Some heroes retired, 
some received special government sanction, and some went more 
'underground', refusing to quit their private war on the criminal 
underworld. 
 
The Watchmen Universe Today: 
The Watchmen graphic novel covers events between October 12 to November 2, 
1985.  Naturally, due to the nature of the story-telling, there are many 
flashbacks, detailing events as far back as the late 30's.  In any event, 
the world depicted is highly different than our own.  Some of the major 
differences are: 
 
	1 - Comic Books: Superheroes as a comic genre died out in the 
early to mid-50's, with pirate comics replacing them.  At the end of the 
"Watchmen" series, horror comics have become popular. 
	2 - Electric Cars: Dr. Manhattan makes the electric engine 
feasible.  By 1985, electric cars are everywhere and gasoline-powered cars 
seem virtually nonexistent. 
	3 - Genetic Engineering: The most obvious product is Bubastis, 
Ozymandias ' giant lynx.  Chapter 1 shows what looks to be a four-legged, 
flightless bird as well. 
	4 - Nixon: Richard Milhouse Nixon is serving an unprecedented 
fifth term in 1985, following his election in 1968.  The 22nd Amendment 
was repealed in 1975 allowing him to run again and again. 
	5 - Space Travel: Chapter 1 has a newspaper headline reading 
"Congress Approves Lunar Silos".  It would seem that there is a lunar base 
of some sort and significantly more space travel in the "Watchmen" 
universe than in ours. 
	6 - Vietnam is the 51st State: Following Dr. Manhattan's 
involvement in the Vietnam War in 1971, the Viet Cong surrendered in just 
two months.  In 1985, Vietnam became the 51st state. 
 
Major Costumed Characters in the Watchmen Universe: 
Captain Metropolis: A former Marine, Captain Metropolis was the founder of 
the original Minutemen.  A homosexual who carried on a long running affair 
with Hooded Justice (see), he died in a car crash in 1974. 
 
Comedian: The Comedian was the longest active costumed adventurer until 
his death in 1985.  He started out with the Minutemen, eventually becoming 
a government operative in 1942.  He remained active through the 60's and 
70', fighting in Vietnam, suppressing riots and freeing the hostages held 
in Iran.  It should be noted that he can be linked to a number of deaths, 
including Hooded Justice, John F. Kennedy and Woodward and Bernstein (the 
reporters who uncovered the Watergate scandal).  It's the Comedian's 
death, in 1985, that sets off the chain of events covered in the 
"Watchmen" series. 
 
Dollar Bill: A former star athlete, Dollar Bill was the in-house superhero 
of a New York bank and a member of the Minutemen.  He was shot and killed 
in 1946 trying to prevent a bank robbery. 
 
Doctor Manhattan: The worlds first (and so far, only) true superhuman, 
Doctor Manhattan was 'created' in a lab accident in 1959.  His existence 
helped change the balance of world power, resulting in the crisis that 
Ozymandias (see) works so hard to prevent.  It is this crisis, and 
Ozymandias' actions to prevent it, that forms the primary plot to 
"Watchmen". 
 
Hooded Justice: The first costumed superhero, Justice got his start in 
1938.  He was active until 1955 when he was murdered by the Comedian 
(see).  A homosexual, he had a long affair with Captain Metropolis (see), 
although he disguised this fact by using Silk Spectre as cover. 
 
Moloch: A former stage-magician, Moloch first appeared in the 40's and 
went on to become a powerful crimelord by the 60's.  In the late 60's, his 
criminal empire collapsed and Moloch spent the 70's in prison.  He ended 
up living poor and alone in a tiny apartment.  Moloch was murdered in 
1985. 
 
Mothman: A bored and rich playboy, Mothman developed his costumed persona 
to fight crime and boredom.  In 1954 he was determined to be a Communist 
sympathizer HUAC (House UnAmerican Activities Committee).  This drove him 
to drink and resulted in his admittance to an alcohol rehab center in 
1962. 
 
Nite Owl I: A New York police officer, Nite Owl was one of the first 
superheroes.  A member of the Minutemen, he was active until 1962.  Nite 
Owl was killed in 1985 by a gang of thugs who mistook him for Nite Owl II 
(see). 
 
Nite Owl II: Inheritor to the Nite Owl mantle, Nite Owl II used an 
impressive array of gadgets to fight crime from 1962 to 1977.  He retired 
with the passing of the Keene Act, eventually coming out of retirement in 
1985. 
 
Ozymandias: The 'world's smartest man', Ozymandias uses a full 100% of his 
brain power.  He is a virtual superhuman himself, with athletic skill and 
intellectual prowess far beyond those of anyone else around him. 
Realizing the self-destructive path that the world is on as early as 1966, 
he devises an elaborate plan to save mankind from itself. 
 
Rorschach: A former garment worker, Rorschach started in 1963.  He worked 
extensively with Nite Owl II until Nite Owl quit in 1977.  Rorschach 
underwent a drastic change of personality following his investigation of a 
kidnapping case in 1975, becoming even more violent in his treatment of 
criminals.  Rorschach was killed by Dr. Manhattan in 1985. 
 
Silhouette: An aristocrat from Austria, Silhouette fled to America to 
escape Hitler.  She fought crime for the sheer thrill of it.  A lesbian, 
she was expelled from the Minutemen in 1946 and killed shortly thereafter. 
 
Silk Spectre I: An member of the Minutemen, Silk Spectre fought crime in 
order to make money.  Her initial exploits were mere publicity stunts, 
designed to cash in on the superhero 'fad'.  She was eventually succeeded 
by her daughter, Silk Spectre II (see). 
 
Silk Spectre II: Daughter of the original Silk Spectre, Silk Spectre II 
debuted in 1966.  She quickly fell in love with Doctor Manhattan, staying 
with him until he left Earth in 1985.  When we had last seen her, she had 
joined up with Nite Owl II and intended to reactivate her crime fighting 
career with him. 
 
Other Costumed Characters in the Watchman Universe: 
In Chapter III of "Under the Hood" (found in Chapter II of "Watchmen") 
Nite Owl states that "there were at least seven costumed vigilantes 
operating on or around America's West Coast."  Other than the characters 
described above, these other heroes are never mentioned, although there 
must have been enough of them to warrant the Police Riots and Keene Act of 
1977.  On the other hand, we are presented with a interesting (if short) 
list of 'supervillians', even if most are only mentioned in passing.  They 
are: 
 
Captain Axis: A Nazi operative, Captain Axis was active during World War 
II. 
 
Captain Carnage: A masochist, Captain Carnage dressed up as a supervillain 
in order to get beat up.  He encountered Nite Owl II, Silk Spectre II and 
Rorschach.  According to Nite Owl II, Rorschach dropped him down an 
elevator shaft.  
 
The Big Figure: A mob boss active in the mid-60's, the Big Figure looks to 
stand  a grand total of four foot zero.  He is killed by Rorschach in 1985 
during a prison riot. 
 
King Mob: A supervillain active during the 40's, the only clue we have to 
his nature is "King Mob's Ape Mask" seen displayed in the Minutemen 
headquarters. 
 
Liquidator: Active during the 40's, Liquidator killed Silhouette after she 
was expelled from the Minutemen. 
 
The Screaming Skull: Another Nazi operative during World War II, the 
Screaming Skull apparently found religion and became a born-again 
Christian in the early 80's. 
 
The Twilight Lady: A vice-queen operating in the late-60's, the Twilight 
Lady was romantically involved with Nite Owl II at one point in his 
career. 
 
Underboss: An underworld crimelord active in the mid-60's, the Underboss 
was taken down by Rorschach and Nite Owl II soon after they teamed up. 
 
Paranormals in the Watchmen Universe: 
Although the "Watchmen" universe is meant to be 'realistic', it can be 
inferred that paranormals other than Dr. Manhattan do exist.  Ozymandias 
is one of these people.  His heightened mental and physical abilities are 
virtually superhuman, making him a true paranormal.  There is also mention 
of a Robert Deschaines, a 'psychic and clairvoyant', whose brain 
Ozymandias clones for his own purposes.  Ozymandias also states that 
'...sensitives world-wild will have bad dreams for years to come."  So, we 
can presume that certain forms of psi/esper poers (such as minor 
telepathy, emotion sensing, clairvoyance, per- and retrocognition etc.) 
exist in the "Watchmen" universe.  
 
The true origins of the main Watchan Characters: 
The central characters in the series "Watchmen" are based upon a number of 
characters originally published by Charlton Comics.  These characters were 
acquired by DC Comics and later incorporated into the DC universe.  Alan 
Moore wanted to use the original, Charlton versions of the characters, but 
ended up redesigning them into their current incarnations after DC Comics 
said 'no' to that idea. 
 
Watchmen Character	Charlton Character 
Comedian		Peacemaker 
Dr. Manhattan		Captain Atom 
Nite Owl I & II		Blue Beetle I & III 
Ozymandias		Thunderbolt 
Rorschach		The Question 
Silk Spectre		Nightshade 
 
*************************************************************************** 
* "'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: Mon, 8 Jun 1998 22:05:54 -0400 (EDT) 
From: Michael Surbrook <susano@access.digex.net> 
To: Champions Mailing List <champ-l@sysabend.org> 
Subject: CHAR: Cpt Metropolis 
Sender: owner-champ-l@sysabend.org 
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X-UID: 65 
 
CAPTAIN METROPOLIS 
(Neslon Gardner) 
 
Val	CHA	Cost	Roll	Notes 
15	STR	5	12-	200kg; 3d6 
13	DEX	9	12-	OCV: 4 / DCV: 4 
13	CON	6	12-	 
10	BODY	0	11-	 
10	INT	0	11-	PER Roll 11- 
11	EGO	2	11-	ECV: 4 
15	PRE	5	12-	PRE Attack: 3d6 
10	COM	0	11-	 
5	PD	2		Total: 5 PD 
5	ED	2		Total: 5 ED 
3	SPD	7		Phases: 4, 8, 12 
6	REC	0		 
26	END	0		 
25	STUN	0		 
Total Characteristics Cost: 38 
 
Movement:	Running: 6" / 12" 
		Swimming: 2" / 4" 
 
Cost	Powers & Skills 
Combat Training: 
8	Combat Skill Levels: +1 with Combat 
5	Weapons Training: +1 with Ranged Combat 
3	HTH Training: +1 with Judo 
 
	Martial Arts: Judo  
	Maneuver	OCV	DCV	Damage 
5	Block		+1	+3	Block, Abort 
3	Joint Lock	+0	-1	Grab one limb, 25 STR to hold 
3	Slam		+0	+1	2 1/2d6 +v/5; Target Falls 
3	Takedown	+1	+1	3d6; Target Falls 
 
Military and Background Skills: 
2	AK: New York 11- 
3	Breakfall 12- 
3	Bureacratics 12- 
3	Deduction 11- 
2	KS: Law 11- 
2	KS: Marine Corps 11- 
2	KS: Police Procedure 11- 
3	Paramedic 11- 
2	PS: Marine Lieutenant 11- 
3	Streetwise 12- 
5	Tactics 12- 
2	TF: Ground Vehicles 
2	WF: Small Arms 
64	Total Powers & Skills Cost 
102	Total Character Cost 
 
50+	Disadvantages 
	Psychological Limitation: 
10	Insecure 
15	Wants to 'prove' himself 
15	Secret ID: Nelson Gardner; Homosexual 
12	Experience 
102	Total Disadvantage Points 
 
Description: 
Captain Metropolis was thin and asthmatic as a child, but worked out 
extensively to counteract this.  In college he played football and went on 
the join the Marines.  He gained the rank of Lieutenant, and used his 
military knoweldge and training to fight crime.  Captain Metropolis 
founded the Minutemen, and tried to found a new hero group (the 
Crimebusters) in 1966 to counter a number of perceived threats (like 
'black unrest' and 'anti-war demonstrations').   
 
A closet homosexual, Captain Metropolis had a long-running affair with 
Hooded Justice.  His exact motivations for crime-fighting are unknown, 
the "Annoted Watchmen" states his motivation is fighting 'social ills', 
although one has to wonder at his choices (see paragraph above).  It is 
Captain Metropolis' abortive attempt to form a new hero team (and his 
comments that someone needs to do something) that spur Ozymandias to 
formulate his plans.  Captain Metropolis was killed in 1974 in a car 
crash. 
 
Note: Captain Metropolis usually carries several pairs of handcuffs for 
restraining criminals. 
 
(Captain Metropolis created by Alan Moore and Dave Gibbons, 
character sheet created by Michael Surbrook) 
 
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*               Michael Surbrook / susano@access.digex.net                *  
*        Visit "Surbrook's Stuff' the Hero Games resource site at:        *    
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Date: Mon, 8 Jun 1998 22:09:03 -0400 (EDT) 
From: Michael Surbrook <susano@access.digex.net> 
To: Champions Mailing List <champ-l@sysabend.org> 
Subject: CHAR: Dollar Bill 
Sender: owner-champ-l@sysabend.org 
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DOLLAR BILL 
(William Brady) 
 
Val	CHA	Cost	Roll	Notes 
20	STR	10	13-	400kg; 4d6 
17	DEX	21	12-	OCV: 6 / DCV: 6 
15	CON	10	12-	 
13	BODY	6	12-	 
10	INT	0	11-	PER Roll 11- 
10	EGO	0	11-	ECV: 3 
18	PRE	8	13-	PRE Attack: 3 1/2d6 
14	COM	4	12-	 
8	PD	4		Total: 8 PD 
8	ED	5		Total: 8 ED 
3	SPD	3		Phases: 4, 8, 12 
7	REC	0		 
30	END	0		 
31	STUN	0		 
Total Characteristics Cost: 69 
 
Movement:	Running: 8" / 16" 
		Swimming: 2" / 4" 
 
Cost	Powers & Skills 
Combat Training: 
6	HTH Training: +2 with Boxing 
	Martial Art: Boxing  
	Maneuver	OCV	DCV	Damage 
4	Block		+2	+2	Block, Abort 
4	Cross		+0	+2	6d6 Strike 
5	Hook		-2	+1	8d6 Strike 
3	Jab		+2	+1	4d6 Strike 
 
Background Skills: 
2	Running: +2" (8" Total), END 2 
5	Money: Wealth 
3	Acrobatics 12- 
2	AK: New York 11- 
3	Climbing 12- 
2	KS: First National Bank of New York 11- 
2	KS: Football 11- 
3	Persuasion 13- 
2	PS: Football Player 11- 
2	PS: Security Guard 11- 
1	TF: Car 
49	Total Powers & Skills Cost 
118	Total Character Cost 
 
75+	Disadvantages 
15	Secret ID: William Brady 
5	Unluck: 1d6 
10	Watched: First National Bank of New York (MoPow, NCI, LimGeo) 11- 
13	Experience 
118	Total Disadvantage Points 
 
Description: 
Dollar Bill was a Kansas athletic star who was recruited to be the 
'in-house' superhero of the First National Bank of New York.  In "Under 
the Hood", Hollis Mason describes him as a 'nice guy'.  Dollar Bill has no 
lines in "Watchman", so his actually personality is hard to determine.  He 
was killed in 1966, shot when his cape became entangled in a revolving 
door. 
 
The following quote (from the "Under the Hood" portion of "Watchman" sums 
up Dollar Bill quite well.  "...originally a star college athlete from 
Kansas who was actually employed as an in-house super-hero by one of the 
major national banks, when they realized that the masked man fad made 
being able to brag about having a hero of your own to protect your 
customer's money a very interesting publicity project...  While attempting 
to stop a raid at one of his employer's banks, his cloak became entangled 
in the bank's revolving door and he was shot dead at point-blank range 
before he could free it."  
 
(Dollar Bill created by Alan Moore and Dave Gibbons, character sheet 
created by Michael Surbrook) 
 
*************************************************************************** 
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*               Michael Surbrook / susano@access.digex.net                *  
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Date: Mon, 8 Jun 1998 22:12:11 -0400 (EDT) 
From: Michael Surbrook <susano@access.digex.net> 
To: Champions Mailing List <champ-l@sysabend.org> 
Subject: CHAR: Hooded Justice 
Sender: owner-champ-l@sysabend.org 
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HOODED JUSTICE 
('Rolf Mueller') 
 
Val	CHA	Cost	Roll	Notes 
30	STR	30	15-	1600kg; 6d6 
15	DEX	15	12-	OCV: 5 / DCV: 5 
20	CON	20	13-	 
15	BODY	10	12-	 
10	INT	0	11-	PER Roll 11- 
12	EGO	4	11-	ECV: 4 
20	PRE	10	13-	PRE Attack: 4d6 
10	COM	0	11-	 
10	PD	6		Total: 10 PD 
8	ED	4		Total: 8 ED 
3	SPD	5		Phases: 4, 8, 12 
10	REC	0		 
40	END	0		 
40	STUN	0		 
Total Characteristics Cost: 99 
 
Movement:	Running: 6" / 12" 
	Swimming: 2" / 4" 
 
Cost	Powers & Skills 
Combat Training: 
10	HTH Skill: +2 with HTH 
 
Background Skills: 
2	AK: New York 11- 
4	English 
0	German (native) 
3	Interrogation 13- 
2	KS: Circus and circus life 11- 
2	KS: New York Underworld 11- 
2	PS: Circus Strongman 11- 
3	Stealth 12- 
3	Streetwise 13- 
31	Total Powers & Skills Cost 
130	Total Character Cost 
 
75+	Disadvantages 
15	Distinctive Features: Great Size 
	Psychological Limitation: 
10	Racist ideology (KKK member and anti-communist) 
15	Violent, especially towards criminals 
15	Secret ID: 'Rolf Muller', Homosexual 
130	Total Disadvantage Points 
 
Description: 
Hooded Justice was the first costumed hero to appear in the Watchmen 
universe.  He debuted October 14, 1938, assaulting three members of a 
street gang and hospitalizing all three.  He then waged a rather 
destructive war on the New York underworld, proving so successful that the 
police tended to overlook the fact that he frequently maimed or crippled 
his targets. 
 
The true identity of the Hooded Justice was never discovered, although 
he tended to use the alias of "Rolf Muller".  Nite Owl describes 
him as "one of the biggest man I'd ever seen," and Watchmen module "Taking 
Out the Trash" describes him as 'inhuman' in size and strength.  In any 
event, his massive strength was a considerable asset to him in 
crimefighting. 
 
Hooded Justice, like most of the Watchmen 'superheroes' is a psychological 
disaster area.  He is motivated by a deep disgust for his and hatred at 
the shortcomings of his parents, a hatred that led him adopting his 
costumed identity.  He is a rabid anti-Communist, and openly supported 
Hitler in statements made in an interview in 1940.  Finally, on top of all 
that, Hooded Justice was a homosexual and had a long-running affair with 
Captain Metropolis.   
 
Hooded Justice finally met his end at the hands of the Comedian, who 
murdered him in 1955 as revenge for Justice's beating the Comedian 
following the Comedian's attempted rape of Silk Spectre I. 
 
(Hooded Justice created by Alan Moore and Dave Gibbons, character sheet 
created by Michael Surbrook) 
 
*************************************************************************** 
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *  
*               Michael Surbrook / susano@access.digex.net                *  
*        Visit "Surbrook's Stuff' the Hero Games resource site at:        *    
*              http://www.access.digex.net/~susano/index.html             * 
*            Attacked Mystification Police / AD Police / ESWAT            * 
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark * 
*************************************************************************** 
 
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Date: Mon, 08 Jun 1998 20:09:36 -0700 
To: "Hero List" <champ-l@sysabend.org> 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Noisy 
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At 05:22 PM 6/8/1998 -0700, Woodie wrote: 
>Noisy 
> 
>A "noisy" power is a power which is easily detectable to some sense. The 
sense may be but 
>is not limited to sound. How much this limitation is worth depends upon 
how common the 
>sense, how "noisy" the power is, and whether or not the sense is typically 
Targeting. 
 
   The question here is, how easy is easy?  Offhand, I'd say +1 to all PER 
Rolls per 10 Active Points in the Power.  This could become +1 PER for 
every 5 Active Points for double the Limitation. 
 
>Sense is (in the real world, for examples): 
> 
>Very Common (Example: Hearing) -1/2 
>Common (Example: Radio Hearing, possessed by anyone with a radio on) -1/4 
>Uncommon (Example: Detect: Neutrons, possessed only by those with Geiger 
counters and 
>other, similar devices) -0 
>Targeting Sense -1/4 
 
   I think this looks good; at the very least, it's a good starting place. 
 
>Problems I have yet to address include deciding how hard it is to sense 
powers to begin 
>with. It seems unlikely they would all be as loud and easy to sense as 
firearms, but they 
>probably aren't whisper quiet. Another question is whether or not some 
powers, or some 
>power levels, are easier to sense than others. Yet a third question is, 
"Are powers that 
>don't reach out to others quieter?" 
 
   On the whole, I'd say that, by default, the use of a Power should be 
about as perceptible as a person.  If a PER Roll would be necessary to 
sense a person, then it would be necessary to sense a Power in use.  (I'm 
also of a mind that if you normally wouldn't have to make a PER Roll, but 
the total penalty for making a PER Roll if you did have to make one would 
be -10 or more, then you still have to make one, but at +10 against the 
given penalties.  I'm not firm on those numbers, though, and could change 
my mind given any reasonable argument.) 
   If you want a variation by power level, I'd suggest that 30 Active 
Points (the amount needed to Summon a standard Normal) be equal to +/-0 to 
PER, +/-1 per 10 Active Points up or down. 
   As a separate thought, we could determine that the three Senses to which 
the Power must be detectable include one common Targeting Sense (which 
basically means Normal Sight), one common non-Targeting Sense (usually 
Normal Hearing, but sometimes Normal Smell or Touch), and one uncommon 
Sense (usually a Detect), all at the same PER level. 
   Then, as a special option (and it would *have* to be an option), a 
player could trade +/-1, +/-2, or +/-3 to PER, respectively, from one Sense 
to another. 
   As for some Powers being automatically "louder" than others, I think 
there could be an argument for making Constant Powers quieter than Instant 
Powers.  With an Instant Power, you have only one chance to perceive it -- 
when it's used.  With a Constant Power, you can perceive it at any time 
during the Phase in which it's used, and anyone who comes into the area 
during that time has a chance (assuming that a Roll would even be needed). 
--- 
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: "Melinda and Steven Mitchell" <mdmitche@advicom.net> 
To: "Hero Mail List" <champ-l@sysabend.org> 
Subject: Advantages effecting each other (was Re: Weapon Hands Question) 
Date: Mon, 8 Jun 1998 23:58:04 -0500 
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Len Carpenter writes: 
>The 0 END Cost Advantage shouldn't, as I interpret it, increase the Active 
>Cost of a power for purpose of determining its STR Min.  That's 
>unbalanced.  Consider that Reduced END shouldn't increase the Active Cost 
>of a power when determining an Area Effect range.  A 6d6 EB with the Area 
>Effect (Radius) Advantage (+1) should have a 3" radius whether it's bought 
>at normal END Cost, 1/2 END, or 0 END.  Otherwise, the Reduced END 
>Advantage becomes a cheap way to boost a power's effect in some cases, 
>getting two benefits (increased radius and reduced END) for the price of 
>one.  That too is unbalanced, though in the character's favor rather than 
>against it. 
 
I long ago gave up an attempt to make sense of it.  Just when I thought I 
had it figured out, something would change.  Not only that, it's a pain to 
calculate.  I only use the active cost to calculate Real, minus to requires 
a skill roll, and END.  Everything else goes strictly off base.  (I know 
its not in the rules, but I've been doing this for years with no apparent 
play balance problems.) 
 
Steven Mitchell 
mdmitche@advicom.net 
 
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From: "Melinda and Steven Mitchell" <mdmitche@advicom.net> 
To: "Hero Mail List" <champ-l@sysabend.org> 
Subject: Re: Weapon Hands Question 
Date: Tue, 9 Jun 1998 00:11:17 -0500 
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Michael Surbrook writes: 
>One does not slash with a bastard or great sword, one cleaves.  Yes you 
>might use the upper third of the blade, but not as if it was a fencing 
>rapier.  You actually want to hit a bit down the blade to transfer maximum 
>energy, must like a baseball player whatns to hit with the 'sweet spot' of 
>the bat, which is *not* the tip. 
 
But the point (parden the pun) is that the part you hit with is somewhere 
out near the end of the blade.  It's further out on a great sword than a 
bastard sword.  It doesn't matter whether it is the tip or not.  My point 
was that the size of the arc described by the "sweet spot" matters. 
 
Of course, I can also see yours and Len's point that the uncoiling of the 
body could easily produce more velocity than is lost by the difference in 
the arc between 2 handed and 1 handed.   
 
Steven Mitchell 
mdmitche@advicom.net 
 
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From: "Melinda and Steven Mitchell" <mdmitche@advicom.net> 
To: "Hero Mail List" <champ-l@sysabend.org> 
Subject: Noisy 
Date: Tue, 9 Jun 1998 00:50:05 -0500 
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Woodie writes: 
>A "noisy" power is a power which is easily detectable to some sense. The 
sense >may be but 
>is not limited to sound. How much this limitation is worth depends upon 
how >common the 
>sense, how "noisy" the power is, and whether or not the sense is typically 
Targeting. 
 
We've been using noisy in our FH game for some time. We just defined it as 
"visible, only much worse."  It's always worth a -1/4 more than visible.  
If the power isn't that noticable, then only the -1/4 "visible" limitation 
can be taken.  An example: 
 
A normal fireball (whatever that is :-)  is just visible (for no points, 
because it's a standard power.  It can be heard, seen, and smelled like any 
large ball of explosive flame.  However, the Sphere of Flaming Death makes 
hair stand up on END within 100 yards.  It sounds like a Mac truck flying 
through the air, and when it hits, it makes a fireball like someone smoked 
one to many at the gas station.  No "gas station" level of noisy, no extra 
-1/4 limit on visible.   
 
A flaming force field comparable to a fireball would get a -1/4, while the 
"gas station" force field gets the full -1/2.  It's a pretty crude 
mechanic, but it seems to get the job down. 
 
Steven Mitchell 
mdmitche@advicom.net 
 
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From: "Melinda and Steven Mitchell" <mdmitche@advicom.net> 
To: "Hero Mail List" <champ-l@sysabend.org> 
Subject: RE: STR Min (was something else) 
Date: Tue, 9 Jun 1998 01:38:07 -0500 
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><sigh>  Then what is the point of this disscusion?  What this boils down 
>to is this: 
 
I'm not trying to frustrate you, although I can see how it might seem like 
it. 
 
>Steve: Why does this STR Min work like this? 
>Mike (& Len): Because it's broken.  Realisticly it should work like this. 
>Steve: That's nice but I don't want realism, I want cinematic. 
>Mike: Then why ask the question? 
 
Because I didn't say that I wanted _complete_ (i.e. wild martial arts, 
superheroic) cinematic.  I said I wanted _more_ cinematic than what your 
system would yield.  Specifically, I'm trying to create the feel of the 
Forgotten Realms novels by Greenwood and Salvatore (not some of the less 
talents, which are more on the grittier side.)  The PC aren't anywhere near 
the power level of the main characters of those books, but they are 
powerful enough to be involved in those kind of stories.  (And they have 
reasonable expectations that some could obtain that power, given several 
years of playing.) 
 
Now, I've been working on this for some time, and I'm fairly close in a lot 
of ways, but there is always a tension between the realism and the cinema 
in this setting.  There has to be, because Realms characters take licks, 
and sometimes those licks take them down fast.  But I don't really think I 
can exactly convey what I want.  So instead, I'm trying to understand how 
your system works, so that I can adapt it to my campaign.  I can't just 
take it whole cloth.  I _need_ the full range of STR min to make a more 
vibrant distinction in characters.  On the other hand, I'm not satisfied 
with the STR minimums in FH, so I'm trying to come up with an alternative.  
If you where going to adapt your system to play at the upper reaches of 
heroic realism, just creeping into the edge of cinema, how would you change 
it?  Or is that a ludicrous question? 
 
>I look at your comment and my first thought is "abandon STR Min".  You've 
>stated people pay for the weapons with points, so either dump STR Min, or 
>minimalize it.  Make 2-handed -1/4 and forget about the hand-and-half lim. 
>If you want the game you describe, treat it like a supers game and let 
>everyone just build whatever they want. 
 
I never stated that anyone paid for weapons with points.  It's very much a 
heroic level game in the full Hero tradition.  What may have given you the 
idea, was that I said that the PCs sometimes find metals with "points" in 
them.  Just think of it as a magic item that isn't yet made, but that the 
character found the points for.  They have to forge the sword instead of 
just finding it in the lair.   
 
>You can't have everything.  If you want cinematic game then don't worry 
>about STR Min, that's for more 'realistic' games, just like STR Min for 
>guns.  Stee Long recommends ignoring the STR Min for 'wilder' Dark 
>Champions games (where everyone can fire an Uzi one handed and often fire 
>two at once), and it sounds like you should here. 
 
Too cinematic for me.  That tension again.  Realms dwarves do some fairly 
cinematic things with those axes, but they don't run around with a large 
axe in each hand.   
 
>> What specifically did you not like about it?  You might could do what I 
>> did, only increase the cost every 3 points of STR, instead of 5.  That 
>> would be fairly realistic.  I don't see how anyone full grown male could 
>> avoid getting at least a 13 STR, with moderate exercise. 
 
>Becuase it basically represents the idea that the GM is forcingt the 
>players to fit into a specific character type.  Take a look at your 
>method.  Who's going to even try to have a stat near 20?  A 20 STR would 
>cost 15 points, a 20 DEX would cost 45 points.  If you are dealing with 
>100 point normals, no one is going to want to cough up that much for a 
>characteristic and everyone is going to end up with the same stats. 
 
I think I'm missing some reasoning on your part.  I don't see how you can 
get to the above from what I said.  Bottom line, we have PCs with stats all 
over the board, from 8 to 25, depending on the stat.  My change was done, 
in part, to create _more_ variety, and it has.  Of course, it also works 
because we are only charging 1 point for the first 5 CP of CON and EGO, and 
we broke DEX down into REF, DEX, and TECH (ala Fuzion) with the same cost 
structure.  (When we converted the characters, everyone was within 5 points 
of the original total.  So it balances out.)  A 17 costs 9 CP, and a 18 
costs 11 CP.  That's just 2 and 3 CP more, respectively.  It also makes the 
"blended" character reasonable to play.  So it increases the options.   
 
Think about it this way.  Given a certain level of defenses, buying the 
first few STR is just reaching the level where you can "play".  If the 
average is 6 DEF, then damage class 1-3 are practially equal.  But damage 
class 4 is useful, 5 even more so, and so on until you reach the level 
where you can just squash your opponents.  Likewise, if OCV and DCV are 
controlled, then going from a 5 to a 6 is _more_ valuable than from a 4 to 
a 5, even though DEX normally costs the same.  Besides, I have yet to see a 
decent way to handle characteristic maximums with lots of different races 
(including the ways in AC), that didn't either penalize the non-human 
severely or grant them way too much for their points.   
 
>It short the GM is saying 'I don't trust you to role-play, so I'm going to 
>force you to build things like this." 
 
Where did that come from?  What I _explicitly_  said to the players was, 
"Now you don't have to keep asking my permission to buy up stats" (or 
skills or anything else on this escalating cost--we use the same principle 
all over).  "Instead, you can buy anthing you want (within these very broad 
and well-defined limits), and it will fit in the campaign."  And they have. 
 
Granted, my players probably don't fit the normal mold.  They are uniformly 
great role-players, wonderful at puzzles, terrible at tactics (although 
they are learning--due to that incident with the water trolls :-), and not 
a power-gamer in the bunch.  In fact, what's the opposite of a power-gamer? 
 Someone who is so poor at understanding odds and the mechanics that they 
inadvertently build unbalancing characters and stomp on another player's 
turf?  I just got tired of having to approve everything, because they 
couldn't understand why buying their STR up from 10 to 13 was going to 
cause everyone else to want to buy their STR up as well.   
 
Steven Mitchell 
mdmitche@advicom.net 
 
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Subject: Re:  Weapon Hands Question 
Date: Tue, 9 Jun 1998 01:53:30 -0500 
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Michael Surbrook writes: 
>As I have ssaid before, the system is broken for heroic games.  I did give 
>you my suggestion on the matter (new weapons rules on my website) but you 
>discarded them as 'too realistic' for you more cinematic game. 
 
>Steve, seriously... what do you want as an answer?  What are you trying to 
>accomplish (or fix) in your game?  This discussion is going nowhere. 
 
Well, as I mostly explained in the previous post, not all heroic game are 
created equal.  I suppose what I want is to pick and choose on the realism, 
in order to create the kind of outcomes that I'm trying to simulate.  The 
only way I can do that is to understand why something is set the way it is. 
 What makes it even harder, is I'm trying to stay in the ball park of 
standard heroic FH, because I know my game is very close to balanced now.   
 
Example:  I don't have enough practical experience with real world weapons 
to know.  If you say that the +1 OCV on most blades is unrealistic, then I 
believe you.  But then, I've read 30+ Forgotten Realms novels and numerous 
supplements--enough to know that swords are significantly faster in the 
Realms than in reality.  So the +1 OCV stays for me. It's not a 
disagreement with you--it's just that once I understand your reasoning for 
dropping the +1, I can make a sensible decision on whether to adopt your 
change or not. 
 
OTOH, weapon size and character size seems fairly realistic in the Realms 
(at least, they are trying to make it so).  Right now, I'm just relying on 
GM fiat and common sense to decide what a character can wield.  As you may 
have guessed by now--I hate GM fiat, particularly when I'm the GM.  How can 
I make a good decision on a halfling, when I'm only guessing on a human?  
So when you say that the heroic weapons are broken, I want to understand 
why.  Maybe I'll be better able to answer those questions. 
 
Steven Mitchell 
mdmitche@advicom.net 
 
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To: "Hero Mail List" <champ-l@sysabend.org> 
Subject: Re: Re: Weapon Hands Question) 
Date: Tue, 9 Jun 1998 02:05:40 -0500 
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Steve Peterson writes: 
>In a message dated 6/7/98 4:46:38 PM, mdmitche@advicom.net wrote: 
 
>>Which Melee Weapon Chart are you talking about?  The one in the HSR has 
>> 
>>"Broadsword, +1 OCV, 1d6+1 HKA, 13 STR"  This is identical in FH.  If 
>> 
>>anything in those books can be believed, the 13 STR comes from 20 active 
>> 
>>HKA, + 5 active for the +1 OCV.  So (Active/2) = 12.5, rounded up to 13.  
>> 
>>Or did I just rationalize this trying to make sense of it all? 
>> 
 
>The chart there (and the system for generating weapons) has problems with 
>break points. The weapon list in 1st Edition Fantasy Hero is much better, 
and 
>resolves most of the problems you're having with the weapons. 
 
>The problem with using Limitations to generate STR Mins is that it's too 
crude 
>a method, and doesn't hit break points properly. I used a method more akin 
to 
>the rules for creating Martial Arts in order to generate a balanced weapon 
>list. I understand that in reality the STR required to wield really large 
two- 
>handed weapons was not close to human maximum. But STR is a convenient and 
>expected way to help balance out weapons in game terms. You have to 
remember 
>that we're trying to balance weapons in terms that are usable in the game. 
For 
>instance, heavy armor really didn't make you that much easier to hit, per 
se; 
>the real effect is that you get tired much more quickly wearing heavy 
armor, 
>and therefore you slow down, and therefore you become easier to hit. 
Modeling 
>that is difficult to handle; it's much easier to just reduce a character's 
DCV 
>for wearing heavy armor, and most player's don't have a problem with that. 
 
I hope you can understand why that is both enlightening and terribly 
frustrating to me.  I don't mind all the balancing in game terms, for STR 
or anything else.  In fact, the final result is oh-so-close to what I 
wanted.  The trouble is that the actual method used was not the method 
presented (although Ninja Hero did open my eyes quite a bit). 
 
Since I just got on the web a month ago, I have no idea how long you guys 
have been doing this, but can you guys still remember having a handful of 
books, with nothing but the occasional nugget in AC to explain why 
something works?  Over the last 11 years, I daresay I've spent _days_ just 
trying to make sense of those weapon charts.  Maybe I'm more Type A than I 
thought :-) 
 
Steven Mitchell 
mdmitche@advicom.net 
 
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From: ghoyle1@mail.airmail.net 
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To: "Guy Hoyle" <ghoyle1@airmail.net&> champs-l@sysabend.org, 
        Lizard <lizard@dnai.com> 
Date: Tue, 9 Jun 1998 04:00:10 -0500 
Subject: Re: Independant Limitation 
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> >>>This is the answer I've heard over the years, but I've never been able to 
> >>track down a reference to it in the books.  It seems like an awfully easy 
> >>way to destroy something somebody has sacrificed actual points for. 
> >>> 
> >>Independant is a +2 limitation that doesn't actually 'limit' the power in 
> >>day-to-day play. The high value is due to the risk of real, permenant, 
> >>point loss. 
> > 
> >??? I don't understand how this addresses what I was asking. Sorry. 
> > 
> You were concerned that a Dispel was 'unfair', in that it was too easy to 
> make somone lose hard-earned points. I pointed out that's one of the 
> reasons Independant is such a large limitation -- because it IS easy to 
> kiss those points goodbye. 
 
Ah, that makes some sense. Sorry, Independant has always been a bit  
confusing for me. 
 
Guy 
>  
 
 
---------------------------------- 
Guy Hoyle (guyhoyle@iname.com) 
http://web2.airmail.net/ghoyle1/ 
Visit The Gamemaster's Bookshelf 
and the PANGAEA Project! 
 
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To: "Hero List" <champ-l@sysabend.org&> 
        "woodrow.w.smith@usa.net" <woodrow.w.smith@usa.net> 
Date: Tue, 09 Jun 98 12:19:52  
Reply-To: "qts" <qts@nildram.co.uk> 
Subject: Re: Noisy 
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On Mon, 8 Jun 1998 17:22:01 -0700, Woodie wrote: 
 
>Once upon a time, there was a Limitation, used in the original Fantasy Hero, called, 
>"Noisy". Noisy worked by declaring a -1/2 Limitation on any magical power that could be 
>easily detected by anyone with Magic Sense, even at considerable distances. 
 
Not quite; AFAIR any spellcaster nearby *automatically* knew that a 
spell had gone off. 
qts 
 
Home: qts@nildram.co.uk. 
 
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From: Curt Hicks <exucurt@exu.ericsson.se> 
Date: Tue, 9 Jun 1998 09:51:49 -0500 (CDT) 
To: champ-l@sysabend.org 
Subject: Superhero 101 
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Suppose you are a long established, successful superhero. 
For whatever reason, you're taking on an apprentice.  
What skills and training do you start for your apprentice ? 
What are the basic and less basic things that superheroes need 
to know or be able to do ? 
 
Curt 
 
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Date: Tue, 09 Jun 1998 10:59:13 -0500 
From: "Guy Hoyle" <ghoyle1@airmail.net> 
To: CHAMPS-L@sysabend.org, falkirk@airmail.net 
Subject: Secret Identities 
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Most superheroes have secret identities for one of a few reasons: 
 
1) They allow the superhero to have some semblance of a "normal" life (ex., Superman, Peter Parker) 
2) They give them resources that allow them to carry out their "true" work (ex., Batman) 
3) The costumed persona IS the secret ID (they had a life before they had powers) (ex. Captain Marvel) 
 
Has anybody come up with any different twists on the secret ID? For example, what if a good-guy superhero had a secret identity so that he could blow off steam? He might be a real jerk to be around in his "normal" identity. 
 
Guy 
 
Uncommon Solutions...when you need a better way! 
http://www.uncommonsolutions.com 
 
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Date: Tue, 09 Jun 1998 11:11:32 -0500 
From: Todd Hanson <badtodd@dacmail.net> 
To: "champ-l@sysabend.org" <champ-l@sysabend.org> 
Subject: Re: Secret Identities 
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Guy Hoyle wrote: 
 
> Has anybody come up with any different twists on the secret ID? For 
> example, what if a good-guy superhero had a secret identity so that he 
> could blow off steam? He might be a real jerk to be around in his 
> "normal" identity. 
 
Well, I don't know if this qualifies, but I had one character who had a 
secret ID because in his (original) civilian ID he was a fairly well 
known criminal.  (tough to be taken serious as a good guy when everyone 
knows the things you've done in the past) 
 
 
 
Todd 
 
 
--  
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 
 Todd Hanson                       Minnesota: Land of two seasons: 
 BadTodd@dacmail.net               winter is coming, winter is here. 
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 
 
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Reply-To: <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
To: "Hero List" <champ-l@sysabend.org> 
Subject: Re: Noisy 
Date: Tue, 9 Jun 1998 09:21:38 -0700 
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From: qts <qts@nildram.co.uk> 
>  
> On Mon, 8 Jun 1998 17:22:01 -0700, Woodie wrote: 
>  
> >Once upon a time, there was a Limitation, used in the original Fantasy 
Hero, called, 
> >"Noisy". Noisy worked by declaring a -1/2 Limitation on any magical 
power that could be 
> >easily detected by anyone with Magic Sense, even at considerable 
distances. 
>  
> Not quite; AFAIR any spellcaster nearby *automatically* knew that a 
> spell had gone off. 
 
Well, yes, but I didn't think the method of being "easily detected" needed 
that level of detail in referring to the historical Limitation, especially 
as I most definitely did not want an "automatically" detected effect. The 
problem I had with this was that it was all or nothing; spell casters 
within the radius of effect automatically sensed the magic, those in the 
next hex felt nothing, even if their Magic Sense was +8 greater than the 
person within the effect's radius. 
 
Filksinger 
 
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Reply-To: <jonesmj@topaz.cqu.edu.au> 
From: "happyelf" <cgtmljon@pronet.net.au> 
To: <champs-l@sysabend.org> 
Subject: Re: Independant Limitation 
Date: Wed, 10 Jun 1998 02:26:09 +1000 
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---------- 
> From: Guy Hoyle <ghoyle1@airmail.net> 
> To: lizard@dnai.com; champs-l@sysabend.org 
> Subject: Re: Independant Limitation 
> Date: Tuesday, June 09, 1998 6:24 AM 
>  
> This is the answer I've heard over the years, but I've never been able to 
track down a reference to it in the books.  It seems like an awfully easy 
way to destroy something somebody has sacrificed actual points for. 
 
Note most things bought independant with no foci would have a very  
high AP value. . .and very little way to be destroyed apart from  
dispel. ..  
 
 
>  
> Uncommon Solutions...when you need a better way! 
> http://www.uncommonsolutions.com 
 
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From: Curt Hicks <exucurt@exu.ericsson.se> 
Date: Tue, 9 Jun 1998 11:50:35 -0500 (CDT) 
To: CHAMPS-L@sysabend.org 
Subject: Re: Secret Identities 
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"Guy Hoyle" <ghoyle1@airmail.net> wrote: 
 
(and now I'm going to pick at his examples) 
 
>  
> Most superheroes have secret identities for one of a few reasons: 
>  
> 1) They allow the superhero to have some semblance of a "normal" life (ex., Superman, Peter Parker) 
 
> 2) They give them resources that allow them to carry out their "true" work (ex., Batman) 
> 3) The costumed persona IS the secret ID (they had a life before they had powers) (ex. Captain Marvel) 
>  
 
I think the number one reason to have a secret identity is so that people 
don't come after you for what you do in your costumed identity.  In most 
instances, the secret identity is your 'true' or original identity and the 
costumed ID is  the 'disguise'.   I would put Superman in the unusual  
category (Guy's category 3) in that his 'civilian' ID is the disguise.  
Note that Bruce Wayne existed before Batman, so although Wayne does have 
resources that help Batman, the Wayne identity was not created for that  
purpose.  I think Moon Knight may be a better example, since he created a 
cabby persona to help him gain info. on the street.   
 
> Has anybody come up with any different twists on the secret ID? For example, what if a good-guy superhero had a secret identity so that he could blow off steam? He might be a real jerk to be around in his "normal" identity. 
>  
 
There's always the secret identity is a criminal thing.   
 
Curt  
 
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From: Lisa Hartjes <Hartjes@TCBS.net> 
Reply-To: "Hartjes@TCBS.net" <Hartjes@TCBS.net> 
To: "CHAMPS-L@sysabend.org" <CHAMPS-L@sysabend.org> 
Subject: RE: Secret Identities 
Date: Tue, 9 Jun 1998 12:58:40 -0400 
Organization: Tri-City Business Services 
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<<Has anybody come up with any different twists on the secret ID? For  
example, what if a good-guy superhero had a secret identity so that he  
could blow off steam? He might be a real jerk to be around in his "normal"  
identity.>> 
 
 
How about secret ID to represent a character's true nature, such as someone  
pretending to be of one race when he's really another.  For example, in a  
world where magic is king (and technology is BAD), the character uses  
technology to cast his "spells". 
 
This example is more like a "Dark Secret", where if it gets out, the person  
is ruined. 
 
 
Lisa Hartjes 
 
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Reply-To: <jonesmj@topaz.cqu.edu.au> 
From: "happyelf" <cgtmljon@pronet.net.au> 
To: <champ-l@sysabend.org> 
Subject: Re: Superhero 101 
Date: Wed, 10 Jun 1998 03:04:36 +1000 
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> Suppose you are a long established, successful superhero. 
> For whatever reason, you're taking on an apprentice.  
> What skills and training do you start for your apprentice ? 
> What are the basic and less basic things that superheroes need 
> to know or be able to do ? 
>  
> Curt 
 
 
First thing often stated is to clear up the myths. This is a common 
technique  
in many genre's which seeks to make the setting seem more realistic.  
As for training, most of my supers tend to treat their powers as an extra 
on top 
of detective skills and physical abilities. However some supers might want 
their sidekicks to play a perticular role- like having a telepath as an 
offsider but wanting to keep them out of the line of fire. Aslo a 
run-through of the law, and advice on  
pr- what you can and can't get from people by just standing there in 
costume looking heroic.  
 
 
 
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From: "happyelf" <cgtmljon@pronet.net.au> 
To: <CHAMPS-L@sysabend.org> 
Subject: Re: Secret Identities 
Date: Wed, 10 Jun 1998 03:17:44 +1000 
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---------- 
> From: Guy Hoyle <ghoyle1@airmail.net> 
> To: CHAMPS-L@sysabend.org; falkirk@airmail.net 
> Subject: Secret Identities 
> Date: Wednesday, June 10, 1998 1:59 AM 
>  
> Most superheroes have secret identities for one of a few reasons: 
>  
> 1) They allow the superhero to have some semblance of a "normal" life 
(ex., Superman, Peter Parker) 
> 2) They give them resources that allow them to carry out their "true" 
work (ex., Batman) 
> 3) The costumed persona IS the secret ID (they had a life before they had 
powers) (ex. Captain Marvel) 
>  
> Has anybody come up with any different twists on the secret ID? For 
example, what if a good-guy superhero had a secret identity so that he 
could blow off steam? He might be a real jerk to be around in his "normal" 
identity. 
>  
 
Well, the current spiderman comics (current over here) 
has him in 4 sectre id's to avoid the repercussions of his usual one.  
Also of note are- 
 
*An actual psychological change, like when superman was gangbuster  
before he took off into space and found warworld the first time 
 
*A transformation which the person could not come to terms with  
in the normal context of their life. this is simmilar to A above,  
but the idea here isn't external factors, but how the hero thinks this news 
would change the relationships he has, or maybe even how they see 
themselves.  
 
*A transformation dictated by some wierd condition- If the citizens of 
planet blarg find out that the Defender is a native blargian, then chaos 
would reighn becasue the chosen one is not meant to be from this world, 
ect, ect.  
 
 
 
 
 
 
 
> Guy 
>  
> Uncommon Solutions...when you need a better way! 
> http://www.uncommonsolutions.com 
 
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From: "qts" <qts@nildram.co.uk> 
To: "filkhero@usa.net" <filkhero@usa.net&> "Hero List" <champ-l@sysabend.org> 
Date: Tue, 09 Jun 98 18:10:40  
Reply-To: "qts" <qts@nildram.co.uk> 
Subject: Re: Noisy 
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On Tue, 9 Jun 1998 09:21:38 -0700, Filksinger wrote: 
 
>From: qts <qts@nildram.co.uk> 
>>  
>> On Mon, 8 Jun 1998 17:22:01 -0700, Woodie wrote: 
>>  
>> >Once upon a time, there was a Limitation, used in the original Fantasy 
>Hero, called, 
>> >"Noisy". Noisy worked by declaring a -1/2 Limitation on any magical 
>power that could be 
>> >easily detected by anyone with Magic Sense, even at considerable 
>distances. 
>>  
>> Not quite; AFAIR any spellcaster nearby *automatically* knew that a 
>> spell had gone off. 
> 
>Well, yes, but I didn't think the method of being "easily detected" needed 
>that level of detail in referring to the historical Limitation, especially 
>as I most definitely did not want an "automatically" detected effect. The 
>problem I had with this was that it was all or nothing; spell casters 
>within the radius of effect automatically sensed the magic, those in the 
>next hex felt nothing, even if their Magic Sense was +8 greater than the 
>person within the effect's radius. 
 
Fair enough, so just reduce the Limitation to -1/4 and say that 
magicians get a PER (or whatever) roll. 
qts 
 
Home: qts@nildram.co.uk. 
 
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Date: Tue, 09 Jun 1998 12:41:24 -0700 
To: champ-l@sysabend.org 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Superhero 101 
Sender: owner-champ-l@sysabend.org 
 
At 09:51 AM 6/9/1998 -0500, Curt Hicks wrote: 
> 
> 
>Suppose you are a long established, successful superhero. 
>For whatever reason, you're taking on an apprentice.  
>What skills and training do you start for your apprentice ? 
>What are the basic and less basic things that superheroes need 
>to know or be able to do ? 
 
   I'd say that the list should probably be topped with Working With 
Authorities. 
   By and large, a civilian superhero (one not officially sanctioned by the 
government) is a lot like a Citizen's Patrol member who just happens to 
have super-powers.  He can make citizens' arrests, and can be considered an 
"expert" in certain cases (such as knowing how to defuse a super-high-tech 
bomb that is beyond the ken of the official Bomb Squad, or when said Bomb 
Squad isn't available for any reason). 
   Superheroes should *not*, however, consider themselves to be on equal 
legal footing with the official police, let alone (heaven forbid) actually 
above their authority.  It's up to the police (whether local, county, 
state, or Federal) to gather evidence at the scene of the crime.  It's up 
to the police to obtain and serve search and arrest warrants.  It's up to 
the police to pursue and apprehend fleeing criminals.  Civilians may give 
assistance, especially if they have skills, training, and/or equipment that 
make them at least as competent as the police themselves at the endeavor; 
I've seen cases in the real world where each of these actually happened. 
Whether this is done or not, though, is up to the decisions and whims of 
the law enforcement agent in charge and the policies of his agency; status 
can change on a moment's notice. 
   When arriving on the scene of any dangerous situation, the first 
priority of any superhero should be saving lives.  If given a choice 
between people dying and a criminal escaping, let the criminal escape in 
order to save lives.  The second priority is preserving highly valuable 
property (such as art treasures, artifacts, and other irreplaceable goods). 
 Massive property damage (such as an entire downtown city block, or more) 
is a comparable concern.  Only when both life and property are well in hand 
(or not in danger in the first place), and when any police present are 
overwhelmed, should a superhero step in to capture a criminal. 
   What I've given above isn't the whole scope of the concept; it's just 
the opening paragraphs.  Other issues that would need to be covered include 
evidence handling, giving credit where credit is due, recognizing which law 
enforcement agents would be amenable to accepting your help, etc. 
--- 
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: <CHAMPS-L@sysabend.org> 
Subject: Re: Secret Identities 
Date: Tue, 9 Jun 1998 13:17:51 -0700 
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From: Guy Hoyle <ghoyle1@airmail.net> 
>  
> Most superheroes have secret identities for one of a few reasons: 
>  
> 1) They allow the superhero to have some semblance of a "normal" life 
(ex., Superman, Peter Parker) 
> 2) They give them resources that allow them to carry out their "true" 
work (ex., Batman) 
> 3) The costumed persona IS the secret ID (they had a life before they had 
powers) (ex. Captain Marvel) 
4) To protect the ones they love. 
5) To hide from ones enemies. 
  
> Has anybody come up with any different twists on the secret ID? For 
example, what if a good-guy superhero had a secret identity so that he 
could blow off steam? He might be a real jerk to be around in his "normal" 
identity. 
 
A hero who cannot maintain his heroic identity and powers indefinitely. 
Such a hero may need a secret id in order to "recharge" without villains 
showing up while he is vulnerable. 
 
A hero whose normal identity is so unpopular that he cannot operate as a 
hero if it is known. A hero who was trying to make up for his former crimes 
committed while in his "normal" identity might fit, for example. As a 
twist, how about a hero who is living someone else's life, someone who was 
really unpleasant? I had a hero once who was an alien who could not survive 
on Earth whose ship carrying the imprisoned "Eater of Souls" crashed on 
Earth. She took over the body of a now-mindless villain who found the 
wreck, and now is forced to use an unpleasant identity as a 
Viper-controlled villain while trying to understand Earth. 
 
A hero whose costumed persona is intended to _avoid_ adulation and crowds, 
such as a famous rock singer who is secretly a silent, seldom seen 
vigilante. 
 
That's a few. More will undoubtedly occur as soon as I send it.:) 
 
Filksinger 
 
 
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Date: Tue, 9 Jun 1998 16:38:43 -0400 
From: david stallard <DBStallard@compuserve.com> 
Subject: Generic RPG mailing list? 
Cc: "[unknown]" <champ-l@sysabend.org> 
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Does anybody know of a mailing list for generic RPG discussion?  I've got 
some questions about group structure, switching campaigns/systems, and 
stuff like that which doesn't really belong on this list.  I know there's a 
Usenet newsgroup for generic talk, but I'd prefer a mailing list if one 
exists.  Thanks! 
 
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Date: Tue, 09 Jun 1998 15:40:34 -0700 
From: mcallahan <mcallahan@home.com> 
Reply-To: mcallahan@home.com 
To: champ-l@sysabend.org 
Subject: Re: Shooting Blind with No Range Mod Powers 
Sender: owner-champ-l@sysabend.org 
 
>Player: "I, SuperRange Man, have decided to attack Mr. Bad with my  
>SuperRange Beam. I have 
>the ability to hit any place on the planet, regardless of barriers in >my way, with NRP." 
> 
>GM: "You are kidding. You don't even know where he is. Only I know  
>that." (Note: SRM is in 
>Little America, Antarctica, and Mr. B is in Maui.) 
> 
>Player: "I attempt to find him by listening carefully. (Shakes dice)  
>I get a 5 on my PER 
>roll." 
> 
>GM: "Your PER roll fails." 
> 
>Player: "Cool. That gives me a 0 OCV with NRP. I'll keep shooting  
>until I hit him, since I 
>have 0 END." 
> 
>GM: "O.K. Mr. Badhas a DCV of 7. You hit him on a 4 or less." 
 
Of course this should be considered to be suprised out of combat, so 
Mr. Bad is at 1/2 dcv, and takes x2 stun when he gets hit (now a 7 or 
less)  :-) 
 
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From: "Melinda and Steven Mitchell" <mdmitche@advicom.net> 
To: "Hero Mail List" <champ-l@sysabend.org> 
Subject: Re: Affecting STR Min 
Date: Tue, 9 Jun 1998 18:16:22 -0500 
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 At 06:50 AM 6/8/1998 EDT, SteveL1979@aol.com wrote: 
 > To address Len's points (should 0 END increase the STR Min of a 
 weapon or 
 >not; how do you deal with -1 OCV on a weapon, and should that 
 decrease the STR 
 >Min?) without doing a lot of cutting and pasting, let me just say 
 that I think 
 >he touches on an important point, to wit: 
 > 
 > What Advantages, Limitations, and additions/deductions from a 
 weapon's cost 
 >should affect its STR Min? 
 
I suppose it depends on what your goals are for the STR minimums.  Are the 
current ones high only to have a wider range of STRs, or are they high to 
represent the higher END cost of the heavier weapons? 
 
For example, my campaign might could tolerate the game effects of Michael's 
more reasonable STR minimuns if the heavier weapons cost 1 or 2 END at the 
end of the turn (much like heaver armor does).  That way, the common rogue 
could fight with a bastard sword or large axe for a short time, but he 
would hardly choose one as his main weapon.  (I'm just throwing this out 
for example.) 
 
I realized today that when I suggested that skill levels be used to lower 
STR minimums (from the Hero Standard to Michael's standard), what I was 
really trying to do was lower the END cost.  (And before the purist go 
nuts, there is precedence for skill levels lowering END cost--in Hero 
System Almanac 1.) 
 
I still think that you can have a guy with a 13 STR, good CON, REC, etc., 
who will wear himself out in a hurry if he tries to fight with an 
unfamiliar weapon.  And I don't think 1 CP in WF "Blades" is going to 
conquer this for everything from the knife to the great sword.  Heck, even 
someone trained, who is rusty, will get very tired wielding a light weapon 
properly--even if he is in great shape otherwise. 
 
The above sounds about as confused as I am.  Perhaps the problem is that 
"STR min" should be defined as something more and/or less than just the STR 
necessary to wield the weapons.  Perhaps, it should even change so much as 
to need a new name.  This theoretical "Weapon Requirements" limitation 
could include everything from (Michael's lower) STR min, to height 
requirements, maybe extra END requirements, and who knows what else.  I'm 
sure you guys can think of  more.  One example (very possibly a bad one), 
would be something that made swords have a lower STR min--because of the 
tech level, but also quantified how they require more care.  In other 
words, I can use that 10 STR broadsword, but I better keep the edge sharp 
if I want it's full damage class. 
 
I think we have to answer those questions before we can make intelligent 
decisions about the advantages. 
 
Steven Mitchell 
mdmitche@advicom.net 
 
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Date: Tue, 09 Jun 1998 23:38:24 +0000 
From: Mark Lemming <icepirat@ix.netcom.com> 
To: champ-l@sysabend.org 
Subject: Re: Superhero 101 
Sender: owner-champ-l@sysabend.org 
 
Bob Greenwade wrote: 
>  
> At 09:51 AM 6/9/1998 -0500, Curt Hicks wrote: 
> > 
> >Suppose you are a long established, successful superhero. 
> >For whatever reason, you're taking on an apprentice. 
> >What skills and training do you start for your apprentice ? 
> >What are the basic and less basic things that superheroes need 
> >to know or be able to do ? 
>  
>    I'd say that the list should probably be topped with Working With 
> Authorities. 
<Bob's excellent ideas shamelessly snipped> 
 
I'm not sure about the working with Authorities, but if you're going to train 
a new 
hero, you need to teach them proper fashion sense.  When to wear a cape. What 
type of mask works best for you.  Are Swashbuckler boots in or out? 
 
Get the proper publicity photos all done.  If you do something and no photo is 
taken; Would you rather have them use the photo you provided or the one from 
the time Grond shoved your face through a bank vault? 
 
More stuff: 
Which resturaunts cater to Superheroes?  How to get bloodstains out of your 
costume.  How to avoid face disfiguring injuries. 
 
I think that's enough for now, 
Mark Lemming 
 
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Date: Tue, 09 Jun 1998 17:15:26 -0700 
To: champ-l@sysabend.org 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Shooting Blind with No Range Mod Powers 
Sender: owner-champ-l@sysabend.org 
 
At 03:40 PM 6/9/1998 -0700, mcallahan wrote: 
>>Player: "Cool. That gives me a 0 OCV with NRP. I'll keep shooting  
>>until I hit him, since I 
>>have 0 END." 
>> 
>>GM: "O.K. Mr. Badhas a DCV of 7. You hit him on a 4 or less." 
> 
>Of course this should be considered to be suprised out of combat, so 
>Mr. Bad is at 1/2 dcv, and takes x2 stun when he gets hit (now a 7 or 
>less)  :-) 
 
   On the other hand, there are always those targets that the PC hit while 
shooting blindly at Mr. Badhas.  ("Excuse me, sir, we're with the Secret 
Service....") 
--- 
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, 09 Jun 1998 19:18:19 -0500 
To: champ-l@sysabend.org 
From: "Michael (Damon) or Peni R. Griffin" <griffin@txdirect.net> 
Subject: Re: Superhero 101 
Sender: owner-champ-l@sysabend.org 
 
At 09:51 AM 6/9/98 -0500, Curt Hicks wrote: 
>Suppose you are a long established, successful superhero. 
>For whatever reason, you're taking on an apprentice.  
>What skills and training do you start for your apprentice ? 
>What are the basic and less basic things that superheroes need 
>to know or be able to do ? 
 
There are exceptions, of course, but usually the apprentice will be a 
sidekick, rather than a mere student of, or even an immediate replacement 
for, the established hero.  And sidekicks are usually minors.  With that in 
mind: 
 
Rule 1:  We play by MY rules.  What I say goes, period. 
Rule 2:  Be the best you can be.  Then be better. 
Rule 3:  Taking on this job doesn't relieve you of other responsibilities 
(school, family obligations, etc.) 
 
Okay, ultra-controlling, never-satisfied Hero-Guy's ground rules 
established, we can proceed to specifics... 
 
First, book work.  (Actually, this will often be done on, or at least with 
the help of, a super crimefighting computer.)  Specifics of the book work 
will vary according to the skills of the hero; detective types will make 
the sidekick learn things like forensics, but most heroes should have a 
nodding acquaintance with basic police procedure, and at least enough of 
the law to be able to tell the difference between a felony and a 
misdemeanor, and know when a citizen's arrest can be made.  You need to 
know how to avoid screwing up an arrest, or otherwise making life hard on 
the cops you are supposed to be helping. 
 
Second, physical conditioning.  Realistically, this should involve weeks or 
months of various forms of exercise, gymnastics and weight training, 
followed by more months of martial arts and/or weapons training and 
practice.  Comics usually compress this pretty drastically, so that all 
this training is either squeezed into six panels, or assumed to be going on 
in the background after the sidekick's debut.  If the hero and sidekick 
have mainly powers rather than skills (i.e., Flash & Kid Flash, Aquaman & 
Aqualad) then this phase of training will focus on honing the various uses 
of those powers. 
 
Third, consequences.  The sidekick will inevitably decide he's "ready" 
before the hero does, and will go off on his own, or tag along against 
orders, and pull some lame stunt that nearly (a) gets him killed, (b) gets 
civilians killed, (c) lets the bad guy get away, or (d) blows the hero's 
cover.  At this point the apprentice learns what happens when you cross the 
boss.  The hero will drag out one or more of the following stock speeches: 
This Isn't a Game, With Great Power Comes Great Responsibility, or You Let 
Me Down -- How Can I Work With a Partner I Can't Trust?  Some sidekicks 
have to learn this more than once. 
 
Note that the sidekick is not given access to any of the Cool Hero Toys 
until after he's gone through Stage 3 and then proven himself again.  He 
may have given *himself* access to some of them at the beginning of this 
stage, but they will be taken away; once he's proven himself again, he'll 
be awarded his own set of toys.  (No, you still can't drive the Heromobile, 
but I'm giving you a customized SidekickCycle.) 
 
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  | 
|--------------------------------------------------------------------| 
 
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Date: Tue, 09 Jun 1998 19:23:06 -0500 
From: Ross Rannells <rossrannells@worldnet.att.net> 
Reply-To: rossrannells@worldnet.att.net 
To: Curt Hicks <exucurt@exu.ericsson.se> 
CC: champ-l@sysabend.org 
Subject: Re: Superhero 101 
Sender: owner-champ-l@sysabend.org 
 
 
 
Curt Hicks wrote: 
 
> Suppose you are a long established, successful superhero. 
> For whatever reason, you're taking on an apprentice. 
> What skills and training do you start for your apprentice ? 
> What are the basic and less basic things that superheroes need 
> to know or be able to do ? 
> 
> Curt 
 
  First of read the Followers perq to find out the point level of your 
apprentice.  Next follow the steps you would take with any character you 
wish to create,  keepin in mind that the apprentices power base should 
be reasonably close to that of the person they are learning from.  Dick 
Greyson was apprenticed to Bruce Wayne for quite a while before breaking 
out on his own.  From what I remember he seemed to have learned quite 
well. 
 
  Of course if your looking to be a Mastermind with many followers keep 
you browser pointed at Digital Heo to see how the Mastermind power is 
finally explained (a shameless plug for some of my own work). 
 
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Date: Tue, 09 Jun 1998 19:35:12 -0500 
From: Ross Rannells <rossrannells@worldnet.att.net> 
Reply-To: rossrannells@worldnet.att.net 
To: Mark Lemming <icepirat@ix.netcom.com> 
CC: champ-l@sysabend.org 
Subject: Re: Superhero 101 
Sender: owner-champ-l@sysabend.org 
 
 
 
Mark Lemming wrote: 
 
> More stuff: 
> Which resturaunts cater to Superheroes? 
 
Avoid Ace's High, that place has really gone down the crapper :) 
 
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Date: Tue, 9 Jun 1998 22:36:23 -0400 (EDT) 
From: Michael Surbrook <susano@access.digex.net> 
cc: Hero Mail List <champ-l@sysabend.org> 
Subject: RE: STR Min (was something else) 
Sender: owner-champ-l@sysabend.org 
 
On Tue, 9 Jun 1998, Melinda and Steven Mitchell wrote: 
 
> Now, I've been working on this for some time, and I'm fairly close in a lot 
> of ways, but there is always a tension between the realism and the cinema 
> in this setting.  There has to be, because Realms characters take licks, 
> and sometimes those licks take them down fast.  But I don't really think I 
> can exactly convey what I want.  So instead, I'm trying to understand how 
> your system works, so that I can adapt it to my campaign.  I can't just 
> take it whole cloth.  I _need_ the full range of STR min to make a more 
> vibrant distinction in characters.  On the other hand, I'm not satisfied 
> with the STR minimums in FH, so I'm trying to come up with an alternative.  
> If you where going to adapt your system to play at the upper reaches of 
> heroic realism, just creeping into the edge of cinema, how would you change 
> it?  Or is that a ludicrous question? 
 
I would ignore STR Min.  Either that or assign values that make sense 
according to the weapon but not some hard and fast formula.  Cinematic 
fantasy does not have STR Min.  People often use whatever they wnat 
regarless of how strong they look to be. 
  
> I never stated that anyone paid for weapons with points.  It's very much a 
> heroic level game in the full Hero tradition.  What may have given you the 
> idea, was that I said that the PCs sometimes find metals with "points" in 
> them.  Just think of it as a magic item that isn't yet made, but that the 
> character found the points for.  They have to forge the sword instead of 
> just finding it in the lair.   
 
I got the impression from a previous post that PCs paid for their 
weapons. 
 
> >You can't have everything.  If you want cinematic game then don't worry 
> >about STR Min, that's for more 'realistic' games, just like STR Min for 
> >guns.  Stee Long recommends ignoring the STR Min for 'wilder' Dark 
> >Champions games (where everyone can fire an Uzi one handed and often fire 
> >two at once), and it sounds like you should here. 
>  
> Too cinematic for me.  That tension again.  Realms dwarves do some fairly 
> cinematic things with those axes, but they don't run around with a large 
> axe in each hand.   
 
I never said that.  I'm failing to understand your 'cinematic' approach. 
I've never read and AD&D novels and never intend to and I suspect I'd gag 
at the way they depict certain things.  The problem is that I just don't 
undestand the rules of your game.  I can you can be more specific than 
maybe I'd understand what you are looking for. 
 
> >> What specifically did you not like about it?  You might could do what I 
> >> did, only increase the cost every 3 points of STR, instead of 5.  That 
> >> would be fairly realistic.  I don't see how anyone full grown male could 
> >> avoid getting at least a 13 STR, with moderate exercise. 
>  
> >Becuase it basically represents the idea that the GM is forcingt the 
> >players to fit into a specific character type.  Take a look at your 
> >method.  Who's going to even try to have a stat near 20?  A 20 STR would 
> >cost 15 points, a 20 DEX would cost 45 points.  If you are dealing with 
> >100 point normals, no one is going to want to cough up that much for a 
> >characteristic and everyone is going to end up with the same stats. 
>  
> I think I'm missing some reasoning on your part.  I don't see how you can 
> get to the above from what I said.  Bottom line, we have PCs with stats all 
> over the board, from 8 to 25, depending on the stat.  My change was done, 
> in part, to create _more_ variety, and it has.  Of course, it also works 
> because we are only charging 1 point for the first 5 CP of CON and EGO, and 
> we broke DEX down into REF, DEX, and TECH (ala Fuzion) with the same cost 
> structure.  (When we converted the characters, everyone was within 5 points 
> of the original total.  So it balances out.)  A 17 costs 9 CP, and a 18 
> costs 11 CP.  That's just 2 and 3 CP more, respectively.  It also makes the 
> "blended" character reasonable to play.  So it increases the options.   
 
None of this was in your previous post.  You just described that you 
double the cost of a stat every 5 points.  IMO you're not playing HERO 
anymore, you're playing a Fuzion variant.  And I still don't like house 
rules where the cost gets higher every few points or so.  It's like the GM 
is saying he dosn't trust the players to build within a certain conception 
and expects everyone to get into an arms race of points.  And, of course, 
the PCS have only 'x' points, while the GM has all the points he wants, 
so where is the limits on the GM? 
  
> Think about it this way.  Given a certain level of defenses, buying the 
> first few STR is just reaching the level where you can "play".  If the 
> average is 6 DEF, then damage class 1-3 are practially equal.  But damage 
> class 4 is useful, 5 even more so, and so on until you reach the level 
> where you can just squash your opponents.  Likewise, if OCV and DCV are 
> controlled, then going from a 5 to a 6 is _more_ valuable than from a 4 to 
> a 5, even though DEX normally costs the same.  Besides, I have yet to see a 
> decent way to handle characteristic maximums with lots of different races 
> (including the ways in AC), that didn't either penalize the non-human 
> severely or grant them way too much for their points.   
 
I prefer the one shown in an issue of AC where the CHA bonus translated to 
a increase in the base stat.  If a dwarf has a CHA Maxima of 23, he 
started with a 13 STR.  This was paid for with a 'dwarf racial package' 
listed on the character sheet. 
  
> >It short the GM is saying 'I don't trust you to role-play, so I'm going to 
> >force you to build things like this." 
>  
> Where did that come from?   
 
That was the opinion expressed when a method like this was introduced in a 
local game. 
 
> What I _explicitly_  said to the players was, 
> "Now you don't have to keep asking my permission to buy up stats" (or 
> skills or anything else on this escalating cost--we use the same principle 
> all over).  "Instead, you can buy anthing you want (within these very broad 
> and well-defined limits), and it will fit in the campaign."  And they have. 
 
I see nothing wrong with people informing or asking the GM about where 
they sepnd EPs.  Lets one keep track of what the PCS are up to. 
  
> Granted, my players probably don't fit the normal mold.  They are uniformly 
> great role-players, wonderful at puzzles, terrible at tactics (although 
> they are learning--due to that incident with the water trolls :-), and not 
> a power-gamer in the bunch.  In fact, what's the opposite of a power-gamer? 
>  Someone who is so poor at understanding odds and the mechanics that they 
> inadvertently build unbalancing characters and stomp on another player's 
> turf?  I just got tired of having to approve everything, because they 
> couldn't understand why buying their STR up from 10 to 13 was going to 
> cause everyone else to want to buy their STR up as well.   
 
That last line makes me wonder.  How is the fact that player X buys his 
STR up to 13 going to force Y to do the same?  Don't people try to stick 
the the character conception?  I mean, I've increased the STR of some of 
my PCs over time, but not becuase the other people did.  I increased STR 
because I felt it made sense based on what the character was up to 
(learning martial arts, having his powers increase with time, simply 
working out).PCs should not try to play a game of 'one-up' with each 
other, otherwise no one will be happy and no one will be able to have a 
niche where they can 'shine'. 
 
*************************************************************************** 
* "'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: Tue, 9 Jun 1998 22:43:34 -0400 (EDT) 
From: Michael Surbrook <susano@access.digex.net> 
cc: Hero Mail List <champ-l@sysabend.org> 
Subject: Re:  Weapon Hands Question 
Sender: owner-champ-l@sysabend.org 
 
On Tue, 9 Jun 1998, Melinda and Steven Mitchell wrote: 
 
> OTOH, weapon size and character size seems fairly realistic in the Realms 
> (at least, they are trying to make it so).  Right now, I'm just relying on 
> GM fiat and common sense to decide what a character can wield.  As you may 
> have guessed by now--I hate GM fiat, particularly when I'm the GM.  How can 
> I make a good decision on a halfling, when I'm only guessing on a human?  
> So when you say that the heroic weapons are broken, I want to understand 
> why.  Maybe I'll be better able to answer those questions. 
 
Consider this: 
 
The hand numbers (ie. 1, 2, 1 1/2) are for a human sized user.  Anyone of 
less than human size (ie. a dwarf) can't use most human 2-handed weapons 
(exception - spears and the like) and has to use 1 1/2 handed weapons with 
two hands.  Anyone shorter than that (ie. a hafling) can't use *any* 
two-handed weapons and *must* use all 1 1/2 handed weapons with two hands. 
Certain 1 1/2 handed weapons are also unusable, the exception being (once 
again) spears and the like.  Some one-handed human weapons (such as axes) 
become 1 1/2 handed weapons.  Small human weapons (ie. short swords) 
become M sized weapons.  Going the otehr way, I'd guess that 2 levels of 
growth will turn *any* 1 1/2 half handed weapon into a 1 handed weapon and 
many 2 handed weapons will become 1 1/2 handed weapons.  Get and bigger 
and fwe human scale weapons will really be suted for use by the character. 
 
*************************************************************************** 
* "'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: Tue, 9 Jun 1998 22:45:32 -0400 (EDT) 
From: Michael Surbrook <susano@access.digex.net> 
cc: Hero Mail List <champ-l@sysabend.org> 
Subject: Re: Weapon Hands Question 
Sender: owner-champ-l@sysabend.org 
 
On Tue, 9 Jun 1998, Melinda and Steven Mitchell wrote: 
 
> Michael Surbrook writes: 
> >One does not slash with a bastard or great sword, one cleaves.  Yes you 
> >might use the upper third of the blade, but not as if it was a fencing 
> >rapier.  You actually want to hit a bit down the blade to transfer maximum 
> >energy, must like a baseball player whatns to hit with the 'sweet spot' of 
> >the bat, which is *not* the tip. 
>  
> But the point (parden the pun) is that the part you hit with is somewhere 
> out near the end of the blade.  It's further out on a great sword than a 
> bastard sword.  It doesn't matter whether it is the tip or not.  My point 
> was that the size of the arc described by the "sweet spot" matters. 
 
Nope.  It's not so much the arc of the blade as the movement of the hips. 
Proper use of the hips will do wonders for the force of your blow, 
regardless of how far the blade goes.  One handed use will give some 
power, but two handed use will give power, direction and control. 
  
*************************************************************************** 
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *  
*               Michael Surbrook / susano@access.digex.net                *  
*        Visit "Surbrook's Stuff' the Hero Games resource site at:        *    
*              http://www.access.digex.net/~susano/index.html             * 
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Reply-To: <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
To: <champ-l@sysabend.org> 
Subject: Re: Shooting Blind with No Range Mod Powers 
Date: Tue, 9 Jun 1998 19:48:44 -0700 
X-MSMail-Priority: Normal 
Sender: owner-champ-l@sysabend.org 
 
From: mcallahan <mcallahan@home.com> 
>  
> >Player: "I, SuperRange Man, have decided to attack Mr. Bad with my  
> >SuperRange Beam. I have 
> >the ability to hit any place on the planet, regardless of barriers in 
>my way, with NRP." 
<snip> 
> >GM: "O.K. Mr. Bad has a DCV of 7. You hit him on a 4 or less." 
>  
> Of course this should be considered to be suprised out of combat, so 
> Mr. Bad is at 1/2 dcv, and takes x2 stun when he gets hit (now a 7 or 
> less)  :-) 
 
Well, for the first shot. After that, he'd get his full DCV and take only 
normal damage. 
 
Unless it was done randomly, once or twice a day. Even if you never hit 
him, imagine Mr. Bad with a severe nervous tick.:) 
 
Filksinger 
 
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Date: Tue, 09 Jun 1998 19:57:10 -0700 
From: Chad Riley <chadriley01@m7.sprynet.com> 
Reply-To: chadriley01@sprynet.com 
Organization: None 
To: Guy Hoyle <ghoyle1@airmail.net> 
CC: CHAMPS-L@sysabend.org 
Subject: Re: Secret Identities 
Sender: owner-champ-l@sysabend.org 
 
 
 
Guy Hoyle wrote: 
 
> Most superheroes have secret identities for one of a few reasons: 
> 
> 1) They allow the superhero to have some semblance of a "normal" life (ex., Superman, Peter Parker) 
> 2) They give them resources that allow them to carry out their "true" work (ex., Batman) 
> 3) The costumed persona IS the secret ID (they had a life before they had powers) (ex. Captain Marvel) 
> 
> Has anybody come up with any different twists on the secret ID? For example, what if a good-guy superhero had a secret identity so that he could blow off steam? He might be a real jerk to be around in his "normal" identity. 
> 
> Guy 
> 
> Uncommon Solutions...when you need a better way! 
> http://www.uncommonsolutions.com 
 
How about the female super vigilante who is in reality male? Saw it in Villains Unlimited. 
 
 
 
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Date: Tue, 09 Jun 1998 22:58:26 -0400 
To: <filkhero@usa.net&> <champ-l@sysabend.org> 
From: Joe Mucchiello <why@superlink.net> 
Subject: RE: Shooting Blind with No Range Mod Powers 
Sender: owner-champ-l@sysabend.org 
 
At 03:42 PM 6/8/98 -0700, Filksinger wrote: 
>From: Joe Mucchiello 
>> At 12:42 AM 6/4/98 -0700, Filksinger wrote: 
>> >>  The 
>> >> *POWER* has No Range Modifier, not the person using it. 
>> 
>> Although I'm very bored by this discussion, please call it No Range 
>> Penalty.  That is what you are discussing, right?  Every time I see NRM I 
>> have to remember what you all are talking about. 
> 
>Very well. NRP, if I remember. 
 
Thank you. :-) 
 
>> Second, I have to disagree with Filksinger (and most others).  You are 0 
>> OCV against a target at range if you cannot make a targeted PER roll 
>> against the target.  If the special effect was sufficient to allow the NRP 
>> advantage on the power then the power will hit if the attacker makes a 0 
>> OCV attack against the target.  That is how the game mechanic works.  You 
>> are arguing against the game mechanic.  If you don't like it, don't allow 
>> NRP on the power in question. 
> 
>Player: "I, SuperRange Man, have decided to attack Mr. Bad with my 
SuperRange Beam. I have 
>the ability to hit any place on the planet, regardless of barriers in my 
way, with NRP." 
> 
>GM: "You are kidding. You don't even know where he is. Only I know that." 
(Note: SRM is in 
>Little America, Antarctica, and Mr. B is in Maui.) 
> 
>Player: "I attempt to find him by listening carefully. (Shakes dice) I get 
a 5 on my PER 
>roll." 
> 
>GM: "Your PER roll fails." 
> 
>Player: "Cool. That gives me a 0 OCV with NRP. I'll keep shooting until I 
hit him, since I 
>have 0 END." 
> 
>GM: "O.K. Mr. Badhas a DCV of 7. You hit him on a 4 or less." 
 
Player: "Okay, I can make 10 attacks before I run out of END so I'll just 
roll the dice 10 times." rolls "Hey, I hit once." 
 
GM: "Okay.  Each of the missiles flies off in different directions.  You 
don't know if you hit him.  Now what do you do?"  Notes damage on target. 
Decides Bad knows who did it and will send someone after him. 
 
Player: "Um." 
 
>If a failed PER roll allows an attack at 0 OCV against any target in 
range, and the range 
>is planetary, then I could declare that I was attacking a man anywhere on 
the planet, 
>without even knowing where he was, at 0 OCV. After all, I can _always_ 
fail a PER roll. 
> 
>If you rule that I have to know where he is, then I agree. That is, in 
fact, the whole 
>point of my question. How well do you have to know where he is, and what 
are the modifiers 
>for determining where he is at range when you have no sense that can 
detect him. 
 
Okay, forget about NRP.  Ten people are in a pitch black warehouse with 
guns.  One of them just starts shooting a random.  He is 0 OCV against 
everyone else.  He has a small chance to hit them.  If they are normals 
then he is 8- to hit someone within 4", 6- within 8", 4- within 16", etc, 
not counting cover (crates and whatnot).  No matter what he rolls, if 
something is between him and the target he will miss (SFX).  But if the 
dice indicate a hit, he hits.  Do you disagree with this? 
 
If so, why? 
 
If not, then NRP works exactly the same way just over a larger range of 
possible hits.  He's 8- against a 3 DCV target within range of his power. 
 
I think your problem with this is NRP.  NRP makes no sense.  "The farther 
away something is the more likely you are to hit" is just common sense. 
But, if you find a special effect where NRP makes sense, this is how it 
should work. 
 
  Joe 
 
 
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Date: Tue, 9 Jun 1998 23:01:49 -0400 (EDT) 
From: Michael Surbrook <susano@access.digex.net> 
To: Champions Mailing List <champ-l@sysabend.org> 
Subject: CHAR: Mothman 
Sender: owner-champ-l@sysabend.org 
 
MOTHMAN 
(Byron Lewis) 
 
Val	CHA	Cost	Roll	Notes 
13	STR	3	12-	150kg; 2 1/2d6 
15	DEX	15	12-	OCV: 5 / DCV: 5 
13	CON	6	12-	 
10	BODY	0	11-	 
18	INT	8	13-	PER Roll 13- 
10	EGO	0	11-	ECV: 3 
13	PRE	3	12-	PRE Attack: 2 1/2d6 
10	COM	0	11-	 
6	PD	3		Total: 6 PD 
5	ED	2		Total: 5 ED 
3	SPD	5		Phases: 4, 8, 12 
6	REC	0		 
30	END	0		 
24	STUN	0		 
Total Characteristics Cost: 47 
 
Movement:	Running: 6" / 12" 
		Swimming: 2" / 4" 
 
Cost	Powers & Skills 
Combat Training: 
5	HTH Training: +1 with HTH 
 
Background Skills: 
10	Money: Wealthy 
3	Acrobatics 12- 
3	Climbing 12- 
3	High Society 12- 
3	KS: Philosophy 13- 
1	TF: Car 
28	Total Powers & Skills Cost 
75	Total Character Cost 
 
25+	Disadvantages 
	Psychological Limitation: 
5	(15) Alcoholic 
20	Code vs Killing 
15	Secret ID: Byron Lewis 
10	Experience 
75	Total Disadvantage Points 
 
Description: 
Mothman was a bored Connecticut playboy who decided to fight crime in 
order to bring meaning to his life.  He was with the Minutemen for the 
duration, from 1940 to 1949.  A conscientious objector, he worked as a 
medical aide during World War II.  Mothman suffered from a drinking 
problem from early on, and after being dragged before HUAC in the mid-50's 
(and being labeled a Communist for his more liberal views), his alcoholism 
reached dangerous proportions.  Mothman was committed to a rehabilitation 
center in 1962. 
 
Note: In "Under the Hood", Hollis Mason makes mention of the fact that 
Mothman could glide for short distances with his costume.  No mention is 
made anywhere else about him having that ability, and no sort of gliding 
power is listed on his character sheet. 
 
(Mothman created by Alan Moore and Dave Gibbons, character sheet created 
by Michael Surbrook) 
 
*************************************************************************** 
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *  
*               Michael Surbrook / susano@access.digex.net                *  
*        Visit "Surbrook's Stuff' the Hero Games resource site at:        *    
*              http://www.access.digex.net/~susano/index.html             * 
*            Attacked Mystification Police / AD Police / ESWAT            * 
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark * 
*************************************************************************** 
 
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Date: Tue, 9 Jun 1998 23:06:05 -0400 (EDT) 
From: Michael Surbrook <susano@access.digex.net> 
To: Champions Mailing List <champ-l@sysabend.org> 
Subject: CHAR: Nite Owl I 
Sender: owner-champ-l@sysabend.org 
 
NITE OWL I 
(Hollis Mason) 
 
Val	CHA	Cost	Roll	Notes 
20	STR	10	13-	400kg; 4d6 
18	DEX	24	13-	OCV: 6 / DCV: 6 
15	CON	10	12-	 
12	BODY	4	11-	 
14	INT	4	12-	PER Roll 12- 
13	EGO	6	12-	ECV: 4 
18	PRE	8	13-	PRE Attack: 3 1/2d6 
14	COM	2	12-	 
8	PD	4		Total: 11 PD / 3 PDr 
8	ED	5		Total: 11 ED / 3 EDr 
4	SPD	12		Phases: 3, 6, 9, 12 
7	REC	0		 
30	END	0		 
30	STUN	0		 
Total Characteristics Cost: 87 
 
Movement:	Running: 7" / 14" 
		Swimming: 2" / 4" 
 
Cost	Powers & Skills 
Combat Training: 
3	Pistol Training: +1 with Service Pistol 
6	HTH Training: +2 with Boxing 
	Martial Art: Boxing  
	Maneuver	OCV	DCV	Damage 
4	Block		+2	+2	Block, Abort 
4	Cross		+0	+2	6d6 Strike 
5	Hook		-2	+1	8d6 Strike 
3	Jab		+2	+1	4d6 Strike 
 
Equipment: OIF (-1/2) 
4	Leather Body Armor: Armor: 3 DEF, Locations 4, 5 9-13  
	or Act 11- (-1) 
3	Chainmail Inserts: Armor: +3 DEF, Locations 4, 5, 13  
	or Act 9- (-1 1/2) 
 
Police and Background Skills: 
2	Running: +1" (7"/14") 
2	Perk: Local Police Powers 
3	Acrobatics 13- 
2	AK: New York 11- 
3	Breakfall 13- 
3	Climbing 13- 
3	Deduction 12- 
3	Inventing 12- 
2	KS: Criminal Law 11- 
2	KS: New York Underworld 11- 
1	Mechanics 8- 
3	PS: Police Officer 12- 
3	Stealth 13- 
3	Streetwise 13- 
1	TF: Car 
3	WF: Nightstick, Small Arms 
71	Total Powers & Skills Cost 
158	Total Character Cost 
 
75+	Disadvantages 
5	Distinctive Features: Police Officer 
3	Package Bonus: (Police) 
	Psychological Limitation: 
10	Craves Adventure/Excietment 
15	Upholds the good 
5	Reputation: Good Cop 8- 
15	Secret ID: Hollis Mason 
10	Watched: New York Police Department (Mopow, NCI, Lim Geo) 11- 
20	Experience 
158	Total Disadvantage Points 
 
Description: 
Hollis started his life helping his father at a local auto repair shop. 
Desiring to do something with his life, he became a police officer in 
1938.  After reading of the exploits of Hooded Justice (and influenced a 
bit by such comics as "Superman") Hollis became Nite Owl in 1939.  He 
joined the Minutemen soon after and remained with them until they 
disbanded in 1949.  HUAC quickly cleared him of any wrong doing (due to 
his police background) in the 50's, and Nite Owl remained active until 
1962, when he retired. 
 
Upon retirement, Nite Owl opened his own auto shop, wrote (and published 
"Under the Hood") and allowed Dan Dreiberg to carry own with the name of 
Nite Owl.  He was murdered in October of 1985 by a streetgang. 
 
Nite Owl is probably the most stable of the original Minutemen (or all the 
characters for that matter).  He genuinely wanted to help people, which is 
why he became a police officer and a superhero.  He also craved adventure, 
why else did he put on a mask? 
 
(Nite Owl I created by Alan Moore and Dave Gibbons, character sheet 
created by Michael Surbrook) 
 
*************************************************************************** 
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *  
*               Michael Surbrook / susano@access.digex.net                *  
*        Visit "Surbrook's Stuff' the Hero Games resource site at:        *    
*              http://www.access.digex.net/~susano/index.html             * 
*            Attacked Mystification Police / AD Police / ESWAT            * 
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark * 
*************************************************************************** 
 
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Date: Tue, 9 Jun 1998 23:09:21 -0400 (EDT) 
From: Michael Surbrook <susano@access.digex.net> 
To: Champions Mailing List <champ-l@sysabend.org> 
Subject: CHAR: Silhouette 
Sender: owner-champ-l@sysabend.org 
 
SILHOUETTE 
(Ursla Zandt) 
 
Val	CHA	Cost	Roll	Notes 
13	STR	3	12-	150kg; 2 1/2d6 
13	DEX	9	12-	OCV: 4 / DCV: 4 
10	CON	0	11-	 
8	BODY	-4	11-	 
13	INT	3	12-	PER Roll 12- 
10	EGO	0	11-	ECV: 3 
15	PRE	5	12-	PRE Attack: 3d6 
14	COM	2	12-	 
5	PD	2		Total: 5 PD 
4	ED	1		Total: 4 ED 
3	SPD	7		Phases: 4, 8, 12 
5	REC	0		 
20	END	0		 
20	STUN	0		 
Total Characteristics Cost: 29 
 
Movement:	Running: 6" / 12" 
		Swimming: 2" / 4" 
 
Cost	Powers & Skills 
Combat Training: 
10	HTH Training: +2 with HTH 
 
Background Skills: 
10	Money: Wealthy 
2	AK: Austria 11- 
2	AK: New York 11- 
3	Acrobatics 12- 
3	Climbing 12- 
4	English 
0	German (native) 
3	High Society 12- 
37	Total Powers & Skills Cost 
66	Total Character Cost 
 
25+	Disadvantages 
	Psychological Limitation:  
15	Adventrous, has a 'wild streak' 
10	Arrogant attitude 
15	Secret ID: Ursla Zandt; Lesbian 
1	Experience 
66	Total Disadvantage Points 
 
Description: 
Silhouette fled Austria with her family to escape Hitler's and the Nazi's. 
After her parents died (leaving her a considerable fortune) she developed 
a 'wild streak' and took up crime-fighting.  As a Jew, she was disturbed 
by Hooded Justice's pro-Hitler stance.  Silhouette has only one line in 
the entire book, a comment about the Polish people.  This comment helps to 
illustrate Silk Spectre's statement that Silhouette was hard to get along 
with, it would seem that Silhouette acted a bit arrogant and displayed an 
air of superiority around others (probably as a result of her aristocratic 
upbringing). 
 
A lesbian, Silhouette was expelled by the Minutemen in 1946.  She and her 
lover were killed shortly thereafter, by a villian named Liquidator. 
 
(Silhouette created by Alan Moore and Dave Gibbons, character sheet 
created by Michael Surbrook) 
 
*************************************************************************** 
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *  
*               Michael Surbrook / susano@access.digex.net                *  
*        Visit "Surbrook's Stuff' the Hero Games resource site at:        *    
*              http://www.access.digex.net/~susano/index.html             * 
*            Attacked Mystification Police / AD Police / ESWAT            * 
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark * 
*************************************************************************** 
 
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Date: Tue, 9 Jun 1998 23:11:53 -0400 (EDT) 
From: Michael Surbrook <susano@access.digex.net> 
To: Champions Mailing List <champ-l@sysabend.org> 
Subject: CHAR: Silk Spectre I 
Sender: owner-champ-l@sysabend.org 
 
SILK SPECTRE I 
(Sally Jupiter aka Sally Juspeczyk) 
 
Val	CHA	Cost	Roll	Notes 
8	STR	-2	11-	75kg; 1 1/2d6 
18	DEX	24	13-	OCV: 6 / DCV: 6 
13	CON	6	12-	 
10	BODY	0	11-	 
13	INT	3	12-	PER Roll 12- 
11	EGO	2	11-	ECV: 4 
13	PRE	3	12-	PRE Attack: 2 1/2d6 
16	COM	3	12-	 
4	PD	2		Total: 4 PD 
4	ED	1		Total: 4 ED 
3	SPD	2		Phases: 4, 8, 12 
5	REC	0		 
26	END	0		 
21	STUN	0		 
Total Characteristics Cost: 44 
 
Movement:	Running: 6" / 12" 
		Swimming: 2" / 4" 
 
Cost	Powers & Skills 
Combat Training: 
10	HTH Training: +2 with HTH 
 
Background Skills: 
5	Money: Well Off 
3	Acrobatics 13- 
2	AK: New York 11- 
3	Climbing 13- 
3	High Society 12- 
7	Persuasion 14- 
1	Streetwise 8- 
1	TF: Car 
36	Total Powers & Skills Cost 
80	Total Character Cost 
 
50+	Disadvantages 
	Psychological Limitation: 
15	Craves Excitement 
10	Greedy (superhero for the money) 
5	Experience 
80	Total Disadvantage Points 
 
Description: 
Sally was a runaway who came to New York to find excitement.  She worked a 
number of odd jobs before Laurence Shexnayder decided to cash in on the 
costumed crimefighter craze in early 1939 by creating the 'Silk Spectre'. 
Hiring wrestlers and strongmen to pose as criminals, the Silk Spectre 
garnered a large amount of publicity (and money).  Sally joined the 
Minutemen and was almost raped by the Comedian in late 1940.  She retired 
in 1947 and married Shexnayder, who was her agent.   
 
In 1948 (or 1949), she slept with the Comedian, and gave birth to a 
daughter, Laurie, in 1949.  Laurie was brought up to be a crimefighter 
(just like her mom) and ended up becoming the second Silk Spectre.  Note: 
Sally Jupiter's real last name is Juspeczyk, which was changed to hide her 
Polish heritage.  Laurie changed her name back. 
 
(Silk Spectre I created by Alan Moore and Dave Gibbons, character sheet 
created by Michael Surbrook) 
 
*************************************************************************** 
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *  
*               Michael Surbrook / susano@access.digex.net                *  
*        Visit "Surbrook's Stuff' the Hero Games resource site at:        *    
*              http://www.access.digex.net/~susano/index.html             * 
*            Attacked Mystification Police / AD Police / ESWAT            * 
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark * 
*************************************************************************** 
 
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Date: Tue, 9 Jun 1998 23:14:36 -0400 (EDT) 
From: Michael Surbrook <susano@access.digex.net> 
To: Champions Mailing List <champ-l@sysabend.org> 
Subject: Watchmen 
Sender: owner-champ-l@sysabend.org 
 
Well, that was the Minutemen.  No one commented, but then, these 
weren't the man guys.  Starting tomorrow, I hope to start posting the 
major characters.  Comedian, Dr. Manhattan etc.  As I said before Nite Owl 
will be missing his Owlship since I still haven't puzzled all of that out 
yet.  OTOH, I'll be psoting design questions about it real soon. 
 
*************************************************************************** 
* "'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, 09 Jun 1998 23:35:01 -0400 
To: Hero Mail List <champ-l@sysabend.org> 
From: Joe Mucchiello <why@superlink.net> 
Subject: RE: STR Min (was something else) 
Sender: owner-champ-l@sysabend.org 
 
At 10:36 PM 6/9/98 -0400, Michael Surbrook wrote: 
>I prefer the one shown in an issue of AC where the CHA bonus translated to 
>a increase in the base stat.  If a dwarf has a CHA Maxima of 23, he 
>started with a 13 STR.  This was paid for with a 'dwarf racial package' 
>listed on the character sheet. 
 
Oo, oo.  Hey, Steve Long, can this be made official?  I forgot about this 
when I made my 5th ed. survey many months back.  It makes so much more 
sense than the current method. 
 
  Joe 
 
 
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Date: Tue, 09 Jun 1998 23:37:31 -0400 
To: Hero Mail List <champ-l@sysabend.org> 
From: Joe Mucchiello <why@superlink.net> 
Subject: Re:  Weapon Hands Question 
Sender: owner-champ-l@sysabend.org 
 
At 10:43 PM 6/9/98 -0400, Michael Surbrook wrote: 
>The hand numbers (ie. 1, 2, 1 1/2) are for a human sized user.  Anyone of 
>less than human size (ie. a dwarf) can't use most human 2-handed weapons 
>(exception - spears and the like) and has to use 1 1/2 handed weapons with 
>two hands.  Anyone shorter than that (ie. a hafling) can't use *any* 
>two-handed weapons and *must* use all 1 1/2 handed weapons with two hands. 
>Certain 1 1/2 handed weapons are also unusable, the exception being (once 
>again) spears and the like. 
 
How about halfling-sized aliens with three or more arms?  :-) 
 
  Joe 
 
 
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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: Generic RPG mailing list? 
Date: Wed, 10 Jun 1998 13:51:58 +1000 
X-MSMail-Priority: Normal 
Sender: owner-champ-l@sysabend.org 
X-Status:  
X-Keywords: 
X-UID: 1 
 
 
> Does anybody know of a mailing list for generic RPG discussion?  I've got 
> some questions about group structure, switching campaigns/systems, and 
> stuff like that which doesn't really belong on this list.  I know there's 
a 
> Usenet newsgroup for generic talk, but I'd prefer a mailing list if one 
> exists.  Thanks! 
 
Considering the volume of this list and the nature of the game in question, 
 
i think some general-intrest questions are fine. Frankly i'd rather it to 
another  
endless argument about niggling mechanics concepts. 
 
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From: "happyelf" <cgtmljon@pronet.net.au> 
To: <champ-l@sysabend.org> 
Cc: "[unknown]" <champ-l@sysabend.org> 
Subject: Re: Generic RPG mailing list? 
Date: Wed, 10 Jun 1998 13:51:58 +1000 
X-MSMail-Priority: Normal 
Sender: owner-champ-l@sysabend.org 
X-Status:  
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X-UID: 2 
 
 
> Does anybody know of a mailing list for generic RPG discussion?  I've got 
> some questions about group structure, switching campaigns/systems, and 
> stuff like that which doesn't really belong on this list.  I know there's 
a 
> Usenet newsgroup for generic talk, but I'd prefer a mailing list if one 
> exists.  Thanks! 
 
Considering the volume of this list and the nature of the game in question, 
 
i think some general-intrest questions are fine. Frankly i'd rather it to 
another  
endless argument about niggling mechanics concepts. 
 
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From: "Ron Abitz" <ronald@centraltx.net> 
To: "Hero List" <champ-l@sysabend.org> 
Subject: Re: Weapon Hands Question 
Date: Tue, 9 Jun 1998 23:11:43 -0500 
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> From: Joe Mucchiello <why@superlink.net> 
> To: Hero Mail List <champ-l@sysabend.org> 
> Subject: Re:  Weapon Hands Question 
> Date: Tuesday, June 09, 1998 10:37 PM 
>  
> At 10:43 PM 6/9/98 -0400, Michael Surbrook wrote: 
> >The hand numbers (ie. 1, 2, 1 1/2) are for a human sized user.  Anyone 
of 
> >less than human size (ie. a dwarf) can't use most human 2-handed weapons 
> >(exception - spears and the like) and has to use 1 1/2 handed weapons 
with 
> >two hands.  Anyone shorter than that (ie. a hafling) can't use *any* 
> >two-handed weapons and *must* use all 1 1/2 handed weapons with two 
hands. 
> >Certain 1 1/2 handed weapons are also unusable, the exception being 
(once 
> >again) spears and the like. 
>  
> How about halfling-sized aliens with three or more arms?  :-) 
>  
>   Joe 
>  
 
So how much is the disadvantage 3 handed weapon worth? What about 4? :-) 
 
            Ron Abitz 
 
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From: "Melinda and Steven Mitchell" <mdmitche@advicom.net> 
To: "Hero Mail List" <champ-l@sysabend.org> 
Subject: Heroic/Cinematic mix 
Date: Tue, 9 Jun 1998 23:13:07 -0500 
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(in another thread) Michael Surbrook writes: 
>I'm failing to understand your 'cinematic' approach. 
>I've never read and AD&D novels and never intend to and I suspect I'd gag 
>at the way they depict certain things.  The problem is that I just don't 
>undestand the rules of your game.  I can you can be more specific than 
>maybe I'd understand what you are looking for. 
 
Well, if the AD&D novels would make you gag (at least the ones I like), I 
doubt we have enough common ground for you to help me much :-)  But why let 
that stop me?  It's further complicated by the fact that the heroes of 
those novels are a little more cinematic than I care for in an RPGs--in the 
novel it's just good fun, sort of a light read, but in a game it would 
quickly become Monty Haul.  But the better Forgotten Realms authors (and 
the world's creater, Ed Greenwood) have done a good job of showing how 
having powers that would make a super hero blush do not lead to world 
shattering domination. 
 
How to explain this?  It's sort of a James Madison "multiple factions" 
thing.  There are so many powerful beings in the Realms, with so many deep 
agendas, that the more powerful you get, the more constrained you are.  In 
some ways, the gods are practically paralyzed.  It's cinematic in that all 
these being have all those powers, but realistic in that it protrays a 
consistent, logical result of so much power.  Does that make sense? 
 
Enter the heroes.  They live on the more realistic level.  If they get 
caught in the middle of a greater power fracas, their survival chances are 
low.  (Think Poland at the start of WWII.  Calvary charges against Russions 
and German tanks.)  On the other hand, if they can remain relatively quiet, 
they have a lot of freedom of action.  But of course they don't remain 
quiet.  (Just this last session, they managed to pilfer a mage's training 
ground, gain two powerful rings--and tick off an archmage who happens to be 
the 3rd ranking member of an extremely organized and evil organization.)  
So the challenge is the race:  Gain power as fast as notice. 
 
Let me try this way.  In the real world, I pick up a sword for the first 
time, run up against a guy who knows his busines, and I'm toast.  In the 
Realms, maybe I'm blessed by a god, have some innate ability, or just plain 
lucky.  But let the god turn away, the innate ability fizzle, or my luck 
run out and, guess what?  I'm toast--just like real life. 
 
Steven Mitchell 
mdmitche@advicom.net 
 
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Date: Tue, 09 Jun 1998 21:36:20 -0700 
From: Rick Holding <rholding@ActOnline.com.au> 
To: champion mailing list <champ-l@sysabend.org> 
Subject: Re: Affecting STR Min 
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Bob Greenwade wrote: 
>  
> At 06:50 AM 6/8/1998 EDT, SteveL1979@aol.com wrote: 
> > To address Len's points (should 0 END increase the STR Min of a 
> weapon or 
> >not; how do you deal with -1 OCV on a weapon, and should that 
> decrease the STR 
> >Min?) without doing a lot of cutting and pasting, let me just say 
> that I think 
> >he touches on an important point, to wit: 
> > 
> > What Advantages, Limitations, and additions/deductions from a 
> weapon's cost 
> >should affect its STR Min? 
>  
> I don't happen to have an opinion very stronly in any direction on 
> this, except that any principle that affects swords should also affect 
> clubs, bows, firearms, and energy weapons, unless there's some 
> specific reason (other than just "special effects") that it should be 
> different. If Armor Piercing doesn't affect the STR Min of a sword, 
> then it shouldn't affect the STR Min of an Uzi, and vice versa. 
 
	While I dont have a book with me and therefore must rely upon memory  
(which normally doesn't stuff me around too bad), str mins include such things  
as AP and modifiers to OCV, at least it does for melee weapons.  The same  
things could be applied to ranged weapons. 
 
	I think a good rule of thumb would be, if it has a direct effect upon  
combat, count it in for the calculations of str mins.  So if it has a -2 OCV,  
the str min would go down.  AP, penetrating, +1 stun, etc, would all increase  
the str min.  Area effect and explosion would require a case by case ruling,  
however. (A grenade doesn't inherently require more strength to throw than a  
rock, for instance.  The bottle of fire water would, on the other hand) 
 
--  
----------------------------------------------------------- 
Ricky Holding    Email: rholding@ActOnline.com.au 
Work is only there to give us time between play 
----------------------------------------------------------- 
 
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From: "Melinda and Steven Mitchell" <mdmitche@advicom.net> 
To: "Hero Mail List" <champ-l@sysabend.org> 
Subject: RE: STR Min (was something else) 
Date: Tue, 9 Jun 1998 23:45:20 -0500 
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Michael Surbrook writes: 
>> I think I'm missing some reasoning on your part.  I don't see how you 
can 
>> get to the above from what I said.  Bottom line, we have PCs with stats 
all 
>> over the board, from 8 to 25, depending on the stat.  My change was 
done, 
>> in part, to create _more_ variety, and it has.  Of course, it also works 
>> because we are only charging 1 point for the first 5 CP of CON and EGO, 
and 
>> we broke DEX down into REF, DEX, and TECH (ala Fuzion) with the same 
cost 
>> structure.  (When we converted the characters, everyone was within 5 
points 
>> of the original total.  So it balances out.)  A 17 costs 9 CP, and a 18 
>> costs 11 CP.  That's just 2 and 3 CP more, respectively.  It also makes 
the 
>> "blended" character reasonable to play.  So it increases the options.   
 
>None of this was in your previous post.  You just described that you 
>double the cost of a stat every 5 points.   
 
I was trying to keep it short, and just threw it out for consideration.  I 
don't double the cost every 5 points, I increase the cost by 1 every 5 
points.  (Yes, a minor point, since few buy beyond the first 10 anyway.) 
 
>IMO you're not playing HERO anymore, you're playing a Fuzion variant.   
 
I suppose you could say that.  You could also say I'm playing a GURPs 
variant because of the skills system (not explained here), but my personal 
opinion is that it is a Hero variant.  We still use all the powers, 
advantages, etc.  Still buy them much the same way.  Still use all kinds of 
rules from Hero.  I'm just not shy about adapting. 
 
Now, I don't care much for Fuzion, but IMO, breaking DEX into REF, DEX, and 
TECH has got to be Fuzion's greatest contribution to Fantasy games.  How 
else can you correctly portray the differences between the races?  Dwarves 
are supposed to be accurate combatants (REF), who don't _like_ to get out 
of the way (DEX), with amazing ability with their hands (TECH).  And saying 
that you could just buy a bunch of professional skills for dwarves is a cop 
out.  They are supposed to be inherently good crafters.  (Besides, I 
dislike professional skills--which is a whole 'nother issue.) 
 
>And I still don't like house 
>rules where the cost gets higher every few points or so.  It's like the GM 
>is saying he dosn't trust the players to build within a certain conception 
>and expects everyone to get into an arms race of points.  And, of course, 
>the PCS have only 'x' points, while the GM has all the points he wants, 
>so where is the limits on the GM? 
 
Easy one first:  The GM has unlimited "points" no matter which game you 
play--even those without points.  But since the GM is really a "referee" (a 
term I've always preferred to the pretentious "game master"), not an 
antagonist, it really shouldn't matter.  If you've got to limit the GM 
points, then something deeper is wrong. 
 
Hard one:  If you don't like, you don't like.  Your game, your decision.  
No reason why we both can't do it our own ways.  <start semi-related rant> 
Although I do have a problem with what I perceive as the attitude from some 
that Hero ought to come up with the "correct" way to do things, publish 
that, and no other.  There are sometimes best ways for doing things and 
certainly pitfalls in using other ways, but I'm all for presenting what 
Hero thinks is best, the reason why, _and_ a few options if the reader 
doesn't agree. <end rant>   
 
I've always had to contend with a bit of an "arms race."  If you don't, 
then variable cost is just a nuisance for you.  The other issue is that the 
mechanics encourage arms races.  Take the "normal mage" syndrome.  He isn't 
a doddering old guy with a 7 STR, but he wasn't planning on buying it up 
any, either.  OTOH, he does conceive of himself as having a fair amount of 
toughness and conditioning.  Finally, he needs the REC because that pesky 
GM enforces the END rules.  In standard Hero, spending 3 points on STR is 
going to get him +1 PD, +2 STUN, and +1 REC--a 5 point value.  It isn't 
power gaming to not want to be _penalized_ for sticking with conception.  
So I took steps to remove those type of situations.  Now, if he wants to be 
stong, he buys STR--and that's the only reason he has for buying it. 
 
You don't have to agree with my methods, but your conclusion that I don't 
trust my players is an unwarrented leap.  It's not a case of trust, rather 
it is a case of knowing their strengths and weaknesses as players and 
compensating for them. 
 
Steven Mitchell 
mdmitche@advicom.net 
 
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Date: Tue, 09 Jun 1998 21:49:18 -0700 
From: Rick Holding <rholding@ActOnline.com.au> 
To: champion mailing list <champ-l@sysabend.org> 
Subject: Re: Gadget Belts ... ? about MP 
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Dennis C Hwang wrote: 
>  
> On Mon, 8 Jun 1998, Bob Greenwade wrote: 
>  
> > At 02:40 PM 6/8/1998 -0400, Stainless Steel Rat wrote: 
> > >Bob Greenwade writes: 
>  
> <snip discussion on multiple OAFs> 
>  
> >    But what if all three OAFs are medallions?  Just rambling more or less 
> > of the top of my head here, I think it wouldn't be unreasonable to declare 
> > that trying to grab "one of his medallions -- it doesn't matter which one" 
> > should have some sort of OCV bonus.  A +2 to OCV for every 2x acceptable 
> > objects in one place seems appropriate (basing that on modifiers for Size). 
> >  So a character trying to grab any one of three OAF medallions would get a 
> > +3 OCV to Grab. 
> >    Yes, this modifier would mean that it becomes easier to Grab a random 
> > object from a set than it is to hit the person carrying them.  The merits 
> > of this are admittedly debatable.  One the one hand, this is arguably 
> > unrealistic; is it really harder to punch Mr T than it is to grab one of 
> > his four medallions at random?  (Not that one can't come up with plenty of 
> > good reasons to not try either one to begin with!)  On the other hand, the 
> > character's getting a cost break on the points and should have to pay for 
> > it with increased difficulty in some form.  So I'm up in the air on whether 
> > this should be a rule or not. 
>  
> Well, once you factor in OCV penalties for Called Shots and Grabs/Disarms, 
> maybe it would balance out (I don't have the rulebooks with me, so I don't 
> know how the totals would end up). 
 
	About the only modifier that would apply is the -2 OCV for targeting foci.  
 This is the equipment version of a called shot.  So using the above numbers, -2  
for targeting a focus, -1 (-2? I cant remember which) for a grab, and Bobs  
modifier of +3 for the 3 foci and it balances to normal OCV.  I personally would  
only give a +1 bonus for each x2 foci in the target region, but hey, whatever. 
--  
----------------------------------------------------------- 
Ricky Holding    Email: rholding@ActOnline.com.au 
Work is only there to give us time between play 
----------------------------------------------------------- 
 
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From: "Melinda and Steven Mitchell" <mdmitche@advicom.net> 
To: "Hero Mail List" <champ-l@sysabend.org> 
Subject: Re: Weapon Hands Question 
Date: Tue, 9 Jun 1998 23:58:02 -0500 
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>> How about halfling-sized aliens with three or more arms?  :-) 
>>  
>>   Joe 
>>  
 
>So how much is the disadvantage 3 handed weapon worth? What about 4? :-) 
 
>            Ron Abitz 
 
Awk!  Don't start.  I think I'll adapt the supposed requirement from Gene 
Roddenberry and make all weapon bearing critters have 2 eyes and a general 
humanoid appearance.  "I'm sorry, Miss Demon, we know we have unlimited GM 
points, but we are all out of extra limbs today." 
 
Steven Mitchell 
mdmitche@advicom.net 
 
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Date: Wed, 10 Jun 1998 08:04:18 +0100 
From: Chris Lynch <chris@lynch1.demon.co.uk> 
To: Champions Mailing List <champ-l@sysabend.org> 
Subject: Re: Gadget Belts 
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My (fairly) comprehensive writeup of Batman's utility belt can be seen 
on my website if you follow the champions, then resources links to my 
"Ultimate Utility Belt" site. 
--  
 
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       "\       "      \X/      "      /" 
 
 
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Date: Wed, 10 Jun 1998 07:58:36 -0500 
To: David Stallard <DBStallard@compuserve.com> 
From: Bryant Berggren <voxel@theramp.net> 
Subject: Re: Superhero fiction? 
Cc: "champ-l@sysabend.org" <champ-l@sysabend.org> 
Sender: owner-champ-l@sysabend.org 
 
At 04:25 PM 6/10/98 -0400, David Stallard wrote: 
>It seems to me that there isn't much superhero fiction (novels, short 
>stories) available.  I wonder if this is because comic books already fill 
>that niche, or if there just isn't that much interest outside of the comic 
>book/RPG crowd?  Or maybe you need the comic art to do justice to the 
>genre?  Do you know of any great superhero fiction (comic-based, RPG-based, 
>or otherwise) out there?  Here's what I'm familiar with: 
> 
>* The Wild Cards series 
>* I have a book which is a collection of short stories...it's titled 
>"Superheroes" with maybe a sub-title...green and black cover.... 
>* I've seen (but not read) novels about various Marvel heroes...Spider-Man 
>and Iron Man are all that come to mind, but there are probably others.  I 
>don't know if there are novels based on DC heroes or not.... 
 
Just my theory, but ... I think it basically comes down to, nobody in 
publishing has any faith in the superheroic genre itself. Wild Cards got 
sold on the basis of being a bunch of experienced SF authors, and has the 
'bonus' of *not* actually being a superheroic genre storyline (it's one of 
many projects which present superheroic characters bereft of superheroic 
genre conventions). The _Superheroes_ anthology, similarly, consisted mostly 
of various authors poking fun at said genre conventions (though I still 
recommend the book just for Mike Stackpole's contribution). And the various 
Marvel and DC novels get published on the strength of the existing licenses. 
 
IMO, it seems that about the only way to get a superhero book published is 
to (a) get an established hero's license or (b) disguise your book so the 
editor doesn't know it's a superhero novel. :/ 
 
-- 
 
"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: Wed, 10 Jun 1998 08:27:45 -0500 
From: redbf@ldd.net (bobby farris) 
Reply-To: redbf@ldd.net 
Organization: GM's R US 
To: "Don S." <dschniepp@ldd.net&> "Don@hotmail" <dschniepp@hotmail.com&> 
        Champions <champ-l@sysabend.org&> "Tarth@hotmail" <Tarth@hotmail.com> 
Subject: Top Ten 
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The Top 10 reasons NOT to use the Hero System. 
 
10.  Because I like to say, "Ooooh, look at all the different pretty 
dice." 
 
9. "Because if I can't play the game tanked out on beer it's not a 
good system." 
 
8. "I'm not creative enough to make up an original character, just 
give me one from the book." 
 
7. "Spend points, no way. I want my character to be made by the random 
winds of fate." 
 
6. "But I like systems that are constraining and don't allow me any 
leeway to do what I want." 
 
5. Because George Lucas hasn't given his official stamp for Star Wars 
Hero. 
 
4."Without levels how can I tell when to beat up on my fellow 
players?" 
 
3. Because I like to struggle and fight with a system when one of my 
players 
comes up with something new and creative. 
 
2. "Math? What's math? I ain't doin' no addin'." 
 
1. I'm just to damn lazy to do it. 
 
 
 
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From: Lisa Hartjes <Hartjes@TCBS.net> 
Reply-To: "Hartjes@TCBS.net" <Hartjes@TCBS.net> 
To: "Hero System Listserv (E-mail)" <hero-l@sysabend.org> 
Subject: Power Question 
Date: Wed, 10 Jun 1998 09:36:00 -0400 
Organization: Tri-City Business Services 
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I'm thinking about making a character who becomes more effective in social  
situations (i.e.. Conversation, Persuasion, Oratory) the more people there  
are around him.  So, he's far more effective when dealing with 100 people  
than he is with 1 person. 
 
Can I get some suggestions on how to do this? 
 
 
Lisa Hartjes 
Bookkeeping Specialist 
hartjes@tcbs.net 
http://www.tcbs.net 
 
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From: Dave Mattingly <dmattingly@platsoft.com> 
To: "Hero System Listserv (E-mail)" <hero-l@sysabend.org> 
Subject: RE: Power Question 
Date: Wed, 10 Jun 1998 06:51:11 -0700 
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> Lisa Hartjes [Hartjes@TCBS.net] asks: 
>  
>A character who becomes more effective in social situations  
>the more people there are around him. 
 
How about 6 or so 5-point levels in all PRE skills with a -1 lim of "+1 
per x2 people"? 
 
So the bonus looks like this: 
 
1	+0 
2-3	+1 
4-7	+2 
8-15	+3 
16-31	+4 
32-63	+5 
64+	+6 
 
You can season the limitation value to taste. I picked a -1 for several 
reasons: since for the same cost, 3 skill levels could be bought that 
could be used all the time -- assuming 8-15 is an "average" sized group, 
it balances out; it's the same cost as Ablative and Full Side Effect, 
which are the closest existing limitations I could think of. 
 
 
Dave Mattingly 
http://www.haymaker.org 
 
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Date: Wed, 10 Jun 1998 08:58:25 -0500 
From: Todd Hanson <badtodd@dacmail.net> 
To: "champ-l@sysabend.org" <champ-l@sysabend.org> 
Subject: Re: Shooting Blind with No Range Mod Powers 
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Filksinger wrote: 
 
> Once upon a time, there was a rule that, in order to hit a target you 
> couldn't see, you 
> not only needed to hit with a 0 OCV, but you had to declare the 
> correct hex to shoot. If 
> the target wasn't there, you missed, period. This is more like what I 
> am looking for, 
> except I'm not certain how to implement it in situations where picking 
> a hex on a map 
> doesn't work, such as asking a player to select a hex to shoot 9,000 
> miles away. 
 
 
This seems like a perfectly reasonable way to do it (and is, in fact, 
how *I* would handle it).   
 
If the target is 9000 miles away (or any distance where he cannot be 
seen), I would STILL ask the PC which hex he was targetting.  When I got 
the expected answer of "How the hell am *I* supposed to know which hex 
to target?", I would answer with.... "Exactly." 
 
Just because he has NRP on his attack does NOT give him some mystical 
knowledge of where his target is.   
 
If you had an invisable villian (that the PCs could not detect in any 
way), and the PCs all declared that they were just going to fire their 
attacks randomly - would you allow them to be successful if they hit 
with an OCV 0?  Or would you expect them to declare which hex they were 
targetting?   Same situation. 
 
 
Todd 
 
--  
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 Todd Hanson                       Minnesota: Land of two seasons: 
 BadTodd@dacmail.net               winter is coming, winter is here. 
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 
 
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Date: Wed, 10 Jun 1998 10:46:02 -0400 
From: David Stallard <DBStallard@compuserve.com> 
Subject: RPG "collectors" 
Cc: "champ-l@sysabend.org" <champ-l@sysabend.org> 
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This is a generic RPG question, but I thought I'd float it on this list 
since it's the only RPG I'm currently active in and because I got one vote 
from a list member to post generic questions, and zero votes against.  If 
anyone has objections to this sort of thing on the Hero list, let me know 
and I'll be happy to oblige.  If there are no objections, I have some other 
questions of a generic nature waiting in the wings.... 
 
I've realized within the last year that I'm an "RPG collector".  Not to say 
that I buy RPGs for monetary value (do RPGs ever increase in value?) or 
that I hunt down out-of-print games....  What I mean is, I will buy RPGs 
that interest me solely to read about the settings, even if I am almost 
certain that my current group will have no interest in playing that game.  
Sometimes, I don't even read the rules sections of these RPGs...I just read 
about setting descriptions (which includes character types, vehicle 
descriptions, and so forth).  Games I've picked up recently which would fit 
in this category:  Fading Suns, Cyberpunk 2020, Ars Magica, and my latest 
purchase, Deadlands.  There are others I have my eye on:  Legend of the 
Five Rings, Waste World, and Heavy Gear, just to name a few.  Of course, I 
only pick up games that I would like to play, so I am constantly struggling 
over whether to stick with the current game or switch to another. 
 
Is anyone else out there guilty of this, or do you pretty much stick with 
one system (presumably Hero, seeing as you're on this list) and spend your 
available resources buying supplements for that system?  So far I have been 
able to restrain my "habit" by only buying the basic rulebooks...however, 
usually the supplements offer much more in the way of setting information 
than the basic rulebook does, so I have been tempted (especially with 
Fading Suns supplements...Deadlands looks like it will be the same). 
 
Anyway, I guess I'm just looking to see if most roleplayers like to horde 
different systems, or if I'm somewhat unusual in this respect.  When I show 
a new RPG to my gaming group, they just shake their heads sadly as if to 
say that they see my addiction but don't know what to do about it.  -grin- 
 
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Date: Wed, 10 Jun 1998 11:08:53 -0400 (EDT) 
From: Michael Surbrook <susano@access.digex.net> 
cc: "champ-l@sysabend.org" <champ-l@sysabend.org> 
Subject: Re: RPG "collectors" 
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Personally, I'll buy any RPG as long as it looks interesting and has 
possible uses as a Hero sourcebook.  I own a mess of Shadowrun books 
becuase of this, as well as a scattering of GURPS books.  A friend of my 
collect RPGs like crazy and owns a whole slew of them.  Often I find that 
an RPG will have neat stuff I can use else where (such as Lace and Steel, 
a fantasty game set in the technological era of 1580 to 1620 or so).  I 
play Hero exclusivly, since I feel it can be used to simulate most 
anything, but buy other games as sourcebooks.  
 
*************************************************************************** 
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *  
*               Michael Surbrook / susano@access.digex.net                *  
*        Visit "Surbrook's Stuff' the Hero Games resource site at:        *    
*              http://www.access.digex.net/~susano/index.html             * 
*            Attacked Mystification Police / AD Police / ESWAT            * 
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark * 
*************************************************************************** 
 
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Date: Wed, 10 Jun 1998 11:12:01 -0400 (EDT) 
From: Michael Surbrook <susano@access.digex.net> 
To: Champions Mailing List <champ-l@sysabend.org> 
Subject: CHAR: The Comedian 
Sender: owner-champ-l@sysabend.org 
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"Once you figure out what a a joke everything is,  
being the Comedian's the only thing that makes sense." 
 
THE COMEDIAN 
(Edward Blake) 
 
Val	CHA	Cost	Roll	Notes 
20	STR	10	13-	400kg; 4d6 
18	DEX	24	13-	OCV: 6 / DCV: 6 
20	CON	20	13-	 
13	BODY	6	12-	 
18	INT	8	13-	PER Roll 13- 
13	EGO	6	12-	ECV: 4 
23	PRE	16	14-	PRE Attack: 4 1/2d6 
8	COM	-1	11-	 
10	PD	8		Total: 13 PD / 3 PDr 
10	ED	8		Total: 13 ED / 3 EDr 
4	SPD	12		Phases: 3, 6, 9, 12 
8	REC	0		 
40	END	0		 
35	STUN	2		 
Total Characteristics Cost: 119 
 
Movement:	Running: 6" / 12" 
		Swimming: 2" / 4" 
 
Cost	Powers & Skills 
Combat Training: 
32	Combat Skill Levels: +4 with Combat 
 
2	Martial Arts: Dirty Infighting; Use art with clubs, knife  
	Maneuver	OCV	DCV	Damage 
4	Block		+2	+2	Block, Abort 
4	Disarm		-1	+1	30 STR Disarm 
4	Kidney Blow	-2	+0	1/2d6 HKA (+d6+1 with STR) 
4	Low Blow	-1	+1	2d6 NND (3) 
4	Punch		+0	+2	6d6 Strike 
5	Uppercut	-2	+1	8d6 Strike 
 
Equipment: 
27	Ingram M-11: 1d6+1 RKA, AF 5 (+1/2), +1 Stun (+1/2), +1 OCV,  
	2 Clips of 32 Shots (+1/2), OAF (-1) 
5	Silencer for M-11: Invisible Power Effects: Hearing, OAF (-1) 
14	Colt M1911A1: 1d6+1 RKA, +1 Stun, +1 OCV, 7 Shots (-1/2), OAF (-1) 
14	A Second Colt M1911A1  
53	Tear Gas Grenades: 3d6 Flash vs Sight, 2d6 EB, NND (Def is sealed 
	systems, or not needing to breathe) (+1), AoE Radius 3" (+1), 
	Continuous (+1), 4 shots of 1 Turn each (-1/2), OAF (-1), Range 
	based on STR (-1/4), No effect in high winds or rain (-1/4) 
6	Billy Club: HA: +3d6, 0 END (+1/2), OAF (-1) 
12	Boot Knife: 1d6-1 HKA, Ranged (+1/2), +1 OCV, 0 END (+1/2),  
	OAF (-1) 
4	Leather Body Armor: Armor: 3 DEF, 0 Affect vs Guns (-1/2),  
	Act 14- (-1/2), OIF (-1/2) 
2	Rebreather: Life Support vs Smoke and Gases, OAF (-1) 
 
Background Skills: 
4	Contact: CIA 13- 
4	Contact: Federal Govt 13- 
4	Contact: Military 13- 
3	Contortionist 13- 
5	Demolitions 12-  
5	Forgery 12- 
3	Interrogation 14- 
3	KS: Camouflage 13- 
3	KS: Cartography 13- 
3	KS: Electronic Counter-measures 13- 
3	KS: Military/Mercenary/Terrorist World 13- 
3	Lockpicking 13- 
3	Persuasion 14- 
3	Security Systems 13- 
3	Stealth 13- 
3	Tactics 13- 
2	TF: Gound Vehicles 
3	Tracking 13- 
6	WF: Flame Thrower, Grenade Launcher, Knife, Small Arms, Thrown 
	Knife 
262	Total Powers & Skills Cost 
381	Total Character Cost 
 
100+	Disadvantages 
15	Enraged: Combat 14- / 8- 
10	Distinctive Features: Scarred Face (C) 
20	Normal Characteristic Maxima 
	Psychological Limitation: 
10	"Life is a joke", Comedian is noted for his callous and amoral 
	behavior (C) 
15	Violent and Brutal (VC) 
10	Reputation: Comedian, Govt Operative with shady connections 11- 
15	Secret ID: Edward Blake 
13	Watched: US Govt (MoPow, NCI) 11- 
173	Experience 
381	Total Disadvantage Points 
 
Designers Notes: 
Born in 1924, Edward Blake started out trying to clean up the New York 
waterfront in 1939.  He joined the Minutemen after the team was formed in 
'39, but was expelled for trying to rape Sally Jupiter (Silk Spectre I) in 
1940.  After nearly getting killed in a fight in 1941, he switched his 
original costume for one of heavy leather.  He then went on to fight in 
WWII in the Pacific theater, returning a hero.  In 1949 he met with Sally 
Jupiter and ended up fathering Laurel Jane Juspeczyk (Silk Spectre II). 
He was present at the Crimebusters meeting in 1966 (where Ozymandias first 
conceived his idea for saving the world from itself).  At some point 
(possibly the late 50's) he became a government agent, working in Vietnam 
and rescuing the Iranian hostages.  His career came to an end in 1985, 
when he discovered Ozymandias' island and the creature project housed 
there.  Shortly after return to New York, Ozymandias killed the Comedian. 
 
Description: 
The Comedian is a big man.   He is tall and well-muscled (even at the age 
of 61 he is still active as a superhero), with dark brown hair and a thin 
mustache.  In 1971 he was struck with a broken bottle severely scarring 
the right side of his face. 
 
Comedian's original costume consisted of a thin yellow 'jumpsuit' with 
dark purple (or black) boots, gloves and shoulders.  Later, he changed it 
to a leather uniform, with a black short-sleeved shirt (with a blue left 
sleeve and a red and white striped right sleeve), black pants, boots, 
fingerless gloves and a full face mask.  A rigid pauldron was worn on the 
right shoulder.  
 
Powers Notes: 
The Comedian is a 'normal' human, a as such doesn't have an 'superpowers' 
per say.  He is in fantastic shape (despite his age) and has 40 years of 
expereince to draw on.  Comedian's primary powers are his weapons.  He 
normally carries two Colt M1911 pistols, a Ingram MAC-10 (with silencer), 
tear gas grenades, a knife, billy club (etc).   
 
Disadvantages Notes: 
The DC Heroes RPG gave the Comedian an 'Enraged' type disad that does fit 
with his character.  He often lashes out violently at others; he tries to 
rape Sally Jupiter, shoots a pregnant woman, and fires a riot gun (loaded 
with rubber bullets) on protesters spray painting the side of a building.   
 
As the Comedian, Edward Blake is deliberately amoral.  As Dr. Manhattan 
puts it in Chapter 4, "Blake's different.  He understand perfectly... and 
he doesn't care."  Basically, the Comedian feels that life is a joke, 
thus, why worry?  Rorschach states that he admires Comedian for his 
worldview; his forceful, uncomprimsing personality and the fact that he 
didn't care if people liked him on not.  Rorschach also commented that 
Comedian was the one who understood where the world was going and what was 
happening to society. 
 
The Comedian is a hero people either like or hate.  There are many who 
look at him with suspicion, and with good reason.  He killed Hooded 
Justice after Justice violently stopped his assault on Sally Jupiter.  He 
was in Dallas when Kennedy was shot and no one knows why.  He killed 
Woodward and Bernstein (the men who broke the Watergate scandal).  He has 
a very cynical world view and really doesn't care about much of anything 
(or anyone) other than himself.   
 
(The Comedian created by Alan Moore and Dave Gibbons, character sheet 
created by Michael Surbrook) 
 
*************************************************************************** 
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *  
*               Michael Surbrook / susano@access.digex.net                *  
*        Visit "Surbrook's Stuff' the Hero Games resource site at:        *    
*              http://www.access.digex.net/~susano/index.html             * 
*            Attacked Mystification Police / AD Police / ESWAT            * 
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark * 
*************************************************************************** 
 
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Date: Wed, 10 Jun 1998 08:38:09 -0700 
To: "champ-l@sysabend.org" <champ-l@sysabend.org> 
From: Nic Neidenbach <naneiden@iswest.com> 
Subject: Re: RPG "collectors" 
Sender: owner-champ-l@sysabend.org 
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I'm much the same way. If a RPG comes out in a genre I'm interested in, I 
might pick it up. I've got a collection of Mekton, Deadlands, L5R and other 
superhero game books. 
 
Some of the books I use for source material, others I have just for a good 
read, and still others I have just in case I ever get to play. Take Feng 
Shui for instance, a great read, I never played it until this last GAMEX 
convention in LA. There I played in a great game, and hope to play again at 
the next convention. 
 
-Nic 
 
PS By way of report on GAMEX back on memorial day weekend. It was even 
better than this year's Orccon. I was _overjoyed_ to note that there was no 
one selling bootleg videos this year, and security was very polite and 
professional this year. 
      +--------------------------------------------------------------------+ 
      |                        naneiden@iswest.com                         | 
      |               Justice, Like Lightning, Thunderbolts!               | 
      |         http://www.iswest.com/~naneiden/comics/thunder.html        | 
      |                         Costumed Heroines                          | 
      |          http://www.iswest.com/~naneiden/comics/index.html         | 
      +--------------------------------------------------------------------+ 
 
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Reply-To: <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
To: <champ-l@sysabend.org> 
Subject: Re: Shooting Blind with No Range Mod Powers 
Date: Wed, 10 Jun 1998 08:40:06 -0700 
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From: Todd Hanson <badtodd@dacmail.net> 
>  
> Filksinger wrote: 
>  
> > Once upon a time, there was a rule that, in order to hit a target you 
> > couldn't see, you 
> > not only needed to hit with a 0 OCV, but you had to declare the 
> > correct hex to shoot. If 
> > the target wasn't there, you missed, period. This is more like what I 
> > am looking for, 
> > except I'm not certain how to implement it in situations where picking 
> > a hex on a map 
> > doesn't work, such as asking a player to select a hex to shoot 9,000 
> > miles away. 
>  
>  
> This seems like a perfectly reasonable way to do it (and is, in fact, 
> how *I* would handle it).   
>  
> If the target is 9000 miles away (or any distance where he cannot be 
> seen), I would STILL ask the PC which hex he was targetting.  When I got 
> the expected answer of "How the hell am *I* supposed to know which hex 
> to target?", I would answer with.... "Exactly." 
 
I would agree, save that the character may be much better at this than the 
player. There is no mechanic for using AK: North America, AK: Washington, 
DC, and AK: White House in order to more accurately aim one's power when 
firing from Dallas to the Oval Office. 
 
That might be excessive, but the target could be much closer than that. A 
character with AK: Blood Mountain, 17- has a much better chance of 
selecting the right hex to hit his target, even when surrounded by 
Darkness, than a player given a blank map and told, "Here is what you can 
see. Where did you want to fire?" 
 
> Just because he has NRP on his attack does NOT give him some mystical 
> knowledge of where his target is.   
 
Quite correct. I have been trying to develop a mechanic for this _because_ 
NRP gives no such magical ability, but a literal interpretation of the 
rules, when applied to NRP, gives it one by default. 
 
> If you had an invisable villian (that the PCs could not detect in any 
> way), and the PCs all declared that they were just going to fire their 
> attacks randomly - would you allow them to be successful if they hit 
> with an OCV 0?  Or would you expect them to declare which hex they were 
> targetting?   Same situation. 
 
Would I? No. However, at this time, if the heroes were to do that, the 
rules state that they _would_ hit. That's what I am objecting to. 
 
Filksinger 
 
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From: SteveL1979@aol.com 
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Date: Wed, 10 Jun 1998 11:42:20 EDT 
To: champ-l@sysabend.org 
Subject: Power Modifiers List 
Sender: owner-champ-l@sysabend.org 
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  Does anyone out there, either on the Web or otherwise, have a list of all 
the Power Modifiers (mainly Limited Powers and new Modifiers) used in 
published Hero System products?  I seem to recall seeing such a list 
somewhere.  I'd like to review it to see what, if anything, is worth including 
(or clarifying) in 5th Ed. 
 
Steve Long 
 
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Date: Wed, 10 Jun 1998 08:45:59 -0700 (PDT) 
From: John Desmarais <johndesmarais@yahoo.com> 
Reply-To: john.desmarais@ibm.net 
Subject: Re: Secret Identities 
To: champ-l@sysabend.org 
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---Chad Riley  wrote: 
> 
>  
>  
> Guy Hoyle wrote: 
>  
> > Most superheroes have secret identities for one of a few reasons: 
> > 
> > 1) They allow the superhero to have some semblance of a "normal" 
life (ex., Superman, Peter Parker) 
> > 2) They give them resources that allow them to carry out their 
"true" work (ex., Batman) 
> > 3) The costumed persona IS the secret ID (they had a life before 
they had powers) (ex. Captain Marvel) 
> > 
> > Has anybody come up with any different twists on the secret ID? 
For example, what if a good-guy superhero had a secret identity so 
that he could blow off steam? He might be a real jerk to be around in 
his "normal" identity. 
> > 
> > Guy 
> > 
> > Uncommon Solutions...when you need a better way! 
> > http://www.uncommonsolutions.com 
>  
> How about the female super vigilante who is in reality male? Saw it 
in Villains Unlimited. 
 
I ran a hero for a while who wsa also a cat burglar (made for much fun 
trying to keep this from the other players.) 
 
-=>John Desmarais 
_________________________________________________________ 
DO YOU YAHOO!? 
Get your free @yahoo.com address at http://mail.yahoo.com 
 
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From: Joe Mucchiello <why@superlink.net> 
Subject: Re: Shooting Blind with No Range Mod Powers 
To: champ-l@sysabend.org 
Date: Wed, 10 Jun 1998 11:49:11 -0400 (EDT) 
Sender: owner-champ-l@sysabend.org 
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> From: Joe Mucchiello [mailto:why@superlink.net]  
> Its still to powerful an effect. Keep in mind that it could be used by a villain, it could  
> be set to just keep slapping you down until you can't take it, and whether or not you are  
> in costume or not has nothing to do with whether or not a PER roll against you fails.  
 
Yes, it's a powerful effect, but that is how the Game Mechanic works. 
 
> > Okay, forget about NRP.  Ten people are in a pitch black warehouse with  
> > guns.  One of them just starts shooting a random.  He is 0 OCV against  
> > everyone else.  He has a small chance to hit them.  If they are normals  
> > then he is 8- to hit someone within 4", 6- within 8", 4- within 16", etc,  
> > not counting cover (crates and whatnot).  No matter what he rolls, if  
> > something is between him and the target he will miss (SFX).  But if the  
> > dice indicate a hit, he hits.  Do you disagree with this?  
> >  
> > If so, why?  
>   
> I agree.  
>   
> > If not, then NRP works exactly the same way just over a larger range of  
> > possible hits.  He's 8- against a 3 DCV target within range of his power.  
>   
> It still, carried to an extreme that is not excessive for a superhero campaign, especially  
> in the hands of a powerful mega-villain, gives silly results.  
>   
> > I think your problem with this is NRP.  NRP makes no sense.  "The farther  
> > away something is the more likely you are to hit" is just common sense.  
>   
> Uh, maybe I'm missing something here. Was this a typo?  
 
What?  I'm saying NRP, in general, does not make sense.  See below. 
 
> > But, if you find a special effect where NRP makes sense, this is how it  
> > should work.  
>   
> I disagree.  
 
What is the difference?  NRP just changes the numbers. 
 
Tell me why NRP is there.  What special effect would be just as accurate 
at 2 meters as 20 km?  Any kind of effect where my OCV is equally 
effective at 2 meters and 20 km is unimaginable.  But if you come up with 
such a special effect, then whether my OCV is 3, 10 or 0, the power will 
still hit if I make the correct roll. 
 
> Once upon a time, there was a rule that, in order to hit a target you couldn't see, you  
> not only needed to hit with a 0 OCV, but you had to declare the correct hex to shoot. If  
> the target wasn't there, you missed, period. This is more like what I am looking for,  
> except I'm not certain how to implement it in situations where picking a hex on a map  
> doesn't work, such as asking a player to select a hex to shoot 9,000 miles away.  
 
This penalizes the character for something player cannot do. Besdies, you 
agreed with my pure luck example above.  In the warehouse, would you ask 
the character to pick a hex?  The character is in the room he knows the 
general direction to fire in and when he fires he might angle the gun just 
enough to miss the hex the player indicates and hit the target in the next 
hex. 
 
What if the special effect is that NRP power uses senses that the  
character does not have to determine the location of the target?  The 
character just describes the target, activates the power, and off it goes. 
The character can give targetting information if he has it ("Hit Mr. Bad 
over there" pointing), otherwise the power just figures it out for itself 
("Hit Mr. Bad"). 
 
  Joe 
 
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Date: Wed, 10 Jun 1998 09:03:22 -0700 (PDT) 
From: John Desmarais <johndesmarais@yahoo.com> 
Reply-To: john.desmarais@ibm.net 
Subject: Re: RPG "collectors" 
To: champ-l@sysabend.org 
Sender: owner-champ-l@sysabend.org 
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---David Stallard  wrote: 
> 
> Anyway, I guess I'm just looking to see if most roleplayers like to 
horde 
> different systems, or if I'm somewhat unusual in this respect.  When 
I show 
> a new RPG to my gaming group, they just shake their heads sadly as 
if to 
> say that they see my addiction but don't know what to do about it.  
-grin- 
 
I've bought many supplements for games that I have no intention of 
ever playing just because they had interesting source material to 
steal for Hero.  There are also some games that I buy just to read 
(Castle Falkenstien comes to mind - I don't play it, but the books are 
fun to read). 
 
 
== 
 
============================================== 
        John Desmarais  <champ-l-owner@sysabend.org> 
============================================== 
#  Keeper of the Hero Mailing List. Got a question about  # 
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_________________________________________________________ 
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Get your free @yahoo.com address at http://mail.yahoo.com 
 
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Date: Wed, 10 Jun 1998 11:11:28 -0500 
From: Todd Hanson <badtodd@dacmail.net> 
To: "champ-l@sysabend.org" <champ-l@sysabend.org> 
Subject: Re: Shooting Blind with No Range Mod Powers 
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Filksinger wrote: 
 
> Quite correct. I have been trying to develop a mechanic for this _because_ 
> NRP gives no such magical ability, but a literal interpretation of the 
> rules, when applied to NRP, gives it one by default. 
 
 
I guess I don't understand why you are making such an issue out of 
this.  NRP does nothing more than give NO RANGE PENALTY.  You still have 
to know where the target is.  If you don't know, you can't target it.  
Your question should be - can he perceive the target?  If so, he can 
fire on it (with no range penalty).  If not, he has no clue where to 
fire and will NEVER hit the target, no matter HOW good his roll is.  
 
    "I keep firing at that hex over there until I roll a 3.  Did I hit 
Foxbat?" 
 
I don't understand how an AK would tell him where the target is. It 
might tell him POSSIBLE places the target could be, but it isnt going to 
tell him where the target is at any given time.  (unless he knows that 
the target always sits on his porch from noon to 3pm, THEN he could use 
his AK to know where the guy's porch is... ) 
 
 
 
> Would I? No. However, at this time, if the heroes were to do that, the 
> rules state that they _would_ hit. That's what I am objecting to. 
 
The rulebook is full of things that can be interpreted to mean things 
that don't make sense.  Apply a little common sense and move on.  Not 
everything has to be argued into submission. 
 
If the PCs don't know which hex to target, they don't hit.  If your 
players can't accept a ruling as simple as that, then it's time to look 
for new players. 
 
 
Todd 
 
--  
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 
 Todd Hanson                       Minnesota: Land of two seasons: 
 BadTodd@dacmail.net               winter is coming, winter is here. 
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 
 
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Date: Wed, 10 Jun 1998 18:13:50 +0200 
From: Rog <uraeus@bunt.com> 
To: "champ-l@sysabend.org" <champ-l@sysabend.org> 
Subject: Re: RPG "collectors" 
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David Stallard wrote: 
 
<snip> 
  
> Anyway, I guess I'm just looking to see if most roleplayers like to horde 
> different systems, or if I'm somewhat unusual in this respect.  When I show 
> a new RPG to my gaming group, they just shake their heads sadly as if to 
> say that they see my addiction but don't know what to do about it.  -grin- 
 
 
I have to admit my addiction too.  I own many different systems, and 
not just basic rulebooks, many supplements as well.  I _do_ dwell over 
the rules as well as background info.  Often I create several characters 
for each system just to get a feel for it. 
 
And while I'm always game (pun intended) to try a new system, I have 
only actually played/GM'd a few.  In fact the last group I was in 
(over 2 years ago now..yipes!) we mainly played AD&D (so shoot me.. 
the GM was good and we had fun), some DC Heroes (sorry, but that's what 
the GM wanted to run...and it was fun as well) and I GM'd a few 
sessions of Twilight 2000.  
 
Before that I had about 3 people that I Gm'd a Champions campaign for a 
few months and then real life intruded and all of us got stuck on  
incompatible schedules. 
 
-Roger 
 
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Date: Wed, 10 Jun 1998 18:20:57 +0200 
From: Rog <uraeus@bunt.com> 
To: champ-l@sysabend.org 
Subject: Re: Secret Identities 
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John Desmarais wrote: 
 
>  
> I ran a hero for a while who wsa also a cat burglar (made for much fun 
> trying to keep this from the other players.) 
>  
 
 
Heh...great minds think alike.  I created a heroine named Maus a while 
back, who in her spare time was a thief...had to be real careful 'cause 
one person in her group suspected something was up....and they were a 
partially government supported group (Watched). 
 
-Roger 
 
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Date: Wed, 10 Jun 1998 11:23:20 -0500 (CDT) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: "champ-l@sysabend.org" <champ-l@sysabend.org> 
Subject: Re: RPG "collectors" 
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> Is anyone else out there guilty of this, or do you pretty much stick with 
> one system (presumably Hero, seeing as you're on this list) and spend your 
> available resources buying supplements for that system?  So far I have been 
> able to restrain my "habit" by only buying the basic rulebooks...however, 
> usually the supplements offer much more in the way of setting information 
> than the basic rulebook does, so I have been tempted (especially with 
> Fading Suns supplements...Deadlands looks like it will be the same). 
 
	I pick up what looks interesting -- though rarely whole systems. 
Men In Black was the last whole system I picked up.  (And I'm trying to 
get ahold of Paranoia)  Usually, however, I just grab suppliments and 
such.   I've even thought of grabbing some of the new AD&D suppliments for 
Forgotten Realms, as I want to run a Fantasy Hero game in the Realms.  But 
I grab to add to Hero, for the most part. 
 
 
 
				-Tim Gilberg 
 
		    -"Hey!  MacLeod!  Get off of my ewe!" 
 
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Date: Wed, 10 Jun 1998 11:30:46 -0500 (CDT) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: champ-l@sysabend.org 
Subject: Re: Power Modifiers List 
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>   Does anyone out there, either on the Web or otherwise, have a list of all 
> the Power Modifiers (mainly Limited Powers and new Modifiers) used in 
> published Hero System products?  I seem to recall seeing such a list 
> somewhere.  I'd like to review it to see what, if anything, is worth including 
> (or clarifying) in 5th Ed. 
 
	I don't have that.  But I do have a copy of a big list of 
disadvantages.  They might be from book products or, I think, book 
products and others.  Interested in that? 
 
 
 
				-Tim Gilberg 
 
		    -"Hey!  MacLeod!  Get off of my ewe!" 
 
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From: Lisa Hartjes <Hartjes@TCBS.net> 
Reply-To: "Hartjes@TCBS.net" <Hartjes@TCBS.net> 
To: "Hero System Listserv (E-mail)" <hero-l@sysabend.org> 
Subject: Speaking of lists... 
Date: Wed, 10 Jun 1998 14:40:00 -0400 
Organization: Tri-City Business Services 
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Does anyone know if there's a list somewhere out there that has all the  
various magic (both pro, anti, and using) groups in the Champions Universe? 
 
Lisa Hartjes 
Bookkeeping Specialist 
hartjes@tcbs.net 
http://www.tcbs.net 
 
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From: "qts" <qts@nildram.co.uk> 
To: "Dave Mattingly" <dmattingly@platsoft.com&> 
        "Hero System Listserv (E-mail)" <hero-l@sysabend.org> 
Date: Wed, 10 Jun 98 19:01:24  
Reply-To: "qts" <qts@nildram.co.uk> 
Subject: RE: Power Question 
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On Wed, 10 Jun 1998 06:51:11 -0700, Dave Mattingly wrote: 
 
>> Lisa Hartjes [Hartjes@TCBS.net] asks: 
>>  
>>A character who becomes more effective in social situations  
>>the more people there are around him. 
> 
>How about 6 or so 5-point levels in all PRE skills with a -1 lim of "+1 
>per x2 people"? 
 
How about using Oratory? 
 
Or how about an AOE Transfer? Say only 1 pt PRE per person with a long 
decay time. 
qts 
 
Home: qts@nildram.co.uk. 
 
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From: "qts" <qts@nildram.co.uk> 
To: "David Stallard" <DBStallard@compuserve.com> 
Cc: "champ-l@sysabend.org" <champ-l@sysabend.org> 
Date: Wed, 10 Jun 98 19:03:35  
Reply-To: "qts" <qts@nildram.co.uk> 
Subject: Re: RPG "collectors" 
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On Wed, 10 Jun 1998 10:46:02 -0400, David Stallard wrote: 
 
>I've realized within the last year that I'm an "RPG collector".  
 
<snip> 
 
I tend to collect RPG magazines. What worries me is the cost of 
replacing them (I have nearly 200 issues of Dragon, for instance). 
qts 
 
Home: qts@nildram.co.uk. 
 
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From: "qts" <qts@nildram.co.uk> 
To: "Michael Surbrook" <susano@access.digex.net> 
Cc: "champ-l@sysabend.org" <champ-l@sysabend.org> 
Date: Wed, 10 Jun 98 19:05:02  
Reply-To: "qts" <qts@nildram.co.uk> 
Subject: Re: RPG "collectors" 
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On Wed, 10 Jun 1998 11:08:53 -0400 (EDT), Michael Surbrook wrote: 
 
>Often I find that 
>an RPG will have neat stuff I can use else where (such as Lace and Steel, 
>a fantasty game set in the technological era of 1580 to 1620 or so).  I 
>play Hero exclusivly, since I feel it can be used to simulate most 
>anything, but buy other games as sourcebooks.  
 
Yes - I'd like to see a Glorantha Hero, but never myself got further 
than broad ideas. 
qts 
 
Home: qts@nildram.co.uk. 
 
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From: "qts" <qts@nildram.co.uk> 
To: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: "champ-l@sysabend.org" <champ-l@sysabend.org> 
Date: Wed, 10 Jun 98 19:09:20  
Reply-To: "qts" <qts@nildram.co.uk> 
Subject: Re: RPG "collectors" 
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On Wed, 10 Jun 1998 11:23:20 -0500 (CDT), Tim R. Gilberg wrote: 
 
> (And I'm trying to get ahold of Paranoia)  
 
<chortle> 
 
Knowledge of the rules is security level Ultraviolet, citizen. Please 
report immediately for reactor duty to Technician You-R-DMD. Have a 
nice day-cycle. 
qts 
 
Home: qts@nildram.co.uk. 
 
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Date: Wed, 10 Jun 1998 15:32:23 -0400 
To: <champ-l@sysabend.org> 
From: Bill Svitavsky <nbymail11@mln.lib.ma.us> 
Subject: Re: RPG "collectors" 
Sender: owner-champ-l@sysabend.org 
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I've long held that all RPG products, and most other books as well, are 
supplements to the Hero System. 
 
One RPG I bought most materials for was the DC Heroes game. Many of the 
modules were among the best published RPG adventures I've seen. The writers 
seemed determined to push the boundaries of RPG's, leading to some 
interesting game structures like the "one on one" adventures with 2 players 
GMing for each other in interweaving solo adventures. The Watchmen modules 
and sourcebook were, as Michael Surbrook can attest, excellent. I played 
both adventures after adapting them to Hero terms (I'll have to compare my 
versions to Michael's); they did a good job of using motifs and themes 
appropriate to the source material. 
 
I was never even tempted to play DC Heroes with its own rule system. It had 
a few interesting concepts to offer, but most of the useful parts of the 
system were clearly modelled on Champions. And it had some severe flaws - 
the Ambush Bug module even mocked part of the system; one of AB's 
challenges for the heroes was to build a time machine using the gadget rules! 
 
 
 
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Date: Wed, 10 Jun 1998 15:35:08 -0400 
To: <hero-l@sysabend.org> 
From: Bill Svitavsky <nbymail11@mln.lib.ma.us> 
Subject: Re: Speaking of lists... 
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At 02:40 PM 6/10/98 -0400, Lisa Hartjes wrote: 
 
>Does anyone know if there's a list somewhere out there that has all the  
>various magic (both pro, anti, and using) groups in the Champions Universe? 
 
There is, but anyone who reads it goes insane... 
 
:-) 
 
 
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Reply-To: <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
To: <champ-l@sysabend.org> 
Subject: Re: Shooting Blind with No Range Mod Powers 
Date: Wed, 10 Jun 1998 12:35:33 -0700 
X-MSMail-Priority: Normal 
Sender: owner-champ-l@sysabend.org 
 
 From: Joe Mucchiello <why@superlink.net> 
>  
> > From: Joe Mucchiello [mailto:why@superlink.net]  
> > Its still to powerful an effect. Keep in mind that it could be used by 
a villain, it could  
> > be set to just keep slapping you down until you can't take it, and 
whether or not you are  
> > in costume or not has nothing to do with whether or not a PER roll 
against you fails.  
>  
> Yes, it's a powerful effect, but that is how the Game Mechanic works. 
 
Yes, at this time the Game Mechanic says that any ranged power will hit any 
target in range with only normal range modifiers and a 0 OCV when you 
cannot detect the target at all. While this is excessively ridiculous in 
the case of extreme range NRP, it is silly with normal powers, as well. If 
I don't have _any_ idea where the target is, I shouldn't be able to hit 
except by great coincidence, but under the present rules I can hit with a 0 
OCV. That's too easy. 
 
<snip>  
> >   
> > > I think your problem with this is NRP.  NRP makes no sense.  "The 
farther  
> > > away something is the more likely you are to hit" is just common 
sense.  
> >   
> > Uh, maybe I'm missing something here. Was this a typo?  
>  
> What?   
 
You said that things that are farther away are easier to hit, and that this 
was common sense. I always thought that things that were farther away were 
harder to hit, myself. 
 
>I'm saying NRP, in general, does not make sense.  See below. 
 
Arguable, but I might agree. 
 
> > > But, if you find a special effect where NRP makes sense, this is how 
it  
> > > should work.  
> >   
> > I disagree.  
>  
> What is the difference?  NRP just changes the numbers. 
 
I agreed that that was how it worked. I disagreed that that was how it 
_should_ work. I think that being completely unable to even guess where the 
target is should be a greater penalty than 0 OCV, at least at range. 
 
> Tell me why NRP is there.  What special effect would be just as accurate 
> at 2 meters as 20 km?  Any kind of effect where my OCV is equally 
> effective at 2 meters and 20 km is unimaginable. 
 
Unimaginable to whom? I could imagine a few possibilities. You would 
probably refuse to allow them as NRP, however, creating a whole new (and 
probably pointless) discussion. 
 
You are suggesting that NRP should never be more than a massive reduction 
in range modifiers, if I understand you, or levels to counteract RMods. I 
could agree with this. That does eliminate the problem of NRP while blind, 
as the bonus granted by those levels will be negated when blind, leaving 
you with normal range modifiers.  
 
>But if you come up with 
> such a special effect, then whether my OCV is 3, 10 or 0, the power will 
> still hit if I make the correct roll. 
 
Why? The present game mechanic says so, I admit, but I have a lot more 
trouble imagining a power that can hit with 0 OCV at maximum range _when 
you don't even know where the target is_ than I do powers with NRP. 
 
> > Once upon a time, there was a rule that, in order to hit a target you 
couldn't see, you  
> > not only needed to hit with a 0 OCV, but you had to declare the correct 
hex to shoot. If  
> > the target wasn't there, you missed, period. This is more like what I 
am looking for,  
> > except I'm not certain how to implement it in situations where picking 
a hex on a map  
> > doesn't work, such as asking a player to select a hex to shoot 9,000 
miles away.  
>  
> This penalizes the character for something player cannot do. Besdies, you 
> agreed with my pure luck example above.  In the warehouse, would you ask 
> the character to pick a hex? 
 
Yes. I would require a character who failed his PER rolls, and thus has no 
idea where his enemy is, to tell me where he is shooting. If he is shooting 
north, and all of his targets are south, he misses. Period. 
 
>The character is in the room he knows the 
> general direction to fire in 
 
Why? The initial example was people who have failed their PER rolls. Under 
the present rules, you don't even have to suspect the enemy's _direction_ 
to hit him using a 0 OCV. 
 
> and when he fires he might angle the gun just 
> enough to miss the hex the player indicates and hit the target in the 
next 
> hex. 
 
He might. However, the example I started with was _he has no idea where the 
target is_. Under the present rules, he still gets a 0 OCV. 
 
> What if the special effect is that NRP power uses senses that the  
> character does not have to determine the location of the target? The 
> character just describes the target, activates the power, and off it 
goes. 
> The character can give targetting information if he has it ("Hit Mr. Bad 
> over there" pointing), otherwise the power just figures it out for itself 
> ("Hit Mr. Bad"). 
 
If the weapon has the ability to sense things that the character cannot, 
then you need to buy more senses. If it can be given instructions and 
carries them out, then it needs a Computer with the proper program. 
 
Filksinger 
 
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Date: Wed, 10 Jun 1998 13:16:13 -0700 
To: "Hero System Listserv (E-mail)" <hero-l@sysabend.org> 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Power Question 
Sender: owner-champ-l@sysabend.org 
 
At 09:36 AM 6/10/1998 -0400, Lisa Hartjes wrote: 
>I'm thinking about making a character who becomes more effective in social  
>situations (i.e.. Conversation, Persuasion, Oratory) the more people there  
>are around him.  So, he's far more effective when dealing with 100 people  
>than he is with 1 person. 
> 
>Can I get some suggestions on how to do this? 
 
   I had to ruminate on this one for a while.  The best way I can think of 
to do this is extra PRE, or possibly PRE Aid, with a successive Limitation 
according to how many people he's dealing with (+5 PRE around 5+ people, +5 
PRE around 10+ people, +5 PRE around 25+ people, and so forth). 
   Someone else (like Dave) might have a better idea. 
--- 
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, 10 Jun 1998 16:25:55 -0400 
From: David Stallard <DBStallard@compuserve.com> 
Subject: Re: RPG "collectors" 
Cc: "champ-l@sysabend.org" <champ-l@sysabend.org> 
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Thanks to everyone that has replied so far...it seems that I'm not unusual 
at all, but that the unsual gamer might be the one who DOESN'T scarf up 
more systems than he can practically play. 
 
The big difference between my own "habit" and that of most everyone else is 
that most people said they buy other RPG material so they can get ideas for 
their Hero games.  For me, it's just to discover a neat new 
setting...conversion never enters my mind.  The only game I think I 
considered picking up solely for Hero ideas was Heroes Unlimited...I 
thought that maybe the power lists could give me some new ideas for Hero 
character concepts.  However, I heard so much negative stuff about HU (and 
Palladium in general) that I chickened out. 
 
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Date: Wed, 10 Jun 1998 16:25:59 -0400 
From: David Stallard <DBStallard@compuserve.com> 
Subject: Superhero fiction? 
Cc: "champ-l@sysabend.org" <champ-l@sysabend.org> 
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It seems to me that there isn't much superhero fiction (novels, short 
stories) available.  I wonder if this is because comic books already fill 
that niche, or if there just isn't that much interest outside of the comic 
book/RPG crowd?  Or maybe you need the comic art to do justice to the 
genre?  Do you know of any great superhero fiction (comic-based, RPG-based, 
or otherwise) out there?  Here's what I'm familiar with: 
 
* The Wild Cards series 
* I have a book which is a collection of short stories...it's titled 
"Superheroes" with maybe a sub-title...green and black cover.... 
* I've seen (but not read) novels about various Marvel heroes...Spider-Man 
and Iron Man are all that come to mind, but there are probably others.  I 
don't know if there are novels based on DC heroes or not.... 
 
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Date: Wed, 10 Jun 1998 13:32:53 -0700 
To: champ-l@sysabend.org 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: RPG "collectors" 
Sender: owner-champ-l@sysabend.org 
 
At 02:55 PM 6/10/1998 GMT, <owner-champ-l@sysabend.org> wrote: 
>From: David Stallard <DBStallard@compuserve.com> 
>Subject: RPG "collectors" 
>Cc: "champ-l@sysabend.org" <champ-l@sysabend.org> 
> 
>This is a generic RPG question, but I thought I'd float it on this list 
>since it's the only RPG I'm currently active in and because I got one vote 
>from a list member to post generic questions, and zero votes against.  If 
>anyone has objections to this sort of thing on the Hero list, let me know 
>and I'll be happy to oblige.  If there are no objections, I have some other 
>questions of a generic nature waiting in the wings.... 
 
   I should have mentioned this earlier, but I too would consider your 
"generic questions" to be quite welcome here -- as long as traffic is light 
enough to handle the extra load!  :-] 
 
>Is anyone else out there guilty of this, or do you pretty much stick with 
>one system (presumably Hero, seeing as you're on this list) and spend your 
>available resources buying supplements for that system?  So far I have been 
>able to restrain my "habit" by only buying the basic rulebooks...however, 
>usually the supplements offer much more in the way of setting information 
>than the basic rulebook does, so I have been tempted (especially with 
>Fading Suns supplements...Deadlands looks like it will be the same). 
> 
>Anyway, I guess I'm just looking to see if most roleplayers like to horde 
>different systems, or if I'm somewhat unusual in this respect.  When I show 
>a new RPG to my gaming group, they just shake their heads sadly as if to 
>say that they see my addiction but don't know what to do about it.  -grin- 
 
   For financial reasons, I've stuck with Hero, and I don't even have all 
of the books long those lines that I'd like to (I still don't have Widows & 
Orphans, Blood Fury [I think it's called], or Heroic Adventures #2). 
   If I had the level of money I wanted, I'd probably be guilty of the 
opposite thing you do, David; I'd be grabbing books with specific rules 
systems so I could build my own quick yet detailed systems.  I certainly 
wish I'd had more non-Hero books to consult for The Ultimate Super Vehicle 
than I did, but fortunately I had a wealth of TV, movies, videos, and other 
stuff to look through for ideas. 
--- 
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: Shooting Blind with No Range Mod Powers 
Date: Wed, 10 Jun 1998 14:32:39 -0700 
X-MSMail-Priority: Normal 
Sender: owner-champ-l@sysabend.org 
 
From: Todd Hanson <badtodd@dacmail.net> 
>  
> Filksinger wrote: 
>  
> > Quite correct. I have been trying to develop a mechanic for this 
_because_ 
> > NRP gives no such magical ability, but a literal interpretation of the 
> > rules, when applied to NRP, gives it one by default. 
>  
>  
> I guess I don't understand why you are making such an issue out of 
> this.  NRP does nothing more than give NO RANGE PENALTY.  You still have 
> to know where the target is. 
 
Because, when I asked for suggestions for how well you could tell where the 
target is, and what the determination should be based on, I was told that 
all that was necessary for firing blind was try to make a PER roll, and if 
you failed take a 0 OCV and shoot. I was trying to explain why I thought 
that this mechanic was insufficient, so I pointed out that this allowed you 
to take a 0 OCV at any target, anywhere in range, if you had NRP, as an 
example of when it fails. 
 
>If you don't know, you can't target it. 
 
Under the present rules,  you can. I am trying to create a replacement 
mechanic for the present rules, and asked for suggestions, but was told 
that they worked as is. I only wished to show that they didn't, by pushing 
them so far that it was easy to see they were broken. 
 
> Your question should be - can he perceive the target?  If so, he can 
> fire on it (with no range penalty).  If not, he has no clue where to 
> fire and will NEVER hit the target, no matter HOW good his roll is.  
 
If he can't perceive the target, he may know where it is due to AK (if his 
target is immobile), suggestions from others who can sense the target 
("Quick, fire at that doorway!"),  non-targeting information combined with 
AK (I can see him on my cameras, know he is listening at that door, and I 
know that door, even though I can't see it from here, is right about 
there.), or guesses. 
 
Under the present rules, however, all I need to do is make a PER roll, 
fail, and roll with a 0 OCV. 
 
>     "I keep firing at that hex over there until I roll a 3.  Did I hit 
> Foxbat?" 
 
Depends upon whether or not Foxbat was in that hex, doesn't it? 
Unfortunately, under the present rules, I could fire at random, and if a 3 
would hit with an OCV of 0, I would hit without even knowing what direction 
he is in. 
 
> I don't understand how an AK would tell him where the target is. 
 
The way you appear to mean it, it doesn't, exactly. However, it can _help_ 
you to determine where the target is, or it can help you make your guesses 
as to where a particular target is in relation to you. If you have AK for 
the street outside your apartment window, and you know the target is 
sitting in front of a particular cafe, you might be able to hit him without 
being able to see. Without the AK, you can't. 
 
> It 
> might tell him POSSIBLE places the target could be, but it isnt going to 
> tell him where the target is at any given time. 
 
Absolutely correct. 
 
>(unless he knows that 
> the target always sits on his porch from noon to 3pm, THEN he could use 
> his AK to know where the guy's porch is... ) 
 
_Exactly_ my point. 
  
> > Would I? No. However, at this time, if the heroes were to do that, the 
> > rules state that they _would_ hit. That's what I am objecting to. 
>  
> The rulebook is full of things that can be interpreted to mean things 
> that don't make sense. 
 
Exactly my position from the beginning. 
 
> Apply a little common sense and move on.  Not 
> everything has to be argued into submission. 
 
I asked for suggestions for a new rule, because I thought the original rule 
made, as you just stated, no sense. I got people saying that the present 
rule was just fine. I argued against that point, and I get you arguing with 
me that the present rule "don't make sense" (my position from the 
beginning), and that I should use "common sense". I don't want "common 
sense", I want suggestions for a replacement mechanic. 
 
> If the PCs don't know which hex to target, they don't hit.  If your 
> players can't accept a ruling as simple as that, then it's time to look 
> for new players. 
 
Then, if the people I have been arguing this with on the list are my 
players, I should get new players? 
 
There are lots of situations where a PER roll is impossible, but targeting 
can still be done. They include the standard use of mortars and other 
indirect fire weapons and shooting at targets when you can't see them but 
know from experience where they should be, such as buildings. 
 
All I am asking for is suggestions for a mechanic for determining the 
difficulty of doing things like this. It should cover the fairly easy 
(Player: "'Back, invisible varlet!' I swing my sword around me, in case he 
is trying to sneak up on me." (Rolls dice.) GM: "Good roll. 'Ouch! You'll 
pay for this, knight!' You hear sounds of someone running away."), the 
fairly difficult ("He released this sight and sound suppression device 
because he is trying to escape, I'll bet, probably through that window the 
alarm said was broken. I know the room well, so I fire in the direction of 
that window." (Rolls dice.) GM: "The room suddenly lightens. You see the 
burglar lying on the ground under the high window. You don't seem to have 
hit him, though you did hit the window. You suspect he lost his grip when 
you frightened him by nearly blowing his head off."), to the very difficult 
("My super ray can strike anywhere on Earth, once it gets precise 
coordinates. I have spent three days aiming it, calculating the exact 
distance, angle, and slope. As soon as the TV says you are driving in front 
of that store, Mr. President, you will pay! HAHAHAHAHA!"). 
 
I wanted a new mechanic that would cover all of these. What I've gotten so 
far is people telling me that the present rules are sufficient, and people 
telling me the present rules don't work and to use "common sense". 
 
Filksinger 
 
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Date: Wed, 10 Jun 1998 17:34:00 -0400 
From: David Stallard <DBStallard@compuserve.com> 
Subject: Re: RPG "collectors" 
Cc: "champ-l@sysabend.org" <champ-l@sysabend.org> 
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Message text written by Rog 
>And while I'm always game (pun intended) to try a new system, I have 
only actually played/GM'd a few.  In fact the last group I was in 
(over 2 years ago now..yipes!) we mainly played AD&D (so shoot me.. 
the GM was good and we had fun), some DC Heroes (sorry, but that's what 
the GM wanted to run...and it was fun as well) and I GM'd a few 
sessions of Twilight 2000. < 
 
If I made a list of all the RPGs I own and marked all the ones I've played, 
there would be an embarrassing lack of marks next to the list.  Until 
recently when I finally admitted to myself that I just like buying them 
even if I can't play 'em, every game I bought was something I intended to 
play but couldn't get the gaming group to try. 
 
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Date: Wed, 10 Jun 1998 14:34:24 -0700 
To: champ-l@sysabend.org 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Secret Identities 
Sender: owner-champ-l@sysabend.org 
 
At 06:20 PM 6/10/1998 +0200, Rog wrote: 
>John Desmarais wrote: 
>> I ran a hero for a while who wsa also a cat burglar (made for much fun 
>> trying to keep this from the other players.) 
> 
>Heh...great minds think alike.  I created a heroine named Maus a while 
>back, who in her spare time was a thief...had to be real careful 'cause 
>one person in her group suspected something was up....and they were a 
>partially government supported group (Watched). 
 
   I did something similar once.  My PC, the team leader with Public ID, 
took on a Secret ID to go undercover with the villains.  Unfortunately the 
campaign collapsed before the plotline he did this for could be resolved.... 
--- 
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, 10 Jun 1998 17:34:55 -0400 
From: David Stallard <DBStallard@compuserve.com> 
Subject: Re: RPG "collectors" 
Cc: "[unknown]" <champ-l@sysabend.org> 
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Message text written by Bill Svitavsky 
>One RPG I bought most materials for was the DC Heroes game. Many of the 
modules were among the best published RPG adventures I've seen. The writers 
seemed determined to push the boundaries of RPG's, leading to some 
interesting game structures like the "one on one" adventures with 2 players 
GMing for each other in interweaving solo adventures.< 
 
I miss the days when RPG adventures were abundant.  These days, sourcebooks 
are the norm and the GM is left to make his own adventures outside of a few 
brief plot synopses.  It seems like AD&D, from what I see when I glance 
over their stuff on the shelf, is starting to reverse this trend and 
publish a lot more adventures these days.  While I agree that a sourcebook 
is more useful in the long run (it could spawn countless adventures), 
there's something about a published adventure that I just like.  Most of 
the published adventures I've run/played were for D&D (not AD&D), way back 
when that stuff still came in self-contained boxes and you had to color in 
the numbers on your dice with the provided crayon.  I dunno, maybe it's 
just a nostalgia thing.... 
 
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Date: Wed, 10 Jun 1998 14:58:12 -0700 
To: champ-l@sysabend.org 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Superhero fiction? 
Sender: owner-champ-l@sysabend.org 
 
At 08:34 PM 6/10/1998 GMT, <owner-champ-l@sysabend.org> wrote: 
>From: David Stallard <DBStallard@compuserve.com> 
>Subject: Superhero fiction? 
>Cc: "champ-l@sysabend.org" <champ-l@sysabend.org> 
> 
>It seems to me that there isn't much superhero fiction (novels, short 
>stories) available.  I wonder if this is because comic books already fill 
>that niche, or if there just isn't that much interest outside of the comic 
>book/RPG crowd?  Or maybe you need the comic art to do justice to the 
>genre?  Do you know of any great superhero fiction (comic-based, RPG-based, 
>or otherwise) out there?  Here's what I'm familiar with: 
> 
>* The Wild Cards series 
>* I have a book which is a collection of short stories...it's titled 
>"Superheroes" with maybe a sub-title...green and black cover.... 
>* I've seen (but not read) novels about various Marvel heroes...Spider-Man 
>and Iron Man are all that come to mind, but there are probably others.  I 
>don't know if there are novels based on DC heroes or not.... 
 
   Besides this, I know that there are novelizations of the "Knightfall" 
era of Batman (from when Bane first appeared, until shortly after he got 
back the use of his legs), and "The Death and Life of Superman" (from when 
Doomsday first appeared, until the situations with the four "replacement" 
Supermen were resolved). 
   That's all I know of. 
   There was some talk a couple of years ago about Hero Games reaching out 
into story publication, but I think it fell through, or at least got put on 
hold as they got themselves in gear with RTG.  I've heard a few similar 
noises from GRG, but I don't think there's anything even remotely solid 
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, 10 Jun 1998 18:23:24 -0400 
To: <champ-l@sysabend.org> 
From: Bill Svitavsky <nbymail11@mln.lib.ma.us> 
Subject: Re: RPG "collectors" 
Sender: owner-champ-l@sysabend.org 
 
At 05:34 PM 6/10/98 -0400, David Stallard wrote: 
 
>I miss the days when RPG adventures were abundant.  These days, sourcebooks 
>are the norm and the GM is left to make his own adventures outside of a few 
>brief plot synopses.   
 
I miss the days of adventure modules a lot. For some reason I seem to be in 
a minority about this, but I find single adventures a lot more useful than 
a sourcebook.  
 
My usual inclination is to create a world that is entirely mine; when I run 
a superhero game, for example, I use none of the Champions universe but 
create all my own setting and characters. Sourcebooks don't offer me a 
whole lot, other than some basic items, character types, and phenomena from 
different genres & periods. 
 
Every so often I like to do something different, though, like a one shot 
adventure in a different genre than I usually run. Or maybe just a quick 
game of any genre on the spur of the moment. It would be nice if there were 
more packaged adventures around all set to run. 
 
For me, the freedom to create my own worlds entirely is a big part of the 
appeal of the Hero System; this makes sourcebooks for the Champions 
Universe the last thing I want to see. I'm perfectly capable of creating my 
own campaigns, and enjoy doing so. What I'd like is some adventures that 
are ready to run for those occasions when I lack the time or energy to 
prepare them. 
 
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Date: Wed, 10 Jun 1998 18:34:45 -0400 
To: champ-l@sysabend.org 
From: Bill Svitavsky <nbymail11@mln.lib.ma.us> 
Subject: Re: RPG "collectors" 
Sender: owner-champ-l@sysabend.org 
 
At 01:32 PM 6/10/98 -0700, Bob Greenwade wrote: 
>   If I had the level of money I wanted, I'd probably be guilty of the 
>opposite thing you do, David; I'd be grabbing books with specific rules 
>systems so I could build my own quick yet detailed systems.  I certainly 
>wish I'd had more non-Hero books to consult for The Ultimate Super Vehicle 
>than I did, but fortunately I had a wealth of TV, movies, videos, and other 
>stuff to look through for ideas. 
 
Well, Bob, I'd say that by drawing from genre source material more than 
from vehicle rules in existing RPG's, you risked, um, re-inventing the 
wheel. :-) 
 
But seriously, I'm looking forward to seeing the finished USV. Any word on 
when it will be available? 
 
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From: "Melinda and Steven Mitchell" <mdmitche@advicom.net> 
To: "Hero Mail List" <champ-l@sysabend.org> 
Subject: RPG "collectors" 
Date: Wed, 10 Jun 1998 17:41:12 -0500 
X-MSMail-Priority: Normal 
Sender: owner-champ-l@sysabend.org 
 
David Stallard writes: 
<bunch of stuff snipped> 
>Anyway, I guess I'm just looking to see if most roleplayers like to horde 
>different systems, or if I'm somewhat unusual in this respect.  When I 
show 
>a new RPG to my gaming group, they just shake their heads sadly as if to 
>say that they see my addiction but don't know what to do about it.  -grin- 
 
I buy all kinds of games for both settings and rules.  Since Hero is 
infinitely adaptable, any rule or setting has potentional ideas for ... 
Hero.  Not only do I never play anything else, but I don't even deviate 
from FH.  We talked about doing science fiction, but it never got off the 
ground because our group would all rather play FH. 
 
Steven Mitchell 
mdmitche@advicom.net 
 
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Date: Wed, 10 Jun 1998 19:16:23 -0400 
To: champ-l@omg.org 
From: Bill Svitavsky <nbymail11@mln.lib.ma.us> 
Subject: Re: Superhero fiction? 
Sender: owner-champ-l@sysabend.org 
 
At 02:58 PM 6/10/98 -0700, you wrote: 
>At 08:34 PM 6/10/1998 GMT, <owner-champ-l@sysabend.org> wrote: 
>>From: David Stallard <DBStallard@compuserve.com> 
>>Subject: Superhero fiction? 
>>Cc: "champ-l@sysabend.org" <champ-l@sysabend.org> 
>> 
>>It seems to me that there isn't much superhero fiction (novels, short 
>>stories) available.  I wonder if this is because comic books already fill 
>>that niche, or if there just isn't that much interest outside of the comic 
>>book/RPG crowd?  Or maybe you need the comic art to do justice to the 
>>genre?  Do you know of any great superhero fiction (comic-based, RPG-based, 
>>or otherwise) out there?   
 
 
Many of the conventions of comic book superheroes work best in a visual 
form, I think, so it's rare to find all the elements in one narrative in a 
different medium. Tights and capes are a bit unlikely, so it's not too 
surprising that they seldom translate media. But it's possible to find 
plenty of stories in various formats about crimefighting, paranormal 
abilities, and heroic ideals and acts.  
 
If you start defining "superhero" a little more broadly, there are plenty 
of books. Philip Wylie's _Gladiator_ was one of the inspirations for 
Superman, and Pulp heroes like Doc Savage, Tarzan, and the Shadow weren't 
far from their superheroic successors. I haven't read E.E. Doc Smith's 
Lensmen series, but I gather it has some superheroic dimensions to it. For 
that matter, Sherlock Holmes, the Scarlet Pimpernel, and many mythic heroes 
aren't that far off either.  
 
If we stick to a really strict interpretation of superheroes, though, (and 
if we're really strict I don't know if Wild Cards qualifies), the list is 
considerably shorter. Jerry Siegel and/or Joe Shuster in the 1940's or 
50's, I believe, which was reprinted a year or two ago. In the wake of 
Superman: the Movie there were several other Superman novels by Eliot S! 
Maggin which were surprisingly good. A few years ago a well-known crime 
fiction writer (whose name escapes me) wrote a fairly gritty novel (I also 
forget the title) about Batman dealing with Asian child prostitution.  
 
There's also been quite a bit of superhero prose written within comic 
books. This has been done as far back as the Golden Age, and continues 
sporadically today. Denny O'Neil has written some nice Batman text pieces, 
and Alan Moore even wrote some prose for some British comics annuals. 
 
I'm sure there are more, but these are the ones that spring to my mind.  
 
 
 
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Date: Wed, 10 Jun 1998 16:34:34 -0700 
To: <champ-l@sysabend.org> 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: RPG "collectors" 
Sender: owner-champ-l@sysabend.org 
 
At 06:23 PM 6/10/1998 -0400, Bill Svitavsky wrote: 
>At 05:34 PM 6/10/98 -0400, David Stallard wrote: 
> 
>>I miss the days when RPG adventures were abundant.  These days, sourcebooks 
>>are the norm and the GM is left to make his own adventures outside of a few 
>>brief plot synopses.   
> 
>I miss the days of adventure modules a lot. For some reason I seem to be in 
>a minority about this, but I find single adventures a lot more useful than 
>a sourcebook.  
 
   The adventures on my website are something of a response to this.  Of 
those who have written to me about them, only about half use them with the 
characters they're written for; others adapt them to the NPCs they have in 
their own campaigns, using just the concepts and plotlines to move things 
along.  ("A Fine Place to Die" and "A Frame of a Different Color" seem to 
be especially good for this.) 
 
>For me, the freedom to create my own worlds entirely is a big part of the 
>appeal of the Hero System; this makes sourcebooks for the Champions 
>Universe the last thing I want to see. I'm perfectly capable of creating my 
>own campaigns, and enjoy doing so. What I'd like is some adventures that 
>are ready to run for those occasions when I lack the time or energy to 
>prepare them. 
 
   I'll have to see if I can sell you on my VOICE sourcebook, then (it 
already has a fair amount on international crime and Chinese organized 
crime in general). 
--- 
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, 10 Jun 1998 18:57:08 -0500 
To: David Stallard <DBStallard@compuserve.com> 
From: "Michael (Damon) or Peni R. Griffin" <griffin@txdirect.net> 
Subject: Re: Superhero fiction? 
Cc: "champ-l@sysabend.org" <champ-l@sysabend.org> 
Sender: owner-champ-l@sysabend.org 
 
At 04:25 PM 6/10/98 -0400, David Stallard wrote: 
>It seems to me that there isn't much superhero fiction (novels, short 
>stories) available.   
> 
>* The Wild Cards series 
>* I have a book which is a collection of short stories...it's titled 
>"Superheroes" with maybe a sub-title...green and black cover.... 
>* I've seen (but not read) novels about various Marvel heroes...Spider-Man 
>and Iron Man are all that come to mind, but there are probably others.  I 
>don't know if there are novels based on DC heroes or not.... 
 
I can't claim all this is *great* fiction, but here are some things you can 
add to your list: 
 
Comic-book based: 
Stan Lee presents THE MARVEL SUPERHEROES (1979) This one is marked as #9 in 
the Marvel 
Novel Series, but it's the only one I have; one story each for Daredevil, 
the Hulk, the Avengers and the X-Men. 
 
BLACKMARK by Gil Kane (1971) a sword & sorcery comic in paperback form 
CHALLENGERS OF THE UNKNOWN by Ron Goulart (1977) 
SECOND SIGHT (Dana Steele, lesbian superhero) by Lindsay Welsh (1996) 
THE BATMAN MURDERS by Craig Shaw Gardner (1990) 
BATMAN: TO STALK A SPECTER by Simon Hawke (1991) 
BATMAN: CAPTURED BY THE ENGINES by Joe R. Lansdale (1991) 
THE FURTHER ADVENTURES OF BATMAN (1989) 
THE FURTHER ADVENTURES OF BATMAN VOL II: THE PENGUIN 
THE FURTHER ADVENTURES OF BATMAN VOL III: CATWOMAN (1993) 
CATWOMAN: TIGER HUNT by Lynn Abbey & Robert Aspirin (1992) 
THE FURTHER ADVENTURES OF WONDER WOMAN (1993) 
THE FURTHER ADVENTURES OF SUPERMAN (1993) 
SUPERMAN: LAST SON OF KRYPTON by Elliot Maggin (1978) 
SUPERMAN: MIRACLE MONDAY by Elliot Maggin (1981) 
AGENT 13: THE INVISIBLE EMPIRE by Flint Dille & David Marconi (1986) 
AGENT 13: THE SERPENTINE ASSASSIN by <same guys> (1986) 
AGENT 13: ACOLYTES OF DARKNESS (this was a graphic novel, not a paperback) 
The RIFTWORLD trilogy by Stan Lee (yeah, *that* one) and Bill McKay (1993-96) 
 
RPG-based: 
The BUREAU 13 books by Nick Pollotta (actually the RPG is based on these 
books) 
 
Otherwise: 
DOC SIDHE by Aaron Allston (1995) 
HEROES INC. and HEROES WANTED by Kyle Crocco (1991; fantasy) 
The JASON COSMO books by Dan McGirt (1989-93; fantasy) 
The PSI-MAN series by Peter David (writing as David Peters; 1991-92) 
 
There are also six VAMPIRELLA paperbacks, a paperback series on Lee Falk's 
PHANTOM, and others. 
 
Damon  
 
 
 
 
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Date: Wed, 10 Jun 1998 17:29:29 -0700 
To: champ-l@sysabend.org 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: RPG "collectors" 
Sender: owner-champ-l@sysabend.org 
 
At 06:34 PM 6/10/1998 -0400, Bill Svitavsky wrote: 
>At 01:32 PM 6/10/98 -0700, Bob Greenwade wrote: 
>>   If I had the level of money I wanted, I'd probably be guilty of the 
>>opposite thing you do, David; I'd be grabbing books with specific rules 
>>systems so I could build my own quick yet detailed systems.  I certainly 
>>wish I'd had more non-Hero books to consult for The Ultimate Super Vehicle 
>>than I did, but fortunately I had a wealth of TV, movies, videos, and other 
>>stuff to look through for ideas. 
> 
>Well, Bob, I'd say that by drawing from genre source material more than 
>from vehicle rules in existing RPG's, you risked, um, re-inventing the 
>wheel. :-) 
 
   Most probably.  Like I said, I would've rather taken vehicle rules ideas 
from existing books (and I did get to do some of that), but mostly I got to 
watch movies and TV shows, and use fond memories from such classics as Tom 
Slick and Hong Kong Phooey, to get ideas for things to cover. 
 
>But seriously, I'm looking forward to seeing the finished USV. Any word on 
>when it will be available? 
 
   Nothing solid.  I'm hoping by the end of September, but I haven't seen 
the return of the First Draft yet.  When I get the Final Draft sent off, 
I'll be sure to let y'all know.  :-] 
--- 
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, 10 Jun 1998 20:49:36 EDT 
Cc: champ-l@sysabend.org 
Subject: Re: RPG "collectors" 
Sender: owner-champ-l@sysabend.org 
 
 
In a message dated 6/10/98 2:39:42 PM, DBStallard@compuserve.com writes: 
 
>I miss the days when RPG adventures were abundant.  These days, sourcebooks 
>are the norm and the GM is left to make his own adventures outside of a 
>few brief plot synopses.   
 
Well, it's due to the fact that smaller books (which adventures tended to be) 
with lower sales (which adventures definitely tended to be) are just not 
profitable any more. 
 
*However*, with electronic distribution we can fix this! I'm hoping to get 
people to write short adventures, basically one or two-nighters, for Champions 
or other genres. We'd sell these through direct download from our web site, 
for something like $5 (the creators -- author, artist, editor, layout -- 
splitting 30% royalties). If anyone's interested in providing such adventures, 
please contact Bruce Harlick at brucehh@aol.com.  Thanks! 
 
-- Steve Peterson, Hero Games  
 
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Date: Wed, 10 Jun 1998 20:11:28 -0500 
To: champ-l@omg.org 
From: "Michael (Damon) or Peni R. Griffin" <griffin@txdirect.net> 
Subject: Re: Superhero fiction? 
Sender: owner-champ-l@sysabend.org 
 
Found another one:  MISTER JUSTICE by Doris Piserchia (U.K. edition, 1977) 
 
>If you start defining "superhero" a little more broadly, there are plenty 
>of books. Philip Wylie's _Gladiator_ was one of the inspirations for 
>Superman, and Pulp heroes like Doc Savage, Tarzan, and the Shadow weren't 
>far from their superheroic successors. I haven't read E.E. Doc Smith's 
>Lensmen series, but I gather it has some superheroic dimensions to it. For 
>that matter, Sherlock Holmes, the Scarlet Pimpernel, and many mythic heroes 
>aren't that far off either.  
 
The Lensmen series was the inspiration for the Green Lantern Corps, so in 
that at least, you are correct about the superheroic dimension of the books. 
 
BTW, Philip Jose Farmer proposed a "Wold-Newton Family" which made an 
absurd number of heroic characters related to each other, including Doc 
Savage, the Shadow, Sherlock Holmes, the Scarlet Pimpernel and many others. 
 
Damon 
 
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Date: Wed, 10 Jun 1998 20:37:30 -0500 
To: "champ-l@sysabend.org" <champ-l@sysabend.org> 
From: "Michael (Damon) or Peni R. Griffin" <griffin@txdirect.net> 
Subject: Re: RPG "collectors" 
Sender: owner-champ-l@sysabend.org 
 
>The big difference between my own "habit" and that of most everyone else is 
>that most people said they buy other RPG material so they can get ideas for 
>their Hero games.  For me, it's just to discover a neat new 
>setting...conversion never enters my mind.  The only game I think I 
>considered picking up solely for Hero ideas was Heroes Unlimited...I 
>thought that maybe the power lists could give me some new ideas for Hero 
>character concepts.  However, I heard so much negative stuff about HU (and 
>Palladium in general) that I chickened out. 
 
Hey, don't let other people talk you out of getting something you may find 
useful. Don't let me talk you *into* it, either; visit a game shop, look at 
the book, and decide for yourself...you needn't admit to having bought it 
if you don't want to.  :) 
 
I buy material from games I don't play as inspiration for material for 
games I do play.  This includes, but is not limited to, Hero, and doesn't 
always involve a direct conversion.  Sometimes I just think, "Hey, <this 
similar game I play> should have something like this."  And then I go off 
and create something inspired by, but not always substantially similar to, 
the option from the game I don't play. 
 
I have huge amounts of material for the games I actually play (Hero, AD&D 
and Call of Cthulhu), and odd non-game-specific supplementary bits from ICE 
and RoleAids.  I also have one or more books from FTL:2448, Heroes 
Unlimited/Beyond the Supernatural, GURPS, Daredevils, Bureau 13, etc.  I 
used to have one book for Harn, and I recently sold it to someone in my 
gaming group.  Ironic that I now find myself in *two* campaigns set on 
Harnworld, and I have no books for that system now.  Sooner or later I'll 
probably give in to temptation.    
 
I am hooked on gaming magazines as well.  I only have a handful of old 
issues of White Dwarf, the Space Gamer and some others, and I lack one or 
two early issues of Adventurer's Club and Pyramid, but I have every issue 
of The Dragon back to #1 (I used to have three of the seven issues of The 
Strategic Review, but I sold them becuase I couldn't find the other 
four...see below) and all of The Unspeakable Oath.  I even bought the first 
two issues of Rifter, and plan to keep getting it.  (I don't play RIFTS, 
but the magazine covers the whole Palladium line, plus it has a Knights of 
the Dinner Table strip.) 
 
Your use of the word "collector" here identifies my big problem; I have a 
Strong need to have complete sets of things (overcomeable with an EGO Roll, 
but I don't have a very high EGO).  If I start down the road of buying Harn 
products, there is a danger that I might eventually start to try to collcet 
them all, and many are out of print.  You don't want to know how much money 
I spent buying the earliest issues of The Dragon so I could have that set 
complete.  Given that I never play D&D, only AD&D, and that those earliest 
issues predate the "A" version, it follows that there is nothing in them I 
can use as is.  Yet I paid much more for them than for the later issues.   
 
Clearly, collecting is a form of insanity. 
 
Damon 
 
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From: "Remnant" <easleyap@mobis.com> 
To: "Champs List" <champ-l@sysabend.org> 
Subject: Re: Superhero fiction? 
Date: Wed, 10 Jun 1998 22:15:51 -0500 
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Anybody ever heard of "Super Folks"? 
 
A somewhat tacky novel using several name changed rip-offs of well-known 
characters in a fairly unique setting.  Written at the PG-13 to R rating 
depending. 
 
Alan 
 
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Date: Wed, 10 Jun 1998 23:41:03 -0500 
From: Todd Hanson <badtodd@dacmail.net> 
To: "champ-l@sysabend.org" <champ-l@sysabend.org> 
Subject: Re: Shooting Blind with No Range Mod Powers 
Sender: owner-champ-l@sysabend.org 
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Filksinger wrote: 
 
> I asked for suggestions for a new rule, because I thought the original rule 
> made, as you just stated, no sense. I got people saying that the present 
> rule was just fine. I argued against that point, and I get you arguing with 
> me that the present rule "don't make sense" (my position from the 
> beginning), and that I should use "common sense". I don't want "common 
> sense", I want suggestions for a replacement mechanic. 
 
Okay, here's your new replacement mechanic (although this doesn't seem 
to be a 'replacement' to me.  It seems to be the way it is supposed to 
work) 
 
 
When targeting an unseen target: 
 
If you can identify the target hex, you have an OCV of 0.  If you hit, 
roll damage. If you miss... better luck next time. 
 
If you CAN'T identify the target hex, your OCV doesn't matter because 
you are firing at a location where the target isn't.  Wasted ammo. 
 
 
The question comes back to: can you identify the target hex?  Base this 
on either a perception roll, or an AK, whichever is most appropriate to 
the situation.  Apply modifiers based on range, reliability/accuracy of 
information, etc.  If the roll is successful, the player is firing at 
the appropriate hex and has a (slim) chance to hit.  If the roll is 
missed, the player is firing at the wrong hex and will miss no matter 
HOW good his attack rolls are. 
 
Personally I wouldn't tell the player what the modifiers to his roll 
were and wether or not he successfully hit the target (unless the 
results would be visable). 
 
I don't know who told you that a successful to hit roll with an OCV of 0 
will always hit, even if you don't know where the target is.. but I 
would stop accepting advice from this person.   That rule appears no 
where in MY book. 
 
 
> Then, if the people I have been arguing this with on the list are my 
> players, I should get new players? 
 
 
Well, to be honest, *I* wouldn't game with some of the people on this 
list.  Some people insist on interpreting the rules in off the wall 
ways, just to have something to argue about. 
 
  
> There are lots of situations where a PER roll is impossible, but targeting 
> can still be done. They include the standard use of mortars and other 
> indirect fire weapons and shooting at targets when you can't see them but 
> know from experience where they should be, such as buildings. 
 
 
Then use an AK or an intelligence roll.  Can the PC remember the exact 
location of the target, or figure it out based on available data?  If 
yes, target aquired.  If not, he's wasting ammo again. 
 
 
  
> All I am asking for is suggestions for a mechanic for determining the 
> difficulty of doing things like this. It should cover the fairly easy 
> (Player: "'Back, invisible varlet!' I swing my sword around me, in case he 
> is trying to sneak up on me." (Rolls dice.) GM: "Good roll. 'Ouch! You'll 
> pay for this, knight!' You hear sounds of someone running away."), the 
 
 
Okay, player has identified the hex(es) he wishes to attack.  Since he 
is attacking several adjacent hexes, have him use the sweep manuever.  
Yes, he DOES have a slim chance of hitting, but if he can't perceive the 
invisible person sneaking up on him (and the invis CAN see him swinging 
the sword), he SHOULD have very little chance of hitting. 
 
 
> fairly difficult ("He released this sight and sound suppression device 
> because he is trying to escape, I'll bet, probably through that window the 
> alarm said was broken. I know the room well, so I fire in the direction of 
> that window." (Rolls dice.) GM: "The room suddenly lightens. You see the 
> burglar lying on the ground under the high window. You don't seem to have 
> hit him, though you did hit the window. You suspect he lost his grip when 
> you frightened him by nearly blowing his head off."), to the very difficult 
 
Player has identified the target hex - the one in front of the window.  
If this is where the target actually IS, then he has a chance to hit.  
If the target has headed out the door instead, the player is wasting 
ammo again. 
 
 
> ("My super ray can strike anywhere on Earth, once it gets precise 
> coordinates. I have spent three days aiming it, calculating the exact 
> distance, angle, and slope. As soon as the TV says you are driving in front 
> of that store, Mr. President, you will pay! HAHAHAHAHA!"). 
 
Again, the target hex has been identified.  You might want to be nice 
and give some bonuses to his OCV 0 since he CAN see the president on TV 
and has a little better idea of WHERE in the hex he actually is. 
 
 
  
> I wanted a new mechanic that would cover all of these. What I've gotten so 
> far is people telling me that the present rules are sufficient, and people 
> telling me the present rules don't work and to use "common sense". 
 
 
Okay, I've given you a mechanic.   Does it make sense? 
 
 
Todd 
 
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Date: Thu, 11 Jun 1998 01:19:53 -0400 
From: boaters <boaters@mindspring.com> 
To: champs mailing list <champ-l@sysabend.org> 
Subject: Re: RPG "collectors" 
Sender: owner-champ-l@sysabend.org 
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Michael Surbrook wrote: 
 
> Personally, I'll buy any RPG as long as it looks interesting and has 
> possible uses as a Hero sourcebook.  I own a mess of Shadowrun books 
> becuase of this, as well as a scattering of GURPS books.  A friend of my 
> collect RPGs like crazy and owns a whole slew of them.  Often I find that 
> an RPG will have neat stuff I can use else where (such as Lace and Steel, 
> a fantasty game set in the technological era of 1580 to 1620 or so).  I 
> play Hero exclusivly, since I feel it can be used to simulate most 
> anything, but buy other games as sourcebooks. 
> 
 
I have more RPG stuff then I know what to do with.  It fills an entire 
bookcase, a good 1/2 of my deskspace, countless filing cabinet space and the 
list just continues.  I have played in so many systems that there are some that 
I do not even remember the system (probably mentally blocked due to the horror 
of the system), just the game.  Some of the games that I have are indeed just 
for reading.  They are settings that in my group only I find interesting and 
that the group would never play.  Now I only play in the Hero system, this 
includes not playing Fuzion, although I will probably pick up every book for 
the source material and the great reading. 
 
I have found that even when the source material will not work in your campaign 
that you should still consider some of the ideas in the book that you are 
reading.  There are some interesting plot twists in some of my oldest games 
that the system is not worth anything and the even the planetary backgrounds 
are suffering from real depth.  However, the plot twists in it (I forget the 
name of the game, It was a boxed set called Dragons and something...) are so 
good that I still include some of them in my current campaigns. 
 
Hero lends itself well to using other source material from other games and not 
having too much of a problem, (common sense is necessary), immediately playing 
in the world of the other system using the Hero rules. 
 
As for whether I get more out of a source book or an adventure book I would 
have to say that they are about on the same level with me.  From the source 
books I might grab a place or item, but it is from the adventure books that I 
usually find some of the most menacing plans and villians twists that keep 
games exciting and fun for the players.  Mix these with my own demented 
creations and it is a recipe for countless hours of gaming fun and madness. 
 
Just to add, I have absolutely no problem with non Hero specific questions on 
this mailer.    I actually would like to know how much a week people spend on 
games, gaming, and gaming related products.  On average I would say that I 
spend about $30 dollars a week between books, dice, miniatures, food at the 
game, gas, and other small trinkets that only a kender could love.  I could add 
more if anime counted, probably about another $15 a week.  Is this high 
compared to most??? 
 
Darin 
 
GM:  "You all realize that the room is spinning and that soon you will be 
forced against the walls.  If you look at the doorway that you came into the 
room by everyonce in a while there is a half-second sight of the hallway.  What 
are you doing." 
 
Atol:  "Well my sword is unbreakable...I try and stick it in the slot when it 
comes by..." 
 
GM "Okay, but the penalties are going to be high." 
 
Atol:  "I rolled a four for my acrobatics to help get over there, and a three 
to hit!!!" 
 
<The party was happy for a second before they realized that I only stopped the 
room from spinning and not them.  Battlehawk's armor was the worse...it was 
covered in spikes.  Ouch!!!> 
 
Luxjuria:  "I guess I should have teleported everyone out" 
 
<The players stared in disbelief learning for the first time that she could do 
this.> 
 
Luxjuria:  "Oops." 
 
 
 
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Date: Wed, 10 Jun 1998 23:31:06 -0600 
From: Curtis Gibson <mhoram@relia.net> 
To: champ-l@sysabend.org 
Subject: Re: Superhero fiction? 
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Michael (Damon) or Peni R. Griffin wrote: 
>  
> At 04:25 PM 6/10/98 -0400, David Stallard wrote: 
> >It seems to me that there isn't much superhero fiction (novels, short 
> >stories) available. 
Snipped a wonderfull list of superhero books.... 
 
I have only one to add, and it is not 'Superhero' per se (no Long 
Johns), but it shares all of the classic superhero bits... Radiation 
accident (literaly), secret ID, stopping a huge menace ect... 
 
ManFac by Martin Caidin. 
 
--  
Do not meddle in the affairs of Wizards, 
   for they are subtle and quick to anger. -J R R Tolkien 
No matter how subtle the Wizard, 
   a knife between the shoulderblades will seriously cramp his style. -S 
R Brust 
 
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From: "happyelf" <cgtmljon@pronet.net.au> 
To: "Hero System Listserv (E-mail)" <hero-l@sysabend.org> 
Subject: Re: Power Question 
Date: Thu, 11 Jun 1998 16:13:34 +1000 
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> I'm thinking about making a character who becomes more effective in 
social  
> situations (i.e.. Conversation, Persuasion, Oratory) the more people 
there  
> are around him.  So, he's far more effective when dealing with 100 people 
 
> than he is with 1 person. 
>  
> Can I get some suggestions on how to do this? 
>  
>  
 
If your looking for a wacky approach (as opposed to some sort of lmitation 
cascade) 
how about an AE PRE trasfer to the character? That way they become more 
impressive, and eveyone else becoes less. . .  
 
 
 
> Lisa Hartjes 
> Bookkeeping Specialist 
> hartjes@tcbs.net 
> http://www.tcbs.net 
>  
 
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From: "Filksinger" <filkhero@usa.net> 
To: <champ-l@sysabend.org> 
Subject: RE: Shooting Blind with No Range Mod Powers 
Date: Thu, 11 Jun 1998 01:06:12 -0700 
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From: Joe Mucchiello [mailto:why@superlink.net] 
> 
> At 03:42 PM 6/8/98 -0700, Filksinger wrote: 
<snip> 
> >Player: "I, SuperRange Man, have decided to attack Mr. Bad with my 
> SuperRange Beam. I have 
> >the ability to hit any place on the planet, regardless of barriers in my 
> way, with NRP." 
> > 
> >GM: "You are kidding. You don't even know where he is. Only I know that." 
> (Note: SRM is in 
> >Little America, Antarctica, and Mr. B is in Maui.) 
> > 
> >Player: "I attempt to find him by listening carefully. (Shakes dice) I get 
> a 5 on my PER 
> >roll." 
> > 
> >GM: "Your PER roll fails." 
> > 
> >Player: "Cool. That gives me a 0 OCV with NRP. I'll keep shooting until I 
> hit him, since I 
> >have 0 END." 
> > 
> >GM: "O.K. Mr. Bad has a DCV of 7. You hit him on a 4 or less." 
> 
> Player: "Okay, I can make 10 attacks before I run out of END so I'll just 
> roll the dice 10 times." rolls "Hey, I hit once." 
> 
> GM: "Okay.  Each of the missiles flies off in different directions.  You 
> don't know if you hit him.  Now what do you do?"  Notes damage on target. 
> Decides Bad knows who did it and will send someone after him. 
> 
> Player: "Um." 
 
Its still to powerful an effect. Keep in mind that it could be used by a villain, it could 
be set to just keep slapping you down until you can't take it, and whether or not you are 
in costume or not has nothing to do with whether or not a PER roll against you fails. 
 
"John, why does lightning from the sky keep trying to hit you?" 
 
"I don't know." 
 
"OK, then why are you still standing?" 
 
<snip> 
> 
> Okay, forget about NRP.  Ten people are in a pitch black warehouse with 
> guns.  One of them just starts shooting a random.  He is 0 OCV against 
> everyone else.  He has a small chance to hit them.  If they are normals 
> then he is 8- to hit someone within 4", 6- within 8", 4- within 16", etc, 
> not counting cover (crates and whatnot).  No matter what he rolls, if 
> something is between him and the target he will miss (SFX).  But if the 
> dice indicate a hit, he hits.  Do you disagree with this? 
> 
> If so, why? 
 
I agree. 
 
> If not, then NRP works exactly the same way just over a larger range of 
> possible hits.  He's 8- against a 3 DCV target within range of his power. 
 
It still, carried to an extreme that is not excessive for a superhero campaign, especially 
in the hands of a powerful mega-villain, gives silly results. 
 
> I think your problem with this is NRP.  NRP makes no sense.  "The farther 
> away something is the more likely you are to hit" is just common sense. 
 
Uh, maybe I'm missing something here. Was this a typo? 
 
> But, if you find a special effect where NRP makes sense, this is how it 
> should work. 
 
I disagree. 
 
Once upon a time, there was a rule that, in order to hit a target you couldn't see, you 
not only needed to hit with a 0 OCV, but you had to declare the correct hex to shoot. If 
the target wasn't there, you missed, period. This is more like what I am looking for, 
except I'm not certain how to implement it in situations where picking a hex on a map 
doesn't work, such as asking a player to select a hex to shoot 9,000 miles away. 
 
Filksinger 
 
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From: "Filksinger" <filkhero@usa.net> 
To: <champ-l@sysabend.org> 
Subject: RE: Shooting Blind with No Range Mod Powers 
Date: Thu, 11 Jun 1998 01:08:00 -0700 
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From: Bob Greenwade 
> 
> 
> At 03:40 PM 6/9/1998 -0700, mcallahan wrote: 
> >>Player: "Cool. That gives me a 0 OCV with NRP. I'll keep shooting 
> >>until I hit him, since I 
> >>have 0 END." 
> >> 
> >>GM: "O.K. Mr. Badhas a DCV of 7. You hit him on a 4 or less." 
> > 
> >Of course this should be considered to be suprised out of combat, so 
> >Mr. Bad is at 1/2 dcv, and takes x2 stun when he gets hit (now a 7 or 
> >less)  :-) 
> 
>    On the other hand, there are always those targets that the PC hit while 
> shooting blindly at Mr. Badhas.  ("Excuse me, sir, we're with the Secret 
> Service....") 
 
Uh, that's Mr. Bad. The next word was 'has', and I made a typo. Lets not look to closely 
at this one, and move on.:) 
 
As far as the Secret Service goes, the villain could be the one with the power. 
Additionally, the power could be untraceable, or even tailored to the target. 
 
Another point. The hero won't miss by much, because the scattering rules don't allow it. 
If the hero can trace his own power, then he could actually use it to track people. 
 
"Hey, my attacks are all landing in the north end of Maui! That must be Mr. Bad's 
hideout!" 
 
OTOH, if you eliminate the scattering rules from NRP, then you get a slightly different 
effect, depending upon that with which you replace them. Completely random scattering 
gives you this effect. 
 
"There is the villain, on that hill a quarter of a mile away. Hey, SuperRange Man, can you 
hit him?" 
 
"Sure. Oops, I missed." 
 
"Uh, SuperRange Man, why did you shoot the town hall, half a mile to the right?" 
 
Filksinger 
 
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Date: Thu, 11 Jun 1998 09:52:04 +0100 
From: Chris Lynch <chris@lynch1.demon.co.uk> 
To: rossrannells@worldnet.att.net 
CC: champ-l@sysabend.org 
Subject: Re: Superhero 101 
Sender: owner-champ-l@sysabend.org 
 
> Curt Hicks wrote: 
>  
> > Suppose you are a long established, successful superhero. 
> > For whatever reason, you're taking on an apprentice. 
> > What skills and training do you start for your apprentice ? 
> > What are the basic and less basic things that superheroes need 
> > to know or be able to do ? 
> > 
> > Curt 
>  
 
Martial Dodge 
 
       _==/          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, 11 Jun 1998 07:55:54 -0400 (EDT) 
From: Michael Surbrook <susano@access.digex.net> 
To: Champions Mailing List <champ-l@sysabend.org> 
Subject: CHAR: Dr. Manhattan 
Sender: owner-champ-l@sysabend.org 
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"Human affairs cannot be my concern.   
I'm leaving this galaxy for one less complicated." 
 
DR. MANHATTAN 
(Jon Osterman) 
 
Val	CHA	Cost	Roll	Notes 
75	STR	65	24-	800 tons; 15d6 
35	DEX	75	16-	OCV: 12 / DCV: 12 
40	CON	60	17-	 
20	BODY	20	13- 
50	INT	40	19-	PER Roll 19- 
23	EGO	26	14-	ECV: 8 
30	PRE	20	15-	PRE Attack: 6d6 
14	COM	2	12-	 
35	PD	20		Total: 35 PD / 35 PDr 
35	ED	27		Total: 35 ED / 35 EDr 
8	SPD	35		Phases: 2, 3, 5, 6, 8, 9, 11, 12 
23	REC	0 
80	END	0 
80	STUN	3 
Total Characteristics Cost: 393 
 
Movement:	Running: 6" / 12" 
		Other movement powers are variable, see below 
 
Cost	Powers & Skills 
500	Atomic Structure Manipulation: Variable Power Pool (200 pt pool),  
	No Skill Roll (+1), Can Change Powers as 0 Phase Action (+1) 
35	Invulnerability: Damage Resistance: 35 PD/ED 
30	Adaptive Physiology: Life Support: Full 
67	Temporal Consciousness: Clairsentience: Sight, Hearing, 
	Precognitive, 0 END (+1/2) 
 
Enhanced Senses: 
15	Microscopic Vision: x100,000 
15	Telescopic Vison: +10 vs Range Mod 
 
Enhanced Mind: 
3	Talent: Absolute Time Sense 
3	Talent: Bump of Direction 
10	Talent: Eidetic Memory 
3	Talent: Lightning Calculator 
 
Physicist Skills: 
3	Contact: U.S. Government 11- 
3	Inventing 19- 
3	PS: Scientist 19- 
3	Scientist 
2	SC: Bio-physics 19- 
2	SC: Electrical Engineering 19- 
2	SC: Mathmatics 19- 
2	SC: Nuclear Physics 19- 
2	SC: Physics 19- 
2	SC: Subatomic Physics 19- 
705	Total Powers & Skills Cost 
1098	Total Character Cost 
 
150+	Disadvantages 
15	DNPC: Laurel Jane Juspeczyk (aka Silk Spectre II) 14- 
20	Distinctive Features: Nude blue human 
15	Physical Limitation: All actions are predetermined 
	Psychological Limitation: 
20	Curious about physical world 
25	Highly logical in actions and reactions 
10	Public ID: Dr. Manhattan 
15	Reputation: Dr. Manhattan (indestructable, all powerful) 14- 
10	Watched: US Govt (LessPow, NCI) 14- 
818	Big Blue Bonus 
1098	Total Disadvantage Points 
 
Designer's Notes: 
To be serious, Dr. Manhattan is one of the few characters where one should 
just ignore such concepts as powers and point numbers and state 'he does 
it' when ever needed.  But, DC Heroes made a character sheet for him so I 
did my best to turn that write up into a Hero System character sheet.  The 
results are seen here. 
 
Born in 1929, Jon Osterman originally wanted to be a watchmaker.  After 
his father read of the bombing of Hiroshima Jon went into Princeton and 
graduated in 1958 with a PhD in atomic physics.  He was sent to Gila Flats 
in 1959, meeting (and falling in love with) Janey Slater.  In August of 
1959, he was he disintegrated in an accident involving an 'intrinsic field 
separator'.  Several months later he reassembled himself, becoming the 
first (and only) superpowered individual on the planet. 
 
Dubbed Dr. Manhattan by the US Government, Jon became the US defense 
against nuclear war since he could stop most incoming missiles with a 
thought).  He was revealed to the public in 1960, and was present at the 
Crimebusters meeting of 1966 where he met and fell in love with Laurie 
Juspeczyk (Silk Spectre II).  In 1971 he was sent to Vietnam and ended the 
war two months later.  In 1985, he left the Earth for Mars, returning 
after Ozymandias' 'alien attack' to confront Ozymandias in Antarctica.  He 
then left Earth altogether. 
 
Description: 
Dr. Manhattan is tall, standing well over six feet in height, broad 
shouldered and very well muscled.  His skin is blue (although he can 
change the exact hue at will), and his eyes are pure white with no pupils. 
The Doctor has no body hair. 
 
Manhattan no longer bothers with clothing, although he will dress in a 
suit if needed.  He used to wear a black body stocking that slowly got 
smaller as time went by until it was little more than a g-string.  On his 
forehead is a depction of a hydrogen atom. 
 
Powers Notes: 
Dr. Manhattan can do almost *anything*.  He can change his height and 
density, project bolts of energy, disassemble objects with a glance, 
transform the elements, teleport, live in an almost pure vaccum, resist 
disintegration, see the future, make multiple copies of himself... 
Manhattan speaks of walking on the sun and creating his own lifeforms; 
Silk Spectre II states that he can 'see neutrinos'. 
 
Basically, Dr. Manhattan can manipulate matter at the atomic and 
sub-atomic level.  His powers are unlimited, and even 200 points of cosmic 
power pool may not be enough to simulate all of his abilites.  Within the 
pages of "Watchmen" he uses the following Champions powers: Energy Blast, 
Desolidification, Duplication, Growth, Life Support (UBO), Ranged Killing 
Attack, Telekinesis, Teleport and Transformation Attack.  Two of his more 
extreme demonstrations of power include teleporting from the Earth to Mars 
and teleporting an entire angry mob (he did that one twice).   
 
Disadvantages Notes: 
Due to his powers, Dr. Manhattan is slowly losing touch with humanity.  As 
time progresses his 'costume' gets smaller and smaller, till he abandons 
clothing altogether (unless needed for some public appearance).  He can 
see the future, and in fact, seems to live at *all* times simultaneously, 
but his actions are 'predetermined'.  He knows that Kennedy is going to 
die in Dallas, but cannot prevent it.  He knows it is going to happen, but 
is still surprised when it *does* happen.  He precog abilities come in 
useful a few times, and at least twice in the pages of "Watchmen" he 
informs another character that will perform a set action (or actions) 
before they actually do so.  Basically, Dr. Manhattan's "All actions are 
predetermined" Phys Lim makes him the ultimate GMPC, allowing the GM to 
add or remove him as needed without having Dr. Manhattan overshadow anyone 
else. 
 
Dr. Manhattan's two psych lims are pretty easy to understand.  He is 
highly curious with the physical world and scientific discovery.  He'd 
rather stay in his lab, looking for new sub-atomic particles than worry 
about any sort of 'super-villain' threat.  Dr. Manhattan is also highly 
logical, and doesn't tend to get emotional.  He's even more logical and 
restrained than Mr. Spock, and tends to react in a reserved and efficient 
matter to situations around him.  He doesn't go in for fancy displays of 
power, but instead uses direct simple methods to solve a problem (for 
example, teleporting all the members of an unruly mob back to their homes) 
. 
(Dr. Manhattan created by Alan Moore and Dave Gibbons, character sheet 
created by Michael Surbrook) 
 
*************************************************************************** 
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *  
*               Michael Surbrook / susano@access.digex.net                *  
*        Visit "Surbrook's Stuff' the Hero Games resource site at:        *    
*              http://www.access.digex.net/~susano/index.html             * 
*            Attacked Mystification Police / AD Police / ESWAT            * 
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark * 
*************************************************************************** 
 
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Date: Thu, 11 Jun 1998 10:45:02 -0300 (ADT) 
From: Trevor Barrie <tbarrie@ibm.net> 
To: Champions Mailing List <champ-l@sysabend.org> 
Subject: Re: CHAR: Dr. Manhattan 
Sender: owner-champ-l@sysabend.org 
 
On Thu, 11 Jun 1998, Michael Surbrook wrote: 
 
> DR. MANHATTAN 
> (Jon Osterman) 
>  
> Val	CHA	Cost	Roll	Notes 
> 75	STR	65	24-	800 tons; 15d6 
 
I don't know that he ever displays great physical strength, except when 
he's grown to immense size. (But then, why would he need to?) 
 
> 35	DEX	75	16-	OCV: 12 / DCV: 12 
> 40	CON	60	17-	 
> 20	BODY	20	13- 
 
Seem kind of high, too. Me, I'd be inclined to make his physical stats 
more normal, but bump his VPP up another hundred or two points. 
 
If you wanted to be really ambitious, you could try to come up with a 
mechanic to represent the fact that his physical body is apparently 
largely irrelevant. (He had it completely annihilated twice, but rebuilt 
it.) 
 
> 50	INT	40	19-	PER Roll 19- 
 
Did the accident actually increase his intelligence? 
 
> 23	EGO	26	14-	ECV: 8 
> 30	PRE	20	15-	PRE Attack: 6d6 
 
This may actually be too low. 
 
> 67	Temporal Consciousness: Clairsentience: Sight, Hearing, 
> 	Precognitive, 0 END (+1/2) 
 
Postcognitive, too, but since it apparently only lets him see what he  
personally experienced (or will experience), Eidetic Memory probably 
covers that aspect. OTOH, I'd add Persistent and Always On. 
 
Actually, given that he can still be surprised (he just knows he's going 
to be surprised:)), I'd be tempted to just brush off his precognition as 
a special effect... but he does use it to useful effect on occasion, so 
I suppose it needs to be written up. 
 
> 150+	Disadvantages 
> 15	DNPC: Laurel Jane Juspeczyk (aka Silk Spectre II) 14- 
> 20	Distinctive Features: Nude blue human 
> 15	Physical Limitation: All actions are predetermined 
 
I'd write this up as a Psychological Limitation. After all, the only 
difference between Manhattan and everybody else is that he _knows_ his 
actions are predetermined. 
 
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Date: Thu, 11 Jun 1998 10:46:05 -0300 (ADT) 
From: Trevor Barrie <tbarrie@ibm.net> 
To: "champ-l@sysabend.org" <champ-l@sysabend.org> 
Subject: Re: Shooting Blind with No Range Mod Powers 
Sender: owner-champ-l@sysabend.org 
 
On Wed, 10 Jun 1998, Todd Hanson wrote: 
 
> When targeting an unseen target: 
>  
> If you can identify the target hex, you have an OCV of 0.  If you hit, 
> roll damage. If you miss... better luck next time. 
>  
> If you CAN'T identify the target hex, your OCV doesn't matter because 
> you are firing at a location where the target isn't.  Wasted ammo. 
 
Normally, one can hit a target in a different hex if you miss an attack. 
So how come if I aim at the wrong hex, I automatically hit the hex I'm 
aiming at? 
 
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Date: Thu, 11 Jun 1998 10:47:23 -0300 (ADT) 
From: Trevor Barrie <tbarrie@ibm.net> 
To: Champions Mailing List <champ-l@sysabend.org> 
Subject: Re: CHAR: The Comedian 
Sender: owner-champ-l@sysabend.org 
 
On Wed, 10 Jun 1998, Michael Surbrook wrote: 
 
> The Comedian is a hero people either like or hate.  There are many who 
> look at him with suspicion, and with good reason.  He killed Hooded 
> Justice after Justice violently stopped his assault on Sally Jupiter.  He 
> was in Dallas when Kennedy was shot and no one knows why.  He killed 
> Woodward and Bernstein (the men who broke the Watergate scandal). 
 
Except, of course, in the Watchmen world they didn't. 
 
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Date: Thu, 11 Jun 1998 10:50:13 -0300 (ADT) 
From: Trevor Barrie <tbarrie@ibm.net> 
To: Champions Mailing List <champ-l@sysabend.org> 
Subject: Re: CHAR: Cpt Metropolis 
Sender: owner-champ-l@sysabend.org 
 
On Mon, 8 Jun 1998, Michael Surbrook wrote: 
 
> 15	Secret ID: Nelson Gardner; Homosexual 
 
Being homosexual should be good for a Distinctive Features, above and 
beyond the standard Secret ID that most all of the Minuteman have. 
 
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Date: Thu, 11 Jun 1998 10:52:34 -0300 (ADT) 
From: Trevor Barrie <tbarrie@ibm.net> 
To: Hero Mail List <champ-l@sysabend.org> 
Subject: Re: How Complicated Is Champions? 
Sender: owner-champ-l@sysabend.org 
 
On Sat, 6 Jun 1998, Mad Hamish wrote: 
 
> >> He is usually called hundreds of feet tall. 
> > 
> >Comparable to the heavyweights among dragons, then, but not comparable 
> >to the very biggest of them. Jormungand could probably swallow him in one 
> >gulp. 
>  
> Varies from genre to genre. Nor would I classify Jormungand as a dragon, 
> the offspring of Loki and a giantess isn't a standard dragon, rather a 
> deity level critter. If you want to argue that he's a dragon is Thor a human? 
 
As you say, it varies by genre. Often, _all_ dragons are going to be deity 
level critters. Even if not, I kind of object to the idea of a "standard 
dragon".  
 
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Date: Thu, 11 Jun 1998 07:31:23 -0700 
From: "Robert A. West" <robtwest@erols.com> 
To: CHAMPS-L@sysabend.org, falkirk@airmail.net 
Subject: Re: Secret Identities 
Sender: owner-champ-l@sysabend.org 
X-Status:  
X-Keywords: 
X-UID: 7 
 
Guy Hoyle wrote: 
>  
> Most superheroes have secret identities for one of a few reasons: 
>  
> 1) They allow the superhero to have some semblance of a "normal" life (ex., Superman, Peter Parker) 
> 2) They give them resources that allow them to carry out their "true" work (ex., Batman) 
> 3) The costumed persona IS the secret ID (they had a life before they had powers) (ex. Captain Marvel) 
>  
> Has anybody come up with any different twists on the secret ID?  
 
4) Heroes who are wanted by the police in their heroic ID, because they: 
 
- Pretend to be criminals (Green Hornet) to undermine the underworld. 
- Routinely commit crimes and/or torts in the name of justice (Rorshach) 
- Are non-sanctioned heroes, unregistered mutants, etc. (many campaigns) 
 
--  
<-------------------------------------------------------> 
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: "David W. Salmon" <dwsalmon@earthlink.net> 
To: "Champions News Group" <champ-l@sysabend.org> 
Subject: New topic: Teleportation & Usable Against Others 
Date: Thu, 11 Jun 1998 07:50:52 -0700 
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Okay ... uncle ... I've had enough of the Clinging/Climbing/Shooting with No 
Range Modifiers debates so I decided to submit my own question. Any help is 
greatly appreciated. 
 
I have created a character with Tport powers and my question is this: If I 
were to buy Tport w/ Usable Against Others and I wanted to Tport up to 
400kgs how would you buy it? Assume the base 10" of Tport w/ no other 
advantages/disadvantages. 
 
Simple question right? Well, the power Tport says that for each 2x human 
mass you would like to Tport there is an additional cost of +5 points to the 
base cost of the power. On the other hand, the advantage Usable Against 
Others states that for each additional 2x human mass it is and additional 
+1/4 advantage. Which do I use and why? 
 
Oh yeah, let's also assume that I am Tporting a crate of handcuffs, not 
people. This is because the mass increase under the advantage only applies 
to inanimate objects. 
 
Thanks in advance for your help 
 
 
...Dave 
 
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Date: Thu, 11 Jun 1998 11:17:35 -0400 
From: David Stallard <DBStallard@compuserve.com> 
Subject: Adventures vs Sourcebooks 
Cc: "[unknown]" <champ-l@sysabend.org> 
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Message text written by Hero Games 
>Well, it's due to the fact that smaller books (which adventures tended to 
be) 
with lower sales (which adventures definitely tended to be) are just not 
profitable any more.< 
 
Oh, wasn't aware of that.  But what about books like Champions Presents or 
Challenges for Champions?  Is that a valid means of publishing straight 
adventures, or would "adventure compilations" still have lower sales than a 
sourcebook? 
 
I noticed that the Deadlands game has a bunch of little "booklet" 
adventures (I think they sell for $5 or $6 each).  Since DL is a relatively 
new game, could the pendulum be starting to swing the other way? 
 
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From: "Filksinger" <filkhero@usa.net> 
To: "Champions News Group" <champ-l@sysabend.org> 
Subject: Re: New topic: Teleportation & Usable Against Others 
Date: Thu, 11 Jun 1998 08:45:01 -0700 
X-MSMail-Priority: Normal 
Sender: owner-champ-l@sysabend.org 
 
From: David W. Salmon <dwsalmon@earthlink.net> 
>  
> Okay ... uncle ... I've had enough of the Clinging/Climbing/Shooting with 
No 
> Range Modifiers debates so I decided to submit my own question. Any help 
is 
> greatly appreciated. 
>  
> I have created a character with Tport powers and my question is this: If 
I 
> were to buy Tport w/ Usable Against Others and I wanted to Tport up to 
> 400kgs how would you buy it? Assume the base 10" of Tport w/ no other 
> advantages/disadvantages. 
>  
> Simple question right? Well, the power Tport says that for each 2x human 
> mass you would like to Tport there is an additional cost of +5 points to 
the 
> base cost of the power. On the other hand, the advantage Usable Against 
> Others states that for each additional 2x human mass it is and additional 
> +1/4 advantage. Which do I use and why? 
>  
> Oh yeah, let's also assume that I am Tporting a crate of handcuffs, not 
> people. This is because the mass increase under the advantage only 
applies 
> to inanimate objects. 
 
If a power has a built-in mechanic for a particular effect, such as 
Teleport has for extra mass, that mechanic will take precedence over 
Advantages, and especially over add-ons for an Advantage. The method under 
Teleportation applies. (IMNSHO) 
 
Filksinger 
 
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Date: Thu, 11 Jun 1998 11:47:53 EDT 
Cc: champ-l@sysabend.org 
Subject: Re: Adventures vs Sourcebooks 
Sender: owner-champ-l@sysabend.org 
 
 
In a message dated 6/11/98 8:38:27 AM, DBStallard@compuserve.com writes: 
 
>Oh, wasn't aware of that.  But what about books like Champions Presents 
>or Challenges for Champions?  Is that a valid means of publishing straight 
>adventures, or would "adventure compilations" still have lower sales than 
>a sourcebook? 
> 
They still sell less than any other type of book. And many people aren't 
looking to spend a higher amount to get a lot of adventures; they'd like one 
or two good adventures at a low price. 
> 
>I noticed that the Deadlands game has a bunch of little "booklet" 
>adventures (I think they sell for $5 or $6 each).  Since DL is a relatively 
>new game, could the pendulum be starting to swing the other way? 
 
Those were an experiment on their part, combining fiction with adventures. I 
don't know if they're doing more of them, but I don't think they did all that 
well from what they told me. 
 
-- Steve Peterson, Hero Games  
 
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Date: Thu, 11 Jun 1998 10:15:18 -0700 (PDT) 
From: John Desmarais <johndesmarais@yahoo.com> 
Reply-To: john.desmarais@ibm.net 
Subject: Re: Superhero fiction? 
To: champ-l@sysabend.org 
Sender: owner-champ-l@sysabend.org 
 
---David Stallard  wrote: 
> 
>I don't know if there are novels based on DC heroes or not.... 
 
A quick list off the top of my head. 
 
* Knightfall (novelization of a run of Batman comics), by Denny O'Neil 
* The Death and Life of Superman  (novelization of a run of Superman 
comics) 
* Miracle Monday (Superman), by Elliott S Maggin 
* Kingdom Come  (novelization of the comic miniseries)), by Elliott S 
Maggin 
* Lois & Clark : A Superman Novel, by C. J. Cherryh 
* Wonder Woman : Gods and Goddesses, by John Byrne 
* Batman : The Ultimate Evil, by Andrew Vachss 
 
Plus 
* There is a series of Lois & Clark the New Adventures of Superman 
novels by Michael Friedman) 
* Several collection of Batman short stories (edited by Matrin 
Greenberg) 
* Novelization of the recent Batmna movies 
* Novelization of the Superman movies 
 
I'm sure there are others, but this was all I could think of. 
 
 
== 
 
============================================== 
        John Desmarais  <champ-l-owner@sysabend.org> 
============================================== 
#  Keeper of the Hero Mailing List. Got a question about  # 
#  the list? Scope out www.sysabend.org/champions      # 
#                  New feature: Cardboard Heroes.                  # 
_________________________________________________________ 
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Get your free @yahoo.com address at http://mail.yahoo.com 
 
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Date: Thu, 11 Jun 1998 13:16:09 -0400 
From: David Stallard <DBStallard@compuserve.com> 
Subject: Re: Adventures vs Sourcebooks 
Cc: "[unknown]" <champ-l@sysabend.org> 
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Message text written by Steve Peterson 
>They still sell less than any other type of book. And many people aren't 
looking to spend a higher amount to get a lot of adventures; they'd like 
one 
or two good adventures at a low price.< 
 
Interesting....  I guess I just have a different outlook than a lot of 
gamers....I really like the Champions Presents/Challenges for 
Champions/Heroic Adventures/Pyramid in the Sky style books, as well as the 
one-shot adventures like Demons Rule or Day of the Destroyer.  I like the 
sourcebooks too, though, so I don't necessarily want sourcebooks take a 
back seat to adventures. 
 
I can remember way back in the early '80s when it was so exciting to bring 
home a new D&D module and read about level after level of a new dungeon.  
Maybe my affinity for pre-written adventures is just a nostalgia thing.  It 
looks like TSR will be getting back to this sort of thing with the reborn 
Greyhawk world (it seems as if they are saying "to heck with role-playing, 
let's hack-n-slash!", which might not be a bad move). 
 
>Those were an experiment on their part, combining fiction with adventures. 
I 
don't know if they're doing more of them, but I don't think they did all 
that 
well from what they told me.< 
 
Oh, I guess I just assumed they (those little Deadlands booklets) were 
doing well since my local game store has a bunch of them in stock.  I 
haven't actually looked through one, though.  I wonder if it's the fiction 
part that isn't popular....  It certainly seems like a bargain to buy 
adventures for only $5.  It sounds a lot like what Hero is trying to put 
together for web sales, 'cept Pinnacle's are printed. 
 
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Date: Thu, 11 Jun 1998 10:36:46 -0700 (PDT) 
From: John Desmarais <johndesmarais@yahoo.com> 
Reply-To: john.desmarais@ibm.net 
Subject: Re: CHAR: Dr. Manhattan 
To: Michael Surbrook <susano@access.digex.net&> 
        Champions Mailing List <champ-l@sysabend.org> 
Sender: owner-champ-l@sysabend.org 
 
---Michael Surbrook  wrote: 
> 
> 15	DNPC: Laurel Jane Juspeczyk (aka Silk Spectre II) 14- 
 
Would she really quailify as an DNPC considering how much of the 
storyline she's involved in independant of Dr. M? 
 
-=>John D. 
_________________________________________________________ 
DO YOU YAHOO!? 
Get your free @yahoo.com address at http://mail.yahoo.com 
 
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Date: Thu, 11 Jun 1998 14:18:43 -0400 (EDT) 
From: Michael Surbrook <susano@access.digex.net> 
cc: Champions Mailing List <champ-l@sysabend.org> 
Subject: Re: CHAR: Dr. Manhattan 
Sender: owner-champ-l@sysabend.org 
 
On Thu, 11 Jun 1998, John Desmarais wrote: 
 
> ---Michael Surbrook  wrote: 
> > 
> > 15	DNPC: Laurel Jane Juspeczyk (aka Silk Spectre II) 14- 
>  
> Would she really quailify as an DNPC considering how much of the 
> storyline she's involved in independant of Dr. M? 
 
Well, considering that these write-ups are from 'generic versions' of the 
character, yes.  She is Dr. M's significant 'other' for something like 15 
years (from 1970 to 1985) and during that time she could be considered a 
DNPC.  I think she's listed as a DNPC in the DC Heroes book as well. 
 
*************************************************************************** 
* "'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: Thu, 11 Jun 1998 11:25:27 -0700 
From: "Robert A. West" <robtwest@erols.com> 
To: Champions <champ-l@sysabend.org> 
Subject: Re: Independent Limitation 
Sender: owner-champ-l@sysabend.org 
 
Lizard wrote: 
 
>  
> Focus only:Character risks losing the object during an adventure, or 
> character must take special precautions to protect object during 
> anadventure, or object is otherwise limiting to the character. 
 
So far, so good. 
 
>  
> Focus+Indepenant:At some point, the Character WILL lose the object, for 
 
If, by this, you mean that the GM will set the player up to lose those  
points, no matter what, then I must disagree.  If a player can, by  
consistent good play, hold onto an Independent Focus indefinitely, then  
it is still worth the Limitation, provided that the character is always  
guarding the focus, choosing tactics so as to minimize its likelihood of  
loss, etc.  The Independent Limitation in such cases represents the  
greater consequence of losing the focus. 
 
> good, and his points along with it. The 'bonus' for an Independant object 
> is very good, and the limits it imposes during day-to-day gameplay are 
> trivial -- unless there's a very real risk of loss. 
 
I must agree with Bob Greenwade here: the difference is not that an  
Independent Focus cannot be recovered if lost, it is that the GM is under  
no obligation to ensure its return.  This is in contrast to an  
Unbreakable Focus, where the GM is obliged to set up a scenario that  
permits the Focus's return. 
 
As for the huge amount of the bonus, remember that almost all Independent  
powers already have the Focus Limitation, and frequently have the Charges  
Limitation, which makes Independent not worth quite so much as one might  
think.  
 
>  
> Another important distinction is that an Independant Focus is complete unto 
> itself. This is the distinction between a "wand of fire" and a "fireball 
> spell" which requires a wand to cast. 
 
I think that you are confusing Universal and Independent: they are  
disjoint concepts.  Although most Independent Foci will be Universal,  
there are perfectly valid Personal Independent Foci: an amulet that is  
useless to anyone but the maker, but that represents an irreversable  
commitment of power. 
 
Also, there is no requirement that a power bought through a Universal  
Focus be bought to 0 END, and no prohibition on requiring a Skill Roll to  
use it.  This is true whether or not the focus is Independent. 
 
--  
<-------------------------------------------------------> 
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: Thu, 11 Jun 1998 15:47:08 -0400 (EDT) 
From: Michael Surbrook <susano@access.digex.net> 
To: Champions Mailing List <champ-l@sysabend.org> 
Subject: CHAR: Moloch 
Sender: owner-champ-l@sysabend.org 
 
MOLOCH 
(Edgar William Jacobi) 
(aka Edgar William Vaugn, William Edgar Bright) 
 
Val	CHA	Cost	Roll	Notes 
10	STR	0	11-	100kg; 2d6 
15	DEX	15	12-	OCV: 5 / DCV: 5 
11	CON	2	11-	 
10	BODY	0	11-	 
14	INT	4	12-	PER Roll 12- 
14	EGO	8	12-	ECV: 5 
15	PRE	5	12-	PRE Attack: 3d6 
12	COM	1	11-	 
5	PD	3		Total: 5 PD 
4	ED	2		Total: 4 ED 
3	SPD	5		Phases: 4, 8, 12 
4	REC	0		 
22	END	0		 
21	STUN	0		 
Total Characteristics Cost: 45 
 
Movement:	Running: 6" / 12" 
		Swimming: 2" / 4" 
 
Cost	Powers & Skills 
Combat Training: 
5	HTH Skill: +1 with HTH 
 
Background Skills: 
50	'Mastermind' option (allows Molch to use 250 pts for bases, 
	followers and vehicles) 
 
10	Money: Wealthy 
3	Conversation 12- 
3	Deduction 12- 
3	High Society 12- 
3	Persuasion 12- 
2	PS: Crime Lord of New York 11- 
2	PS: Stage Magican 11- 
3	SL: +1 with PRE Skills 
5	Sleight of Hand 13- 
3	Streetwise 12- 
1	TF: Car 
1	WF: Pistol 
3	Scholar 
1	KS: Law 11- 
3	KS: New York Underworld 13- 
3	KS: Occult 13- 
3	KS: Philosophy 13- 
3	KS: Religion 13- 
3	Well Connected 
113	Total Powers & Skills Cost 
158	Total Character Cost 
 
75+	Disadvantages 
10	Distinctive Features: Constant demonic motifs, tapered ears 
15	Hunted: Assorted Heroes (AsPow) 11- 
	Psychological Limitation: 
10	Likes to match wits vs Super Heroes 
15	Power Lust 
0	(15) Ruthless 
10	Reputation: Moloch, king of vice and crime, 11- 
23	Experience 
158	Total Disadvantage Points 
 
Description: 
Moloch got his start in the 40's as a stage magician.  He quickly turned 
to crime and rose to become vice king of the New York Underworld.  He 
fought with a number of superheroes, including Dr. Manhattan and 
Ozymandias.  Moloch spent most of the 70's in prison and by the mid-80's 
is old, tired and desiring only to be left alone. 
 
Moloch looks to stand about 5'8" or so, as he he is not much taller than 
Rorschach (who wears lifts in his shoes).  He was a thin build and a 
handsome face.  His fair is black.  When operating as Moloch, he wears 
black suits with a cape, reminiscent of evening wear or a classical stage 
magican's costume.  Moloch has pointed ears, and with his hair and beard 
bears a great resemblance to Spock from the "Star Trek" episode "Mirror 
Mirror" 
 
(Moloch created by Alan Moore and Dave Gibbons, character sheet created by 
Michael Surbrook) 
 
 
*************************************************************************** 
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *  
*               Michael Surbrook / susano@access.digex.net                *  
*        Visit "Surbrook's Stuff' the Hero Games resource site at:        *    
*              http://www.access.digex.net/~susano/index.html             * 
*            Attacked Mystification Police / AD Police / ESWAT            * 
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark * 
*************************************************************************** 
 
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Date: Thu, 11 Jun 1998 15:49:09 EDT 
To: DBStallard@compuserve.com 
Cc: champ-l@sysabend.org 
Subject: Re: Adventures vs Sourcebooks 
Sender: owner-champ-l@sysabend.org 
 
 
In a message dated 6/11/98 10:28:01 AM, DBStallard@compuserve.com writes: 
 
>Oh, I guess I just assumed they (those little Deadlands booklets) were 
>doing well since my local game store has a bunch of them in stock. 
 
Actually, the fact that they have a bunch of them in stock is a sign that 
they're *not* doing well, at least at that store. 
 
I'm not sure how many actual players Deadlands has, as opposed to people 
buying the books as collectors or to use with other games. 
 
-- Steve Peterson, Hero Games  
 
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Date: Thu, 11 Jun 1998 16:51:44 EDT 
To: champ-l@sysabend.org 
Subject: Re: Adventures vs Sourcebooks 
Sender: owner-champ-l@sysabend.org 
 
In a message dated 98-06-11 16:01:42 EDT, HeroGames@aol.com writes: 
 
<< I'm not sure how many actual players Deadlands has, as opposed to people 
 buying the books as collectors or to use with other games.>> 
 
  I'm not sure either, but I do know that their listserv is as active, or more 
active, than this one.  At the very least they have a small group of VERY 
enthusiastic fans. :) 
 
Steve Long 
 
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Date: Thu, 11 Jun 1998 13:56:17 -0700 
From: "Robert A. West" <robtwest@erols.com> 
To: Champions News Group <champ-l@sysabend.org> 
Subject: Re: New topic: Teleportation & Usable Against Others 
Sender: owner-champ-l@sysabend.org 
 
Filksinger wrote: 
>  
> From: David W. Salmon <dwsalmon@earthlink.net> 
> > 
 
> > were to buy Tport w/ Usable Against Others and I wanted to Tport up to 
> > 400kgs how would you buy it? Assume the base 10" of Tport w/ no other 
> > advantages/disadvantages. 
>  
> If a power has a built-in mechanic for a particular effect, such as 
> Teleport has for extra mass, that mechanic will take precedence over 
> Advantages, and especially over add-ons for an Advantage. The method under 
> Teleportation applies. (IMNSHO) 
>  
> Filksinger 
 
Sorry to puncture your humility, but the description of Usable Against  
Others is pretty explicit that it applies to Teleport, since that is  
given as an example on HSR p.98: 
 
	Usable Against Others 
	... 
	(It's very expensive to get enough Teleport Usable Against 
	Others to Teleport the Earth). 
	... 
 
This passage would be very strange indeed if the UAO mass limits did not  
apply.  Also, I would assume that if one were to teleport the Earth (or a  
bus, for that matter), then all the animate creatures that ride on it  
would both be included in the mass and teleported.  The alternative is  
silly. 
 
IMNSHO, the +5 pts for x2 mass inherent in Teleport *also* applies, as  
would any size-related increase to any other power.  You cannot do  
anything with a power UAO that you could not do, yourself, with the power  
without the UAO.  You are making the mistake of generalizing from a  
specific stricture on Increased Maximum Range, "It can only be bought for  
Powers that don't already have a way to increase their maximum range."   
This language does not appear on any other Advantage, and is not part of  
the UAO description, so I would judge that it does not apply. 
 
Let's face it, Teleport UAO is an obnoxious power.  It *should* be  
expensive. 
 
--  
<-------------------------------------------------------> 
Robert A. West		///  "Censorship is tyranny." 
Phone W:(215)466-3628; H:(215)348-9113   
http://www.erols.com/robtwest 
 
 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
To: Champions <champ-l@sysabend.org> 
Subject: Re: New topic: Teleportation & Usable Against Others 
Mail-Copies-To: never 
X-No-Archive: yes 
X-Attribution: Rat 
Organization: The Happy Fun Ball Brigade 
Date: 11 Jun 1998 17:22:28 -0400 
Lines: 26 
Sender: owner-champ-l@sysabend.org 
 
-----BEGIN PGP SIGNED MESSAGE----- 
 
David W Salmon writes: 
 
> I have created a character with Tport powers and my question is this: If 
> I were to buy Tport w/ Usable Against Others and I wanted to Tport up to 
> 400kgs how would you buy it? Assume the base 10" of Tport w/ no other 
> advantages/disadvantages. 
 
What is the reasonably common defense against this power? 
 
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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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Date: Thu, 11 Jun 1998 18:17:46 -0500 
To: "Champs List" <champ-l@sysabend.org> 
From: "Michael (Damon) or Peni R. Griffin" <griffin@txdirect.net> 
Subject: Re: Superhero fiction? 
Sender: owner-champ-l@sysabend.org 
 
At 10:15 PM 6/10/98 -0500, Remnant wrote: 
>Anybody ever heard of "Super Folks"? 
> 
>A somewhat tacky novel using several name changed rip-offs of well-known 
>characters in a fairly unique setting.  Written at the PG-13 to R rating 
>depending. 
 
Yeah, I was bound to miss a few... 
 
SUPER-FOLKS by Robert Mayer (1977) gives us a world with no more heroes. 
Batman & Robin are dead. Superman is missing, presumed dead.  Wonder Woman 
has forsworn the use of her powers and is basically just fronting for the 
women's lib movement.  The whole Marvel Family is dead (struck by 
lightning), etc.  Even Snoopy had been shot down by the Red Baron over 
France... 
	 
	"In this fading pantheon of heroes, the very last to give up combat  
	against the forces of tyranny and evil had been the most powerful 
	hero of all.  And he had not been seen in almost a decade.  Not since, 
	unknown to the world, his superpowers had unaccountably begun to fail. 
	 
	Using his secret identity, David Brinkley, he had slipped into the  
	humdrum routine of middle-class life.  He was forty-two years old.  
	He was married, with two children; and a third was due any day.  He  
	expected never again to dash in to a phone booth, strip down to his 
	uniform, don his purple mask, and leap into battle against the forces 
	of darkness. 
 
	He had outgrown such childish notions.  They lived on only in his dreams. 
 
	So he thought." 
 
The protagonist is an alien, from the planet Cronk.  As such, he has a 
Susceptibility to Cronkite.  At the end of the book, he's surprised to find 
his secret identity was never a very big secret. 
 
	"You knew from the beginning?" 
	"Of course." 
	"But how?" 
	"A dozen ways.  Who else has blue hair?" 
 
and... 
 
	"You must think we're pretty stupid.  For twenty years you've been going 
out on assignments, and disappearing -- leaving Peggy to cover for you. 
Why do you think you weren't fired years ago?  Of course we knew." 
 
Damon 
 
 
 
 
|--------------------------------------------------------------------| 
|****************** Beware of geeks bearing .GIFs *******************| 
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|Damon & Peni's homepages: http://www.geocities.com/Athens/3401/     | 
|   Children's Books -- Dolls -- X-Files -- Pulp Magazines           | 
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Date: Thu, 11 Jun 1998 19:54:35 -0400 
To: <champ-l@sysabend.org> 
From: Joe Mucchiello <why@superlink.net> 
Subject: Re: Shooting Blind with No Range Mod Powers 
Sender: owner-champ-l@sysabend.org 
 
At 12:35 PM 6/10/98 -0700, Filksinger wrote: 
> From: Joe Mucchiello <why@superlink.net> 
>> Yes, it's a powerful effect, but that is how the Game Mechanic works. 
> 
>Yes, at this time the Game Mechanic says that any ranged power will hit any 
>target in range with only normal range modifiers and a 0 OCV when you 
>cannot detect the target at all. While this is excessively ridiculous in 
>the case of extreme range NRP, it is silly with normal powers, as well. If 
>I don't have _any_ idea where the target is, I shouldn't be able to hit 
>except by great coincidence, but under the present rules I can hit with a 0 
>OCV. That's too easy. 
 
This is my last comment on this thread, it's a little silly now.  All that 
I am arguing is if you fire randomly in the dark, you might hit something. 
The character with the NRP power might do the same thing.  0 OCV is not too 
easy.  0 OCV in a superhero game is not going to hit your average 7 DCV 
target (1 in 50).  But I see no reason not to give a Hero a chance. 
 
 
>> > > I think your problem with this is NRP.  NRP makes no sense.  "The 
>farther  
>> > > away something is the more likely you are to hit" is just common 
>sense.  
>> > Uh, maybe I'm missing something here. Was this a typo?  
>> What?   
>You said that things that are farther away are easier to hit, and that this 
>was common sense. I always thought that things that were farther away were 
>harder to hit, myself. 
Ooops. 
 
>>I'm saying NRP, in general, does not make sense.  See below. 
> 
>Arguable, but I might agree. 
 
Yea.  Now how is that fixed? 
 
>> > > But, if you find a special effect where NRP makes sense, this is how 
>it  
>> > > should work.  
>> >   
>> > I disagree.  
>>  
>> What is the difference?  NRP just changes the numbers. 
> 
>I agreed that that was how it worked. I disagreed that that was how it 
>_should_ work. I think that being completely unable to even guess where the 
>target is should be a greater penalty than 0 OCV, at least at range. 
 
I'm arguing it should work but since that's the way it's written, that's 
what you are stuck with, officially. 
 
>> Tell me why NRP is there.  What special effect would be just as accurate 
>> at 2 meters as 20 km?  Any kind of effect where my OCV is equally 
>> effective at 2 meters and 20 km is unimaginable. 
> 
>Unimaginable to whom? I could imagine a few possibilities. You would 
>probably refuse to allow them as NRP, however, creating a whole new (and 
>probably pointless) discussion. 
 
Um.  To me.  I cannot imagine a power which has the same to hit at 2 meters 
as 20 km which you wouldn't be better off modelling some other way.  Yes, 
probably pointless to discuss. 
 
>You are suggesting that NRP should never be more than a massive reduction 
>in range modifiers, if I understand you, or levels to counteract RMods. I 
>could agree with this. That does eliminate the problem of NRP while blind, 
>as the bonus granted by those levels will be negated when blind, leaving 
>you with normal range modifiers.  
 
That might be a valid interpretation.  Until you articulated it, I wasn't 
aware that that was what I was suggesting.  But now I'll say I was.  :-) 
 
>>But if you come up with 
>> such a special effect, then whether my OCV is 3, 10 or 0, the power will 
>> still hit if I make the correct roll. 
> 
>Why? The present game mechanic says so, I admit, but I have a lot more 
>trouble imagining a power that can hit with 0 OCV at maximum range _when 
>you don't even know where the target is_ than I do powers with NRP. 
 
Ahh.  But they are the same thing "A power that can hit with 0 OCV at 
maximum range..." is "a power with NRP".  That's the rules.  As I've said 
before, what is the difference?  That may be  why I've never really used NRP. 
 
>>The character is in the room he knows the 
>> general direction to fire in 
> 
>Why? The initial example was people who have failed their PER rolls. Under 
>the present rules, you don't even have to suspect the enemy's _direction_ 
>to hit him using a 0 OCV. 
 
That was one PER Roll.  If the combat is ongoing, he still has an idea of 
where the guy is that the player cannot articulate.  It's an inside/outside 
the box problem that comes up in RPGs. 
 
>> and when he fires he might angle the gun just 
>> enough to miss the hex the player indicates and hit the target in the 
>next 
>> hex. 
> 
>He might. However, the example I started with was _he has no idea where the 
>target is_. Under the present rules, he still gets a 0 OCV. 
 
What would you prefer?  -4 OCV, -10 OCV, someone is still going to hit 
randomly from a chance richochet or something.  I wouldn't want to lose 
that chance.  I like semi-cinematic games. 
 
>> What if the special effect is that NRP power uses senses that the  
>> character does not have to determine the location of the target? The 
>> character just describes the target, activates the power, and off it 
>goes. 
>> The character can give targetting information if he has it ("Hit Mr. Bad 
>> over there" pointing), otherwise the power just figures it out for itself 
>> ("Hit Mr. Bad"). 
> 
>If the weapon has the ability to sense things that the character cannot, 
>then you need to buy more senses. If it can be given instructions and 
>carries them out, then it needs a Computer with the proper program. 
 
So then NRP is +1/2 for dubious benefit.  You still need to spend more 
points for the power.  At that point you should give it its own DEX and 
then the character can perform some other action in the phase.  :-) 
 
  Joe 
 
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From: "Melinda and Steven Mitchell" <mdmitche@advicom.net> 
To: "Hero Mail List" <champ-l@sysabend.org> 
Subject: Re: Adventures vs Sourcebooks 
Date: Thu, 11 Jun 1998 19:49:36 -0500 
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Sender: owner-champ-l@sysabend.org 
 
David Stallard writes: 
>I can remember way back in the early '80s when it was so exciting to bring 
>home a new D&D module and read about level after level of a new dungeon.  
>Maybe my affinity for pre-written adventures is just a nostalgia thing.  
It 
>looks like TSR will be getting back to this sort of thing with the reborn 
>Greyhawk world (it seems as if they are saying "to heck with role-playing, 
>let's hack-n-slash!", which might not be a bad move). 
 
I wonder how much of it has to do with the success of Dungeon magazine?  
I've subscribed for the last 5 years, and while the quality has been up and 
down, I can always expect at least one decent adventure.  They probably 
average 2 to 3 playable adventures (if you like fantasy, and depending on 
your taste, of course).  Some of the others are fun to read, too.  (But 
we've already established that no one on this list ever buys anything that 
they will not play :-)  All of that for $3 per issue (subscription rate). 
 
Contrast that to TSR modules.  Pay $5 for 32 pages, which is often drivel.  
I wonder if it has to with this:  The modules are written for a specific 
setting (usually).  So the writer can assume all kinds of background 
knowledge.  The Dungeon adventures have to appeal to a wider audience.  So 
the author makes a lot of effort to provide pertinent information, hints, 
and even conversion information.  For example, the better writers tend to 
give you the strategy of the villians in plain English--they don't assume 
you have anything more than the basic supplements.  Not coincidently, this 
make the adventures much easier to convert to Hero. 
 
BTW:  Since the above sounds like a ringing endorsement, I should point out 
that I've let my subscription lapse because the quality has been way down.  
However, I just bought issue 67 of the shelf.  It's the best issue in the 
last 2 years.  So maybe they are getting it back together. 
 
Steven Mitchell 
mdmitche@advicom.net 
 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
To: Champions <champ-l@sysabend.org> 
Subject: Re: New topic: Teleportation & Usable Against Others 
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Date: 11 Jun 1998 20:52:38 -0400 
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David W Salmon writes: 
 
> Defense would be characters with Teleport, Desolid, Hardened Defenses, or 
> personal Damage Resistance (as an innate ability). 
 
Sorry for the tangent... but *WHY*? 
 
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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: "David W. Salmon" <dwsalmon@earthlink.net> 
To: "Champions News Group" <champ-l@sysabend.org> 
Subject: Re: New topic: Teleportation & Usable Against Others 
Date: Thu, 11 Jun 1998 18:15:05 -0700 
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Sender: owner-champ-l@sysabend.org 
 
Defense would be characters with Teleport, Desolid, Hardened Defenses, or 
personal Damage Resistance (as an innate ability). 
 
-----Original Message----- 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
To: Champions <champ-l@sysabend.org> 
Date: Thursday, June 11, 1998 2:24 PM 
Subject: Re: New topic: Teleportation & Usable Against Others 
 
 
>-----BEGIN PGP SIGNED MESSAGE----- 
> 
>David W Salmon writes: 
> 
>> I have created a character with Tport powers and my question is this: If 
>> I were to buy Tport w/ Usable Against Others and I wanted to Tport up to 
>> 400kgs how would you buy it? Assume the base 10" of Tport w/ no other 
>> advantages/disadvantages. 
> 
>What is the reasonably common defense against this power? 
> 
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> 
>-- 
>Rat <ratinox@peorth.gweep.net>    \ Happy Fun Ball may stick to certain 
types 
>PGP Key: at a key server near you! \ of skin. 
>                                    \ 
> 
 
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Date: Thu, 11 Jun 1998 22:44:18 -0500 (CDT) 
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To: champ-l@sysabend.org 
From: Palace of Dwarves <pod@avalon.net> 
Subject: bases 
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        In my current campaign, my PC's have a base.  They have been trying 
to come up 
with ideas on how to spend the points for the base.  Any suggestions for them? 
 
        Base presently has the following: 
        An AI 
        Entangle 
        Mechanics lab 
        Physics lab 
        and a Disguise skill 
        Also has a few vehicles here and there. 
 
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Date: Thu, 11 Jun 1998 21:16:19 -0700 (PDT) 
From: Dale Ward <daleaward@rocketmail.com> 
Subject: Re: New topic: Teleportation & Usable Against Others 
To: champ-l@sysabend.org 
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Greetings, 
 
---"Robert A. West"  wrote: 
> Filksinger wrote: 
> >  
> > If a power has a built-in mechanic for a particular effect, such as 
> > Teleport has for extra mass, that mechanic will take precedence over 
> > Advantages, and especially over add-ons for an Advantage. The method under 
> > Teleportation applies. (IMNSHO) 
> >  
> > Filksinger 
>  
> Sorry to puncture your humility, but the description of Usable Against  
> Others is pretty explicit that it applies to Teleport, since that is  
> given as an example on HSR p.98: 
 
      Although I can't recall any HSR ruling on the subject, it has always 
been my understanding that you only use the Power Advantages/Disadvantages 
when the affected Power does not have a built-in way to simulate the desired 
effect. 
      I believe that the example you reference was used (possibly in error) 
simply because it was a convenient extreme to demonstrate the Advantage. 
 
> IMNSHO, the +5 pts for x2 mass inherent in Teleport *also* applies, as  
> would any size-related increase to any other power.  You cannot do  
> anything with a power UAO that you could not do, yourself, with the power  
> without the UAO. 
 
      I'm not sure I understand what you mean by this. Could you explain 
further? 
 
>You are making the mistake of generalizing from a specific stricture on 
>Increased Maximum Range, "It can only be bought for Powers that don't 
>already have a way to increase their maximum range."  This language does not 
>appear on any other Advantage, and is not part of the UAO description, so I 
>would judge that it does not apply. 
 
      This may be the basis for my understanding, but I still believe that 
it's correct simply because it doesn't seem logical to have two different ways 
to simulate the same effect.  What purpose would it serve, especially in a 
case where one method is less expensive than the other? 
 
> Let's face it, Teleport UAO is an obnoxious power. It *should* be expensive. 
 
      I agree.  But, it is every player's right... NAY! Responsibility!... to 
purchase his/her powers and abilities at the lowest possible cost. 
 
      <salute> 
      It's The American Way! 
      </salute> 
 
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: Thu, 11 Jun 1998 21:33:45 -0700 
From: Chad Riley <chadriley01@m7.sprynet.com> 
Reply-To: chadriley01@sprynet.com 
Organization: None 
To: "champ-l@sysabend.org" <champ-l@sysabend.org> 
Subject: Re: RPG "collectors" 
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David Stallard wrote: 
 
> Anyway, I guess I'm just looking to see if most roleplayers like to horde 
> different systems, or if I'm somewhat unusual in this respect.  When I show 
> a new RPG to my gaming group, they just shake their heads sadly as if to 
> say that they see my addiction but don't know what to do about it.  -grin- 
 
Boy do I ever! First of all I have bought almost every Superhero game I have 
come across. I get lots of Palladium Games I never play and I still get AD&D 
stuff and I haven't played in years. I like to make Characters from several 
systems and see how they compare. I just enjoy looking through RPG's and I 
found out early on that if I buy stuff I'm helping in a small way to keep them 
coming... 
 
> 
 
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Date: Thu, 11 Jun 1998 21:39:19 -0700 (PDT) 
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To: champ-l@omg.org 
From: q9821328@mail.connect.usq.edu.au (Bryce Undy) (by way of Kim Foster <nexus@uky.campus.mci.net&> 
Subject: Defenders Of Justice 
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        				DARK CHAMPIONS 
					   Defenders 
					      Of 
					    Justice 
 
	'Hudson City, a thriving metropolis of several million souls, is a city 
much like many others in modern America.  Splendour and squalor, 
affluence and poverty, generosity and selfishness, justice and evil 
exist side-by-side in a almost oxymoron state while the inhabitants 
simple try to get by from day to day, ignoring the absurdities and 
dangers of modern urban life.  At night, while honest folk hide behind 
triple-locked doors or look over their shoulders as they walk quickly 
from one lighted area to another, groups of young and not-so-young men 
prowl the night, preying upon helpless victims and robbing the city not 
only of its wealth but much of its spirit as well' 
	-S.Long 1993, p.7 
 
	Defenders of Justice is PBEM campaign set in the city of Hudson, with a 
few modifiers.  Players will take the role of Idealistic 'Vigilantes', 
defending or avenging the innocent citizens of Hudson City.  Player 
Characters may, if they so choose, have 'super' powers and origins, but 
remember to keep the 'street level' atmosphere is mind.  The only 
restriction that I will enforce strongly is that the characters be 
beacons of light in an otherwise dark setting.  No Killers!!! 
 
	Note that I am heavily influenced by Batman, Spiderman, Daredevil 
etc...  I don't mind fantasic origins and powers, within reason (If it 
makes being bitten by a radioactive spider seem sane, it may be too 
wierd, but then again, I like to see a origin story that did that!!:)  
The campaign will be a combination of the above influences, for example, 
Hudson City will be portrayed as a cross between DC's Gotham, and 
Marvel's New York, though closer to Gotham.  Adventures will be tailored 
to the characters, so the Detective style characters will only rarely 
encounter supercriminals compared to those in spandex who swing through 
the city. 
 
	Hudson City is the centre of crime and corruption in North America.  
Its dark gothic style architecture imposes a repressed atmosphere, in 
which the darker elements flourish.  The citizens fear this city, 
knowing that there is nothing they can do... or can they?  Corrupt 
police officials maintain the status quo, suppressing any officers who 
buck the 'system'.  Protestors, reporters, and others go 'missing', 
while political fat cats grow plump on the taxpayer's money(with a bit 
extra on the side).  The foul cloud of oppression hangs over this once 
fine city, the stench of corruption smothering honest reformers, while 
hiding the deeds of its darker residents. 
 
	When vigilantes appear in this city, they are far too similar to the 
other foul offspring of the night, cold killers, demented as much, if 
not more, as those they hunt.  But it is time for a change, for a 
different kind of vigilante to appear, one who is a beacon of light, a 
Defender of Justice.   
 
	This campaign setting first appears to be rather dark, even 
depressing.  But this is so that the heroes can make a real difference 
in their setting.  They will be a force of change that will reshape the 
City's very being.  And while bad cops, and corrupt politicians do run 
the city now, it is only a matter of time before they a replaced by 
honest citizens, and good police officers.  The heroes will make many 
enemies, take many risk, but if they fight the good fight, they will 
make a difference. 
 
PC Creation: 
 
Base Points:			100 
Disad Points:			150 
Damage(DC):			4-10 
Resistant Defence:		0-8 
Non-Resistant Defence:		4-12 
Combat Values w/Levels		5-10 
Skill Roles:			8-/14- 
Dexterity:			15-20 
Speed:				3-5 
Max Attack Active Points:	50 
 
Characteristics: 
 
*Stats taken above Normal Human Maximum cost double. 
 
Skills: 
 
*Criminology, and Streetwise are highly recommended 
*At least one of the following Knowledges should be taken:  KS:Law 
Enforcement World 
							    KS:Espionage World 
							    KS:Military/Mercenary/Terroist World 
							    KS:[Organised Crime Group] 
 
Perks: 
 
*Contacts are Very Important, and thus cost double. 
 
Powers: 
 
*All powers are acceptable, but avoid superheroes that are... well... 
too four coloured.  Please, no flying, cape wearing, energy throwing, 
supermen.  Remember the setting.  I may also choose to dull down powers 
in some situations, or just say NO to unbalancing powers.( like high 
level telepathy:) 
*Characters should have some form of movement power, like a vechile, or 
a swingline, or something... 
 
Game Running Info: 
 
*Turns will be processed, edited, and responses sent daily(hopefully), 
but sometimes I may be delayed for several days.  Players are expected 
to try and keep up with this schedule, but if you are going to be unable 
to reply for more then three days, please contact me. 
*As this is a street level game, based on characters like spiderman, and 
batman, it is understandable, if not desirable, that players will create 
characters that are somewhat anti-social.  It is preferable that 
characters can, if the need or desire is there, to be able to work 
together.  But I will cater to several games at once if necessary. 
*The campaign will be run in Seasons.  Each Season will be made up of 
several major stories, in which all the characters will work together 
for the greater good.  The Seasons will also be made up of smaller 
stories which revolve around character, and campaign development.  These 
smaller stories do not requier everyone's participation, but if the 
players want to work together, that would be great. 
 
Please send replies to the address below... 
 
Thanks, 
	Bryce 
     John Morningstar 
 
--  
--- 
----------------------------------------------------- 
bryce - q9821328@mail.connect.usq.edu.au 
The University of Southern Queensland 
The opinion expressed is that of the writer,  
and not necessarily that of the University. 
 
 
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Date: Fri, 12 Jun 1998 04:39:33 +0000 
From: Mark Lemming <icepirat@ix.netcom.com> 
To: champ-l@sysabend.org 
Subject: Re: bases 
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Palace of Dwarves wrote: 
>  
>         In my current campaign, my PC's have a base.  They have been trying 
> to come up 
> with ideas on how to spend the points for the base.  Any suggestions for them? 
>  
>         Base presently has the following: 
>         An AI 
>         Entangle 
>         Mechanics lab 
>         Physics lab 
>         and a Disguise skill 
>         Also has a few vehicles here and there. 
Without knowing what type of characters are using the base, I'll just 
say what one of our teams had. Our base had points spent on these as well as 
what 
you have: 
 
1. A support organization. Doctors, mechanics, admins, gardners, investigators 
   a librarian, a janitor, drivers, pilots, etc... 
2. Lot's of labs. 
3. A garden. 
4. Field offices 
5. Secret passages 
6. Regen on the base 
7. XD space 
8. A swimming pool with our very own robot. 
 
Think a Dr. Strange/FF mix for a base. 
 
-Mark Lemming 
 
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Date: Thu, 11 Jun 1998 21:46:57 -0700 
From: Chad Riley <chadriley01@m7.sprynet.com> 
Reply-To: chadriley01@sprynet.com 
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To: hero-l@sysabend.org 
Subject: Re: Speaking of lists... 
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Bill Svitavsky wrote: 
 
> At 02:40 PM 6/10/98 -0400, Lisa Hartjes wrote: 
> 
> >Does anyone know if there's a list somewhere out there that has all the 
> >various magic (both pro, anti, and using) groups in the Champions Universe? 
> 
> There is, but anyone who reads it goes insane... 
> 
> :-) 
 
  Did NoT (whooo whooo!!!)!!!!!!! 
 
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From: "Filksinger" <filkhero@usa.net> 
To: <champ-l@sysabend.org> 
Subject: RE: Shooting Blind with No Range Mod Powers 
Date: Thu, 11 Jun 1998 23:04:24 -0700 
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From: Todd Hanson 
> 
> 
<snip> 
> 
> Okay, here's your new replacement mechanic (although this doesn't seem 
> to be a 'replacement' to me.  It seems to be the way it is supposed to 
> work) 
 
Thanks for the suggestions. 
 
> When targeting an unseen target: 
<snip> 
> 
> 
> The question comes back to: can you identify the target hex? 
<snip> 
> I don't know who told you that a successful to hit roll with an OCV of 0 
> will always hit, even if you don't know where the target is.. but I 
> would stop accepting advice from this person.   That rule appears no 
> where in MY book. 
 
Try the descriptions of Darkness, Flash, and Invisibility, and the first paragraph of page 
137 of the BBB. All clearly state that a character who fails a PER roll against a target 
that he cannot perceive with a targeting sense has a 0 OCV at range, with no other penalty 
mentioned. 
 
Since a failed PER roll is the (inevitable) result when you cannot sense a target at all, 
this results in a 0 OCV at range against a target that cannot be detected whatsoever. In 
the case of NRP, this results in an OCV of 0 against a target at any range whatsoever, 
even if you cannot determine to within the nearest mile where he is. You can always _fail_ 
a PER roll. 
 
> 
> > Then, if the people I have been arguing this with on the list are my 
> > players, I should get new players? 
> 
> 
> Well, to be honest, *I* wouldn't game with some of the people on this 
> list.  Some people insist on interpreting the rules in off the wall 
> ways, just to have something to argue about. 
 
You may be right, though I refuse to attribute motives to people whom I've never met. 
 
> 
> > There are lots of situations where a PER roll is impossible, but targeting 
> > can still be done. They include the standard use of mortars and other 
> > indirect fire weapons and shooting at targets when you can't see them but 
> > know from experience where they should be, such as buildings. 
> 
> 
> Then use an AK or an intelligence roll.  Can the PC remember the exact 
> location of the target, or figure it out based on available data?  If 
> yes, target aquired.  If not, he's wasting ammo again. 
 
Agreed. I am trying to lay out a rule for this, including the penalties for distance, and 
was hoping for help. 
 
> > All I am asking for is suggestions for a mechanic for determining the 
> > difficulty of doing things like this. It should cover the fairly easy 
> > (Player: "'Back, invisible varlet!' I swing my sword around me, in case he 
> > is trying to sneak up on me." (Rolls dice.) GM: "Good roll. 'Ouch! You'll 
> > pay for this, knight!' You hear sounds of someone running away."), the 
> 
> 
> Okay, player has identified the hex(es) he wishes to attack.  Since he 
> is attacking several adjacent hexes, have him use the sweep manuever. 
> Yes, he DOES have a slim chance of hitting, but if he can't perceive the 
> invisible person sneaking up on him (and the invis CAN see him swinging 
> the sword), he SHOULD have very little chance of hitting. 
 
Agreed. This example _is_ covered by the present rules pretty well. 
 
> 
> > fairly difficult ("He released this sight and sound suppression device 
> > because he is trying to escape, I'll bet, probably through that window the 
> > alarm said was broken. I know the room well, so I fire in the direction of 
> > that window." (Rolls dice.) GM: "The room suddenly lightens. You see the 
> > burglar lying on the ground under the high window. You don't seem to have 
> > hit him, though you did hit the window. You suspect he lost his grip when 
> > you frightened him by nearly blowing his head off."), to the very difficult 
> 
> Player has identified the target hex - the one in front of the window. 
> If this is where the target actually IS, then he has a chance to hit. 
> If the target has headed out the door instead, the player is wasting 
> ammo again. 
 
The problem here is with the term "identified". Just because the character knows the area 
well doesn't mean he actually picks the correct location when blind. If I placed a real 
person into a large room which they know well while blindfolded, and asked them to point 
_directly_ at something the size of a door, they might well miss. I'm trying to create a 
mechanic for determining if they miss, and maybe even by how much they miss. 
 
> > ("My super ray can strike anywhere on Earth, once it gets precise 
> > coordinates. I have spent three days aiming it, calculating the exact 
> > distance, angle, and slope. As soon as the TV says you are driving in front 
> > of that store, Mr. President, you will pay! HAHAHAHAHA!"). 
> 
> Again, the target hex has been identified.  You might want to be nice 
> and give some bonuses to his OCV 0 since he CAN see the president on TV 
> and has a little better idea of WHERE in the hex he actually is. 
 
The target hex may have been identified, but how hard is it to precisely aim the weapon at 
a spot you can't see, three thousand miles away. I certainly wouldn't give it away for 
free, saying, "OK, you've identified the target hex." 
 
> > I wanted a new mechanic that would cover all of these. What I've gotten so 
> > far is people telling me that the present rules are sufficient, and people 
> > telling me the present rules don't work and to use "common sense". 
> 
> 
> Okay, I've given you a mechanic.   Does it make sense? 
 
It makes sense. Thank you. 
 
Filksinger 
 
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Date: Fri, 12 Jun 1998 05:57:51 -0500 
To: Palace of Dwarves <pod@avalon.net&> champ-l@sysabend.org 
From: "Michael (Damon) or Peni R. Griffin" <griffin@txdirect.net> 
Subject: Re: bases 
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At 10:44 PM 6/11/98 -0500, Palace of Dwarves wrote: 
> 
>        In my current campaign, my PC's have a base.  They have been trying 
>to come up 
>with ideas on how to spend the points for the base.  Any suggestions for 
them? 
 
Danger Room. 
 
Damon 
 
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Date: Fri, 12 Jun 1998 07:31:58 -0400 (EDT) 
From: Michael Surbrook <susano@access.digex.net> 
To: Champions Mailing List <champ-l@sysabend.org> 
Subject: CHAR: Nite Owl II 
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"Y'know, this must be how ordinary people feel.   
This must be how ordinary people feel around us." 
 
NITE OWL II 
(Daniel Drieberg) 
 
Val	CHA	Cost	Roll	Notes 
18	STR	8	13-	300kg; 3 1/2d6 
18	DEX	24	13-	OCV: 6 / DCV: 6 
15	CON	10	12-	 
11	BODY	2	11-	 
20	INT	10	13-	PER Roll 13- 
13	EGO	6	12-	ECV: 4 
18	PRE	8	13-	PRE Attack: 3 1/2d6 
12	COM	1	11-	 
8	PD	4		Total: 8 PD 
8	ED	5		Total: 8 ED 
4	SPD	12		Phases: 3, 6, 9, 12 
7	REC	0		 
36	END	0		 
30	STUN	2		 
Total Characteristics Cost: 92 
 
Movement:	Running: 6" / 12" 
		Swimming: 2" / 4" 
 
Cost	Powers & Skills 
Combat Training: 
15	Combat Skill Levels: +3 with HTH 
	Martial Arts: Karate 
	Maneuver		OCV	DCV	Damage 
4	Block			+2	+2	Block, Abort 
4	Disarm			-1	+1	28 STR Disarm 
4	Dodge			--	+5	Dodge vs All, Abrot 
3	Legsweep		+2	-1	4 1/2d6 Strike; Target Falls 
4	Punch, Snap Kick	+0	+2	5 1/2d6 Strike 
5	Side/Spin Kick		-2	+1	7 1/d6 Strike 
 
Equipment: 
	Vehicle: 'Archie' the Owlship 
13	Handcuffs: 5 DEF, 1 BODY (-1/2), Transparent to Attack (+1/2), 
	Entangle can be negated by a sucessful Lockpicking roll (-1/4),  
	No Range (-1/2), Target must be effective DCV of 0 to attach (-2), 
	Can only Entangle two paired limbs (-1/2), 4 Recoverable  
	Charges (-1/2), OAF (-1) 
13	Laser Pen: RKA: 2d6, AP (+1/2), Reduced by Range in fog, smoke, 
	snow and similar adverse conditions (-0), No Effect vs Highly Reflective 
	Surfaces (-1/4), No KB (-1/4), 4 Shots (-1), OAF (-1) 
5	Medical Kit: +5 with Paramedic Skill, OAF (-1) 
4	Micro-Recorder: Eidetic Memory, Hearing Only (-1/2), OAF (-1) 
4	Mini-Camera: Eidetic Memory, Vision Only (-1/2), OAF (-1) 
2	Night Goggles: IR Vision, OAF (-1) 
2	Rebreather: Life Support vs Smoke and Gases, OAF (-1) 
2	Two-Way Radio: Radio Listen and Transmit, OAF (-1) 
6	Smoke Capsules: Darkness vs Sight: 2"r, Range Based on STR (-1/4),  
	4 Charges of 1 Turn (-1 1/4), OAF (-1) 
 
Background Skills: 
50	Base: The Owl's Nest 
10	Money: Wealthy 
3	AK: New York 13- 
3	Breakfall 13- 
3	Climbing 13- 
3	Combat Pilot 13- 
3	Criminology 13- 
3	Deduction 13- 
7	Electronics 13- 
5	Inventing 14- 
3	KS: Law 13- 
3	KS: Ornithology 13- 
3	KS: Police Procedure 13- 
3	Lockpicking 13- 
7	Mechanics 13- 
3	Paramedic 13- 
3	PS: Ornithologist 13- 
3	Security Systems 13- 
3	Streetwise 13- 
4	TF: Ground Vehicles, Hoverbike, Owlship 
3	Scientist 
2	SC: Aeronautics 13- 
2	SC: Electrical Engineering 13- 
2	SC: Mechanical Engineering 13- 
2	SC: Ornithology 13- 
2	SC: Zoology 13- 
228	Total Powers & Skills Cost 
320	Total Character Cost 
 
100+	Disadvantages 
20	Normal Characteristic Maxima 
10	Physical Limitation: Wears glasses 
	Psychological Limitation: 
5	Craves Adventure (U, M) 
15	Feels Compelled to help others (C, S) 
15	Upholds the Good (C, S) 
15	Secret ID: Daniel Drieberg 
140	Experience 
320	Total Disadvantage Points 
 
Designers Notes: 
Born Daniel Dreiberg, the second Nite Owl was left a great deal of money 
by his banker father.  He studied birds, planes and mythology at Harvard, 
getting degrees in aeronautics and zoology.  Around 1962 or so, Dreiberg 
approached Hollis Mason and asked to continue using the name of 'Nite Owl. 
Mason agreed and the second Nite owl, armed with an impressive array of 
technological devices debuted soon after.  In 1965 he teamed up with 
Rorschach and together they took down the Underboss and assorted street 
gangs. 
 
After the Keene Act was passed in 1977, Nite Owl retired, writing papers 
for ornithology journals.  He also let himself get out of shape, or as 
Rorschach put it; "A flabby failure who sits whimpering in his basement." 
In 1985 he met up with Silk Spectre II (falling in love with her) and 
ended up freeing Rorschach from prison and eventually tracking down 
Ozymandias to his Antarctica base to discover the truth behind the death 
of the Comedian.  At the end of "Watchmen", he changes his identity to 
that of Sam Hollis. 
 
Description: 
Nite Owl looks to be of average height, standing 5'8" or so.  He has dark 
brown hair and glasses.  The early Nite Owl (c 1966-1977) is in excellent 
physical shape (which this charater sheet is meant to represent), the 1985 
Nite Owl is still in good shape, but has developed a bit of a paunch. 
 
Nite Owls costume is a grey body suit with brown trunks, boots and gloves. 
Ove rthis he wears a cpae and an owl-shaped cowel.  His IR goggles help to 
mask his exposed face.  If you've never seen "Watchman", just picture 
Batman in brown andd grey and you won't be far off. 
 
Powers Notes: 
Nite Owl is an inventive genius.  Although not as smart as Ozymandias (but 
then, who is?) Nite Owl still has an impressive set of inventions to his 
credit.  His Owlship is a marvel of modern aeronautic engineering, capable 
of operating both in the air and under water.  It can fly from New York to 
the Antarctic in a single day, can hover between buildings and is 
invisible to radar.  He also built an impressive pair of compact 
hoverbikes (stored in the Owlship), IR goggles, and a compact laser pen. 
Scenes in his underground lab/garage show a helicopter, a car and a 
prototype exoskeleton (which Nite Owl abandoned after the initial field 
test resulted in a broken arm). 
 
Nite Owl backs up his gadgetry with excellent hand-to-hand combat 
techniques and broad range of useful crimefighting skills.  He is also 
exceedingly wealthy, has a sizable 'base' located in the basement of his 
townhouse and owns several nearby buildings to facilitate the comings and 
goings of his airship.  At some point (in 1985 Note Owl states "years 
ago") he set up emergency identities to use in case he would ever need to 
abandon his life as Daniel Drieberg 
 
Disadvantages Notes: 
As with the first Nite Owl, Nite Owl II is probably the most mentally 
stable of the 'modern' "Watchmen" heroes.  He wants to help others, mainly 
because he feels a bit guilty over his excessive wealth, but also has a 
deeply hidden craving for excitement and adventure.  It is telling that he 
can't successfully make love to Silk Specter II until after he donned his 
costume and went out 'adventuring'.  It is also interesting to note that 
he still keeps a signed photo of the Twilight Lady in his memorabilia 
case. 
 
(Nite Owl II created by Alan Moore and Dave Gibbons, character sheet 
created by Michael Surbrook) 
 
*************************************************************************** 
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *  
*               Michael Surbrook / susano@access.digex.net                *  
*        Visit "Surbrook's Stuff' the Hero Games resource site at:        *    
*              http://www.access.digex.net/~susano/index.html             * 
*            Attacked Mystification Police / AD Police / ESWAT            * 
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark * 
*************************************************************************** 
 
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From: Lisa Hartjes <Hartjes@TCBS.net> 
Reply-To: "Hartjes@TCBS.net" <Hartjes@TCBS.net> 
To: "champ-l@sysabend.org" <champ-l@sysabend.org> 
Subject: RE: bases 
Date: Fri, 12 Jun 1998 08:27:18 -0400 
Organization: Tri-City Business Services 
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<<        In my current campaign, my PC's have a base.  They have been  
trying to come up 
with ideas on how to spend the points for the base.  Any suggestions for  
them?>> 
 
A vault to store potentially dangerous items.  That way you won't have to  
put it in a closet with a note on the door that says not to touch what was  
inside.  :) 
 
(It's a long story, but that's what happened to one of the groups I play  
with.  Base was incomplete, and I couldn't think of anywhere out of the way  
we could put the floating, glowing metal sphere except in said closet.  :) 
 
Lisa 
 
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Date: Fri, 12 Jun 1998 09:08:09 -0400 
To: champ-l@sysabend.org 
From: Bill Svitavsky <nbymail11@mln.lib.ma.us> 
Subject: Re: bases 
Sender: owner-champ-l@sysabend.org 
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At 04:39 AM 6/12/98 +0000, Mark Lemming wrote: 
>Palace of Dwarves wrote: 
>>  
>>         In my current campaign, my PC's have a base.  They have been trying 
>> to come up 
>> with ideas on how to spend the points for the base.  Any suggestions for 
them? 
>>  
>>         Base presently has the following: 
>>         An AI 
>>         Entangle 
>>         Mechanics lab 
>>         Physics lab 
>>         and a Disguise skill 
>>         Also has a few vehicles here and there. 
 
>Without knowing what type of characters are using the base, I'll just 
>say what one of our teams had.  
[snip] 
 
As Mark implies, the characters using the base should have a strong 
influence on the kind of things the base has. If there's an aquatic hero, 
for instance, there might be a pool, underground water tunnels, etc. Mystic 
heroes might have magic mirrors (Clairsentient Foci), magical servants, 
etc. Officially sanctioned heroes might have direct links to various 
authorities. And some very useful items will be limited to high tech (or 
high magic) heroes: teleportation devices, healing machines, etc. 
 
  
 
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Date: Fri, 12 Jun 1998 06:16:10 -0700 
To: champ-l@sysabend.org 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: bases 
Sender: owner-champ-l@sysabend.org 
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At 10:44 PM 6/11/1998 -0500, Palace of Dwarves wrote: 
> 
>        In my current campaign, my PC's have a base.  They have been trying 
>to come up 
>with ideas on how to spend the points for the base.  Any suggestions for 
them? 
> 
>        Base presently has the following: 
>        An AI 
>        Entangle 
>        Mechanics lab 
>        Physics lab 
>        and a Disguise skill 
>        Also has a few vehicles here and there. 
 
   I can think of these right offhand: 
   A communications system (HRRH) to contact the authorities, people in the 
field, etc., and vice versa. 
   Some security guards (a group of 75-point followers). 
--- 
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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To: champ-l@sysabend.org 
Subject: Re: RPG "collectors" 
X-Juno-Line-Breaks: 1-3,8-10 
From: llwatts@juno.com (Leah L Watts) 
Date: Fri, 12 Jun 1998 09:53:06 EDT 
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>Anyway, I guess I'm just looking to see if most roleplayers like to 
horde 
>different systems, or if I'm somewhat unusual in this respect.  
 
I've got several Mage and Vampire:Dark Ages books that I bought knowing I 
would never play them (I know only one local group that plays White Wolf, 
and I'd really rather not get involved with those people).  On the other 
hand, they're interesting to read, and maybe I can swipe some ideas from 
them.  (Putting the Sons of Ether in a Justice Inc. game is tempting.) 
 
Leah 
 
_____________________________________________________________________ 
You don't need to buy Internet access to use free Internet e-mail. 
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From: Joe Mucchiello <why@superlink.net> 
Subject: Re: bases 
To: champ-l@sysabend.org 
Date: Fri, 12 Jun 1998 09:53:59 -0400 (EDT) 
Sender: owner-champ-l@sysabend.org 
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>         In my current campaign, my PC's have a base.  They have been trying  
> to come up  
> with ideas on how to spend the points for the base.  Any suggestions for them?  
>   
>         Base presently has the following:  
>         An AI  
>         Entangle  
>         Mechanics lab  
>         Physics lab  
>         and a Disguise skill  
>         Also has a few vehicles here and there.  
 
Have they drawn a floor plan for the base?  I find that helps me discover 
what's missing.  The characters can wander through the base thinking about 
what they would use the base for and determine what they have forgotten. 
 
  Joe 
 
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Date: Fri, 12 Jun 1998 08:31:19 -0700 
From: "Robert A. West" <robtwest@erols.com> 
To: champ-l@sysabend.org 
Subject: Re: New topic: Teleportation & Usable Against Others 
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Dale Ward wrote: 
>  
> ---"Robert A. West"  wrote:[in reply to Filksinger] 
 
> > Sorry to puncture your humility, but the description of Usable Against 
> > Others is pretty explicit that it applies to Teleport, since that is 
> > given as an example on HSR p.98: 
>  
>       Although I can't recall any HSR ruling on the subject, it has always 
> been my understanding that you only use the Power Advantages/Disadvantages 
> when the affected Power does not have a built-in way to simulate the desired 
> effect. 
 
Your reasoning does not apply to this case. 
 
You are correct that, if an advantage and an intrinsic add-on have  
exactly the same effect, and were both usable, then one of them  
is redundant.  This is explicitly resolved in the case of Increased  
Maximum Range.  It is implicitly resolved in the case of Area Effect,  
because it is almost never profitable to use the Advantage on a power  
that already has a way to increase its radius. 
 
In this case, the Advantage and the intrinsic add-on have different  
effects, as can be seen from the following examples, all of which are  
valid powers. 
 
a) 20	5" Teleportation x4 mass 
b) 40	5" Teleportation x4 mass UAO(+1) 
c) 45	5" Teleportation x4 mass UAO(+1 1/4) 
d) 50	5" Teleportation x4 mass UAO(+1 1/2) 
 
With (a), I can teleport myself and up to 300kg besides.  I cannot  
teleport anything/anyone if I don't go with it, so it is tough to  
teleport someone or something into danger. 
 
With (b), I can also teleport another creature regardless of mass with  
its clothes and small equipment, or an inanimate object of up to 100kg.   
It is harder to teleport someone or something else, but I can do it. 
 
With (c), I increase my largest inanimate object to 200kg, and can  
teleport equipment with another creature so long as the total does not  
exceed 200kg.  It is still harder to teleport something else if I stay  
behind. 
 
With (d), I can teleport 400kg whether I go or not. 
 
 
>       I believe that the example you reference was used (possibly in error) 
> simply because it was a convenient extreme to demonstrate the Advantage. 
 
I have checked the HSR power list thoroughly, and there are only two  
powers where a mass limit is stated: Teleportation and Extra-Dimensional  
Movement.  XDM is extremely rare, and is philosophically very similar to  
Teleport anyway.  The authors went to the trouble to mention UAO in the  
TP description, and mentioned TP/UAO as an *extremely expensive* power in  
UAO, without including language that eliminates the need to buy the  
additional mass on TP if one buys UAO.  The only reasonable conclusion in  
my mind is that they intended one to have to buy both if one wants both. 
 
 
>  
> > IMNSHO, the +5 pts for x2 mass inherent in Teleport *also* applies, as 
> > would any size-related increase to any other power.  You cannot do 
> > anything with a power UAO that you could not do, yourself, with the power 
> > without the UAO. 
>  
>       I'm not sure I understand what you mean by this. Could you explain 
> further?  
UAO and UBO do not add abilities to the underlying power, they grant the  
power to another creature or object.  In the case of UBO, the control and  
END cost go to the grantee.  In the case of UAO, they remain with the  
grantor.  The power is otherwise unchanged.   
 
For example, if I use Shapeshifting UAO on a Giant weighing 400kg, I can  
change the Giant into a 400kg Giant Slug, but that doesn't make the Giant  
Slug my servant: that would require Mind Control.  Neither can I change  
the Giant into an ordinary Slug: that would require Shrinking. 
 
In a similar vein, having UAO on Teleportation does not allow me to  
teleport more mass than I could teleport by simply using the power myself  
and ignoring the UAO.   
 
>  
> >You are making the mistake of generalizing from a specific stricture on 
> >Increased Maximum Range, . . . 
>  
>       This may be the basis for my understanding, but I still believe that 
> it's correct simply because it doesn't seem logical to have two different ways 
> to simulate the same effect.  What purpose would it serve, especially in a 
> case where one method is less expensive than the other? 
 
It serves a purpose if one must take *both* in order to get the effect.   
Then it is irrelevant which is the more and which the less expensive. 
 
--  
<-------------------------------------------------------> 
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, 12 Jun 1998 11:47:21 -0400 
From: David Stallard <DBStallard@compuserve.com> 
Subject: Game hopping 
Cc: "champ-l@sysabend.org" <champ-l@sysabend.org> 
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Here's another "generic question" for you, which is somewhat 
long-winded.... 
 
My group (3 people) has serious conflict of interest problems.  We all seem 
to be interested in playing something different--we all have two or three 
games that we'd like to play, but there is very little (if any) overlap 
between us.  Despite this, we've been able to stick with games for a 
while....  We played Champions for a while, then switched to Earthdawn for 
almost a year, and are now back to Champions.  However, I am starting to 
get very interested in Deadlands (I'm torn between trying something new and 
sticking with Champions, a "known cool" game).  Another player would really 
like to play a miniatures "campaign", where the outcome of one battle 
affects the next one, or else run a Star Wars campaign.  The third player 
would like to run Birthright or Dark Suns (both AD&D settings).  To put 
another wrench in the works, two of the three are interested in playing one 
game for a long time, so they can watch their character grow and evolve.  
To throw yet another wrench in the works, I am the only consistent GM in 
the group...one player has never GMed before, and the other GMs for a short 
time but doesn't stick it out.  So, I am almost always the GM, regardless 
of what we play.  This has led to some GM burnout, where I sit around all 
week thinking "I don't want to have to prepare yet another adventure...its 
too much homework."  I think being a player in a campaign would reenergize 
me somewhat. 
 
My suggested solution to the burnout problem was for us to alternate 
between two different campaigns.  One week we would play the game I GM 
(currently Champions), the next week somebody else would GM some other 
game, and then the third week we would be back to me GMing again.  This 
gives each GM double the time to prepare for his game, plus it lets them be 
players as well.  However, the problem of divided interest rears its head 
again when we try to decide what to fit into that 2nd slot. 
 
So, I've come up with the following solution:  Not only do we alternate 
between two campaigns, but we declare each game to be a 
"mini-campaign"....that is, it is essentially an extended adventure 
(probably lasting 6-10 sessions).  When a mini-campaign is over, that slot 
is available for another game to take its place.  That way, we all get to 
try the games we are interested in, plus each player will be more willing 
to try a "less interesting" game because they know that they aren't giving 
up a chance to try their "most interesting" game indefinitely.  Of course, 
if we found some game/setting that all three of us loved, we would probably 
toss out the mini-campaign thing (at least for that slot...the other might 
still be in flux) and make it a long-running campaign.  The only thing we 
are giving up using this approach is the "epic" story of a certain 
character...you will play that character for a little while, and then when 
the slot changes you make new ones and start over. 
 
In case I've lost everyone at this point, here's an illustration using 
random made-up mini-campaigns: 
 
Sessions 1, 3, 5, 7, 9, 11:  Earthdawn--"A Horror in our Midst" 
Sessions 2, 4, 6, 8, 10, 12, 14, 16:  Champions--"Destroyer Triumphant!" 
Sessions 13, 15, 17, 19, 21:  Star Wars---"Boba Fett's Gambit" 
Sessions 18, 20, 22, 24, 26, 28:  Deadlands--"Starin' Down a Smokin' 
Barrel" 
Sessions 23, 25, 27, 29, 31, 33, 35:  Champions--"The 8th Street War" 
 
...and so on.  I listed Champions twice to show that once a game has 
finished, it doesn't mean that the game will be "ineligible" to come up 
again in the rotation.  In fact, the 2nd time a game comes up, it could be 
a "sequel" and the same characters from the 1st time could be used again.  
Anyway, the rotation and number of sessions wouldn't be 
pre-determined...when one mini-campaign started wrapping up, we'd all 
decide on what to fill that slot with.  To help with my GM burnout problem, 
I would only agree to GM one of the two slots at any time...it's possible 
that I could be a player in both slots, if our third player builds up the 
resolve to try his hand at GMing. 
 
So, my question is, does this seem valid?  What problems do you see with 
this method?  Do you have a better way to fix all the "problems" described 
above?  I've gotten the impression from comments here and there that a lot 
of groups do this sort of thing anyway (although they might only have 1 
slot, so one guy is GM every week until the campaign is over, then someone 
else takes over with a new game and/or setting), so this probably isn't a 
revolutionary concept.  For our group, it will be new in that we will 
actually have a campaign come to closure....usually, we just play and play 
until interest wanes, then the storyline is just kinda left hanging 
forever. 
 
I realize that game-hopping may not be such a problem with the people on 
this list, since it seems that many of you are "Hero-only" gamers who adapt 
different genres to the Hero rules.  Still, I think you might have a 
similar "genre-hopping" problem with players all wanting to try different 
genres within the Hero system. 
 
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Reply-To: <jonesmj@topaz.cqu.edu.au> 
From: "happyelf" <cgtmljon@pronet.net.au> 
To: <champ-l@sysabend.org> 
Subject: Re: bases 
Date: Sat, 13 Jun 1998 02:09:02 +1000 
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> At 10:44 PM 6/11/1998 -0500, Palace of Dwarves wrote: 
> > 
> >        In my current campaign, my PC's have a base.  They have been 
trying 
> >to come up 
> >with ideas on how to spend the points for the base.  Any suggestions for 
> them? 
> > 
> >        Base presently has the following: 
> >        An AI 
> >        Entangle 
> >        Mechanics lab 
> >        Physics lab 
> >        and a Disguise skill 
> >        Also has a few vehicles here and there. 
>  
 
A discussion room. One of my groups was known for it's honor and 
promise-keeping leader, so they kept getting called on to act as neutral 
ground 
for feuding heroes and even police & criminals  looking for an unnoficial 
'court', but the 'guests'  
usually ended up trashing the place- and not paying for the damages. so 
they  
rebuilt thir prison room into a place to keep people while they argued, 
even ended up rigging it with tasers and power-draining gizmo's.  
 
 
 
 
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Date: Fri, 12 Jun 1998 12:25:16 -0400 (EDT) 
From: Michael Surbrook <susano@access.digex.net> 
To: Champions Mailing List <champ-l@sysabend.org> 
Subject: Feedback on power set wanted 
Sender: owner-champ-l@sysabend.org 
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One of my current projects is adapting some material from GURPS to Hero. 
The material in questions is 3x3 Eyes for GURPS, written by a gentleman in 
Brazil.  He's given me his permission to turn his material into something 
compatible with Hero System game mechanics. 
 
That said, I'm looking for feedback on a power set I'm developing for a 
being called a 'Wu'.  A Wu is a human (or similar creature) that has had 
it's soul removed from its body.  This results in an immortal and 
unkillable being.  The fact that you *cannot* kill a Wu is considered a 
freebie, the powers given below are meant to quantify most of a Wu's 
powers in Hero game mechanics, but the actually *cannot die* portion of 
the package is a given. 
 
Note: 'Wu' means void or nothingness. 
 
POWERS of a WU 
13	CON: +10, Does not affect Figured (-1/2) 
 
(This makes the Wu harder to Stun and knock out) 
 
30	BODY: +30, Invisible Power Effects: Sight (+1/2), Only to Stave 
	Off Point of Death (-2) 
 
(this makes the Wu nigh impossible to kill.  One can shred a Wu easily, 
they are 'normal' humans in that regard, but to actually kill one?  No 
way.) 
 
10	Damage Reduction: 1/4 Energy, Resistant, Stun Only (-1/2) 
10	Damage Reduction: 1/4 Physical, Resistant, Stun Only (-1/2) 
 
(These powers make the Wu hard to put down with one shot.  The Wu can feel 
pain and can be stunned, but they bounce back much quicker from even 
*extreme* physical trauma) 
 
5	Life Support: Does not Need to Eat, Excrete or Sleep 
 
(Note: You can't starve a Wu.  A Wu will often eat and sleep etc, but only 
does so out of habit.) 
 
9	Life Support: Immune to Aging, Disease (and Poisons), Radiation 
 
(More defensive powers.  A Wu regenerates *so* fast that disease, poison 
and radiation exposure is unabl;e to really affect the Wu.) 
 
120	Regeneration: 12 BODY/Turn 
 
(Using the optional Regen suggeston in the HSR, the Wu gets one BODY back 
per *segment*.  Note: in this game, Regen *cannot* regrow a lost limb.) 
 
96	Aid: 4d6 to BODY, max of 80 points.  Continous (+1),  
	Uncontrolled (+1/2), 0 END (+1/2), Persistant (+1/2), Trigger: 
	Loss of Limbs (+1/4), Self Only (-1/2), Only to Starting  
	Values (-1/2), Only to reform lost limbs (-1), Full Phase (-1/2),  
	Aid triggers on the Phase *after* the Wu stops paying END (-1/4) 
 
(And this is how a Wu regrows a lost limb.  The Wu will create the limb 
from virtually nothing if needed. ) 
 
15	Does Not Bleed 
 
(A Wu will not bleed to death.  You can smash a Wu and get a bloody corpse 
(or something that looks like a corpse), but the Wu will not loose any 
additional BODY.) 
 
 
 
*************************************************************************** 
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *  
*               Michael Surbrook / susano@access.digex.net                *  
*        Visit "Surbrook's Stuff' the Hero Games resource site at:        *    
*              http://www.access.digex.net/~susano/index.html             * 
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Date: Fri, 12 Jun 1998 09:42:32 -0700 (PDT) 
From: "K. Ulstein" <kenhar@u.washington.edu> 
To: Palace of Dwarves <pod@avalon.net> 
cc: champ-l@sysabend.org 
Subject: Re: bases 
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On Thu, 11 Jun 1998, Palace of Dwarves wrote: 
> 
>        In my current campaign, my PC's have a base.  They have been trying 
>to come up 
>with ideas on how to spend the points for the base.  Any suggestions for them? 
> 
>        Base presently has the following: 
>        An AI 
>        Entangle 
>        Mechanics lab 
>        Physics lab 
>        and a Disguise skill 
>        Also has a few vehicles here and there. 
> 
 
Well I'm not sure what the campaign is, but here goes: 
 
Secret passages and spy holes. Lots of em. It's lo-tek, almost 
completely free and it gives you a big advantage when you are on your 
own turf. 
 
A meeting room.  
So the President of Synth Corp is coming over? The mob boss wants to 
make an offer? You could just pull up a sofa and a card table, -OR- 
you could have a realy classy room . Something that shows you have 
style. It can also be used to impress dates, or as a staging ground 
for angst and onwie. Think big spaces, hardwood, and a view of the 
city.  
 
A grand entryway/press room. 
When the press comes are you trying to shoo them out of your TV room? 
Or do you have a place to 'roll out the red carpet?' Get one! Now! 
After all, why should the badguys get all the good places? If you 
realy wanted to ham it up, you could add teleprompters (aid oratory), 
some flattering lights (aid com) a comforting lectern (aid pre) and a 
podium (makes you look taller). You can save money by making your 
'grand entryway' on the outside wall. Plus it gives you an excuse to 
biuld a grand marble staircase. 
 
Sanctuarys / Studies 
Everyone should get to design a room that they spend most of their 
time in. Some characters may just stay in their rooms and study. 
Others may spend all their time in the atomic lab, or in the garden or 
just watching T.V. I like sanctuarys because the PCs know what door to 
knock on to find their collegues. (Basicly I got tired of hearing the 
following) 
 
Atomic man: Computer? 
Computer: Yes? 
Atomic man: Where is Calistro? 
Computer: One moment please 
GM: (to Calisto's player) Well? 
Calistro's player: (to GM) He's in the level four library. 
Computer: Calistro is currently in, level four library. 
Atomic man: (I go to the level four library) 
GM: (nods) 
Atomic man: Calestro? There's something you should see. 
 
If everyone has a sanctuary then it's roleplayed like this: 
Atomic man: (I quietly enter the library) Calestro? There's something 
you should see. 
 
Prisons and vaults can come in handy for storing dangerous stuff.  
 
A war room (meeting room with big TV and scary lighting) is always fun 
to have for those tense "I'm in command here" role playing sessions. 
The war room is even more important if it is hooked up to a 
(clairvoiant) spy satilite. It might even be wired into a database 
(postcognition). 
 
Interogation room. Get Telepathy Based on con (plus some other stuff 
in the book) and voila! Truth serium! It's a great way to extract 
information with out having to threaten death and dismemberment. 
 
If the group is a public institution (i..e. the base isn't hidden) you 
should get some receptionists and guards, perhaps even a side kick or 
someone to protect the base. It's also nice if there are some research 
assistants that watch the news for leads and clues. 
 
Guards are nice, either robot, human, animal, whatever. 
 
One last thing. don't forget the kitchen! 8p 
 
____----------____ 
Kenji Ulstein   http://weber.u.washington.edu/~kenhar 
 
A knot is never "nearly right"; it is either exactly right 
or it is hopelessly wrong... 
			-Clifford W. Ashley	 
 
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From: Joe Mucchiello <why@superlink.net> 
Subject: Re: Game hopping 
To: champ-l@sysabend.org 
Date: Fri, 12 Jun 1998 13:56:27 -0400 (EDT) 
Sender: owner-champ-l@sysabend.org 
 
[snip] 
First of all, nice question, but it was a bit long.  :-)  I would assume 
that if you are asking someone to GM, they should run whatever game they 
are interested in.  Anything else is just asking for a short-lived game. 
So if you convince the Star Wars person to run a game, be curteous and let 
him run a Star Wars game. 
 
> I realize that game-hopping may not be such a problem with the people on  
> this list, since it seems that many of you are "Hero-only" gamers who adapt  
> different genres to the Hero rules.  Still, I think you might have a  
> similar "genre-hopping" problem with players all wanting to try different  
> genres within the Hero system.  
 
Actually, I play AD&D more often then HERO because that's what the people 
in my group like.  I've introduced them to Fantasy HERO (no interest in 
Supers) and they were okay with it, but it did not capture their interest 
any better than games I've run in AD&D.  (Of course, we use a lot of 
combat variances under AD&D: miniatures, individual initiative, segmented 
movement, etc.  So it's not strict AD&D.)  The way we handle games is we 
have 4 GMs who run their game for 4 weeks and then switch to the next 
game.  Each game has its own characters and feel.  One is 5th level, 
another is 7-8th level, another is 14+ level and my game is 1st level.  I 
also sub in my FH game when it is convenient.  We like the consistency of 
playing month to month.  The only important thing to make sure the game 
ends in a good story place so that we don't have to remember too much 
about the game after 3 months not playing it. 
 
  Joe 
 
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Date: Fri, 12 Jun 1998 13:45:24 -0500 (CDT) 
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To: champ-l@sysabend.org 
From: Palace of Dwarves <pod@avalon.net> 
Subject: Re: bases 
Sender: owner-champ-l@sysabend.org 
 
At 09:53 AM 6/12/98 -0400, you wrote: 
>>         In my current campaign, my PC's have a base.  They have been trying  
>> to come up  
>> with ideas on how to spend the points for the base.  Any suggestions for 
them?  
>>   
>>         Base presently has the following:  
>>         An AI  
>>         Entangle  
>>         Mechanics lab  
>>         Physics lab  
>>         and a Disguise skill  
>>         Also has a few vehicles here and there.  
> 
>Have they drawn a floor plan for the base?  I find that helps me discover 
>what's missing.  The characters can wander through the base thinking about 
>what they would use the base for and determine what they have forgotten. 
> 
>  Joe 
> 
        The character that ownes the base has been drawing it up over the past 
few weeks.  He has been taking his time with it, but knows what he wants.   
Fun thing is that he has a nice amount of unused space if I remember right. 
 
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Date: Fri, 12 Jun 1998 14:11:15 -0500 (CDT) 
From: "Dr. Nuncheon" <jeffj@io.com> 
To: Michael Surbrook <susano@access.digex.net> 
cc: Champions Mailing List <champ-l@sysabend.org> 
Subject: Re: Feedback on power set wanted 
Sender: owner-champ-l@sysabend.org 
 
On Fri, 12 Jun 1998, Michael Surbrook wrote: 
 
> 120	Regeneration: 12 BODY/Turn 
>  
> (Using the optional Regen suggeston in the HSR, the Wu gets one BODY back 
> per *segment*.  Note: in this game, Regen *cannot* regrow a lost limb.) 
 
You might consider stealing from Fuzion - it's Regen power has both a 
'regenerate lost limbs' and 'regenerate from death' option. 
 
For 'regenerate lost limbs' you might also ponder Extra Limbs, Variable 
SFX, trigger: when limb is lost, only to replace lost limb.  In 
conjunction with the BODY regen, this should handle the 'arm getting 
chopped off/growing back' thing fairly well. 
 
I don't remember if the Wu had the ability to control their severed limbs 
- it seems possible/likely but I honestly don't recall.  You might want to 
look into this possibility as well. 
  
J 
 
Hostes aliengeni me abduxerent.              Jeff Johnston - jeffj@io.com 
Qui annus est?                                   http://www.io.com/~jeffj 
 
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Date: Fri, 12 Jun 1998 15:16:33 -0400 (EDT) 
From: Michael Surbrook <susano@access.digex.net> 
cc: Champions Mailing List <champ-l@sysabend.org> 
Subject: Re: Feedback on power set wanted 
Sender: owner-champ-l@sysabend.org 
 
On Fri, 12 Jun 1998, Dr. Nuncheon wrote: 
 
> On Fri, 12 Jun 1998, Michael Surbrook wrote: 
>  
> > 120	Regeneration: 12 BODY/Turn 
> >  
> > (Using the optional Regen suggeston in the HSR, the Wu gets one BODY back 
> > per *segment*.  Note: in this game, Regen *cannot* regrow a lost limb.) 
>  
> You might consider stealing from Fuzion - it's Regen power has both a 
> 'regenerate lost limbs' and 'regenerate from death' option. 
 
I'd rather stay away from using Fuzion powers.  I'm going to be posting 
this on my site (actually, parts are already up) and I want it to be a 
'vanilla' as possible. 
  
> For 'regenerate lost limbs' you might also ponder Extra Limbs, Variable 
> SFX, trigger: when limb is lost, only to replace lost limb.  In 
> conjunction with the BODY regen, this should handle the 'arm getting 
> chopped off/growing back' thing fairly well. 
 
Hmm... that sounds faintly abusive and/or illegal.  This also dosn't give 
any BODY back, which is what the Aid does as well. 
 
> I don't remember if the Wu had the ability to control their severed limbs 
> - it seems possible/likely but I honestly don't recall.  You might want to 
> look into this possibility as well. 
 
They can, which brings up the next question... who would you defince 
*that* ability?  Indirect TK? 
 
*************************************************************************** 
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *  
*               Michael Surbrook / susano@access.digex.net                *  
*        Visit "Surbrook's Stuff' the Hero Games resource site at:        *    
*              http://www.access.digex.net/~susano/index.html             * 
*            Attacked Mystification Police / AD Police / ESWAT            * 
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*************************************************************************** 
 
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Date: Fri, 12 Jun 1998 12:45:13 -0700 (PDT) 
From: Anthony Jackson <ajackson@iii.com> 
Reply-To: Anthony Jackson <ajackson@iii.com> 
Subject: Re: New topic: Teleportation & Usable Against Others 
To: "David W. Salmon" <dwsalmon@earthlink.net> 
Cc: Champions News Group <champ-l@sysabend.org> 
Sender: owner-champ-l@sysabend.org 
 
David W. Salmon writes: 
> SFX: The ability to teleport someone/something to somewhere. i.e. Tport 
> someone off of a bridge so they plummet to the water, or even off of a 
> roof. Tport someone straight up that cannot fly. Tport a crate over 
> someones head. How many more ex's would you like? (no I'm not being 
> sarcastic at all).  
>  
> Side Note: Would any of you GM's allow someone with Tport UAO to Tport 
> someone into a solid object so they take damage according to that 
> accidental Tport table in the "Book". You know the one I'm referring to? 
>  
> Hope this helps clarify things more ... 
 
I am increasingly fond of removing the 'usable against others' power entirely 
-- use another power.  In many cases this will be transform. 
 
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From: Dave Mattingly <dmattingly@platsoft.com> 
To: Champions Mailing List <champ-l@sysabend.org> 
Subject: RE: Feedback on power set wanted 
Date: Fri, 12 Jun 1998 12:50:38 -0700 
Sender: owner-champ-l@sysabend.org 
 
Nuncheon wrote: 
> > For 'regenerate lost limbs' you might also ponder Extra Limbs, Variable 
> > SFX, trigger: when limb is lost, only to replace lost limb.  In 
> > conjunction with the BODY regen, this should handle the 'arm getting 
> > chopped off/growing back' thing fairly well. 
>  
Mike Surbrook replied: 
>Hmm... that sounds faintly abusive and/or illegal.  This also doesn't give 
>any BODY back, which is what the Aid does as well. 
 
With all the Regeneration you've given, why would you need an extra BODY 
aid? And I think the construction is perfectly reasonable, but then, I've 
already done something similar. Check http://www.haymaker.org/haym07c.html 
for lots of Extra Limbs tricks. 
 
Nuncheon wrote: 
> > I don't remember if the Wu had the ability to control their severed 
> limbs 
> > - it seems possible/likely but I honestly don't recall.  You might want 
> to 
> > look into this possibility as well. 
>  
Mike Surbrook asked: 
>They can, which brings up the next question... who would you define 
>*that* ability?  Indirect TK? 
 
That's how I do it, mostly. Fully Indirect TK (with the Feedback -1 
limitation) and Fully Indirect Stretching. Also, 75% Damage Reduction, only 
when enough BODY is taken to sever a limb (-2). The special effect is that 
the limb detaches before getting severed, so it doesn't hurt. Any attack 
powerful enough to cut off a limb just knock it off harmlessly instead. 
Another power trick is Desolid, not versus STUN-only attacks. By willfully 
dispersing his entire body, any attacks which do even 1 BODY pass harmlessly 
though Jigsaw's body with a splash. 
 
 
Dave Mattingly 
http://www.hamaker.org 
 
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Date: Fri, 12 Jun 1998 12:58:19 -0700 (PDT) 
From: Anthony Jackson <ajackson@iii.com> 
Reply-To: Anthony Jackson <ajackson@iii.com> 
Subject: Re: New topic: Teleportation & Usable Against Others 
To: "David W. Salmon" <dwsalmon@earthlink.net> 
Cc: Champions News Group <champ-l@sysabend.org> 
Sender: owner-champ-l@sysabend.org 
 
David W. Salmon writes: 
> How would you model this as Transform ?? Can transform be used to "move X 
> to Y" ??? Now I'm confused ... 
 
Well...transform can do anything. ;)  There's no terribly good way to model 
usable against others teleport, though -- the point cost for a UAO power rarely 
has much to do with its utility, and transform is particularly clunky for 
instant effects.  
 
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Reply-To: <filkhero@usa.net> 
From: "Filksinger" <filkhero@usa.net> 
To: <champ-l@sysabend.org> 
Subject: Re: Shooting Blind with No Range Mod Powers 
Date: Fri, 12 Jun 1998 13:15:31 -0700 
X-MSMail-Priority: Normal 
Sender: owner-champ-l@sysabend.org 
 
From: Joe Mucchiello <why@superlink.net> 
>  
> At 12:35 PM 6/10/98 -0700, Filksinger wrote: 
> > From: Joe Mucchiello <why@superlink.net> 
> >> Yes, it's a powerful effect, but that is how the Game Mechanic works. 
> > 
> >Yes, at this time the Game Mechanic says that any ranged power will hit 
any 
> >target in range with only normal range modifiers and a 0 OCV when you 
> >cannot detect the target at all. While this is excessively ridiculous in 
> >the case of extreme range NRP, it is silly with normal powers, as well. 
If 
> >I don't have _any_ idea where the target is, I shouldn't be able to hit 
> >except by great coincidence, but under the present rules I can hit with 
a 0 
> >OCV. That's too easy. 
>  
> This is my last comment on this thread, it's a little silly now. 
 
Fair enough. I am almost ready to create a mechanic for this, which will 
either be ignored, agreed is a good mechanic, or shot down. However, that 
is really another debate. 
 
> All that 
> I am arguing is if you fire randomly in the dark, you might hit 
something. 
> The character with the NRP power might do the same thing. 
 
Yes. That is one of the things I want to preserve. 
 
>0 OCV is not too 
> easy.  0 OCV in a superhero game is not going to hit your average 7 DCV 
> target (1 in 50).  But I see no reason not to give a Hero a chance. 
 
0 OCV isn't too easy in many situations. However, if I am teleported to a 
hill in some far off place, blindfolded, given a NRP EB with a 5 mile 
range, and told, "Shoot the statue", I think that hitting nearly two-thirds 
of the time when the statue is anywhere within 5 miles is too much, 
especially as it is equally hard for me and for the world's greatest 
marksman. 
  
> >> > > I think your problem with this is NRP.  NRP makes no sense.  "The 
> >farther  
> >> > > away something is the more likely you are to hit" is just common 
> >sense.  
> >> > Uh, maybe I'm missing something here. Was this a typo?  
> >> What?   
> >You said that things that are farther away are easier to hit, and that 
this 
> >was common sense. I always thought that things that were farther away 
were 
> >harder to hit, myself. 
> Ooops. 
 
:) 
 
<snip> 
>  
> I'm arguing it should work but since that's the way it's written, that's 
> what you are stuck with, officially. 
 
True. Unfortunately, it is probably too late for a new rule to be in HSR 
5th Ed. 
 
<snip>  
> >You are suggesting that NRP should never be more than a massive 
reduction 
> >in range modifiers, if I understand you, or levels to counteract RMods. 
I 
> >could agree with this. That does eliminate the problem of NRP while 
blind, 
> >as the bonus granted by those levels will be negated when blind, leaving 
> >you with normal range modifiers.  
>  
> That might be a valid interpretation.  Until you articulated it, I wasn't 
> aware that that was what I was suggesting.  But now I'll say I was.  :-) 
 
:) 
 
<snip> 
 
<snip> 
 
> >He might. However, the example I started with was _he has no idea where 
the 
> >target is_. Under the present rules, he still gets a 0 OCV. 
>  
> What would you prefer?  -4 OCV, -10 OCV, someone is still going to hit 
> randomly from a chance richochet or something.  I wouldn't want to lose 
> that chance.  I like semi-cinematic games. 
 
I want that chance, too. I am trying to visualize a mechanic with set rolls 
that need to be made and set penalties that vary according to range. 
 
<snip>  
> So then NRP is +1/2 for dubious benefit.  You still need to spend more 
> points for the power.  At that point you should give it its own DEX and 
> then the character can perform some other action in the phase.  :-) 
 
Actually, NRP has a clear benefit. Here's a mechanic that should work, 
though you might wish to forbid it; a magical bow that allows the user to 
hit a target as if he were only 5 ft away. 
 
Given this, he can hit a man at 100 yards, or 1000, if the bow will fire 
that distance, as easily as if he were in the next hex. NRP. That's a fair 
benefit. However, it comes with baggage under the present rules that I 
would like to do away with. 
 
I should be posting something soon. 
 
Filksinger 
 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
To: Champions <champ-l@sysabend.org> 
Subject: Re: New topic: Teleportation & Usable Against Others 
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Organization: The Happy Fun Ball Brigade 
Date: 12 Jun 1998 16:34:36 -0400 
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-----BEGIN PGP SIGNED MESSAGE----- 
 
Anthony Jackson writes: 
 
> Well...transform can do anything. ;) There's no terribly good way to 
> model usable against others teleport, though 
 
Telekenesis, maybe NND. 
 
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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: Fri, 12 Jun 1998 15:43:29 -0500 (CDT) 
From: "Dr. Nuncheon" <jeffj@io.com> 
To: Champions Mailing List <champ-l@sysabend.org> 
Subject: Re: Feedback on power set wanted 
Sender: owner-champ-l@sysabend.org 
 
On Fri, 12 Jun 1998, Michael Surbrook wrote: 
> On Fri, 12 Jun 1998, Dr. Nuncheon wrote: 
>   
> > For 'regenerate lost limbs' you might also ponder Extra Limbs, Variable 
> > SFX, trigger: when limb is lost, only to replace lost limb.  In 
> > conjunction with the BODY regen, this should handle the 'arm getting 
> > chopped off/growing back' thing fairly well. 
>  
> Hmm... that sounds faintly abusive and/or illegal.  This also dosn't give 
> any BODY back, which is what the Aid does as well. 
 
Well, it /is/ a bit unusual, yes.   The regaining of the BODY is of course 
done via the (rather significant) Regeneration power - if you like, add on 
the minor limit 'limb unusable until BODY damage is healed'. 
 
As to whether it's abusive - well, the HERO mechanics for chopping bits 
off are pretty sketchy, and it's unclear whether regeneration would/should 
heal those types of wounds anyway. 
 
I'll agree it seems very cheap, though, which is why I'd much prefer the 
Fuzion regen options (and I hope they're in Hero5...) 
 
Here's an idea:  xd6 cumulative Transform, from Wu with missing limb to Wu 
with full complement of limbs.  Season with advantages and limitations to 
taste - I'd suggest 0 End Persistent Uncontrolled. 
  
> > I don't remember if the Wu had the ability to control their severed limbs 
> > - it seems possible/likely but I honestly don't recall.  You might want to 
> > look into this possibility as well. 
>  
> They can, which brings up the next question... who would you defince 
> *that* ability?  Indirect TK? 
 
Probably I'd use Indirect Stretching, since the limbs are still 'part' of 
the character.  Another possibility is Indirect TK, OIF Severed Limb, 
since attacks on the severed limb shouldn't hurt the Wu directly. 
 
J 
 
Hostes aliengeni me abduxerent.              Jeff Johnston - jeffj@io.com 
Qui annus est?                                   http://www.io.com/~jeffj 
 
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Date: Fri, 12 Jun 1998 13:45:21 -0700 (PDT) 
From: Anthony Jackson <ajackson@iii.com> 
Reply-To: Anthony Jackson <ajackson@iii.com> 
Subject: Re: New topic: Teleportation & Usable Against Others 
To: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Cc: Champions <champ-l@sysabend.org> 
Sender: owner-champ-l@sysabend.org 
 
Stainless Steel Rat writes: 
> -----BEGIN PGP SIGNED MESSAGE----- 
>  
> Anthony Jackson writes: 
>  
> > Well...transform can do anything. ;) There's no terribly good way to 
> > model usable against others teleport, though 
>  
> Telekenesis, maybe NND. 
 
Indirect if anything.  Telekinesis cannot normally move objects through walls.  
 
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Date: Fri, 12 Jun 1998 16:14:13 -0500 (CDT) 
From: "Dr. Nuncheon" <jeffj@io.com> 
To: Champions Mailing List <champ-l@sysabend.org> 
Subject: Re: New topic: Teleportation & Usable Against Others 
Sender: owner-champ-l@sysabend.org 
 
On 12 Jun 1998, Stainless Steel Rat wrote: 
> Anthony Jackson writes: 
>  
> > Well...transform can do anything. ;) There's no terribly good way to 
> > model usable against others teleport, though 
>  
> Telekenesis, maybe NND. 
 
OK, I'll bite.  How? 
 
Telekinesis lets you basically exert strength at range. 
 
Teleport UAO lets you take something from /here/ and put it /there/ 
without it occupying the intervening space.  
 
I could see TK being used instead of Flight, Usable Against Others, but I 
can't see how it would let you do any of the major characteristics such as 
passing through barriers, etc.  
 
J 
 
Hostes aliengeni me abduxerent.              Jeff Johnston - jeffj@io.com 
Qui annus est?                                   http://www.io.com/~jeffj 
 
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Date: Fri, 12 Jun 1998 16:16:43 -0500 (CDT) 
From: "Tim R. Gilberg" <trgilber@hilltop.ic.edu> 
Cc: Champions News Group <champ-l@sysabend.org> 
Subject: Re: New topic: Teleportation & Usable Against Others 
Sender: owner-champ-l@sysabend.org 
 
 
> SFX: The ability to teleport someone/something to somewhere. i.e. Tport 
> someone off of a bridge so they plummet to the water, or even off of a roof. 
> Tport someone straight up that cannot fly. Tport a crate over someones head. 
> How many more ex's would you like? (no I'm not being sarcastic at all). 
 
	I'm not sure about the crate over someone's head.  That may be 
better done with an indirect EB.  The others are valid. 
 
> Side Note: Would any of you GM's allow someone with Tport UAO to Tport 
> someone into a solid object so they take damage according to that accidental 
> Tport table in the "Book". You know the one I'm referring to? 
 
	No!  This is way unbalanced.   If this is desired, take the T-Port 
UAO with a linked (dive for cover) attack. 
 
 
				-Tim Gilberg 
 
		    -"Hey!  MacLeod!  Get off of my ewe!" 
 
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Date: Fri, 12 Jun 1998 16:49:12 -0500 
From: Ross Rannells <rossrannells@worldnet.att.net> 
Reply-To: rossrannells@worldnet.att.net 
To: Palace of Dwarves <pod@avalon.net> 
CC: champ-l@sysabend.org 
Subject: Re: bases 
Sender: owner-champ-l@sysabend.org 
 
 
 
Palace of Dwarves wrote: 
 
>         In my current campaign, my PC's have a base.  They have been trying 
> to come up 
> with ideas on how to spend the points for the base.  Any suggestions for them? 
> 
>         Base presently has the following: 
>         An AI 
>         Entangle 
>         Mechanics lab 
>         Physics lab 
>         and a Disguise skill 
>         Also has a few vehicles here and there. 
 
  How about purchasing agents to protect the base 
 
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From: "David W. Salmon" <dwsalmon@earthlink.net> 
To: "Champions News Group" <champ-l@sysabend.org> 
Subject: Re: New topic: Teleportation & Usable Against Others 
Date: Fri, 12 Jun 1998 15:38:47 -0700 
X-MSMail-Priority: Normal 
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Sender: owner-champ-l@sysabend.org 
 
SFX: The ability to teleport someone/something to somewhere. i.e. Tport 
someone off of a bridge so they plummet to the water, or even off of a roof. 
Tport someone straight up that cannot fly. Tport a crate over someones head. 
How many more ex's would you like? (no I'm not being sarcastic at all). 
 
Side Note: Would any of you GM's allow someone with Tport UAO to Tport 
someone into a solid object so they take damage according to that accidental 
Tport table in the "Book". You know the one I'm referring to? 
 
Hope this helps clarify things more ... 
 
 
-----Original Message----- 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
To: David W. Salmon <dwsalmon@earthlink.net> 
Date: Friday, June 12, 1998 12:17 PM 
Subject: Re: New topic: Teleportation & Usable Against Others 
 
 
>-----BEGIN PGP SIGNED MESSAGE----- 
> 
>David W Salmon writes: 
> 
>> Why?? Well .................. 
> 
>Back up. 
> 
>Opinion: you have yet to say anything about the special effects of the 
>power in question.  Without SFX this is all moot. 
> 
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> 
>-- 
>Rat <ratinox@peorth.gweep.net>    \ Happy Fun Ball contains a liquid core, 
>PGP Key: at a key server near you! \ which, if exposed due to rupture, 
should 
>                                    \ not be touched, inhaled, or looked 
at. 
> 
 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
To: Champions <champ-l@sysabend.org> 
Subject: Re: New topic: Teleportation & Usable Against Others 
Mail-Copies-To: never 
X-No-Archive: yes 
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Organization: The Happy Fun Ball Brigade 
Date: 12 Jun 1998 18:42:42 -0400 
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Sender: owner-champ-l@sysabend.org 
 
-----BEGIN PGP SIGNED MESSAGE----- 
 
Nuncheon  writes: 
 
> Telekinesis lets you basically exert strength at range. 
 
> Teleport UAO lets you take something from /here/ and put it /there/ 
> without it occupying the intervening space. 
 
Telekenesis lets you move something from here and move it there.  It 
depends on the special effects involved. 
 
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From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
To: Champions <champ-l@sysabend.org> 
Subject: Re: New topic: Teleportation & Usable Against Others 
Mail-Copies-To: never 
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Date: 12 Jun 1998 18:47:09 -0400 
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-----BEGIN PGP SIGNED MESSAGE----- 
 
David W Salmon writes: 
 
> SFX: The ability to teleport someone/something to somewhere. i.e. Tport 
> someone off of a bridge so they plummet to the water, or even off of a 
> roof.  Tport someone straight up that cannot fly. Tport a crate over 
> someones head.  How many more ex's would you like? (no I'm not being 
> sarcastic at all). 
 
Umm... these aren't special effects, they are uses of a power, effects 
rather than special effects.  Anyway, the dropped crate is an Indirect 
Energy Blast, while the others might be TK with some advantages and 
limitations.  It depends on the special effects of the ability. 
 
> Side Note: Would any of you GM's allow someone with Tport UAO to Tport 
> someone into a solid object so they take damage according to that 
> accidental Tport table in the "Book". You know the one I'm referring to? 
 
Hell! no.  You want to do damage, buy a power that does damage. 
 
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                                    \  
 
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From: "David W. Salmon" <dwsalmon@earthlink.net> 
To: "Champions News Group" <champ-l@sysabend.org> 
Subject: Re: New topic: Teleportation & Usable Against Others 
Date: Fri, 12 Jun 1998 15:58:00 -0700 
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Sender: owner-champ-l@sysabend.org 
 
How would you model this as Transform ?? Can transform be used to "move X to 
Y" ??? Now I'm confused ... 
 
 
 
-----Original Message----- 
From: Anthony Jackson <ajackson@iii.com> 
To: David W. Salmon <dwsalmon@earthlink.net> 
Cc: Champions News Group <champ-l@sysabend.org> 
Date: Friday, June 12, 1998 12:51 PM 
Subject: Re: New topic: Teleportation & Usable Against Others 
 
 
>David W. Salmon writes: 
>> SFX: The ability to teleport someone/something to somewhere. i.e. Tport 
>> someone off of a bridge so they plummet to the water, or even off of a 
>> roof. Tport someone straight up that cannot fly. Tport a crate over 
>> someones head. How many more ex's would you like? (no I'm not being 
>> sarcastic at all). 
>> 
>> Side Note: Would any of you GM's allow someone with Tport UAO to Tport 
>> someone into a solid object so they take damage according to that 
>> accidental Tport table in the "Book". You know the one I'm referring to? 
>> 
>> Hope this helps clarify things more ... 
> 
>I am increasingly fond of removing the 'usable against others' power 
entirely 
>-- use another power.  In many cases this will be transform. 
> 
> 
 
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Date: Sat, 13 Jun 1998 09:35:38 +1000 
To: David Stallard <DBStallard@compuserve.com> 
From: Mad Hamish <h_laws@postoffice.utas.edu.au> 
Subject: Re: RPG "collectors" 
Cc: "champ-l@sysabend.org" <champ-l@sysabend.org> 
Sender: owner-champ-l@sysabend.org 
 
At 10:46 AM 6/10/98 -0400, David Stallard wrote: 
> 
>I've realized within the last year that I'm an "RPG collector".  Not to say 
>that I buy RPGs for monetary value (do RPGs ever increase in value?) 
 
Some do, you might want to see what price Harlequin as Shadowrun module 
gets. Or Deities & Demigods the first printing with Cthulu mythos. 
 
> or that I hunt down out-of-print games.... 
 
I will if they really interest me. 
 
>  What I mean is, I will buy RPGs 
>that interest me solely to read about the settings, even if I am almost 
>certain that my current group will have no interest in playing that game.  
>Sometimes, I don't even read the rules sections of these RPGs...I just read 
>about setting descriptions (which includes character types, vehicle 
>descriptions, and so forth). 
 
Generally I tend to read the whole book, in part because I find it's easier 
to see where the designers are coming from when you understand the 
mechanics a bit. 
 
>  Games I've picked up recently which would fit 
>in this category:  Fading Suns, Cyberpunk 2020, Ars Magica, and my latest 
>purchase, Deadlands.  There are others I have my eye on:  Legend of the 
>Five Rings, Waste World, and Heavy Gear, just to name a few.  Of course, I 
>only pick up games that I would like to play, so I am constantly struggling 
>over whether to stick with the current game or switch to another. 
> 
>Is anyone else out there guilty of this, or do you pretty much stick with 
>one system (presumably Hero, seeing as you're on this list) and spend your 
>available resources buying supplements for that system? 
 
There have been very few games I've bought that I haven't at least been 
considering playing, but considering the number of systems I have (D&D, 
AD&D, Earthdawn, Shadowrun, MSH, DCH, Ars Magica, World Of Darkness, 
Rolemaster, MERP, Amber, Hyborean, Elric, Warhammer frp, ...) 
 
_Maybe_ if I had discovered Hero earlier than I did (I only started playing 
it this year) I would have been more loyal to one system but when you come 
into roleplaying through D&D you can't really use the same system for other 
genres so if I wanted to play  anything else I had to buy another system. 
 
>  So far I have been 
>able to restrain my "habit" by only buying the basic rulebooks...however, 
>usually the supplements offer much more in the way of setting information 
>than the basic rulebook does, so I have been tempted (especially with 
>Fading Suns supplements...Deadlands looks like it will be the same). 
> 
>Anyway, I guess I'm just looking to see if most roleplayers like to horde 
>different systems, or if I'm somewhat unusual in this respect.  When I show 
>a new RPG to my gaming group, they just shake their heads sadly as if to 
>say that they see my addiction but don't know what to do about it.  -grin- 
 
 
 
**************************************************************************** 
The Politician's Slogan 
'You can fool all of the people some of the time and some of the people all 
of the time, but you can't fool all of the people all of the time. 
Fortunately only a simple majority is required.' 
**************************************************************************** 
 
Mad Hamish 
 
Hamish Laws 
h_laws@postoffice.utas.edu.au 
h_laws@tassie.net.au 
 
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Date: Sat, 13 Jun 1998 09:53:05 +1000 
To: champ-l@sysabend.org 
From: Mad Hamish <h_laws@postoffice.utas.edu.au> 
Subject: Re: Superhero 101 
Sender: owner-champ-l@sysabend.org 
 
>At 09:51 AM 6/9/1998 -0500, Curt Hicks wrote: 
>> 
>> 
>>Suppose you are a long established, successful superhero. 
>>For whatever reason, you're taking on an apprentice.  
>>What skills and training do you start for your apprentice ? 
>>What are the basic and less basic things that superheroes need 
>>to know or be able to do ? 
> 
I think a lot of that depends on the type of hero you are and the powers 
they have. 
 
A speedster needs different training to a mentalist or a martial artist. 
 
**************************************************************************** 
The Politician's Slogan 
'You can fool all of the people some of the time and some of the people all 
of the time, but you can't fool all of the people all of the time. 
Fortunately only a simple majority is required.' 
**************************************************************************** 
 
Mad Hamish 
 
Hamish Laws 
h_laws@postoffice.utas.edu.au 
h_laws@tassie.net.au 
 
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Date: Fri, 12 Jun 1998 18:19:40 -0700 
To: Hero Mailing List <champ-l@sysabend.org> 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Hunted... Why? 
Sender: owner-champ-l@sysabend.org 
 
   Here's an exercise in thought.  (Maybe it'll help Steve when he comes to 
the appropriate part of the Fifth Edition Rulebook, too!) 
   What are some of the reasons you can think of that a character might 
have the Hunted Disadvantage?  These are the ones I can come up with: 
 
   - Bigotry.  The character is a member of some demographic group (black, 
mutant, alien, mentalist, or whatever) that the Hunter doesn't like. 
   - Frankenstein Syndrome.  The character once built the Hunter, or vice 
versa, but the creation has turned against the creator. 
   - Law Enforcement.  The character is wanted as a criminal (whether he 
actually committed the crime or not), and law enforcement wants him. 
   - Old Enemy.  The Hunter is a criminal whom the character has repeatedly 
foiled, and wants revenge. 
   - Personal History.  The character might be a former member of organized 
crime, or otherwise have a long-standing reason that the Hunter hates the 
character. 
   - Professional Rivalries Overdone.  The Hunter wants to be better than 
the character, and is willing to go to lengths that even outstrip a 
standard Rivalry. 
   - Recruitment By Force.  The Hunter is an organization that wants to 
recruit the character, whether he wants to join or not. 
   - Stolen Equipment.  The character stole something (probably something 
technological or magical) from the Hunter, who wants it back. 
   - Technology Envy.  The stuff that the character has is better than the 
stuff that the Hunter has, and the Hunter doesn't like that one bit. 
 
   Anyone have other ideas, or bits drawn from published products? 
--- 
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, 12 Jun 1998 21:31:36 -0400 
To: champ-l@sysabend.org 
From: Joe Mucchiello <why@superlink.net> 
Subject: Re: bases 
Sender: owner-champ-l@sysabend.org 
 
At 01:45 PM 6/12/98 -0500, Palace of Dwarves wrote: 
>At 09:53 AM 6/12/98 -0400, you wrote: 
>>>         In my current campaign, my PC's have a base.  They have been 
trying  
>>> to come up  
>>> with ideas on how to spend the points for the base.  Any suggestions for 
>them?  
>>>   
>>>         Base presently has the following:  
>>>         An AI  
>>>         Entangle  
 
BTW, What do you mean by Entangle?  Long winding corridors?  A hedge maze? 
 
  Joe 
 
 
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Date: Sat, 13 Jun 1998 01:36:18 +0000 
From: Mark Lemming <icepirat@ix.netcom.com> 
To: Hero Mailing List <champ-l@sysabend.org> 
Subject: Re: Hunted... Why? 
Sender: owner-champ-l@sysabend.org 
 
Bob Greenwade wrote: 
>  
>    Here's an exercise in thought.  (Maybe it'll help Steve when he comes to 
> the appropriate part of the Fifth Edition Rulebook, too!) 
>    What are some of the reasons you can think of that a character might 
> have the Hunted Disadvantage?  These are the ones I can come up with: 
 
>    Anyone have other ideas, or bits drawn from published products? 
 
Family: I had one character hunted by his nephew for the inheritance.  I'd 
become 
        immortal, so he would of had to wait a long time for natural causes. 
 
Other family possibilities:  The white sheep of the family.  This is similar 
to  
  the frankenstein version.  Dad raises kid to be crime boss.  Kid wants to do 
  good instead.  
 
-Mark 
 
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Date: Fri, 12 Jun 1998 21:05:20 -0500 
To: Hero Mailing List <champ-l@sysabend.org> 
From: "Michael (Damon) or Peni R. Griffin" <griffin@txdirect.net> 
Subject: Re: Hunted... Why? 
Sender: owner-champ-l@sysabend.org 
 
All good ideas, and it does seem to cover it pretty well, though several of 
them can also be turned around.  In some cases a bias was shown toward the 
character being a hero -- villains can have Hunteds, too -- in other cases 
the reversal had nothing to do with a hero/villain assumption: 
 
   - Bigotry.  The character is a member of some demographic group (black, 
mutant, alien, mentalist, or whatever) that the Hunter doesn't like. 
 
+ Object of Worship.  One or more fanatical devotees have decided the 
character is the reincarnation of Buddha, or some similarly enlightened 
soul.  The character has never done anything to encourage this view, and 
desperately wishes they'd all just go and follow someone else. 
 
>   - Frankenstein Syndrome.  The character once built the Hunter, or vice 
>versa, but the creation has turned against the creator. 
 
Or the character is the monster, who's escaped, and is now hunted by its 
creator. 
 
>   - Old Enemy.  The Hunter is a criminal whom the character has repeatedly 
>foiled, and wants revenge. 
 
Or the Hunter is a hero by whom the [villain] character has been repeatedly 
foiled, and the lousy do-gooder just -- won't -- go -- away! 
 
>   - Personal History.  The character might be a former member of organized 
>crime, or otherwise have a long-standing reason that the Hunter hates the 
>character. 
 
Or the character is a former agent of law enforcement, and organized crime 
is still after him for past inconveniences he dealt them, especially now 
that he doesn't have the protection of his fellow officers. 
 
>   - Recruitment By Force.  The Hunter is an organization that wants to 
>recruit the character, whether he wants to join or not. 
 
The hunter is a wannabe member of an organization that hasn't seen fit to 
recruit him, but he dogs their every move, itching to prove himself and be 
admitted.  This Hunter would almost certainly be played for laughs. 
 
>   - Stolen Equipment.  The character stole something (probably something 
>technological or magical) from the Hunter, who wants it back. 
 
Okay, I admit this is unlikely:  the Hunter stole something from the 
character, and desperately wants to return it -- a cursed item, or the kid 
from "The Ransom of Red Chief"? 
 
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  | 
|--------------------------------------------------------------------| 
 
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Date: Fri, 12 Jun 1998 23:22:40 -0400 
To: <champ-l@sysabend.org> 
From: Joe Mucchiello <why@superlink.net> 
Subject: Re: New topic: Teleportation & Usable Against Others 
Sender: owner-champ-l@sysabend.org 
 
At 09:05 PM 6/12/98 -0700, David W. Salmon wrote: 
>Okay, I can buy the "off the bridge" thing as TK and the crate thing as 
>indirect EB. No arguments there. But can someone please explain how I would 
>use TK (as suggested) to get someone, lets say, a normal, from inside a 10 
>inch thick glass room with no exits to outside the room before their air 
>runs out. I can only see (and maybe I have blinders on) Tport with UAO to do 
>this because of the intervening barrier. Please no silly suggestions like 
>melt your way thru or break the glass. Please stick with the topic of Tport 
>with UAO vs. other power constructs. Thanks ... looking forward to your 
>responses. 
 
Fully Indirect, Ranged? 
 
The indirect EB, and TK would be in the multipower next to TPort, UAO, etc. 
 It is very power, you don't want it to cost a lot, but nonetheless, it does. 
 
  Joe 
 
 
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To: griffin@txdirect.net 
Cc: champ-l@sysabend.org 
Subject: Re: Hunted... Why? 
X-Juno-Line-Breaks: 1-3,9-11,13-15,17-19 
From: llwatts@juno.com (Leah L Watts) 
Date: Fri, 12 Jun 1998 23:59:03 EDT 
Sender: owner-champ-l@sysabend.org 
 
>>   - Stolen Equipment.  The character stole something (probably 
something 
>>technological or magical) from the Hunter, who wants it back. 
 
I ran a version of this with an alien hero of mine -- she built several 
gadgets using her native technology when she decided to take up the hero 
biz, but the government is absolutely convinced that the only way this 
new super could have gotten the blueprints was by breaking into a 
top-secret government lab (it's a long story, but the feds had samples of 
that race's tech and were studying it). 
 
>Okay, I admit this is unlikely:  the Hunter stole something from the 
>character, and desperately wants to return it -- a cursed item, or the 
kid 
>from "The Ransom of Red Chief"? 
 
Or, the Hunter is convinced that the character can't keep <insert name of 
really cool gadget/magic item> safe, and is going to "help". 
 
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: "David W. Salmon" <dwsalmon@earthlink.net> 
To: "Champions News Group" <champ-l@sysabend.org> 
Subject: Re: New topic: Teleportation & Usable Against Others 
Date: Fri, 12 Jun 1998 21:05:25 -0700 
X-MSMail-Priority: Normal 
X-MimeOLE: Produced By Microsoft MimeOLE V4.72.2106.4 
Sender: owner-champ-l@sysabend.org 
 
Okay, I can buy the "off the bridge" thing as TK and the crate thing as 
indirect EB. No arguments there. But can someone please explain how I would 
use TK (as suggested) to get someone, lets say, a normal, from inside a 10 
inch thick glass room with no exits to outside the room before their air 
runs out. I can only see (and maybe I have blinders on) Tport with UAO to do 
this because of the intervening barrier. Please no silly suggestions like 
melt your way thru or break the glass. Please stick with the topic of Tport 
with UAO vs. other power constructs. Thanks ... looking forward to your 
responses. 
 
 
Dave 
 
P.S. in case I haven't made the special effect clear yet let me try again. 
The "hero" is basically linked to another dimension thru "a freak scientific 
accident involving nuclear power and attempts at achieving warp speed". Thru 
his link he can cause a person or an object to be temporarily pulled into 
another dimension and make them re-appear at another place. He can do this 
at range and he can also tport himself this way as well. The transfer is 
instantaneous and the target may feel a slight tingling sensation and a 
brief flash of cold (no game affects to the target) when it happens. Is that 
what was being sought after as the SFX of the power? 
 
 
-----Original Message----- 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
To: Champions <champ-l@sysabend.org> 
Date: Friday, June 12, 1998 3:47 PM 
Subject: Re: New topic: Teleportation & Usable Against Others 
 
 
>-----BEGIN PGP SIGNED MESSAGE----- 
> 
>David W Salmon writes: 
> 
>> SFX: The ability to teleport someone/something to somewhere. i.e. Tport 
>> someone off of a bridge so they plummet to the water, or even off of a 
>> roof.  Tport someone straight up that cannot fly. Tport a crate over 
>> someones head.  How many more ex's would you like? (no I'm not being 
>> sarcastic at all). 
> 
>Umm... these aren't special effects, they are uses of a power, effects 
>rather than special effects.  Anyway, the dropped crate is an Indirect 
>Energy Blast, while the others might be TK with some advantages and 
>limitations.  It depends on the special effects of the ability. 
> 
>> Side Note: Would any of you GM's allow someone with Tport UAO to Tport 
>> someone into a solid object so they take damage according to that 
>> accidental Tport table in the "Book". You know the one I'm referring to? 
> 
>Hell! no.  You want to do damage, buy a power that does damage. 
> 
>-----BEGIN PGP SIGNATURE----- 
>Version: 2.6.3a 
>Charset: noconv 
> 
>iQCVAwUBNYGv7J6VRH7BJMxHAQEm/AP/a95C/WYqKwzbhLfTrxP7MtgO8H1GW9R1 
>/J9FfF+XjuH6w+GyLdk7+nNPQkWALbrkyIMDfObw4K8jchyB/TzwC1yRp9/+lgaj 
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>=64Tm 
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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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Date: Fri, 12 Jun 1998 21:14:17 -0700 (PDT) 
From: Dale Ward <daleaward@rocketmail.com> 
Subject: Re: bases 
To: champ-l@sysabend.org 
Sender: owner-champ-l@sysabend.org 
 
Greetings, 
 
---"K. Ulstein"  wrote: 
> 
> On Thu, 11 Jun 1998, Palace of Dwarves wrote: 
> > 
> >        In my current campaign, my PC's have a base.  They have been trying 
> >to come up 
> >with ideas on how to spend the points for the base.  Any suggestions for 
them? 
 
[SNIP] 
 
> One last thing. don't forget the kitchen! 8p 
 
      I would also suggest ample sanitary facilities, segregated by gender and 
species as applicable. 
 
      You have no idea what a pain it is to rearrange your superhero costume 
when you have a line of impatient teammates banging on the bathroom door! 
 
      "Hey, Hulk! Don't forget to light a match, dude!" 
 
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: Fri, 12 Jun 1998 21:47:41 -0700 (PDT) 
From: Dale Ward <daleaward@rocketmail.com> 
Subject: Re: New topic: Teleportation & Usable Against Others 
To: champ-l@sysabend.org 
Sender: owner-champ-l@sysabend.org 
 
Greetings, 
 
---"Robert A. West"  wrote: 
> 
> Dale Ward wrote: 
> >  
> > ---"Robert A. West"  wrote:[in reply to Filksinger] 
>  
[SNIP] 
> Your reasoning does not apply to this case. 
>  
> You are correct that, if an advantage and an intrinsic add-on have  
> exactly the same effect, and were both usable, then one of them  
> is redundant.  This is explicitly resolved in the case of Increased  
> Maximum Range.  It is implicitly resolved in the case of Area Effect,  
> because it is almost never profitable to use the Advantage on a power  
> that already has a way to increase its radius. 
>  
> In this case, the Advantage and the intrinsic add-on have different  
> effects, as can be seen from the following examples, all of which are  
> valid powers. 
>  
> a) 20	5" Teleportation x4 mass 
> b) 40	5" Teleportation x4 mass UAO(+1) 
> c) 45	5" Teleportation x4 mass UAO(+1 1/4) 
> d) 50	5" Teleportation x4 mass UAO(+1 1/2) 
>  
[SNIP] 
 
      I now realize where I went wrong in my logic, Robert.  Even though the 
discussion concerns the "Usable AGAINST Others" Advantage, I completely 
ignored the possibility that the target might be unwilling AND that the PC 
might not want to go along for the ride! 
      I blame long hours and lack of sleep. 
 
      Plus the fact that I haven't seen my HSR book in several years and am 
doing this all from a somewhat sieve-like memory. 
 
      Thanks for explaining so patiently. 
 
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: Fri, 12 Jun 1998 21:59:35 -0700 
From: Captain Spith <cptspith@teleport.com> 
Reply-To: cptspith@teleport.com 
Organization: Satan's Children 
To: champ-l@sysabend.org 
Subject: Re: Hunted... Why? 
Sender: owner-champ-l@sysabend.org 
 
Eric Chaves wrote: 
 
> How about Fan Worship.  Hunter is obsesivly stalking the hero. 
 
   "Oh, no!  it's ... it's FANBOY!  Run!  Run for your sanity!" 
 
 
--  
  -Capt. Spith 
   Savior of Humanity 
   Secular Messiah 
 
 
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Date: Fri, 12 Jun 1998 22:06:25 -0700 
From: Chad Riley <chadriley01@m7.sprynet.com> 
Reply-To: chadriley01@sprynet.com 
Organization: None 
To: Palace of Dwarves <pod@avalon.net> 
CC: champ-l@sysabend.org 
Subject: Re: bases 
Sender: owner-champ-l@sysabend.org 
 
 
 
Palace of Dwarves wrote: 
 
>         In my current campaign, my PC's have a base.  They have been trying 
> to come up 
> with ideas on how to spend the points for the base.  Any suggestions for them? 
> 
>         Base presently has the following: 
>         An AI 
>         Entangle 
>         Mechanics lab 
>         Physics lab 
>         and a Disguise skill 
>         Also has a few vehicles here and there. 
 
Trophy room. 
Danger Room. 
Garage. 
Spare Bedrooms/Guestsrooms. 
I really like the Garden Idea. 
Rec Room. 
 
Definately a meeting room or two... 
 
 
 
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To: champ-l@sysabend.org 
Date: Sat, 13 Jun 1998 00:20:26 -0500 
Subject: Re: CHAR: Dr. Manhattan 
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From: dwtoomey@juno.com (David W Toomey) 
Sender: owner-champ-l@sysabend.org 
 
 
On Sat, 13 Jun 1998 18:49:52 -0300 (ADT) Trevor Barrie <tbarrie@ibm.net> 
writes: 
>On Sat, 13 Jun 1998, Michael Surbrook wrote: 
> 
> > > DR. MANHATTAN 
>> > > (Jon Osterman) 
>> > >  
>> > > Val	CHA	Cost	Roll	Notes 
>> > > 75	STR	65	24-	800 tons; 15d6 
>> >  
>> > I don't know that he ever displays great physical strength, except  
>when 
>> > he's grown to immense size. (But then, why would he need to?) 
>>  
>> Actually he does.  In Chapter 1, when Rorschach is in his lab, we  
>see him 
>> casually lift some immense machine while Rorschach and Silk Spectre  
> 
>So he does. Seems a bit out of character, though. 
 
Perhaps he's put his VPP on 75 Str TK, no range, Invis Power Effects? 
 
I know, thats not what his DC writeup says, but they got it wrong, IMHO. 
 
 
David W Toomey 
dwtoomey@juno.com 
 
_____________________________________________________________________ 
You don't need to buy Internet access to use free Internet e-mail. 
Get completely free e-mail from Juno at http://www.juno.com 
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Date: Fri, 12 Jun 1998 21:39:53 -0800 
To: champ-l@sysabend.org 
From: Eric Chaves <rambler@sowest.net> 
Subject: Re: Hunted... Why? 
Sender: owner-champ-l@sysabend.org 
 
>   Here's an exercise in thought.  (Maybe it'll help Steve when he comes to 
>the appropriate part of the Fifth Edition Rulebook, too!) 
>   What are some of the reasons you can think of that a character might 
>have the Hunted Disadvantage?  These are the ones I can come up with: 
 
How about Fan Worship.  Hunter is obsesivly stalking the hero. 
 
 
 
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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Date: Sat, 13 Jun 1998 06:57:32 -0400 (EDT) 
From: Michael Surbrook <susano@access.digex.net> 
cc: "champ-l@sysabend.org" <champ-l@sysabend.org> 
Subject: Re: RPG "collectors" 
Sender: owner-champ-l@sysabend.org 
 
On Sat, 13 Jun 1998, Mad Hamish wrote: 
 
> At 10:46 AM 6/10/98 -0400, David Stallard wrote: 
> > 
> >I've realized within the last year that I'm an "RPG collector".  Not to say 
> >that I buy RPGs for monetary value (do RPGs ever increase in value?) 
>  
> Some do, you might want to see what price Harlequin as Shadowrun module 
> gets. Or Deities & Demigods the first printing with Cthulu mythos. 
 
Heh.  I got 75$ for mine!  It was in near mint condition too.  And then I 
found a copy (with out the Cthulu mythos( at the local librabry for 50 
cents! 
 
*************************************************************************** 
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *  
*               Michael Surbrook / susano@access.digex.net                *  
*        Visit "Surbrook's Stuff' the Hero Games resource site at:        *    
*              http://www.access.digex.net/~susano/index.html             * 
*            Attacked Mystification Police / AD Police / ESWAT            * 
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*************************************************************************** 
 
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Date: Sat, 13 Jun 1998 07:04:19 -0400 (EDT) 
From: Michael Surbrook <susano@access.digex.net> 
X-Sender: susano@access4.digex.net 
Reply-To: Michael Surbrook <susano@access.digex.net> 
cc: Champions Mailing List <champ-l@sysabend.org> 
Subject: RE: Feedback on power set wanted 
Sender: owner-champ-l@sysabend.org 
 
On Fri, 12 Jun 1998, Dave Mattingly wrote: 
 
> Nuncheon wrote: 
> > > For 'regenerate lost limbs' you might also ponder Extra Limbs, Variable 
> > > SFX, trigger: when limb is lost, only to replace lost limb.  In 
> > > conjunction with the BODY regen, this should handle the 'arm getting 
> > > chopped off/growing back' thing fairly well. 
 
> Mike Surbrook replied: 
> >Hmm... that sounds faintly abusive and/or illegal.  This also doesn't give 
> >any BODY back, which is what the Aid does as well. 
>  
> With all the Regeneration you've given, why would you need an extra BODY 
> aid? And I think the construction is perfectly reasonable, but then, I've 
> already done something similar. Check http://www.haymaker.org/haym07c.html 
> for lots of Extra Limbs tricks. 
 
Because the Wu can regenerate severe trauma but usually can't regrow a 
lost limb *that* fast.  Usually the Wu has to find his lost limb and stick 
it back on before it will reattach.  Also, after the huge argument (of 
sorts) over Regen affecting lost limbs, I decided to go with 'no, Regen 
does not grow back lost limbs'. 
 
Also, the Extra limbs trick sounds like using one power to duplicate the 
effects of another. 
  
> Nuncheon wrote: 
> > > I don't remember if the Wu had the ability to control their severed 
> > limbs 
> > > - it seems possible/likely but I honestly don't recall.  You might want 
> > to 
> > > look into this possibility as well. 
> >  
> Mike Surbrook asked: 
> >They can, which brings up the next question... who would you define 
> >*that* ability?  Indirect TK? 
>  
> That's how I do it, mostly. Fully Indirect TK (with the Feedback -1 
> limitation) and Fully Indirect Stretching. Also, 75% Damage Reduction, only 
> when enough BODY is taken to sever a limb (-2). The special effect is that 
> the limb detaches before getting severed, so it doesn't hurt. Any attack 
> powerful enough to cut off a limb just knock it off harmlessly instead. 
> Another power trick is Desolid, not versus STUN-only attacks. By willfully 
> dispersing his entire body, any attacks which do even 1 BODY pass harmlessly 
> though Jigsaw's body with a splash. 
 
Feedback Limitation from where?  Forcewall?  As to the Damage Reduction, 
the Wu still takes damage when the limb is severed.   
 
*************************************************************************** 
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *  
*               Michael Surbrook / susano@access.digex.net                *  
*        Visit "Surbrook's Stuff' the Hero Games resource site at:        *    
*              http://www.access.digex.net/~susano/index.html             * 
*            Attacked Mystification Police / AD Police / ESWAT            * 
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*************************************************************************** 
 
 
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Date: Sat, 13 Jun 1998 07:08:10 -0400 (EDT) 
From: Michael Surbrook <susano@access.digex.net> 
cc: Champions Mailing List <champ-l@sysabend.org> 
Subject: Re: Feedback on power set wanted 
Sender: owner-champ-l@sysabend.org 
 
On Fri, 12 Jun 1998, Dr. Nuncheon wrote: 
 
> On Fri, 12 Jun 1998, Michael Surbrook wrote: 
> > On Fri, 12 Jun 1998, Dr. Nuncheon wrote: 
> >   
> > > For 'regenerate lost limbs' you might also ponder Extra Limbs, Variable 
> > > SFX, trigger: when limb is lost, only to replace lost limb.  In 
> > > conjunction with the BODY regen, this should handle the 'arm getting 
> > > chopped off/growing back' thing fairly well. 
> >  
> > Hmm... that sounds faintly abusive and/or illegal.  This also dosn't give 
> > any BODY back, which is what the Aid does as well. 
>  
> Well, it /is/ a bit unusual, yes.   The regaining of the BODY is of course 
> done via the (rather significant) Regeneration power - if you like, add on 
> the minor limit 'limb unusable until BODY damage is healed'. 
>  
> As to whether it's abusive - well, the HERO mechanics for chopping bits 
> off are pretty sketchy, and it's unclear whether regeneration would/should 
> heal those types of wounds anyway. 
 
Right which is why I but the Aid.  Actually, I've used variations on Aid 
before to simulate this sort of power.  Ryoko (Tenchi Muyo) and Piccolo 
(Dragonball Z) both have the ability to instantly regrow lost limbs, which 
I felt was an application of Aid. 
  
> I'll agree it seems very cheap, though, which is why I'd much prefer the 
> Fuzion regen options (and I hope they're in Hero5...) 
 
Steve Long is on the List, may be he'll give us a hint. 
  
> Here's an idea:  xd6 cumulative Transform, from Wu with missing limb to Wu 
> with full complement of limbs.  Season with advantages and limitations to 
> taste - I'd suggest 0 End Persistent Uncontrolled. 
 
Sorry, read the last sentance of Transformation Attack: "Transforms cannot 
be used by the character to change himself: USe Shapeshift for this." 
   
> > > I don't remember if the Wu had the ability to control their severed limbs 
> > > - it seems possible/likely but I honestly don't recall.  You might want to 
> > > look into this possibility as well. 
> >  
> > They can, which brings up the next question... who would you defince 
> > *that* ability?  Indirect TK? 
>  
> Probably I'd use Indirect Stretching, since the limbs are still 'part' of 
> the character.  Another possibility is Indirect TK, OIF Severed Limb, 
> since attacks on the severed limb shouldn't hurt the Wu directly. 
 
Hey!  I like that power!  Thanks for the suggestion! 
 
*************************************************************************** 
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *  
*               Michael Surbrook / susano@access.digex.net                *  
*        Visit "Surbrook's Stuff' the Hero Games resource site at:        *    
*              http://www.access.digex.net/~susano/index.html             * 
*            Attacked Mystification Police / AD Police / ESWAT            * 
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*************************************************************************** 
 
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Date: Sat, 13 Jun 1998 07:15:41 -0400 (EDT) 
From: Michael Surbrook <susano@access.digex.net> 
cc: Champions Mailing List <champ-l@sysabend.org> 
Subject: Re: CHAR: Dr. Manhattan 
Sender: owner-champ-l@sysabend.org 
 
On Thu, 11 Jun 1998, Trevor Barrie wrote: 
 
> On Thu, 11 Jun 1998, Michael Surbrook wrote: 
>  
> > DR. MANHATTAN 
> > (Jon Osterman) 
> >  
> > Val	CHA	Cost	Roll	Notes 
> > 75	STR	65	24-	800 tons; 15d6 
>  
> I don't know that he ever displays great physical strength, except when 
> he's grown to immense size. (But then, why would he need to?) 
 
Actually he does.  In Chapter 1, when Rorschach is in his lab, we see him 
casually lift some immense machine while Rorschach and Silk Spectre II 
talk. 
  
> > 35	DEX	75	16-	OCV: 12 / DCV: 12 
> > 40	CON	60	17-	 
> > 20	BODY	20	13- 
>  
> Seem kind of high, too. Me, I'd be inclined to make his physical stats 
> more normal, but bump his VPP up another hundred or two points. 
>  
> If you wanted to be really ambitious, you could try to come up with a 
> mechanic to represent the fact that his physical body is apparently 
> largely irrelevant. (He had it completely annihilated twice, but rebuilt 
> it.) 
 
As I said in the text of his write up, the Doctor's stats are based off 
ofthe DC Heroes character sheet.  Myself, I don't see the really high DEX 
(but I can buy the SPD).  Dr. Manhattan is very hard to quantify 
physically. 
  
> > 50	INT	40	19-	PER Roll 19- 
>  
> Did the accident actually increase his intelligence? 
 
Possibly.  But, INT isn't so much a measure of 'smarts' as fast thinking. 
He can watch neutrinos at play, he needs a pretty good INT to process that 
sort of data. 
  
> > 23	EGO	26	14-	ECV: 8 
> > 30	PRE	20	15-	PRE Attack: 6d6 
>  
> This may actually be too low. 
 
Hmm... dunno.  This is the base Doctor, it doesn't count what happens when 
he grows to 60 plus feet high (or melts a tank). 
  
> > 67	Temporal Consciousness: Clairsentience: Sight, Hearing, 
> > 	Precognitive, 0 END (+1/2) 
>  
> Postcognitive, too, but since it apparently only lets him see what he  
> personally experienced (or will experience), Eidetic Memory probably 
> covers that aspect. OTOH, I'd add Persistent and Always On. 
 
Hmm... good point.  He shoould have that added.  I knew I was punching in 
the html code a little too soon... ^_^ 
  
> Actually, given that he can still be surprised (he just knows he's going 
> to be surprised:)), I'd be tempted to just brush off his precognition as 
> a special effect... but he does use it to useful effect on occasion, so 
> I suppose it needs to be written up. 
 
Yup. 
  
> > 150+	Disadvantages 
> > 15	DNPC: Laurel Jane Juspeczyk (aka Silk Spectre II) 14- 
> > 20	Distinctive Features: Nude blue human 
> > 15	Physical Limitation: All actions are predetermined 
>  
> I'd write this up as a Psychological Limitation. After all, the only 
> difference between Manhattan and everybody else is that he _knows_ his 
> actions are predetermined. 
 
Yes, but he can't use an EGO roll to do something *not* predetermined, now 
can he? 
 
*************************************************************************** 
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *  
*               Michael Surbrook / susano@access.digex.net                *  
*        Visit "Surbrook's Stuff' the Hero Games resource site at:        *    
*              http://www.access.digex.net/~susano/index.html             * 
*            Attacked Mystification Police / AD Police / ESWAT            * 
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*************************************************************************** 
 
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Date: Sat, 13 Jun 1998 07:18:09 -0400 (EDT) 
From: Michael Surbrook <susano@access.digex.net> 
cc: Champions Mailing List <champ-l@sysabend.org> 
Subject: Re: CHAR: Cpt Metropolis 
Sender: owner-champ-l@sysabend.org 
 
On Thu, 11 Jun 1998, Trevor Barrie wrote: 
 
> On Mon, 8 Jun 1998, Michael Surbrook wrote: 
>  
> > 15	Secret ID: Nelson Gardner; Homosexual 
>  
> Being homosexual should be good for a Distinctive Features, above and 
> beyond the standard Secret ID that most all of the Minuteman have. 
 
How is it a DF?  A DF is something most people can spot just by looking at 
you.  Unless you're a cliche-ridden Hollywood homosexual with a limp-wrist 
and a lisp, no one's going to point at you and say "Look!  He's gay!". 
Hero does need something like GURPS Social Stigma disad (or an expansion 
of Secret ID to something like GURPS Secret or DC Heroes 'Dark Secret') 
 
*************************************************************************** 
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *  
*               Michael Surbrook / susano@access.digex.net                *  
*        Visit "Surbrook's Stuff' the Hero Games resource site at:        *    
*              http://www.access.digex.net/~susano/index.html             * 
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*************************************************************************** 
 
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Date: Sat, 13 Jun 1998 07:47:34 -0400 (EDT) 
From: Michael Surbrook <susano@access.digex.net> 
To: Champions Mailing List <champ-l@sysabend.org> 
Subject: CHAR: Rorschach 
Sender: owner-champ-l@sysabend.org 
 
"Because there is good and evil, and evil must be punished.   
Even in the face of Armageddon I shall not compromise on this." 
 
RORSCHACH 
(Joseph Walter Kovacs) 
 
Val	CHA	Cost	Roll	Notes 
20	STR	10	13-	400kg; 4d6 
18	DEX	24	13-	OCV: 6 / DCV: 6 
18	CON	16	13-	 
12	BODY	4	11-	 
20	INT	10	13-	PER Roll 13- 
20	EGO	20	13-	ECV: 7 
30	PRE	30	15-	PRE Attack: 6d6 
8	COM	-1	11-	 
10	PD	6		Total: 10 PD 
8	ED	4		Total: 8 ED 
4	SPD	12		Phases: 3, 6, 9, 12 
8	REC	0		 
36	END	0		 
30	STUN	-1		 
Total Characteristics Cost: 134 
 
Movement:	Running: 6" / 12" 
		Swimming: 2" / 4" 
 
Cost	Powers & Skills 
Combat Training: 
5	Combat Skill Levels: +1 with HTH 
6	Combat Skill Levels: +2 with Martial Arts 
	Martial Art: Boxing / Dirty Infighting 
	Maneuver	OCV	DCV	Damage 
4	Block		+2	+2	Block AbortAbort 
4	Cross		+0	+2	6d6 Strike 
4 	Disarm		-1	+1	30 STR Disarm 
5 	Hook/Roundhouse	-2	+1	8d6 Strike 
5 	Jab		+1	+3	4d6 Strike 
4 	Kidney Blow	-2	+0	1/2d6 HKA (2DC) 
4 	Low Blow	-1	+1	2d6 NND (1) 
 
Equipment: 
22	Grapple Gun Multipower: 45 Point Pool, OAF (-1) 
1	u - Grapple and Line: +5 to Climbing Roll 
2	u - Grapple: RKA, 2d6, +1 Stun (+1/2), Reduced Penetration (-1/4), 
	One Charge, Recoverable (-1 1/4) 
 
Background Skills: 
2	Contact: Happy Harry's (a bar) 11- 
3	Talent: Resistance: +3 to EGO (18- Total) 
3	Acrobatics 13- 
3	AK: New York 13- 
3	Climbing 13- 
3	Deduction 13- 
3	Interrogation 15- 
2	KS: Law 11- 
3	KS: Literature 13- 
2	KS: Police Procedure 11- 
3	KS: Religion and Religious theory 13- 
3	Lockpicking 13- 
2	PS: Garment Worker 11- 
3	Security Systems 13- 
3	Stealth 13- 
3	Streetwise 15- 
1	TF: Hover Bike 
111	Total Powers & Skills Cost 
245	Total Character Cost 
 
100+	Disadvantages 
10	Distinctive Features: Monotone voice and awful smell (C) 
15	Hunted: New York Police (MoPow, NCI, LimGeo) 8- 
20	Normal Characteristic Maxima 
	Psychological Limitation: 
20	No compromise, not even in the face of Armageddon (VC, T) 
15	Violent treatment of criminals (C, S) 
10	Paranoia 
15	Reputation: Violent and crazy crimefighter (Ext) 11- 
15	Secret ID: Joseph Walter Kovacs 
25	Experience 
245	Total Disadvantage Points 
 
Designers Notes: 
Born Joseph Walter Kovacs, Rorschach is the terror of the underworld.  He 
is the last unsanctioned masked vigilante, patrolling the streets of New 
York.  Rorschach was born in 1940, to Sylvia Joanna Kovacs, a small time 
prostitute.  His early environment was a violent one, which greatly 
influenced his world view an attitude towards women and criminals.  He 
spent a great deal of his later childhood (ages 11 to 16) in state care, 
finally being released in 1956 to take employment as a garment worker. 
Kovacs became Rorschach in 1964 after the rape and murder of Kitty 
Genovese (a 'real world' incident').  A death witnessed by more than 40 
neighbors, none of whom did anything to help.  After reading about her 
death in the newspaper, Kovacs went home and "...made a face I could bear 
to look at in the mirror."   
 
After developing the Rorschach persona, Kovacs went on to fight crime in 
his own, violent way.  He teamed up with Nite Owl II in 1965, fighting 
street gangs and taking down such personalities as the Big Figure and the 
Underboss.  In 1975, Rorschach investigated the kidnapping of six year old 
Blair Roche.  What he discovered drove him over the edge, causing him to 
truly develop his Rorschach persona to the point where Rorschach spoke in 
a flat monotone and upped his already violent treatment of criminals. 
Rorschach remained active after the passage of the Keene Act in 1977 and 
finally met his end at the hands of Dr. Manhattan in 1985. 
 
Description: 
Rorschach is short and wiry, with reddish hair and an 'ugly' freckled 
face.  He is very strong for his sizeand keeps himself in excellent 
physical shape.  It seems that Rorschach doesn't bathe very often (Silk 
Spectre II comments on his smell) instead dousing himself with cologne 
every so often.   
 
When dressed as Rorschach, Kovacs wears a dark purple pinstriped suit, a 
brown trnch coat, long white scarf, black gloves and a brown fedora.  He 
also has his 'face', a mask consisting of a black, viscous fluid between 
two layers of white laytex.  This mask gives Rorschach's face the 
appearence of a Rorschach ink blot... hence his name. 
 
Powers Notes: 
When dealing with Rorschach there are three things one must remember about 
him.  He is very strong, very smart and very scary.  Records indicate that 
he was an accomplished amateur boxer and gymnast.  He is also highly 
intelligent and very literate.  Finally, Rorschach terrifies many people, 
especially the underworld community.  He is very hard to scare or impress 
and not even Dr. Manhattan can give him pause. 
 
Most of Rorschach's skills and powers are pretty easy to understand.  His 
only unusual item is a gas-powered grappling gun, made for him by Nite Owl 
II.  It fires small grappling hook with a line attached, and Rorschach has 
used to to climb upwards of 25 story buildings.  He has also used it as a 
weapon, shooting a police officer and fracturing the man's sternum despite 
the officer's armored vest. 
 
Disadvantages Notes: 
Most of Rorschach's disads are pretty easy to understand.  He's wanted by 
the police for two murders (one of the man who kidnapped Blair Roche) the 
other of a multiple-rapist.  It's Rorschach's psyche that needs a bit of 
explaining.  The quote that heads this character sheet, and the quote 
given in his psych lims defines an important aspect of Rorschach's 
character.  No one is above the law.  Ozymandias kills 3 million people in 
order to save the world from nuclear armageddon.  A feat so 'big' that 
everyone else realizes that can't say anything or else doom the world. 
Rorschach, on the other hand, cannot let these deaths go unavenged and 
refuses to go along.  He will see justice done, even if it means the end 
of the world.   
 
Rorschach is very violent in his treatment of the 'criminal element'.  His 
preffered method of gaining information is to go into cheap bars and start 
hurting people.  He kills a multiple rapist, burns to death a murderer and 
drops the masochistic Captain Carnage dowen an elevator shaft.  Finally, 
Rorschach is more than a bit paranoid.  He is suspicious of everyone and 
will create highly improbile motives for certain events (such as 
suspecting Nite Owl I of killing the Comedian). 
 
(Rorshach created by Alan Moore and Dave Gibbons, character sheet created 
by Michael Surbrook) 
 
*************************************************************************** 
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *  
*               Michael Surbrook / susano@access.digex.net                *  
*        Visit "Surbrook's Stuff' the Hero Games resource site at:        *    
*              http://www.access.digex.net/~susano/index.html             * 
*            Attacked Mystification Police / AD Police / ESWAT            * 
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark * 
*************************************************************************** 
 
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Date: Sat, 13 Jun 1998 07:58:00 -0600 
From: Curtis Gibson <mhoram@relia.net> 
To: champ-l@sysabend.org 
Subject: Re: CHAR: Cpt Metropolis 
Sender: owner-champ-l@sysabend.org 
 
Michael Surbrook wrote: 
>  
> On Thu, 11 Jun 1998, Trevor Barrie wrote: 
>  
> > On Mon, 8 Jun 1998, Michael Surbrook wrote: 
> > 
> > > 15  Secret ID: Nelson Gardner; Homosexual 
> > 
> > Being homosexual should be good for a Distinctive Features, above and 
> > beyond the standard Secret ID that most all of the Minuteman have. 
>  
> How is it a DF?  A DF is something most people can spot just by looking at 
> you.  Unless you're a cliche-ridden Hollywood homosexual with a limp-wrist 
> and a lisp, no one's going to point at you and say "Look!  He's gay!". 
> Hero does need something like GURPS Social Stigma disad (or an expansion 
> of Secret ID to something like GURPS Secret or DC Heroes 'Dark Secret') 
>  
In this particular case we have always made a slight adjustment to 
Secret ID. Under DF it says you can take it more than once if you have 
two very diffent DFs. We treat the Secret ID that way... two major 
secrets that have to be covered up diffently warrent two Secret IDs... 
 
Just a thought 
--  
Do not meddle in the affairs of Wizards, 
   for they are subtle and quick to anger. -J R R Tolkien 
No matter how subtle the Wizard, 
   a knife between the shoulderblades will seriously cramp his style. -S 
Brust 
 
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From: "David W. Salmon" <dwsalmon@earthlink.net> 
To: "Champions News Group" <champ-l@sysabend.org> 
Subject: Re: Hunted... Why? 
Date: Sat, 13 Jun 1998 09:47:00 -0700 
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How about the person just saw something they shouldn't have ... 
 
 
 
-----Original Message----- 
From: Bob Greenwade <bob.greenwade@klock.com> 
To: Hero Mailing List <champ-l@sysabend.org> 
Date: Friday, June 12, 1998 6:22 PM 
Subject: Hunted... Why? 
 
 
>   Here's an exercise in thought.  (Maybe it'll help Steve when he comes to 
>the appropriate part of the Fifth Edition Rulebook, too!) 
>   What are some of the reasons you can think of that a character might 
>have the Hunted Disadvantage?  These are the ones I can come up with: 
> 
>   - Bigotry.  The character is a member of some demographic group (black, 
>mutant, alien, mentalist, or whatever) that the Hunter doesn't like. 
>   - Frankenstein Syndrome.  The character once built the Hunter, or vice 
>versa, but the creation has turned against the creator. 
>   - Law Enforcement.  The character is wanted as a criminal (whether he 
>actually committed the crime or not), and law enforcement wants him. 
>   - Old Enemy.  The Hunter is a criminal whom the character has repeatedly 
>foiled, and wants revenge. 
>   - Personal History.  The character might be a former member of organized 
>crime, or otherwise have a long-standing reason that the Hunter hates the 
>character. 
>   - Professional Rivalries Overdone.  The Hunter wants to be better than 
>the character, and is willing to go to lengths that even outstrip a 
>standard Rivalry. 
>   - Recruitment By Force.  The Hunter is an organization that wants to 
>recruit the character, whether he wants to join or not. 
>   - Stolen Equipment.  The character stole something (probably something 
>technological or magical) from the Hunter, who wants it back. 
>   - Technology Envy.  The stuff that the character has is better than the 
>stuff that the Hunter has, and the Hunter doesn't like that one bit. 
> 
>   Anyone have other ideas, or bits drawn from published products? 
>--- 
>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, 13 Jun 1998 13:03:11 -0400 (EDT) 
From: Michael Surbrook <susano@access.digex.net> 
To: Curtis Gibson <mhoram@relia.net> 
cc: champ-l@sysabend.org 
Subject: Re: CHAR: Cpt Metropolis 
Sender: owner-champ-l@sysabend.org 
 
On Sat, 13 Jun 1998, Curtis Gibson wrote: 
 
> > > > 15  Secret ID: Nelson Gardner; Homosexual 
> > > 
> > > Being homosexual should be good for a Distinctive Features, above and 
> > > beyond the standard Secret ID that most all of the Minuteman have. 
> >  
> > How is it a DF?  A DF is something most people can spot just by looking at 
> > you.  Unless you're a cliche-ridden Hollywood homosexual with a limp-wrist 
> > and a lisp, no one's going to point at you and say "Look!  He's gay!". 
> > Hero does need something like GURPS Social Stigma disad (or an expansion 
> > of Secret ID to something like GURPS Secret or DC Heroes 'Dark Secret') 
> >  
> In this particular case we have always made a slight adjustment to 
> Secret ID. Under DF it says you can take it more than once if you have 
> two very diffent DFs. We treat the Secret ID that way... two major 
> secrets that have to be covered up diffently warrent two Secret IDs... 
 
That's not a bad idea.  Secret ID could become just 'Secret' and be used 
for assorted disads like that.  When adapting the Wildcards characters I 
used Secret ID for a variety of things.  Homosexual and Fromer Spy were 
two. 
 
*************************************************************************** 
* "'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: Sat, 13 Jun 1998 10:21:09 -0700 
To: "Champions News Group" <champ-l@sysabend.org> 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Hunted... Why? 
Sender: owner-champ-l@sysabend.org 
 
At 09:47 AM 6/13/1998 -0700, David W. Salmon wrote: 
>How about the person just saw something they shouldn't have ... 
 
   Knows Too Much.... good addition!  :-] 
   (I unfortunately lost some of the other responses due to a snafu with 
the mailing system, but I'll try to catch up with them as I can....) 
--- 
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, 13 Jun 1998 12:24:34 -0500 (CDT) 
From: "Dr. Nuncheon" <jeffj@io.com> 
To: Stainless Steel Rat <ratinox@peorth.gweep.net> 
cc: Champions <champ-l@sysabend.org> 
Subject: Re: New topic: Teleportation & Usable Against Others 
Sender: owner-champ-l@sysabend.org 
 
On 12 Jun 1998, Stainless Steel Rat wrote: 
 
> Nuncheon  writes: 
>  
> > Telekinesis lets you basically exert strength at range. 
>  
> > Teleport UAO lets you take something from /here/ and put it /there/ 
> > without it occupying the intervening space. 
>  
> Telekenesis lets you move something from here and move it there.  It 
> depends on the special effects involved. 
 
Strength lets you pick up something form here and carry it over there. 
Depending on the SFX, does that mean I should be able to carry it through 
walls?  Somehow I don't think so. 
 
There is no mechanism in the HERO system for letting Telekinesis teleport 
objects.  You can't use Telekinesis to move a box through a wall (unless 
there's an open window or some other gap in the wall that will let the box 
through.) 
 
J 
 
Hostes aliengeni me abduxerent.              Jeff Johnston - jeffj@io.com 
Qui annus est?                                   http://www.io.com/~jeffj 
 
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From: "Melinda and Steven Mitchell" <mdmitche@advicom.net> 
To: "Hero Mail List" <champ-l@sysabend.org> 
Subject: Hunted... Why? 
Date: Sat, 13 Jun 1998 13:29:04 -0500 
X-MSMail-Priority: Normal 
Sender: owner-champ-l@sysabend.org 
 
Bob Greenwade writes: 
>   Here's an exercise in thought.  (Maybe it'll help Steve when he comes 
to 
>the appropriate part of the Fifth Edition Rulebook, too!) 
>   What are some of the reasons you can think of that a character might 
>have the Hunted Disadvantage?  These are the ones I can come up with: 
 
Group Hunted:  From the hunter's point of view, Guilt by Association.  
"Anyone tries to help Robin Hood, they're on my list too."   
 
This is really just a way to give every character the same Hunted--useful 
for those GMs, like me, who really don't want to try to involve a variety 
of hunters.  Set the point value based on how often the characters will 
offend people who can do something about it.  Heck, I don't even specify 
the group hunted when the character is created, and I don't feel bad about 
changing it during the game.  The players always manage to offend villians 
in far more interesting ways after the game starts.  Also, the GM can 
prohibit the use of other Hunted except for when the PC conception just 
demands it.   
 
Steven Mitchell 
mdmitche@advicom.net 
 
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Date: Sat, 13 Jun 1998 14:29:06 -0400 (EDT) 
From: Michael Surbrook <susano@access.digex.net> 
To: Champions Mailing List <champ-l@sysabend.org> 
Subject: Re: Feedback on power set wanted 
Sender: owner-champ-l@sysabend.org 
 
On Sat, 13 Jun 1998, qts wrote: 
 
> On Fri, 12 Jun 1998 12:25:16 -0400 (EDT), Michael Surbrook wrote: 
>  
> >That said, I'm looking for feedback on a power set I'm developing for a 
> >being called a 'Wu'.  A Wu is a human (or similar creature) that has had 
> >it's soul removed from its body.  
>  
> Wouldn't the Spirit Rules be an almost perfect fit here? 
 
I'm trying to write up the material using just the HSR, not the Almanacs. 
Besudes, I don't care much for the Spirit Rules.  They seem overly complex 
for what should be a simple task. 
 
*************************************************************************** 
* "'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: "Champions Mailing List" <champ-l@sysabend.org&> 
        "Michael Surbrook" <susano@access.digex.net> 
Date: Sat, 13 Jun 98 19:01:33  
Reply-To: "qts" <qts@nildram.co.uk> 
Subject: Re: Feedback on power set wanted 
Sender: owner-champ-l@sysabend.org 
 
On Fri, 12 Jun 1998 12:25:16 -0400 (EDT), Michael Surbrook wrote: 
 
>That said, I'm looking for feedback on a power set I'm developing for a 
>being called a 'Wu'.  A Wu is a human (or similar creature) that has had 
>it's soul removed from its body.  
 
Wouldn't the Spirit Rules be an almost perfect fit here? 
qts 
 
Home: qts@nildram.co.uk. 


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