Digest Archives Vol 1 Issue 102

From: owner-champ-l-digest@sysabend.org 
Sent: Monday, December 21, 1998 12:43 AM 
To: champ-l-digest@sysabend.org 
Subject: champ-l-digest V1 #102 
 
 
champ-l-digest        Monday, December 21 1998        Volume 01 : Number 102 
 
 
 
In this issue: 
 
    Re: Fwd:  The Twelve Days of Chri... 
    Re: Teleporting Others 
    Re: Snuffalarian Horn 
    Re: range of success 
    Re: range of success 
    Re: Time Stop 
    Re: Re: I thought you were traded 
    Re: Power set question 
    Re: Snuffalarian Horn 
    Re: Teleporting Others 
    Re: range of success 
    Re: Power set question 
    Re: Power set question 
    Re: Time Stop 
    Re: Time Stop 
    Re: Power set question 
    Re: Teleporting Others 
    Re: range of success 
    Re: Power set question 
    House Rule: Please Comment 
    RE: Looking For Printable Hex Maps 
    Re: Power set question 
    Re: House Rule: Please Comment 
    Re: range of success 
    Re: House Rule: Please Comment 
    Re: House Rule: Please Comment 
    Re: House Rule: Please Comment 
    Re: range of success 
 
---------------------------------------------------------------------- 
 
Date: Sun, 20 Dec 1998 10:17:59 -0600 
From: Tim Statler <tstatler@igateway.net> 
Subject: Re: Fwd:  The Twelve Days of Chri... 
 
Got this from my sister, thought people might get a kick out of it. 
 
Tim Statler 
>  
> The Twelve Days of Christmas 
>  
> December 14, 
> Dearest Scott: 
> I went to the door today and the postman delivered a partridge in a 
> pear tree.  What a thoroughly delightful gift.  I couldn't have been 
> more surprised.    With deepest love and devotion -  Jenny 
>  
> December 15, Dearest Scott: 
> Today the postman brought your very sweet gift.  Just imagine two turtle 
> doves.  I'm just delighted at your very thoughtful gift.  They are just 
> adorable. 
> All my love, 
> Jenny 
>  
> December 16, Dearest Scott: 
> Oh!  Aren't you the extravagant one.  Now I really must protest.  I don't 
> deserve such generosity, three French hens. They are just darling but I must 
> insist, you've been too kind. 
> Love, 
> Jenny 
>  
> December 17, 
> Dear Scott, 
> Today the postman delivered 4 calling birds.  Now really, they are beautiful 
> but don't you think enough is enough. You're being too romantic. 
> Affectionately, 
> Jenny 
>  
> December 18, Dearest Scott: 
> What a surprise.  Today the postman delivered 5 golden rings; one for every 
> finger.  You're just impossible, but I love it. Frankly, all those birds 
> squawking were beginning to get on my nerves. 
> All my love, 
> Jenny 
>  
> December 19, Dear Scott: 
> When I opened the door there were 6 geese a-laying on my front steps.  So, 
> you're back to the birds again, huh? Those geese are huge.  Where will I 
> ever keep them?  The neighbors are complaining and I can't sleep through the 
> racket.  Please stop. 
> Cordially, 
> Jenny 
>  
> December 20, Scott: 
> What's with you and those friggin' birds?  7 swans a-swimming.  What kind of 
> bad joke is this?  There's bird poop all over the house, and they never stop 
> with the racket.  I can't sleep at night and I'm a nervous wreck.  It's not 
> funny.  So stop with those darned birds. 
> Sincerely, Jenny 
> December 21, O.K. Buster: 
> I think I prefer the birds.  What the hell am I going to do with 8 maids 
> a-milking?  It's not enough with all those birds and 8 maids a-milking, but 
> they had to bring their smelly cows.  There are cow pies all over the lawn 
> and I can't move in my own house.  Just lay off me! 
>  
> December 22, 
> Hey!  Smarty-pants! 
> What are you?  Some kind of sadist?  Now there's 9 pipers playing.  And 
> cripes do they play!!!  They've never stopped chasing those maids since they 
> got here yesterday morning.  They cows are getting upset, and they're 
> stepping all over those screeching birds.  What am I going to do?  The 
> neighbors have started a petition to evict me. 
> You'll get yours, 
> Jenny 
>  
> December 23, 
> You Rotten Prick, 
> Now there's 10 ladies dancing.  I don't know why I call those sluts ladies. 
> They've been chasing those pipers all night long.  Now the cows can't sleep 
> and they've got diarrhea.  My living room is a river of runny cow pies.  The 
> Commissioner of Buildings has subpoenaed me to give cause why this building 
> shouldn't be condemned. 
> December 24, 
> Listen!  Bonehead, 
> What's with the 11 lords a-leaping on those maids and ladies. Some of those 
> broads will never walk again.  Those pipers ran through the maids and have 
> been committing sodomy with the cows.  All 23 of the birds are dead. 
> They've been trampled to death in this madhouse!  I hope you're satisfied, 
> you rotten, vicious swine. 
> Your sworn enemy, 
> Jenny 
>  
> Law Offices 
> Jake, Jake and Jacobson 
> December 25, 
> Dear Sir: 
> This is to acknowledge your latest gift of 12 fiddlers fiddling which you 
> have seen fit to inflict on our client, Miss Jenny Jacobson.  The 
> destruction, of course, was total.  All correspondence should come to our 
> attention.  If you should attempt to reach Miss Jacobs at Happy Camper 
> Sanitarium, the attendants have instructions to shoot you. With this letter 
> please find attached warrant for you arrest. 
 
------------------------------ 
 
Date: 20 Dec 1998 12:10:04 -0500 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: Teleporting Others 
 
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"MC" == Mike Christodoulou <Cypriot@concentric.net> writes: 
 
MC> How does one define what gets teleported?  Can the person 
MC> teleport 200 kg of brick wall, and leave the rest of the wall 
MC> intact?  What if he only wants to take 100 kg? 
 
He buys the Tunnelling power. 
 
MC> What if he tries this on a 100 kg person who is carrying 200 kg 
MC> worth of stuff? 
 
Depends on the SFX of the Teleportation power. 
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GPG Key: same as my PGP 5 (DH) key  \ kept under refrigeration. 
 
------------------------------ 
 
Date: 20 Dec 1998 12:07:56 -0500 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: Snuffalarian Horn 
 
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"IJ" == Indiana Joe <jrc@mail1.nai.net> writes: 
 
IJ>  1d6 Major Transform (Air into Snuffalarian Horn), OAF (universal 
IJ> indestructable focus), Independant, Gestures, Incantation. 15 active 
IJ> points, 3 real. 
 
Ummm... okay, the premise of Transform is that if you do enough Body damage 
to something, you might as well turn it into something else.  That is why I 
never liked the idea of using Transformation to create something out of 
nothing: it contradicts the fundamental principle of the power's existence. 
I have always preferred using Entangle for the "nothing to something" 
category of effects. 
 
The other thing that is making me twitch is that this construct creates 
indestructible Foci with trivial effort, which contradict the nature of 
indestructible Foci. 
 
But none of that helps you, does it? :) 
 
Me, I would simply hand-wave it. 
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PGP Key: at a key server near you! \ which, if exposed due to rupture, should 
GPG Key: same as my PGP 5 (DH) key  \ not be touched, inhaled, or looked at. 
 
------------------------------ 
 
Date: Sun, 20 Dec 1998 10:12:49 -0800 (PST) 
From: Ell Egyptoid <egyptoid@yahoo.com> 
Subject: Re: range of success 
 
Or how about allowing the skill roll to determine 
how long an action takes. (non-combat skills) 
 
 
== 
Elliott  aka  The Egyptoid 
_________________________________________________________ 
DO YOU YAHOO!? 
Get your free @yahoo.com address at http://mail.yahoo.com 
 
------------------------------ 
 
Date: Sun, 20 Dec 1998 10:33:12 -0800 (PST) 
From: Ell Egyptoid <egyptoid@yahoo.com> 
Subject: Re: range of success 
 
> 'Critical success' and 'critical failure' are things that should 
> be treated as plot devices, not game mechanics. 
 
Hogwash. Every player deserves a chance for the dice to 
turn a hopeless situation around.  
 
Let's not start the"scripted campaign" thread again. 
== 
Elliott  aka  The Egyptoid 
_________________________________________________________ 
DO YOU YAHOO!? 
Get your free @yahoo.com address at http://mail.yahoo.com 
 
------------------------------ 
 
Date: Sun, 20 Dec 1998 10:29:13 -0800 (PST) 
From: Ell Egyptoid <egyptoid@yahoo.com> 
Subject: Re: Time Stop 
 
> I'd like to create a FH spell that allows a character stop time 
> for himself, freezing the rest of the world in it's tracks  
> he performs several actions.   
 
Careful there, big fella.  
 
You're treading on several Paramount patents and trademarks.  
Just because "ST:Insurrection" doesn't have any time travel 
or manipulation in it, doesn't mean they've given up the  
chrono-genre to the public domain. Don't think they won't  
retain their grip on the tic-tox wrist-watch paradox flick.  
Use that in your campaign and you may abrogate something  
and wind up with a "violates the look and feel" type lawsuit. 
 
Just a friendly warning. 
 
== 
Elliott  aka  The Egyptoid 
_________________________________________________________ 
DO YOU YAHOO!? 
Get your free @yahoo.com address at http://mail.yahoo.com 
 
------------------------------ 
 
Date: Sun, 20 Dec 1998 10:52:11 -0800 (PST) 
From: Ell Egyptoid <egyptoid@yahoo.com> 
Subject: Re: Re: I thought you were traded 
 
> I am just expressing my right of freedom of speech.  
Technically what you have here on the Net is 
freedom of the press. I know it feels like freedom 
of speech, but it's really like the printed word. 
The server takes the role of the printing press. 
 
Freedom of speech can be exercised anywhere at anytime 
on any street. Freedom of the press can only be exercised 
when there is a printing press (or e-mail server) that you 
own, or someone else lets you use the media. That's how your 
ISP can dictate terms of service to you: they own the press 
(server) and they decide what goes on it.  
 
But nevermind all that. Perhaps you should examine the 
quality of what you're saying if the best defense of  
it you can find is "exercising my basic freedoms". 
 
Don't get me wrong, I agree with the idea that minor 
league players should "travel light". But let's not use 
our "Freedom of Screech" to say it in a negative way. 
== 
Elliott  aka  The Egyptoid 
_________________________________________________________ 
DO YOU YAHOO!? 
Get your free @yahoo.com address at http://mail.yahoo.com 
 
------------------------------ 
 
Date: Sun, 20 Dec 1998 12:45:35 -0600 
From: "Michael (Damon) & Peni Griffin" <griffin@txdirect.net> 
Subject: Re: Power set question 
 
At 10:04 AM 12/20/1998 -0600, you wrote: 
>> You could cut the cost a bit by not making the Withering Touch a Persistent 
>> Power.  The character will not be in constant, uninterrupted contact with 
>> living things, so why make him pay as if he might be?  You might also 
>> consider using 1/2 END instead of 0 END if you drop Persistent; that would 
>> reduce that overall Advantage from +1 to +1/4. 
>>  
>Well, he can't turn it off, if he touches anyone, the drain affects 
>them. Also there is the always on limit on the EC, meaning I have to 
>have it. 
 
Strictly speaking, you don't *have* to have the EC at all, but if you feel 
it's best to keep it, we can work with that.  Even if you keep the EC, 
though, you don't have to keep Withering Touch in the EC; it can be 
separated, like Flight and Life Support. 
 
What happens, point-wise, if you take the Withering Touch out of the EC, 
then put it into a Multipower along with the Transform Person to Shadow 
ability I suggested?  Make both slots ultras and apply the Always On 
Limitation to the Multipower, so that one of the two slots must be in 
operation -- at full power -- at all times, but the two cannot be used at 
the same time.  This is an odd case where Always On would apply to the 
Multipower as a whole, but *not* to each slot within the Multipower 
(Withering Touch isn't Always On, it's active whenever Create Shadow is 
inactive, and vice versa.)  So I think you could legitimately take the cost 
break on the Reserve cost, but not on the slots.  No big deal; if they're 
fixed slots they'll be cheap anyway.    
 
SHADOW TOUCH Multipower (90 point Reserve, Always On -1/4) Cost = 72 
   Slot 1 (u): "Withering Touch" 2d6 Body Drain (20 AP), rec 5points/5hours 
(+1), Affects real world (+2), 0 END (+1/2).  Cost for fixed slot = 9. 
   Slot 2 (u): "Create Shadow" 2d6 Major Transform (30 AP), Affects real 
world (+2), 0 END (+1/2), Cumulative (+1/2), No Range (-1/2).  Cost for 
fixed slot = 8. 
 
Expensive; he picks up the Create Shadow power, but including the new 
framework it now costs him 89 points instead of the 57 points you figured 
the Withering Touch cost by itself in the EC.  Take the Drain down a notch 
and see how much is saved that way: 
 
SHADOW TOUCH Multipower (67 point Reserve, Always On -1/4) Cost = 54 
   Slot 1 (u): "Withering Touch" 1 1/2d6 Body Drain (15 AP), rec 
5points/5hours (+1), Affects real world (+2), 0 END (+1/2).  Cost for fixed 
slot = 7. 
   Slot 2 (u): "Create Shadow" 1 1/2d6 Major Transform (22 AP), Affects 
real world (+2), 0 END (+1/2), Cumulative (+1/2), No Range (-1/2).  Cost 
for fixed slot = 6. 
 
Weakening the Drain and Transform effects by 1/2d6 give a total cost of 67; 
saves 22 points over the 2d6 version, but still costs 10 extra points your 
character apparently doesn't have.  You can file this suggestion under 
"more effective" but not "cheaper". 
 
>> Another thing that *may* be legitimate:  put a Limitation on the Drain so 
>> that it only affects living organisms.   
> 
>The character does need that limitation. It should only effect living 
>creatures. Of course, he is a doctor and has CAK, and HATES not being 
>able to touch or manipulate anything. 
 
Then give him a Psych Lim (VCom, Strong = 20 points) to present him as 
constantly tortured by the fact that he, a healer, now represents a direct 
and significant threat to the lives and health of those he comes into 
contact with.  This is more than, and is separate from, an ordinary Code 
Against Killing.  Lots of people who won't kill don't have to worry 
constantly about that happening just from a casual touch. 
 
>> I think he should spend the extra 12 points and get total Life Support; he 
>> should be immune to disease as well as aging, and won't usually be affected 
>> by heat/cold, pressure or high radiation.  Remember, Desolid makes him 
>> immune to all physical and energy attacks, including the NND "attacks" used 
>> to simulate hostile environments. 
>>  
>Well, that's why I asked, he's outa points. :) 
 
How many points is the character built on?  Can he take any more 
Disadvantages?  How did he spent points on his Characteristics; perhaps 
some fat can be trimmed there? 
 
Damon 
 
------------------------------ 
 
Date: Sun, 20 Dec 1998 11:20:11 -0800 (PST) 
From: Ell Egyptoid <egyptoid@yahoo.com> 
Subject: Re: Snuffalarian Horn 
 
if the horn has NO OTHER powers than making noise and  
more horns, this whole effect could qualify as Images, IMHO. 
== 
Elliott  aka  The Egyptoid 
_________________________________________________________ 
DO YOU YAHOO!? 
Get your free @yahoo.com address at http://mail.yahoo.com 
 
------------------------------ 
 
Date: Sun, 20 Dec 1998 11:19:03 -0800 (PST) 
From: Ell Egyptoid <egyptoid@yahoo.com> 
Subject: Re: Teleporting Others 
 
> What if he tries this on a 100 kg person who is carrying 200 kg 
> worth of stuff?  Does the person vanish while the stuff stays 
> behind?  Can he teleport a 100 kg person out of his armor?  What 
> if the target is grabbing or has been grabbed?  
 
To me the answer is simple yet complicated. 
 
Teleport can do anything Teleport can do, and cannot 
do anything that Other Powers can do. 
 
Moving people is the domain of Teleport. 
Removing Armor is the domain of Drain, Suppress, etc. 
 
Moving 200kg of bricks is also the domain of Teleport. 
Making holes in walls is the domain of Tunneling. 
 
Moving 200kg of air is the domain of Teleport. 
Making people collapse from sudden vacuum is an NND EB vs. PD. 
 
So this is simple from Rules-guy's viewpoint: 
If something you are trying with teleport simulates 
another power, you don't get to do it. 
 
But from Role-man's point of view, a Teleporter could do 
various schticks along the lines of "moving objects/people 
around". I highly recommend the article on Teleport 
on the Haymaker web-site. And if the character concept 
you're describing can do various things, get a VPP with 
transport limited SFX, and then go to town moving various 
things around, wreaking havoc. 
== 
Elliott  aka  The Egyptoid 
_________________________________________________________ 
DO YOU YAHOO!? 
Get your free @yahoo.com address at http://mail.yahoo.com 
 
------------------------------ 
 
Date: 20 Dec 1998 15:48:58 -0500 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: range of success 
 
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"EE" == Ell Egyptoid <egyptoid@yahoo.com> writes: 
 
EE> Hogwash. Every player deserves a chance for the dice to 
EE> turn a hopeless situation around. 
 
No player deserves a GM who creates such a scenario in the first place. 
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------------------------------ 
 
Date: Sat, 19 Dec 98 18:24:25  
From: "qts" <qts@nildram.co.uk> 
Subject: Re: Power set question 
 
On Fri, 18 Dec 1998 23:17:56 -0600, Tim Statler wrote: 
 
>I'm introducing a small group to the hero system. One of my players 
>created a "living shadow" (more like the AD$D shadow that is). While I 
>don't have a problem with his power set per-se, I beleive I'm missing 
>something that could either make him more effective or maybe cheaper. 
> 
>Here is his power set, please take a look and advise. 
> 
>Also how do you figure Advantages on an EC? 
> 
>10 (15) EC: Shadowform powers, always on (-1/4) 
 
Should cost 12 
 
>10 (15) "Pall of the Grave" 2"r CE (Area seems darker and colder), 0 
>end,Persistant (+1) 
 
You could make this a Distinctive Feature. If not, you'd need Affects 
Real World. 
 
>43      "Wraithform" Desolid (not vs. Light based), 0 end, Persistant 
>(+1) 
 
Needs to be Always On as well 
 
>57     "Withering Touch" 2d6 Body Drain, rec 5points/5hours(+1), Affect 
>real world (+2), 0 end, persistant 
 
As above. 
 
>10 5" flight, x2ncm 
> 5 LS:Need not Eat,excret, or sleep 
> 3 LS:IMMUNE to aging 
>10 LS:Need not breathe 
 
Why not just go the whole hog? 
 
>-12 -6" runnning 
>-2  -2" swimming 
> 
> 
>Major Disads: 
>Phys Lim: Noncorporeal all time, fully 
 
Not allowed - included in 'Always On' 
 
How about 
 
32  EC: Major Shadow Powers (40 Base) Always On (-1/4) 
32  Desolid 0 End Persistent, Always On 
40  2d6 Drain vs Body [20] 0 End + 1/2  Rec 5/5 hrs +1, ARW +2 
     (90 Active) Always On -1/4 
 
15  EC: Minor Shadow Powers 
15  Unlife Support: full. 
15  10" flight x32 NCM 
 
Disadvantages: 
 
15  DF: Ghost - Concealable, Major reaction 
15  DF: Aura of Death - Not Concealable  
12  -6" Running 
 4  -2" Swimming 
qts 
 
Home: qts@nildram.co.uk. 
 
------------------------------ 
 
Date: Sun, 20 Dec 1998 16:28:00 -0600 
From: "Michael (Damon) & Peni Griffin" <griffin@txdirect.net> 
Subject: Re: Power set question 
 
At 06:24 PM 12/19/1998, qts wrote: 
>How about 
> 
>32  EC: Major Shadow Powers (40 Base) Always On (-1/4) 
>32  Desolid 0 End Persistent, Always On 
>40  2d6 Drain vs Body [20] 0 End + 1/2  Rec 5/5 hrs +1, ARW +2 
>     (90 Active) Always On -1/4 
> 
>15  EC: Minor Shadow Powers 
>15  Unlife Support: full. 
>15  10" flight x32 NCM 
> 
>Disadvantages: 
> 
>15  DF: Ghost - Concealable, Major reaction 
>15  DF: Aura of Death - Not Concealable  
>12  -6" Running 
> 4  -2" Swimming 
 
What does he really gain by doing this?  The character Tim originally 
described is a 250-pt character (incl. 98 pts in Characteristics) who'd run 
out of points after buying the set of powers he listed.  The character you 
describe is a 247-pt character who gains no new abilities, except that his 
non-combat Flight is now 16 times faster than before.   
 
More than one person has pointed out his only attack is a lethal one, and 
(given his Psych Lims) one the character will do almost anything to avoid 
using.  Rearranging the points to produce essentially the same set of 
powers won't help; he needs a way to make those powers cheaper, so that the 
character can pick up an extra ability or two that will give him something 
to do besides shrink away from physical contact at x32 NCM.  
 
Damon 
 
------------------------------ 
 
Date: Sun, 20 Dec 1998 14:49:24 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Time Stop 
 
At 06:10 PM 12/19/98 -0500, Scott Nolan wrote: 
>I solve this with by defining "Still Time" as an infinitely-bounded area of 
>space-time (or similar "Star Trek" style nonsense) that means the character 
>is in a little, featureless bubble about ten hexes across for the subjective  
>duration of the spell.  At the end, he is dumped back into the same point 
>in normal space-time from which he left, but with the benefits of whatever 
>he's done to himself in the meantime. 
 
   So he always ends up in the same physical location, as well as at the 
same point in time?  I don't think I'd go for that, though if you have a 
reasonable explantion for it (something a bit more detailed than the above, 
at least for my mind) I suppose you could get away with it. 
- --- 
Bob's Original Hero Stuff Page!  [Circle of HEROS member] 
   http://www.klock.com/public/users/bob.greenwade/original.htm 
Merry-Go-Round Webring -- wanna join? 
   http://www.klock.com/public/users/bob.greenwade/merrhome.htm 
 
------------------------------ 
 
Date: Sun, 20 Dec 1998 14:52:42 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Time Stop 
 
At 10:29 AM 12/20/98 -0800, Ell Egyptoid wrote: 
>> I'd like to create a FH spell that allows a character stop time 
>> for himself, freezing the rest of the world in it's tracks  
>> he performs several actions.   
> 
>Careful there, big fella.  
> 
>You're treading on several Paramount patents and trademarks.  
>Just because "ST:Insurrection" doesn't have any time travel 
>or manipulation in it, doesn't mean they've given up the  
>chrono-genre to the public domain. Don't think they won't  
>retain their grip on the tic-tox wrist-watch paradox flick.  
>Use that in your campaign and you may abrogate something  
>and wind up with a "violates the look and feel" type lawsuit. 
 
   I wouldn't worry about it.  There's an episode of "Batman: the Animated 
Series" where the Clock King does something very similar.  Also, there was 
an episode of the "Twilight Zone" revival in the '70s where something very 
similar is done. 
- --- 
Bob's Original Hero Stuff Page!  [Circle of HEROS member] 
   http://www.klock.com/public/users/bob.greenwade/original.htm 
Merry-Go-Round Webring -- wanna join? 
   http://www.klock.com/public/users/bob.greenwade/merrhome.htm 
 
------------------------------ 
 
Date: Sun, 20 Dec 1998 18:11:04 -0500 
From: Scott Nolan <nolan@erols.com> 
Subject: Re: Power set question 
 
At 04:28 PM 12/20/98 -0600, Michael (Damon) & Peni Griffin wrote: 
>At 06:24 PM 12/19/1998, qts wrote: 
>>How about 
>> 
>>32  EC: Major Shadow Powers (40 Base) Always On (-1/4) 
>>32  Desolid 0 End Persistent, Always On 
>>40  2d6 Drain vs Body [20] 0 End + 1/2  Rec 5/5 hrs +1, ARW +2 
>>     (90 Active) Always On -1/4 
>> 
>>15  EC: Minor Shadow Powers 
>>15  Unlife Support: full. 
>>15  10" flight x32 NCM 
>> 
>>Disadvantages: 
>> 
>>15  DF: Ghost - Concealable, Major reaction 
>>15  DF: Aura of Death - Not Concealable  
>>12  -6" Running 
>> 4  -2" Swimming 
> 
>What does he really gain by doing this?  The character Tim originally 
>described is a 250-pt character (incl. 98 pts in Characteristics) who'd run 
>out of points after buying the set of powers he listed.  The character you 
>describe is a 247-pt character who gains no new abilities, except that his 
>non-combat Flight is now 16 times faster than before.   
> 
>More than one person has pointed out his only attack is a lethal one, and 
>(given his Psych Lims) one the character will do almost anything to avoid 
>using.  Rearranging the points to produce essentially the same set of 
>powers won't help; he needs a way to make those powers cheaper, so that the 
>character can pick up an extra ability or two that will give him something 
>to do besides shrink away from physical contact at x32 NCM.  
 
 
I don't think he (qts) meant to munchkinize.  He was looking for a more 
elegant way to purchase the powers, not a more point-efficient one. 
 
But as to the point about the lethal attack, the problem is that the -type-  
of being portrayed is a lethal killer.  If I were the GM, I'd talk to this guy 
about creating something more four-color.  But if the campaign calls 
for this sort of thing, why not the following: 
 
4d6 Energy Blast, AVLD (Power Defense)(+1 1/2), 0 End (+1/2), 
No Range (-1/2), Only v. living things (-1/4), Always On (-1/4) 
 
The Active cost is only 60 points (Real 30), and it's non-lethal 
but still quite nasty.   
 
I might even consider taking both attacks in a multipower, and  
have the body drain cost Endurance.  Put the "Always On"  
limitation on the multipower, instead of the slots. That way, he'd  
have a lethal and a non-lethal attack, but one would be an act of will.  
 
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 
"The lover knows more about absolute good and 
universal beauty than any logician or theologian,  
unless the latter, too, be lovers in disguise." 
        George Santayana 
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 
Scott C. Nolan 
 
------------------------------ 
 
Date: Sun, 20 Dec 1998 14:55:09 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Teleporting Others 
 
At 09:32 PM 12/19/98 -0500, Mike Christodoulou wrote: 
>... Not to be confused with "Usable Against Others". 
> 
>Let's say that a character has the Teleport power.  And let's 
>say that he also threw in the extra points to be able to teleport 
>up to 200 kg.  This guy can then take himself and 2 other people 
>to some other point as defined by his teleport.  (As opposed to  
>the UAO advantage, in which the character stays behind and the 
>4 other people take the trip.) 
 
   Fine... except that, unless I'm missing something, at the basic +5 
points he'd be able to teleport himself and *one* other person.  If he 
spent +10 points he'd be able to teleport 400kg including himself. 
 
>How does one define what gets teleported?  Can the person  
>teleport 200 kg of brick wall, and leave the rest of the wall 
>intact?  What if he only wants to take 100 kg? 
 
   Though it isn't really spelled out in the rules, I think that a good 
rule of thumb would be this:  If he wants to teleport an inanimate object, 
it must be the *whole* object, and it must be separate enough that he could 
pick it up and carry it (given enough STR for lifting purposes).  He could 
carry the brick wall as long as the mass of the entire wall is less than 
his maximum Teleport mass (by at least 100kg), and it isn't set into a 
foundation or otherwise built as part a building or other structure. 
   As for taking only 100kg, the teleporter can take along any mass as long 
as he goes along for the ride himself, and the total doesn't exceed the 
maximum defined for his Teleport. 
   Doing anything else would require Tunneling, a Killing Attack, or 
something similar. 
 
>What if he tries this on a 100 kg person who is carrying 200 kg 
>worth of stuff?  Does the person vanish while the stuff stays 
>behind?  Can he teleport a 100 kg person out of his armor?  What 
>if the target is grabbing or has been grabbed?  Would the grabbee 
>(or grabber) also come along with the teleport?  Could he separate 
>the hostage from the terrorist? 
 
   Most of this would be a GM's call.  Personally, I'd allow most of this 
as long as the target was willing and cooperative -- for instance, a 
teleporter could separate the hostage from the terrorist (if the hostage 
knew what he was trying to do), but not the terrorist from the hostage. 
Similarly, the teleporter could pull that 100kg person out of his armor in 
a "Help, I'm trapped in this thing" situation (assuming the teleporter can 
get in direct combat with the victim, and not through the armor), but not 
in a normal combat situation. 
 
>How are the boundaries determined?  I have similar questions about 
>desolidification, by the way. 
 
   When something isn't clearly spelled out in the rules, go with common 
sense and GM's instinct to decide what seems the most balanced, sensible, 
dramatic, and believable. 
- --- 
Bob's Original Hero Stuff Page!  [Circle of HEROS member] 
   http://www.klock.com/public/users/bob.greenwade/original.htm 
Merry-Go-Round Webring -- wanna join? 
   http://www.klock.com/public/users/bob.greenwade/merrhome.htm 
 
------------------------------ 
 
Date: Sun, 20 Dec 1998 08:09:47 -0800 (PST) 
From: shaw@caprica.com (Wayne Shaw) 
Subject: Re: range of success 
 
>-----BEGIN PGP SIGNED MESSAGE----- 
>Hash: SHA1 
> 
>"EE" == Ell Egyptoid <egyptoid@yahoo.com> writes: 
> 
>EE> Hogwash. Every player deserves a chance for the dice to 
>EE> turn a hopeless situation around. 
> 
>No player deserves a GM who creates such a scenario in the first place. 
 
Some players, however, like a campaign where such situations can occur as a 
result of their decisions and just the luck of the draw.  It makes the world 
more real to them.  Not everyone plays for the same things. 
 
------------------------------ 
 
Date: Sun, 20 Dec 1998 08:05:12 -0800 (PST) 
From: shaw@caprica.com (Wayne Shaw) 
Subject: Re: Power set question 
 
>> Depends on what you mean by efficient.  Also, you realize this character has 
>> no attack form but a lethal one? 
> 
>Yes, but a slow one. He does have CAK. There still is something not 
>quite right about the withering touch but I cant see it. 
 
What I'm saying is that if the character plans to have any way to disable 
opponents, his only current method is to kill them.  I don't know what kind 
of campaign you're running, but I'd take one look at this in a Champs 
campaign and ask him how he planned the character to operate. 
 
------------------------------ 
 
Date: Sun, 20 Dec 1998 19:51:23 -0500 
From: Scott Nolan <nolan@erols.com> 
Subject: House Rule: Please Comment 
 
The "Range of Success" thread got me to thinking about  
the "All-or-Nothing" style of Hero Mental Powers.  I like 
the optional rule Steve Long suggested in TUM, but I have 
another idea I'm considering, and would like to hear comments 
on it. 
 
I know this isn't book-legal, and don't care.  What I'm interested 
in is comments on balance. 
 
When a character with Mind Control (and possibly Mental 
Illusions) exceeds the required target number with his attack 
dice, the target gets an immediate "breakout" roll as normal. 
If this fails, the next opportunity for a breakout roll is determined 
by amount of the attacking character's success.  For every 5 points 
of effect over the target number, the target creature's second breakout 
roll is pushed back one step on the time chart. 
 
Whaddya think? 
 
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 
"The lover knows more about absolute good and 
universal beauty than any logician or theologian,  
unless the latter, too, be lovers in disguise." 
        George Santayana 
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 
Scott C. Nolan 
 
------------------------------ 
 
Date: Sun, 20 Dec 1998 16:39:10 -0800 (PST) 
From: Dale Ward <daleaward@rocketmail.com> 
Subject: RE: Looking For Printable Hex Maps 
 
Greetings! 
 
      It's me again. 
 
      The few people who have been privileged to lay eyes upon my Inner 
Sanctum (that Holy Of Holies wherein I meditate and cogitate upon the past, 
present and future events that I intend to inflict upon the denizens of my 
various RPG worlds - and where I keep my computer) have noted, in as many 
words, that it bears a striking resemblance to an untended landfill. 
 
      So, sue me... I'm an unorganized slob. 
 
      And, what, you may ask, does this have to do with this thread... go 
ahead, ask... I don't mind. 
 
      Well, since you asked. 
 
      In my recent Every-Other-Decade cleaning binge, I located a software 
package that I had purchased and neglected to install... <sigh> it happens. 
 
      The package is entitled "Campaign Cartographer 2" by ProFantasy 
Software, Ltd. (http://www.profantasy.com). This package allows you to design 
and print maps for virtually ANY genre of RPG... including BLANK HEX SHEETS. 
      Now, I would be seriously remiss in my obligation to my fellow gamers if 
I failed to mention that this software is a bit expensive. But, considering 
all that it can do, it's not unreasonably so. 
      I should also mention that using it to print out blank hex sheets is a 
SERIOUS waste of potential. You might as well use it to fill in those hexes 
while you've got the page on your screen. 
 
      As I have only today installed the software, I am not prepared to write 
a full review. Just looking at the sample maps and symbols, however, was more 
than enough to prompt me to notify this list. I advise checking out the 
website to see what the current pricing is like. 
 
      You folks take care and I wish you a Happy Holiday Season. 
 
Dale A. Ward 
  
_________________________________________________________ 
DO YOU YAHOO!? 
Get your free @yahoo.com address at http://mail.yahoo.com 
 
------------------------------ 
 
Date: Sun, 20 Dec 1998 18:47:30 -0600 
From: "Michael (Damon) & Peni Griffin" <griffin@txdirect.net> 
Subject: Re: Power set question 
 
At 06:11 PM 12/20/1998 -0500, Scott Nolan wrote: 
>>What does he really gain by doing this?  The character Tim originally 
>>described is a 250-pt character (incl. 98 pts in Characteristics) who'd run 
>>out of points after buying the set of powers he listed.  The character you 
>>describe is a 247-pt character who gains no new abilities, except that his 
>>non-combat Flight is now 16 times faster than before.   
>> 
>>More than one person has pointed out his only attack is a lethal one, and 
>>(given his Psych Lims) one the character will do almost anything to avoid 
>>using.  Rearranging the points to produce essentially the same set of 
>>powers won't help; he needs a way to make those powers cheaper, so that the 
>>character can pick up an extra ability or two that will give him something 
>>to do besides shrink away from physical contact at x32 NCM.  
> 
> 
>I don't think he (qts) meant to munchkinize.  He was looking for a more 
>elegant way to purchase the powers, not a more point-efficient one. 
 
No, I don't think so either.  That is, I don't think he intended to 
munchkinize, and I don't think he *did* munchkinize.  I was just saying he 
hadn't addressed the problem in either of the two ways Tim asked:  make it 
cheaper or make the character more effective. 
 
>4d6 Energy Blast, AVLD (Power Defense)(+1 1/2), 0 End (+1/2), 
>No Range (-1/2), Only v. living things (-1/4), Always On (-1/4) 
> 
>The Active cost is only 60 points (Real 30), and it's non-lethal 
>but still quite nasty.   
> 
>I might even consider taking both attacks in a multipower, and  
>have the body drain cost Endurance.  Put the "Always On"  
>limitation on the multipower, instead of the slots. That way, he'd  
>have a lethal and a non-lethal attack, but one would be an act of will.  
 
Oh, good, someone else suggested this.  The business of putting the 
Limitation on the Multipower but not the individual slots wasn't something 
I could actually recall seeing before, and I thought I might be on shaky 
ground when I suggested Tim do this with Withering Touch and the Transform 
Person to Shadow attack. (Sigh of relief.) 
 
Damon 
 
------------------------------ 
 
Date: 20 Dec 1998 22:59:46 -0500 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: House Rule: Please Comment 
 
- -----BEGIN PGP SIGNED MESSAGE----- 
Hash: SHA1 
 
"SN" == Scott Nolan <nolan@erols.com> writes: 
 
SN> The "Range of Success" thread got me to thinking about 
SN> the "All-or-Nothing" style of Hero Mental Powers. 
 
Umm... they are not "all or nothing".  Or has everyone forgotten the effect 
levels tables? 
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=Gr6l 
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- --  
Rat <ratinox@peorth.gweep.net>    \ Do not taunt Happy Fun Ball. 
PGP Key: at a key server near you! \  
GPG Key: same as my PGP 5 (DH) key  \  
 
------------------------------ 
 
Date: 20 Dec 1998 23:01:35 -0500 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: range of success 
 
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"WS" == Wayne Shaw <shaw@caprica.com> writes: 
 
WS> Some players, however, like a campaign where such situations can occur 
WS> as a result of their decisions and just the luck of the draw. 
    ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ 
In other words, role-playing instead of roll-playing, right? 
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2ZadTGmhjbpUOY7er8ARLgo= 
=435/ 
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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 
GPG Key: same as my PGP 5 (DH) key  \ exposure to Happy Fun Ball. 
 
------------------------------ 
 
Date: Sun, 20 Dec 1998 23:42:40 -0500 
From: Scott Nolan <nolan@erols.com> 
Subject: Re: House Rule: Please Comment 
 
>"SN" == Scott Nolan <nolan@erols.com> writes: 
> 
>SN> The "Range of Success" thread got me to thinking about 
>SN> the "All-or-Nothing" style of Hero Mental Powers. 
> 
>Umm... they are not "all or nothing".  Or has everyone forgotten the effect 
>levels tables? 
 
No, but obviously, that's not what I'm talking about.  Those -are- "all or 
nothing", because if the effect doesn't reach the desired level, nothing 
happens. 
 
If I have a Mind Control power and order a character to do something he 
is against doing, I have to reach the +20 level or I fail.  That's all or 
nothing. 
 
 
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 
"The lover knows more about absolute good and 
universal beauty than any logician or theologian,  
unless the latter, too, be lovers in disguise." 
        George Santayana 
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 
Scott C. Nolan 
 
------------------------------ 
 
Date: Mon, 21 Dec 1998 00:14:46 -0500 
From: Mathieu Roy <matroy@abacom.com> 
Subject: Re: House Rule: Please Comment 
 
Stainless Steel Rat wrote: 
 
> -----BEGIN PGP SIGNED MESSAGE----- 
> Hash: SHA1 
> 
> "SN" == Scott Nolan <nolan@erols.com> writes: 
> 
> SN> The "Range of Success" thread got me to thinking about 
> SN> the "All-or-Nothing" style of Hero Mental Powers. 
> 
> Umm... they are not "all or nothing".  Or has everyone forgotten the effect 
> levels tables? 
 
Huh, no but... They still are "all or nothing". The effect level tables (at 
least in the case of Mind Control) only indicates where the "all-or-nothing" 
threshold stands in a particular situation. 
 
Mathieu 
 
------------------------------ 
 
Date: Sun, 20 Dec 1998 13:01:23 -0800 (PST) 
From: shaw@caprica.com (Wayne Shaw) 
Subject: Re: House Rule: Please Comment 
 
>-----BEGIN PGP SIGNED MESSAGE----- 
>Hash: SHA1 
> 
>"SN" == Scott Nolan <nolan@erols.com> writes: 
> 
>SN> The "Range of Success" thread got me to thinking about 
>SN> the "All-or-Nothing" style of Hero Mental Powers. 
> 
>Umm... they are not "all or nothing".  Or has everyone forgotten the effect 
>levels tables? 
 
That's like saying because you can vary the amount of dice you chose to roll 
that combat isn't all or nothing.  Even worse, since you can't just drop 
back to a lower effect if you don't chose it when you launch the attack.  If 
you could decide what order to give _after_ you found out how much over the 
Ego value of the target the Mind Control result was, then that'd be a 
meaningful reference. 
 
------------------------------ 
 
Date: Sun, 20 Dec 1998 13:27:54 -0800 (PST) 
From: shaw@caprica.com (Wayne Shaw) 
Subject: Re: range of success 
 
>-----BEGIN PGP SIGNED MESSAGE----- 
>Hash: SHA1 
> 
>"WS" == Wayne Shaw <shaw@caprica.com> writes: 
> 
>WS> Some players, however, like a campaign where such situations can occur 
>WS> as a result of their decisions and just the luck of the draw. 
>    ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ 
>In other words, role-playing instead of roll-playing, right? 
 
False dichotomy.  Role-playing is what characters do; die rolls are what the 
results are.  Some people have a dramatist bent that says that the rolls can 
just get in the way; some people have a simulationist bent that says that 
the rolls are what the roleplaying is based on.  It's just a question of style. 
 
------------------------------ 
 
End of champ-l-digest V1 #102 
***************************** 


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