Digest Archives Vol 1 Issue 120

From: owner-champ-l-digest@sysabend.org 
Sent: Monday, January 04, 1999 6:05 PM 
To: champ-l-digest@sysabend.org 
Subject: champ-l-digest V1 #120 
 
 
champ-l-digest         Monday, January 4 1999         Volume 01 : Number 120 
 
 
 
In this issue: 
 
    Re: CAK interpretations. 
    Re: Rifts Hero. 
    Re: Rifts Hero. 
    Re: Rifts Hero. 
    Re: CAK interpretations. 
    Re: CAK interpretations. 
    Re: Rifts Hero. 
    Re: Rifts Hero. 
    Re: CAK interpretations. 
    Re: Rifts Hero. 
    Re: Vehicle Damage and Pilot STUN 
    Champs/FH: Job Packages for the Church of Zudo[was Other Mailing  Lists] - long 
    Re: Vehicle Damage and Pilot STUN 
    Re: Vehicle Damage and Pilot STUN 
    Re: Vehicle Damage and Pilot STUN 
    Re: CAK interpretations. 
    Re: Champs/FH: Job Packages for the Church of Zudo[was Other Mailing  Lists] - long 
    Re: CAK interpretations. 
    RE: CAK interpretations. 
    Re: Champs/FH: Job Packages for the Church of Zudo[was Other Mailing  Lists] - long 
    Re: Vehicle Damage and Pilot STUN 
    Re: Vehicle Damage and Pilot STUN 
 
---------------------------------------------------------------------- 
 
Date: Sun, 3 Jan 1999 23:14:06 -0500 (EST) 
From: tdj723@webtv.net (thomas deja) 
Subject: Re: CAK interpretations. 
 
>From: tstatler@igateway.net (Tim Statler) 
 
>>I was wondering how people interprete Code 
>> Against Killing.  
 
>>Obviously the character can't kill, but does it 
>> mean he'll have to try and save anyone that 
>> is hurt and dying?  
 
Depending upon the severity of the CAK Limitation--reflected by the 
amount of points pumped into it--not necessarily.  In the standard 
4-color CAK (think Superman), a hero will do everything they possibly 
can to prevent death on his/her watch--they might even blame themselves 
if, through an accident or an oversight, someone dies during one of 
their operations (for a sample of this, I recommend looking at this 
month's HITMAN, which features Sperman discussing this very issue). 
However, there are shades of grey--Wolverine may have a code against 
killing needlessly, where he might kill an opponent if he sees no other 
solution to the problem.  And then we have people lower down the rung, 
who may hesitae before killing, but that's it.... 
 
If a plaer paid the 20 points for a fullbore CAK, he should do 
everything he can to save someone if they are in danger of dying on 
their watch--including villians.  If they paid less, they might get a 
little more breathing room. 
 
"It's almost Dante's Inferno, except the beer was cheaper in Hell, and 
the damned were smarter than this crowd." 
                    --Evan Dorkin, DORK #2 
____________________________________ 
THE ULTIMATE HULK, containing the new story, "A Quiet, Normal Life," is 
available now from Byron Preiss and Berkley 
_______________________________ 
An except from the new story "Too Needy" can now be found at MAKE UP 
YOUR OWN DAMN TITLE 
www.freeyellow.com/members/tdj 
 
------------------------------ 
 
Date: Mon, 4 Jan 1999 04:02:23 -0500 (EST) 
From: "Mike O'Connor" <mjo@dojo.mi.org> 
Subject: Re: Rifts Hero. 
 
To me, Mega Damage/MDC meant that whatever I was converting was more 
likely to be a Killing Attack.  OR, it would mean I should give the 
character more Champtions STR.  Rifts is a more happy-happy-kill-kill 
kinda game, and I never saw a strict translation of Palladium P.S. to 
Champions STR as sufficient.  I had similar problems with number of 
attacks vs. Champions SPD.  As you can see, I was more focused on 
characters than weaponry, buying weapons only when they were integral 
to the character I was making. 
 
Beyond MDC, the problem I had with any tit-for-tat conversion with 
Rifts and other Palladium games was that I'd end up with rather gross 
disparities in the power levels, especially as later supplements would 
inflate matters.  (Would you really want to play a Psi-Stalker?  Cool 
name, but lame power level.)  The idea of applying to Dark Champions 
in particular wouldn't have occured to me even if existed at the time. 
When I wanted to translate a Rifts character into a Hero one, I'd end 
up doing it from scratch, coming up wit a point total appropriate for 
the concept ripped off from Rifts and spending appropriately, rather 
than trying to apply conversion rules.   
 
The best success I had was with Ninjas and Superspies -- arguably, the 
least imbalanced of the Palladium games.  Yes, I was mostly interested 
in the way cool martial arts.  :)   
 
- --  
 Michael J. O'Connor | WWW: http://dojo.mi.org/~mjo/ | Email: mjo@dojo.mi.org 
 InterNIC WHOIS: MJO | (has my PGP & Geek Code info) | Phone: +1 248-848-4481 
 =--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--= 
"Childhood is for spoiling adulthood."                                -Calvin 
 
------------------------------ 
 
Date: Mon, 4 Jan 1999 07:25:20 -0500 (EST) 
From: arcus@webtv.net (chrisopher spoor) 
Subject: Re: Rifts Hero. 
 
personally I converted the Kill from fuzion for MDC and treat it as 
against harden defences, basically I move it up a level. It isn't 
perfect but at the same time I created microdamage for small animals, 
treating normal damage as killing and stun only as normal. so it 
balances out 
 
------------------------------ 
 
Date: Mon, 4 Jan 1999 07:42:09 -0500 (EST) 
From: arcus@webtv.net (chrisopher spoor) 
Subject: Re: Rifts Hero. 
 
the easiest way to convert Psi-stalkers is to require seperate END for 
magic and psionics. then give them a 75pt. power that when they draw BOD 
it drains all magic END and half psychic END. they also get a physical 
limitation must drain END once a week. they are still week in modern 
settings, but try them in an all psionic or heavy magic campaign. 
 
------------------------------ 
 
Date: Mon, 04 Jan 1999 08:30:42 -0500 
From: Mike Christodoulou <Cypriot@concentric.net> 
Subject: Re: CAK interpretations. 
 
At 07:20 PM 1/3/99 -0600, Tim Statler wrote: 
>I was wondering how people interprete Code Against Killing. 
> 
>Obviously the character can't kill, but does it mean he'll have to try 
>and save anyone that is hurt and dying? 
> 
>Opinions sought and welcome. 
 
 
By those players who use disads as just a way of getting free points, 
CAK will be used as just a way of getting free points.  But for those 
that actually want to play it out, there are many variations and  
gradients.   
 
I recommend as a starting point, the discussion of CAK in DARK  
CHAMPIONS. 
 
Depending upon the strength of the CAK, the character might avoid 
killing any living thing.  Or might avoid killing any humanoid.   
He would most likely try to prevent others from killing.  Or at 
least express severe displeasure when it happens. 
 
But it goes beyond killing.  A 20-point CAK would never think  
about using any killing-level attack against a living being.  Even 
if, on the average, the dice would come up in his favor.  He wouldn't 
fire a killing blast in the near vicinity of another person, even if 
the game mechanics say that you have no chance of hitting him if  
you're aiming for a different hex. He would probably not even choose 
to inflict great pain if it was avoidable. 
 
The person with the high CAK hates death and dying, and would most  
likely do anything within his power to prevent it. 
 
 
======================  ================================================= 
Mike Christodoulou      "Never doubt that a small group of committed  
Cypriot@Concentric.Net   citizens can change the world.  In fact, it is  
(770) 662-5605           the only thing that ever has."  -- Margaret Mead 
======================  ================================================= 
 
------------------------------ 
 
Date: Mon, 04 Jan 1999 09:46:54 EST 
From: llwatts@juno.com (Leah L Watts) 
Subject: Re: CAK interpretations. 
 
>I was wondering how people interprete Code Against Killing. 
> 
>Obviously the character can't kill, but does it mean he'll have to try 
>and save anyone that is hurt and dying? 
> 
>Opinions sought and welcome. 
 
Depends on how strong the CAK is and whether the character _can_ do 
anything to save the dying person.  Someone with a weak CAK might try to 
save that person if there's nothing more important to do (like chase down 
the person who caused the injury).  Someone with a strong CAK, but who's 
only medical knowledge comes from MASH reruns, might feel he's done 
enough by calling an ambulance or a buddy with EMT training.  Personally, 
I'd count "Must save lives" as a separate Psych Lim. 
 
Leah 
 
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------------------------------ 
 
Date: Mon, 4 Jan 1999 08:00:38 -0800 
From: jayphailey@juno.com (Jay P Hailey) 
Subject: Re: Rifts Hero. 
 
>personally I converted the Kill from fuzion for MDC and >treat it as 
against harden defences, basically I move it >up a level. It isn't 
perfect but at the same time I >created microdamage for small animals, 
treating normal >damage as killing and stun only as normal. so it 
balances >out 
 
Personally I used the Rifts Conversion book to strip out the MDC before 
hand, then converted for HSR. 
 
But then I *hate* the megadamage rules from Palladium, no matter what 
it's implementation. 
 
 
Jay P. Hailey <Meow!> 
 
"All good things succumb to those who wait." - Razorclaw 
 
___________________________________________________________________ 
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or call Juno at (800) 654-JUNO [654-5866] 
 
------------------------------ 
 
Date: Mon, 4 Jan 1999 07:58:38 -0800 
From: jayphailey@juno.com (Jay P Hailey) 
Subject: Re: Rifts Hero. 
 
>the easiest way to convert Psi-stalkers is to require >seperate END for 
magic and psionics. then give them a >75pt. power that when they draw BOD 
it drains all magic >END and half psychic END. they also get a physical 
>limitation must drain END once a week. they are still week >in modern 
settings, but try them in an all psionic or >heavy magic campaign. 
 
Thank you. That's a lovely idea. If the Magic END/Psi END doesn't make 
your head hurt. 
 
I might be tempted to use a house rule instead that all mages must buy 
and use and END pool to power their magic with... 
 
My solution was to buy Drain and link it to their attack. 
 
 
Jay P. Hailey <Meow!> 
 
"All good things succumb to those who wait." - Razorclaw 
 
___________________________________________________________________ 
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/getjuno.html 
or call Juno at (800) 654-JUNO [654-5866] 
 
------------------------------ 
 
Date: Mon, 04 Jan 1999 07:34:17 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: CAK interpretations. 
 
At 07:20 PM 1/3/99 -0600, Tim Statler wrote: 
>I was wondering how people interprete Code Against Killing. 
> 
>Obviously the character can't kill, but does it mean he'll have to try 
>and save anyone that is hurt and dying? 
 
   Basically, it's a matter of personal interpretation, and can even vary 
from one character to another in the same campaign.  It should be agreed 
upon by the player and GM at the time of character creation, and be 
influenced by both the genre and flavor of the campaign and the character's 
other Psychological Limitations (or general background). 
   As a general rule, a CAK that includes the above should have a higher 
Frequency rating than one that does not.  Thus, the situation is either 
Common to include saving someone who's dying and Uncommon to only not take 
a direct action to kill someone (which is what I'd recommend), or Very 
Common and Common respectively. 
- --- 
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: Mon, 4 Jan 1999 07:24:46 -0800 
From: jayphailey@juno.com (Jay P Hailey) 
Subject: Re: Rifts Hero. 
 
>To me, Mega Damage/MDC meant that whatever I was >converting was more 
likely to be a Killing Attack.   
 
I just did away with the whole idea. That made the Coalition C-XX Rifle 
was about the same attack as an AK-47, *but* I rationalized that energy 
weapons are more popular because energy clips and electricity is a "dual 
use" technology. 
 
>OR, it would mean I should give the character more >Champtions STR.  
Rifts is a more happy-happy-kill-kill 
>kinda game, and I never saw a strict translation of >Palladium P.S. to 
Champions STR as sufficient.  
 
Well it does lend itself to munchkinism, doesn't it? I did the beginning 
of a direct conversion table, but the fact of the matter is that you sort 
have to wing it by the character concept, too. 
 
> I had similar problems with number of attacks vs. >Champions SPD.  As 
you can see, I was more focused on 
>characters than weaponry, buying weapons only when they >were integral 
to the character I was making. 
 
I tended to go ahead and let the conversion go at that point and just go 
with the HSR and the character concept. And I am that type of role 
player. I am more into characters than the combat. 
 
>Beyond MDC, the problem I had with any tit-for-tat >conversion with 
Rifts and other Palladium games was that >I'd end up with rather gross 
disparities in the power >levels, especially as later supplements would 
inflate >matters. 
 
Again it's case where the original game seems predicated on a certain 
amount of munchkinism. For people who play straight Rifts, my version 
might seem to be more gutless or wimpy, simply because I delete the gross 
imbalances in firepower levels.   But I was sort of looking for the 
*story* inside the setting and to me that'smore of what I play for 
anyway. 
 
>  (Would you really want to play a Psi-Stalker?  Cool >name, but lame 
power level.)  The idea of applying to Dark >Champions in particular 
wouldn't have occured to me even >if existed at the time. When I wanted 
to translate a Rifts >character into a Hero one, I'd end up doing it from 
>scratch, coming up wit a point total appropriate for the >concept ripped 
off from Rifts and spending appropriately, >rather than trying to apply 
conversion rules.   
 
Ah. Okay. That actually sounds more interesting (to ditch the baggage of 
the original systrem and just start over agains in HSR). Fopr Psi 
Stalkers I was just using the Drain Power.  They can actually build up 
some threat level that way, but I never got that detailed in my thought 
experiment conversion. 
 
>The best success I had was with Ninjas and Superspies -- >arguably, the 
least imbalanced of the Palladium games.  >Yes, I was mostly interested 
in the way cool martial arts. > :)   
> Michael J. O'Connor  
 
Actually, in the Rifts Converstion book, they have the rules for 
stripping out the MDC rules.  Using that makes the native Rifts system 
more compatible with both "Ninjas and Superspies" and the Palladium FRPG 
rules. From there, describing everything in HSR terms is easier and more 
balanced. 
 
 
Jay P. Hailey <Meow!> 
 
Get a taste of religion. Eat a missionary. 
 
___________________________________________________________________ 
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/getjuno.html 
or call Juno at (800) 654-JUNO [654-5866] 
 
------------------------------ 
 
Date: Mon, 04 Jan 1999 08:03:39 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Vehicle Damage and Pilot STUN 
 
At 06:51 PM 1/3/99 -0800, Jay P Hailey wrote: 
>>   An attack's STUN damage would only translate to the >Pilot if a 
>vehicular Hit Location system (or something >similar) is being used, the 
>pilot's compartment is hit, >and the BODY of the attack (preferably a 
>Ranged >one)exceeds the Vehicle's DEF.  In this case, it acts like >a 
>Force Wall against the attack, subtracting its DEF from >the STUN and 
>BODY. 
> 
>???  Okay.  Where does it say this specifically? 
 
   It doesn't, at least not that I'm aware of; neither does it say anything 
to the contrary.  And where the HSR doesn't say one way or the other, one 
must use common sense to determine what's most reasonable in terms of 
realism and game balance. 
   Essentially, a Vehicle's DEF is like the wall of a building.  If 
something strikes the wall, generally speaking no matter how much damage is 
done to the building it's not going to pass any direct damage on to those 
inside unless the damage penetrates the wall.  The damage itself, as 
suffered by the building, could endanger those inside as debris falls, 
pipes break, floors collapse, and so forth, but the original damage won't 
be passed on to the occupants. 
   The same principle holds for vehicles.  If I shoot a moving car with a 
Howitzer, it will generally not directly affect those inside unless I hit 
the passenger section *and* penetrate the armor.  I might do some Knockback 
on it (it's rather likely, in fact), and I might damage some systems that 
could hurt someone (especially if I penetrate the gas tank), but the 
passengers will be unaffected by the round itself. 
   If one does pass STUN and BODY along to the occupants, giving Vehicular 
DEF an "Armor" effect rather than "Forcve Wall," one could fire a Howitzer 
at an armored car and render eveyone inside unconscious.  That's not how it 
works in reality, I've rarely seen that effect in fiction, and I see no 
game-balance reason to have it work that way, so it shouldn't. 
 
>>   In TUV I propose that vehicular DEF has more of an >"Armor" effect 
>(as opposed to the above "Force Wall" >effect) when protecting the 
>passengers from Move Through >and Move By damage; that is, it protects 
>those inside by 
>>subtracting its DEF from the STUN and BODY done.  Devices >such as seat 
>belts and airbags halve the damage from a >collision. 
> 
>This is the way I have been running it, almost automatically.  I guess 
>that's a house rulew, then isn't it? 
 
   Actually, as someone else pointed out, it's in An Eye For An Eye (from 
which I lifted almost all of its vehicle-based rules), so it's actually a 
published option rather than a house rule. 
 
>>>For example, you might have a high powered brick or >>energy blaster 
>trying totake a VIPER tank or mecha suit >>out of action, but he doesn't 
>have the time to just >>destroy the thing outright before it pounds his 
>teammates >>to mulch, or maybe has a code-vs.-killing that would 
>>>prevent him from doing so.  
>>>Can he at least hit it hard enough to con-stun the pilot >>long enough 
>to get some breathing room? 
>> 
>>   I would say not; whatever "con-stun" is, it's unlikely >that a brick 
>could hit a vehicle hard enough to do it to >the operator. 
> 
>I used the term "dazed". the BBB has two uses for the term "Stunned" a 
>character who looses all of his stun pips is stunned and unconscious. A 
>Character who takes more stun pips than his CON (I.E. a character who has 
>a 10 CON and takes 11 or more stun in a single attack, after defenses) is 
>also stunned, meaning he stands around and is unable to act in his next 
>phase.  I call that "dazed" to differentiate it from a character who has 
>lost all of his stun pips. 
 
   See pages 160-161, under "Effects of Damage."  A character who loses all 
of his STUN is Knocked Out.  A character who takes more STUN than his CON 
is Stunned.  I am aware of no reference in the BBB where "Stunned" is used 
to refer to someone who is Knocked Out.  The only use of "both Stunned and 
Knocked Out" is to refer to someone who suffers both effects at the same time. 
 
>>>On a slightly related tangent, using the Abrams tank from >>HSA II as 
>an example. How do you achieve the classic >>brick-trick of bending the 
>main turret gun barrel up to >>render the gun useless? Do you have to do 
>more body than >>the DEF of the Tank as a whole? Or could you allow it to 
>>>be handled via a STR roll? 
>> 
>>   In general, since the device is being targeted, I'd use >the device's 
>DEF based on the Focus rules. 
>>   The main problem I have with this is that the Focus >rules gives a 
>DEF equal to AP/5, so the Abrams' main gun, >at 150 Active Points, would 
>have a DEF of 30.  I'm of a >mind that the DEF should be AP/10, giving it 
>a more >reasonable DEF of 15, or even that DEF should be declared >at 3 
>with the option of buying up at 1:1.  (I'd say this >is grist for the 
>mill in The Ultimate Gadgeteer!)  :-] 
> 
>That's an interesting idea (AP/10).  I would also point out that I tend 
>to GM called shots against large inanimate objects as somewhat easier 
>than against other characters. 
> 
>"You've grappled the tank. Now give me an attack roll at -8 to shift your 
>grip to the main gun."  u-huh. 
 
   Personally I'd give the gun a DCV Modifier based on its Size, which in 
turn would be based on its AP (see the Device Mass article on my website, 
soon to be updated).  It might just be easier to grab the tank's main gun 
than the Vehicle itself! 
- --- 
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: Mon, 4 Jan 1999 12:07:38 -0500  
From: Brian Wawrow <bwawrow@mondello.toronto.fmco.com> 
Subject: Champs/FH: Job Packages for the Church of Zudo[was Other Mailing  Lists] - long 
 
Well, it's certainly good to hear the other FH fans banging spears on 
shields out there. I'm certainly into more FH related discussions. One thing 
that might prove helpful is to put some indication of genre in the subject 
line. This way, if you've got 130 messages in your inbox, you can scrap all 
the genre specific stuff you're not interested in. I'm sure there's lots of 
people with no interest in FH while others don't really care to read about 
world smashing manga guys, dig? 
 
So, as a FH GM, what I'm pondering right now is job packages. Can anyone 
tell me where I can find FH job packages on the web? See, what I'm doing 
with my FH game is running sort of a prologue. My players started at the 
competent level and are earning their way up to the heroic level. Once they 
finish the prologue, I give them their job packages.  
 
The training for each of the job packages will come from the Church of Zudo 
in the city of Khore. Khore is a theocracy and each of the six official 
state churches control different elements of the sacred citystate of Khore. 
The Church of Zudo is dedicated to protecting the city from transmundane 
threats and corruption. They operate like a mix of the CIA, Spanish 
Inquisition, and Islaamic Jyhad all in one. Since The Church of Zudo is a 
religious organization, all the packages involve a certain amount of 
religious training and strictures. 
 
So, here are the packages for the Church of Zudo: 
 
Church of Zudo, Brother of Shadows 
 
Investigator 
The Investigators are the secret police of Khore. Their primary role is to 
ensure that Khore remains free of Stalker influence. They are trained in 
detection methods, interrogation and physical combat.  
 
Zealot 
Known for their unrivaled courage and fanatical devotion to Zudo, the 
Zealots are masters of stealth, martial arts and surviving against 
impossible odds. Zealots are sometimes seen patrolling Khore's rooftops, 
alleyways and gutters for signs of impurity and corruption. 
 
Hunter 
Quiet and lethal, the Hunters acquire their target and neutralize them 
without mercy or alarm. They are specialists in shadowing, concealment, 
poisons and ranged attack. 
 
Warlock 
The Warlock is a versatile spellcaster whose arts are dedicated to 
neutralizing threats to the city from transmundane sources. He is learned in 
the ways of Stalkers, demons and other otherworldly entities. The Warlock is 
expected to deal with threats others are not even aware of. 
 
Crusader 
The Crusader is the cutting edge of Zudo's faithful. He must be prepared for 
anything and often volunteers for the most dangerous and unusual missions. 
His blend of fighting skill, faith and mystical knowledge give the paladin 
the self reliance and effectiveness he needs to handle any situation. 
 
Infiltrator 
The Infiltrator operates in any environment unknown to his fellows. He 
gathers intelligence, manipulates conditions and plants false information. 
He is trained in disguise, conversation and propaganda. 
 
 
So, here's how the packages are getting built. 
 
Point Breakdowns 
Total Cost = 15pts. 
Disdads = 23 pts. 
Total Goodies = 38 pts. 
 
Disads 
- -3	Package Disad 
- -5	Watched: Church of Zudo 
- -10	Strictures: Church of Zudo 
- -5	DF: Brands 
 
Goodies 
1	Status: Citizen 
1	Status: Agent of Zudo 
3	KS: Church of Zudo 
1	KS: Enemies of Zudo 
3	Meditation [EGO roll]  
3	Contact: Supervisor 
6	6pts. Stat Training 
20	Job Module 
 
The Job Module item will be different for each package. For example, here's 
my draft of the Crusader Module. 
 
Crusader Module 
5	5pts. towards magic pool 
4	5pts. Control: Life Sphere	[0phase +1/req's daily Meditation 
Roll -1/4] 
3	Life Magic Roll 
1	10END Life Battery 
1	1REC Life Battery 		[-1/4 req's daily Meditation Roll] 
3	+1 CSL w/ MA 
3	Combat Sense	 
 
So? Any comments? 
 
BRI 
 
 
] Can anyone direct me to (an)other list(s) that deal(s)  
] specifically with 
] >the fantasy and/or hard SF implementation of the HSR? 
 
------------------------------ 
 
Date: Mon, 4 Jan 1999 12:48:27 -0800 
From: "David W. Salmon" <dwsalmon@earthlink.net> 
Subject: Re: Vehicle Damage and Pilot STUN 
 
On a related note ... 
 
So how does one apply damage to the driver of a vehicle if the driver uses 
the vehicle to do a move-thru on a wall ? Assume the vehicle has no chance 
of going thru the wall. 
 
I would think that you would apply the move-thru damage calculations to the 
vehicle using the vehicles mass and velocity giving the vehicle it's DEF 
versus the damage. Then apply the move-thru damage calculations to the 
driver using the drivers mass and the vehicles velocity giving the driver 
his DEF against the damage. I would also think that the damage should be 
reduced somehow if the driver was wearing a seatbelt or if an airbag was 
deployed on impact. 
 
Yes/No/Maybe ... ?? Anyone care to take a stab at actual numbers ? 
 
Dave 
 
 
- -----Original Message----- 
From: Bob Greenwade <bob.greenwade@klock.com> 
To: champ-l@sysabend.org <champ-l@sysabend.org> 
Date: Monday, January 04, 1999 9:16 AM 
Subject: Re: Vehicle Damage and Pilot STUN 
 
 
>At 06:51 PM 1/3/99 -0800, Jay P Hailey wrote: 
>>>   An attack's STUN damage would only translate to the >Pilot if a 
>>vehicular Hit Location system (or something >similar) is being used, the 
>>pilot's compartment is hit, >and the BODY of the attack (preferably a 
>>Ranged >one)exceeds the Vehicle's DEF.  In this case, it acts like >a 
>>Force Wall against the attack, subtracting its DEF from >the STUN and 
>>BODY. 
>> 
>>???  Okay.  Where does it say this specifically? 
> 
>   It doesn't, at least not that I'm aware of; neither does it say anything 
>to the contrary.  And where the HSR doesn't say one way or the other, one 
>must use common sense to determine what's most reasonable in terms of 
>realism and game balance. 
>   Essentially, a Vehicle's DEF is like the wall of a building.  If 
>something strikes the wall, generally speaking no matter how much damage is 
>done to the building it's not going to pass any direct damage on to those 
>inside unless the damage penetrates the wall.  The damage itself, as 
>suffered by the building, could endanger those inside as debris falls, 
>pipes break, floors collapse, and so forth, but the original damage won't 
>be passed on to the occupants. 
>   The same principle holds for vehicles.  If I shoot a moving car with a 
>Howitzer, it will generally not directly affect those inside unless I hit 
>the passenger section *and* penetrate the armor.  I might do some Knockback 
>on it (it's rather likely, in fact), and I might damage some systems that 
>could hurt someone (especially if I penetrate the gas tank), but the 
>passengers will be unaffected by the round itself. 
>   If one does pass STUN and BODY along to the occupants, giving Vehicular 
>DEF an "Armor" effect rather than "Forcve Wall," one could fire a Howitzer 
>at an armored car and render eveyone inside unconscious.  That's not how it 
>works in reality, I've rarely seen that effect in fiction, and I see no 
>game-balance reason to have it work that way, so it shouldn't. 
> 
>>>   In TUV I propose that vehicular DEF has more of an >"Armor" effect 
>>(as opposed to the above "Force Wall" >effect) when protecting the 
>>passengers from Move Through >and Move By damage; that is, it protects 
>>those inside by 
>>>subtracting its DEF from the STUN and BODY done.  Devices >such as seat 
>>belts and airbags halve the damage from a >collision. 
>> 
>>This is the way I have been running it, almost automatically.  I guess 
>>that's a house rulew, then isn't it? 
> 
>   Actually, as someone else pointed out, it's in An Eye For An Eye (from 
>which I lifted almost all of its vehicle-based rules), so it's actually a 
>published option rather than a house rule. 
> 
>>>>For example, you might have a high powered brick or >>energy blaster 
>>trying totake a VIPER tank or mecha suit >>out of action, but he doesn't 
>>have the time to just >>destroy the thing outright before it pounds his 
>>teammates >>to mulch, or maybe has a code-vs.-killing that would 
>>>>prevent him from doing so. 
>>>>Can he at least hit it hard enough to con-stun the pilot >>long enough 
>>to get some breathing room? 
>>> 
>>>   I would say not; whatever "con-stun" is, it's unlikely >that a brick 
>>could hit a vehicle hard enough to do it to >the operator. 
>> 
>>I used the term "dazed". the BBB has two uses for the term "Stunned" a 
>>character who looses all of his stun pips is stunned and unconscious. A 
>>Character who takes more stun pips than his CON (I.E. a character who has 
>>a 10 CON and takes 11 or more stun in a single attack, after defenses) is 
>>also stunned, meaning he stands around and is unable to act in his next 
>>phase.  I call that "dazed" to differentiate it from a character who has 
>>lost all of his stun pips. 
> 
>   See pages 160-161, under "Effects of Damage."  A character who loses all 
>of his STUN is Knocked Out.  A character who takes more STUN than his CON 
>is Stunned.  I am aware of no reference in the BBB where "Stunned" is used 
>to refer to someone who is Knocked Out.  The only use of "both Stunned and 
>Knocked Out" is to refer to someone who suffers both effects at the same 
time. 
> 
>>>>On a slightly related tangent, using the Abrams tank from >>HSA II as 
>>an example. How do you achieve the classic >>brick-trick of bending the 
>>main turret gun barrel up to >>render the gun useless? Do you have to do 
>>more body than >>the DEF of the Tank as a whole? Or could you allow it to 
>>>>be handled via a STR roll? 
>>> 
>>>   In general, since the device is being targeted, I'd use >the device's 
>>DEF based on the Focus rules. 
>>>   The main problem I have with this is that the Focus >rules gives a 
>>DEF equal to AP/5, so the Abrams' main gun, >at 150 Active Points, would 
>>have a DEF of 30.  I'm of a >mind that the DEF should be AP/10, giving it 
>>a more >reasonable DEF of 15, or even that DEF should be declared >at 3 
>>with the option of buying up at 1:1.  (I'd say this >is grist for the 
>>mill in The Ultimate Gadgeteer!)  :-] 
>> 
>>That's an interesting idea (AP/10).  I would also point out that I tend 
>>to GM called shots against large inanimate objects as somewhat easier 
>>than against other characters. 
>> 
>>"You've grappled the tank. Now give me an attack roll at -8 to shift your 
>>grip to the main gun."  u-huh. 
> 
>   Personally I'd give the gun a DCV Modifier based on its Size, which in 
>turn would be based on its AP (see the Device Mass article on my website, 
>soon to be updated).  It might just be easier to grab the tank's main gun 
>than the Vehicle itself! 
>--- 
>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: Mon, 4 Jan 1999 09:59:20 -0800 
From: "James Jandebeur" <james@javaman.to> 
Subject: Re: Vehicle Damage and Pilot STUN 
 
>>>   I would say not; whatever "con-stun" is, it's unlikely >that a brick 
>>could hit a vehicle hard enough to do it to >the operator. 
 
 
The term "con-stunned" has, for whatever reason, become fairly popular: many 
groups I have encountered use it to refer to what is in the rules as 
"Stunned", and, in fact, it was once proposed on this list that the latter 
term be replaced by it. I do not use the term myself, nor do I think it 
needs to be changed, but it should be understood what it means when people 
use it. 
 
I expect the reasons are two-fold: Stun and Stunned sound similar enough 
that, without proper enunciation, they can be confused, so the term 
Con-Stunned might have been created to avoid that. Then new players would 
get involved and hear the term and start using it, themselves. So it goes. 
 
JAJ, GP 
 
------------------------------ 
 
Date: Mon, 04 Jan 1999 11:03:55 -0800 
From: Christopher Taylor <ctaylor@viser.net> 
Subject: Re: Vehicle Damage and Pilot STUN 
 
>I expect the reasons are two-fold: Stun and Stunned sound similar enough 
>that, without proper enunciation, they can be confused, so the term 
>Con-Stunned might have been created to avoid that. Then new players would 
>get involved and hear the term and start using it, themselves. So it goes. 
 
We use the term Conned sometimes but honestly... how many people are so 
lacking in the understanding of context to not know what you mean when you 
say stunned?  I mean CON is a noun... and Stunned is an adverb, you know, 
it describes a state.  I know education is pretty poor these days but PLEASE.  
 
- -------------------------------------------------------------------------- 
Sola Gracia		Sola Scriptura		Sola Fide 
Soli Gloria Deo    	Solus Christus		Corum Deo 
- -------------------------------------------------------------------------- 
 
------------------------------ 
 
Date: Mon, 4 Jan 1999 11:59:23 -0800 (PST) 
From: Ell Egyptoid <egyptoid@yahoo.com> 
Subject: Re: CAK interpretations. 
 
interpret: Code versus Killing 
 
IMHO it Depends on the points you paid for it. 
 
The 25 point version means your hero 
ends up doing silly stuff sometimes 
just to save a life. 
 
== 
Elliott  aka  The Egyptoid 
_________________________________________________________ 
DO YOU YAHOO!? 
Get your free @yahoo.com address at http://mail.yahoo.com 
 
------------------------------ 
 
Date: Mon, 4 Jan 1999 13:45:04 -0600 (CST) 
From: "Dr. Nuncheon" <jeffj@io.com> 
Subject: Re: Champs/FH: Job Packages for the Church of Zudo[was Other Mailing  Lists] - long 
 
On Mon, 4 Jan 1999, Brian Wawrow wrote: 
 
> So, here are the packages for the Church of Zudo: 
> Church of Zudo, Brother of Shadows 
 
> Crusader 
> The Crusader is the cutting edge of Zudo's faithful. He must be prepared for 
> anything and often volunteers for the most dangerous and unusual missions. 
> His blend of fighting skill, faith and mystical knowledge give the paladin 
> the self reliance and effectiveness he needs to handle any situation. 
 
> The Job Module item will be different for each package. For example, here's 
> my draft of the Crusader Module. 
>  
> Crusader Module 
> 5	5pts. towards magic pool 
> 4	5pts. Control: Life Sphere	[0phase +1/req's daily Meditation 
> Roll -1/4] 
> 3	Life Magic Roll 
> 1	10END Life Battery 
> 1	1REC Life Battery 		[-1/4 req's daily Meditation Roll] 
> 3	+1 CSL w/ MA 
> 3	Combat Sense	 
 
Hmmm.  From the description you gave above, I figured they'd have more on 
the fighting skills than just one level and Combat Sense. 
 
re: 'mystical knowledge' - would they have any knowledge of magical theory 
beyond what they need to know to work their life magic?  i.e. would they 
know anything about other types of magic, both practiced in the church or 
by enemies of the church? If so, you might want to consider a KS: Magic 
skill. 
 
J 
 
Hostes aliengeni me abduxerent.              Jeff Johnston - jeffj@io.com 
Qui annus est?                                   http://www.io.com/~jeffj 
 
------------------------------ 
 
Date: Mon, 4 Jan 1999 12:25:13 -0800 
From: "Filksinger" <filkhero@usa.net> 
Subject: Re: CAK interpretations. 
 
At 07:20 PM 1/3/99 -0600, Tim Statler wrote: 
>I was wondering how people interprete Code Against Killing. 
> 
>Obviously the character can't kill, but does it mean he'll have to try 
>and save anyone that is hurt and dying? 
 
 
It was once suggested in one of the HERO books, as an example for 
Disadvantages (I don't recall which book) that, in a 4 color super campaign, 
Uncommon was will not personally kill, Common would not allow others around 
them to kill, and Very Common would cause them to risk life and limb for 
_anybody_. 
 
Filksinger 
 
------------------------------ 
 
Date: Mon, 4 Jan 1999 14:44:17 -0600  
From: "Hudson, Robert" <x2rhudso@southernco.com> 
Subject: RE: CAK interpretations. 
 
At 1:59 PM Jan 04 Elliot wrote: 
 
	>interpret: Code versus Killing 
 
	>IMHO it Depends on the points you paid for it. 
 
	>The 25 point version means your hero ends up doing silly stuff 
sometimes just to save a life. 
 
	Personally, I had a character with a 20-point Code vs. Killing 
campaign against the death penalty, and urge alternative sentencing against 
guys that I as a player would have pulled the trigger on myself if given the 
opportunity. [He wasn't always popular with a couple of guys in the group 
for his views - I had one guy tell me on-game that if he heard me say 'all 
life has value' one more time there was going to be an ass whipping handed 
out... He meant his, because he was a light-weight martial-artist who used a 
bunch of weapons and I was the party brick, but it was a good scene.] 
 
	I think this kind of falls in the area of 'personal interpretation' 
that others have suggested - you just talk to your GM and go with what works 
for the two of you. 
 
	Rob Hudson 
 
------------------------------ 
 
Date: Mon, 4 Jan 1999 14:09:50 -0800 (PST) 
From: John Desmarais <johndesmarais@yahoo.com> 
Subject: Re: Champs/FH: Job Packages for the Church of Zudo[was Other Mailing  Lists] - long 
 
- ---Brian Wawrow <bwawrow@mondello.toronto.fmco.com> wrote: 
> 
> So, as a FH GM, what I'm pondering right now is job packages. Can 
anyone 
> tell me where I can find FH job packages on the web? See, what I'm 
doing 
 
Well, I have a bunch of Fantasy Hero Package Deals up on my site, but 
they are all Archetype packages, as opposed to Job packages (although 
I do also have a bunch of Justice Inc Career Packages which were fun 
to make). 
 
 
== 
======================================= 
John Desmarais  <champ-l-owner@sysabend.org> 
Keeper of the Champions / Hero System mailing 
list.  http://www.sysabend.org/champions 
======================================= 
_________________________________________________________ 
DO YOU YAHOO!? 
Get your free @yahoo.com address at http://mail.yahoo.com 
 
------------------------------ 
 
Date: Mon, 04 Jan 1999 13:54:26 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Vehicle Damage and Pilot STUN 
 
At 12:48 PM 1/4/99 -0800, David W. Salmon wrote: 
>On a related note ... 
> 
>So how does one apply damage to the driver of a vehicle if the driver uses 
>the vehicle to do a move-thru on a wall ? Assume the vehicle has no chance 
>of going thru the wall. 
 
   Calculate the damage done to the wall by the Move Through, based on the 
Vehicle's STR (and/or Size; I present some options for that in TUV) and its 
velocity. 
   The wall takes all the BODY, minus its own DEF.  The Vehicle takes all 
the BODY, minus its own DEF.  Anyone inside takes all the STUN and BODY, 
minus the sum of the Vehicle's DEF and their own personal defenses.  If 
they are using seat belts, air bags, or similar safety devices, they only 
take half damage (such devices can be built using Damage Reduction). 
- --- 
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: Mon, 04 Jan 1999 14:23:53 -0800 
From: Christopher Taylor <ctaylor@viser.net> 
Subject: Re: Vehicle Damage and Pilot STUN 
 
>>We use the term Conned sometimes but honestly... how many people are so 
>>lacking in the understanding of context to not know what you mean when you 
>>say stunned?  I mean CON is a noun... and Stunned is an adverb, you know, 
>>it describes a state.  I know education is pretty poor these days but 
>PLEASE. 
> 
>Uhm, excuse me? I said Stun and Stunned sound similar enough that someone 
>might (note - might) have started using the phrase Con-Stunned to indicate 
>the state of being Stunned in a Champions game to avoid confusion. The 
>adverb Stunned sounds enough like the noun (or verb) Stun that confusion may 
>result, and so perhaps Con-Stunned came about. How does your statement 
>relate? 
 
how often is there going to be a conflict between these two terms?  In 
combat, how often does your GM say the creature was stunned and everyone 
says "gosh, you mean he lost all his stun???"  Or when you say you have 15 
stun does everyone say "uhhh wow, you were stunned 15 times?" 
 
I cannot imagine how someone would be confused by the two, they are not 
used in even similar contexts, and although they sound the same they are 
not used the same, nor in the same situations.  To me it just seems odd 
that someone would get the two confused.  To answer your question, it 
relates in the fact that if you have a rudimentary grasp of the english 
language (say... 2 points heh heh) you can tell the difference between the 
two terms without requiring another word. 
 
- -------------------------------------------------------------------------- 
Sola Gracia		Sola Scriptura		Sola Fide 
Soli Gloria Deo    	Solus Christus		Corum Deo 
- -------------------------------------------------------------------------- 
 
------------------------------ 
 
End of champ-l-digest V1 #120 
***************************** 


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