Digest Archives Vol 1 Issue 122
From: owner-champ-l-digest@sysabend.org
Sent: Tuesday, January 05, 1999 8:53 PM
To: champ-l-digest@sysabend.org
Subject: champ-l-digest V1 #122
champ-l-digest Tuesday, January 5 1999 Volume 01 : Number 122
In this issue:
Re: Teen Superhero Concepts
Re: Teen Superhero Concepts
Re: "Homing"
Re: Teleporting Others
Re: Personal immunity and absorption
Re: Teen Superhero Concepts
Teenage Superhero Concepts
Re: Personal immunity and absorption
Re: Teenage Superhero Concepts
Re: Teen Superhero Concepts
Re: Teen Superhero Concepts
Re: Teen Superhero Concepts
Re: Personal immunity and absorption
Re: Teenage Superhero Concepts
Re: Vehicle Damage and Pilot STUN
Hero Gamers in PDX?
Re: Teenage Superhero Concepts
Re: "Homing" / ATTN: Digital Hero authors
----------------------------------------------------------------------
Date: Tue, 5 Jan 1999 14:40:44 -0600
From: "Guy Hoyle" <ghoyle1@airmail.net>
Subject: Re: Teen Superhero Concepts
Many thanks. Actually, though, I'm looking for concepts that reflect
teenage culture (which I'm not terribly familir with). One of the PCs in
our group is a rollerblading speedster called Bladerunner; that's a good
example of the kind of thing I'm looking for, as would be an acrobatic
cheerleader/martial artist. Or a teenage computer geek named Multimedium
who pulls up frightening monsters with the aid of his computer. (These
last few are concepts I could use, but they just don't do anything for me.)
Thanks very much!
Guy
- ----------
> From: Shelley Chrystal Mactyre <scm@mactyre.net>
> To: Guy Hoyle <ghoyle1@airmail.net>
> Cc: Champions mailing list <champs-l@sysabend.org>
> Subject: Re: Teen Superhero Concepts
> Date: Tuesday, January 05, 1999 1:38 PM
>
> At 01:02 PM 1/5/99 -0600, Guy Hoyle wrote:
> >Anybody got any good names/concepts for some teen superheroes?
> >
> >Thanks in advance,
> >
> >Guy
>
> My favorite PC name from a game I ran a year or so back was "General
> Electric" -- made for a rather interesting hunted. =)
>
> Shelley Chrystal Mactyre
> http://www.mactyre.net
>
>
------------------------------
Date: Tue, 5 Jan 1999 13:25:08 -0800 (PST)
From: Ell Egyptoid <egyptoid@yahoo.com>
Subject: Re: Teen Superhero Concepts
Dazzler, Night Thrasher, Rocket Racer, Jubilee,
Super-Marv & Wendy, Monster Girl, Zip Kid, etc. etc.
==
Elliott aka The Egyptoid
_________________________________________________________
DO YOU YAHOO!?
Get your free @yahoo.com address at http://mail.yahoo.com
------------------------------
Date: Tue, 05 Jan 1999 11:19:00 -0800
From: Bob Greenwade <bob.greenwade@klock.com>
Subject: Re: "Homing"
At 09:08 AM 1/5/99 -0800, Christopher Taylor wrote:
>>>This is the seeker advantage I made, havent playtested it much, but it
>>>seems to
>>>be reasonable at first glance.
>>
>> Looking this over, I think it looks quite good, with plenty of
>>restrictions and caveats to make it playable. I think I'd double the value
>>of the Advantages, though, to +1/2 for basic and +1 to be able to change
>>targets.
>> And I echo Scott Nolan's suggestion of a "Fire and Forget" element for
>>+1.
>
>Well, originally it was that price, but if you look at it.. it doesnt end
>up being all that different from a normal attack. Each of your phases you
>get to direct the attack, as if you were firing one anyway. The only
>advantage is that it doesnt cost any END until you fire it again. Seeking
>doesnt make the attack uncontrolled, you have to pay for that (to get the
>fire and forget effect), and its not constant, it just looks like it
>because it has a continuing effect. The actual POWER doesnt continue, just
>the chance for it to go off. With those considerations, it doesnt end up
>being all that valuable unless the right advantages are put on it... such
>as autofire and uncontrolled.
Now that you point it out, I can see you're right.
Perhaps the FAF option should be +1/2? :-]
- ---
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: Tue, 5 Jan 1999 13:24:42 -0800 (PST)
From: Ell Egyptoid <egyptoid@yahoo.com>
Subject: Re: Teleporting Others
Haymaker:
http://www.haymaker.org
Teleport Article:
http://www.geocities.com/~powerpoint/haym01.html
==
Elliott aka The Egyptoid
_________________________________________________________
DO YOU YAHOO!?
Get your free @yahoo.com address at http://mail.yahoo.com
------------------------------
Date: Tue, 05 Jan 1999 13:30:43 -0500
From: emiller1@worldbank.org
Subject: Re: Personal immunity and absorption
Bob Greenwade <bob.greenwade@klock.com> on 01/05/99 10:16:45 AM
To: "Champ-L@Sysabend.Org" <Champ-L@Sysabend.Org>
cc:
Subject: Re: Personal immunity and absorption
At 10:06 PM 1/5/99 -0800, Rick Holding wrote:
>Can a person with personal immunity to an attack form apply absorption
>to that attack?
>
> I was thinking about the Cyclops/Havoc effect from the X-men where they
>get stronger from each others attack form without suffering any adverse
>effects. This would seem to be a case of personal immunity as is
>allowed under the description and the absorption power but it is unclear
>if the write-ups allow this application (in fact, it seems to indicate
>the opposite). Any comments?
I was going to say, "No way, immunity is immunity," until you mentioned
this thing between Cyclops and Havok. I knew that they were immune to the
effects of each others' powers, but during my comic-reading years I never
saw them get stronger when they attacked each other.
I'm still leaning toward a "no" answer, but some way of modeling the
above effect should still be devised.
- ---
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
I have done this before:
Absorption, xd6 (optional advantages here include +1/4 to feed to any one
power or +1/2 to feed to all powers of a given effect, as well as a
home-grown +3/4 absorbs stun w/ each 3 pts equaling 1 cp)
Appropriate Defense (physical, energy, power, mental), 21x, 6x resistant.
(This figure comes to the total in non-resistant defenses possible to yield
the number of body the character can absorb, with enough resistant defense
to make sure the power applies and yields no damage from killing attacks of
equal damage.)
Both of these powers would get equal limitations based on the commonality
of the attack form, and would probably fit very reasonably into an
elemental control (ducks to avoid thrown objects).
Hope this helps,
David
------------------------------
Date: Tue, 05 Jan 1999 14:00:06 PST
From: "Jesse Thomas" <haerandir@hotmail.com>
Subject: Re: Teen Superhero Concepts
On Tue, 5 Jan 1999 "Guy Hoyle" <ghoyle1@airmail.net> wrote:
>
>Anybody got any good names/concepts for some teen superheroes?
>
>Thanks in advance,
>
>Guy
How about the Breakfast Club? You got your Stoner (Judd Nelson?), your
basic Jock (Charlie Sheen), the Prom Queen (Molly Ringwald), the Nerd
(Anthony Michael Hall), and the Basket Case (Ally Sheedy?). Stoner is
the leader, with Mind Control based on Con and a high PRE. Jock is, of
course, a Brick (or possibly a Martial Artist). The Prom Queen is also
blessed with high PRE, as well as COM, Contacts, Favors, Wealth, Perks
and a host of useless skills that are bound to come in handy SOMEday.
The Nerd is, of course, a Gadgeteer with high INT and computer/science
related skills, but his inventions never quite work right unless someone
else builds them ("The elephant just wouldn't light up!") Also acts as
the groups blaster, though he only has one charge (Flare Gun). The
Basket Case would be the infiltrator and spy of the group, as she has
the ability to pretend to be anyone, and a tendancy to lie compulsively,
anyway.
Of course, none of this will make sense unless you've seen the movie.
Jesse THomas
haerandir@hotmail.com
______________________________________________________
Get Your Private, Free Email at http://www.hotmail.com
------------------------------
Date: Tue, 5 Jan 1999 16:27:45 -0600
From: "Guy Hoyle" <ghoyle1@airmail.net>
Subject: Teenage Superhero Concepts
Acouple of possibilities just came to me:
1) A teenager who can change forms to a superhero who's totally embarassing
to him: "Aw, gee, I hate it when I have to change into _______! Can't we
just let the bank robbers go?" (What's really embarassing to a teenager?
besides parents)
2) A teenager who can see, hear, etc. the ghost of a dead sibling; when the
ghost merges with the kid, they get superpowers.
Suggestions, variations, etc. are welcome.
- --------------------------------------------------------------------------
"For every expert there is an equal and opposite expert."
- --Charles Fort
------------------------------
Date: Tue, 05 Jan 1999 13:49:26 PST
From: "Jesse Thomas" <haerandir@hotmail.com>
Subject: Re: Personal immunity and absorption
On Tue, 05 Jan 1999 Rick Holding <rholding@ActOnline.com.au> wrote:
>
>Can a person with personal immunity to an attack form apply absorption
>to that attack?
>
> I was thinking about the Cyclops/Havoc effect from the X-men where
they
>get stronger from each others attack form without suffering any adverse
>effects. This would seem to be a case of personal immunity as is
>allowed under the description and the absorption power but it is
unclear
>if the write-ups allow this application (in fact, it seems to indicate
>the opposite). Any comments?
>--
>Rick Holding
I think it violates the basic precepts behind Absorption. I've got an
idea, though. Buy both Cyclops' and Havok's (or whoevers') EB's with
the Limited Power: "Acts as Aid to others with Personal Immunity."
Value of the limitation would have to be based on the relative frequency
of such a circumstance in your campaign. Ordinarily, I'd call it a
special effect worth -0. It might be worth -1/4 if there were a few
specific other characters with similar powers (like the Cyclops/Havok
example). Maybe -1/2 if one of those others was a Rival or Hunter of
the character (cf: Cyclops/Havok in Age of Apolcalypse). In a campaign
where all or most characters will have powers based on similar special
effects (Mentalism, Magic, certain people have the ability to hurl
lightning bolts, whatever), it might be worth as much as -1.
Jesse Thomas
haerandir@hotmail.com
______________________________________________________
Get Your Private, Free Email at http://www.hotmail.com
------------------------------
Date: Tue, 5 Jan 1999 17:09:44 -0600 (CST)
From: Curt Hicks <exucurt@exu.ericsson.se>
Subject: Re: Teenage Superhero Concepts
> From: "Guy Hoyle" <ghoyle1@airmail.net>
>
> Acouple of possibilities just came to me:
> 1) A teenager who can change forms to a superhero who's totally embarassing
> to him: "Aw, gee, I hate it when I have to change into _______! Can't we
> just let the bank robbers go?" (What's really embarassing to a teenager?
> besides parents)
>
Well, maybe a prom king or queen type that was really concerned about their
looks / appearance and their heroic form is either monstrous, 'gross', or just
plain ugly ?
Curt
------------------------------
Date: Tue, 5 Jan 1999 18:21:23 -0500 (EST)
From: tdj723@webtv.net (thomas deja)
Subject: Re: Teen Superhero Concepts
>From: egyptoid@yahoo.com (Ell Egyptoid)
>>Dazzler, Night Thrasher, Rocket Racer,
>> Jubilee, Super-Marv & Wendy, Monster Girl,
>> Zip Kid, etc. etc.
To be fair, Elliot, Dazzler wasn't a teen heroine--she just seemed to be
created by an immature teenager.
And I think the Young Heroes characters (from which Monster Girl and Zip
Kid come from) were in the early twenties.
- --Tom, who misses YOUNG HEROES IN LOVE
"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: Tue, 5 Jan 1999 18:15:56 -0500 (EST)
From: tdj723@webtv.net (thomas deja)
Subject: Re: Teen Superhero Concepts
>From: Guy Hoyle
>>Anybody got any good names/concepts for
>> some teen superheroes?
I was actually in a teen superhero campaign called Teen Force, which
featured the following characters:
Vogue: a cheerleader with healing and mind control abilities modulated
by her voice.
Bolt: A skaterat who had electrical powers, including the ability to
skateboard along power lines
Psycke (at the time teen slang for 'Gotcha!"): drama student with
stretching and shape change abilities
Hardline: hippy chick with a scaly carapace. Super-strong.
Haze: stoner who could vibrate hs molecules at an accelerated rate--but
only when high.
Shock Corridor: goth kid whose energy powers would build up until they
were released as an uncontrolled, disintegrative beam.
Fiero del Noche: Latino street kid able to manipulate a blackish energy
called negative flame.
SUPERWORLD came out with a supplement featuring a group of teen heroes,
and had guidelines on how to build them. Damned if I remember the name
of that supplement, though.
"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: Tue, 05 Jan 1999 16:20:08 -0800
From: Bob Greenwade <bob.greenwade@klock.com>
Subject: Re: Teen Superhero Concepts
At 06:15 PM 1/5/99 -0500, thomas deja wrote:
>SUPERWORLD came out with a supplement featuring a group of teen heroes,
>and had guidelines on how to build them. Damned if I remember the name
>of that supplement, though.
"Bad Medicine for Dr. Drugs." Wonderful if you like cheesy humor in the
early-eighties animated super-friends vein, horrible if you don't.
- ---
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: 05 Jan 1999 19:32:12 -0500
From: Stainless Steel Rat <ratinox@peorth.gweep.net>
Subject: Re: Personal immunity and absorption
- -----BEGIN PGP SIGNED MESSAGE-----
Hash: SHA1
"JT" == Jesse Thomas <haerandir@hotmail.com> writes:
JT> I think it violates the basic precepts behind Absorption.
I originally thought that way. After sitting on it for a day or so I am
not so sure.
You see, Absorption provides no defenses whatsoever. By the book, if you
want to simulate Absorption that provides defense, you buy sufficient
defense to cover what you can absorb. It is not a requirement that you
take damage in order to absorb an incoming attack. The fact that a
character is immune (for whatever definition of "immune" you care to use)
to an attack has no relevance.
- -----BEGIN PGP SIGNATURE-----
Version: GnuPG v0.9.0 (GNU/Linux)
Comment: For info see www.gnupg.org
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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
GPG Key: same as my PGP 5 (DH) key \ Earth, presumably from outer space.
------------------------------
Date: Tue, 05 Jan 1999 16:59:13 -0800
From: Nic Neidenbach <naneiden@iswest.com>
Subject: Re: Teenage Superhero Concepts
At 04:27 PM 1/5/99 -0600, you wrote:
>Acouple of possibilities just came to me:
>1) A teenager who can change forms to a superhero who's totally embarassing
>to him: "Aw, gee, I hate it when I have to change into _______! Can't we
>just let the bank robbers go?" (What's really embarassing to a teenager?
>besides parents)
>
How about a character where the superhero ID was the opposite gender from
the normal?
Now that could be embarassing.
- -Nic
+------------------------------------------------------+
| naneiden@iswest.com |
| Justice, Like Lightning, Thunderbolts! |
| http://www.iswest.com/~naneiden/comics/thunder.html |
| Costumed Heroines |
| http://www.iswest.com/~naneiden/comics/ |
+------------------------------------------------------+
------------------------------
Date: Wed, 06 Jan 1999 11:22:50 +1100
From: Hamish Laws <h_laws@postoffice.utas.edu.au>
Subject: Re: Vehicle Damage and Pilot STUN
At 12:12 PM 1/1/99 -0800, Wayne Shaw wrote:
>>
>>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?
>
>Tank Guns can be argued as OAFs on a vehicle, and therefor outside the
>vehicle's defenses per se.
Hardly, a tank gun is hardly an OAF.
Maybe you could give it a -1/4 limitation only partly defended but it does
take a fair amount of force to rip/ben a tank gun off. Considerably more
force than would be needed to rip someone's arm off. Do we give that an OAF?
****************************************************************************
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
------------------------------
Date: Tue, 05 Jan 1999 17:09:07 -0800
From: Kirk Lund <klund@technologist.com>
Subject: Hero Gamers in PDX?
Hi! Any hero gamers in the Portland, Oregon area? I just moved to the
area for a job
and would like to find some folks to game with. (Please keep responses
off-list.)
Cheers,
Kirk
------------------------------
Date: Tue, 5 Jan 1999 19:19:28 -0500
From: "dflacks" <dflacks@ican.net>
Subject: Re: Teenage Superhero Concepts
- -----Original Message-----
From: Guy Hoyle <ghoyle1@airmail.net>
Date: Tuesday, January 05, 1999 5:38 PM
Subject: Teenage Superhero Concepts
>Acouple of possibilities just came to me:
>1) A teenager who can change forms to a superhero who's totally embarassing
>to him: "Aw, gee, I hate it when I have to change into _______! Can't we
>just let the bank robbers go?" (What's really embarassing to a teenager?
>besides parents)
>
Sex.
That got your attention. By Sex I mean the opposite gender in general and
relationships in paticular. Try a teen whoes superpowered form is the
opposite sex. A secret ID is essential, that's where the fun comes in. If
a boy, when he becomes a super girl in the required revealing costume, his
male friends hit on him and his female friends act bitchy to the new rival,
and the longer he remains in female hero form the more femine he begins to
act and think. This requires a good role player, but can be great for for
player and nasty tormenting GM alike.
If you have ever seen any of the Anime Ranma 1/2, the central theme is the
choas that insues in one teenage boy's life when he is cursed so that he
becomes a girl when splashed with cold water and a boy when splashed with
hot water. Please no flames. The problem is not that he becomes a woman,
but that he keeps switching back and forth, and he is not in control of when
he changes.
If you do not want to deal with the gender issues you can try various
personality or social issues. A jock who becomes a super nerd or a smart,
shy teenager who becomes a super attractive idiot with the morals of an
alley cat. Have Fun.
Daniel Flacks dflacks@ican.net
Give me ambiguity or give me something else
------------------------------
Date: Tue, 5 Jan 1999 18:43:32 -0600
From: "Melinda and Steven Mitchell" <mdmitche@advicom.net>
Subject: Re: "Homing" / ATTN: Digital Hero authors
This is a multi-part message in MIME format.
- ------=_NextPart_000_01BE38DB.4B0A1DA0
Content-Type: text/plain; charset=ISO-8859-1
Content-Transfer-Encoding: 7bit
As it happens, I saved the original article off of the Digital Hero site.
See attached.
- ----------
> From: Michael (Damon) & Peni Griffin <griffin@txdirect.net>
> To: champ-l@sysabend.org
> Subject: Re: "Homing" / ATTN: Digital Hero authors
> Date: Monday, January 04, 1999 9:53 PM
>
> At 09:49 AM 1/4/1999 -0800, Wayne Shaw wrote:
> >Someone mentioned an article on Homing advantages for attack powers a
while
> >back; where is this article to be found?
>
> "Get the Homing Advantage". It was posted in the Digital Hero section of
> www.herogames.com, but like most things was only there temporarily. My
> printed copy lists Steve Gale as the author, who says "I'd appreciate
your
> feedback. If you have any comments, questions, suggestions, or the like,
> please e-mail them to me." Sadly, Steve didn't give his email address in
> the text of the article. Oh, you could email him while the article was
> posted: his name was hyperlinked with a 'mailto:' tag. That doesn't help
> once the article is taken offine and all you have left is a printed copy.
>
> Steve's article refers back to a new Advantage called Seeking, part of
"The
> Wonders of Energy Blast" by Casey McGirt. Also on Digital Hero for a
> while, also only contained a hyperlinked email address.
>
> So, a plea to those who submit articles for Digital Hero: if you want
> feedback, or if you'd just like to help out those poor unfortunates who
> missed seeing your work during its 15 minutes of fame at Digital Hero,
> *please* put a visible email address, not just a hyperlink, in the body
of
> your article.
>
> Damon
- ------=_NextPart_000_01BE38DB.4B0A1DA0
Content-Type: application/octet-stream; name="HOMING.HTM"
Content-Transfer-Encoding: quoted-printable
Content-Description: Homing.htm (Microsoft HTML Document 4.0)
Content-Disposition: attachment; filename="HOMING.HTM"
<HTML>
<HEAD>
<META HTTP-EQUIV=3D"content-type" =
CONTENT=3D"text/html;charset=3Diso-8859-1">
<META NAME=3D"generator" CONTENT=3D"GoLive CyberStudio">
<TITLE>Headquarters Supplement #1</TITLE>
<META NAME=3D"KEYWORDS" CONTENT=3D"Hero Games, Champions, =
Headquarters">
</HEAD>
<BODY BGCOLOR=3D"#FFFFFF" BACKGROUND=3D"images/background.gif">
<CENTER>
<H1>Get The Home Advantage</H1>
<P>by <A HREF=3D"mailto:sdg@ldl.net">Steve Gale</A></P>
</CENTER>
<P><I>Casey McGirt's excellent article, "The Wonders of Energy =
Blast,"
contained an optional advantage called "Seeking." After =
reading
Casey's version, I was motivated to present my own idea for creating
a target-seeking Power. This article is a bit lengthy, but that's
because I was trying to consider every contingency or permutation
(a futile endeavor if ever there was one). I'd appreciate your
feedback. If you have any comments, questions, suggestions, or
the like, please e-mail them to me.--Steve Gale</I> </P>
<CENTER>
<H2>Homing Power Advantage</H2>
</CENTER>
<P>A ranged attack Power with this Power Advantage can continuously
attack its target each phase until it hits. Once a Homing attack
is "locked" on to its target, it will pursue as long as the =
target
remains within the maximum range of the attack, even if the target
leaves the attacking character's line of sight. This Power Advantage
can be used to simulate many different special effects for various
campaign genres, including: </P>
<UL>
<LI>In a superheroic campaign; an arch-villain's inescapable =
"omega-beams"
that relentlessly seek out their target until they strike with
lethal effect=20
<LI>In a science fiction or robot warriors campaign; heat-seeking
or radar-guided missiles=20
<LI>In a fantasy or horror campaign; any ranged spell that is, in
effect, a summoned spirit that pursues its victim at the summoner's
behest=20
</UL>
<P>Regardless of its special effects, any Homing attack has the =
following
attributes: </P>
<UL>
<LI><U>It does not take range penalties on its attack roll</U>.=20
<LI><U>It has a Ranged, Discriminatory, 360 Degree, Targeting =
sense.</U> This sense is used by the Homing attack to lock on to the =
target
and distinguish it from the rest of the environment. The sense
is chosen when a Homing attack is created for a character. It
may belong to any Sense Group, and it may be a sense that the
character does not possess.=20
<LI><U>It has its own Dexterity and Intelligence.</U> Mainly, these =
Characteristics are necessary to give the Homing
attack a Combat Value (to attack its target) and to allow it to
make Perception rolls (to maintain its lock on its target). These
Characteristics start with values of 10.=20
</UL>
<H3>Initiating a Homing Attack</H3>
<P>When initially making an attack with the Homing Power Advantage,
the attacker must be aware of the target's exact location in some
way, without using the Homing attack's sense, even if it's through
indirect methods such as Clairsentience or Mind Scan. The target
must also be within the attack's maximum range. If these conditions
are met, the Homing attack establishes a lock on its target. A
Homing attack does not have to travel in a straight line in order
to reach its target; it can maneuver around objects, turn corners,
etc. but there must be an unobstructed route to the target. The
Attack Roll is made normally, but using the Homing attack's OCV,
not the attacking character's. The attacker's Combat Skill Levels
do not apply to a Homing attack. </P>
<H3>Continuing a Homing Attack</H3>
<P>If the attack successfully hits, then that's that. If the Attack
Roll fails, the Homing attack misses by 1" for every 1 point that
the Attack Roll was missed by; the maximum miss distance is half
the distance to the target. To determine the direction, roll 1d6
and look at the picture below: </P>
<P>The Homing attack remains at this location until the attacker's
next phase, at which time it will attack the target from there.
A Homing attack functions as a Constant Power, with modifications.
The attacker must continue to expend END to maintain the Homing
attack, but line-of-sight contact is no longer necessary since
the attack is locked on to the target with its own sense. The
attacker must continue to spend a half-phase combat action until
the attack successfully hits the target, or until the attacker
decides to cancel the attack. If the attacker is stunned or knocked
out, the Homing attack is automatically canceled (Homing attacks
can be a lot more effective when built with the Uncontrolled Power
Advantage). If a Homing attack is canceled, it loses its lock
on the target (see below). </P>
<H3>Staying Locked on Target</H3>
<P>A Homing attack must maintain a lock on its target, using either
its targeting sense or the attacker's. Keep in mind that once
the attack is out of the attacking character's line of sight,
it is totally dependent on its own sense for guidance; depending
on a particular Homing attack's sense, it might be possible to
break its lock. For example, a Homing attack that uses a smell-based
lock might be confused if its target dove into a pile of rotting
garbage, requiring the attack to make a PER roll to maintain its
lock. Diving into a deep pool of water would break its lock =
automatically.
Range penalties, based on the distance between the target and
the attack's (not the attacker's!) current location, apply to
the attack's PER roll. Depending on the attack's sense, physical
barriers between it and the target may disrupt the lock. Powers
that affect senses, such as Darkness, Invisibility, or Images,
can affect its sense. If, for any reason, a Homing does not have
a lock on its target when its Segment comes up, it will attempt
to attack the hex where it last detected the character and discharge
its Power either into an obstacle or into the ground. </P>
<H3>Obstacles</H3>
<P>A Homing attack discharges its Power as soon as it strikes any
obstacle. If the Power is Instant, then the attack is wasted on
the obstacle. An "obstacle" can be roughly defined as any =
physical
object that is 1/4 man-sized (about 25 kg of mass) or larger.
When attacking, a Homing attack can turn at angles in order to
maneuver around hexes containing obstacles, assuming that either
the attack or the attacker can perceive the obstacles. However,
a Homing attack which misses its target may wind up in a hex that's
occupied by an obstacle. To avoid entering that hex, the Homing
attack can make a DEX roll with a -1 penalty, and if successful
it can maneuver into any unoccupied adjacent hex that is away
from the target. If it fails, it enters the hex and collides with
the obstacle automatically, unless the obstacle is a character.
In that case, make an attack roll against the character at 0 OCV.
</P>
<H3>Using attacks and Powers against Homing attacks</H3>
<P>While most ranged attacks don't have enough mass to affect a Homing
attack, it is possible to target one with certain Powers, such
as Dispel and Flash. To hit a Homing attack, make an attack roll
against its DCV. Some Powers, such as Entangle or Force Wall can
be used to create obstacles. Adjustment Powers cannot usually
affect a Homing attack's Characteristics. Missile Deflection can
block some Homing attacks (depending on the Power and special
effects involved), but the Homing attack can make a DEX roll to
avoid being deflected into the ground or an obstacle. A Homing
attack not cannot be grabbed, even with Telekinesis (Missile =
Deflection
is more appropriate), but a character can try to strike it as
a hand-to-hand attack. In doing so the character will incur the
full effect of the attack. </P>
<H2>The Cost</H2>
<P>The basic version of Homing is a +3/4 Power Advantage </P>
<H2>Homing Modifiers</H2>
<P>There are many modifiers that can be used to adjust the Homing
advantage's basic properties--after all, the Homing advantage
covers a broad range of effects. Regardless of any modifications,
the minimum cost for the Homing Power Advantage is +1/4. </P>
<P><U>Superior Homing:</U> The Superior Homing option increases the =
Homing attack's Characteristics.
Multiple levels of Superior Homing can be purchased. Each level
of Superior Homing gives the Homing attack +10 DEX and +10 INT.
Each level of Superior Homing increases the cost of the Homing
advantage by +1/4. </P>
<P><U>Multiple Target Acquisition (MTA):</U> This option allows the =
attacker to assign multiple targets to
a single Homing attack. Thus, a MTA Homing attack is not restricted
to pursuing a single character; it can target a different character
each phase, until it successfully attacks one of them. The maximum
number of targets that can be acquired by a single Homing attack
is equal to INT/5. The attacker may designate some or all of the
targets when making the initial attack, or designate them as a
0-phase action on one of the character's subsequent phases. This
option increases the value of the advantage by + 1/4. </P>
<P><U>Self-guided:</U> With this option the attacker does not need to =
be aware of a
target's exact location. The attacker may designate a target,
and if the Homing Attack's sense can locate the target with a
successful PER roll (with range penalties!), it locks on to the
target and attacks. Instead of designating a specific character
as the target, the attacker may describe a general character--although
this can be tricky, or even dangerous. The Homing attack will
attempt to lock on to any legitimate targets, starting with either
the one that best fits the description, or the one in closest
proximity (GM's call). Obviously, the Homing attack's sense should
be capable of distinguishing the target described. For instance,
a radar-guided attack can make distinctions based on size, shape,
movement, or general location, but would be incapable of making
a lock based on the description "anyone wearing blue," and =
if
instructed to target "any goblin" it might accidentally =
target
a human because they both have a humanoid shape. This option increases
the advantage by +1/4. </P>
<P><U>Physical:</U> A Homing attack with this option is solid enough =
to be targeted
and destroyed by any attack capable of doing BODY damage. Use
this option to create conventional homing missiles. A Physical
Homing attack has 1 BODY, and DEF equal to 1/10 the Power's Active
Points not including the Homing advantage. When destroyed, a Homing
attack will either detonate harmlessly or it may discharge its
Power, depending on the nature of the Homing attack. Physical
Homing cannot be purchased with the Indirect advantage. This modifier
reduces the cost of the Homing advantage by 1/4. </P>
<P><U>Volatile:</U> A Homing attack with this option is destroyed by =
any sort of
physical contact and can be targeted by any attack which inflicts
1 point of BODY. This option reduces the advantage by _. Fragile
Homing attacks cannot be purchased with the Indirect advantage.
Physical and Fragile are mutually exclusive options. </P>
<P><U>Earthbound:</U> This option restricts the Homing to attacking =
ground targets.
The attack cannot be directed up any inclines steeper than =
approximately
45 degrees. A target could escape an Earthbound Homing attack
by climbing a tree, bounding up a steep set of stairs, or just
flying away. This option reduces the advantage, by 1/4 or _, depending
on how common Flight is in the campaign. </P>
<P><U>Massive:</U> This option is only for Homing attacks with an Area =
of Effect
. A Massive Homing attack automatically collides with any obstacle
and has only _ DCV. This option reduces the advantage by 1/4.
</P>
<P><U>Projectile:</U> A Projectile Homing attack has a rate of combat =
movement. This
option makes Homing attacks more complicated, and for that reason
requires GM approval, but simulates conventional homing missiles
more accurately. Most ranged attacks are assumed to be capable
of reaching their maximum range instantly, but a Projectile Homing
attack moves more slowly so that it can lock on to its target
effectively. Treat a Projectile Homing attack as if it were using
Flight to reach its target. Determine the Flight movement rate
using the Active Points in the Power, not counting the Active
Points gained from the Homing advantage; Flight's cost is 2 Active
Points pts for 1" of movement, so, for example, a 10d6 Energy
Blast (50 Active Points) would have a Flight speed of 25." Treat
a Projectile Homing attack as if it has its own Action Phase that
immediately follows the attacker's Segment. This isn't as complex
as it might sound because all a Homing attack does is fly towards
the character and attack. The attacker controls the velocity of
the Homing attack, and may choose to use its noncombat movement
rate--though in that case the Homing attack's CV will be halved.
All rules regarding Flight movement (acceleration, deceleration,
turn modes, etc.) should apply to the Homing attack. Do not use
the standard rules governing a failed Attack Roll; if it misses,
a Projectile Homing attack will continue past the target (possibly
turning and/or decelerating to avoid hitting an obstacle). On
the attack's next phase, it will continue pursuing and attacking
the target. If it was unable to reach the target in a single phase,
it will continue moving towards the target as long as the target
is within the attack's maximum range. This option reduces the
advantage by 1/4. </P>
<P><U>Takes Range Penalties:</U> A Homing attack with this option =
doesn't lock on to its targets
very well--it takes normal range penalties based on the distance
between the attack's current location and the target. This option
reduces the advantage by _. </P>
<P><U>Skill Levels:</U> A Homing attack can be purchased with its own =
5-point Combat
Skill levels. These levels can apply to either OCV or DCV. </P>
<P><U>Enhanced Senses:</U> A character may purchase Telescopic for a =
Homing attack's sense.
Additional Enhanced Senses can also be purchased for a Homing
attack. Buy any extra sense Powers with the -1 Limitation "Homing
Sense" to indicate that they may only be used with a particular
Homing attack. </P>
<H2>Combining Homing With Other Power Advantages</H2>
<P><U>Autofire:</U> There are two options for creating Autofire Homing =
attacks: "Cluster"
and "Array". With the Cluster option, all Homing attacks =
fired
act as a single unit, i.e. they maintain a single lock on the
target, and attack with a single Attack Roll. After a successful
Attack roll, any attacks that did not actually hit the target
will disarm, dissipate, or detonate harmlessly. Cluster Autofire
is a +1/2 Power Advantage for 5 shots. The Array option is much
more powerful. Each Homing attack in an Array attack functions
independently of the others--they are fired together in the same
phase, but otherwise they are treated as separate Homing attacks.
Array Autofire is a +1 Power Advantage by itself, and can only
be taken in conjunction with Uncontrolled. Neither version uses
the standard rules for attacking multiple targets. Instead, the
Autofire Homing attack must have the MTA option. In the case of
a Cluster Autofire, the attacks still act as a single unit and
must therefore all be directed against a single target each Phase.
In the case of Array Autofire, however, the attacks can be spread
out amongst as many targets as the attacker wishes to designate
without any OCV penalties, and each Homing attack may alternate
targets each Phase (very nasty!). </P>
<P><U>Continuous:</U> When an Instant Power with the Homing advantage =
collides with
an obstacle and discharges its Power, the attack is "used =
up."
With the Continuous advantage, this is not a problem for the Homing
attack since it is not limited to a single discharge--it can just
zap any obstacle that gets in its way and keep going. </P>
<P><U>Indirect:</U> Quite useful. A Homing attack with this advantage =
is either out-of-phase
with the physical world, or is capable of piercing intervening
barriers without either being affected. This advantage allows
a Homing attack to ignore all obstacles (unless an obstacle has
the Hardened advantage). In addition, the Homing attack's sense
ignores barriers between the attack and the target (e.g. it could
perceive its target through a wall). </P>
<P><U>No Range Penalty:</U> Homing already incorporates the benefits =
of this advantage. </P>
<P><U>Personal Immunity:</U> In comic books, one of the classic tricks =
for dealing with an
Uncontrolled Homing attack is to lead it back to its attacker.
Personal Immunity can protect the attacker from this embarrassing
eventuality. </P>
<P><U>Trigger:</U> Normally when a Power with the Trigger advantage is =
set, it must
either be activated by physical contact or have an Area Effect
in order to affect a target, but an attack with both Trigger and
Homing can attack at range. A Trigger Homing attack can be set
to lock on to the character who sets off the trigger. The attack
will only have an Instant effect (i.e. it will only attack for
a single phase, then cancel out) unless it is also purchased with
Uncontrolled. The "attacker must be aware of the target's exact
location" rule doesn't apply to setting off a Trigger Homing =
attack.
However, the circumstances for setting off the attack must depend
on the attack's sense, not the character's. </P>
<P><U>Uncontrolled:</U> An Uncontrolled Homing attack is essentially a =
"fire-and-forget"
missile. An attacker no longer needs to expend a half-phase combat
action to maintain the attack. However, since the Homing attack
is acting totally independently of the attacker, it must rely
solely on its own sense at all times, even if the target is within
the attacker's line of sight. If the attack has the MTA option,
all targets must be acquired when the initial attack is made,
and the character must dictate some method for how the Homing
attack will chose its target each Phase (usually its either =
proximity-based
or in the order of acquisition). As an optional rule, an Uncontrolled
Homing attack can be given its own Speed Characteristic based
on its DEX (it would have a starting value of 2). After the attacker
makes the initial attack, the Homing attack begins moving and
attacking according to its own Speed. </P>
<H2>Homing Attack Examples</H2>
<H3>Heat-seeking Missile Rack</H3>
<P><B>Description:</B> These are heavy-duty missiles--the sort that =
are fired from a
military vehicle. They use IR vision to lock on to the target.
</P>
<P><B>Construction:</B> 8d6 Energy Blast (40 points); Explosion =
(+1/2); Homing, Physical,
Projectile (+1/4); Increased Maximum Range (+1/4); Uncontrolled
(+1/2); Array Autofire (+1)=3D140 Active Points. OAF, Bulky (-1
1/2); 4 Charges, Continuing, 1 Minute (-1/4)=3D51 Real Points. </P>
<H3>Hellish Swarm</H3>
<P><B>Description:</B> This is a spell which conjures a monstrous mass =
of demonic locusts.
The locusts voraciously consume their hapless victim--and anything
else in their path. The wizard who summons the Hellish Swarm must
concentrate on directing the swarm, or it will disperse and the
locusts disappear. The locusts track their victim by Normal Smell.
</P>
<P><B>Construction:</B> 1d6 Ranged Killing Attack (15 points); Area =
Effect 1 hex (+1/2),
Penetrating (+1/2); Continuous (+1); Homing, massive (+3/4)=3D 56
Active Points. Requires Magic Skill Roll (-1/2); Intelligence
Minimum AP/5, cumulative (-1/2); Concentration 0 DCV (-1); Gestures
(-1/2); Incantations (-1/2); Extra Time: 1 Phase (-1/2)=3D12 Real
Points </P>
<H3>Disk of Death</H3>
<P><B>Description:</B> This is more-or-less a direct rip-off of the =
killer CD's that
the alien in "I Come in Peace" used. The Disk of Death locks =
on
to the slight magnetic field that a human body generates (it falls
within the Radio Sense Group). It's monomolecular edge allows
it to slice through obstacles instantly and effortlessly. </P>
<P><B>Construction:</B> 2d6 RKA (30 points); Indirect (+1/4); =
Uncontrolled (+1/2); Homing,
1 level Superior Homing, MTA (+1 1/4); Armor Piercing (+1/2)=3D
97 Active Points. OAF (-1), 6 charges, continuing 1 turn (-1/4),
No Knockback (-1/4) =3D39 Real Points </P>
<H3>Hermes' Swift Messenger</H3>
<P><B>Description:</B> Although the Homing advantage is primarily =
designed for creating
attacks, it can also be used to direct a Power to an ally. This
spell sends a spoken message of up to 20 words on the wind. It
locates its target using a unique "Detect ally" sense that =
is
based on sight. </P>
<P><B>Construction:</B> Images, Normal Hearing (10 points); Indirect =
(+1/4), Increased
Maximum Range (+3/4), Homing, self-guided, 1 lvl superior Homing,
earthbound (+1); +10 Telescopic Detect =3D 45 Active Points. Requires
a Magic Skill Roll (-1/2), INT minimum AP/5, cumulative, (-1/2),
Extra Time: 1 Turn (-1), Gestures (-1/4), Incantations (-1/4),
Concentration 0 DCV (-1/2), only a spoken word of 20 words or
less (-1 1/2), Homing Sense (-1, only on Telescopic Detect)=3D 7
Real Points </P>
<P>
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<P><A HREF=3D"digitalhero.html">Return to the Digital Hero =
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<ADDRESS>
<HR NOSHADE SIZE=3D"1">
http://www.herogames.com/homing.html<BR>
Created: 17 December 1997 -- Revised: 17 December 1997<BR>
Copyright © 1997 <A HREF=3D"mailto:sdg@ldl.net">Steve =
Gale</A><BR>
</ADDRESS>
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