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 
iD8DBQE2kq8Mgl+vIlSVSNkRAqNXAJ4rX7YS4M7PEoFqOerd1CA8OVDPBACgqDgd 
v63Xzyf0I7uVyfoeTScBhbg= 
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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, &quot;The Wonders of Energy = 
Blast,&quot; 
		contained an optional advantage called &quot;Seeking.&quot; 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 &quot;locked&quot; 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 = 
&quot;omega-beams&quot; 
			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&quot; 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 &quot;obstacle&quot; 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 &quot;anyone wearing blue,&quot; and = 
if 
		instructed to target &quot;any goblin&quot; 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&quot; of movement, so, for example, a 10d6 Energy 
		Blast (50 Active Points) would have a Flight speed of 25.&quot; 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 &quot;Homing 
		Sense&quot; 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: &quot;Cluster&quot; 
		and &quot;Array&quot;. 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 &quot;used = 
up.&quot; 
		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 &quot;attacker must be aware of the target's exact 
		location&quot; 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 = 
&quot;fire-and-forget&quot; 
		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 &quot;I Come in Peace&quot; 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 &quot;Detect ally&quot; 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> 
		<HR NOSHADE SIZE=3D"1"> 
		</P> 
		<P><A HREF=3D"digitalhero.html">Return to the Digital Hero = 
page</A></P> 
		<ADDRESS> 
		<HR NOSHADE SIZE=3D"1"> 
		http://www.herogames.com/homing.html<BR>; 
		Created: 17 December 1997 -- Revised: 17 December 1997<BR> 
		Copyright &copy; 1997 <A HREF=3D"mailto:sdg@ldl.net">Steve = 
Gale</A><BR> 
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