Digest Archives Vol 1 Issue 133
From: owner-champ-l-digest@sysabend.org
Sent: Wednesday, January 13, 1999 10:36 PM
To: champ-l-digest@sysabend.org
Subject: champ-l-digest V1 #133
champ-l-digest Wednesday, January 13 1999 Volume 01 : Number 133
In this issue:
Re: Area Effect Question
CHAR: Son Goku
Re: Clarification
Re: Adjusting cost of power in Hero Creator
Re: Highland Immortality
Re: Adjusting cost of power in Hero Creator
Re: Adjusting cost of power in Hero Creator
Re: Highland Immortality
Re: Adjusting cost of power in Hero Creator
Re: CHAR: Anita Carstairs (was Stupid Precog Tricks)
Re: Y2k bug (from predictions)
Re: Area Effect Question
Re: Y2k bug (from predictions)
Re: Current Hero/GRG/Hero Plus Stuff
Re: Highland Immortality
Re: Highland Immortality
Re: The Kandris Seal
Re: Rules Changes in Hero Creator (was Re: Highland Immortality)
Re: Y2k bug (from predictions)
Re: Adjusting cost of power in Hero Creator
Re: Adjusting cost of power in Hero Creator
Re: Adjusting cost of power in Hero Creator
Re: Area Effect Question
Re: Highland Immortality
Re: Highland Immortality
Re: Adjusting cost of power in Hero Creator
----------------------------------------------------------------------
Date: Wed, 13 Jan 1999 14:29:42 -0800
From: Bob Greenwade <bob.greenwade@klock.com>
Subject: Re: Area Effect Question
At 12:42 PM 1/13/99 -0800, James Jandebeur wrote:
>> Actually, AE:Line (2"/5AP) is four times the length of the diameter of
>>AE:Radius (1"/10AP).
>
>
>Oh, Bob, I knew someone was going to say that right after I posted, but I
>didn't expect it to be you. I'm so disappointed.
>
>1"/10 AP is the radius of the area, not the diameter. Diameter is twice the
>radius. Hence, AE: Line is twice the diameter. I used diameter because it is
>closer to what the line is in terms of effect than the radius is.
[whacks forehead] You are so correct! That's what I get for not
reading carefully enough (my most frequent failing on this list). For some
reason, even as I was writing it myself, I was registering "diameter" as
"radius."
(Or maybe that's my slight touch of aphasia coming into play again --
though this doesn't seem typical of that.)
- ---
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: Wed, 13 Jan 1999 16:54:41 -0500 (EST)
From: Michael Surbrook <susano@dedaana.otd.com>
Subject: CHAR: Son Goku
[even worse!!!]
SON GOKU
Val CHA Cost Roll Notes
48 STR 38 19- 18.75 tons; 9 1/2d6
30 DEX 60 15- OCV: 10 / DCV: 10
35 CON 50 16-
20 BODY 20 13-
13 INT 3 12- PER Roll 12-
18 EGO 16 13- ECV: 6
20 PRE 10 13- PRE Attack: 4d6
14 COM 2 12-
28 PD 18 Total: 28 PD / 6 PDr
28 ED 21 Total: 28 ED / 6 EDr
6 SPD 20 Phases: 2, 4, 6, 8, 10, 12
18 REC 2
100 END 15
65 STUN 3
Total Characteristics Cost: 278
Movement: Flight: 30" / 120"
Running: 12" / 24"
Superleap: 20" / 40"
Swimming: 6" / 12"
Teleport: 30" / 7,864,320"
Cost Powers & Skills
Combat Training:
40 Combat Skill Levels: +5 with All Combat
18 Combat Skill Levels: +6 vs Range, all attacks
1 Martial Arts: Kamesennin-ryu; use Art with Staff
Maneuver OCV DCV Damage
4 Block +2 +2 Block, Abort
4 Dodge +0 +5 Dodge vs All, Abort
5 Flying Dodge +0 +4 Dodge vs All, Abort; Full Move
3 Joint Lock -1 -1 Grab Two Limbs, 68 STR to hold
4 Jan-Ken-Choki -1 -1 4d6 Sight Group Flash
5 Kick -2 +1 17 1/2d6 Strike
4 Knee/Elbow Strike +2 +0 15 1/2d6 Strike
3 Legsweep +2 -1 14 1/2d6 Strike; Target Falls
4 Punch +0 +2 15 1/2d6 Strike
16 +4 Damage Classes with Martial Arts
Saiyajin Racial Powers:
6 Toughness: Damage Resistance: 6 PD, 6 ED
3 Life Support: Immune to Aging
12 Great Strength: 1/2 END on STR
Super-Saiyajin Powers:
50 Level One: Aid: 4d6 to STR, DEX, CON, PD, ED, SPD, END, STUN and
Ki Powers Multipower (+2), Fades per Minute (+1/4), 0 END (+1/2),
Full Phase (-1/2)
32 Level Two: Aid: 4d6 STR, CON, PD, ED, SPD, END, STUN and
Ki Powers Multipower (+2), Fades per 5 Minutes (+1/2),
0 END (+1/2),
Linked to SSJ 1, SSJ 1 must have reched maximum Aid levels (-1),
Full Phase (-1/2), Side Effect: 8d6 DEX Drain (-1)
Ki Powers:
270 Ki Powers Multipower: 270 Point Pool
11 u - Genkidama: RKA: 9d6 E, Radius of Effect (+1), Concentrate: 1/2
DCV (-1/4), 5d6 takes Full Phase (-1/2), 7d6 takes Full Turn (-1), 9d6
takes One Minute (-1 1/2), Cannot be used while in Super
Saiya-jin Mode (ie. Aid is active) (-1/2), END 27
8 u - Kamehameha: EB: 40d6, x2 END (-1/2), Full Phase (-1/2),
Incantations (-1/4), Gestures (-1/4), END 40
12 u - Ki Blast: EB: 25d6, END 12
13 u - Kiaiho: 18d6 (physical), Invisible Power Effects:
Sight (+1/2), END 13
8 u - Renzoku Energy Dan: EB: 14d6 Autofire (+1/2), 1/2 END (+1/2),
Full Phase (-1/2), Gestures (-1/4), END 3 per shot
4 u - Taiyoken: Flash: 4d6 vs Sight Group, Explosive (+1/2),
Personal Immunity (+1/4), Incantations (-1/4), Gestures (-1/4),
No Range (-1/2), END 9
64 Hasshuken: HA: 10d6, Autofire: 10 (+3/4), 1/2 END (+1/2), Cannot
move and Attack (-1/4), STR does not add (-1/2) END 2 per 'shot'
30 Missle Deflection: All Ranged Attacks, +5 OCV
97 Bukujutsu: Flight: 30", x4 NCM, 0 END (+1/2)
12 Running: +6" (12" total), END 2
14 Sanzouken: Teleport: 12", No Non-combat movement (-1/4), Must be
able to cross distance normally (-1/2), END 2
11 Superleap: +11" (20" total), END 2
4 Swimming: +4" (6" total), END 1
98 Shunkanido: Teleport: 30", x 262,144 NCM (~10,000 miles), NCM has
the following limitations: Can only be used if someone's 'Ki' is
in the area (-1), Concentrate 1/2 DCV (-1/4), Full Turn (-1), END 6
37 Ki Sense: Detect: Ki, Discriminatory, Ranged, Sense, Telescopic
+8, 360 degrees
57 Ki Sense: Clairisentience: use with Sense Ki, x 65,536 range
(~10,000 miles), Concentrate: 1/2 DCV (-1/2), Full Phase (-1/2), END 10
22 Zazoken: Images: Sight, Radius 16", -4 to PER, Must perform a
half-move minimum (-1/2), No Range (-1/2) END 4
20 Invisible Jumping: Invisibility: Sight, No Fringe, Must make a
Full Move (-1/2), END 3
10 Telepathic Link to Son Gohan: Mind Link: Son Gohan, Psychic Bond
(+5 pts)
Background Skills:
2 Contact: Kami-sama (God) 11-
2 Contact: Kariou-sama (World King) 11-
3 Acrobatics 15-
3 Breakfall 15-
3 Climbing 15-
7 Combat Sense 14-
10 Defense Manuever (full)
5 KS: Analyze Style 14-
2 KS: Kamesennin-ryu 11-
5 KS: Martial 'World' 14-
1 KS: Red Ribbon Army 8-
2 PS: Sensei 11-
5 Survival 12-
2 TF: Car, Small Spaceship
1 WF: Staff
1072 Total Powers & Skills Cost
1350 Total Character Cost
150+ Disadvantages
15 Distinctive Features: Super Saiya-jin Mode (Gold hair, extremely
obvious Ki)
DNPC
15 Chi Chi (normal) 11-
10 Son Gohan (as pow) 14-
Hunted:
15 Agents of the Red Ribbon Army (more pow) 8-
15 Assorted Villains (as pow) 11-
15 Physical Limitation: All Aid effects lost if reduced to negative
Stun
Psychological Limitation:
15 Likes to fight (especially powerful opponents) (C, S)
15 Protective of friends and allies (C, S)
15 Reckless, often prone to acting without thinking (C, S)
10 Self-Sacrificing (U, S)
15 Reputation: Son Goku - most powerful fighter around 14-
1045 Experience
1350 Total Disadvantage Points
Designers Notes:
Son Goku is the star and main character of Dragonball and Dragonball Z.
As such, he has a somewhat long history. It runs like this...
Son Goku was sent to Earth while still small child. The idea was for him
to soften the planet up in preparation for a full-scale takeover later
(even as a small child, a Saiyajin is very powerful). Goku was discovered
by Son Gohan, who took him in. Goku was originally very violent, until
her fell and hit his head, becoming much more manageable. Life went on
for the two, with Gohan teaching his 'grandson' martial arts and other
skills. Unfortunately, Goku transformed into a were-monkey and stepped on
Gohan, killing him.
At the start of the manga series, we find Goku as a young boy about the
age of 10 or so. He is quite naive but very strong and determined. He
meets Bulma, who is searching for the dragonballs and ends up accompanying
her. The two have a series of adventures, meeting up with many of the
reoccurring characters in the book and foiling Pilaf's attempt to take
over the world. At this point, Goku leaves the 'group' to train with
Kame-sennin, avowed martial arts master.
Goku spends some time with Kame-sennin, training along side Kulilin.
Eventually he enters the Tenkaichi Budoikai and loses in the finals to
Jackie Chun (aka Kame-sennin). Afterwards, Goku runs afoul of the Red
Ribbon Army. They are looking for the dragonballs and Goku and company
need to beat them to it. Goku endures all sorts of trials, and is nearly
killed by the master assassin Tao-Pie-Pie. Eventually he wins, wrecking
the Red Ribbon war machine.
Goku then fights in the second Tenkaichi Budoikai, loosing to Tenshinhan
in the finals. Afterwards he becomes embroiled in a plot by the evil
Demon King Piccolo to take over the world. Goku and friends win, despite
heavy losses, and Goku spends several years training with Kami-sama (aka
'god'). He returns in time for the third Tenkaichi Budoikai.
The third Tenkaichi Budoikai sees Goku fight the new Piccolo (aka 'Ma
Junior') in the finals, and Goku *finally* wins. Afterwards he and
Chi-Chi (who he is due to marry) leave and the first 'half' of Dragonball
comes to a close. The action picks up about 4 years later, with the
arrival of Raditz. Goku now has a son, Son Gohan. Goku battles Raditz,
dies and trains with Karou-sama. Brought back to life, he arrives in time
to defeat Nappa and fight Vegita, who have followed Raditz's trail. Goku
then pursues Vegita to the planet of the Namecks, where Goku ends up
fighting Freezer and transforming into the legendary 'Super-Saiyajin.'
Goku finally returns to Earth almost a year after he left. he meets up
with Trunks, learns about the cyborg invasion (due to occur in a few
years) and is given medicine to help him with his heart condition. This
plot (the battle with Dr. Gero and his red Ribbon cyborgs) winds up with
the Cell Game and Goku's death when Cell self-detonates.
Goku isn't done yet. He eventually is brought back to life and battles
Majin Buu in an effort to save the world (and the universe). Along the
way he reaches Super-Saiyajn 3 (or 'third stage') and almost absurd power
level, as well as fusing with Vegita to form Vegit (or Gogeta), a
character of really silly power levels...
All in all, Goku is one of *the* most powerful anime/manga characters ever
created. Heck, he out does many Western comics characters! Initially
derived from Songoku, the Chinese Monkey King, many of his earlier
adventures drew heavily upon the Songoku stories. Akira Toriyama also
credits Jackie Chan as an inspiration, especially his fighting style.
Finally, Son Goku's Saiyajin name, 'Kakarot' is a pun on 'carrot'.
Description:
Son Goku is of average height, with a well-muscled and well-defined build.
His hair is thick, black and points in a number of different directions.
Usually, Goku wears a orange, short-sleeved gi over a dark blue shirt.
Dark blue boots and a belt sash complete the outfit.
In Super Saiya-jin mode, Goku's hair turns bright gold and his whole body
starts to glow. His 'power rating' hits an insane level and going to
Super Saiya-jin will easily shatter the power scanners used in DBZ to
register a fighter's ability. At Super Saiya-jin Level 2, his hair grows
out a bit and his body gains a great deal of muscle mass. Later in the
series, Son Goku reaches Super Saiya-jin Level 3, at this point his face
grows very lean and his hair reaches past his waist.
Powers Notes:
As a Saiyajin Goku can achieve the high-energy state known as 'Super
Saiyajin'. This state is marked by his hair turning bright golden yellow
and spiky, and his ki manifesting as a visible aura. His ki reaches such
high levels that *anyone* with any amount of 'Detect Ki' should be able to
pick him up. Super Saiyajin mode is marked by a massive increase in the
character's strength, agility, durability and so on. Note that the SSJ
Aid also feeds into the Multipower pool and the slots, boosting Goku's ki
blasts as well! SSJ 2 can pump Goku's fighting ability to astronomical
levels, but has one major drawback. One's muscles become so pumped with
energy, that the Sayajin's agility is shot and his ability to move and
fight is effectively eliminated.
Son Goku , being the star of the manga series, demonstrates a huge number
of powers and ki techniques. A rundown is as follows:
Genkidama: This is a massive energy ball formed from the
surrounding life energy of the world. it takes sometime to form, but is
capable of disintegrating virtually anything. It also requires energy to
draw from, thus, a "sufficent local energy" lim *could* be applied.
Basically, Goku can create one anywhere but a place that is barren (like
the moon).
Kamehameha: Goku's trademark energy blast. It took Kame-sennin 50
years to learn. Goku picked it up by watching.
Ki Blast: Generic energy blast.
Kiaiho: An invisible bolt of force
Renzoku Energy Dan: Basically an autofire blast of energy bolts.
Taiyoken: This technique releases a bright flash of light from the
body, blinding anyone nearby.
Hasshuken: Goku's high-speed punching tecnhique.
Shunkanido: Goku can teleport to anywhere he can sense ki energy.
In order to teleport he places his middle and index finger against his
forehead and concentrates. Note that the manga Goku can teleport to other
worlds!
Zazoken: Goku moves so fast as to leave afterimages. Also called
'one pattern'.
Invisible Jumping: Goku now moves so fast that he vanishes from
view.
Telepathic Link to Son Gohan: Goku looks to have a semi-preminant
link to Son Gohan, much like the one Piccolo has.
Disadvantages Notes:
Chi-Chi is Goku's long suffering wife Although Chi Chi (see her sheet for
more) is a capable fighter, she is *nowhere* in the league of the primary
characters of the series. Gohan, is quite powerful in his own right and
his Super-Saiyajin mode is far more powerful than anyone elses. Later,
Goku gains a second son, Goten.
Goku is very much a big kid at times. He likes to fight, and the more
powerful his opponent the better. He doesn't pick fights, but isn't
adverse to finishing one once it gets started. Thus, Goku is a trifle
reckless and can easily jump into something he can't quite handle. Goku
has also sacrificed himself to allow others to escape. He held Raditz
still so that Piccolo could have time to fire off his ki blast (which
killed them both), fought Freezer on the dying Namek planet in order to
let Gohan, Kulilian and the others escape, and teleported away with the
self-destructing Cell in order to save the Earth.
As a Super-Saiyajin, Vegita's hair turns bright gold and his ki skyrockets
to phenomenal levels. He can be easily detected this way, which is not
always to his advantage. As with all Super-Saiyajins, being knocked out
removes *all* benefits of his Aid power, instantly.
(Son Goku created by Akira Toriyama, character sheet created by Michael
Surbrook)
Michael Surbrook / susano@otd.com
http://www.otd.com/~susano/index.html
"'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion
------------------------------
Date: 13 Jan 1999 17:37:14 -0500
From: Stainless Steel Rat <ratinox@peorth.gweep.net>
Subject: Re: Clarification
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"jw" == joshua windeknecht <joshuaw@igateway.net> writes:
jw> This is a clarification of the question I asked about Highlander
jw> Immortality. I am going to be playing in a non-immortal campaign, and I
jw> could possibly be the only character with this ability.
Then wing it. Have the GM come up with a reasonable cost for the ability
and pay for it.
Or wait for 5th edition, which could be forever since no release date has
been hinted at.
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- --
Rat <ratinox@peorth.gweep.net> \ Do not taunt Happy Fun Ball.
Minion of Nathan - Nathan says Hi! \
PGP Key: at a key server near you! \
------------------------------
Date: Wed, 13 Jan 1999 14:54:30 -0800
From: Christopher Taylor <ctaylor@viser.net>
Subject: Re: Adjusting cost of power in Hero Creator
>> That, and I have a house rule that any power with personal immunity has the
>> chance that someone can figure out how to access that.
>
>Sounds fine as long as it's used sparingly.
Yeah, it only came up once in the campaign, but it fits comic books well,
if you think back on the old stories, especially with gadgeteers. In all
honesty, being able to exploit this in a character is rarely possible (oh,
I know about your personal immunity vs your energy blast... not that it
helps me any, I cant make myself immune).
- --------------------------------------------------------------------------
Sola Gracia Sola Scriptura Sola Fide
Soli Gloria Deo Solus Christus Corum Deo
- --------------------------------------------------------------------------
------------------------------
Date: Wed, 13 Jan 1999 15:04:10 -0800
From: Christopher Taylor <ctaylor@viser.net>
Subject: Re: Highland Immortality
>Or, a fantasy game for that matter. 'regenerate from death' is just what
>the doctor ordered for certain monsters (trolls, necromancers, various
>types of undead, etc).
The funny thing is... until this came up I always figured you could regen
from any amount of damage if you had regeneration, I mean its not stated,
but its not really rejected either, and if you look at the source material
(comics AND fantasy) people who regenerate are nearly impossible to kill
except by a certain way... but now it costs 20 more points?
- --------------------------------------------------------------------------
Sola Gracia Sola Scriptura Sola Fide
Soli Gloria Deo Solus Christus Corum Deo
- --------------------------------------------------------------------------
------------------------------
Date: Wed, 13 Jan 1999 14:55:41 -0800
From: Christopher Taylor <ctaylor@viser.net>
Subject: Re: Adjusting cost of power in Hero Creator
At 03:11 PM 1/13/99 -0600, you wrote:
>One factor you didn't take into account, though: Aid allows you to bypass
>campaign limits ofcharacteristic maxima, which affects heroic campaigns
>more than superheroic. I don't know how that would affect the cost of the
>power, but it's definitely an Advantage.
Hmm possibly, I have a house rule that it does NOT do so, and it doesnt say
one way or the other in the rules that Im aware of.
>> >I'm curious about how you figured this up. Do you still have your
>figures,
>> >or would it be too much trouble to reproduce your calculations?
>>
>> damn I knew someone was gonna ask LOL let me see if I can remember.
>>
>> Starting with 6 character points, put the following modifiers on it:
>>
>> Costs END (-1/2)
>> Fades over time, 5 pts/turn (-1/4)
>> Random Result (unsure on this, so -1/2; you could argue -1/4 I
suppose)
>> Visible (costs END doesnt make em visible automatically) -1/4
>> Total Limitations: -1 1/2
>> Usable Against Others (not by others, they dont have a choice
in the matter: +1)
>> Costs END only to turn on (an advantage I use for spells a lot,
modified slightly here: +1/4)
>> Total Advantages: +1 1/4
>> Base Cost: 6 points Active Cost: 13 Real Cost: 5
- --------------------------------------------------------------------------
Sola Gracia Sola Scriptura Sola Fide
Soli Gloria Deo Solus Christus Corum Deo
- --------------------------------------------------------------------------
------------------------------
Date: Wed, 13 Jan 1999 15:00:32 -0800
From: Christopher Taylor <ctaylor@viser.net>
Subject: Re: Adjusting cost of power in Hero Creator
>> Aid is very abuasable, but most anything is. 10 points just makes it more
>> difficult. Most fixes that Hero puts out either cripples a power
>> or opens up some new abuse. And one persons abuse is another persons tool.
>> It's only when they're in the same campaign that it's a problem.
>
>Well, the main problem was usually not aid directly, it was with the +2
>'affects all powers in a group' advantage, or the +1/2 point per +1 max
effect.
>That and at 5 pts/die aid really _was_ too cheap for a healing effect,
>particularly since it never defined how aid max actually worked for healing.
You pay for what you get using those... they cost points. But my all time
favorite was the recursive Aid: half of the points you get from the Aid go
to the max, half go to the actual power, and as a result you can aid
someone about 2394816 points, given time. Absorb and Transfer can be
bought the same way.
Also there is the super regenerate: 1D6 Aid, invisible, always on, 0 END
cost, self only, persistent, heals any stat or power below 0. Voila, a
cheap regenerate of 1D6 character points per phase, conscious or not. Good
luck putting THIS guy down.
But honestly, you can do that with all the powers that have a magnifying
glass or stop sign next to. The 10 point cost wont really have much affect
on Superhero games, you usually dont buy more than a couple dice anyway.
But with say, Fantasy Hero, all the sudden cheap, minor spells based on AID
(like AID to give a sword extra damage) suddenly cost a ton more and dont
DO anything else. And these werent unbalancing either... oh well.
- --------------------------------------------------------------------------
Sola Gracia Sola Scriptura Sola Fide
Soli Gloria Deo Solus Christus Corum Deo
- --------------------------------------------------------------------------
------------------------------
Date: 13 Jan 1999 18:58:52 -0500
From: Stainless Steel Rat <ratinox@peorth.gweep.net>
Subject: Re: Highland Immortality
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"CT" == Christopher Taylor <ctaylor@viser.net> writes:
CT> After all, what fun is it when players get chopped up and die in a hurry?
That depends. If you are playing Speed Paranoia, it is expected that the
GM come up with interesting ways to kill clones quickly.
Otherwise, no.
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Rat <ratinox@peorth.gweep.net> \ Caution: Happy Fun Ball may suddenly
Minion of Nathan - Nathan says Hi! \ accelerate to dangerous speeds.
PGP Key: at a key server near you! \
------------------------------
Date: Wed, 13 Jan 1999 16:07:26 -0800 (PST)
From: Anthony Jackson <ajackson@molly.iii.com>
Subject: Re: Adjusting cost of power in Hero Creator
Christopher Taylor writes:
> You pay for what you get using those... they cost points.
Yes, they cost points. However, the point cost they have tends to be too low
for the effect they give, at least in the case of aid.
<zap recursive aid> True, there's a couple of ways to make infinite characters
with adjustment powers.
>
> Also there is the super regenerate: 1D6 Aid, invisible, always on, 0 END
> cost, self only, persistent, heals any stat or power below 0. Voila, a
> cheap regenerate of 1D6 character points per phase, conscious or not. Good
> luck putting THIS guy down.
Aid as healing is broken, because it doesn't define what the point max does.
------------------------------
Date: Wed, 13 Jan 1999 18:01:01 -0600 (Central Standard Time)
From: Tim Gilberg <gilberg@ou.edu>
Subject: Re: CHAR: Anita Carstairs (was Stupid Precog Tricks)
I guess I'll jump in on this one, seeing as I have a character
with a very similar construction. My construction could be considered to
be of questionable legality, but it works quite well.
First, buy the visions however you want/need them. (This can
actually be pretty difficult, and may be good for a totally different
debate.)
Add, for disads, X5 END and NCC.
As a separate item, buy off the NCC with the desired disads.
Activation or Requires a Skill Roll tend to work well.
The Stun Drain isn't really needed, as that huge END expenditure
will quite possibly get the character down to the burning STUN stage,
possibly BOD. Depends on the GM, really.
-Tim Gilberg
-"English Majors of the World! Untie!"
------------------------------
Date: Wed, 13 Jan 1999 18:01:13 -0600 (Central Standard Time)
From: Tim Gilberg <gilberg@ou.edu>
Subject: Re: Y2k bug (from predictions)
> Considering that evening news consistently gets any tech or science story
> messed up, this isn't a surprise. I have yet to see a single program that
> can actually tell you the correct date the millenium will end. (Hint: It
> isn't Dec 31, 1999.)
Er, sorry. You lose this argument. Common Sense (No Such Animal,
I know, but anyway) says that those first two digets are what matters.
There are just too few voices out there trying to base things on a
medieval Catholic calendar, which started on 1 instead of 0.
Now, if those same people showed up every 10 years to argue that
1950 was the last year of the 40's, 1970 was the last year of the 60's,
1980 was the last year of the 70's, etc, then perhaps things would be
different.
-Tim Gilberg
-"English Majors of the World! Untie!"
------------------------------
Date: Wed, 13 Jan 1999 19:37:50 -0500
From: "Michael Sprague" <msprague@eznet.net>
Subject: Re: Area Effect Question
>At 08:08 AM 1/13/99 -0500, emiller1@worldbank.org wrote:
>>My suggestion is-- buy the power as a Force Wall, opaque to a few senses
>>(smokescreen would be normal vision, probably IR vision as well, and the
>entire
>>scent sense group), with the defenses probably set to 0, and then use the
>rules
>>of that power to expand it to the needed length/area.
>
> The problem with this one is that, per the Force Wall rules, as soon as
>someone walks through it the whole thing goes down.
For a +1/2 Advantage, you can make a Force Wall transparent to Physical or
Energy attacks. What I had never considered doing before would be to make
it transparent to both (a +1 Advantage). I am not sure this is a good idea,
because the wall needs very little in the line of DEF. You must buy the
minimum of 10 points, however, so maybe that would work.
Also note that Darkness works better than images here ... but it suffers
from a similar area effect problem. Actually, Darkness is worse, since
increasing the radius increases the base points and is not an Advantage (in
my campaign, it is reworded such that it is an advantage).
~ Mike
------------------------------
Date: Wed, 13 Jan 1999 20:07:38 -0500
From: "Michael Sprague" <msprague@eznet.net>
Subject: Re: Y2k bug (from predictions)
> Now, if those same people showed up every 10 years to argue that
>1950 was the last year of the 40's, 1970 was the last year of the 60's,
>1980 was the last year of the 70's, etc, then perhaps things would be
>different.
These people do/did show up. I remember hearing this sort of thing for 1980
and 1990. Of course, it was not as big a deal as 2000, but then it was only
a decade, not a century.
~ Mike
------------------------------
Date: Wed, 13 Jan 1999 19:49:26 -0500 (EST)
From: tdj723@webtv.net (thomas deja)
Subject: Re: Current Hero/GRG/Hero Plus Stuff
>From: susano@dedaana.otd.com (Michael Surbrook)
>>What is "Unknown Eagles" again? A
>> sourcebook for WWII or a Golden Age
>> campaign?
I've been led to believe it's a sourcebook for a Golden Age Campaign
background--although, as a GAC nut (I'm presently starting up the
official WWII game of the Vieux Carre Universe, VC: ALLIED FORCES), I
have to ask:
Now that Hero Games is going back to doing actual book books, is some of
the Hero Plus material going to be released as standard books?
"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: Wed, 13 Jan 1999 20:02:09 -0500 (EST)
From: tdj723@webtv.net (thomas deja)
Subject: Re: Highland Immortality
>From: ctaylor@viser.net (Christopher Taylor)
>>Yeah but you know, it always ends up the
>> guy with regeneration sucks up the most
>> BOD damage, the guy with high defenses
>> gets shot the most LOL cause as a GM you
>> want it challenging and scary but you dont
>> wanna butcher the PCs.
Well, one of the comic book archtypes for immortal characters are those
like Mr. Immortal, from The Great Lake Avengers/Lightning Rods or (to a
lesser extent) Ra's ah Ghul. Since they know they ae immortal, they end
up taking risks that may be, ummm, inappropriate for the standard
characters.....
"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: Wed, 13 Jan 1999 19:56:53 -0500 (EST)
From: tdj723@webtv.net (thomas deja)
Subject: Re: Highland Immortality
>From: nolan@erols.com (Scott Nolan)
>>>Depends on the kind of campaign you run.
>>> In a typical supers game, yeah, Mr
>>> Immortal is only going to get to use his
>>> powers if he has really low defenses vs
>>> killing attacks. OTOH, if you run a game
>>> where folks don't have Damage Resistance
>>> or access to armor, guns can get more
>>> lethal.
>>And not everyone plays in superhero games.
>> This power will be very useful in my Fantasy
>> Hero game.
...and not every supers game is totally safe-as-houses. In World War II
games, most supers traditionally are just normal guys with one or two
gimmicks--so at least initially, the risk of life and limb is high....
"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: Wed, 13 Jan 1999 10:13:29 -0800 (PST)
From: shaw@caprica.com (Wayne Shaw)
Subject: Re: The Kandris Seal
> Not that I begrudge Steve and Bruce for this, at least more than a
>smidge. They have a *lot* of stuff going on, between Hero Plus, C:NM, Hero
>Software, the online store, and other considerations. If the book's
>available by March 15, I'll be happy. (If it isn't, I'll be in deep
>kumquats with my creditors....)
It's why I'm expecting to wait a while to hear from Bruce as to whether
they'd like me to pick up and finish my old Lords of the Way suppliment,
something I asked about a week ago. He's always got a couple dozen balls in
the air not counting what passes for his normal life.
------------------------------
Date: Wed, 13 Jan 1999 10:32:58 -0800 (PST)
From: shaw@caprica.com (Wayne Shaw)
Subject: Re: Rules Changes in Hero Creator (was Re: Highland Immortality)
>
>> From: James Jandebeur <james@javaman.to>
>> I agree with Bob: Wait for 5th Edition. Since the power is in Heromaker,
>I
>> think we can assume pretty well that Regeneration is going to include
>Return
>> from Death for 20 points.
>
>Just noticed this rules change myself. Has anyone spotted any others so
>far?
>
>Guy
I know there are modifications planned to Aid and Hand-to-Hand attack; I'm
told they're pretty much the ones I use (Aid at 10/die, Hand to Hand attack
treated as a net Limitation on Energy Blast much as Damage Shield is treated
as a net advantage, at -1/2). Since I don't have Win95+ yet, by copy of
Hero Creator is, as of yet, a paperweight.
------------------------------
Date: 13 Jan 1999 20:42:22 -0500
From: Stainless Steel Rat <ratinox@peorth.gweep.net>
Subject: Re: Y2k bug (from predictions)
- -----BEGIN PGP SIGNED MESSAGE-----
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"TG" == Tim Gilberg <gilberg@ou.edu> writes:
TG> Now, if those same people showed up every 10 years to argue that
TG> 1950 was the last year of the 40's, 1970 was the last year of the 60's,
TG> 1980 was the last year of the 70's, etc, then perhaps things would be
TG> different.
Actually, 1985 was the last year of the 70's.
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Rat <ratinox@peorth.gweep.net> \ Caution: Happy Fun Ball may suddenly
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PGP Key: at a key server near you! \
------------------------------
Date: 13 Jan 1999 20:39:59 -0500
From: Stainless Steel Rat <ratinox@peorth.gweep.net>
Subject: Re: Adjusting cost of power in Hero Creator
- -----BEGIN PGP SIGNED MESSAGE-----
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Dunnow who wrote this, sorry:
> One factor you didn't take into account, though: Aid allows you to bypass
> campaign limits ofcharacteristic maxima,
Since when?
Aid adds character points to something the target has. If those points
cause that thing to exceed a characteristic maximum, damn straight the
doubled cost applies.
Only the GM is allowed to exceed campaign limits.
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Rat <ratinox@peorth.gweep.net> \ Ingredients of Happy Fun Ball include an
Minion of Nathan - Nathan says Hi! \ unknown glowing substance which fell to
PGP Key: at a key server near you! \ Earth, presumably from outer space.
------------------------------
Date: Wed, 13 Jan 1999 10:52:34 -0800 (PST)
From: shaw@caprica.com (Wayne Shaw)
Subject: Re: Adjusting cost of power in Hero Creator
>Well, the main problem was usually not aid directly, it was with the +2
>'affects all powers in a group' advantage, or the +1/2 point per +1 max effect.
>That and at 5 pts/die aid really _was_ too cheap for a healing effect,
>particularly since it never defined how aid max actually worked for healing.
The combination of the slower fade rate, increased maximum, and the ability
to use it on multiple targets also got excessively clever. After watching
the Speed Booster pills in operation just once, I knew we had a problem: Aid
Speed, 1D6 Aid (5 points), increase Maximum +14 (7 points) Fade rate per
hour (+3/4, adds up to an additional 9 points), 32 charges (another +1/4 or
3 points). Net cost, one player (the gadgeteer) spends 24 points to give
five people an extra two speed points for an hour. Try to find another
clearly legal way to pull _that_ stunt.
------------------------------
Date: Wed, 13 Jan 1999 11:00:13 -0800 (PST)
From: shaw@caprica.com (Wayne Shaw)
Subject: Re: Adjusting cost of power in Hero Creator
>But with say, Fantasy Hero, all the sudden cheap, minor spells based on AID
>(like AID to give a sword extra damage) suddenly cost a ton more and dont
>DO anything else. And these werent unbalancing either... oh well.
Actually, Fantasy Hero was the place I saw someone most misuse Aid. it
allows you to pull some seriously ugly stunts using the extra time
Limitation and extended duration Aids.
------------------------------
Date: Wed, 13 Jan 1999 10:11:11 -0800 (PST)
From: shaw@caprica.com (Wayne Shaw)
Subject: Re: Area Effect Question
>It's never made sense to me that all these AoE options are +1 Advantages.
>Say you have a 40 point Power that you make AoE: the radius option gives
>you 360 degree coverage out to 4 hexes, covering a total of 37 hexes; using
>A0E: Line on the same Power will cover only 16 hexes, which must be in a
>straight line -- much more limited, but it's a +1 Advantage, same as Radius.
The reason is, I'd care to hazard, is that it's much more controllable,
especially in regard to damaging effects. I may have to work to get full
value out of the line, but I can still use it on a fairly consistent basis
and avoid hitting friends and innocent bystanders. That's not true of Radius.
>
>The bigger the base power, the bigger the discrepancy. An 80 point Power
>with AoE: Radius covers something like 270 hexes -- I'm not sure that
>numner is exact -- while the same Power with AoE: Line only covers 32 hexes.
>
>*Either* option allows you to double the coverage for an additional +1/4
>Advantage, as well, so you can get that 270 hex coverage for the 40 point
>Power for little extra expense.
>
>How screwed up is this?
See above. It depends on the premium you put on avoiding the 'friendly
fire' effect.
------------------------------
Date: Wed, 13 Jan 1999 10:28:26 -0800 (PST)
From: shaw@caprica.com (Wayne Shaw)
Subject: Re: Highland Immortality
>>It is a special effect, IMO. Anyone of any consequence in such a campaign
>>has the ability. Since 'everyone' has it, it qualifies as an 'everyman'
>>ability and costs nothing (which makes things easier on everyone playing).
>
>
>That only helps if the character is being played in a game of that sort.
>
>I agree with Bob: Wait for 5th Edition. Since the power is in Heromaker, I
>think we can assume pretty well that Regeneration is going to include Return
>from Death for 20 points. As a stopgap measure, you could download the
>Fuzion Superpowers rules from the Hero site, multiply the desired level of
>Regeneration by 5 to get the Hero cost, and you're set til the rules change
Uh, probably I'd just import the modifier. They're addint the Immortality
regeneration, but I don't think they're changing the way Regeneration works,
and Fuzion regen is rather different than Hero regen.
------------------------------
Date: Wed, 13 Jan 1999 10:58:10 -0800 (PST)
From: shaw@caprica.com (Wayne Shaw)
Subject: Re: Highland Immortality
>>Or, a fantasy game for that matter. 'regenerate from death' is just what
>>the doctor ordered for certain monsters (trolls, necromancers, various
>>types of undead, etc).
>
>The funny thing is... until this came up I always figured you could regen
>from any amount of damage if you had regeneration, I mean its not stated,
>but its not really rejected either, and if you look at the source material
>(comics AND fantasy) people who regenerate are nearly impossible to kill
>except by a certain way... but now it costs 20 more points?
Nothing in the rules also says that you have the ability to ignore death
just because you get back Body rapidly. And Hero _generally_ doesn't try
for the maximal case; there are a lot of rapidly healing individuals out
there you can put down just by pumping enough damage into them, including
apparently both Wolverine and Sabertooth (though both of them by Champions
standards should also have a bit of resistant defense since the small wounds
heal so fast, and probably fairly massive Body scores, at least around 20).
------------------------------
Date: Wed, 13 Jan 1999 10:35:49 -0800 (PST)
From: shaw@caprica.com (Wayne Shaw)
Subject: Re: Adjusting cost of power in Hero Creator
>At 10:36 AM 1/13/99 -0600, you wrote:
>>In the campaign I'm playing in now, Aid costs 10 pts/die, not 5. In Hero
>>Creator, how can I adjust this cost accordingly?
>
>Half the dice result? I dont know, apparently HS5th is going to have this
>as the rules, which to me seems... excessive, I ran the numbers on AID,
>building it as straight character point cost and simulating it with
>limitations and advantages, and it ends up being about 4.5 points per die
>as I figured it, so we already are paying more than it is worth by my
>numbers. Aid is powerful, certainly, but not so powerful it ruins the game
>by any thought (any more than transform or power pool). It just requires
>the caution that a power like that should require.
You obviously haven't seen some of the more creative things that can be done
with slow fade rate and/or increased Maximum Aids. We've found it balances
out _much_ better at 10/die...and seems more consistent with Transfer (Under
the current rules, you can build a Cheaper Transfer out of Linking Aid and
Drain than Transfer costs...which suggests a screwy cost somehwere, and
since Aid is the Johnny-come-lately...).
>
------------------------------
End of champ-l-digest V1 #133
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Date: Monday, May 24, 1999 03:10 PM