Digest Archives Vol 1 Issue 15
Desmarais, John 
From:	owner-champ-l-digest@sysabend.org 
Sent:	Wednesday, November 04, 1998 2:29 PM 
To:	champ-l-digest@sysabend.org 
Subject:	champ-l-digest V1 #15 
 
champ-l-digest       Wednesday, November 4 1998       Volume 01 : Number 015 
 
 
 
In this issue: 
 
    Re: metal armour 
    Re: metal armour 
    [none] 
    [none] 
    Re: GURPS: GURPS 
    Re: Non Combat movement 
    Re: Is this as abnormal as I think it is?  (Minority Gamers) 
    Re: Campaign Styles/Types 
    Re: Anglo Hero, Batman, Etc. 
    Power Concept: Short Circuit 
    Re: Always on (Help Please) 
    Re: "Lab" skills question 
    Re: Hero Games News 
    Re: Is this as abnormal as I think it is?  (Minority Gamers) 
    Re: Scrapping OCV/DCV? 
    Re: CHAR: Triffid 
    Re: The Name Game: MetroGnome 
    Re: Hero Games News 
    Re: Comics Characters (Long [and for no bloody good reason]) 
    Re: "Lab" skills question 
    Re: Mail Formats (Longish) 
    Re: Traveller 
    Re: [Fuzion] RE: A pretty weird idea I came up with.... 
    RE: Traveller 
    Re: Killing attack for knockback 
    Re: "Lab" skills question 
    Re: Mail Formats (Longish) 
    Re: Sphere of Fear 
    Re: "Lab" skills question 
    Looking for Autoduel 
    Re: Simulating Mind Link with something else due to VPP 
    Re: GURPS: GURPS 
    Re: Comics Characters (Long [and for no bloody good reason]) 
    RE: Always ON 
    Re: Breadth vs. Depth 
    Re: Breadth vs. Depth 
 
---------------------------------------------------------------------- 
 
Date: Fri, 18 Sep 1998 11:38:16 -0700 (PDT) 
From: Anthony Jackson <ajackson@iii.com> 
Subject: Re: metal armour 
 
qts writes: 
> >>Obviously, metal armour is useless against electricity 
> > 
> >Why do people always say this?  Have you ever heard of a 
> >"Faraday Cage"? 
>  
> Yes, but you're not touching the Faraday cage, are you? 
>  
> >Properly-fashioned full plate mail has leather *throughout*, and the 
> >conductance of the outer plates pretty much prevents the personinside 
> >from ever taking any of the electricity (it all arcs around him). 
>  
> No, it will conduct through the leather due to misc contact, sweat etc. 
 
Electricity will follow the path of lowest resistance (more accurately, it will 
follow multiple paths, and the amount following each path is proportional to 
the resistance of the path).  As metal has significantly lower resistance than 
flesh, the general result of being hit by shock while wearing metal armor is 
that most of the shock is carried away by the armor. 
 
However...the metal only protects to the degree that it actually provides a 
path to the ground (or wherever the electricity is going).  As such, if you 
were wearing a chainmail vest and got hit by lightning, a significant portion 
of the electricity would be transmitted by the vest -- until the mail stopped, 
at which point the easiest path to the ground is probably through your leg... 
 
The net effect is that metal armor should probably provide full defense against 
electrical attacks (dealing with the ability of a shock to hit multiple hit 
locations is probably not worth the effort); _however_, the real disadvantage 
of metal armor against lightning is that metal armor will make electrical 
attacks somewhat more likely to _hit_ you (figure -1 to -3 DCV). 
 
------------------------------ 
 
Date: Sun, 20 Sep 1998 22:12:16 +0100 
From: Chris Lynch <chris@lynch1.demon.co.uk> 
Subject: Re: metal armour 
 
- -----Original Message----- 
From: Michael Surbrook <susano@access.digex.net> 
Cc: champs list <champ-l@sysabend.org> 
Date: 19 September 1998 12:13 PM 
Subject: Re: metal armour 
 
 
>On Sat, 19 Sep 1998, qts wrote: 
> 
>> > The net effect is that metal armor should probably provide full 
>> >defense against 
>> >electrical attacks (dealing with the ability of a shock to hit multiple 
hit 
>> >locations is probably not worth the effort); _however_, the real 
disadvantage 
>> >of metal armor against lightning is that metal armor will make 
electrical 
>> >attacks somewhat more likely to _hit_ you (figure -1 to -3 DCV). 
>> 
>> An interesting take. However, it still doesn't take into account 
>> metal's near-transparency to electricity. Yes, I might give them 1 DEF 
>> for the clothes underneath, but that helmet is in full contact with 
>> your skin... 
> 
>Actually it's not.  The helmet has a lining of some sort, may sit on a 
>mail coif and there is usually a cloth cap underneath as well. 
 
 
Oh, many is the time when MY cap and coif have been at the cleaners....... 
 
------------------------------ 
 
Date: Mon, 21 Sep 1998 08:30:57 -0700 (PDT) 
From: "K. Ulstein" <kenhar@u.washington.edu> 
Subject: [none] 
 
unsubscribe kenhar@u.washington 
 
------------------------------ 
 
Date: Mon, 21 Sep 1998 08:30:57 -0700 (PDT) 
From: "K. Ulstein" <kenhar@u.washington.edu> 
Subject: [none] 
 
unsubscribe kenhar@u.washington 
 
------------------------------ 
 
Date: Tue, 13 Oct 1998 13:57:46 -0700 (PDT) 
From: Anthony Jackson <ajackson@iii.com> 
Subject: Re: GURPS: GURPS 
 
Michael Surbrook writes: 
 
> I ssaid last year or so... I don't remember when SJG started their 
> adaptions of White Wolf's stuff. 
 
Several years ago, and they're no longer producing any of them. 
 
------------------------------ 
 
Date: Mon, 12 Oct 1998 19:03:40 -0700 
From: Rick Holding <rholding@ActOnline.com.au> 
Subject: Re: Non Combat movement 
 
Raye Cooper wrote: 
>  
> I have a question, why does the non combat multiplier go 2 4 8 16 32 64 then 
> goes to 125 instead of 128? 
 
 
	Its a fairly common approach by Hero.  Once the numbers get to a 
certain point, common sense rounding comes into effect.  Look at the 
strength chart for another example.  It just makes the numbers easier to 
handle. 
- --  
Rick Holding 
 
If only "common sense" was just a bit more common... 
   or if you prefer...  You call this logic ? 
 
------------------------------ 
 
Date: Thu, 1 Oct 1998 09:39:48 -0500 (CDT) 
From: "Dr. Nuncheon" <jeffj@io.com> 
Subject: Re: Is this as abnormal as I think it is?  (Minority Gamers) 
 
On Thu, 1 Oct 1998, Dr. Nuncheon wrote: 
 
> On Wed, 30 Sep 1998, Tim Gilberg wrote: 
>  
> > First, a question.  How common are non-white gamers in your experience, 
> > Champions/Hero or not? 
 
> College: One African-American, two Jewish gamers (not sure if you want to 
>    count them), again out of about 10. 
 
D'oh.  And one gamer from India.  Can't believe I forgot him. 
 
J 
 
Hostes aliengeni me abduxerent.              Jeff Johnston - jeffj@io.com 
Qui annus est?                                   http://www.io.com/~jeffj 
 
------------------------------ 
 
Date: Wed, 30 Sep 1998 21:54:27 -0500 
From: Ross Rannells <rossrannells@worldnet.att.net> 
Subject: Re: Campaign Styles/Types 
 
Filksinger wrote: 
 
> From: Lisa Hartjes <beren@unforgettable.com> 
> 
> <snip> 
> One I've wanted to do for a while, but never had the nerve/right group: a 
> very adult game where the players play people who are less than heroes 
> (former mob hit man, heroin-addicted housewife who turned hooker for fun 
> more than money, company exec who killed his partner and framed his 
> partner's wife, etc.) who find themselves working together to stop the 
> return of mystic evil, evil enough to make the worst of them look like 
> boyscouts. I named it "The Unredemed". 
 
Now that is an origanal idea! that would be a fun campaign to play. 
 
------------------------------ 
 
Date: Tue, 22 Sep 1998 19:36:43 -0500 
From: Ross Rannells <rossrannells@worldnet.att.net> 
Subject: Re: Anglo Hero, Batman, Etc. 
 
geoff heald wrote: 
 
> At 07:05 AM 9/22/98 -0700, you wrote: 
> >At 11:12 PM 9/21/1998 EDT, JayPHailey@aol.com wrote: 
> >>They did, in fact release an animated Batman movie.  It tanked. 
> > 
> >   It couldn't have been that bad, considering they did a second one on 
> video. 
> > 
> I still haven't seen it, but I understand that it wasn't bad at all, but 
> nobody went to see it.  I think that's what he meant by 'it tanked.' 
 
I've saw the first with my two oldest kids in the theater, it was pretty 
good.  The second was announced and was to be released after Batman and 
Robin.  The second also had Mr. Freeze as the main villian, I never say it 
advertised in any of the local theatres.  I have seen it on video, but 
haven't rented it yet. 
 
------------------------------ 
 
Date: Sun, 11 Oct 1998 18:56:57 -0400 (EDT) 
From: thomas deja <tdj723@webtv.net> 
Subject: Power Concept: Short Circuit 
 
Okay, time to pick your brains: 
 
I just started playing a character called The Tide, who controls water. 
One of the abilities I'd like to buy for her in the future is the 
ability to short out high-tech weaponry by flooding their systems with 
water. 
 
I've been thinking about how to build it, and I'm not sure.  My ideas 
(and they're vague) include: a Minor Transform, an AP KA usuable only on 
high-tech electronics, and a suppress.  Your thoughts? 
 
"'N I fell for all that'die-like-a-warrior' crap.  I've seen clowns fall 
off their bikes with more honor" 
           --Xander Haris, BUFFY TVS #1 
____________________________________ 
THE ULTIMATE HULK, containing the new story, "A Quiet, Normal Life," is 
available now from Byron Preiss and Berkley 
_______________________________ 
MAKE UP YOUR OWN DAMN TITLE, Tom Deja's webpage 
www.freeyellow.com/members/tdj 
 
------------------------------ 
 
Date: Mon, 21 Sep 1998 09:26:18 -0700 (PDT) 
From: Anthony Jackson <ajackson@iii.com> 
Subject: Re: Always on (Help Please) 
 
James Jandebeur writes: 
> I am wondering. Can I place Always On on say Armor or Damage Resistance 
> without buying 0 END & Persistant?  
>     <<<< 
>      
> I don't think you can buy Always On to these Powers with or without 
> buying 0 END and Persistent. If you can take them Always On, there's 
> no need to buy them 0 END and Persistent, since they already have these 
> characteristics. But I don't think that they can normally be turned off.  
 
You can declare any persistent power 'always on' if desired.  You don't get a 
_limitation_ for this unless always on actually limits you, which in the case 
of powers which are by default persistent (and thus invisible) it usually 
doesn't -- or at least, the fact that you can't turn the power off isn't any 
more of a limitation than the fact you also then can't be mind controlled to 
turn the power off. 
 
------------------------------ 
 
Date: Thu, 24 Sep 1998 02:12:51 -0500 (EST) 
From: Tokyo Mark <bastet@iquest.net> 
Subject: Re: "Lab" skills question 
 
> A player recently submitted a character with a base. Simple enough. But the 
> "base" has several "labs" that have Prescence skills. Namely:Oratory, 
> Seduction, Interrogation and Persuasion. Technically I think this is legal 
> but I'm having trouble seeing just how it works. The Interrogation "lab" is 
> understandable, but Seduction? Persuasion?  
>  
> Any comments, suggestions or ideas on these?  
 
I can see an oratory lab being appropriate for prepared speeches.  Get a 
library of past speeches and speaking techniques, so if they want to 
prepare a speech it will be more effective. 
 
Interrogation is easy to imagine. 
 
Persuation I have no idea, but weirdly a seduction lab sounds like a 
cheesy bachlor's pad, with adjustable level lights, ect.  Something like 
the 'Kennedy Room' in Mars Attacks. 
 
Hey, no one said they had to be literal labs.;) 
 
------------------------------ 
 
Date: Mon, 28 Sep 1998 16:07:30 -0400 (EDT) 
From: thomas deja <tdj723@webtv.net> 
Subject: Re: Hero Games News 
 
I've gotta say that I *really* doubt the wisdom of continuing with 
CHAMPS: New Millenium, which I thought was a failure--it pracitcally 
forced players into creating cookie-cutter characters (almost all the 
sample characters were the same in stats and powers), gave us a bland 
background and vague game mechanics. 
 
I *liked* the original Champs Universe; it *felt* like a real comic book 
universe....NM felt like an Image book--all style and no substance. 
 
But then, that's me.... 
 
"'N I fell for all that'die-like-a-warrior' crap.  I've seen clowns fall 
off their bikes with more honor" 
           --Xander Haris, BUFFY TVS #1 
____________________________________ 
THE ULTIMATE HULK, containing the new story, "A Quiet, Normal Life," is 
available now from Byron Preiss and Berkley 
_______________________________ 
MAKE UP YOUR OWN DAMN TITLE, Tom Deja's webpage 
www.freeyellow.com/members/tdj 
 
------------------------------ 
 
Date: Thu, 1 Oct 1998 07:07:24 -0500 (CDT) 
From: "Dr. Nuncheon" <jeffj@io.com> 
Subject: Re: Is this as abnormal as I think it is?  (Minority Gamers) 
 
On Wed, 30 Sep 1998, Tim Gilberg wrote: 
 
> First, a question.  How common are non-white gamers in your experience, 
> Champions/Hero or not? 
 
Hmm, let's see.   
 
High school: didn't know any.  Not surprising, as my HS was in an 
   upper-middle-class suburb without a heck of a lot of racial diversity. 
   Actually, there was a 1/4 Cherokee (I think) gamer back in middle 
   school, but he dropped out of the hobby.  This is out of about 10. 
 
College: One African-American, two Jewish gamers (not sure if you want to 
   count them), again out of about 10. 
 
Post-College: Have met two African-Americans and one Jewish gamer out of 
   several dozen. My current SO has some Cherokee ancestry, but you can't 
   really tell it to look at her, so I won't count her here. 
 
J 
 
Hostes aliengeni me abduxerent.              Jeff Johnston - jeffj@io.com 
Qui annus est?                                   http://www.io.com/~jeffj 
 
------------------------------ 
 
Date: Thu, 17 Sep 1998 23:10:07 -0700 
From: Rook <rook@infinex.com> 
Subject: Re: Scrapping OCV/DCV? 
 
> And if one point per wepon offends you, then charge more.  or vary the cost. 
> A club might cost 1 cp while a sword might cost two or three to attain 
> "proficiency" with it. 
 
	Actually, a sword is an easy thing to use. With a couple hours one can 
learn how to hit and parry with it as well as one does with their bare 
hands. Mind you a true fencer or swordsman is someone with a full 
martial art and skill levels who is likely better with the sword than 
with their bare hands. 
So 1 point to remove the OCV penealty is not unreal. 
 
	However, other weapons would make sense at higher costs. Take the 
longbow for instance. Or nunchuks. 
 
- --  
Rook ¿Õ ¿ë ±â WebRPG TownHall Magistrate townhall.webrpg.com <0){{{{>< 
 __  Super WebRing http://orion.supersoldiers.com/heroes/webring.html 
/.)\ Nothing vast enters the life of mortals without a curse. 
\(@/ http://www.infinex.com/~rook/SH/              Super Hero RPG Site 
 
------------------------------ 
 
Date: Thu, 24 Sep 1998 07:46:27 -0500 (CDT) 
From: "Dr. Nuncheon" <jeffj@io.com> 
Subject: Re: CHAR: Triffid 
 
On Wed, 23 Sep 1998 HeroGames@aol.com wrote: 
 
> In a message dated 9/23/98 2:29:22 PM, ratinox@peorth.gweep.net writes: 
>  
> >Nope.  I made that mistake myself.  You are remembering something from 
> >a 
> >previous edition of the game (or remembering my recollection of a previous 
> >edition); the fourth edition does not have this restriction. 
> > 
>  
> Champions 4th Edition, page 15: "A character may reduce each and every Primary 
> Characteristic below the listed value, but only one Figured Characteristic." 
>  
> Perhaps not as clearly written as it should be, but you can only sell back one 
> Figured Characteristic. 
 
<blink> 
 
We always played it as 'one Figured Characteristic per Primary' (i.e. you 
could sell back PD and SPD, but not PD and STUN) - is it 'one and only one 
Figured Characteristic, period?'  And if so, why? 
 
J 
 
Hostes aliengeni me abduxerent.              Jeff Johnston - jeffj@io.com 
Qui annus est?                                   http://www.io.com/~jeffj 
 
------------------------------ 
 
Date: Fri, 9 Oct 1998 16:32:48 -0500 (CDT) 
From: "Dr. Nuncheon" <jeffj@io.com> 
Subject: Re: The Name Game: MetroGnome 
 
On Fri, 9 Oct 1998, John Desmarais wrote: 
> At 03:10 PM 10/9/98 -0500, Jason Sullivan wrote: 
> >Just a bit of morbid curosity here... 
> >	Could you take a shot at a charcter baed around the name 
> >MetroGnome for a SuperHeroic Champions campagin? 
>  
> Well, if no one else is going for the obvious play on words, I will. 
 
Dang, I was about to. 
 
On the other hand, I was just going to suggest adding 'Absolute Timing' 
(that's a GURPS advantage, I honestly forget the HERO version, if there is 
one) and maybe a level of skill with music, Usable by Others in area, must 
hear MG's ticking. 
  
> I'm thinking a short hero with the ability to effect neural timing, 
> motor skills, and concentration by forcing his target into keeping 
> time with the rythmic beats he generates. 
>  
> Hero Effects used: DEX, INT, and SPD drains. 
 
And AIDs - if he ticks faster, maybe he can speed up his companion's 
reflexes? 
 
J 
 
Hostes aliengeni me abduxerent.              Jeff Johnston - jeffj@io.com 
Qui annus est?                                   http://www.io.com/~jeffj 
 
------------------------------ 
 
Date: Mon, 28 Sep 1998 11:17:24 -0400 (EDT) 
From: Michael Surbrook <susano@access.digex.net> 
Subject: Re: Hero Games News 
 
On Mon, 28 Sep 1998 HeroGames@aol.com wrote: 
 
> Since we'll be getting back into publishing books (as well as continuing to 
> publish electronic books and software), we'll be doing other books as well -- 
> we have a new edition of The Ultimate Martial Artist planned for November. We 
> hope to publish at least one book a month in 1999. 
 
This will be a paper book then?  And when you say 'new edition' does that 
mean newly printed, or will it have new material? 
 
*************************************************************************** 
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *  
*               Michael Surbrook / susano@access.digex.net                *  
*        Visit "Surbrook's Stuff' the Hero Games resource site at:        *    
*              http://www.access.digex.net/~susano/index.html             * 
*            Attacked Mystification Police / AD Police / ESWAT            * 
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark * 
*************************************************************************** 
 
------------------------------ 
 
Date: Mon, 28 Sep 1998 22:23:30 -0400 (EDT) 
From: thomas deja <tdj723@webtv.net> 
Subject: Re: Comics Characters (Long [and for no bloody good reason]) 
 
Event programming...The Death of Superman.  The Trial of Superman.  The 
Saga of Superman Blue.  Knightfall.  Knightquest.  Contagion. 
Cataclysm.  No Man's Land.  Emerald Dawn.  Emerald Twilight. Identity 
Crisis.  The Clone Saga.  Heroes Reborn.  Heroes Return. 
 
The emphasis these days is more often than not on good storytelling but 
on big stories that create short spikes in sales but nothing else. 
Instead of following the leads of series like STARMAN and RESSURECTION 
MAN and CHASE, which do good, character-driven work, they do this 
constant 'Big Event' plotting that subverts the characters to the comics 
equuivelent of Mel Gibson/Bruce Willis action movies.... 
 
"'N I fell for all that'die-like-a-warrior' crap.  I've seen clowns fall 
off their bikes with more honor" 
           --Xander Haris, BUFFY TVS #1 
____________________________________ 
THE ULTIMATE HULK, containing the new story, "A Quiet, Normal Life," is 
available now from Byron Preiss and Berkley 
_______________________________ 
MAKE UP YOUR OWN DAMN TITLE, Tom Deja's webpage 
www.freeyellow.com/members/tdj 
 
------------------------------ 
 
Date: Thu, 24 Sep 1998 07:49:48 -0500 (CDT) 
From: "Dr. Nuncheon" <jeffj@io.com> 
Subject: Re: "Lab" skills question 
 
On Thu, 24 Sep 1998, Kim Foster wrote: 
 
> A player recently submitted a character with a base. Simple enough. But the 
> "base" has several "labs" that have Prescence skills. Namely:Oratory, 
> Seduction, Interrogation and Persuasion. Technically I think this is legal 
> but I'm having trouble seeing just how it works. The Interrogation "lab" is 
> understandable, but Seduction? Persuasion?  
 
I dunno about the Persuasion lab, but the Seduction 'lab' would be easy to 
imagine.  All the furniture is very comfortable...and cozy.  There's 
probably a fireplace...the lights are always low...a nice sound system 
cued up to some romantic music...champagne in the fridge (with an ice 
bucket ready) and in a separate room, a bed with silk sheets, maybe a 
mirror on the ceiling, that sort of thing. 
 
Unless, of course, the character (and the intended target of the 
Seduction) are of a more kinky nature, in which case they can just go into 
the Interrogation Lab. 
 
J 
 
Hostes aliengeni me abduxerent.              Jeff Johnston - jeffj@io.com 
Qui annus est?                                   http://www.io.com/~jeffj 
 
------------------------------ 
 
Date: Thu, 1 Oct 1998 11:12:30 -0700 (PDT) 
From: Brian Wong <rook@shell.infinex.com> 
Subject: Re: Mail Formats (Longish) 
 
>  
> I'm not ADMIN or anything, but it would make it a lot easier on me and I'm 
> sure several others if everyone could address their mail to either 
> champ-l@sysabend.org or hero-l@sysabend.org first, and then tag anyone else 
> they need to send it to.  I'm not trying to sound abrasive here.  This is a 
> good list and I'd like to stick around, but I can't deal with the 
> maintanence required to clean up unsorted mail. 
> 
	This is due to the way the reply-to field is set up here. It doesn't 
put the list in there, so you have to use cc and add the list in by hand. The 
only mailing list I've seen that does this. Or if your lucky enough you have 
the ability to reply to all which puts it in the cc for you. 
 
	This discussion came up some months back and was shouted down by those 
who prefer the current method. 
  
- --  
Rook ¿Õ ¿ë ±â WebRPG Town Hall Magistrate townhall.webrpg.com <0){{{{>< 
 __  Super WebRing http://orion.supersoldiers.com/heroes/webring.html 
/.)\ http://www.infinex.com/~rook/SH/SHlinks.html  Super Hero Links 
\(@/ http://www.infinex.com/~rook/SH/              Super Hero RPG Site 
 
------------------------------ 
 
Date: Thu, 15 Oct 1998 21:14:10 -0500 
From: Daniel <drake01@flash.net> 
Subject: Re: Traveller 
 
Superworld was originaly part of Worlds of Wonder which came out around 
80-82. It was 1/3 of a box set that included rules for Fantasy and 
Sci-fi...the fantasy being the rules for RuneQuest. Later in 84-85 they came 
out with Superworld as it's own book 
 
- -----Original Message----- 
From: thomas deja <tdj723@webtv.net> 
To: Daniel <drake01@flash.net> 
Cc: Champions <champ-l@sysabend.org> 
Date: Thursday, October 15, 1998 5:58 PM 
Subject: Re: Traveller 
 
 
Actually, I seem to recall SUPERWORLD (a game that made V&V's byzantine, 
confused combat rules look clean-cut by comparison) was the also ran, 
coming out after V&V (1st) and Champions (2nd)....although all three of 
them lagged behind SUPERHERO 2044.... 
 
"'N I fell for all that'die-like-a-warrior' crap.  I've seen clowns fall 
off their bikes with more honor" 
           --Xander Haris, BUFFY TVS #1 
____________________________________ 
THE ULTIMATE HULK, containing the new story, "A Quiet, Normal Life," is 
available now from Byron Preiss and Berkley 
_______________________________ 
MAKE UP YOUR OWN DAMN TITLE, Tom Deja's webpage 
www.freeyellow.com/members/tdj 
 
------------------------------ 
 
Date: Mon, 12 Oct 1998 13:29:15 -0700 
From: Darrin Kelley <backflash@mindspring.com> 
Subject: Re: [Fuzion] RE: A pretty weird idea I came up with.... 
 
Dave Mattingly wrote: 
 
> Actually, it can be done as easily in Hero as it can in Fuzion, if I 
> understand the Fuzion version correctly. 
> 
> Let me know if this is correct: In Fuzion, everyone acts three times per 
> turn, with a turn being 12 seconds. This is equivalent to a Hero SPD 4. 
> Extra SPD would cost 8 CPs (or PPs) before applying the Costs END 
> subtractor. This gives double the actions per turn. 
 
    If the character is SPD 4 to begin with, and the additional SPD 4, Costs End is used. Yes. 
 
 
> If that's the way that it works in Fuzion, all you have to do in Hero is to 
> buy +4 SPD for 40 points, and apply the Costs END limitation (-1/2) for a 
> total cost of 27 points. This would allow a character to double his SPD, and 
> can either apply to the whole turn or to a single phase. The END cost should 
> be 4 END per phase (40 Active Points), and gives the character an extra 
> action, 1 Segment later. If the character wants to have extra actions for 
> the whole turn, just spend that 4 END for each of the normal 4 phases. 
 
    Sounds like a wonderful enterpretation to me. Definately a very orderly and reasonable way to handle it. 
 
------------------------------ 
 
Date: Thu, 15 Oct 1998 10:46:30 -0400 (EDT) 
From: Michael Surbrook <susano@access.digex.net> 
Subject: RE: Traveller 
 
On Thu, 15 Oct 1998, Brian Wawrow wrote: 
 
> > > Traveller was, or at least was proported to be, the very first 
> > sci-fi RPG. 
> >  
> 	Wasn't there a SF game that predated even D&D called Space 
> Opera? I think I saw an article on it somewhere talking about how 
> detailed and math-heavy the rules were. Does anyone know anything about 
> this? 
 
Space Opera was from FGU (Fantasy Games Unlimited?) the people who did 
Villians and Vigilanties.  It came out in the very early 80s I think and 
was said to be very math heavy.  PCs had something like 26 characteristics 
or so. 
 
*************************************************************************** 
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *  
*               Michael Surbrook / susano@access.digex.net                *  
*        Visit "Surbrook's Stuff' the Hero Games resource site at:        *    
*              http://www.access.digex.net/~susano/index.html             * 
*            Attacked Mystification Police / AD Police / ESWAT            * 
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark * 
*************************************************************************** 
 
------------------------------ 
 
Date: Thu, 17 Sep 1998 20:20:22 -0400 
From: "Robert A. West" <robtwest@erols.com> 
Subject: Re: Killing attack for knockback 
 
Lockie wrote: 
>  
> ---------- 
> > From: Robert A. West <robtwest@erols.com> 
> > To: Champmail <champ-l@sysabend.org> 
> > > if so it's a bit dogy. Place a 'only to zoom backwards in a straight 
> line' 
> > > or something into it. Or, use superleap instead. it's 'control 
> functions' 
> > > only occur at the start of the 
> > > power, not during it- you make a to-hit roll when you 'launch', i.e. 
> > > when the power goes off. 
> > 
> > The difficulty with this is that a repulsor power should work on flying 
> > creatures, but Superleap requires that one begin and end movement in 
> > contact with the ground or some solid, massive object.  That is why I 
> > proposed taking a -1/2 "Instantaneous" Limitation on the power.   
 
Ooops... should read: 
 
...proposed Flight UAO, taking a -1/2 "Instantaneous" Limitation on the 
power.  Perhaps it should even be -1, in analogy to the Continuous 
Advantage. 
 
>  
> i'm. . not exactly sure how one concepts relates to the other. . .? 
>  
 
Well!  Spend a few points! 
 
20	7D6 Telepathy Persistent(+1) Always On vs Deep Thoughts(-1/2) 
	Limited Power: Only to perceive intended meaning of a reasonably 
		current verbal communication(-2)		  
 
Geeze!!! 
 
------------------------------ 
 
Date: Thu, 24 Sep 1998 10:33:20 -0700 
From: Rook <rook@infinex.com> 
Subject: Re: "Lab" skills question 
 
> > A player recently submitted a character with a base. Simple enough. But the 
> > "base" has several "labs" that have Prescence skills. Namely:Oratory, 
> > Seduction, Interrogation and Persuasion. Technically I think this is legal 
> > but I'm having trouble seeing just how it works. The Interrogation "lab" is 
> > understandable, but Seduction? Persuasion? 
 
> I can see an oratory lab being appropriate for prepared speeches.  Get a 
> library of past speeches and speaking techniques, so if they want to 
> prepare a speech it will be more effective. 
>  
> Persuation I have no idea, but weirdly a seduction lab sounds like a 
> cheesy bachlor's pad, with adjustable level lights, ect.  Something like 
> the 'Kennedy Room' in Mars Attacks. 
 
	These labs all sound like would give skill levels, but not actual 
skill. For an example of actual skill think of the 'sex machine' that 
woody alen gets into in the movie sleepers. 
 
- --  
Rook ¿Õ ¿ë ±â WebRPG TownHall Magistrate townhall.webrpg.com <0){{{{>< 
 __  Super WebRing http://orion.supersoldiers.com/heroes/webring.html 
/.)\ Nothing vast enters the life of mortals without a curse. 
\(@/ http://www.infinex.com/~rook/SH/              Super Hero RPG Site 
 
------------------------------ 
 
Date: Thu, 1 Oct 1998 10:51:02 -0700 (PDT) 
From: Anthony Jackson <ajackson@iii.com> 
Subject: Re: Mail Formats (Longish) 
 
Legion writes: 
> Hello all.  I just wanted to throw out a quick request or two to everyone. 
>  
> #1.  I for one happen to subscribe to several mailing lists.  They all come 
> in to the same address, and they all have a volume of 150 to 250 messages 
> each.  As a result, I really need to employ the use of mail filters so that 
> my mail program will sort them for me.  This is the only list I have 
> trouble sorting because not everyone addresses the same place. 
>  
> I'm not ADMIN or anything, but it would make it a lot easier on me and I'm 
> sure several others if everyone could address their mail to either 
> champ-l@sysabend.org or hero-l@sysabend.org first, and then tag anyone else 
> they need to send it to.  I'm not trying to sound abrasive here.  This is a 
> good list and I'd like to stick around, but I can't deal with the 
> maintanence required to clean up unsorted mail. 
 
This happens because most people's 'reply' commands put champ-l in the cc list, 
not the to list.  However, every mail program I know of which can do filtering 
at all can do filtering based on multiple headers, and champ-l _will_ appear in 
either 'to' or 'cc' unless the sender is specifically making an attempt to be 
annoying. 
 
------------------------------ 
 
Date: Tue, 13 Oct 1998 13:44:25 -0500 (CDT) 
From: "Dr. Nuncheon" <jeffj@io.com> 
Subject: Re: Sphere of Fear 
 
On Tue, 13 Oct 1998, Mike Christodoulou wrote: 
 
> Mind control requires a reasonably high ECV  
 
Not for area effect, which this is (although some GMs may not allow a 
regular AE Mind Control).  Still, you could always just buy a bunch of 
2-point levels with the attack...no reason you can't  
 
> and a bunch of expensive 
> mind control dice.  It is less effective against mentalists.   
 
As someone else pointed out, you could use AP.  You could also use (if 
your GM allws you to) NND, which should spook those mentalists plenty. 
(The defense would be, um, being unable to see the darkness - no reason 
for blind people to get scared in your darkness, they can't see anyway!). 
 
> It  
> leaves a distinctive mental signature.   
 
Invisible is a possibility.  Or, extend your Darkness to the Mental Sense 
Group...if they're in the Darkness & being hit with the Mind Control, they 
won't be able to perceive it because they can't Mentally sense anything... 
 
> It betrays the location of 
> the originator. 
 
And the Darkness doesn't?  Well, again, see above - Darkness to the Mental 
Sense Group (or even just Mental Awareness) should do the trick. 
 
J 
 
Hostes aliengeni me abduxerent.              Jeff Johnston - jeffj@io.com 
Qui annus est?                                   http://www.io.com/~jeffj 
 
------------------------------ 
 
Date: Thu, 24 Sep 1998 11:39:05 -0700 
From: Lizard <lizard@dnai.com> 
Subject: Re: "Lab" skills question 
 
On Thu, Sep 24, 1998 at 10:33:20AM -0700, Rook wrote: 
 
 
 
 
>  
> 	These labs all sound like would give skill levels, but not actual 
> skill. For an example of actual skill think of the 'sex machine' that 
> woody alen gets into in the movie sleepers. 
 
IIRC, that's the function of a 'lab' in Hero -- to improve the skill of those who already have it, not to grant a skill. Thus, if HeroTeam has an HQ with a 'Chemistry Lab', characters like Alchemist, Element Master, and Dr. Transmuter will find it useful, while characters with no Science:Chemistry, PS:Chemist, or KS:Mysteries Of Alchemy will find it just a place with  lot of foul-smelling glassware. 
 
The idea of a 'lab' to increase non-science skil is interesting, and opens up a ot of interesting possibilities. However, remember that the main function of a lab is to increase skill while using the lab, not to grant a bonus to skill afterwards. IOW, Dr. Transmuter can gain a +3 to Chemistry if he performs experiments in the lab -- but the fact the lab exists won't give him a bonus to Chemistry when he's out fighting Mendeltron, The Elemental Robot. Likewise, a 'seduction' lab might give a bonus if you can get the object of your affection into the lab, but it shouldn't give a bonus for general use. 
 
------------------------------ 
 
Date: Wed, 14 Oct 1998 00:27:18 -0500 
From: "Burleson's" <burleson@genesisnet.net> 
Subject: Looking for Autoduel 
 
I am looking for a copy of Autoduel, any suggestions where to look? 
 
(Be nice) 
 
 
					Jon Burleson 
 
------------------------------ 
 
Date: Fri, 2 Oct 1998 12:27:47 -0700 (PDT) 
From: Brian Wong <rook@shell.infinex.com> 
Subject: Re: Simulating Mind Link with something else due to VPP 
 
> > 	This should be simple.... 
> >  
> > I need to simulate a mindlink between my PC and two others. Since MindLink 
> > is a special power I can't do it in a VPP without GM approval. 
> >  
> > 	The concept of Mindlink is very much fitting the character in this 
> > situation. How can I simulate it in case the GM decides to not let it inside 
> > the VPP? 
>  
> Is there a reason you can't buy it outside the power pool?  That would 
> seem to be the easiest way to handle it. 
 
	I'm in mid turn in a PBeM, I sent off my turn with mindlink in the VPP, 
one of the other players who's online as much as me replied that it's a special 
power (not being near a BBB, I had forgotten). If the GM rejects it, I need 
another way to do it. Effect I desire: 
 
	To have my mystic 'ride' on the souls of two of the PC's as they go 
to battle the villains while I work on 'projects' back at my alter. 
 
	She's a Voodoo Priestess and her MO is much like a Shadowrun 
Decker/Rigger using spirits, the spirit plane, or spirit/demon/undead 
drones while she stays hidden in the back. (Not using spirit rules, but 
things like desolid, clairvoyance, summon, etc...) 
 
- --  
Rook ¿Õ ¿ë ±â WebRPG Town Hall Magistrate townhall.webrpg.com <0){{{{>< 
 __  Super WebRing http://orion.supersoldiers.com/heroes/webring.html 
/.)\ http://www.infinex.com/~rook/SH/SHlinks.html  Super Hero Links 
\(@/ http://www.infinex.com/~rook/SH/              Super Hero RPG Site 
 
------------------------------ 
 
Date: Wed, 14 Oct 1998 06:51:34 -0500 (CDT) 
From: "Dr. Nuncheon" <jeffj@io.com> 
Subject: Re: GURPS: GURPS 
 
On Tue, 13 Oct 1998, Egyptoid wrote: 
 
> > > > GURPS: Historical Egypt 
> > > That one blew chunks. 
> > Not being an expert on Egypt, I must ask: Why? 
>  
> You almost had me. Then I saw your return address. 
 
io.com? It's an ISP in Austin.  If I worked for SJG, I think I'd be at 
sjgames.com. 
 
OK, granted, I live in Boston, and I originally got the io.com account to 
have a steady email and access to the playtest files. But I don't work for 
SJG, not even as a freelancer. 
  
> Plus your io.com e-mail means you're either with 
> the Bavarians or SJG. 
 
Discordians, actually. Hail Eris! 
 
> Hah! I escape your fiendish 
> trap and do not reply! and even there's no evidence 
> of my above paranoid suspicions on your web site,  
 
Perhaps you didn't look hard enough? Or the MCML (Mind Control Markup 
Language) tags worked?  See any fn*rds in this message? 
 
> But of course, being an over-educated 
> and half-way erudite poseur, I must admit when my opinions 
> are merely opinions. I just liked Mythic Egypt better, 
 
Ah, OK.  It looks like you were looking for, well, a fantasy Egypt 
setting, and the GURPS book concentrated more on the historical aspects of 
the time.  That's understandable.  I like the GURPS approach to the 
historicals - Greece, Egypt, even Celtic Myth - they present the reality 
and the fantasy separately, so you can easily choose exactly how much of 
each you want to mix in to your game - but it's not for everyone. 
 
J 
 
Hostes aliengeni me abduxerent.              Jeff Johnston - jeffj@io.com 
Qui annus est?                                   http://www.io.com/~jeffj 
 
------------------------------ 
 
Date: Tue, 29 Sep 1998 14:25:23 +1000 
From: Lockie <jonesl@cqnet.com.au> 
Subject: Re: Comics Characters (Long [and for no bloody good reason]) 
 
- ---------- 
> From: thomas deja <tdj723@webtv.net> 
> To: Lockie <jonesl@cqnet.com.au> 
> Cc: Hero List <champ-l@sysabend.org> 
> Subject: Re: Comics Characters (Long [and for no bloody good reason]) 
> Date: Tuesday, September 29, 1998 12:23 PM 
>  
> Event programming...The Death of Superman.  The Trial of Superman.  The 
> Saga of Superman Blue.  Knightfall.  Knightquest.  Contagion. 
> Cataclysm.  No Man's Land.  Emerald Dawn.  Emerald Twilight. Identity 
> Crisis.  The Clone Saga.  Heroes Reborn.  Heroes Return. 
>  
 
heh. i'd exclude the clone saga, that was originally an attempt to alter 
continuity. .  
however the rest is spot on. .  
 
> The emphasis these days is more often than not on good storytelling but 
> on big stories that create short spikes in sales but nothing else. 
> Instead of following the leads of series like STARMAN and RESSURECTION 
> MAN and CHASE, which do good, character-driven work, they do this 
> constant 'Big Event' plotting that subverts the characters to the comics 
> equuivelent of Mel Gibson/Bruce Willis action movies.... 
>  
 
well, take a look at the flash comics for some good event-storylining, for 
insatnce.  
 
> "'N I fell for all that'die-like-a-warrior' crap.  I've seen clowns fall 
> off their bikes with more honor" 
>            --Xander Haris, BUFFY TVS #1 
> ____________________________________ 
> THE ULTIMATE HULK, containing the new story, "A Quiet, Normal Life," is 
> available now from Byron Preiss and Berkley 
> _______________________________ 
> MAKE UP YOUR OWN DAMN TITLE, Tom Deja's webpage 
> www.freeyellow.com/members/tdj 
 
------------------------------ 
 
Date: Mon, 21 Sep 1998 07:03:09 -0500 (CDT) 
From: "Dr. Nuncheon" <jeffj@io.com> 
Subject: RE: Always ON 
 
On Sun, 20 Sep 1998, Filksinger wrote: 
 
> >ALWAYS ON ARMOR= Metalic skin.  Always noticed.  (FULL TIME 
> DISTINCTIVE APPEARANCE) 
>  
> If he had metallic skin without the armor, he would have a 
> Distinctive Feature. Adding the Armor does not increase the 
> penalty to him in any way. No bonus. 
 
OTOH, if he didn't take the DF, he could take this instead.  (i.e. get 0 
pts for the DF, since it isn't any more limiting.)  
  
> >ALWAYS ON DR = Metalic Body.  OK so this can be a - 1/4. 
> Can only to injestable medication.  No 
> >injections or blood donations. 
>  
> Maybe. I might point out that Damage Reduction does this for 
> virtually ever character I have ever played or had in my 
> campaign who had it, and not one of them got a Limitation 
> for it. Unless invulnerable people in your campaign 
> frequently require injections or give blood, I wouldn't give 
> it. 
 
The GM could, of course, manufacture situations where this would be a 
disadvantage, and if a character /really really/ wanted to have Always On 
on his Armor, I'm sure I could /make/ it limiting. (Hmm, you've got an 
Enemy there...looks like he's developed a special Penetrating attack. 
Hope he doesn't cut you badly enough so that you need stitches...) 
 
Essentially, I would think that healing from any significant BODY damage 
would be greatly slowed.  For a metal body, also, I'd make more problems 
based on SFX, like 'sets off metal detectors and anti-shoplifting devices 
at the mall' - little social problems like that.  Nothing big - it's only 
a -1/4 limit - but lots of small, annoying stuff. 
 
J 
 
Hostes aliengeni me abduxerent.              Jeff Johnston - jeffj@io.com 
Qui annus est?                                   http://www.io.com/~jeffj 
 
------------------------------ 
 
Date: Fri, 4 Sep 1998 01:51:15 EDT 
From: <JayPHailey@aol.com> 
Subject: Re: Breadth vs. Depth 
 
In a message dated 98-09-01 23:58:56 EDT, you write: 
 
<< So what do *you* like? Putting more characters into a book, or fewer 
 characters with more detail? More depth or more breadth? 
  
 -- Steve Peterson, Hero Games   >> 
 
 
That really depends.  I could have lots of fun with a book chock full o' 
villains, but I could also have fun with "Eurostar, the Supplement". 
 
I hate to say it but I could go either way.  And each one has it's good points 
and bad points.  I think you should make that call one project at a time. 
 
Jay <Meow!> 
 
------------------------------ 
 
Date: Fri, 4 Sep 1998 00:13:15 -0500 (EST) 
From: Tokyo Mark <bastet@iquest.net> 
Subject: Re: Breadth vs. Depth 
 
> In a message dated 9/3/98 10:07:10 AM, rook@infinex.com writes: 
>  
> >All the Hero stuff for CNM is online and not in paper. 
> > 
> > 
> No, WildStrike! is in the New Millennium universe, it's from Hero Games, and 
> it's all paper and cardstock. 
>  
> -- Steve Peterson, Hero Games  
 
I'm confused now.  I thought Wildstrike was Fuzion, not Hero System? 
 
------------------------------ 
 
End of champ-l-digest V1 #15 
**************************** 
Web Page created by Text2Web v1.3.6 by Dev Virdi
http://www.virdi.demon.co.uk/
Date: Wednesday, December 23, 1998 01:41 PM