Digest Archives Vol 1 Issue 167
From: owner-champ-l-digest@sysabend.org
Sent: Thursday, January 28, 1999 3:02 PM
To: champ-l-digest@sysabend.org
Subject: champ-l-digest V1 #167
champ-l-digest Thursday, January 28 1999 Volume 01 : Number 167
In this issue:
Re: No Conscious Control
Re: OIHID and Focus
Re: OIHID and Focus
Re: Contacts
Re: Multipower Questions
unsubscribe (again, sorry)
CHAR: Mini-Cell
CHAR: Perfect Cell
Re: Levels and Limitations
Re: Contacts
Re: Multipower Questions
Re: A painful question
Re: Multipower Questions
Re: OIHID and Focus
Re: A painful question
Re: Limitations on Multipowers
Re: OIHID and Focus
Re: Levels and Limitations (Oh, Mr. Long!)
----------------------------------------------------------------------
Date: Thu, 28 Jan 1999 00:52:44 -0800 (PST)
From: Kim Foster <nexus@uky.campus.mci.net>
Subject: Re: No Conscious Control
A
>Actually, I have always read No Concious Control as being a power that
>the player has NO say over--you, the player, are pretty much putting
>that power in the hands of the GM and allowing him to dictate when and
>where that power is used, what the results are, and everything else--a
>pretty scary limitation, and the reason for the high benefit for taking
>it (-2!).
>
>NCC is not for everyone--but it's great to simulate 'wild psychic talent
>types like clairvoyant who has visions out of nowhere.....
Thanks, thats the way I look at it. NCC essnetially turns the power over to
the GM, making it a plot device.
Oh! Its all hot and sticky.
Is this blood? Nice....
Lillith-Darkstalkers 3
------------------------------
Date: Thu, 28 Jan 1999 06:45:48 -0500
From: Badger <wbandsis@wstcm1.westco.net>
Subject: Re: OIHID and Focus
At 06:35 PM 1/27/99 -0800, Filksinger wrote:
>From: Tim Statler <tstatler@igateway.net>
>Now, consider two characters. One has bought his armor OIHID, the other as a
>OIF. The character with OIHID cannot have the armor taken away under normal
>circumstances, but he gets the limitations of OIHID. The character with OIF
>_can_ have the armor taken away, _and_ he gets the limitations of OIHID.
>
>The rules indicate that you shouldn't take the Focus Limitation and OIHID on
>the same power. For the most part this is correct. However, where it is
>clearly a case where the character has a Focus that, by its very nature,
>automatically makes the character who uses it in "Hero ID", a Limitation is
>warranted. Because of the overlap between the Focus Limitation and OIHID, I
>believe that in those circumstances OIHID should be allowed, but reduced to
>a -1/4 Limitation.
One other important factor the Focus can also be damaged.
- ----------------------------------------
What's going on?"
"I blew up the building."
"Why did you do that?"
"Because you made a phone call."
------------------------------
Date: Thu, 28 Jan 1999 07:40:06 -0500 (EST)
From: arcus@webtv.net (chrisopher spoor)
Subject: Re: OIHID and Focus
A blaster glove bought as OIHID can only be used while wearing the
entire armor, same blaster glove bought as a focus could be used alone
unless otherwise limited
------------------------------
Date: Wed, 27 Jan 1999 14:45:46 -0500
From: "Robert A. West" <robtwest@erols.com>
Subject: Re: Contacts
Filksinger wrote:
>
> While it has yet to come up in a game, I have long thought that Contacts
> should be purchasable as a group, as well as single characters, perhaps at
> an additional cost.
> * * *
> This would make it much easier to buy such characters as "the stoolie who
> knows what's going down, every time", or the priest who knows his
> neighborhood so well that nothing happens that he doesn't hear about.
Isn't a "group contact" just an SFX for a contact with a higher roll?
Having a single FBI agent as a contact might give an 11- roll. Buying
this up to a 14- roll might mean that the contact is a better friend, or
more highly placed, or that you now know five FBI agents.
Robert A. West
------------------------------
Date: Thu, 28 Jan 1999 08:02:25 -0500
From: "Robert A. West" <robtwest@erols.com>
Subject: Re: Multipower Questions
gilberg@ou.edu wrote:
>
> >> Multipower #1 is basically just a bunch of gadgets with OAF and 4 charges for
> >> each slot limitation. My question on that one is: Can I take the OAF(-1) and
> >> 4 charges(-1) limitation on the main multipower cost? I know that I can take
> >> the OAF limitation, but I'm not sure about the 4 charges limitation
> >>
> >> exp. 17 Multpower 50 pts., "Toy-Gadgets", OAF(-1), 4 charges each
> slot(-1)
> >
> >4 Charges on the Reserve and on each slot would mean that the reserve
> >could be used only 4 times before recharging. An appropriate SFX for
> >this would be a multi-function blaster, powered by a clip of single-use
> >power cells, each good for one shot.
>
> Er, no. We were just discussing this. The reserve gets the common
> limitations of each slot, in this case, 4 charges per slot. While a good
> potential house rule, that construction was quite valid by the book.
Pardon me, but the fact that the list was discussing the question hardly
qualifies as settling the issue in an official way. I would say that
the rule is clear on the opposite interpretation: a Limitation that is
placed on the Reserve must apply to the Reserve itself, if there is any
sensible way to do so. In the instance of charges, this creates a pool
of charges from which every slot may draw. In the instance of Increased
END, there is no straightforward and reasonable way to apply the
Limitation to the Reserve, since expenditure of END implies actually
using a power, which means that a slot is active.
This is an instance of the Rule of Reason:
If there are two semantically justifiable ways to
interpret a rule, regulation or law, and one leads
to a reasonable interpretation, while the other does
not, the reasonable interpretation must be preferred.
In this case, constructing the rule as I have cited allows one to easily
describe a power that could not be easily described using the
construction that you favor (a pool of charges). Moreover, my
interpretation means that the cost ordinals are as follows:
Most Expensive: MP with no charges
MP with charges on each slot, Reserve has total charges.
Least Expensve: MP with charges on each slot and Reserve has a total
that prevents all slots from being fully used.
As for SSR's argument that my reasoning requires an advantage be applied
to the Reserve if every slot has that advantage, I note that no rule
requires or even permits a Reserve to have Advantages. If every slot in
the MP has an advantage, that does require a larger Reserve than the
same slots with no advantage, but that is not precisely the same as
placing an Advantage on the Reserve. Placing an Advantage on a Reserve
may be a notational convenience, but I discourage it because it creates
confusion if some slots also have other advantages.
The other flaw in SSR's analogy is that no rule ever *requires* the
Reserve to have a Limitation. One can legally place the Limitation
Extra END on all slots, but not place any Limitation on the Reserve.
This is suboptimal, but it is legal.
------------------------------
Date: Thu, 28 Jan 1999 23:43:38 +1000
From: "happyelf" <jonesl@hotkey.net.au>
Subject: unsubscribe (again, sorry)
unsubscribe
see ya soon, new email addy., .
- -----Original Message-----
From: Robert A. West <robtwest@erols.com>
To: Hero List <champ-l@sysabend.org>
Date: Thursday, January 28, 1999 11:26 PM
Subject: Re: Contacts
>Filksinger wrote:
>>
>> While it has yet to come up in a game, I have long thought that Contacts
>> should be purchasable as a group, as well as single characters, perhaps
at
>> an additional cost.
>> * * *
>> This would make it much easier to buy such characters as "the stoolie who
>> knows what's going down, every time", or the priest who knows his
>> neighborhood so well that nothing happens that he doesn't hear about.
>
>Isn't a "group contact" just an SFX for a contact with a higher roll?
>Having a single FBI agent as a contact might give an 11- roll. Buying
>this up to a 14- roll might mean that the contact is a better friend, or
>more highly placed, or that you now know five FBI agents.
>
>Robert A. West
>
------------------------------
Date: Thu, 28 Jan 1999 10:39:28 -0500 (EST)
From: Michael Surbrook <susano@dedaana.otd.com>
Subject: CHAR: Mini-Cell
[And here is his little monster duplicates... enjoy]
MINI-CELL
Val CHA Cost Roll Notes
60 STR 50 21- 100 tons; 12d6
30 DEX 60 15- OCV: 10 / DCV: 12
30 CON 40 15-
20 BODY 20 13-
10 INT 0 11- PER Roll 11-
10 EGO 0 11- ECV: 3
20 PRE 10 13- PRE Attack: 4d6
10 COM 0 11-
40 PD 28 Total: 40 PD / 40 PDr
40 ED 34 Total: 40 ED / 40 EDr
6 SPD 30 Phases: 2, 4, 6, 8, 10, 12
18 REC 0
60 END 0
65 STUN 0
Total Characteristics Cost: 272
Movement: Flight: 30" / 120"
Running: 12" / 24"
Superleap: 20" / 40"
Swimming: 2" / 4"
Tunneling: 6"
Cost Powers & Skills
Combat Training:
40 Combat Skill Levels: +5 with All Combat
Martial Arts: Innate Combat Skill
Maneuver OCV DCV Damage
4 Block +2 +2 Block, Abort
4 Crush +0 +0 20d6 Crush, Must Follow Grab
4 Dodge +0 +5 Dodge vs All, Abort
4 Elbow Smash +2 +0 18d6 Strike
3 Grab -1 -1 Grab Two Limbs, 70 STR to Hold
5 Kick / Two-Hand Smash
-2 +1 20d6
4 Knife Hand -2 +0 1d6+1 HKA (2 1/2d6 w/STR)
4 Punch +0 +2 18d6
16 +4 Damage Classes with Martial Arts
Artifical Body Powers:
13 Small Size: Shrinking: 1 Level, 0 END (+1/2), Persistant (+1/2),
Always On (-1/2), ~3' tall, ~40 lbs, -2 PER, +2 CV, +3" KB
40 Artifical Body: Damage Resistance: 40 PD / 40 ED
15 Artifical Body: Does not Bleed
30 Artifical Body: Life Support: Full
15 Great Strength: 1/2 END on STR
20 Instant Regrowth: Aid: 5d6 to BODY, Self Only (-1/2), Only to
Starting Values (-1/2), 0 END (+1/2), Presistant (+1/2), Full
Phase (-1/2)
30 Regrowth: Regeneration: 3 BODY/Turn
3 Artifical Body: Ambidexteriy
Ki Powers:
97 Bukujutsu: Flight: 30", x4 NCM, 0 END (+1/2)
12 Running: +6" (12" total), END 4
8 Superleap: +8" (20" total), END 5
45 Tunneling: 6", 6 DEF, END 1
37 Ki Sense: Detect: Ki, Discriminatory, Ranged, Sense, Telescopic
+8, 360 degree
Background Skills:
3 Acrobatics 15-
3 Breakfall 15-
3 Stealth 15-
462 Total Powers & Skills Cost
732 Total Character Cost
100+ Disadvantages
20 Distinctive Features: Small, white skinned, green-shelled
insect-humanoid. Mini-versions of Perfect Cell.
20 Hunted: The Z Fighters (As Pow) 14-
Psychological Limitation:
15 Casual Killer (C, S)
20 Massively confident in abilties (VC, S)
15 Reputation: Bio-genetic killing machine (Ext, limited group) 14-
542 Experience
732 Total Disadvantage Points
Designers Notes:
These are the mini-Cells Cell creates towardss the end of the Cell Game.
He produces 7, one for each Z-fighter present. One presumes he could
create more... He probably could create as many as Toriyama required -
meaning he technically can produce an infiniate number of them. I decided
10 of these little monsters were sufficent.
Mini-Cells look just like Cell, except smaller. One could also call them
Chibi-Cells, since chibi means 'small' in Japanese. They only last a few
pages in the manga, but manage to kick around the Z-fighters pretty bad.
Son Gohan tears through them like they were so much rice paper, so their
exact abilites are prety much in doubt. I decided to present them as
vicious little monsters that lack most of Cell's smarts and will power.
None of the Mini-Cells showed any sort of special ki powers. All could
fly, were very powerful and very strong, but didn't toss energy blasts or
do anything else unusual. I presume that possess Cell's regrowth powers
and other physical abilties.
(Perfect Cell created by Akira Toriyama, character sheet created by
Michael Surbrook)
- --
Michael Surbrook - susano@otd.com - http://www.otd.com/~susano/index.html
Elric: "Not long since, I counted myself without comrades. Now, I have
many. For that reason alone I will fight beside them!"
Erekose: "That is, perhaps, the best of reasons."
_Elric: Sailor on the Seas of Fate_, Michael Moorcock
------------------------------
Date: Thu, 28 Jan 1999 10:35:19 -0500 (EST)
From: Michael Surbrook <susano@dedaana.otd.com>
Subject: CHAR: Perfect Cell
[I have no excuses for what follows except to say: "This character is a
monster!" I really doubt that very many of you have ever run a game that
would use such a creation, but hey, he's part of the Dragonball Z universe
and has been included for completeness sake. Anyway, read on and try not
to gag too much, please? - Michael]
PERFECT CELL
Val CHA Cost Roll Notes
70 STR 60 23- 400 tons; 14d6
40 DEX 90 17- OCV: 13 / DCV: 13
35 CON 50 16-
25 BODY 30 14-
20 INT 10 13- PER Roll 13-
20 EGO 20 13- ECV: 7
30 PRE 20 15- PRE Attack: 6d6
14 COM 2 12-
50 PD 36 Total: 50 PD / 50 PDr
50 ED 43 Total: 50 ED / 50 EDr
7 SPD 20 Phases: 2, 4, 6, 7, 9, 11, 12
22 REC 2
120 END 25
100 STUN 22
Total Characteristics Cost: 430
Movement: Flight: 30" / 120"
Running: 20" / 40"
Superleap: 25" / 50"
Swimming: 4" / 8"
Teleport: 30" / 7,864,320"
Tunneling: 6"
Cost Powers & Skills
Combat Training:
48 Combat Skill Levels: +6 with All Combat
18 Combat Skill Levels: +6 vs Range, all attacks
Martial Arts: Innate Combat Skill
Maneuver OCV DCV Damage
4 Block +2 +2 Block, Abort
4 Crush +0 +0 22d6 Crush, Must Follow Grab
4 Dodge +0 +5 Dodge vs All, Abort
4 Elbow Smash +2 +0 20d6 Strike
3 Grab -1 -1 Grab Two Limbs, 80 STR to Hold
5 Kick / Two-Hand Smash
-2 +1 22d6
4 Knife Hand -2 +0 1d6+1 HKA (2 1/2d6 w/STR)
4 Punch +0 +2 20d6
16 +4 Damage Classes with Martial Arts
Artifical Body Powers:
50 Artifical Body: Damage Resistance: 50 PD / 50 ED
15 Artifical Body: Does not Bleed
30 Artifical Body: Life Support: Full
17 Great Strength: 1/2 END on STR
20 Instant Regrowth: Aid: 5d6 to BODY, Self Only (-1/2), Only to
Starting Values (-1/2), 0 END (+1/2), Presistant (+1/2), Full
Phase (-1/2)
30 Regrowth: Regeneration: 3 BODY/Turn
3 Artifical Body: Ambidexteriy
Implanted 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:
180 Ki Powers Multipower: Point Pool
13 u - Freezer Beam: RKA: 7d6, Armor Piercing (+1/2),
Gestures (-1/4), END 16
8 u - Kamehameha: EB: 38d6, x2 END (-1/2), Full Phase (-1/2),
Incantations (-1/4), Gestures (-1/4), END 38
11 u - Ki Blast: 23d6, END 11
6 u - Kienzan: RKA: 5d6, Armor Piercing (+1/2), Full Phase (-1/2),
Gestures (-1/4), END 11
8 u - Makankosappo: RKA: 8d6, Armor Piercing (+1/2), Extra Time:
Turn (-1), Gestures (-1/4), END 18
7 u - Psychokinesis: TK: 60 STR, Invisible Power Effects:
Sight (+1/2), Affects All Parts of Target (-1/4), Gestures (-1/2),
END 13
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
4 u - Ki Barrier: Force Wall: 20 PD / 20 ED, No Range (-1/2), Self
Only (-1/2), Cannot move while Force Wall is active (-1/2), END 10
90 Shi Baku: RKA: 30d6, Explosion (+1/2), Extra Time: Turn (-1),
No Range (-1/2), Side Effect: Cell takes full damage (-1), 1
Charge, Does not Recover (-4)
97 Bukujutsu: Flight: 30", x4 NCM, 0 END (+1/2)
28 Running: +14" (20" total), END 4
14 Sanzouken: Teleport: 12", No Non-combat movement (-1/4), Must be
able to cross distance normally (-1/2), END 2
11 Superleap: +11" (25" total), END 5
2 Swimming: +2" (4" 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
45 Tunneling: 6", 6 DEF, END 1
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
1070 Seru Junia Umi Dashi: Duplication: 10 732 point Duplicates (aka
Mini-Cells), Full-Phase to create Duplicates (-1/2)
Background Skills:
3 Acrobatics 17-
3 Breakfall 17-
3 KS: Analyze Style 13-
3 KS: Dr. Gero and his creations 13-
3 KS: The Z Fighters 13-
3 Stealth 17-
1 TF: Time Machine
2200 Total Powers & Skills Cost
2630 Total Character Cost
150+ Disadvantages
20 Distinctive Features: Tall, white skinned, green-shelled
insect-humanoid.
20 Hunted: The Z Fighters (As Pow) 14-
Psychological Limitation:
15 Casual Killer (C, S)
20 Massively confident in his abilties (VC, S)
25 Meglomanic - wants to rule/destroy everything (VC, T)
10 Public ID: Cell, world destroyer
15 Reputation: Bio-genetic killing machine (Ext, limited group) 14-
2355 Experience
2630 Total Disadvantage Points
Designers Notes:
Where to begin? Cell is the second most powerful enemy the Son Goku and
company ever had to deal with (Majin Buu is number 1). He is an
artificial humanoid created by Dr. Gero for the sole purpose of destroying
Son Goku. Dr. Gero grew Cell by mixing genetic material from a host of
other characters, including Piccolo, Son Goku, Son Gohan, Vegita and
Freezer. Thus, due to the wonders of comic book science, Cell has all the
powers of these characters!
Cell, like Trunks, is a time traveler. He was sent back in time to
destroy Son Goku *before* Goku would have a chance of stopping Dr. Gero's
plans of world domination. As near as I can tell, Cell comes from a
future where Trunks died (see Trunks's character sheet for more). The
time machine he used was very old when it was discovered in the 'standard'
DBZ time line. and had been sitting out for some time. Actually, it is
doubtful Cell used the time machine, since he was inside an egg case at
the time (I'm unsure who sent the machine back in time). Anyway, the egg
hatched and the insect-larva form of Cell emerged. Eventually, this form
metamorphed into a humanoid version of Cell, or Cell Stage 1.
Cell Stage 1 then proceeded to go about killing anyone he could find.
Cell's purpose was simple, to find Cyborgs #17 & 18 and absorb them.
Doping so would further complete Cell's metamorphosis and allow Cell to
become complete or 'prefect'.
Cell Stage 1 first fought Piccolo, but quickly realized he was
out-classed. Escaping, he eventually found #17 fighting with Piccolo.
His attempt to absorb 17 was cut short by the intervention of Android #16,
who smashed Cell around before blasting Cell into the ground. Cell
managed to burrow his way up behind #17 and absorb him, thus transforming
himself into Cell Stage 2. This new form was much more human-looking, and
tough enough to virtually ignore #16 in a fight. Cell S2 then shattered
part of 16's skull, leaving him virtually helpless.
Cell then tried to absorb 18, only to encounter Vegita, who had recently
increased his power thanks to the Room of Spirit and Time. Cell S2 was no
match for Vegita and was almost defeated, except... Playing to Vegita's
arrogance, Cell informed him that he would be a more worthy opponent if
allowed to absorb Cyborg #18. Vegita, confident that he would still win
regardless of Cell's power level, stepped aside.
Cell then absorbed #18, despite Trunks's attempt to stop him (Vegita
blasted Trunks away). Cell then transformed into Perfect Cell. Perfect
Cell was tough enough to not even notice Kulilin's blows, and powerful to
totally trash Vegita in the following fight. Trunks attempted to stop him
as well, but failed. Trunks, exhausted told Cell he would stop him, if
allowed to properly prepare. Cell then allowed him to leave, and gather
who ever he wanted for the Cell Game. The prize? The Earth.
Son Goku started off the Cell Game, but surrendered in favor of his son,
Son Gohan. Gohan fought Cell for some time, but was unable to muster
sufficient anger to destroy him. Cell then created his Mini-Cells to
trash the Z-fighters and also destroyed the rebuilt #16. These events
were sufficient to make Gohan angry, at which point he annihilated the 7
Mini-Cells. Gohan also managed to injure Cell, causing him to spit up
#18. This forced Cell to power down one level, to Stage 2. Realizing he
was doomed, Cell decided to annihilate the world by self-destructing.
Goku then teleported Cell away, to the planet of Kariou-sama. The
resulting explosion killed Goku, Kariou-sama and Bubbles, Kariou-sama's
pet monkey. Cell, for some reason, survived and regenerated back to his
'Perfect' form. Cell then killed Trunks, at which point Son Gohan and
Vegita vaporized him. (Yes, I condensed the action quite a bit.)
Description:
Perfect Cell stands about 7' tall. He is broad shouldered, narrow hipped
and long legged. His skin, visible on his hands, face, neck and upper
shoulders, is white. The rest of his body is covered by thick plates,
like an insect's shell/ These are green with darker green mottling.
Cell's lower legs, shoulders, and upper chest are plated in black.
Powers Notes:
As stated, Cell has all the powers of all the people used to create him.
He also has a virtually invulnerable artificial body. Among the powers
given to him by his artificial body are: virtual immunity to guns and
other weapons (Damage Resistance), ability to survive having large
portions of his body destroyed and not suffer great looses of blood (Does
not Bleed), survive any environment (Full Life Support) and massive
regenerative powers. Cell will regenerate damage slowly and can instantly
regrow lost body parts and limbs.
Cell's ki powers are immense. He has a whole host of special techniques
and powers he can call upon, making him a frightening opponent. His
powers are as follows:
Implanted Super-Saiyajin Powers: Since Cell has genetic material
from Vegita and Son Goku, he can achieve the high-energy state known as
Super-Saiyajin. He can also reach Level 2 but chooses not to do so
because of the affect it has on his agility.
Freezer Beam: This is a narrow beam of energy launched from a
finger. It can punch through a target with ease.
Kamehameha: Cell can use Goku's trademark energy blast.
Ki Blast: Naturally, Cell can fire off powerful energy blasts. In
the manga he wipes out an army and several small islands with these
blasts.
Kienzan: Although the manga doesn't show it, Cell can use this
technique of Freezer's.
Makankosappo: As with the Kienzan, this power isn't used in the
manga, but Cell should know Piccolo's trademark attack.
Psychokinesis: Cell is seen lifting a small hill and chopping it
into stone blocks to create the arena for the Cell Game. He doesn't use
this power in combat, probably because he prefers to attack more directly.
Also, his ability to chop up the hill into small blocks could be
considered a variant of the Freezer beam, although this attack was
invisible.
Taiyoken: Cell uses this flash attack several times to good
effect.
Ki Barrier: At one point Cell created a sphere of ki energy in
order to deflect a barrage of energy blasts. The Force Wall creates a
large sphere centered around Cell, protecting him and him only. It would
seem that Cell cannot move while the power is active and cannot create the
Force Wall at range.
Shi Baku: This is Cell's self-destruction technique. It is capable of
annihilating a planet if needed. Although Cell survived the use of this
power I felt that was a serious case of Plot Contrivance and didn't both
to try and make him capable of surviving this one (note: the Side Effect
means he doesn't get his defenses against this attack). GMs may want to
declare that the attack does a flat 3 BODY per die is it is ever used,
thus preventing the possibility of whimping out on the die roll.
Cell has the ability to fly, run at great speed, leap great distances,
tunnel through the earth and can swim rather well. He also has the combat
teleport ability common to the Z-fighters *and* can teleport vast
differences in a manner similar to Son Goku.
Seru Junia Umi Dashi: This may be Cell's most terrifying power, the
ability to instantly produce nasty little versions of himself. See the
Mini-Cell character sheet for more information on these.
Disadvantages Notes:
Cell's appearance is very distinctive and easily identifiable, even
considering the kinds of characters one sees in Dragonball Z. Naturally,
Cell is hunted by just about everyone. Note that the "As Powerful" part
of his Hunted considers the Z-Fighters as a whole, not individually.
Cell is massively overconfident in his fighting skills. He is the most
powerful thing around and knows it. As such, he prefers to settle matters
hand-to-hand and may not make the most tactical of decisions in a fight.
For example, several times he has simply stood in place and allowed
incoming energy attacks to hit him just to prove how tough he is (of
course, a few times these blasts nearly blew him in half...). Cell also
doesn't bother creating any Mini-Cells until he really needs to anger
Gohan (his ego is such that he probably would almost never use this power,
meaning he's spent 1070 points on a power you'll never see...). Cell
revels in destruction. He kills several thousand people in he process of
becoming Perfect and blows up a few islands just to lure Cyborgs 17 & 18
out into the open. Cell also tries to destroy the whole planet,
especially when he is certain he's lost and wants to take everyone with
him. All in all, Cell has to be the nastiest villain Son Goku and the
rest ever face.
(Perfect Cell created by Akira Toriyama, character sheet created by
Michael Surbrook)
- --
Michael Surbrook - susano@otd.com - http://www.otd.com/~susano/index.html
Elric: "Not long since, I counted myself without comrades. Now, I have
many. For that reason alone I will fight beside them!"
Erekose: "That is, perhaps, the best of reasons."
_Elric: Sailor on the Seas of Fate_, Michael Moorcock
------------------------------
Date: Fri, 29 Jan 1999 03:11:22 +1000
From: "happyelf" <jonesl@hotkey.net.au>
Subject: Re: Levels and Limitations
*grabs somebody's plasma cannon and shoots them with it*
volia.
>I think Rat's point is as follows:
>
> If the levels only apply to the rifle, if the rifle is taken away he can't
>use the levels anyway, as in a game that monitors points for equipment,
>chances are he won't have another available. At that point, putting them
on
>the rifle is more limiting than having them himself in what fashion?
>
>
------------------------------
Date: Thu, 28 Jan 1999 10:31:01 -0800
From: "Filksinger" <filkhero@usa.net>
Subject: Re: Contacts
From: Robert A. West <robtwest@erols.com>
>Isn't a "group contact" just an SFX for a contact with a higher roll?
>Having a single FBI agent as a contact might give an 11- roll. Buying
>this up to a 14- roll might mean that the contact is a better friend, or
>more highly placed, or that you now know five FBI agents.
Sounds great. A note to this effect in the rules would be nice, however.
Filksinger
------------------------------
Date: Fri, 29 Jan 1999 02:49:41 +1000
From: "happyelf" <jonesl@hotkey.net.au>
Subject: Re: Multipower Questions
- -----Original Message-----
From: Mark Lemming <icepirat@ix.netcom.com>
>Example 1:
>
>30 Arrow MP, OAF
> 2u 4d6 RKA, 4 charges
> 2u 12d6 EB, 4 charges
>
>Example 2:
>
>20 Arrow MP, OAF, 4 charges
> 2u 4d6 RKA
> 2u 12d6 EB
>
>So in Example 1 you get 4 shots with each slot. Example 2 you get
>a total of 4 shots.
>
>-Mark Lemming
and the difference is either made up in the extra discount off the reserve,
or
you could move one or the other option up or down the charges limtaiton
chart
as the gm desires.
------------------------------
Date: Fri, 29 Jan 1999 03:26:57 +1000
From: "happyelf" <jonesl@hotkey.net.au>
Subject: Re: A painful question
- -----Original Message-----
From: James Jandebeur <james@javaman.to>
>
>You could have made your point in the first place without this statement,
or
>with this letter (instead of insulting him one more time and trying to
>dismiss it with a "But anyway..."). He could have made his point without
>being insulting, as well. I must wonder if either of you will be kind
enough
>to apologize to the other one for the offense rendered. But do so off the
>list, please.
>
actually, the refrence to pole beating i took to be another example, as in -
'just as i
know in my head that some people like watching star trec but can't
understand that,
i know in my head people like playing games like that but still can't
understand that'. . .
or something.
>JAJ, GP
>
>
------------------------------
Date: Thu, 28 Jan 1999 10:29:36 -0800
From: Bob Greenwade <bob.greenwade@klock.com>
Subject: Re: Multipower Questions
At 09:30 PM 1/27/99 -0500, Stainless Steel Rat wrote:
>-----BEGIN PGP SIGNED MESSAGE-----
>Hash: SHA1
>
>"JT" == Jesse Thomas <haerandir@hotmail.com> writes:
>
>JT> However, I think you're looking at it backwards. If each slot has 4
>JT> charges, and the Multipower has 5 slots, then the Multipower as a whole
>JT> has 20 charges. You're giving the reserve, the most expensive part of
>JT> the multipower, the value of a -1 limitation, despite the fact that it
>JT> effectively has a +1/4 advantage!
>
>By that logic, a Multipower with 5 slots, each having x2 END, would require
>the Reduced END *advantage* on the reserve.
Eh?
Maybe it's just because I'm not feeling well today, but this statement
makes absolutely *no* sense.
- ---
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: Fri, 29 Jan 1999 05:23:20 +1000
From: "happyelf" <jonesl@hotkey.net.au>
Subject: Re: OIHID and Focus
focus exists in both forms- it's just useless in normal id. i'd call this
really quite valid.
you could buy your focus discount with the oihid as a limitation to
represent it
returning in normal id/hero crossover. Hence the oihid is an advantage.
- -----Original Message-----
From: Tim Statler <tstatler@igateway.net>
To: hero-l@sysabend.org <hero-l@sysabend.org>
Date: Thursday, January 28, 1999 12:20 PM
Subject: OIHID and Focus
>I know this was discussed not to long ago, but can you take OIHID and
>Focus? My thought is that the Limit for the focus should be halved.
>
>This to me represents a power that can be taken away while in hero ID
>but can revert if they change back and forth. Am I off base here?
>
>Tim Statler
>Taking cover behind the revetments
>
>
------------------------------
Date: Fri, 29 Jan 1999 02:26:27 +1000
From: "happyelf" <jonesl@hotkey.net.au>
Subject: Re: A painful question
- -----Original Message-----
From: Curt Hicks <exucurt@exu.ericsson.se>
>
>I've read through about half of the responses now. Probably the very next
>post will raise the same point but let me ask this anyway:
>
>Does a 'low power game' necessarily equate to a 'low POINT game' ?
>
>(I'll grant that 'high power' probably has to equate to 'high POINTs".)
>
>Curt
no and suprisingly enough, no. my 250 point hero game had bopth high power
(deluge, famous water superhero, 5 point hero rep perk and a 100pt
vpp, with some limtations on cc) and low power (lee black, relativly normal
cameraman).
Both on 250 points. So in hero, it depends on other things, like setting
interpretation of
characters, and how many ap they're allowed. Deluge was capable of dumping
fishing
trawlers and aircraft carriers under water (powers limited by water
proximity, btw)
whilst lee black had 1 body regen givem to him when he was abducted by
aliens.
Deluge was considered to be a world-class super, in his element he was the
best-
that was the perception, and the reality. Nobody would expect spidermen to
be much
good underwater but he's still considered to kick ass in his element. Same
goes for deluge, but in reverse.
Otoh, 100+150-pt characters with lots of skills or just few disads can be
suprisingly low-power,
again based on how they're percieved and how they behave. I jhad a character
who was unkillable-
but his active powers left somehting to be desired. he pretty much acted as
the team normal, even
though he could survive hard vacume and a re-entry burn (again btw, 40 ed
75% redr, life support and
huge absorbtion including a looped feed). For all intensive purposes, he was
low power- even though he didn't ahve the 'fear factor' severl people have
suggested fro low power games.
------------------------------
Date: Fri, 29 Jan 1999 03:23:47 +1000
From: "happyelf" <jonesl@hotkey.net.au>
Subject: Re: Limitations on Multipowers
- -----Original Message-----
From: Ell Egyptoid <egyptoid@yahoo.com>
To: champ-l@sysabend.org <champ-l@sysabend.org>
Date: Tuesday, January 26, 1999 11:09 AM
Subject: Re: Limitations on Multipowers
>>Why the heck would you buy a multipower *this* way:
> >
> >30 Munchkin Power, OAF(-1)
> >6u Cool Power #1
> >6u Cool Power #2
> >6u Cool Power #3
>
>Dumb question of the Day:
>What if I had Psionics, TK, Ego Blast, etc, but could
>only implement them while holding the Antares Diamond.
>
>Would it mean:
>I have these cool powers, but I can't switch powers sans
>jewel, or I don't have the powers without the diamond?
>
standard, the oaf would apply to the pool, and the powers,
and it would mean you could not use the powers without it, or the pool in
general.
if you wanted to just limit switchige only, you could i suppose just
apply half or less of the normal limit to the reserve, since the normal
multipower oaf already limits switchige- if you don't have the powers, you
can't switch between them.
>Then some rogue yanks my diamond, but later I discover
>I can focus through a GalactiCop issue tricorder...?
>How bizarre.
now you're just being silly. galacticop's don't carry tricorders, they do
all
their sums in their head and test things with litimus paper and copper wire.
but say if they did, that'd be the gm letting you replace yer standard
focus,
probably because you mutually decided you weren't getting the diamond
back for plot reasons.
>==
>=========================== Elliott aka The Egyptoid ==
>=== JLA: Justice League Alabama === Central HQ ===========
>=== http://www.sysabend.org/champions/elliott/index.html =
>
>_________________________________________________________
>DO YOU YAHOO!?
>Get your free @yahoo.com address at http://mail.yahoo.com
>
------------------------------
Date: Fri, 29 Jan 1999 05:35:35 +1000
From: "happyelf" <jonesl@hotkey.net.au>
Subject: Re: OIHID and Focus
- -----Original Message-----
From: Filksinger <filkhero@usa.net>
>The rules indicate that you shouldn't take the Focus Limitation and OIHID
on
>the same power. For the most part this is correct. However, where it is
>clearly a case where the character has a Focus that, by its very nature,
>automatically makes the character who uses it in "Hero ID", a Limitation is
>warranted. Because of the overlap between the Focus Limitation and OIHID, I
>believe that in those circumstances OIHID should be allowed, but reduced to
>a -1/4 Limitation.
>
>Filksinger
>
there's also a far more common procedure-
you can only use the focus in hero id.
cyberarmorman has lots of gagets, in
his armoured suit. BUT he must activate the suit and get in to
use them, and power it up- he can't just plug in, or whip out a
puncho-glove at a mugger. he has to become his hero id for
his focus to work for him. Similarly, bob smith can become - the magius!
but unless he's the magius none of the magius's toys will work for him. he
can't just
whip on the cloak of invisibility to avoid the landlord, or escape an
ambush.
he has to go the whole nine yards. I've had one character like this,
a guy who had, for instance, gauntlets that gave him clinging. now,
he could have done a lot just keeping them in and discretly using them now
and again
in normal id- but it was oihin, he couldn't.
------------------------------
Date: Thu, 28 Jan 1999 10:02:25 -0800
From: Bob Greenwade <bob.greenwade@klock.com>
Subject: Re: Levels and Limitations (Oh, Mr. Long!)
At 02:32 PM 1/27/99 MST, ANTHONY VARGAS wrote:
>bob.greenwade wrote:
>> From here, I think we can take a look at how a 2 point CSL actaually
>> works, specifically in relation to weapons.
>> "Any single attack" is a little broader IMV than "one specific weapon."
>> If a character in a police game gets +1 OCV with his Browning 9mm, then
>> that should only cost 2 points. For +1 OCV with pistols in general, after
>> all, he'd spend 3 points. But if he loses his usual Browning 9mm and picks
>> up another, then he still can use the +1 OCV.
>
>Now, he's probably not /paying/ for the weapon in a game like that. He
>could pick up any number of guns and use them and could chose to carry
>something other than a Browning 9mm - he could also have a snub-nosed
>backup in an ankle holster, and a riot gun in the car, for instance.
>
>That is a /very/ different situation from a Super Hero who takes a 2pt
>level with the blaster that he made in his super-lab.
This is, of course, a point I cover a little further down.
>> Now suppose this same cop gets a gyroscopic stabilizer for his Browning,
>> and attaches it. (Don't worry about realism for this one, folks. I'm just
>> going on flights of fancy to illustrate a point.) The stabilizer gives the
>> gun a +2 OCV, in addition to his intrinsic +1. But he can't use that +2
>> OCV with any other Browning 9mm, because it's built into his one gun. By
>> the same token, anyone who picks up the modified Browning (even without WF:
>> Small Arms) gets that +2 when they use it.
>
>Well, if the gyro is plain tech for the game, then he's not paying for
>it, so who cares if it's 2 or 5pt levels?
Many (not all, nor even most, but many) heroic-level games use Equipment
Allowances, where the PCs are allowed only a certain amount of equipment at
one time, as measured in the equipment's real point cost. The gyro, if not
paid for in points, would count toward that allowance.
>Simply bying a +2 OCV with the weapon would be 4pts. So, either way,
>the relative disadvantage of having the weapon with the gyroscope taken
>away, vs being able to scrounge a second Browning is reflected... the
>question is, does that disadvantage entitle the character to save a point,
>or save a point and get an additional +3 OCV...
Again, that's a point I discuss a little further down.
>> Mostly, the problem will lie in the "little things." For one thing, I'm
>> prone to assigning an Active Point penalty for Weaponsmith, and these
>> built-in CSLs can make a difference in that. The same effect can be seen
>> when dealing with Requires a Skill Roll -- those CSLs might count for the
>> character in OCV, but against him for that RSR.
>
>Actually, that sounds pretty good. 5pt levels would stack up pretty
>quickly (-1 to RSR per 2). 2pt levels would be a piece of cake (-1
>per 5). The impact levels have on combat really cries out for the
>higher active cost, even though, with limitations the final cost
>savings may be small.
Some of the variations on RSR from Steve Long's article in Hero System
Almanac 2 will vary this as well, of course, specifically the "difficult"
Skill Rolls which take -1 per 5 Active Points. And I think it's reasonable
to assume that these variations will be in the Fifth Edition.
>> really, does a PC's ability to speak fluent Japanese save the day? Are
>> those 3 or 4 points worth the same as the above-described inconvenience,
>> which would provide a character with a savings of about the same amount?
>
>Sure, when you're talking about a level or two the point savings aren't
>worth wrangling about... but, when you're talking investing 5 or 10
>points into something, the difference becomes extreme...
>
>So, I'd rather nip the abuse in the bud, and let the reasonable player
>save 1 or 2 points instead of 3 or 4.
Most of the constructs I've seen posted on the list only save a
character 2 or maybe 3 points at the most, applying just OAF to 2-pt CSLs
rather than OAF plus an extra Limitation to 5-pt CSLs. (Of course, this is
bearing in mind that having a weapon with, say, +6 OCV built into it is
going to be bad enough news without worrying about how those CSLs are
built!)
- ---
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
------------------------------
End of champ-l-digest V1 #167
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Date: Monday, May 24, 1999 03:15 PM