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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