Digest Archives Vol 1 Issue 181

From: owner-champ-l-digest@sysabend.org 
Sent: Wednesday, February 03, 1999 12:06 PM 
To: champ-l-digest@sysabend.org 
Subject: champ-l-digest V1 #181 
 
 
champ-l-digest       Wednesday, February 3 1999       Volume 01 : Number 181 
 
 
 
In this issue: 
 
    Re: Ultima Online like Project 
    Re: GenCon 99  
    Re: Multipower Questions 
    Re: GenCon 99  
    Re: Limitations on Multipowers 
    Re: Foci talk 
    Re: Unity in Nerd Culture 
    teleporting through water pipes?! 
    Re: LS and their effects on attack damage 
    Re: Foci talk 
    Re: Limitations on Multipowers 
    Re: teleporting through water pipes?! 
    Re: Necromacy Limitation / Fantasy World 
    Re: teleporting through water pipes?! 
    Re: teleporting through water pipes?! 
    Re: Foci talk 
    Re: teleporting through water pipes?! 
    Re: teleporting through water pipes?! 
    Magic system in Sanktis [was The Necrotron] - verbose 
    Re: teleporting through water pipes?! 
    Re: Multipower Questions 
    Re: Limitations on Multipowers 
    Vacation (Cross-post; sorry) 
    Re: LS and their effects on attack damage 
    Re: teleport thru wires [long] 
 
---------------------------------------------------------------------- 
 
Date: Tue, 02 Feb 1999 21:24:05 -0500 (EST) 
From: "Warren" <Warren@newenglandpc.net> 
Subject: Re: Ultima Online like Project 
 
On Mon, 1 Feb 1999 10:42:44 -0600 (CST), gilberg@ou.edu wrote: 
 
> 
>>    I heard something about a group of gamer's / programmers who were trying 
>>to work together on creating a generic Ultima Online like game network. I'm 
>>fairly certain it was on this mail list or at on the IRC #herochat if 
>>someone could send me an email, or a web page address I'd appreciate it. 
> 
>        First I've heard of it.   But if someone here does know anything 
>about such a project, I'd like to know as well. 
> 
> 
>                                        -Tim Gilberg 
> 
> 
I think you are talking about webrpg.  Oddly enough it can be found at webrpg.com.  I think, I looked at it  
about 6 months ago,  
 
Warren 
 
------------------------------ 
 
Date: Tue, 2 Feb 1999 22:03:20 -0500 (EST) 
From: Michael Surbrook <susano@otd.com> 
Subject: Re: GenCon 99  
 
On Tue, 2 Feb 1999, Tim Gilberg wrote: 
> 	Finally, hasn't anyone seen the upside to the downturn by the 
> major gaming companies?  T$R, RTG, FASA, West End, etc have all been 
> having problems because of various reasons, cards among them.  However, 
> over the past couple of years I've noted an explosion of new companies 
> coming out with new RPGs.  I'm not talking about new card games, I'm 
> talking about new RPGs--Noir, Feng Shui, The End, among others. 
 
I find it interesting that you mention FGeng Shui, as it was derived rom 
the CGG "Shadowfist".  Unfortunatly, Feng Shui is currently 'dead', as the 
orginal company went out of business.  I have heard rumors that Robin Laws 
is trying to find a new publisher. 
 
- -- 
Michael Surbrook - susano@otd.com - http://www.otd.com/~susano/index.html 
 
  "...If said motherboard is equipped with an Intel central processing unit, 
    an appropriate warning label bearing the words 'Intel Inside' shall be 
          permanently affixed to the case in a prominent location." 
     Bruce Murphy, excerpting a new OSHA regulation for computer systems 
 
------------------------------ 
 
Date: Tue, 2 Feb 1999 19:37:26 -0800 (PST) 
From: shaw@caprica.com (Wayne Shaw) 
Subject: Re: Multipower Questions 
 
> 
>If you need to make an exception for Charges, I resubmit that Charges is 
>the problem, not Multipower. 
 
If that was the only Limitation that had this problem, I'd agree.  It isn't. 
Burnout suffers from exactly the same problem, as does Extra Time.  That 
tells me it's a framework problem, not a problem with the Limitation. 
 
------------------------------ 
 
Date: Tue, 2 Feb 1999 22:36:22 -0600 (Central Standard Time) 
From: Tim Gilberg <gilberg@ou.edu> 
Subject: Re: GenCon 99  
 
> > coming out with new RPGs.  I'm not talking about new card games, I'm 
> > talking about new RPGs--Noir, Feng Shui, The End, among others. 
>  
> I find it interesting that you mention FGeng Shui, as it was derived rom 
> the CGG "Shadowfist".  Unfortunatly, Feng Shui is currently 'dead', as the 
> orginal company went out of business.  I have heard rumors that Robin Laws 
> is trying to find a new publisher. 
 
	I wasn't saying whether these games lasted long or not, I'm just 
saying that the downturn by the major companies led to opportunity for 
others.  Even though some of these games may "go under," the new games 
offer new opportunities for gamers. 
 
 
					-Tim Gilberg 
			-"English Majors of the World!  Untie!" 
 
------------------------------ 
 
Date: Tue, 2 Feb 1999 19:24:33 -0800 (PST) 
From: shaw@caprica.com (Wayne Shaw) 
Subject: Re: Limitations on Multipowers 
 
>-----BEGIN PGP SIGNED MESSAGE----- 
>Hash: SHA1 
> 
>"WS" == Wayne Shaw <shaw@caprica.com> writes: 
> 
>>> The Multipower slot cost is not Active Points, it is the Real Points of 
>>> the powers in the slot dividied by 5 or 10, depending on whether the 
>>> slot is a multi or ultra slot. 
> 
>WS> And this differs from Active Points in what fashion? 
> 
>Slot Cost = (Active Points in slot / (1 + Limitations on slot)) / (5 | 10) 
> 
>Slot Cost will never be more than 1/5 the Active Cost of the powers in the 
>slot. 
 
You're missing my point, Rat.  Active Points are the base cost of an ability 
with all Advantages.  To me, that describes the slot cost of a given slot in 
a multipower just as much as it does the pool. 
 
> 
>>> If the reserve does not have Focus but each slot does, then each slot is a 
>>> separate Focus, the DEF of which is figured based on the largest power in 
>>> that Focus.  As all of the powers within a single Framework slot (EC or MP) 
> 
>WS> And I'm saying I don't think they are for this purpose. 
> 
>The BBB disagrees with your opinion. 
 
The BBB doesn't address the breakability of individual slots on a multipower 
focus at all.  It neither agrees nor disagrees. 
 
 
------------------------------ 
 
Date: Tue, 2 Feb 1999 19:34:27 -0800 (PST) 
From: shaw@caprica.com (Wayne Shaw) 
Subject: Re: Foci talk 
 
>Wayne Shaw wrote: 
>> 
>> >Of course you can only target Accessible foci.  Foci that provide defense 
>> >always get hit however.  Donald brought up the point that you have to 
>> >specifically target foci as well.  Does this mean foci don't get damaged by 
>> >incidental damage like Area effects?  I'm not sure. 
>>  
>> I'd find that a damn silly interpetation.  After all, part of the reason 
>> Foci have to be targeted seperately is that they're often significantly 
>> smaller than the character...in fact, in almost all cases but power armor 
>> and the like.  Area Effects don't consider how big or small a target is 
>> (except for Selective and Nonselective ones).  And who says you can't target 
>> Inaccessible Foci?  Why bother to make them breakable otherwise? 
>> Accessiblity has to do (on characters; vehicles are a little different) with 
>> taking them away in combat, i.e. their grabbability.  If you can find any 
>> reference that says you can't target IFs for damage, i'd sure like to 
hear it. 
> 
>BBB softcover: Page 105 first sentence. 
> 
>"An Inaccessible Focus can't be hit with a Grab or a ranged attack while the 
>character is in combat." 
>They probably mean target. 
 
Ah.  I see your problem.  If you look at that sentence in the context of the 
prior paragraph, I think you'll see what they mean is that you can't shoot 
the focus off someone the way they can with an OAF (i.e. note the context of 
the first sententence which discusses 'knocking free' the focus.) 
 
> 
>Now they don't say you can't target them with a punch... 
>The rules that say that any Focus that provides defense is automatically hit 
>when the character is. 
>So your 5/5 FF, IIF ring with a whopping 2 def will get blown away by a bullet 
>doing 6 body. Even if aimed for the head. 
> 
>And I agree, silly results can be had by following the rules too closely. 
>I'm hoping Steve Long caught these problems.  I hadn't looked at the Foci 
>rules that closely for quite some time, so I didn't point it out when it 
>should of been. 
 
I think in this particular case it's more a case of needing to read for 
context.  Accessiblity, is defined by it's ability to be taken away..._not_ 
to be damaged.  That's Breakability, which has it's own seperate entry.  The 
note on defenses on OIFs was made simply because they wanted to make it 
clear that defense supplying foci (like armor) _were_ assumed to be 
damageable without special efforts.  Of course, like Rat, I think this is a 
singularly bad rule, and probably one of the most commonly ignored in the game. 
 
------------------------------ 
 
Date: Tue, 2 Feb 1999 22:02:51 -0800 
From: Jay P Hailey <jayphailey@juno.com> 
Subject: Re: Unity in Nerd Culture 
 
>I'm hearing a lot about what pricks Magic players are. Don't we all  
>sound like old men sitting on the porch bitching about 'kids these 
days'. 
 
yup-yup. 
 
Besides. I thought that the Magic craze was historical. 
 
 
Jay P. Hailey <Meow!> 
 
"If that's God, I'm quitting." - Crow 
 
___________________________________________________________________ 
You don't need to buy Internet access to use free Internet e-mail. 
Get completely free e-mail from Juno at http://www.juno.com/getjuno.html 
or call Juno at (800) 654-JUNO [654-5866] 
 
------------------------------ 
 
Date: Wed, 03 Feb 1999 01:40:30 -0600 
From: Todd Hanson <badtodd@home.com> 
Subject: teleporting through water pipes?! 
 
Okay.. I have a really wierd player.  (I think every GM has had to deal 
with this player at one time or another). 
 
He is playing a water elemental, and he wants a variation on the old 
'teleport through wires' that electrical based characters have - he 
wants to be able to teleport (swim) through water pipes. 
 
I let him just buy teleport with a limitation only through water pipes 
(based on the teleport through wires that Dynamo has in San Angelo), 
which was just fine as long as he was using it for silly stuff like 
making his grand entrance by jumping out of drinking fountains and 
stuff... but then I experienced the down side... he can basically get in 
ANYWHERE he wants to.. who guards their water pipes? 
 
So..  the question I have for everyone is.. how do YOU handle the 
'teleport through wires' trick?  What do you require them to do to 
target their destination?  My first arguement was that he is teleporting 
blind because he cant see his destination... till he pointed out that 
Dynamo has no way of sensing her destination for what is essentially the 
same power. 
 
The player is willing to be reasonable about handling this... Im just 
not sure HOW I should handle it.  Any suggestions? 
 
Todd 
 
------------------------------ 
 
Date: Wed, 03 Feb 1999 18:39:07 -0800 
From: Rick Holding <rholding@ActOnline.com.au> 
Subject: Re: LS and their effects on attack damage 
 
Filksinger wrote: 
>  
> From: Curt Hicks <exucurt@exu.ericsson.se> 
>  
> > 
> >Actually, I'm surprised to hear that the GM evidently let the shrinking 
> >affect the power of the blast. It seems a 100D6 Explosion (or whatever the 
> >nuke was defined as) is still a 100D6 explosion whether it comes from 
> >a man sized object or an object 1/32nd the size of a man. 
> > 
> >In other words, the shrinking power doesn't inherently 'weaken' the thing 
> >being shrunk. 
>  
> You misunderstood his tactic. For a nuclear weapon to detonate, you must 
> have a certain quantity of material Q, compressed to a certain density D. 
> The less material, the greater the density required. 
>  
> A target with just over the "critical mass" needed for the weapon to go off 
> would, if shrunk one level, only have 1/8th the mass needed. Without a 
> massive increase in the density of the material to make up the missing mass, 
> the weapon would not detonate. 
 
	And note that at no point did I say it did not detonate.  There was 
absolutly nothing wrong with the explosive devices that would have 
caused the implosion.  There was a large amount of radioactive material 
scattered over the area.  There just wasn't enough of it in one location 
for the nuclear reaction.  Not while under the effects of the shrinking 
spell anyway. 
 
	I thought at the time it wasn't a bad solution to the problem 
considering I only had about 10 seconds of desperate real time thinking 
to come up with it. 
 
- --  
Rick Holding 
 
If only "common sense" was just a bit more common... 
   or if you prefer...  You call this logic ? 
 
------------------------------ 
 
Date: Tue, 02 Feb 1999 23:45:57 -0800 
From: Mark Lemming <icepirat@ix.netcom.com> 
Subject: Re: Foci talk 
 
Wayne Shaw wrote: 
> I think in this particular case it's more a case of needing to read 
> for context.  Accessiblity, is defined by it's ability to be taken 
> away..._not_ to be damaged.  That's Breakability, which has it's own 
> seperate entry. 
 
Darn.  That's what I get for skimming through the book during 
compiles.  Reread the whole focus section just now at home.  What I 
need is a larger program or a slower machine to try out these builds. 
 
- -Mark Lemming 
 
------------------------------ 
 
Date: Wed, 03 Feb 1999 18:47:52 -0800 
From: Rick Holding <rholding@ActOnline.com.au> 
Subject: Re: Limitations on Multipowers 
 
Wayne Shaw wrote: 
>  
> >       Don't forget the -2 for targeting foci.  The only advantage you get 
> >with this form of attack is you don't seem to get any negative modifiers 
> >like you get for sweep for attacking multiple targets. 
>  
> Sure, but that's true when aiming at any focus.  The issue was whether it 
> was harder to blow multiple OAF slots off than one big OIF.  To my take on 
> it, not much, if at all. 
 
	Ah yes.  However, if using a varient of sweep, each extra target gets  
a cumlative -2, the same for autofire.  Hence it is much easier to 
target a single foci of whatever sort than multiple slots of a "similar" 
device.  If using a swept energy blast of some sort, then it is much of 
a muchness, - assuming that you have a reasonable to hit number.  
Otherwise, it is better to have several slots that are different 
devices. 
 
	A long winded way of saying "It depends" 
- --  
Rick Holding 
 
If only "common sense" was just a bit more common... 
   or if you prefer...  You call this logic ? 
 
------------------------------ 
 
Date: Tue, 2 Feb 1999 02:30:27 -0600 
From: "Michael" <mlnunn@blue.net> 
Subject: Re: teleporting through water pipes?! 
 
Easy one to handle.  He can't just burst out of a water fountain with it 
shut off with out breaking it, the same goes with any water system.  Now he 
could pop up in any thing that runs all the time... Urinal's, fountains, 
sprinklers, and so on.  If he want to just pop out and break stuff, property 
damage can get expensive. 
 
Michael 
 
------------------------------ 
 
Date: Wed, 3 Feb 1999 18:20:28 +0800 
From: "Colin aka Arkham aka the God King" <astroboy@iinet.net.au> 
Subject: Re: Necromacy Limitation / Fantasy World 
 
You might wish to check out the alternative magic system I have developed 
for Hero.  It's available at my webpage (address below).  It covers a magic 
system where magic is powered by the lifeforce of living things. 
 
******************************************************** 
Colin Clark 
World Emperor in Waiting 
http://www.iinet.net.au/~astroboy 
******************************************************** 
- -----Original Message----- 
From: dflacks <dflacks@ican.net> 
To: Heroes Mailling List <champ-l@sysabend.org> 
Cc: Fantasy Hero List <fhlist@planetx.org> 
Date: Wednesday, February 03, 1999 11:10 AM 
Subject: Necromacy Limitation / Fantasy World 
 
 
>> 
>Caster must kill at least 1 Body pip of creatures per 5 points of the 
spells 
>active cost. 
> 
>This is the keystone of Necromancy in my proposed world.  Note that human / 
>sentient sacrifice is not required.  A player could choose to be a 
>necromancer, and restrict himself to cows and horses.  Most necromancers 
>will be NPCs who have no problem with killing people.  It is a lot less 
>suspicious to walk through the city with a group of people than a herd of 
>cattle. 
> 
 
------------------------------ 
 
Date: Wed, 03 Feb 1999 05:57:48 -0500 
From: Mike Christodoulou <Cypriot@concentric.net> 
Subject: Re: teleporting through water pipes?! 
 
At 01:40 AM 2/3/99 -0600, Todd Hanson wrote: 
>So..  the question I have for everyone is.. how do YOU handle the 
>'teleport through wires' trick?  What do you require them to do to 
>target their destination?  My first arguement was that he is teleporting 
>blind because he cant see his destination... till he pointed out that 
>Dynamo has no way of sensing her destination for what is essentially the 
>same power. 
 
 
I just had the same talk with my GM.  His suggestion is to build a  
multipower with two slots: 
- - Teleport, only through wires (pipes):  This allows travel during 
  combat.  These are situations where you'll only travel short  
  distances (which is all you can afford with Teleport anyway), and 
  you can see your end point (i.e. no teleporting blind). 
- - FTL Travel, only through wires:  Out of combat, or for any other 
  situation where you want to go great distances, take FTL travel. 
  That allows you to go as far as you want, and doesn't require  
  line of sight to the end point. 
 
As you can see, we chose to ignore stuff like breaking out through 
the water fountain.  If you wanted to be really picky about that, 
you could add in desolid or something.  We just let it be a special 
effect. 
 
Now, there is one big difference between Travel Through Pipes and 
Travel Through Wires.  The wires allow movement at the speed of  
electricity, while swimming is moderately slower.  You might not 
want to allow instantaneous travel from Point A to Point B.  In 
this case, just let him buy Desolid, Only Through Pipes, with the 
same limitation that you would give to Only Through Cracks.  (If 
you want to argue that this limitation is worth more or less, knock 
yourself out.) 
 
 
======================  ================================================= 
Mike Christodoulou      "Never doubt that a small group of committed  
Cypriot@Concentric.Net   citizens can change the world.  In fact, it is  
(770) 662-5605           the only thing that ever has."  -- Margaret Mead 
======================  ================================================= 
 
------------------------------ 
 
Date: Wed, 03 Feb 1999 07:02:08 -0600 
From: "Michael (Damon) & Peni Griffin" <griffin@txdirect.net> 
Subject: Re: teleporting through water pipes?! 
 
At 05:57 AM 2/3/1999 -0500, Mike Christodoulou wrote: 
>Now, there is one big difference between Travel Through Pipes and 
>Travel Through Wires.  The wires allow movement at the speed of  
>electricity, while swimming is moderately slower.   
 
Swimming is "moderately slower" than FTL Travel?!?! 
 
Damon 
 
------------------------------ 
 
Date: Wed, 3 Feb 1999 04:56:08 -0800 (PST) 
From: shaw@caprica.com (Wayne Shaw) 
Subject: Re: Foci talk 
 
>Wayne Shaw wrote: 
>> I think in this particular case it's more a case of needing to read 
>> for context.  Accessiblity, is defined by it's ability to be taken 
>> away..._not_ to be damaged.  That's Breakability, which has it's own 
>> seperate entry. 
> 
>Darn.  That's what I get for skimming through the book during 
>compiles.  Reread the whole focus section just now at home.  What I 
>need is a larger program or a slower machine to try out these builds. 
 
Hey, I run into these problems too, and I've both been playing the damn game 
since Second Edition and proofread for a living on occasion.  It happens. 
When I read the sentence you quoted I blinked for a second and wonder if 
it'd missed this for several years, until I backed up and read the whole 
section again. 
 
------------------------------ 
 
Date: Wed, 03 Feb 1999 07:17:50 -0600 
From: "Michael (Damon) & Peni Griffin" <griffin@txdirect.net> 
Subject: Re: teleporting through water pipes?! 
 
At 01:40 AM 2/3/1999 -0600, Todd Hanson wrote: 
>I let him just buy teleport with a limitation only through water pipes 
>(based on the teleport through wires that Dynamo has in San Angelo), 
>which was just fine as long as he was using it for silly stuff like 
>making his grand entrance by jumping out of drinking fountains and 
>stuff... but then I experienced the down side... he can basically get in 
>ANYWHERE he wants to.. who guards their water pipes? 
 
Um, anyone with a shutoff valve? 
 
The character may be able to move freely through water-filled or empty 
pipe, but he won't be able to move through a valve that is, after all, 
designed to prevent water flow.  You might want to figure out a way to 
translate the character's STR to a p.s.i. value to determine how much water 
pressure he's capable of extering from inside the pipe; that will determine 
whether he can burst a pipe or push past a valve in order to escape 
confinement. 
 
It's probably true that there will always be open routes into buildings, 
but he may, for example, be forced to come up through drains instead of 
spigots.  That water will usually be soiled in some way; perhaps he 
sometimes suffers unpleasant consequences from this? 
 
As for targeting his destination, I'd have him buy a series of KS to cover 
things like City Water System, Residential Plumbing, Industrial Plumbing or 
something along those lines that would enable him to predict his probable 
route in advance, and avoid as many valves or other obstacles as possible. 
I might also suggest he build himself a Sense that will allow him to pick 
up subtleties of fluid pressure and movement while in that medium.  This 
might provide useful navigational information depending on whether he wants 
to "swim upstream" or "go with the flow". 
 
Damon 
 
------------------------------ 
 
Date: Wed, 3 Feb 1999 08:46:35 -0500 (EST) 
From: arcus@webtv.net (chrisopher spoor) 
Subject: Re: teleporting through water pipes?! 
 
Here's a few hints from another water elemental. There are really few 
ways out of a water system unless you let him burst a pipe. You can come 
out the bathroom, kitchen, public water, some work areas, and the 
occasional leak. As for knowing where your going, don't wire teleporters 
need a connection ( phone call or what ever ). Water teleporters know 
what direction they want and general layouts. they could choose the 
second story bathroom, but not a street address. As for defences, has 
the power been shown on TV. If no, well then no one would know to 
defend. If yes then any villain with a brain will have some trick. From 
as simple as no running water ( Hey Jerry, cover the door. I got to go 
to the gas station ), to kill switches like hospitals use for drug 
tests, to having the architect design a really wierd set up.   
 
Now I hope he has all the good stuff. Indirect attack ( just sending his 
fist through ) clairvoyance, ( just the eyes ) lots of stretching with 
extra limbs. Just think Plastic man. I just love this form   [:8)   
 
------------------------------ 
 
Date: Wed, 3 Feb 1999 09:56:10 -0500  
From: Brian Wawrow <bwawrow@mondello.toronto.fmco.com> 
Subject: Magic system in Sanktis [was The Necrotron] - verbose 
 
] What kind of system are you using for the magic ? 
 
I developed the magic system with feedback from many on the list. It's based 
on a VPP mechanic with some modifications. Magic is divided up into spheres, 
which divide the magic basically by special effect. For example... life, 
fire, iron, illusion, etc. Then, the spheres are divided into categories 
based on how the spellcaster is using the energy of their sphere. For 
example... projection, alteration, conjuring, etc. 
 
So, given that a VPP consists of a pool cost and a control cost, here's how 
it goes... 
 
Each mage has one pool. For each sphere that mage can use, he buys the 
control cost, an END Reserve and an INT-based spell roll. Since the control 
costs for each sphere are bought separately, a mage can control more magic 
in one sphere than another. 
 
Now, the other thing is that you can't just buy your spell roll up at the 
usual +1 per 2pts. You have to buy skill levels with cost breakdowns like 
this... 
	2pts.		+1 w/ a Sphere/Category combo	[eg. Air Alteration 
Magic] 
	3pts.		+1 w/ a Sphere	[eg. Air Magic] 
	3pts.		+1 w/ a Category	[eg. Alteration Magic] 
	5pts.		+1 w/ Magic 
 
So, luckily, I have both a specialist and a generalist spellcaster for 
comparison. The crusader goes straight for Life Alignment. Life Magic 
effects the physical properties of living tissue. Alignment Magic allows the 
spellcaster to effect his own pattern. Thus, the crusader who's into Life 
Alignment Magic just cranks up his STR and other physical properties. 
Meanwhile, the warlock is a pencilneck with six or seven spheres and a 
grimoire that is constantly growing and changing. He uses his illusion magic 
for stealth, his fire magic to heat up the hunter's crossbow bolts, his air 
magic to push stuff around and so on. 
 
It's working out pretty well. As soon as I get around to building the web 
site, I'll mention it to the list. There's going to be lots of yummy tidbits 
for FH lovers. 
 
Later 
BRI 
 
------------------------------ 
 
Date: Wed, 3 Feb 1999 07:39:10 -0800 (PST) 
From: Ell Egyptoid <egyptoid@yahoo.com> 
Subject: Re: teleporting through water pipes?! 
 
> - FTL Travel, only through wires:  Out of combat, or for any other 
>   situation where you want to go great distances, take FTL travel. 
>   That allows you to go as far as you want, and doesn't require  
>   line of sight to the end point. 
In the Justice League of Alabama is High Voltage. 
He's a lightning-based guy with the "travel through wires" 
power. We modeled that with Extra-Dimensional Move: 
to the Land of Wires. While he's in the Wires, basically 
no one can see or attack him, unless they have similar 
powers or esoteric senses. Then HiVo had clairvoyance to 
see out of electrical sockets. 
 
You may want to consider: How readily can others outside 
the pipes affect your Elemental? 
== 
===========================  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: Wed, 03 Feb 1999 06:50:41 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Multipower Questions 
 
At 08:43 PM 2/2/99 -0500, Stainless Steel Rat wrote: 
>x2 END on a Multipower reserve means, 'the powers in each slot in this 
>Multipower cost x2 END to use'.  Activation 14- on a Multipower reserve 
means, 
>'the powers in each slot in this Multipower have 14- Activation roll'.  4 
>Charges on a Multipower means, 'the powers in each slot in this Multipower 
>may be used 4 times'. 
> 
>If you need to make an exception for Charges, I resubmit that Charges is 
>the problem, not Multipower. 
 
   What solution do you propose? 
- --- 
Bob's Original Hero Stuff Page!  [Circle of HEROS member] 
   http://www.klock.com/public/users/bob.greenwade/original.htm 
Merry-Go-Round Webring -- wanna join? 
   http://www.klock.com/public/users/bob.greenwade/merrhome.htm 
 
------------------------------ 
 
Date: Wed, 03 Feb 1999 06:29:48 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Limitations on Multipowers 
 
At 01:30 PM 2/2/99 -0500, Stainless Steel Rat wrote: 
>-----BEGIN PGP SIGNED MESSAGE----- 
>Hash: SHA1 
> 
>"N" == Nuncheon  <jeffj@io.com> writes: 
> 
>N> Can you really Spread and only roll against the things you /want/ to hit 
>N> in that hex?  That seems a bit odd to me. 
> 
>That appears to be the case, based on the description and the example. 
> 
>Yes, it is a *very* potent maneuver, which is why probably it has been 
>relegated to being an optional maneuver in the fourth edition, and 
>definitely why I would change it to be -1d6 per target rather than -1d6 per  
>Hex. 
 
   Now, *there's* a good example of constructive criticism -- not to 
mention a suggested rules change that I can get behind. 
- --- 
Bob's Original Hero Stuff Page!  [Circle of HEROS member] 
   http://www.klock.com/public/users/bob.greenwade/original.htm 
Merry-Go-Round Webring -- wanna join? 
   http://www.klock.com/public/users/bob.greenwade/merrhome.htm 
 
------------------------------ 
 
Date: Wed, 03 Feb 1999 08:07:51 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Vacation (Cross-post; sorry) 
 
  OK folks, I'm going to be gone for about a week, from early tomorrow 
morning until very early next Tuesday, so after early evening today I won't 
be around. 
   *But* I will be leaving all of my list subscriptions in place, so 
please, while I'm gone, play nice.  I've already dealt with the fact that 
this will probably leave me downloading around 500-600 messages when I log 
in again next Tuesday, and that's okay; just please, don't get into any 
shouting matches that'll boost that load to over 1000! 
   On most of these lists I don't have to worry about that, but there are a 
couple where that sometimes happens and *you know who you are.*  :-] 
   For the curious, I won a trip in a sweepstakes, and am headed off for an 
extended weekend to see the Pro-Bowl in person.  If you want to, you can 
tune it in (on ABC at 3pm Pacific Time) and maybe you'll see me and 
Colleen.  :-] 
   (PS: Yes, I'm cross-posting this to several lists.  No need to respond, 
though if you want to, please do so privately, or at least limit it to the 
lists on which you actually see this post...) 
- --- 
Bob's Original Hero Stuff Page!  [Circle of HEROS member] 
   http://www.klock.com/public/users/bob.greenwade/original.htm 
Merry-Go-Round Webring -- wanna join? 
   http://www.klock.com/public/users/bob.greenwade/merrhome.htm 
 
------------------------------ 
 
Date: Wed, 03 Feb 1999 06:43:54 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: LS and their effects on attack damage 
 
At 02:57 PM 2/2/99 -0800, Filksinger wrote: 
>From: Curt Hicks <exucurt@exu.ericsson.se> 
>> 
>>Actually, I'm surprised to hear that the GM evidently let the shrinking 
>>affect the power of the blast. It seems a 100D6 Explosion (or whatever the 
>>nuke was defined as) is still a 100D6 explosion whether it comes from 
>>a man sized object or an object 1/32nd the size of a man. 
>> 
>>In other words, the shrinking power doesn't inherently 'weaken' the thing 
>>being shrunk. 
> 
> 
>You misunderstood his tactic. For a nuclear weapon to detonate, you must 
>have a certain quantity of material Q, compressed to a certain density D. 
>The less material, the greater the density required. 
> 
>A target with just over the "critical mass" needed for the weapon to go off 
>would, if shrunk one level, only have 1/8th the mass needed. Without a 
>massive increase in the density of the material to make up the missing mass, 
>the weapon would not detonate. 
> 
>Some objects require a certain mass or size to do their job. Shrinking will 
>make these objects useless. 
 
   In other words, it's one of those one-shot "shrinker tricks" that 
couldn't ever be done on a regular basis without spending a wad of points, 
but worked for the situation at hand because of the Special Effects.  :-] 
- --- 
Bob's Original Hero Stuff Page!  [Circle of HEROS member] 
   http://www.klock.com/public/users/bob.greenwade/original.htm 
Merry-Go-Round Webring -- wanna join? 
   http://www.klock.com/public/users/bob.greenwade/merrhome.htm 
 
------------------------------ 
 
Date: Wed, 3 Feb 1999 08:36:31 -0800 (PST) 
From: Ell Egyptoid <egyptoid@yahoo.com> 
Subject: Re: teleport thru wires [long] 
 
> So..  the question I have for everyone is.. how do YOU handle the 
> 'teleport through wires' trick?  What do you require them to do to 
> target their destination?  My first arguement was that he is 
teleporting 
> blind because he cant see his destination... till he pointed out that 
> Dynamo has no way of sensing her destination for what is essentially 
the 
> same power. 
 
I wasn't clear enough earlier. 
Hi Voltage, in order to "travel via wiring" had to use a lot of 
powers and skills to get to  his destination. 
 
1. had to find an electrical inlet of some sort. 
   Socket, exposed wire, data port, etc. 
 
2. had to activate his Desolid, going into his electric form. 
 
3. had to active his Ex-Dim Move, which shrank him down to a 
   coherent stream of particles and enabled the leap into wires. 
   (similar to Jeannie going into/out-of her bottle) 
 
4a. If he was non-combat, or leaving a combat, he activated  
    his FTL variant, to travel quickly, anywhere the power grid 
    would allow. 
 
4b. If he wanted to stay in a combat, he could only use his  
    Flight, traveling along nearby wires. 
 
5. To leave the wires, all he had to do was activate his Ex-Dim 
   Move again at the nearest socket, data port, or wire. 
 
   a. If he used clairvoy, and made a PER roll, he could pop out 
      as close to his destination as wires would allow. 
 
   b. If he just jumped out without looking first, we rolled 3d6 
      and the higher the roll, the farther away he was from where 
      he wanted to be. 
 
6. IMC, This was not a 'pop into combat' power, If he used this  
   power to find and enter a fight, he didn't arrive until the  
   next phase 12. If he failed his perception roll, he didn't 
   enter till the NEXT phase 12. 
 
7. At minimum, this "power", ie steps 1 to 5 above, takes a turn 
   (at speed 6) to use.  IOW, He couldn't hop out on phase 4, and  
   hit someone from behind on phase 8. 
 
8. Moving through the city at FTL speeds, trying to get your 
   bearings by peeping out random circuits ain't easy, it takes 
   time. 
 
9. Due to his damage shield, he was easily able to bust out at 
   light bulbs, CRT's, TV sets, street-lights, etc. 
 
10. We chose Ex-Dim Movement because Hi-Vo was really out of reach 
    while using this power. 
 
11. He couldn't use fiber optics or radio power. Only metal wiring: 
    electrical circuits, phones, cables. He could hide in and be  
    carried around in a flash-light, car-battery, cell-phone, etc. 
    When the campaign ended he was working on Images, to make radios 
    output what he said, and to make CRT's display what he wanted. 
 
12. I allowed him to 1 dice of killing for free per phase to 
    any electrical device he could get inside. This included  
    Robots. He could drain any characteristic of cybernetic  
    organisms. But he had to make an attack roll, exceed their  
    defenses, and make a skill roll with appropriate combat  
    modifiers, to "hop inside" a robot, computer, etc.  
    Power Defense and Force Fields and certain SFX could  
    lock him out easily. Also, this stunt was a "called shot"... 
 
Here's the disabled share-ware version of Hi-Voltage's  
character sheet. The fully capable version is only available 
at the JLA web-site listed below  :) 
- -------------------------+----------------------------------------+ 
ACTERISTIC COST BASE  PTS|NAME: Kyle Evans                        | 
ngth         x1    10   4|HERO ID: HI=VOLTAGE                     | 
erity        x3    10  15|PLAYER:      Hamilton                   | 
titution     x2    10  42|----------------------------------------+ 
             x2    10   8| PTS             POWERS              END| 
lligence     x1    10   5|  60 Multipower (Electricity) (60)      | 
             x2    10   8| 12m 6D6 Aid (Electricity),"into END    | 
ence         x1    10  10|     for devices, robots, computers,    | 
liness       x1/2  10   4|     cybernetix",20 Max Increase,fade   | 
ical Defens  x1     3   4|     rate: per minute,vs SFX (one       | 
gy Defense   x1     6   0|     power)                            6| 
d            x10  3.7  23| 11m 3" Darkness (Electricity),         | 
very         x2     9   8|     "versus electronic sensors &       | 
rance        x1/2  62   0|     cameras",Detect,N-Ray Vision,      | 
             x1    37  12|     Sight Group,Radio Group           5| 
racteristics Cost:    143|  1u Extra-Dimensional Move             | 
- -------------------------+     (Electricity),"into wires,         | 
GES         BASE: 150+PTS|     batteries, phone-lines (not        | 
"Kyle Evans"           15|     fiber-optics)",Dimension: into     | 
NPC,incompetent,       25|     charged electric & phone lines,    | 
- -                        |     circuitry a,14- Activation(-1/2)  2| 
.S.I.",more powerful,  15| 12m 2D6 Killing Attack - Ranged        | 
t influence,harsh,       |     (Electricity),x1 Armor Piercing    | 
- -                        |     (+1/2),Sticky(+1/2)               6| 
e Shop",as powerful,   20| 10m 13D6 Dispel (Electricity),vs SFX   | 
t influence,limited      |     (one power)                       5| 
h,appear 14-             | 12m 8D6 Energy Blast (Electricity),    | 
sad                    30|     x1 Armor Piercing(+1/2)           6| 
lity,"non-electrified  25|  1m x1 Faster-than-light Travel        | 
ery common,per turn,     |     (Electricity),Costs END(-1/2)     1| 
                         |  15 Elemental Control (Electricity)    | 
 Change,"when          10|     (15)                               | 
,common,occur 8-         |15a) 4D6 Absorption (Electricity),      | 
 Change,"struck by      5|     "2d6 STUN, 1d6 BODY, 1d6 END",     | 
  and related            |     fade rate: per minute,vs SFX       | 
ncommon,occur 8-         |     (one power)                        | 
t poison/chemical      10|15b) 15/15 Force Field (Electricity)   3| 
acks",common,occur       |15c) Clairsentience (Electricity),      | 
er 11-                   |     "can see along electric lines,     | 
ovt.                   15|     and see out electric socke",       | 
tation",very common,     |     Spatial Awareness,Sight Group     3| 
,recover 11-             |15d) 50% Damage Reduction (ED)          | 
e Features,            20|     (Electricity),"FIFTY PERCENT DMG   | 
ied aura (hero id)",     |     REDUC. vs. ENERGY",resistant       | 
le,extreme               |17e) Desolidification (Electricity),    | 
e Features,"body       10|     Vulnerability: water, ice,         | 
arged, scans as a        |     copper grounding,Linked(-1/2),     | 
asily concealable,       |     "to Flight"                       4| 
                         |15f) 200/10 End Reserve                 | 
gineering & Mutation   30|     (Electricity),"battery for EC &    | 
                         |     MP only."                          | 
cal Limitation,        25|15g) +5 Detect (Electricity),           | 
nnocent children",       |     "devices, currents, batteries",    | 
on,total                 |     make into sense,Desc: sense flow   | 
cal Limitation,"code   25|     & potential of electricity,        | 
ng innocents",very       |     devices, circu,Transdimensional    | 
tal                      |     (+1/2),Dimension: along electric   | 
                         |     lines,Discriminatory(+1/2)         | 
                         |15h) Spatial Awareness (Electricity),   | 
                         |     vs. Living, Electrical, Metallic   | 
                         |     Only(-1/2),Discriminatory(+1/2)    | 
                         |15i) 12" Flight (Electricity),x4        | 
                         |     Non-Combat                        2| 
                         |15j) Invisibility (Electricity),"vs.    | 
                         |     Electronic Devices",Normal         | 
                         |     Sight,Radio Group                 3| 
                         |15k) 2D6 Killing Attack - HTH           | 
                         |     (Electricity),14- Activation       | 
                         |     (-1),jammed,Damage Shield(+1/2)   4| 
                         |15l) Life Support (Electricity),        | 
                         |     doesn't breathe,doesn't            | 
                         |     eat/sleep/excrete,safe in          | 
                         |     vacuum/pressure,safe in            | 
                         |     radiation,safe in heat/cold,       | 
                         |     immune to disease,immune to        | 
                         |     aging                              | 
                         |15m) 20 Power Defense (Electricity),    | 
                         |     x1 Hardened(+1/4),Resistant        | 
                         |     (+1/4)                             | 
                         |21n) +12 Dexterity (Electricity),       | 
                         |     "lightning fast"                   | 
                         |   3 Electronics 11-                    | 
                         |   5 11 Mental Defense (Electricity),   | 
                         |     IAF(-1/2),unbreakable,personal     | 
                         |     focus                              | 
                         |   3 Federal Police Powers              | 
                         |   1 Vehicle: Other (5pt)               | 
                         |   1 Base: Other (5pt)                  | 
                         |   1 JLA Member,                        | 
                         |     Deputized, Registered Paranormal   | 
                         |   2 11- Contact: Chromium              | 
                         |   2 11- Contact: Puck                  | 
                         |  10 Followers: Cursor, familiar        | 
                         |     (50pt)                             | 
                         |   6 2 Levels: electrical powers &      | 
                         |     skills,tight group                 | 
Disadvantages Total : 280| 386 : Powers Total                     | 
   Experience Spent +  99| 143 + Characteristic Total             | 
       Total Points = 529| 529 = Total Cost                       | 
- -------------------------+----------------------------------------+ 
 
sister Tana were born mutants, of mutant parents, and fell  
the SHOP, a quasi-governmental agency that seeks to study  
(cf. Firestarter)  Captain Justice used his considerable  
the SHOP, and trained Hi Voltage to use his powers against   
 
spill onto the corrupt cop?" 
 
http://www.sysabend.org/champions/elliott/Roster.html 
 
I hope this helps on the Elemental design. 
== 
===========================  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 
 
------------------------------ 
 
End of champ-l-digest V1 #181 
***************************** 


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