Digest Archive vol 1 Issue 250

From: owner-champ-l-digest@sysabend.org
Sent: Monday, March 29, 1999 3:44 PM
To: champ-l-digest@sysabend.org
Subject: champ-l-digest V1 #250


champ-l-digest Monday, March 29 1999 Volume 01 : Number 250



In this issue:

Re: Pun-based characters and teen brigades
RE: Absorption (Always On) <-Is this a crock?
Re: First Punch! (not about Jackie Chan...)
Re: First Punch! (not about Jackie Chan...)
2 Rules questions for you rules wizards ...
Real American Heroes (American Themed Heroes)
Re: Real American Heroes (American Themed Heroes)
Re: Absorbtion (Always On) <-Is this a crock?
Re: Absorbtion (Always On) <-Is this a crock?
Re: Pun-based characters and teen brigades
Re: Whip Multipower
Re: Whip Multipower
Re: Whip Multipower
Re: Real American Heroes (American Themed Heroes)
Entangle Question (oh, Mr. Long?)
Re:Entangle Question (oh, Mr. Long?)
Re: Entangle Question (oh, Mr. Long?)
Re: Entangle Question (oh, Mr. Long?)
Rules Mechanics Questions (Desolid & Turn Mode Costs)
Re: Whip Multipower
Re: Rules Mechanics Questions (Desolid & Turn Mode Costs)
Re: Whip Multipower
Re: Absorbtion (Always On) <-Is this a crock?
Re: Entangle Question (oh, Mr. Long?)
Re: Whip Multipower
Re:Entangle Question (oh, Mr. Long?)

----------------------------------------------------------------------

Date: Sun, 28 Mar 1999 15:41:46 -0500 (EST)
From: jadasc@ma.ultranet.com (Jason Schneiderman)
Subject: Re: Pun-based characters and teen brigades

At 12:41 PM 3/28/99, Michael (Damon) & Peni Griffin wrote:
>>Cup, Wand, Sword and Disc? I like it..
>
>Making those names plural, in order to let each teen cover an entire suit,
>might also suggest the use of Multipowers in some cases.

Possible... but pluralized names are awkward.
My thoughts:

Wand: The Major's apprentice and magical assistant
Disc: The computer/tech wiz of the team
Sword: The martial artist/melee expert
Cup: The speedster (with the "cup" emblem being a winners trophy, "loving cup".)

- ---
jadasc@ma.ultranet.com (life) Amalgam of the Day: Wesley Dodds and
werther@hilander.com (play) Tom Servo in SANDMAN MYSTERY THEATRE
jayafter12am@hotmail.com (late-night) 3000.

------------------------------

Date: Sun, 28 Mar 1999 22:38:55 -0800
From: "Filksinger" <filkhero@usa.net>
Subject: RE: Absorption (Always On) <-Is this a crock?

From: Stainless Steel Rat

>
>
> -----BEGIN PGP SIGNED MESSAGE-----
> Hash: SHA1
>
> * Jason Sullivan <ravanos@NJCU.edu> on Sun, 28 Mar 1999
<snip>
> | How many times do you find that Absorption of direct
> electrical
> | current (example SFX) impairs you in every day life?
> Especially if it's
> | "touch only" or "skin to current."
>
> If you take the Always On disadvantage, ordinary insulation
> on wires will
> not insulate the ability. You touch an electric coffee
> maker, it shuts
> down. Try to turn on an electric light, it fails. TV?
> Dead. Given how
> much modern society relies on electricity, I'd even give
> you a Physical
> Limitation for it as well as the Always On disad.

No. You're thinking of Drain or Transfer, Always On, not Absorption.
Absorption does not normally do any of the things you describe. The
moment he wanted to disable electrical devices he'd simply touch them.
Absorption only gives him energy if he takes damage.

Filksinger

------------------------------

Date: Mon, 29 Mar 1999 09:13:56 -0500 (EST)
From: Chris Hartjes <chartjes@littlehart.net>
Subject: Re: First Punch! (not about Jackie Chan...)

On 27-Mar-99 Indiana Joe wrote:
> On Tue, 16 Mar 1999 21:06:41 -0500 (EST), SURGAT wrote:
>> I'm developing a power with the SFX being a "really sneaky and
>> unexpected first punch."
>
> *thinks* How about Trigger on a martial attack, basing it on the
> "conditioned reflex" definition from Dark Champions? The trigger is,
> "starting combat next to an appropriate target". The combat starts, the
> Trigger goes off (giving you an attack), and you get your normal attack
> besides.
>

When I used to read comic books a few years back, I had read a mini-series
about Azreal, from the Batman universe. He had the same kind of thing:
conditioned reflex responses to attacks by others, except he had not control
over them. He was brainwashed as a kid by his father to do all these things
and when he first started training he didn't know why he was able to do it.

Is it legal to buy a trigger for a skill?

- ----------------------------------
E-Mail: Chris Hartjes <chartjes@littlehart.net>
Date: 29-Mar-99
Time: 09:12:12

This message was sent by XFMail
- ----------------------------------

------------------------------

Date: Mon, 29 Mar 1999 09:19:15 -0500 (EST)
From: Jason Sullivan <ravanos@NJCU.edu>
Subject: Re: First Punch! (not about Jackie Chan...)

On 27-Mar-99 Indiana Joe wrote:
> On Tue, 16 Mar 1999 21:06:41 -0500 (EST), SURGAT wrote:
>> I'm developing a power with the SFX being a "really sneaky and
>> unexpected first punch."
>
> *thinks* How about Trigger on a martial attack, basing it on the
> "conditioned reflex" definition from Dark Champions? The trigger is,
> "starting combat next to an appropriate target". The combat starts, the
> Trigger goes off (giving you an attack), and you get your normal attack
> besides.
>

>When I used to read comic books a few years back, I had read a
>mini-series about Azreal, from the Batman universe. He had the same kind
>of thing: conditioned reflex responses to attacks by others, except he had
>not contro lover them. He was brainwashed as a kid by his father to do
>all these things and when he first started training he didn't know why he
>was able to do it.
>
>Is it legal to buy a trigger for a skill?

I'd use Damage Shield, which is essentially a "triggered attack."

I put this in a Martial Arts construct.

------------------------------

Date: Mon, 29 Mar 1999 09:17:49 -0800
From: "David W. Salmon" <dwsalmon@earthlink.net>
Subject: 2 Rules questions for you rules wizards ...

Hi all,

Question 1: I have a character who has 50% Damage Reduction Resistant vs PD
and ED. He has a normal PD/ED of 20/20. He got hit with an Energy Blast
which did 22 STUN and 6 Body. Now normally, I know, I would only take 1 STUN
and no BODY, but this attack was bought with Penetrating. The dice were
rolled as follows; 5, 4, 4, 3, 4, 2. What damage would I take ? 6 STUN ? 3
STUN ? Do I take any BODY ?

Question 2: My character is SPD 6 and I got hit with a flash on phase 12
which flashed me for 4 phases. Now the question is ... I got flashed AFTER I
went on phase 12, so does that mean I don't recover from being flashed until
after phase 8 next turn because I already went on 12 ... OR ... am I flashed
only until after phase 6 next turn ?


Dave

------------------------------

Date: Mon, 29 Mar 1999 09:39:28 -0500 (EST)
From: Jason Sullivan <ravanos@NJCU.edu>
Subject: Real American Heroes (American Themed Heroes)

I'm trying to come up with oodles of American Heroes.

Here are come concepts I have so far:

Four Score: Four Score has Duplication, and can become Four
seperate heroes. They know martial arts, and are very well coordinated
due to a Mind Link. Unfortunately, they all take "Backlash" from any of
the other's damage, and if one should die, they all die.
(All I need to do is figure out how to balance out all of the
points so everyone gets an equal share).

Fore Father: A wise character with Retrocognition and LS: Does
not Age who has lived since the beginning of America itself. Can commune
with spirits of our great fore bearers. Most likely, also had advanced
detection powers. His motif and gadgets are based around this.

Flag Waver (or Flag Pole): The entire motif for this Martial
Artist's staff fighting style is based around a Flag and a Flag Pole.
(FlagStone: A brick?)

Constitution: He can't be killed. He is not so much resistant
to injury as he is unkillable.

Any other heroes, already existing from other RPG sources or comic
books (no matter how silly or stupid sounding) would be appreciated.

------------------------------

Date: Mon, 29 Mar 1999 09:32:43 -0600
From: "Michael Nunn" <mlnunn@blue.net>
Subject: Re: Real American Heroes (American Themed Heroes)

Any other heroes, already existing from other RPG sources or comic
books (no matter how silly or stupid sounding) would be appreciated.

Major Glory from the Justice Friends (Dexters Laboratory)
Uncle Sam's favorite nephew, literally.
Super Strength, Flight and very tough, but his coolest power is his Star
Spangled Vision, with this he can do all sorts of neat things, turn a dirty
room into a clean one, see invisible villains, plus anything else you can
think of.

Michael

------------------------------

Date: Mon, 29 Mar 1999 07:11:02 -0800
From: Bob Greenwade <bob.greenwade@klock.com>
Subject: Re: Absorbtion (Always On) <-Is this a crock?

At 11:59 AM 3/28/1999 -0500, Jason Sullivan wrote:
> Is Absorbtion (Always On) a point crock?

Absolutely. I can think of no way that this could limit the character
in the slightest.
Well, wait; I take that back. It could be "Always On" if it
automatically attracts the nearest absorbable attack. Electrical arcs
always shoot out of the nearest outlet or overhead suspension, butane
lighters shoot out at him, lasers curve in his direction, etc. That's
quite a problem to be dealing with, though, and a major headache for GM and
player alike.

> On a similar note, what sort of Limitation would "attracts
>electricity" be? Those glass electrical orbs would explode when you touch
>them, sparks would fly out of sockets if you had your hands near them,
>light bulbs and other devices would dim (like a brown out), you'd be a
>living lightning rod, etc. ?

I don't think that's a Limitation per se, unless it's Side Effects from
using a Power. I'd call this a combination of reduced DCV vs electricity,
Distinctive Features (the sparks and the light bulb thing), and *maybe* a
Susceptibility or Physical Limitation.
- ---
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: Mon, 29 Mar 1999 07:12:26 -0800
From: Bob Greenwade <bob.greenwade@klock.com>
Subject: Re: Absorbtion (Always On) <-Is this a crock?

At 01:24 PM 3/28/1999 -0500, Stainless Steel Rat wrote:
>
>| How many times do you find that Absorbtion of direct electrical
>| current (example SFX) impairs you in every day life? Especially if it's
>| "touch only" or "skin to current."
>
>If you take the Always On disadvantage, ordinary insulation on wires will
>not insulate the ability. You touch an electric coffee maker, it shuts
>down. Try to turn on an electric light, it fails. TV? Dead. Given how
>much modern society relies on electricity, I'd even give you a Physical
>Limitation for it as well as the Always On disad.

That would be Dispel or Drain, not Absorption.
And Always On is a Power Limitation, not a Disadvantage.
(And we're getting this mistakes from the lists #1 Rules Theologian!)
- ---
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: Mon, 29 Mar 1999 07:17:33 -0800
From: Bob Greenwade <bob.greenwade@klock.com>
Subject: Re: Pun-based characters and teen brigades

At 03:41 PM 3/28/1999 -0500, Jason Schneiderman wrote:
>At 12:41 PM 3/28/99, Michael (Damon) & Peni Griffin wrote:
>>>Cup, Wand, Sword and Disc? I like it..
>>
>>Making those names plural, in order to let each teen cover an entire suit,
>>might also suggest the use of Multipowers in some cases.
>
>Possible... but pluralized names are awkward.

They're actually reasonably common as street nicknames, especially in
poor white neighborhoods (though others use it like that too). The
practice may be a bit dated, but I think it is still done in some places.

>My thoughts:
>
>Wand: The Major's apprentice and magical assistant
>Disc: The computer/tech wiz of the team
>Sword: The martial artist/melee expert
>Cup: The speedster (with the "cup" emblem being a winners trophy, "loving
cup".)

I like this layout, though each should have some mystical attribute
(IMO), and I do like Damon's suggestion of making Cup[s] female.
- ---
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: Mon, 29 Mar 1999 06:47:34 -0800
From: Bob Greenwade <bob.greenwade@klock.com>
Subject: Re: Whip Multipower

At 10:54 PM 3/28/1999 GMT, <owner-champ-l@sysabend.org> wrote:
>From: Michael Surbrook <susano@otd.com>
>Cc: champ-l@sysabend.org
>Subject: Re: Whip Multipower
>
>I have only two comments:
>
>1: 22" Swinging. I think this is a bit much for whip, even a long
>cinematic bullwhip. This allows the character to cross 145 feet in a
>single swing! Wouldn't 4-6" make more sense (since the whip has 4" of
Stretching)?

This is not quite correct. 22" of Swinging doesn't mean 145' in a
single swing; it means 145' in a single *Phase.* After all, 22" of Running
doesn't allow the character to cover 145' in a single step. :-]

>2: +11 to Climbing rolls; OAF: Whip (-1), I am very positive that
>focused Skill Levels cost more. I think it is at least 3 points per
>die, meaning that you only get a +7 with your climbing roll.

Again, Jason's correct here (IMO). There's a cost restriction in the
HSR on *Combat* Skill Levels in a Focus, but not the regular kind.
- ---
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: Mon, 29 Mar 1999 07:19:04 -0800
From: Bob Greenwade <bob.greenwade@klock.com>
Subject: Re: Whip Multipower

At 01:28 PM 3/28/1999 -0500, Stainless Steel Rat wrote:
>| 2: +11 to Climbing rolls; OAF: Whip (-1), I am very positive that
>| focused Skill Levels cost more. I think it is at least 3 points per
>| die, meaning that you only get a +7 with your climbing roll.
>
>5-point skill levels are the smallest skill levels that may have power
>limitations. So at best you get +4 w/ Climbing, which is still not bad.

This restriction only applies to Combat Skill Levels. Nothing is said
about it for the regular kind.
- ---
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: Mon, 29 Mar 1999 10:42:06 -0500 (EST)
From: Michael Surbrook <susano@dedaana.otd.com>
Subject: Re: Whip Multipower

On Mon, 29 Mar 1999, Bob Greenwade wrote:

> >I have only two comments:
> >
> >1: 22" Swinging. I think this is a bit much for whip, even a long
> >cinematic bullwhip. This allows the character to cross 145 feet in a
> >single swing! Wouldn't 4-6" make more sense (since the whip has 4" of
> Stretching)?
>
> This is not quite correct. 22" of Swinging doesn't mean 145' in a
> single swing; it means 145' in a single *Phase.* After all, 22" of Running
> doesn't allow the character to cover 145' in a single step. :-]

That may be, but I still find it a bit much.

> >2: +11 to Climbing rolls; OAF: Whip (-1), I am very positive that
> >focused Skill Levels cost more. I think it is at least 3 points per
> >die, meaning that you only get a +7 with your climbing roll.
>
> Again, Jason's correct here (IMO). There's a cost restriction in the
> HSR on *Combat* Skill Levels in a Focus, but not the regular kind.

Then there should be. I mean, if here isn't I could but a lot of skills
up to 18- by using OAF: Toolkit or the like.

- --
Michael Surbrook - susano@otd.com - http://www.otd.com/~susano/index.html

"You! Get me a drink! Make it large, strong, and to go,
and put it on Godot's tab!"
Der Rock the Destroyer, from _Buck Godot: PSmIth_

------------------------------

Date: Mon, 29 Mar 1999 09:41:15 -0600
From: "Guy Hoyle" <ghoyle1@airmail.net>
Subject: Re: Real American Heroes (American Themed Heroes)

Download http://www.mactyre.net/october/CAMPAIGNf/127th.zip , which is a
writeup for a Golden Age Champions campaign. It's got a lot of this kind
of hero.

Guy

*********** REPLY SEPARATOR ***********

On 3/29/99 at 9:39 AM Jason Sullivan wrote:

|I'm trying to come up with oodles of American Heroes.
|
| Here are come concepts I have so far:
|
| Four Score: Four Score has Duplication, and can become Four
|seperate heroes. They know martial arts, and are very well coordinated
|due to a Mind Link. Unfortunately, they all take "Backlash" from any of
|the other's damage, and if one should die, they all die.
| (All I need to do is figure out how to balance out all of the
|points so everyone gets an equal share).
|
| Fore Father: A wise character with Retrocognition and LS: Does
|not Age who has lived since the beginning of America itself. Can commune
|with spirits of our great fore bearers. Most likely, also had advanced
|detection powers. His motif and gadgets are based around this.
|
| Flag Waver (or Flag Pole): The entire motif for this Martial
|Artist's staff fighting style is based around a Flag and a Flag Pole.
| (FlagStone: A brick?)
|
| Constitution: He can't be killed. He is not so much resistant
|to injury as he is unkillable.
|
| Any other heroes, already existing from other RPG sources or comic
|books (no matter how silly or stupid sounding) would be appreciated.

------------------------------

Date: Mon, 29 Mar 1999 08:00:13 -0800
From: Bob Greenwade <bob.greenwade@klock.com>
Subject: Entangle Question (oh, Mr. Long?)

I'm trying to figure out the mechanics for something a little different
with an Entangle.
Basically, I want to be able to Entangle two targets together. They're
not attacked at the same time; the character with the Entangle would have
to attack Target A on one Phase, and Target B on the next. But if both
attacks are successful, then Target A and Target B are tied together until
the Entangle is broken.
I can think of two ways to represent this:
1. Let each Entangle be separate, and then get a third one to represent
their connection, with a Trigger on that third one that makes it
automatically activate when both of the first two succeed.
2. Just get an Adder or Advantage on Entangle that allows this to be
done, probably at the rate of +5 points or +1/4 Advantage per 2x targets
(to keep it in line with other, similar elements).
At the present time, I'm leaning toward using the Adder, but feedback
from the List (and in particular Steve Long) could easily sway me to a
different plan.
- ---
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: Mon, 29 Mar 1999 17:13:40 +0000
From: Stephen McGinness <MCGINNESSS@parliament.uk>
Subject: Re:Entangle Question (oh, Mr. Long?)

I have a question for you Bob. Does the entangle break for them seperately or
once one breaks out is the entangle gone?? That might affect some of the
constructs that people come up with.


Stephen

------------------------------

Date: Mon, 29 Mar 1999 11:30:41 -0500
From: Mike Christodoulou <Cypriot@Concentric.net>
Subject: Re: Entangle Question (oh, Mr. Long?)

At 08:00 AM 3/29/99 -0800, Bob Greenwade wrote:
> I'm trying to figure out the mechanics for something a little different
>with an Entangle.
> Basically, I want to be able to Entangle two targets together. They're
>not attacked at the same time; the character with the Entangle would have
>to attack Target A on one Phase, and Target B on the next. But if both
>attacks are successful, then Target A and Target B are tied together until
>the Entangle is broken.


Some notes:

1. Entangle rules already allow for an entangle to affix the target to
a nearby object, such as a wall. No reason the nearby object can't
be another entangled target.
2. I can think of advantages to having two targets tied together, mainly
the fact that you can carry them around together. But then, with
sufficient strength, you could do that anyway.
3. I can also think of disadvantages in the converse -- you MUST move
them around together. On the other hand, is that really all that much
of a disadvantage?

Given that, entangling two targets together is a no-brainer. It's just
two separate entangles with the special effect being that they're tied
together.

However, the tricky part comes in your last sentence ... that they must
simulaneously break out of the combined entangle. I'm not sure that this
makes sense, either from a rules standpoint, or a special effect
standpoint. It's much easier if they're allowed to break out separately.
If you MUST do it that way, then you could treat it as a "reinforced
entangle" ... that is, the first target is stuck inside an entangle inside
an entangle. (The second guy is only affected by one entangle, but for
the sake of this discussion, I'm giving him the disadvantage of having to
break through both.) The two targets combine their strength against the
combined strength of the entangle.


====================== =================================================
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: Mon, 29 Mar 1999 11:42:21 -0500
From: Mathieu Roy <matroy@abacom.com>
Subject: Re: Entangle Question (oh, Mr. Long?)

Bob Greenwade wrote:

> I'm trying to figure out the mechanics for something a little different
> with an Entangle.
> Basically, I want to be able to Entangle two targets together. They're
> not attacked at the same time; the character with the Entangle would have
> to attack Target A on one Phase, and Target B on the next. But if both
> attacks are successful, then Target A and Target B are tied together until
> the Entangle is broken.

What if you used a Sticky Entangle? Your second attack could be some form of TK
designed to get the second target into the Entangle (after all, you do need to
get them close by). These two powers look like they would fit well in a
Multipower.

Mathieu

------------------------------

Date: Mon, 29 Mar 1999 11:47:02 -0500 (EST)
From: Jason Sullivan <ravanos@NJCU.edu>
Subject: Rules Mechanics Questions (Desolid & Turn Mode Costs)

Two Questions:

1) Desolid: Can not move through solid is a -1/2 flaw.

Does this mean:
a) You can not move through anything you normally
couldn't move through (ex: a gate with bars, the underside crack of a
door).
b) You can not move through anything air tight seal
or without an opening (ex: an air tight boiler Dr. Diablo locked Water Boy
in, a thermos, a hollow bubble of Unobtanium)

2) Turn Mode:
How much does a Turn Mode cost? Is their a maxium ammount
of Turn Modes one can buy?
(This question specifically is for a Speedster I'm writing up with
Flight: Only Along Surfaces, who also has clinging, who can run up walls
and stop on a dime).

Your assistance in this matter would be much appreciated. Please
send responses to themadharlequin@hotmail.com (as this account's server
has been crapping out on me).

------------------------------

Date: Mon, 29 Mar 1999 08:55:09 -0800
From: Christopher Taylor <ctaylor@viser.net>
Subject: Re: Whip Multipower

>> >1: 22" Swinging. I think this is a bit much for whip, even a long

What is up with swinging! Shouldn't swinging and gliding be skills, rather
than powers? Why give them speeds (damn you my glider goes 50 miles per
hour and yours goes 56! I'll never catch you!)? Isnt any power that
logically requires a focus a skill? I dunno just seems like to me, why
isn't climbing a power (I have 45" of climbing, just start going UP and
I'll catch you).

- --------------------------------------------------------------------------
Sola Gracia Sola Scriptura Sola Fide
Soli Gloria Deo Solus Christus Corum Deo
- --------------------------------------------------------------------------

------------------------------

Date: Mon, 29 Mar 1999 11:52:17 -0500 (EST)
From: Michael Surbrook <susano@dedaana.otd.com>
Subject: Re: Rules Mechanics Questions (Desolid & Turn Mode Costs)

On Mon, 29 Mar 1999, Jason Sullivan wrote:

>
> Two Questions:
>
> 1) Desolid: Can not move through solid is a -1/2 flaw.
>
> Does this mean:
> a) You can not move through anything you normally
> couldn't move through (ex: a gate with bars, the underside crack of a
> door).
> b) You can not move through anything air tight seal
> or without an opening (ex: an air tight boiler Dr. Diablo locked Water Boy
> in, a thermos, a hollow bubble of Unobtanium)

B. Basically, you cannot move through an airtight surface.

> 2) Turn Mode:
> How much does a Turn Mode cost? Is their a maxium ammount
> of Turn Modes one can buy?

Youcan buy skill levels with your flight for... 3 points each, I think.
These will help to counteract your turn mode You could buy as many as you
want and thus reduce your turn mode to 0.

Is there an advantage that does this already?

- --
Michael Surbrook - susano@otd.com - http://www.otd.com/~susano/index.html

"You! Get me a drink! Make it large, strong, and to go,
and put it on Godot's tab!"
Der Rock the Destroyer, from _Buck Godot: PSmIth_

------------------------------

Date: Mon, 29 Mar 1999 12:01:26 -0500
From: Mike Christodoulou <Cypriot@Concentric.net>
Subject: Re: Whip Multipower

At 08:55 AM 3/29/99 -0800, Christopher Taylor wrote:
>>> >1: 22" Swinging. I think this is a bit much for whip, even a long
>
>What is up with swinging! Shouldn't swinging and gliding be skills, rather
>than powers?

Maybe.

But they're not.

------------------------------

Date: Mon, 29 Mar 1999 09:37:41 -0800 (PST)
From: Anthony Jackson <ajackson@molly.iii.com>
Subject: Re: Absorbtion (Always On) <-Is this a crock?

Jason Sullivan writes:
> Is Absorbtion (Always On) a point crock?

As a rule of thumb, any power which is by default 'persistent' should not allow
'always on' (there are exceptions -- always on clinging would probably be
pretty annoying). Always on is a -0 limitation for such powers -- if you make
it always on you can't turn it off, but you also can't be mind controlled to
turn it off, and if it's dispelled it presumably turns back on again the next
phase...

> How many times do you find that Absorbtion of direct electrical
> current (example SFX) impairs you in every day life? Especially if it's
> "touch only" or "skin to current." Shielded devices (insulated wire,
> ground out and shielded power sources) wouldn't be adversely effected,
> would they? Of course, touching a battery would probally suck the juice
> right out of it.

Well, since absorbtion doesn't imply defense, it sort of depends on what the
absorbtion goes _into_. However, in every day life it doesn't impair you at
all.
>
> On a similar note, what sort of Limitation would "attracts
> electricity" be? Those glass electrical orbs would explode when you touch
> them, sparks would fly out of sockets if you had your hands near them,
> light bulbs and other devices would dim (like a brown out), you'd be a
> living lightning rod, etc. ?

That's a disadvantage, not a power limitation. It sounds 'common, strong'.
Assuming the character actually has a power that lets him kill electronics, you
could also take some sort of limited control limitation on the power (hm...what
disadvantage is it if a power goes off when you use it -- _or_ when the GM
feels like it. It isn't uncontrolled, since you can use it at will).

------------------------------

Date: Mon, 29 Mar 1999 12:52:24 EST
From: SteveL1979@aol.com
Subject: Re: Entangle Question (oh, Mr. Long?)

In a message dated 3/29/99 11:02:42 AM Eastern Standard Time,
bob.greenwade@klock.com writes:

<< Basically, I want to be able to Entangle two targets together. They're
not attacked at the same time; the character with the Entangle would have
to attack Target A on one Phase, and Target B on the next. But if both
attacks are successful, then Target A and Target B are tied together until
the Entangle is broken.
I can think of two ways to represent this:
1. Let each Entangle be separate, and then get a third one to represent
their connection, with a Trigger on that third one that makes it
automatically activate when both of the first two succeed.
2. Just get an Adder or Advantage on Entangle that allows this to be
done, probably at the rate of +5 points or +1/4 Advantage per 2x targets
(to keep it in line with other, similar elements). >>

Hmmm. I would guess from your description, Bob, that each person has to
break out of the Entangle separately, so I'll proceed on that basis. I'm also
acting on the assumption that you want to be able to use these powers on two
characters who are some distance apart (so I'm passing over answers which
might involve Sticky, Area Of Effect, and the like). If I'm wrong on either
count, please let me know and I'll take another crack at it. :)
The trick here, obviously, is the connection; the two individual Entangles
seem pretty straightforward AFAICT. Some of the ways I can think of to do
this would include:

1. A highly limited form of Telekinesis
2. A funky sort of Stretching Linked to one of the Entangles

I'm not wild about the idea of just handwaving it with an Adder or Advantage,
but sometimes that sort of thing is helpful/easier. Could you give me some
idea of what you want this power to do? That might help from a conceptual
standpoint.

Steve Long

------------------------------

Date: Mon, 29 Mar 1999 12:59:06 -0600 (CST)
From: "Dr. Nuncheon" <jeffj@io.com>
Subject: Re: Whip Multipower

On Mon, 29 Mar 1999, Christopher Taylor wrote:

> >> >1: 22" Swinging. I think this is a bit much for whip, even a long
>
> What is up with swinging! Shouldn't swinging and gliding be skills, rather
> than powers?

Er...I really don't see why. You could have a skill with your gliding
(say) to represent the fact that you were good at it - there's already
mechanics for 'skill levels with flight'.

> Why give them speeds (damn you my glider goes 50 miles per
> hour and yours goes 56! I'll never catch you!)?

Because they're Movement Powers, and the way you rate how powerful a
Movement Power is is by how fast it lets you go. It makes as much sense
as giving speeds to Running or Flight.

> Isnt any power that
> logically requires a focus a skill?

a) No.

b) Neither Swinging not Gliding logically require a Focus. Real World
Example: Flying Squirrels have the Gliding power but no Focus. Monkeys
(as well as Tarzan and other brachiators) could be said to have the
Swinging power with several limitations, but not Focus.

> I dunno just seems like to me, why
> isn't climbing a power (I have 45" of climbing, just start going UP and
> I'll catch you).

You can do super-fast climbing in several ways. IIRC, your Climbing Speed
is based on your ground speed.

1) Clinging + Running (only affects climbing speed -1 1/2)

2) Flight (must be touching a solid surface -?)

Either of these could be bought with Requires Skill Roll (Climbing) if you
like.

J

Hostes aliengeni me abduxerent. Jeff Johnston - jeffj@io.com
Qui annus est? http://www.io.com/~jeffj

------------------------------

Date: Mon, 29 Mar 1999 12:20:17 -0800
From: Bob Greenwade <bob.greenwade@klock.com>
Subject: Re:Entangle Question (oh, Mr. Long?)

At 05:13 PM 3/29/1999 +0000, Stephen McGinness wrote:
>I have a question for you Bob. Does the entangle break for them seperately or
>once one breaks out is the entangle gone?? That might affect some of the
>constructs that people come up with.

A good point, that. It would probably help most, in fact, if I gave the
Special Effect I'm shooting for.
What I'm building is a set of handcuffs for an equipment list. Of
course, most handcuffs hold just one person, but there are chains of
various types and lengths used for prisoner transportation and such. I'd
like to build cuff chains designed to hold two, four, eight, or sixteen
prisoners.
As I said originally, each would have to be put into the cuff
separately, either on successive Phases or by separate attackers, and the
cuffs would have the usual Limitations of handcuffs (OAF, 1 Recoverable
Charge, etc.). All I need is the best mechanic with which to represent the
multiple targets.
- ---
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 #250
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