Digest Archive vol 1 Issue 256
From: owner-champ-l-digest@sysabend.org 
Sent: Wednesday, March 31, 1999 11:40 AM 
To: champ-l-digest@sysabend.org 
Subject: champ-l-digest V1 #256 
 
 
champ-l-digest        Wednesday, March 31 1999        Volume 01 : Number 256 
 
 
 
In this issue: 
 
    Re: superpatriots and other madmen 
    Re: Activating a Multipower slot with Trigger 
    Re: Hello! 
    CHAR: Power Trip 
    Re: Real American Heroes (American Themed Heroes) 
    Re: CHAR: Beholder (rough draft) 
    Re: CHAR: Beholder (rough draft) 
    Re: Activating a Multipower slot with Trigger 
    Re: Activating a Multipower slot with Trigger 
    Re: American themed heroes 
    Re: Boomerang post? 
    Re: Melissa Virus 
    Re: Real American Heroes (American Themed Heroes) 
    Trip/Sweep Martial Arts 
    Re: Melissa Virus 
    Slippery Situations 
    Re: superpatriots and other madmen 
    Mind Games (adding Psychological Limitations) 
    RE: Mind Games (adding Psychological Limitations) 
    Fwd: SJ Games Daily Illuminator for 3/31/99 
    Re: Slippery Situations 
    Re: Mind Games (adding Psychological Limitations) 
    Re: Mind Games (adding Psychological Limitations) 
    RE: Mind Games (adding Psychological Limitations) 
    Re: SJ Games Daily Illuminator for 3/31/99 
    Re: Fwd: SJ Games Daily Illuminator for 3/31/99 
    Slippery Situations - Reply 
    Re: Mind Games 
    HOUSE RULE: Super Speedy Skills 
 
---------------------------------------------------------------------- 
 
Date: Wed, 31 Mar 1999 00:28:52 -0500 
From: "Scott C. Nolan" <nolan@erols.com> 
Subject: Re: superpatriots and other madmen 
 
At 10:29 PM 3/30/99 -0500, you wrote: 
> 
> 
>Scott C. Nolan wrote: 
> 
>> At 05:16 PM 3/30/99 -0500, Brian Wawrow wrote: 
>> >My buddy played a character in Chris Hartjes' game that was an interesting 
>> >slant on the whole super-patriot archetype. He was this survival nut from 
>> >Montana that lived under the belief that the US government had strayed from 
>> >the spirit of the constitution. He was one of those paranoid lunatics who 
>> >used his libertarian ideology to justify all kinds of antisocial behavior. 
>> > 
>> >The easiest way to come up with superpatriotic heroes is to look at 
>> >superpatriotic villains and change their costumes to the right colours. 
>> >Golden age comics are filled with nazis and commies and whatnot whose 
>> >methods and character would hardly change if you swapped their ideologies 
>> >with whatever American virtue you care to promote. This will work as long 
as 
>> >the character looks good on TV. 
>> > 
>> >Although created in an English comic, Judge Dredd has always been my 
>> >favourite American superpatriot. Beside Dredd, Captain America looks like a 
>> >liberal. 
>> 
>> He is.  Or rather, he's a cardboard cutout of what a liberal thinks a 'good' 
>> conservative would be.  Isn't it amazing how often Cap is confronted with 
>> the godless corrupt government?  The droning antigovernment nihilist 
>> crap that ruined Captain America also ruined Green Arrow and many 
>> other formerly entertaining comics by turning them into soapboxes for the 
>> politically trite. 
>> 
>> Dredd isn't a conservative, he's a nazi. 
> 
>I would normally reply "what's the difference" here but since 
>this is not a politically motivated discussion group it is completely 
>inappropreiate to do so.  Of course I have just stated what I 
>said I would be inapropriate, so be it.  I will not reply or do 
>anything else to justify the aforementioned opinion.  The point 
>I am so slowly getting at Mr. Nolan is that your above diatribe 
>should be prefaced with an IMHO or termininated with a :) 
>for it to fit into proper Netiquette.  Please do this in the future. 
 
No. 
 
------------------------------ 
 
Date: Tue, 30 Mar 1999 21:37:28 -0800 
From: Derek Hiemforth <derekh@employees.org> 
Subject: Re: Activating a Multipower slot with Trigger 
 
At 8:04 PM -0800 3/30/99, Acid Rainbow wrote: 
 
>    That's something I've been meaning to ask about and that is defining a 
>'default' slot for a multi-power. It probably would be something of an 
>advantage, depending on the circumstances, the triggering condition might 
>well be something like not spending END on the previous action phase, 
>and/or using a power that isn't persistant. 
 
   I'd say that the "default" slot is just the slot that the character 
leaves the pool allocated to.  (If you mean one that resets to the 
default when the character cannot change it -- like upon unconsciousness 
- -- then yes, that might be an Advantage.) 
   This reminds me of a great scene in an issue of Legion of Superheroes 
where some baddies try and sneak attack Jo Nah by dropping a huge bomb 
on his house.  As he climbs out of the rubble (and they squeal in disbelief 
that he could have known of or survived the attack) he says something 
along the lines of "That's why they call it invulnerability, pal.  I 
don't drop it needlessly." 
   I thought that was a great Champions-esque scene.  I can certainly 
say that if *I* was playing Ultra Boy, and his Powers were built as 
a Multipower with several ultra slots, I'd definitely leave it on 
invulnerability whenever it wasn't on something else.  :-D 
 
- - Derek 
 
------------------------------ 
 
Date: Wed, 31 Mar 1999 00:53:06 -0500 
From: "Scott C. Nolan" <nolan@erols.com> 
Subject: Re: Hello! 
 
>> It's not an RPG.  Each player controls one of the nations of Middle-Earth, 
>> including 
>> armies, characters, population centers and economies.  There are two teams 
>> (Free Peoples and Dark Servants) of ten players each and five neutral 
players 
>> who must choose a side.  I play Northern Gondor, the military giant who has 
>> just about no other notable abilities.  I'm also Target #1 for the Dark 
>> Servants, 
>> so at least there's plenty of action. 
> 
>*wow* 
> 
>I just looked at your third turn.  Holy cow.  At least you know you're getting 
>your money's worth, eh?  :) 
> 
>So what is it about this type of game that attracts you? 
 
The ability to plan.  I have always loved games like Diplomacy and 
Civilization because they reward thinking several moves ahead.  They 
reward careful strategies and the ability to deal with the unexpected. 
Most board games or computer games are mere contests of luck, 
where intelligence pays off only rarely. 
 
I love roleplaying, but strategy games are much more cerebral. I 
don't stay up at night thinking about my characters, but I do wake 
up in the middle of the night and get out of bed to look at the map 
of Middle-Earth to see if the strategy I just thought of might work. 
 
Take this position for instance.  It is a military powerhouse, but has 
no strength in emissaries, agents or mages.  It is the shield for the 
rest of the Free Peoples, but it rarely wins (you compete amongst  
your teammates for first place) because it is so battered by the 
end of the game, while the other positions are able to sit back and 
enjoy the protection, risking their armies, but not population centers. 
Usually, Northern Gondor spends whatever little extra energy it 
has trying to protect its characters from Dark Servant assassins 
(kill the general, the army melts away). 
 
I've spent the last two weeks poring over the rules, memorizing the  
distances on the map and simply ruminating, looking for the edge 
that must be there somewhere.  The edge that will allow me to not 
only fight my team's enemies but also grab some of the victory 
for myself.   
 
Do I smash my way into Mordor and seize territory?  
Do I blow the bridges over the Anduin, give my territories on the 
east side and form a Maginot Line that will allow me to develop 
my remaining territories?  Do I try to establish a safe haven  
in the west while battling in the east? Do I fight a holding 
action against Mordor and send my main force north to 
help my allies wipe out the Witch-King, hoping that they'll 
then send forces south to help me whomp up on Mordor? 
 
I asked for this position precisely because it is so difficult. I wanted 
to see if I could puzzle out a method where so many have failed. 
I think I see where I want to go.  The key is not military or diplomatic, 
but economic.  I think if I can weather the initial onslaught, I can  
outproduce any three of my enemies (unfortunately, I have eight, but 
I also have allies).  I'll do it the American way.  I'll outspend him. 
 
------------------------------ 
 
Date: Wed, 31 Mar 1999 01:01:28 -0500 (EST) 
From: Jason Sullivan <ravanos@NJCU.edu> 
Subject: CHAR: Power Trip 
 
Power Trip 
 
Val	CHA	Cost	Roll	Notes 
40	STR	30	17-	6400 kg; 8d6 
20	DEX	30	13-	OCV: 7 / DCV: 7 
16	CON	12	12-	 
16	BODY	12	12-	 
 9	INT	-1	11-	PER Roll 11- 
 9	EGO	-2	11- 
 9	PRE	-1	11-	PRE Attack: 2d6 
10	COM	0	11- 
 
8	PD	0		Total: PD / PDr 
3	ED	0		Total: ED / EDr 
3	SPD	0		Phases: 6, 12 
11	REC	0		 
32	END	0		 
44	STUN	0		 
 
Total Characteristics Cost: 80 
 
Movement: 
Running: 6" / 12" 
Swimming: 2" / 4" 
 
Cost	Powers 
67	100 pt Multipower, Can only change between adventures [Only 
applied to pool cost] (-1/2) 
 
10u	Master Blaster Slot 
	5d6 Energy Based EB, VSFX (+1/2), VAD +1/2 (+1 1/2) 
	Change Enviornment (Any Energy Enviornment that corresponds 
with the SFX of the Power) (+1); Linked to EB (-1/2), Range centered on 
Power Trip (-1/2) 
	+1 RSL 
 
10u	Big Brawny Brick Slot 
	2 Levels Growth, 0 END (+1/2) 
	2 Levels of DI, 0 END (+1/2) 
	+10 PD, +10 ED 
	25% Resistant DR, Physical and Energy 
	-2" KB Resistance 
	-6 Find Weakness 
 
 9u	Ecto-Smoke Subterfuge Slot 
	Desolid (Effected by Chemical Gas attacks and Drains, Wind-based 
attacks, and non physical Flashes); Not through air tight sealed locations 
(-1/4) 
	Invisibility (Sight and Hearing, With Fringe) 
	N Ray Vision (not through Hardened objects or Force Fields) 
	10" Gliding 
 
 5u	Psychokinetic Shockwave Slot 
	TK: 20 AoE Line (+1); Must travel along surface to reach target  
	(-1/2), Can not be used to carry objects towards user (-1/4) 
	RKA: 1d6+1 AoE Line (+1) 40 Linked to TK (-1/2), No KB (-1/4), 
	Must travel along surface to reach target (-1/2) 
 
 9u	'I Just Got My Ass Kicked- Time to Lick my Wounds' Slot 
	2d6 Aid (Multipower, Enhanced STR and DEX (+2), 0 END (+1/2), 
	Persistant (+1/2); Healing Only (-1/2) 
	LS: Full 
	Regeneration: +3 BODY a turn 
 
 6u	Superior Hyper-speed Slot 
	Teleport 18"; Can only go where he could normally go (-1/2), No 
non combat multiple (-1/4) 
	8d6 HA (STR does not add) (-1/2), AoE: Radius (Selective) +1 1/4, 
Invisible to Sight and Hearing (+3/4) 
 
Total Multipower Cost: 106 
 
Cost	Skills 
3	Interrogation 
2	KS: City's Underworld Crime 
3	PS: Thug 
3	Streetwise 
 
1	WF: Pistol 
 
8	+1 CSL with all Combat 
 
Total Skills Cost: 20 
 
Cost	Base 
1	Base: 5 pt. "Apartment Hideout" [BODY 2, DEF 2, 4 x 2 hexes, 8 hex 
area, -4 DCV; City, Reduced Visibility (Disguise of Apartment) 12- roll,  
Hard to Find (Concealment) 9- roll];Watched, "Landlord" [Less Pow.; NCI, 
Limited Geographical area, -8 or less] 
 
	Total Powers & Skills Cost 127 
	Total Character Cost 207 
 
100+	Disadvantages 
10	Accidental Change: To "normal form" when hit by END or STUN Drain, 
or other "downers" (UN, 11-) 
10	Enraged: if insulted, taunted, or belittled (11-, 11-) 
 5	Hunted: Local Police (Less, NCI, Limited Geographic area, -8 or 
less) 
20	Physical Limitation: Dyslexic (Freq., Full) 
15	Psychological Limitation: Mercanary Mentality (Ambitious, works 
for monetary gain, gets the job done if payment is up front) (Common, 
Strong) 
15	Psychological Limitation: Ruthless Bully (Picks on the weak, any 
means necessary to acheive ends, will injure or harm people without 
reservation, tries to get ahead any way possible, goes to great lengths to 
make sure those who go down in combat stay down) (Common, Strong) 
12	Psychological Limitation: Overconfident (Only in Hero ID (-1/4)) 
(Very Common, Moderate) 
 5	Reputation: Mysterious Underworld Hench-Villian (-8) 
15	Secret ID: Clyde Wakeman 
 
	Total Disadvantage Points: 102 
 
Background: 
	Clyde Wakeman was a small time hood.  A good part of education his 
on the streets due to learning disabilities.  He crawled along the  
underbelly of the underworld until he learned the ropes, but his  
tempermant and his lack of smarts didn't get him very far.  He was usually 
hired as muscle (not great muscle at that) for discount rates. 
	It was one fateful day when he was sent into a lab to collect on a 
loan.  During the pursuit, admist a hail of gunfire, he was drenched by  
odd mutagenic chemicals, inhaled gasses of an extra dimensional origin, 
was irridated by gamma radiation from a faulty canister, was bombarded by 
alien cells in an unprotected area, and was hit by an Unobtanium bullet in 
the gut.  Bleeding, he took refuge in a chamber, which shut behind him and 
activated, bombarding and resequencing his DNA. 
	Clyde woke up a week later.  He was in a hospital, fully healed. 
Clyde snuck out of the hospital and soon discovered he had power! 
Unfortunately, the power was random at first, but became less and less 
fickle. 
 
Description: 
	Clyde hires himself as a "super thug."  His ego has grown 
exponentially with the accident, which is a bad thing.  He is brash and 
very stupid to the point of using his powers inefficently.  He won't take 
advantge of a hero's susceptibilites even if he had the means at his 
disposal. 
	Aside from being as dumb as a bag of rocks, he's also a coward. 
He'll take hostages, use hit and run tatics, and try to escape capture if 
he encounters any heroes. 
	He dislikes being 'normal.'  He can revert back to a "normal" 
state at any time, but chooses not to. 
	His costume is a crimson red featureless hood/mask, with holes for 
his eyes, a full navy blue body stocking, and black tank boots. 
 
Powers Notes: 
	If tracked down on an "off" day, roll a d6 to determine which slot 
he has active. 
 
Designer's Notes: 
	Most of Power Trip's powers are not subtle.  Neither is he.  Play 
out the rugged, ruthless tough.  You think you're a god compared to normal 
humans, and you can and will push them around.  Take unnecessary, stupid 
risks when fighting heroes, especially ones with no "powers." 
Underestimate your opponents.  When all else fails, run. 
 
	There's two saving graces to Clyde.  He's strong, regardless of 
what slot is active, and heroes who encounter him will see different 
powers on different occasions, and may assume that Clyde is more powerful 
than he actually is. 
 
	Clyde makes a good humorous reoccuring villian while still being 
dangerous enough to tango with low level heroes. 
 
Disadvantages Notes: 
	His "regular" from retains his skills (including his +1 CSL), but 
his STR and DEX drops to a 15, he looses all powers, and he no longer has 
the "Overconfident" Limitation (being powerless, and feeling rather 
dejected).  He regains his abilities when the "downers" wear off, or his 
END or STUN that was drained is restored. 
 
(Power Trip created by Jason Sullivan, character sheet created by Michael 
Surbrook) 
 
------------------------------ 
 
Date: Wed, 31 Mar 1999 07:05:17 -0500 
From: Glen Sprigg <borealis@cois.on.ca> 
Subject: Re: Real American Heroes (American Themed Heroes) 
 
>>> Switching back to American themed heroes, there are dozens in the comics. 
>>> Jason, are you trying to compile a list of those as well as thinking up 
new 
>>> ones? 
>>> 
Has anyone mentioned using the Golden Age of Champions book?  It's got a 
dozen or so patriotic types floating around in there. 
 
Glen 
 
------------------------------ 
 
Date: Wed, 31 Mar 1999 14:50:38 GMT 
From: "Quentin Stephens" <qts@nildram.co.uk> 
Subject: Re: CHAR: Beholder (rough draft) 
 
>96=09Eye Blasts Multipower: 120 Point Pool, Multipower has a Limited 
 
Shouldn't this be an EC, as more than one power can be active simultaneously? 
 
 
>=09Physical Limitation: No manipulatory limbs 
 
Not appropriate as it has TK, I would suggest. 
 
------------------------------ 
 
Date: Wed, 31 Mar 1999 09:03:32 -0500 (EST) 
From: Michael Surbrook <susano@dedaana.otd.com> 
Subject: Re: CHAR: Beholder (rough draft) 
 
On Wed, 31 Mar 1999, Quentin Stephens wrote: 
 
> >96	Eye Blasts Multipower: 120 Point Pool, Multipower has a Limited 
>  
> Shouldn't this be an EC, as more than one power can be active simultaneously? 
 
Not that each slot is 60 Active and the pool is 120 points, so it can have 
two slots active at once.  If you want to make it an EC, go ahead, but 
because each slot is an attack, it won't have made any difference (IMO). 
  
> >	Physical Limitation: No manipulatory limbs 
>  
> Not appropriate as it has TK, I would suggest. 
 
I have revised this disadvantage slightly, but it still is a disad even 
with TK (especially if the TK dosn't have fine manipulation). 
 
- -- 
Michael Surbrook - susano@otd.com - http://www.otd.com/~susano/index.html 
 
 
				"Almost there..." 
			     Red Leader, _Star Wars_ 
 
------------------------------ 
 
Date: Wed, 31 Mar 1999 05:33:35 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Activating a Multipower slot with Trigger 
 
At 09:01 PM 3/30/1999 -0500, Jason Sullivan wrote: 
> Is it possible to activate a Multipower slot while unconcious if 
>the slot's powers are Persistant and the trigger is "Only during 
>unconciousness"? 
 
   Only if that's the only slot that does that. 
- --- 
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, 31 Mar 1999 05:44:57 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Activating a Multipower slot with Trigger 
 
At 09:37 PM 3/30/1999 -0800, Derek Hiemforth wrote: 
>At 8:04 PM -0800 3/30/99, Acid Rainbow wrote: 
> 
>>    That's something I've been meaning to ask about and that is defining a 
>>'default' slot for a multi-power. It probably would be something of an 
>>advantage, depending on the circumstances, the triggering condition might 
>>well be something like not spending END on the previous action phase, 
>>and/or using a power that isn't persistant. 
> 
>   I'd say that the "default" slot is just the slot that the character 
>leaves the pool allocated to.  (If you mean one that resets to the 
>default when the character cannot change it -- like upon unconsciousness 
>-- then yes, that might be an Advantage.) 
 
   I've always expected that any Multipower with a Power that doesn't have 
to be "turned on" to use automatically defaults to that Power.  For 
example, I generally write up shields as a Multipower, one of whose slots 
is Armor (with an Activation Roll).  When the character isn't thinking 
about what to do with the shield, it defaults to Armor. 
   Consider the scene where, right after a fight, a character with a shield 
is shot at by surprise.  Should the shield be automatically ineffective 
just because the character (or, rather, the player) forgot to switch his 
Multipower pool from Skills Levels with Block back to Armor? 
   I guess the real answer is that whether a Multipower can have a 
"default" slot or not should depend on what's in it, and the SFX. 
- --- 
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, 31 Mar 1999 05:46:38 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: American themed heroes 
 
At 09:17 PM 3/30/1999 -0600, Trevor Gunther wrote: 
>The Force of July was Major Victory, Lady Liberty, Mayflower, Sparkler 
>and 
>Silent Majority. Star Spangled Kid was in the JSA and Infinity Inc. 
 
   I was staying out of this one because I figured I wouldn't be able to 
come up with anybody that a half-dozen others wouldn't get as well. 
   But I haven't yet seen anyone mention the Tick's sometime ally, American 
Maid (who is one of the coolest characters in that milieu IMO). 
- --- 
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, 31 Mar 1999 05:50:00 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Boomerang post? 
 
At 08:27 PM 3/30/1999 -0500, Jason Sullivan wrote: 
> 
> Did my boomerang post get through? 
 
   Yep.  I haven't had time to formally respond, though; I'll have to get 
back to you on it. 
   Some people didn't check their emails between when you sent that and 
when you sent the above, though, Jason.  Don't panic!  We'll get to it!  :-] 
- --- 
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, 31 Mar 1999 06:19:09 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Melissa Virus 
 
At 03:44 PM 3/30/1999 -0800, Mark Lemming wrote: 
>Filksinger wrote: 
>>  
>> And if you updated yesterday, guess what, there's already a new variant to 
>> update against. 
> 
>Called Papa which targets excell.  The best protection right now is to 
disable 
>macros for all Office products. Or don't use office products, etc... 
> 
>-Mark 
>p.s. That's my line of thought, not nessarily the company I work for. 
 
   I'm not too worried about Melissa, since it apparently targets MS Word, 
MS Outlook, and MS Excel, whereas I use Word Perfect, Eudora Pro, and Quattro. 
   Of course, as soon as I say that, some pinhead will come up with one 
designed to affect (and infect) those programs.  :-/ 
- --- 
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, 31 Mar 1999 06:21:00 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Real American Heroes (American Themed Heroes) 
 
At 06:44 PM 3/30/1999 -0800, Dale Ward wrote: 
> 
><Yoda voice> 
>     When my age you become, not so good you will remember, hmmm? 
></Yoda voice> 
 
   Actually, memory is the *second* thing to go. 
   I forget what the first is.  ;-] 
- --- 
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, 31 Mar 1999 10:29:21 -0500 (EST) 
From: Jason Sullivan <ravanos@NJCU.edu> 
Subject: Trip/Sweep Martial Arts 
 
	Is there a Trip or Sweep Maneuveur in TUMA? 
	If so, how does it function.  I require it for my Flag Waver 
write-up.	 
 
------------------------------ 
 
Date: Wed, 31 Mar 1999 10:31:52 -0500 
From: Michael Feldhusen <mikef@pharlap.com> 
Subject: Re: Melissa Virus 
 
At 08:50 PM 3/30/99 -0500, Michael Surbrook wrote: 
 
>> > And if you updated yesterday, guess what, there's already a new variant to 
>> > update against. 
>>  
>> Called Papa which targets excell.  The best protection right now is to  
>> disable macros for all Office products. Or don't use office products, etc... 
 
Too bad that part of Melissa and Papa (which are too separate virii, the 
new version of Melissa just doesn't use the subject line that original one 
did) both disable the "Disable Macros" option inside Office *and* disable 
the menu item that would allow you to turn it back on. 
 
*That* is the main problem in MS products.  The virus protection only works 
after the virus has been allowed to run and disable the virus protection. 
 
>Ooh... that last line works for me!  (Of course I'm using a 7500/120 with 
>8.5.1 and Appleworks 5.0...) 
 
And yes, I do work for the Phar Lap Software that Richard Smith (see one of 
the articles on CNN.COM is president of). 
 
 
- --  
Michael Feldhusen (mikef@pharlap.com)  
http://excalibur.pharlap.com/homepage.html  
  
You judge your own acts only by their consequences. 
 
------------------------------ 
 
Date: Wed, 31 Mar 1999 10:33:32 -0500 (EST) 
From: Jason Sullivan <ravanos@NJCU.edu> 
Subject: Slippery Situations 
 
	I'm working on a villian who can spray a frictionless oil type 
substance. 
 
	I need to work on a power that will impair a hero's abaility to 
pick up and manipulate objects (DEX drain?). 
 
	I also need to have an appropiate flaw to negate the power, which 
is very common and common sense.  An absorbant material, like clay dust, 
can absorb it, soap and water can dilute it, and it can eventually be 
wiped off.  It evaporates over time, as well. 
 
------------------------------ 
 
Date: Wed, 31 Mar 1999 10:36:08 -0500 
From: Bill Svitavsky <nbymail11@mln.lib.ma.us> 
Subject: Re: superpatriots and other madmen 
 
At 05:23 PM 3/30/99 -0500, Scott C. Nolan wrote: 
>At 05:16 PM 3/30/99 -0500, Brian Wawrow wrote: 
[snip] 
>> 
>>Although created in an English comic, Judge Dredd has always been my 
>>favourite American superpatriot. Beside Dredd, Captain America looks like a 
>>liberal. 
> 
>He is.  Or rather, he's a cardboard cutout of what a liberal thinks a 'good'  
>conservative would be.  Isn't it amazing how often Cap is confronted with 
>the godless corrupt government?  The droning antigovernment nihilist 
>crap that ruined Captain America also ruined Green Arrow and many 
>other formerly entertaining comics by turning them into soapboxes for the 
>politically trite. 
> 
>Dredd isn't a conservative, he's a nazi.   
> 
 
This thread is rapidly heading into off-topic political flame war 
territory, but since the issues are relevant concerns with patriotic hero 
characters, I'll put in my two cents. 
 
I don't really think of Captain America as a convervative, and I think it's 
inaccurate to equate patriotism with convervatism. While it's true that 
convervatives tend to invoke nationalism in their rhetoric more often, it's 
not an unknown practice among liberals. And many liberals are strongly 
committed to the principles and ideals of the United States, and appreciate 
the historical role of the U.S. establishing democracy as the predominant 
system of govenment in the world. 
 
In comics, Cap generally stays out of party politics, but (since most of 
his writers are liberals) he often expresses liberal concerns. Much of his 
personal conduct is more concervative, which isn't surprising since he grew 
up decades ago. Overall, I'd characterize him as exceptionally 
middle-of-the-road. 
 
All of this suggests a number of possibilities for patriotic heroes: 
conservative patriots who stand for what they see as their nation's 
tradtitional values, liberal patriots who see themselves as participating 
in a progression of their nation's ideals, middle-of-the-road patriots who 
see their nation's strength in the diversity of its viewpoints, and even 
apolitical patriots whose extreme nationalism leads them to believe in 
their country, regardless of what its politics might be. 
 
- - Bill 
 
------------------------------ 
 
Date: Wed, 31 Mar 1999 10:42:34 -0500 (EST) 
From: Jason Sullivan <ravanos@NJCU.edu> 
Subject: Mind Games (adding Psychological Limitations) 
 
	I'm working on a villian who can amplify and add Psychological 
Limitations psionicly. 
 
	I do not own TUM, so if there any optional rules contained 
there-in, I do not know about them. 
 
	A BOECV Transform would work, but there has been a gray area where 
it has been stated Transforms can not be used to alter point values. 
 
	There is no EGO power currently that can add or subtract points. 
An EGO-based Adjustment power could be used to temporarily "add" the 
points, but that is veering too far from cannon for my tastes. 
 
	Would the combination of the above be a decent "rules hack" that 
would allow this type of ability to function? 
 
	Or should I create a special new power using the guidelines in 
HERO to simulate these effects. 
 
	Or, if this is all a heniously bad idea to which I can find no 
alternative, should I just stick with my original idea of a BOECV 
Transform: "Psychological Limitations to Physical Limitations." 
 
	Your imput would be greatly appreciated. 
 
------------------------------ 
 
Date: Wed, 31 Mar 1999 10:53:31 -0500 
From: Brian Wawrow <bwawrow@fmco.com> 
Subject: RE: Mind Games (adding Psychological Limitations) 
 
The way that I fill this roll is with a Drain that looks like a negative 
Aid. It's pricey but straight forward. Buy a Drain with the +1 Ego Power 
advantage and drain the target's lack of a specific psych lim. This works 
well because multiple uses increase the severity of the psych lim. For 
example, if you drain for Paranoia for 5pts., the target gets a little more 
suspicious. If you hit him with it a few more times, he's got 30pts. worth 
of Paranoia and he's sure his mom is trying to kill him. Adjust fade rates 
to taste. 
 
The biggest factor in deciding if this will work for your game is how well 
your players pay attention to their psych lim's. Anything over about 25pts. 
worth of a psych lim totally effects how the PC lives. 
 
I realize it's a cludge, but it works okay. 
 
BRI 
 
 
] 	I'm working on a villian who can amplify and add Psychological 
] Limitations psionicly. 
]  
] 	I do not own TUM, so if there any optional rules contained 
] there-in, I do not know about them. 
]  
] 	A BOECV Transform would work, but there has been a gray  
] area where 
] it has been stated Transforms can not be used to alter point values. 
]  
] 	There is no EGO power currently that can add or subtract points. 
] An EGO-based Adjustment power could be used to temporarily "add" the 
] points, but that is veering too far from cannon for my tastes. 
]  
] 	Would the combination of the above be a decent "rules hack" that 
] would allow this type of ability to function? 
]  
] 	Or should I create a special new power using the guidelines in 
] HERO to simulate these effects. 
]  
] 	Or, if this is all a heniously bad idea to which I can find no 
] alternative, should I just stick with my original idea of a BOECV 
] Transform: "Psychological Limitations to Physical Limitations." 
]  
] 	Your imput would be greatly appreciated. 
]  
]  
]  
 
------------------------------ 
 
Date: Wed, 31 Mar 1999 10:52:22 EST 
From: Leah L Watts <llwatts@juno.com> 
Subject: Fwd: SJ Games Daily Illuminator for 3/31/99 
 
   
>  SJ Games News: Two New GURPS Licenses 
 
<first one irrelevant, therefore snipped> 
 
>     SJ Games has also licensed Hero Games to produce a GURPS version of 
its 
>     Creator character-building software. More details as they develop . 
. . 
  
Thought the list would be interested .... 
 
Leah 
 
___________________________________________________________________ 
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, 31 Mar 1999 07:57:12 -0800 
From: Derek Hiemforth <derekh@employees.org> 
Subject: Re: Slippery Situations 
 
At 7:33 AM -0800 3/31/99, Jason Sullivan wrote: 
>	I need to work on a power that will impair a hero's abaility to 
>pick up and manipulate objects (DEX drain?). 
> 
>	I also need to have an appropiate flaw to negate the power, which 
>is very common and common sense.  An absorbant material, like clay dust, 
>can absorb it, soap and water can dilute it, and it can eventually be 
>wiped off.  It evaporates over time, as well. 
 
   This may sound like a silly way to do it, and there may well be better 
ones, but what about Desolid?  (The fact that you defined a way to cancel 
the effect is what made me think of it.)  Perhaps Desolid Usable Against 
Other in an Area, with the Limitations that it provides no immunity to 
attack and doesn't allow passing through things.  The special effect 
would be that characters simply couldn't get a hold on anything unless 
they had the effect that the Desolid didn't work against (dust, soap 
and water, etc.) 
 
- - Derek 
 
------------------------------ 
 
Date: Wed, 31 Mar 1999 10:54:49 -0500 
From: Bill Svitavsky <nbymail11@mln.lib.ma.us> 
Subject: Re: Mind Games (adding Psychological Limitations) 
 
At 10:42 AM 3/31/99 -0500, Jason Sullivan wrote: 
> 
>	I'm working on a villian who can amplify and add Psychological 
>Limitations psionicly. 
> 
>	I do not own TUM, so if there any optional rules contained 
>there-in, I do not know about them. 
> 
>	A BOECV Transform would work, but there has been a gray area where 
>it has been stated Transforms can not be used to alter point values. 
> 
 
As far as I know, the only official place this was stated was in Champions 
III, pre-4th edition. I've seen people cite that here, but it was 
conspicuously left out of the 4th edition; I believe for good reason. 
 
On the other hand, TUM's Transform Based on EGO is something of a departure 
from the BBB rules. A strict interpretation of BOECV does nothing that 
would allow a Transform to be based on EGO; only the CV and defenses (Power 
Defense to Mental Defense) would change. Since TUM has a number of shaky 
rules, it's a good idea not to accept any of its rules unquestioned. 
 
I, however, like Transform based on EGO. While I don' t think it fits 
neatly into the BBB rules, I think it's a useful new Power, it's easy to 
understand, and it's not too unbalancing.   
 
- - Bill Svitavsky 
 
------------------------------ 
 
Date: Wed, 31 Mar 1999 08:00:11 -0800 
From: Derek Hiemforth <derekh@employees.org> 
Subject: Re: Mind Games (adding Psychological Limitations) 
 
At 7:42 AM -0800 3/31/99, Jason Sullivan wrote: 
>	I'm working on a villian who can amplify and add Psychological 
>Limitations psionicly. 
 
   My inclination would be to go with a simple Mind Control, and have 
the villain Mind Control them to behave "as if" they had the Psych 
Lims in question.  The level of effect needed to achieve the control 
would be based on how much in keeping with or opposed to the character's 
personality the new Psych Lim was. 
 
- - Derek 
 
------------------------------ 
 
Date: Wed, 31 Mar 1999 11:04:08 -0500 (EST) 
From: Jason Sullivan <ravanos@NJCU.edu> 
Subject: RE: Mind Games (adding Psychological Limitations) 
 
On Wed, 31 Mar 1999, Brian Wawrow wrote: 
 
> The way that I fill this roll is with a Drain that looks like a negative 
> Aid. It's pricey but straight forward. Buy a Drain with the +1 Ego Power 
<snip>  
> The biggest factor in deciding if this will work for your game is how well 
> your players pay attention to their psych lim's. Anything over about 25pts. 
> worth of a psych lim totally effects how the PC lives. 
<snip> 
	Now, what determines what Psychological Lim. the recepient of this 
power gets?  ...and how is that determined?  Is it like Mind Control? 
 
------------------------------ 
 
Date: Wed, 31 Mar 1999 11:02:46 EST 
From: HeroGames@aol.com 
Subject: Re: SJ Games Daily Illuminator for 3/31/99 
 
Yes, we're working on GURPS Creator. We're also working on Creators for th= 
e 
following game systems: Ars Magica, Deadlands (which will include Hell on 
Earth), Legend of the Five Rings, Cyberpunk, Sengoku, Brave New World, and 
Seventh Sea. 
 
We hope to have a number of other game systems announced in the next month= 
 or 
two. 
 
=97 Steve Peterson, Hero Games  
 
------------------------------ 
 
Date: Wed, 31 Mar 1999 08:11:37 -0800 
From: Derek Hiemforth <derekh@employees.org> 
Subject: Re: Fwd: SJ Games Daily Illuminator for 3/31/99 
 
At 7:52 AM -0800 3/31/99, Leah L Watts wrote: 
 
>> SJ Games has also licensed Hero Games to produce a GURPS version of 
>> its Creator character-building software. More details as they develop. 
>Thought the list would be interested .... 
 
   Excellent news!  There are lots of good GURPS supplements, IMO.  And 
although GURPS is fairly easy to convert to Hero System, being able to 
use Creation Workshop as a translator should make it even easier to use 
GURPS stuff with Hero. 
 
- - Derek 
 
------------------------------ 
 
Date: Wed, 31 Mar 1999 17:17:12 +0000 
From: Stephen McGinness <MCGINNESSS@parliament.uk> 
Subject: Slippery Situations - Reply 
 
I had been about to suggest a STR - only to break grab but I thought Derek's 
suggestion of using desolid was excellent - looking past the mechanics to what 
is actually at stake, i.e., stopping the manipulation. 
 
With DEX and STR based stuff you could get anomalous results but this is a 
one level power - either you can or you can't. Simple and that's always a clue to 
the best solution. 
 
 
Stephen 
 
------------------------------ 
 
Date: Wed, 31 Mar 1999 17:32:28 +0000 
From: Stephen McGinness <MCGINNESSS@parliament.uk> 
Subject: Re: Mind Games 
 
Brian Wawrow wrote: 
>The way that I fill this roll is with a Drain that looks like a negative 
>Aid. It's pricey but straight forward. Buy a Drain with the +1 Ego Power 
>advantage and drain the target's lack of a specific psych lim. This works 
 
Now look at that two good ideas in one day. I'm impressed. I will keep this and 
use it. I would never have thought of this but it seems obvious when pointed out. I 
like it a lot. 
 
>I realize it's a cludge, but it works okay. 
 
Not really so cludgey. I'd say it was quite an elegant solution that is utilising one 
power almost in the way it was intended. 
 
Jason Sullivan wrote 
>Now, what determines what Psychological Lim. the recepient of this 
>power gets?  ...and how is that determined?  Is it like Mind Control? 
 
Not wanting to steal Brian's thunder but as a GM I would require that the psych 
be defined at the start or else require a further addition of variable effects of the 
drain. 
 
 
 
Stephen 
 
------------------------------ 
 
Date: Wed, 31 Mar 1999 11:39:36 -0500 (EST) 
From: Jason Sullivan <ravanos@NJCU.edu> 
Subject: HOUSE RULE: Super Speedy Skills 
 
	Much to my chagrin, there is no HERO mechanic that will allow 
a person to perform Skills at an accelerated rate.  Many suggestions, 
ranging from Change Environment to AoE Transform, have been offered up. 
	Unfortunately, I didn't find these to my liking, as they often 
chimed of four color, and without severely limiting these power sets 
(which made them even more kludgy), they didn't quite achieve the desired 
effect. 
 
	I am thinking of grafting a new House Rule to my Big Book of House 
Rules (which isn't very big at all). 
	 
	Skill Speed Levels <STOP> 
 
	Skill Speed Levels are used to reduce the amount of time it takes 
to perform a skill, or a specific set of skills.  The cost for such levels 
are explained below: 
 
Character Points	Type of Level 
 20			Reduced Time with any One Skill 
 30			Reduced Time with any three related Skills 
 50			Reduced Time with a group of similar Skills 
100			Reduced Time overall (with any Skill Roll) 
 
	These levels can not apply to OCV, DCV, and Combat Skills (for 
obvious reasons).  These levels may also be inappropriate for Skills 
dependent on the environment (often where time is a requirement), and the 
GM should discourage or disallow these level's use in such circumstances. 
Examples of this would be cautious use of chemicals with a SC: Chemistry 
skill, most PRE based skills (which require a person or audience to 
listen), certain DEX based skills (which often have an Instant effect, 
anyway), PS: Baker while baking cookies (it takes time to bake cookies), 
etc. 
	A level reduces the amount of time required down on the time 
chart.  Additional increments on the time chart can be purchased as a +1/2 
Advantage on the levels. 
	There is a cumulative penalty of -1 for every step down the time 
chart.  This penalty can be negated for +10 points for every +1 it is 
negated by.  These "negation plusses" only negate penalties incurred by 
these levels. 
	Of course, physical limitation still apply.  If you have PS: 
Gardener, you might be able to sculpt a hedge efficiently with great skill 
at very good speeds, but you might not be able to traverse the distances 
quicker than your normal movement rate, hedge to hedge.  Also remember, 
the amount of time required to preform skills can be adversely effected 
by exhaustion (even the great masters had to take breaks).  Also, this 
does not allow a character to assimilate or memorize information quicker. 
For that, purchase Speed Reading, Cramming, Lightning Calculator, and 
Eidetic Memory. 
	 
	Example: 
	Ratzo Fink is an expert safe-cracker and lock pick.  He wants to 
be not only the best, but the fastest.  Ratzo purchases a 30 point level 
that applies to Safe-cracking, Lock picking, and Security systems. He also 
purchases a negation plus for 10 points. 
	Ratzo now has competition from a Rival safe cracker, Vinnie 
Quickfingers. He decides to upgrade his skills.  He purchases an 
additional level for Safecracking, with one step down on the time chart 
(+1/2 Advantage), and a negation level, for a whopping 40 points. 
	Now he can crack safes that would take an hour for most chumps in 
a minute (and the GM determines that a minute is about as fast as he can 
go without having superhumanly fast fingers). 
	Ratzo is in the hole 80 points all together, but he's the fastest 
safecracker this side of the Pacific.  It's not easy being the best... 
 
Note:	I'm not sure if these levels should also grant bonuses for 
additional time up on the time chart while using a skills. i.e. I spent an 
hour when it would normally take me five minutes.  Do I still get a +1? 
 
	Tell me what you think.  Comments, questions, salutations, flames, 
and anything else is welcome. 
 
------------------------------ 
 
End of champ-l-digest V1 #256 
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