Digest Archive vol 1 Issue 270
From: owner-champ-l-digest@sysabend.org 
Sent: Friday, April 09, 1999 8:43 PM 
To: champ-l-digest@sysabend.org 
Subject: champ-l-digest V1 #270 
 
 
champ-l-digest          Friday, April 9 1999          Volume 01 : Number 270 
 
 
 
In this issue: 
 
    Re: RE: 5th Edition 
    Re: OCV/DCV RSR: Luck 
    Re: Heroes and Villians of Myth and Legend 
    Re: 5th Edition 
    Re: OCV/DCV RSR: Luck 
    RE: OCV/DCV RSR: Luck 
    Re: 5th Edition 
    Re: 5th Edition 
    Re: (Mental) Damage Shield Q's 
    Re: 5th Edition 
    Re: Quick question 
    Re: theme villains 
    Re: FW: Heroes and Villians of Myth and Legend 
    Scaled Activation 
    Re: FW: Heroes and Villians of Myth and Legend 
    Re: FW: Heroes and Villians of Myth and Legend 
    Re: FW: Heroes and Villians of Myth and Legend 
    Re: 5th Edition 
    Re: theme villains 
    Re: Scaled Activation 
    Re: CHAR: Beholder (rough draft) 
    Non-Lethal Weapons 
    Re: theme villains 
    Re: theme villains 
    Re: Heroes and Villians of Myth and Legend 
    Re: theme villains 
    Re: Heroes and Villians of Myth and Legend 
    Re: Heroes and Villians of Myth and Legend 
    Re: Heroes and Villians of Myth and Legend 
    Re: theme villains 
    Re: 5th Edition 
    Re: Non-Lethal Weapons 
    Re: FW: Heroes and Villians of Myth and Legend 
    Re: Scaled Activation 
    Re: theme villains 
    Re: Non-Lethal Weapons 
    Re: Non-Lethal Weapons 
    Re: Heroes and Villians of Myth and Legend 
 
---------------------------------------------------------------------- 
 
Date: Fri, 9 Apr 1999 10:50:50 -0700 (PDT) 
From: Dennis C Hwang <dchwang@itsa.ucsf.edu> 
Subject: Re: RE: 5th Edition 
 
On Fri, 9 Apr 1999, Geoff Speare wrote: 
 
> >Actually, we put those Regeneration options in there because it made the  
> >Fuzion/Hero conversion script easier. Secondarily, they've met with  
> >near-universal approval, so those options will be in the 5th Edition Hero  
> >System. 
>  
> Allow me to be the first to say Thank You! It's good to see that changes 
> like these (minor, quick, extending the reach of the Hero System) are going 
> into 5th Edition. 
 
I agree!  Although I'm also *very* curious to find out if anything I put 
in my (admittedly overboard and 11th-hour) Questionnaire response will 
make it in. 
 
;) 
 
- --Dennis 
************************************************************* 
*   dchwang@itsa.ucsf.edu   *   xenopathologist at large!   * 
************************************************************* 
*  "To be or not to be: that is the question, whether 'tis  * 
*  nobler in the mind to suffer the slings and arrows of    * 
*  outrageous fortune."                                     * 
*                                                           * 
*  ANAGRAM:  "In one of the Bard's best-thought-of          *  
*  tragedies, our insistent hero, Hamlet, queries on two    * 
*  fronts about how life turns rotten."                     * 
************************************************************* 
 
------------------------------ 
 
Date: Fri, 09 Apr 1999 11:00:25 PDT 
From: "Jesse Thomas" <haerandir@hotmail.com> 
Subject: Re: OCV/DCV RSR: Luck 
 
>At 12:41 PM 4/9/99 -0400, Jason Sullivan wrote: 
>> 
>>	I want to make a character that is an extremely lucky shot.   
His 
>>luck can fail, however. 
>> 
>>	Since Luck isn't a standard 3d6 roll, I was wondering how I  
could 
>>construct ODV/DCV based on Luck. 
>> 
Bill Svitavsky replied:> 
>How about Levels with an Activation Roll?  
> 
>- Bill Svitavsky 
 
This is how I've always done it.  I have built several characters with  
some variant of the +3 DCV on an 11- roll, to represent luck, cat-like  
reflexes, or whatever.  I got the idea from a published villain, I  
don't remember who.  Something to do with playing cards, I think.   
Anyway, you could easily do something similar with OCV levels, and  
maybe a higher Activation roll.   
 
Jesse Thomas 
 
haerandir@hotmail.com 
 
_______________________________________________________________ 
Get Free Email and Do More On The Web. Visit http://www.msn.com 
 
------------------------------ 
 
Date: Fri, 09 Apr 1999 11:05:16 PDT 
From: "Jesse Thomas" <haerandir@hotmail.com> 
Subject: Re: Heroes and Villians of Myth and Legend 
 
On Fri, 09 Apr 1999 Bill Svitavsky <nbymail11@mln.lib.ma.us> wrote: 
 
>The heroes get sent back in time by an evil warlock. They find  
themselves 
>outside the door of a Nineteenth-Century English home. When they  
inevitably 
>knock on the door, a drugged and angry Samuel Taylor Coleridge  
answers, 
>demanding to know what they're doing there. When they mention the  
warlock, 
>the addled poet says "Porlock? You're from Porlock?" Literary history  
is made. 
> 
 
Douglas Adams has already done that one.  In "Dirk Gently's Holistic  
Detective Agency". 
 
Now *there's* a sourcebook for time-hopping Champions adventures!   
 
Jesse Thomas 
 
haerandir@hotmail.com 
 
PS:  Bill, I may or may not be able to make the game tonight, my  
co-workers are being incompetent again...  I'll let you know when they  
figure out what they want me to do. 
 
_______________________________________________________________ 
Get Free Email and Do More On The Web. Visit http://www.msn.com 
 
------------------------------ 
 
Date: Fri, 09 Apr 1999 11:05:00 -0700 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: 5th Edition 
 
At 01:27 PM 4/9/1999 EDT, HeroGames@aol.com wrote: 
> 
>Actually, we put those Regeneration options in there because it made the  
>Fuzion/Hero conversion script easier. Secondarily, they've met with  
>near-universal approval, so those options will be in the 5th Edition Hero  
>System. 
 
   Well, it looks like my understanding of things was wrong, then. 
   And actually this explanation makes a lot more sense. 
 
>Regarding HERO Creator, once we've locked down the manuscript for 5th 
Edition  
>the programmer will work on the 5th Edition template. It won't be a lot of  
>work, but we've got a lot of work stacked up for our programmer... Ars  
>Magica, GURPS, Deadlands, L5R, and more... so the template won't be released  
>until the book comes out. The 5th Edition template will be free for current  
>HERO Creator owners. 
 
   Huzzah!  This will *definitely* make it a lot easier to make CW files 
for my Fifth Edition characters....  :-] 
- --- 
Bob's Original Hero Stuff Page!  [Circle of HEROS member] 
   http://www.klock.com/public/users/bob.greenwade/original.htm 
Merry-Go-Round Webring -- wanna join? 
   http://www.klock.com/public/users/bob.greenwade/merrhome.htm 
 
------------------------------ 
 
Date: Fri, 09 Apr 1999 11:02:19 -0700 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: OCV/DCV RSR: Luck 
 
At 12:44 PM 4/9/1999 -0500, Bill Svitavsky wrote: 
>At 12:41 PM 4/9/99 -0400, Jason Sullivan wrote: 
>> 
>> I want to make a character that is an extremely lucky shot.  His 
>>luck can fail, however. 
>> 
>> Since Luck isn't a standard 3d6 roll, I was wondering how I could 
>>construct ODV/DCV based on Luck. 
>> 
> 
>How about Levels with an Activation Roll? 
 
   This is how I'd do 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: Fri, 9 Apr 1999 14:09:39 -0400  
From: Brian Wawrow <bwawrow@fmco.com> 
Subject: RE: OCV/DCV RSR: Luck 
 
I have a PC in my FH game with an overall skill level that only works if I 
roll his luck successfully. Of course, I don't roll it with every shot, just 
at the beginning of the session. So, Koronasta wakes up in the morning and 
asks himself, 'Do I feel lucky?'. 
 
I let him take a -1/2 on the skill level for it because it's like a skill 
roll in the sense that he can change his chances by spending points. Right 
now, he's got 3D6 of good luck and 1D6 of bad luck. I could have justified a 
greater limitation since he only seems to get his level about half the time. 
 
Attached to this is a psych lim: Over/Under Confident which toggles based on 
how the luck roll turned out. He's at the mercy of the fates. It works 
pretty well. 
 
Brian Wawrow 
Financial Models Company 
bwawrow@fmco.com 
(905) 629 - 1411 XT220 
 
"The most overlooked advantage to owning a computer is that if they foul 
up, there's no law against whacking them around a little." 
- -Porterfield 
 
 
 
 
] -----Original Message----- 
] From: Dennis C Hwang [mailto:dchwang@itsa.ucsf.edu] 
] Sent: Friday, April 09, 1999 1:26 PM 
] To: champ-l@sysabend.org 
] Subject: Re: OCV/DCV RSR: Luck 
]  
]  
] On Fri, 9 Apr 1999, Jason Sullivan wrote: 
]  
] > > 	Since Luck isn't a standard 3d6 roll, I was wondering how I 
] > > could construct ODV/DCV based on Luck.  
] >  
] > 	Let's say you have 3d6 of Luck.  What would be the appropiate 
] > percentage for the Activation roll? 
] >  
] > 	On a side note, has anyone here ever made a "scaled" activation 
] > roll?  A one roll series of Activation rolls... +1 OCV -12,  
] +2 OCV (one 
] > additional) -13, +3 OCV (two from the levels previous) -14, etc? 
]  
] Alternatively, you could just give +1 OCV/DCV for every "6"  
] rolled on the 
] Luck dice. 
]  
] But I think I like the Activation idea better. 
]  
] --Dennis 
] ************************************************************* 
] *   dchwang@itsa.ucsf.edu   *   xenopathologist at large!   * 
] ************************************************************* 
] *  "To be or not to be: that is the question, whether 'tis  * 
] *  nobler in the mind to suffer the slings and arrows of    * 
] *  outrageous fortune."                                     * 
] *                                                           * 
] *  ANAGRAM:  "In one of the Bard's best-thought-of          *  
] *  tragedies, our insistent hero, Hamlet, queries on two    * 
] *  fronts about how life turns rotten."                     * 
] ************************************************************* 
]  
]  
 
------------------------------ 
 
Date: Fri, 9 Apr 1999 15:08:36 EDT 
From: SteveL1979@aol.com 
Subject: Re: 5th Edition 
 
In a message dated 4/9/99 1:51:02 PM Eastern Daylight Time,  
dchwang@itsa.ucsf.edu writes: 
 
<< > Allow me to be the first to say Thank You! It's good to see that changes 
 > like these (minor, quick, extending the reach of the Hero System) are going 
 > into 5th Edition. 
  
 I agree!  Although I'm also *very* curious to find out if anything I put 
 in my (admittedly overboard and 11th-hour) Questionnaire response will 
 make it in. >> 
 
	As long as this subject's come up, let me take this opportunity to  
once again thank everyone who turned in a questionnaire.  While I can't say  
that suggestions from every single one of them appear in the 5th Ed., or that  
any one questionnaire is solely responsible for any particular idea which  
made it in, each one certainly gave me something intriguing to think about.   
Bill Svitavsky wins the award for "Most Thorough," since his was several  
pages long, neatly typed, and included an attachment -- but they were all  
useful to some degree. ;) 
 
Steve Long   
 
------------------------------ 
 
Date: Fri, 09 Apr 1999 15:37:23 -0400 
From: Bill Svitavsky <nbymail11@mln.lib.ma.us> 
Subject: Re: 5th Edition 
 
At 03:08 PM 4/9/99 EDT, SteveL1979@aol.com wrote: 
> 
>	As long as this subject's come up, let me take this opportunity to  
>once again thank everyone who turned in a questionnaire.  While I can't say  
>that suggestions from every single one of them appear in the 5th Ed., or 
that  
>any one questionnaire is solely responsible for any particular idea which  
>made it in, each one certainly gave me something intriguing to think about.   
>Bill Svitavsky wins the award for "Most Thorough," since his was several  
>pages long, neatly typed, and included an attachment -- but they were all  
>useful to some degree. ;) 
> 
 
Ooh - I won an award! :-)  With my handwriting, neatly typed documents are 
about the only hope I have of communicating.  
 
My hopes for minimal typos in the 5th edition have just gone way up, by the 
way - hardly anyone ever spells "Svitavsky" right, even when they're just 
transcribing from one typed document to another.  
 
And thank you, Steve Long, for being open to our suggestions. 
 
Bill Svitavsky 
 
------------------------------ 
 
Date: Fri, 09 Apr 1999 14:50:03 -0500 
From: Lance Dyas <lancelot@radiks.net> 
Subject: Re: (Mental) Damage Shield Q's 
 
> The power I'm imagining is a sort of lethal mental defense, so I'm already 
> bending lots of rules anyway.  It'll probably look something like this: 
> 
> xd6 Ego Blast, Based on ECV, Continuous, Uncontrolled, Does BODY even 
> though it's a Mental Power, various limitations.  Sticky is optional for 
> the /really/ powerful people. 
> 
> (Yeah, it's nasty.  Real nasty.  The guys who have it are in the top 
> hierarchy of a cult that's managed to exist even though the authorities 
> have powers like Mind Scan - and it's because of little gimmicks like 
> this.) 
> 
 
I have characters in a Fantasy Game I am continually trying to model 
They are kind of passively possessed by a semi-demonic force. They tap and 
control this vengence force themselves(weilding its spirit in magics), but it 
unleashes automatically on anyone contacting them mentally/spiritually 
empathically..... since this is the normal method of mystical healing, and 
telepathic communication anyone trying to do so gets unleashed on the results 
arent usually lethal physically... 
They are usually extreme psychic trauma which may prohibit the use of the 
ability that caused the mental contact and frequently cause a form of wild 
insanity as well. 
 
stun?  + how do you model gaining of psych disadvantages? 
I'd like to make it a psych disadvantage making it hard to use there own 
ability... 
you know forcing ego rolls and such. Just to get past the trauma. 
 
They do not consider this beneficial at all... even if it does sometimes act as 
a sort of defense making them a pain/ impossible to mentally control. 
 
Anyway any ideas 
 
------------------------------ 
 
Date: Fri, 9 Apr 1999 12:52:08 -0700 (PDT) 
From: shaw@caprica.com (Wayne Shaw) 
Subject: Re: 5th Edition 
 
>On Fri, 9 Apr 1999, Geoff Speare wrote: 
> 
>> ...just wanted to generate some traffic, didn't get any list messages last 
>> night. :) 
> 
>Speaking of new Hero rules and ideas, some friends of mine who own 
>Creation Workshop are reporting some interesting new options for such 
>powers as Regeneration.  If I recall correctly, you can select "Regen 
>Limbs" and "After Death". 
 
One of the things they decided to carry over from Fuzion. 
 
------------------------------ 
 
Date: Fri, 9 Apr 1999 12:54:28 -0700 (PDT) 
From: shaw@caprica.com (Wayne Shaw) 
Subject: Re: Quick question 
 
> 
>I don't have my book with me, this is on VPP's for an equipment pool... 
> 
>Am I right in thinking that the points in the VPP are the limit on the 
>Active Points for each item, and the amount of equipment in Real Points that 
>you can carry? 
 
Correct on both counts.  Assuming you're refering to the pool. 
 
------------------------------ 
 
Date: Fri, 9 Apr 1999 12:57:09 -0700 (PDT) 
From: shaw@caprica.com (Wayne Shaw) 
Subject: Re: theme villains 
 
> 
>Anybody got any ideas for 'theme' villains ? 
>Villains whose crimes and m.o.  all fit one theme or have a recurring motif. 
 
I've got a couple: 
 
Checkmate, a planning mastermind type who uses chess themes for everything; 
 
Hangman, who uses various rope and fiber based gimmicsk, and has a martial 
art specifically for using ropes and similar things.  He managed to escape 
jail the first time he was captured with the help of a wet towel. :) 
 
------------------------------ 
 
Date: Fri, 9 Apr 1999 13:15:17 -0700 (PDT) 
From: shaw@caprica.com (Wayne Shaw) 
Subject: Re: FW: Heroes and Villians of Myth and Legend 
 
>On Fri, 9 Apr 1999, Jason Sullivan wrote: 
> 
>> >  
>> >         Very interesting list.  Might I add most any pre-contact or early 
>> > contact Native American culture? 
>>  
>> 	Tunguska <sp?>, Russia  (when the big explosion happened). 
> 
>Siberia in 1908, about a thousand miles from anyone, shortly before a 
>comet impacts?  Ohhh... sounds like a really fun time! 
> 
>Actually, it could be a comet, a meteor or a spaceship.  I guess the reick 
>would be to either survive or stop the incoming object. 
 
You're missing a bet...their time travel method could be the _cause_ of the 
explosion.  Could make it interesting figuring how to safely come back to 
the present... 
 
------------------------------ 
 
Date: Fri, 09 Apr 1999 16:43:30 -0400 (EDT) 
From: Jason Sullivan <ravanos@NJCU.edu> 
Subject: Scaled Activation 
 
I was wondering if there would be any way to make a Scaled Activation 
Limitation. 
 
	For example, if you were to apply the scaled Limitation on  
+6 RSR, 
+1 would activate on a roll of -15 or less,  
+2 would activate on a roll of -14 or less,  
+3 would activate on a roll of -12 or less, 
+4 would activate on a roll of -11 or less, 
+5 would activate on a roll of -10 or less, and 
+6 would activate on a roll of  -9 or less, all on the same roll. 
 
Also, could you have the same Activation roll for a number of powers as a 
0 Limitation? 
 
------------------------------ 
 
Date: Fri, 09 Apr 1999 16:43:25 -0500 
From: Bill Svitavsky <bsvitavsky@mln.lib.ma.us> 
Subject: Re: FW: Heroes and Villians of Myth and Legend 
 
At 01:15 PM 4/9/99 -0700, Wayne Shaw wrote: 
>>On Fri, 9 Apr 1999, Jason Sullivan wrote: 
>> 
>>> 	Tunguska <sp?>, Russia  (when the big explosion happened). 
>> 
>>Siberia in 1908, about a thousand miles from anyone, shortly before a 
>>comet impacts?  Ohhh... sounds like a really fun time! 
>> 
>>Actually, it could be a comet, a meteor or a spaceship.  I guess the reick 
>>would be to either survive or stop the incoming object. 
> 
>You're missing a bet...their time travel method could be the _cause_ of the 
>explosion.  Could make it interesting figuring how to safely come back to 
>the present... 
> 
> 
 
I like it! Especially if they didn't start their time trip from Siberia, so 
they clearly can't just make the trip at a conveniently desolate place. 
 
- - Bill Svitavsky 
 
------------------------------ 
 
Date: Fri, 9 Apr 1999 13:28:02 -0700 (PDT) 
From: shaw@caprica.com (Wayne Shaw) 
Subject: Re: FW: Heroes and Villians of Myth and Legend 
 
>At 01:15 PM 4/9/99 -0700, Wayne Shaw wrote: 
>>>On Fri, 9 Apr 1999, Jason Sullivan wrote: 
>>> 
>>>> 	Tunguska <sp?>, Russia  (when the big explosion happened). 
>>> 
>>>Siberia in 1908, about a thousand miles from anyone, shortly before a 
>>>comet impacts?  Ohhh... sounds like a really fun time! 
>>> 
>>>Actually, it could be a comet, a meteor or a spaceship.  I guess the reick 
>>>would be to either survive or stop the incoming object. 
>> 
>>You're missing a bet...their time travel method could be the _cause_ of the 
>>explosion.  Could make it interesting figuring how to safely come back to 
>>the present... 
>> 
>> 
> 
>I like it! Especially if they didn't start their time trip from Siberia, so 
>they clearly can't just make the trip at a conveniently desolate place. 
 
Right.  Or are going to be, say, retrieved by a projector of some kind...in 
the middle of their home city. 
 
------------------------------ 
 
Date: Fri, 9 Apr 1999 13:58:36 -0700 
From: "Filksinger" <filkhero@usa.net> 
Subject: Re: FW: Heroes and Villians of Myth and Legend 
 
From: Bill Svitavsky <bsvitavsky@mln.lib.ma.us> 
 
<snip> 
> I like it! Especially if they didn't start their time trip from Siberia, 
so 
> they clearly can't just make the trip at a conveniently desolate place. 
 
You can do that, though you don't have to. After all, there is virtually no 
place on Earth sufficiently desolate today to guarantee you won't kill 
someone. 
 
"Heroes kill respected scientist and research team. Film at 11PM." 
 
Alternately, try this. Heroes arrive in past; see desolation. Find out that 
their arrival caused Tungusta blast, which occurred about ten minutes before 
they arrived. Heroes work hard on fixing time machine, and believe they have 
cured its destructive power. 
 
Now, destroy a city for no good reason (or a very good reason). Have heroes 
arrive in city and think they caused the damage.:) 
 
Filksinger 
 
------------------------------ 
 
Date: Fri, 9 Apr 1999 17:04:27 EDT 
From: HeroGames@aol.com 
Subject: Re: 5th Edition 
 
In a message dated 4/9/99 1:11:36 PM, nbymail11@mln.lib.ma.us writes: 
 
>My hopes for minimal typos in the 5th edition have just gone way up, by 
>the 
>way - hardly anyone ever spells "Svitavsky" right, even when they're just 
>transcribing from one typed document to another.=20 
 
Remember, Steve Long is just drafting the manuscript. Bruce Harlick and I=20 
still have to go through and put in all the typos. ;) 
 
=97 Steve Peterson, Hero Games=20 
 
------------------------------ 
 
Date: Fri, 09 Apr 1999 17:30:49 -0400 
From: Glen Sprigg <borealis@cois.on.ca> 
Subject: Re: theme villains 
 
>Anybody got any ideas for 'theme' villains ? 
>Villains whose crimes and m.o.  all fit one theme or have a recurring motif. 
> 
 
Here are a couple of examples from my Canadian Champions and my 
street-level campaigns: 
* A street-level villain named Chance, whose crimes all have a gambling or 
sporting motif. 
* Trillium, a woman with plant-powers who focuses on environment protection 
stuff. 
* A Native American who attacks museums and such to 'liberate' tribal 
artifacts (no name yet). 
 
Glen 
 
------------------------------ 
 
Date: Fri, 09 Apr 1999 14:43:43 -0700 
From: Christopher Taylor <ctaylor@viser.net> 
Subject: Re: Scaled Activation 
 
At 04:43 PM 4/9/99 -0400, Jason Sullivan wrote: 
>I was wondering if there would be any way to make a Scaled Activation 
>Limitation. 
 
As I understand the rules, if you have two or more devices that go off at 
the same time and have varied activation rolls, the easier activations all 
go off if the harder roll is made.  In other words: 
		 
			Joe Blow has a suit of armor made of old phonebooks and recycled tin 
cans.  It is built with, among other things: 
				+2 PD, ED 11- 
				+2 PD, ED 12- 
				+2 PD, ED 14- (eek no 13 its evil!!) 
 
			When hit, Joe rolls his activation and gets a 12 on his 3D6.  Since 14- 
is easier to achieve than 12-, BOTH the 12- and 14- layer of armor will 
activate and protect him for a total +4 PD, ED.  So in a sense it does sort 
of work how you want, with multiple layers staging depending on the roll.   
 
This brings up an interesting construct I use with some characters, armor 
in two layers of equal protection (usually 14-) representing armor that 
reacts to damage by becoming harder or erecting an energy shield. 
Occasionally you blow both the rolls, for a very unpleasent result (oddly 
enough it often happens that if one fails the other does, when it rains, it 
pours).  Now technically from what I said above, technically if you make 
one roll, the other will activate as well, but with GM approval I skipped 
that for the effect.   
 
- -------------------------------------------------------------------------- 
Sola Gracia		Sola Scriptura		Sola Fide 
Soli Gloria Deo    	Solus Christus		Corum Deo 
- -------------------------------------------------------------------------- 
 
------------------------------ 
 
Date: Mon, 05 Apr 99 19:26:10  
From: "qts" <qts@nildram.co.uk> 
Subject: Re: CHAR: Beholder (rough draft) 
 
On Fri, 02 Apr 1999 17:37:14 -0800, Bob Greenwade wrote: 
 
>At 10:17 AM 4/2/1999, qts wrote: 
>>On Wed, 31 Mar 1999 09:24:45 -0800, Bob Greenwade wrote: 
>> 
>>>At 02:50 PM 3/31/1999 GMT, Quentin Stephens wrote: 
>>>>> Physical Limitation: No manipulatory limbs 
>>>> 
>>>>Not appropriate as it has TK, I would suggest. 
>>> 
>>>   I disagree here.  The TK does offset the problems formed by having no 
>>>manipulatory limbs, but the offset is paid for by the points that the 
>>>creature spends in TK.  IOW, if the disabling effect of a 20-point Physical 
>>>Limitation is offset by a 20-point Power, then the two can be considered to 
>>>balance each other out.  At least, IMHO. 
>> 
>>But TK can do *so* much more, and at greater range. 
> 
>   While at the same time, doing much less -- for example, zero tactile 
>feedback (which would require Clairsentience). 
 
If you wanted that, I'd use Fully Invisible Stretching instead of TK 
and Linked Clairsentience. 
qts 
 
Home: qts@nildram.co.uk. 
 
------------------------------ 
 
Date: Fri, 9 Apr 1999 17:43:17 -0500 
From: "J. Alan Easley" <alaneasley@email.com> 
Subject: Non-Lethal Weapons 
 
The feature article at this site is on military use of non-lethal weapons. 
 
www.discover.com 
 
 
Alan 
 
------------------------------ 
 
Date: Sat, 10 Apr 1999 08:49:39 +1000 
From: "Lockie" <jonesl@cqnet.com.au> 
Subject: Re: theme villains 
 
- -----Original Message----- 
From: gilberg@ou.edu <gilberg@ou.edu> 
>        Always.  How about "The Muscle Crew?"  An all-bricks villian group 
>from my campaign led by Mighty-Mite, a shrinking, DI, flying brick.  Also 
>includes Grand Slam, who carries a baseball bat with double KB. 
> 
> 
>                                     -Tim Gilberg 
 
 
All-brick teams seem rather diffuse in terms of common theme, 
in fact they and other 'same power' groups 
seem to end up going in all different directions, or they get boring. 
 
Hence the high-power merc squad 'brix', who are each 
based on super-strength, but with variations in what they can achieve- such 
as fendale, 
an alien tentacle-humanoid with 'super-clinging' powers as well as str, 
shockwave, 
a heavyworlder with powersul psycokinetic abilities, and korg, a renegade 
daemon 
who's reality-warping abilities enable him to do ridiculous things- like 
lift aircraft 
carriers without him tearing them apart, sinking into the ground, ect. 
Actually, how'd you lot model such a power? If it's assumed the gm does not 
usually 
allow high-str characters to lift things like that, what power could they 
potentially 
buy to do so anyways? I figured a limited frorm of TK, with str equal to 
half 
the str being exerted, thoughts? 
 
------------------------------ 
 
Date: Fri, 09 Apr 1999 17:54:26 -0500 
From: "Michael (Damon) & Peni Griffin" <griffin@txdirect.net> 
Subject: Re: theme villains 
 
At 05:30 PM 4/9/1999 -0400, Glen Sprigg wrote: 
>* A Native American who attacks museums and such to 'liberate' tribal 
>artifacts (no name yet). 
 
Ghost Dancer, maybe? 
 
Damon 
 
------------------------------ 
 
Date: Sat, 10 Apr 1999 09:02:09 +1000 
From: "Lockie" <jonesl@cqnet.com.au> 
Subject: Re: Heroes and Villians of Myth and Legend 
 
- -----Original Message----- 
From: gilberg@ou.edu <gilberg@ou.edu> 
>        This is causing a re-examination of the entire knowledge base of 
the 
>Aztec culture. 
> 
> 
> 
>                                                -Tim Gilberg 
 
 
. .  .based on what, native descendant oral tradition? 
*L* 
good one. . . 
 
------------------------------ 
 
Date: Fri, 09 Apr 1999 16:09:01 -0700 
From: Mark Lemming <icepirat@ix.netcom.com> 
Subject: Re: theme villains 
 
Wayne Shaw wrote: 
>  
> > 
> >Anybody got any ideas for 'theme' villains ? 
> >Villains whose crimes and m.o.  all fit one theme or have a recurring motif. 
>  
> I've got a couple: 
>  
> Checkmate, a planning mastermind type who uses chess themes for everything; 
>  
> Hangman, who uses various rope and fiber based gimmicsk, and has a martial 
> art specifically for using ropes and similar things.  He managed to escape 
> jail the first time he was captured with the help of a wet towel. :) 
 
In the first few months of GMing I ran a villian by the name of 
"The Towel Master!" with his Terry cloth agents.  15 years later, I 
still get complaints.  Amazing what a wet towel and terry cloth armor 
will do... 
 
- -Mark 
 
------------------------------ 
 
Date: Fri, 9 Apr 1999 16:15:21 -0700 
From: "Filksinger" <filkhero@usa.net> 
Subject: Re: Heroes and Villians of Myth and Legend 
 
From: Lockie <jonesl@cqnet.com.au> 
 
> From: gilberg@ou.edu <gilberg@ou.edu> 
> >        This is causing a re-examination of the entire knowledge base of 
> the 
> >Aztec culture. 
> > 
> > 
> > 
> >                                                -Tim Gilberg 
> 
> 
> .. .  .based on what, native descendant oral tradition? 
> *L* 
> good one. . . 
 
First of all, both the Aztecs and their enemies could write. Your assumption 
that they couldn't is presumptuous. 
 
For that matter, in what way is written testimony better than oral, even if 
the Spanish records were the only ones? Conquerors routinely demonize the 
conquered, so the testimony of the Spanish questionable.  There is, so far 
as I know, no known written record of anyone actually witnessing these 
executions, so the Spanish couldn't have been going on more than rumors 
themselves. And oral traditions are fairly reliable ways to track the 
essence of what happened over a considerable period of time. Researchers 
routinely rely on them for valuable, if not necessarily completely accurate, 
data. A complete lack of an oral tradition among the Aztec's enemies of 
these executions is probably more valuable as data than Spaniards who, like 
virtually all conquerors, are known to have overstated things on occasion 
for effect and support back home. 
 
Filksinger 
 
------------------------------ 
 
Date: Sat, 10 Apr 1999 09:42:19 +1000 
From: "Lockie" <jonesl@cqnet.com.au> 
Subject: Re: Heroes and Villians of Myth and Legend 
 
- -----Original Message----- 
From: Filksinger <filkhero@usa.net> 
>> 
>> .. .  .based on what, native descendant oral tradition? 
>> *L* 
>> good one. . . 
> 
>First of all, both the Aztecs and their enemies could write. Your 
assumption 
>that they couldn't is presumptuous. 
> 
 
 
. .. the post i replied to specifically noted a lack of mention of sacrifice 
in native 
oral history. 
 
>For that matter, in what way is written testimony better than oral, even if 
>the Spanish records were the only ones? Conquerors routinely demonize the 
>conquered, so the testimony of the Spanish questionable.  There is, so far 
>as I know, no known written record of anyone actually witnessing these 
>executions, so the Spanish couldn't have been going on more than rumors 
>themselves. 
 
Writing stays static. oral histories change a great deal. 
 
>And oral traditions are fairly reliable ways to track the 
>essence of what happened over a considerable period of time. 
 
essence. . . . right, i'll just go look that term up in my psychology 
textbooks *g* 
 
>Researchers 
>routinely rely on them for valuable, if not necessarily completely 
accurate, 
>data. A complete lack of an oral tradition among the Aztec's enemies of 
>these executions is probably more valuable as data than Spaniards who, like 
>virtually all conquerors, are known to have overstated things on occasion 
>for effect and support back home. 
> 
 
Yes, and that only supports my position. The spaniards 
did their lying on the spot, but it doesn't mean the oral traditions on 
the other side of the imperialism cliche didn't do it more gradually, 
over time. The situation is, in general, innacurate. Simply defining one 
set of data as more valid becasue it supports somebody's 
revisionist tendencies is not a good way to proceed. As it was my point 
was simple- oral history does not a substantive revision-quest make. 
Perhaps there are more solid issues involved, but if it's just 
word of mouth, than 'essence' is all that can be achieved. 
 
>Filksinger 
> 
> 
 
------------------------------ 
 
Date: Fri, 9 Apr 1999 17:03:44 -0700 
From: "James Jandebeur" <james@javaman.to> 
Subject: Re: Heroes and Villians of Myth and Legend 
 
Here we go again: a perfectly valid Hero systems related question has now 
become a socio-political discussion. Please take that discussion off-list, 
or bring it back around to a list-relevant discussion. 
 
JAJ, GP 
 
------------------------------ 
 
Date: Fri, 9 Apr 1999 16:55:43 -0700 (PDT) 
From: shaw@caprica.com (Wayne Shaw) 
Subject: Re: theme villains 
 
>Wayne Shaw wrote: 
>>  
>> > 
>> >Anybody got any ideas for 'theme' villains ? 
>> >Villains whose crimes and m.o.  all fit one theme or have a recurring motif. 
>>  
>> I've got a couple: 
>>  
>> Checkmate, a planning mastermind type who uses chess themes for everything; 
>>  
>> Hangman, who uses various rope and fiber based gimmicsk, and has a martial 
>> art specifically for using ropes and similar things.  He managed to escape 
>> jail the first time he was captured with the help of a wet towel. :) 
> 
>In the first few months of GMing I ran a villian by the name of 
>"The Towel Master!" with his Terry cloth agents.  15 years later, I 
>still get complaints.  Amazing what a wet towel and terry cloth armor 
>will do... 
 
Hangman is actually a semi-serious villain, his schtick just occasionally 
borders on the farcical by it's nature. 
 
------------------------------ 
 
Date: Fri, 09 Apr 1999 16:45:17 -0700 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: 5th Edition 
 
At 05:04 PM 4/9/1999 EDT, HeroGames@aol.com wrote: 
> 
>In a message dated 4/9/99 1:11:36 PM, nbymail11@mln.lib.ma.us writes: 
> 
>>My hopes for minimal typos in the 5th edition have just gone way up, by 
>>the 
>>way - hardly anyone ever spells "Svitavsky" right, even when they're just 
>>transcribing from one typed document to another.  
> 
>Remember, Steve Long is just drafting the manuscript. Bruce Harlick and I  
>still have to go through and put in all the typos. ;) 
 
   Well, just be sure you mention Bill Smitrovski's award, OK?  ;-] 
- --- 
Bob's Original Hero Stuff Page!  [Circle of HEROS member] 
   http://www.klock.com/public/users/bob.greenwade/original.htm 
Merry-Go-Round Webring -- wanna join? 
   http://www.klock.com/public/users/bob.greenwade/merrhome.htm 
 
------------------------------ 
 
Date: Fri, 09 Apr 1999 16:54:06 -0700 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Non-Lethal Weapons 
 
At 05:43 PM 4/9/1999 -0500, J. Alan Easley wrote: 
>The feature article at this site is on military use of non-lethal weapons. 
> 
>www.discover.com 
 
   While I'm betting that this overlaps a special I caught on the Discovery 
Channel two weeks ago, I will go take a look at this. 
   I also assume you mean http://www.discovery.com (The Discovery Channel) 
and not http://www.discover.com (Discover Card).  :-] 
- --- 
Bob's Original Hero Stuff Page!  [Circle of HEROS member] 
   http://www.klock.com/public/users/bob.greenwade/original.htm 
Merry-Go-Round Webring -- wanna join? 
   http://www.klock.com/public/users/bob.greenwade/merrhome.htm 
 
------------------------------ 
 
Date: Fri, 09 Apr 1999 16:51:27 -0700 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: FW: Heroes and Villians of Myth and Legend 
 
At 01:58 PM 4/9/1999 -0700, Filksinger wrote: 
>Alternately, try this. Heroes arrive in past; see desolation. Find out that 
>their arrival caused Tungusta blast, which occurred about ten minutes before 
>they arrived. Heroes work hard on fixing time machine, and believe they have 
>cured its destructive power. 
> 
>Now, destroy a city for no good reason (or a very good reason). Have heroes 
>arrive in city and think they caused the damage.:) 
 
   Ewww.... and people have called *me* evil! 
   Just because I want to have Merry Andrew reprogram a Mechanon robot into 
the world's more irresponsible practical joker....  >:-] 
- --- 
Bob's Original Hero Stuff Page!  [Circle of HEROS member] 
   http://www.klock.com/public/users/bob.greenwade/original.htm 
Merry-Go-Round Webring -- wanna join? 
   http://www.klock.com/public/users/bob.greenwade/merrhome.htm 
 
------------------------------ 
 
Date: Fri, 09 Apr 1999 17:05:21 -0700 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Scaled Activation 
 
At 04:43 PM 4/9/1999 -0400, Jason Sullivan wrote: 
>I was wondering if there would be any way to make a Scaled Activation 
>Limitation. 
> 
> For example, if you were to apply the scaled Limitation on  
>+6 RSR, 
>+1 would activate on a roll of -15 or less,  
>+2 would activate on a roll of -14 or less,  
>+3 would activate on a roll of -12 or less, 
>+4 would activate on a roll of -11 or less, 
>+5 would activate on a roll of -10 or less, and 
>+6 would activate on a roll of  -9 or less, all on the same roll. 
 
   I think you mis-used some terms there (did you mean +6 CSLs?), but if 
I'm interpreting this correctly, then I don't see why not. 
 
>Also, could you have the same Activation roll for a number of powers as a 
>0 Limitation? 
 
   Certainly.  Having a number of Powers that all Activate or not on the 
same Roll isn't really any more or less Limiting than having them each need 
a separate Roll of the dice. 
   I think, too, that Activation Rolls could be defined as working on some 
scale other than "every use." 
   Already, for example, more than one published character has a Power that 
uses an Activation Roll to see if a target is immune to it -- if the Roll 
fails, then the target is immune.  The Roll is attempted exactly once on 
each target; the Power either will work on that target, and will always 
work, or fails once and will never work. 
   Similarly, certain magical effects might have an Activation Roll to test 
whether the Power will work that day or that month. 
- --- 
Bob's Original Hero Stuff Page!  [Circle of HEROS member] 
   http://www.klock.com/public/users/bob.greenwade/original.htm 
Merry-Go-Round Webring -- wanna join? 
   http://www.klock.com/public/users/bob.greenwade/merrhome.htm 
 
------------------------------ 
 
Date: Fri, 09 Apr 1999 17:08:35 -0700 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: theme villains 
 
At 12:57 PM 4/9/1999 -0700, Wayne Shaw wrote: 
>> 
>>Anybody got any ideas for 'theme' villains ? 
>>Villains whose crimes and m.o.  all fit one theme or have a recurring motif. 
> 
>I've got a couple: 
> 
>Checkmate, a planning mastermind type who uses chess themes for everything; 
> 
>Hangman, who uses various rope and fiber based gimmicsk, and has a martial 
>art specifically for using ropes and similar things.  He managed to escape 
>jail the first time he was captured with the help of a wet towel. :) 
 
   A while back someone (I think it was Derrick Thomas, one of the Hero 
world's more underrated artists) who came up with the Candyman, whose 
gadgets are all based on a candy theme.  He even has five or six 
(apparently female) robot lackeys to help him against PCs.  Though 
originally written for a Danger International game, I see him as more of a 
Champions type.... 
- --- 
Bob's Original Hero Stuff Page!  [Circle of HEROS member] 
   http://www.klock.com/public/users/bob.greenwade/original.htm 
Merry-Go-Round Webring -- wanna join? 
   http://www.klock.com/public/users/bob.greenwade/merrhome.htm 
 
------------------------------ 
 
Date: Fri, 09 Apr 1999 17:32:18 -0700 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Non-Lethal Weapons 
 
At 04:54 PM 4/9/1999 -0700, Bob Greenwade wrote: 
>At 05:43 PM 4/9/1999 -0500, J. Alan Easley wrote: 
>>The feature article at this site is on military use of non-lethal weapons. 
>> 
>>www.discover.com 
> 
>   While I'm betting that this overlaps a special I caught on the Discovery 
>Channel two weeks ago, I will go take a look at this. 
>   I also assume you mean http://www.discovery.com (The Discovery Channel) 
>and not http://www.discover.com (Discover Card).  :-] 
 
   Please pardon my goof, everyone.  http://www.discover.com is Discover 
Magazine; Discover Card is at http://www.discovercard.com (I presume). 
- --- 
Bob's Original Hero Stuff Page!  [Circle of HEROS member] 
   http://www.klock.com/public/users/bob.greenwade/original.htm 
Merry-Go-Round Webring -- wanna join? 
   http://www.klock.com/public/users/bob.greenwade/merrhome.htm 
 
------------------------------ 
 
Date: Fri, 9 Apr 1999 19:34:42 -0500 
From: "J. Alan Easley" <alaneasley@email.com> 
Subject: Re: Non-Lethal Weapons 
 
> At 05:43 PM 4/9/1999 -0500, J. Alan Easley wrote: 
> >The feature article at this site is on military use of non-lethal 
weapons. 
> > 
> >www.discover.com 
> 
>    While I'm betting that this overlaps a special I caught on the 
Discovery 
> Channel two weeks ago, I will go take a look at this. 
>    I also assume you mean http://www.discovery.com (The Discovery Channel) 
> and not http://www.discover.com (Discover Card).  :-] 
> --- 
> 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 
> 
There may be some overlap, I would be surprised if there weren't, but I did 
mean www.discover.com which isn't the Discover Card's web site but is 
instead Discover Magazine's web site.  I have seen part of the special you 
mentioned but have yet to catch all of it. 
 
Alan 
 
------------------------------ 
 
Date: Fri, 9 Apr 1999 20:42:13 -0400 (EDT) 
From: Michael Surbrook <susano@dedaana.otd.com> 
Subject: Re: Heroes and Villians of Myth and Legend 
 
On Fri, 9 Apr 1999, Filksinger wrote: 
 
> > >        This is causing a re-examination of the entire knowledge base of 
> > the Aztec culture. 
 
> > .. .  .based on what, native descendant oral tradition? 
> > *L* 
> > good one. . . 
>  
> First of all, both the Aztecs and their enemies could write. Your assumption 
> that they couldn't is presumptuous. 
 
I would liketo comment that I recently purchased the Time Life  series 
"Myth and Mankind" that shows Aztec (and Mayan) books.  It does mention 
human scarifice and reprintings of Mayan (and Aztec) codexes show the 
same. 
 
I'm not saying Tim is incorrect, but there is some hard, - period - 
evidence to support execution of captives. 
  
- -- 
Michael Surbrook - susano@otd.com - http://www.otd.com/~susano/index.html 
 
------------------------------ 
 
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