Digest Archive vol 1 Issue 286
From: owner-champ-l-digest@sysabend.org 
Sent: Monday, April 19, 1999 8:39 PM 
To: champ-l-digest@sysabend.org 
Subject: champ-l-digest V1 #286 
 
 
champ-l-digest         Monday, April 19 1999         Volume 01 : Number 286 
 
 
 
In this issue: 
 
    Char: Omniscience 
    Re: Some help..please 
    Teleport questions 
    Re: Teleport questions 
    Damage Shield question 
    RE: Teleport questions 
    Re: Teleport questions 
    Re: Damage Shield question 
    Re: Teleport questions 
    Re: Damage Shield question 
    Re: Teleport questions 
    Re: Some help..please 
    Re: Teleport questions 
    Randomized Powers 
    RE: random effects 
    Re: Teleport questions 
    Re: Teleport questions 
    Re: Gamer's Purity Test! (Off topic - sorry!) 
    Re: Damage Shield question 
    Fwd: Re: Randomized Powers 
    RE: Type V 
    Re: Char (s) Enforcer's Incorporated 
    Re: Teleport questions 
    Re: Teleport questions 
 
---------------------------------------------------------------------- 
 
Date: Sun, 18 Apr 1999 20:50:59 -0700 
From: Chad Riley <chadriley01@sprynet.com> 
Subject: Char: Omniscience 
 
I like the name but ya gotta be pretty arrogant to name yourself "All 
- -Knowing"...... 
 
 
Omniscience 
 Val Characteristic Cost 
 10/30 Strength 0 
 15/21 Dexterity 15 
 10/30 Constitution 0 
 15/20 Body 10 
 33 Intelligence 23 
 18 Ego 16 
 18 Presence 8 
 12 Comeliness 1 
 14 Physical Defense 8 
 14 Energy Defense 8 
 5/6 Speed 19 
 14/19 Recovery 4 
 60/80 Endurance 0 
 50/70 Stun 0 
 
Characteristic Rolls: STR: 11/15-, DEX: 12/13-, CON: 11/15-, INT: 16-, 
EGO: 13-, PER: 17- 
Run: 6", Swim: 2", Jump: 6", Lift: 100kg/1600kg 
 
 Cost Powers END/Roll 
 187 Gadget Pool (150-pt Pool); Control Cost: 75; OAF: -1 
 149 Sample Gadgets in Pool 
 (50) Multipower: Force Guantlets (75-pt reserve); OIF: -½ 
 u-5 15d6 Energy Blast: Force Beam; Range: 375; Versus: PD; OIF: -½ 7 
 u-5 10d6 Energy Blast: Force Barrage; Range: 375; Versus: PD; Autofire: 
5 shots, ½; OIF: -½ 7 
 u-8 8d6 Energy Blast: Force Wave; Range: 400; Versus: PD; Area Effect 
(Any Area): 4 hexes, +1; OIF: -½ 8 
 u-5 5d6 Entangle: Force Cage (DEF 5); Entangle Backlash: +½; Range: 
375; OIF: -½ 7 
 u-5 Force Wall (17 PD/13 ED); Range: 375; Width: 15", +0; OIF: -½ 7 
 u-5 Telekinesis (STR 50); Range: 375; Manipulation: Coarse, +0; OIF: -½ 
7 
 u-1 Hand-to-Hand Attack: Force Punch (4d6, Total 10d6); Range: 0; OIF: 
- -½ 1 
 (52) Energy Absorbtion Shield; OIF: -½ 
 (30) Damage Reduction (Energy, 75% Resistant); Requires OCV vs OCV 
Roll: Seriously, -½; OIF: -½ 
 (22) 6d6 Absorption vs Energy attacks (Fade/turn, Max. 60); Linked to 
Absorbtion: -½; Cannot absorb more damage than the Amount attack was 
reduced via DR: -½; Affects: Single Power, +0; OIF: -½; 1/2 goes to 
Strength; 1/2 goes to Endurance 
 (13) 10" Teleportation: Transport Ring (Long Range 10"); OIF: -½; 
Increased Range: ×1, +0; Mass Multiplier: ×1, +0; Fixed Locations: 0; 
Floating Locations: 0 2 
 216 Battlesuit: biomesh combat suit; OIF: -½ 
 (13) +20 STR; OIF: -½ 2 
 (12) +6 DEX; OIF: -½ 
 (27) +20 CON; OIF: -½ 
 (7) +5 BODY; OIF: -½ 
 (7) +1 SPD; OIF: -½ 
 (7) +5 REC; OIF: -½ 
 (7) +20 END; OIF: -½ 
 (13) +20 STUN; OIF: -½ 
 38 Neruo Sensor web; OIF: -½ 
 (3) Enhanced Perception (all) (+1 to PER) 
 (10) High Range Radio Hearing 
 (5) Infrared Vision 
 (9) Microscopic Vision (×1000) 
 (15) Radar Sense 
 (7) Telescopic Sense (Sight, +5 to PER) 
 (3) Ultrasonic Hearing 
 (5) Ultraviolet Vision 
 (27) 15" Flight: Anti Gravity Beltharness (NC: 120"); Non-Combat 
Multiplier: ×8, +10; OIF: -½ 3 
 (30) Force Field (10 PD/10 ED); Reduced END: Zero & Persistent, 1; 
Hardened: ×1, ¼; OIF: -½ 0 
 (15) Life Support (total); Linked to Force Field: -½; OIF: -½ 
 (3) Mental Defense (9 pts); OIF: -½ 
 (7) Mind Link: With Yaggridsil (AI); Minds: One Specific Mind, +5; 
Number of Minds: 1, +0; Distance: Any, +5; Dimension: Current, +0; Link 
with: Anyone, +0; OIF: -½ 
 (3) Power Defense (5 pts); OIF: -½ 
 
 Cost Skills, Talents, Perks Roll 
 3 Absolute Time Sense 
 19 Aikido 
 (3) Throw (OCV +0, DCV +1, 6d6+v/5) 
 (3) Hold (OCV -1, DCV -1, STR 40) 
 (5) Strike (OCV +1, DCV +3, 6d6) 
 (4) Dodge (OCV --, DCV +5) 
 (4) Escape (OCV 0, DCV 0, STR 45) 
 3 Bump of Direction 
 3 Bureaucratics 13- 
 3 Computer Programming 16- 
 1 Contact: Government; Usefulness: Normal, +0 11- 
 1 Contact: Infinate man; Usefulness: Normal, +0 11- 
 1 Contact: James Caldwell (politician); Usefulness: Normal, +0 11- 
 1 Contact: Pentagon; Usefulness: Normal, +0 11- 
 1 Contact: PRIMUS; Usefulness: Normal, +0 11- 
 3 Cryptography 16- 
 3 Deduction 16- 
 10 Eidetic Memory 
 13 Electronics 16- 
 2 Engineer 16- 
 3 Forensic Medicine 16- 
 3 Inventor 16- 
 1 Knowledge Skill: Other Dimensions 11- 
 1 Knowledge Skill: Super Beings 11- 
 3 Lightning Calculator 
 13 Mechanics 16- 
 3 Scholar 
 2 Science: Aeronautics 16- 
 2 Science: Biochemistry 16- 
 2 Science: Biology 16- 
 2 Science: Chemistry 16- 
 2 Science: Computer Science 16- 
 2 Science: Cybernetics 16- 
 2 Science: Exobiology 16- 
 2 Science: Genetics 16- 
 2 Science: Mathematics 16- 
 2 Science: Medicine 16- 
 2 Science: Nuclear Physics 16- 
 2 Science: Physics 16- 
 2 Science: Robotics 16- 
 2 Science: Robotics 16- 
 1 Science: Subatomic Physics 11- 
 2 Science: Temporal Physics 16- 
 3 Scientist 
 3 Speed Reading 
 3 Systems Operation 16- 
 5 Transport Familiarities 
 (2) Ground Vehicles 
 (1) Other Air Vehicles 
 (1) Boats 
 (1) Small Spaceships 
 3 Traveler 
 3 Well-Connected 
 20 Universal Translator 16- 
 20 Vehicle: Lots: 100 
 10 Money (Wealthy) 
 40 +4 level w/Overall Level 
 
 100+ Disadvantages 
 20 Hunted: Dr Destroyer (8-); Capabilities: More Powerful, 15; 
Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; 
Actions: Hunting, ×1; Punishment: Harsh, 0 
 15 Hunted: Malachite (8-); Capabilities: As Powerful, 10; Non-combat 
Influence: Extensive, +5; Geographical Area: Unlimited, -0; Actions: 
Hunting, ×1; Punishment: Harsh, 0 
 10 Hunted: Scientific Elite (8-); Capabilities: As Powerful, 10; 
Non-combat Influence: None, +0; Geographical Area: Unlimited, -0; 
Actions: Hunting, ×1; Punishment: Harsh, 0 
 20 Arrogant, vain about intellect (Very Common, Strong) 
 15 Cannot Tell a Lie (Uncommon, Total) 
 20 Code Against Killing (Common, Total) 
 10 Public Identity: Gallelao Anderson the World's Smartest man 
 15 Reputation: World's Smartest Man (11-, Extreme) 
 10 Rivalry: Any other scientist hero/adventurer; Situation: 
Professional, 5; Position: Equal, +0; Rival: PC, +5 
 10 Watched: US Government (8-); Capabilities: More Powerful, 15; 
Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; 
Only Watching: ×½; Punishment: Harsh, 0 
 5 1d6 Unluck 
 
OCV: 7; DCV: 7; ECV: 6; Mental Def.: 9; Phases: 2, 4, 6, 8, 10, 12 
PD/rPD: 24/10; ED/rED: 24/10 
COSTS: Char.: 112 Disadv.: 150 
Powers: + 638 Base: + 100 
Total: = 750 Total: = 250 
 
Story: Gallelao Anderson is one of the most brilliant men on the planet. 
He has studied applied technologhy and medicine and is considered one of 
the top authorities on technology used by superheroes and villains. He 
joined the Lords of Justice shortly after their inception. He started 
out as a powered armor hero but eventually decided to be a strict 
gadgeteer. He gave his battle suit (the Titan) to his assistant and 
renamed himself Omniscience. 
 
Height: 187cm (6'2"), Weight: 70kg (154 lbs), Sex: Male, Age: 40, Race: 
human 
Appearance: Gallelao Anderson is a tall, thin man with silver hair and 
blue eyes. He often wears business suits or casual business attire. His 
costume consists of the Biomesh Combat Suit, which is a grey 
bodystocking, white boots, a white utility belt and a white vest with 
many pockets and snaps. He also wears black arm and leg bands that have 
many containers for his gadgets. 
 
------------------------------ 
 
Date: Mon, 19 Apr 1999 01:25:49 -0500 
From: "Daffy" <tethys@execpc.com> 
Subject: Re: Some help..please 
 
well I've only seen a hand full of the episodes of the series.. but I've 
read the two books I saw. 
 
the story is essentially that this group of 200-250 pt supers are escaping a 
vampire setting using a gate that is in fact Stargate.. and are gonna find 
themselves in the Empire that Ra left behind. 
 
 
 
 
- -----Original Message----- 
From: Lockie <jonesl@cqnet.com.au> 
To: champ-l@sysabend.org <champ-l@sysabend.org> 
Date: Monday, April 19, 1999 12:15 AM 
Subject: Re: Some help..please 
 
 
>Based on the movie, possibly have the guards armor as an oaf, to represent 
>the part where one of the goodies deactivate it. Depending on the power 
>level, the guards could really just be agent-level combatants. Also, is 
that 
>stargate, the movie and series, or just the movie? 
> 
>(note to list: i vote the name given to the baddies in the series: 
>The (phonetically spelt) gooaouled (i think) as the best baddie 
>race name, bar none. any challengers?) 
> 
> 
>-----Original Message----- 
>From: Daffy <tethys@execpc.com> 
>To: champ-l@sysabend.org <champ-l@sysabend.org> 
>Date: Monday, April 19, 1999 3:08 PM 
>Subject: Some help..please 
> 
> 
>>Hi there.. thinking about running a scenario in my champions game using 
>>Stargate as a plot.. was wondering how you would suggest doing the guards 
>>and weapons. 
>> 
>> 
>>any help would be aprreciated. 
>> 
>> 
>>:) 
>>thanks 
>> 
>> 
>> 
> 
> 
 
------------------------------ 
 
Date: Mon, 19 Apr 1999 09:48:41 -0400 
From: David Stallard <DBStallard@compuserve.com> 
Subject: Teleport questions 
 
A player in my campaign proposed two "new powers" for his character who 
already has Teleport.  Both of the ideas don't seem right to me...let me 
know what you think. 
 
* He wants to get bonuses when he half-moves next to a target and then do= 
es 
a hand-to-hand attack, because the target would be surprised by his sudde= 
n 
appearance.  I can sorta see how he'd get this idea, but it seems somewha= 
t 
unbalancing to me.  After all, if he gets it, shouldn't all teleporters g= 
et 
it?  Anyway, his proprosed mechanic is to get some offense-only combat 
skill levels that can only be used with a half-move teleport/hand-to-hand= 
 
attack combo.  I'm not sure I should allow this concept at all. 
 
 
* He wants to be able to use Teleport to blink out of existence for a spl= 
it 
second, so that missile attacks will miss him.  I don't have any problem 
with this idea, but I don't like his implementation.  He wants it to be 
defense-only combat skill levels that cost endurance (??), or something 
like that.  Wouldn't this idea fit perfectly under regular Missile 
Deflection, though?  Perhaps with the special effect (not limitation) tha= 
t 
the missiles continue on past him instead of being deflected in a new 
direction? 
 
------------------------------ 
 
Date: Mon, 19 Apr 1999 10:06:33 -0400 (EDT) 
From: arcus@webtv.net (chrisopher spoor) 
Subject: Re: Teleport questions 
 
My Nightcrawler / Spiderman amalgram has both these powers also, and I 
think I got the dodge from a Cheshire Cat write-up. As long as the 
player's not trying for free levels and is under your campaign CV limits 
I don't see the problem. Now if they try to get free surprise bonuses 
for teleporting attacks or claim to always attack from behind you may 
have a problem, or me in your game   [:8) 
 
------------------------------ 
 
Date: Mon, 19 Apr 1999 07:26:50 -0700 
From: Prodipto Roy <proy@MICROSOFT.com> 
Subject: Damage Shield question 
 
I would really like to make a character that has a single damage shield that 
works against both physical and Ego attacks.  I've futzing around with 
advantages and limitations, but haven't come up with anything satisfactory. 
How would I go about doing this.  I'd really like to avoid making two 
different Damage Shields. 
 
- --Pro 
 
------------------------------ 
 
Date: Mon, 19 Apr 1999 10:21:11 -0700 
From: "David W. Salmon" <dwsalmon@earthlink.net> 
Subject: RE: Teleport questions 
 
Just buy skill levels with the appropriate limitations/advantages 
 
levels for DCV ... "Costs END", maybe "Requires Perception Roll" to perceive 
threat/attack, special effect is he just blinks out of existence for a 
second so the attack misses. Sometimes his timing might be off and he would 
get hit. 
 
levels for OCV in HTH ... only if 1/2 move T-port done first (-1/2) 
 
Dave 
 
 
- -----Original Message----- 
From: owner-champ-l@sysabend.org [mailto:owner-champ-l@sysabend.org]On 
Behalf Of David Stallard 
Sent: Monday, April 19, 1999 6:49 AM 
Cc: [unknown] 
Subject: Teleport questions 
 
 
A player in my campaign proposed two "new powers" for his character who 
already has Teleport.  Both of the ideas don't seem right to me...let me 
know what you think. 
 
* He wants to get bonuses when he half-moves next to a target and then does 
a hand-to-hand attack, because the target would be surprised by his sudden 
appearance.  I can sorta see how he'd get this idea, but it seems somewhat 
unbalancing to me.  After all, if he gets it, shouldn't all teleporters get 
it?  Anyway, his proprosed mechanic is to get some offense-only combat 
skill levels that can only be used with a half-move teleport/hand-to-hand 
attack combo.  I'm not sure I should allow this concept at all. 
 
* He wants to be able to use Teleport to blink out of existence for a split 
second, so that missile attacks will miss him.  I don't have any problem 
with this idea, but I don't like his implementation.  He wants it to be 
defense-only combat skill levels that cost endurance (??), or something 
like that.  Wouldn't this idea fit perfectly under regular Missile 
Deflection, though?  Perhaps with the special effect (not limitation) that 
the missiles continue on past him instead of being deflected in a new 
direction? 
 
------------------------------ 
 
Date: Mon, 19 Apr 1999 10:30:47 -0400 
From: Geoff Speare <geoff@igcn.com> 
Subject: Re: Teleport questions 
 
>A player in my campaign proposed two "new powers" for his character who 
>already has Teleport.  Both of the ideas don't seem right to me...let me 
>know what you think. 
> 
>* He wants to get bonuses when he half-moves next to a target and then does 
>a hand-to-hand attack, because the target would be surprised by his sudden 
>appearance.  I can sorta see how he'd get this idea, but it seems somewhat 
>unbalancing to me.  After all, if he gets it, shouldn't all teleporters get 
>it?  Anyway, his proprosed mechanic is to get some offense-only combat 
>skill levels that can only be used with a half-move teleport/hand-to-hand 
>attack combo.  I'm not sure I should allow this concept at all. 
 
As a note, since the character could half-move teleport behind a foe he is 
already fighting and get the bonus, I would give a -0 Limitation for "can 
only be used with a half-move teleport". 
 
>* He wants to be able to use Teleport to blink out of existence for a split 
>second, so that missile attacks will miss him.  I don't have any problem 
>with this idea, but I don't like his implementation.  He wants it to be 
>defense-only combat skill levels that cost endurance (??), or something 
>like that.  Wouldn't this idea fit perfectly under regular Missile 
>Deflection, though?  Perhaps with the special effect (not limitation) that 
>the missiles continue on past him instead of being deflected in a new 
>direction? 
 
For both of these, don't forget that if you put limitations on Skill 
Levels, they have to be 5 point or higher levels. 
 
They both seem like reasonable special effects for a Teleporter, but it 
sounds like the player is very interesting in getting his CV up. If his CV 
with these two powers would be too high for your campaign, or too close to 
CV-specialists, you might want to suggest he buys them differently. 
 
Geoff Speare 
 
------------------------------ 
 
Date: 19 Apr 1999 10:38:29 -0400 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: Damage Shield question 
 
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Hash: SHA1 
 
* Prodipto Roy <proy@MICROSOFT.com>  on Mon, 19 Apr 1999 
| I would really like to make a character that has a single damage shield 
| that works against both physical and Ego attacks. 
 
Nope, sorry, you cannot do that.  If you make a Damage Shield work against 
mental powers, it will not work with other powers.  You are going to have 
to buy it twice to get the effect. 
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- --  
Rat <ratinox@peorth.gweep.net>    \ Do not use Happy Fun Ball on concrete. 
Minion of Nathan - Nathan says Hi! \  
PGP Key: at a key server near you!  \  
 
------------------------------ 
 
Date: 19 Apr 1999 10:39:55 -0400 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: Teleport questions 
 
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* David Stallard <DBStallard@compuserve.com>  on Mon, 19 Apr 1999 
| * He wants to get bonuses when he half-moves next to a target and then does 
| a hand-to-hand attack, because the target would be surprised by his 
| sudden appearance. 
 
That is just a Suprise Maneuver bonus, which is already covered. 
 
| * He wants to be able to use Teleport to blink out of existence for a split 
| second, so that missile attacks will miss him.  I don't have any problem 
| with this idea, but I don't like his implementation.  He wants it to be 
| defense-only combat skill levels that cost endurance (??), or something 
| like that. 
 
Works for me.  In fact, I have suggested that mechanic at least once 
before. 
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- --  
Rat <ratinox@peorth.gweep.net>    \ Caution: Happy Fun Ball may suddenly 
Minion of Nathan - Nathan says Hi! \ accelerate to dangerous speeds. 
PGP Key: at a key server near you!  \  
 
------------------------------ 
 
Date: Mon, 19 Apr 1999 07:40:19 -0700 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Damage Shield question 
 
At 07:26 AM 4/19/1999 -0700, Prodipto Roy wrote: 
>I would really like to make a character that has a single damage shield that 
>works against both physical and Ego attacks.  I've futzing around with 
>advantages and limitations, but haven't come up with anything satisfactory. 
>How would I go about doing this.  I'd really like to avoid making two 
>different Damage Shields. 
 
   I think you'll be stuck with making two (though you can always Link them 
together, using whatever procedure you think is proper for Linked). 
- --- 
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, 19 Apr 1999 07:35:22 -0700 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Teleport questions 
 
At 01:42 PM 4/19/1999 GMT, <owner-champ-l@sysabend.org> wrote: 
>From: David Stallard <DBStallard@compuserve.com> 
>Subject: Teleport questions 
>Cc: "[unknown]" <champ-l-digest@sysabend.org> 
> 
>A player in my campaign proposed two "new powers" for his character who 
>already has Teleport.  Both of the ideas don't seem right to me...let me 
>know what you think. 
> 
>* He wants to get bonuses when he half-moves next to a target and then does 
>a hand-to-hand attack, because the target would be surprised by his sudden 
>appearance.  I can sorta see how he'd get this idea, but it seems somewhat 
>unbalancing to me.  After all, if he gets it, shouldn't all teleporters get 
>it?  Anyway, his proprosed mechanic is to get some offense-only combat 
>skill levels that can only be used with a half-move teleport/hand-to-hand 
>attack combo.  I'm not sure I should allow this concept at all. 
 
   It actually doesn't sound too bad to me.  Think of it not so much as a 
natural extension of Teleportation as a Power, as a special technique that 
the character has developed for his own Teleportation.  Perhaps (for 
example) he's figured out a way to do the "windup" of his attack before he 
teleports, whereas most teleporters just teleport and then do any "windup" 
afterward.  The reduction of available response time for the target is what 
accounts for the OCV bonus. 
   You might consider adding a Required Skill Roll to the mix, though. 
   And yes, this is something that should become *available* to all 
teleporters, though they shouldn't get it automatically. 
 
>* He wants to be able to use Teleport to blink out of existence for a split 
>second, so that missile attacks will miss him.  I don't have any problem 
>with this idea, but I don't like his implementation.  He wants it to be 
>defense-only combat skill levels that cost endurance (??), or something 
>like that.  Wouldn't this idea fit perfectly under regular Missile 
>Deflection, though?  Perhaps with the special effect (not limitation) that 
>the missiles continue on past him instead of being deflected in a new 
>direction? 
 
   It could fit under Missile Deflection, but it could be DCV Levels that 
Cost END too.  In fact, if he didn't start with the ability, I'd want him 
to start with the DCV Levels and then move up to MD.  I kinda see MD as 
"blinking out" to avoid specific missiles, while the DCV thing is just 
"blinking out" at random and hoping it works. 
- --- 
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, 19 Apr 1999 06:59:15 -0700 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Some help..please 
 
At 03:21 PM 4/19/1999 +1000, Lockie wrote: 
>Based on the movie, possibly have the guards armor as an oaf, to represent 
>the part where one of the goodies deactivate it. Depending on the power 
>level, the guards could really just be agent-level combatants. Also, is that 
>stargate, the movie and series, or just the movie? 
> 
>(note to list: i vote the name given to the baddies in the series: 
>The (phonetically spelt) gooaouled (i think) as the best baddie 
>race name, bar none. any challengers?) 
 
   I'm not challenging it.  And I think it's spelled Gao'uld. 
- --- 
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, 19 Apr 1999 14:53:41 -0400 
From: Mike Christodoulou <Cypriot@Concentric.net> 
Subject: Re: Teleport questions 
 
At 09:48 AM 4/19/99 -0400, David Stallard wrote: 
>* He wants to get bonuses when he half-moves next to a target and then does 
>a hand-to-hand attack, because the target would be surprised by his sudden 
>appearance.  I can sorta see how he'd get this idea, but it seems somewhat 
>unbalancing to me.  After all, if he gets it, shouldn't all teleporters get 
>it?  Anyway, his proprosed mechanic is to get some offense-only combat 
>skill levels that can only be used with a half-move teleport/hand-to-hand 
>attack combo.  I'm not sure I should allow this concept at all. 
> 
 
A teleporter sneaking up on an opponent is good for a "Surprise Maneuver". 
However, once he has used it against a particular opponent or team (or  
for that matter, anyone who has watched the battle or knows the hero's 
reputation), they can be prepared for it the next time.  It's probably  
only good once or twice before it becomes an expected tactic that the 
target is allowed to prepare for. 
 
The way I'd play it is that the teleporter makes some kind of noise or 
disturbance (apparent to 3 senses, remember?) as he pops in.  Once the  
opponent figures out what this sound is, he will no longer be surprised. 
 
Now, if the character wants to pay extra points for a mechanism that  
makes his surprise factor a little bit more effective, there should be 
no problem in that.  Purchasing an OCV skill level that "looks like a  
surprise maneuver" is perfectly acceptable. 
 
 
 
>* He wants to be able to use Teleport to blink out of existence for a split 
>second, so that missile attacks will miss him.   
 
Just call it a Dodge.  Let him buy all the DCV levels he wants (within 
your own campaign limits of course), and let him use the Abort mechanism 
(assuming he has a move to abort).  "Blinking out" is just the special 
effect of his dodge. 
 
 
 
======================  ================================================= 
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, 19 Apr 1999 12:52:52 -0700 
From: Christopher Taylor <ctaylor@viser.net> 
Subject: Randomized Powers 
 
I would love to hear your thoughts on a power that has random effects, such 
as a Multipower that you cannot control which slot takes effect, or a power 
that grants you a range of effect (1-6D6 blast, for example).  I would 
think that it would have a sliding scale of limiters, but maybe its just a 
wierd uncontrolled variant?  How have any of you handled this? 
 
- -------------------------------------------------------------------------- 
Sola Gracia		Sola Scriptura		Sola Fide 
Soli Gloria Deo    	Solus Christus		Corum Deo 
- -------------------------------------------------------------------------- 
 
------------------------------ 
 
Date: Mon, 19 Apr 1999 13:57:50 -0700 
From: Christopher Taylor <ctaylor@viser.net> 
Subject: RE: random effects 
 
>I've done the range of results as a -1 limitation on the power,  
>reasoning that since the average result will be half the max, it's  
>analagous to an 11- activation. You can even scale it with activation  
>rolls, so that 1d6 has no lim, +1d6 has a 14-, +1d6 has a 11-, and  
>+1d6 has a 8-. It works out to pretty much the same as as -1 lim. 
 
Makes sense, yeah I thought something like that would work. 
 
>The random MP slot dilemma has bugged me for a while. There should be  
>a way to put a lim on an MP pool without it affecting the slots.  
>Right now, there's no way to put a lim related to the way that slots  
>act (only change between adventures, random change, only change at  
>lab, etc.) without having the lim ripple down to the slots, which  
>aren't really affected by it. 
 
Yeah, the multipower main pool is NOT limited by a random effect, it gets  
the full active cost no matter what, you just aren't sure WHAT active cost  
in powers. Im not sure a -1/2 is sufficient, its a puzzler.... maybe a  
variant on multipower at all? hmmm 
 
 
- -------------------------------------------------------------------------- 
Sola Gracia		Sola Scriptura		Sola Fide 
Soli Gloria Deo    	Solus Christus		Corum Deo 
- -------------------------------------------------------------------------- 
 
------------------------------ 
 
Date: Mon, 19 Apr 1999 13:56:39 -0700 
From: Derek Hiemforth <derekfnord@geocities.com> 
Subject: Re: Teleport questions 
 
At 6:48 AM -0700 4/19/99, David Stallard wrote: 
>* He wants to get bonuses when he half-moves next to a target and then does 
>a hand-to-hand attack, because the target would be surprised by his sudden 
>appearance.  I can sorta see how he'd get this idea, but it seems somewhat 
>unbalancing to me.  After all, if he gets it, shouldn't all teleporters get 
>it?  Anyway, his proprosed mechanic is to get some offense-only combat 
>skill levels that can only be used with a half-move teleport/hand-to-hand 
>attack combo.  I'm not sure I should allow this concept at all. 
 
   I think this effect can/should be simulated without him buying any 
Power at all.  If he Teleports near someone and they weren't expecting 
it (especially if he's not in the field of perception of one of their 
targeting senses), then they should have to make a Perception Roll (maybe 
even at penalties, depending on the situation) or suffer the consequences 
of being Surprised in combat.  (Half DCV)  I normally run it that if a 
Teleporter shows up unexpectedly, but he's in the field of perception of 
a targeting sense of the target's, then the target makes a normal PER Roll. 
If he teleports near the target in such a way that he's not in the field 
of perception of a targeting sense (such as teleporting behind someone 
whose only targeting sense is normal sight), then the target makes a PER 
Roll at -3 to -5 depending on circumstances. 
 
>* He wants to be able to use Teleport to blink out of existence for a split 
>second, so that missile attacks will miss him.  I don't have any problem 
>with this idea, but I don't like his implementation.  He wants it to be 
>defense-only combat skill levels that cost endurance (??), or something 
>like that.  Wouldn't this idea fit perfectly under regular Missile 
>Deflection, though?  Perhaps with the special effect (not limitation) that 
>the missiles continue on past him instead of being deflected in a new 
>direction? 
 
   I agree with you.  Missile Deflection seems the proper way to simulate 
this effect. 
 
- - Derek 
 
------------------------------ 
 
Date: Mon, 19 Apr 1999 14:13:50 -0700 (PDT) 
From: shaw@caprica.com (Wayne Shaw) 
Subject: Re: Teleport questions 
 
>A player in my campaign proposed two "new powers" for his character who 
>already has Teleport.  Both of the ideas don't seem right to me...let me 
>know what you think. 
> 
>* He wants to get bonuses when he half-moves next to a target and then does 
>a hand-to-hand attack, because the target would be surprised by his sudden 
>appearance.  I can sorta see how he'd get this idea, but it seems somewhat 
>unbalancing to me.  After all, if he gets it, shouldn't all teleporters get 
>it?  Anyway, his proprosed mechanic is to get some offense-only combat 
>skill levels that can only be used with a half-move teleport/hand-to-hand 
>attack combo.  I'm not sure I should allow this concept at all. 
> 
 
I'd at least want there to be Invisible Power Effects on the teleport before 
I'd buy this one. 
 
>* He wants to be able to use Teleport to blink out of existence for a split 
>second, so that missile attacks will miss him.  I don't have any problem 
>with this idea, but I don't like his implementation.  He wants it to be 
>defense-only combat skill levels that cost endurance (??), or something 
>like that.  Wouldn't this idea fit perfectly under regular Missile 
>Deflection, though?  Perhaps with the special effect (not limitation) that 
>the missiles continue on past him instead of being deflected in a new 
>direction? 
 
I don't see any problem with either, personally.  The problem with the 
Missile Deflect is that it requires aborting to the manuever or having a 
saved action.  If he doesn't want to deal with that, levels against ranged 
attacks don't seem out of line to me.  If he's going to put them on Costs 
Endurance though, he'll have to use full DCV levels (5 point cost) which 
means he's not going to save anything off the costs Endurance. 
 
------------------------------ 
 
Date: Mon, 19 Apr 1999 14:33:58 -0700 (PDT) 
From: Dale Ward <daleaward@rocketmail.com> 
Subject: Re: Gamer's Purity Test! (Off topic - sorry!) 
 
Greetings! 
 
     I finally got around to taking the test... got 41% pure, 59% corrupted.  
I thought for sure I was more corrupted than THAT! 
 
     As for "What's New", my favorite part was the running gag about "Sex in 
D&D".  I also liked the little purple dragon... *GROWF?!?* 
 
Dale A. Ward 
~Madness Takes It's Toll! 
 Exact Change Only, Please...~ 
 
_________________________________________________________ 
DO YOU YAHOO!? 
Get your free @yahoo.com address at http://mail.yahoo.com 
 
------------------------------ 
 
Date: Mon, 19 Apr 1999 14:25:13 -0700 (PDT) 
From: shaw@caprica.com (Wayne Shaw) 
Subject: Re: Damage Shield question 
 
>I would really like to make a character that has a single damage shield that 
>works against both physical and Ego attacks.  I've futzing around with 
>advantages and limitations, but haven't come up with anything satisfactory. 
>How would I go about doing this.  I'd really like to avoid making two 
>different Damage Shields. 
 
Just call it an additional +1 Advantage and move on.  It's a little cheaper 
than buying two would be, but by the time you bought two and linked them, I 
doubt there'd be that much cost difference. 
 
------------------------------ 
 
Date: Mon, 19 Apr 1999 15:19:22 -0700 
From: Christopher Taylor <ctaylor@viser.net> 
Subject: Fwd: Re: Randomized Powers 
 
>Date: Mon, 19 Apr 1999 14:37:33 -0600 (MDT) 
>From: <dave.haymaker@pop3.win.net> 
>To: ctaylor@viser.net 
>Cc:  
>Subject: Re: Randomized Powers 
> 
>>I would love to hear your thoughts on a power that has random  
>>effects, such as a Multipower that you cannot control which slot  
>>takes effect, or a power that grants you a range of effect (1-6D6  
>>blast, for example).  I would think that it would have a sliding  
>>scale of limiters, but maybe its just a wierd uncontrolled variant?   
>>How have any of you handled this? 
> 
>I've done the range of results as a -1 limitation on the power,  
>reasoning that since the average result will be half the max, it's  
>analagous to an 11- activation. You can even scale it with activation  
>rolls, so that 1d6 has no lim, +1d6 has a 14-, +1d6 has a 11-, and  
>+1d6 has a 8-. It works out to pretty much the same as as -1 lim. 
> 
>45 18d6 EB, random power level -1 (roll 3d6 to determine effect) 
> 
>If it's based on a skill roll instead of an activation, give it the  
>same -1 lim, so that the user can 'target' a power level (like 10d6)  
>and roll a skill, modified by situational mods and change amount (-1  
>per 10 AP). RASR tends to average out to the same power level of an  
>activation roll (since some modifiers can be controlled, but the  
>amount of change affects the outcome, too). 
> 
>The random MP slot dilemma has bugged me for a while. There should be  
>a way to put a lim on an MP pool without it affecting the slots.  
>Right now, there's no way to put a lim related to the way that slots  
>act (only change between adventures, random change, only change at  
>lab, etc.) without having the lim ripple down to the slots, which  
>aren't really affected by it. 
> 
>My advice is to limit the MP but not the slots. For example, 
> 
>40 MP (60 point base), random slot change -1/2 (user controls when to  
>change, but not result of change) 
>6u 1: 12d6 EB 
>6u 2: 12d6 EB, stun only 
>6u 3: 4d6 RKA 
>6u 4: 8d6 EB, explosion 
>6u 5: 6" Darkness 
>6u 6: 6d6 Entangle 
> 
>The slots above pay full cost, even though the MP gets a cost break. 
> 
> 
>Dave Mattingly 
>http://haymaker.org 
> 
> 
>-- 
>Sent by Pop3Now, http://www.pop3now.com 
>(c) 1998,1999 Cave Creations Corp. All rights reserved. 
>  
 
- -------------------------------------------------------------------------- 
Sola Gracia		Sola Scriptura		Sola Fide 
Soli Gloria Deo    	Solus Christus		Corum Deo 
- -------------------------------------------------------------------------- 
 
------------------------------ 
 
Date: Mon, 19 Apr 1999 18:12:33 EDT 
From: MWStrong@aol.com 
Subject: RE: Type V 
 
You should change the "magic resistance" to use the dispel power instead of  
supress.  Dispel is an attack power like supress that can be used with damage  
shield, but there two technical differences, and a difference in the effect: 
1)  One can abort to dispel an incoming attack, supress cannot. 
 
2)  Supress effects the power, not the attack, so when the attack is made, it  
effects the target, then the power that made the attack is effected. 
 
3)  supress is a little at a time, while dispel is "all or nothing" like the  
real "magic res". 
 
otherwise, it looks fine. 
 
------------------------------ 
 
Date: Mon, 19 Apr 1999 15:56:53 -0700 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Char (s) Enforcer's Incorporated 
 
At 10:15 PM 4/17/1999 -0700, Chad Riley wrote: 
>This is an update of several characters that have been a part of the 
>Champions Universe almost since its inseption (with one exception). I 
>recently decided to carve out a Universe of my own based on the 
>Champions Universe and decided to post some of my characters to see a) 
>generally what do you think and b) how can I drop some costs? My 
>characters seem to cost hundreds of points and still (generally) fall 
>into the 50-75 active point costs, oh well. Anyway, here is the group 
>origin (sketchy) followed by the posts themselves.... 
 
   I'm going to pass on (a), since I'm rather more enamoured of the 
original Champions Universe than the average Champions player, and as such 
wouldn't be able to give a properly objective assessment. 
   As for (b), those years of experience (mentioned in a part of your post 
that I cut before I realized I'd need it) would account for the 250 
Experience Points that most of these guys have.  You've broadened them by 
quite a bit (certainly more than Steve Long did for Green Dragon, though he 
also gave a reason why).  On the whole, I like what you've done. 
   That said, I do rather wish that you'd waited a little while to present 
those other characters.  Currently those guys are now all mixed up with the 
Enforcers, so I'm going to have to read carefully to tell which is which.... 
- --- 
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: Tue, 20 Apr 1999 10:20:59 +1000 
From: "Lockie" <jonesl@cqnet.com.au> 
Subject: Re: Teleport questions 
 
- -----Original Message----- 
From: David Stallard <DBStallard@compuserve.com> 
 
>A player in my campaign proposed two "new powers" for his character who 
>already has Teleport.  Both of the ideas don't seem right to me...let me 
>know what you think. 
> 
>* He wants to get bonuses when he half-moves next to a target and then does 
>a hand-to-hand attack, because the target would be surprised by his sudden 
>appearance.  I can sorta see how he'd get this idea, but it seems somewhat 
>unbalancing to me.  After all, if he gets it, shouldn't all teleporters get 
>it? 
 
Not all bricks have a 'rend' hka, and not all speedsters have ae tk. 
Balance aside, it makes a lot of sense to me. 
 
>Anyway, his proprosed mechanic is to get some offense-only combat 
>skill levels that can only be used with a half-move teleport/hand-to-hand 
>attack combo.  I'm not sure I should allow this concept at all. 
> 
 
Skill level bonus's are tricky, but how many levels? If it's only say, 
three, 
it might be ok. 
 
>* He wants to be able to use Teleport to blink out of existence for a split 
>second, so that missile attacks will miss him.  I don't have any problem 
>with this idea, but I don't like his implementation.  He wants it to be 
>defense-only combat skill levels that cost endurance (??), or something 
>like that.  Wouldn't this idea fit perfectly under regular Missile 
>Deflection, though?  Perhaps with the special effect (not limitation) that 
>the missiles continue on past him instead of being deflected in a new 
>direction? 
> 
 
That's a plan. It also takes time to use like a block, iir. 
 
------------------------------ 
 
Date: Mon, 19 Apr 1999 19:42:12 -0500 
From: Ross Rannells <rossrannells@worldnet.att.net> 
Subject: Re: Teleport questions 
 
David Stallard wrote: 
 
> A player in my campaign proposed two "new powers" for his character who 
> already has Teleport.  Both of the ideas don't seem right to me...let me 
> know what you think. 
> 
> * He wants to get bonuses when he half-moves next to a target and then does 
> a hand-to-hand attack, because the target would be surprised by his sudden 
> appearance.  I can sorta see how he'd get this idea, but it seems somewhat 
> unbalancing to me.  After all, if he gets it, shouldn't all teleporters get 
> it?  Anyway, his proprosed mechanic is to get some offense-only combat 
> skill levels that can only be used with a half-move teleport/hand-to-hand 
> attack combo.  I'm not sure I should allow this concept at all. 
> 
> * He wants to be able to use Teleport to blink out of existence for a split 
> second, so that missile attacks will miss him.  I don't have any problem 
> with this idea, but I don't like his implementation.  He wants it to be 
> defense-only combat skill levels that cost endurance (??), or something 
> like that.  Wouldn't this idea fit perfectly under regular Missile 
> Deflection, though?  Perhaps with the special effect (not limitation) that 
> the missiles continue on past him instead of being deflected in a new 
> direction? 
 
These seem to be perfectly reasonable uses for skill levels based on 
a power to me.  Let him apply a 1/2 disadvantage to the cost of the 
skill levels and make him pay the endurance for the teleport every time 
he uses either skill. 
 
------------------------------ 
 
End of champ-l-digest V1 #286 
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