Digest Archive vol 1 Issue 293
From: owner-champ-l-digest@sysabend.org 
Sent: Tuesday, April 27, 1999 6:09 AM 
To: champ-l-digest@sysabend.org 
Subject: champ-l-digest V1 #293 
 
 
champ-l-digest         Tuesday, April 27 1999         Volume 01 : Number 293 
 
 
 
In this issue: 
 
    Re: The Arachnid (was Archetype Clone Force, Attack!) 
    Re: Power Construct: Mutant Sound Control 
    Re: CHAR: Type V Demon 
    Re: fire extinguisher 
    RE: VPP  question ... 
    Re: VPP  question ... 
    Re: CHAR: Type V Demon 
    Re: fire extinguisher 
    Re: POWER: Air Walking (with perhaps the longest Limitation in Champions history) 
    Re: The Arachnid (was Archetype Clone Force, Attack!) 
    RE: Discriminatory IR 
    Re: fire extinguisher 
    Re: The Arachnid (was Archetype Clone Force, Attack!) 
    Re: The Arachnid (was Archetype Clone Force, Attack!) 
    Re: The Arachnid (was Archetype Clone Force, Attack!) 
    Re: The Arachnid (was Archetype Clone Force, Attack!) 
    CHAR: Remorhaz 
    unsubscribing 
    Champs: Multipower advancement 
    Re: Champs: Multipower advancement 
    Re: The Arachnid (was Archetype Clone Force, Attack!) 
 
---------------------------------------------------------------------- 
 
Date: Mon, 26 Apr 1999 00:33:53 -0500 
From: Lance Dyas <lancelot@radiks.net> 
Subject: Re: The Arachnid (was Archetype Clone Force, Attack!) 
 
Yes spidey even uses it to wander around the city and find crimes, as he swings 
by the danger isnt even always to himself... now that is a major power. 
 
Lance 
 
Christopher Taylor wrote: 
 
> >Danger Sense is expensive.  I might eliminate it all together... but just 
> >in case there are extra points, what do you think is "Spidey Grade" Danger 
> >Sense? 
> 
> In Spidey's case the danger sense is a very major power, he uses it to 
> track people, sense lies, etc, at the whim of the writers.  Its worth a lot 
> of points, 60 seems like a lot but it would cover him nicely. 
> 
> -------------------------------------------------------------------------- 
> Sola Gracia             Sola Scriptura          Sola Fide 
> Soli Gloria Deo         Solus Christus          Corum Deo 
> -------------------------------------------------------------------------- 
 
------------------------------ 
 
Date: Sun, 25 Apr 99 11:20:06  
From: "qts" <qts@nildram.co.uk> 
Subject: Re: Power Construct: Mutant Sound Control 
 
On Sun, 18 Apr 1999 02:45:27 -0400 (EDT), Jason Sullivan wrote: 
 
> 
>Does this look OK? 
> 
>25	EC: Mutant Sound Control 
>a-22	2d6 Supress, All Sound Based SFX (+2), AoE Radius (+1), Personal 
>	Immunity (+1/4), 0 END (+1/2), Uncontrolled (+1/2); Reduced by Range 
>	(-1/4) 
>b-25	3d6 Dispel, All Sound Based SFX (+2), 0 END (+1), Autofire  
>	(+1 1/2) 
>c-15	Missile Deflection (All Attacks), Ranged (+1); Only vs. Sound 
>	Attacks (-2); +5 Missile Deflection 
 
The first two look like a waste of points. I mean, with the first, 
you're reducing an attack by a whole *7* AP. As for the second, well, 
how many powers are there under 18 AP that this would affect? Dispel 
isn't a cumulative attack. 
 
qts 
 
Home: qts@nildram.co.uk. 
 
------------------------------ 
 
Date: Sun, 25 Apr 99 11:14:28  
From: "qts" <qts@nildram.co.uk> 
Subject: Re: CHAR: Type V Demon 
 
On Sat, 24 Apr 1999 08:54:24 -0400 (EDT), Michael Surbrook wrote: 
 
>On Sat, 24 Apr 1999, qts wrote: 
> 
>> >110	Magical Resistance: Suppress: 12d6 vs Any single power with a 
>> >	magical  SFX (+1/4), Damage Shield (+1/2), 0 END (+1/2), 
>> >	Persistent (+1/2), Always On (-1/2) 
>>  
>> Shouldn't this be vs All (+2) and have Personal Immunity? And in ADD 
>> you can lower your Magic Resistance voluntarily, so Always On doesn't 
>> apply. 
> 
>Actually, I changed this to Dispel.  Thus, it will affect any incoming 
>spell not every spell the caster has.  Now, as to Persoal Immunity, you 
>don't need that for a Damage Shield (AFAIK).  As to lowering your Magic 
>Resistance, I didn't know that about AD&D (I think that rule came a lot 
>later). 
 
It was always there - after all, how else are you going to cast a spell 
on yourself? 
 
qts 
 
Home: qts@nildram.co.uk. 
 
------------------------------ 
 
Date: Sun, 25 Apr 99 11:48:07  
From: "qts" <qts@nildram.co.uk> 
Subject: Re: fire extinguisher 
 
On Sat, 24 Apr 1999 16:27:14 -0700, Bob Greenwade wrote: 
 
>At 04:40 PM 4/24/1999, qts wrote: 
>>On Mon, 12 Apr 1999 01:41:27 -0400, geoff heald wrote: 
>> 
>>>At 11:24 PM 4/10/99, you wrote: 
>>>>On Fri, 09 Apr 1999 22:22:09 -0400, geoff heald wrote: 
>>>> 
>>>>>IMO and I don't have my BBB here.   
>>>>>Of course, in Star Trek (TNG) they use force fields to put out fires by 
>>>>>squishing them (telekinesis).  It requires that tk be airtight (at 
>least to 
>>>>>the edge of it's effect), but..... 
>>>> 
>>>>That's Force Wall, not TK. 
>> 
>>>Well, I'd call it TK.  The idea is to push down on the fire.  Admittedly, 
>>>the thing you're pushing down is very like a force wall, but since it isn't 
>>>stationary, I thought it would be TK.   
>>>Just like stamping out the fire, but using telekinetic "feet". 
>> 
>>That's the SFX, surely? The *mechanism* is Force Wall. 
> 
>   No, the mechanism would be Dispel. 
 
How so? You're depriving the fire of oxygen, so it goes out. 
qts 
 
Home: qts@nildram.co.uk. 
 
------------------------------ 
 
Date: Sun, 25 Apr 99 11:26:07  
From: "qts" <qts@nildram.co.uk> 
Subject: RE: VPP  question ... 
 
On Wed, 14 Apr 1999 14:11:19 -0400, Brian Wawrow wrote: 
 
>Okay. Assuming that's accurate, what is the functional difference between 
>'Delayed Effect' and 'Trigger'?  
 
Trigger is for modelling fire-and-forget things like a tripwire or a 
potion (cast the spell creating the potion, Trigger it by drinking it) 
or a scroll (Trigger= being read) 
 
Delayed effect is for modelling things like a spell which can be 
unleashed at a moment's notice, especially when spells have long 
casting times. 
 
The FH sourcebook goes into detail. 
qts 
 
Home: qts@nildram.co.uk. 
 
------------------------------ 
 
Date: Sun, 25 Apr 99 11:26:56  
From: "qts" <qts@nildram.co.uk> 
Subject: Re: VPP  question ... 
 
On Wed, 14 Apr 1999 13:32:14 -0700, David W. Salmon wrote: 
 
>Hi folks, 
> 
>Quick question for you all. I am not sure if this topic has been talked 
>about before. If it has, please excuse the repeat. 
> 
>If I use all of the points in my VPP to create, say, a triggered explosion 
>on a door. The trigger being opening the door without saying "open-says-me". 
>Are all of VPP points locked out or can I go ahead and do other things with 
>my VPP ? Thanks in advance for your help. 
 
Yes, you can switch the points out of the Trigger spell. 
qts 
 
Home: qts@nildram.co.uk. 
 
------------------------------ 
 
Date: Mon, 26 Apr 1999 09:44:29 -0400 (EDT) 
From: Michael Surbrook <susano@dedaana.otd.com> 
Subject: Re: CHAR: Type V Demon 
 
On Sun, 25 Apr 1999, qts wrote: 
 
> >> >110	Magical Resistance: Suppress: 12d6 vs Any single power with a 
> >> >	magical  SFX (+1/4), Damage Shield (+1/2), 0 END (+1/2), 
> >> >	Persistent (+1/2), Always On (-1/2) 
> >>  
> >> Shouldn't this be vs All (+2) and have Personal Immunity? And in ADD 
> >> you can lower your Magic Resistance voluntarily, so Always On doesn't 
> >> apply. 
> > 
> >Actually, I changed this to Dispel.  Thus, it will affect any incoming 
> >spell not every spell the caster has.  Now, as to Persoal Immunity, you 
> >don't need that for a Damage Shield (AFAIK).  As to lowering your Magic 
> >Resistance, I didn't know that about AD&D (I think that rule came a lot 
> >later). 
>  
> It was always there - after all, how else are you going to cast a spell 
> on yourself? 
 
Personal Immunity will be added. 
 
- -- 
Michael Surbrook - susano@otd.com - http://www.otd.com/~susano/index.html 
 
           "I would place a tax on all foreigners living abroad." 
                    from "Monty Python's Flying Circus" 
 
------------------------------ 
 
Date: Mon, 26 Apr 1999 09:45:59 -0400 (EDT) 
From: Michael Surbrook <susano@dedaana.otd.com> 
Subject: Re: fire extinguisher 
 
On Sun, 25 Apr 1999, qts wrote: 
 
> >>>>>IMO and I don't have my BBB here.   
> >>>>>Of course, in Star Trek (TNG) they use force fields to put out fires by 
> >>>>>squishing them (telekinesis).  It requires that tk be airtight (at 
> >least to 
> >>>>>the edge of it's effect), but..... 
> >>>> 
> >>>>That's Force Wall, not TK. 
> >> 
> >>>Well, I'd call it TK.  The idea is to push down on the fire.  Admittedly, 
> >>>the thing you're pushing down is very like a force wall, but since it isn't 
> >>>stationary, I thought it would be TK.   
> >>>Just like stamping out the fire, but using telekinetic "feet". 
> >> 
> >>That's the SFX, surely? The *mechanism* is Force Wall. 
> > 
> >   No, the mechanism would be Dispel. 
>  
> How so? You're depriving the fire of oxygen, so it goes out. 
 
Tell me where is says a Force Wall deprives anyone of oxygen.  If I slap a 
Force Wall bubble around your character, does he die from lack of air? 
 
- -- 
Michael Surbrook - susano@otd.com - http://www.otd.com/~susano/index.html 
 
           "I would place a tax on all foreigners living abroad." 
                    from "Monty Python's Flying Circus" 
 
------------------------------ 
 
Date: Mon, 26 Apr 99 15:05:26  
From: "qts" <qts@nildram.co.uk> 
Subject: Re: POWER: Air Walking (with perhaps the longest Limitation in Champions history) 
 
On Sat, 24 Apr 1999 12:34:15 -0400 (EDT), Jason Sullivan wrote: 
 
>On Sat, 24 Apr 1999, qts wrote: 
> 
>> On Fri, 23 Apr 1999 22:11:48 -0400 (EDT), Jason Sullivan wrote: 
>> >9	Flight 6", 1/2 END (+1/4), No Turn Mode (+1/4); 
>> >Limitation:  This type of Flight allows the character to "walk" on the air 
>> >perpendicular to the ground.  
>> <snip> 
>> >  This type of Flight may not travel 
>> >in trajectories greater than 45 degree angles up or down, 
>  
>> You do realise that perpendicular means at 90 degrees? 
> 
>The character's body remains perpendicular to the ground, as if he 
>were standing.  His feet must always be parallel to the ground, unlike 
>"normal" flying, where the character can supposedly position himself in 
>any way in any position while flying through the air, which can very 
>easily effect OCV and DCV in combat. 
 
Ah, right. 
qts 
 
Home: qts@nildram.co.uk. 
 
------------------------------ 
 
Date: Mon, 26 Apr 1999 09:48:10 -0500 (CDT) 
From: "Dr. Nuncheon" <jeffj@io.com> 
Subject: Re: The Arachnid (was Archetype Clone Force, Attack!) 
 
On Sun, 25 Apr 1999, Jason Sullivan wrote: 
> I'm trying to build a "Spiderman" Archetype character clone... not quite 
> Spiderman... but close enough. 
>  
> Here are some problems I've run into so far: 
>  
> Danger Sense is expensive.  I might eliminate it all together... but just 
> in case there are extra points, what do you think is "Spidey Grade" Danger 
> Sense? 
 
From what I've seen in the comics...'mystical' grade danger sense that 
works over the entire city.  Also, several levels of DCV with the  
'requires Danger Sense roll' limitation. 
  
> Tiny, stiff hairs with nerves along his back and spine help him feel air 
> movements being displaced around him (ever see "The Fly"?).  Should I buy 
> this as: Sense Air Displacement, Ranged 
> 	...also, is Targeting needed to Dodge attacks?  (This ability with 
> UV vision replaces Danger Sense, I'd think). 
 
I'd just wrap this into the Danger Sense myself. 
  
> 	I'm probally powering the Entangle off of an END pool (it's 
> natural as opposed to mechanical).  My question is which mechanic better 
> represents the ability to "reel in" opponents?  Stretching, or TK equal to 
> STR?  The character has a STR equal to 40, so either construct will be 
> expensive (I wish there was an option with Entangle sometimes that would 
> cover this...)  If I do go with either of these options, ddo you think I 
> could give either the 0 point Limitation: Lacks tatctile sense, treated as 
> Foci/Entangle for purposes of damage? 
 
I would use it as TK - or alternately, make TK one of the slots on your 
'web-slinging' multipower.  You could probably make a case for the TK to 
have a decent limitaiton on the things it can do, based on the fact that 
it's 'webbing'.  I doubt there'd be a TK punch...he couldn't lift stuff 
straight up or push it away from him...that sort of thing.  I'd give it at 
least a -3/4. 
  
> Now for Disads... 
> How much for: 
> 	Physical Limitation: Trouble digesting solid foods; must 
> supplement his diet with high ammounts of special protein. 
 
This is minimal, but I don't think that it's as minimal as the '0-pt' 
folks might think.  It could make it difficult to keep his secret ID, etc. 
I'd say 5 points. 
  
> What do you think about: 
> 20	Susceptability: Radiation/Negeonics "B-Movie Mutation Pool" 
> (Uncommon, Turn, 3d6 for "Mutation Pool" [Random Side Effect:  
> Multiform/Shapeshift-Growth into giant spider, Extra Limbs, DF, Physical 
> Limitations, etc.]) 
 
It sounds like you want this disad to sometimes give you positive 
effects.  I don't really think that radiation /giving/ powers ought to be 
a Disadvantage.  What you might consider is some Absorbtion channelling 
into a VPP (with limitations like 'can't control what powers you get' and 
that sort of thing) for the positive effects. 
  
> 15	Secret ID: Parker Peters (Is the name too cheesy?) 
 
Um...yeah. 
  
What, no DNPC: fragile old Aunt June? 
 
J 
 
Hostes aliengeni me abduxerent.              Jeff Johnston - jeffj@io.com 
Qui annus est?                                   http://www.io.com/~jeffj 
 
------------------------------ 
 
Date: Mon, 26 Apr 1999 06:54:42 -0700 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: RE: Discriminatory IR 
 
At 12:58 PM 4/25/1999 -0700, Filksinger wrote: 
>Of course, in my campaign, I would say, "Yes, you can see colors. Of 
>course, they are infrared colors, you have no idea what they might 
>look like in visible light, you would need whole new names for them, 
>and only people with Discriminatory IR would understand you when you 
>talked about them, but...." 
 
   I've actually done such a thing with a character who sees the full range 
of ultraviolet light -- he has *nine* primary colors to worry about!  :-] 
- --- 
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, 26 Apr 1999 07:04:17 -0700 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: fire extinguisher 
 
At 11:48 AM 4/25/1999, qts wrote: 
>>>That's the SFX, surely? The *mechanism* is Force Wall. 
>> 
>>   No, the mechanism would be Dispel. 
> 
>How so? You're depriving the fire of oxygen, so it goes out. 
 
   Precisely.  Force Wall stops objects and attacks from passing through; 
Dispel causes a Power (such as a fire, bought as Energy Blast or RKA/HKA) 
to "go out." 
- --- 
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, 26 Apr 1999 07:09:30 -0700 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: The Arachnid (was Archetype Clone Force, Attack!) 
 
At 01:15 PM 4/25/1999 -0500, Michael (Damon) & Peni Griffin wrote: 
>At 12:50 PM 4/25/1999 -0400, Jason Sullivan wrote: 
>> 
>>Tiny, stiff hairs with nerves along his back and spine help him feel air 
>>movements being displaced around him (ever see "The Fly"?).  Should I buy 
>>this as: Sense Air Displacement, Ranged 
>> ...also, is Targeting needed to Dodge attacks?  (This ability with 
>>UV vision replaces Danger Sense, I'd think). 
> 
>For this, just give him Combat Sense, Defense Maneuver, or both, with the 
>hairy back as SFX. 
 
   I'll second that. 
 
>>How much for: 
>> Physical Limitation: Trouble digesting solid foods; must 
>>supplement his diet with high ammounts of special protein. 
> 
>0 points, since high-protein liquids are not hard to come by.  Nor is it 
>hard to turn solid foods into liquid form with a blender. 
 
   It really depends on how severe the problem is.  If he just has trouble 
digesting it, but it's not likely to affect play much, let it be a 
0-pointer.  If it's reasonably likely that he'll be occasionally entering 
combat weakned from hunger or malnutrition, then it's probably a 5-pointer. 
   Remember, while those proteins aren't hard to come by, they're not as 
ubiquitous as one might think, nor are blenders. 
- --- 
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, 26 Apr 1999 07:14:00 -0700 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: The Arachnid (was Archetype Clone Force, Attack!) 
 
At 09:21 PM 4/25/1999 EDT, Leah L Watts wrote: 
> 
>> I was thinking about giving him HKA for tiny claws and fangs. 
>>Appropiate for this Web Slinger, or unheroic? 
> 
>I believe Spiderman's got a CAK.  If your version does as well, I'd skip 
>this. 
 
   Having a Code Against Killing is not relevant to whether or not a 
character has a Power that would be represented with a Killing Attack. 
Superman's CAK is the "template," after all (or at least the most famous), 
and I'd certainly represent his Heat Vision with RKA. 
- --- 
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, 26 Apr 1999 11:06:56 -0400 (EDT) 
From: Jason Sullivan <ravanos@NJCU.edu> 
Subject: Re: The Arachnid (was Archetype Clone Force, Attack!) 
 
On Mon, 26 Apr 1999, Dr. Nuncheon wrote: 
> On Sun, 25 Apr 1999, Jason Sullivan wrote: 
> I would use it as TK - or alternately, make TK one of the slots on your 
> 'web-slinging' multipower.  You could probably make a case for the TK to 
> have a decent limitaiton on the things it can do, based on the fact that 
> it's 'webbing'.  I doubt there'd be a TK punch...he couldn't lift stuff 
> straight up or push it away from him...that sort of thing.  I'd give it at 
> least a -3/4. 
	Noted. 
> > Now for Disads... 
> > How much for: 
> > 	Physical Limitation: Trouble digesting solid foods; must 
> > supplement his diet with high ammounts of special protein. 
> This is minimal, but I don't think that it's as minimal as the '0-pt' 
> folks might think.  It could make it difficult to keep his secret ID, etc. 
> I'd say 5 points. 
	I'm upgrading this to impossible to digest solid or spicy foods. 
Can only eat the simplest, most easily digestable foods (stage one baby 
food).  He must regularly supplement his diet with blood, especially 
during or after transformations. 
 
> > What do you think about: 
> > 20	Susceptability: Radiation/Negeonics "B-Movie Mutation Pool" 
> > (Uncommon, Turn, 3d6 for "Mutation Pool" [Random Side Effect:  
> > Multiform/Shapeshift-Growth into giant spider, Extra Limbs, DF, Physical 
> > Limitations, etc.]) 
> It sounds like you want this disad to sometimes give you positive 
> effects.  I don't really think that radiation /giving/ powers ought to be 
> a Disadvantage.  What you might consider is some Absorbtion channelling 
> into a VPP (with limitations like 'can't control what powers you get' and 
> that sort of thing) for the positive effects. 
	Actually, being a near-mindless twelve foot long, 200 kg spider 
with generally the same abilities as you had before, but no articulation 
or speech capabilities can be pretty horrific... especially when you can 
only drink thinks like blood and now lack the capability to get the stuff 
because... you're a near-mindless twelve foot long, 200 kg spider with 
a Psychological Limitation against feeding directly off of humans... if 
you're a monsterous spider thing, do you starve, or give in to your 
instincts and feed? 
	...and this can extend to such fun as the "Brundle Fly" syndrome. 
Something that appears to be a mysterious combination between cancer and 
disfiguring leporacy... most certainly a DF. ...or psychological 
limitations like "Relies on Instinct," or "Beserk in Combat," or 
"Bloodlust." 
	While the power might not have any "long lasting" physical 
effects, think of the guilt possibilities!!! 
 
> > 15	Secret ID: Parker 
Peters (Is the name too cheesy?) >  
> Um...yeah. 
	I changed it to Edgart Arceda. 
> What, no DNPC: fragile old Aunt June? 
	It's Aunt Mab; i had already inteded to put it in the final draft. 
 
------------------------------ 
 
Date: Mon, 26 Apr 1999 11:11:38 -0400 (EDT) 
From: Jason Sullivan <ravanos@NJCU.edu> 
Subject: Re: The Arachnid (was Archetype Clone Force, Attack!) 
 
On Mon, 26 Apr 1999, Bob Greenwade wrote: 
> At 09:21 PM 4/25/1999 EDT, Leah L Watts wrote: 
> >> I was thinking about giving him HKA for tiny claws and fangs. 
> >>Appropiate for this Web Slinger, or unheroic? 
> >I believe Spiderman's got a CAK.  If your version does as well, I'd skip 
> >this. 
>    Having a Code Against Killing is not relevant to whether or not a 
> character has a Power that would be represented with a Killing Attack. 
> Superman's CAK is the "template," after all (or at least the most famous), 
> and I'd certainly represent his Heat Vision with RKA. 
	I'm not including CAK, since it's intergrated into his Code of 
Honor (to protect innocents, value life, disdain those who take it for 
granted, etc.). 
	I was going to include HKA claws for use in cutting webs already 
made or discarded... but I'm not including it because it's not cost 
effective, and STR and clinging can pretty much do the same thing. 
 
------------------------------ 
 
Date: Mon, 26 Apr 1999 11:23:23 -0400 (EDT) 
From: Michael Surbrook <susano@dedaana.otd.com> 
Subject: CHAR: Remorhaz 
 
REMORHAZ 
 
Val	CHA	Cost	Roll	Notes 
40	STR	0	17-	6400kg; 8d6 
20	DEX	30	13-	OCV: 7 / DCV: 7 
25	CON	30	14-	 
23	BODY	14	14-	 
3	INT	-7	10-	PER Roll 10- 
5	EGO	-10	10-	ECV: 2 
30	PRE	20	15-	PRE Attack: 6d6 
0	COM	-5	9-	 
12	PD	10		Total: 20 PD / 8 PDr 
12	ED	7		Total: 20 ED / 8 EDr 
4	SPD	10		Phases: 3, 6, 9, 12 
10	REC	6		 
50	END	0		 
45	STUN	4		 
Total Characteristics Cost: 109 
 
Movement:	Running: 6" / 12" 
		Swimming: 2" / 4" 
 
Cost	Powers & Skills 
Combat Training: 
12	Blinding Speed: +6 OCV with Bite 
 
Remorhaz Powers: 
40	Great Size: Growth: 6 Levels, 0 END (+1/2), Persistent (+1/2), 
	Always On (-1/2) 
	+30 STR, +6 BODY / STUN, -6" KB, +2" Reach, +4 PER, -4 DCV 
45	Bite: HKA: 2d6 (4d6 with STR), END 0 (+1/2) 
103	Intense Digestive Heat: RKA: 6d6, Damage Shield (+1/2),  
	0 END (+1/2), Extra Time: Full Phase (-1/4), Only vs attacks to 
	the back (-1/2) 
12	Armored Underbody: Armor: 4 DEF 
2	Armored Head: Armor: +2 DEF, Loc 3-5 (-1 1/2) 
5	Armored Back: Armor: +4 DEF, Back only (-1/2)  
1	Cold Immunity: Life Support: Safe in intense heat / cold, Cold 
	Only (-1) 
108	Magical Resistance: Dispel: 18d6 vs Any single power with a 
	magical SFX (+1/4), Damage Shield (+1/2), Personal  
	Immunity (+1/4), 0 END (+1/2), Persistent (+1/2), Always On (-1/2) 
 
Background Skills: 
3	Stealth 13- 
7	Tracking 12- 
326	Total Powers & Skills Cost 
435	Total Character Cost 
 
75+	Disadvantages 
25	Distinctive Features: Giant multi-legged worm (NC) 
	Physical Limitation: 
10	Cannot leap 
15	No fine manipulation 
15	Psychological Limitation: Always hungry, goes out of its way to 
	find food (C, S) 
295	Experience 
435	Total Disadvantage Points 
 
Appearance: 
The remorhaz is a huge worm, 3'-5' wide and 20' to 40' long.  The head is 
equipped with large fangs, and two long horns jut back from near the eyes. 
A pair of small wings run along the sides of the 'neck', allowing the 
remorhaz to life its upper body into the air prior to striking.  These 
creatures are ice blue, with a broad white streak running down their 
thickly armored backs. 
 
Ecology: 
Remorhaz live in the frozen wastes of the far north and south.  They prey 
on virtually anything, and will eat penguins, seals and polar bears (as 
well as other large animals).  These worms tends to lair in deep crevices 
or caves in the snow and ice. 
 
Motivations:  
Normal animal motivations.   Their metabolism is such that they creatures 
are almost always hungry and are very aggressive in their search for food. 
 
Combat Techniques: 
In combat, the remorhaz tactics are quite simple.  It will beats its wings 
and raise the front portion of its body, and then snap forward with great 
speed and bite its victim.  The remorhaz will almost always use its STR 
while biting, delivering wounds that are almost always fatal with its 
great jaws.   
 
When engaged in combat (or otherwise angered), the remorhaz will generate 
a greet deal of digestive heat.  Its back will actually glow red with 
excess heat and anything striking this surface is sure to melt (if a 
weapon) or be horribly burned (usually fatal to most creatures). 
 
Other Names: Ice worm, Polar worm 
 
Rumors: 
It is believed that there is another species of remorhaz that exudes cold 
instead of heat, leaving its victims encased in ice. 
 
Designer's Notes: 
I always thought the artwork for the remorhaz (done by the great David 
Trampier) was one of the coolest pics in the old Monster Manuel.  It was 
also one of the scariest creatures in the book as well, being capable of 
doing up to 100 points of damage!  Anyway, I also found another version of 
the remorhaz in a Conan story (written by... hmm... I can't remember if it 
was RE Howard or someone else).  Anyway, that version of the ice worm 
enticed its victims with a piping call and gave off cold, leaving its prey 
encased in ice.  Conan killed it by hurling a helmet full of white-hot 
coals into its mouth. 
 
- -- 
Michael Surbrook - susano@otd.com - http://www.otd.com/~susano/index.html 
 
           "I would place a tax on all foreigners living abroad." 
                    from "Monty Python's Flying Circus" 
 
------------------------------ 
 
Date: Mon, 26 Apr 1999 09:21:03 -0700 (PDT) 
From: Anthony Jackson <ajackson@molly.iii.com> 
Subject: unsubscribing 
 
How do I unsubscribe from this list? 
 
------------------------------ 
 
Date: Mon, 26 Apr 1999 21:03:57 EDT 
From: Akirazeta@aol.com 
Subject: Champs: Multipower advancement 
 
What are the specifics about raising a single slot power in a Muiltpower with  
x.p. Like, say i had a forcefield, an EB, and flash. How would i go about  
changing theyre individual levels? 
 
I thought you would first spend the points needed to raise the slots active  
points, than spend the points to raise the Multipower's overall active points  
to match. would this be the way? 
 
------------------------------ 
 
Date: Mon, 26 Apr 1999 18:37:55 -0700 (PDT) 
From: shaw@caprica.com (Wayne Shaw) 
Subject: Re: Champs: Multipower advancement 
 
>What are the specifics about raising a single slot power in a Muiltpower with  
>x.p. Like, say i had a forcefield, an EB, and flash. How would i go about  
>changing theyre individual levels? 
> 
>I thought you would first spend the points needed to raise the slots active  
>points, than spend the points to raise the Multipower's overall active points  
>to match. would this be the way? 
 
If you initially only want to buy up the power of a specific slot, I've 
usually allowed someone to increase the slot by the standard method of 
paying the difference between the pool and the extra power.  Then when 
someone wanted to increase other slots, I let them flow those points over to 
the pool, and raise the cost of the slots as necessary.  Some people may be 
more picky about this. 
 
------------------------------ 
 
Date: Tue, 27 Apr 1999 02:25:47 -0700 
From: Reverend Spith <cptspith@teleport.com> 
Subject: Re: The Arachnid (was Archetype Clone Force, Attack!) 
 
Jason Sullivan wrote: 
 
> -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 
> I'm trying to build a "Spiderman" Archetype character clone... not quite 
> Spiderman... but close enough. 
 
   I hope I can help; my first ever Champs character was a Spidey-clone, 
and I'm still playing him (12 years later) (No, not continuously, or in 
the same game), so I've spent many moons considering these things. 
 
> Here are some problems I've run into so far: 
>  
> Danger Sense is expensive.  I might eliminate it all together... but just 
> in case there are extra points, what do you think is "Spidey Grade" Danger 
> Sense? 
 
   Spidey, rather early on, was using his Spidey-Sense in ways that 
smacked of psychic influence.  I have always had Capt. Spith at full, 
mystical DS (of course, he was created when you either had DS or not.  
No options), but it doesn't technically fit in properly with 
Spider-Powers.  My favorite compromise has been DS according to all 
"normal" senses (and of course any enhanced senses the character 
posseses), at a rather high roll (at least 14-).  Possibly adding a 
range to it, probably less than a whole city, but at least his immediate 
vicinity. 
 
> Tiny, stiff hairs with nerves along his back and spine help him feel air 
> movements being displaced around him (ever see "The Fly"?).  Should I buy 
> this as: Sense Air Displacement, Ranged 
>         ...also, is Targeting needed to Dodge attacks?  (This ability with 
> UV vision replaces Danger Sense, I'd think). 
 
   I'm pretty sure that Danger sense is actually your best bet, and the 
most versatile (invisible characters can be heard, smelled, or even 
their "fringe" could be seen).  The trick is to make sure to include any 
other enhanced senses he would reasonable have to expand the 
"senses-only" level of the DS. 
 
>         I'm probally powering the Entangle off of an END pool (it's 
> natural as opposed to mechanical).  My question is which mechanic better 
> represents the ability to "reel in" opponents?  Stretching, or TK equal to 
> STR?  The character has a STR equal to 40, so either construct will be 
> expensive (I wish there was an option with Entangle sometimes that would 
> cover this...)  If I do go with either of these options, ddo you think I 
> could give either the 0 point Limitation: Lacks tatctile sense, treated as 
> Foci/Entangle for purposes of damage? 
 
   Here's a technically illegal, but amazingly appropriate, idea I had 
for that idea.  Stretching (minimum allowable cost), with an increased 
range advantage.  Yes, yes, stretching HAS a defined cost for increasing 
the range, but the balance between the cheaper increased range is 
balanced by the limitation that you really can't use it as proper 
'stretching' at any range past an inch or so.  But if you could slip it 
through, the stretching would even cover the problem of your clinging 
applying to the web-end which 'grabs' your opponent.  If it was bought 
as straight stretching, you would probably have to apply a few 
disadvantages to reflect that you couldn't apply strength to squeeze a 
character at such a range, nor would it work as a punch.  I might even 
put a limitation on your ability to use it as a mode of movement (grab 
something 10" away, then hold on while retracting your stretched 
'limbs.')   
 
>         Regeneration might be useful (since he's a "neogenic" hero). 
 
   I think all mutated homo-arachnids should have a small amount of 
regen and a high REC score. 
 
> Now for Disads... 
 
   As for disads, it's up to others' help; I can't do disads without 
extensive investigation of the pertinent characters.... 
 
- --  
- -Reverend Spith 
 
"BOW DOWN TO THE SEVEN GLORIOUS SPACE BUNNIES, HEATHEN! 
OR BURN FOR 13 ETERNITIES IN SPACE BUNNY HELL!" 
				-Pope Charles, SubGenius Pope of Houston 
 
------------------------------ 
 
End of champ-l-digest V1 #293 
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