Digest Archive vol 1 Issue 297
From: owner-champ-l-digest@sysabend.org 
Sent: Wednesday, April 28, 1999 11:53 AM 
To: champ-l-digest@sysabend.org 
Subject: champ-l-digest V1 #297 
 
 
champ-l-digest        Wednesday, April 28 1999        Volume 01 : Number 297 
 
 
 
In this issue: 
 
    Re: Darth Vader 
    Re: CHAR: Darth Vader (rough) 
    CHAMPS: 2009 
    Re: CHAMPS: 2009 
    Teleporting body parts 
    Re: Teleporting body parts 
    Re: Teleporting body parts 
    Reputation [was Re: CHAR: Darth Vader (rough)] 
    Re: CHAR: Darth Vader (rough) 
    Re: Teleporting body parts 
    Re: CHAR: Darth Vader (rough) 
    Re: The Acceptance of Powergaming (was re RE:Darth Vader) 
    Re: Teleporting body parts 
    Re: Teleporting body parts 
    Re: Darth Vader 
    Re: Reputation [was Re: CHAR: Darth Vader (rough)] 
    Re: CHAMPS: 2009 
    Re: CHAMPS: 2009 
    Re: Teleporting body parts 
    Re: Darth Vader 
    Re: The Acceptance of Powergaming (was re RE:Darth Vader) 
    CHAMPS: 09 House Rule #1 
    Re: CHAMPS: 2009 
    CHAMPS: PC rules vs. NPC rules 
    Re: CHAMPS: 2009 
    Re: The Acceptance of Powergaming (was re RE:Darth Vader) 
    RE: Reputation [was Re: CHAR: Darth Vader (rough)] 
    RE: Status & Reputation  
    Re: CHAMPS: 2009 
    Re: Darth Vader 
    Re: CHAMPS: 2009 
 
---------------------------------------------------------------------- 
 
Date: Wed, 28 Apr 1999 09:33:38 -0500 (CDT) 
From: "Dr. Nuncheon" <jeffj@io.com> 
Subject: Re: Darth Vader 
 
On Wed, 28 Apr 1999, Michael Surbrook wrote: 
>  
> Actually, when in his mediation chamber, he is using a breathing tube 
> (AFAIK).  So, no, I'm betting he can't take off the suit. 
 
Also check out when Luke cuts off Vader's hand - there's wires and such at 
the wrist, not flesh and bone.  The 'suit' is, as far as I can tell, not 
removable. 
 
J 
 
Hostes aliengeni me abduxerent.              Jeff Johnston - jeffj@io.com 
Qui annus est?                                   http://www.io.com/~jeffj 
 
------------------------------ 
 
Date: Wed, 28 Apr 1999 10:35:27 -0400 
From: Geoff Speare <geoff@igcn.com> 
Subject: Re: CHAR: Darth Vader (rough) 
 
>Disads can certainly give you bonuses.  Examples: 
 
True: however, given the fact that there's no form of Reputation that costs 
points, too many people use the disad just to get the Presence bonus. A lot 
like "Psych Lim: Hates being Mind Controlled"...yeah, it's a disad, but in 
most cases the benefits outweigh the drawbacks.  
 
Geoff Speare 
 
------------------------------ 
 
Date: Wed, 28 Apr 1999 10:35:30 EDT 
From: Akirazeta@aol.com 
Subject: CHAMPS: 2009 
 
Ok Guys, I got one here that I think some of you may be interested in. Maybe  
not. 
 
As most of you can probably quess from the types of questions and possably  
the comments i have. My background is fairly diverse, including Ad&d (yek),  
GURPS (ehh), Legend of the 5 Rings (yum), D6 (ehh), Star Wars (uh-huh), In  
Nomine (double yum), BGC and other Fuzionites (ehh), Heavy Gear (ehh), Jovian  
Chronicles (triple yum), Shadowrun 2nd & 3rd Ed.(ehh & ick), BattleTech  
(ewe), and the entire gammot of WoD (yum).  
 
Ive just bought the BBB -deluxe-  2 1/2 weeks ago. After reading through The  
Manual, as i call it, I realized that i would need to set up a frameworked  
world to learn the details of the game. For example, when I read over the EC  
rules. Lets just say I saw how much potential was there for me to jump in to  
fast and totally mess my own understanding of how it SHOULD work up forever. 
 
Well, Heres what Im gonna attempt to do. Im going to create a entirely Comic  
Universe, and than learn more about the "finer" details of power constructing  
and such as the worlds population grows. 
 
i know that most of you are pretty knowledgable about what works and what  
doesnt, and I know for a fact that Im amoung the 5 least skilled Power  
Constructers here. I could use all the help you guys see fit to give :) 
 
Heres what i have set down so far as guidlines. 
 
General Description: a campaign where parahumans began emerging in the form  
of both natural genetic mutation (read:marvel) and as the result of a top  
secret and extensive genome-eugenics project (read:gen13). there is no  
"magick" at all, although "powers" have been noted to emerge from intense  
conditioning (read:yoga,zen,psy). There is no public knowledge of any alien  
existance (read:xfiles,darkskies,WILDcats). 
 
Importance of PC's: the first set of pc's represent members of the first  
generation of  of "para's". They will be active in world development. 
 
Campaign Tone:  
Morality: some cross-over between G & E. 
Realism: neutral - realistic  
Outlook: sometimes goodguys lose 
Seriousness: some ironic humor - morality questioned 
Continuity:  entirely serial 
 
Physical World: 
No magic SFX, no FTL w/o ship, all characters start with Norm Hum Max. (can  
buy it off). no "STOP" or "O-" powers at all. 
 
Character Guidlines: 
starting points: 75 /100 points 
disad points: 75 / 100 ( restricted by GM approval and continuity) 
no points for Characteristic Maxim.: Yes (err, yes means no points) 
free tech?: no 
 
power levels:		begining		maximum 
attack powers- 		  8 - 10			   15 or so 
defense powers- 	 10 - 15			   20 - 30 (i think) 
skill rolls- 			     15			   20 or so 
 
Campaign Rules: 
Hit Location: no 
Knockdown: knockback 
Longterm END: nope 
Limited Push: yes 
 
Ok, what do you guys think of this? What type of technology do you guys think  
we in the RL will be sporting in 10 years? Dont feel too restricted, cause im  
thinking of things like brain/comp interface experiments, clones, nanotech  
experiments, and the like. lets hear the stuff. :) 
 
------------------------------ 
 
Date: Wed, 28 Apr 1999 10:49:01 -0400 
From: Geoff Speare <geoff@igcn.com> 
Subject: Re: CHAMPS: 2009 
 
Looks ambitious. :) 
 
>Physical World: 
>No magic SFX, no FTL w/o ship, all characters start with Norm Hum Max. (can  
>buy it off).  
 
Requiring people to buy off the 20 point Normal Characteristic Maxima 
before they can start buying high stats is a little unbalanced from a 
cost-benefit point of view -- characters with high stats are encouraged to 
have LOTS of high stats, since they already paid 20 points just for the 
privilege. 
 
I would suggest either mandating the disad for everyone and requiring 
people with high stats to pay double cost, or else allowing characters 
whose concepts involve higher stats to not take the disad.  
 
> no "STOP" or "O-" powers at all. 
 
Good call, if you are just starting out. Don't feel obligated to restrict 
your NPCs in the same way though. :) 
 
>Character Guidlines: 
>starting points: 75 /100 points 
>disad points: 75 / 100 ( restricted by GM approval and continuity) 
 
So characters will be 150 - 200 points total? That's probably a good amount 
for people new to Hero: enough points to buy cool stuff, but small enough 
that they are not overwhelmed. Just make sure they understand that they 
will be starting with fairly low powered heroes.  
 
>power levels:		begining		maximum 
>attack powers- 		  8 - 10			   15 or so 
>defense powers- 	10 - 15			   20 - 30 (i think) 
>skill rolls- 			     15			   20 or so 
 
I would also suggest a SPD guideline; if people start designing characters 
with SPD 5-6, those normals with SPD 3 are going to feel left out.  
 
Geoff Speare 
 
------------------------------ 
 
Date: Wed, 28 Apr 1999 10:55:33 -0400 
From: David Stallard <DBStallard@compuserve.com> 
Subject: Teleporting body parts 
 
One of my players wants to be able to temporarily teleport out a target's= 
 
body part, for instance a lung.  He figures that this would cause great 
pain, so he's defined it as a Ranged Killing Attack.  He also wants to be= 
 
able to hold the body part in his "phantom world" for a while, so he stuc= 
k 
Continuous on the RKA. 
 
I don't like this power...it's too deadly for a hero PC (even one named 
Homicide -- I kid you not).  Would you allow it?  Assuming it is allowed,= 
 
do you think Continuous RKA is the right way to define this? 
 
------------------------------ 
 
Date: Wed, 28 Apr 1999 11:06:12 -0400 
From: Geoff Speare <geoff@igcn.com> 
Subject: Re: Teleporting body parts 
 
>One of my players wants to be able to temporarily teleport out a target's 
>body part, for instance a lung.  He figures that this would cause great 
>pain, so he's defined it as a Ranged Killing Attack.  He also wants to be 
>able to hold the body part in his "phantom world" for a while, so he stuck 
>Continuous on the RKA. 
 
>I don't like this power...it's too deadly for a hero PC (even one named 
>Homicide -- I kid you not).  Would you allow it?   
 
Not in a superhero game...not in any game where death was uncommon. In a 
high-powered Dark Champions game, for example, it would probably be OK. 
 
>Assuming it is allowed, 
>do you think Continuous RKA is the right way to define this? 
 
Well, since Armor and Forcefields presumably won't stop the attack, it 
should be NND (defense: hardened defense that teleport won't work through, 
or not having internal organs, or maybe having Teleport yourself and Diving 
for Cover to follow your missing organ).  
 
Also, if the attack is really just teleporting something out and then 
holding it, it should cost END to start and to stop, and should not stop if 
he is knocked out or Stunned. That would make it Uncontrolled (stopped by 
anyone with Teleport or quick surgery), 0 END (except for startup). So 
you're looking at: 
 
1d6 RKA, Continuous, Uncontrolled, 0 END, NND, Does Body: 75 Active 
 
That attack on its own sets off my "Advantage Happy Syndrome" alarm, and is 
way too abusive for most games. 
 
Geoff Speare 
 
------------------------------ 
 
Date: Wed, 28 Apr 1999 11:07:13 -0400 
From: Mike Christodoulou <Cypriot@Concentric.net> 
Subject: Re: Teleporting body parts 
 
At 10:55 AM 4/28/99 -0400, David Stallard wrote: 
>One of my players wants to be able to temporarily teleport out a target's 
>body part, for instance a lung.  He figures that this would cause great 
>pain, so he's defined it as a Ranged Killing Attack.  He also wants to be 
>able to hold the body part in his "phantom world" for a while, so he stuck 
>Continuous on the RKA. 
> 
>I don't like this power...it's too deadly for a hero PC (even one named 
>Homicide -- I kid you not).  Would you allow it?  Assuming it is allowed, 
>do you think Continuous RKA is the right way to define this? 
 
 
I don't have a problem with the mechanics of the power.  It's perfectly  
reasonable to define an RKA with a special effect: Teleport.  I don't think 
it needs to be Continuous.  That causes damage to keep occuring on each 
phase, when in fact, it's a single wound.  
 
Actually, if it's vital organs you want, you probably need to do it as 
a Body Drain.  That way, the target's lung doesn't just "heal". 
 
Now, as to whether a "hero" should have this power ... Well, that's a  
question for you and your group to decide.  Other heroes in the team should 
decided for themselves whether they wish to be associated with such a  
killer. 
 
 
======================  ================================================= 
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: Wed, 28 Apr 1999 11:06:29 EDT 
From: AndMat3@aol.com 
Subject: Reputation [was Re: CHAR: Darth Vader (rough)] 
 
In a message dated 4/28/99 9:41:20 AM Eastern Daylight Time, geoff@igcn.com  
writes: 
 
> >>Well, he walks into the Blockade Runner and Stormtrooper *and* Rebel 
>  >>Troops shut up and get out of his way.  He tends to scare people... *but* 
>  >>I might drop this, as some of the Death Star officers had enough of a 
>  >>spine to talk back to him... at least a 20 then. 
>  > 
>  >   It seems to me that his Reputation should have something to do with  
this. 
>  
>   
>  The Reputation Disadvantage shouldn't have anything to do with this...a 
>  disad shouldn't give you a bonus. His reputation, on the other hand, should 
>  have a hell of a lot to do with it. :) 
 
Yeah... but according to the book it does. So, how do you handle this? I  
think that i have heard that the Reputation disad is being re-worked in the  
5th ED; but as I have not actually seen it, cannot say for certain. 
 
how do other GM's handle this in their games? 
 
andy 
 
------------------------------ 
 
Date: Wed, 28 Apr 1999 10:09:10 -0500 
From: Lance Dyas <lancelot@radiks.net> 
Subject: Re: CHAR: Darth Vader (rough) 
 
ROTFL depth perception problem, heheheheh 
umm In order to suspend my disbelief I always 
assumed that the blaster is kind of a waivy 
innacurate pulse even an innacurate ranged 
weapon has its own advantages.. particularly against 
clumps of enemies. 
 
Alex Rojas wrote: 
 
> >Bill Svitavsky wrote: 
> >> >And (here I go...) any suggestions for a lightsaber? 
> 
> >       Finally, and probarly the main reason, consider the environment.  Every 
> >man and his companion who you might want to use a light saber on is 
> >carrying a blaster.  And unless you have the drop on the opposition and 
> >are in real close, they will pull out their blaster and put big holes in 
> >you.  Yes, the light saber can deflect blaster bolts.  But unless you 
> >are REALLY lucky, or a Jedi, you are going to swing and miss.  End 
> >result the same.  Major disincentive number three. 
> > 
> >       So its a case of just use the blaster.  Its easier. 
> >-- 
> >Rick Holding 
> 
> I'd have to disagree a little on this point.  Everyone is the Star Wars 
> galaxy seems to have a depth perception problem.  Nobody could hit anything 
> with a blaster if the target was more than 30 feet away. 
> 
> In SW, when they came upon the dead Jawas, they said the blast points were 
> "too accurate for Sand People", implying that Stormtroopers are good shots. 
>  But we saw later in the movie how bad the Stormtroopers where at hitting 
> anything.  And the only time the good guys hit anything, was when the 
> Stormtroopers were clumped together, and hard to miss. 
> 
> In RotJ, the Stormtroopers couldn't hit the slow moving Ewoks.  They had to 
> use an area effect weapon from the AT-ATs 
> 
> I do agree deflecting shots would require Jedi training, but I don't agree 
> that you would be dead meat if someone pulled a blaster on you :) 
> 
> --Alex 
 
------------------------------ 
 
Date:  
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: Teleporting body parts 
 
- -----BEGIN PGP SIGNED MESSAGE----- 
Hash: SHA1 
 
* David Stallard <DBStallard@compuserve.com>  on Wed, 28 Apr 1999 
| I don't like this power...it's too deadly for a hero PC (even one named 
| Homicide -- I kid you not).  Would you allow it? 
 
No. 
- -----BEGIN PGP SIGNATURE----- 
Version: GnuPG v0.9.5 (GNU/Linux) 
Comment: For info see http://www.gnupg.org 
 
iD8DBQE3JyVngl+vIlSVSNkRAhc0AKC4gFwU5ERmw4nRg2FRo4zUWgLk5QCfZF0b 
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- --  
Rat <ratinox@peorth.gweep.net>    \ When not in use, Happy Fun Ball should be 
Minion of Nathan - Nathan says Hi! \ returned to its special container and 
PGP Key: at a key server near you!  \ kept under refrigeration. 
 
------------------------------ 
 
Date: Wed, 28 Apr 1999 10:13:12 -0500 
From: Lance Dyas <lancelot@radiks.net> 
Subject: Re: CHAR: Darth Vader (rough) 
 
Tisk Tisk a disdvantage that aint no disad doesnt get you any points 
Hates being mind controlled is like hates taking body damage... sorry 
no points and no advantage... unless he buys it as one ( a bonus to md 
versus mind control). 
 
Geoff Speare wrote: 
 
> >Disads can certainly give you bonuses.  Examples: 
> 
> True: however, given the fact that there's no form of Reputation that costs 
> points, too many people use the disad just to get the Presence bonus. A lot 
> like "Psych Lim: Hates being Mind Controlled"...yeah, it's a disad, but in 
> most cases the benefits outweigh the drawbacks. 
> 
> Geoff Speare 
 
------------------------------ 
 
Date: Wed, 28 Apr 1999 11:16:02 -0400 (EDT) 
From: Jason Sullivan <ravanos@NJCU.edu> 
Subject: Re: The Acceptance of Powergaming (was re RE:Darth Vader) 
 
On Wed, 28 Apr 1999 Akirazeta@aol.com wrote: 
> Darth Vader is alive for 1 reason only. A BIG SUIT. This suit provides extra  
> strength, a fairly high armor rating, points of Con, and possably some Dex.  
> Darth Vader is an invilid. Hes a tattered human held togather by robotics,  
> and on top of that, hes an old man.  
 
	Actually, the reason Vader is so angry, and such a nasty "tool" 
for the Dark Side, is because when he first began to give in to the Dark 
Side, and tried to heal himself after a battle, he couldn't... 
 
	Acts such as healing weren't in the Dark Side's nature. 
 
	And so, not being able to do what he once was able to do, being 
wounded (and essentially, feeling "betrayed" by the "good" Force), his 
anger and malice grew... and with each surgery, each scar, each lost part 
of himself, so went his humanity, and in that void the Dark Side 
flourished, along with his cruelty, callousness, and evil. 
 
 
	Reminds me of a cartoon I saw one easter when I was a kid about a 
farmer who lost his limbs to a machine (like the Tin Man, only he hunted 
rabbits). 
 
------------------------------ 
 
Date: Wed, 28 Apr 99 04:47:27 PDT 
From: "Richard O'Marro" <hbcraft@impulsedata.net> 
Subject: Re: Teleporting body parts 
 
- ---------- 
> One of my players wants to be able to temporarily teleport out a target= 
's 
> body part, for instance a lung.  He figures that this would cause great 
> pain, so he's defined it as a Ranged Killing Attack.  He also wants to = 
be 
> able to hold the body part in his "phantom world" for a while, so he = 
stuck 
> Continuous on the RKA. 
> 
> I don't like this power...it's too deadly for a hero PC (even one named 
> Homicide -- I kid you not).  Would you allow it?  Assuming it is allowe= 
d, 
> do you think Continuous RKA is the right way to define this? 
> 
> 
 My opinion on this, don't allow it. My reasoning, no rules based mumbo = 
jumbo, just the fact that you said that you don't like this power. Obviou= 
sly you'd feel uncomfortable having it in your game world/ergo it does = 
not fit with the campaign format. 
 
------------------------------ 
 
Date: Wed, 28 Apr 99 04:47:27 PDT 
From: "Richard O'Marro" <hbcraft@impulsedata.net> 
Subject: Re: Teleporting body parts 
 
- ---------- 
> One of my players wants to be able to temporarily teleport out a target= 
's 
> body part, for instance a lung.  He figures that this would cause great 
> pain, so he's defined it as a Ranged Killing Attack.  He also wants to = 
be 
> able to hold the body part in his "phantom world" for a while, so he = 
stuck 
> Continuous on the RKA. 
> 
> I don't like this power...it's too deadly for a hero PC (even one named 
> Homicide -- I kid you not).  Would you allow it?  Assuming it is allowe= 
d, 
> do you think Continuous RKA is the right way to define this? 
> 
> 
 My opinion on this, don't allow it. My reasoning, no rules based mumbo = 
jumbo, just the fact that you said that you don't like this power. Obviou= 
sly you'd feel uncomfortable having it in your game world/ergo it does = 
not fit with the campaign format. 
 
------------------------------ 
 
Date: Wed, 28 Apr 1999 10:17:47 -0500 
From: Lance Dyas <lancelot@radiks.net> 
Subject: Re: Darth Vader 
 
Bill Svitavsky wrote: 
 
> At 09:48 AM 4/28/99 EDT, Leah L Watts wrote: 
> >>> 30  STR             Darth isnt this strong naturally. Its the 
> >robotic 
> >>> suit. Hed have like 15 
> >> 
> >>See above for why I disagree.  Also, see my previous post about how he 
> >>strangles a rebel officer with one hand.  Also, even if he has a 15 
> >>naturally, he virtually lives in his suit, so it's not a focus anymore 
> >and 
> >>it inegral to his body. 
> >> 
> >>> 23  CON             Way way way way way way to high. Hes an 
> >invilid. 
> >>> Agian, the suit. 
> >> 
> >>Does he come out of the suit?  Very rarely.  I could give him massive 
> >stat 
> >>bonuses based on the suit... what do others think? 
> > 
> >It's been a while since I watched the trilogy, but *can* Vader take off 
> >the suit without dying?  Even an IIF has to be removable without harming 
> >the focus' owner. 
> > 
> 
> It doesn't appear so. In fact, when he tells Luke to take off his helmet in 
> RotJ, Luke objects "But you'll die!" He does have the helmet off in that 
> one Empire scene, but he's in his big pod thing which is presumably 
> designed for such maintenance. I'd say Vader is a cyborg, so his 
> characteristics should be bought straight, not through a focus. 
> 
> This reminds me of a PC in one of my early campaigns who insisted on buying 
> a battlesuit that provided life support as a focus. After villains stole 
> the suit & he spent an adventure hooked to life support equipment in a 
> hospital while his teammates retrieved it, he begged to rewrite the 
> character. 
> 
> - Bill Svitavsky 
 
Ouch thats mean, life support should only be needed under certain specific 
condition 
unless he also bought dependent on life support as a disadvantage you screwed 
that 
player badly IMHO 
 
Lance Dyas 
 
------------------------------ 
 
Date: Wed, 28 Apr 1999 11:21:22 -0500 
From: Bill Svitavsky <bsvitavsky@mln.lib.ma.us> 
Subject: Re: Reputation [was Re: CHAR: Darth Vader (rough)] 
 
At 11:06 AM 4/28/99 EDT, AndMat3@aol.com wrote: 
>In a message dated 4/28/99 9:41:20 AM Eastern Daylight Time, geoff@igcn.com  
>writes: 
> 
>> >>Well, he walks into the Blockade Runner and Stormtrooper *and* Rebel 
>>  >>Troops shut up and get out of his way.  He tends to scare people... 
*but* 
>>  >>I might drop this, as some of the Death Star officers had enough of a 
>>  >>spine to talk back to him... at least a 20 then. 
>>  > 
>>  >   It seems to me that his Reputation should have something to do with  
>this. 
>>  
>>   
>>  The Reputation Disadvantage shouldn't have anything to do with this...a 
>>  disad shouldn't give you a bonus. His reputation, on the other hand, 
should 
>>  have a hell of a lot to do with it. :) 
> 
>Yeah... but according to the book it does. So, how do you handle this? I  
>think that i have heard that the Reputation disad is being re-worked in the  
>5th ED; but as I have not actually seen it, cannot say for certain. 
> 
>how do other GM's handle this in their games? 
> 
 
I really liked the Recognition and Reputation rolls in the first edition 
Golden Age of Champions. I used them quite successfully in my longest 
running Champions game. They helped define the public image of each hero, 
and on occasion guided the heroes' behavior. It gave a nice traditional 
superhero feel to the game, as the PC's frequently became involved in 
public service projects to enhance their acceptance in the community.  
 
- - Bill Svitavsky 
 
------------------------------ 
 
Date: Wed, 28 Apr 1999 11:23:09 EDT 
From: AndMat3@aol.com 
Subject: Re: CHAMPS: 2009 
 
In a message dated 4/28/99 10:48:08 AM Eastern Daylight Time, geoff@igcn.com  
writes: 
 
> Good call, if you are just starting out. Don't feel obligated to restrict 
>  your NPCs in the same way though. :) 
 
this is wrong. it's like having two sets of building rules for players and  
non-players. 
 
allow me to repeat. this is wrong. 
 
andy 
 
------------------------------ 
 
Date: Wed, 28 Apr 1999 11:28:49 -0400 (EDT) 
From: Michael Surbrook <susano@dedaana.otd.com> 
Subject: Re: CHAMPS: 2009 
 
On Wed, 28 Apr 1999 AndMat3@aol.com wrote: 
 
> In a message dated 4/28/99 10:48:08 AM Eastern Daylight Time, geoff@igcn.com  
> writes: 
>  
> > Good call, if you are just starting out. Don't feel obligated to restrict 
> >  your NPCs in the same way though. :) 
>  
> this is wrong. it's like having two sets of building rules for players and  
> non-players. 
>  
> allow me to repeat. this is wrong. 
 
No, I disagree.  NPC, especially villains, should be allowed to go beyond 
the capabilites of the PCs.  How else do you get super-villains (or other 
characters) that can hold off a whole team of heroes? 
 
- -- 
Michael Surbrook - susano@otd.com - http://www.otd.com/~susano/index.html 
 
      "I registered my copy of the Bible.  I'm hoping to get an upgrade 
                               in the mail." 
                               Darren Hansen 
 
------------------------------ 
 
Date: Wed, 28 Apr 1999 11:26:57 EDT 
From: AndMat3@aol.com 
Subject: Re: Teleporting body parts 
 
In a message dated 4/28/99 10:56:30 AM Eastern Daylight Time,  
DBStallard@compuserve.com writes: 
 
> One of my players wants to be able to temporarily teleport out a target's 
>  body part, for instance a lung.  He figures that this would cause great 
>  pain, so he's defined it as a Ranged Killing Attack.  He also wants to be 
>  able to hold the body part in his "phantom world" for a while, so he stuck 
>  Continuous on the RKA. 
>   
>  I don't like this power...it's too deadly for a hero PC (even one named 
>  Homicide -- I kid you not).  Would you allow it?  Assuming it is allowed, 
>  do you think Continuous RKA is the right way to define this? 
 
As the GM, you have the right to tell your player that this does not fit with  
the 
tone and feel of your campaign. [neither is teleporting rebar into his body  
and  
keeping it there.] just say "no". 
 
i certainly could be a continuous killing attack (would it have to be bought 
uncontrolled first?) 
 
on a side note: if you allow it in, you should give at least one of the  
regular 
bad guys a very similar power (and uncontrolled, continuous killing attack). 
when the heroes start to act like the bad guys, then the bad guys should 
either get wrose or better. and better really never works for them. 
 
andy 
 
------------------------------ 
 
Date: Wed, 28 Apr 1999 11:28:50 -0500 
From: Bill Svitavsky <bsvitavsky@mln.lib.ma.us> 
Subject: Re: Darth Vader 
 
At 10:17 AM 4/28/99 -0500, Lance Dyas <lancelot@radiks.net> 
wrote: 
> 
> 
>Bill Svitavsky wrote: 
> 
[snip] 
>> 
>> This reminds me of a PC in one of my early campaigns who insisted on buying 
>> a battlesuit that provided life support as a focus. After villains stole 
>> the suit & he spent an adventure hooked to life support equipment in a 
>> hospital while his teammates retrieved it, he begged to rewrite the 
>> character. 
>> 
>> - Bill Svitavsky 
> 
>Ouch thats mean, life support should only be needed under certain specific 
>condition 
>unless he also bought dependent on life support as a disadvantage you screwed 
>that 
>player badly IMHO 
> 
 
I didn't mean the power Life Support, I meant it in the general sense 
(hence no capitals). It was constructed as a Dependence on the suit. 
 
- - Bill Svitavsky 
 
------------------------------ 
 
Date: Wed, 28 Apr 1999 10:32:18 -0500 
From: Lance Dyas <lancelot@radiks.net> 
Subject: Re: The Acceptance of Powergaming (was re RE:Darth Vader) 
 
Michael Surbrook wrote: 
 
> 20    INT                     Also very good, though this would make him as 
 
> > smart as Einstein 
> 
> Nope.  Einsiein has a 10 INT.  It's just that Einstien has Physics on a 
> 18- and takes *days* to work on a problem, just getting massive "Extra 
> Time" bonuses.  And, I agree, the 20 INT is too high.  Vader is not that 
> fast a thinker.  Reed Richards is a 30+ INT becuase he can make descisions 
> (and figure out problems) virutally instantly). 
 
Einsteins Inventive Genius normally gets blopped into his intelligence, he invented 
whole hog much of the support Math and the Physics without experimental basis it is 
totally flabbergasting, Put the points where you want to but he should come off as 
having a wierd mind. Based on what Ive heard the man had an estimated real world iq 
of 180. 
 
------------------------------ 
 
Date: Wed, 28 Apr 1999 11:34:20 EDT 
From: Akirazeta@aol.com 
Subject: CHAMPS: 09 House Rule #1 
 
Its been less than an hour since the first post of a 2009 message, and  
already weve been able to work out a nice little house rule! 
 
Characters start with Normal Human Maxima disadvantage and recieve no points  
for it. If a character wishes to buy off the disadvantage, they must do so  
for each individual stat.  
 
Example: A character who wants 40 STR for some reason can go about it two  
ways. They can either pay 20 points to remove the Human Maxima:STR, than pay  
30 more points to have STR of 40. 
 
Or they can buy theyre STR up to 20 for 10 points, than up to STR 40 for 40  
more points. 
 
------------------------------ 
 
Date: Wed, 28 Apr 1999 11:37:08 -0400 
From: Geoff Speare <geoff@igcn.com> 
Subject: Re: CHAMPS: 2009 
 
>this is wrong. it's like having two sets of building rules for players and  
>non-players. 
 
I smell a good discussion. :) 
 
There should be two sets of building rules for players and non-players. 
Player characters, by their nature, are less predictable (from the 
viewpoint of the GM); also, they need to be balanced with other player 
characters so that the players don't feel that they are being shortchanged 
in their roleplay. (Doesn't mean that point totals or power levels need to 
be balanced, just that players should get roughly equal game time.) 
 
Non-players, on the other hand, are controlled by the GM: their reason for 
existence is to challenge the player characters and entertain the players. 
Non-players can have horribly abusive powers, as long as they are not used 
in improper ways (show up the players, take out GM's RL aggression on 
players, etc.).  
 
Geoff Speare 
 
------------------------------ 
 
Date: Wed, 28 Apr 1999 11:39:25 EDT 
From: Akirazeta@aol.com 
Subject: CHAMPS: PC rules vs. NPC rules 
 
>this is wrong. it's like having two sets of building rules for players and  
>non-players. 
 
I smell a good discussion. :) 
 
There should be two sets of building rules for players and non-players. 
Player characters, by their nature, are less predictable (from the 
viewpoint of the GM); also, they need to be balanced with other player 
characters so that the players don't feel that they are being shortchanged 
in their roleplay. (Doesn't mean that point totals or power levels need to 
be balanced, just that players should get roughly equal game time.) 
 
Non-players, on the other hand, are controlled by the GM: their reason for 
existence is to challenge the player characters and entertain the players. 
Non-players can have horribly abusive powers, as long as they are not used 
in improper ways (show up the players, take out GM's RL aggression on 
players, etc.).  
 
Geoff Speare 
 
------------------------------ 
 
Date: Wed, 28 Apr 1999 10:41:04 -0500 (CDT) 
From: "Dr. Nuncheon" <jeffj@io.com> 
Subject: Re: CHAMPS: 2009 
 
On Wed, 28 Apr 1999 AndMat3@aol.com wrote: 
> In a message dated 4/28/99 10:48:08 AM Eastern Daylight Time, geoff@igcn.com  
> writes: 
>  
> > Good call, if you are just starting out. Don't feel obligated to restrict 
> >  your NPCs in the same way though. :) 
>  
> this is wrong. it's like having two sets of building rules for players and  
> non-players. 
 
And why, exactly, is that wrong? 
 
First of all, you /already/ have two sets of building rules for PCs and 
NPCs.  The PCs get a set number of points to create their character, but 
the GM does not need to abide by that restriction when making the NPCs. 
(If he did, then single villains like Mechanon and Dr. Destroyer would be 
impossible to create, and everyone would always fight teams. Oh, and also 
all of the NPCs would be at the PCs power level, including Joe the 
security guard and Rita Mae the plumber's apprentice.) 
 
Also, many of the STOP or Mag. Glass powers are marked because they can be 
abused, and make things very difficult for the GM if he isn't prepared to 
deal with them.  An example would be Telepathy, which can derail many 
mystery-type plots right off.  But, a villain having Telepathy is not 
nearly as big of a problem for the GM, because the GM is /controlling/ the 
villain. 
 
And, of course, some McGuffins or plot elements require stuff that should 
not be in the hands of a player.  Take this power for example: it's a mind 
control power that saps the targets will and makes them susceptible to the 
commands of the user.  Furthermore, each of those targets 're-broadcasts' 
and amplifies the mental power - so the more people fall under the spell, 
the more powerful it gets, the range is increased, etc...that would be 
Mind Control and EGO Drain with a boatload of advantages (and several 
stop signs) - plus, it's an inappropriate power for a hero to have, but 
for a villain? It's perfect. 
 
J 
 
Hostes aliengeni me abduxerent.              Jeff Johnston - jeffj@io.com 
Qui annus est?                                   http://www.io.com/~jeffj 
 
------------------------------ 
 
Date: Wed, 28 Apr 1999 08:12:24 -0700 
From: Tracy L Birdine <hawk291@juno.com> 
Subject: Re: The Acceptance of Powergaming (was re RE:Darth Vader) 
 
On Wed, 28 Apr 1999 07:30:22 EDT Akirazeta@aol.com writes: 
> DARTH VADER 
> 
> Im all for. As long as you dont go giving him 45 Dex or superleap or  
 
Luke has it. 
 
 
>  
> Darth Vader cant even RUN.  
 
No, we've never *seen* him run.  he's never been in a situation where he 
had to... 
 
He can walk at a barely increased speed,  
 
When he's got a purpose, he does have a mean stroll. 
 
> but lacks  
> the motor skills or interface with his cybernetic required to mave  
> rapidly.  
 
Uuuh, Return of the Jedi, his lightsaber battle with Luke.  He was moving 
pretty rapidly there. 
 
> He cant keep the Pace in a fight versus Luke ( who is a highly  
> unskilled,untrained teenager ) so he has to revert to using TK.  
 
Luke had raw talent that got loose from him for a moment. 
 
> Fighting skills: Darth Vader is a Dirty Infighter. He is not a  
> skilled as Obi  
> Wan (whp is also an old man), Obi Wan chooses to be beaten and  
> become one  
> with the "Force". Obi just lowers his weapon and takes the hit.  
> Darth can  
> barely beat Luke, who is a child with no training at fighting art  
> WHAT SOEVER. 
 
Once again, look at that battle.  He wasn't trying to kill Luke, but when 
he got mad, he took the boy to the cleaners before Luke rallied.  So I'd 
say there's a fair amount of skill going on there... 
  
> Basically, make a psionic (force user) Human, who is a cripple with  
> phenominal mental powers, than build him a Powersuit to augment the  
> stuff you  
> feel needs to be rediculacly high. 
 
I agree. 
 
 
|- /\ \\/ |<      [ ICQ: 32038562 ]    ghostwalker@ifr-inc.org 
CO/4th Batt., The Horsemen, Black Horse Regiment 
                    *---===(              )===---* 
Black Horse Webpage: http://www.ifr-inc.org/staffpages/tb.html 
 
------------------------------ 
 
Date: Wed, 28 Apr 1999 11:34:39 -0700 
From: "David W. Salmon" <dwsalmon@earthlink.net> 
Subject: RE: Reputation [was Re: CHAR: Darth Vader (rough)] 
 
Actually, Dark Champions sheds some light on this subject. It says that if 
your reputation roll is made then you can get bonuses to your presence. 
Thereby combining presence and reputation which does make a bit of sense. I 
don't have the book with me so I am not sure of the specifics. I will go 
look it up though. 
 
 
Dave 
 
- -----Original Message----- 
From: owner-champ-l@sysabend.org [mailto:owner-champ-l@sysabend.org]On 
Behalf Of Bill Svitavsky 
Sent: Wednesday, April 28, 1999 9:21 AM 
To: AndMat3@aol.com; champ-l@sysabend.org 
Subject: Re: Reputation [was Re: CHAR: Darth Vader (rough)] 
 
 
At 11:06 AM 4/28/99 EDT, AndMat3@aol.com wrote: 
>In a message dated 4/28/99 9:41:20 AM Eastern Daylight Time, geoff@igcn.com 
>writes: 
> 
>> >>Well, he walks into the Blockade Runner and Stormtrooper *and* Rebel 
>>  >>Troops shut up and get out of his way.  He tends to scare people... 
*but* 
>>  >>I might drop this, as some of the Death Star officers had enough of a 
>>  >>spine to talk back to him... at least a 20 then. 
>>  > 
>>  >   It seems to me that his Reputation should have something to do with 
>this. 
>> 
>> 
>>  The Reputation Disadvantage shouldn't have anything to do with this...a 
>>  disad shouldn't give you a bonus. His reputation, on the other hand, 
should 
>>  have a hell of a lot to do with it. :) 
> 
>Yeah... but according to the book it does. So, how do you handle this? I 
>think that i have heard that the Reputation disad is being re-worked in the 
>5th ED; but as I have not actually seen it, cannot say for certain. 
> 
>how do other GM's handle this in their games? 
> 
 
I really liked the Recognition and Reputation rolls in the first edition 
Golden Age of Champions. I used them quite successfully in my longest 
running Champions game. They helped define the public image of each hero, 
and on occasion guided the heroes' behavior. It gave a nice traditional 
superhero feel to the game, as the PC's frequently became involved in 
public service projects to enhance their acceptance in the community. 
 
- - Bill Svitavsky 
 
------------------------------ 
 
Date: Wed, 28 Apr 1999 11:40:45 -0400 
From: Brian Wawrow <bwawrow@fmco.com> 
Subject: RE: Status & Reputation  
 
The way that I handle this is with status. I realize that in a supers game, 
being the CEO of a multinational hi-tech powersuit corporation is just a 
trivial background trait but in my world, status is not so easy to come by. 
 
I have my PC's buy very specific bits of status. Sometimes the status is 
official, like a 3pt. Eathereal Mechanics certification or a 1pt. junior 
membership in the Alchemist's Guild. Also, I allow reputations in any walk 
of life to be bought as status, generally on a scale of about 1 to 10, 
however you can go as high as you want.  
 
Off hand, I'd say that anyone in a position of serious power, like a general 
or a CEO should have something like 30 or 40 points wrapped up in status. 
The six people who run the city in my FH game have about 60 pts. each in 
status. 
 
When taking a rep as a disad, it should never, under any circumstances, 
result in anyone reacting more favourably towards the PC. However, a rep 
disad and a few points of status can work together to define NPC's 
reactions. 
 
Later 
BRI 
 
 
] I really liked the Recognition and Reputation rolls in the  
] first edition 
] Golden Age of Champions. I used them quite successfully in my longest 
] running Champions game. They helped define the public image  
] of each hero, 
] and on occasion guided the heroes' behavior. It gave a nice  
] traditional 
] superhero feel to the game, as the PC's frequently became involved in 
] public service projects to enhance their acceptance in the community.  
 
------------------------------ 
 
Date: Wed, 28 Apr 1999 10:34:03 -0500 (CDT) 
From: Curt Hicks <exucurt@exu.ericsson.se> 
Subject: Re: CHAMPS: 2009 
 
> From: AndMat3@aol.com 
>  
> In a message dated 4/28/99 10:48:08 AM Eastern Daylight Time, geoff@igcn.com  
> writes: 
>  
> > Good call, if you are just starting out. Don't feel obligated to restrict 
> >  your NPCs in the same way though. :) 
>  
> this is wrong. it's like having two sets of building rules for players and  
> non-players. 
>  
> allow me to repeat. this is wrong. 
>  
> andy 
>  
>  
Oh ?  So as a GM I'm not allowed to build a master villain that can take on  
a whole team of heroes single-handedly because I can't balance her properly  
on starting points plus disadvantages ? 
 
Curt  
 
------------------------------ 
 
Date: Wed, 28 Apr 1999 10:49:15 -0500 
From: Lance Dyas <lancelot@radiks.net> 
Subject: Re: Darth Vader 
 
Ah OK player screwed himself royally then.  Somebody wanted to do the "Iron Man" 
thing but over did it by defining the armor in a loseable fashion and complete 
dependence. Actually I think the original Iron man could last several days out of 
armor before the fragment killed him.  He was still quite dependent on the armor, 
in the long run 
 
Bill Svitavsky wrote: 
 
> At 10:17 AM 4/28/99 -0500, Lance Dyas <lancelot@radiks.net> 
> wrote: 
> > 
> > 
> >Bill Svitavsky wrote: 
> > 
> [snip] 
> >> 
> >> This reminds me of a PC in one of my early campaigns who insisted on buying 
> >> a battlesuit that provided life support as a focus. After villains stole 
> >> the suit & he spent an adventure hooked to life support equipment in a 
> >> hospital while his teammates retrieved it, he begged to rewrite the 
> >> character. 
> >> 
> >> - Bill Svitavsky 
> > 
> >Ouch thats mean, life support should only be needed under certain specific 
> >condition 
> >unless he also bought dependent on life support as a disadvantage you screwed 
> >that 
> >player badly IMHO 
> > 
> 
> I didn't mean the power Life Support, I meant it in the general sense 
> (hence no capitals). It was constructed as a Dependence on the suit. 
> 
> - Bill Svitavsky 
 
------------------------------ 
 
Date: Wed, 28 Apr 1999 11:49:05 EDT 
From: AndMat3@aol.com 
Subject: Re: CHAMPS: 2009 
 
In a message dated 4/28/99 11:41:07 AM Eastern Daylight Time, jeffj@io.com  
writes: 
 
> And why, exactly, is that wrong? 
>   
>  First of all, you /already/ have two sets of building rules for PCs and 
>  NPCs.  The PCs get a set number of points to create their character, but 
>  the GM does not need to abide by that restriction when making the NPCs. 
>  (If he did, then single villains like Mechanon and Dr. Destroyer would be 
>  impossible to create, and everyone would always fight teams. Oh, and also 
>  all of the NPCs would be at the PCs power level, including Joe the 
>  security guard and Rita Mae the plumber's apprentice.) 
 
ok... allow me to re-state this. [note: this is an opinion. not a fact.]  
i don't mind that players and non-players have different point values. 
i do mind that they don't have access to the same power list. 
 
either something is ok... or it is not. decide and then make the list 
available to all.  
 
i'm not looking for people to agree with me. most GM's do not; but 
that's ok. this is an opinion and therefore, open to debate. when you 
disallow a power for a PC and then allow it for an NPC the player (or 
maybe its just me) sees that and say "ah! the GM is cheating." 
 
as for Plot Devices...  i have come to hate them and attempt to only 
use them if i let everyone know that one is in play... normally by stating 
in a loud and unmistakeable voice: "This is a plot device... please do not 
touch or look at too hard... it might fall apart." 
 
again, that's just an opinion. feel free to disagree. :) 
 
andy 
 
------------------------------ 
 
End of champ-l-digest V1 #297 
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Date: Tuesday, June 29, 1999 10:15 AM