Digest Archive vol 1 Issue 302
From: owner-champ-l-digest@sysabend.org 
Sent: Thursday, April 29, 1999 1:10 PM 
To: champ-l-digest@sysabend.org 
Subject: champ-l-digest V1 #302 
 
 
champ-l-digest        Thursday, April 29 1999        Volume 01 : Number 302 
 
 
 
In this issue: 
 
    Re: CHAR: Darth Vader (rough)] 
    Re: CHAR: Darth Vader (rough) 
    Re: CHAR: Darth Vader (rough) 
    Pie-In-The-Face Flash 
    eating and sleeping 
    Re: That guy had some balls! (Sack of Ball Bearings Power construct) 
    RE: AE 
    RE: AE 
    Re: CHAR: Darth Vader (rough) 
    RE: AE 
    Re: Pie-In-The-Face Flash 
    RE: AE 
    Re: Pie-In-The-Face Flash 
    RE: AE 
    RE: AE 
    Re: Pie-In-The-Face Flash 
    RE: AE 
    RE: AE 
    Re: Pie-In-The-Face Flash 
    Re: Pie-In-The-Face Flash 
    Re: Pie-In-The-Face Flash 
    Re: Pie-In-The-Face Flash 
    Recognition & Reputation Comments 
    Recognition and Reputation Rules 
    Re: say INT ain't so 
    Re: Pie-In-The-Face Flash 
 
---------------------------------------------------------------------- 
 
Date: Thu, 29 Apr 1999 10:05:26 EDT 
From: Leah L Watts <llwatts@juno.com> 
Subject: Re: CHAR: Darth Vader (rough)] 
 
>>  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. 
 
I've heard that as well, but whether it'll be in the finished book is 
another question. 
 
One thing that might work: give Vader about a 20-25 PRE, then buy another 
10 points or so with the "Offense Only" limitation and define the extra 
PRE as his reputation. 
 
Leah 
 
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------------------------------ 
 
Date: Thu, 29 Apr 1999 10:05:26 EDT 
From: Leah L Watts <llwatts@juno.com> 
Subject: Re: CHAR: Darth Vader (rough) 
 
>This is probably the real heart of the matter: the question isn't "why 
>doesn't everyone use lightsabers", the question is "why DO Jedi use 
them?" 
>The answer seems to be linked to Obi-Wan's description of the lightsaber 
as 
>a "more elegant" weapon than the blaster. Blasters are easy, and the 
choice 
>of weapon of those who WANT to fight. Lightsabers are difficult to use 
>*effectively* (in the same way that a rapier is less effective than a 
modern 
>firearm) 
 
It could easily be that the Jedi had a de-facto monopoly of lightsaber 
training, since they could do so much more with them (Force tricks) than 
a non-Jedi.  Once the Jedi get wiped out, there goes most if not all of 
your qualified teachers. 
 
There could have been non-Jedi who used lightsabers, but when the Jedi 
were killed off they would have had two options:  either put the 
lightsaber away or be targetted by the Jedi-killer teams. 
 
Leah 
 
___________________________________________________________________ 
You don't need to buy Internet access to use free Internet e-mail. 
Get completely free e-mail from Juno at http://www.juno.com/getjuno.html 
or call Juno at (800) 654-JUNO [654-5866] 
 
------------------------------ 
 
Date: Thu, 29 Apr 1999 10:10:51 -0400 
From: Geoff Speare <geoff@igcn.com> 
Subject: Re: CHAR: Darth Vader (rough) 
 
>It could easily be that the Jedi had a de-facto monopoly of lightsaber 
>training, since they could do so much more with them (Force tricks) than 
>a non-Jedi.  Once the Jedi get wiped out, there goes most if not all of 
>your qualified teachers. 
 
While I'm sure that anyone could learn to cut off arms with a lightsaber, 
deflecting blaster shots with the consistency of a Jedi Knight is not 
something within the realm of unaided human ability.  
 
I don't think many Jedi would be keen on lightsabers if it weren't for that 
deflection trick -- at any rate, those who were would not be around long 
enough to form a tradition. :) 
 
Geoff Speare 
 
------------------------------ 
 
Date: Thu, 29 Apr 1999 10:12:45 -0400 (EDT) 
From: Jason Sullivan <ravanos@NJCU.edu> 
Subject: Pie-In-The-Face Flash 
 
Flash 2d6 
Effects groups Sight and Taste/Smell +20 
NND: Flash Defense is ineffective.  The Defense is a Force Wall, Force 
Field, frictionless surface surrounding one's body, having extra eyes (or 
no head or face at all), or hard eye coverings that can be taken off.  The 
character may spend Segments "clearing away" the sticky masses, which 
should take some time (+1); 4 Charges (-1), Range based on STR (-1/4), 
Must target head hit location (-?) 
 
------------------------------ 
 
Date: Thu, 29 Apr 1999 10:26:14 -0400 
From: Brian Wawrow <bwawrow@fmco.com> 
Subject: eating and sleeping 
 
Hi, 
 
Although rarely a factor in supers games, I'm about to lean on my PC's with 
a little food and sleep deprivation. Has anyone dealt with this in a heroic 
game? 
 
I was thinking I would give a penalty to all PC rolls equal to the number of 
days without sleep squared. A successful meditation roll modified by this 
penalty allows the PC to function normally for the rest of the day. 
 
For food and water, I 'm not too sure. Any thoughts? 
 
Brian Wawrow 
Financial Models Company 
bwawrow@fmco.com 
(905) 212 - 3055 
 
2*3*3*37 - The prime factorization of the beast  
 
------------------------------ 
 
Date: Thu, 29 Apr 1999 07:07:58 -0700 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: That guy had some balls! (Sack of Ball Bearings Power construct) 
 
At 09:54 AM 4/29/1999 -0400, Beren wrote: 
><<>b) AoE: Radius or Cone 
>> Should it be Radius or Cone?  I could see it being either. 
> 
>   I'd make it AE:Any.>> 
> 
>Would it be appropriate to put something in about it being limited 
>byexisting walls?  If you're in a room that has a low dividing wall or some 
>other solid object, you're not going to be able to cover the entire area - 
>at least not easily. 
 
   I think this may be covered already by the nature of AE; that particular 
point has been the topic of some debate in the past. 
   Basically, if you think a Limitation (probably on the AE only) would be 
appropriate, then it would be. 
- --- 
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: Thu, 29 Apr 1999 07:54:23 -0700 
From: Christopher Taylor <ctaylor@viser.net> 
Subject: RE: AE 
 
I am sure someone has spent more time accurately determining the exact 
volume of each area effect attack but I just wondered if anyone else 
thought that the size of Area Effect: Any was far too small?  Especially 
compared to something like Radius (which is titanic), Any is pathetic, it 
is by far the smallest of any of the area effect variants except One Hex 
(and on a power up to 15 active cost it IS the same size as one hex).  I 
have been giving people 1 hex per 5 active points and it doesn't appear to 
have unbalanced anything, just wondered what the list thought of this. 
 
- -------------------------------------------------------------------------- 
Sola Gracia		Sola Scriptura		Sola Fide 
Soli Gloria Deo    	Solus Christus		Corum Deo 
- -------------------------------------------------------------------------- 
 
------------------------------ 
 
Date: Thu, 29 Apr 1999 10:59:36 -0400 (EDT) 
From: Michael Surbrook <susano@dedaana.otd.com> 
Subject: RE: AE 
 
Speaking of such things, we are using the idea of AoE: Megahex (+3/4) in 
one of my games.  Basically, it affects a center hex and all six hexes 
that connect to it.  Works well for certain 'small-sized' explosions and 
attacks. 
 
- -- 
Michael Surbrook - susano@otd.com - http://www.otd.com/~susano/index.html 
 
If a woman has to choose between catching a fly ball and saving an 
infant's life, she will choose to save the infant's life without even 
considering if there is a man on base. - Dave Barry 
 
------------------------------ 
 
Date: Thu, 29 Apr 1999 08:00:54 -0700 
From: Christopher Taylor <ctaylor@viser.net> 
Subject: Re: CHAR: Darth Vader (rough) 
 
>> >       Missile Deflection: Up to Energy Attacks (seen in ESB) 
> 
>> When he reflected Solo's blaster shots, did they fly off, or were they 
>> absorbed? I seem to recall them just disappearing into his hand... 
> 
>	I've been thinking about this and I think that missile deflection is 
>the wrong mechanic for what happened.  He has missile deflection with 
>the light saber but what he did on the cloud city was somewhat 
>different.  Han shot at Darth who raised his hands and "caught" the 
>blasts.  What I would use would be force wall with gestures.  If you 
>call the blasters 2D6 KE, a 13 defence force wall, energy only, would do 
>the trick nicely.  It would need to be adjusted for visiblity details 
>and other factors but it would be the best way of doing what he did. 
 
You could model this just with a lot of extra DCV only in the right 
circumstances, which would explain why light sabers were used against jedi 
instead of guns.  If a well trained Jedi is almost impossible to hit with 
blasters (modelled by bouncing them off a hand or such) then you will find 
another way. 
 
- -------------------------------------------------------------------------- 
Sola Gracia		Sola Scriptura		Sola Fide 
Soli Gloria Deo    	Solus Christus		Corum Deo 
- -------------------------------------------------------------------------- 
 
------------------------------ 
 
Date: Thu, 29 Apr 1999 08:00:42 -0700 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: RE: AE 
 
At 07:54 AM 4/29/1999 -0700, Christopher Taylor wrote: 
>I am sure someone has spent more time accurately determining the exact 
>volume of each area effect attack but I just wondered if anyone else 
>thought that the size of Area Effect: Any was far too small?  Especially 
>compared to something like Radius (which is titanic), Any is pathetic, it 
>is by far the smallest of any of the area effect variants except One Hex 
>(and on a power up to 15 active cost it IS the same size as one hex).  I 
>have been giving people 1 hex per 5 active points and it doesn't appear to 
>have unbalanced anything, just wondered what the list thought of this. 
 
   I suppose it's not a bad idea, especially if it doesn't horribly 
unbalance things in practice.  In fact, now that you've mentioned it like 
this, this change probably should have been in 5th Edition.  (It's probably 
too late now.) 
   Remember, of course, that with AE:Any, you can vary the shape of your 
area, which you don't get with any other AE. 
- --- 
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: Thu, 29 Apr 1999 08:02:43 -0700 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Pie-In-The-Face Flash 
 
At 10:12 AM 4/29/1999 -0400, Jason Sullivan wrote: 
>Flash 2d6 
>Effects groups Sight and Taste/Smell +20 
>NND: Flash Defense is ineffective.  The Defense is a Force Wall, Force 
>Field, frictionless surface surrounding one's body, having extra eyes (or 
>no head or face at all), or hard eye coverings that can be taken off.  The 
>character may spend Segments "clearing away" the sticky masses, which 
>should take some time (+1); 4 Charges (-1), Range based on STR (-1/4), 
>Must target head hit location (-?) 
 
   I think an argument could be made for a pie in the face being a 0 DEF, 1 
BODY Entangle that Blocks the Sight Sense Group.  :-] 
- --- 
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: Thu, 29 Apr 1999 08:08:54 -0700 
From: Christopher Taylor <ctaylor@viser.net> 
Subject: RE: AE 
 
>Speaking of such things, we are using the idea of AoE: Megahex (+3/4) in 
>one of my games.  Basically, it affects a center hex and all six hexes 
>that connect to it.  Works well for certain 'small-sized' explosions and 
>attacks. 
 
Woohoo!!!  A blast from the past!! back to The Fantasy Trip! :)  I always 
used radius with a -1 limitation for this (seems to negate the power but 
the active cost is higher and with other advantages the limitation does not 
equal the advantage of Radius because of the way the math works). 
 
- -------------------------------------------------------------------------- 
Sola Gracia		Sola Scriptura		Sola Fide 
Soli Gloria Deo    	Solus Christus		Corum Deo 
- -------------------------------------------------------------------------- 
 
------------------------------ 
 
Date: Thu, 29 Apr 1999 10:11:35 -0500 
From: "Michael (Damon) & Peni Griffin" <griffin@txdirect.net> 
Subject: Re: Pie-In-The-Face Flash 
 
At 10:12 AM 4/29/1999 -0400, Jason Sullivan wrote: 
>Flash 2d6 
>Effects groups Sight and Taste/Smell +20 
>NND: Flash Defense is ineffective.  The Defense is a Force Wall, Force 
>Field, frictionless surface surrounding one's body, having extra eyes (or 
>no head or face at all), or hard eye coverings that can be taken off.  The 
>character may spend Segments "clearing away" the sticky masses, which 
>should take some time (+1); 4 Charges (-1), Range based on STR (-1/4), 
>Must target head hit location (-?) 
 
The requirement to target the head in combat, at -8 OCV, is significant, 
but as is often the case, the degree to which this is a hindrance depends 
on other things about the character.  What's the character's base OCV? 
Does he have CSLs that would apply to this attack? 
 
I have often thought there should be a sliding scale for several 
Limitations and Disadvantages that base their final value on how 
inconvenient they are for the individual character.  It's not always easy 
to gauge how often something will come up during play, but die roll 
probability can at least be estimated. 
 
Psych Lims, for example, are worth +5 points for Strong limitations, which 
can be overcome with an EGO Roll.  This is true whether the character's EGO 
is 8 or 30; the point value of the Disadvantage isn't affected by how 
likely the EGO Roll is to succeed. 
 
Requires a Skill Roll is the same way (if it's characteristic-based).  RSR 
is always worth -1/2, whether the applicable roll is 11- or 16-. 
 
A secondary problem with all this is that it's not easy to make one thing 
harder to do than another.  I can easy imagine a character with a 
psychological "Achilles' heel".  Two Psych Lims, neither of them at the 
Total level, but one that gives the character enough grief to carry an 
inherent -3 to the EGO Roll.  Psych Lims do not provide a way to do this. 
Characters should be allowed to take additional points for significant EGO 
Roll penalties built into the Psych Lim, or to take fewer points for a 
Strong Psych Lim with an EGO Roll bonus. 
 
RSR should allow for the possibility that a Power is sufficiently difficult 
to use that it carries an inherent Skill Roll penalty, over and above the 
existing -1 per 10 Active Points.  Actually, there may be a way to do that 
already, though I've never seen it used:  Apply the usual -1/2 Limitation 
to the Power.  Purchase the required Skill normally, then buy -1 to the 
roll at a cost of -2 Character Points.  It almost immediately costs less 
than nothing to pay for the required Skill; this negative cost is applied 
to the Real Cost of the Power itself.     
 
EXAMPLE:  40 AP Teleport, DEX-based RSR @ -3 
	Power Cost: 40 
	Skill Cost:  3 - 6 = -3 
	Total Cost: 37 
 
	Using this Power now carries a total Skill Roll penalty of -7, since the 
RSR has a built-in penalty of -1 per 10 AP in the Teleport. 
 
 
BACK ON TOPIC EXAMPLE:  40 AP Pie-in-the-Face, OCV-based RSR @ -4 
	Power Cost: 40 
	Skill Cost:  3 - 8 = -5 
	Total Cost: 35 
 
	Using this Power now carries a total Skill Roll penalty of -8, since the 
RSR has a built-in penalty of -1 per 10 AP in the Flash.  This is in 
keeping with the -8 OCV penalty required for a head shot. 
 
Criticisms?   
 
Damon 
 
 
 
 
|-----------------------------------------------------------| 
|************* Beware of geeks bearing .GIFs ***************| 
|-----------------------------------------------------------| 
|Damon & Peni's homepages: http://www.txdirect.net/~griffin | 
|   Children's Books -- Dolls -- X-Files -- Pulp Magazines  | 
|       Computers -- Gaming -- All Human Knowledge          | 
|-----------------------------------------------------------| 
 
------------------------------ 
 
Date: Thu, 29 Apr 1999 11:13:15 -0400 (EDT) 
From: Michael Surbrook <susano@dedaana.otd.com> 
Subject: RE: AE 
 
On Thu, 29 Apr 1999, Christopher Taylor wrote: 
 
> >Speaking of such things, we are using the idea of AoE: Megahex (+3/4) in 
> >one of my games.  Basically, it affects a center hex and all six hexes 
> >that connect to it.  Works well for certain 'small-sized' explosions and 
> >attacks. 
>  
> Woohoo!!!  A blast from the past!! back to The Fantasy Trip! :)  I always 
 
Yup, good ole In the Labrynth megahexes... 
 
> used radius with a -1 limitation for this (seems to negate the power but 
> the active cost is higher and with other advantages the limitation does not 
> equal the advantage of Radius because of the way the math works). 
 
I based this of of the idea that if AoE: One Hex is +1/2 and you can 
increase the aarea of an attack by +1/4, then the 'megahex' would be +3/4. 
 
- -- 
Michael Surbrook - susano@otd.com - http://www.otd.com/~susano/index.html 
 
If a woman has to choose between catching a fly ball and saving an 
infant's life, she will choose to save the infant's life without even 
considering if there is a man on base. - Dave Barry 
 
------------------------------ 
 
Date: Thu, 29 Apr 1999 08:19:04 -0700 
From: Christopher Taylor <ctaylor@viser.net> 
Subject: RE: AE 
 
>>I am sure someone has spent more time accurately determining the exact 
>>volume of each area effect attack but I just wondered if anyone else 
>>thought that the size of Area Effect: Any was far too small?  Especially 
>>compared to something like Radius (which is titanic), Any is pathetic, it 
>>is by far the smallest of any of the area effect variants except One Hex 
>>(and on a power up to 15 active cost it IS the same size as one hex).  I 
>>have been giving people 1 hex per 5 active points and it doesn't appear to 
>>have unbalanced anything, just wondered what the list thought of this. 
> 
>   I suppose it's not a bad idea, especially if it doesn't horribly 
>unbalance things in practice.  In fact, now that you've mentioned it like 
>this, this change probably should have been in 5th Edition.  (It's probably 
>too late now.) 
>   Remember, of course, that with AE:Any, you can vary the shape of your 
>area, which you don't get with any other AE. 
 
Yeah well I sent a list of my top ten things I hoped would change in the 
survey, but I suspect it got stacked with 1298125 others and who knows what 
they got out of it.  Probably linked and aid will get adjusted and they are 
the LEAST of my concerns. 
 
- -------------------------------------------------------------------------- 
Sola Gracia		Sola Scriptura		Sola Fide 
Soli Gloria Deo    	Solus Christus		Corum Deo 
- -------------------------------------------------------------------------- 
 
------------------------------ 
 
Date: Thu, 29 Apr 1999 11:22:15 -0400 (EDT) 
From: Jason Sullivan <ravanos@NJCU.edu> 
Subject: Re: Pie-In-The-Face Flash 
 
On Thu, 29 Apr 1999, Michael (Damon) & Peni Griffin wrote: 
 
> At 10:12 AM 4/29/1999 -0400, Jason Sullivan wrote: 
> The requirement to target the head in combat, at -8 OCV, is significant, 
> but as is often the case, the degree to which this is a hindrance depends 
> on other things about the character.  What's the character's base OCV? 
> Does he have CSLs that would apply to this attack? 
 
	He has a DEX of 16, and probally no more than +3 RSL to offset 
range penalties with the pie, and no more than +3 OCV combination with the 
pie itself and pie throwing levels to ofset location penalties. 
	Quick math, that's 5 OCV, +3 for pie in the face...  that's 8, 
with +3 RSR to ofset range penalties. 
 
------------------------------ 
 
Date: Thu, 29 Apr 1999 10:22:47 -0500 
From: "Michael (Damon) & Peni Griffin" <griffin@txdirect.net> 
Subject: RE: AE 
 
At 10:59 AM 4/29/1999 -0400, Michael Surbrook wrote: 
>Speaking of such things, we are using the idea of AoE: Megahex (+3/4) in 
>one of my games.  Basically, it affects a center hex and all six hexes 
>that connect to it.  Works well for certain 'small-sized' explosions and 
>attacks. 
 
If your explosion or other attack is greater than 40 AP, I think you may be 
paying too much at +3/4. 
 
What you are describing is AoE:Radius, where the radius is 2"; this is the 
size area that would be affected by a 20 AP power with the +1 AoE:Radius 
Advantage.  Since the radius can be doubled for +1/4, it makes sense that 
it could be halved for -1/4.  In that case, a 40 AP Power would result in a 
2" AoE:Radius, and the Advantage value would be -3/4. 
 
Halve it again, and an 80 AP Power affects the same seven hexes for a +1/2 
Advantage.  
 
Damon  
 
------------------------------ 
 
Date: Thu, 29 Apr 1999 11:27:56 -0400 (EDT) 
From: Michael Surbrook <susano@dedaana.otd.com> 
Subject: RE: AE 
 
On Thu, 29 Apr 1999, Michael (Damon) & Peni Griffin wrote: 
 
> At 10:59 AM 4/29/1999 -0400, Michael Surbrook wrote: 
> >Speaking of such things, we are using the idea of AoE: Megahex (+3/4) in 
> >one of my games.  Basically, it affects a center hex and all six hexes 
> >that connect to it.  Works well for certain 'small-sized' explosions and 
> >attacks. 
>  
> If your explosion or other attack is greater than 40 AP, I think you may be 
> paying too much at +3/4. 
>  
> What you are describing is AoE:Radius, where the radius is 2"; this is the 
> size area that would be affected by a 20 AP power with the +1 AoE:Radius 
> Advantage.  Since the radius can be doubled for +1/4, it makes sense that 
> it could be halved for -1/4.  In that case, a 40 AP Power would result in a 
> 2" AoE:Radius, and the Advantage value would be -3/4. 
>  
> Halve it again, and an 80 AP Power affects the same seven hexes for a +1/2 
> Advantage.  
 
Yes, but AoE: One Hex is +1/2.  I split the difference between One Hex and 
the Full Radius. 
 
- -- 
Michael Surbrook - susano@otd.com - http://www.otd.com/~susano/index.html 
 
If a woman has to choose between catching a fly ball and saving an 
infant's life, she will choose to save the infant's life without even 
considering if there is a man on base. - Dave Barry 
 
------------------------------ 
 
Date: Thu, 29 Apr 1999 10:45:23 -0500 
From: "Michael (Damon) & Peni Griffin" <griffin@txdirect.net> 
Subject: Re: Pie-In-The-Face Flash 
 
At 11:22 AM 4/29/1999 -0400, Jason Sullivan wrote: 
>	He has a DEX of 16, and probally no more than +3 RSL to offset 
>range penalties with the pie, and no more than +3 OCV combination with the 
>pie itself and pie throwing levels to ofset location penalties. 
>	Quick math, that's 5 OCV, +3 for pie in the face...  that's 8, 
>with +3 RSR to ofset range penalties. 
 
A Combat Roll of 8-, with the requirement to target the head at -8?   
 
I dunno, what's the appropriate value for a Limitation that brings your 
base chance of success down to 0? 
 
Damon   
 
------------------------------ 
 
Date: Thu, 29 Apr 1999 11:54:24 -0400 (EDT) 
From: Jason Sullivan <ravanos@NJCU.edu> 
Subject: Re: Pie-In-The-Face Flash 
 
On Thu, 29 Apr 1999, Michael (Damon) & Peni Griffin wrote: 
 
> At 11:22 AM 4/29/1999 -0400, Jason Sullivan wrote: 
> >	He has a DEX of 16, and probally no more than +3 RSL to offset 
> >range penalties with the pie, and no more than +3 OCV combination with the 
> >pie itself and pie throwing levels to ofset location penalties. 
> >	Quick math, that's 5 OCV, +3 for pie in the face...  that's 8, 
> >with +3 RSR to ofset range penalties. 
> A Combat Roll of 8-, with the requirement to target the head at -8?   
> I dunno, what's the appropriate value for a Limitation that brings your 
> base chance of success down to 0? 
 
	Base OCV of 8...  I guess that would mean he would be an effective 
OCV of 0. 
	Let's hope he gets bonuses for suprise.  :) 
 
------------------------------ 
 
Date: Thu, 29 Apr 1999 12:01:44 -0400 
From: Mathieu Roy <matroy@abacom.com> 
Subject: Re: Pie-In-The-Face Flash 
 
Jason Sullivan wrote: 
 
> Flash 2d6 
> Effects groups Sight and Taste/Smell +20 
> NND: Flash Defense is ineffective.  The Defense is a Force Wall, Force 
> Field, frictionless surface surrounding one's body, having extra eyes (or 
> no head or face at all), or hard eye coverings that can be taken off.  The 
> character may spend Segments "clearing away" the sticky masses, which 
> should take some time (+1); 4 Charges (-1), Range based on STR (-1/4), 
> Must target head hit location (-?) 
 
IMHO, hitting the face is really special effects (and would get no penalty); 
at the very most a -1/4 if you consider that the victim could defend 
themselves by shielding their head while the rest of the body is uncovered, 
but I personally would make it -0. After all, most light-based Flashes already 
need to hit the target's eyes. 
 
Mathieu 
 
------------------------------ 
 
Date: Thu, 29 Apr 1999 12:30:03 -0400 (EDT) 
From: Jason Sullivan <ravanos@NJCU.edu> 
Subject: Re: Pie-In-The-Face Flash 
 
On Thu, 29 Apr 1999, Mathieu Roy wrote: 
 
> Jason Sullivan wrote: 
<snip> 
 
> > Must target head hit location (-?) 
> IMHO, hitting the face is really special effects (and would get no penalty); 
> at the very most a -1/4 if you consider that the victim could defend 
> themselves by shielding their head while the rest of the body is uncovered, 
> need to hit the target's eyes. 
> Mathieu 
 
	This being the case, I didn't add any "directional" limitations 
(must be facing target), which is assumed with Flash. 
 
	Though, you did bring up an interesting Linitation that could be 
used to simulate this mechanic: 
	Limitation: Can Be Blocked 
 
	I'd still like to make it so that the head had to be targeted, 
even if it dosen't work out being "points efficent." 
 
------------------------------ 
 
Date: Thu, 29 Apr 1999 13:02:01 -0400 
From: Bill Svitavsky <nbymail11@mln.lib.ma.us> 
Subject: Recognition & Reputation Comments 
 
I typed in the Recognition & Reputation rules as is from GAoC, with a few 
minor spelling & grammar corrections. I think they could probably use some 
revision, however, to fit into most campaigns.  
 
The most glaring problem is that this system isn't quite compatible with 
the Reputation Disadvantage. It can be tough coming up with points as it 
is, and players won't like losing one of the less harsh Disads.  And unlike 
the Reputation Disadvantage, the R&R rules make no provision for starting a 
character who's an experienced and well-known hero. I'd be inclined to 
simply allow players to choose their initial Recognition and Reputation, 
taking into account the character's history, Psych Lims, and such. 
 
Since they come from the Golden Age of Champions, the R&R rules as written 
are tailored for heroes of the 1940's. Society has changed, expectations of 
heroes have changed, and the media have changed enormously since then, so I 
think some changes to the charts are probably needed.  I could have left 
out all the 1940's examples from the text, but figured I'd leave them in as 
a reminder of what these rules were originally designed for. 
 
One problem that came up in the modern-day campaign where I used these 
rules was that of newsworthy public appearances by the characters when they 
were neither particularly heroic nor objectionable.  In our media-saturated 
modern world, the press is likely to seek out heroes for comments on just 
about anything, report on their lifestyles, or use their images to promote 
the city or commercial products. All of this should add to Recognition, but 
does nothing for Reputation. Granted, a hero who goes around endorsing 
products probably should be a little tarnished, and a sound byte can 
express some ideals and hence add reputation, but even the noblest of 
heroes will be vulnerable to out-of-context portrayals fairly often. I 
can't suggest a rules fix, other than some leniency when comparing 
Recognition & Reputation totals. It might just be a good representation of 
why our society is more jaded about heroes in general.  
 
Obviously, the media have changed a lot since the 1940's. "Newsworthy act 
that is printed" should read as "Newsworthy act that is printed, broadcast, 
disseminated over the Internet, etc." - and we probably shouldn't  forget 
the effect of word of mouth. It might be worth establishing modifiers for 
the size of the news report's audience: +0 Recognition for the local paper, 
+1 for the national news, -1 for an obscure e-mail list? 
 
I imagine the adjustments for value of saved/destroyed materials should be 
adjusted as well, since thousands, millions, and billions mean something 
different today than they did in the 1940's. I'm not sure how far I'd 
change them, though, since a hero doing thousands of dollars of property 
damage is still going to attract attention. 
 
I'm eager to hear others' opinions on this stuff, since after typing all 
this up I'm giving serious consideration whether to integrate it into my 
current campaign. 
 
------------------------------ 
 
Date: Thu, 29 Apr 1999 13:01:05 -0400 
From: Bill Svitavsky <nbymail11@mln.lib.ma.us> 
Subject: Recognition and Reputation Rules 
 
As requested, here it is: 
 
RECOGNITION AND REPUTATION 
(From Golden Age of Champions, 1st (1985) ed., by Chris Cloutier) 
 
What makes a Hero a Hero? Simply the fact that people recognize him as a 
Hero. Bad publicity and crusades (even by one man) can make a Hero seem 
like a Villain or a Villain like a Hero. The media made Joseph Stalin, the 
leader of the Soviet Union, out to be "Uncle Joe," a swell guy you wouldn't 
mind introducing to your daughter. They ignored or deliberately forgot 
about the purge and other questionable acts. (One source estimates that 
Stalin killed 10 million of his own people because they disagreed with his 
policies and views.) The same thing can happen to Heroes and Villains. 
 
There are two factors involved in determining public awareness of a 
character - Recognition and Reputation. Being a Hero means nothing to 
anyone if they don't recognize the character as one. Just imagine how you 
would feel if no one knew who you were. Everything can have a recognition 
value. A man dressed in a blue uniform swinging a nightstick will easily, 
but perhaps wrongly, be recognized as a policeman. The names Boy Scouts, 
Marines, police, and Mafia are all known. Individuals become celebrities. 
Moviestars, Congressional Medal of Honor recipients, politicians, fighter 
aces, and Superhero/Supervillains become household words. At first, a 
character will be an unknown factor, just another mystery man. 
 
RECOGNITION starts out with a base 8 or less roll on 3d6. This number will 
increase as the character becomes more well known to the public. Those 
characters who battle in the shadows will not be recognized as quickly and 
may often be mistaken for Villains. The following chart shows how 
Recognition is earned for various acts. The simple rule is "if it gets into 
the news, the character earns Recognition."  
 
- ---------------------------------BEGIN 
CHART------------------------------------ 
RECOGNITION 
Did newsworthy act that is printed...........................+1 
Publicly saved or caused the loss of  
thousands of dollars of equipment, 
materials, 
etc..................................................................+1 
Directly responsible for saving or  
killing many normals...................................................+1 
Capture of enemy spies which is not 
"hushed 
up".....................................................................+1 
Publicly saved or caused the loss of  
millions of dollars of equipment, 
materials, 
etc...................................................................+2 
Directly responsible for saving or  
killing prominent citizen(s).......................................+2 
Saved TOP SECRET governmental project * ..............+0 
Destroyed TOP SECRET governmental project * .......+1 
Others (GM Discretion)........................................+0 to +3 
 
* If a Hero saves a project that's TOP SECRET, the  
government will "hush it up" in the interest of the  
United States Government, and so no one will know  
about it. But, on the other hand, if it's destroyed  
and there are no plans to continue the same project,  
word will "leak out". The GM may secretly keep track  
of these points and add them in when the characters  
deal with the government again. 
- ---------------------------------END 
CHART------------------------------------- 
 
These Recognition points are cumulative and should be recorded on the 
character sheet. Whenever a character encounters a situation where being 
recognized would help, the GM should make a RECOGNITION CHECK. If it is 
made, help will usually be rendered, requests usually granted, etc. The 
following charts detail this. 
 
- ---------------------------------BEGIN 
CHART------------------------------------ 
TOTAL RECOGNITION POINTS			RECOGNITION ROLL 
0							8- 
1							9- 
2							10- 
3-4							11- 
5-8							12- 
9-16							13- 
17-32							14- 
32-64							15- 
65-128						16- 
129-256						17- 
256-512						18- 
513+							19- 
- ---------------------------------END 
CHART--------------------------------------- 
 
 
At this point, the Hero or Villain has become a household word and is 
immediately recognized. The Recognition Roll is modified whenever the 
character is outside of his usual stomping grounds. 
 
- ---------------------------------BEGIN 
CHART------------------------------------ 
LOCATION OF HERO			LEVEL AFFECTED 
Hero is in home territory			-0 levels 
Hero is in neighboring territory		-1 level 
Hero is across state			-2 levels 
Hero is in another state			-3 levels 
Hero is across country			-4 levels 
Hero is in another country			-5 levels 
- ---------------------------------END 
CHART--------------------------------------- 
 
 
REPUTATION is how the general public perceives the character AFTER it has 
recognized him. Unlike Recognition, Reputation will fluctuate depending on 
what the character does. The names Boy Scouts, police, firemen, and Abraham 
Lincoln all have good Reputations. Mafia, Nazi, Benedict Arnold, and Adolf 
Hitler all have bad Reputations. Such terms as politicians, soldiers, and 
moviestars have mixed Reputations. The higher the Reputation index is, the 
more heroic the character is (and the lower it goes, the more mercenary are 
the character's methods). All points are cumulative. 
 
- ---------------------------------BEGIN 
CHART------------------------------------ 
					REPUTATION 
Action					Points Awarded 
Captured Villains	................................................+1 
Allowed Villains to escape....................................-1 
Saved or allowed destruction of 
public/private property........................................+/-1 
If property is in the millions of dollars..............+/-1 
If property is in the billions of dollars...............+/-1 
Saving normal humans before anything else...+1 
Saving normal humans after the situation 
is resolved................................................... 
..............+0 
Endangering human normals................................-1 
Killing human normals...........................................-2 
If they are rich/famous/prominent.....................+/-1 
Solving a major crime when everyone  
else is stumped...........................................................+1 
Circumnavigate the law to accomplish 
objective................................................................... 
...-1 
- ---------------------------------END 
CHART--------------------------------------- 
 
Reputation establishes the character - the shock of Recognition is usually 
based on the Reputation that has preceded him. Thus, whenever the character 
is recognized, his Reputation is immediately known. 
 
Reputation and Recognition totals will change constantly. Recognition will 
always increase. This total compared with the Reputation total will 
instantly give a feeling of the Hero/Villain. The general public and other 
Heroes/police view this comparison as follows: if the Reputation exceeds 
the Recognition, the character is a saintly type. Total Code of Honor, 
Total Protection of Human Normals, Total Protection of Property from 
Damage, and Total Code Against Killing are usual Psychological Limitations. 
If the Reputation and Recognition are about the same, the character is a 
True-Blue Hero, but sometimes makes mistakes. He recognizes the human value 
on life and rescues them first. Codes of Honor, Codes against Killing, and 
Protects Human Normals are common Limitations. If Reputation is quite small 
as compared to Recognition, but still positive, the character usually 
operates on the right side of the law, but is mercenary in nature. Berserks 
and "to take the Villain at any cost"-type Psychological Limitations are 
common. Finally, if the Reputation ever goes below zero, the character is 
recognized as a mass murderer, a tyrant, or insane. "Killer", Berserks, and 
"Loves to Destroy Things" are common ailments. 
 
Villains and other nasties view Recognition and Reputation differently. If 
Reputation exceeds Recognition, the Villains know hostages, time delayed 
bombs, and other mass murder operations will balk the character. If they 
are about equal, the same tricks apply, but only if the Hero is sure that 
he can stop the incident first. If Recognition exceeds Reputation, the 
"so-called" Hero is not above taking them out first. Perhaps a partnership 
could be arranged as the Hero could be disillusioned about what true fame 
and glory are all about.  Maybe a bribe is not out of order. And if a true 
Villain meets a character with a negative Reputation, he might shoot first 
(to save himself.) 
 
Not all Villains will have negative Reputation. Many Villains have their 
own "Code of Honor" which doesn't differ from the Hero's by much. 
Non-killers will perform acts compatible with their code. Robbing from the 
rich (others) and giving to the poor (us) can be done without blowing up 
half of Gothic or Manhattan.  
 
Reputation can act as a Presence Modifier (as detailed in CHAMPIONS). A 
weak Presence is one in which the character is unknown or is easily bullied 
around. A strong one is as good as action (either high or very low). 
Finally, remember that groups can have Reputation and Recognition totals as 
well which is the sum total of their individual counterparts.  
 
------------------------------ 
 
Date: Thu, 29 Apr 1999 13:05:46 -0400 
From: Bill Svitavsky <nbymail11@mln.lib.ma.us> 
Subject: Re: say INT ain't so 
 
At 10:07 PM 4/28/99 -0400, Stainless Steel Rat wrote: 
>-----BEGIN PGP SIGNED MESSAGE----- 
>Hash: SHA1 
> 
>* Bill Svitavsky <nbymail11@mln.lib.ma.us>  on Wed, 28 Apr 1999 
>| With this interpretation, Reed Richards with x points in SC: Relativity 
>| Theory would still have a better roll than Albert Einstein with x points in 
>| relativity theory. That is, in like conditions, if they each spend the same 
>| amount of extra time, Mr. Fantastic always gets a better roll than Al baby. 
> 
>Mr. Fantastic is a superhero with superhuman scientific ablity. 
> 
>Albert Einstein is not. 
> 
>I see no problem, here. 
 
I was using them for the sake of example, Rat. The point is that with a 
strict interpretation of INT (as speed of thought), the Hero System models 
a slow-thinking genius badly. But with a loose interpretation (reflect IQ 
in INT), it models a slow-thinking genius fairly well - so why not just 
make a loose interpretation?  
 
I'd rather start an Einstein-like character with inappropriately high PER 
rolls and such, then add a few disads, then have to pay a fortune merely to 
define the character as a slower thinker. 
 
- - Bill Svitavsky 
 
------------------------------ 
 
Date: Thu, 29 Apr 1999 12:06:16 -0500 
From: Lance Dyas <lancelot@radiks.net> 
Subject: Re: Pie-In-The-Face Flash 
 
What kind of Circus do you play in heheheheeheh 
 
Jason Sullivan wrote: 
 
> Flash 2d6 
> Effects groups Sight and Taste/Smell +20 
> NND: Flash Defense is ineffective.  The Defense is a Force Wall, Force 
> Field, frictionless surface surrounding one's body, having extra eyes (or 
> no head or face at all), or hard eye coverings that can be taken off.  The 
> character may spend Segments "clearing away" the sticky masses, which 
> should take some time (+1); 4 Charges (-1), Range based on STR (-1/4), 
> Must target head hit location (-?) 
 
ROTFL 
fun stuff dude 
 
------------------------------ 
 
End of champ-l-digest V1 #302 
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Date: Tuesday, June 29, 1999 10:16 AM