Digest Archive vol 1 Issue 308
From: owner-champ-l-digest@sysabend.org 
Sent: Sunday, May 02, 1999 11:19 PM 
To: champ-l-digest@sysabend.org 
Subject: champ-l-digest V1 #308 
 
 
champ-l-digest           Sunday, May 2 1999           Volume 01 : Number 308 
 
 
 
In this issue: 
 
    CHAR: Darth Vader (II) 
    Re: DBZ Hair (Off Topic) 
    RE: Follower question: 
    Sub/unsub 
    Treasure!! (fantasy) 
    Re: Sub/unsub 
    Re: Combat banter, part 2 
    RE: <FHList> eating and sleeping 
    RE: Darth Vader 
    RE: Spock's Brain 
    RE: Darth Vader 
    RE: CHAR: Darth Vader (rough) 
    RE: CHAMPS: 2009 
    RE: CHAR: Darth Vader (rough) 
    Re: END reserves 
    Re: Darth Vader 
    Re: Circuit Breaker "Fix-it" EC 
    Re: Intelligence & Einstein 
    Re: CHAR: Darth Vader (II) 
    Re: Circuit Breaker "Fix-it" EC 
    Re: Circuit Breaker "Fix-it" EC 
    Tresure redux 
    Confirmation for subscribe champ-l 
    RE: Darth Vader 
    RE: Darth Vader 
    Re: CHAR: Darth Vader (rough) 
    Re: Sub/unsub 
    Re: CHAMPS: 2009 
    Re: Darth Vader 
 
---------------------------------------------------------------------- 
 
Date: Sun, 2 May 1999 00:05:30 -0400 (EDT) 
From: Michael Surbrook <susano@dedaana.otd.com> 
Subject: CHAR: Darth Vader (II) 
 
[I've polsihed him up a bit more.  Anyone who wants to write up some of 
sample force powers is more than welcome to] 
 
"Don't be too proud of this technological terror you have constructed. 
The ability to destroy a planet is insignificant next to the power of the 
Force" 
 
DARTH VADER 
Dark Lord of the Sith 
 
Val	CHA	Cost	Roll	Notes 
30	STR	20	15-	1600kg; 6d6 
21	DEX	39	13-	OCV: 7 / DCV: 7 
23	CON	26	14-	 
15	BODY	10	12-	 
15	INT	5	12-	PER Roll 12- 
23	EGO	26	14-	ECV: 8 
20/30	PRE	10	13-/15-	PRE Attack: 4d6 / 6d6 
6	COM	-2	10-	 
8	PD	2		Total: PD / PDr 
7	ED	2		Total: ED / EDr 
4	SPD	7		Phases: 3, 6, 9, 12 
9	REC	0		 
46	END	0		 
50	STUN	10		 
Total Characteristics Cost: 155 
 
Movement:	Running: 6" / 12" 
		Superleap: 
		Swimming: 2" / 4" 
 
Cost	Powers & Skills 
Combat Training: 
21	Combat Skill Levels: +4 with all Combat 
	Martial Arts: Lightsaber dueling; use Art with Lightsaber 
	Maneuver	OCV	DCV	Damage 
4	Disarm		-1	+1	40 STR Disarm 
4	Parry		+2	+2	Block, Abort 
5	Thrust		+1	+3	Weapon Damage 
5	Slash		-2	+1	Weapon +2 DC 
 
Force Powers: 
	Force Manipulation Variable Power Pool: Point Pool 
	No Skill Roll (+1), Can Change Powers as 0 Phase Action (+1), 
	Limited SFX: Force Powers (-1/2) 
 
58	Force Sensitive: Detect: Force Activity, Discriminatory, Ranged, 
	Sense, Telescopic +16, 360 degrees, 15- 
9	Force Sensitive: Mental Awareness 15- 
9	In Tune With the Force: Combat Sense 15- 
 
Equipment: 
48	Lightsaber: RKA: 2d6, AVLD [DEF: Non-physical 'force fields', 
	hardened armors, parrying with another lightsaber etc] (+1 1/2), 
	Does BODY (+1), 0 END (+1/2), No Range (-1/2), OAF (-1) 
18	Armored Costume: Armor: +6 DEF 
3	Rebreather: Life Support: May breathe in an unusual environment,  
	OIF: Armored Costume (-1/2) 
 
Background Skills: 
5	Fearsome Reputation: +10 PRE, Offensive Only (-1) 
3	Acrobatics 13- 
3	Astrogation (Navagation) 11- 
3	Breakfall 13- 
7	Combat Pilot 15- 
5	KS: Jedi Knights 14- 
5	KS: The Force 14- 
2 	PS: Jedi Knight 11- 
3 	Systems Operation 12- 
2	TF: Space Vehicles 
3	Weaponsmith: Lightsaber 11- 
3	WF: Lightsaber, Small Arms 
	Total Powers & Skills Cost 
	Total Character Cost 
 
100+	Disadvantages 
20	Dependence: His suit (interal life support mechanisms), 1d6 per 
	Segment  
	Distinctive Features:  
10	Force Signature (NC, only detectable by other force sensitives) 
20	Great height, armored costume (NC) 
	Physical Limitation: 
	Psychological Limitation: 
 
[suggestions here?] 
 
20	Reputation: Darth Vader, the Emperor's right-hand man (Ext) 14- 
15	Secret ID: Annakin Skywalker 
10	Watched: Emperor Palatine (MoPow, NCI) 8- 
	Experience 
	Total Disadvantage Points 
 
Designers Notes: 
 
 
Description: 
 
 
Powers Notes: 
	Telekinetic Choke: NND 
	Telekinesis: 50 STR 
	Missile Deflection: Up to Energy Attacks 
	Superleap: 
 
Disadvantages Notes: 
 
 
(Darth Vader created by George Lucas, character sheet created by Michael 
Surbrook and the Hero Mailing List) 
 
- -- 
Michael Surbrook - susano@otd.com - http://www.otd.com/~susano/index.html 
 
  "...If said motherboard is equipped with an Intel central processing unit, 
    an appropriate warning label bearing the words 'Intel Inside' shall be 
          permanently affixed to the case in a prominent location." 
     Bruce Murphy, excerpting a new OSHA regulation for computer systems 
 
------------------------------ 
 
Date: Fri, 30 Apr 1999 23:07:18 -0400 
From: geoff heald <gheald@worldnet.att.net> 
Subject: Re: DBZ Hair (Off Topic) 
 
At 12:15 AM 4/30/99 -0700, you wrote: 
>>> All I want to know is how I can get my hair to stand up in pointy bits 
like 
>>> that, he looks so cool.... 
>> 
>>	You can use a shaped mould and lots of Aquanet hairspray, or 
>>unflavoured gelatin. If you're really nuts, you can use Crazy Glue, which 
>>is permanent. 
> 
>You all DO realize, that was sarcarsm.... right??? 
> 
>By the way Super Glue was created for use as a quick bandage by the 
>military, it clings to human skin better than almost anything on earth.... 
>and its sanitary, hospitals use it.  Cool stuff in game terms. 
> 
 
Had a teacher who accidentally Krazy Glued her eye shut (she was gluing one 
of those Captain Crunch locks for her son and it squirted as it went 
together).  The emergency room had a devil of a time with it: All of the 
things that disolve Krazy Glue are things you shouldn't put in your eye. 
 
 
============================ 
Geoff Heald 
============================ 
So this is Earth. Not what I expected.  Oh, well, I'll have to make do. 
"Behold Earthians! Your new lord has arrived!" 
 
------------------------------ 
 
Date: Fri, 30 Apr 1999 23:26:15 -0400 
From: geoff heald <gheald@worldnet.att.net> 
Subject: RE: Follower question: 
 
At 11:57 AM 4/30/99 +0200, you wrote: 
>     "", and ended up with the following:  MechBoy (standard 100+150 pts 
>character): 100 pts  
>MechBoys Mecha (vehicle 200+50 pts): 40 pts  
>MechBoys Bots (followers 150+100 pts): 30 pts  
>Total: 170 pts   This leaves 80 pts to buy more Bots. Thats 32,000 Bots, 
>each as tough as a standard PC hero!   How long before he takes over the 
>world?   "", that is)?   /Henrik     
 
Taking this to an abusive extreme: 
Follower Man (my name is Legion?) 
Base stats, no disadvantages, 150 base points spent thusly: 
One very heroic follower (150 base points) = 30 points 
Double that (2) 5 points  total 35 
Double that (4) 5 points  total 40 
Double that (8) 5 points  total 45 
<snip> 
Double that (4194304) 5 points  total 140 
Double that (8388608) 5 points  total 145 
Double that (16777216) 5 points  total 150 
 
 
I'll take this 150 point hero and his 16.7 million 150 point followers 
against any 10 250 point heros.... 
============================ 
Geoff Heald 
============================ 
So this is Earth. Not what I expected.  Oh, well, I'll have to make do. 
"Behold Earthians! Your new lord has arrived!" 
 
------------------------------ 
 
Date: Sat, 01 May 1999 00:02:11 -0400 
From: geoff heald <gheald@worldnet.att.net> 
Subject: Sub/unsub 
 
Hello, I got another one of those messages that says someone either tried 
to add or remove me from this list.  Since i'm already here, adding me 
would be silly and removing me would be against my wishes, so I'm just not 
gonna reply to that.  Did this happen to everyone lese like last time, or 
is it just me? 
 
 
============================ 
Geoff Heald 
============================ 
So this is Earth. Not what I expected.  Oh, well, I'll have to make do. 
"Behold Earthians! Your new lord has arrived!" 
 
------------------------------ 
 
Date: Sat, 01 May 1999 21:32:20 -0700 
From: Christopher Taylor <ctaylor@viser.net> 
Subject: Treasure!! (fantasy) 
 
I am working on a book for possible publication or at least submission to 
Hero on Treasure, and have posted parts of it for your perusal on my web 
page.  Included are many charts of treasure (D66 each) ranging from 
commodities such as tapestries and vinegar to treasures like a Crystal 
Ball, scrolls, and Excalibur. 
 
The charts are arranged to make them as balanced and easy to use as 
possible, please also pick up the Construction and Smithing document to 
look at as well if you are interested, it will tell you what all those 
funny sounding ores and metals are in the weapons section.  This smithing 
section also covers varied skill levels of smiths, and how to build items 
of larger or smaller than normal. 
 
Both of these (and all the documents on the page) are in Word for Windows 
format. 
 
Please get back to me with comments, thoughts, criticism etc 
 
- -------------------------------------------------------------------------- 
Sola Gracia		Sola Scriptura		Sola Fide 
Soli Gloria Deo    	Solus Christus		Corum Deo 
- -------------------------------------------------------------------------- 
 
------------------------------ 
 
Date: Sun, 2 May 1999 00:46:07 -0400 (EDT) 
From: Michael Surbrook <susano@dedaana.otd.com> 
Subject: Re: Sub/unsub 
 
On Sat, 1 May 1999, geoff heald wrote: 
 
> Hello, I got another one of those messages that says someone either tried 
> to add or remove me from this list.  Since i'm already here, adding me 
> would be silly and removing me would be against my wishes, so I'm just not 
> gonna reply to that.  Did this happen to everyone lese like last time, or 
> is it just me? 
  
Happened to me as well. 
 
- -- 
Michael Surbrook - susano@otd.com - http://www.otd.com/~susano/index.html 
 
    "Kids -- they're not easy, but there has to be some penalty for sex." 
                                 Bill Maher 
 
------------------------------ 
 
Date: Sun, 02 May 1999 00:33:08 -0400 
From: geoff heald <gheald@worldnet.att.net> 
Subject: Re: Combat banter, part 2 
 
At 04:30 PM 4/30/99 PDT, you wrote: 
> 
> 
>---------- 
>> The response to my first message was overwhelmingly in favor of having 
>> unrestricted talking during combat.  Thus, a PC should be able to spout off 
>> multiple paragraphs in the time it takes to fire his energy blast or punch 
>> at the villain. 
>> 
>> What about when PCs want to talk to each other?  Do you let them banter 
>> back and forth, discussing strategy and whatnot, while the game is 
>> essentially frozen in time?  If not, how do you handle this? 
>> 
>> 
> Personally, I allow this, but it's somewhat stupid for the characters to 
do. Such conversation CAN NOT be done quietly in the midst of combat, so 
unless they have some sort of code worked out, the villians are going to 
know exactly what they are planning. 
> Now of you look at the comics you see characters there doing it all the 
time, from Captain America organizing the Avengers to everyone's favorite 
X-man teamwork play, The fastball special, which is ALWAYS done with a loud 
call for it beforehand. 
> 
> 
 
Actually, _my_ favorite was the Reverse Fastball, but I'm weird like that. 
 
 
============================ 
Geoff Heald 
============================ 
"do you hear someone laughing megalomaniacally?" 
 
------------------------------ 
 
Date: Sun, 2 May 1999 00:40:53 -0700 
From: "Filksinger" <filkhero@usa.net> 
Subject: RE: <FHList> eating and sleeping 
 
From: Lance Dyas 
 
> Subject: Re: <FHList> eating and sleeping 
<snip> 
> Medical science seems to say if you could some how get into 
> deep deep sleep 
> immediately 
> you could do with 20 minutes of that with no ill effect. 
 
Recent studies with people trained to fall asleep quickly show that 
about 12 minutes of sleep every 4 hours can keep you going for weeks. 
Don't sleep longer than 15 minutes, tops, or you wake up tired and 
needing sleep. 
 
Filksinger 
 
------------------------------ 
 
Date: Sun, 2 May 1999 00:41:01 -0700 
From: "Filksinger" <filkhero@usa.net> 
Subject: RE: Darth Vader 
 
From: Michael Surbrook 
 
> 
> Why do people wear armor in fantasy films?  It never helps 
> there either. 
> The reason is simple, it looks cool. Also notice that the 
> stormtroopers 
> wipe up on anyone *but* our 3-4 main heroes. 
 
This reminds me of my favorite explanation for Stormtrooper 
incompetence. 
 
Stormtroopers kick ass several times, but we never see it clearly or 
at all. Shooting against Jawas and the crew of the Ambassador's ship, 
they do well, but most of one fight and all of the other are off 
camera. 
 
Stormtroopers can't hit anything important. Important things are _on_ 
camera. 
 
Stormtroopers always wear armor, no matter what, when we can see them. 
 
What does this mean? Stormtroopers do well when they aren't on camera. 
When on camera, they always wear masks and shoot like crap. 
 
Explanation? 
 
Extreme stage fright.:) 
 
Seriously, though, that isn't too far off from my actual explanation. 
 
Stormtroopers are the guards and strike force for the Empire. They 
guard against mutiny on the Empire's ships. They guard the officers. 
They enforce the will of the Emperor. 
 
As a result, they need to be fanatically loyal. So, to ensure that 
loyalty, they are heavily conditioned to be extremely obedient. 
 
Unfortunately, this makes them inflexible. 
 
When attacking the Jawas, they were told, "Go here, do this, come 
back." They knew what to do, so they did it with coolness and 
precision. When attacking the Ambassador's guards on the Ambassador's 
ship in the first movie, they were instructed in what to expect before 
the assault. 
 
As a result, they were cool and efficient. 
 
There were only two times the Empire's troops were particularly 
ineffective. On Cloud City, when chasing the escaping Princess, Landau 
Calrissian, and the others, and on the fight on the original Death 
Star. At all other times, they were reasonably effective. 
 
The place where the Empire's troops failed most spectacularly, far and 
away, was in the first movie vs our heroes, on the Death Star. This 
was also the situation least expected, most contrary to what they 
expected would be happening, and, as a result, most confusing to the 
extremely rigid Stormtroopers. As a result, they suffered extreme 
psychological stress, which made them vulnerable. Even worse, since 
their training and their conditioning were done together, their 
training falls apart. 
 
The betrayal by Landau and the escape from Cloud City was a similar 
situation. 
 
Filksinger 
 
------------------------------ 
 
Date: Sun, 2 May 1999 00:41:05 -0700 
From: "Filksinger" <filkhero@usa.net> 
Subject: RE: Spock's Brain 
 
From: Bill Svitavsky 
<snip> 
> I agree. But is there really such a vast difference between this and 
> building Einstein with a high INT, Psych Lim: Absent-Minded 
> (-5 to PER), 
> and Phys.Lim: Has difficulty with Basic Math? 
 
Einstein didn't have difficulty with basic math. In 5th grade in 
Germany, when he failed Mathematics, it wasn't because he found _math_ 
hard. What happened was that his math classes required mathematical 
proofs and work spelled out in detail. Unfortunately, when Einstein 
was asked to show his work, his response was, "It is obvious." 
 
He had difficulty breaking mathematics down in to the required basic 
steps when it was so simple. I had a similar problem for a while, but 
at a much lower level. 
 
Filksinger 
 
------------------------------ 
 
Date: Sun, 2 May 1999 00:40:59 -0700 
From: "Filksinger" <filkhero@usa.net> 
Subject: RE: Darth Vader 
 
From: Tracy L Birdine 
> 
<snip> 
> 
> And while we're at it, how TIE fighters, Bombers, and 
> Interceptors are 
> unshielded?  Does the Empire have cookie-cutter molds to 
> produce these 
> things cheaply? 
 
Yes. 
 
Seriously, though. The Empire decided to go in for fast, quick, and 
powerful, rather than slower, clumsier, and well-shielded. A design 
philosophy for a conqueror (who needs to intimidate many, many worlds) 
who cares nothing for their own people. 
 
Filksinger 
 
------------------------------ 
 
Date: Sun, 2 May 1999 00:41:08 -0700 
From: "Filksinger" <filkhero@usa.net> 
Subject: RE: CHAR: Darth Vader (rough) 
 
From: Bill Svitavsky 
> Sent: Tuesday, April 27, 1999 1:32 PM 
> To: Michael Surbrook 
> Cc: Champions Mailing List 
> Subject: Re: CHAR: Darth Vader (rough) 
>  
>  
> At 04:15 PM 4/27/99 -0400, Michael Surbrook wrote: 
> >On Tue, 27 Apr 1999, Bill Svitavsky wrote: 
> > 
> >> Don't forget Telepathy: "There is... a sister!" And that  
> Armor surely 
> >> provides some resistant defenses. Depending how you'd  
> define the Emperor's 
> >> Force lightning stuff, Vader appears to have higher  
> defenses (rED? Power 
> >> Defense?) than Luke (though of course he took a lot of  
> BODY and made some 
> >> EGO rolls.) 
> > 
> >Who did the telepathy there?  I mean, didn't the Emperor say that? 
> >  
>  
> You're right. (Oh, the shame, misattributing a Star Wars  
> quote.) If you're 
> sticking purely to what Vader did, as opposed to what he might be 
> reasonably supposed to be capable of, I can't think of him  
> reading any minds.  
 
Wrong. Definitely _Vader_ saying that, _not_ the Emperor. 
 
Filksinger 
 
------------------------------ 
 
Date: Sun, 2 May 1999 00:41:10 -0700 
From: "Filksinger" <filkhero@usa.net> 
Subject: RE: CHAMPS: 2009 
 
AndMat3@aol.com 
<snip> 
> 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. 
 
A power where the villain corrupts people and turns them to evil is a 
wonderful weapon to scare your players. A power where a hero 
uncorrupts people and turns them good will play hob with many 
universes. Similarly, a villain who drugs people so that they have to 
find him to get the cure makes sense and can be an exciting opponent; 
a hero who hits the villains with a drug and waits for them to turn 
themselves in to get the cure is almost certainly trouble. Likewise 
the ability of vampires to turn people into other vampires who are his 
slaves. A hero with this ability would be highly undesirable. A 
villain could be most interesting. 
 
> 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." 
 
Never had a player suggest such a thing, and I certainly wouldn't. 
Quite the contrary. If it makes for a good plot or opponent, then 
cheat away. 
 
Your idea seems to assume that the GM is an opponent to the players, 
when I certainly disagree. I always assume that the purpose of the GM 
is to run a game where everyone has fun, and typically everyone wins. 
The GM doesn't try to beat the players, he tries to create an 
enjoyable experience for the players. 
 
I would not want to be in a game where the GM felt the need to limit 
himself to what the players could do. If a GM says, "Power X is 
inappropriate for you", and finds a good use for a villain with "Power 
X", I want him to be able to use it. It enhances the game by giving 
the GM more options. 
 
Filksinger 
 
------------------------------ 
 
Date: Sun, 2 May 1999 00:41:06 -0700 
From: "Filksinger" <filkhero@usa.net> 
Subject: RE: CHAR: Darth Vader (rough) 
 
From: Rick Holding 
 
<snip> 
> 
> 	You missed my point.  What is one of the two 
> "weapons" everybody has 
> familiarity with?  One is unarmed combat, the other is club.  Why? 
> Because from the day we are born (almost), we pick things 
> up and swing 
> them around.  The body knows what it is going to do, more 
> or less, and 
> does it. 
> 
> 	Now, pick up the light saber.  You can see that there 
> is 3 feet of 
> glowing stuff waving around in front of your face and you act 
> accordingly.  Until you get familiar with it, it is going 
> to be a hazard 
> as you overcompensate for what you "know" should be there. 
 
Take a flashlight, a plastic child's whiffleball bat, a baseball bat, 
and a baseball bat with weights. Try swinging them around like 
weapons, with a few cans, boxes, etc. around you to act as obstacles. 
See which one you control better. 
 
You claim people would "overcompensate for what you 'know' should be 
there". So, take two hollow containers on sticks. Practice with one 
with the container on the end filled with sand. Now try the other one. 
Guess which one you control better now. Its the same one; the lighter 
one, every time. 
 
Learning to compensate for a lightsaber would be a matter of seconds 
of training, not weeks, months, or years. Learning to use one so well 
that you'd rather use it than a blaster is what is difficult. 
 
Suppose you had a lightsaber today? Try convincing the US Army to give 
up the M16A1 for lightsabers. Go on, I dare you. 
 
Filksinger 
 
------------------------------ 
 
Date: Sun, 2 May 1999 15:45:37 +0800 
From: "Colin aka Arkham aka the God King" <astroboy@iinet.net.au> 
Subject: Re: END reserves 
 
******************************************************** 
Colin Clark 
World Emperor in Waiting 
http://www.iinet.net.au/~astroboy 
******************************************************** 
- ----- Original Message ----- 
From: Brian Wawrow <bwawrow@fmco.com> 
To: Champeens <champ-l@sysabend.org&> FH List <fhlist@planetx.org> 
Sent: Saturday, May 01, 1999 3:33 AM 
Subject: END reserves 
 
 
<Big Snip> 
 
> So while Spurock is charging some poor sap with intent to decapitate, 
Petru 
> hits him with Eather Drain, a 1D6 ranged Drain vs. magical END reserves 
that 
> recovers 5pts/minute. The Eather Drain successfully drains 4 active points 
> from Spurock's END reserve. 
> 
> So, the question is this. Does Spurock now have 0/40 END or 0/0 END? On 
his 
> post-phase12, will he recover 8END in his battery or must he wait for a 
> minute until his END reserve recovers from the drain? 
> 
 
IMO Depends on what is being drained.  If it is an END Drain then the 
reserve is now has 16 END (and still has a 40 END max).  If on the other 
hand it is an END RESERVE Drain then the 4 points come from the END Reserve 
power.  In this case the points should probably come off in proportion to 
the active cost.  Of course in this case that makes it a little diffcult 
since it can't be divided evenly.  However I'd probably go with reducing the 
END reserve to 26 END(max)/6 REC.  Since the current END (24) is still less 
than the max END (26) the END available to the mage doesn't change.  Of 
course if it is drained again then it will be another story. :) 
 
------------------------------ 
 
Date: Sun, 02 May 1999 07:26:17 -0400 
From: Mathieu Roy <matroy@abacom.com> 
Subject: Re: Darth Vader 
 
Filksinger wrote: 
 
> The place where the Empire's troops failed most spectacularly, far and 
> away, was in the first movie vs our heroes, on the Death Star. This 
> was also the situation least expected, most contrary to what they 
> expected would be happening, and, as a result, most confusing to the 
> extremely rigid Stormtroopers. As a result, they suffered extreme 
> psychological stress, which made them vulnerable. Even worse, since 
> their training and their conditioning were done together, their 
> training falls apart. 
 
Or it could be that they were ordered to be ineffective, so as to let the 
Falcon flee and find the Rebel base... Wasn't it then that Leia said 
something to the effect that "they were let go"? 
 
Mathieu 
 
------------------------------ 
 
Date: Sun, 2 May 1999 08:07:40 -0500 (CDT) 
From: "Dr. Nuncheon" <jeffj@io.com> 
Subject: Re: Circuit Breaker "Fix-it" EC 
 
On Fri, 30 Apr 1999, Jason Sullivan wrote: 
 
> Here's a proposed EC I'm working on. 
>  
> 9 	EC: "Fix-It" Repair Powers; OAF Tool kit and appropiate parts; RSR 
> Gadgeteering (-1/2) 
 
Hmm.  Shouldn't the skill roll be ' appropriate skill' 
(Mechanics/Electronics/whatever)?  Having one 'Gadgeteering' skill 
covering all of them might be considered a bit cheap.  (Isn't it called 
'Invention' in HERO anyway?) 
  
> 8b	4d6 Aid Powers with mechanical SFX, One Power at a time (+1/4), 0 
> END (+1/2) +3 points to maxium total; Healing Only (-1/2), OAF: Tool Kit 
> and appropiate parts (-1), RSR: Gadgeteering (-1/2) 
 
You might consider (now or later) buying off the 'healing only' limitation 
to allow him to tweak various things for optimum performance.  Sort of 
like blueprinting an engine or clock chipping your computer. 
  
> 5c	1 1/2d6 Transform: Broken Machine to Fixed Machine, Continous 
> (+1/2) 
 
You mean 'cumulative', I think? 
 
> 	In addition to this, modifiers should be placed on the Required 
> Skill Roll for Gadgettering depending on the complexity of the technology 
> and the famaliarity with the object. 
 
Hmm.  OK, that makes the 'Gadgeteering' skill a bit better then.  I'd 
still suggest just going with the multiple skills, though. 
 
J 
 
Hostes aliengeni me abduxerent.              Jeff Johnston - jeffj@io.com 
Qui annus est?                                   http://www.io.com/~jeffj 
 
------------------------------ 
 
Date: 02 May 1999 09:25:57 -0400 
From: Stainless Steel Rat <ratinox@peorth.gweep.net> 
Subject: Re: Intelligence & Einstein 
 
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Hash: SHA1 
 
* Lance Dyas <lancelot@radiks.net>  on Sat, 01 May 1999 
| Transcending and Expanding the known boundaries in any skill seems poorly 
| simulated by high skill levels. 
 
Assuming that skills have such limits in the first place is outside the 
context of a cinematic game.  And it contradicts one of the optional rules 
in the game.  A character with a very high skill level, 18- or better, can 
attempt to do something 'impossible' with that skill at a -10 penalty. 
Assuming that Einstein had Physics at 18-, it is not unreasonable to invoke 
that rule, giving him a base 8- roll to do exactly what you describe -- and 
what he actually did. 
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- -----END PGP SIGNATURE----- 
 
- --  
Rat <ratinox@peorth.gweep.net>    \ Ingredients of Happy Fun Ball include an 
Minion of Nathan - Nathan says Hi! \ unknown glowing substance which fell to 
PGP Key: at a key server near you!  \ Earth, presumably from outer space. 
 
------------------------------ 
 
Date: Sun, 02 May 1999 06:52:27 -0700 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: CHAR: Darth Vader (II) 
 
At 12:05 AM 5/2/1999 -0400, Michael Surbrook wrote: 
> Psychological Limitation: 
> 
>[suggestions here?] 
 
   Arrogant 
   Casual Killer 
   Megalomaniac 
   Ruthless 
   Serves Palpatine and Dark Side 
 
   Just some ideas.  :-] 
- --- 
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: Sun, 2 May 1999 10:45:23 EDT 
From: Akirazeta@aol.com 
Subject: Re: Circuit Breaker "Fix-it" EC 
 
 > 9 	EC: "Fix-It" Repair Powers; OAF Tool kit and appropiate parts; RSR 
 > Gadgeteering (-1/2) 
 
 > 8b	4d6 Aid Powers with mechanical SFX, One Power at a time (+1/4), 0 
 > END (+1/2) +3 points to maxium total; Healing Only (-1/2), OAF: Tool Kit 
 > and appropiate parts (-1), RSR: Gadgeteering (-1/2) 
 
 > 5c	1 1/2d6 Transform: Broken Machine to Fixed Machine, Continous 
 > (+1/2) 
  
 > Skill Roll for Gadgettering depending on the complexity of the technology 
 > and the famaliarity with the object 
 
 
This power set is sort of like Magnetos ability manipulate and alter metal  
things. I dont mean old-Magneto, i mean post acolytes - turning Colosys bad -  
constructing an artificial astroid from the remnants of an aircraft carrier  
fleet MAGNUS Magneto. 
 
Of course, he had the ability to ressurect from any wound as long as he was  
in a gravitational field as strong as earths too so, I guess he was pretty  
much omnipotent at that point. 
 
Anyway, Im working on a teen version of Magneto with budding powers, so me  
know how it turnes out. 
 
------------------------------ 
 
Date: Sun, 02 May 1999 10:52:43 -0400 (EDT) 
From: Jason Sullivan <ravanos@NJCU.edu> 
Subject: Re: Circuit Breaker "Fix-it" EC 
 
On Sun, 2 May 1999, Dr. Nuncheon wrote: 
> On Fri, 30 Apr 1999, Jason Sullivan wrote: 
> > Here's a proposed EC I'm working on. 
> >  
> > 9 	EC: "Fix-It" Repair Powers; OAF Tool kit and appropiate parts; RSR 
> > Gadgeteering (-1/2) 
> Hmm.  Shouldn't the skill roll be ' appropriate skill' 
> (Mechanics/Electronics/whatever)?  Having one 'Gadgeteering' skill 
> covering all of them might be considered a bit cheap.  (Isn't it called 
> 'Invention' in HERO anyway?) 
 
	Invention is the "offical" HERO skill that allows a character to 
"design and construct new devices." 
	Gadgeteering is the skill used in VPP's to cobble, jury rig, kit 
bash, or "MacGuyver" istems together (Note: Not offical in any way, thi 
sis my interpretation). 
	The character has both, and since's he's repairing, rather than 
creating, I felt that Gadgeteering would be more appropiate. 
	Also, since the powers are dependent on the skill, the character 
would need to follow the same basic "physics" of the skill roll, which 
would mean, just like inventor, he would need "the complementary Skills in 
the field he is working in (for instance, Weaponsmith, Electronics, 
Physics, and so on)." 
 
	Now that I review this construct, I'm going to give the entire EC 
a 1 minute time limitation, to make sure it isn't nigh instantaneous 
fixing. 
 
	Also, I'll forward the skills to the list soon enough. 
 
 > > 8b	4d6 Aid Powers with mechanical 
SFX, One Power at a time (+1/4), 0 
> > END (+1/2) +3 points to maxium total; Healing Only (-1/2), OAF: Tool Kit 
> > and appropiate parts (-1), RSR: Gadgeteering (-1/2) 
> You might consider (now or later) buying off the 'healing only' limitation 
> to allow him to tweak various things for optimum performance.  Sort of 
> like blueprinting an engine or clock chipping your computer. 
 
	I'd so this with an additional slot... and keep the dice low,  but 
my problem with this lies in the the fact that it "fades" after a while, 
which really boggles the mind. 
 
> > 5c	1 1/2d6 Transform: Broken Machine to Fixed Machine, Continous 
> > (+1/2) 
> You mean 'cumulative', I think? 
	 
	You are quite correct, sir. 
 
> > 	In addition to this, modifiers should be placed on the Required 
> > Skill Roll for Gadgettering depending on the complexity of the technology 
> > and the famaliarity with the object. 
> Hmm.  OK, that makes the 'Gadgeteering' skill a bit better then.  I'd 
> still suggest just going with the multiple skills, though. 
 
	Either or...  all of his INT based skills are at the same level. 
 
------------------------------ 
 
Date: Sun, 02 May 1999 09:03:40 -0700 
From: Christopher Taylor <ctaylor@viser.net> 
Subject: Tresure redux 
 
it has been brought to my attention that I neglected to put the address of 
my page with the treasure list on it, what a genius.  I am sorry, it was 
late and I was having a fight with my girlfriend, funny how that messes 
with your head: 
 
 
http://www.viser.net/~joelat/fhero.htm 
 
 
 
- -------------------------------------------------------------------------- 
Sola Gracia		Sola Scriptura		Sola Fide 
Soli Gloria Deo    	Solus Christus		Corum Deo 
- -------------------------------------------------------------------------- 
 
------------------------------ 
 
Date: Sun,  2 May 1999 12:58:50 -0400 (EDT) 
From: Majordomo@sysabend.org 
Subject: Confirmation for subscribe champ-l 
 
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------------------------------ 
 
Date: Sun, 2 May 1999 13:14:48 -0700 
From: "Filksinger" <filkhero@usa.net> 
Subject: RE: Darth Vader 
 
From: Phil Chappell 
> 
> The real point about Star Wars combat, though, is - why do 
> Stormtroopers 
> wear armour? It doesn't doing anything (as far as I can 
> remember no-one 
> evers deflects a blaster shot) except slow them down and 
> limit their field 
> of vision. 
 
Actually, I always assumed that Stormtrooper armor was fairly tough. 
Why didn't it help them? Well, it did. While you never saw it 
outright, else could they have taken the Ambassador's ship in the 
first movie so easily otherwise? The men on the ship could have held 
it forever against the Stormtroopers otherwise. They only had a tiny 
door to come through, after all. Six soldiers held a mountain pass 
against an army in ancient Greece, and were defeated only when some 
soldiers got behind them. 
 
So the question becomes, "Why didn't it help them against our heroes?" 
I believe it was the nobility factor. 
 
Throughout history, men with money, especially nobility, went into 
battle with superior equipment. Much better armor. Superior swords. 
Even as recently as the Civil War, men with particularly good guns 
would use them rather than standard issue rifles. 
 
My theory is that successful gunslinger/smugglers, Wookies who work 
with successful gunslinger/smugglers, and rich princesses who are also 
rebels use expensive blasters and Wookie-powered bowcasters, and thus 
can shoot easily through armor that stops most weapons pretty well. 
Ordinary soldiers and others are in trouble, however, because they 
can't afford weapons that good. 
 
> And why are the crew on the Deathstar weapon wearing 
> armour? Are they 
> expecting to be attacked at any moment by rebel infiltrators? 
 
For the same reason the British had Marines on board their Naval 
vessels. To guard against mutiny by the crew. 
 
> Suspension of disbelief is a wonderful thing! 
 
And, believe it or not, I am not usually very good at it. But 
sometimes, I make a special effort.:) 
 
> Phil 
 
Philksinger 
 
------------------------------ 
 
Date: Sun, 02 May 99 23:43:46  
From: "qts" <qts@nildram.co.uk> 
Subject: RE: Darth Vader 
 
On Sun, 2 May 1999 13:14:48 -0700, Filksinger wrote: 
 
>From: Phil Chappell 
>> 
>> The real point about Star Wars combat, though, is - why do 
>> Stormtroopers 
>> wear armour? It doesn't doing anything (as far as I can 
>> remember no-one 
>> evers deflects a blaster shot) except slow them down and 
>> limit their field 
>> of vision. 
> 
>Actually, I always assumed that Stormtrooper armor was fairly tough. 
>Why didn't it help them? Well, it did. While you never saw it 
>outright, else could they have taken the Ambassador's ship in the 
>first movie so easily otherwise? The men on the ship could have held 
>it forever against the Stormtroopers otherwise. They only had a tiny 
>door to come through, after all. Six soldiers held a mountain pass 
>against an army in ancient Greece, and were defeated only when some 
>soldiers got behind them. 
 
Six? You mean 300, surely! I'm thinking of Leonidas and his Spartans. 
qts 
 
Home: qts@nildram.co.uk. 
 
------------------------------ 
 
Date: Sun, 2 May 1999 20:39:21 EDT 
From: ErolB1@aol.com 
Subject: Re: CHAR: Darth Vader (rough) 
 
In a message dated 99-04-28 11:12:24 EDT, lancelot@radiks.net writes: 
 
> 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. 
 
I rationalized it as being partly bad tactical docrine on the stormtrooper's  
part and partly an effect of living targets being much harder to hit than  
inanimate (and especially stationary) ones: "Good against remotes, that's one  
thing. Good against the living - that's something else." (Maybe this has  
something to do with the Force, even among those who don't believe in it?) 
 
As for bad stormtrooper tactics, in the 1st ed Star Wars game the  
stormtroopers struck me as being horribly accurate. Then I realized that this  
could be solved by playing them 'stupid' - by having them take *two* actions  
per turn and suffer the penalties. This would make the stormtroopers "look"  
right as they ran and shot, and shot twice per turn, and it would also make  
them miss with most of their shots.  
 
In GURPS, I instituted a "Imperial Stormtrooper Marksmanship Academy -  
Advanced Course" house rule that stated that stormtroopers and similar types  
have the delusion of being much better shots than they actually are. As a  
result, they'll take called shots, snap shots, and similar penalties that  
result in an abysmal chance of hitting.  
 
In HERO, this can be expressed as levels w blaster weapons that have the  
limitation "not when making a half move or using autofire" combined with a  
Psych Lim "must shoot as rapidly as possible when in combat." Thus Imperial  
Stormtroopers will only use their levels (and thus get high accuracy) when  
making a single-shot attack to stun a prisoner, when shooting at large, slow  
vehicles like sand-crawlers, or when making propaganda holovids designed to  
show how fearsomly accurate Imperial Stormtroopers are with their blasters.  
 
Erol K. Bayburt 
Evil Genius for a Better Tomorrow 
 
------------------------------ 
 
Date: Sun, 02 May 1999 21:32:44 -0400 (EDT) 
From: "John Desmarais" <john.desmarais@ibm.net> 
Subject: Re: Sub/unsub 
 
On Sat, 01 May 1999 00:02:11 -0400, geoff heald wrote: 
 
>Hello, I got another one of those messages that says someone either tried 
>to add or remove me from this list.  Since i'm already here, adding me 
>would be silly and removing me would be against my wishes, so I'm just not 
>gonna reply to that.  Did this happen to everyone lese like last time, or 
>is it just me? 
 
Just ignore it. 
 
- -=>John Desmarais 
http://www.sysabend.org/champions 
 
------------------------------ 
 
Date: Mon, 3 May 1999 13:21:07 +1000 
From: "Lockie" <jonesl@cqnet.com.au> 
Subject: Re: CHAMPS: 2009 
 
- -----Original Message----- 
From: Filksinger <filkhero@usa.net> 
To: champ-l@sysabend.org <champ-l@sysabend.org> 
Date: Sunday, May 02, 1999 5:41 PM 
Subject: RE: CHAMPS: 2009 
 
 
>AndMat3@aol.com 
><snip> 
>> 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. 
> 
>A power where the villain corrupts people and turns them to evil is a 
>wonderful weapon to scare your players. A power where a hero 
>uncorrupts people and turns them good will play hob with many 
>universes. Similarly, a villain who drugs people so that they have to 
>find him to get the cure makes sense and can be an exciting opponent; 
>a hero who hits the villains with a drug and waits for them to turn 
>themselves in to get the cure is almost certainly trouble. Likewise 
>the ability of vampires to turn people into other vampires who are his 
>slaves. A hero with this ability would be highly undesirable. A 
>villain could be most interesting. 
> 
 
both are interesting, just one might hoohey up how the gm thinks 
the storyline should proceed. I see nothing wrong wiht a  
lot of this, but i tend to gm seat-of-the-pants-stuyle, anyways.  
 
------------------------------ 
 
Date: Mon, 3 May 1999 13:25:08 +1000 
From: "Lockie" <jonesl@cqnet.com.au> 
Subject: Re: Darth Vader 
 
actually, i think it's luke. in the zahn novels, 
it's suggested that the emperor indirectly coordinates his forces 
using the force, and they get beaten after he dies because they're not used 
to fighting in that way. perhaps this increased coordination 
was disrupted by the presence of other jedi, namely 
leia, luke and obi wan, resulting in a disoriented, inefficient assault? 
 
 
- -----Original Message----- 
From: Mathieu Roy <matroy@abacom.com> 
To: Hero List <champ-l@sysabend.org> 
Date: Sunday, May 02, 1999 9:21 PM 
Subject: Re: Darth Vader 
 
 
> 
> 
>Filksinger wrote: 
> 
>> The place where the Empire's troops failed most spectacularly, far and 
>> away, was in the first movie vs our heroes, on the Death Star. This 
>> was also the situation least expected, most contrary to what they 
>> expected would be happening, and, as a result, most confusing to the 
>> extremely rigid Stormtroopers. As a result, they suffered extreme 
>> psychological stress, which made them vulnerable. Even worse, since 
>> their training and their conditioning were done together, their 
>> training falls apart. 
> 
>Or it could be that they were ordered to be ineffective, so as to let the 
>Falcon flee and find the Rebel base... Wasn't it then that Leia said 
>something to the effect that "they were let go"? 
> 
>Mathieu 
> 
> 
 
------------------------------ 
 
End of champ-l-digest V1 #308 
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Date: Tuesday, June 29, 1999 03:53 PM