Digest Archive vol 1 Issue 310
From: owner-champ-l-digest@sysabend.org 
Sent: Monday, May 03, 1999 7:50 PM 
To: champ-l-digest@sysabend.org 
Subject: champ-l-digest V1 #310 
 
 
champ-l-digest           Monday, May 3 1999           Volume 01 : Number 310 
 
 
 
In this issue: 
 
    TK (was Re: CHAR: Darth Vader (fini?)) 
    Re: Palladium Conversion (was: RE: Translating Adventures) 
    Re: Spock's Brain and Intuition 
    Re: TK Stuff 
    Re: TK Stuff 
    Re: TK Stuff 
    Re: TK Stuff 
    Re: TK Stuff 
    Re: CHAR: Darth Vader (fini?) 
    Re: CHAR: Darth Vader (fini?) 
    Re: CHAR: Darth Vader (fini?) 
    Fwd: CHAR: Darth Vader (fini?) 
    Re: TK Stuff (fwd) 
    Re: CHAR: Darth Vader (fini?) 
    RE: The Acceptance of Powergaming (was re RE:Darth Vader) 
    Re: CHAR: Darth Vader (fini?) 
    Re: Telekinesis (was CHAR: Darth Vader) 
    Re: CHAR: Darth Vader (fini?) 
    Welcome to champ-l 
    Re: Telekinesis (was CHAR: Darth Vader) 
    Re: CHAR: Darth Vader (fini?) 
    Re: Telekinesis (was CHAR: Darth Vader) 
 
---------------------------------------------------------------------- 
 
Date: Mon, 3 May 1999 14:54:37 -0500 (CDT) 
From: Curt Hicks <exucurt@exu.ericsson.se> 
Subject: TK (was Re: CHAR: Darth Vader (fini?)) 
 
> From: Jason Sullivan <ravanos@NJCU.edu> 
 
> 	In order to get the proper effect, he had to buy TK, Indirect, 
> BOECV, Does Body, Invisible to all Sense Groups but Mental, NND (The 
> reasoning behind NND being that if you're levitated with TK, there's no 
> action/reaction possible unless you have Flight or you can grab on to an 
> object.   
 
 
OK.  I  *freaked* when I saw Does Body, cause I'm sure that TK STILL does 
body, but then I realized that this was because of the BOECV advantage, 
right ?   What was the justification for BOECV ? 
 
I got Ultimate Mentalist out the other day to look at Mind Link and Mind 
Scan, guess I need to reread TK as well. 
 
> From: Michael Surbrook <susano@dedaana.otd.com> 
>  
> > (I'd like to think that a character with TK could unlock a car after he 
> > accidentally locked his keys inside without buying 'Indirect'. I guess 
> > a 'telekinetic' character could, but it seems a character with just straight>  
> By the book, he can't. He could manipulate the lock, if he has 'fine work' 
> on his TK.  Stretching has many problems as well though, as it gets very 
> expensive to get any substantial distance.  It also won't let you get 
> inside the locked car either. 
>  
 
Presumably maniupulating the lock through going through the keyhole, 
which means you're working blind and probably have to make a lockpicking 
roll.   In which case you might as well just 
open the catches on the door, ...but you can't do that, because you'd need 
indirect... 
 
Stretching would get you the free strength, and some form of indirect  
automatically in that you can always curve around *some* intervening barriers  
as well as curve to attack from different angles.  The only real disadvantage 
is range and not getting indirect for inside stuff... 
 
------------------------------ 
 
Date: Mon, 03 May 1999 16:04:00 -0400 (EDT) 
From: Jason Sullivan <ravanos@NJCU.edu> 
Subject: Re: Palladium Conversion (was: RE: Translating Adventures) 
 
On Mon, 3 May 1999, Johnson, Adam wrote: 
> I posted this a couple of weeks ago, wondering if anyone had a workable 
> Palladium to HERO conversion. I've been working on one, but I want to see 
> how it compares with others that may be out there. 
 
	I think it's just gauging the statistics and skills.  If he can 
lift X ammount, and gets X bonus to damage, or can do X with Martial Arts. 
If he knows Survival or X skill.  The rest you fill in using the 
background. 
 
	I've never really tried direct conversions before.  I'm also 
unfamaliar with any sort of "formula" conversion for any system in 
particular. 
 
------------------------------ 
 
Date: Mon, 03 May 1999 16:07:51 -0400 (EDT) 
From: Jason Sullivan <ravanos@NJCU.edu> 
Subject: Re: Spock's Brain and Intuition 
 
On Mon, 3 May 1999, Bill Svitavsky wrote: 
> Interestingly, I have a tougher time coming up with superheroes from comics 
> who are exceptionally intuitive than I do thinking of heroes from film or 
<snip> 
> topic up in the first place. Can anybody think of any good examples in 
> comics, though? It comes up occassionally with mystical heroes, but there's 
> a fine line there between intuition and mystical senses.   "I feel 
> something is unusual here..." Jack Knight (Starman) is certainly more 
> intuitive than his deductive father Ted, but that's more a personality 
> trait than it is a significant ability.  
 
	Try any "mystical" hero, like Dr. Fate, or Dr. Strange, or any 
number of exceptionally lucky wire-pulling bomb-defusing heroes out 
there...  I'd say that write up of Intuition would be well suited for 
characters with good "primal" senses (like a Tarzan, Kraven, or Wolverine 
type), lucky characters (like Longshot), or Danger Sense heroes (like 
Spiderman) in addition to their normal skills. 
 
	I'd also be open to giving Intuition the same bonuses Gambling 
gets for Luck. 
 
------------------------------ 
 
Date: Mon, 03 May 1999 16:12:39 -0400 (EDT) 
From: Jason Sullivan <ravanos@NJCU.edu> 
Subject: Re: TK Stuff 
 
On Mon, 3 May 1999, Michael Surbrook wrote: 
> > 	In order to get the proper effect, he had to buy TK, Indirect, 
> > BOECV, Does Body, Invisible to all Sense Groups but Mental, NND (The 
> > reasoning behind NND being that if you're levitated with TK, there's no 
> > action/reaction possible unless you have Flight or you can grab on to an 
> > object.  Also NND for "tricks" like attacking someone inside a power armor 
> > suit).  He was even more put off by the outrageous cost-- PLUS he didn't 
> > get Flight as a "free side effect power" and he had to pay lots of END. 
> Whoa.  I think you over did it.  By my figuring, you could go the simple 
> route and but it as Invisible and Indirect.  I don't see the need for 
> "Does Body" or NND.  Long discusses what BOECV TK gets you in TUM, and he 
> didn't remove the ability to damage objects with it.  The NND part goes 
> against hte idea of NND, what is the defense?  Having TK?  In the Akira 
> world, anyone with TK had enough to render anyone else's STR moot, so you 
> didn't need NND.  In a super's world things should be more balanced 
> between characters. 
 
	NND Defense:  Having Flight, KB Resistance, Stretching, Clinging, 
Swinging, TK, or any other power that can prevent the "action/reaction" of 
being lifted up and suspended with no visible means of support. 
Essentially, you could be a 100 STR brick, but I move you from any surface 
to act against, and you'll be swinging at the air... 
	The NND effects the grabbing/lifiting portion of the TK power... 
not necessarily the damage. 
 
	And Does BODY is included not because of BOECV, but because of 
NND- since the power can still "do BODY" as per standard TK. 
 
------------------------------ 
 
Date: Mon, 3 May 1999 16:16:46 -0400 (EDT) 
From: Michael Surbrook <susano@dedaana.otd.com> 
Subject: Re: TK Stuff 
 
On Mon, 3 May 1999, Jason Sullivan wrote: 
 
> 	NND Defense:  Having Flight, KB Resistance, Stretching, Clinging, 
> Swinging, TK, or any other power that can prevent the "action/reaction" of 
> being lifted up and suspended with no visible means of support. 
> Essentially, you could be a 100 STR brick, but I move you from any surface 
> to act against, and you'll be swinging at the air... 
> 	The NND effects the grabbing/lifiting portion of the TK power... 
> not necessarily the damage. 
>  
> 	And Does BODY is included not because of BOECV, but because of 
> NND- since the power can still "do BODY" as per standard TK. 
 
Sorry, I disagree with the implimentation of this power. 
 
- -- 
Michael Surbrook - susano@otd.com - http://www.otd.com/~susano/index.html 
 
The Phoenicians were not great philosophers... they pondered the simpler 
questions, like "If I stick this spear in you, can I take your stuff?", 
"Do you have relatives that would be mad if I took your stuff?", and 
"Can my relatives beat up your relatives?" 
(c) Doug Robarchek 
 
------------------------------ 
 
Date: Mon, 03 May 1999 16:30:18 -0400 (EDT) 
From: Jason Sullivan <ravanos@NJCU.edu> 
Subject: Re: TK Stuff 
 
On Mon, 3 May 1999, Michael Surbrook wrote: 
 
> Sorry, I disagree with the implimentation of this power. 
 
	Which part? 
 
	The NND TK Defense for Grabbing 
 
	or 
 
	The Does BODY? 
 
 
	I think we could change this into a thread: 
	TK Effect vs. TK Damage... 
 
	For example... 
 
	Ferrous Dan is made of Iron.  He has the following Vulnrabilities: 
	X2 STUN from Magnetic SFX 
	X2 BODY from Magnetic SFX 
	X2 Effect from Magnetic SFX 
 
	Since Ferrous is made of Iron, Magnetic blasts and such can very 
easily "displace" his body. 
	However, since he's effected as metal, and very easily 
"magnetized", he is easily levitated, grabbed, etc. by the "STR" of 
Magnetic SFX TK. 
	Thus, the Damage AND the Effect parts of a Magnetic TK would 
effect Fe greater. 
 
	...and, since there is no "normal" defense against the SFX of the 
particular Psychokinetic TK's lifting properties, as long as the 
individual can be lifted by the TK's "STR", he can not "escape" by "normal 
means." 
 
	By definition of the rules, all that is needed to break out of 
"normal" TK is STR. 
 
	I feel this distinction needs to be made in Superheroic games, due 
to the exceptionally large number of moderate weight high end STR 
characters.   
 
	I believe the best example of this can be found in the Fantastic 
Four, where the Invisible Woman levitates The Thing on a regular basis to 
prevent him from going on a rampage when ever Ben gets grumpy. 
 
------------------------------ 
 
Date: Mon, 03 May 1999 16:34:21 -0400 
From: Geoff Speare <geoff@igcn.com> 
Subject: Re: TK Stuff 
 
>> Sorry, I disagree with the implimentation of this power. 
 
...and no one has suggested Flight, Usable Against Others yet? :) 
 
Geoff Speare 
 
------------------------------ 
 
Date: Mon, 3 May 1999 16:46:51 -0400 (EDT) 
From: Michael Surbrook <susano@dedaana.otd.com> 
Subject: Re: TK Stuff 
 
On Mon, 3 May 1999, Jason Sullivan wrote: 
 
> > Sorry, I disagree with the implimentation of this power. 
>  
> 	Which part? 
>  
> 	The NND TK Defense for Grabbing 
>  
> 	or 
>  
> 	The Does BODY? 
 
Both actually.  NND is supposed to be used to create a power that bypasses 
normal defenses in terms of damage.  Thus, NND NND TK makes no sense. 
This would be like saying that I could give Grond NND STR, since he is so 
strong there is *no way* you'll ever get out of his grip.  This being the 
case, "Does Body" makes no sense as well. 
  
> 	I think we could change this into a thread: 
> 	TK Effect vs. TK Damage... 
 
The problem is that TK is not a special effect in and of itself, it is 
merely a means to an end. 
  
> 	Ferrous Dan is made of Iron.  He has the following Vulnrabilities: 
> 	X2 STUN from Magnetic SFX 
> 	X2 BODY from Magnetic SFX 
> 	X2 Effect from Magnetic SFX 
 
> 	Since Ferrous is made of Iron, Magnetic blasts and such can very 
> easily "displace" his body. 
 
How about kill.  I fire off a 12d6 (standard 60 AP attack for most 
universes) and Ferrous Dan takes (uhmm...) 12 BODY and 36 STUN.  That ends 
up being 48 BODY and 144 STUN.  Dan go bye-bye. 
 
But I degres. 
 
> 	However, since he's effected as metal, and very easily 
> "magnetized", he is easily levitated, grabbed, etc. by the "STR" of 
> Magnetic SFX TK. 
> 	Thus, the Damage AND the Effect parts of a Magnetic TK would 
> effect Fe greater. 
 
Yup.  But that is for one type of Special Effect.  Not all. 
  
> 	...and, since there is no "normal" defense against the SFX of the 
> particular Psychokinetic TK's lifting properties, as long as the 
> individual can be lifted by the TK's "STR", he can not "escape" by "normal 
> means." 
 
Can he?  There have been times where characters have pushed themselves 
free of a TK's 'grab'.  One of the defenses vs TK is not getting grabbed 
in the first place.  Also, here, you've made it all or nothing.  If Akira 
grabs someone, he either holds them or he doesn't.  If I have any of the 
defenses you mention, then I get away, regardless of how much TK Akira 
has.   
 
You make it soun like all the characters have a string attached and all I 
need to do is pick up that string to dangle the character and render 
them helpless. This is a fine idea as a 'power effect', but I don't think 
NND TK is the way to go. 
  
> 	By definition of the rules, all that is needed to break out of 
> "normal" TK is STR. 
 
Yes, because TK is "STR useable at range" 
  
> 	I feel this distinction needs to be made in Superheroic games, due 
> to the exceptionally large number of moderate weight high end STR 
> characters.   
 
> 	I believe the best example of this can be found in the Fantastic 
> Four, where the Invisible Woman levitates The Thing on a regular basis to 
> prevent him from going on a rampage when ever Ben gets grumpy. 
 
This might be a combination of powers, or Flight, UAO. 
 
- -- 
Michael Surbrook - susano@otd.com - http://www.otd.com/~susano/index.html 
 
The Phoenicians were not great philosophers... they pondered the simpler 
questions, like "If I stick this spear in you, can I take your stuff?", 
"Do you have relatives that would be mad if I took your stuff?", and 
"Can my relatives beat up your relatives?" 
(c) Doug Robarchek 
 
------------------------------ 
 
Date: Mon, 3 May 1999 16:50:10 EDT 
From: Akirazeta@aol.com 
Subject: Re: CHAR: Darth Vader (fini?) 
 
In a message dated 5/3/99 2:53:27 PM Eastern Daylight Time,  
susano@dedaana.otd.com writes: 
 
<< 20	Dependence: His suit (internal life support mechanisms), 1d6 per 
 	Segment >> 
 
If you are going to build him as not being able to remove the suit, this is  
very unappropriate. If a disadvantage does not penelize a character, they get  
no points.  
 
------------------------------ 
 
Date: Mon, 3 May 1999 16:54:46 -0400 (EDT) 
From: Michael Surbrook <susano@dedaana.otd.com> 
Subject: Re: CHAR: Darth Vader (fini?) 
 
On Mon, 3 May 1999 Akirazeta@aol.com wrote: 
 
> << 20	Dependence: His suit (internal life support mechanisms), 1d6 per 
>  	Segment >> 
>  
> If you are going to build him as not being able to remove the suit, this is  
> very unappropriate. If a disadvantage does not penelize a character, they get  
> no points.  
 
Note that Vader's rebreather is bought as a focus.  You can take the 
helmet off, at which point Vader could be in a heap of trouble.  
 
- -- 
Michael Surbrook - susano@otd.com - http://www.otd.com/~susano/index.html 
 
The Phoenicians were not great philosophers... they pondered the simpler 
questions, like "If I stick this spear in you, can I take your stuff?", 
"Do you have relatives that would be mad if I took your stuff?", and 
"Can my relatives beat up your relatives?" 
(c) Doug Robarchek 
 
------------------------------ 
 
Date: Mon, 3 May 1999 15:59:58 -0500 (CDT) 
From: "Dr. Nuncheon" <jeffj@io.com> 
Subject: Re: CHAR: Darth Vader (fini?) 
 
On Mon, 3 May 1999 Akirazeta@aol.com wrote: 
> In a message dated 5/3/99 2:53:27 PM Eastern Daylight Time,  
> susano@dedaana.otd.com writes: 
>  
> << 20	Dependence: His suit (internal life support mechanisms), 1d6 per 
>  	Segment >> 
>  
> If you are going to build him as not being able to remove the suit, this is  
> very unappropriate. If a disadvantage does not penelize a character, they get  
> no points.  
 
But the suit (or at least the helmet) /can/ be removed, as evidenced by 
the last movie. 
 
If Darth never chooses to remove the suit, that is very different from 
Darth being physically unable to remove the suit. 
 
If (somehow) someone knocked Vader out, they could take the suit off and 
he would die.  This is definitely a disadvantage... 
 
Me, I thought the 'odd' disad was Secret ID.  It's not really all /that/ 
secret, he never seems to try to conceal it, and I don't think that most 
peopel care that Darth Vader used to be Anakin Skywalker. Obi-Wan is the 
one who conceals it from Luke, but that's a different story... 
 
(Oh, and when a character has a 400+ point 'Dark Lord of the Sith 
bonus'/experience points/whatever, does it /really/ matter whether he gets 
the points from Dependency/Secret ID/whatever or not?  No...not really.) 
 
J 
 
Hostes aliengeni me abduxerent.              Jeff Johnston - jeffj@io.com 
Qui annus est?                                   http://www.io.com/~jeffj 
 
------------------------------ 
 
Date: Mon, 3 May 1999 17:08:34 EDT 
From: Akirazeta@aol.com 
Subject: Fwd: CHAR: Darth Vader (fini?) 
 
- --part1_db9214f9.245f6a52_boundary 
Content-Type: text/plain; charset="us-ascii" 
Content-Transfer-Encoding: 7bit 
 
In a message dated 5/3/99 5:07:41 PM Eastern Daylight Time, Akira zeta writes: 
 
<<  
 << > << 20	Dependence: His suit (internal life support mechanisms), 1d6  
per 
  >  	Segment >> 
  >  
  > If you are going to build him as not being able to remove the suit, this  
is  
  > very unappropriate. If a disadvantage does not penelize a character, they  
get  
  > no points.  
   
  But the suit (or at least the helmet) /can/ be removed, as evidenced by 
  the last movie. 
   
  If Darth never chooses to remove the suit, that is very different from 
  Darth being physically unable to remove the suit. 
   
  If (somehow) someone knocked Vader out, they could take the suit off and 
  he would die.  This is definitely a disadvantage... 
   
  Me, I thought the 'odd' disad was Secret ID.  It's not really all /that/ 
  secret, he never seems to try to conceal it, and I don't think that most 
  peopel care that Darth Vader used to be Anakin Skywalker. Obi-Wan is the 
  one who conceals it from Luke, but that's a different story... 
   
  (Oh, and when a character has a 400+ point 'Dark Lord of the Sith 
  bonus'/experience points/whatever, does it /really/ matter whether he gets 
  the points from Dependency/Secret ID/whatever or not?  No...not really.) 
   
  J 
   >> 
  
  
 so what. she has built the character with the concept that the character  
cannot remove the suit. >> 
 
 
- --part1_db9214f9.245f6a52_boundary 
Content-Type: message/rfc822 
Content-Disposition: inline 
 
Return-path: Akirazeta@aol.com 
From: Akirazeta@aol.com 
Full-name: Akira zeta 
Message-ID: <db9214f9.245f6a1d@aol.com> 
Date: Mon, 3 May 1999 17:07:41 EDT 
Subject: Re: CHAR: Darth Vader (fini?) 
To: jeffj@io.com 
MIME-Version: 1.0 
Content-Type: text/plain; charset="us-ascii" 
Content-Transfer-Encoding: 7bit 
X-Mailer: AOL 4.0 for Windows 95 sub 4 
 
In a message dated 5/3/99 5:00:24 PM Eastern Daylight Time, jeffj@io.com  
writes: 
 
<< > << 20	Dependence: His suit (internal life support mechanisms), 1d6  
per 
 >  	Segment >> 
 >  
 > If you are going to build him as not being able to remove the suit, this  
is  
 > very unappropriate. If a disadvantage does not penelize a character, they  
get  
 > no points.  
  
 But the suit (or at least the helmet) /can/ be removed, as evidenced by 
 the last movie. 
  
 If Darth never chooses to remove the suit, that is very different from 
 Darth being physically unable to remove the suit. 
  
 If (somehow) someone knocked Vader out, they could take the suit off and 
 he would die.  This is definitely a disadvantage... 
  
 Me, I thought the 'odd' disad was Secret ID.  It's not really all /that/ 
 secret, he never seems to try to conceal it, and I don't think that most 
 peopel care that Darth Vader used to be Anakin Skywalker. Obi-Wan is the 
 one who conceals it from Luke, but that's a different story... 
  
 (Oh, and when a character has a 400+ point 'Dark Lord of the Sith 
 bonus'/experience points/whatever, does it /really/ matter whether he gets 
 the points from Dependency/Secret ID/whatever or not?  No...not really.) 
  
 J 
  >> 
 
 
so what. she has built the character with the concept that the character  
cannot remove the suit. 
 
- --part1_db9214f9.245f6a52_boundary-- 
 
------------------------------ 
 
Date: Mon, 03 May 1999 17:27:09 -0400 (EDT) 
From: Jason Sullivan <ravanos@NJCU.edu> 
Subject: Re: TK Stuff (fwd) 
 
On Mon, 3 May 1999, Michael Surbrook wrote: 
> On Mon, 3 May 1999, Jason Sullivan wrote: 
> > > Sorry, I disagree with the implimentation of this power. 
> > 	Which part? 
> > 	The NND TK Defense for Grabbing 
> > 	or 
> > 	The Does BODY? 
> Both actually.  NND is supposed to be used to create a power that bypasses 
> normal defenses in terms of damage.  Thus, NND NND TK makes no sense. 
> This would be like saying that I could give Grond NND STR, since he is so 
> strong there is *no way* you'll ever get out of his grip.  This being the 
> case, "Does Body" makes no sense as well. 
 
	I disagree.  NND can be used for "BODY-less" attacks, such as 
Flash, Entangle, or Drain. 
 
	The SFX of the TK I'm talking about is suspension by invisible, 
empty forces to negate the charcter's weight.  The SFX you speak of (with 
Grond) would be a question of granularity on the part of STR. 
	 
	The only SFX I could think of for NND STR would be the exact 
opposite of "super slipperiness", which would be something like Mr. 
Fantastic wrapping himself around someone entirely like a body suit (which 
is an established SFX for him).  The reasonable defense would be Desolid 
(and Reed's going to be a'hurtin if he tries it on someone with Damage 
Shield). 
 
	The HERO Bestiary suggests you do stuff like this with a "self" 
Entangle. 
 
	What you do bring up is the validity of an "NND Grab."  SFX for an 
NND grab would need to be something very cosmic- like a Black Hole type  
gravity well, or a total gravity reduction and suspension by "invisible 
forces." 
 
> > 	I think we could change this into a thread: 
> > 	TK Effect vs. TK Damage... 
> The problem is that TK is not a special effect in and of itself, it is 
> merely a means to an end. 
 
	A rewording, perhaps (for I did not mean TK SFX, but rather TK 
Effect): 
	TK's Effects against a target by means of manipulating said target 
through means of Grabbing or affecting said target as opposed to TK 
"punches" and effects-there of that do damage. 
 
> > 	Ferrous Dan is made of Iron.  He has the following Vulnerabilities: 
> > 	X2 STUN from Magnetic SFX 
> > 	X2 BODY from Magnetic SFX 
> > 	X2 Effect from Magnetic SFX 
> > 	Since Ferrous is made of Iron, Magnetic blasts and such can very 
> > easily "displace" his body. 
> How about kill.  I fire off a 12d6 (standard 60 AP attack for most 
> universes) and Ferrous Dan takes (uhmm...) 12 BODY and 36 STUN.  That ends 
> up being 48 BODY and 144 STUN.  Dan go bye-bye. 
	Note the "displace" in quotes.  I was defining why the SFX do the 
damage, not the measure by which the damage is done. 
	Anyway, how do _you_ know that Ferrous Dan doesn't have more than 
a 48 BODY and 144 STUN? :) 
 
> But I degres. 
 
> > 	However, since he's effected as metal, and very easily 
> > "magnetized", he is easily levitated, grabbed, etc. by the "STR" of 
> > Magnetic SFX TK. 
> > 	Thus, the Damage AND the Effect parts of a Magnetic TK would 
> > effect Fe greater. 
> Yup.  But that is for one type of Special Effect.  Not all. 
 
	I could apply it to a number of SFX.  Bee Man, who is made of Bees 
takes X2 BODY/STUN from Wind attacks, and x2 effect from wind SFX... 
	Most attack-type susceptibilities are dependent on SFX.  Fire for 
Captain Sno-Cone, Wind for Bee Man, Magnetism for Ferrous Dan... 
	...but I'll try another that is All TK. 
	Johnny Paper takes X2 BODY/STUN from attacks that are TK based, 
because they rip and tear his fragile body.  Johnny Paper also takes X2 
effect from TK because he is so light. 
	Johnny Paper does not have 48 BODY and 144 STUN.  Johnny go bye 
bye. 
	But I digress. 
 
> > 	...and, since there is no "normal" defense against the SFX of the 
> > particular Psychokinetic TK's lifting properties, as long as the 
> > individual can be lifted by the TK's "STR", he can not "escape" by "normal 
> > means." 
> Can he?  There have been times where characters have pushed themselves 
> free of a TK's 'grab'.  One of the defenses vs TK is not getting grabbed 
> in the first place.  Also, here, you've made it all or nothing.  If Akira 
> grabs someone, he either holds them or he doesn't.  If I have any of the 
> defenses you mention, then I get away, regardless of how much TK Akira 
> has. 
	Action/reaction would be able to escape from this particular 
because it just lifts the character's total weight and suspends them in a 
field.  (I had this gripe in another Superhero RPG, where the character 
could lift others by making a null gravity field, but has no such luck 
with various Bricks, who could lift X100 their weight easily.) 
 
	However, I did error when evaluating the individual power of TK 
for my friend, since I clumped it into one large gross sum of a power.  It 
would be more appropriate dividing it into separate powers. 
 
	How does a AVLD TK vs. Power Defense sound? 
 
> You make it soun like all the characters have a string attached and all I 
> need to do is pick up that string to dangle the character and render 
> them helpless. This is a fine idea as a 'power effect', but I don't think 
> NND TK is the way to go. 
	 
	I still like the concept of NND TK, but... 
 
> > 	By definition of the rules, all that is needed to break out of 
> > "normal" TK is STR. 
> Yes, because TK is "STR useable at range" 
 
	...in order for that to happen you have to make a power that can 
"dangle" a character without having the standard defense being STR.	 
 
> > 	I feel this distinction needs to be made in Superheroic games, due 
> > to the exceptionally large number of moderate weight high end STR 
> > characters.   
> > 	I believe the best example of this can be found in the Fantastic 
> > Four, where the Invisible Woman levitates The Thing on a regular basis to 
> > prevent him from going on a rampage when ever Ben gets grumpy. 
> This might be a combination of powers, or Flight, UAO. 
 
	Flight UAO works, but I don't personally like using that 
construct (but I'll have to re-evaluate it due to the current post). 
 
	You could probally bastardize some Transparent Entangle to do the 
same. 
 
------------------------------ 
 
Date: Mon, 3 May 1999 17:34:43 EDT 
From: Akirazeta@aol.com 
Subject: Re: CHAR: Darth Vader (fini?) 
 
If he can remove the suit, and never does, that means the suit can be stolen,  
and would be bought as a foci. that is the definitive "powered armor".  
 
If this was the case, there would also be two sets of stats, one with the  
suit on, and one without. there are not. 
 
If the suit was removable, its powers/stats would be bought as seperate  
powers, not as the characters base stats. they were bought as base stats.  
 
This character was built with the suit being an intergrated part of the  
character, not a seperate item. It cannot be removed the way it was built.  
This is what im saying. Im not debating if the suit is removeable in george  
Lucas's universe. 
 
and if the character was built with the suit being non-removeable, than there  
is noway that you would recieve points for having to wear it as a  
disadvantage.  
 
------------------------------ 
 
Date: Mon, 03 May 1999 19:18:53 -0400 
From: Bill Svitavsky <nbymail11@mln.lib.ma.us> 
Subject: RE: The Acceptance of Powergaming (was re RE:Darth Vader) 
 
At 07:31 AM 5/3/99 -0700, Filksinger wrote: 
 
>I have been following this thread for some time, but I didn't intend 
>to make any comment. However, I did notice when people claimed that 
>INT rules didn't match what they were used for in the game, and 
>decided to compare what Einstein was known to be good at compared and 
>what Einstein was known to be bad at to INT and various skills. 
> 
 
I suspect most of the list has gotten bored of this debate, but for those 
of us still interested, I will respond. 
 
>INT grants:      Einstein 
> 
>Perception      Notably not perceptive. 
 
Agreed. 
 
> 
>Decision-making abilities   Notably poor decision maker 
> 
 
Where does it say INT grants decision making abilities? If you're aiming 
for a strict by-the-book interpretation of INT, this seems irrelevent to me. 
 
On page 14 of the BBB it says this and only this: "Intelligence (INT): This 
characteristic represents the ability to take in and process data quickly. 
INT does not necessarily reflect knowledge. A character could have a high 
INT and be very ignorant. Conversely, a brilliant scientist who thought 
slowly might have a low INT. Intelligence increases teh character's 
Perception Rolls and certain Skills." 
 
Is the end result of processing necessarily a decision? I don't think so - 
the generation of a wide range of possibilities can also result from rapid 
processing of data - which is a large part of what makes certain 
intellectual types so indecisive. 
 
>Quick thinking in crisis   Always stopped to consider before answering 
>even simple questions in his field. 
> 
 
Now this criterion does seem to fit  the official description "ability to 
take in and process data quickly." However, I'd argue that Einstein could 
process data quickly - I imagine he was probably considering quite a bit 
quite rapidly in that time before answering. 
 
>The ability to understand the world  Notably easily confused by 
>real-world events around him. 
> 
 
Again, "ability to understand" is not a strict book interpretation of INT. 
I think it's a reasonable inference, but I think the factors giving 
Einstein an enormous IQ are also a reasonable inference of aspects of INT. 
And Einstein could certainly understand the world in ways most others could 
not. 
 
[SNIP] 
 
>In short, if a player came to me with a character who had a high INT, 
>but none of the abilities granted by high INT except the skill roll 
>increases, I would probably simply turn him down. And if I allowed it, 
>I would _not_ say that the character had a high INT, only that that 
>was a cheap way of buying something else. 
 
I can certainly see why you'd be cautious about that sort of limiting of a 
Characteristic. I think the definition of INT is broad enough, though, to 
allow for more than what you've inferred - and it seems to me  that you 
have already inferred quite a bit. 
 
I've argued for a broader interpretation of INT in part in terms of how it 
would affect point costs, but others have quite rightly pointed out that 
levels with INT skills would even out the costs. All costs being equal, I 
still think that incorporating IQ and other aspects of intelligence into 
INT makes a lot of sense. It allows the simple construction of 
intelligence-affecting powers, which is certainly a comic book staple. It 
makes intuitive sense.  And it seems to fit better the actual use INT has 
gotten in Hero characters than the speed of data processing definition. 
 
One further inference about INT occurs to me. Consider that the Age 
disadvantage (p. 118-119)  *raises* the max INT to 25 for age 40+, and to 
30 for age 60+. This suggests(to me, anyway) that effective reasoning and 
the ability to recall acquired knowledge are in fact aspects of INT. It 
certainly isn't the case that older humans "take in and process data more 
quickly" in your strict interpretation; we're more likely to be less quick 
to perceive as we get older - just think of children's ability to learn 
languages. But I believe cognitive development theories do hold that adults 
think more effectively by applying knowledge & experience to their 
perceptions. 
 
- - Bill Svitavsky 
 
------------------------------ 
 
Date: Mon, 03 May 1999 16:19:08 -0700 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: CHAR: Darth Vader (fini?) 
 
At 02:52 PM 5/3/1999 -0400, Michael Surbrook wrote: 
> 
>As far as I know, Vader's history runs like this: Darth Vader was born 
>Annakin Skywalker on Tatooine.  He showed a powerful gift for the Force 
>from an early age and eventually became the student of Obi Wan Kenobi, a 
>Jedi Knight.  Eventually, he went on to train under Yoda and was made a 
>fully-fledged Jedi.  At some point, Annakin was seduced by the power and 
>the promise of the 'Dark Side' and turned against his fellow Jedi.  He 
>betrayed them to the Emperor, and helped to hunt down and destroy the 
>once-proud Knighthood.  During these events, he had a final battle with 
>Obi Wan Kenobi, during which he was grievous injured (reports vary) and 
>was only able to survive the experience by being rebuilt as a virtual 
>cyborg. 
 
   Check your name spellings here.  I'm pretty sure Skywalker's name is 
spelled Aniken, I'm almost totally certain that Obi-Wan is hyphenated, and 
I'm reasonably certain that the Emperor's name is Palpatine. 
   You say in your write-up that you consulted the scripts as one of your 
sources, so if these are written there as you had it, then don't worry 
about it.  If you or someone else has a better source than my memory (which 
wouldn't take much), go with that.  But this is what I recall. 
- --- 
Bob's Original Hero Stuff Page!  [Circle of HEROS member] 
   http://www.klock.com/public/users/bob.greenwade/original.htm 
Merry-Go-Round Webring -- wanna join? 
   http://www.klock.com/public/users/bob.greenwade/merrhome.htm 
 
------------------------------ 
 
Date: Mon, 03 May 1999 16:22:37 -0700 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Telekinesis (was CHAR: Darth Vader) 
 
At 02:33 PM 5/3/1999 -0500, Curt Hicks wrote: 
>>  
>> > > > Off the top of my head, I'd already say that 'Telekinesis' is not 
really 
>> > > > blocked by intervening substances.... 
>> > >  
>> > > By the rules, yes, it is. 
>>  
>> >  
>> > Explicitly ?   Or because it's a standard power ?   
>>  
>> Yes, it is a standard power, and by default it is blocked by barriers, 
>> force walls and so on.  It is not a LOS power, either.  TK can be 
>> manything, to mkae it like 'classical' TK (ie the Force , anime 
>> psychokinetics, most TV telekinetics) it needs to be invisible and able to 
>> ignore barriers. 
> 
>Hurmm..   I'll have to reread the rules, but this makes TK even less 
desirable 
>as a power. 
>(I'd like to think that a character with TK could unlock a car after he 
>accidentally locked his keys inside without buying 'Indirect'. I guess 
>a 'telekinetic' character could, but it seems a character with just straight  
>Hero system 'Telekinesis' could not.  Actually, this makes the Stretching 
>with Invisible Power Effects a better alternative in some cases.) 
 
   Telekinesis is so totally screwed in 4th Edition, between the above and 
the skewed cost, that I had to trash all my 3rd Edition telekinetics, 
including one who was my second-favorite PC.  From what I gather, I won't 
be able to rebuild them under 5th Edition either; TK is still way to 
expensive to make it anything more than a "utility" power. 
   (I also had to trash two of my three 3rd Edition duplicators, but I do 
think that the old +5 points per 2X duplicates is coming back.) 
- --- 
Bob's Original Hero Stuff Page!  [Circle of HEROS member] 
   http://www.klock.com/public/users/bob.greenwade/original.htm 
Merry-Go-Round Webring -- wanna join? 
   http://www.klock.com/public/users/bob.greenwade/merrhome.htm 
 
------------------------------ 
 
Date: Mon, 03 May 1999 16:41:53 PDT 
From: "Jesse Thomas" <haerandir@hotmail.com> 
Subject: Re: CHAR: Darth Vader (fini?) 
 
On Mon, 03 May 1999 Bob Greenwade <bob.greenwade@klock.com> wrote: 
>    Check your name spellings here.  I'm pretty sure Skywalker's name is 
>spelled Aniken, I'm almost totally certain that Obi-Wan is hyphenated, and 
>I'm reasonably certain that the Emperor's name is Palpatine. 
>    You say in your write-up that you consulted the scripts as one of your 
>sources, so if these are written there as you had it, then don't worry 
>about it.  If you or someone else has a better source than my memory (which 
>wouldn't take much), go with that.  But this is what I recall. 
 
You're right about Palpatine, and I believe you are correct about Obi-Wan,  
but the proper spelling for Darth Vader's given name is Anakin Skywalker.   
Or, at least, that is the spelling that I have seen in every publication,  
canon or otherwise, that I have perused, including, but not limited to, most  
of the novels & novelizations, the RPG, and magazine articles about Epsiode  
I. 
 
Jesse Thomas 
 
haerandir@hotmail.com 
 
 
_______________________________________________________________ 
Get Free Email and Do More On The Web. Visit http://www.msn.com 
 
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Date: Mon, 03 May 1999 19:43:42 -0500 
From: Bill Svitavsky <bsvitavsky@mln.lib.ma.us> 
Subject: Re: Telekinesis (was CHAR: Darth Vader) 
 
At 04:22 PM 5/3/99 -0700, Bob Greenwade wrote: 
 
>   Telekinesis is so totally screwed in 4th Edition, between the above and 
>the skewed cost, that I had to trash all my 3rd Edition telekinetics, 
>including one who was my second-favorite PC.  From what I gather, I won't 
>be able to rebuild them under 5th Edition either; TK is still way to 
>expensive to make it anything more than a "utility" power. 
>   (I also had to trash two of my three 3rd Edition duplicators, but I do 
>think that the old +5 points per 2X duplicates is coming back.) 
 
When the 5th edition comes out, it might be interesting to compare the same 
characters written for the different editions. When the BBB came out, the 
campaign I was running got a complete overhaul; while I tried to maintain 
some consistency, a few characters changed quite a bit. I suspect there are 
a number of character types who've suffered over the years, though others 
have surely benefitted from the development of the Hero System. 
 
I wonder, does anybody have a campaign running, or even a PC, that will 
span all the editions? My longest-running campaign spanned 2-4, but ended 
years ago. I do have a couple of PC's originally written up for the 2nd ed. 
(and revised a bit for later) supplements & editions which I could see 
myself playing again some day. 
 
- - Bill Svitavsky 
 
------------------------------ 
 
Date: Mon, 3 May 1999 19:44:21 EDT 
From: Akirazeta@aol.com 
Subject: Re: CHAR: Darth Vader (fini?) 
 
In a message dated 5/3/99 7:40:11 PM Eastern Daylight Time,  
haerandir@hotmail.com writes: 
 
<< You're right about Palpatine, and I believe you are correct about Obi-Wan,  
 but the proper spelling for Darth Vader's given name is Anakin Skywalker.   
 Or, at least, that is the spelling that I have seen in every publication,  
 canon or otherwise, that I have perused, including, but not limited to, most  
 of the novels & novelizations, the RPG, and magazine articles about Epsiode  
 I. 
  
 Jesse Thomas >> 
 
I second this statement. :)  
 
------------------------------ 
 
Date: Mon, 3 May 1999 16:31:50 -0700 (PDT) 
From: shaw@caprica.com (Wayne Shaw) 
Subject: Re: Telekinesis (was CHAR: Darth Vader) 
 
>   Telekinesis is so totally screwed in 4th Edition, between the above and 
>the skewed cost, that I had to trash all my 3rd Edition telekinetics, 
>including one who was my second-favorite PC.  From what I gather, I won't 
>be able to rebuild them under 5th Edition either; TK is still way to 
>expensive to make it anything more than a "utility" power. 
>   (I also had to trash two of my three 3rd Edition duplicators, but I do 
>think that the old +5 points per 2X duplicates is coming back.) 
 
Well, this is one of the problems where the cost of other powers largely 
trapped them in a corner.  Under the old system there was all too many cases 
where you were an idiot taking a physical normal EB when TK existed.  And 
that was even without the ability to do direct damage.  Given the cost of 
Energy Blast and Strength, I'm not sure how they could have priced it any 
differently. 
 
Duplication is a different problem.  It's very hard to price it so it 
doesn't land either in 'too good' or 'useless'.  The doubling for five rule 
can _easily_ hit too good too fast.  I personally double for each successive 
increment of Duplication of a single type. 
 
------------------------------ 
 
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